diff --git a/.clang-tidy b/.clang-tidy new file mode 100644 index 0000000..1bae24a --- /dev/null +++ b/.clang-tidy @@ -0,0 +1,8 @@ +Checks: > + -*, + clang-analyzer-*, + bugprone-*, + performance-*, + portability-* +#WarningsAsErrors: '*' +HeaderFilterRegex: 'src/.*' \ No newline at end of file diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml new file mode 100644 index 0000000..717fe7a --- /dev/null +++ b/.github/workflows/build.yml @@ -0,0 +1,19 @@ +name: C/C++ CI + +on: + push: + branches: [ "master" ] + pull_request: + branches: [ "master" ] + +jobs: + build: + + runs-on: ubuntu-latest + + steps: + - uses: actions/checkout@v3 + - name: configure + run: ./configure + - name: build + run: cd src && touch .accepted && make diff --git a/.gitignore b/.gitignore index d9fc1c6..4611369 100644 --- a/.gitignore +++ b/.gitignore @@ -1,3 +1,95 @@ bin/* src/*.o src/util/*.o +config.cache +config.log +config.status +src/Makefile +src/conf.h +src/util/Makefile +src/.accepted +src/depend +src/util/depend +build/* + +# Do not commit files from players +lib/plrfiles/A-E/* +lib/plrfiles/F-J/* +lib/plrfiles/K-O/* +lib/plrfiles/P-T/* +lib/plrfiles/U-Z/* +lib/plrfiles/ZZZ/* +lib/plrfiles/index + +# but do commit the placeholders +!lib/plrfiles/A-E/00 +!lib/plrfiles/F-J/00 +!lib/plrfiles/K-O/00 +!lib/plrfiles/P-T/00 +!lib/plrfiles/U-Z/00 +!lib/plrfiles/ZZZ/00 + +# or vars +lib/plrvars/A-E/* +lib/plrvars/F-J/* +lib/plrvars/K-O/* +lib/plrvars/P-T/* +lib/plrvars/U-Z/* +lib/plrvars/ZZZ/* +lib/plrvars/index + +# except the placeholders +!lib/plrvars/A-E/00 +!lib/plrvars/F-J/00 +!lib/plrvars/K-O/00 +!lib/plrvars/P-T/00 +!lib/plrvars/U-Z/00 +!lib/plrvars/ZZZ/00 + +# or objects +lib/plrobjs/A-E/* +lib/plrobjs/F-J/* +lib/plrobjs/K-O/* +lib/plrobjs/P-T/* +lib/plrobjs/U-Z/* +lib/plrobjs/ZZZ/* +lib/plrobjs/index + +# except the placeholders +!lib/plrobjs/A-E/00 +!lib/plrobjs/F-J/00 +!lib/plrobjs/K-O/00 +!lib/plrobjs/P-T/00 +!lib/plrobjs/U-Z/00 +!lib/plrobjs/ZZZ/00 + +# also not autogenerated config file +/lib/etc/config +# or the list of last logins +/lib/etc/last +# or mail +lib/etc/plrmail +#or time +lib/etc/time + +# test object files, etc +src/test/depend +src/test/*.o +src/test/testfile + + +# ide etc. +.vscode +.project +.settings +.idea +.cproject + +# macOS generated files +.DS_Store +.DS_Store? +._* +.Spotlight-V100 +.Trashes +ehthumbs.db +Thumbs.db diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..78cd2af --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,407 @@ +cmake_minimum_required(VERSION 3.12) +project(TbaMUD C) + +set(CMAKE_C_STANDARD 99) + +# Include checker modules +include(CheckFunctionExists) +include(CheckIncludeFile) +include(CheckTypeSize) +include(CheckStructHasMember) +include(CheckSymbolExists) +include(CheckCSourceCompiles) + +# Output paths +set(BIN_OUTPUT_DIR ${CMAKE_SOURCE_DIR}/bin) +set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${BIN_OUTPUT_DIR}) + +# Include source and build paths +include_directories(src ${CMAKE_BINARY_DIR}) + +# ========== Compiler flags ========== +if (CMAKE_COMPILER_IS_GNUCC) + include(CheckCCompilerFlag) + + check_c_compiler_flag(-Wall SUPPORTS_WALL) + check_c_compiler_flag(-Wno-char-subscripts SUPPORTS_WNO_CHAR_SUBSCRIPTS) + + if (SUPPORTS_WALL) + set(MYFLAGS "-Wall") + if (SUPPORTS_WNO_CHAR_SUBSCRIPTS) + set(MYFLAGS "${MYFLAGS} -Wno-char-subscripts") + endif() + set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${MYFLAGS}") + endif() +endif() + +# clang-tidy if available +find_program(CLANG_TIDY_EXE NAMES clang-tidy) + +if(CLANG_TIDY_EXE AND STATIC_ANALYSIS) + message(STATUS "clang-tidy enabled: ${CLANG_TIDY_EXE}") + set(CMAKE_C_CLANG_TIDY "${CLANG_TIDY_EXE}") + set(CMAKE_EXPORT_COMPILE_COMMANDS ON) +else() + message(WARNING "clang-tidy not found. Static analysis disabled.") +endif() + +# ========== Header checks ========== +check_include_file("fcntl.h" HAVE_FCNTL_H) +check_include_file("errno.h" HAVE_ERRNO_H) +check_include_file("string.h" HAVE_STRING_H) +check_include_file("strings.h" HAVE_STRINGS_H) +check_include_file("limits.h" HAVE_LIMITS_H) +check_include_file("sys/select.h" HAVE_SYS_SELECT_H) +check_include_file("sys/wait.h" HAVE_SYS_WAIT_H) +check_include_file("sys/types.h" HAVE_SYS_TYPES_H) +check_include_file("unistd.h" HAVE_UNISTD_H) +check_include_file("memory.h" HAVE_MEMORY_H) +check_include_file("assert.h" HAVE_ASSERT_H) +check_include_file("arpa/telnet.h" HAVE_ARPA_TELNET_H) +check_include_file("arpa/inet.h" HAVE_ARPA_INET_H) +check_include_file("sys/stat.h" HAVE_SYS_STAT_H) +check_include_file("sys/socket.h" HAVE_SYS_SOCKET_H) +check_include_file("sys/resource.h" HAVE_SYS_RESOURCE_H) +check_include_file("netinet/in.h" HAVE_NETINET_IN_H) +check_include_file("netdb.h" HAVE_NETDB_H) +check_include_file("signal.h" HAVE_SIGNAL_H) +check_include_file("sys/uio.h" HAVE_SYS_UIO_H) +check_include_file("mcheck.h" HAVE_MCHECK_H) +check_include_file("stdlib.h" HAVE_STDLIB_H) +check_include_file("stdarg.h" HAVE_STDARG_H) +check_include_file("float.h" HAVE_FLOAT_H) + +if (HAVE_STDLIB_H AND HAVE_STDARG_H AND HAVE_STRING_H AND HAVE_FLOAT_H) + set(STDC_HEADERS 1) +endif() + +# macros +macro(check_run_return_value CODE EXPECTED_RESULT VAR_NAME) + set(_file "${CMAKE_BINARY_DIR}/check_run_${VAR_NAME}.c") + file(WRITE "${_file}" "${CODE}") + try_run(_run_result _compile_result + ${CMAKE_BINARY_DIR} ${_file} + ) + if (_compile_result EQUAL 0 AND _run_result EQUAL ${EXPECTED_RESULT}) + set(${VAR_NAME} TRUE) + else() + set(${VAR_NAME} FALSE) + endif() +endmacro() + +# ========== Function checks ========== +foreach(FUNC gettimeofday select snprintf strcasecmp strdup strerror + stricmp strlcpy strncasecmp strnicmp strstr vsnprintf vprintf + inet_addr inet_aton) + string(TOUPPER "${FUNC}" _upper_name) + check_function_exists(${FUNC} HAVE_${_upper_name}) +endforeach() + +if (NOT HAVE_VPRINTF) + check_function_exists(_doprnt HAVE_DOPRNT) +endif() + + +# ========== Type checks ========== +check_type_size("pid_t" HAVE_PID_T) +check_type_size("size_t" HAVE_SIZE_T) +check_type_size("ssize_t" HAVE_SSIZE_T) +set(CMAKE_EXTRA_INCLUDE_FILES "sys/socket.h") +check_type_size("socklen_t" HAVE_SOCKLEN_T) +unset(CMAKE_EXTRA_INCLUDE_FILES) + + +if (NOT HAVE_PID_T) + set(pid_t int) +endif() + +if (NOT HAVE_SIZE_T) + set(size_t "unsigned") +endif() + +if (NOT HAVE_SSIZE_T) + set(ssize_t int) +endif() + +if (NOT HAVE_SOCKLEN_T) + set(socklen_t int) +endif() + +# ========== const ========== +check_c_source_compiles(" +int main() { + +/* Ultrix mips cc rejects this. */ +typedef int charset[2]; const charset x; +/* SunOS 4.1.1 cc rejects this. */ +char const *const *ccp; +char **p; +/* NEC SVR4.0.2 mips cc rejects this. */ +struct point {int x, y;}; +static struct point const zero = {0,0}; +/* AIX XL C 1.02.0.0 rejects this. + It does not let you subtract one const X* pointer from another in an arm + of an if-expression whose if-part is not a constant expression */ +const char *g = \"string\"; +ccp = &g + (g ? g-g : 0); +/* HPUX 7.0 cc rejects these. */ +++ccp; +p = (char**) ccp; +ccp = (char const *const *) p; +{ /* SCO 3.2v4 cc rejects this. */ + char *t; + char const *s = 0 ? (char *) 0 : (char const *) 0; + + *t++ = 0; +} +{ /* Someone thinks the Sun supposedly-ANSI compiler will reject this. */ + int x[] = {25, 17}; + const int *foo = &x[0]; + ++foo; +} +{ /* Sun SC1.0 ANSI compiler rejects this -- but not the above. */ + typedef const int *iptr; + iptr p = 0; + ++p; +} +{ /* AIX XL C 1.02.0.0 rejects this saying + \"k.c\", line 2.27: 1506-025 (S) Operand must be a modifiable lvalue. */ + struct s { int j; const int *ap[3]; }; + struct s *b; b->j = 5; +} +{ /* ULTRIX-32 V3.1 (Rev 9) vcc rejects this */ + const int foo = 10; +} + +; return 0; } +" HAVE_CONST) + +if (HAVE_CONST) + set(CONST_KEYWORD const) +else() + set(CONST_KEYWORD "") +endif() + +# ========== Struct checks ========== +if (HAVE_NETINET_IN_H) + check_struct_has_member("struct in_addr" s_addr netinet/in.h HAVE_STRUCT_IN_ADDR) +endif() + +# ========== crypt()/libcrypt ========== + +find_library(CRYPT_LIBRARY crypt) +if (CRYPT_LIBRARY) + message(STATUS "Found libcrypt: ${CRYPT_LIBRARY}") + list(APPEND EXTRA_LIBS ${CRYPT_LIBRARY}) + set(_saved_lib_list ${CMAKE_REQUIRED_LIBRARIES}) + set(CMAKE_REQUIRED_LIBRARIES ${CRYPT_LIBRARY}) + check_include_file("crypt.h" HAVE_CRYPT_H) + check_function_exists(crypt CIRCLE_CRYPT) + + check_run_return_value(" +#include +#include +${HAVE_CRYPT_H} ? \"#include \" : \"\" + +int main(void) +{ + char pwd[11], pwd2[11]; + + strncpy(pwd, (char *)crypt(\"FooBar\", \"BazQux\"), 10); + pwd[10] = '\\\\0'; + strncpy(pwd2, (char *)crypt(\"xyzzy\", \"BazQux\"), 10); + pwd2[10] = '\\\\0'; + if (strcmp(pwd, pwd2) == 0) + exit(0); + exit(1); +} + " 0 HAVE_UNSAFE_CRYPT) + + set(CMAKE_REQUIRED_LIBRARIES ${_saved_lib_list}) +endif() + + +# ========== network libs ========== +check_function_exists(gethostbyaddr HAVE_GETHOSTBYADDR) +if (NOT HAVE_GETHOSTBYADDR) + message(STATUS "gethostbyaddr() not available, trying nsllib") + find_library(NSL_LIBRARY nsl) + if (NSL_LIBRARY) + message(STATUS "...nsllib found.") + list(APPEND EXTRA_LIBS ${NSL_LIBRARY}) + endif() +endif() + +check_function_exists(socket HAVE_SOCKET) +if (NOT HAVE_SOCKET) + message(STATUS "socket() not available, trying socketlib") + find_library(SOCKET_LIBRARY socket) + if (SOCKET_LIBRARY) + message(STATUS "...socketlib found") + list(APPEND EXTRA_LIBS ${SOCKET_LIBRARY}) + endif() +endif() + +# ========== time.h needs special treatment ========== +check_include_file("sys/time.h" HAVE_SYS_TIME_H) +check_include_file("sys/time.h" HAVE_TIME_H) + +if (HAVE_SYS_TIME_H AND HAVE_TIME_H) + check_c_source_compiles(" +#include +#include +#include +int main() { +struct tm *tp; +; return 0; } + " TIME_WITH_SYS_TIME) +endif() + +# ========== Determine return value of signal() ========== +check_c_source_compiles(" + #include + int handler(int sig) { return 0; } + int main() { + signal(SIGINT, handler); + return 1; + } +" SIGNAL_RETURNS_INT FAIL_REGEX ".*incompatible pointer type.*") + +check_c_source_compiles(" + #include + void handler(int sig) { } + int main() { + signal(SIGINT, handler); + return 1; + } +" SIGNAL_RETURNS_VOID FAIL_REGEX ".*incompatible pointer type.*") + +if (SIGNAL_RETURNS_INT) + message(STATUS "signal() returns int.") + set(RETSIGTYPE int) +elseif (SIGNAL_RETURNS_VOID) + message(STATUS "signal() returns void.") + set(RETSIGTYPE void) +else() + message(FATAL_ERROR "Could not determine return value from signal handler.") +endif() + +# ========== Define general UNIX-system ========== +if (UNIX) + set(CIRCLE_UNIX 1) +endif() + +set(PROTO_FUNCTIONS + accept + bind + gettimeofday + atoi + atol + bzero + chdir + close + fclose + fcntl + fflush + fprintf + fputc + fread + fscanf + fseek + fwrite + getpeername + getpid + getrlimit + getsockname + htonl + htons + inet_addr + inet_aton + inet_ntoa + listen + ntohl + perror + printf + qsort + read + remove + rewind + select + setitimer + setrlimit + setsockopt + snprintf + sprintf + sscanf + strcasecmp + strdup + strerror + stricmp + strlcpy + strncasecmp + strnicmp + system + time + unlink + vsnprintf + write + socket +) + +configure_file( + ${CMAKE_SOURCE_DIR}/src/conf.h.cmake.in + ${CMAKE_BINARY_DIR}/tmp_conf.h +) + +macro(check_function_prototype FUNCTION) + set(_code " +#define NO_LIBRARY_PROTOTYPES +#define __COMM_C__ +#define __ACT_OTHER_C__ +#include \"${CMAKE_BINARY_DIR}/tmp_conf.h\" +#include \"${CMAKE_SOURCE_DIR}/src/sysdep.h\" +#ifdef ${FUNCTION} + error - already defined! +#endif +void ${FUNCTION}(int a, char b, int c, char d, int e, char f, int g, char h); + +int main() { + +; return 0; } + ") + string(TOUPPER "${FUNCTION}" _upper_name) + check_c_source_compiles("${_code}" NEED_${_upper_name}_PROTO FAIL_REGEX ".*incompatible pointer type.*") + if (NEED_${_upper_name}_PROTO) + message(STATUS "${FUNCTION}() has no prototype, NEED_${_upper_name}_PROTO set!") + else() + message(STATUS "${FUNCTION}() has a prototype, not setting NEED_${_upper_name}_PROTO") + endif() +endmacro() + + +foreach (FUNC ${PROTO_FUNCTIONS}) + check_function_prototype(${FUNC}) +endforeach() + + +# ========== Generate conf.h ========== +configure_file( + ${CMAKE_SOURCE_DIR}/src/conf.h.cmake.in + ${CMAKE_BINARY_DIR}/conf.h +) + + + +# ========== Source-filer ========== +file(GLOB SRC_FILES src/*.c) + +# ========== Bygg kjørbar ========== +add_executable(circle ${SRC_FILES}) +target_link_libraries(circle ${EXTRA_LIBS}) + +add_subdirectory(src/util) + +if (MEMORY_DEBUG) + message(STATUS "MEMORY_DEBUG is activated, setting up zmalloc") + target_compile_definitions(circle PRIVATE MEMORY_DEBUG) +endif() diff --git a/changelog b/changelog index 321662e..0b198a5 100644 --- a/changelog +++ b/changelog @@ -1173,6 +1173,8 @@ Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist) (lots of major bugfixes too) tbaMUD Release history: +tbaMUD 2019, January 2019 +tbaMUD 2018, January 2018 Version 3.68 release: February, 2017 Version 3.67 release: January, 2016 Version 3.66 release: January, 2015 diff --git a/configure b/configure index 73db816..1aa45bf 100755 --- a/configure +++ b/configure @@ -1227,18 +1227,28 @@ if eval "test \"`echo '$ac_cv_func_'crypt`\" = yes"; then cat >> confdefs.h <<\EOF #define CIRCLE_CRYPT 1 EOF + CRYPTLIB="-lcrypt" + echo "CRYPTLIB set to: $CRYPTLIB" 1>&6 else echo "$ac_t""no" 1>&6 -echo $ac_n "checking for crypt in -lcrypt""... $ac_c" 1>&6 -echo "configure:1235: checking for crypt in -lcrypt" >&5 -ac_lib_var=`echo crypt'_'crypt | sed 'y%./+-%__p_%'` -if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then - echo $ac_n "(cached) $ac_c" 1>&6 -else - ac_save_LIBS="$LIBS" -LIBS="-lcrypt $LIBS" -cat > conftest.$ac_ext <&6 + echo "configure:1235: checking for crypt in -lcrypt" >&5 + + OS_NAME=$(uname) + if [ "$OS_NAME" = "Darwin" ]; then + # macOS: No need for -lcrypt + CRYPTLIB="" + echo "CRYPTLIB not needed on macOS" 1>&6 + else + # Other systems (Linux): Use -lcrypt + ac_lib_var=`echo crypt'_'crypt | sed 'y%./+-%__p_%'` + if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 + else + ac_save_LIBS="$LIBS" + LIBS="-lcrypt $LIBS" + cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then - rm -rf conftest* - eval "ac_cv_lib_$ac_lib_var=yes" -else - echo "configure: failed program was:" >&5 - cat conftest.$ac_ext >&5 - rm -rf conftest* - eval "ac_cv_lib_$ac_lib_var=no" -fi -rm -f conftest* -LIBS="$ac_save_LIBS" - -fi -if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then - echo "$ac_t""yes" 1>&6 - cat >> confdefs.h <<\EOF + if { (eval echo configure:1254: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=yes" + else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=no" + fi + rm -f conftest* + LIBS="$ac_save_LIBS" + fi + if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then + echo "$ac_t""yes" 1>&6 + cat >> confdefs.h <<\EOF #define CIRCLE_CRYPT 1 EOF - CRYPTLIB="-lcrypt" -else - echo "$ac_t""no" 1>&6 -fi - - + CRYPTLIB="-lcrypt" + echo "CRYPTLIB set to: $CRYPTLIB on Linux" 1>&6 + else + echo "$ac_t""no" 1>&6 + fi + fi fi diff --git a/doc/FAQ.txt b/doc/FAQ.txt index ac1321d..3b28a08 100644 --- a/doc/FAQ.txt +++ b/doc/FAQ.txt @@ -257,6 +257,9 @@ http://tbamud.com All donated areas have been added to the latest version of tbaMUD. If you wish to donate some of your own work stop by the Builder Academy. +https://github.com/rds1983 has generated maps of all the existing areas, +and they can be found here: https://mudmapbuilder.github.io/ + 2.3. I have questions about tbaMUD. Where should I go? Stop by The Builder Academy at tbamud.com 9091 or the website at: diff --git a/doc/README b/doc/README index d9a9f15..50ffb3f 100644 --- a/doc/README +++ b/doc/README @@ -1,7 +1,7 @@ Updated: Apr 2007 tbaMUD README ------------- -All requests for help or bugs should be reported to: builderacademy.net 9091. +All requests for help or bugs should be reported to: tbamud.com 9091. Information about CircleMUD can be found at the CircleMUD Home Page and FTP: http://www.circlemud.org diff --git a/doc/README.CMAKE.md b/doc/README.CMAKE.md new file mode 100644 index 0000000..0408e2a --- /dev/null +++ b/doc/README.CMAKE.md @@ -0,0 +1,93 @@ +Updated 2025-04 + +## Building TbaMUD with the cmake tool + +# Building with CMake + +This document describes how to configure, build and install tbamud +from source code using the CMake build tool. To build with CMake, you of +course first have to install CMake. The minimum required version of CMake is +specified in the file `CMakeLists.txt` found in the top of the tbamud source +tree. Once the correct version of CMake is installed you can follow the +instructions below for the platform you are building on. + +CMake builds can be configured either from the command line, or from one of +CMake's GUIs. + +NOTE: The current CMakeLists.txt only supports linux. + +# Configuring + +A CMake configuration of tbamud is similar to the autotools build of curl. +It consists of the following steps after you have unpacked the source. + +We recommend building with CMake on Windows. + +## Using `cmake` + +You can configure for in source tree builds or for a build tree +that is apart from the source tree. + +- Build in a separate directory (parallel to the source tree in this + example). The build directory is created for you. This is recommended over + building in the source tree to separate source and build artifacts. + +```shell +$ cmake -B build -S . +``` + +- Build in the source tree. Not recommended. + +```shell +$ cmake -B . +``` + +The examples below will assume you have created a build folder. + +The above commands will generate the build files. If you need to regenerate +the files, you can delete the cmake cache file, and rerun the above command: + +```shell +$ rm build/CMakeCache.txt +``` + +Once the build files are generated, the build is run with cmake + +```shell +$ cmake --build build +``` + +This will generate the object files in a subdirectory under the specified +build folder and link the executable. The resulting binaries will be in the +bin/ folder. + +### Utilities + +It is possible to build only single tools, none or all of them, +by specifying the target in the build command: + +```shell +# only build the mud +$ cmake --build build --target circle + +# only build tools +$ cmake --build build --target utils + +# only build one tool +$ cmake --build build --target wld2html +``` + +### Debugging memory + +In case you want to run the mud with memory debugging turned on, you +can set the MEMORY_DEBUG flag during configuration by specifying the +flag: + +```shell +$ cmake -B build -S . -DMEMORY_DEBUG:int=1 +$ cmake --build build +``` + +When the mud is shut down, the zmalloc code will identify any leaks in your code. +Note that memory debugging may consume quite a lot of memory and take some time +to be handled on shutdown. \ No newline at end of file diff --git a/doc/README.MSVC2022 b/doc/README.MSVC2022 new file mode 100644 index 0000000..7cca485 --- /dev/null +++ b/doc/README.MSVC2022 @@ -0,0 +1,21 @@ +Updated: Apr 2025 + Compiling CircleMUD under Microsoft Windows XP + using Microsoft Visual C++ 2022 (8.0) + +### Overview +This guide describes how to build TbaMUD in the Visual Studio through the new experimental CMake environment. + +### Prerequisites +* [Visual Studio 2022+](https://visualstudio.microsoft.com/ru/vs/) +* [CMake 3.27+](https://cmake.org/) + +### Build Steps +1. Goto the folder `src` and copy `conf.h.win` to `conf.h`. + +2. Run this command in the root folder: + + cmake -B build -S . -G "Visual Studio 17 2022" + +3. Open `build/circle.sln` in Visual Studio. + +4. Compile and run. \ No newline at end of file diff --git a/doc/act.txt b/doc/act.txt index 3bc99fa..991d8c4 100644 --- a/doc/act.txt +++ b/doc/act.txt @@ -24,7 +24,7 @@ Contents 1.1 Overview The act() function is used to process and send strings of text to characters in a room. It can be used to send the same basic string to a number of -characters filling in certain segments designated by control characters +characters filling in certain segments – designated by control characters – in different ways, dependant on what each character can see and who each character is. Once the text string passed to the function has been parsed, it is capitalized and a newline is added to its tail. @@ -38,17 +38,17 @@ struct obj_data *obj, const void *vict_obj, int type) These pieces are used as follows: str: This is the basic string, a null terminated character array, including -control characters (see section 1.4 on Control Characters), to be sent to +control characters (see section 1.4 on ‘Control Characters’), to be sent to characters designated by the targets. hide_invisible: A TRUE or FALSE value indicating whether or not to hide the -entire output from any characters that cannot see the performing character. +entire output from any characters that cannot see the “performing character”. -ch: The performing character. This is the character that the output string +ch: The “performing character”. This is the character that the output string is associated with. The character is used to determine the room for the output of the action in question. -obj: An object (an actual item obj_data) used in the course of the action. +obj: An object (an actual item – obj_data) used in the course of the action. vict_obj: This can be either a character involved in the action, another object, or even a predefined string of text. @@ -73,7 +73,7 @@ The next parameter vict_objcan be a number of things ranging from a game object null terminated character array (char *). Do note, however, that obj and vict_obj are both ignored if there is no control -character reference (see section 1.4 Control Characters) to them and the type +character reference (see section 1.4 ‘Control Characters’) to them and the type is set to TO_ROOM or TO_CHAR. In these cases, NULL should be supplied as the input to the function. @@ -96,7 +96,7 @@ TO_CHAR: Finally, this option sends the output to the ch. TO_SLEEP: This is a special option that must be combined with one of the above options. It tells act() that the output is to be sent even to characters that -are sleeping. It is combined with a bitwise or. i.e. TO_VICT | TO_SLEEP. +are sleeping. It is combined with a bitwise ‘or’. i.e. TO_VICT | TO_SLEEP. When the string has been parsed, it is capitalized and a newline is added. @@ -105,20 +105,20 @@ In a manner similar to the printf() family of functions, act() uses control characters. However, instead of using the % symbol, act() uses the $ character to indicate control characters. -$n Write name, short description, or someone, for ch, depending on whether +$n Write name, short description, or “someone”, for ch, depending on whether ch is a PC, a NPC, or an invisible PC/NPC. $N Like $n, except insert the text for vict_obj.* -$m him, her, or it, depending on the gender of ch. +$m “him,” “her,” or “it,” depending on the gender of ch. $M Like $m, for vict_obj.* -$s his, her,or it, depending on the gender of ch. +$s “his,” “her,”or “it,” depending on the gender of ch. $S Like $s, for vict_obj.* -$e he, she, it, depending on the gender of ch. +$e “he,” “she,” “it,” depending on the gender of ch. $E Like $e, for vict_obj.* -$o Name or something for obj, depending on visibility. +$o Name or “something” for obj, depending on visibility. $O Like $o, for vict_obj.* -$p Short description or something for obj. +$p Short description or “something” for obj. $P Like $p for vict_obj.* -$a an ora, depending on the first character of objs name. +$a “an” or“a”, depending on the first character of obj’s name. $A Like $a, for vict_obj.* $T Prints the string pointed to by vict_obj.* $F Processes the string pointed to by vict_obj with the fname() function prior @@ -129,7 +129,7 @@ no action is taken. $U Processes the buffer and uppercases the first letter of the following word (the word immediately after to the control code). If there is no following word, no action is taken. -$$ Print the character $. +$$ Print the character ‘$’. NOTE*: vict_obj must be a pointer of type struct char_data *. diff --git a/doc/color.txt b/doc/color.txt index 377cb85..226231a 100644 --- a/doc/color.txt +++ b/doc/color.txt @@ -9,8 +9,8 @@ to players in color in the tbaMUD game engine. Its intended audience is for Coders of tbaMUD. tbaMUD allows you to create colorful messages by using ANSI control sequences. -Each player may select what level of color he/she desires from the four -levels off, brief, normal, and complete. Each player can select his/her +Each player may select what “level” of color he/she desires from the four +levels “off,” “brief,” “normal,” and “complete.” Each player can select his/her color level by using the TOGGLE COLOR command from within the MUD; you as the programmer must decide which messages will be colored for each of the color levels. @@ -21,17 +21,17 @@ All files in which you wish to use color must have the line: This should be put in after all other includes in the beginning of the file. -There are 8 colors available normal, red, green, yellow, blue, magenta, +There are 8 colors available – “normal,” red, green, yellow, blue, magenta, cyan and white. They are accessible by sending control sequences as part of another string, for example: -sprintf(buf, "If youre %shappy%s and you know it clap " +sprintf(buf, "If you’re %shappy%s and you know it clap " "%d of your hands.\n\r", x, y, num_of_hands); send_to_char(ch, buf); -In this example, x and y are the on and off sequences for the color you -want. There are 2 main series of color macros available for you to use (dont -actually use x and y, of course!): the K series and the CC series. The CC +In this example, x and y are the “on” and “off” sequences for the color you +want. There are 2 main series of color macros available for you to use (don’t +actually use “x” and “y,” of course!): the K series and the CC series. The CC (Conditional Color) series is recommended for most general use. The name of the actual sequence starts with the name of its series, plus a @@ -51,21 +51,21 @@ CCBLU() (arguments defined below). The K series requires no arguments, and is simply a macro to the ANSI color code. Therefore, if you use a K-series color code, the color will ALWAYS be -sent, even if the person youre sending it to has color off. This can very bad. +sent, even if the person you’re sending it to has color off. This can very bad. Some people who do not have ANSI-compatible terminals will see garbage characters instead of colors. If the terminal correctly ignores ANSI color codes, then nothing will show up on their screen at all. The K series is mainly -used to print colors to a string if the players color level will later be +used to print colors to a string if the player’s color level will later be tested manually (for an example, see do_gen_com in act.comm.c). The recommended series is the CC series (i.e. CCNRM(), CCRED(), etc.) The CC -series macros require two arguments a pointer to the character to whom the +series macros require two arguments – a pointer to the character to whom the string is being sent, and the minimum color level the player must be set to in order to see the color. Color sent as 'brief' (formerly known as sparse it was changed for consistency with the syslog command) (C_SPR) will be seen by people -with color set to sparse, normal, or complete; color sent as normal (C_NRM) +with color set to sparse, normal, or complete; color sent as ‘normal’ (C_NRM) will be seen only by people with color set to normal or complete; color sent as -complete (C_CMP) will be seen only by people with color set to complete. +‘complete’ (C_CMP) will be seen only by people with color set to complete. To illustrate the above, an example is in order: @@ -76,29 +76,29 @@ ACMD(do_showcolor) { char buf[300]; -sprintf(buf, "Dont you just love %scolor%s, %scolor%s, " "%sCOLOR%s!\n\r", +sprintf(buf, "Don’t you just love %scolor%s, %scolor%s, " "%sCOLOR%s!\n\r", CCBLU(ch, C_CMP), CCNRM(ch, C_CMP), CCYEL(ch, C_NRM), CCNRM(ch, C_NRM), CCRED(ch, C_SPR), CCNRM(ch, C_SPR)); send_to_char(ch, buf); } What does this do? For people with color set to Complete, it prints: - Dont you just love color, color, COLOR! (blue) (yellow) (red) + Don’t you just love color, color, COLOR! (blue) (yellow) (red) People who have color set to Normal will see: - Dont you just love color, color, COLOR! (yellow) (red) + Don’t you just love color, color, COLOR! (yellow) (red) People who have color set to Sparse will see: - Dont you just love color, color, COLOR! (red) + Don’t you just love color, color, COLOR! (red) People who have color set to Off will see: - Dont you just love color, color, COLOR! (no color, as youd expect) + Don’t you just love color, color, COLOR! (no color, as you’d expect) There are several common pitfalls with using the CC series of color macros: Do not confuse CCNRM with C_NRM. CCNRM() is a macro to turn the color back to -normal; C_NRMis a color level of normal. Always make sure that every pair of -on and off codes are at the same color level. For example: +normal; C_NRMis a color level of “normal.” Always make sure that every pair of +“on” and “off” codes are at the same color level. For example: WRONG: sprintf(buf, "%sCOLOR%s\n\r", CCBLU(ch, C_NRM), CCNRM(ch, C_CMP)); @@ -110,14 +110,14 @@ WRONG: sprintf(buf, "%sCOLOR%s\n\r", CCBLU(ch, C_CMP), CCNRM(ch, C_NRM)); The above statement is also wrong, although not as bad. In this case, someone with color set to Normal will (correctly) not get the CCBLU code, but will then -unnecessarily get the CCNRM code. Never send a color code if you dont have to. +unnecessarily get the CCNRM code. Never send a color code if you don’t have to. The codes are several bytes long, and cause a noticeable pause at 2400 baud. -This should go without saying, but dont ever send color at the C_OFF level. +This should go without saying, but don’t ever send color at the C_OFF level. Special precautions must be taken when sending a colored string to a large -group of people. You cant use the color level of ch (the person sending the -string) each person receiving the string must get a string appropriately +group of people. You can’t use the color level of “ch” (the person sending the +string) – each person receiving the string must get a string appropriately colored for his/her level. In such cases, it is usually best to set up two -strings (one colored and one not), and test each players color level +strings (one colored and one not), and test each player’s color level individually (see do_gen_comin act.comm.c for an example). diff --git a/doc/debugging.txt b/doc/debugging.txt index 37a444a..c4ca478 100644 --- a/doc/debugging.txt +++ b/doc/debugging.txt @@ -4,14 +4,14 @@ Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble The Art of Debugging Originally by Michael Chastain and Sammy -The following documentation is excerpted from Merc 2.0s hacker.txt file. It +The following documentation is excerpted from Merc 2.0’s hacker.txt file. It was written by Furey of MERC Industries and is included here with his permission. We have packaged it with tbaMUD (changed in a couple of places, such as specific filenames) because it offers good advice and insight into the art and science of software engineering. More information about tbaMUD, can be found at the tbaMUD home page http://tbamud.com. -1 Im running a Mud so I can learn C programming! +1 “I’m running a Mud so I can learn C programming!” Yeah, right. The purpose of this document is to record some of our knowledge, experience and philosophy. No matter what your level, we hope that this @@ -31,11 +31,11 @@ Play with it some more. Read documentation again. Get the idea? -The idea is that your mind can accept only so much new data in a single -session. Playing with something doesnt introduce very much new data, but it -does transform data in your head from the new category to the familiar -category. Reading documentation doesnt make anything familiar, but it -refills your new hopper. +The idea is that your mind can accept only so much “new data” in a single +session. Playing with something doesn’t introduce very much new data, but it +does transform data in your head from the “new” category to the “familiar” +category. Reading documentation doesn’t make anything “familiar,” but it +refills your “new” hopper. Most people, if they even read documentation in the first place, never return to it. They come to a certain minimum level of proficiency and then never @@ -47,17 +47,17 @@ through the two-step learning cycle many times to master it. man gives you online manual pages. -grep stands for global regular expression print; searches for strings in text +grep stands for “global regular expression print;” searches for strings in text files. vi, emacs, jove use whatever editor floats your boat, but learn the hell out of it; you should know every command in your editor. -ctags mags tags for your editor which allows you to go to functions by name +ctags mags “tags” for your editor which allows you to go to functions by name in any source file. >, >>, <, | input and output redirection at the command line; get someone to -show you, or dig it out of man csh +show you, or dig it out of “man csh” These are the basic day-in day-out development tools. Developing without knowing how to use all of these well is like driving a car without knowing @@ -70,21 +70,21 @@ the hypothesis, run the program and provide it experimental input, observe its behavior, and confirm or refute the hypothesis. A good hypothesis is one which makes surprising predictions which then come -true; predictions that other hypotheses dont make. +true; predictions that other hypotheses don’t make. The first step in debugging is not to write bugs in the first place. This sounds obvious, but sadly, is all too often ignored. If you build a program, and you get any errors or any warnings, you should fix them before continuing. C was designed so that many buggy ways of writing code -are legal, but will draw warnings from a suitably smart compiler (such as gcc +are legal, but will draw warnings from a suitably smart compiler (such as “gcc” with the -Wall flag enabled). It takes only minutes to check your warnings and to fix the code that generates them, but it takes hours to find bugs otherwise. -Desk checking (proof reading) is almost a lost art these days. Too bad. You +“Desk checking” (proof reading) is almost a lost art these days. Too bad. You should desk check your code before even compiling it, and desk-check it again periodically to keep it fresh in mind and find new errors. If you have someone -in your group whose only job it is to desk-check other peoples code, that +in your group whose only job it is to desk-check other people’s code, that person will find and fix more bugs than everyone else combined. One can desk-check several hundred lines of code per hour. A top-flight @@ -95,20 +95,20 @@ fixing technique. Compare that to all the hours you spend screwing around with broken programs trying to find one bug at a time. The next technique beyond desk-checking is the time-honored technique of -inserting print statements into the code, and then watching the logged +inserting “print” statements into the code, and then watching the logged values. Within tbaMUD code, you can call printf(), fprintf(), or log()to dump interesting values at interesting times. Where and when to dump these values is an art, which you will learn only with practice. -If you dont already know how to redirect output in your operating system, now -is the time to learn. On Unix, type the command man csh, and read the part -about the > operator. You should also learn the difference between standard -output (for example, output from printf) and standard error (for example, -output from fprintf(stderr, ...)). +If you don’t already know how to redirect output in your operating system, now +is the time to learn. On Unix, type the command “man csh”, and read the part +about the “>” operator. You should also learn the difference between “standard +output” (for example, output from “printf”) and “standard error” (for example, +output from “fprintf(stderr, ...)”). Ultimately, you cannot fix a program unless you understand how it is operating in the first place. Powerful debugging tools will help you collect data, but -they cant interpret it, and they cant fix the underlying problems. Only you +they can’t interpret it, and they can’t fix the underlying problems. Only you can do that. When you find a bug... your first impulse will be to change the code, kill the @@ -117,9 +117,9 @@ observe is often just the symptom of a deeper bug. You should keep pursuing the bug, all the way down. You should grok the bug and cherish it in fullness before causing its discorporation. -Also, when finding a bug, ask yourself two questions: What design and -programming habits led to the introduction of the bug in the first place? And: -What habits would systematically prevent the introduction of bugs like this? +Also, when finding a bug, ask yourself two questions: “What design and +programming habits led to the introduction of the bug in the first place?” And: +“What habits would systematically prevent the introduction of bugs like this?” 5 Debugging: Tools @@ -127,20 +127,20 @@ When a Unix process accesses an invalid memory location, or (more rarely) executes an illegal instruction, or (even more rarely) something else goes wrong, the Unix operating system takes control. The process is incapable of further execution and must be killed. Before killing the process, however, the -operating system does something for you: it opens a file named core and +operating system does something for you: it opens a file named “core” and writes the entire data space of the process into it. -Thus, dumping core is not a cause of problems, or even an effect of problems. -Its something the operating system does to help you find fatal problems which +Thus, “dumping core” is not a cause of problems, or even an effect of problems. +It’s something the operating system does to help you find fatal problems which have rendered your process unable to continue. -One reads a core file with a debugger. The two most popular debuggers on Unix +One reads a “core” file with a debugger. The two most popular debuggers on Unix are adb and gdb, although occasionally one finds dbx. Typically one starts a -debugger like this: gdb bin/circle or gdb bin/circle lib/core. +debugger like this: “gdb bin/circle” or “gdb bin/circle lib/core”. The first thing, and often the only thing, you need to do inside the debugger -is take a stack trace. In adb, the command for this is $c. In gdb, the -command is backtrace. In dbx, the command is where. The stack trace will +is take a stack trace. In adb, the command for this is “$c”. In gdb, the +command is “backtrace”. In dbx, the command is “where”. The stack trace will tell you what function your program was in when it crashed, and what functions were calling it. The debugger will also list the arguments to these functions. Interpreting these arguments, and using more advanced debugger features, @@ -343,12 +343,12 @@ new tools. 7 Profiling -Another useful technique is profiling, to find out where your program is +Another useful technique is “profiling,” to find out where your program is spending most of its time. This can help you to make a program more efficient. Here is how to profile a program: -1. Remove all the .o files and the circle executable: +1. Remove all the .o files and the “circle” executable: make clean 2. Edit your Makefile, and change the PROFILE=line: @@ -359,25 +359,25 @@ make 4. Run circle as usual. Shutdown the game with the shutdown command when you have run long enough to get a good profiling base under normal usage -conditions. If you crash the game, or kill the process externally, you wont +conditions. If you crash the game, or kill the process externally, you won’t get profiling information. 5. Run the profcommand: prof bin/circle > prof.out -6. Read prof.out. Run man prof to understand the format of the output. For -advanced profiling, you can use PROFILE = -pg in step 2, and use the gprof -command in step 5. The gprof form of profiling gives you a report which lists +6. Read prof.out. Run “man prof” to understand the format of the output. For +advanced profiling, you can use “PROFILE = -pg” in step 2, and use the “gprof” +command in step 5. The “gprof” form of profiling gives you a report which lists exactly how many times any function calls any other function. This information is valuable for debugging as well as performance analysis. -Availability of prof and gprof varies from system to system. Almost every -Unix system has prof. Only some systems have gprof. +Availability of “prof” and “gprof” varies from system to system. Almost every +Unix system has “prof”. Only some systems have “gprof”. 7 Books for Serious Programmers Out of all the thousands of books out there, three stand out: -Kernighan and Plaugher, The Elements of Programming Style -Kernighan and Ritchie, The C Programming Language -Brooks, The Mythical Man Month +Kernighan and Plaugher, “The Elements of Programming Style” +Kernighan and Ritchie, “The C Programming Language” +Brooks, “The Mythical Man Month” diff --git a/doc/files.txt b/doc/files.txt index 5b4b2f2..a300f7f 100644 --- a/doc/files.txt +++ b/doc/files.txt @@ -3,7 +3,7 @@ Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble tbaMUD File Manifest -The main tbaMUD/ directory has the following subdirectories and files: +The main ‘tbaMUD/’ directory has the following subdirectories and files: autorun - Shell script to run the MUD (./autorun &). FAQ - Frequently Aske Questions with answers. @@ -16,7 +16,7 @@ lib/ - MUD data. log/ - System logs. src/ - Source code. -The bin/directory contains only binaries: circle (the main MUD) and its +The bin/directory contains only binaries: ‘circle’ (the main MUD) and its utilities, which are described in utils.txt. The doc/ directory has its own README file, describing the contents of each @@ -51,12 +51,12 @@ time - Where the MUD time is saved. The lib/misc/ directory contains the following files: -bugs - Bugs reported by players with the bug command. -ideas - Ideas from players from idea command. +bugs - Bugs reported by players with the ’bug’ command. +ideas - Ideas from players from ’idea’ command. messages - Spell and skill damage messages. socials - Text file with text of the socials. socials.new - New format of socials you can edit via AEDIT. -typos - Typos reported by players with the typo command. +typos - Typos reported by players with the ’typo’ command. xnames - Text file of invalid names. The lib/plrobjs/ contains the following files and directories: @@ -80,18 +80,18 @@ zzz/ The lib/text/ directory contains the following files: background - Background story (for option 3 from main menu). -credits - Text for credits command. +credits - Text for ’credits’ command. greetings - Greeting message. -handbook - Text for Immortal Handbook (handbook command). -immlist - Text for immlist command. +handbook - Text for Immortal Handbook (’handbook’ command). +immlist - Text for ’immlist’ command. imotd - Immortal MOTD --seen by immortals on login. -info - Text for info command. +info - Text for ’info’ command. motd - MOTD --seen by mortals on login. -news - Text for news command. -policies - Text for policy command. -wizlist - Text for wizlist command. -/help/screen - Text for help command as a mortal with no arguments. -/help/iscreen - Text for help command an an immortal with no arguments. +news - Text for ’news’ command. +policies - Text for ’policy’ command. +wizlist - Text for ’wizlist’ command. +/help/screen - Text for ’help’ command as a mortal with no arguments. +/help/iscreen - Text for ’help’ command an an immortal with no arguments. The lib/world/directory contains the following subdirectories: @@ -103,8 +103,8 @@ wld - Contains *.wld files (world files) zon - Contains *.zon files (zone files) Each of the 6 subdirectories in the lib/world/ directory also contains two -additional files one called index, which specifies which files in that -directory should be loaded when the MUD boots, and index.mini, which +additional files – one called ‘index’, which specifies which files in that +directory should be loaded when the MUD boots, and ‘index.mini’, which specifies which files should be loaded if the MUD is booted with the -m (mini-mud) option. @@ -128,6 +128,6 @@ trigger - Trigedit log messages. usage - Mud system usage (player load & memory usage info). The src/ directory contains all of the C and header files for the MUD, along -with a Makefile. The src/util/ directory contains source for tbaMUDs utility +with a Makefile. The src/util/ directory contains source for tbaMUD’s utility programs. See admin.txt for more information on how to compile the MUD. See -utils.txt for more information on how to use tbaMUDs utilities. +utils.txt for more information on how to use tbaMUD’s utilities. diff --git a/doc/porting.txt b/doc/porting.txt index 9ec3885..97c7824 100644 --- a/doc/porting.txt +++ b/doc/porting.txt @@ -9,16 +9,16 @@ every platform that exists. This document is for experienced programmers trying to make tbaMUD work on their platform. tbaMUD should work on most UNIX platforms without any modifications; simply run -the configure script and it should automatically detect what type of system +the “configure” script and it should automatically detect what type of system you have and anything that may be strange about it. These findings are all stored in a header file called conf.h which is created in the src directory from a template called conf.h.in. A Makefile is also created from the template Makefile.in. -Non-UNIX platforms are a problem. Some cant run tbaMUD at all. However, any +Non-UNIX platforms are a problem. Some can’t run tbaMUD at all. However, any multitasking OS that has an ANSI C compiler, and supports non-blocking I/O and socket-based TCP/IP networking, should theoretically be able to run tbaMUD; for -example, OS/2, AmigaOS, Mac OS (Classic versions; Mac OS X supports tbaMUDs +example, OS/2, AmigaOS, Mac OS (Classic versions; Mac OS X supports tbaMUD’s configure script from the command line), and all versions of Windows. The port can be very easy or very difficult, depending mainly on whether or nor @@ -26,7 +26,7 @@ your OS supports the Berkeley socket API. The general steps for porting tbaMUD to a non-UNIX platform are listed below. A number of tips for porting can be found after the porting steps. Note that we -have already ported tba to Windows, so if youre confused as to how to perform +have already ported tba to Windows, so if you’re confused as to how to perform some of these steps, you can look at what we have done as an example (see the files README.CYGWIN). @@ -36,11 +36,11 @@ trying to port the code. Porting the Code -Step 1. Create a conf.h file for your system. Copy the template conf.h.in -to conf.h, and then define or undefine each item as directed by the comments +Step 1. Create a “conf.h” file for your system. Copy the template “conf.h.in” +to “conf.h”, and then define or undefine each item as directed by the comments and based on the characteristics of your system. To write the conf.h file, -youll need to know which header files are included with your system, the -return type of signals, whether or not your compiler supports the const +you’ll need to know which header files are included with your system, the +return type of signals, whether or not your compiler supports the ‘const’ keyword, and whether or not you have various functions such as crypt()and random(). Also, you can ignore the HAVE_LIBxxx and HAVE_xxx_PROTO constants at the end of conf.h.in; they are not used in the code (they are part of UNIX @@ -58,12 +58,12 @@ be in the source file comm.c. Step 4. Test your changes! Make sure that multiple people can log in simultaneously and that they can all type commands at the same time. No player -should ever have a frozen screen just because another is waiting at a prompt. +should ever have a “frozen” screen just because another is waiting at a prompt. Leave the MUD up for at least 24 hours, preferably with people playing it, to make sure that your changes are stable. Make sure that automatic events such as zone resets, point regeneration, and corpse decomposition are being timed correctly (a tick should be about 75 seconds). Try resetting all the zones -repeatedly by typing zr * many times. Play the MUD and make sure that the +repeatedly by typing “zr *” many times. Play the MUD and make sure that the basic commands (killing mobs as a mortal, casting spells, etc.) work correctly. Step 5. If you are satisfied that your changes work correctly, you are @@ -71,20 +71,20 @@ encouraged to submit them to be included as part of the tbaMUD distribution so that future releases of tbaMUD will support your platform. This prevents you from re-porting the code every time a new version is released and allows other people who use your platform to enjoy tbaMUD as well. To submit your changes -you must make a patch file using the GNU diff program. diff will create a -patch file which can be later used with the patch utility to incorporate +you must make a patch file using the GNU ‘diff’ program. diff will create a +patch file which can be later used with the ‘patch’ utility to incorporate your changes into the stock tbaMUD distribution. For example, if you have a -copy of tbaMUD in the stock-tba directory, and your changes are in my-tba, +copy of tbaMUD in the “stock-tba” directory, and your changes are in “my-tba”, you can create a patch file like this: diff -u --new-file --recursive stock-tba/src my-tba/src > patch -This will create a file called patch with your patches. You should then try -to use the patch program (the inverse of diff) on a copy of tbaMUD to make +This will create a file called ‘patch’ with your patches. You should then try +to use the ‘patch’ program (the inverse of ‘diff’) on a copy of tbaMUD to make sure that tbaMUD is correctly changed to incorporate your patches. This step is -very important: if you dont create these patches correctly, your work will be +very important: if you don’t create these patches correctly, your work will be useless because no one will be able to figure out what you did! Make sure to -read the documentation to diff and patch if you dont understand how to use +read the documentation to ‘diff’ and ‘patch’ if you don’t understand how to use them. If your patches work, CELEBRATE!! Step 6. Write a README file for your operating system that describes everything @@ -107,7 +107,7 @@ Each system to which tba is already ported has a CIRCLE_xx constant associated with it: CIRCLE_UNIX for plain vanilla UNIX tbaMUD, CIRCLE_WINDOWS for MS Windows, CIRCLE_OS2 for IBM OS/2, and CIRCLE_AMIGA for the Amiga. You must use a similar constant for your system. At the top of your conf.h, make sure to -comment out #define CIRCLE_UNIX and add #define CIRCLE_YOUR_SYSTEM. +comment out “#define CIRCLE_UNIX” and add “#define CIRCLE_YOUR_SYSTEM”. 3.2 ANSI C and GCC As long as your system has an ANSI C compiler, all of the code (except for @@ -122,22 +122,22 @@ you use gcc. Make absolutely sure to use non-blocking I/O; i.e. make sure to enable the option so that the read() system call will immediately return with an error if there is no data available. If you do not use non-blocking I/O, read() will -block, meaning it will wait infinitely for one particular player to type +“block,” meaning it will wait infinitely for one particular player to type something even if other players are trying to enter commands. If your system does not implement non-blocking I/O correctly, try using the POSIX_NONBLOCK_BROKEN constant in sysdep.h. 3.4 Timing tbaMUD needs a fairly precise (on the order of 5 or 10 ms) timer in order to -correctly schedule events such as zone resets, point regeneration (ticks), +correctly schedule events such as zone resets, point regeneration (“ticks”), corpse decomposition, and other automatic tasks. If your system supports the select() system call with sufficient precision, the default timing code should -work correctly. If not, youll have to find out which system calls your system +work correctly. If not, you’ll have to find out which system calls your system supports for determining how much time has passed and replace the select() timing method. 3.5 Signals and Signal Handlers -A note about signals: Most systems dont support the concept of signals in the +A note about signals: Most systems don’t support the concept of signals in the same way that UNIX does. Since signals are not a critical part of how tbaMUD works anyway (they are only used for updating the wizlist and some other trivial things), all signal handling is turned off by default when compiling @@ -147,7 +147,7 @@ conf.h file and all signal code will be ignored automatically. 4 Final Note IMPORTANT: Remember to keep any changes you make surrounded by #ifdef -statements (i.e. #ifdef CIRCLE_WINDOWS ... #endif). If you make absolutely +statements (i.e. “#ifdef CIRCLE_WINDOWS ... #endif”). If you make absolutely sure to mark all of your changes with #ifdef statements, then your patches (once you get them to work) will be suitable for incorporation into the tbaMUD distribution, meaning that tbaMUD will officially support your platform. diff --git a/doc/releases.txt b/doc/releases.txt index 88fa7db..37e2df5 100755 --- a/doc/releases.txt +++ b/doc/releases.txt @@ -10,6 +10,12 @@ to rec.games.mud.diku which originally announced CircleMUD as a publicly available MUD source code. tbaMUD Release history: +Version 2025 release: January, 2025 +Version 2023 release: January, 2023 +Version 2021 release: March, 2021 +Version 2020 release: January, 2020 +Version 2019 release: January, 2019 +Version 2018 release: January, 2018 Version 3.68 release: February, 2017 Version 3.67 release: January, 2016 Version 3.66 release: January, 2015 @@ -137,7 +143,7 @@ communication channels totally ignores all commands from that player until they are thawed. --Even handier DELETE flag allows you to delete players on the fly. --"set" command (mentioned above) allows you to freeze/unfreeze/ -delete/siteok/un-siteok players --even if they arent logged in! +delete/siteok/un-siteok players --even if they aren’t logged in! --Bad password attempts are written to the system log and saved; if someone tries to hack your account, you see "4 LOGIN FAILURES SINCE LAST SUCCESSFUL LOGIN" next time you log on. diff --git a/doc/socials.txt b/doc/socials.txt index ad4a780..0d72a5e 100644 --- a/doc/socials.txt +++ b/doc/socials.txt @@ -110,12 +110,12 @@ is being specified. The command sort name is the shortest part of the command a player must type for it to match. The hide-flag can be either 0 or 1; if 1, the social is hidden from OTHERS if they cannot see the character performing the social. The action is not hidden from the VICTIM, even if s/he cannot see the -character performing the social, although in such cases the characters name -will, of course, be replaced with someone. The min positions should be set to +character performing the social, although in such cases the character’s name +will, of course, be replaced with “someone”. The min positions should be set to dictate the minimum position a player must be in to target the victim and perform the social. Min level allows you to further customize who can use what socials.Where it makes sense to do so, text fields may be left empty. If -editing manually you should by put a # in the first column on the line. Aedit +editing manually you should by put a ‘#’ in the first column on the line. Aedit does this automatically. Examples: diff --git a/doc/utils.txt b/doc/utils.txt index 79c8bfc..bc3915d 100644 --- a/doc/utils.txt +++ b/doc/utils.txt @@ -34,7 +34,7 @@ older CircleMUD data files to the versions used in CircleMUD v3, while others are used to convert currently existing files into different formats. Overall, these utilities have been created in an attempt to make the tbaMUD -administrators life a bit easier, and to give the administrator some ideas of +administrator’s life a bit easier, and to give the administrator some ideas of further and more grandiose utilities to create. Some are no longer applicable but are retained as examples. @@ -61,7 +61,7 @@ the second, and so forth. The split utility is designed to split large world files into smaller, zone sized files that are easier to manage and maintain. The utility reads its input from the standard input and writes the output to files with names specified -within the larger world file. This is done by inserting =filename into the +within the larger world file. This is done by inserting ‘=filename’ into the world file at the appropriate points, where filename is the name of the file for the following section. @@ -141,8 +141,8 @@ The command line syntax for autowiz is as follows: autowiz [pid to signal] where is equal to whatever LVL_GOD is set to in your tbaMUD server, - is the filename for the file containing the games Wizlist. - should be set to your games LVL_IMMORT, while + is the filename for the file containing the game’s Wizlist. + should be set to your game’s LVL_IMMORT, while is the name of the Immlist file. This utility must be recompiled if you make any changes to the player file structure. diff --git a/lib/misc/socials.new b/lib/misc/socials.new index eb6d30f..d05ae0e 100644 --- a/lib/misc/socials.new +++ b/lib/misc/socials.new @@ -2893,7 +2893,7 @@ $n looks at your $t and seems to think it could use a little trimming off the to You look at $p and think it could use a little trimming off the top. $n looks at $p and seems to think it could use a little trimming off the top. -~halo halo 0 8 8 31 +~halo halo 0 8 8 1 You whip out the ol' halo. That should prove your innocence. $n loads a halo and dons it. $N could use a good disguise. @@ -6109,7 +6109,7 @@ $n looks around for a victim to strangle. You throw yourself against $N's throat, trying to squeeze the life out. $n throws $mself after $N's throat. $n throws $mself after your throat, you try to defend yourself. -AARGH! They must have left... #&%@! +AARGH! They must have left... You put your hands around your throat and stop breathing. $n tries to strangle $mself, making a very strange noise and getting blue in the face. You strangle $M $t. @@ -6508,6 +6508,21 @@ $n teases your $t. You tease $p. $n teases $p. +~testsocial testsocial 0 8 8 2 +This action is unfinished. +This action is unfinished. +# +# +# +# +# +# +# +# +# +# +# + ~thanks thank 0 5 0 0 Thank you too. $n thanks everyone. @@ -7244,7 +7259,7 @@ You fall to your knees and worship $p. $n falls to $s knees and worships $p. ~wrong wrong 0 8 8 0 -You couldn't find the right if your life depended on it. +You couldn't find the right social if your life depended on it. $n couldn't find the right social if $s life depended on it. # # diff --git a/lib/text/greetings b/lib/text/greetings index 9feced2..5792e0d 100644 --- a/lib/text/greetings +++ b/lib/text/greetings @@ -1,5 +1,5 @@ - T B A M U D - 3 . 6 8 + T B A M U D + 2 0 2 5 Based on CircleMUD by Jeremy Elson and DikuMUD by Hans-Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer diff --git a/lib/text/help/help.hlp b/lib/text/help/help.hlp index 0f9b987..5ecfd23 100644 --- a/lib/text/help/help.hlp +++ b/lib/text/help/help.hlp @@ -22,100 +22,6 @@ See Examples: @RTSTAT 7505, 154@n Example: @RTSTAT 19, 20@n #31 -TBA-ADMIN - -Help and World files are the "master" versions. Before a release I copy the help file and World files to /tbamud -Only difference from stock is do_cheat, help files viewable by any level, do_advance is LVL_GOD, and 600+ zones. -tbamud.com is the latest Joomla version with Kunena as our forums. Download section is Google Drive. -Builder Applications can be viewed here: goo.gl/0FBsys -Backups are done monthly of /tba and using the Akeeba component in Joomla, I keep an archive. Github is our version control system but I like backups of backups. Please do reasonable backups of your own. - -To setup a trial vnum (in this case test for 61165: -advance test 31 -set test nohassle off -set test olc 611 -set test title has trial vnum 61165 -set test loadroom 3 -set test gold 1000000 -restore test -redit 61165 -1 -test's Trial Vnum -q -y -toggle nohassle off -load obj 1332 -set self level 32 -tbalim test 61165 -return -toggle nohassle on - -To setup test with zone 348 -return -saveall -set test olc 348 -set file test olc 348 -set test title has zone 348 -set file test title has zone 348 -set test loadroom 348 -set file test loadroom 348 -set test gold 1000000 -wiznet Okay test, you have zone 348 vnum's 34800 to 34899. Help buildwalk and help dig to learn how to create and link your rooms. If you have any questions just ask. -toggle nohassle off -load obj 1332 -set self level 32 -tbalim test purge -return -restore test -toggle nohassle on -redit 34800 -1 -test's Zone Description Room -q -y -zedit 34800 -1 -test -z -Name Me - test -q -y -redit 34800 -2 -return -saveall -set test olc 348 -set test title has zone 348 -set test loadroom 348 -set test gold 1000000 -wiznet Okay test, you have zone 348 vnum's 34800 to 34899. Help buildwalk and help dig to learn how -to create and link your rooms. If you have any questions just ask. -toggle nohassle off -load obj 1332 -set self level 32 -tbalim test purge -return -restore test -toggle nohassle on -redit 34800 -1 -test's Zone Description Room -q -y -zedit 34800 -1 -test -z -Name Me - test -q -y -redit 34800 -2 - -q -y -See Also: TBA-STAFF, TBA-ZONES -#32 %DAMAGE% ODAMAGE MDAMAGE WDAMAGE TRIGEDIT-DAMAGE TRIGEDIT-ROOM-DAMAGE TRIG-DAMAGE %damage% %victim% amount @@ -128,7 +34,7 @@ trigger you must define actor. %damage% %actor% 20 - cause 20 points damage %damage% %actor% %random.20% - cause 1-20 points damage randomly -eval stunned %actor.hitp% - evaluate all hitpoints and then damage +set stunned %actor.hitp% - evaluate all hitpoints and then damage %damage% %actor% %stunned% - leaving the player stunned, but will recover eval random_up_to_stunned %%random.%stunned%%% @@ -237,6 +143,22 @@ Mob Example: @RTSTAT 81@n See also: POSITIONS, CHAR-VAR #31 +%LOG% WLOG MLOG OLOG + +%log% + +This command sends a message to the syslog so all immmortals can see it. It can + be useful for debugging, or for tracking the frequency of things that shouldn't occur +very often. + +%log% %actor.name%, a level %actor.level% %actor.class% just typed %cmd% %arg% + +will generate a message that looks like: + +[ Room 57700 :: Fizban, a level 34 Magic-User just typed log example ] + +The part before the :: shows what the script that logged the message was attached to. +#0 %MOVE% MOVE-OBJECT MOVE-ALL In an object trigger, moves the object to which the trig is attached to the @@ -935,7 +857,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUESTPOINTS QUEST-POINTS QUEST-MOBS QUESTMOBS An autoquest is a quest that can be automatically started and completed by players on the MUD without the intervention of an immortal. Players simply visit a questmaster where they join an available quest, and get rewarded on -its completion. +its completion. See Also: QEDIT, QUEST-FLAG #31 @@ -943,7 +865,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUEST-MOBS QUESTMOBS An autoquest is a quest that can be automatically started and completed without the intervention of an immortal. Simply visit a questmaster and join -an available quest, and get rewarded on its completion. Keep an eye out for +an available quest, and get rewarded on it's completion. Keep an eye out for autoquests scattered throughout the World. See Also: QUEST-FLAG, QUESTPOINTS @@ -953,7 +875,7 @@ AUTOSACRIFICE SACRIFICE Usage: toggle autosac Enables you to automatically sacrifice any mob you kill. If you do not have -autoloot and autoloot enabled the objects and gold will also be sacrificed. +autoloot enabled the objects and gold will also be sacrificed. See Also: TOGGLE #0 @@ -1662,7 +1584,6 @@ qedit (quest editor) questpoints buildwalk dig -tell m-w (an in game dictionary lookup) gemote history file @@ -1956,6 +1877,11 @@ ANSI colors: @*y - @yyellow@n @*Y - @Ybright yellow@n @*o - @oorange@n @*O - @Obright orange@n @*w - @wwhite@n @*W - @Wbright white@n @*[F###] - @RSHOW COLOUR@n to list all codes. +It should be noted that in editors typing /t toggles whether color codes are shown +or are interpreted as color codes. This can be useful for copying and pasting +strings that contain color without having to re-insert all the color codes +manually. + See also: @*, OLC-COLOR, MXP, ANSI, PROMPT, TOGGLE, SHOW-COLOUR #1 COLORSPRAY COLOR-SPRAY @@ -2517,25 +2443,6 @@ Example: > diagnose doctor See also: CONSIDER, HIT, KILL -#0 -DICTIONARY DICTIONARIES THESAURUS M-W.COM DEFINITION MERRIAM-WEBSTER M-W-DEFINITION WEBSTER MW TELL-M-W BREATHER SPELLING WORDS - -Usage: tell m-w - - We have a direct link to Merriam Webster. To use the dictionary just -tell m-w - ->tell m-w breather -You get this feedback from Merriam-Webster: -That means: -1 : one that breathes -2 : a break in activity for rest or relief -3 : a small vent in an otherwise airtight enclosure - -A few obscure definitions are not available through m-w since they are in the -unabridged version that requires membership. They also offer a thesaurus at: -@Chttp://m-w.com/@n - #31 DIG UNDIG RDIG RELINK RLINKS @@ -3246,7 +3153,7 @@ game. Invest in a thesaurus. Makes a world of difference, and if that doesn't help, just make up your own words for things you create (just be sure to describe them very well. Use @Chttp://m-w.com/@n for an online thesaurus -and dictionary. You can @Rtell m-w @n to lookup a definition. +and dictionary. 4. Where can I learn Trigedit? Here! Welcor is now the developer of trigedit. We have extensive help files, @@ -3385,7 +3292,7 @@ the earthquake spell. See also: WATERWALK, EARTHQUAKE #0 -FOLLOWERS +FOLLOWERS UNFOLLOW Usage: follow @@ -3423,7 +3330,7 @@ The 3rd number is liquid type from the following: value 1: Initial drink units. Must be 1 or greater. value 2: see below value 3: 0 for not poisoned. Otherwise, the number of hours until the poison - burns off? + burns off. value 2: The type of liquid in the drink-container, one of: @@ -3637,8 +3544,8 @@ GRAMMAR GRAMMER TIPS words can be particularly tricky and elude electronic spell checkers. A good dictionary, however, will help you spell archaic words. Whenever I am building I use our Merriam Webster dictionary link on TBA to check any tough words for -proper spelling. Test it out @RTELL M-W DEFINITION@n. We hope to add a thesaurus -soon! Goto @Chttp://m-w.com/@n until then. +proper spelling. We hope to add a thesaurus soon! Goto @Chttp://m-w.com/@n +until then. I have found that a good principle to make is to avoid the use of all contractions. For example, if you mean to say "it is", do not use "it's", spell it out. This will help differentiate between "its" (which means 'belonging to @@ -6389,8 +6296,12 @@ Usage: olist Olist gives you a list of the objects numbered within the parameters. -olist 12 - lists all objects defined in zone 12 -olist 3001 3022 - lists all existing objects from vnum 3001 to 3022 +olist 12 - lists all objects defined in zone 12 +olist 3001 3022 - lists all existing objects from vnum 3001 to 3022 +olist affect - Displays top 100 objects, in order, with the selected affect. + Type olist affect to see all available fields. +olist type - Displays objects of the selected type. + Type olist type to see all available fields. See also: OEDIT, OLC #31 @@ -7162,30 +7073,28 @@ See also: FLAGS, PLR #31 PROMOTE PROMOTIONS ADVANCEMENTS RAISES LVLS LEVELS GAINS 31 32 33 34 RANKS RANKING HIRING JOBS STAFFING - Here at The Builder Academy the level of an immortal generally denotes -their skill at building. This makes it easier for people to know who is in -charge, who they can ask for help, and who they should be wary of taking tips -from. I encourage everyone to help each other. Just realize that if the person -is not at least a Great God they may have relatively little experience. - -Level 31 (Immortal) Anyone who is new to TBA and is working on their trial - vnum or zone. -Level 32 (God) An experienced builder that has proven their knowledge and is - willing to teach others. Level 2 and above is considered staff. -Level 33 (Greater God) An experienced builder that has contributed - significantly to TBA. -Level 34 (Implementor) Welcor and I (Rumble). Welcor hosts and I administrate. +Here at The Builder Academy, the level of an immortal generally reflects that +immortal's building skill and willingness to help others. If you have +questions, you may want to ask someone whose level is at least 32. Of course, +everyone is encouraged to help everyone else, but know that those who are not +at least level 32 may have relatively little experience. - Do not bother asking to be advanced, and if that is why you are here, you -are wasting your time. Note, this does not mean you are not a quality builder, -but TBA is not your typical MUD. On the contrary, we are here as dedicated -people to help you learn to build. Because of this the only chance of -advancement is if you are willing to learn to build and then help teach others. -If you are willing to give back to the tbaMUD community, and have the -necessary skills to do so, you will be advanced and given further privileges -to help teach others. Generally, if you have to ask for a promotion you will be -less likely to receive it. Performance is everything here. +Level 31 (Immortal) Anyone who is new to TBA and is working on their trial + vnum or zone. +Level 32 (God) An experienced builder with proven knowledge that is + willing to teach others. Immortals of level 32 and above + are considered staff. +Level 33 (Greater God) An experienced builder that has contributed significantly + to TBA. +Level 34 (Implementor) Current developers: Welcor, Wyld, and Opie. +Please do not bother asking to be advanced. If your goal is merely to rise in +the ranks, you are wasting your time. The Gods here are dedicated to helping +others learn to build. Thus, those who advance in level are those who become +proficient builders that offer their time to teach others. If you are willing +to give back to the tbaMUD community and have the requisite skills, you will be +advanced and given further tools to teach others via your level. Generally, if +you ask for a promotion, you will be less likely to receive it. #0 PROPOSALS GUIDELINES ZONE-PROPOSALS PROPOSITIONS PROPOSE REQUESTS CRITERIA @@ -7263,7 +7172,7 @@ prefer to add the quest in the zone where quest completion takes place. Quests use vnums in exactly the same way as mobiles, object and rooms. Each zone will normally have 100 vnums available (#00 to #99, where # is the zone number). Usually, when creating the first quest in a zone, #00 is used, -then #01, etc +then #01, etc. When you qedit to create a new quest (or edit an existing one), you will see the menu in @RHELP QEDIT-MENU@n @@ -7274,12 +7183,12 @@ QEDIT-ACCEPT This is the text that is sent to the player when they start the quest. It should describe in detail exactly what is required to complete the quest. The -text is simply output on the players screen, so be creative here. An example +text is simply output on the player's screen, so be creative here. An example of an accept message text could be something like: The questmaster rummages in a large pile of papers. -The questmaster says Ah, here it is -The questmaster says Bob, the local butcher has offered this quest +The questmaster says "Ah, here it is" +The questmaster says "Bob, the local butcher has offered this quest" The questmaster shows you a hastily scrawled note, that reads: I am willing to offer any plucky adventurer 10 quest points if they bring me a @@ -7289,7 +7198,7 @@ order to fill. I need these within 24 hours Thanks, Bob the Butcher, Midgaard The questmaster sighs. -The questmaster says A tricky quest, but itll cost you 5qp to back out now +The questmaster says "A tricky quest, but it'll cost you 5qp to back out now" #31 QEDIT-COMPLETED QEDIT-ABANDONED @@ -7303,7 +7212,7 @@ all timed quests. QEDIT-COMPLETION Just like the accept message, this is simply text that is output on the -players screen when they successfully complete the quest. Prizes (quest +player's screen when they successfully complete the quest. Prizes (quest points, gold coins, experience points or an object) are automatically announced after this text is shown, so this text does not need to have that information in it. @@ -7329,7 +7238,7 @@ Quest flags: @cNOBITS@n Enter quest flags, 0 to quit : Currently, only one flag is available, the REPEATABLE flag. When you have -finished turning this on or off, select 0 (zero) to return to the main menu. +finished turning this on or off, select "0" (zero) to return to the main menu. #31 QEDIT-LEVELS @@ -7383,12 +7292,12 @@ QEDIT-NEXT This is the quest vnum of next quest in a chain. When a player completes the current quest, the next quest will automatically be joined. This allows -for long quests with a number of steps. +for long quests with a number of "steps". #31 QEDIT-PREREQUISITE This is the object vnum for a prerequisite object. The prerequisite object -should be in the players inventory in order for them to be able to join the +should be in the player's inventory in order for them to be able to join the quest. It is not taken from the player when the quest starts. #31 QEDIT-PREVIOUS @@ -7399,15 +7308,15 @@ completed by the player in order to join this quest. QEDIT-QUANTITY This is the number of times the player needs to repeat the quest. For -example, it could be the number of items the player needs to find in a object -quest of the number of mobs the player should kill in a kill mob quest. This -should be used with caution, however. In an object quest picking up the same +example, it could be the number of items the player needs to find in a "object" +quest of the number of mobs the player should kill in a "kill mob" quest. This +should be used with caution, however. In an object quest picking up the same object 20 times will also complete the quest. #31 QEDIT-QUIT QEDIT-MESSAGE The quit message is sent to the player when they type quest leave. Players -can lose quest points for abandoning a quest (see Abandoned on the next +can lose quest points for abandoning a quest (see "Abandoned" on the next page), so if they lose quest points, this text really should inform them of that. #31 @@ -7436,14 +7345,14 @@ Room, Clear Room - Room VNUM #31 QEDIT-TIME - This is the number of ticks or game hours that the player has to complete + This is the number of 'ticks' or game hours that the player has to complete the quest. If this is set, then the builder should really try to do the quest -themselves, and time how long it takes (typing time before and after the -attempt), and then giving at least one extra tick for players to complete it. +themselves, and time how long it takes (typing 'time' before and after the +attempt), and then giving at least one extra 'tick' for players to complete it. #31 QEDIT-TYPE - There are a few different quest types. When you select option 7 from the + There are a few different quest types. When you select option '7' from the main menu, you will be shown a list to choose from: 0) Object - Player needs to find a particular object. @@ -7518,7 +7427,7 @@ Usage: quest [list | join <#> | progress | leave | history] quest - Show usage information for the quest command. quest list - Used at the questmaster to see which quests are available. -quest join # - Used to the questmaster to join the quest listed as number nn on quest list. +quest join # - Used to the questmaster to join the quest listed as number 'nn' on quest list. quest progress - Shows the player which quest they are doing, and their quest progress. quest leave - Allows the player to abandon the current quest, taking the quest point penalty. quest history - Shows all previously completed non-repeatable quests. @@ -7892,95 +7801,9 @@ The following terrains may be selected (only one): #31 RELEASES - -If you have any additions, corrections, ideas, or bug reports please stop by the -Builder Academy at telnet://tbamud.com:9091 or email rumblebamud.com -- Rumble - -CircleMUD Release History -Originally by Jeremy Elson - -Abstract - -This document lists the release history of CircleMUD and at the end is the post -to rec.games.mud.diku which originally anounced CircleMUD as a publically -available MUD source code. - -Release history: -Version 3.63 release: April, 2012 -Version 3.62 release: September, 2010 -Version 3.61 release: January, 2010 -Version 3.60 release: September, 2009 -Version 3.59 release: April, 2009 -Version 3.58 release: January, 2009 -Version 3.57 release: August, 2008 -Version 3.56 release: April, 2008 -Version 3.55 release: January, 2008 -Version 3.54 release: December, 2007 -Version 3.53 release: July, 2007 -Version 3.52 release: April, 2007 -Version 3.51 release: February, 2007 -Version 3.5 release: December, 2006 -Version 3.1 (yes, no beta pl): November 18, 2002 -Version 3.00 beta pl22 release: October 4, 2002 -Version 3.00 beta pl21 release: April 15, 2002 -Version 3.00 beta pl20 release: January 15, 2002 -Version 3.00 beta pl19 release: August 14, 2001 -Version 3.00 beta pl18 release: March 18, 2001 -Version 3.00 beta pl17 release: January 23, 2000 -Version 3.00 beta pl16 release: August 30, 1999 -Version 3.00 beta pl15 release: March 16, 1999 -Version 3.00 beta pl14 release: July 3, 1998 -Version 3.00 beta pl13a release: June 4, 1998 -Version 3.00 beta pl13 release: June 1, 1998 -Version 3.00 beta pl12 release: October 29, 1997 -Version 3.00 beta pl11 release: April 14, 1996 -Version 3.00 beta pl10 release: March 11, 1996 -Version 3.00 beta pl9 release: February 6, 1996 -Version 3.00 beta pl8 release: May 23, 1995 -Version 3.00 beta pl7 release: March 9, 1995 -Version 3.00 beta pl6 release: March 6, 1995 -Version 3.00 beta pl5 release: February 23, 1995 -Version 3.00 beta pl4 release: September 28, 1994 -Version 3.00 beta pl1-3, internal releases for beta-testers. -Version 3.00 alpha: Ran on net for testing. Code not released. -Version 2.20 release: November 17, 1993 -Version 2.11 release: September 19, 1993 -Version 2.10 release: September 1, 1993 -Version 2.02 release: Late August 1993 -Version 2.01 release: Early August 1993 -Version 2.00 release: July 16, 1993 (Initial public release) - -The CircleMUD ?press release? is included below, in case you haven?t seen it -and want to. - -Wake the kids and find the dog, because it?s the FTP release of - -CIRCLEMUD 2.0 - -That?s right --CircleMUD 2.0 is done and is now available for anonymous FTP -at ftp.cs.jhu.edu! - -CircleMUD is highly developed from the programming side, but highly UNdeveloped -on the game-playing side. So, if you?re looking for a huge MUD with billions -of spells, skills, classes, races, and areas, Circle will probably disappoint -you severely. Circle still has only the 4 original Diku classes, the original -spells, the original skills, and about a dozen areas. - -On the other hand, if you?re looking for a highly stable, well-developed, -well-organized "blank slate" MUD on which you can put your OWN ideas for -spells, skills, classes, and areas, then Circle might be just what you?re -looking for. - -"Multi-user WHAT?" --My Mom -Give it a try --what do you have to lose other than your GPA/job, friends, -and life? - -Good luck, and happy Mudding, - -Jeremy Elson aka Ras - -Circle and tbaMUD?s complete source code and areas are available at -http://www.tbamud.com. + +The complete release history of tbaMUD is available at: +https://github.com/tbamud/tbamud/blob/master/doc/releases.txt #0 RELOAD @@ -8657,8 +8480,7 @@ See also: HIDE #0 SERVERS FREE-SERVERS HOSTINGS FREE-HOSTS -http://amber.org.uk -www.frostmud.com +https://www.funcity.org/ - hosted by Jason "Opie" Babo If you have any additions or deletions please mudmail rumble. @@ -9510,7 +9332,7 @@ and simply bearing artistic merit. Second, by ensuring that they are absolutely necessary to achieve the goals of the game! If your game is made for experience and equipment gathering, and failure to read descriptions directly impedes this goal, then players will learn to read everything. If your game is made for -exploring or role-play, most of your players probably already read them - +exploring or role-play, most of your players probably already read them - because knowing their environment is a basic requirement of play. In any case, builders exist to ensure that the goals of play are supported by game descriptions. @@ -9522,7 +9344,7 @@ meaning behind descriptions, areas to find, special items, unique nooks and crannies to spend time socializing, and hints that point to these things elsewhere outside of your own zone is an excellent idea. In fact, if you don't wish to be building descriptions no one will read, you should employ -special secrets - most especially on games where knowing one's environment +special secrets - most especially on games where knowing one's environment does deeply affect a character's development. No matter what kind of zone you are building, keep it interesting throughout! @@ -9545,7 +9367,7 @@ road. shouldn't be the sole builder of your zone. Instead, seek the assistance of someone who adds creative merit to your descriptions. You can do practically everything from plot to secrets to minutiae, even write the zone in full and - just ask someone you know who writes well to 'say it better' and rewrite + just ask someone you know who writes well to 'say it better' and rewrite what you intended to have there all along. Novels have editors, and so should any zone. @@ -9817,19 +9639,19 @@ have a point and here it is: *drum roll please* Building is hard work! It is a form of expression and creativity. What kind of areas you build generally reflects on what kind of person you are. You do not have to be a good speller but you do need a good dictionary/thesaurus. -@RHELP M-W@n. Sometimes building can seem like a thankless job and sometimes -building can be a reward in itself. Building a few areas, even a few good -ones, does not make you an Immortal or an Imp. It takes more than building to -be one of those and it entails even more work. Respect others and they will -respect you. The more detailed an area the better it is. Always choose Quality -over Quantity. Put some pride in your areas, develop a style of your own. Try -new things keep it interesting, if you become bored with building an area take -a break and play a mortal or do something else, don't take advantage of builder -privileges. Treat others as you wish to be treated. One more warning I would -give to builders before they take things personally or get insulted. Everyone -has their own ideas on how to run a MUD, what it comes down to is whoever owns -the MUD makes the final decision, so it does not matter how good you think your -idea is, it may never be used if the owner does not like it. Plain and simple. +Sometimes building can seem like a thankless job and sometimes building can be +a reward in itself. Building a few areas, even a few good ones, does not make +you an Immortal or an Imp. It takes more than building to be one of those and +it entails even more work. Respect others and they will respect you. The more +detailed an area the better it is. Always choose Quality over Quantity. Put +some pride in your areas, develop a style of your own. Try new things keep it +interesting, if you become bored with building an area take a break and play a +mortal or do something else, don't take advantage of builder privileges. +Treat others as you wish to be treated. One more warning I would give to +builders before they take things personally or get insulted. Everyone has their +own ideas on how to run a MUD, what it comes down to is whoever owns the MUD +makes the final decision, so it does not matter how good you think your idea +is, it may never be used if the owner does not like it. Plain and simple. You see this on every MUD. So please keep the ideas coming, but do not try to force them onto anyone. Be constructive, not critical about peoples ideas. Everyone is allowed their opinions. @@ -9966,6 +9788,144 @@ be an object a mobile or a player. Usually used in conjunction with another command. #31 +TBA TBAMUD PROJECT BACKGROUND STORY HISTORY INTRODUCTION ACADEMY COMMUNITY OVERVIEW VISION TBA-VISION + +TBA stands for The Builder Academy. +@RGOTO 3@n to enter the Builder Academy tutorial. + +The Builder Academy (TBA) was created in October of 2000 on the MUD Cruel World. It began +with a combination of my own MUDding experience and the work of numerous others from the +MUDding community and evolved into an extensive tutorial zone, help files, and examples. + + +TBA now has two main missions. It originally was meant to be a training MUD open to anyone +willing to learn or teach how to create your own text-based World. 1,000's of builder's have +gone through our training and many MUDs require new builders to complete training at TBA before +they can apply to their MUD. TBA's other mission is the development of the codebase formerly +known as CircleMUD. Due to CircleMUD's stagnation TBA staff decided to release our codebase under +the name tbaMUD and we have been updating it tirelessly for over 10 years. + +TBA is a low stress, no deadline, training environment where anyone with motivation can work at +their own pace to learn as much or as little as they wish. Numerous people are available to answer +questions and give advice. + +1000's of builders served and counting. + +The most challenging aspect of running a MUD is finding good builders. You will hear this from the +admin of every MUD that has ever been. In the past it has always been up to each individual MUD to +find and usually train their own builders. This works, but I think the MUDding community can come up +with something better. That is why we created The Builder's Academy. No pressure, no deadline, just +come and learn or help teach. Give something back to the community we have all taken so much from. +TBA is a MUDding community resource, please submit any lessons learned or building tips and tricks +so we can improve our codebase and training. + +TBA can also be used by other MUDs as a builder's port. Just send us your newbie builders. We will +teach them and then you can have them back with the zones they built. + +We are always open to anyone willing to learn or help teach so we can continue to improve the tbaMUD +codebase. + +- Rumble +The Builder Academy +tbamud.com 9091 + +See also: NEWBIE +#0 +TBA-ADMIN + +Help and World files are the "master" versions. Before a release I copy the help file and World files to /tbamud +Only difference from stock is do_cheat, help files viewable by any level, do_advance is LVL_GOD, and 600+ zones. +tbamud.com is the latest Joomla version with Kunena as our forums. Download section is Google Drive. +Builder Applications can be viewed here: goo.gl/0FBsys +Backups are done monthly of /tba and using the Akeeba component in Joomla, I keep an archive. Github is our version control system but I like backups of backups. Please do reasonable backups of your own. + +To setup a trial vnum (in this case test for 61165: +advance test 31 +set test nohassle off +set test olc 611 +set test title has trial vnum 61165 +set test loadroom 3 +set test gold 1000000 +restore test +redit 61165 +1 +test's Trial Vnum +q +y +toggle nohassle off +load obj 1332 +set self level 32 +tbalim test 61165 +return +toggle nohassle on + +To list empty zones "show zone none" +To setup test with zone 348 +return +saveall +set test olc 348 +set file test olc 348 +set test title has zone 348 +set file test title has zone 348 +set test loadroom 348 +set file test loadroom 348 +set test gold 1000000 +wiznet Okay test, you have zone 348 vnum's 34800 to 34899. Help buildwalk and help dig to learn how to create and link your rooms. If you have any questions just ask. +toggle nohassle off +load obj 1332 +set self level 32 +tbalim test purge +return +restore test +toggle nohassle on +redit 34800 +1 +test's Zone Description Room +q +y +zedit 34800 +1 +test +z +Name Me - test +q +y +redit 34800 +2 +return +saveall +set test olc 348 +set test title has zone 348 +set test loadroom 348 +set test gold 1000000 +wiznet Okay test, you have zone 348 vnum's 34800 to 34899. Help buildwalk and help dig to learn how +to create and link your rooms. If you have any questions just ask. +toggle nohassle off +load obj 1332 +set self level 32 +tbalim test purge +return +restore test +toggle nohassle on +redit 34800 +1 +test's Zone Description Room +q +y +zedit 34800 +1 +test +z +Name Me - test +q +y +redit 34800 +2 + +q +y +See Also: TBA-STAFF, TBA-ZONES +#32 TBA-ADVERTISING Mud Created: 2000 @@ -10035,49 +9995,6 @@ TBAMAPS TBA-MAPS See also: CARTOGRAPHY, ASCII #31 -TBA TBAMUD PROJECT BACKGROUND STORY HISTORY INTRODUCTION ACADEMY COMMUNITY OVERVIEW VISION TBA-VISION - -TBA stands for The Builder Academy. -@RGOTO 3@n to enter the Builder Academy tutorial. - -The Builder Academy (TBA) was created in October of 2000 on the MUD Cruel World. It began -with a combination of my own MUDding experience and the work of numerous others from the -MUDding community and evolved into an extensive tutorial zone, help files, and examples. - - -TBA now has two main missions. It originally was meant to be a training MUD open to anyone -willing to learn or teach how to create your own text-based World. 1,000's of builder's have -gone through our training and many MUDs require new builders to complete training at TBA before -they can apply to their MUD. TBA's other mission is the development of the codebase formerly -known as CircleMUD. Due to CircleMUD's stagnation TBA staff decided to release our codebase under -the name tbaMUD and we have been updating it tirelessly for over 10 years. - -TBA is a low stress, no deadline, training environment where anyone with motivation can work at -their own pace to learn as much or as little as they wish. Numerous people are available to answer -questions and give advice. - -1000's of builders served and counting. - -The most challenging aspect of running a MUD is finding good builders. You will hear this from the -admin of every MUD that has ever been. In the past it has always been up to each individual MUD to -find and usually train their own builders. This works, but I think the MUDding community can come up -with something better. That is why we created The Builder's Academy. No pressure, no deadline, just -come and learn or help teach. Give something back to the community we have all taken so much from. -TBA is a MUDding community resource, please submit any lessons learned or building tips and tricks -so we can improve our codebase and training. - -TBA can also be used by other MUDs as a builder's port. Just send us your newbie builders. We will -teach them and then you can have them back with the zones they built. - -We are always open to anyone willing to learn or help teach so we can continue to improve the tbaMUD -codebase. - -- Rumble -The Builder Academy -tbamud.com 9091 - -See also: NEWBIE -#0 TEDITOR Usage: tedit [file] @@ -11006,7 +10923,7 @@ Example: @RTSTAT 76@n TRIGEDIT-MOB-COMMAND TRIG-MOB-COMMAND Activates when commands are performed in the same room as the mobile. -Does not work for God and above. +Does not work for Greater God and above. Numeric Arg : not used. Argument : text which must be part of the command typed to filter out @@ -11474,7 +11391,7 @@ Example: @RTSTAT 90@n TRIGEDIT-OBJ-COMMANDS TRIGEDIT-OBJECT-COMMAND TRIG-OBJ-COMMAND TRIG-OBJ-COMMANDS Activates when a command is performed near this object. -Command triggers do not work for God and above. +Command triggers do not work for Greater God and above. Numeric Arg : a bitfield to indicate where the object must be in order to cause the trigger to activate. @@ -11692,7 +11609,7 @@ Example: @RTSTAT 57@n TRIGEDIT-ROOM-COMMANDS TRIG-ROOM-COMMANDS CLIMBING Activates when commands are performed in the room. -Does not work for God and above. +Does not work for Greater God and above. Numeric Arg : not used. Argument : text which must be part of the command typed to filter out @@ -12095,6 +12012,7 @@ mudcommand - Returns the mud command the string is shorthand for. Used to make charat - set new variable %text/var.charat(index)% i.e. set phrase testing, set var1 %phrase.charat(2)% now %var1% == e +toupper - Returns the string with the first letter of it capitalized. Example: @RTSTAT 30@n #31 TRIGGER-EDITORS @@ -12756,7 +12674,7 @@ Examples: >; @ - shows all gods that are on and visible to you. - also shows if the gods who are visible to you are writing. >;# - sends text to everyone and above. - - ;#2 only God and above will see this. + - ;#32 only God and above will see this. See also: NOWIZ #31 diff --git a/lib/world/mob/0.mob b/lib/world/mob/0.mob index 5c255ee..541d1b2 100644 --- a/lib/world/mob/0.mob +++ b/lib/world/mob/0.mob @@ -16,7 +16,7 @@ Puff~ Puff the Fractal Dragon is here, contemplating a higher reality. ~ Is that some type of differential curve involving some strange, and unknown -calculus that she seems to be made out of? +calculus that she seems to be made out of? ~ 516106 0 0 0 2128 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -33,7 +33,7 @@ A healer in a white luminescent robe is tending to the wounded. This beautiful woman at one time used to piously offer her healing skills to any in need. But times are rough and now she can only afford to help those that are just starting their adventures. Type 'heal' to see what services she -offers. +offers. ~ 188426 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -48,7 +48,7 @@ The questmaster is waiting for a brave adventurer to step forth. Many adventurers come here to seek glory by attempting to solve the quests given to them by this old man. The quests are not easy, sometimes nearly impossible. But they will always be a challenge. The questmaster looks at you -and says, 'Help autoquest should show you all you need to know'. +and says, 'Help autoquest should show you all you need to know'. ~ 188426 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -66,7 +66,7 @@ A healer in a white luminescent robe is tending to the wounded. This beautiful woman at one time used to piously offer her healing skills to any in need. But times are rough and now she can only afford to help those that are just starting their adventures. Type 'heal' to see what services she -offers. Type 'heal ' to buy one of her spells. +offers. Type 'heal ' to buy one of her spells. ~ 253962 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -83,7 +83,7 @@ of the finest strains of terriers for working fox in Devonshire, England in the mid-to-late 1800's. Rev. Russell (1795-1883), apart from his church activities, had a passion for fox hunting and the breeding of fox hunting dogs he is also said to be a rather flamboyant character, probably accounting for his -strain of terrier's notability and the name of our terrier today. +strain of terrier's notability and the name of our terrier today. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -99,7 +99,7 @@ John Russell seems to have lost his dog. and the terrier we know of today as the Jack Russell is much the same as the pre-1900's fox terrier. The Jack Russell has survived the changes that have occurred in the modern-day Fox Terrier because it has been preserved by working -terrier enthusiasts in England for more than 100 years. +terrier enthusiasts in England for more than 100 years. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -117,7 +117,7 @@ standard, and do not breed true to type. You will see different "types" of JRTs, from long-bodied, short, crooked legs to a more proportioned length of body and longer legs. This is a result of having been bred strictly for hunting since their beginning in the early 1800's, and their preservation as a working -breed since. +breed since. ~ 10 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -133,7 +133,7 @@ Wishbone begins yet another adventure. adorable little actor has his own series on PBS and gets credit for introducing children to over 40 stories from classic literature. Wishbone became so popular after his series started in 1994 that he now has his own line of children's -books and plush toys. +books and plush toys. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -146,7 +146,7 @@ a sick looking dog~ A sick looking dog gags on something in its mouth. ~ The dog is unkempt and unhealthy. It does not look like it has been eating -very well. +very well. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -159,7 +159,7 @@ clone~ the clone~ A boring old clone is standing here. ~ - This clone is nothing to look at. No, really, it is quite boring. + This clone is nothing to look at. No, really, it is quite boring. ~ 188426 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -172,7 +172,7 @@ the zombie~ A strange humanoid is here. How odd, its flesh seems to be falling off! ~ This strange humanoid is moving rather slowly, and appears to be a corpse, a -walking corpse! It must be a zombie or something of the sort. +walking corpse! It must be a zombie or something of the sort. ~ 188426 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -189,7 +189,7 @@ Moose is lounging about enjoying his fame. when he landed the role of Eddie in the TV show Frasier. Moose is also a leading star in the movie My Dog Skip and is known for his performances throughout the U. S. Currently Moose lives in Los Angeles with two of his -sons, Enzo and Moosie. +sons, Enzo and Moosie. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -203,7 +203,7 @@ A very kind and caring soul is here looking out for those who need it. ~ She immediately reminds you of your mother. Constantly worrying about everyone and everything. She is always around to help out those who have hit -hard times and need a little boost. +hard times and need a little boost. ~ 253962 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -284,7 +284,7 @@ Friedrich Nietzsche searches for those wishing to become Overmen. Nietzsche, Friedrich Wilhelm (1844-1900), German philosopher, poet, and classical philologist, who was one of the most provocative and influential thinkers of the 19th century. One of Nietzsche's fundamental contentions was -that traditional values had lost their power in the lives of individuals. +that traditional values had lost their power in the lives of individuals. Nietzsche maintained that all human behavior is motivated by the will to power. ~ 516106 0 0 0 80 0 0 0 0 E @@ -298,7 +298,7 @@ the aerial servant~ An amorphous shape is floating in the air. ~ As you stare at this amorphous shape, it begins to appear to take the shape -of a cloud-like humanoid. +of a cloud-like humanoid. ~ 188426 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -311,7 +311,7 @@ the elemental~ An elemental is standing patiently here. ~ This creature is the essence of the elements, and appears to be waiting -patiently for something to occur. +patiently for something to occur. ~ 188426 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -324,7 +324,7 @@ Plato~ Plato offers advice to any who are in need. ~ Plato (circa 428-347 BC), Greek philosopher, one of the most creative and -influential thinkers in Western philosophy. +influential thinkers in Western philosophy. ~ 516106 0 0 0 80 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -340,7 +340,7 @@ Aristotle wanders the hallways constantly in search of more knowledge. ~ Aristotle (384-322 BC), Greek philosopher and scientist, who shares with Plato and Socrates the distinction of being the most famous of ancient -philosophers. +philosophers. ~ 516106 0 0 0 80 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -359,7 +359,7 @@ of Confucius and his disciples, and concerned with the principles of good conduct, practical wisdom, and proper social relationships. Confucianism has influenced the Chinese attitude toward life, set the patterns of living and standards of social value, and provided the background for Chinese political -theories and institutions. +theories and institutions. ~ 516106 0 0 0 80 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -391,7 +391,7 @@ the variable questmaster~ The variable questmaster is waiting to set you. ~ This questmaster will save a variable to your player file to remember whether -or not you have done his quest. This way you can only do this quest once. +or not you have done his quest. This way you can only do this quest once. ~ 253962 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -408,7 +408,7 @@ The protector of the magic eight balls ensures everyone gets an eight ball befor ~ This strange humanoid lacks any distinguishing features. It is dressed in a white robe cinched about the waist with a white rope. It seems to have a -strange power about it. +strange power about it. ~ 253962 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -427,7 +427,7 @@ confinement in leg irons. Even being incapacitated he was still able to lead the POW underground resistance successfully. For this he was routinely tortured and beaten resulting in permanent disablement from a repeatedly broken leg, broken back, and shoulders being wrenched from their sockets. When his captors -attempted to use him as televised propaganda, he slit his scalp with a razor. +attempted to use him as televised propaganda, he slit his scalp with a razor. When they covered the cut with a hat he beat himself with a stool until his face was swollen beyond recognition. As a final attempt he slit his wrists rather than allow himself to be used or let down his fellow POWs. His captors found @@ -445,7 +445,7 @@ carl von clausewitz~ Carl Von Clausewitz~ Carl Von Clausewitz is hunkered down in a corner of the cell plotting an escape plan. ~ - Carl von Clausewitz was born in Burg bei Magdeburg, Prussia, in 1780. + Carl von Clausewitz was born in Burg bei Magdeburg, Prussia, in 1780. Clausewitz's father was an officer in the Prussian Army. Carl entered the Prussian military service at the age of twelve years, eventually attaining the rank of Major General. He is most famous for his military treatise, Vom Kriege, @@ -576,7 +576,7 @@ This saleswoman is laden with gadgets and gizmos that are outrageously priced. ~ A combination of good business sense, charming personality, and good looks has made her a success at pushing useless products on uneducated buyers. Only -on a rare occasion does she sell anything useful. +on a rare occasion does she sell anything useful. ~ 253962 0 0 0 2128 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/1.mob b/lib/world/mob/1.mob index 8ec6220..2f32390 100644 --- a/lib/world/mob/1.mob +++ b/lib/world/mob/1.mob @@ -4,7 +4,7 @@ the young man~ A young man is here smoking a cigarette. ~ Dressed in drab clothes he looks tired and over worked. He is one of the -few men who did not sign up for military service. +few men who did not sign up for military service. ~ 2248 0 0 0 0 0 0 0 900 E 34 9 -10 6d6+340 5d5+5 @@ -18,7 +18,7 @@ Ian stands here ready to serve your needs. ~ He watches you carefully, looking at everything you look at. Sizing you up as you peruse his wares. He is a small man, by anyone's standards. He has a -strange glint in his eyes which some men get when obsessed with money. +strange glint in his eyes which some men get when obsessed with money. ~ 190474 0 0 0 16 0 0 0 900 E 34 9 -10 6d6+340 5d5+5 @@ -33,7 +33,7 @@ Liam waits impatiently while you shop. ~ Liam is constantly checking and restocking all his shelves. His shop is in an ordered disarray that only he can fathom. Just ask him for help and he can -probably find what you need. +probably find what you need. ~ 26634 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -49,7 +49,7 @@ Shiro waits with a smile while you browse his goods. Shiro is a large man, a good foot taller than you. He enjoys his job and no one can come close to his skill in designing and forging weapons. He is still very much in shape in spite of his years. He looks very capable of using any -of his fine weapons. +of his fine weapons. ~ 190474 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -62,9 +62,9 @@ rhian daughter~ Rhian~ Shiro's daughter, Rhian, stands here waiting to help you. ~ - She is clothed in a beautfiul, and tight, dress. Something tells you that + She is clothed in a beautiful, and tight, dress. Something tells you that she sells more weapons when she wears that dress. She is easily one of the -more stunning woman you have ever come across. +more stunning woman you have ever come across. ~ 26634 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -79,7 +79,7 @@ An old, balding man slowly walks past, leaning heavily on his cane. ~ The life in Sanctus though protected is anything but peaceful. The citizens spend many a sleepless night wondering about their safety. This old man seems -to have aged prematurely due to his worrying. +to have aged prematurely due to his worrying. ~ 2136 0 0 0 0 0 0 0 900 E 5 19 7 1d1+50 1d2+0 @@ -92,7 +92,7 @@ Captain Lugdach~ Captain Lugdach, a retired sailor, is steaming some white oak to make a canoe. ~ Years at sea have hardened this already tough man. He looks like he could -tear your arms out at the socket without an upwards glance. +tear your arms out at the socket without an upwards glance. ~ 190474 0 0 0 16 0 0 0 900 E 34 9 -10 6d6+340 5d5+5 @@ -106,7 +106,7 @@ Branwen, the leatherworker~ Branwen, the leatherworker stands behind the counter. ~ Using hides bought from the local farms this young man makes some of the -finest leather products in Sanctus. His wares are guaranteed for life. +finest leather products in Sanctus. His wares are guaranteed for life. ~ 190474 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -121,7 +121,7 @@ Sarge, the blacksmith is here, pounding on his anvil. ~ So intent on his work he seems not to notice you. It gives you small start when he asks, "may I help you? " without looking. Not a man to be kept -waiting, Sarge begins to tap his foot impatiently. +waiting, Sarge begins to tap his foot impatiently. ~ 190474 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -136,7 +136,7 @@ Hazel, the Wellmaster is sealing a barrel of water. ~ She looks tired, but in a good way. It must be true when they say about everyone worrying about the dome collapsing and chaos befalling the city. She -looks competent in her work and enjoys it immensely. +looks competent in her work and enjoys it immensely. ~ 190474 0 0 0 16 0 0 0 800 E 34 9 -10 6d6+340 5d5+5 @@ -153,7 +153,7 @@ Corwin, the head postmaster is waiting to help you with your mail. The Postmaster seems like a happy old man, though a bit sluggish. He worries about the reputation of the Time Warp Mail Service, as many people seem to think that it is slow. Perhaps if he were to brush the cobwebs from his -uniform it would help to make a better impression. +uniform it would help to make a better impression. ~ 518154 0 0 0 16 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -167,7 +167,7 @@ the jeweler~ Rowin, the jeweler, stands behind his display case. ~ The jeweler has an eyepiece shoved in one squinted eye, and looks as if he -may be a tough bargainer. You won't have much luck swindling this swindler. +may be a tough bargainer. You won't have much luck swindling this swindler. ~ 190474 0 0 0 16 0 0 0 1000 E @@ -198,7 +198,7 @@ an old lady~ An old lady is taking a break, just sitting on the ground. ~ She looks frail and withered. The kind of lady you're supposed to help -cross the road. +cross the road. ~ 72 0 0 0 0 0 0 0 1000 E 3 19 8 0d0+30 1d2+0 @@ -211,7 +211,7 @@ the man~ A man pushes past you in a rush to get somewhere. ~ The man gives a little smirk as you look at him. He acknowledges you with a -simple nod and then moves on. +simple nod and then moves on. ~ 2120 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -224,7 +224,7 @@ the fisherman~ A fisherman stalks past, obviously he didn't catch anything. ~ He looks very disgruntled, another long day of fishing with nothing to bring -home. You feel sorry for the guy. +home. You feel sorry for the guy. ~ 72 0 0 0 0 0 0 0 1000 E 8 18 5 1d1+80 1d2+1 @@ -238,7 +238,7 @@ A old man is reminiscing about the old days. ~ He rambles about how much better it was back in his day. Mentioning strange words like "the old school" and how he was so popular back then. You pity him. - + ~ 72 0 0 0 0 0 0 0 1000 E 3 19 8 0d0+30 1d2+0 @@ -253,7 +253,7 @@ An annoying kid is taunting everyone that looks at him. What a pest. This kid seems to enjoy other peoples misery. He is nothing more than a big bully stuck in a little body. He seems to have learned to get by with his big mouth rather than brawn or brain. Someone should teach him a -lesson. +lesson. ~ 72 0 0 0 0 0 0 0 1000 E 2 20 8 0d0+20 1d2+0 @@ -266,9 +266,9 @@ woman~ the woman~ A woman is here gossipping with anyone that will listen. ~ - She rants and raves about everything from her boyfriend to the weather. + She rants and raves about everything from her boyfriend to the weather. She would probably give all she owns for a good man, maybe you should find out. - + ~ 72 0 0 0 0 0 0 0 1000 E 6 18 6 1d1+60 1d2+1 @@ -280,7 +280,7 @@ banker~ the banker~ The banker greets you as you enter, smiling. ~ - A very rich man, one of the richest alive. He loves money. + A very rich man, one of the richest alive. He loves money. ~ 190474 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -295,7 +295,7 @@ Your guildmaster is meditating here. ~ Even though your guildmaster looks old and tired, you can clearly see the vast amount of knowledge she possesses. She is wearing fine magic clothing, -and you notice that she is surrounded by a blue shimmering aura. +and you notice that she is surrounded by a blue shimmering aura. ~ 59418 0 0 0 16 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -308,7 +308,7 @@ the clerics' guildmaster~ Your guildmaster is praying here. ~ You are in no doubt that this guildmaster is truly close to the Gods; he has -a peaceful, loving look. You notice that he is surrounded by a white aura. +a peaceful, loving look. You notice that he is surrounded by a white aura. ~ 59418 0 0 0 16 0 0 0 1000 E @@ -323,7 +323,7 @@ Your guildmaster is hiding here. ~ You realize that whenever your guildmaster moves, you fail to notice it - the way of the true thief. He is dressed in the finest clothing, having the -appearance of an ignorant fop. +appearance of an ignorant fop. ~ 59418 0 0 0 16 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -338,7 +338,7 @@ Your guildmaster is sitting here sharpening a sword. ~ This is your master. Big and strong with bulging muscles. Several scars across his body proves that he was using arms before you were born. He has a -calm look on his face. +calm look on his face. ~ 59418 0 0 0 16 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -353,7 +353,7 @@ Fiona is stocking the shelves to overflowing with various foods. She is rather slim for someone running a grocery. Remember that saying, never trust a skinny cook, you would think it would also apply here. She smiles and looks friendly enough. I guess if the rest of Sanctus trusts -her.... +her.... ~ 188426 0 0 0 0 0 0 0 900 E 34 9 -10 6d6+340 5d5+5 @@ -366,9 +366,9 @@ young girl~ the young girl~ A young girl is playing with a little doll. ~ - She is enthralled with reenacting a little skit os some sort where her doll + She is enthralled with reenacting a little skit of some sort where her doll is a powerful Magi and is fighting the evil Drakkar. She is almost as filthy -and ragged as the doll that she plays with. +and ragged as the doll that she plays with. ~ 72 0 0 0 0 0 0 0 1000 E 3 19 8 0d0+30 1d2+0 @@ -382,7 +382,7 @@ An man dressed all in black stalks past you. ~ A hired sword, this guy specializes in the elimination of pests. Of course his price is high, but many think it is well worth it. Have someone you would -rather see dead? Just ask this guy for some help. +rather see dead? Just ask this guy for some help. ~ 18520 0 0 0 524368 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -396,7 +396,7 @@ A warrior is guarding a set of stairs in the back. ~ Years of training and experience have molded this middle-aged man into a fighting machine, only a fool would ever try to kill someone with as much skill -as this man. Then again, fools are born everyday. +as this man. Then again, fools are born everyday. ~ 256010 0 0 0 80 0 0 0 800 E 30 10 -8 6d6+300 5d5+5 @@ -411,7 +411,7 @@ A Red Magi watches you careful, as if you have done something wrong. ~ This man is obviously very competent in the magical arts or he would not stare at you so. He is dressed in a long flowing red robe with the hood pulled -down. Various pouches hang from a red belt. +down. Various pouches hang from a red belt. ~ 2120 0 0 0 16 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -426,7 +426,7 @@ The town thief is trying to hide from the authorities. ~ Hard to believe, but even in Sanctus the underground activities of criminals is always present. This small man lives off of the fortune of others by -stealing whatever he needs. +stealing whatever he needs. ~ 72 0 0 0 0 0 0 0 -700 E 9 17 4 1d1+90 1d2+1 @@ -440,7 +440,7 @@ the maid~ A maid scurries about trying to finish up all her chores. ~ She smiles kindly as you look her up and down. She definitely enjoys her -work. With a sigh of regret she moves on to finish her chores. +work. With a sigh of regret she moves on to finish her chores. ~ 65608 0 0 0 0 0 0 0 700 E 8 18 5 1d1+80 1d2+1 @@ -453,7 +453,7 @@ the hoodlum~ A hoodlum waits for an innocent victim. ~ He starts to walk away slowly eyeing you carefully as he realizes he is -being stared at. +being stared at. ~ 4332 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -467,7 +467,7 @@ A butler bows says, 'good day sir' as he walks by with his nose in the air. ~ Dressed in black and white finery this man lives a decent life by serving others. Not exactly the most prestigious job, but it seems to make him think -that he is important. +that he is important. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -480,7 +480,7 @@ the blue magi~ A member of the blue magi floats past you. ~ He seems to be out practicing. He floats a good six inches off the ground -and is slowly moving along. What next? Someone will probably fly past you. +and is slowly moving along. What next? Someone will probably fly past you. ~ 72 0 0 0 0 0 0 0 0 E @@ -494,7 +494,7 @@ the Red Master Magi~ A Master Magi is in deep contemplation of the universe. ~ The red robe signifies his order. He is one of the five Master Magi alive -today. He holds himself with a dignity that astonishes even you. +today. He holds himself with a dignity that astonishes even you. ~ 2058 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -508,7 +508,7 @@ the blue Master Magi~ A man in a blue robe is studying a book intently. ~ The Master Magi before you is enthralled in the book he is reading. He is -oblivious to the world around him. +oblivious to the world around him. ~ 72 0 0 0 16 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -523,8 +523,8 @@ The Master Magi of the green order dismisses you with a wave. ~ A Master Magi is the highest ranking magi of each order. Of the seven orders of the Magi only 5 have Master Magi's. The orders of the purple and -grey robe have yet to select a master magi as none of them are powerful enough. - +gray robe have yet to select a master magi as none of them are powerful enough. + ~ 72 0 0 0 16 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -539,7 +539,7 @@ A man in a black flowing robe is chanting something under his breath. ~ The Master Magi of the black order. This man should not be taken lightly. He has mastered the arts of his order and can call down upon his foes the power -of the gods. +of the gods. ~ 72 0 0 0 16 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -552,7 +552,7 @@ the yellow Master Magi~ A Master Magi in a yellow robe strolls by. ~ One of the seven orders of the Magi, This Master Magi is well known -throughout the city and is reverred almost as much as the gods. +throughout the city and is revered almost as much as the gods. ~ 72 0 0 0 16 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -566,7 +566,7 @@ An ugly white cat with dirty matted hair is pawing through the garbage. ~ The cat has been missing a few meals from the look of its tightly drawn skin around its ribcage. The cat is filthy and needs a good hosing down. It is -extremely wary of you and shies away at your approach. +extremely wary of you and shies away at your approach. ~ 72 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -581,7 +581,7 @@ the bartender~ Hannibal, the bartender wipes down a spot at the bar for you to sit at. ~ Hannibal loves his job more than anyone in the city. He is always up to -date on all happenings withing Sanctus. If you need some information this is +date on all happenings within Sanctus. If you need some information this is the man to go to. He shouts over the other customers to you, 'What can I getcha? ' ~ @@ -598,7 +598,7 @@ A corporal is making his rounds. ~ He looks very tired and sick of his low paid high hour job. His aspirations to become a war hero went down the drain when he signed up for the army of -Sanctus. Now all he does is stand watch and clean latrines. +Sanctus. Now all he does is stand watch and clean latrines. ~ 72 0 0 0 0 0 0 0 900 E 13 16 2 2d2+130 2d2+2 @@ -609,11 +609,11 @@ T 322 #142 green magi~ the green magi~ -A member of the green magi flys past, literally. +A member of the green magi flies past, literally. ~ Another magi out for some spell testing it seems. They constantly expand their knowledge. Seeking to invent some new spell to help restore the balance -that Drakkar ruined. +that Drakkar ruined. ~ 72 0 0 0 0 0 0 0 600 E 13 16 2 2d2+130 2d2+2 @@ -625,9 +625,9 @@ woman waitress~ the waitress~ A scantily clad waitress waits to fulfill your every need. ~ - She expertly works her way inbetween the tables and people balancing three + She expertly works her way in between the tables and people balancing three pints of ale on a platter while skillfully avoiding the attempted slaps at her -fine ass. +fine ass. ~ 10 0 0 0 0 0 0 0 600 E 7 18 5 1d1+70 1d2+1 @@ -641,7 +641,7 @@ A black magi walks past in a state of deep concentration. ~ One of the seven orders of the magi the black are known for their delving into the the more abstract forms of magic. The other Magi will not even -associate with them sometimes because of this. +associate with them sometimes because of this. ~ 72 0 0 0 0 0 0 0 600 E 12 16 2 2d2+120 2d2+2 @@ -654,8 +654,8 @@ yellow magi~ the yellow magi~ A yellow magi chants some arcane words and is suddenly standing behind you. ~ - The magi are known for thier experience with magic. Many study decades to -reach the title of Master Magi. Very few actually make it. + The magi are known for their experience with magic. Many study decades to +reach the title of Master Magi. Very few actually make it. ~ 72 0 0 0 0 0 0 0 600 E 14 16 1 2d2+140 2d2+2 @@ -663,12 +663,12 @@ reach the title of Master Magi. Very few actually make it. 8 8 1 E #146 -grey magi man~ -the grey magi~ -A man in a flowing grey robe is resting here. +gray magi man~ +the gray magi~ +A man in a flowing gray robe is resting here. ~ He carries himself with a confidence that is almost frightening. You -realize he must be a magi. +realize he must be a magi. ~ 72 0 0 0 16 0 0 0 600 E 14 16 1 2d2+140 2d2+2 @@ -683,8 +683,8 @@ Logan looks up with a wry grin on his face. ~ You are just another shopper to him, and he will squeeze every dollar out of you that you carry if your not careful. He runs the town pawnshop. Though the -prices aren't great he carries alot of equipment that cannot be found anywhere -else. +prices aren't great he carries a lot of equipment that cannot be found anywhere +else. ~ 253962 0 0 0 112 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -707,13 +707,13 @@ not laugh or even smirk since you know they take offense to such things. E T 70 #149 -sargeant~ -the sargeant~ -A sargeant is trying to find his corporal so he can put him to work. +sergeant~ +the sergeant~ +A sergeant is trying to find his corporal so he can put him to work. ~ - The sargeant looks pissed that his corporal ran away. Now he is going to + The sergeant looks pissed that his corporal ran away. Now he is going to enjoy tearing the corporal a new one. More latrine duty is in the corporals -future. +future. ~ 72 0 0 0 0 0 0 0 -400 E 15 15 1 3d3+150 2d2+2 @@ -727,7 +727,7 @@ A mangy mutt is looking for some scraps to eat. ~ This dog does not look very healthy. It almost looks rabid, better keep your distance. It notices you looking at it and trots towards you hoping for -some handouts, its tail wagging. +some handouts, its tail wagging. ~ 10 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -740,9 +740,9 @@ midwife~ the midwife~ A midwife is tidying up the house. ~ - She looks rather old, touches of grey sprinkle her dark brown hair. She + She looks rather old, touches of gray sprinkle her dark brown hair. She must have once been very attractive, but not any longer. She looks worn down -and tired from her daily chores. +and tired from her daily chores. ~ 4106 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -756,7 +756,7 @@ A newborn baby is rocking peacefully in his crib. ~ How cute, this little tyke can't be more than a few months old. He is just starting to get some hair. He looks up at you and giggles softly, expecting -some attention. +some attention. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -768,9 +768,9 @@ pickpocket~ the pickpocket~ A pickpocket brushes up against you. ~ - This lowly thief has resorted to what most thieves consider petty crimes. + This lowly thief has resorted to what most thieves consider petty crimes. Like taking candy from a baby. Any thief can swipe gold, only the more -experienced thieves can swipe equipment. +experienced thieves can swipe equipment. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -783,7 +783,7 @@ the patrolman~ A patrolman is making sure everyone behaves. ~ The patrolman keeps a keen eye out for any trouble and is quick to respond. -Only the foolish mess with these trained and disciplined men. +Only the foolish mess with these trained and disciplined men. ~ 72 0 0 0 0 0 0 0 0 E 17 15 0 3d3+170 2d2+2 @@ -798,7 +798,7 @@ The War Master is planning his next victory. This one man is responsible for the protection of the entire city. He is very old. His hair a bright white and hanging below his shoulders. Other than his hair he shows no signs of his age. He is still built like an ogre and just -about as evil tempered. +about as evil tempered. ~ 247818 0 0 0 0 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -812,7 +812,7 @@ The Great Speaker of the Land greets all who enter the realm. ~ Dressed in baggy blue velvet pants and a white silk shirt covered by a glaring red vest this man's voice can be heard throughout the realm. He waits -to greet new travellers and bestow upon them his sagely advice. +to greet new travellers and bestow upon them his sagely advice. ~ 10 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -829,7 +829,7 @@ An old sage looks out over the city. Far older than anyone you have ever set eyes upon, this man holds himself as if nothing could ever scare him again. As if he had seen everything this life can throw at him and already overcome every obstacle in his life. He is -unafraid of death. +unafraid of death. ~ 10 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -844,7 +844,7 @@ Carla stands here running her sewing machine at a blinding rate. Cloth flies into her homemade spindle at such an alarming rate that you wonder how she could possibly keep up with it. Maybe she uses some kind of magic to weave those clothes? Probably just years of experience. She can make -almost anything out of cloth. +almost anything out of cloth. ~ 16394 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -853,13 +853,13 @@ almost anything out of cloth. E T 117 #159 -lietenant~ +lieutenant~ the lieutenant~ -A lieutenant is cursing up a storm as he looks for his sargeant. +A lieutenant is cursing up a storm as he looks for his sergeant. ~ - He is used to giving orders, not babysitting and hunting down people. -Looks like alot of heads are going to roll when he finds who he is looking for. -He looks very strong and wise. + He is used to giving orders, not babysitting and hunting down people. +Looks like a lot of heads are going to roll when he finds who he is looking for. +He looks very strong and wise. ~ 6232 0 0 0 16 0 0 0 1000 E 17 15 0 3d3+170 2d2+2 @@ -871,9 +871,9 @@ general~ the general~ A general is planning his next strategic victory. ~ - He mumbles to himself as the war plan is being picked apart in his head. + He mumbles to himself as the war plan is being picked apart in his head. Trying to account for every possible outcome he carries a heavy responsibility -that few people never appreciate. He orders men to their death. +that few people never appreciate. He orders men to their death. ~ 6216 0 0 0 16 0 0 0 1000 E 20 14 -2 4d4+200 3d3+3 @@ -886,7 +886,7 @@ the streetsweeper~ A streetsweeper pushes a broom in front of him, picking up any trash he finds. ~ He is out here, day and night, picking up the garbage people leave behind. -Do him a favor and don't litter. He looks miserable from his job. +Do him a favor and don't litter. He looks miserable from his job. ~ 72 0 0 0 16 0 0 0 800 E 11 17 3 2d2+110 1d2+1 @@ -901,7 +901,7 @@ A statesman holds himself in very high regard. ~ This rather rich fellow owns a fair amount of property so he was given the title of statesman. He is prized within the city because during a time of war -his land and property will help to protect the city. +his land and property will help to protect the city. ~ 72 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -915,7 +915,7 @@ A hired hand is waiting for a job here. ~ This guy looks capable of many things, which he would do for the right price. Few people can afford him though. So don't expect him to jump at your -first offer. +first offer. ~ 72 0 0 0 0 0 0 0 -330 E 20 14 -2 4d4+200 3d3+3 @@ -941,7 +941,7 @@ the beggar~ A beggar looks up hopefully into your eyes. ~ He has mastered a pathetic puppy dog look that would cause most people to -give in to his plead. But you're not that weak, are you? +give in to his plead. But you're not that weak, are you? ~ 72 0 0 0 0 0 0 0 400 E 5 19 7 1d1+50 1d2+0 @@ -957,7 +957,7 @@ A lance corporal struts past, looking very tough and conceited. ~ Another member of the Sanctus army, this man has worked his way up and has a bright future in the army. Too bad he will probably be dead before he can get -that far. +that far. ~ 72 0 0 0 0 0 0 0 -200 E 19 14 -1 3d3+190 3d3+3 @@ -965,12 +965,12 @@ that far. 8 8 1 E #167 -staff sargeant~ -the staff sargeant~ -A staff sargeant walks by, keeping step to a cadence in his head. +staff sergeant~ +the staff sergeant~ +A staff sergeant walks by, keeping step to a cadence in his head. ~ This guy has been around. He could probably teach you a thing or two on -fighting styles. +fighting styles. ~ 2120 0 0 0 0 0 0 0 1000 E 19 14 -1 3d3+190 3d3+3 @@ -983,21 +983,20 @@ the smelly bum~ A starving bum is trying to get to the good garbage before the streetsweeper. ~ This guy must have run into some bad luck to end up where he is right now. -He is covered in a film of dirt and grime. He smells even worse than you. +He is covered in a film of dirt and grime. He smells even worse than you. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 30 900 8 8 1 E -T 206 #169 citizen~ a citizen~ A loyal citizen of Sanctus wanders past. ~ The man seems lost in his own thoughts. He has a grin on his face and seems -to think something is funny. He doesn't have a care in the world. +to think something is funny. He doesn't have a care in the world. ~ 72 0 0 0 0 0 0 0 350 E 16 15 0 3d3+160 2d2+2 @@ -1010,7 +1009,7 @@ the townsman~ One of the many townsman of Sanctus wanders past. ~ He seems content with his life. He walks past briskly mumbling something to -himself. +himself. ~ 72 0 0 0 0 0 0 0 350 E 14 16 1 2d2+140 2d2+2 @@ -1024,7 +1023,7 @@ the townswoman~ A townswoman is heading out to buy some supplies. ~ Dressed in a simple floral print dress so looks nothing other than ordinary. - + ~ 72 0 0 0 0 0 0 0 350 E 10 17 4 2d2+100 1d2+1 @@ -1037,7 +1036,7 @@ the farmer~ A farmer has come in off the fields to see something of the city. ~ He looks lost in the hustle and bustle of the city. It looks like he wants -to get back to his farm as soon as possible. +to get back to his farm as soon as possible. ~ 72 0 0 0 0 0 0 0 350 E 17 15 0 3d3+170 2d2+2 @@ -1051,7 +1050,7 @@ the magi guildguard~ A magi stands in front of a set of stairs with his arms crossed. ~ He doesn't seem to be happy just standing there, he seems to be protecting -or standing watch over something, but you can't tell what. +or standing watch over something, but you can't tell what. ~ 256010 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -1078,7 +1077,7 @@ the gate sentry~ A sentry is watching the gates, ensuring your protection. ~ They stand their post with dedication and determination. They seem very -competent and will warn of any attack upon the city. +competent and will warn of any attack upon the city. ~ 2058 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -1093,7 +1092,7 @@ Gunney stand here shouting orders. ~ This guy looks mean. He is stuck in charge of training new recruits to the army. He pretends to hate his job, but deep down you know he loves making the -recruits lives miserable. +recruits lives miserable. ~ 72 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -1106,7 +1105,7 @@ the thief guildguard~ A thief watches the entrance to the upstairs warily. ~ He seems content twirling a dagger between his fingers and occasionally -glancing towards the stairs in the back. +glancing towards the stairs in the back. ~ 256010 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -1122,7 +1121,7 @@ The stateswoman walks by with her nose stuck up in the air. You wonder how she manages to see where she is going. Her nose is stuck sow far up in the air that it seems she must not be able to see where she is placing her feet. Yup, you were right. She just stepped in a pile of dog -shit. +shit. ~ 72 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -1136,7 +1135,7 @@ the recruit~ A miserable recruit is carrying out Gunney's orders. ~ This guy is exhausted. The typical over worked and under paid army recruit. -This guy needs a beer, a woman, and some time off. +This guy needs a beer, a woman, and some time off. ~ 72 0 0 0 0 0 0 0 1000 E 15 15 1 3d3+150 2d2+2 @@ -1149,10 +1148,10 @@ javier~ Javier, the High Councillor~ Javier, the High Councillor looks at you peacefully. ~ - One of the seven Hich councilman he holds one of the most prestigious + One of the seven high councilman he holds one of the most prestigious positions within Sanctus. Javier is known for his common sense and appeal to those who live hard lives. He was himself just a farmer before he his calling -to become a Cleric. +to become a Cleric. ~ 10 0 0 0 0 0 0 0 1000 E 25 12 -5 5d5+250 4d4+4 @@ -1164,10 +1163,10 @@ lookout~ the lookout~ A lookout peers into the distance. ~ - Hour after hour he stands above the gates looking for any sign of danger. -It is up to him to warn the town in case of an attack. The position has alot + Hour after hour he stands above the gates looking for any sign of danger. +It is up to him to warn the town in case of an attack. The position has a lot of responsibility and is only given to those who show promise within the army. - + ~ 10 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -1181,7 +1180,7 @@ Ingrid stands over a boiling pot of foul smelling liquids. ~ She has given up her life as a mage and turned to the more economical approach to living. She sells her potions and other concoctions for a fair -price to any who may be in need. +price to any who may be in need. ~ 188426 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -1211,7 +1210,7 @@ Morgan, the bartender~ Morgan, the bartender, looks you over carefully. ~ He serves his customers with ease and experience. He wears a spotty apron -and has a dirty towl is over one shoulder. +and has a dirty towel is over one shoulder. ~ 188426 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -1226,7 +1225,7 @@ Sareth flips through a book hardly paying any attention to you. ~ He has become very good at putting things down in paper, including spells. His powerful scrolls can be used by anyone and are a very valuable asset to any -adventurer. +adventurer. ~ 24586 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -1241,7 +1240,7 @@ A healer is bent over from old age. ~ His fellow clerics forced this poor old man into retirement. He didn't listen and instead opened up his own shop. For a small fee he can fix you -right up. +right up. ~ 24586 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -1254,7 +1253,7 @@ baker~ the baker~ A baker, covered in flour, pounds relentlessly on some tough dough. ~ - She looks very rugged. Years of baking has given her arms like a smithy. + She looks very rugged. Years of baking has given her arms like a smithy. Very scary, especially considering she is bigger than most smithies you've seen. She smiles kindly and tells you to let her know when you see something you'd like. @@ -1272,7 +1271,7 @@ The butcher's assistant is learning the trade. ~ He looks up to his father is in most young men. The field their father works in is almost always what they end up doing. He seems resigned to his -fate of cutting meat for the rest of his life. +fate of cutting meat for the rest of his life. ~ 188426 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -1287,7 +1286,7 @@ A commander of the army overseas the protection of the city. ~ He ensures that all is well within the city and that everyone in the army carries out their orders and makes a good job of it. He has been fighting more -years than you've been living. +years than you've been living. ~ 2058 0 0 0 0 0 0 0 1000 E 5 19 7 1d1+50 1d2+0 @@ -1301,7 +1300,7 @@ A cat rubs up against your leg hoping for some food or affection. ~ A pure white long-haired pussycat. The only color cat in the city since they are considered good luck. All other cats are either served up for dinner -or let loose outside the city. +or let loose outside the city. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -1311,10 +1310,10 @@ E #191 puppy~ the puppy~ -A small puppy has lost his way and is wimpering pathetically. +A small puppy has lost his way and is whimpering pathetically. ~ How cute, you feel pity for him as he tries to work his way between peoples -legs trying to find his way home. +legs trying to find his way home. ~ 72 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -1323,14 +1322,14 @@ legs trying to find his way home. E T 160 #192 -german shephard dog~ -the german shephard~ -A german shephard perks up its ears and wags its tail as you approach. +german shepherd dog~ +the german shepherd~ +A german shepherd perks up its ears and wags its tail as you approach. ~ These dogs are kept for many reasons. Some are used to herd livestock, others for protection, and even a few simply as pets. They are very smart and have evolved beyond normal animal intelligence due to Drakkar's experiments with -animals. +animals. ~ 76 0 0 0 0 0 0 0 0 E @@ -1345,7 +1344,7 @@ the dove~ A small delicate dove pecks at the ground. ~ The dove is pure white, almost looks like an albino except it has black eyes -instead of pink. +instead of pink. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -1356,10 +1355,10 @@ T 145 #194 mouse~ the mouse~ -A mouse scurries into the gutter, trying to avoid being stept on. +A mouse scurries into the gutter, trying to avoid being stepped on. ~ This little rodent looks more like someone's pet than a street rat. It is -pure white with black eyes and seems unafraid. +pure white with black eyes and seems unafraid. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -1372,7 +1371,7 @@ kitten~ the kitten~ A cute little kitten is ready to pounce, its tail twitching back and forth ~ - The kitten seems intent on attacking your feet for some reason. + The kitten seems intent on attacking your feet for some reason. ~ 72 0 0 0 0 0 0 0 900 E 3 19 8 0d0+30 1d2+0 @@ -1387,7 +1386,7 @@ The newbie guide is here to answer any of your questions. This experienced adventurer has decided to devote her life to helping those who are new to this dangerous realm. She has travelled far and seen many things. For the right reasons she has been known to help those who request it -of her. She always is willing to give advice to those in need. +of her. She always is willing to give advice to those in need. ~ 253962 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -1401,7 +1400,7 @@ the carpenter~ The carpenter frowns at your intrusion. ~ He is loaded down with a tool belt full of various items he uses in his -building of houses. He looks very busy and should not be bothered. +building of houses. He looks very busy and should not be bothered. ~ 10 0 0 0 0 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -1416,7 +1415,7 @@ A temple cleric tends to the sick and wounded. ~ He looks like he enjoys his job very much. Helping those who are in need for nothing more than a warm smile. He is very gentle and looks like he cares -deeply about all of his patients. He smiles at you warmly. +deeply about all of his patients. He smiles at you warmly. ~ 72 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -1430,7 +1429,7 @@ The butcher is covered in blood and guts. ~ He seems to enjoy his job a little too much, is that blood on his lips too? He has a strange look in his eyes, a lust of some kind. Some inner instinct -warns you to be careful around this guy. +warns you to be careful around this guy. ~ 10 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 diff --git a/lib/world/mob/100.mob b/lib/world/mob/100.mob index cf3b3ef..630c5ae 100644 --- a/lib/world/mob/100.mob +++ b/lib/world/mob/100.mob @@ -5,7 +5,7 @@ A hermit is standing here, oblivious to you and the rest of the world. ~ This recluse has been living outside of the city for too long. He is disheveled and in desperate need of a bath and clean clothes. He must be strong -and determined to survive out here on his own. +and determined to survive out here on his own. ~ 2124 0 0 0 64 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -21,7 +21,7 @@ A bobcat is crouching here, protectively guarding her young. Normally this animal would flee at the first sign of humans, but she has her young close by and will not leave them. You have heard about how ferocious animals can become when protecting their young. Now you are about to experience -it first hand. +it first hand. ~ 4170 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -37,7 +37,7 @@ A cute little chipmunk scurries around gathering nuts. Its cheeks are puffed out to the max and look like they are ready to explode. It must be gathering food to stash away for emergencies. It's a small brown furry critter with black and white stripes running from the top of its head all -the way down to its tail. +the way down to its tail. ~ 200 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -53,7 +53,7 @@ A red fox sneaks slowly away from you, trying to go unnoticed. It looks more of a brown than red. The fox is extremely alert with its ears coming to fine points listening for any sound of danger. Its big bushy tail is a sure sign of its good health. It saw you coming a mile away and does not seem -very scared. +very scared. ~ 76 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -64,7 +64,7 @@ E #10004 coyote~ the coyote~ -A skinny grey coyote fades into the trees as you approach. +A skinny gray coyote fades into the trees as you approach. ~ Although the coyote looks a little too skinny, it is definitely still in very good shape. This scavenger has learned to live off the land and has become a @@ -84,7 +84,7 @@ A graceful doe flicks her white tail at you. ~ The doe stares at you carefully. You see a flash of white from the underside of her tail as she warns other deer of your presence. She looks very frightened -of you and could run at any second. +of you and could run at any second. ~ 200 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -98,8 +98,8 @@ the buck~ A large buck with a full rack of antlers stares back at you. ~ There must be at least 12 points on the impressive antlers this buck is -wielding. You wonder what it would feel like to be butted with those things. -Maybe you're about to find out. +wielding. You wonder what it would feel like to be butted with those things. +Maybe you're about to find out. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -115,7 +115,7 @@ A merchant is here travelling between the capital and Dun Maura. This merchant looks like he has been travelling for some time between cities. He is definitely gifted at the art of selling useless junk that no one really needs. He looks experienced and you wonder how many times he's had to defend -himself being out in the wilderness like this. +himself being out in the wilderness like this. ~ 2122 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -129,7 +129,7 @@ A peddler is bringing his wares to the city to sell. ~ This peddler has a bunch of useless junk that he hopes to be able to sell at a profit to the suckers in the city. He looks very untrustworthy. You hold -your purse a little tighter as you walk by. +your purse a little tighter as you walk by. ~ 2122 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -141,8 +141,8 @@ possum~ the possum~ A possum is hanging from a tree by its tail. ~ - This odd creature has eyes that look to be made for seeing in the dark. -It's about 2 feet long including a hairless tail. It looks stupid and slow. + This odd creature has eyes that look to be made for seeing in the dark. +It's about 2 feet long including a hairless tail. It looks stupid and slow. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -157,7 +157,7 @@ An alligator crawls slowly towards you. ~ This large scaly creature has a set of jaws on it that make you take a few steps back. It looks extremely tough and you doubt many weapons could penetrate -that thick hide. +that thick hide. ~ 106 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -172,7 +172,7 @@ A raccoon is sitting in a tree just above you. ~ This miniature bandit looks very interested in what you're doing. It watches you without any sign of fear. It uses its human-like hands to climb around in -the trees. It is grey and black with the unforgettable mask around its eyes. +the trees. It is gray and black with the unforgettable mask around its eyes. ~ 76 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -202,7 +202,7 @@ A little baby bobcat is playing here. ~ This cute little critter looks like a house pet. Except for those sharp claws and teeth that it must just be learning how to use. It's tempting to go -ahead and pet the cute little fella. +ahead and pet the cute little fella. ~ 74 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -245,7 +245,7 @@ the huntress~ The huntress tracks her prey with skill and determination. ~ Covered in hides and fur from her past killings, she looks very experienced -and adept. +and adept. ~ 72 0 0 0 524288 0 0 0 0 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/101.mob b/lib/world/mob/101.mob index 211964f..85d5170 100644 --- a/lib/world/mob/101.mob +++ b/lib/world/mob/101.mob @@ -4,7 +4,7 @@ farmer Bob~ Farmer Bob wanders about looking for his lost cow. ~ He looks very old and tired. A lifetime's worth of hard work on the farm has -aged him beyond his years. +aged him beyond his years. ~ 72 0 0 0 0 0 0 0 400 E 7 18 5 1d1+70 1d2+1 @@ -18,7 +18,7 @@ A cow roams about aimlessly, munching on any grass it can find. ~ The cow is large and brown, with a short fur coat. It is extremely docile and friendly, having been domesticated to life on a farm. Strange for it to be -out roaming around. +out roaming around. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -31,7 +31,7 @@ the reddish brown weasel~ A reddish brown weasel slinks along the road. ~ The weasel is a rodent that can prey on animals larger than itself. It is -very intelligent and resourceful. +very intelligent and resourceful. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -44,7 +44,7 @@ the calf~ A newborn cow calf looks for its mother. ~ The calf can barely walk on its own four feet. It stumbles awkwardly towards -you, looking for its mother. +you, looking for its mother. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -56,7 +56,7 @@ heifer ~ the heifer~ A heifer looks up at you. ~ - The heifer is a young cow that has not yet calfed. + The heifer is a young cow that has not yet calved. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -82,7 +82,7 @@ a pillaging bandit~ A bandit pillages everything in sight. ~ The bandit has a big grin on his face and greets you with a wave. He must -have just made a killing. +have just made a killing. ~ 72 0 0 0 0 0 0 0 -500 E 7 18 5 1d1+70 1d2+1 @@ -96,7 +96,7 @@ A merchant is here crying at his recent losses. ~ A shame to see a grown man cry, but he has lost a lot. He relates to you how his caravan was looted by bandits. All his accumulated wealth taken away in an -instant. +instant. ~ 72 0 0 0 0 0 0 0 400 E 7 18 5 1d1+70 1d2+1 @@ -121,7 +121,7 @@ trader greedy~ a greedy trader~ A greedy trader has been mugged recently and has nothing of value. ~ - He is upset at his loss, but knows how to get it all back. + He is upset at his loss, but knows how to get it all back. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -134,7 +134,7 @@ the groundhog~ A small brown furry groundhog runs towards its hole as you approach. ~ It is a grizzled thickset marmot, built low to the ground and about the size -of a small dog. +of a small dog. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -147,7 +147,7 @@ the wanderer~ The wanderer is out on one her missions. ~ She is clad in only a burlap sack and roams the realm looking for something -or someone only known to her. +or someone only known to her. ~ 72 0 0 0 0 0 0 0 800 E 7 18 5 1d1+70 1d2+1 @@ -160,7 +160,7 @@ Bubba~ Bubba staggers by, a little tipsy from his moonshine. ~ He reeks of homemade moonshine, most likely made from corn. He is the -typical hillbilly, and fits his name to a tee. +typical hillbilly, and fits his name to a tee. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/103.mob b/lib/world/mob/103.mob index df3b46e..9e7042f 100644 --- a/lib/world/mob/103.mob +++ b/lib/world/mob/103.mob @@ -3,9 +3,9 @@ kami~ the guardian of earth~ Kami, the guardian of earth stands here. ~ - @WKami has long pointy ears, and dreen skin, he also has two antenna on his + @WKami has long pointy ears, and green skin, he also has two antenna on his head. Kami wears a white robe like thing that has a strange symbol on the -front. +front. @n ~ 253962 0 0 0 0 0 0 0 0 E @@ -20,7 +20,7 @@ a Namekian Priest~ A Namekian Priest stands here looking at you. ~ It looks unfinished. He looks just like the other people in this village, -his green skin, antenna, and namekian cloths. +his green skin, antenna, and namekian cloths. ~ 10 0 0 0 120 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -35,7 +35,7 @@ Mr. Popo is kneeling here tending to his flowers whistling. ~ @WMr. Popo is a short fat man, his skin is fully black. He wears a turban with a jewel in the center, also around his body he wears a red vest, and on his -legs he wears tan pants. +legs he wears tan pants. @n ~ 253962 0 0 0 0 0 0 0 0 E @@ -48,7 +48,7 @@ large wolf~ a large wolf~ A large wolf stands here growling. ~ - The wolf has a very dirty looking coat, she seems angy at something. + The wolf has a very dirty looking coat, she seems angry at something. ~ 72 0 0 0 16 0 0 0 0 E 2 20 8 0d0+20 0d2+0 @@ -62,7 +62,7 @@ Matilda~ Matilda sits behind her desk writing something on a piece of paper. ~ She is a very pretty woman, and is also very polite, she smile sweetly at you -and then goes baack to writing on her paper. +and then goes back to writing on her paper. ~ 26 0 0 0 120 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -75,8 +75,8 @@ Newbie Fighter~ a Newbie Fighter~ A Newbie Fighter stands here looking at you. ~ - He seems to be not a lot to look at, he looks koind of weak, his health seems -to be good though. + He seems to be not a lot to look at, he looks kind of weak, his health seems +to be good though. ~ 10 0 0 0 0 0 0 0 0 E 20 14 10 8d8+400 6d6+4 @@ -89,7 +89,7 @@ Vegeta~ Vegeta stands here, grinning evilly at you. ~ @YVegeta has a huge golden aura, his hair is blond and his muscles are huge. -Occasionnly bolts of electricity arc therogh his aura. @n +Occasionally bolts of electricity arc through his aura. @n ~ 26 0 0 0 120 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -104,7 +104,7 @@ Master Roshi~ Master Roshi sits here reading a magazine and making weird noises. ~ He wears a large turtle shell, and large funny looking sunglasses, the sun -shines off of his head, and he wears an old hawain shirt. +shines off of his head, and he wears an old Hawaiian shirt. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -119,8 +119,8 @@ Truncks~ Truncks~ Truncks is here playing his game system paying you no mind. ~ - The purple haird boy wears nothing more then a capsul corp t-shirt, blue -jeans, and a pair of semi worn-out socks. + The purple haired boy wears nothing more then a capsule corp t-shirt, blue +jeans, and a pair of semi worn-out socks. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -134,8 +134,8 @@ Bulma~ A beautiful woman is here tending to the garden. ~ Here hair is purple and she wears no clothing you have seen, it seems to be -made completly of a red materal, she has a very shaped figure, curves in all the -right places. +made completely of a red material, she has a very shaped figure, curves in all the +right places. ~ 72 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -148,7 +148,7 @@ Namekian Townsmen~ a Namek Townsmen~ A Namek Townsmen is walking around here. ~ - You see nothing special... + You see nothing special... ~ 72 0 0 0 120 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -161,8 +161,8 @@ the Elder Namek~ The Elder Namek sits in his large chair breathing heavily. ~ This has to be the largest Namek ever, sitting at a height of about 8'7" and -weighing over 800lb, he could eaisly crush you. But he won't because of his age -and he is a peace loveing man that looks like any other Namek. +weighing over 800lb, he could easily crush you. But he won't because of his age +and he is a peace loving man that looks like any other Namek. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -174,7 +174,7 @@ Statue~ a Dragon Statue~ A Dragon Statue sits here. ~ - It is a large statue of a dragon. + It is a large statue of a dragon. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -186,7 +186,7 @@ large bird~ a large bird~ A large bird flies around here. ~ - You see nothing special... + You see nothing special... ~ 72 0 0 0 0 0 0 0 0 E 27 11 10 5d5+270 4d4+4 @@ -198,7 +198,7 @@ Rabbit~ a rabbit~ A brown rabbit hops around happily. ~ - It looks like a brown fluffy rabbit. + It looks like a brown fluffy rabbit. ~ 10 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -210,7 +210,7 @@ Rabbit~ a rabbit~ A white rabbit hops around happily. ~ - It looks like a small white fluffy rabbit. + It looks like a small white fluffy rabbit. ~ 10 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -223,7 +223,7 @@ a Gambler~ A Gambler is here gambling away his money. ~ He wears the usual biker outfit, all leather, and he swings a chain around -his head. +his head. ~ 72 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -233,7 +233,7 @@ E #10399 Biker~ a Biker~ -A Biker stands here swingging a chain around. +A Biker stands here swinging a chain around. ~ He has the usual gamblers dice, and holds a knife in his left hand. ~ diff --git a/lib/world/mob/104.mob b/lib/world/mob/104.mob index d8cf3d9..7808b79 100644 --- a/lib/world/mob/104.mob +++ b/lib/world/mob/104.mob @@ -5,7 +5,7 @@ Map maker Lena sits behind the desk selling and making maps. ~ It looks unfinished. She has beautiful fair skin, her clothing looks new, a nice silk shirt, and a pair of silk pants. Her long whit hair flows gently down -her back, and she wears a small pair of half-moon glasses. +her back, and she wears a small pair of half-moon glasses. ~ 10 0 0 0 120 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -19,7 +19,7 @@ Chwin~ Chwin stands behind his desk polishing a sword. ~ Chwin has a rugged look about him, his cloths are torn in some places, and -his hair is all messed up. +his hair is all messed up. ~ 10 0 0 0 120 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -30,11 +30,11 @@ T 10406 #10402 Arwin Mic'Zell~ Arwin Mic'Zell~ -Arwin Mic'Zell fiddles with some armour behind his desk. +Arwin Mic'Zell fiddles with some armor behind his desk. ~ It looks unfinished. Arwin Mic'Zell wears some of the finest cloths you have ever seen, they seem to be custom made, and very expensive. He has short blond -hair, and he stands rather tall. +hair, and he stands rather tall. ~ 10 0 0 0 120 0 0 0 0 E 34 9 10 6d6+340 5d5+5 @@ -49,7 +49,7 @@ An elven townsmen walks around the city. ~ It looks unfinished. It is hard to tell this townsmen from the others, they all look almost exactly the same, his hair is blond, and shoulder length. His -cloths look new and he has a peaceful aura about him. +cloths look new and he has a peaceful aura about him. ~ 72 0 0 0 96 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -62,7 +62,7 @@ an elven woman~ An elven woman walks about the city. ~ She has long flowing white hair, her body is well built, but still beautiful. -Her cloths are well crafted and she looks to be loving. +Her cloths are well crafted and she looks to be loving. ~ 72 0 0 0 96 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -77,7 +77,7 @@ The Village Elder stands here watching you. ~ This man seems to be the oldest elf in the village, he has short white hair, his face is worn looking. Even though he looks old, he still seems to be -beautiful. His clothes look to be some of the best you have seen. +beautiful. His clothes look to be some of the best you have seen. ~ 10 0 0 0 96 0 0 0 0 E 21 13 12 4d4+210 3d3+3 @@ -93,10 +93,10 @@ Ligern~ Ligern~ Ligern, the village warrior, sits watching the fire. ~ - Ligern looks to be younge, but he has many scars all over his body, the fire -light illuminates his body, makeing him seem older then he actually is. -Although he has many scars, he looks to be strong, and more powerfulthen any -other in the village. + Ligern looks to be young, but he has many scars all over his body, the fire +light illuminates his body, making him seem older then he actually is. +Although he has many scars, he looks to be strong, and more powerful then any +other in the village. ~ 10 0 0 0 96 0 0 0 0 E 31 10 20 6d6+310 5d5+5 @@ -109,7 +109,7 @@ a small squirrel~ A small squirrel frolics around. ~ A chestnut brown squirrel, the is about medium size moves around in the -woods. +woods. ~ 72 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -123,7 +123,7 @@ An ugly troll stumbles around here. ~ This has to be one of the ugliest things ever seen, it has large cuts on it's body, and in some places it is missing skin. He wears nothing but a loincloth, -and a small belt. +and a small belt. ~ 104 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -135,8 +135,8 @@ Jak~ Jak~ Jak the shop keeper sits behind his desk. ~ - He wears a long raddy trench coat, and his hair is all straggly. He has -multiple cuts on his face, and a long beard. + He wears a long ratty trench coat, and his hair is all straggly. He has +multiple cuts on his face, and a long beard. ~ 10 0 0 0 120 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -149,9 +149,9 @@ orc~ an orc~ An orc moves in the shadows. ~ - This creature almost matches a trolls uglyness, the stench that comes from -him smells like rotting flesh. His armor looks weak, and he wears no weapon. -He looks to be a little strong. + This creature almost matches a trolls ugliness, the stench that comes from +him smells like rotting flesh. His armor looks weak, and he wears no weapon. +He looks to be a little strong. ~ 104 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -165,7 +165,7 @@ a wood imp~ A wood imp watches you carefully. ~ This wood imp looks like a giant tree, he stands at 8'3" and has a moss -beard. His branches are all messed up and he has no leaves. +beard. His branches are all messed up and he has no leaves. ~ 3144 0 0 0 32 0 0 0 0 E 16 15 10 3d3+160 2d2+2 @@ -178,8 +178,8 @@ elide postmistress postmaster~ postmistress Elide~ A woman stands about the room, giving people there mail. ~ - She wears a pair of specticles, and a long white coat. Her hair is a bright -pink, and is in a pony tail. She stands up straight looking at you sternly. + She wears a pair of spectacles, and a long white coat. Her hair is a bright +pink, and is in a pony tail. She stands up straight looking at you sternly. ~ 518154 0 0 0 0 0 0 0 0 E 34 9 20 6d6+340 5d5+5 @@ -189,10 +189,10 @@ E #10413 Jewel~ Jewel~ -Jewel stands here smiling sweetle. +Jewel stands here smiling sweetly. ~ Jewel looks rather pretty. She has long brown hair, and she wears some odd -looking clothes. She has a well built body and looks very nice. +looking clothes. She has a well built body and looks very nice. ~ 10 0 0 0 0 0 0 0 0 E 34 9 20 6d6+340 5d5+5 @@ -204,7 +204,7 @@ hell beast~ hells hound~ A hell hound looks at you angrily. ~ - This is a very large dog, his hair is messed up, and he glows a bit. + This is a very large dog, his hair is messed up, and he glows a bit. ~ 104 0 0 0 120 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -219,7 +219,7 @@ A pretty border collie sits by the chair. ~ She is a medium sized black and white dog, she has a long fluffy tail, and a small head. Her head cocks sideways as you look at her, and she wears an -expression as if asking who you are. +expression as if asking who you are. ~ 74 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -228,10 +228,10 @@ expression as if asking who you are. E #10416 guard town armored~ -Town Gurad~ +Town Guard~ A heavily armored Guard stands here. ~ - The gurad looks to be unnaffected by your presence. His large form is + The guard looks to be unaffected by your presence. His large form is completely covered by armor. His face expressionless, his body motionless. He just looks to be one big living statue. ~ @@ -246,7 +246,7 @@ the Weatherman~ The Weatherman watches the sky. ~ He seems to be a regular man, wearing large glasses, and other business -clothes. +clothes. ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/106.mob b/lib/world/mob/106.mob index b3e8035..b81f241 100644 --- a/lib/world/mob/106.mob +++ b/lib/world/mob/106.mob @@ -5,7 +5,7 @@ An Elcardorian orthodox priest stands here with a stern look on his face. ~ At first sight, he's not the kind of priest you want to leave your children with. Than again, with the aura of calmness oozing out of him. Maybe taking a -rest next to him would not be such a big risk. +rest next to him would not be such a big risk. ~ 188426 0 0 0 0 0 0 0 1000 E 14 16 1 2d2+140 2d2+2 @@ -24,7 +24,7 @@ The Executioner stands here waiting for his next beheading. ~ A black hood covers his entire face. Three holes have been cut out of the dark cloth. The eyes peering out behind the mask look to be slightly crazed and -definitely blood thirsty. +definitely blood thirsty. ~ 254010 0 0 0 8312 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -43,7 +43,7 @@ A rebel from the Suncas clan looks at you, paranoia in his eyes. ~ No more than a boy this teenager stands before you waiting for the overthrow of the Elcardian Empire. No more than a boy this teenager stands before you -waiting for the overthrow of the Elcardorian Empire. +waiting for the overthrow of the Elcardorian Empire. ~ 6220 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -55,9 +55,9 @@ elite Suncas rebel soldier~ an elite Suncas rebel soldier~ An elite Suncas rebel soldier is standing here. ~ - This grizzled veteran looks more like a mercenary than a soldier. Wich in + This grizzled veteran looks more like a mercenary than a soldier. Which in fact may actually be the case. The Suncas rebels have been known to hire help -when they need it. +when they need it. ~ 10316 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -70,7 +70,7 @@ a rebel commando~ A rebel commando from the Suncas clan stands here. ~ Scars seem to cover this middle-aged man from head to toe. He appears to be -missing a few fingers and he walks with a favoring to his left leg. +missing a few fingers and he walks with a favoring to his left leg. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -85,7 +85,7 @@ The rebel leader Sujin Suncas is sitting here. The mastermind behind the latest attempt at overthrowing the Mayor. He is young, but a brilliant fire burns in his eyes that some people would call craziness, but he calls eccentricity. He is the motivation behind all the -rebels. +rebels. ~ 254474 0 0 0 0 0 0 0 -350 E 10 17 4 2d2+100 1d2+1 @@ -99,7 +99,7 @@ An Elcardorian infantry man stands here. ~ This grunt has no purpose other than to sacrifice his life for his army, and maybe take a few enemies out in the pursuit of that end. He is heavily muscled -and adequately trained. +and adequately trained. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -113,7 +113,7 @@ An officer of the Elcardorian military guards his township here. ~ He holds himself with an air of authority. A hard look in his eyes shows his years of experience and training. He has probably led more men into battle than -you've ever met. +you've ever met. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -127,7 +127,7 @@ An Elcardorian military captain struts his sword around here. ~ The Captain is in charge of keeping the peace by order of the Mayor. It is the Captain's responsibility that everyone within the city behaves. More often -than not this includes crushing any rebel uprisings. +than not this includes crushing any rebel uprisings. ~ 328 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -141,7 +141,7 @@ A man is slowly dying from loss of blood. ~ Wounds cover his body. Some from whips, others from jagged blades, and still others from piercing weapons and hot brands. This poor soul looks to have been -broken with pain to spill his guts and tell his story. +broken with pain to spill his guts and tell his story. ~ 10 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -155,7 +155,7 @@ Grandfather sunshine is here tending the cash. ~ His beaming smile seems to brighten everyone's day. The typical elderly grandfather he looks very trusting and kind. White hair, beard, and mustache -give him a jovial look. +give him a jovial look. ~ 172046 0 0 0 0 0 0 0 10 E 7 18 5 1d1+70 1d2+1 @@ -173,7 +173,7 @@ A member of the Elcardorian parliaments stands before you, now as a prisoner. ~ At one time this guy used to stick his nose up in the air believing that he was above the law because of his position he held within the government. Now he -has been humbled by chains and torture. +has been humbled by chains and torture. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -187,7 +187,7 @@ The Suncas prison guard is here making sure that no one leaves the dungeons. ~ He looks tired and inept. The monotony of his job has caused him to become bored and lax. Of course so few of the prisoners stay long enough down here to -even attempt to escape so a guard is more for looks than need. +even attempt to escape so a guard is more for looks than need. ~ 260168 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -195,13 +195,13 @@ even attempt to escape so a guard is more for looks than need. 8 8 1 E #10617 -panhandler bum begger~ +panhandler bum beggar~ a panhandler~ A panhandler broke off her ass, begging for your charity is sitting here. ~ This poor lady has seen better days. At least she is begging and not selling her soul body. That will probably come later. She looks up at you with those -pitiful puppy-dog eyes trying to find a little sympathy. +pitiful puppy-dog eyes trying to find a little sympathy. ~ 10 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -216,7 +216,7 @@ Brack, the weaponsmith displays his creations with pride. The burly man resembles the anvil that he pounds upon. Blunt is about the only word to describe him. He definitely knows his metal-working though. He holds his tools and works the forge with a love for the craft that only the -gifted can possess. +gifted can possess. ~ 10 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -235,7 +235,7 @@ Penny, the bank teller is handling some money. A strange gleam flickers in her eyes as she counts out some coins behind the counter. She does not look like the kind of person you would want to trust your fortune with. She immediately puts on a facade when she realizes you are -staring. +staring. ~ 10 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -247,13 +247,13 @@ Int: 20 Wis: 20 E #10634 -tring armourer~ -Tring, the armourer~ -Tring, the armourer pounds away at a stubborn cast. +tring armorer~ +Tring, the armorer~ +Tring, the armorer pounds away at a stubborn cast. ~ - Elcardorian armour has been known for its strength and durability around the + Elcardorian armor has been known for its strength and durability around the realm. It is just about as famous as its outrageous prices. This stocky old -man makes some of the finest in the city, and he prices it that way too. +man makes some of the finest in the city, and he prices it that way too. ~ 10 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -271,7 +271,7 @@ the mayor's wife~ The mayor's wife is here hinting at you to leave. ~ They say behind every great man there is a woman, and she is one of those -women. She has long black here with green eyes and looks deceivingly frail. +women. She has long black here with green eyes and looks deceivingly frail. ~ 10 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -285,7 +285,7 @@ Coughing in bed, the Elcadorian mayor really doesn't want to fight any more. ~ This once powerful man has withered away into almost nothing. His strength and will has been drained from him. Too bad it will soon be too late for you to -know what happened to him. +know what happened to him. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -303,7 +303,7 @@ Grandmother sunshine is here baking goodies. ~ Her mere presence brightens the room. She treats everyone like a long lost grandson and immediately makes you feel at home. Her kindness and sincerity -puts you to ease immediately. The cookies she is baking smell delicious. +puts you to ease immediately. The cookies she is baking smell delicious. ~ 188430 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -315,9 +315,9 @@ grocer elcardorian~ the elcardorian grocer~ The grocer of Elcardo smiles at you in hopes of a sale. ~ - His bussiness continues to do well no matter who is fighting who, or who is + His business continues to do well no matter who is fighting who, or who is running what. The grocer could care less about rebels. As long as people need -food and suppies, he's happy. +food and supplies, he's happy. ~ 10 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -335,7 +335,7 @@ Lara is here looking you up and down. ~ Rumors state that Lara was an outcast from a far distant city of mages. She was caught up in some horrible feud and had no choice but to flee. So she setup -shop in Elcardo and seems happy and successful with the change. +shop in Elcardo and seems happy and successful with the change. ~ 188430 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -354,8 +354,8 @@ A dark hooded man roams the streets You can see almost nothing about this man because his black cloak covers him fully. Just between the opening of the coat, a glint of steel catches your eyes. Odds are this man would like to be left alone. He is almost certainly a -rebel which is apperant by the symbol on the head hilt of the dagger. Who is he -stalking? +rebel which is apparent by the symbol on the head hilt of the dagger. Who is he +stalking? ~ 76 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/107.mob b/lib/world/mob/107.mob index b8f41da..82a907c 100644 --- a/lib/world/mob/107.mob +++ b/lib/world/mob/107.mob @@ -4,7 +4,7 @@ a spirit~ A strongarm of Iuel is not willing to trade in business. ~ This ghostly apparition uses benign forces to mold and shape various -instruments of death and destruction. +instruments of death and destruction. ~ 16394 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -18,7 +18,7 @@ The wisdom of Iuel hangs over the atmosphere. ~ The wisdom and experience of all time can be found from this spirit. It has always been, and forever will be. Gaining knowledge and insight into -everything. +everything. ~ 16394 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -32,7 +32,7 @@ A brewing cauldron is in the middle of the room bubbling. ~ Within the cauldron an ethereal spirit stands, slowly stirring the contents. No longer a living presence in this world it has nothing to fear, but it still -dwells in the lost arts of the arcane. +dwells in the lost arts of the arcane. ~ 16394 0 0 0 16 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -45,7 +45,7 @@ a spirit~ A stoned drugkeeper stares at you with an empty eye. ~ The shade of the drugkeeper is eternally doped. His abuses in mortality seem -to have somehow transferred over to the other side. It knows it's drugs. +to have somehow transferred over to the other side. It knows it's drugs. ~ 16394 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -55,9 +55,9 @@ E #10704 spirit ieul~ the thieving spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shakey hand at you. +A spirit of Iuel haunting these grounds waves a shaky hand at you. ~ - The spirit floats towards you slowly, looking for anything of value. + The spirit floats towards you slowly, looking for anything of value. ~ 16460 0 0 0 0 0 0 0 500 E 10 17 4 2d2+100 1d2+1 @@ -67,11 +67,11 @@ E #10705 assassin spirit~ the assassin spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shakey hand at you. +A spirit of Iuel haunting these grounds waves a shaky hand at you. ~ The spirit fades slowly in and out of existence, barely still part of the real world. It stares with dull lifeless eyes at everything around it, seeming -to be looking for something. +to be looking for something. ~ 18504 0 0 0 0 0 0 0 500 E 10 17 4 2d2+100 1d2+1 @@ -81,11 +81,11 @@ E #10706 knight spirit~ the fallen knight's spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shakey hand at you. +A spirit of Iuel haunting these grounds waves a shaky hand at you. ~ The shadowy figure seems to blink in and out of existence, it's form never -really even discernable, besides the fact that it looks human in form and is -layered in armor. +really even discernible, besides the fact that it looks human in form and is +layered in armor. ~ 16460 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -95,9 +95,9 @@ E #10707 trulling spirit~ the trulling spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shakey hand at you. +A spirit of Iuel haunting these grounds waves a shaky hand at you. ~ - An ephemereal form that almost seems to disappear when looked at directly. + An ephemeral form that almost seems to disappear when looked at directly. ~ 16460 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -107,10 +107,10 @@ E #10708 dark blessing spirit~ the dark blessing spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shakey hand at you. +A spirit of Iuel haunting these grounds waves a shaky hand at you. ~ This shade from another life is strangely dark, almost black and seems to -carry with it an ill boding. +carry with it an ill boding. ~ 16460 0 0 0 0 0 0 0 500 E 7 18 5 1d1+70 1d2+1 @@ -118,12 +118,12 @@ carry with it an ill boding. 8 8 0 E #10709 -vampric spirit~ -the vampric spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shakey hand at you. +vampiric spirit~ +the vampiric spirit of Iuel~ +A spirit of Iuel haunting these grounds waves a shaky hand at you. ~ A lost soul of a long dead vampire, it's body has become lost with time and -only it's lifeless spirit can now seek fresh blood that it cannot consume. +only it's lifeless spirit can now seek fresh blood that it cannot consume. ~ 16460 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -133,10 +133,10 @@ E #10710 ghoulic spirit~ the ghoulic spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shakey hand at you. +A spirit of Iuel haunting these grounds waves a shaky hand at you. ~ This hunched over spirit barely even looks human, or what was once a human, -grotesque features marc it as a ghoul that long since died. +grotesque features mark it as a ghoul that long since died. ~ 16460 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -146,10 +146,10 @@ E #10711 spell spirit iuel~ the spell chanting spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shakey hand at you. +A spirit of Iuel haunting these grounds waves a shaky hand at you. ~ The wandering spirit is the remains of a powerful mage that found -immortality. But could not bring it's mortal body along for the ride. +immortality. But could not bring it's mortal body along for the ride. ~ 16460 0 0 0 0 0 0 0 500 E 7 18 5 1d1+70 1d2+1 @@ -159,10 +159,10 @@ E #10712 spirit soul snatcher~ the soul snatching spirit of Iuel~ -A spirit of Iuel haunting these grounds waves a shakey hand at you. +A spirit of Iuel haunting these grounds waves a shaky hand at you. ~ - This undead spirit has lost it's bodily form and now lusts for anothers to -absorb and return to life. + This undead spirit has lost it's bodily form and now lusts for another's to +absorb and return to life. ~ 16462 0 0 0 0 0 0 0 500 E 18 14 0 3d3+180 3d3+3 @@ -172,9 +172,9 @@ E #10713 fat rat pets~ a fat rat~ -A fat rat sits on a mat eating slabs of cat grining like the mad hat-ter. +A fat rat sits on a mat eating slabs of cat grinning like the mad hat-ter. ~ - This tamed rat waddles awkwardly due to it's massive girth. + This tamed rat waddles awkwardly due to it's massive girth. ~ 72 0 0 0 0 0 0 0 200 E 3 19 8 0d0+30 1d2+0 @@ -187,7 +187,7 @@ a wog dog~ A wog dog chews on a log releasing gas, causing a fog is here. ~ This trained dog can roll over like a log, go for a jog, fetch a cog, and -maybe kill a frog. +maybe kill a frog. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -200,7 +200,7 @@ a boy named Roy~ A small boy named Roy sits here playing with this toy, his face full of joy. ~ The boy looks rather coy and begins to annoy everyone which he seems to -enjoy. +enjoy. ~ 16394 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -213,7 +213,7 @@ a rabid wolverine~ A wolverine sick with disease growls at you. ~ This angry beasts fur is matted and brown from dirt. It foams at the mouth -and snarls at anything that moves, even it's own shadow. +and snarls at anything that moves, even it's own shadow. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -226,7 +226,7 @@ a sabertooth tiger~ A red and black striped tiger crawls in the shadows hoping not to be seen. ~ The large beast is the size of a small horse. It's muscular body rippling as -it stalks back and forth waiting for some easy prey. +it stalks back and forth waiting for some easy prey. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -236,11 +236,11 @@ E #10718 king crab~ a king crab~ -A huge crab scutters around in the muddy waters. +A huge crab skitters around in the muddy waters. ~ - The large crab has a set of deadly claws on two of it's eight long limbs. + The large crab has a set of deadly claws on two of it's eight long limbs. Each limb measuring almost a span in length. It's hard crustaceous shell and -casings give it better armor than most other animals. +casings give it better armor than most other animals. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -253,7 +253,7 @@ a spirit~ Writing equipment floats around in the air, waiting to take a message. ~ Leafs of paper and other parchment float about the room ominously. Quills -and ink bottles also. It is here where you may mail anyone within the mud. +and ink bottles also. It is here where you may mail anyone within the mud. ~ 516106 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 diff --git a/lib/world/mob/11.mob b/lib/world/mob/11.mob index f5c1489..addbe7f 100644 --- a/lib/world/mob/11.mob +++ b/lib/world/mob/11.mob @@ -1,7 +1,7 @@ #1100 wraith~ a mournful wraith~ -A mournful wraith hovers in and out of existance. +A mournful wraith hovers in and out of existence. ~ Faceless and featureless, the only that can be seen about this entity is the vague outline of a humanoid figure. Glowing faintly, it nonetheless appears the diff --git a/lib/world/mob/115.mob b/lib/world/mob/115.mob index db046a1..9f507df 100644 --- a/lib/world/mob/115.mob +++ b/lib/world/mob/115.mob @@ -4,7 +4,7 @@ the woodchuck~ A woodchuck runs for its hole. ~ This small brown animal is covered in thick fur and is about the size of a -small dog. It is built very low to the ground and is actually pretty quick. +small dog. It is built very low to the ground and is actually pretty quick. ~ 72 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -13,10 +13,10 @@ small dog. It is built very low to the ground and is actually pretty quick. E #11501 rat~ -a large grey rat~ +a large gray rat~ A large dusty rat crawls around here. ~ - This rat seems to be oblivious to all around it. + This rat seems to be oblivious to all around it. ~ 92 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -30,7 +30,7 @@ a goblin raider~ A goblin raider stands here with a really angry look on his face. ~ The goblin charges around looking for anything valuable to loot. He eyes you -up and down trying to determine what you might have of value. +up and down trying to determine what you might have of value. ~ 72 0 0 0 0 0 0 0 -400 E 3 19 8 0d0+30 1d2+0 @@ -42,7 +42,7 @@ mon goblin~ a mon's goblin~ A mon's goblin is walking around looking for more artifacts to steal. ~ - He carries a sack of useless loot. Loot only to him you guess. + He carries a sack of useless loot. Loot only to him you guess. ~ 72 0 0 0 0 0 0 0 -400 E 3 19 8 0d0+30 1d2+0 @@ -54,7 +54,7 @@ hulk goblin~ a hulk goblin~ A hulk goblin is here tearing the place down. ~ - Larger than the typical goblin this beast relies on his brawn to win. + Larger than the typical goblin this beast relies on his brawn to win. ~ 76 0 0 0 0 0 0 0 -400 E 3 19 8 0d0+30 1d2+0 @@ -64,10 +64,10 @@ E #11505 bat~ a small black bat~ -This is a small unfeathered viscious looking bat. +This is a small unfeathered vicious looking bat. ~ It squeaks and flutters its wings in anticipation to flight, and possibly a -feast. +feast. ~ 88 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -81,7 +81,7 @@ a goblin bomber~ A goblin bomber is here setting up an explosive. ~ He carries a flask of gunpowder, flint, and some wicks. Hardly the type of -person you would trust with explosives. +person you would trust with explosives. ~ 76 0 0 0 0 0 0 0 -400 E 3 19 8 0d0+30 1d2+0 @@ -95,7 +95,7 @@ A centaur archer looks for a point of elevation to fire his arrows from. ~ This beast has the upper body of a troll. Huge arms and a barrel chest gives proof to his earned position within the military ranks of centaurs as an expert -archer. +archer. ~ 76 0 0 0 0 0 0 0 -500 E 7 18 5 1d1+70 1d2+1 @@ -107,8 +107,8 @@ monk peaceful~ a peaceful monk~ A peaceful monk wanders the halls in thought. ~ - He looks peaceful until you notice what looks like troll armour hidden -underneath his robes. + He looks peaceful until you notice what looks like troll armor hidden +underneath his robes. ~ 10314 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -126,7 +126,7 @@ a centaur warrior~ A centaur warrior runs around the area looking for someone to kill ~ The brown coat of this centaurs body is thick and matted with dirt and grime. -It looks like she has had a long battle. +It looks like she has had a long battle. ~ 76 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -138,7 +138,7 @@ rat~ an oversized rat~ An oversized rat with large fangs looks at you curiously. ~ - This one looks weak. Though those fangs look deadly. + This one looks weak. Though those fangs look deadly. ~ 72 0 0 0 0 0 0 0 300 E 7 18 5 1d1+70 1d2+1 @@ -151,7 +151,7 @@ crazy crazed monk~ a crazed monk~ A crazy monk stands her muttering gibberish. ~ - It appears he saw some things that he really wished he hadn't. + It appears he saw some things that he really wished he hadn't. ~ 10254 0 0 0 0 0 0 0 800 E 7 18 5 1d1+70 1d2+1 @@ -165,7 +165,7 @@ a deranged monk~ A deranged monk screams in fear at your presence and cowers in the corner. ~ His eyes have become unfocused and seem to be looking within. No one is home -upstairs. +upstairs. ~ 57434 0 0 0 65538 0 0 0 500 E 7 18 5 1d1+70 1d2+1 @@ -182,8 +182,8 @@ centaur swordswoman~ a centaur swordswoman~ A centaur swordswoman stands here looking pretty. ~ - She simply stomps over any remaining monks that live. Crushin skulls and -breaking bones as she passes. + She simply stomps over any remaining monks that live. Crushing skulls and +breaking bones as she passes. ~ 76 0 0 0 0 0 0 0 400 E 7 18 5 1d1+70 1d2+1 @@ -195,7 +195,7 @@ monk prayer~ a monk that was praying~ A monk who was kneeling in prayer before you interrupted him. ~ - The monk looks upset to have been interrupted from his daily ritual. + The monk looks upset to have been interrupted from his daily ritual. ~ 10 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -203,11 +203,11 @@ A monk who was kneeling in prayer before you interrupted him. 8 8 1 E #11515 -centaur axesman~ -a centaur axesman~ +centaur axeman~ +a centaur axeman~ A centaur axeman is here waiting to pick a fight. ~ - He looks crazed and in pursuit of more blood. + He looks crazed and in pursuit of more blood. ~ 76 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -232,7 +232,7 @@ centaur samite healer~ a centaur samite healer~ A centaur samite healer runs around trying to revive the wounded centaurs ~ - He dwells in the arcane art of healing and looks to be very gifted at it. + He dwells in the arcane art of healing and looks to be very gifted at it. ~ 76 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -246,7 +246,7 @@ The Doom Priest guildmaster assesses your abilities and prepares for your traini ~ He is aged and weathered from a hard life. But, a power emanates from him and the cold stare from his green eyes shows a wisdom and intelligence -unparalleled. +unparalleled. ~ 188442 0 0 0 80 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -258,7 +258,7 @@ goblin horde~ a goblin horde~ A goblin horde rushes in, attacking you from all directions. ~ - These goblins are short, fat, and smelly. + These goblins are short, fat, and smelly. ~ 76 0 0 0 0 0 0 0 -400 E 3 19 8 0d0+30 1d2+0 @@ -271,7 +271,7 @@ a fat goblin~ An obese goblin charges in, trying to run you over. ~ She is damn ugly, and smells funny. Hard to believe something as disgusting -as this creature can survive its own breath. +as this creature can survive its own breath. ~ 76 0 0 0 0 0 0 0 -400 E 3 19 8 0d0+30 1d2+0 @@ -283,7 +283,7 @@ white tan centaur~ a white and tan centaur~ A white and tan centaur gallops in your direction. ~ - This massive beast is half horse and half man. + This massive beast is half horse and half man. ~ 10 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -291,12 +291,12 @@ A white and tan centaur gallops in your direction. 8 8 1 E #11522 -centaur armoured~ -an armoured centaur~ -A heavily armoured centaur points an intimidating finger in your direction. +centaur armored~ +an armored centaur~ +A heavily armored centaur points an intimidating finger in your direction. ~ This centaur has been equipped for battle with chainmail. He stomps around -heavily from the added weight. +heavily from the added weight. ~ 10 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -308,7 +308,7 @@ dying monk~ a dying monk~ A dying monk sits here in agony. ~ - This man looks as if he has been attacked by a pack of some wild beasts. + This man looks as if he has been attacked by a pack of some wild beasts. ~ 138 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -322,7 +322,7 @@ E #11524 ensign goblin~ an ensign goblin~ -An ensign goblin straight out from military camp, leads the raid at the frontlines. +An ensign goblin straight out from military camp, leads the raid at the front lines. ~ He looks a little bit cleaner than the typical goblin, must be more educated. @@ -335,10 +335,10 @@ E #11525 raging troll~ a raging troll~ -A raging troll cletches his fist in anger pulling the surroundings down. +A raging troll clenches his fist in anger pulling the surroundings down. ~ This troll looks to be in a battle frenzy. A glazed look covers his eyes as -he snorts and grunts in anger. +he snorts and grunts in anger. ~ 76 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -346,12 +346,12 @@ he snorts and grunts in anger. 8 8 1 E #11526 -stone skined troll~ +stone skinned troll~ a stone skinned troll~ -With skin of stone hardness, this troll runs up and down the monestary crashing into everything in his path. +With skin of stone hardness, this troll runs up and down the monastery crashing into everything in his path. ~ The skin of this troll looks like rock! He uses his arms and legs as -bludgeoning weapons against anything he comes across. +bludgeoning weapons against anything he comes across. ~ 76 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -364,7 +364,7 @@ an enormously huge troll~ An enormously huge troll stands his ground, ready to take on a whole party of warriors. ~ This troll is in a blood rage looking for another innocent victim to -slaughter. He looks your way. +slaughter. He looks your way. ~ 76 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -376,10 +376,10 @@ doom priest guild guardian~ a Doom Priest guild guardian~ A powerful Doom Priest guards the stairwell going down. ~ - He carries no weapons and wear no armour. He needs no such thing to protect + He carries no weapons and wears no armor. He needs no such thing to protect himself. A power and intelligence can be seen when looking at this priest. He acknowledges your presence and stands even closer to the Doom Priest guild -entrance. +entrance. ~ 188442 0 0 0 80 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -391,7 +391,7 @@ lamb~ a small lamb~ A small lamb is here looking for little boo peek. ~ - This poor lamb looks lost and lonely. + This poor lamb looks lost and lonely. ~ 72 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -403,7 +403,7 @@ little bow peek~ little bow peek~ Little bow peek is here looking for her lost sheep ~ - Nothing. + Nothing. ~ 10 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -413,9 +413,9 @@ E #11534 bird~ a small white bird~ -A very small white bird is pirched here. +A very small white bird is perched here. ~ - This bird looks very gentle and sweet. + This bird looks very gentle and sweet. ~ 163866 0 0 0 0 0 0 0 1000 E 3 19 8 0d0+30 1d2+0 @@ -432,7 +432,7 @@ fish~ a small fish~ A small black fish swims here. ~ - This fish looks good. + This fish looks good. ~ 26 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -449,7 +449,7 @@ piglet~ a small piglet~ A small piglet dashes around. ~ - The small pig is covered in mud and is enjoying the mess it is making. + The small pig is covered in mud and is enjoying the mess it is making. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -461,7 +461,7 @@ snake~ the small snake~ A small snake lurks here waiting for something to eat. ~ - This snake looks as if it has been waiting for a while. + This snake looks as if it has been waiting for a while. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -479,7 +479,7 @@ a lost goblin~ A goblin is sneaking around looking for some backup. ~ This goblin seems to have lost his counterparts. He is not quite so sure of -himself without friends to hide behind. +himself without friends to hide behind. ~ 2058 0 0 0 0 0 0 0 -400 E 3 19 8 0d0+30 1d2+0 @@ -496,7 +496,7 @@ toad~ a very large purple toad~ A large purple toad squats here. ~ - This thing looks uninterested in everything. + This thing looks uninterested in everything. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -510,7 +510,7 @@ a goblin soldier~ A goblin soldier is finishing off a few of the remaining monks. ~ This yellow-green beast is barely even humanoid in resemblance. You can -smell him from here. +smell him from here. ~ 72 0 0 0 0 0 0 0 -400 E 3 19 8 0d0+30 1d2+0 @@ -527,7 +527,7 @@ ghost monk~ a ghost of a monk~ The ghost of a monk who died in an unfair game of politics haunts this room forever. ~ - Nothing. + Nothing. ~ 90158 0 0 0 88 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -541,7 +541,7 @@ a small troll~ A small troll stomps around trying to look tough. ~ This thing looks pretty weak Though it is a troll and shouldn't be -underestimated. +underestimated. ~ 72 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -558,7 +558,7 @@ grass~ the grass~ A heap of grass lies here. ~ - The grass looks like some kind of weed. + The grass looks like some kind of weed. ~ 10 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -574,7 +574,7 @@ wounded monk~ a wounded monk~ A wounded monk is scrunched up here in the corner. ~ - The monk looks as if he had been attacked. + The monk looks as if he had been attacked. ~ 10 0 0 0 0 0 0 0 400 E 7 18 5 1d1+70 1d2+1 @@ -591,7 +591,7 @@ orc~ orc~ A very large orc is here dead. ~ - This orc looks as if it was torn apart by a pack of wolves. + This orc looks as if it was torn apart by a pack of wolves. ~ 10 0 0 0 0 0 0 0 -500 E 3 19 8 0d0+30 1d2+0 diff --git a/lib/world/mob/117.mob b/lib/world/mob/117.mob index 5dd76ce..b087ff1 100644 --- a/lib/world/mob/117.mob +++ b/lib/world/mob/117.mob @@ -5,7 +5,7 @@ Tower Guard Holden is here inspecting visitors. ~ It looks unfinished. A tall male guard in armor stands here inspecting each visitor into the tower before they enter for security. He is rather satisfied -with his duties now and carries an arrogant smirk. +with his duties now and carries an arrogant smirk. ~ 12378 0 0 0 0 0 0 0 150 E 15 15 1 3d3+150 2d2+2 @@ -21,7 +21,7 @@ Tower Guard Stradler cheerfully surveys the crowd. Stradler is a charming and attractive guard. He inspects visitor's inventories for security here. The ladies (and a few men) seem to flock to him for inspection. He stands proud and tall for the safety of the people of Los -Torres. +Torres. ~ 12378 0 0 0 0 0 0 0 175 E 15 15 1 3d3+150 2d2+2 @@ -36,7 +36,7 @@ A citizen stands here. ~ The citizen of Los Torres stands here, minding her own business. She does not want to be bothered, she has many, many errands to run. She looks in her -purse, counts her money and checks for her ID cards. +purse, counts her money and checks for her ID cards. ~ 72 0 0 0 0 0 0 0 25 E 10 17 4 2d2+100 1d2+1 @@ -66,7 +66,7 @@ Zulthan the Waiter takes orders from customers here. Zulthan the Waiter is here taking orders and retrieving food for people. He seems very busy, but he is very happy doing what he does. He has brown hair and is very short. He is also a bit on the pudgy side as well, though he doesn't -seem to care. +seem to care. ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -82,7 +82,7 @@ Cassandra Lacela kinda stands here, like, drunk, you know... Cassandra Lacela stands here, kind of. She slurs her tongue and her hair is all messed up. She must be drunk. She is wearing a white dress with some red and purple stains on it. She lazily will take her customer's orders and she -seems to have an obsession with lace, due to the decor in the room. +seems to have an obsession with lace, due to the decor in the room. ~ 188426 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -98,7 +98,7 @@ The Government Official Lesalie is here. The Government Official Lesalie is here in his brown suit. He is wearing a white tie and brown pants. He has brown hair and seems to be very tall. He has a scar in his left cheek that looks like a slash from a weapon or a claw of -sorts. +sorts. ~ 16394 0 0 0 65536 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -114,7 +114,7 @@ Salesman Derresor Maosund stands here checking his inventory of armor. Salesman Derresor Maosund smiles at his customers as they browse his display and ask him questions on 'What does this armor do' and 'How much are these boots'. He is wearing a black robe over what seems to be flowing black pants -and a black shirt. +and a black shirt. ~ 74 0 0 0 16 0 0 0 0 E 20 14 -2 4d4+200 4d5+4 @@ -130,9 +130,9 @@ A Sniper Assassin hides here spying on citizens. ~ The assassin here looks through the wall patiently at the citizens walking past. She has long red hair that matches her red outfit. She has very unique -sniping skills as well as some interesting close up combat technique to boot. +sniping skills as well as some interesting close up combat technique to boot. She is mumbling to herself as she carefully watches to anyone opposing the -government. +government. ~ 2074 0 0 0 524288 0 0 0 -200 E 14 16 1 3d2+140 2d4+2 @@ -140,15 +140,15 @@ government. 8 8 2 E #11709 -assassin chieftan~ -the Assassin Chieftan~ -The Assassin Chieftan stands here guarding over her prisoner. +assassin chieftain~ +the Assassin Chieftain~ +The Assassin Chieftain stands here guarding over her prisoner. ~ - The Chieftan of the Red Assassins stands here with her specially gold rimmed -red veil and her dull gold badge that reads 'Red Assassin Chieftan'. She gives + The Chieftain of the Red Assassins stands here with her specially gold rimmed +red veil and her dull gold badge that reads 'Red Assassin Chieftain'. She gives orders to her assassins from the government and checks over her prisoner. She has long black hair that flies out from behind her veiled head. She has a very -tall and skinny figure and she stands with her hand on her hip. +tall and skinny figure and she stands with her hand on her hip. ~ 10266 0 0 0 80 0 0 0 -200 E 17 15 0 3d3+170 2d2+2 @@ -161,10 +161,10 @@ government official visconti~ the Government Official Visconti~ The Government Official Visconti crawls up in his own filth. ~ - The Goverment Official Visconti, famous now for the addition of the top floor + The Government Official Visconti, famous now for the addition of the top floor in the second tower, is covered in dirt, with ragged clothing and a bruised face. He has a stubbled beard growing from lack of grooming and he smells like -a skunk in an exhaust pipe! +a skunk in an exhaust pipe! ~ 72 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -181,7 +181,7 @@ Tower Guard Ackley stands here, slacking off. and shivers uncontrollably. He has a major temper problem, and can go off the deep end easily when someone comments on one of his flaws. He snorts loudly at random people for a laugh, and makes lewd gestures at those who have -disrespected him before. +disrespected him before. ~ 10 0 0 0 0 0 0 0 -50 E 17 15 0 3d3+170 2d2+2 @@ -214,7 +214,7 @@ The Government Official Phel is standing here. persuasive skills around the town, nobody is exactly sure if this guy's trustworthy or not. He wears a dark green suit as he works his busy day. His hair is blonde with a white streak of hair down the right. His eyes are colored -differentyly, one being brown and one being hazel. +differently, one being brown and one being hazel. ~ 26 0 0 0 0 0 0 0 -100 E 15 15 1 3d3+150 2d2+2 @@ -228,7 +228,7 @@ The Government Official Gertrude sneers wickedly as she works. ~ The pink suited Gertrude always wears a sneer and does things for her own interest instead of who she is supposed to represent. She constantly sends off -any messages of complaint to her, and is blatantly corrupt. +any messages of complaint to her, and is blatantly corrupt. ~ 10 0 0 0 0 0 0 0 -150 E 14 16 1 2d2+140 2d2+2 @@ -243,7 +243,7 @@ The Government Official Cecille hums ignorantly to herself. Cecille looks pretty darn dumb to be an official. She is wearing a light pink buttoned shirt and a matching skirt. She is humming a song that she made up five seconds ago and its rather irritating. She seems like she would be -easily persuaded to believe one way or the other even if its unjust. +easily persuaded to believe one way or the other even if its unjust. ~ 10250 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -260,7 +260,7 @@ The Government Official Thedoric grins fakely as he greets his clients. to go to extreme measures to ensure that his beliefs are reality. He is wearing a red suit and has medium length black hair. He always wears a rather fake grin as he meets with people. He tends to favor those who agree with him, and maybe -he's a bit irrational when it comes to those who don't... +he's a bit irrational when it comes to those who don't... ~ 10266 0 0 0 0 0 0 0 -250 E 18 14 0 3d3+180 3d3+3 @@ -277,7 +277,7 @@ The Government Official Luther tries his best to keep the council in line. wearing a blue trench coat over a blue dress shirt with white pants. He has very short brown hair with deep blue eyes. He is scrambling to save the city from the council, though he looks like he could use some help. Maybe you should -say hello to him? +say hello to him? ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -293,7 +293,7 @@ The Empress's bodyguard Verno blocks anyone from seeing the Empress. Verno, it would seem, stands very tall though he also has a very large waistline. He is wearing a standard black tuxedo and he has his arms folded, stepping right in front of the path so that no one will go through. He has a -bald head and is also wearing a pair of black sunglasses. +bald head and is also wearing a pair of black sunglasses. ~ 262170 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -313,7 +313,7 @@ robe over a shirt that hangs down to her thighs at some parts. The shirt is cut so tat triangular flaps hang from the waste. Her pants are very loose and have several chains hanging from various spots. The pants are flared a lot at the bottom, so much that it totally covers her feet. She has long blonde hair and -sky blue colored eyes. Her lips are the scarlet of her robe. +sky blue colored eyes. Her lips are the scarlet of her robe. ~ 188506 0 0 0 112 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -328,7 +328,7 @@ the artist~ The artist paints another picture. ~ The artist wears a paint covered smock and a black beret. He stands in -disgust trying to think of ideas for his next masterpiece. +disgust trying to think of ideas for his next masterpiece. ~ 10 0 0 0 0 0 0 0 50 E 11 17 3 2d2+110 1d2+1 @@ -342,7 +342,7 @@ A journalist wanders around asking people questions. ~ The journalist is dressed nicely, and is carrying a notepad, a pen and a sheet of questions to ask the citizens of Los Torres. The questions mainly deal -with the government, though most people seem unwilling to answer them. +with the government, though most people seem unwilling to answer them. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -356,7 +356,7 @@ A really fat chef stands behind the counter chopping onions. ~ The chef is extremely fat, I mean, totally huge. He has a thick, black, curly mustache. He is wearing a big poofy hat that chefs normally wear and a -big white apron that somehow manages to fit around his grandiose waist. +big white apron that somehow manages to fit around his grandiose waist. ~ 10 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -364,12 +364,12 @@ big white apron that somehow manages to fit around his grandiose waist. 8 8 1 E #11723 -cryng man~ +crying man~ a crying man~ A crying man mopes on one of the pews about how he lost his wedding ring. ~ The man has totally wrinkled clothing and bangs his fist on the pew -repeatedly for some reason, making all the citizens nearby uncomfortable. +repeatedly for some reason, making all the citizens nearby uncomfortable. ~ 10 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -394,9 +394,9 @@ maid~ the maid~ The maid stands here doing laundry. ~ - The maid is a short skynni woman, wearing a black dress and a white apron. + The maid is a short skinny woman, wearing a black dress and a white apron. She carries a bunch of towels in her hand and is busy doing the laundrywork to -care about anything else. +care about anything else. ~ 10 0 0 0 0 0 0 0 150 E 10 17 4 2d2+100 1d2+1 @@ -408,10 +408,10 @@ karate instructor~ the Karate Instructor~ The Karate Instructor practices Tae Kwon Do. ~ - It looks unfinished. The instructor is bald headed, very short and thin. + It looks unfinished. The instructor is bald headed, very short and thin. He wears a white uniform with a black belt tied around the waist. He is currently practicing one of his forms right now with his eyes closed, thinking -about what he is doing. +about what he is doing. ~ 10 0 0 0 64 0 0 0 100 E 15 15 1 3d3+150 3d2+3 @@ -426,8 +426,8 @@ The Librarian stands here, swatting dust particles that come by. ~ The librarian wears her brown hair down to her waist, and has bright green eyes. She stands aware, looking t the air. She seems very conscious about -having dust in the room, as she keept slapping them out of the air with a -feather duster. +having dust in the room, as she keeps slapping them out of the air with a +feather duster. ~ 10 0 0 0 0 0 0 0 200 E 12 16 2 2d2+120 2d2+2 @@ -440,7 +440,7 @@ little Alex~ Little Alex is here running around in circles. ~ The confused little boy named Alex is bored, so he'll just run around in -circles now. H is wearing blue overalls and a red striped T-shirt. +circles now. H is wearing blue overalls and a red striped T-shirt. ~ 14 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -453,9 +453,9 @@ clever Josie~ Clever Josie sits in the corner reading a book. ~ Clever Josie the know-it--all of the bunch. She is reading to herself in the -corner quietly. She is the only one of the children that is behaving nicely. -She has medium length brown heair and cat-shaped black glasses. She is wearing -a brown dress with pockets at the front. +corner quietly. She is the only one of the children that is behaving nicely. +She has medium length brown hair and cat-shaped black glasses. She is wearing +a brown dress with pockets at the front. ~ 10 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -469,7 +469,7 @@ The teacher stands here cleaning up after her kids. ~ The teacher wears her hair in a bun, and is wearing small wire glasses. She has a green dress on and she is aggravated by the mess that all of her students -had made when they left. +had made when they left. ~ 10 0 0 0 0 0 0 0 50 E 12 16 2 2d2+120 2d2+2 @@ -483,7 +483,7 @@ The janitor kneels here, cleaning something off the walls. ~ The janitor has short black hair, and a stubbly beard. He wears a red T-shirt and blue jeans, and seems very cranky. HE is unhappy that he has to -clean up the messes that people make on the walls. +clean up the messes that people make on the walls. ~ 10 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 diff --git a/lib/world/mob/118.mob b/lib/world/mob/118.mob index c8ad73f..fb03bbc 100644 --- a/lib/world/mob/118.mob +++ b/lib/world/mob/118.mob @@ -6,7 +6,7 @@ A young girl sits cross-legged on the floor, her eyes closed as though asleep. This girl's age is impossible to tell, sometimes it seems as though she is a small child and then the light shifts and she seems a woman. The only thing remaining constant is her peaceful expression and her eyes, which remain -serenely closed as though she is deep in some dream state. +serenely closed as though she is deep in some dream state. ~ 188426 0 0 0 64 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -22,7 +22,7 @@ A slightly eccentric looking shopwoman watches over her collection. A vaguely wild look sparks in her eyes as she bustles about the shop, frizzy hair poking out from a tightly woven braid and fresh smears of dust and dirt streaking her face. Her expression is focused and intense, piercingly aware of -all around her. +all around her. ~ 26 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -33,16 +33,16 @@ T 11800 T 11801 T 11802 #11802 -child colouring~ -a colouring child~ -A child is colouring quietly with crayons here. +child coloring~ +a coloring child~ +A child is coloring quietly with crayons here. ~ This young girl looks to be between three and five years old. Her bright blue eyes are slightly vacant as though she is far away in some imaginary place, -and her lips move silently as though she is singing or whispering to herself. -A coloured crayon moves back and forth as she draws around her splayed fingers, +and her lips move silently as though she is singing or whispering to herself. +A colored crayon moves back and forth as she draws around her splayed fingers, leaving the white canvas of paper covered with the smeared dark outlines of -hands. +hands. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -60,7 +60,7 @@ A little shadow-baby kicks restlessly within its cot. shadowy limbs flail and kick randomly as its tiny muscles strengthen themselves slowly. It is impossible to tell by its little porcelain face whether it is male or female, but its little navy jumpsuit is distinctly boyish. The only -thing unusual is its ghostly transparence, fading in and out of visibility like +thing unusual is its ghostly transparency, fading in and out of visibility like a flickering shadow. ~ 10 0 0 0 0 0 0 0 0 E @@ -77,7 +77,7 @@ A little girl, about four years old stands here. This little girl has soft brown hair that hangs in little ringlets around her face. Bright starry eyes peer keenly around as though everything is new and exciting. She fidgets constantly, as though a little hyper, and her small -fingers are blistered from constant colouring or writing. +fingers are blistered from constant coloring or writing. ~ 10 0 0 0 24 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -93,8 +93,8 @@ A tiny humming-bird flits rapidly about. ~ This minute little creature is barely the size of a ping pong ball, tiny glittering wings beating so rapidly they can only be seen in a blur. A long -slender beak curves delicately from its irridescent green head, shimmering blue -feathers continuing down its body. +slender beak curves delicately from its iridescent green head, shimmering blue +feathers continuing down its body. ~ 72 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -112,7 +112,7 @@ A pregnant shadow-woman busies herself cooking. a hologram, or some strange ghost. She is young, perhaps only in her late teens or early twenties, the slight swell of her belly announcing the coming birth of another child. Her long dark hair is uncut, and her naturally pretty face has -been carefully made up, eyes sparkling as she prepares food for the family. +been carefully made up, eyes sparkling as she prepares food for the family. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -130,7 +130,7 @@ all of his face but his two squinting blue eyes. Large in build, and slightly overweight, his expression is vacant and far away. Completely absorbed in his somewhat unsuccessful music playing, the only thing remarkable about him is the fact that his hand is mauled and deformed, only three fingers grasping the -trumpet where there should be five. +trumpet where there should be five. ~ 10 0 0 0 0 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -147,7 +147,7 @@ A young shadow-child leans against the railing, staring out dreamily. though deep in a world of daydreams. Her fingers absent-mindedly caress back and forth along the polished wood, her eyes unblinking as she looks out over the mountains. Her whole form flickers, as a flame that is dying, one moment solid -and the next transparent and fading, a shadow-grey hue darkening her features. +and the next transparent and fading, a shadow-gray hue darkening her features. ~ 188426 0 0 0 0 0 0 0 0 E @@ -165,7 +165,7 @@ A child sits here, playing quietly. while she waits for something. Her hands are busy dancing and playing with imaginary toys, but her eyes are strangely cold and distant. Her bitten nails are painted a pretty girly pink and her long brown hair is tied into two woven -plaits, long blue ribbons trailing down her back. +plaits, long blue ribbons trailing down her back. ~ 253962 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -181,7 +181,7 @@ The ghostly figure of a rearing spider creeps here. ~ This horrible creature looks most like a spider, its splayed legs dark and twitching like a demon's hand. Moving fast and furtively, it makes no sound as -it stalks its potential prey, an unnatural chill clouding the air around it. +it stalks its potential prey, an unnatural chill clouding the air around it. ~ 104 0 0 0 524368 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -197,7 +197,7 @@ A small girl sits quietly rearranging words. Dark haired and sombre, she looks more like she is working than playing, her small forehead furrowed in concentration as she continually stacks and restacks the lettered blocks. Her lips move silently as she mumbles words to herself, -intensely focused blue eyes far too old for the rest of her face. +intensely focused blue eyes far too old for the rest of her face. ~ 253962 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -216,7 +216,7 @@ A strange man stands here, creating a swirling tunnel from thin air. his presence is unwavering, completely bound to this world, and no part of theirs. His face is unusual, almost too bland as though he were a painting half-finished, and his expression is cold and distant, firmly fixed on the -strange magic his hands are creating. +strange magic his hands are creating. ~ 253978 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -232,7 +232,7 @@ A shadow-baby sits in a highchair here, gurgling to himself. Only just able to sit up, this little baby is partially slumped against the sides of his highchair. Bright blue eyes sparkle happily from his cherubic face, and little wisps of blonde hair stick haphazardly out from all sides of -his head. +his head. ~ 253962 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -248,7 +248,7 @@ A tiny shadow-girl sucks contentedly on her bottle. Probably about two years old, this little girl is scarcely more than a baby. Her little round face is flushed and chubby-cheeked, fine black hair fastened neatly into pigtails. Humming happily to herself, she pauses only now and again -to suck at her bottle. +to suck at her bottle. ~ 253962 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -264,7 +264,7 @@ A blonde shadow-girl is playing a clapping game here. This pretty little girl is about five years old, her face alive with wonder and mischief. Long uncut hair cascades down her back, shimmering shades of gold in the light. Smiling widely, she sings in a high-pitched little voice as she -claps her hands to the rhythm of the nursery rhyme. +claps her hands to the rhythm of the nursery rhyme. ~ 253962 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -282,7 +282,7 @@ A young shadow-boy is playing a clapping game here. He looks about six or seven, his small face flushed with singing and sprinklings of freckles standing out prominently against his skin. Tufts of untamed dark hair stick out all over the place, his wide grin revealing several -gaps where his adult teeth are beginning to grow in. +gaps where his adult teeth are beginning to grow in. ~ 253962 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -300,7 +300,7 @@ A shadow-man is here, tending to the roses. the lower portion of his face like a shadow. Cool blue eyes concentrate on his work, frail dark hair beginning to thin in places, the first signs of wrinkles cracking across his face. His hands move quickly, roughly adjusting the live -roses, crushing the thorny dead ones, his hands scarlet-stained with blood. +roses, crushing the thorny dead ones, his hands scarlet-stained with blood. ~ 253962 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -315,8 +315,8 @@ A young shadow-woman is covered in flour here. ~ She looks to be in her late twenties, sparkling blue eyes slightly worn, and the first shadows of time and stress creeping across her face. Long, uncut -brown hair cascades down her back, tied into a rough ponytail and greyed here -and there with pats of flour. +brown hair cascades down her back, tied into a rough ponytail and grayed here +and there with pats of flour. ~ 258058 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -333,7 +333,7 @@ A curly-haired shadow-girl watches over the garden. blue eyes are slightly more faded than the rest of her, as though they would have had a ghostly appearance even in life. Her fingers clutch the branches of the tree as she climbs amongst them, peering out towards the garden and the -flowers dancing there. +flowers dancing there. ~ 253962 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -348,7 +348,7 @@ An insect flits unobtrusively amongst the shadows. ~ This little jewelled insect shimmers shades of green and blue, its dark body glossy and segmented. Two sleek silver-webbed wings extend from either side of -its back, several wirey black legs curled cautiously close to its abdomen. +its back, several wiry black legs curled cautiously close to its abdomen. ~ 254152 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -367,7 +367,7 @@ An evil figure with glowing red eyes lurks in the shadows here. This elongated creature is tall and thin, its black body moving unnaturally fast as it melds in and out of surrounding shadows. Its face is eerily blank, just darkness where its mouth, nose, and ears should be. Only two red eyes -blaze like burning coals from the blackness. +blaze like burning coals from the blackness. ~ 72 0 0 0 0 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -403,7 +403,7 @@ A girl with no eyes stands in the center of the room. This young girl has a perfectly-featured face except for the complete absence of her eyes. There are no wounds or visible scars indicating how they were lost, just two gaping holes where they should be; the blackness within -unnaturally and chillingly dark. +unnaturally and chillingly dark. ~ 10 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -420,7 +420,7 @@ A girl with no eyes stands in the center of the room. This girl glows faintly blue all over, as if layers of glowing paint have been repeatedly applied and washed away. Her smoothly featured face is vividly streaked with the phosphorescent stuff, two black gaping holes staring blankly -where her eyes should be. +where her eyes should be. ~ 10 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -438,8 +438,8 @@ A shadow-man lounges slobbishly, watching television. This middle-aged man looks as though he has done nothing but lounge on a couch for the past ten years, a large pot belly protruding from his flabby torso. His eyes are glazed and dull from watching television, a dark shadow of -stubble spreading over his face and rust-coloured stains covering his -three-fingered right hand. +stubble spreading over his face and rust-colored stains covering his +three-fingered right hand. ~ 10 0 0 0 0 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -450,13 +450,13 @@ T 11815 #11827 weeping girl~ a weeping girl~ -A girl sits weeping, her tears shattering like ice on the countertop. +A girl sits weeping, her tears shattering like ice on the counter top. ~ This young girl is dark haired and solemn faced, her large blue eyes filling with crystal tears that seem to turn to ice as they drip down her face, shattering violently on the surface of the counter. Her hands fidget restlessly, streaked with blood as she plays with the broken tears and mirror -shards. +shards. ~ 253962 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -472,7 +472,7 @@ A hideous creature moves awkwardly about the garden. This tall fleshy creature has no arms or neck, only a thick naked body and a large mushroom-domed head. A tiny, black gaping eye is its only human-like feature, even its movements clumsy and unnatural as it waddles on two bloated, -hairy legs. +hairy legs. ~ 72 0 0 0 0 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -489,7 +489,7 @@ A fidgety girl sits fondling her knife as she plays. She looks wound tightly with energy, hardly keeping still as her hands roam from one object to another. Constantly playing and touching, she seems like an average curious kid except for the long angry cuts that line the insides of her -arms, red blood spilling over her skin like crimson tears. +arms, red blood spilling over her skin like crimson tears. ~ 253962 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -506,7 +506,7 @@ A silvery fish swims peacefully in the water. This large fish is coated with a fine layer of silvery scales that glint when struck with light. Its large glassy eyes seem vacant and unperceiving, although there is a strange surrealism to the creature; almost as if it were some dream -object instead of an actual fish. +object instead of an actual fish. ~ 24586 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -523,7 +523,7 @@ A soft white bird sits quietly amongst the branches. Smooth white feathers coat this bird's slightly plumpish body, a long elegant tail fanning out as the creature fluffs up and preens itself, the rustling of its feathers sounding eerily like whispering. Large black eyes peer warily but -innocently about as the dove coos quietly to itself. +innocently about as the dove coos quietly to itself. ~ 24586 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -540,7 +540,7 @@ A little brown toad hops through the grass. Brown, leathery skin coated in warts allows this creature to look more like a clump of mud than any animal. Its tiny black beaded eyes look particularly perceptive, and there is a strange shimmering effect to the creature, indicating -that it is not quite what it seems. +that it is not quite what it seems. ~ 24586 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -573,7 +573,7 @@ An emaciated girl stares blankly into space. ten years old, her whole body is made of sharp angles and jutting corners where soft curves should be developing. Most haunting of all are her large blue eyes, deeply hollow and vacant, as though some torment has simply driven her soul -away. +away. ~ 253962 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -626,10 +626,10 @@ dark serpent~ the dark serpent~ A dark serpent writhes along the ground. ~ - Shimmering black and undulating slowly, this mesmerising serpent weaves along + Shimmering black and undulating slowly, this mesmerizing serpent weaves along the ground like the shadow of some dancing flame. Two evil emerald eyes seem uncannily intelligent as the creature surveys its surroundings, a bright ruby -tongue flickering out in a gentle hiss. +tongue flickering out in a gentle hiss. ~ 72 0 0 0 0 0 0 0 -1000 E 8 18 5 1d1+80 1d2+1 @@ -659,7 +659,7 @@ T 11884 #11839 ghostly girl~ a ghostly girl~ -A ghostly girl fades in and out of existance. +A ghostly girl fades in and out of existence. ~ Pale and partially transparent, this little girl looks just as though she were just about to hit her teen years. Some strange event has frozen her in @@ -679,7 +679,7 @@ a cheerful young woman~ A cheerful-looking young woman smiles as she looks around. ~ Smiling gently, this young woman's face is relaxed and care-free, a hint of -mischief and humour dancing in her large blue eyes. Long wisps of wavy brown +mischief and humor dancing in her large blue eyes. Long wisps of wavy brown hair trail down her back, drifting in front of her face as she wanders, examining everything curiously. ~ @@ -712,7 +712,7 @@ a shadow-girl~ A shadow-girl huddles in the corner. ~ Looking to be about fourteen, this shadow girl is sitting tightly in the -corner with her knees pulled up to her chest and her head hidden in her arms. +corner with her knees pulled up to her chest and her head hidden in her arms. She looks so still as to almost be mistaken for a doll if it weren't for the heaving of her shoulders with slow breaths and the occasional fidget. ~ @@ -807,7 +807,7 @@ a delicate little shadow-girl~ A delicate little shadow-girl plays on one of the beds. ~ Tiny and slender-limbed, this little girl is about six years old, her pale -face illuminated by two wide blue eyes, rimmed with heavy sweeping lashes. +face illuminated by two wide blue eyes, rimmed with heavy sweeping lashes. Soft blonde hair cascades down her back in a shimmering wave, tumbling in front of her face as she plays. ~ diff --git a/lib/world/mob/12.mob b/lib/world/mob/12.mob index 503d6ac..8e3c89d 100644 --- a/lib/world/mob/12.mob +++ b/lib/world/mob/12.mob @@ -3,7 +3,7 @@ innkeeper receptionists~ the Immortal Innkeeper~ The Immortal Innkeeper is organizing her books here. ~ - She appears to be having no problem tallying things up. + She appears to be having no problem tallying things up. ~ 188426 0 0 0 65536 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -15,7 +15,7 @@ postmaster~ the Immortal Postmaster~ The Immortal Postmaster is hard at work here. ~ - Scary... A postal worker... Working? + Scary... A postal worker... Working? ~ 10 0 0 0 65536 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -28,8 +28,8 @@ the wandering spirit~ A strange amorphous being wanders these halls eternally cleaning. ~ This spirit, having lived out its days in the mortal world, now works off its -final sins by doing menial labour in this realm's purgatory. In this case, -those chores seem to be cleaning up after the immortals of the land. +final sins by doing menial labor in this realm's purgatory. In this case, +those chores seem to be cleaning up after the immortals of the land. ~ 254028 0 0 0 589840 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -42,8 +42,8 @@ malikar twat~ Malikar the Janitor~ Malikar the Janitor stands here, looking lost. ~ - It looks like Malikar is suffering from a bad concience he must have buggered -Emershia one time too many. + It looks like Malikar is suffering from a bad conscience he must have buggered +Emershia one time too many. ~ 172108 0 0 0 2 0 0 0 -1000 E 3 19 8 0d0+30 1d2+0 @@ -56,7 +56,7 @@ imp~ the Imp~ A small imp sits here, grinning devilishly. ~ - This small imp is used for testing. + This small imp is used for testing. ~ 256092 0 0 0 20 0 0 0 -1000 E 3 19 8 0d0+30 1d2+0 @@ -86,7 +86,7 @@ A frosty little ice cube walks about doing whatever Spector says. It is a little ice cube that Spector has given life to. It looks like a normal ice cube, only now it has little arms and feet made out of ice. From what you can see, it has no eyes, yet it can make it's way about without bumping -into things. +into things. ~ 253978 0 0 0 65656 0 0 0 1000 E 26 12 -5 5d5+260 4d4+4 @@ -101,7 +101,7 @@ Zipping from plant to plant is a cluster of rainbow-colored faeries. There are about twenty tiny, ickle faeries floating around, each a completely different shade from its friends. They are all female and continually giggle and dart around sharing their own jokes and keeping forbidden people out of this -holy sanctuary. +holy sanctuary. ~ 200 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -114,8 +114,8 @@ Julia~ Taylor's secretary stands here holding a note pad. ~ She is a very pretty woman, her hair is shoulder length and a beautiful -brown, and here body is slim and curvey. She stands about 5'4" and looks to be -light. +brown, and here body is slim and curvy. She stands about 5'4" and looks to be +light. ~ 256026 0 0 0 120 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -174,8 +174,8 @@ a shitzu puppy dog~ A friendly Shitzu puppy dog named Peishu is playing here. ~ Peishu is a friendly Shitzu puppy dog bred from ancient chinese ancestors he -has a long line of geneology dating back to the times of Confucius. He is -Gina's favorite pet and doesn't look too dangerous. +has a long line of genealogy dating back to the times of Confucius. He is +Gina's favorite pet and doesn't look too dangerous. ~ 188506 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -188,7 +188,7 @@ hidden mob~ the hidden mob~ .a hidden mob ~ - This mob is hidden so no one can see it. + This mob is hidden so no one can see it. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -200,7 +200,7 @@ color mob~ @Rtests the color mob@n~ The color test mob. ~ - The color test mob is so colorful. + The color test mob is so colorful. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -212,7 +212,7 @@ test mob~ the test mob~ .the test mob is our friend. ~ - Test mobs can be whatever you want them to be. + Test mobs can be whatever you want them to be. ~ 61454 0 0 0 983040 0 0 0 0 E 3 19 8 0d0+30 1d2+0 diff --git a/lib/world/mob/120.mob b/lib/world/mob/120.mob index 04e3979..e08f51b 100644 --- a/lib/world/mob/120.mob +++ b/lib/world/mob/120.mob @@ -4,7 +4,7 @@ the adjudicator~ An adjudicator is watching the games intently. ~ The adjudicator is a retired gladiator and scars cover all exposed parts of -his body. Although he is getting on in years, he remains healthy and fit. +his body. Although he is getting on in years, he remains healthy and fit. ~ 2058 0 0 0 0 0 0 0 100 E 12 16 2 2d2+120 2d2+2 @@ -17,7 +17,7 @@ the scorekeeper~ A scorekeeper has one eye on his stopwatch and the other on a clipboard. ~ The scorekeeper is a young man of about 25 years of age and is very intently -studying his clipboard. +studying his clipboard. ~ 2058 0 0 0 0 0 0 0 100 E 7 18 5 1d1+70 1d2+1 @@ -29,7 +29,7 @@ spectator fan~ the spectator~ A spectator is here watching the games. ~ - The spectator is filthy, half drunk and screaming his head off. + The spectator is filthy, half drunk and screaming his head off. ~ 10 0 0 0 0 0 0 0 -100 E 5 19 7 1d1+50 1d2+0 @@ -43,7 +43,7 @@ A nobleman stands here looking aloof. ~ The nobleman is dressed in fine clothes and jewelry and has a very snobbish attitude. While he is getting old and his hair and beard are streaked with -gray, he is by no means an easy target. +gray, he is by no means an easy target. ~ 2186 0 0 0 16 0 0 0 500 E 12 16 2 2d2+120 2d2+2 @@ -56,7 +56,7 @@ the slave~ A slave stands here, wishing that she was free. ~ A very pretty young woman who was captured instead of being killed when the -Roman legions subjugated her land. +Roman legions subjugated her land. ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -69,7 +69,7 @@ the gladiator~ There is a gladiator standing here. ~ A well muscled man who is very heavily armored and armed to the teeth. He -lives for combat. +lives for combat. ~ 10 0 0 0 0 0 0 0 -250 E 14 16 1 2d2+140 2d2+2 @@ -82,7 +82,7 @@ the chariot driver~ There is a chariot driver here. ~ You see a very slight and small individual whose whole life is centered -around nothing but horses and speed. +around nothing but horses and speed. ~ 10 0 0 0 0 0 0 0 100 E 10 17 4 2d2+100 1d2+1 @@ -95,7 +95,7 @@ the coach~ There is a coach standing here, going over last minute strategy. ~ As you try to look over his shoulder and listen in on his mumbling, he looks -up at you and gives you a glare that chills you to the bone. +up at you and gives you a glare that chills you to the bone. ~ 2058 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -108,7 +108,7 @@ the healer~ A healer is standing here. ~ You see a young man, still learning about magical healing, wearing a white -coat and using a stethoscope. +coat and using a stethoscope. ~ 2074 0 0 0 16 0 0 0 900 E 14 16 1 2d2+140 2d2+2 @@ -123,7 +123,7 @@ There is a beautiful young lady here, carrying herbs to help the healer with. ~ The herbalist is a very beautiful young lady who is about 22 years old. She has deep brown eyes and shoulder-length chestnut hair. Her body is perfectly -proportioned and she stands about 5' 5" tall. +proportioned and she stands about 5' 5" tall. ~ 2186 0 0 0 16 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -137,7 +137,7 @@ Titus' shopkeeper is here, minding the store. ~ The shopkeeper is an older man in his middle to late fifties and looks like he enjoys the quiet life. There is a long scar running from the edge of his -mouth to his right ear, making it look like he is always smiling. +mouth to his right ear, making it look like he is always smiling. ~ 2058 0 0 0 16 0 0 0 750 E 23 13 -3 4d4+230 3d3+3 @@ -149,7 +149,7 @@ peddler~ the peddler~ A poor peddler is standing here, trying to support his meager existence. ~ - You see a small, dirty man who doesn't look very healthy. + You see a small, dirty man who doesn't look very healthy. ~ 8394 0 0 0 0 0 0 0 250 E 4 19 7 0d0+40 1d2+0 @@ -162,7 +162,7 @@ the page~ A page stands here, waiting to run an errand. ~ You see a young boy who looks very strong and very fast. He has the look of -a scholar about him. +a scholar about him. ~ 10 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -174,7 +174,7 @@ plaintiff~ the plaintiff~ The plaintiff stands here, pleading his case. ~ - He looks pitiful. Absolutely pitiful. + He looks pitiful. Absolutely pitiful. ~ 10 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -187,7 +187,7 @@ the ticket master~ A ticket master is here, looking at you expectantly. ~ He seems to be waiting for you to either buy a ticket or to get out of his -way so that he can sell tickets to people that actually want them. +way so that he can sell tickets to people that actually want them. ~ 2058 0 0 0 0 0 0 0 100 E 17 15 0 3d3+170 2d2+2 @@ -200,7 +200,7 @@ the stadium vendor~ A stadium vendor is walking here, selling overpriced hotdogs and beer. ~ The vendor is a scruffy looking man who isn't afraid of a fight and looks -like he has had just about enough of smart-mouthed spectators. +like he has had just about enough of smart-mouthed spectators. ~ 254024 0 0 0 0 0 0 0 -150 E 8 18 5 1d1+80 1d2+1 @@ -212,7 +212,7 @@ citizen~ the citizen~ A citizen of Rome is standing here. ~ - It appears to be your ordinary citizen going about his business. + It appears to be your ordinary citizen going about his business. ~ 2120 0 0 0 0 0 0 0 900 E 5 19 7 1d1+50 1d2+0 @@ -224,7 +224,7 @@ gateguard guard~ the gateguard~ A gateguard stands here, tending the gate. ~ - You see a strong, loyal public defender. + You see a strong, loyal public defender. ~ 2078 0 0 0 0 0 0 0 1000 E 11 17 3 2d2+110 1d2+1 @@ -239,7 +239,7 @@ A soldier on leave is walking around looking for entertainment. ~ You see a member of one of the Emperor's elite legions. He looks VERY strong. You have this vague feeling that his entertainment isn't going to be a -very wholesome activity. +very wholesome activity. ~ 2120 0 0 0 0 0 0 0 300 E 17 15 0 3d3+170 2d2+2 @@ -252,7 +252,7 @@ Julius Caesar~ Julius Caesar, the Emperor of Rome, is sitting here. ~ You see a man who is dressed in the finest of clothes, has eaten the best of -foods and lived in the most opulent palace that Rome has ever known. +foods and lived in the most opulent palace that Rome has ever known. ~ 2058 0 0 0 65552 0 0 0 990 E 27 11 -6 5d5+270 4d4+4 @@ -268,7 +268,7 @@ There is a royal bodyguard here, ready to die for the Emperor, if necessary. The bodyguard is dressed in the finest of armor and wields only the deadliest of weapons. He is very strong and would put up one hell of a fight. He has been trained to be suspicious of all but the most innocent visitors, and likely -to take offense of anyone with less than pure intentions. +to take offense of anyone with less than pure intentions. ~ 3338 0 0 0 16 0 0 0 990 E 18 14 0 3d3+180 3d3+3 @@ -285,7 +285,7 @@ the judge~ A judge is standing here, reading a case. ~ He seems to be quite interested in the case, perhaps you shouldn't disturb -him now, later would probably be a better time. +him now, later would probably be a better time. ~ 2058 0 0 0 0 0 0 0 990 E 21 13 -2 4d4+210 3d3+3 @@ -310,7 +310,7 @@ slimeball slime ball green~ the slimeball~ A green ball of slime is hanging over you, oozing downward. ~ - There is a green 'ball' of slime oozing from the coating on the walls. + There is a green 'ball' of slime oozing from the coating on the walls. ~ 196654 0 0 0 80 0 0 0 -500 E 12 16 2 2d2+120 2d2+2 @@ -325,7 +325,7 @@ Froboz~ Froboz the wizard is standing here, working on a new spell. ~ You see a middle-aged man whose knowledge of magic, both offensive and -defensive, is legendary. He literally glows with a pink aura. +defensive, is legendary. He literally glows with a pink aura. ~ 26650 0 0 0 16 0 0 0 300 E 23 13 -3 4d4+230 3d3+3 @@ -338,8 +338,8 @@ titus andronicus~ Titus Andronicus~ Titus Andronicus is standing here, polishing a few swords. ~ - As you look at him, he suddenly swings a newly sharpened sword at you! -Watch out! + As you look at him, he suddenly swings a newly sharpened sword at you! +Watch out! ~ 26682 0 0 0 16 0 0 0 500 E 24 12 -4 4d4+240 4d4+4 @@ -352,7 +352,7 @@ senator~ the senator~ A senator is here, waiting for debate to begin. ~ - He seems to be quite bored and is playing with the edge of his toga. + He seems to be quite bored and is playing with the edge of his toga. ~ 2058 0 0 0 0 0 0 0 350 E 10 17 4 2d2+100 1d2+1 @@ -365,7 +365,7 @@ the bailiff~ The bailiff stands here, keeping order in the courtroom. ~ He is a very stern man and insists on absolute quiet in his courtroom unless -the judge has given someone permisson to speak. +the judge has given someone permission to speak. ~ 2058 0 0 0 16 0 0 0 900 E 16 15 0 3d3+160 2d2+2 @@ -377,7 +377,7 @@ defendant~ the defendant~ The defendant stands here, pleading her case. ~ - She looks to be well organized and full of confidence. + She looks to be well organized and full of confidence. ~ 2058 0 0 0 0 0 0 0 200 E 11 17 3 2d2+110 1d2+1 @@ -411,7 +411,7 @@ Venus, the Goddess of Beauty and Knowledge, is resting here. ~ Venus is probably one of the most beautiful women you have ever seen if not THE most beautiful. She is very powerful and tough under that outer image of -beauty. +beauty. ~ 256026 0 0 0 65552 0 0 0 1000 E 28 11 -6 5d5+280 4d4+4 @@ -448,7 +448,7 @@ mercury messenger god~ Mercury~ Mercury, the messenger of the Gods, is standing here. ~ - Mercury is a handsome, youthful God and wears a large grin on his face. + Mercury is a handsome, youthful God and wears a large grin on his face. ~ 256026 0 0 0 65552 0 0 0 1000 E 26 12 -5 5d5+260 4d4+4 @@ -467,7 +467,7 @@ Froboz' shopkeeper is here, minding the store. ~ The shopkeeper is an older man in his middle to late fifties and looks like he enjoys the quiet life. There is a long scar running from the edge of his -mouth to his right ear, making it look like he is always smiling. +mouth to his right ear, making it look like he is always smiling. ~ 26634 0 0 0 16 0 0 0 650 E 23 13 -3 4d4+230 3d3+3 @@ -480,7 +480,7 @@ the executioner~ The executioner stands here, waiting to torture some sorry soul. ~ You see a burly man who is wearing a black hood that obscures his face. He -has a very sadistic attitude and clearly loves his work. +has a very sadistic attitude and clearly loves his work. ~ 24622 0 0 0 16 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -493,7 +493,7 @@ the baker~ The baker looks at you calmly, wiping flour from his face with one hand. ~ A fat, nice looking baker. But you can see that he has many scars on his -body. +body. ~ 2058 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 diff --git a/lib/world/mob/125.mob b/lib/world/mob/125.mob index cf97116..f7412b3 100644 --- a/lib/world/mob/125.mob +++ b/lib/world/mob/125.mob @@ -4,7 +4,7 @@ the great oaken tree~ A large ancient tree is here, wavering in the breeze. ~ Before you stands an ancient tree. Its bark has been petrified over time and -there appears to be a hole in the trunk, possibly a nest of sorts. +there appears to be a hole in the trunk, possibly a nest of sorts. ~ 10 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -32,7 +32,7 @@ A hannah city guard stands here, trying to prevent bloodshed. ~ It is this mans job to clean up the streets of all the monsters that have imperiled the city. Until this is done the remainder of the townspeople have -taken refuge in the temple. +taken refuge in the temple. ~ 72 0 0 0 0 0 0 0 600 E 7 18 5 1d1+70 1d2+1 @@ -49,7 +49,7 @@ a disgusting orc~ A disgusting orc wanders the streets here. ~ This small yellow humanoid has small horns sticking out of its head and a pig -snout. He roams the streets looking for something to pillage or rape. +snout. He roams the streets looking for something to pillage or rape. ~ 72 0 0 0 0 0 0 0 -500 E 7 18 5 1d1+70 1d2+1 @@ -61,12 +61,12 @@ Int: 25 Wis: 25 E #12504 -looter thiefing~ -a thiefing looter~ +looter thieving~ +a thieving looter~ A thief sulks along the street looting the abandoned homes. ~ This looter is taking advantage of the city's downfall and has amassed a -large sack of goodies. +large sack of goodies. ~ 72 0 0 0 0 0 0 0 -500 E 7 18 5 1d1+70 1d2+1 @@ -86,7 +86,7 @@ John the shopkeeper sits here. Before you stands a very large muscular man. He seems very friendly as he smiles then returns to his work. You have heard a few people in the temple say he used to be one of the Kings most elite guards. He truly must have been a -fierce opponent in battle if the rumors are true. +fierce opponent in battle if the rumors are true. ~ 16394 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -99,7 +99,7 @@ a doctor~ A doctor was busy performing an amputation before you interrupted him. ~ He looks at you, wondering why you would intrude upon all those poor people. -He tries to ignore you and get back to his work. +He tries to ignore you and get back to his work. ~ 10 0 0 0 0 0 0 0 400 E 10 17 4 2d2+100 1d2+1 @@ -111,7 +111,7 @@ troll crazed~ a crazed troll~ A crazed troll charges anything that moves. ~ - This tall brown beast has gone berserk and is looking for some blood. + This tall brown beast has gone berserk and is looking for some blood. ~ 65608 0 0 0 0 0 0 0 -500 E 7 18 5 1d1+70 1d2+1 @@ -124,7 +124,7 @@ a smelly goblin~ A goblin can be smelled before you even see him. ~ This greenish beast is covered in filth. Snot oozes from its nose. Spit -drools from its mouth. +drools from its mouth. ~ 72 0 0 0 0 0 0 0 -500 E 7 18 5 1d1+70 1d2+1 @@ -137,7 +137,7 @@ a crying girl~ A small girl weeps at the loss of her family. ~ Her faced is smudged and filthy from wiping away her tears with grubby hands. -She looks up at you pitifully. +She looks up at you pitifully. ~ 72 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -150,7 +150,7 @@ a homeless woman~ A woman who lost her home and husband in the battle. ~ She is one of the few survivors of the battle. She mourns the loss of her -home and husband. +home and husband. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -163,7 +163,7 @@ a broken man~ A man weeps in misery at the loss of everything he has ever known. ~ He has given up on life, everything he had is now gone, taken away from him. -He just wants to know why. +He just wants to know why. ~ 72 0 0 0 0 0 0 0 100 E 10 17 4 2d2+100 1d2+1 @@ -176,7 +176,7 @@ a stray dog~ A stray dog runs around the temple looking for its owners. ~ The dogs fur is matted and filthy. Its been running the streets for a while -now. +now. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -186,9 +186,9 @@ E #12513 lost boy~ a lost boy~ -A boy is lost, from his family and friends. +A boy is lost, from his family and friends. ~ - He sucks his thumb innocently looking for a friend. + He sucks his thumb innocently looking for a friend. ~ 72 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -201,7 +201,7 @@ Atropos~ Atropos is here selling baked items. ~ He smiles at your patronage and claps his hands together causing a spray of -flower everwhere. Atropos says, 'What can I get ya today? ' +flower everywhere. Atropos says, 'What can I get ya today? ' ~ 16394 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -213,7 +213,7 @@ Elina~ Elina~ Elina is here greeting you. ~ - She smiles warmly and looks like she really wants to help. + She smiles warmly and looks like she really wants to help. ~ 10 0 0 0 0 0 0 0 600 E 10 17 4 2d2+100 1d2+1 @@ -228,7 +228,7 @@ A short fat man with a bloody apron on stands here smiling. You see a short fat man before you. He is holding a large meat cleaver and his blood-stained apron makes him appear at first like a common criminal. He sets his cleaver down and beams a smile at you as he begins to show you his cuts -of meat. +of meat. ~ 16394 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -240,7 +240,7 @@ ascepleptous~ ascepleptous~ Ascepleptous the healer is here, tending to the wounded. ~ - He has a gentle hand and friendly smile as he gives aid to those in need. + He has a gentle hand and friendly smile as he gives aid to those in need. ~ 20490 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -252,9 +252,9 @@ the elite guard~ an elite temple guard~ An elite temple guard is here. ~ - Ther guard has worked his way through the ranks from a mere soldier to his + The guard has worked her way through the ranks from a mere soldier to her present day exulted position as an elite guard. She seems very proud of -herself. +herself. ~ 10 0 0 0 0 0 0 0 800 E 10 17 4 2d2+100 1d2+1 @@ -271,7 +271,7 @@ a temple guard~ A big temple guard is here. ~ The temple guards were the ones that held the monsters at bay from entering -the temple and slaughtering the entire city. They are very respected. +the temple and slaughtering the entire city. They are very respected. ~ 72 0 0 0 0 0 0 0 600 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/13.mob b/lib/world/mob/13.mob index 3568475..ba003bd 100644 --- a/lib/world/mob/13.mob +++ b/lib/world/mob/13.mob @@ -6,7 +6,7 @@ Friedrich Nietzsche searches for those wishing to become Overmen. Nietzsche, Friedrich Wilhelm (1844-1900), German philosopher, poet, and classical philologist, who was one of the most provocative and influential thinkers of the 19th century. One of Nietzsche's fundamental contentions was -that traditional values had lost their power in the lives of individuals. +that traditional values had lost their power in the lives of individuals. Nietzsche maintained that all human behavior is motivated by the will to power. ~ 253962 0 0 0 0 0 0 0 0 E @@ -42,7 +42,7 @@ Plato~ Plato offers advice to any who are in need. ~ Plato (circa 428-347 BC), Greek philosopher, one of the most creative and -influential thinkers in Western philosophy. +influential thinkers in Western philosophy. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -56,7 +56,7 @@ the librarian~ The Builder Academy librarian sorts through her inventory. ~ She is in charge of keeping all articles of how to build in order and -available to anyone who needs them. +available to anyone who needs them. ~ 10 0 0 0 0 0 0 0 0 E 31 10 -8 6d6+310 5d5+5 @@ -70,7 +70,7 @@ Aristotle wanders the hallways constantly in search of more knowledge. ~ Aristotle (384-322 BC), Greek philosopher and scientist, who shares with Plato and Socrates the distinction of being the most famous of ancient -philosophers. +philosophers. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -88,7 +88,7 @@ of Confucius and his disciples, and concerned with the principles of good conduct, practical wisdom, and proper social relationships. Confucianism has influenced the Chinese attitude toward life, set the patterns of living and standards of social value, and provided the background for Chinese political -theories and institutions. +theories and institutions. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -103,7 +103,7 @@ The evil lag monster is here eating up bandwidth. ~ He grins evilly and laughs at your misery. A constant torrent of bits and data flow into his gaping maw as he consumes every ounce of bandwidth possible. - + ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -116,7 +116,7 @@ the cute little rabbit~ A cute little rabbit hops around innocently. ~ The rabbit is pure white with beady black eyes. The ears and whiskers are -constantly twitching as it hops around looking for something to chew on. +constantly twitching as it hops around looking for something to chew on. ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -133,7 +133,7 @@ Rumble's Dentist seems to enjoy his job a little too much. tag reads "Mr. Spalding. " A blue face mask covers his face and a white hairnet makes him look more like a doctor than a dentist. He wears plastic gloves and matching white shoes. The only part of his body that is visible are -the eyes. Very disturbing eyes. +the eyes. Very disturbing eyes. ~ 10 0 0 0 0 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -166,7 +166,7 @@ The huge ogre cowers in the corner, afraid of what will happen next. Though large and intimidating this ogre does not seem to realize that he would strike fear into the hearts of most mortals. Instead everything seems to scare it shitless. It is as if he has seen the future and he knows he is going -to die. +to die. ~ 253962 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -205,7 +205,7 @@ luck. Countless tales recall the mystical qualities of black cats from King Charles I of England, who was so obsessed with the fear of losing his black cat that he had it guarded 24-seven, to fishermen's wives keeping a black cat at home to prevent sea-going disasters. In Australia and Britain black cats are -considered lucky, while in America we basically believe the opposite. +considered lucky, while in America we basically believe the opposite. _ ( \ @@ -233,7 +233,7 @@ The Verizon Wireless guy is walking around annoying everyone while checking his ~ Rumble created this guy to help relieve his frustrations with Verizon. If you wish to trade horror stories about billing and cell phones just ask Rumble. -He has seen it all. +He has seen it all. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -247,7 +247,7 @@ Rumble's personal spy~ A spy roams secretly about gleaning information for Rumble. ~ Rumble hired this guy to delve into the underground of TBA. He secretly -wanders the halls of TBA looking for troublemakers. +wanders the halls of TBA looking for troublemakers. ~ 253978 0 0 0 1638484 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -265,7 +265,7 @@ the American civil rights movement and a prominent advocate of nonviolent protest. Kings challenges to segregation and racial discrimination in the 1950s and 1960s helped convince many white Americans to support the cause of civil rights in the United States. After his assassination in 1968, King -became a symbol of protest in the struggle for racial justice. +became a symbol of protest in the struggle for racial justice. ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -277,8 +277,8 @@ variable questmaster master~ the variable questmaster~ The variable questmaster is waiting to set you. ~ - This questmaster will save a variable to your player file to remember wether -or not you have done his quest. This way you can only do this quest once. + This questmaster will save a variable to your player file to remember whether +or not you have done his quest. This way you can only do this quest once. ~ 10 0 0 0 0 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -293,16 +293,16 @@ groundhog hog~ the groundhog~ A small brown furry groundhog sticks its head out of the ground. ~ - Groundhog Day, a Canadian and American tradition, the day (February 2) that the -groundhog, or woodchuck, comes out of his hole after winter hibernation to look for his -shadow; foretells six more weeks of bad weather if he sees it; spring is coming if he cannot -see his shadow because of clouds; supposedly goes back into his hole if more bad weather is -coming and stays above ground if spring is near; statistical evidence does not support this -tradition. - This tradition is from a old European belief that if it is sunny on Candlemas Day, then -the winter would remain another six weeks. Candlemas Day was celebrated on February second -and commemorated the purification of the Virgin Mary. Candles for sacred uses were blessed -on this day. + Groundhog Day, a Canadian and American tradition, the day (February 2) that the +groundhog, or woodchuck, comes out of his hole after winter hibernation to look for his +shadow; foretells six more weeks of bad weather if he sees it; spring is coming if he cannot +see his shadow because of clouds; supposedly goes back into his hole if more bad weather is +coming and stays above ground if spring is near; statistical evidence does not support this +tradition. + This tradition is from a old European belief that if it is sunny on Candlemas Day, then +the winter would remain another six weeks. Candlemas Day was celebrated on February second +and commemorated the purification of the Virgin Mary. Candles for sacred uses were blessed +on this day. Six more weeks of winter for 2003! ~ @@ -317,9 +317,9 @@ albert einstein guy~ Einstein~ A guy sporting the aged Don King look is calculating things in his head. ~ - He frizzled grey hair sticks out in every direction. He sports a black and + He frizzled gray hair sticks out in every direction. He sports a black and white peppered mustache and seems to be daydreaming or in deep thought. A -pencil is stuck behind one ear and a notepad sticks out of his back pocket. +pencil is stuck behind one ear and a notepad sticks out of his back pocket. ~ 10 0 0 0 0 0 0 0 0 E @@ -339,11 +339,11 @@ own weight problem and then set out to help others. Simmons' success as a fitness expert and advocate led to numerous local and national television and radio appearances, and in the mid- 70's, Simmons began a four-year run on "General Hospital". Following that, Simmons hosted "The Richard Simmons Show", -a nationally syndicated, Emmy Award-winning series that ran for four years. +a nationally syndicated, Emmy Award-winning series that ran for four years. He has sold over 27 million units of his products like "Sweatin' to the Oldies" to his current (16th) infomercial for his "Blast Off the Pounds" program. He has released more than 30 videos and published nine books (3 best-selling -cookbooks). +cookbooks). ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -357,7 +357,7 @@ The protector of the magic eight balls ensures everyone gets an eight ball befor ~ This strange humanoid lacks any distinguishing features. It is dressed in a white robe cinched about the waist with a white rope. It seems to have a -strange power about it. +strange power about it. ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -372,7 +372,7 @@ A full grown turkey with a large beard struts back and forth bobbing its head. ~ This large foul has a mix of brown and white feathers covering everything but its bald head and neck which is a reddish-blue. The long flap of skin under the -chin means this is a large Tom ready to be served up for a meal. +chin means this is a large Tom ready to be served up for a meal. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 diff --git a/lib/world/mob/130.mob b/lib/world/mob/130.mob index 3668c15..07ae11b 100644 --- a/lib/world/mob/130.mob +++ b/lib/world/mob/130.mob @@ -4,7 +4,7 @@ a feeling of hopelessness~ A feeling of hopelessness threatens to overcome you. ~ Depression, hopelessness, fear and anxiety all come together to try and bring -you down. They threaten to overcome and overpower you. Seperately, each is a +you down. They threaten to overcome and overpower you. Separately, each is a dangerous foe, but together they are near unstoppable. Perhaps, before they grow any more in numbers, or torment your soul any further you should just kill yourself and end your pain. @@ -22,7 +22,7 @@ a feeling of depression~ A feeling of depression threatens to drag you down. ~ Depression, hopelessness, fear and anxiety all come together to try and bring -you down. They threaten to overcome and overpower you. Seperately, each is a +you down. They threaten to overcome and overpower you. Separately, each is a dangerous foe, but together they are near unstoppable. Perhaps, before they grow any more in numbers, or torment your soul any further you should just kill yourself and end your pain. @@ -40,7 +40,7 @@ a feeling of fear~ A feeling of fear stings in the pit of your stomach. ~ Depression, hopelessness, fear and anxiety all come together to try and bring -you down. They threaten to overcome and overpower you. Seperately, each is a +you down. They threaten to overcome and overpower you. Separately, each is a dangerous foe, but together they are near unstoppable. Perhaps, before they grow any more in numbers, or torment your soul any further you should just kill yourself and end your pain. @@ -58,7 +58,7 @@ a feeling of anxiety~ A feeling of anxiety gnaws at the back of your mind. ~ Depression, hopelessness, fear and anxiety all come together to try and bring -you down. They threaten to overcome and overpower you. Seperately, each is a +you down. They threaten to overcome and overpower you. Separately, each is a dangerous foe, but together they are near unstoppable. Perhaps, before they grow any more in numbers, or torment your soul any further you should just kill yourself and end your pain. @@ -96,7 +96,7 @@ The urge to commit suicide rips at your will. ~ Suicide is the act of killing oneself. But this isn't you. So if you kill this is it really suicide? Or is it murder? Whatever this is, it is dangerous -and may be the cause of feelings that keep spreading through you and attepting +and may be the cause of feelings that keep spreading through you and attempting to drag down your soul. ~ 53370 0 0 0 65604 0 0 0 0 E diff --git a/lib/world/mob/14.mob b/lib/world/mob/14.mob index 513637d..857f13a 100644 --- a/lib/world/mob/14.mob +++ b/lib/world/mob/14.mob @@ -1 +1 @@ -$ +$ diff --git a/lib/world/mob/140.mob b/lib/world/mob/140.mob index 674e770..19dcb64 100644 --- a/lib/world/mob/140.mob +++ b/lib/world/mob/140.mob @@ -5,10 +5,10 @@ A mighty wyvern stands here defending his city. ~ This huge wyvern holds himself with military precision. His claws are extremely sharp as if he has taken the time to file them to fine points. His -scales are a dull red and flex over the massive muscles underneath his hide. +scales are a dull red and flex over the massive muscles underneath his hide. His glance scans the room and focuses on you intently. He crooks one huge talon as you look at him as if to ask what you want from him, better not waist his -time. +time. ~ 26714 0 0 0 120 0 0 0 -400 E 18 14 0 3d3+180 3d3+3 @@ -23,7 +23,7 @@ A small tornado of dust spins here. ~ This is a funnel of air about three feet tall. It spins in circles kicking up sand and dust as it goes. There looks to be a human face within the tiny -storm. +storm. ~ 65612 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -38,7 +38,7 @@ A small crab is crawling across the sand here. ~ This little crab has two large claws to defend itself and a thick shell to hide under. Looks like you wouldn't want it to get a good hold of you with -those pincers. +those pincers. ~ 2136 0 0 0 64 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -51,7 +51,7 @@ Heat Monster wyv~ a heat monster~ A monster made entirely of heat walks here in human form. ~ - This figure looks vaguely human in shape but keeps wavering in the light. + This figure looks vaguely human in shape but keeps wavering in the light. Waves of heated air flow from it and you wonder what kind of energy it took to create this thing. The fiendish face of the monster grins demonically at you. @@ -70,7 +70,7 @@ A gigantic red dragon lies here blocking your way. This huge dragon sprawls across your way leaving you only a little room to pass by it. Smoke and hot air Jet forth from its fanged maw and nostrils, while sparks of reddish light reflect off its deep red scales and the treasure -imbedded in its belli. Its eyes are closed and although it is over 100 feet +imbedded in its belly. Its eyes are closed and although it is over 100 feet long if it is sleeping.. You might be able to get passed it. What a guardian! ~ @@ -86,7 +86,7 @@ a wyvern citizen~ A working class wyvern walks these streets without fear. ~ This is an adult wyvern on his way to run some errands. His gaze passes over -you and dismisses you as soon as it does. How pathetic you are. +you and dismisses you as soon as it does. How pathetic you are. ~ 2124 0 0 0 0 0 0 0 -200 E 3 19 8 0d0+30 1d2+0 @@ -101,7 +101,7 @@ A newly hatched wyvern is here. ~ This is a tiny version of the other larger inhabitants of this city. It is so young that its scales are still shiny from birth. The baby wyvern looks back -at you with curiosity, who is this strange being? +at you with curiosity, who is this strange being? ~ 2252 0 0 0 0 0 0 0 -100 E 3 19 8 0d0+30 1d2+0 @@ -117,7 +117,7 @@ A wyvern guard is here on duty. This wyvern is powerfully built and carries himself with confidence. He watches the crowds intently looking for signs of trouble within his city. His dull red scales glint faintly in the light and his footsteps echo heavily over -the voices of those of his lighter brethren. A deadly opponent. +the voices of those of his lighter brethren. A deadly opponent. ~ 59480 0 0 0 8256 0 0 0 -250 E 7 18 5 1d1+70 1d2+1 @@ -134,7 +134,7 @@ A mighty wyvern stands here watching the gates. raised to a height of ten feet and her dull blue scales reflect the light giving everything around her a bluish tinge. She looks at you as if assessing your possible danger to her. A forked tung flickers in and out of her mouth tasting -the air. +the air. ~ 22618 0 0 0 72 0 0 0 -350 E 10 17 4 2d2+100 1d2+1 @@ -150,7 +150,7 @@ A wyvern in royal colors stands here. This wyvern is dressed in the house colors of the ruling family of the city. Deep red scales match a set of glowing red eyes which look at you distastefully. Though he says nothing the 15 foot long reptile conveys a feeling of great -arrogance and disdain. He must be very important. +arrogance and disdain. He must be very important. ~ 26700 0 0 0 8248 0 0 0 -400 E 14 16 1 2d2+140 2d2+2 @@ -167,7 +167,7 @@ The great Lord of the wyverns is here in all his glory. even some dragons you've seen. Unlike other males his coloring is a deep crimson. There is an other difference as well, he has a set of huge wings folded across his back. His eyes pass serenely over you and the rest of the -room. You represent no threat to such a creature. +room. You represent no threat to such a creature. ~ 256090 0 0 0 8312 0 0 0 -500 E 22 13 -3 4d4+220 3d3+3 @@ -182,7 +182,7 @@ A wyvern wizard is here researching new items to sell. ~ This wyvern holds a wand in one hand and a spell book in the other. He looks at you carefully to make sure you don't try to walk off with anything from his -shop. +shop. ~ 188638 0 0 0 8440 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -197,7 +197,7 @@ A wyvern stands here filling cups and barrels with water. ~ This wyvern holds a forked stick in one hand and the Handel of a pump in the other. He watches you with interest. Wonder if he's hungry or looking for -business? +business? ~ 188638 0 0 0 8440 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -211,7 +211,7 @@ a wyvern trader~ A wyvern is here checking over his goods. ~ This wyvern holds a jeweler's monocle in one hand and a tablet in the other. -There is a shrewd look in his eye. Looks like he drives a hard bargain. +There is a shrewd look in his eye. Looks like he drives a hard bargain. ~ 190686 0 0 0 8440 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -225,7 +225,7 @@ a wyvern weapon master~ A huge wyvern is here sharpening his claws. ~ He looks very well capable of crushing you with one claw tied behind his -back. It's a good thing he's selling weapons and not using them... On you. +back. It's a good thing he's selling weapons and not using them... On you. ~ 256094 0 0 0 8440 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -238,8 +238,8 @@ wyvern armor expert wyv~ a wyvern armor expert~ A wyvern is here tanning some hides. ~ - This wyvern holds a knife in one hand and a piece of hide in the other. -Wonder if she wants your hide too? + This wyvern holds a knife in one hand and a piece of hide in the other. +Wonder if she wants your hide too? ~ 256078 0 0 0 8440 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -253,7 +253,7 @@ a wyvern cook~ A big wyvern is here selling his home cooked meals. ~ This wyvern looks like he's had a few too many of his own creations. On the -other hand maybe he's had a few too many of his customers. +other hand maybe he's had a few too many of his customers. ~ 190686 0 0 0 8440 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 diff --git a/lib/world/mob/15.mob b/lib/world/mob/15.mob index 4a96ea0..5b9e422 100644 --- a/lib/world/mob/15.mob +++ b/lib/world/mob/15.mob @@ -5,7 +5,7 @@ You resist the urge to avert your eyes from the sight of the one true God. ~ The sight is for each man a different, a mirror into the true nature of each person's body and soul. At first a proud, bitter old man, but just as easily a -gentle extended hand, a smile, and gardens... Gardens. +gentle extended hand, a smile, and gardens... Gardens. ~ 256282 0 0 0 0 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -19,7 +19,7 @@ The archangel Michael turns and begins to look you over. ~ At first you see nothing but a bright and comforting glow; then the image sharpens suddenly, and you see a face, eyes, hands, but then that too fades, and -you see nothing. +you see nothing. ~ 2058 0 0 0 0 0 0 0 1000 E 29 11 -7 5d5+290 4d4+4 @@ -33,7 +33,7 @@ The archangel Gabriel smiles, and begins to tell you something. ~ Known as the Messenger, it is this angel that has brought the Divine Word to the chosen prophets, and in turn brought the Seal of the Prophets on a -miraculous journey to the holy city of Jerusalem. +miraculous journey to the holy city of Jerusalem. ~ 2058 0 0 0 0 0 0 0 1000 E 29 11 -7 5d5+290 4d4+4 @@ -47,7 +47,7 @@ The archangel Raphael looks up and frowns at you in disapproval. ~ It is impossible to get a solid glance at the archangel. He is nothing that is human, and with a mere whisper, he dispels every image that you attempt to -create in your mind. +create in your mind. ~ 2058 0 0 0 0 0 0 0 1000 E 29 11 -7 5d5+290 4d4+4 @@ -60,7 +60,7 @@ Uriel~ Uriel, the angel of darkness, stands here guarding the way forward. ~ After the Fall of the bringer of light, the Lord had need for the service of -a fourth, and it was this angel, Uriel, that rose to the highest ranks. +a fourth, and it was this angel, Uriel, that rose to the highest ranks. ~ 2058 0 0 0 0 0 0 0 1000 E 29 11 -7 5d5+290 4d4+4 @@ -74,7 +74,7 @@ The cherubin of the blazing sword looks at you and begins to chuckle. ~ The monster before you seems to be nothing more than a baby or young child, wrapped in a glowing white cloth, but as you try to walk past, the beast grins -and cackles, drawing its sword and blocking the way. +and cackles, drawing its sword and blocking the way. ~ 42 0 0 0 0 0 0 0 0 E 17 15 0 3d3+170 2d2+2 @@ -88,7 +88,7 @@ A mad, drunken jester is sitting here, lost in his deepening stupor. ~ He is dimly aware of your gaze. Chuckling softly, you hear him mutter something obscure: dragons, the temple, the falling of great empires. He laughs -at you and takes another drink. +at you and takes another drink. ~ 10 0 0 0 0 0 0 0 -300 E 13 16 2 2d2+130 2d2+2 @@ -102,7 +102,7 @@ One of the jinn dances in and out of the air before your eyes, taunting you. ~ You have heard legends of these creatures, the mischievous little demons said to be trapped in lamps and bottles, capable of granting all kinds of powerful -wishes. To you, it looks like nothing more than an annoying little sprite. +wishes. To you, it looks like nothing more than an annoying little sprite. ~ 76 0 0 0 4 0 0 0 0 E 23 13 -3 4d4+230 3d3+3 @@ -117,7 +117,7 @@ A slumped, shaking old man stands up and begins to yell at the world. He wears a faded uniform, decorated with honors of his own creation, slackened jaws and pasty white bags sagging under his ugly, hating eyes. A tuft of reckless dark hair scatters across his forehead, and his right hand shakes -and shakes. +and shakes. ~ 42 0 0 0 16 0 0 0 -1000 E 26 12 -5 5d5+260 4d4+4 @@ -143,7 +143,7 @@ judas escariot apostle~ Judas Escariot~ The wayward apostle approaches slowly, extending his arms in a hug. ~ - You see nothing but the sadness of a man who would sell his own God. + You see nothing but the sadness of a man who would sell his own God. ~ 14 0 0 0 16 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -151,12 +151,12 @@ The wayward apostle approaches slowly, extending his arms in a hug. 8 8 1 E #1511 -pharoah~ -Pharoah~ -Pharoah has been sent here in retribution for a lifetime of evils. +pharaoh~ +Pharaoh~ +Pharaoh has been sent here in retribution for a lifetime of evils. ~ Richly clothed and postured in arrogance and love of power, he looks at you -with nothing more than a smirk of contempt. +with nothing more than a smirk of contempt. ~ 10 0 0 0 16 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -169,7 +169,7 @@ Abu Bakr~ Abu Bakr, first of the Rashidun, mourns over the death of the Prophet. ~ You see a simple man, dressed in dark and unadorned robes, bent over and -pensive, reliving the memories of a man he never thought would die. +pensive, reliving the memories of a man he never thought would die. ~ 10 0 0 0 16 0 0 0 1000 E 25 12 -5 5d5+250 4d4+4 @@ -197,7 +197,7 @@ The third of the rightly-guided Caliphs, Uthman, stands before you. ~ He was chosen as leader by a clique of jealous rivals who could agree upon no other. The memory of the Prophet fading quickly from the minds of the faithful, -he could do little, and was in the end killed by his enemies. +he could do little, and was in the end killed by his enemies. ~ 42 0 0 0 16 0 0 0 1000 E 26 12 -5 5d5+260 4d4+4 @@ -212,7 +212,7 @@ You have come before Ali, fourth and last of the Rashidun. Some view him as the closest to God among all of the Caliphs, the one most deserving of our respect and reverence. Still others saw him as a schismatic, a heretic, one to be killed and forgotten. To look at him now is for you to -decide for yourself. +decide for yourself. ~ 42 0 0 0 16 0 0 0 1000 E 26 12 -5 5d5+260 4d4+4 @@ -227,7 +227,7 @@ You gaze in awe at the most beautiful of all angels, Iblis, the Fallen. He smiles calmly, and begins to tell you of the time when he would not kneel, would not prostrate himself before the first human beings. And then he gestures at you, smiling, and conjures an image of all the temptations that will be yours -if you in turn but follow him. +if you in turn but follow him. ~ 46 0 0 0 16 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -240,7 +240,7 @@ the Temptation~ You pause nervously as a voice whispers at you from over your shoulder. ~ There is no physical figure attached to the presence that dominates this -place, just tormented laughter, moaning, screaming, and begging. +place, just tormented laughter, moaning, screaming, and begging. ~ 46 0 0 0 16 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -253,7 +253,7 @@ the raging dragon~ A raging dragon turns to you in violent lust for your soul. ~ The serpent of babylon, the aged and violet hued monster that has watched all -of mankind succumb before its power, turns to you as its last victim. +of mankind succumb before its power, turns to you as its last victim. ~ 46 0 0 0 16 0 0 0 -1000 E 27 11 -6 5d5+270 4d4+4 @@ -266,7 +266,7 @@ the demon~ The hell-fire around you is dominated by a massive, burning demon. ~ You see nothing but the inexorably red and burning anger of the lord of the -underworld that you fear to be your fate. +underworld that you fear to be your fate. ~ 46 0 0 0 16 0 0 0 -1000 E 27 11 -6 5d5+270 4d4+4 @@ -279,7 +279,7 @@ the innocent baby~ Lying on the ground wrapped in blankets is the most innocent of babies. ~ The baby is barely aware of your presence, lost in a sleepy and contented -yawn. +yawn. ~ 10 0 0 0 16 0 0 0 1000 E 22 13 -3 4d4+220 3d3+3 @@ -306,7 +306,7 @@ the man~ A middle-aged man is here, kneeling in prayer. ~ He is tired, the lines of age marking his face, but in his robe, kneeling, he -is the image of perfect contentment. +is the image of perfect contentment. ~ 2058 0 0 0 16 0 0 0 1000 E 26 12 -5 5d5+260 4d4+4 @@ -319,7 +319,7 @@ the bodyless soul~ You are overwhelmed by the presence of a soul that has transcended its body. ~ You sense certain tastes and smells, the winds through the gardens. Nothing -can explain or describe this perfection, this utter bliss. +can explain or describe this perfection, this utter bliss. ~ 42 0 0 0 16 0 0 0 1000 E 28 11 -6 5d5+280 4d4+4 diff --git a/lib/world/mob/150.mob b/lib/world/mob/150.mob index 7e37d02..9f7e9bb 100644 --- a/lib/world/mob/150.mob +++ b/lib/world/mob/150.mob @@ -4,7 +4,7 @@ Gwydion~ Gwydion the Royal Guard is here on duty. ~ As all members of the Guard, Gwydion wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. +uniform. He seems very well trained, and moves like an experienced fighter. ~ 75 0 0 0 0 0 0 0 800 E 11 17 3 2d2+110 1d2+1 @@ -16,10 +16,10 @@ king welmar~ King Welmar~ The wise King Welmar sits here in his throne. ~ - In his later middle-age, with his beard starting to grey, King Welmar is + In his later middle-age, with his beard starting to gray, King Welmar is still very powerfully built, and wouldn't take kindly to an attack. Despite that, you know he is well-loved throughout the land, and has a reputation as a -wise and just ruler. +wise and just ruler. ~ 11 0 0 0 16 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -31,7 +31,7 @@ ghost horrible~ the horrible ghost~ You hear a frightening wail, and see a horrible ghost approaching. ~ - The ghost is almost translucent, and looks really SCARY! + The ghost is almost translucent, and looks really SCARY! ~ 254014 0 0 0 524304 0 0 0 -700 E 15 15 1 3d3+150 2d2+2 @@ -44,7 +44,7 @@ Jim~ Jim the Royal Guard is here on duty. ~ As all members of the Guard, Jim wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. +uniform. He seems very well trained, and moves like an experienced fighter. ~ 73 0 0 0 0 0 0 0 800 E 11 17 3 2d2+110 1d2+1 @@ -57,7 +57,7 @@ Brian~ Brian the Royal Guard is here, training with the Master. ~ As all members of the Guard, Brian wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. +uniform. He seems very well trained, and moves like an experienced fighter. ~ 75 0 0 0 0 0 0 0 800 E 11 17 3 2d2+110 1d2+1 @@ -70,7 +70,7 @@ Mick~ Mick the Royal Guard is here, training with the Master. ~ As all members of the Guard, Mick wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. +uniform. He seems very well trained, and moves like an experienced fighter. ~ 75 0 0 0 0 0 0 0 800 E 11 17 3 2d2+110 1d2+1 @@ -83,7 +83,7 @@ Matt~ Matt the Royal Guard is here on duty. ~ As all members of the Guard, Matt wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. +uniform. He seems very well trained, and moves like an experienced fighter. ~ 73 0 0 0 0 0 0 0 800 E 11 17 3 2d2+110 1d2+1 @@ -97,7 +97,7 @@ Jochem the Royal Guard sits here, off duty. ~ As all members of the Guard, Jochem wears the chain mail required of them as uniform. He seems very well trained, and moves like a fighter who has seen more -than one battle, and longs to see the next! +than one battle, and longs to see the next! ~ 73 0 0 0 0 0 0 0 900 E 13 16 2 2d2+130 2d2+2 @@ -111,7 +111,7 @@ Anne the Royal Guard is here on duty. ~ As all members of the Guard, Anne wears the chain mail required of them as uniform. She seems very well trained, and moves like a fighter who has seen -more than one battle, and longs to see the next! +more than one battle, and longs to see the next! ~ 73 0 0 0 0 0 0 0 900 E 13 16 2 2d2+130 2d2+2 @@ -125,7 +125,7 @@ Andrew the Royal Guard is here on duty. ~ As all members of the Guard, Andrew wears the chain mail required of them as uniform. He seems very well trained, and moves like a fighter who has seen more -than one battle, and longs to see the next! +than one battle, and longs to see the next! ~ 73 0 0 0 0 0 0 0 900 E 13 16 2 2d2+130 2d2+2 @@ -139,7 +139,7 @@ Bertram the Royal Guard is here on duty. ~ As all members of the Guard, Bertram wears the chain mail required of them as uniform. He seems very well trained, and carries his scars with pride. This -guy seems tough... +guy seems tough... ~ 73 0 0 0 0 0 0 0 900 E 15 15 1 3d3+150 2d2+2 @@ -152,8 +152,8 @@ Jeanette~ Jeanette the Royal Guard is here on duty. ~ As all members of the Guard, Jeanette wears the chain mail required of them -as uniform. She seems very well trained, and carries her scars with pride. -This girl could be nasty if she wanted to... +as uniform. She seems very well trained, and carries her scars with pride. +This girl could be nasty if she wanted to... ~ 73 0 0 0 0 0 0 0 900 E 15 15 1 3d3+150 2d2+2 @@ -166,11 +166,11 @@ Peter, the Captain of the Royal Guard~ Peter, the Captain of the Royal Guard, walks around inspecting. ~ As all members of the Guard, Peter wears the chain mail required of them as -uniform. Even though all the other guards seem well trained, you realise none +uniform. Even though all the other guards seem well trained, you realize none of them would stand a chance against this man in a fight. He stands at least -two metres tall, but still moves with an almost feline grace. He actually +two meters tall, but still moves with an almost feline grace. He actually radiates strength and confidence, and you have to fight a sudden urge to come to -attention as you see him. +attention as you see him. ~ 73 0 0 0 0 0 0 0 900 E 19 14 -1 3d3+190 3d3+3 @@ -183,7 +183,7 @@ the Training Master~ The Training Master is here, supervising. ~ Aged, but experienced, the Training Master is skilled in the use of virtually -every weapon type invented by Man. +every weapon type invented by Man. ~ 75 0 0 0 0 0 0 0 950 E 18 14 0 3d3+180 3d3+3 @@ -196,7 +196,7 @@ the Royal Herald~ The Royal Herald is standing here. ~ This is a young, powerfully built man, whose primary function is to make -Royal Announcements. +Royal Announcements. ~ 72 0 0 0 0 0 0 0 800 E 18 14 0 3d3+180 3d3+3 @@ -211,7 +211,7 @@ Slumped in a corner you see Ergan, aka the Murderer of Townsbridge. You remember a time almost a decade ago, when the news of the day was how this man had slaughtered the entire population of the little village of Townsbridge. He was imprisoned, and here he is - a shadow of the undoubtedly -great warrior he once was, but still to be reckoned with. +great warrior he once was, but still to be reckoned with. ~ 24828 0 0 0 589824 0 0 0 -1000 E 13 16 2 2d2+130 2d2+2 @@ -225,7 +225,7 @@ James the Butler~ James the Butler is standing here, looking pompous. ~ The typical perfect butler: upper middle age, a bit bald and with an -impressive belly. +impressive belly. ~ 73 0 0 0 0 0 0 0 500 E 8 18 5 1d1+80 1d2+1 @@ -237,7 +237,7 @@ woman cleaning~ the Cleaning Woman~ There is a Cleaning Woman here, trying not be noticed. ~ - Although she has a menial job, she seems to like it. + Although she has a menial job, she seems to like it. ~ 73 0 0 0 0 0 0 0 800 E 1 20 9 0d0+10 1d2+0 @@ -249,7 +249,7 @@ cockroach roach~ the cockroach~ A large cockroach is crawling by the wall. ~ - Very large indeed, and they say cockroaches are hard to kill... + Very large indeed, and they say cockroaches are hard to kill... ~ 196696 0 0 0 0 0 0 0 -250 E 4 19 7 0d0+40 1d2+0 @@ -262,8 +262,8 @@ the Astrologer~ The Astrologer is sitting here, studying a book. ~ He is old and white-haired, with a long beard. As you see him, you can -almost believe the rumours about stars deciding Fate, and that astrology is -capable of seeing the future. +almost believe the rumors about stars deciding Fate, and that astrology is +capable of seeing the future. ~ 26651 0 0 0 0 0 0 0 900 E 23 13 -3 4d4+230 3d3+3 @@ -276,7 +276,7 @@ Tim, the King's Lifeguard~ Tim, the King's Lifeguard, is standing here. ~ This guy looks just like his twin, Tom. There seems to be no doubt that he -is completely prepared to give his life for the King, if necessary. +is completely prepared to give his life for the King, if necessary. ~ 11 0 0 0 16 0 0 0 900 E 17 15 0 3d3+170 2d2+2 @@ -289,7 +289,7 @@ Tom, the King's Lifeguard~ Tom, the King's Lifeguard, is standing here. ~ This guy looks just like his twin, Tim. There seems to be no doubt that he -is completely prepared to give his life for the King, if necessary. +is completely prepared to give his life for the King, if necessary. ~ 11 0 0 0 16 0 0 0 900 E 17 15 0 3d3+170 2d2+2 @@ -302,7 +302,7 @@ the Chef~ The Chef is here, shouting orders to the other cooks. ~ It seems he has been tasting his own food a bit too enthusiastically. He is, -in other words, a bit fat. +in other words, a bit fat. ~ 26778 0 0 0 0 0 0 0 500 E 19 14 -1 3d3+190 3d3+3 @@ -314,7 +314,7 @@ cook~ the cook~ There is a cook here, making himself busy with a pot. ~ - A junior cook, eager to do the Chef's bidding. + A junior cook, eager to do the Chef's bidding. ~ 138 0 0 0 0 0 0 0 300 E 4 19 7 0d0+40 1d2+0 @@ -327,7 +327,7 @@ David~ David, a big, mean-looking man, stands here, guarding the door. ~ He really is big, and you get the feeling he wouldn't take kindly to an -attempt to get past him. +attempt to get past him. ~ 11 0 0 0 16 0 0 0 250 E 19 14 -1 3d3+190 3d3+3 @@ -340,7 +340,7 @@ Dick~ Dick, a big, mean-looking man, stands here, guarding the door. ~ He really is big, and you get the feeling he wouldn't take kindly to an -attempt to get past him. +attempt to get past him. ~ 11 0 0 0 16 0 0 0 250 E 19 14 -1 3d3+190 3d3+3 @@ -353,7 +353,7 @@ Jerry~ Jerry the Royal Guard is here off duty, playing dice. ~ As all members of the Guard, Jerry wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. +uniform. He seems very well trained, and moves like an experienced fighter. ~ 73 0 0 0 0 0 0 0 800 E 11 17 3 2d2+110 1d2+1 @@ -366,7 +366,7 @@ Michael~ Michael the Royal Guard is here off duty, playing dice. ~ As all members of the Guard, Michael wears the chain mail required of them as -uniform. He seems very well trained, and moves like an experienced fighter. +uniform. He seems very well trained, and moves like an experienced fighter. ~ 73 0 0 0 0 0 0 0 800 E 11 17 3 2d2+110 1d2+1 @@ -380,7 +380,7 @@ Hans the Royal Guard is here on duty. ~ As all members of the Guard, Hans wears the chain mail required of them as uniform. He seems very well trained, and moves like a fighter who has seen more -than one battle, and longs to see the next! +than one battle, and longs to see the next! ~ 73 0 0 0 0 0 0 0 900 E 13 16 2 2d2+130 2d2+2 @@ -394,7 +394,7 @@ Boris the Royal Guard is here on duty. ~ As all members of the Guard, Boris wears the chain mail required of them as uniform. He seems very well trained, and carries his scars with pride. This -guy seems tough... +guy seems tough... ~ 73 0 0 0 0 0 0 0 900 E 15 15 1 3d3+150 2d2+2 @@ -408,7 +408,7 @@ A zombie is shambling over some corpses here, moving quite silently. ~ It is entirely possible that this zombie was once one of the villagers of Townsbridge who has been brought to an undead life by a fuelling desire for -revenge. +revenge. ~ 172090 0 0 0 524368 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -422,7 +422,7 @@ A skeleton is moving about with a loud clatter here, climbing over corpses. ~ It is entirely possible that this skeleton was once one of the villagers of Townsbridge who has been brought to an undead life by a fuelling desire for -revenge. +revenge. ~ 172090 0 0 0 80 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -436,7 +436,7 @@ A large demon surrounded by flames rises out of the dark pool. ~ It is a horrifying thing, this demonic creature from the depths of the Abyss. It glares down at you through blood-red eyes, and bares its huge white fangs and -its razor-sharp talons. +its razor-sharp talons. ~ 256058 0 0 0 80 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 diff --git a/lib/world/mob/16.mob b/lib/world/mob/16.mob index 5518e04..4bab882 100644 --- a/lib/world/mob/16.mob +++ b/lib/world/mob/16.mob @@ -31,7 +31,7 @@ Sir Benlad~ Sir Benlad slaps you with his gauntlet and challenges you! ~ Sir Benlad is clad in his renowned green armor, rumored to be impervious to -normal weaponry. He bears a huge battle axe. +normal weaponry. He bears a huge battle axe. ~ 65608 0 0 0 80 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -44,7 +44,7 @@ Galahad~ Sir Galahad~ Sir Galahad, paragon of chivalry, bastard of Lancelot & Elane, stands here. ~ - Sir Galahad is dressed all in white armor and walks with pride. + Sir Galahad is dressed all in white armor and walks with pride. ~ 65608 0 0 0 80 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -59,7 +59,7 @@ A knight with armor of many colors stands here. ~ Sir Gareth, son of Lot, aka Beaumains proudly wears his armor and shield of many colors. He anxiously awaits an opportunity to help a damsel in distress. - + ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -91,7 +91,7 @@ Sir Gawaine~ Sir Gawaine, the strong, is on a mission of vengeance! ~ Sir Gawaine, the red headed cousin of Arthur, is mounted, fully armored and -wears his famous horned helm. +wears his famous horned helm. ~ 72 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -135,7 +135,7 @@ Sir Tristram~ Sir Tristram smirks at you. ~ Sir Tristram, suitor of Isolade, is considered by many to be second only to -Lancelot in his skill of arms. +Lancelot in his skill of arms. ~ 72 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -179,7 +179,7 @@ A fool in motley cavorts here! ~ Dagonet, the court jester of Arthur, is a master of his craft. He dances on his hands while juggling a set of knives. You get the impression that he could -handle himself well in a fight. +handle himself well in a fight. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -193,7 +193,7 @@ Sir Turquine~ A knight with a wolf helm cackles with glee! ~ Turquine is dressed in scale mail and a wolf helm. He is a slender whip of -a man, and his eyes dart left and right. +a man, and his eyes dart left and right. ~ 72 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -208,7 +208,7 @@ A knight dressed in red shimmering armor faces you! ~ Perimones, the red knight, has a red beard and mustache. He is a short stocky man. His ruby armor is shimmering in the sunlight, and he wears the -silken red favor of Galenvine on his sleeve. +silken red favor of Galenvine on his sleeve. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -222,7 +222,7 @@ A nobleman stands here in all his finery. ~ The nobleman wears the finest cotton and wool clothing available. Riches adorn him in the form of chains, and a rather heavy looking purse. He seems -intent on going somewhere. +intent on going somewhere. ~ 76 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -236,7 +236,7 @@ a merchant~ A brightly clothed merchant hawks his goods to you! ~ The merchant wears a bright tunic to draw attention and signify his wares. - + ~ 76 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -249,7 +249,7 @@ servant~ a servant~ A servant is rushing by. ~ - The servant has a plate of hot food that looks delicious. + The servant has a plate of hot food that looks delicious. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -263,7 +263,7 @@ a demon~ A towering, black scaled demon has come to eat your soul! ~ As it breathes, the ground you stand on rumbles and you are seared by its hot -breath. It is this demon which has been laughing at you in all your visions. +breath. It is this demon which has been laughing at you in all your visions. Merlin has bound this demon here to use its power in the fabrication of magic items. However his hold has slipped a few times, enabling the demon to give out a few artifacts to encourage the downfall of Camelot. @@ -280,7 +280,7 @@ Iron Jack~ Iron Jack, the armorer of Camelot, is here. ~ Iron Jack wears his smith apron, leather leggings, and has corded muscular -arms. +arms. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -294,7 +294,7 @@ Persante of Inde~ Persante of Inde is here, marshalling the troops of Camelot. ~ Persante is called the blue knight because of his brilliant blue armor. He -is mounted on a fine charger, and is waving his blue pennant. +is mounted on a fine charger, and is waving his blue pennant. ~ 65608 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -322,7 +322,7 @@ Lionel~ Lionel, the knight, staggers past. ~ Lionel is covered in blood, and is walking as if stunned. It looks like he -is going to fall. +is going to fall. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -402,7 +402,7 @@ cook~ a cook~ A fat cook is walking around with a spoons tasting all the food. ~ - She must weigh over 200 pounds. + She must weigh over 200 pounds. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -415,7 +415,7 @@ guard~ a guard~ A guard is standing a sharp watch. ~ - He seems to be suspicious of everyone. + He seems to be suspicious of everyone. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -428,7 +428,7 @@ archer~ a archer~ An archer is dying here. ~ - He looks like he'll die any minute now. + He looks like he'll die any minute now. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -441,7 +441,7 @@ infantryman~ a dying infantryman~ An infantryman is dying here. ~ - He looks to be almost dead. + He looks to be almost dead. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -455,7 +455,7 @@ a dying knight~ A knight is slowly bleeding to death. ~ He has suffered several wounds during his battles. It doesn't look like -he'll last much longer. +he'll last much longer. ~ 2058 0 0 0 80 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -482,7 +482,7 @@ creature beast lion~ a questing beast~ A long necked, lion pawed, spotted creature is here gnawing on a femur. ~ - It looks hungry! + It looks hungry! ~ 106728 0 0 0 524308 0 0 0 0 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/169.mob b/lib/world/mob/169.mob index ca4e80c..b9a7804 100644 --- a/lib/world/mob/169.mob +++ b/lib/world/mob/169.mob @@ -1,12 +1,12 @@ #16900 -gibberling, bloodthirsty~ +gibberling bloodthirsty~ a bloodthirsty gibberling~ A bloodthirsty gibberling is here, grunting loudly. ~ This hunchbacked, vicious, monstrosity is spawn of the numerous reviled and feared race of gibberlings. The creature utters howls, shrieks, and insane chattering noises from it's grinning, canine visage, which is encircled by a -wild black mane, almost covering it's pointed ears. +wild black mane, almost covering it's pointed ears. ~ 104 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -16,12 +16,12 @@ BareHandAttack: 14 Int: 5 E #16901 -cougar, cuogar, ~ +cougar~ the cougar~ A cougar is on the prowl here. ~ It is a muscular cougar with gleaming fangs, stealthily searching the area -for fresh meat to fill it's savage belly until the next kill. +for fresh meat to fill it's savage belly until the next kill. ~ 328 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -30,13 +30,13 @@ for fresh meat to fill it's savage belly until the next kill. BareHandAttack: 9 E #16902 -gibberling, shifty~ +gibberling shifty~ the shifty gibberling~ A shifty gibberling is lingering here. ~ It looks unfinished. An unusually quiet gibberling is chattering softly in the shadows, and you can almost see a glint of unusually high intellect in the -creatures' beady black eyes. +creatures' beady black eyes. ~ 204 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -45,7 +45,7 @@ creatures' beady black eyes. Int: 15 E #16903 -gibberling, raider~ +gibberling raider~ a gibberling raider~ A gibberling raider is here, snarling like an animal. ~ @@ -53,7 +53,7 @@ A gibberling raider is here, snarling like an animal. there is such a thing. It seems even more bloodthirsty and vicious than the average gibberling, not to mention larger in girth. The shrieking and clicking noises it continually makes, are enough to unnerve even the most experienced -warriors. +warriors. ~ 104 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -61,13 +61,13 @@ warriors. 8 8 1 E #16904 -gibberling, mutant~ +gibberling mutant~ the mutant gibberling~ A mutant gibberling is going completely insane here! ~ The face of this four-armed gibberling, is completely disfigured and twisted into an even more disgusting expression, than the usual horrific scowl of these -vicious creatures. Even the other gibberlings seem to avoid contact with it. +vicious creatures. Even the other gibberlings seem to avoid contact with it. ~ 108 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -77,7 +77,7 @@ Int: 5 Wis: 5 E #16905 -gibberling, king, cheiftain~ +gibberling king chieftain~ the gibberling chieftain~ The king of the gibberlings is here! ~ @@ -85,7 +85,7 @@ The king of the gibberlings is here! life, his canine features are twisted into a permanent scowl of hate for all living creatures save his own kind, for which he merely feels no emotion. A white mane frames his terrible face, and each rasping breath he takes, seems to -drain some of your lifeforce, to replenish his own horrifying being. +drain some of your lifeforce, to replenish his own horrifying being. ~ 2058 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -104,7 +104,7 @@ A female gibberling is running around, screeching! You never stopped to think that there must be female gibberlings until you met one face to face. She is just as horrific as any of the other gibberlings, and of course completely insane, as she leaps and pounces around you, baring her -razor-sharp teeth! +razor-sharp teeth! ~ 104 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -116,14 +116,14 @@ Dex: 7 Wis: 5 E #16907 -fat, gibberling, butcher~ +fat gibberling butcher~ the gibberling butcher~ A fat female gibberling is here, loudly burping and grunting. ~ You observe a disgusting, foul-smelling, obese gibberling, whose bulky frame is almost completely covered in refuse, and scraps of half-eaten meat. Her beady eyes gleam with a maniacal glint as she consumes any and all edible -materials in sight! +materials in sight! ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -134,7 +134,7 @@ Int: 3 Wis: 3 E #16908 -gibberling, shaman~ +gibberling shaman~ the gibberling shaman~ A gibberling shaman stands here. ~ @@ -142,7 +142,7 @@ A gibberling shaman stands here. a sinister practitioner of dark rituals who loves nothing more than to drink the vital fluids of kills made in or near the caves. His glowing green eyes peer out, sunken deep into his dog-face, with a sadistic intelligence found seldom -among the savage hordes of gibberlings. +among the savage hordes of gibberlings. ~ 42 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -152,12 +152,12 @@ BareHandAttack: 12 Wis: 15 E #16909 -small, marmot~ +small marmot~ a small marmot~ A small marmot is scurrying about. ~ It's a small, furry mammal found in the mountainous regions, and it appears -to be in a playful mood. +to be in a playful mood. ~ 200 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -174,7 +174,7 @@ A massive, two headed gibberling is growling at you! as the gibberling king, but much more savage. He has apparently been confined to this dark chamber either as a punishment, or because he is too crazed and bloodthirsty to dwell even among the general population of gibberlings in the -cave. +cave. ~ 42 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/17.mob b/lib/world/mob/17.mob index a5973e8..8e8e164 100644 --- a/lib/world/mob/17.mob +++ b/lib/world/mob/17.mob @@ -18,7 +18,7 @@ knight quality~ a knight~ A knight of quality looks down upon you from his mount. ~ - The knight is in full plate mail on a barded horse and carries a lance. + The knight is in full plate mail on a barded horse and carries a lance. ~ 65546 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -33,7 +33,7 @@ King Arthur sits upon his throne awaiting the return of the grail. ~ King Arthur is a black bearded, barrel-chested man. He is in full plate armor emblazoned with the sign of a gold dragon. He carries Excalibur in a -strange looking sheath. +strange looking sheath. ~ 65546 0 0 0 80 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -47,7 +47,7 @@ a serf~ A dirty serf shuffles along here. ~ The serf is in rags, smells, and you actually think you can see lice on him. - + ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -74,7 +74,7 @@ the black knight~ A knight dressed in black armor says "NONE SHALL PASS" ~ The black knight has black armor and a visored helm. He stands resting on a -two handed sword. +two handed sword. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -103,7 +103,7 @@ Sir Lancelot~ Sir Lancelot, champion of the Round Table, smiles at you. ~ Sir Lancelot is wearing polished steel armor. His visor is up and his hand -raises in salute to you. +raises in salute to you. ~ 65546 0 0 0 80 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -118,7 +118,7 @@ A beautifully dressed woman beckons you closer. Upon closer inspection you realize the woman is Morgan le Fey, the evil enchantress and the scourge of Camelot. She snarls as you have seen through her disguise. She is wearing silk robes which do little to hide her ugly, hateful, -and twisted body. +and twisted body. ~ 2120 0 0 0 1572948 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -133,7 +133,7 @@ A lady-in-waiting bats her eyes at you! ~ The lady-in-waiting snuggles up closer to you, pressing you for the details of your last campaign. She is clad in a long gown and garlands of flowers are -in her hair. +in her hair. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -175,7 +175,7 @@ a merchant~ A brightly clothed merchant hawks his goods to you! ~ The merchant wears a bright tunic to draw attention and signify his wares. - + ~ 76 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -189,7 +189,7 @@ a monk~ A monk is here, mumbling in Latin. ~ The monk has a brown robe with a hood on it. He has tied it off with a -piece of rope. The top of his head is shaved in the Fransician fashion. +piece of rope. The top of his head is shaved in the Fransician fashion. ~ 72 0 0 0 8192 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -216,7 +216,7 @@ a bard~ A bard is here, singing a sweet ballad. ~ The bard is dressed in silk leggings, a leather vest, and bright orange -shirt. +shirt. ~ 72 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -230,7 +230,7 @@ an entertainer~ An entertainer is here, leaping with great acrobatic prowess! ~ The entertainer is doing handsprings and backflips in a dizzying -progression. +progression. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -243,7 +243,7 @@ servant~ a servant~ A servant is rushing by ~ - The servant has a plate of hot food that looks delicious. + The servant has a plate of hot food that looks delicious. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -257,7 +257,7 @@ a stablehand~ A stablehand is cleaning up after the horses. ~ He looks like he was raised in these stables. He walks with a wide gait and -has a piece of straw between his teeth. +has a piece of straw between his teeth. ~ 72 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -270,7 +270,7 @@ stirrup~ Stirrup~ Stirrup, the stable master of Camelot is here. ~ - Stirrup is a short man, wearing a leather jerkin, and smells of the barn. + Stirrup is a short man, wearing a leather jerkin, and smells of the barn. ~ 72 0 0 0 0 0 0 0 0 E @@ -284,7 +284,7 @@ a riding horse~ A riding horse is here. ~ The riding horse is saddled with light tack, and has long slender limbs for -speed. +speed. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -311,7 +311,7 @@ horse warhorse~ a warhorse~ A heavy warhorse paws the ground and snorts in preparation for battle! ~ - The heavy warhorse has full chain barding and stands 17 hands. + The heavy warhorse has full chain barding and stands 17 hands. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -325,7 +325,7 @@ a slave~ A slave is here, cringing from everything. ~ The slave is dirty and unkempt, but she retains a vestige of her former -station and bearing. +station and bearing. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -369,7 +369,7 @@ a spectator~ A spectator is enthralled in the jousting match. ~ She jumps up and down screaming in an annoying ear-piercing shriek. She is -very much into the game and seems to have the hots for one of the jousters. +very much into the game and seems to have the hots for one of the jousters. ~ 2120 0 0 0 65536 0 0 0 0 E @@ -384,7 +384,7 @@ a sheep~ A sheep is grazing here. ~ Looks like you could make some nice clothes out of the wool from that sheep. - + ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -397,7 +397,7 @@ ram~ a ram~ A ram is guarding his flock. ~ - Yet another animal with a set of horns. He looks mean. + Yet another animal with a set of horns. He looks mean. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -411,7 +411,7 @@ an ox~ An ox is pulling a plow, tilling the fields. ~ A large beast with some impressive horns. It looks like it could plow all -day. +day. ~ 98376 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -438,7 +438,7 @@ goat~ a goat~ A goat with some wicked looking horns is about to charge. ~ - You've done nothing to this goat but it seems ready to attack you. + You've done nothing to this goat but it seems ready to attack you. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -451,7 +451,7 @@ mule~ a stubborn mule~ A stubborn mule is standing in your way. ~ - This mule doesn't move for anybody. + This mule doesn't move for anybody. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -478,7 +478,7 @@ shepherd~ a shepherd~ A shepherd is looking for his flock of sheep. ~ - He watches over his flock, keeping an eye out for wolves. + He watches over his flock, keeping an eye out for wolves. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -491,7 +491,7 @@ sheep dog~ a sheep dog~ A sheep dog barks at you playfully. ~ - This dog seems smarter than most people you've known. + This dog seems smarter than most people you've known. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -505,7 +505,7 @@ a farmer~ A farmer is hard at work. ~ He looks tired and overworked. He must put in long hours and make very -little money. +little money. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -518,7 +518,7 @@ guard~ a guard~ A guard is protecting the city. ~ - He looks like he's in a bad mood. + He looks like he's in a bad mood. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/175.mob b/lib/world/mob/175.mob index 3bed056..a2ec478 100644 --- a/lib/world/mob/175.mob +++ b/lib/world/mob/175.mob @@ -3,9 +3,9 @@ east wizard Shadimar~ Shadimar~ Shadimar, the Wizard of the East stands here. ~ - The Wizard of the East is a small wizened figure with a long, white beard. + The Wizard of the East is a small wizened figure with a long, white beard. His thin, stick-like limbs and torso look frail, but for some reason give a -formidable impression of strength. +formidable impression of strength. ~ 10 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -21,7 +21,7 @@ the large squid~ A large squid rests just beneath the surface of the water here. ~ This squid is absolutely huge! It's almost half the size of a man, -discounting the tentacles, and it looks hungry. Not to mention dangerous. +discounting the tentacles, and it looks hungry. Not to mention dangerous. ~ 4138 0 0 0 0 0 0 0 125 E 18 14 0 3d3+180 3d3+3 @@ -35,9 +35,9 @@ lesser Kraken squid~ the lesser Kraken~ A lesser Kraken is here, eyeing you with hunger. ~ - The lesser Kraken is two-thirds the length of a man, diregarding the + The lesser Kraken is two-thirds the length of a man, disregarding the tentacles. Which is hard to do, due to the sharp, claw-like tip on on the end -of all eight limbs. +of all eight limbs. ~ 4138 0 0 0 0 0 0 0 225 E 18 14 0 3d3+180 3d3+3 @@ -52,7 +52,7 @@ a Kraken~ A Kraken swims here, growling menacingly. ~ The Kraken is massive, larger than a man and with powerful stingers on the -end of each tentacle. +end of each tentacle. ~ 4138 0 0 0 0 0 0 0 300 E 18 14 0 3d3+180 3d3+3 @@ -66,10 +66,10 @@ greater Kraken squid~ a greater Kraken~ A greater Kraken lurks in these waters. Watch out!!!! ~ - This monster of a squid fills the waters infront of you. The tentacles are + This monster of a squid fills the waters in front of you. The tentacles are too long to see in your field of vision to estimate its size. You notice the little beady eyes looking back at you, and the large beak opening and closing in -anticipation. +anticipation. ~ 4138 0 0 0 0 0 0 0 410 E 18 14 0 3d3+180 3d3+3 @@ -84,7 +84,7 @@ the Water Elemental~ A Water Elemental stands before you, rippling to faint vibrations. ~ The Water Elemental is a vaguely man shaped statue of liquid water. It may -be liquid, but it looks tough. +be liquid, but it looks tough. ~ 4138 0 0 0 0 0 0 0 410 E 18 14 0 3d3+180 3d3+3 @@ -97,10 +97,10 @@ Trilless sorceress north northern~ Trilless~ Trilless the Northern Sorceress is here, radiating goodness and well-being. ~ - An aged woman, Trilless has long grey-white hair and pale, wrinkled skin. + An aged woman, Trilless has long gray-white hair and pale, wrinkled skin. She wears white robes, and she gives forth an aura of purity and goodness. The only splash of color in her form is her eyes, which are a shade of piercing -electric blue. +electric blue. ~ 266 0 0 0 8400 0 0 0 1000 E 18 14 0 3d3+180 3d3+3 @@ -115,8 +115,8 @@ guard guardian light~ the Light Guardian~ The Light Guardian stands here, glowing with intense light. ~ - A glowing figure in brightly luminous armour, the Light Guardian looks to be -a formidable foe. + A glowing figure in brightly luminous armor, the Light Guardian looks to be +a formidable foe. ~ 4106 0 0 0 0 0 0 0 1000 E 18 14 0 3d3+180 3d3+3 @@ -133,8 +133,8 @@ sentinel Dark guard~ the Dark Sentinel~ A Dark Sentinel watches vigilantly, sucking light from the room. ~ - The black, light-absorbing armour of the Dark Sentinel draws you in, and it -becomes an effort not to fall over. + The black, light-absorbing armor of the Dark Sentinel draws you in, and it +becomes an effort not to fall over. ~ 4106 0 0 0 0 0 0 0 -1000 E 18 14 0 3d3+180 3d3+3 @@ -148,10 +148,10 @@ E #17509 Shadimar spectre~ Shadimar's Spectre~ -Shadimar's Spectre floats here, glowing with faint grey light. +Shadimar's Spectre floats here, glowing with faint gray light. ~ This is not the true Shadimar, it is but a pale vision of him. You can see -the background through the Spectre's form. +the background through the Spectre's form. ~ 10 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -167,7 +167,7 @@ Carcophan's Spectre floats here, absorbing the little light availible. ~ This spectre of carcophan is just as evil as the man in real life. He now must haunt these halls looking for revenge on the one that sent him to hell, or -at least this eternal limbo. +at least this eternal limbo. ~ 10 0 0 0 80 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -182,8 +182,8 @@ Carcophan the Southern Wizard stands here, radiating pure evil. ~ If it wasn't for his aura of darkness, Carcophan could merely be a genteel old man with salt-and-peppered hair and a dignified stance. But the dark -flowing robes and occolt sigils adorning them let you know that this is not -someone to be trifled with. +flowing robes and occult sigils adorning them let you know that this is not +someone to be trifled with. ~ 522 0 0 0 0 0 0 0 -1000 E 22 13 -3 4d4+220 3d3+3 @@ -203,9 +203,9 @@ the inverse Salamander~ An inverse salamander crouches into the ground here, absorbing light and heat. ~ According to legend and myth, the Salamander is supposed to be a being of -fire and light. The reptillian form you see before you looks to be the exact +fire and light. The reptilian form you see before you looks to be the exact opposite, as it sucks the light and warmth from the room with its dark, liquid -eyes. +eyes. ~ 4106 0 0 0 0 0 0 0 -900 E 18 14 0 3d3+180 3d3+3 diff --git a/lib/world/mob/18.mob b/lib/world/mob/18.mob index c1b62f1..8cf8087 100644 --- a/lib/world/mob/18.mob +++ b/lib/world/mob/18.mob @@ -4,7 +4,7 @@ John Connor~ John Connor is giving orders here. ~ The leader of the Resistance Force he is a hardened veteran with the scars -to prove it. +to prove it. ~ 237834 0 0 0 80 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -18,7 +18,7 @@ a series 800 terminator~ A terminator is looking for a human to kill. ~ This metal endoskeleton is the perfect killing weapon. The mechanical red -eyes scan the area for anything living. +eyes scan the area for anything living. ~ 72 0 0 0 0 0 0 0 0 E 31 10 -8 6d6+310 5d5+5 @@ -32,7 +32,7 @@ a aerial hunter killer~ A flying hunter killer zooms past you, it's turbines whining. ~ This flying metal machine has a mind of it's own and was made for the sole -purpose of hunting down humans and killing them. +purpose of hunting down humans and killing them. ~ 72 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -45,7 +45,7 @@ hunter killer tank~ a hunter killer tank~ A huge metal tank rolls past, bones crunching under it's weight. ~ - Yet another machine made by machines to purge the world of humans. + Yet another machine made by machines to purge the world of humans. ~ 72 0 0 0 0 0 0 0 0 E 31 10 -8 6d6+310 5d5+5 @@ -58,7 +58,7 @@ Centurion~ a centurion~ A centurion runs past. ~ - This four legged gun pod is fast and deadly accurate. + This four legged gun pod is fast and deadly accurate. ~ 72 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -72,7 +72,7 @@ a silverfish~ A silverfish is trying to sneak up on you. ~ This small centipede like robot finds it's way into the resistance force -hideouts and explodes, sending razor sharp shrapnel in all directions. +hideouts and explodes, sending razor sharp shrapnel in all directions. ~ 72 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -86,7 +86,7 @@ the T1000~ A T1000 is shapeshifting before you. ~ A poly-alloy or liquid medal, this is the latest and greatest invention of -the robots. +the robots. ~ 237610 0 0 0 1114188 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -99,7 +99,7 @@ guerilla soldier~ a guerilla soldier~ A soldier of the resistance force is looking for a terminator to kill. ~ - Born in battle, it's all this soldier has ever known. + Born in battle, it's all this soldier has ever known. ~ 72 0 0 0 0 0 0 0 0 E 32 10 -9 6d6+320 5d5+5 @@ -113,7 +113,7 @@ an autonomous terminator~ An autonomous terminator is guarding skynet. ~ This terminator was made as a sentry to keep all from entering skynet -laboratories. +laboratories. ~ 10 0 0 0 0 0 0 0 0 E 32 10 -9 6d6+320 5d5+5 @@ -127,7 +127,7 @@ A child is learning helping the soldiers with their wounds. ~ Even the children take part in this war with the machines. They care for the wounded, run messages, help with the equipment. No one is free until the -machines are destroyed. +machines are destroyed. ~ 14 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -141,7 +141,7 @@ a guerilla officer~ An officer of the resistance force is leading his soldiers into battle. ~ His eyes tell you what he dares not say to his troops, this battle is -hopless, lives are waster killing machines that can just be rebuilt. +hopeless, lives are waster killing machines that can just be rebuilt. ~ 72 0 0 0 0 0 0 0 0 E 32 10 -9 6d6+320 5d5+5 @@ -154,7 +154,7 @@ german shepherd~ a german shepherd~ A german shepherd sniffs your hand. ~ - The resistance uses this dog to detect terminators. + The resistance uses this dog to detect terminators. ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -167,7 +167,7 @@ kyle reese~ Kyle Reese~ Kyle Reese is hiding from the terminators. ~ - If only he knew what the future held for him. + If only he knew what the future held for him. ~ 2376 0 0 0 84 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 diff --git a/lib/world/mob/186.mob b/lib/world/mob/186.mob index 9ecd524..4094c87 100644 --- a/lib/world/mob/186.mob +++ b/lib/world/mob/186.mob @@ -4,7 +4,7 @@ the pit beast~ The big, ugly pit-beast is standing here sizing you up. ~ Ick... What a disgusting creature! It is black and green and slimy and it -is drooling everywhere... Looks mean too. +is drooling everywhere... Looks mean too. ~ 14 0 0 0 0 0 0 0 -750 E 5 19 7 1d1+50 1d2+0 @@ -18,7 +18,7 @@ The newbie monster stands here looking confused. Kill him! Kill him! ~ What an odd looking little beast. He looks harmless, but you never can tell. He is only about 4 feet tall, but he pretty muscular looking... Maybe you -should ask if he needs help? Nah... Kill him. +should ask if he needs help? Nah... Kill him. ~ 76 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -32,7 +32,7 @@ Someone's little pet dragon has gotten loose, and is sniffing about here. ~ Awwww... How cute! A little baby dragon. He's about 3 feet long and you just want to cuddle him to death... No, you really want to kill him to tell the -truth. But, remember, even a little dragon can be a big problem. +truth. But, remember, even a little dragon can be a big problem. ~ 72 0 0 0 0 0 0 0 100 E 4 19 7 0d0+40 1d2+0 @@ -59,7 +59,7 @@ the Newbie Alchemist~ The Newbie Alchemist is here trying to make something. ~ He is a funny looking, furry little dude. He looks really busy trying to mix -up a batch of something or other. +up a batch of something or other. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -72,7 +72,7 @@ the creepy crawler~ A creepy little crawling thing is scuttling along the floor at your feet. ~ Yuck! If they'd ever clean this place maybe it wouldn't attract vermin like -this disgusting, little, six-legged, brown bug. +this disgusting, little, six-legged, brown bug. ~ 72 0 0 0 0 0 0 0 -250 E 1 20 9 0d0+10 1d2+0 @@ -85,7 +85,7 @@ the zombiefied newbie~ A VERY gaunt looking newbie... it looks like a zombie! ~ This guy has been lost in here too long... It is more zombie than man now. -You would feel sorry for it, but it is moving in to attack! +You would feel sorry for it, but it is moving in to attack! ~ 108 0 0 0 0 0 0 0 -500 E 4 19 7 0d0+40 1d2+0 @@ -97,9 +97,9 @@ quasit imp thing~ the quasit~ A funny little imp-like thing (a quasit perhaps?) is sneaking about here. ~ - Little green, vaguely humoniod shaped creature, with a long pointed tail. + Little green, vaguely humanoid shaped creature, with a long pointed tail. It is hard to say because before you ever get a good look at it, it darts back -into the shadows. +into the shadows. ~ 236 0 0 0 0 0 0 0 -800 E 3 19 8 0d0+30 1d2+0 @@ -113,7 +113,7 @@ The Great Minotaur is wondering just what you'll taste like. ~ A massive man, with the head of a bull. He looks as strong as bull too, but not nearly as smart. Actually, now that you consider it... He looks a heck of -a lot meaner than any bull you have ever seen... And he is coming this way! +a lot meaner than any bull you have ever seen... And he is coming this way! ~ 1608 0 0 0 0 0 0 0 -1000 E 7 18 5 1d1+70 1d2+1 @@ -126,7 +126,7 @@ the dark spectre~ The dark spectre is lurking in the shadows. ~ The soul of a long since passed on adventurer... It lurks here waiting for a -chance to bring death to any who cross its path. +chance to bring death to any who cross its path. ~ 2122 0 0 0 1048596 0 0 0 -850 E 6 18 6 1d1+60 1d2+1 @@ -140,7 +140,7 @@ A newbie is here annoying the hell out of you. ~ What a jerk! He won't shut up, and he keeps making the most irritating comments about everything. Better silence him with cold, tempered steel -MUHAHAHAHAHAHAHAHAHAHA! +MUHAHAHAHAHAHAHAHAHAHA! ~ 76 0 0 0 0 0 0 0 -500 E 2 20 8 0d0+20 1d2+0 @@ -154,7 +154,7 @@ A newbie is here looking terribly confused. ~ What a moron! Every question that is answered in the help files, he will ask and he will probably ask 2 or 3 times too. This guy just doesn't get it, best -put him out of his misery. +put him out of his misery. ~ 76 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -168,7 +168,7 @@ A newbie is here talking a lot. ~ Well, at least this gal seems pretty cool. Talks a lot, but she's a friendly, interesting sort. Seems to have a clue what she's doing also, unlike -some others you might see. +some others you might see. ~ 72 0 0 0 0 0 0 0 100 E 3 19 8 0d0+30 1d2+0 @@ -182,7 +182,7 @@ A newbie is here wandering about aimlessly. ~ Hmmm... Looks like he has been around a while, but he wandered a little too far from home this time. Don't think he knows quite where he is, maybe you -should help him out? +should help him out? ~ 72 0 0 0 0 0 0 0 300 E 4 19 7 0d0+40 1d2+0 @@ -195,7 +195,7 @@ the smart newbie~ A newbie is here, and he looks quite sure of himself. ~ Here is a guy who has it all together. Nice equipment too, must have read -the help files, Eh? +the help files, Eh? ~ 76 0 0 0 0 0 0 0 500 E 5 19 7 1d1+50 1d2+0 diff --git a/lib/world/mob/187.mob b/lib/world/mob/187.mob index 18c7424..fa0fb29 100644 --- a/lib/world/mob/187.mob +++ b/lib/world/mob/187.mob @@ -3,7 +3,7 @@ lion cub~ a small lion cub~ A small lion cubs lays here, looking helpless. ~ - It looks so cute and cuddly, but looks can be deceiving. + It looks so cute and cuddly, but looks can be deceiving. ~ 74 0 0 0 0 0 0 0 -50 E 3 19 8 0d0+30 1d2+0 @@ -18,7 +18,7 @@ Kablooey, the funny clown stands here making jokes. Kablooey is about the funniest thing you have ever seen. His huge red nose and long pink hair cause a laugh to rise in your throat. His pants are so large he has to wear suspenders to keep them up, and those feet .... They look like -boats! +boats! ~ 78 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -31,7 +31,7 @@ minstrel Renuer~ Renuer, the wandering minstrel~ Renuer, the wandering minstrel stands here playing a sad song. ~ - His face is drooped and sad conveying the song he currently plays. + His face is drooped and sad conveying the song he currently plays. ~ 76 0 0 0 0 0 0 0 800 E 3 19 8 0d0+30 1d2+0 @@ -44,7 +44,7 @@ Matrissa~ Matrissa is here greeting you. ~ A smiling young woman stands here greeting and smiling at all who enter the -circus. Her warm smile and friendly voice make you at ease as you listen. +circus. Her warm smile and friendly voice make you at ease as you listen. ~ 2058 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -58,7 +58,7 @@ mole~ a mole~ A small black mole. ~ - A small black mole is sitting here waiting to be wacked at by someone. + A small black mole is sitting here waiting to be wacked at by someone. ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -72,7 +72,7 @@ a chick~ A small yellow chick is sitting here ~ Ths small, yellow chick has a cute little beak. It looks up at you with cute -baby eyes. Awww, how precious. +baby eyes. Awww, how precious. ~ 10 0 0 0 0 0 0 0 1000 E 3 19 8 0d0+30 1d2+0 @@ -86,8 +86,8 @@ a frail old man~ A frail, old man is lying here ~ This frail old man is laying on the ground close to the back wall. He is -pale and emancipated. He looks up at you with fear in his eyes. He is truely a -poor soul if you ever saw one. +pale and emancipated. He looks up at you with fear in his eyes. He is truly a +poor soul if you ever saw one. ~ 18442 0 0 0 0 0 0 0 1000 E 3 19 8 0d0+30 1d2+0 @@ -101,7 +101,7 @@ Tekus the Slaver is standing here, watching his slave ~ This cruel, wicked man is standing here with a stance of authority. His stern face looks at you with hatred and pleasure at the same time. Come hit my -slave he seems to say with his eyes. I dare you.... +slave he seems to say with his eyes. I dare you.... ~ 18442 0 0 0 0 0 0 0 -650 E 3 19 8 0d0+30 1d2+0 @@ -116,7 +116,7 @@ A sad looking Walrus Boy is sitting here ~ This poor creature looks as if it is out of a story book of some kind. The head of a boy and the body of a walrus. It's sad eyes look up at you as if -pleading for mercy. +pleading for mercy. ~ 16394 0 0 0 0 0 0 0 850 E 3 19 8 0d0+30 1d2+0 @@ -129,8 +129,8 @@ croc man~ croc man~ A snarling Croc Man is standing here ~ - This huge looking half man half croc, glares at you with hatred and distain. -There is only on thing that it wants.... Your flesh! + This huge looking half man half croc, glares at you with hatred and disdain. +There is only on thing that it wants.... Your flesh! ~ 16394 0 0 0 0 0 0 0 -500 E 3 19 8 0d0+30 1d2+0 @@ -144,7 +144,7 @@ organ grinder~ the organ grinder~ The organ grinder who plays a merry tune, is here. ~ - He looks really happy. + He looks really happy. ~ 200 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -155,10 +155,10 @@ E #18723 Ringmaster~ the Ringmaster~ -The powerfull Ringmaster stands here. +The powerful Ringmaster stands here. ~ Dressed well, the Ringmaster commands all who are part of the circus. He has -a ominous presence to him. +a ominous presence to him. ~ 78 0 0 0 0 0 0 0 -100 E 3 19 8 0d0+30 1d2+0 diff --git a/lib/world/mob/19.mob b/lib/world/mob/19.mob index 428de62..26e1920 100644 --- a/lib/world/mob/19.mob +++ b/lib/world/mob/19.mob @@ -5,7 +5,7 @@ A young bullywug scavenges about. ~ This rather small bullywug has the same frog-like features as its adult kin, only slightly paler and less muscular. Its mottled hide looks soft in places, -affording it less protection than the armour-like skin of a full grown bullywug. +affording it less protection than the armor-like skin of a full grown bullywug. ~ 4106 0 0 0 0 0 0 0 -200 E @@ -22,7 +22,7 @@ A small cricket chirps obnoxiously. This little green insect is covered with an unusually tough exoskeleton, perhaps evolved to survive the attacks of local predators. Large multi-faceted eyes peer alertly about and every few seconds the creature announces its -presence with its characteristic chirp. +presence with its characteristic chirp. ~ 72 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -36,9 +36,9 @@ the scaly leviathan~ A scaly leviathan's monstrous head protrudes from the water. ~ Sharp serrated teeth frame the open massive jaw of this creature. Two tiny -black eyes peer out from the scale armour of its gigantic face. Deep below the +black eyes peer out from the scale armor of its gigantic face. Deep below the water, the enormous undulating shadow of its body sends waves rippling across -the surface. +the surface. ~ 57386 0 0 0 0 0 0 0 -100 E 22 13 -3 4d4+220 3d3+3 @@ -53,9 +53,9 @@ menacing lizard warrior~ a lizard warrior~ A menacing lizard warrior stands at post. ~ - This savage, reptilian humanoid stands tall, proud, and muscular. Dark grey -scales armour almost his entire body, making him blend seamlessly into shadow, -only his fierce yellow eyes piercingly obvious. + This savage, reptilian humanoid stands tall, proud, and muscular. Dark gray +scales armor almost his entire body, making him blend seamlessly into shadow, +only his fierce yellow eyes piercingly obvious. ~ 24696 0 0 0 80 0 0 0 -200 E 17 15 0 3d3+170 2d2+2 @@ -68,9 +68,9 @@ menacing lizard warrior xgateopenerx~ a lizard warrior~ A menacing lizard warrior stands at post. ~ - This savage, reptilian humanoid stands tall, proud, and muscular. Dark grey -scales armour almost his entire body, making him blend seamlessly into shadow, -only his fierce yellow eyes piercingly obvious. + This savage, reptilian humanoid stands tall, proud, and muscular. Dark gray +scales armor almost his entire body, making him blend seamlessly into shadow, +only his fierce yellow eyes piercingly obvious. ~ 188474 0 0 0 0 0 0 0 -200 E 17 15 0 3d3+170 2d2+2 @@ -84,8 +84,8 @@ a tiny lizard hatchling~ A tiny lizard hatchling crawls about. ~ This tiny lizard is humanoid but crawling about on four legs as though -newly-born. Soft transluscent scales cover its whole body and its small eyes -are still squinted shut as though asleep. +newly-born. Soft translucent scales cover its whole body and its small eyes +are still squinted shut as though asleep. ~ 10 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -100,7 +100,7 @@ An enormously tall lizard man lounges on the throne. ~ Unusually tall, this reptilian humanoid is covered from head to toe in magnificent flecked green scales. His long sweeping tail flicks restlessly from -side to side, and his cruel black eyes seem extraordinarily intelligent. +side to side, and his cruel black eyes seem extraordinarily intelligent. ~ 24634 0 0 0 0 0 0 0 18 E 19 14 -1 3d3+190 3d3+3 @@ -113,9 +113,9 @@ a bullywug subleader~ The bullywug subleader patrols cautiously. ~ This large, bipedal amphibian looks almost like a frog. Covered in smooth, -mottled olive green hide he looks naturally well-armoured. A wide gaping mouth +mottled olive green hide he looks naturally well-armored. A wide gaping mouth covers much of his face, the only other noteworthy feature being his large -bulbousy eyes that peer keenly about. +bulbous eyes that peer keenly about. ~ 20568 0 0 0 0 0 0 0 -200 E 18 14 0 3d3+180 3d3+3 @@ -129,8 +129,8 @@ a jet-black crow~ A jet-black crow hops warily along the ground. ~ This large bird is covered in shimmering inky feathers that glisten almost -irridescent in any light. Its large, sharp beak is curved and predatory, as is -the look in its tiny beaded eyes. +iridescent in any light. Its large, sharp beak is curved and predatory, as is +the look in its tiny beaded eyes. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -147,7 +147,7 @@ A hairy spider hunts the area for prey. This vicious, black, hunting spider is most often found in jungles and caverns, though the damp of the swampland is equally acceptable as long as there is food to be found. Incredibly large, effective eyes ensure that even the dark -cannot serve as a hiding place from this predator. +cannot serve as a hiding place from this predator. ~ 4216 0 0 0 64 0 0 0 12 E 12 16 2 2d2+120 2d2+2 @@ -163,7 +163,7 @@ A hairy spider hunts the area for prey. This vicious, black, hunting spider is most often found in jungles and caverns, though the damp of the swampland is equally acceptable as long as there is food to be found. Incredibly large, effective eyes ensure that even the dark -cannot serve as a hiding place from this predator. +cannot serve as a hiding place from this predator. ~ 4218 0 0 0 64 0 0 0 -400 E 10 17 4 2d2+100 1d2+1 @@ -178,9 +178,9 @@ a cross spider~ A cross spider scuttles about warily. ~ This rather plain-looking spider has the characteristic sleek legs and large -fangs of its more dangerous arachnoid kin. Large bulbous eyes peer keenly and -evily about, watching for any opportunity this creature could take to capture a -new meal. +fangs of its more dangerous arachnid kin. Large bulbous eyes peer keenly and +evilly about, watching for any opportunity this creature could take to capture a +new meal. ~ 104 0 0 0 0 0 0 0 -400 E 15 15 1 3d3+150 2d2+2 @@ -194,9 +194,9 @@ a bolas spider~ A bolas spider clicks its fangs, filling the air with a heady scent. ~ The air seems vaguely foggy around this creature, a powerful almost -hypnotising scent wafting around it. The natural pheremones of this animal are -apparantly as deadly as they are intoxicating, judging by the predatory gleam in -its calculating eyes. +hypnotizing scent wafting around it. The natural pheromones of this animal are +apparently as deadly as they are intoxicating, judging by the predatory gleam in +its calculating eyes. ~ 72 0 0 0 0 0 0 0 -400 E 15 15 1 3d3+150 2d2+2 @@ -208,12 +208,12 @@ T 1914 #1913 fishing spider~ a fishing spider~ -A fishing spider scurries about on spindley legs. +A fishing spider scurries about on spindly legs. ~ This delicate-looking spider is light and agile enough to run across the surface of still waters with its long, slender legs. Small in size and almost fragile in appearance, only its large glistening fangs betray the ferocity of -this creature. +this creature. ~ 72 0 0 0 65664 0 0 0 -400 E 17 15 0 3d3+170 2d2+2 @@ -229,7 +229,7 @@ A flat spider moves stealthily and quickly along. This extremely agile little spider moves in sudden quick bursts, scuttling rapidly from one hiding place to another. Its tiny beady eyes take in the surroundings with ease, its relatively small fangs clicking almost impatiently -with the urge to kill. +with the urge to kill. ~ 2152 0 0 0 524288 0 0 0 -400 E 17 15 0 3d3+170 2d2+2 @@ -242,10 +242,10 @@ widow spider~ a widow spider~ A widow spider wanders silently about. ~ - This black bulbousy spider has an unproportionately large belly, scarlet + This black bulbous spider has an unproportionately large belly, scarlet markings decorating its black hide like fresh blood. Abnormally large poison sacks are visible behind its substantial fangs, indicating that this spider's -bite could be worse than most. +bite could be worse than most. ~ 72 0 0 0 524288 0 0 0 -400 E 17 15 0 3d3+170 2d2+2 @@ -260,8 +260,8 @@ a mangora spider~ A beautiful mangora spider shimmers as it hurries along. ~ This large delicate-looking spider is covered in beautiful soft velvety fur. -Shimmering like a large jewel, the deep reddish purple colouring of its soft -hide stands out strikingly. +Shimmering like a large jewel, the deep reddish purple coloring of its soft +hide stands out strikingly. ~ 200 0 0 0 48 0 0 0 -400 E 18 14 0 3d3+180 3d3+3 @@ -276,8 +276,8 @@ a bird-eating spider~ A bird-eating spider lies in wait here, cleaning its pincers. ~ This large, incredibly ferocious spider has intimidatingly huge fangs, -coupled with a sturdy hairy body and long well-armoured forearms. Although its -pincers are slick with fresh blood, its eyes look almost murderously hungry. +coupled with a sturdy hairy body and long well-armored forearms. Although its +pincers are slick with fresh blood, its eyes look almost murderously hungry. ~ 72 0 0 0 0 0 0 0 -400 E 18 14 0 3d3+180 3d3+3 @@ -293,7 +293,7 @@ A jumping spider crouches here, ready to spring. ~ This light-bodied spider has large, powerful legs that allow it to jump both great distances forward and into the air. Long, lean pincers glisten unsheathed -and ready for striking as its body stays tense for a leap. +and ready for striking as its body stays tense for a leap. ~ 42 0 0 0 0 0 0 0 -400 E 15 15 1 3d3+150 2d2+2 @@ -306,9 +306,9 @@ funnel spider~ a funnel spider~ A funnel spider's large eyes gleam in the shadows. ~ - This spider keeps as much of its body shrouded in darkness as it can. + This spider keeps as much of its body shrouded in darkness as it can. Enormously large, vulnerable looking eyes peer cautiously about, so keenly able -in the dark, this spider is probably all but blind in sunlight. +in the dark, this spider is probably all but blind in sunlight. ~ 10 0 0 0 0 0 0 0 -400 E 18 14 0 3d3+180 3d3+3 @@ -323,7 +323,7 @@ A crab spider darts over the landscape in sudden bursts. ~ This smallish, pancake-shaped spider moves quickly and decisively in almost random directions whilst managing to stay in the same area. Highly intelligent -eyes survey the surroundings, burning with a fierce predatory lust. +eyes survey the surroundings, burning with a fierce predatory lust. ~ 42 0 0 0 0 0 0 0 -400 E 15 15 1 3d3+150 2d2+2 @@ -337,9 +337,9 @@ a trapdoor spider~ A trapdoor spider crouches, attempting to hide itself. ~ This stealthy spider gets its name from its love of hiding places and -attacking its prey with a quick ambush. Dark shades of drab colours, its +attacking its prey with a quick ambush. Dark shades of drab colors, its relatively small body is easy to conceal, only the glint of its smooth fangs and -dark eyes easily betray its presence. +dark eyes easily betray its presence. ~ 42 0 0 0 0 0 0 0 -400 E 19 14 -1 3d3+190 3d3+3 @@ -355,7 +355,7 @@ A water spider lingers here, spinning wisps of silk. This spider has tiny spines all over its body that seem to trap a bubble of air around the creature, allowing it to breathe underwater. Its round dark eyes appear slightly clouded, as though some mucusy residue protects them from the -water. +water. ~ 10 0 0 0 128 0 0 0 -400 E 19 14 -1 3d3+190 3d3+3 @@ -372,7 +372,7 @@ A spitting spider flexes its fangs menacingly. This particularly ugly spider is short and squat, sharp wiry black hairs sticking up like spines all over its body. Large glands sit behind its front fangs, producing copious amounts of sticky webbing that the creature can project -at will from its mouth. +at will from its mouth. ~ 72 0 0 0 0 0 0 0 -400 E 19 14 -1 3d3+190 3d3+3 @@ -388,7 +388,7 @@ wasp spider~ ~ This smallish spider has a subtly striped hide, and a constant stream of sticky web-like substance that it coats its legs with, particularly useful for -capturing and entangling unobservant prey. +capturing and entangling unobservant prey. ~ 104 0 0 0 0 0 0 0 -400 E 17 15 0 3d3+170 2d2+2 @@ -406,7 +406,7 @@ A magnificent orb spider stands here, jewelled eyes perceiving all. bulging round body. Delicate, long legs look far too fragile to support it but its movements are quick and elegant. Blackberry clusters of gleaming eyes watch the entrance way without let up, seeing through cloaks of darkness and magic -alike. +alike. ~ 190490 0 0 0 80 0 0 0 -400 E 20 14 -2 4d4+200 3d3+3 @@ -422,9 +422,9 @@ an enormous whisper spider~ An enormous whisper spider stirs from her blanket of webbing. ~ This massive spider is almost ten feet in width, long jointed legs clicking -slightly as they support the weight of its huge bulbousy black body. The two -signature grey stripes of the whisper species mark this creature's underbelly, -and two blood red eyes peer effortlessly through the dark. +slightly as they support the weight of its huge bulbous black body. The two +signature gray stripes of the whisper species mark this creature's underbelly, +and two blood red eyes peer effortlessly through the dark. ~ 40970 0 0 0 80 0 0 0 0 E 23 13 -3 4d4+500 3d3+3 @@ -441,7 +441,7 @@ A dark and glowering drow lord stands proudly here. An aura of immense confidence and fearlessness surrounds him, jet-black skin shimmering slightly as though moonlit, complimenting the silvery hair that cascades down his back. Bloodlust burns in his fierce eyes, like burning coals -they glow vaguely red, casting his regal features in an eerie crimson hue. +they glow vaguely red, casting his regal features in an eerie crimson hue. ~ 155658 0 0 0 8 0 0 0 -500 E 23 13 -3 4d4+230 3d3+3 @@ -456,10 +456,10 @@ spirit maiden Drow xdrowfortrigx~ a Drow spirit maiden~ A spirit maiden of the Drow flickers in the light of her held candle. ~ - Sorrowful ruby eyes glint like rose petals in her shimmering dusky skin. + Sorrowful ruby eyes glint like rose petals in her shimmering dusky skin. Long silver hair floats softly about her face in a starlit haze, casting her delicate features in and out of shadows as her entire slender form flickers -eerily. +eerily. ~ 253978 0 0 0 80 0 0 0 500 E 23 13 -3 4d4+230 3d3+3 @@ -475,7 +475,7 @@ A vicious drider prowls through the shadows. This strange creature has the head and torso of a drow, and the legs and lower body of a giant spider. Evil and unnaturally bloodthirsty, its scarlet glowing eyes show no sign of any remaining higher emotion, just an insatiable -lust for killing. +lust for killing. ~ 104 0 0 0 80 0 0 0 -500 E 20 14 -2 4d4+200 3d3+3 @@ -491,7 +491,7 @@ An albino frog hops blindly along. This sickly-looking creature is obviously used to dwelling in dark places as its pale skin offers absolutely no protection from the sun. Its light-pink eyes are almost completely useless, gazing blindly about as it moves cautiously from -rock to rock. +rock to rock. ~ 10 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -505,9 +505,9 @@ tiny fly glittering dragonfly~ a tiny glittering dragonfly~ A tiny glittering dragonfly flexes its wings. ~ - This tiny jewelled insect is sleek and shimmering with beautiful irridescent -colours. Fragile silvery wings open and close reflexively as it rests, delicate -metallic veins sparkling as they catch the light. + This tiny jewelled insect is sleek and shimmering with beautiful iridescent +colors. Fragile silvery wings open and close reflexively as it rests, delicate +metallic veins sparkling as they catch the light. ~ 10 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -522,10 +522,10 @@ a scruffy-haired gnome~ A scruffy-haired gnome rubs his eyes, blinking with confusion. ~ Similar in appearance to a dwarf, this little humanoid is somewhat frailer, -being the lighter build of his gnomish kin. Long wisps of frizzy grey hair -stick out haphazardly from both his head and his large, pointed ears. +being the lighter build of his gnomish kin. Long wisps of frizzy gray hair +stick out haphazardly from both his head and his large, pointed ears. Friendly-faced, his skin is lined with many years of laughter and sorrow alike, -wise grey eyes twinkling with a stubborn humour. +wise gray eyes twinkling with a stubborn humor. ~ 10 0 0 0 0 0 0 0 100 E 17 15 0 3d3+170 2d2+2 @@ -543,7 +543,7 @@ A giant spider moves silently through the shadows. razor-sharp fangs the size of spears protrude menacingly as its calculating eyes pierce all darkness. Extremely intelligent, these spiders are often used as viciously effective guards, eager to kill and devour even those of their own -kind. +kind. ~ 131176 0 0 0 0 0 0 0 -500 E 19 14 -1 3d3+190 3d3+3 diff --git a/lib/world/mob/2.mob b/lib/world/mob/2.mob index 240354f..fda11e6 100644 --- a/lib/world/mob/2.mob +++ b/lib/world/mob/2.mob @@ -3,9 +3,9 @@ baker's assistant~ the baker's assistant~ An assistant to the baker is learning the trade. ~ - He sifts some flour with glazed over eyes that seem to be somewhere else. + He sifts some flour with glazed over eyes that seem to be somewhere else. Obviously daydreaming of better things. His white apron is covered in floor. -He stands a good six feet tall, all skin and bones. +He stands a good six feet tall, all skin and bones. ~ 10 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -21,7 +21,7 @@ An apprentice healer helps any who are in need. He has devoted his life to selflessly aid those who are in need of either physical or mental aid. The clerics of Sanctus are well known for their aiding those physically wounded, but are seldom known for their great prowess in the -emotoinal aid they give. +emotoinal aid they give. ~ 72 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -34,7 +34,7 @@ horse pets ~ the horse~ A beautiful horse shakes his mane and swishes his tail. ~ - The horse has been well groomed and seems to be in excellent shape. + The horse has been well groomed and seems to be in excellent shape. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -49,7 +49,7 @@ The stablemaster is busily cleaning out the stalls. He looks and smells like the rest of the stables. His clothes are the same color and texture as the manure that he shovels into a wheelbarrow beside him. He could definitely use a bath. But he does know his horses and makes a living -selling, training, and breeding them. +selling, training, and breeding them. ~ 10 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -76,7 +76,7 @@ the stallion~ A sleek and mean looking horse tramps impatiently. ~ The horse looks about ready to bolt, a strange gleam in its eyes makes you -wonder why this animal is even standing here. The animal looks wild. +wonder why this animal is even standing here. The animal looks wild. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -91,7 +91,7 @@ An old man roams about whispering to himself. He is a large middle-aged man missing most of his hair. He ambles about seemingly oblivious to his own girth and the world around him. Occasionally he rambles on about truth, existence, and other esoteric topics that better mind -than his have already questioned. +than his have already questioned. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -106,7 +106,7 @@ Angel, the Jack Russel Terrier, is racing around looking for someone to play wit ~ This dog has to be on drugs. She never stops running around looking for attention or someone to play with. Her breath smells strangely of bacon. She -appears to be beggin for some treats. +appears to be beggin for some treats. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -124,7 +124,7 @@ the haruspex~ A haruspex is predicting your demise. ~ She is a diviner of what the future holds. Her predictions are gathered by -the inspection of the entrails of sacrificial animals. +the inspection of the entrails of sacrificial animals. ~ 72 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -202,7 +202,7 @@ rites follows from his fame as the friend of children. His story also tells that he used to give donations o spread to Europe and Chritmas presents were distributed on Dec. 6 during the pageant of St. Nicholas. In many countries, this day is still the day of gift-giving although in America it's celebrated on -Dec. 24 and 25. +Dec. 24 and 25. ~ 10 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -217,7 +217,7 @@ An old magi has been guarding the orb for decades, his sanity seems questionable ~ After over 50 years of guard duty this magi seems to have lost touch with reality. He stares blankly around the room and doesn't seem to even notice you. -He wears a plain grey robe and is a member of the magi guards, a once elite +He wears a plain gray robe and is a member of the magi guards, a once elite group of magi dedicated to protecting the Orb of Sanctum. ~ 10 0 0 0 0 0 0 0 0 E @@ -247,7 +247,7 @@ Yoda~ Yoda~ Jedi Master Yoda. ~ - A tiny green alien, dressed in grey and white robes. He carries around a + A tiny green alien, dressed in gray and white robes. He carries around a small cane, and speaks oddly. ~ 8 0 0 0 0 0 0 0 1000 E @@ -264,7 +264,7 @@ A prissy woman dressed in the latest fashion struts past. ~ She has a haughty expression on her face with her large nose stuck up in the air. She looks around in discuss at her surroundings. A large badge over her -right breast is labeled "interior designer." +right breast is labeled "interior designer." ~ 8 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 diff --git a/lib/world/mob/20.mob b/lib/world/mob/20.mob index 7d78b3d..772090a 100644 --- a/lib/world/mob/20.mob +++ b/lib/world/mob/20.mob @@ -3,7 +3,7 @@ senator official~ a senator~ An official is trying to look important here. ~ - This senator is busy sucking up to the higher authorities. + This senator is busy sucking up to the higher authorities. ~ 2124 0 0 0 80 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -16,7 +16,7 @@ priest~ a priest~ A priest is praying for his favorite gladiator to win. ~ - For a priest he seems to be enjoying the bloodshed a little too much. + For a priest he seems to be enjoying the bloodshed a little too much. ~ 231496 0 0 0 64 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -29,7 +29,7 @@ an augur~ An augur is trying to predict the winner of the next bout. ~ Known for their predictions by the reading of omens, these men are very -popular among the rich. +popular among the rich. ~ 2264 0 0 0 64 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -41,7 +41,7 @@ magistrate~ a magistrate~ A magistrate is standing here with his nose stuck up in the air. ~ - He looks rather ridiculous and extremely full of himself. + He looks rather ridiculous and extremely full of himself. ~ 2058 0 0 0 65600 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -54,7 +54,7 @@ vestal virgin~ a vestal virgin~ A Vestal Virgin brushes close against you and winks seductively. ~ - She doesn't look nearly as innocent as she's supposed to be. + She doesn't look nearly as innocent as she's supposed to be. ~ 256030 0 0 0 65616 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -69,7 +69,7 @@ A Samnite warrior is waiting for his next bout. ~ This warrior looks depressed, already realizing his fate. He will battle in the arena until he is killed. It could be today or years from now, but his fate -is unavoidable. +is unavoidable. ~ 67672 0 0 0 0 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -83,7 +83,7 @@ a Thracian warrior~ This warrior is covered in sweat, practicing his hand to hand combat skills. ~ This guy is huge, well over six feet and pure muscle. Looks like he's been -training for years. +training for years. ~ 67594 0 0 0 80 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -99,7 +99,7 @@ A slave is hauling dead bodies to the graves. This slave looks like he's almost been worked to death, cleaning up after the animals, hauling the corpses to the common grave, retrieving armor and weapons from the dead. He will soon be left alone in the arena and the starved -wild animals will feed on him for the entertainment of the populace. +wild animals will feed on him for the entertainment of the populace. ~ 2120 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -111,7 +111,7 @@ ostrich bird~ an ostrich~ A strange bird with long legs and a long neck stands here. ~ - This must be one of the exotic animals from far away countries that the + This must be one of the exotic animals from far away countries that the emperor brings in to amuse his people. ~ 10 0 0 0 0 0 0 0 0 E @@ -137,11 +137,11 @@ E #2010 elephant~ an elephant~ -A huge grey beast with long tusks and large floppy ears trumpets at you. +A huge gray beast with long tusks and large floppy ears trumpets at you. ~ Yet another exotic animal the emperor imports so his people can watch it be riddled with arrows and then slaughtered by gladiators. Metal tusks have been -placed over the regular ivory ones and look very sharp. +placed over the regular ivory ones and look very sharp. ~ 65546 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -169,7 +169,7 @@ a murmillo~ This gladiator practices with a shortsword. He looks very skilled. ~ He is heavily armored with a helmet, arm and leg guards and a funny looking -shield. The crest of his helmet has a strange ornament of a fish on it. He +shield. The crest of his helmet has a strange ornament of a fish on it. He swings a shortsword with ease and familiarity. ~ 65608 0 0 0 0 0 0 0 0 E @@ -184,7 +184,7 @@ a lion~ A lion looks up as you enter. He looks hungry. ~ These lions are starved then let loose in the arenas with gladiators or -unarmed slaves. +unarmed slaves. ~ 74 0 0 0 16 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -198,7 +198,7 @@ a tiger~ A tiger looks at you hungrily. ~ Another animal that is let loose in the arenas to battle against the -gladiators or feed on the slaves, this large cat looks like it hasn't eaten +gladiators or feed on the slaves, this large cat looks like it hasn't eaten in a long time. ~ 10 0 0 0 0 0 0 0 0 E @@ -213,7 +213,7 @@ a gladiator~ A professional gladiator pushes you out of his way. ~ Years of experience and the battle scars to prove it makes this gladiator a -veteran of combat of all kinds. +veteran of combat of all kinds. ~ 204872 0 0 0 64 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -238,7 +238,7 @@ Emperor Titus~ Emperor Titus is overseeing the amphitheater. ~ Emperor Titus abuses his wealth and power, all the while holding these great -games to distract the ignorant masses. He is very good at it. +games to distract the ignorant masses. He is very good at it. ~ 10 0 0 0 80 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -264,7 +264,7 @@ soldier~ a soldier~ A soldier stands here catching his breath before the next battle. ~ - Another member of the dozen or so gladiators. + Another member of the dozen or so gladiators. ~ 2120 0 0 0 80 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -278,7 +278,7 @@ a civilian~ A civilian is screaming at the top of his lungs, enthralled with the battle. ~ He is watching the bout, screaming his encouragement to his favorite -gladiator. He seems to enjoy the bloodshed and death. +gladiator. He seems to enjoy the bloodshed and death. ~ 72 0 0 0 80 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -304,7 +304,7 @@ a lanista~ A lanista is busy training gladiators. ~ The lanista is a former gladiator who has managed to survive long enough to -retire and pass on all his skills to others. +retire and pass on all his skills to others. ~ 196618 0 0 0 80 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 diff --git a/lib/world/mob/200.mob b/lib/world/mob/200.mob index ae9bae6..88971b3 100644 --- a/lib/world/mob/200.mob +++ b/lib/world/mob/200.mob @@ -5,7 +5,7 @@ A dirty woman dressed in ragged clothing wanders past. ~ She definitely looks like she's had better days. It looks as if she has not bathed or eaten for several days. You smell her long before and after you see -her. She hobbles along aimlessly. +her. She hobbles along aimlessly. ~ 328 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -17,7 +17,7 @@ bunny rabbit fuzzy~ the rabbit~ A cute, furry rabbit is hopping about here. ~ - A large, white, furry rabbit with a big bushy tail. + A large, white, furry rabbit with a big bushy tail. ~ 72 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -44,7 +44,7 @@ bear cub~ a bear cub~ A bear cub stares warily at your intrusion. ~ - A small, black bear cub. Better hope it's mother is not around. + A small, black bear cub. Better hope it's mother is not around. ~ 72 0 0 0 0 0 0 0 300 E 3 19 8 0d0+30 1d2+0 @@ -59,7 +59,7 @@ A wondering missionary is looking for someone to preach too. ~ The missionary looks a bit rough and seems that he has been walking around for quite some time. Perhaps a nice warm meal would help to up his spirits a -bit. +bit. ~ 200 0 0 0 0 0 0 0 350 E 3 19 8 0d0+30 1d2+0 @@ -70,10 +70,10 @@ E #20005 man woodsman~ a woodsman~ -A grizzy old man stomps past with confidence. +A grizzly old man stomps past with confidence. ~ This man has lived out in the wilderness for the majority of his life. Few -things surprise or threaten him on his own turf. +things surprise or threaten him on his own turf. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -88,7 +88,7 @@ A huge black bear crashes through the brush as you approach. The thick black fur covering this massive animal can bring a good price if you can kill it, and find a fur trader. Unfortunately, bears are not an easy kill. They are even known to become aggressive when cornered or protecting -their young. +their young. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -102,7 +102,7 @@ An old man covered from head to toe in fur pelts shows them off and starts to ha ~ This old man looks at you with a toothless grin and begins to haggle with you immediately. He swears that he sells the finest furs in the realm and you could -never find a better bargain anywhere else. +never find a better bargain anywhere else. ~ 253962 0 0 0 80 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -115,7 +115,7 @@ Talbath, the trapper~ An old man strolls past walking his trapline. ~ It looks like he's had a long day out in the wilderness. He is checking his -trapline for any catch that he can take back to the trading post and sell. +trapline for any catch that he can take back to the trading post and sell. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -129,7 +129,7 @@ A red fox lopes along, trying to keep a safe distance from you. ~ This sly little create is reddish brown with a white-tipped tail. Foxes are well known for their cunning and intelligence. Usually passive and wary they -have been known to raid local farms when food becomes sparse. +have been known to raid local farms when food becomes sparse. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -144,7 +144,7 @@ An old man with a crazy look in his eyes squints up at you and begins to rant an You've heard stories about this man before. Jaron used to be a well known citizen. But he was a witness to something terrible that drove him crazy. He now roams the wilderness looking for something that he can never seem to find. -You suddenly realize that he is naked, solely covered by dirt and grime. +You suddenly realize that he is naked, solely covered by dirt and grime. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -157,9 +157,9 @@ the soaked captain~ The soaked captain is drying off here. ~ Once a captain of a barge that would travel down the river. His boat seemed -to have ran afoul on some rocks and he barely was able to SWIM for his life. -He has to have been very strong and good at swiming to have fought off the river -like he did. +to have ran afoul on some rocks and he barely was able to SWIM for his life. +He has to have been very strong and good at swimming to have fought off the river +like he did. ~ 74 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 diff --git a/lib/world/mob/201.mob b/lib/world/mob/201.mob index 02d1de1..313928d 100644 --- a/lib/world/mob/201.mob +++ b/lib/world/mob/201.mob @@ -3,8 +3,8 @@ crab~ a grumpy-looking crab~ A very unhappy crab crawls around the area. ~ - The crab has a protective shell that serves to shield its soft inner body. -When danger approaches, it uses its razor-sharp pincers to defend itself. + The crab has a protective shell that serves to shield its soft inner body. +When danger approaches, it uses its razor-sharp pincers to defend itself. ~ 76 0 0 0 1048576 0 0 0 0 E 10 17 2 2d2+100 1d2+1 @@ -20,7 +20,7 @@ An innocent-looking jellyfish floats here. ~ This jellyfish has no features, except for its tentacles and the rounded top. It's white and near translucent, and you can see its insides which looks like -silverish ribbons. +silverish ribbons. ~ 16426 0 0 0 1572868 0 0 0 -200 E 15 15 1 3d3+150 2d2+2 @@ -35,7 +35,7 @@ A seagull flies here, flapping its wings and soaring in the sky. ~ The seagull has a white body, but the tip of its wings and the tail are painted black. Its beck is yellow, which it uses to break the shells of crabs, -its main food source. +its main food source. ~ 72 0 0 0 524416 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -49,9 +49,9 @@ creature siren~ a stunningly beautiful siren~ A siren rests here, singing in a soothing voice. ~ - The siren has golden-coloured eyes, and her body is lean. She has a fair + The siren has golden-colored eyes, and her body is lean. She has a fair complexion, and her voluptuous, full lips are the main features of this -marvelous creature. +marvelous creature. ~ 16410 0 0 0 8272 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -67,7 +67,7 @@ Tryny the Widow~ @W[GREET]@n Tryny the Widow Shopkeeper is here, waiting to sell you things. ~ Tryny has looks depressed and in need of comforting. Her black hair lined -with streaks of grey, and her face has numerous wrinkles on it. +with streaks of gray, and her face has numerous wrinkles on it. ~ 10 0 0 0 8192 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -83,7 +83,7 @@ an old fool~ ~ An old man stands before you, lean and wiry from time. His skin is wrinkled and charred black from the sun, and he is bald, with only a few miserable -strands of hair left on his head. +strands of hair left on his head. ~ 2074 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -119,7 +119,7 @@ a cheerful tour guide~ A tour guide stands here, ready to assist you. ~ Hair neatly comb, and with a smile plastered on his face, this tour guide -will give you some stuff to begin your exploration of the Sapphire Islands. +will give you some stuff to begin your exploration of the Sapphire Islands. ~ 10 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -133,7 +133,7 @@ woman chef cook~ a plump cook~ A horizontally-challenged cook is here, awaiting your orders. ~ - This lady looks plump and is undeniably horizontally challenged. + This lady looks plump and is undeniably horizontally challenged. ~ 10 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 diff --git a/lib/world/mob/211.mob b/lib/world/mob/211.mob index 79d6b02..2c39226 100644 --- a/lib/world/mob/211.mob +++ b/lib/world/mob/211.mob @@ -5,7 +5,7 @@ Sibyl caresses a deck of tarot cards with wrinkled hands. ~ She is an old woman with many lines on her good-natured face. Darkly rimmed eyes peer out from under the black, filmy head scarf, lined with gold coins, -that drapes to cover much of her black dress. +that drapes to cover much of her black dress. ~ 262154 0 0 0 524288 0 0 0 0 E 30 20 10 1d1+0 1d1+0 @@ -39,7 +39,7 @@ Jaelle JaelleTarot reader~ Jaelle~ Jaelle endlessly shuffles and reshuffles a deck of tarot cards. ~ - She is wearing a long, white, shortsleeved dress with a bright scarf wrapped + She is wearing a long, white, short-sleeved dress with a bright scarf wrapped angled around her waist, held in place by a black corset. Another scarf of the same material is tied around her head over cascading blonde curls. ~ diff --git a/lib/world/mob/22.mob b/lib/world/mob/22.mob index 52112ed..bea975c 100644 --- a/lib/world/mob/22.mob +++ b/lib/world/mob/22.mob @@ -4,7 +4,7 @@ a zombie guard~ A decomposing guard is still standing watch here. ~ The flesh is falling off this guy, while green puss oozes from old wounds. -He looks Dead! +He looks Dead! ~ 6154 0 0 0 0 0 0 0 -750 E 14 16 1 2d2+140 2d2+2 @@ -19,7 +19,7 @@ A rotten knight in black armor is standing here. ~ A once noble knight in armor, it now looks like it spent a few weeks laying out in the sun and has shriveled up. His black armor sits loosely over the -remains of this undead monsters body. +remains of this undead monsters body. ~ 2124 0 0 0 80 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -32,7 +32,7 @@ zombie servant~ a zombie servant~ A zombie servants rotten head almost falls off as he bows before you. ~ - This dead servant was brought back to life. You wonder why! + This dead servant was brought back to life. You wonder why! ~ 188488 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -46,7 +46,7 @@ a zombie maid~ A zombie maid picks up after all the zombies. ~ She might have once been an attractive woman, but now she's just another -soulless husk of a human being. +soulless husk of a human being. ~ 188488 0 0 0 0 0 0 0 -750 E 14 16 1 2d2+140 2d2+2 @@ -62,7 +62,7 @@ A richly dressed zombie walks around with his nose stuck up in the air. At one time he used to be dressed in the finest of finery. You catch glimpses of gold trimming on the old rotten clothing, hints of this mans greatness at one time. The downfall of his empire seems to weep in his sunken -eyes. +eyes. ~ 72 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -76,7 +76,7 @@ a zombie lady~ A smelly zombie brushes up against you seductively. ~ Dressed in clothes that were once very flattering, the decaying flesh and -oozing green puss don't do much to help this lady now. +oozing green puss don't do much to help this lady now. ~ 72 0 0 0 0 0 0 0 -750 E 10 17 4 2d2+100 1d2+1 @@ -90,7 +90,7 @@ a skeleton~ A pile of human bones is lying here. ~ What you first think is just a pile of bones, you now realize that it is -actually alive and looks ready to attack. +actually alive and looks ready to attack. ~ 10 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -103,7 +103,7 @@ undead~ an undead corpse~ An undead corpse walks past you. ~ - This corpse just stood up and walked past you. How unnerving. + This corpse just stood up and walked past you. How unnerving. ~ 72 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -117,7 +117,7 @@ the head maid~ A zombie head maid is supervising the cleaning of the tower. ~ She looks tough, all the other maids cower towards her. She holds herself -with an air of authority that is expected to be respected and followed. +with an air of authority that is expected to be respected and followed. ~ 10 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -131,7 +131,7 @@ a blistered zombie~ A blistered zombie is smoldering from the heat. ~ The heat has caused this zombie to be covered in blisters. Very little -clothing remains, what does is slowly smoldering into ash. +clothing remains, what does is slowly smoldering into ash. ~ 10 0 0 0 0 0 0 0 -750 E 14 16 1 2d2+140 2d2+2 @@ -145,7 +145,7 @@ a smoking zombie~ A zombie stands here negligent to the heat. ~ This zombie is charred and smoke pours off his smoldering flesh. The smell -is none too appealing and makes your eyes burn. +is none too appealing and makes your eyes burn. ~ 10 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -159,7 +159,7 @@ a flaming zombie~ A zombie has caught on fire here. ~ Smoke and flames roll off this zombie causing the horrible stench of burnt -hair and flesh to make you gag. It seems oblivious to the world. +hair and flesh to make you gag. It seems oblivious to the world. ~ 10 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -174,7 +174,7 @@ An algae monster is trying to hide from you. ~ This monster is covered in algae. It looks somewhat human in form, but it is impossible to tell for sure. It looks very hostile. Claws and teeth protrude -from the fungus covered beast. +from the fungus covered beast. ~ 2110 0 0 0 1048660 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -189,7 +189,7 @@ A vampire looks at you and grins evilly. ~ This vampire must be about 7 feet tall and looks really upset about you disturbing him. He wears a black cape that fails to conceal his broad -shoulders. He looks to be much more than just your average vampire. +shoulders. He looks to be much more than just your average vampire. ~ 237630 0 0 0 1048656 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -199,11 +199,11 @@ BareHandAttack: 4 E #2214 damsel~ -a damsel in distresss~ +a damsel in distress~ A damsel in distress sings so beautifully. ~ Such a beautiful voice, but such an ugly face. She reminds you of those -sirens you've heard of. +sirens you've heard of. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -217,7 +217,7 @@ a prisoner~ A prisoner is standing here, looking hopeless. ~ The blank eyes seem to already have seen the future and the fate that will -become of him. +become of him. ~ 72 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -231,7 +231,7 @@ the inquisitor~ An inquisitor is here, applying her trade to the prisoners. ~ She seems to enjoy her work a little too much. She is dressed in tight -black leather and various tools of her trade hang about her. +black leather and various tools of her trade hang about her. ~ 2570 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -245,7 +245,7 @@ the head inquisitor~ The head inquisitor is supervising the interrogations. ~ She really seems to enjoy inflicting pain on others, she suddenly notices -you and smiles seductively. Yet another prisoner in her eyes. +you and smiles seductively. Yet another prisoner in her eyes. ~ 42 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -260,7 +260,7 @@ An animator of the dead is weaving an intricate spell. ~ Dressed completely in black, he hardly looks human. He makes several intricate gestures while mumbling incomprehensible words. He suddenly notices -you, and loses his concentration. +you, and loses his concentration. ~ 172074 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -274,7 +274,7 @@ a zombie~ A zombie stumbles past you. ~ This guy has been dead for a long time. The body is decomposed and ridden -with maggots. +with maggots. ~ 72 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -287,7 +287,7 @@ zombie~ a moldy zombie~ A zombie covered in mold is lying on the floor. ~ - This zombie has been lying on the ground too long and has gotten moldy. + This zombie has been lying on the ground too long and has gotten moldy. ~ 72 0 0 0 0 0 0 0 -750 E 14 16 1 2d2+140 2d2+2 @@ -302,7 +302,7 @@ A wraith floats past you. ~ This thing sends a chill down your spine as it slowly floats by, seeming to fade in and out of existence, you can't tell if it's real or just your -imagination. +imagination. ~ 2632 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -315,7 +315,7 @@ shade~ a shade~ A shade is slowly fading in and out of existence. ~ - It looks unreal, and definitely undead. + It looks unreal, and definitely undead. ~ 42 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -328,8 +328,8 @@ zombie~ a frozen zombie~ A zombie with icicles hanging on it shuffles by. ~ - The cold has taken ahold of this zombie and turned it into a popsicle. It -moves even slower than normal. + The cold has taken hold of this zombie and turned it into a popsicle. It +moves even slower than normal. ~ 72 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -344,7 +344,7 @@ A zombie king orders you to leave at once. ~ Surprisingly, he looks like he would do well in a battle. Years of rulership has left him with a smug arrogance in which he expects everything and -everyone to obey his every command. +everyone to obey his every command. ~ 2090 0 0 0 80 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -357,7 +357,7 @@ zombie queen~ a zombie queen~ A zombie queen sniffs in disdain at you. ~ - Once beautiful, she is now just another one of the rotting undead. + Once beautiful, she is now just another one of the rotting undead. ~ 170026 0 0 0 0 0 0 0 30 E 18 14 0 3d3+180 3d3+3 @@ -370,8 +370,8 @@ dungeon guard~ a dungeon guard~ A dungeon guard stands his watch vigilantly. ~ - He stands with pride and honor, the perfect guard. He wears a grey robe -over his armor with two crossed thunderbolts emblazoned on it. + He stands with pride and honor, the perfect guard. He wears a gray robe +over his armor with two crossed thunderbolts emblazoned on it. ~ 2124 0 0 0 80 0 0 0 750 E 18 14 0 3d3+180 3d3+3 @@ -384,9 +384,9 @@ dungeon sentry~ a dungeon sentry~ This sentry is standing watch over a large locked door to the south. ~ - She stands rigidly at attention. Heels together, feet seperated at a 45 -degree angle, back straight, closed hands against the seam of her trousers. -She doesn't move an inch. + She stands rigidly at attention. Heels together, feet separated at a 45 +degree angle, back straight, closed hands against the seam of her trousers. +She doesn't move an inch. ~ 6154 0 0 0 80 0 0 0 750 E 14 16 1 2d2+140 2d2+2 @@ -400,7 +400,7 @@ a dungeon master~ The dungeon master is here protecting the cell to the south. ~ She looks tough and very serious, She carries a wicked sword with two -crossed lightning bolts engraved on the handle. +crossed lightning bolts engraved on the handle. ~ 239626 0 0 0 80 0 0 0 750 E 18 14 0 3d3+180 3d3+3 @@ -414,7 +414,7 @@ a princess~ The princess is sitting in a corner, cowering in fear. ~ Her face is streaked with dried tears, she looks like she has given up hope -on life, will you save her? +on life, will you save her? ~ 202 0 0 0 0 0 0 0 750 E 14 16 1 2d2+140 2d2+2 @@ -429,7 +429,7 @@ the Lord of the Undead~ The Lord of the Undead ignores your pitiful existence. ~ The master of the tower, his only equal is the gods, that is if he ever -escapes confinement from his warded cell. +escapes confinement from his warded cell. ~ 30 0 0 0 80 0 0 0 -1000 E 18 14 0 3d3+180 3d3+3 diff --git a/lib/world/mob/220.mob b/lib/world/mob/220.mob index 208c929..5918619 100644 --- a/lib/world/mob/220.mob +++ b/lib/world/mob/220.mob @@ -101,7 +101,7 @@ a @Rspaghetti @Ddemon@n~ @nA living pile of @Rspaghetti @wlurches past.@n ~ @cThis mass of long, wet noodles seems to have suddenly mutated into a gross -kind of monster. It roars and growls out of a dent into the clump of modly +kind of monster. It roars and growls out of a dent into the clump of moldy noodles, though it apparently has no eyes. Old spaghetti sauce seeps out and leaves a trail everywhere this demon goes.@n ~ diff --git a/lib/world/mob/232.mob b/lib/world/mob/232.mob index 30794ba..7a32bef 100644 --- a/lib/world/mob/232.mob +++ b/lib/world/mob/232.mob @@ -3,8 +3,8 @@ Wizard merchant~ a wizard~ A tall man wearing a wizards hat stands behind a counter. ~ - The wizard is tall man with a grey beard. You can see such great wisdom in -his eyes. His hat makes him look very comical. + The wizard is tall man with a gray beard. You can see such great wisdom in +his eyes. His hat makes him look very comical. ~ 256030 0 0 0 73808 0 0 0 600 E 22 13 -3 4d4+220 3d3+3 @@ -18,7 +18,7 @@ the Baker~ A beautiful Baker stands behind a counter full of goodies. ~ You see a tall slender woman with some flour over her close and a touch on -her nose. She is very attractive and has a friendly attitude. +her nose. She is very attractive and has a friendly attitude. ~ 256030 0 0 0 8272 0 0 0 150 E 21 13 -2 4d4+210 3d3+3 @@ -45,7 +45,7 @@ Lora Croft~ You see Lora Croft examining some of the weapons she sells. ~ You see a beautiful well built woman. She wears a white tank top shirt that -is almost see through. She looks very strong yet femanine +is almost see through. She looks very strong yet feminine ~ 256026 0 0 0 8272 0 0 0 250 E 24 12 -4 4d4+240 4d4+4 @@ -60,7 +60,7 @@ Tarzan walks about feeding the pets. Tarzan seems to be a strange individual. Someone forgot to tell him that causal day doesn't mean to just prance around in a short cloth wrapped around his waist. He seems to know what he is doing though, all the Pets seem to -worship him. +worship him. ~ 256030 0 0 0 8272 0 0 0 300 E 21 13 -2 4d4+210 3d3+3 @@ -73,7 +73,7 @@ Sabertooth Tiger~ A Sabertooth Tiger stands here protecting it's owner. ~ You see a large feline with very long, very sharp teeth. The tiger watches -you suspiciously, growling at you as you try to approach. +you suspiciously, growling at you as you try to approach. ~ 237598 0 0 0 65616 0 0 0 -100 E 22 13 -3 4d4+220 3d3+3 @@ -87,7 +87,7 @@ Anaconda~ A large anaconda watches you closely. ~ The snake looks at you evilly, flicking it's tongue to you, wondering how -good you taste. +good you taste. ~ 206862 0 0 0 80 0 0 0 -100 E 23 13 -3 4d4+230 3d3+3 @@ -96,13 +96,13 @@ good you taste. BareHandAttack: 6 E #23207 -Armourer~ -the armourer~ -The armourer is here forging new items. +Armorer~ +the armorer~ +The armorer is here forging new items. ~ You see a very large man. He holds a large hammer and his muscles bulge as he swings the hammer. He is very strong and has a soft smile. He looks pleased -to see you. +to see you. ~ 188426 0 0 0 80 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 diff --git a/lib/world/mob/233.mob b/lib/world/mob/233.mob index c88da42..2d5d30e 100644 --- a/lib/world/mob/233.mob +++ b/lib/world/mob/233.mob @@ -4,7 +4,7 @@ an earthworm~ A large earthworm is here. ~ The worm is almost as big as you are and looks quite tough. You notice -several scars on this creature. +several scars on this creature. ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -19,7 +19,7 @@ A huge vulture is busily flying around you. ~ She is the size of 2 eagles put together. Her claws are long and extremely sharp. She appears to be blind in one eye, making it more difficult to see her -enemies. +enemies. ~ 200 0 0 0 0 0 0 0 -300 E 16 15 0 3d3+160 2d2+2 @@ -34,7 +34,7 @@ A small roach is crawling around in the sand by your feet. ~ The roach is rather small compared to the average size bug. You notice it has 5 legs instead of four. This gives him the ability to move much more -quickly. +quickly. ~ 10 0 0 0 0 0 0 0 -275 E 17 15 0 3d3+170 2d2+2 @@ -48,7 +48,7 @@ a black beetle~ A mean looking black beetle is here. ~ The beetle is the size of a small bird and is missing a leg. He probably -lost it in combat, but that doesnt make him any less strong. +lost it in combat, but that doesn't make him any less strong. ~ 10 0 0 0 0 0 0 0 -250 E 15 15 1 3d3+150 2d2+2 @@ -63,7 +63,7 @@ A large sand dragon is here. ~ She stands about as tall as a tree, but much wider. Her toenails are in badly need of being cut. Her sharp teeth are slightly discolored, dripping -with saliva. +with saliva. ~ 10 0 0 0 0 0 0 0 -300 E 15 15 1 3d3+150 2d2+2 @@ -77,7 +77,7 @@ a snake~ A small snake is coiled up in an eye of one of the skulls looking at you. ~ The snake must be a baby for it to be able to curl up inside an eye socket -like it has. It watches you with its deadly eyes, ready to attack. +like it has. It watches you with its deadly eyes, ready to attack. ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -90,7 +90,7 @@ butterfly~ a butterfly~ A beautiful butterfly is flying around your head. ~ - Her wings look like silk. When she moves you could swear you hear music. + Her wings look like silk. When she moves you could swear you hear music. ~ 72 0 0 0 0 0 0 0 250 E @@ -105,7 +105,7 @@ an apparition~ An apparition is floating before your eyes! ~ You can see right through the creature. Could this be a figment of your -imagination? +imagination? ~ 10 0 0 0 0 0 0 0 -300 E 16 15 0 3d3+160 2d2+2 @@ -118,8 +118,8 @@ giant spider~ a giant spider~ A giant spider is standing here. ~ - The creature is quite a big larger than you could have possibly imagined. -It almost looks to have been made out of metal. It chitters evilly at you. + The creature is quite a big larger than you could have possibly imagined. +It almost looks to have been made out of metal. It chitters evilly at you. ~ 10 0 0 0 0 0 0 0 -275 E @@ -133,8 +133,8 @@ spider mutant~ a mutant spider~ A mutant spider is here chittering evilly at you. ~ - He is quite a bit smaller than you are, but is obviously much tougher. -Maybe you should think twice before attacking him. + He is quite a bit smaller than you are, but is obviously much tougher. +Maybe you should think twice before attacking him. ~ 10 0 0 0 0 0 0 0 -350 E 17 15 0 3d3+170 2d2+2 @@ -148,7 +148,7 @@ a giant bat~ A giant bat is flying around in here. ~ The bat is quite large. Her wings stretch from wall to wall, making you -feel rather small. +feel rather small. ~ 10 0 0 0 0 0 0 0 -300 E 17 15 0 3d3+170 2d2+2 @@ -161,7 +161,7 @@ ladybug~ ladybug~ A beautiful ladybug is here. ~ - The creature is rather delicate looking, but looks can be deceiving. + The creature is rather delicate looking, but looks can be deceiving. ~ 10 0 0 0 0 0 0 0 -250 E 17 15 0 3d3+170 2d2+2 @@ -175,7 +175,7 @@ a hermit~ A lonely hermit is here. ~ He is very dirty and could use a good bath. He appears to be harmless, but -you should still keep your distance. +you should still keep your distance. ~ 10 0 0 0 0 0 0 0 250 E 15 15 1 3d3+150 2d2+2 @@ -189,7 +189,7 @@ a red dragon~ A large red dragon is here. ~ She looks at you with glowing yellow eyes. Her nails are long and sharp and -could easily rip you apart. +could easily rip you apart. ~ 10 0 0 0 0 0 0 0 -300 E 15 15 1 3d3+150 2d2+2 @@ -202,7 +202,7 @@ blue dragon~ a blue dragon~ A large blue dragon stands here, blocking your way. ~ - The creature is quite large. You can smell a foul odor coming from it. + The creature is quite large. You can smell a foul odor coming from it. ~ 10 0 0 0 0 0 0 0 -300 E 17 15 0 3d3+170 2d2+2 @@ -216,7 +216,7 @@ a two-headed cat~ A two-headed cat is here, hissing at you. ~ The creature looks quite grotesque. Drool hangs from both of its mouths, -making it look rather unattractive. +making it look rather unattractive. ~ 10 0 0 0 0 0 0 0 -325 E 17 15 0 3d3+170 2d2+2 @@ -230,7 +230,7 @@ a dragonfly~ A rather large dragonfly is here. ~ Her wings flap at a tremendous speed, sending a breeze cascading across your -face. She looks rather tough. +face. She looks rather tough. ~ 10 0 0 0 0 0 0 0 -250 E 16 15 0 3d3+160 2d2+2 @@ -245,7 +245,7 @@ A yellow dragon is standing here. ~ The hideous looking creature watches you closely. You observe the creature and notice it has puss oozing from its eyes. It will probably go blind soon. - + ~ 10 0 0 0 0 0 0 0 -300 E 17 15 0 3d3+170 2d2+2 @@ -259,7 +259,7 @@ a dragon child~ A small dragon child is sitting here watching you. ~ The child is rather small, but he looks tough. His family probably isn't -far away. +far away. ~ 10 0 0 0 0 0 0 0 -275 E 15 15 1 3d3+150 2d2+2 @@ -273,7 +273,7 @@ the lost adventurer~ An adventurer has lost his way and is trying to figure out how to get home. ~ He looks hungry and dehydrated. He is slowly losing his wits as he realizes -how lost and how much trouble he is in. +how lost and how much trouble he is in. ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -286,7 +286,7 @@ a hawk~ A hawk is flying around above you. ~ You see nothing special about the creature. He looks mean and could -probably kill you easily. +probably kill you easily. ~ 10 0 0 0 0 0 0 0 -250 E 16 15 0 3d3+160 2d2+2 @@ -300,7 +300,7 @@ a dragon~ A dragon is here. ~ This particular dragon looks rather small, possibly due to a growth stunt. -It could still more than likely kill you. +It could still more than likely kill you. ~ 10 0 0 0 0 0 0 0 -300 E 17 15 0 3d3+170 2d2+2 @@ -314,7 +314,7 @@ the dragon queen~ The dragon queen is here, looking directly at YOU! ~ She is very large in size, and appears to be very tough. Maybe with some -help you could take her out. +help you could take her out. ~ 10 0 0 0 0 0 0 0 -500 E 17 15 0 3d3+170 2d2+2 @@ -328,7 +328,7 @@ a green dragon~ A green dragon is standing before you. ~ The dragon is completely green. Its eyes glow yellow, making you cringe in -fear. +fear. ~ 10 0 0 0 0 0 0 0 -300 E 17 15 0 3d3+170 2d2+2 diff --git a/lib/world/mob/234.mob b/lib/world/mob/234.mob index 50df99a..ab6b2ba 100644 --- a/lib/world/mob/234.mob +++ b/lib/world/mob/234.mob @@ -4,7 +4,7 @@ Samantha, the clerk~ Samantha smiles as you enter her shop. ~ Samantha is a beautiful young elf, who seems to be happy with what she does. -She is very pleased to see you. +She is very pleased to see you. ~ 188442 0 0 0 65616 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -16,7 +16,7 @@ newbie training mob~ a newbie training mob~ The newbie training mob stands here mocking you. ~ - The newbie training mob looks very scrawny and sickly. + The newbie training mob looks very scrawny and sickly. ~ 10 0 0 0 80 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -29,7 +29,7 @@ the dummy mob~ A newbie dummy mob is unsure what it is doing. ~ This mob looks like a punching bag, that would bounce right back up, if it -got knocked to the ground. +got knocked to the ground. ~ 26 0 0 0 80 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -39,11 +39,11 @@ E #23403 Kobold~ a kobold~ -A Kobold is snearing at you. +A Kobold is sneering at you. ~ You see a small rat man, which stands about 3 feet tall. In his hand is a small dagger which is jagged and chipped. The clothes on this rat man are torn -and a bit oversized. +and a bit oversized. ~ 72 0 0 0 0 0 0 0 1 E 1 20 9 0d0+10 1d2+0 @@ -57,7 +57,7 @@ a badger~ A badger is here hissing. ~ You see a large badger with red eyes staring back at you. The badger seems -to be unusally strong. +to be unusually strong. ~ 72 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -71,7 +71,7 @@ a brownie~ A brownie is here trying to hide. ~ You see a tiny humanoid. The brownie is a little larger than a fairy, and -does not have wings. They are skilled with ranged items. +does not have wings. They are skilled with ranged items. ~ 72 0 0 0 524372 0 0 0 6 E 2 20 8 0d0+20 1d2+0 @@ -85,7 +85,7 @@ a bulette~ You see a bulette snooping around ~ You see a very large insect type creature that looks like an overgrown -beetle. It is armored with a very tough shell. +beetle. It is armored with a very tough shell. ~ 72 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -98,8 +98,8 @@ Osquip~ a osquip~ An osquip snaps at you. ~ - You see a large rodent with 6 legs and appears to be of a beaver family. -It also looks like a large Rat. The Osquip is the size of a small dog. + You see a large rodent with 6 legs and appears to be of a beaver family. +It also looks like a large Rat. The Osquip is the size of a small dog. ~ 72 0 0 0 16 0 0 0 -8 E 3 19 8 0d0+30 1d2+0 @@ -113,7 +113,7 @@ a urd~ An urd is flying overhead ~ An Urd is of the Kobold family, except that the Urd has wings and can fly. -Urds are three feet tall and have short ivory horns and red rimmed eyes. +Urds are three feet tall and have short ivory horns and red rimmed eyes. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -127,7 +127,7 @@ a water weird~ A water weird is angered to see you. ~ This water weird is still young. It seems to be made out of water, and seems -to be of a serpent type. It's body blends into the water. +to be of a serpent type. It's body blends into the water. ~ 10 0 0 0 80 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -136,12 +136,12 @@ to be of a serpent type. It's body blends into the water. BareHandAttack: 3 E #23410 -Armourer~ -the armourer~ -The Armourer is watching you eagerly. +Armorer~ +the armorer~ +The Armorer is watching you eagerly. ~ - The Armourer is the size of a hobbit. He looks well equipped and seems to -have been in a battle or two. He has a kind looking face. + The Armorer is the size of a hobbit. He looks well equipped and seems to +have been in a battle or two. He has a kind looking face. ~ 188426 0 0 0 80 0 0 0 -250 E 10 17 4 2d2+100 1d2+1 @@ -154,7 +154,7 @@ a brownie~ A brownie is here trying to hide. ~ You see a tiny humanoid. The brownie is a little larger than a fairy, and -does not have wings. They are skilled with ranged items. +does not have wings. They are skilled with ranged items. ~ 200 0 0 0 84 0 0 0 0 E 2 20 8 0d0+20 1d2+0 diff --git a/lib/world/mob/235.mob b/lib/world/mob/235.mob index 05af05e..fc72a9e 100644 --- a/lib/world/mob/235.mob +++ b/lib/world/mob/235.mob @@ -3,7 +3,7 @@ dwarven knight~ the dwarven knight~ A dwarven knight is standing here, guarding his post. ~ - He look intimidating, but could easily be out smarted. + He look intimidating, but could easily be out smarted. ~ 10 0 0 0 0 0 0 0 -400 E 10 17 4 2d2+100 1d2+1 @@ -18,7 +18,7 @@ the dwarven teenager~ A wandering dwarven teenager is here. ~ She is tall and looks quite scrawny. Her hair is matted down and her -clothes are ratty looking. She must work here in the caves. +clothes are ratty looking. She must work here in the caves. ~ 10 0 0 0 0 0 0 0 300 E 11 17 3 2d2+110 1d2+1 @@ -33,7 +33,7 @@ a mutant dwarf~ A dwarven mutant is here, chittering evilly. ~ She is an ugly thing. Her face is deformed and covered in scars. You -notice she has an extra arm and only one eye. How gross! +notice she has an extra arm and only one eye. How gross! ~ 10 0 0 0 0 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -47,7 +47,7 @@ the scout~ A scout is here, pacing back and forth. ~ He looks tough. His body is covered in hair, which has been matted down by -sweat. He could use a bath. +sweat. He could use a bath. ~ 10 0 0 0 0 0 0 0 -500 E 10 17 4 2d2+100 1d2+1 @@ -61,7 +61,7 @@ the dwarven soldier~ A dwarven soldier is here. ~ He is well built and looks quite intelligent. He paces his post waiting for -enemies. +enemies. ~ 10 0 0 0 0 0 0 0 -300 E 13 16 2 2d2+130 2d2+2 @@ -75,7 +75,7 @@ the dwarven child~ A dwarven child is wandering around aimlessly. ~ What a scrawny looking thing! She looks like a bag of bones and could badly -use a good meal. +use a good meal. ~ 10 0 0 0 0 0 0 0 -200 E 12 16 2 2d2+120 2d2+2 @@ -89,7 +89,7 @@ the dwarven mine worker~ A dwarven mine worker is standing here. ~ He is short and stocky and seems to be balding on the top. He is covered in -dust and could use a bath. +dust and could use a bath. ~ 10 0 0 0 0 0 0 0 -400 E 11 17 3 2d2+110 1d2+1 @@ -102,8 +102,8 @@ ranger~ the ranger~ A ranger is here. ~ - She is a dwarf just like all the others that live and work in this cave. -She is taller than the rest of the dwarves and appears to be much cleaner. + She is a dwarf just like all the others that live and work in this cave. +She is taller than the rest of the dwarves and appears to be much cleaner. ~ 10 0 0 0 0 0 0 0 400 E 14 16 1 2d2+140 2d2+2 @@ -118,7 +118,7 @@ An elderly dwarf stands before you. ~ She is a ratty old thing, but looks nice enough. You can see pain and suffering when you look into her eyes. Could it be possible that she has been -stuck down here all of her life? +stuck down here all of her life? ~ 10 0 0 0 0 0 0 0 400 E 12 16 2 2d2+120 2d2+2 @@ -132,7 +132,7 @@ the turtle~ A brightly colored turtle is here. ~ His black little eyes glare at you, giving you the feeling that maybe you -shouldn't have come this way. +shouldn't have come this way. ~ 10 0 0 0 0 0 0 0 -250 E 13 16 2 2d2+130 2d2+2 @@ -146,7 +146,7 @@ the water snake~ A water snake is swimming through the water. ~ She is black and very large. If she got a good hold of you she could -proably crush you. +probably crush you. ~ 10 0 0 0 0 0 0 0 -1000 E 11 17 3 2d2+110 1d2+1 @@ -160,7 +160,7 @@ the scout leader~ A mean looking scout leader is here. ~ He's very well built. His looks alone could kill you. You notice several -scars covering his face. How gross! +scars covering his face. How gross! ~ 10 0 0 0 0 0 0 0 -900 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/236.mob b/lib/world/mob/236.mob index 8b38ada..5c77f95 100644 --- a/lib/world/mob/236.mob +++ b/lib/world/mob/236.mob @@ -3,9 +3,9 @@ assistant stonewright shopkeeper trader~ the stonewrights' assistant~ The assistant to the stonewright is here, ready to sell you some stones. ~ - The stonewrights' assistant is a musculous man, obviously strong from + The stonewrights' assistant is a muscular man, obviously strong from helping the stonewright with the rocks. And he obviously has been sent here, -because he's expendable - the stonewright wasn't... +because he's expendable - the stonewright wasn't... ~ 16410 0 0 0 16 0 0 0 650 E 10 17 4 2d2+100 1d2+1 @@ -15,12 +15,12 @@ E #23602 weaponsmith assistant trader~ the weaponsmiths' assistant~ -The assistant to the dwarven weaponsmith is ready to fo business with you here. +The assistant to the dwarven weaponsmith is ready to do business with you here. ~ The weaponsmith himself is too valuable to the dwarven community to stand in these halls. His assistant, on the other hand, is still a young dwarf, who knows a little about the making of weapons, but is, as they say in these parts, -worth a dime a dozen. +worth a dime a dozen. ~ 16394 0 0 0 0 0 0 0 650 E 10 17 4 2d2+100 1d2+1 @@ -28,17 +28,17 @@ worth a dime a dozen. 8 8 1 E #23603 -armoursmith assistant trader~ -the armoursmiths' assistant~ -The assistant to the Armoursmith is here, showing you his wares. +armorsmith assistant trader~ +the armorsmiths' assistant~ +The assistant to the Armorsmith is here, showing you his wares. ~ - Having realised how many people with bad intentions come to buy their armor, + Having realized how many people with bad intentions come to buy their armor, the dwarves have decided to only send the assistants to the tradehalls, leaving the masters i the safety of their workshops. Thus a young dwarf, no more than -seventy or eighty years old, tends the stall for the armoursmith. But don't +seventy or eighty years old, tends the stall for the armorsmith. But don't let his age fool you. He knows how to wield the hammer to make the armor last. Having discovered the possibilities in trade, the dwarves have decided to make -the armor in your size too. +the armor in your size too. ~ 16394 0 0 0 0 0 0 0 650 E 10 17 4 2d2+100 1d2+1 @@ -52,7 +52,7 @@ A guard is here, keeping an eye on the trade halls. ~ He is patrolling the halls, making sure you only leave with what you have paid for. Also he seems to be ready to to use force if necessary to avoid -trouble with the likes of you. +trouble with the likes of you. ~ 6216 0 0 0 0 0 0 0 650 E 10 17 4 2d2+100 1d2+1 @@ -64,9 +64,9 @@ guard trade~ the trade guard~ A guard is here, keeping an eye on the flow of traders. ~ - This dwarf has foumd a good spot, from which he can see if people are + This dwarf has found a good spot, from which he can see if people are carrying stolen goods from the trade area. He looks ready to call for backup, -if needed. +if needed. ~ 6154 0 0 0 0 0 0 0 650 E 10 17 4 2d2+100 1d2+1 @@ -78,11 +78,11 @@ guard trade sergeant dwarf~ the sergeant of the trade hall guards~ The sergeant of the guards is patrolling the trade halls, eyeing you suspiciously. ~ - A short look on this dwarf makes you realise he might not actually want to + A short look on this dwarf makes you realize he might not actually want to be here, but has been ordered by his superiors to go around here, almost under -open sky, compared to his warm cosy bunk in the barraks in the town itself. +open sky, compared to his warm cosy bunk in the barracks in the town itself. He seems to be just on the verge of becoming provocative just to get a fight -going. He still keeps his poor men busy, though. +going. He still keeps his poor men busy, though. ~ 6472 0 0 0 0 0 0 0 650 E 10 17 4 2d2+100 1d2+1 @@ -96,7 +96,7 @@ A dwarven gateguard is keeping an eye on the gates. ~ He is guarding the gate, making sure you or anyone else with your intentions say out of his city. You are convinced he wouldn't hesitate a second if you -tried to walk by him, but just throw you back from where you came. +tried to walk by him, but just throw you back from where you came. ~ 6154 0 0 0 0 0 0 0 650 E 14 16 1 2d2+140 2d2+2 @@ -112,7 +112,7 @@ The leader of the gateguards, a lieutenant, is controlling the guard. kings guards could use his knowledge in controlling the new recruits, he is the one to talk to, if you would ever dream of getting inside the city. Come to think of it, he looks like he might accept a small bribe, should you be -interested. +interested. ~ 63498 0 0 0 0 0 0 0 280 E 14 16 1 2d2+140 2d2+2 @@ -130,8 +130,8 @@ Torg, the dwarven weaponsmith is pounding while the iron is hot. A stout and strong dwarf, he resembles every caricature ever made of dwarven weaponsmiths. Short, bald and with a long beard, working his head off in the smoky smithy. You notice he is very careful about striking at the right angle -with every stroke, and you realise you're standing in front of one of the -masters of forgery, Torg himself. +with every stroke, and you realize you're standing in front of one of the +masters of forgery, Torg himself. ~ 253978 0 0 0 0 0 0 0 650 E 14 16 1 2d2+140 2d2+2 @@ -139,16 +139,16 @@ masters of forgery, Torg himself. 8 8 1 E #23610 -ralf armoursmith dwarven~ +ralf armorsmith dwarven~ Ralf~ -Ralf, legendary dwarven armoursmith, has gone all but deaf in the noise. +Ralf, legendary dwarven armorsmith, has gone all but deaf in the noise. ~ He didn't hear you approaching. Actually you are quite sure he wouldn't have heard you if you'd entered mounted on horseback. He is totally absorbed -in his work, making the armours for future wars. His stature is that of and +in his work, making the armors for future wars. His stature is that of and old dwarf, yet he uses his hammer like it was made of air. Again and again it -pounds on the metal, making those small dents that will strengthen the armour -rather than weaken it. +pounds on the metal, making those small dents that will strengthen the armor +rather than weaken it. ~ 253978 0 0 0 0 0 0 0 650 E 14 16 1 2d2+140 2d2+2 @@ -160,10 +160,10 @@ stonewright dwarven~ the dwarven stonewright~ The dwarven stonewright is making another rock into a headstone. ~ - He looks really strong and you realise he's the one responsible for all of + He looks really strong and you realize he's the one responsible for all of the headstones on the floor. He isn't really concentrating at the moment, though. It seems he's more interested in keeping an eye on you, making sure -nothing is removed from his workshop. +nothing is removed from his workshop. ~ 256026 0 0 0 0 0 0 0 650 E 14 16 1 2d2+140 2d2+2 @@ -175,7 +175,7 @@ foreman dwarf miner~ the dwarven foreman~ You are being watch by a dwarf, who spends most of his time watching others work. ~ - The foreman stares back at you. He says, 'You are interupting the work - Go + The foreman stares back at you. He says, 'You are interrupting the work - Go away !' ~ 6216 0 0 0 0 0 0 0 450 E @@ -189,7 +189,7 @@ a small spider~ A small spider scurries along, oblivious. ~ It's small has eight legs and doesn't care about you. It's nothing but a -baby spider. +baby spider. ~ 104 0 0 0 0 0 0 0 7 E 3 19 8 0d0+30 1d2+0 @@ -202,7 +202,7 @@ spider large~ a large spider~ A large spider has decided that your middle name is 'lunch'. ~ - Eight legs - one mouth - a poisonous sting. And it doesn't like YOU! + Eight legs - one mouth - a poisonous sting. And it doesn't like YOU! ~ 65640 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -217,7 +217,7 @@ A dwarven guard, with the emblem of the kings guard on his armor stands here. ~ You are face to face with one of the guards of the dwarven court. He looks very strong and able, and you're certain the axe he's wielding could cleave you -just like a log... +just like a log... ~ 6154 0 0 0 0 0 0 0 650 E 10 17 4 2d2+100 1d2+1 @@ -229,9 +229,9 @@ guard sergeant dwarf~ a sergeant of the kings guard~ A sergeant of the kings guard is getting his people lined up for inspection. ~ - Battlescarred, and ready to get more of them, he looks like everything you'd + Battle-scarred, and ready to get more of them, he looks like everything you'd expect an old military career-dwarf to look. You don't think irritating him -would be such a good idea. +would be such a good idea. ~ 6154 0 0 0 0 0 0 0 500 E 10 17 4 2d2+100 1d2+1 @@ -244,10 +244,10 @@ a dwarven lieutenant~ A Lieutenant is inspecting the troops. ~ Being lieutenant in the dwarven army is not easy. You have captains trying -to keep you down, seargants trying to get you demoted and other lieutenants +to keep you down, sergeants trying to get you demoted and other lieutenants trying to make you look bad in front of the captain. This lieutenant looks quite strong and ready to beat the crap out of anyone disrupting his chances of -promotion. +promotion. ~ 6216 0 0 0 16 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -259,9 +259,9 @@ captain guard dwarf~ a dwarven captain~ A captain of the guard is looking extremely important here. ~ - He has an aura of importance surroundung him. He seems busy doing + He has an aura of importance surrounding him. He seems busy doing absolutely nothing right now, but the scars on his face, the muscles on his -arms suggest he is ready for combat, should it be necessary. +arms suggest he is ready for combat, should it be necessary. ~ 6216 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -274,8 +274,8 @@ the dwarven prince~ A young dwarf is here, sleeping. ~ You deem from what you've heard that you're standing in front of the prince -of the dwarves. He is asleep, but you quickly realise if you woke him, he'd -beat the living crap out of you. +of the dwarves. He is asleep, but you quickly realize if you woke him, he'd +beat the living crap out of you. ~ 16456 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -288,8 +288,8 @@ the dwarven minister of trade~ The dwarven minister of trade is an important person. And he's here. ~ It has taken some time for this old dwarf to get to the position he's at -today. He is a master of retoric and can talk almost any salesman down in -price, while sellig his own goods more and more expensively. +today. He is a master of rhetoric and can talk almost any salesman down in +price, while selling his own goods more and more expensively. ~ 2058 0 0 0 0 0 0 0 400 E 14 16 1 2d2+140 2d2+2 @@ -301,7 +301,7 @@ dwarf cleric~ the dwarven cleric~ The dwarven cleric is here, praying. ~ - An old, whitebearded dwarf, he seems to have been here as long as the rock + An old, white-bearded dwarf, he seems to have been here as long as the rock walls around you. He looks at you with eyes sad with age. He slowly lowers his head, while mumbling something like 'Too late for saving.. .. Had I been younger... ' @@ -321,7 +321,7 @@ The King of the dwarves is sitting here, watching you from above. take some force to get to the throne of the dwarven kingdom, rich as it is, but the real trick is staying there. Many dwarves would like to be the king, so he has developed a very good technique; If in doubt about your opponents -intentions, force him to understand yours. +intentions, force him to understand yours. ~ 2058 0 0 0 0 0 0 0 400 E 14 16 1 2d2+140 2d2+2 @@ -331,10 +331,10 @@ E #23623 dwarf male~ a dwarf~ -A longbearded dwarf is walking here. +A long-bearded dwarf is walking here. ~ He has got a long beard, a small body and strong limbs. A dwarf if you ever -saw one. +saw one. ~ 2120 0 0 0 0 0 0 0 400 E 7 18 5 1d1+70 1d2+1 @@ -345,11 +345,11 @@ T 23604 #23624 dwarf woman female~ a dwarf woman~ -A longbearded dwarf woman is walking here. +A long-bearded dwarf woman is walking here. ~ Had she not worn her clothes in a slightly different way than the men, you might have mistaken her for one. The beard, stoutness and strong limbs are all -there. Obviously a dwarf. +there. Obviously a dwarf. ~ 2120 0 0 0 0 0 0 0 400 E 7 18 5 1d1+70 1d2+1 @@ -364,7 +364,7 @@ You see an very small person here. Must be a kid. ~ In front of you, you see one of natures miracles, according to his parents. You however, think he looks just like his father except this young dwarf has -not had all the training his father has. He can strike you back, though. +not had all the training his father has. He can strike you back, though. ~ 2248 0 0 0 0 0 0 0 400 E 7 18 5 1d1+70 1d2+1 @@ -377,8 +377,8 @@ a dwarven miner ~ A dwarven miner has heard the bell and is now looking for whoever stole the titanium. ~ This fierce-looking dwarf is ready to give his life to stop thieves from -stealing the hardearned titanium he and his fellow miners has been mining -lately. +stealing the hard-earned titanium he and his fellow miners has been mining +lately. ~ 2090 0 0 0 0 0 0 0 800 E 10 17 4 2d2+100 1d2+1 @@ -391,7 +391,7 @@ a dwarven miner~ A dwarven miner is here, taking a break. ~ This old dwarf has a beard that almost reaches his toes. He's so used to -walkng around in the mines he almost needs no light. +walking around in the mines he almost needs no light. ~ 72 0 0 0 0 0 0 0 800 E 10 17 4 2d2+100 1d2+1 @@ -407,7 +407,7 @@ The foreman is looking for loafers here. Boy, can he shout if he finds one... The foreman is the one to see if you want to enter the mines. He has strong eyes and won't tolerate any laziness on the part of his workers. However, as he seldom enters the mine itself, the miners have started going there to avoid -him... +him... ~ 10 0 0 0 0 0 0 0 400 E 10 17 4 2d2+100 1d2+1 diff --git a/lib/world/mob/237.mob b/lib/world/mob/237.mob index f6baf90..7c88305 100644 --- a/lib/world/mob/237.mob +++ b/lib/world/mob/237.mob @@ -4,7 +4,7 @@ a dwarven worker~ A dwarven construction worker is here, tending the road. ~ He's small and quite ugly. But the way he takes care of the road, you know -he loves his work. +he loves his work. ~ 6216 0 0 0 0 0 0 0 100 E 7 18 5 1d1+70 1d2+1 @@ -18,7 +18,7 @@ The foreman for the construction workers is here, getting an overview. ~ A little higher than the original construction worker, this dwarf has been instructed by his superiors to keep an eye on his fellow workers. He rather -enjoys that power... +enjoys that power... ~ 6216 0 0 0 0 0 0 0 100 E 10 17 4 2d2+100 1d2+1 @@ -32,7 +32,7 @@ A dwarven guard is standing here, guarding. ~ This guard looks to be in exceptional shape, and very tough. For a dwarf he's look like he might actually pose a threat, should you encounter him in -battle. +battle. ~ 6154 0 0 0 0 0 0 0 300 E 10 17 4 2d2+100 1d2+1 @@ -46,7 +46,7 @@ A dwarven guard is walking here, guarding the area. ~ This guard looks to be in exceptional shape, and very tough. For a dwarf he's look like he might actually pose a threat, should you encounter him in -battle. +battle. ~ 6216 0 0 0 0 0 0 0 300 E 10 17 4 2d2+100 1d2+1 @@ -56,11 +56,11 @@ E #23704 lookout guard dwarf dwarven~ the lookout~ -The dwarven lookout is here, watching over the traderoute. +The dwarven lookout is here, watching over the trade route. ~ This is one dwarf you do not want to mess with. He's so high in the ranks, that he alone can determine when to set off the traps, you've noticed further -down the road. +down the road. ~ 137226 0 0 0 16 0 0 0 500 E 10 17 4 2d2+100 1d2+1 @@ -77,7 +77,7 @@ The dwarven trader is on his way to a meeting with fellow traders. has been given only the amount of gold necessary to perform his duties, and has been assigned an escort. He walks as if he owns the world, as traders have always done, and keeps his money in his hands always, lest someone steal them. - + ~ 30750 0 0 0 80 0 0 0 400 E 7 18 5 1d1+70 1d2+1 @@ -92,9 +92,9 @@ bodyguard guard dwarf~ a bodyguard~ A bodyguard for the dwarven trader, is here, guarding. ~ - When he vulunteered for this duty, he was certain to see the world. And -sure enough. Following the trader whereever he goes, takes him around to parts -of the world he only dreamed about. + When he volunteered for this duty, he was certain to see the world. And +sure enough. Following the trader wherever he goes, takes him around to parts +of the world he only dreamed about. ~ 6154 0 0 0 0 0 0 0 400 E 7 18 5 1d1+70 1d2+1 @@ -111,7 +111,7 @@ a cur dog~ A cur dog is here, barking at you. ~ It looks as though it's almost starved to death. And smells if its been -buried a week. +buried a week. ~ 232 0 0 0 524288 0 0 0 -100 E 3 19 8 0d0+30 1d2+0 @@ -124,7 +124,7 @@ mouse~ a small mouse~ A small mouse scurries about here. ~ - It looks soft and ready for your blade.. + It looks soft and ready for your blade.. ~ 72 0 0 0 524288 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -138,7 +138,7 @@ a crow~ A crow is flying around here, looking for carcasses. ~ A black crow. Just another black crow. How should that be anything worth -looking at. +looking at. ~ 76 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -151,7 +151,7 @@ hawk~ a hawk~ A hawk has landed not far from you. It stares at you with one eye. ~ - A hawk, seemingly untamed and ready to put both beak and claws to use. + A hawk, seemingly untamed and ready to put both beak and claws to use. ~ 232 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -165,7 +165,7 @@ a small white centipede~ A small white centipede tries to hide under a nearby rock. ~ Well, it doesn't have a hundred legs. But it's a close race. And it's -really not worth looking at. +really not worth looking at. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 diff --git a/lib/world/mob/238.mob b/lib/world/mob/238.mob index 458c265..8693e83 100644 --- a/lib/world/mob/238.mob +++ b/lib/world/mob/238.mob @@ -3,7 +3,7 @@ fish~ the large fish~ A large fish swims here. ~ - This fish looks very mean and hungry. + This fish looks very mean and hungry. ~ 76 0 0 0 0 0 0 0 -20 E 22 13 -3 4d4+220 3d3+3 @@ -17,7 +17,7 @@ a large swordfish~ A large swordfish swims here. ~ This fish has a very long and sharp looking nose and appears to not notice -you. +you. ~ 72 0 0 0 0 0 0 0 -20 E 22 13 -3 4d4+220 3d3+3 @@ -32,7 +32,7 @@ A large ugly monster stands here. ~ This monster looks hungry for blood. There are many blood stains around his mouth and about his body. Many different bones line his neck connected by some -kind of metal. +kind of metal. ~ 30 0 0 0 0 0 0 0 -100 E 23 13 -3 4d4+230 3d3+3 @@ -53,7 +53,7 @@ A small rat is here running in circles. ~ The rat looks as if it has many wounds on his back as if something has attacked it or something. The rat itself looks all but sick, it has a lot of -energy and appears to have been running in circles for hours. +energy and appears to have been running in circles for hours. ~ 26 0 0 0 1024 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -72,7 +72,7 @@ A large statue stands firm here. ~ This statue appears to be solid yet alive. It looks very strong but not to fast but it seems to not be moving at all. The statue stands firm looking east -towards where you came from. +towards where you came from. ~ 10 0 0 0 4 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -89,8 +89,8 @@ spider~ a large spider~ A large spider with a look for blood is stuck to the wall here. ~ - This spider has many corpses strown about his web and it seems to want to -add you. + This spider has many corpses strewn about his web and it seems to want to +add you. ~ 26 0 0 0 0 0 0 0 -100 E 24 12 -4 4d4+240 4d4+4 @@ -106,7 +106,7 @@ A very old looking man stands tall here. This man appears to be very old and has many war wounds. He also seems to be experienced in the art of war. The old man looks not to be a warrior or fighter but rather a spell caster. Wearing many valuable looking pieces of eq -makes you wonder can this guy be serious. +makes you wonder can this guy be serious. ~ 8202 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -123,7 +123,7 @@ troll~ the large troll~ A large troll with markings of some king of clan stands here. ~ - The troll looks to be tired and stressed. + The troll looks to be tired and stressed. ~ 10 0 0 0 0 0 0 0 -100 E 26 12 -5 5d5+260 4d4+4 @@ -148,8 +148,8 @@ the queen plegia~ Queen Plegia sits atop her throne here. ~ The queen looks as if she has a lot of power and experience. She has -beautifull white hair and baby blue eyes. She appears to not question your -intrusion rather seems glad you came. +beautiful white hair and baby blue eyes. She appears to not question your +intrusion rather seems glad you came. ~ 10 0 0 0 0 0 0 0 100 E 26 12 -5 5d5+260 4d4+4 @@ -164,7 +164,7 @@ A large crystal covered dragon rests here. ~ This dragon seems to be very old and very experienced due to the massive war wounds on it's back and wings. The dragon looks very tough and seems to be -made of crystal. +made of crystal. ~ 10 0 0 0 1048576 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -182,7 +182,7 @@ the trout~ A large trout swims here. ~ This trout looks a little bit mean. His eyes are glowing red and his scales -are slightly glowing. The fish swims here unaware of your entrance. +are slightly glowing. The fish swims here unaware of your entrance. ~ 72 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -195,7 +195,7 @@ the blue bird~ A swift blue bird is flying here. ~ This bird seems very fast not very strong but very fast. This bird is -flying around very fast making it hard for you to keep up with. +flying around very fast making it hard for you to keep up with. ~ 72 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -213,7 +213,7 @@ A small crab sits here. ~ This crab looks very tough. The crab has only one claw but that has been enough to keep it alive so far. The crab also is missing a leg which appears -to have been eaten. +to have been eaten. ~ 72 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -226,9 +226,9 @@ duck~ the swimming duck~ A swimming duck is here in the water. ~ - The duck has many colorfull feathers and seems flawless in pattern and color + The duck has many colorful feathers and seems flawless in pattern and color of it's feathers. The duck itself seems very calm and easy. The water around -the duck seems to be cleaner than the rest. +the duck seems to be cleaner than the rest. ~ 72 0 0 0 0 0 0 0 0 E 24 12 -4 4d4+240 4d4+4 @@ -241,8 +241,8 @@ the swallow~ A large swallow is here hunting fish. ~ This swallow looks very hungry and has determination in his eye but has had -no luck as of yet. The bird is very persistant and seems almost dead from -hunger but he keeps searching. +no luck as of yet. The bird is very persistent and seems almost dead from +hunger but he keeps searching. ~ 72 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 diff --git a/lib/world/mob/239.mob b/lib/world/mob/239.mob index 845c80c..1b954e0 100644 --- a/lib/world/mob/239.mob +++ b/lib/world/mob/239.mob @@ -4,7 +4,7 @@ a red coral snake~ A red coral snake squirms among the rocks here. ~ A slippery red coral snake slides about on his belly through the rocks and sand -looking for something to eat, it may even try to eat you. +looking for something to eat, it may even try to eat you. ~ 72 0 0 0 0 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -18,7 +18,7 @@ a diamond-back rattle snake~ A diamond-back rattle snake is coiled up ready to strike. ~ A diamond-back rattle snake is coiled up amongst the rocks here ready to -strike at anything that moves or trys to step on it. +strike at anything that moves or tries to step on it. ~ 72 0 0 0 0 0 0 0 0 E 17 15 0 3d3+170 2d2+2 @@ -32,7 +32,7 @@ a brown scorpion~ A brown scorpion crawls around the rocks stalking its prey. ~ A brown scorpion stalks amongst the rocks looking for victims to attack with -it's sharp stinger and suck its life force dry. +it's sharp stinger and suck its life force dry. ~ 72 0 0 0 0 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -43,10 +43,10 @@ E #23903 red scorpion~ a red scorpion~ -A red scorpion quivers its posion stinger at you. +A red scorpion quivers its poisoned stinger at you. ~ A red scorpion is the largest of all scorpions and quivers its deadly -stinger at you with confidence of victory. +stinger at you with confidence of victory. ~ 72 0 0 0 0 0 0 0 0 E 17 15 0 3d3+170 2d2+2 @@ -57,10 +57,10 @@ E #23904 black scorpion~ a black scorpion~ -A black scorpion is sharpening its viscious stinger here. +A black scorpion is sharpening its vicious stinger here. ~ A black scorpion passes its time while waiting for victims by polishing its -armor and sharpening its deadly stinger. +armor and sharpening its deadly stinger. ~ 8392 0 0 0 524292 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -74,7 +74,7 @@ a red spider~ A red spider is building a trap in the desert floor. ~ A red spider is passing time building a web trap in the desert floor in -hopes of catching some food for her new born babies. +hopes of catching some food for her new born babies. ~ 72 0 0 0 0 0 0 0 0 E 19 14 -1 3d3+190 3d3+3 @@ -88,7 +88,7 @@ a hairy black spider~ A hairy black spider crawls amongst the rocks of slate. ~ A hairy black spider is crawling in the rocks in quest of things to dine -upon. It looks famished and would probably eat anything, even you. +upon. It looks famished and would probably eat anything, even you. ~ 72 0 0 0 0 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -102,7 +102,7 @@ a weary travelling bugbear~ A weary travelling bugbear is limping aimlessly about the desert. ~ A weary travelling bugbear seems lost and dying as he wanders aimlessly -about the desert. He seems lost and confused. +about the desert. He seems lost and confused. ~ 75996 0 0 0 524304 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -116,7 +116,7 @@ a sand storm~ A twirling sand storm spins about picking up dust along its path. ~ A twirling cloud of dust raises up sand and dust and spins it around and -around in a fearful vortex. +around in a fearful vortex. ~ 28892 0 0 0 20 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -131,7 +131,7 @@ An angry thorn cactus is looking for some water. ~ An angry and thirsty cactus is desperately looking for some water to drink, and at this point would even take the blood of any animal that it happens to -wander into because its throat is so dry and parched. +wander into because its throat is so dry and parched. ~ 6348 0 0 0 0 0 0 0 0 E 19 14 -1 3d3+190 3d3+3 @@ -145,7 +145,7 @@ a hairy cave dweller~ A hairy cave dweller is hiding behind a rock waiting to ambush you. ~ A hairy cave dweller is covered with matted hair and a long scraggly beard. -He is hungry and would do almost anything for some food. +He is hungry and would do almost anything for some food. ~ 72 0 0 0 16 0 0 0 0 E 17 15 0 3d3+170 2d2+2 @@ -160,7 +160,7 @@ A gargantuan hairy beast with big feet is walking in the snow. ~ A gargantuan hairy beast with the stature of a slump-backed human with huge feet is roaming around the mountain top looking for something to eat, maybe -it's gonna be you? +it's gonna be you? ~ 86108 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -178,7 +178,7 @@ NewHaven dwarves' enemies. It was crafted ages ago by dwarven stone cutters. Magical spells woven into the stone protect the Sentinel from the harsh climate here. The eyes stare northward and into the Southern Desert far below. The Sentinel has a stern countenance and wields a stone hammer and finely crafted -shield. +shield. ~ 125022 0 0 0 80 0 0 0 1000 E 21 13 -2 4d4+210 3d3+3 @@ -192,7 +192,7 @@ the dark~ The pitch black of the dark surrounds you. ~ The sea of dark around you in these chambers surrounds you, scares you, -engulfs you in a total pitch black sea of nothing, leaving you all alone. +engulfs you in a total pitch black sea of nothing, leaving you all alone. ~ 84060 0 0 0 524372 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -206,7 +206,7 @@ a hawk~ A hawk with sharp talons is on a limb here. ~ A hawk with sharp talons is guarding it's territory. It hates competition and -you. +you. ~ 2136 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -219,8 +219,8 @@ eagle brown bird~ a brown eagle~ A brown eagle has sharp claws of steel. ~ - The eagle is a magnificant bird of prey, has sharp eyesight, claws to grasp -it's prey, and a 15 macra wingspan. + The eagle is a magnificent bird of prey, has sharp eyesight, claws to grasp +it's prey, and a 15 macra wingspan. ~ 2140 0 0 0 524304 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -234,7 +234,7 @@ a cardinal~ A red-chested cardinal flies around gathering pinion nuts. ~ A beautiful red cardinal is busy gathering food and insects around the limbs -of the tree. It is too busy to notice you. +of the tree. It is too busy to notice you. ~ 204 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -246,9 +246,9 @@ root dark~ a dark root~ A dark root of the tree penetrates the hard soil and supporting the tree. ~ - A long cylinder of sinew and fiber below the ground supporting the tree. + A long cylinder of sinew and fiber below the ground supporting the tree. The fingers of the hand of the tree grasping deep into the earth with the grip -of a giant. +of a giant. ~ 245854 0 0 0 84 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -266,7 +266,7 @@ Michelle has a shop here that's going out of business. Michelle has a friendly face and a nice smile. She seems very busy but not so busy that she can't help you with what you need. The shop isn't doing that well but the owner still keeps her on because she does such a good job and -works for nothing. +works for nothing. ~ 122906 0 0 0 80 0 0 0 1000 E 21 13 -2 4d4+210 3d3+3 @@ -281,7 +281,7 @@ A small chipmunk with puffy cheeks chatters and barks here. ~ A small rodent with a brown body and some yellow-white stripes down its back is running around the shrubs and trees gathering fruit and nuts for its young. - + ~ 143564 0 0 0 0 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -296,7 +296,7 @@ A man in black robes stands here. ~ The Drow mage is a powerful magi with knowledge of spells long forgotten in other cultures. He is unhappy with his position in the Matriarch society of the -Drow and could probably easily be angered into a fight. +Drow and could probably easily be angered into a fight. ~ 192584 0 0 0 80 0 0 0 -500 E 18 14 0 3d3+180 3d3+3 @@ -311,7 +311,7 @@ A drow cleric walks along the passage. ~ A cleric of the drow social system is an evil healer and spell caster. She is a young drow matriarch with potential to be a drow priestess some day in her -future. +future. ~ 245976 0 0 0 1048660 0 0 0 -500 E 20 14 -2 4d4+200 3d3+3 @@ -325,7 +325,7 @@ a guardian cyclops~ An enormous cyclops guardian is protecting the entrance. ~ An enormous cyclops guards the entrance. It is about 8 metrons tall, weight -is about 350 stonga, very large muscles, one eye, and a bald head. +is about 350 stonga, very large muscles, one eye, and a bald head. ~ 182298 0 0 0 73816 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -340,7 +340,7 @@ A drow guard patrols the hallways. ~ A drow guard keeps intruders from entering the inner chambers of the drow sanctum. The life of a drow guard is usually short and honorable. They would -gladly sacrifice their lives to defend the colony. +gladly sacrifice their lives to defend the colony. ~ 188488 0 0 0 80 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -356,7 +356,7 @@ A powerful drow priestess chants some prayers to her gods here. A drow priestess is barely clothed. She has a blank expression on her face and pale white skin. The priestess eyes are pitch black and deep as the ocean and you can see the evil forces that dwell within her dark soul through these -windows of her mind. +windows of her mind. ~ 254552 0 0 0 84 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -372,7 +372,7 @@ A drow guard keeps watch here with a vigilance. ~ A male drow guard is stronger than the female drow guards but is lower in rank within the Matriarch society. He would gladly die defending the inner -sanctum of the drow chapel. +sanctum of the drow chapel. ~ 254044 0 0 0 524368 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -389,7 +389,7 @@ A goblin guard stands here to keep out intruders. long fingers with black nails used to claw its enemy. Not much is known of goblin culture, some think it was an early model of the orc, crafted by some evil wizard in search of a slave type race that he could use in fighting his -battle and building his fortress. +battle and building his fortress. ~ 184396 0 0 0 20 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -403,8 +403,8 @@ an older goblin guard~ An older goblin guard tries to hold in his pot belly as he keeps watch. ~ An older goblin guard has to keep working because he knows no other skills -and there is no retirement in the goblin society, they work till they die. -This one looks like he won't have to work too much longer. +and there is no retirement in the goblin society, they work till they die. +This one looks like he won't have to work too much longer. ~ 153672 0 0 0 64 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -418,9 +418,9 @@ a goblin warrior~ A goblin warrior defends his land from invaders. ~ A goblin warrior has many battle scars. The goblins are not very skilled -warriors and have not ever won a major battle in the history of the world. +warriors and have not ever won a major battle in the history of the world. They are not known for their weapons or armor. They defend their lands out of -necessity rather than desire. +necessity rather than desire. ~ 98392 0 0 0 0 0 0 0 0 E 17 15 0 3d3+170 2d2+2 @@ -435,7 +435,7 @@ An old and decrepit hermit smokes his pipe here. ~ An old and decrepit hermit has decided he wants nothing to do with society anymore. He has a wrinkled brow, long scraggly gray beard, bent back, weak and -frail arms and legs, and is smoking his pipe. +frail arms and legs, and is smoking his pipe. ~ 247898 0 0 0 8400 0 0 0 1000 E 21 13 -2 4d4+210 3d3+3 @@ -451,7 +451,7 @@ An orc slave lays here grunting. ~ Captured in the caverns of the drow, this orc is their prisoner slave now. He is forced to mine adamite along with all the other slaves that have been -captured by the drow. +captured by the drow. ~ 10 0 0 0 0 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -466,7 +466,7 @@ A dwarf slave lies not making a sound. A dwarf slave was captured by the drow guards wandering in the caves trying to find NewHaven. Now he must live here till he can escape or is rescued by his fellow dwarves. Until then he will be forced to work in the slave labor -camps of the drow. +camps of the drow. ~ 10 0 0 0 0 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -480,8 +480,8 @@ An elf slave is pacing the cell. ~ An elf slave is anxious and wants to find a way to escape slavery by his drow captors. He has been forced to mine for them and has been beaten, -whipped, and humilitated by the drow guards. He is weak and has lost hope of -rescue by his friends. +whipped, and humiliated by the drow guards. He is weak and has lost hope of +rescue by his friends. ~ 74 0 0 0 16 0 0 0 1000 E 16 15 0 3d3+160 2d2+2 @@ -496,7 +496,7 @@ A minotaur slave wants to be free to run. A minotaur slave captured by the drow is very unhappy. He is forced to live inside these caves, working in the drow mines pulling carts of ore instead of roaming the surface of the world out in the open and free, with fresh air and -green grass. +green grass. ~ 90186 0 0 0 80 0 0 0 0 E 16 15 0 3d3+160 2d2+2 diff --git a/lib/world/mob/240.mob b/lib/world/mob/240.mob index 9c6f010..0d2012e 100644 --- a/lib/world/mob/240.mob +++ b/lib/world/mob/240.mob @@ -5,7 +5,7 @@ A huge minotaur stands here, keeping the peace. ~ He is a massive, humanoid beast with the body of a man and the head of a bull. His legs are also hoofed and shaped as that of a bull's. This is a very -strong creature, and should not be taken lightly. +strong creature, and should not be taken lightly. ~ 69704 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -20,7 +20,7 @@ A minotaur sentry is here guarding the gates. ~ This half-man half-bull sentry is here to guard the gates and give warning of any possible attack. It looks like he alone could withstand a small army. -He stands at least 8 feet tall and must be over 300 pounds. +He stands at least 8 feet tall and must be over 300 pounds. ~ 67658 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -35,7 +35,7 @@ A minotaur warrior carrying a deadly war-axe. ~ This minotaur is suited for battle. You notice a sinking feeling in your stomach the second you saw him. You are more than intimidated by this war -machine. The minotaur carries himself with pride and confidence. +machine. The minotaur carries himself with pride and confidence. ~ 67656 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -50,7 +50,7 @@ A female minotaur is sharpening her husbands weapons. Although the woman minotuar are usually only expected to raise the family it is sometimes heard of that they will become warriors. This is usually not acceptable and they must leave the city. Except in the case of widows without -any children. +any children. ~ 74 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -65,7 +65,7 @@ A large minotaur pushes you out of its way. ~ This rude minotaur seems to be in his prime. He holds himself with confidence and ignores you outright. It seems like he thinks you are not even -worthy of notice. Maybe you could teach him differently, or maybe not. +worthy of notice. Maybe you could teach him differently, or maybe not. ~ 2120 0 0 0 0 0 0 0 300 E 9 17 4 1d1+90 1d2+1 @@ -79,7 +79,7 @@ A minotaur child is playing here. ~ This little brat is dangerous. He seems to be pretending that he is fighting some imaginary foe. He is running around pretending to impale his foe -with his miniature set of horns. Those horns look awfully sharp. +with his miniature set of horns. Those horns look awfully sharp. ~ 2248 0 0 0 0 0 0 0 300 E 7 18 5 1d1+70 1d2+1 @@ -93,7 +93,7 @@ A young, vibrant minotaur stomps past without a worry in the world. ~ This minotaur looks to be in its adolescent years. It is almost full grown, about seven feet tall and looks to be busy. Probably running some errand or -doing some task. +doing some task. ~ 2120 0 0 0 0 0 0 0 300 E 7 18 5 1d1+70 1d2+1 @@ -109,7 +109,7 @@ An old minotaur is here rambling on about past battles and adventures. This ancient minotaur is just a shadow of the former warrior he must have been. Scars riddle his body, you almost dismiss him as not being a threat when you catch a glimpse of his eyes. Those eyes have seen and experienced more -than you ever will in your lifetime. +than you ever will in your lifetime. ~ 2120 0 0 0 0 0 0 0 200 E 7 18 5 1d1+70 1d2+1 @@ -123,7 +123,7 @@ A minotaur healer is making house calls to the sick and wounded. ~ The healers are used during war to aid those who have fallen to the enemy. It is a rather simple job. Either the victim can get up and continue fighting -or the healer will finish them off. +or the healer will finish them off. ~ 72 0 0 0 0 0 0 0 300 E 9 17 4 1d1+90 1d2+1 @@ -137,7 +137,7 @@ Vorn stands here conducting his business. ~ This is the minotaur solely responsible for the wealth of the city. He conducts all business matters and has managed to build this city into what it -is today. He looks deceiving. +is today. He looks deceiving. ~ 2122 0 0 0 0 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -151,7 +151,7 @@ Zarn, the Grand Master is busy ruling the city. ~ He is in charge of day to day operations of the city. He is supposed to be the supreme ruler of the city. But many advise him, including the war master -who to most is the true ruler of the city. +who to most is the true ruler of the city. ~ 2122 0 0 0 0 0 0 0 300 E 9 17 4 1d1+90 1d2+1 @@ -166,8 +166,8 @@ The War Master is planning for battle. ~ This grizzled old minotaur is not only the best and strongest warrior in the city, but also the undefeated champion of the arena. He has more scars than -wrinkles. Most of his fur has turned grey. He looks like he knows what you -are thinking. +wrinkles. Most of his fur has turned gray. He looks like he knows what you +are thinking. ~ 2122 0 0 0 0 0 0 0 300 E 10 17 4 2d2+100 1d2+1 @@ -181,7 +181,7 @@ The advisor to the grand master is doing some research here. ~ The advisor's job is to make sure the grand master does not make any mistakes. He is responsible for more than the grand master himself, but he -gets no credit. +gets no credit. ~ 2120 0 0 0 0 0 0 0 300 E 9 17 4 1d1+90 1d2+1 @@ -195,7 +195,7 @@ A large minotaur hides in the corner, waiting for its next victim. ~ This minotaur has an evil grin and seems to enjoy his work of inflicting pain on others. You wonder which is more important to him, inflicting the pain -or getting the information out of his subjects. +or getting the information out of his subjects. ~ 74 0 0 0 0 0 0 0 -1000 E 8 18 5 1d1+80 1d2+1 @@ -209,7 +209,7 @@ A large minotaur wielding a wicked looking pole arm struts by. ~ This battle veteran wield his polearm with a familiarity that's scary. You wonder if he sleeps with it. He has a 1000 yard gaze that is even more -frightening. He must have seen many battles. +frightening. He must have seen many battles. ~ 2122 0 0 0 0 0 0 0 300 E 10 17 4 2d2+100 1d2+1 @@ -223,7 +223,7 @@ A large minotaur stands beside a rack of training weapons and armor. ~ This veteran is responsible for training all minotaurs able to fight to do exactly that. He has had years of training and even more practice at the real -thing during the wars against the centaurs. +thing during the wars against the centaurs. ~ 2120 0 0 0 0 0 0 0 300 E 8 18 5 1d1+80 1d2+1 @@ -238,7 +238,7 @@ A grizzled, old minotaur rests here, throughout the realm he is known as the lor Perhaps the most famous minotaur to ever live. This minotaur's age is unknown. He has outlived his friends by decades. No one alive knows when he was born, and he will not tell anyone his real age. He remains a mystery to -many. +many. ~ 254024 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -252,7 +252,7 @@ A priest blesses all who worship Vardis. ~ The minotaurs worship only one god. Vardis, the god of war. This priest is responsible for the upkeep of the sole place of worship in the city. He often -goes into battle to bless all those who fight for their god. +goes into battle to bless all those who fight for their god. ~ 74 0 0 0 0 0 0 0 300 E 8 18 5 1d1+80 1d2+1 @@ -266,7 +266,7 @@ A wealthy minotaur with a pouch full of gold walks past you. ~ This and many other minotaurs work for Vorn in keeping the trading and supply routes open between the cities. They have all accumulated great wealth -from their adventures and most of them live the life of the rich. +from their adventures and most of them live the life of the rich. ~ 2120 0 0 0 0 0 0 0 300 E 8 18 5 1d1+80 1d2+1 @@ -279,8 +279,8 @@ the noble~ A minotaur with its nose stuck up in the air almost walks into you. ~ This arrogant minotaur has lived the better life. It has never gone through -the hardships of battle, or the typical training given to most warriors. -Instead she has learned how to live off from others. You pity her. +the hardships of battle, or the typical training given to most warriors. +Instead she has learned how to live off from others. You pity her. ~ 2120 0 0 0 0 0 0 0 300 E 9 17 4 1d1+90 1d2+1 @@ -294,7 +294,7 @@ A minotaur tradesman is busy calculating profits. ~ He looks intelligent. But he has never experienced the training for battle. He has lived his life eating from the silver spoon. Some think they can avoid -war by seperating themselves from those who fight. They are so wrong. +war by separating themselves from those who fight. They are so wrong. ~ 2120 0 0 0 0 0 0 0 300 E 9 17 4 1d1+90 1d2+1 @@ -308,7 +308,7 @@ A minotaur guildsman is waiting for someone to train. ~ It is fighters like this guildsman that pass down the knowledge and experience they have received over generations and in numerous battles that -make the minotaur one of the fiercest fighters in the realm. +make the minotaur one of the fiercest fighters in the realm. ~ 2120 0 0 0 0 0 0 0 300 E 10 17 4 2d2+100 1d2+1 @@ -321,7 +321,7 @@ the lady~ A lady minotaur gazes at you with total admiration, of your gold. ~ If someone could ever consider a minotaur beautiful, you pity them. This -beastly lady is intimidating and just the thought of..... Frightens you. +beastly lady is intimidating and just the thought of..... Frightens you. ~ 2120 0 0 0 0 0 0 0 300 E 7 18 5 1d1+70 1d2+1 @@ -336,7 +336,7 @@ A small minotaur is here writing something down. ~ This educated minotaur has been hired by Vorn to take care of the paperwork in running the estate. It's hard to believe a minotaur could look like a geek, -but this one does. +but this one does. ~ 2120 0 0 0 0 0 0 0 300 E 7 18 5 1d1+70 1d2+1 @@ -351,7 +351,7 @@ A minotaur is carrying some meat to the market. ~ This minotaur has blood smeared all face and hands. He must be the butcher for the city. He is caring a few slabs of bloody meat slung over each -shoulder. +shoulder. ~ 2120 0 0 0 0 0 0 0 300 E 10 17 4 2d2+100 1d2+1 @@ -366,7 +366,7 @@ A young female minotaur is running some errand. ~ How anyone could consider a minotaur is beyond you. You can not help but to remember the story about the young man who ran away with a beautiful minotaur -once. It sickens you. +once. It sickens you. ~ 2120 0 0 0 0 0 0 0 300 E 8 18 5 1d1+80 1d2+1 @@ -380,7 +380,7 @@ the old woman~ An old female minotaur is rambling about how beautiful she used to be. ~ This old wrinkled hag has more stretch marks and sags than your waterskin. -If she was beautiful once it must not have been in this century. +If she was beautiful once it must not have been in this century. ~ 2120 0 0 0 0 0 0 0 300 E 7 18 5 1d1+70 1d2+1 @@ -393,7 +393,7 @@ Trang~ Trang, the minotaur armorer is hammering something, he ignores you. ~ This burly minotaur is very scary looking. He has huge arms and a scarred -face and body from the heat of the furnaces. He looks disagreeable. +face and body from the heat of the furnaces. He looks disagreeable. ~ 256074 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -407,7 +407,7 @@ Targ, the supplies shop owner scowls at you. ~ He has been running this shop for years and knows everyone in the city. He makes you feel very uncomfortable. Minotaurs typically don't like the other -races and Targ is no exception. +races and Targ is no exception. ~ 256074 0 0 0 0 0 0 0 100 E 10 17 4 2d2+100 1d2+1 @@ -421,7 +421,7 @@ Garge, looks at you and immediately begins to ignore you. ~ He deals in those hard to find items that are desired by everyone. But he is very picky about who he sells to. Don't get on his bad side or he will -never deal with you. +never deal with you. ~ 254026 0 0 0 0 0 0 0 100 E 10 17 4 2d2+100 1d2+1 diff --git a/lib/world/mob/241.mob b/lib/world/mob/241.mob index c7c53d1..5779a01 100644 --- a/lib/world/mob/241.mob +++ b/lib/world/mob/241.mob @@ -4,7 +4,7 @@ Geordi LaForge~ Lieutenant Commander Geordi LaForge appears to be very busy. ~ Geordi is the Chief Engineer of the Enterprise. He's blind, so he wears a -special VISOR that lets him see things. +special VISOR that lets him see things. ~ 211016 0 0 0 65552 0 0 0 350 E 28 11 -6 5d5+280 4d4+4 @@ -22,7 +22,7 @@ Data~ Lieutenant Commander Data is here, trying to be more human. ~ Data is the only android on the Enterprise, and the only android in all of -Starfleet. He possesses super-human strength, and is extremely tough. +Starfleet. He possesses super-human strength, and is extremely tough. ~ 260184 0 0 0 65552 0 0 0 350 E 29 11 -7 5d5+290 4d4+4 @@ -42,7 +42,7 @@ Lieutenant Worf~ Lieutenant Worf is here, patrolling and generally keeping everything secure. ~ Worf is the first Klingon to have joined Starfleet. He's Chief of Security -of the Enterprise, and he's plenty strong. +of the Enterprise, and he's plenty strong. ~ 211016 0 0 0 65552 0 0 0 350 E 29 11 -7 5d5+290 4d4+4 @@ -62,7 +62,7 @@ Lieutenant Beverly Crusher seemingly very serious, is looking for someone to hea ~ Doctor Crusher is the Enterprise's Chief Medical Officer. Wesley is her son. Her husband was killed years ago in an accident on another starship which -was also commanded by Captain Picard. +was also commanded by Captain Picard. ~ 211016 0 0 0 65552 0 0 0 350 E 26 12 -5 5d5+260 4d4+4 @@ -81,7 +81,7 @@ Counselor Troi~ Counselor Deanna Troi walks past with a knowing smile on her face. ~ Counselor Troi is the ship's main counselor. She's half betazoid, which -means that she can read people's minds. +means that she can read people's minds. ~ 211016 0 0 0 65552 0 0 0 350 E 27 11 -6 5d5+270 4d4+4 @@ -100,7 +100,7 @@ Commander Riker~ Commander William Riker is here, looking for someone to impress. ~ Commander Riker is the Enterprise's first officer. He's in charge of -keeping the crew in line. +keeping the crew in line. ~ 211016 0 0 0 65552 0 0 0 350 E 29 11 -7 5d5+290 4d4+4 @@ -121,7 +121,7 @@ Captain Jean-Luc Picard proudly stands here, thinking deeply. ~ Captain Picard is a very important man. He's in charge of Starfleet's flagship, the Enterprise. He's very smart, and very wise. Don't mess with -him! +him! ~ 260184 0 0 0 65552 0 0 0 350 E 30 10 -8 6d6+300 5d5+5 @@ -142,7 +142,7 @@ Guinan is here, tending the bar. ~ Guinan is a strange being. She's lived for thousands of years and experienced many things, but now she's decided to work on the Enterprise as a -bartender. +bartender. ~ 211018 0 0 0 65552 0 0 0 350 E 26 12 -5 5d5+260 4d4+4 @@ -162,7 +162,7 @@ Chief O'Brien is here, waiting to teleport you somewhere. ~ Chief O'Brien is the transporter chief on the Enterprise. It's his job to make sure everyone arrives (and leaves) in one piece, instead of trillions of -atoms. +atoms. ~ 211018 0 0 0 65552 0 0 0 350 E 28 11 -6 5d5+280 4d4+4 @@ -182,7 +182,7 @@ Wesley Crusher is here, eagerly trying to earn your praise. ~ Wesley Crusher is not even an official officer, but he serves as an acting Ensign on the bridge. He got this position only because Captain Picard feels -guilty about killing his father. +guilty about killing his father. ~ 211144 0 0 0 65552 0 0 0 350 E 26 12 -5 5d5+260 4d4+4 @@ -201,7 +201,7 @@ Livingston~ Livingston the fish is here, swimming about in his tank. ~ Livingston is Captain Picard's pet fish. He's some sort of exotic breed, and -he's expensive to FEED and keep alive. +he's expensive to FEED and keep alive. ~ 14410 0 0 0 65552 0 0 0 350 E 27 11 -6 5d5+270 4d4+4 @@ -220,7 +220,7 @@ Spot~ Spot, Data's pet cat, is sitting washing himself happily. ~ Spot is Data's orange colored cat. Data is always trying to become more -human, so he thinks that having a pet might help him achieve his goal. +human, so he thinks that having a pet might help him achieve his goal. ~ 14410 0 0 0 65552 0 0 0 350 E 27 11 -6 5d5+270 4d4+4 @@ -240,7 +240,7 @@ A nervous looking ensign is standing here, waiting for orders. ~ These ensigns make up the backbone of the Enterprise. They clean things, do jobs the higher ups won't even consider doing, and get yelled at all the time. - + ~ 211016 0 0 0 65552 0 0 0 350 E 26 12 -5 5d5+260 4d4+4 @@ -260,7 +260,7 @@ Alexander Rozhenko is here, practicing laughing hour. ~ Alexander Rozhenko is Worf's son. His mother was half human and half Klingon, so Alexander is 3/4 Klingon. He's quite small, but since he's a -Klingon he's very strong. +Klingon he's very strong. ~ 211016 0 0 0 65552 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -279,7 +279,7 @@ a slightly dangerous alien~ Drooling everywhere is a slightly dangerous-looking alien. ~ This alien has brown and green scales, 4 limbs and 2 tentacles. He has evil -green eyes and rows of sharp teeth pertruding from his dog-like mouth. +green eyes and rows of sharp teeth protruding from his dog-like mouth. ~ 10 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -292,8 +292,8 @@ a very dangerous alien~ Snarling with rage, a very dangerous-looking alien salivates. ~ This alien is completely red and is covered with hundreds of sharp horns that -reach from the two at the eides of his head, down his spine and to the tip of -his devil-like tail. +reach from the two at the sides of his head, down his spine and to the tip of +his devil-like tail. ~ 10 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -305,9 +305,9 @@ klingon warrior~ a fearsome Klingon warrior~ Practicing with his batleth, is a fearsome-looking Klingon warrior. ~ - His face is a dark brown and his quite distinct, with it's pertruding -forehead scales and his devious-looking eyes. He is fully armoured and appears -to be quite skilled with his batleth. + His face is a dark brown and his quite distinct, with it's protruding +forehead scales and his devious-looking eyes. He is fully armored and appears +to be quite skilled with his batleth. ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -315,12 +315,12 @@ to be quite skilled with his batleth. 8 8 1 E #24117 -small grey mouse~ -a small grey mouse~ -A small grey mouse carefully explores the office. +small gray mouse~ +a small gray mouse~ +A small gray mouse carefully explores the office. ~ - Her fur is a pale grey and her ears, tail and claws are a bright, clean pink. -She peers around with large black eyes and constantly twitches her nose. + Her fur is a pale gray and her ears, tail and claws are a bright, clean pink. +She peers around with large black eyes and constantly twitches her nose. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -334,11 +334,11 @@ an experimental android~ Half completed, an experimental android stands here, de-activated. ~ The android was never completed and therefore, has no gender. It has 2 legs, -a torso, a head and an eletronic mind, but lacks any arms. It wears no clothes +a torso, a head and an electronic mind, but lacks any arms. It wears no clothes and only has a half-finished skin-implant. Because of this, the android looks -spotched with a disease. Where the skin failed to cover, silvery mechanical +splotched with a disease. Where the skin failed to cover, silvery mechanical parts and micro-chips can be seen. It is currently de-activated but can be -re-activated by pressing a switch up behind it's left shoulder-blade. +re-activated by pressing a switch up behind it's left shoulder-blade. ~ @@ -354,11 +354,11 @@ an experimental android~ Half completed, an experimental android stands here, examining its surroundings. ~ It looks unfinished. The android was never completed and therefore, has no -gender. It has 2 legs, a torso, a head and an eletronic mind, but lacks any +gender. It has 2 legs, a torso, a head and an electronic mind, but lacks any arms. It wears no clothes and only has a half-finished skin-implant. Because -of this, the android looks spotched with a disease. Where the skin failed to +of this, the android looks splotched with a disease. Where the skin failed to cover, silvery mechanical parts and micro-chips can be seen. It has been -re-activated and is ready to accept vocal command programming. +re-activated and is ready to accept vocal command programming. ~ 10 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 diff --git a/lib/world/mob/242.mob b/lib/world/mob/242.mob index b0f46be..dd0efe6 100644 --- a/lib/world/mob/242.mob +++ b/lib/world/mob/242.mob @@ -5,7 +5,7 @@ A cityguard stands here, watching you intently. ~ The guard looks very strong. He looks to be about 30 years of age, and is wearing the standard guard uniform. He'd do anything to protect the citizens -of Midgaard. +of Midgaard. ~ 6220 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -17,7 +17,7 @@ mayor~ the Mayor~ The Mayor is walking around here, inspecting the city. ~ - He is a stocky, middle-aged man with thin, grey hair. + He is a stocky, middle-aged man with thin, gray hair. ~ 26634 0 0 0 16 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -30,7 +30,7 @@ the Bank Manager~ The Bank Manager is here, watching your every move. ~ The bank manager runs this place. He makes lots of money, and spends his -time counting other people's money. He likes money. +time counting other people's money. He likes money. ~ 10266 0 0 0 0 0 0 0 -350 E 7 18 5 1d1+70 1d2+1 @@ -43,13 +43,13 @@ Int: 18 Wis: 18 E #24203 -theatre manager~ -the theatre manager~ -The theatre manager is here, looking bored. +theater manager~ +the theater manager~ +The theater manager is here, looking bored. ~ - The theatre manager stares back at you. He's a balding older man, and he + The theater manager stares back at you. He's a balding older man, and he wears a cheap looking suit. He expects that you've bought tickets to tonight's -performance. +performance. ~ 10266 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -68,7 +68,7 @@ A young looking usher is here, showing you to your seat. ~ This usher looks quite young. His job is to make sure people have their tickets, and that they sit down during the play. Due to his small size, you -can't imagine how he'd enforce these rules if somebody resisted. +can't imagine how he'd enforce these rules if somebody resisted. ~ 204 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -80,10 +80,10 @@ computer salesman~ the computer salesman~ A computer salesman is here, blabbering about a new technology. ~ - This computer salesman obviously doesn't know what he's talking about. + This computer salesman obviously doesn't know what he's talking about. He's busy telling you about all the great features of some OEM PC. You try to ask him a question, but he raises had hand to silence you, and continues -talking. Oh well. +talking. Oh well. ~ 26634 0 0 0 16 0 0 0 900 E 5 19 7 1d1+50 1d2+0 @@ -96,7 +96,7 @@ the clothing salesman~ A clothing salesman is here, waiting to serve you. ~ This clothing salesman is standing here, watching you. He's wearing an -expensive suit, and his hair is slicked back. +expensive suit, and his hair is slicked back. ~ 26634 0 0 0 16 0 0 0 900 E 7 18 5 1d1+70 1d2+1 @@ -110,7 +110,7 @@ A waitress is here, ready to bring you some food. ~ This waitress looks tired. She seems distracted, frequently looking out the windows. She hurries from table to table, pouring coffee to the different -patrons. +patrons. ~ 26634 0 0 0 16 0 0 0 900 E 5 19 7 1d1+50 1d2+0 @@ -123,7 +123,7 @@ the stagehand~ A stagehand is here, waiting for something to do. ~ This stagehand looks bored. He's wearing a pair of dark blue overalls, and -he's got on a black baseball cap. He looks pretty strong. +he's got on a black baseball cap. He looks pretty strong. ~ 2120 0 0 0 0 0 0 0 1000 E 4 19 7 0d0+40 1d2+0 @@ -136,7 +136,7 @@ the actor~ An actor is here, studying his lines. ~ This actor looks quite busy. He's reading his lines, and not paying much -attention to you. +attention to you. ~ 2120 0 0 0 0 0 0 0 1000 E 5 19 7 1d1+50 1d2+0 @@ -149,7 +149,7 @@ the actress~ An actress is here, studying her lines. ~ This actress looks quite busy. She's reading her lines, and not paying much -attention to you. +attention to you. ~ 2120 0 0 0 0 0 0 0 1000 E 6 18 6 1d1+60 1d2+1 @@ -162,7 +162,7 @@ the snack booth attendant~ A snack booth attendant is here, ready to serve you. ~ This snack booth attendant is tired of taking crap from ungrateful -customers. He looks like he's going to snap soon. +customers. He looks like he's going to snap soon. ~ 26634 0 0 0 16 0 0 0 900 E 7 18 5 1d1+70 1d2+1 @@ -175,7 +175,7 @@ the curler~ A curler is here, practicing his sliding technique. ~ This curler is busy practicing for tonight's game. He's stretching, and -trying to improve his technique. He doesn't look to scary. +trying to improve his technique. He doesn't look to scary. ~ 200 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -189,7 +189,7 @@ A waitress is here, ready to bring you some food. ~ This waitress looks tired. She seems distracted, frequently looking out the windows. She hurries from table to table, pouring coffee to the different -patrons. +patrons. ~ 26634 0 0 0 16 0 0 0 900 E 6 18 6 1d1+60 1d2+1 diff --git a/lib/world/mob/243.mob b/lib/world/mob/243.mob index fe21903..1051a16 100644 --- a/lib/world/mob/243.mob +++ b/lib/world/mob/243.mob @@ -4,7 +4,7 @@ the frost demon~ A cold frost demon is staring at you. ~ These frost demons are quite powerful. They use their cold bodies to freeze -their enemies to death. Be careful! +their enemies to death. Be careful! ~ 135244 0 0 0 0 0 0 0 -800 E 10 17 4 2d2+100 1d2+1 @@ -23,7 +23,7 @@ A badly deformed skeleton is standing here. ~ Due to spending thousands of years here in the sub-zero temperatures, this skeleton's spine has been arched over, one of his arms is missing, and part of -another skull has grown out of his shoulder. Scary! +another skull has grown out of his shoulder. Scary! ~ 204 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -42,7 +42,7 @@ A very small furry beast is here. ~ This is a very strange creature. It looks like a cross between a mouse and a cat, and is only about one foot tall. It looks quite weak. This can't be -real, can it? +real, can it? ~ 182286 0 0 0 0 0 0 0 -250 E 10 17 4 2d2+100 1d2+1 @@ -61,7 +61,7 @@ An athletic looking downhill skier is here. ~ This skier sure is enjoying himself. He has a big smile on his face as he zooms down the hill. Skiers like this often get into fights with the -snowboarders. +snowboarders. ~ 200 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -79,7 +79,7 @@ the snowboarder~ A scuzzy looking snowboarder is standing here, smoking pot. ~ Snowboarders like these are trouble. They only seem to like the sport so -they can have an easy place to sell drugs. +they can have an easy place to sell drugs. ~ 200 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -97,7 +97,7 @@ the lunch lady~ An old lunch lady is here, ready to serve you. ~ These lunch ladies must be a 100 years old. Most of them have moustaches -and beards, and they're fairly fat too. Your typical grandmother character. +and beards, and they're fairly fat too. Your typical grandmother character. ~ 188554 0 0 0 0 0 0 0 350 E @@ -115,7 +115,7 @@ the ski salesman~ An annoying ski salesman is ready to sell you something. ~ Geez is this guy annoying. While he's trying to sell you those new $30k -pair of skis, he's blabbing on his cell phone with another customer. +pair of skis, he's blabbing on his cell phone with another customer. ~ 188426 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -129,7 +129,7 @@ A stinky hairy yeti is here, staring at you in awe. ~ Whoa! You never knew these things actually existed, but now you do. These guys are supposed to be close relatives of another legendary species, bigfoot. - + ~ 256046 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -148,7 +148,7 @@ A ski bum is here selling ski passes. ~ Ski bums spend their days on the slopes. They get free passes, and have to spend their days skiing on the hill. They get paid for it too! Man, what a -hard life. +hard life. ~ 239642 0 0 0 0 0 0 0 500 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/244.mob b/lib/world/mob/244.mob index dbbf2c7..de977fb 100644 --- a/lib/world/mob/244.mob +++ b/lib/world/mob/244.mob @@ -5,7 +5,7 @@ Fred the prison guard is standing here, staring at you. ~ Fred and his brother Joe guard the Cooland Prison. Fred stands here, while his brother Joe sits on the other side of the door. Fred doesn't look too -friendly. +friendly. ~ 231498 0 0 0 16 0 0 0 -200 E 30 10 -8 6d6+300 5d5+5 @@ -24,7 +24,7 @@ Joe the prison guard is standing here, staring at you. ~ Joe and his brother Fred guard the Cooland Prison. Joe stands here, while his brother Fred sits on the other side of the door. Joe doesn't look too -friendly. +friendly. ~ 231498 0 0 0 16 0 0 0 -200 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/245.mob b/lib/world/mob/245.mob index 99b66c2..44eb0a0 100644 --- a/lib/world/mob/245.mob +++ b/lib/world/mob/245.mob @@ -5,7 +5,7 @@ The groaning spirit of a female elf floats toward you, teeth bared. ~ A wild, crazed look is in the glowing eyes of this undead elf, her hair disheveled and hanging in strands about her pale, milky shoulders. Her face, a -mask of pain and anguish, is contorted and crazed. +mask of pain and anguish, is contorted and crazed. ~ 254076 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -19,7 +19,7 @@ a death knight~ A hulking knight with a blackened, charred skull and glowing eyes assaults you. ~ The flesh literally drips from the body of this undead, sinning paladin. It -is well over six feet in height, weighing more than three hundred pounds. +is well over six feet in height, weighing more than three hundred pounds. ~ 188540 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -33,7 +33,7 @@ a shadow dragon~ A mass of shadows and teeth comes flying directly for you! ~ The translucent scales of the dragon give it the look of being almost -insubstantial, especially here within the Maw. +insubstantial, especially here within the Maw. ~ 123000 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -47,7 +47,7 @@ a nereid~ A beautiful young female swims your way, a wicked smile upon her clear lips. ~ She almost appears transparent, so odd is the pigmentation of her skin. She -is truly beautiful, however not in any way sweet. +is truly beautiful, however not in any way sweet. ~ 254072 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -61,8 +61,8 @@ a ghoul~ The wrecked body of a mutated human shambles toward you, licking its lips. ~ This was certainly once a human being, but somehow it has been mutated into -the characature of a digusting, undead thing - doomed to spend eternity feeding -upon the flesh of corpses. +the caricature of a disgusting, undead thing - doomed to spend eternity feeding +upon the flesh of corpses. ~ 188540 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -92,7 +92,7 @@ A smallish manta ray with a barbed tail swims at you in a lightning attack. ~ Its intelligent eyes bore down on you, sizing up your strength and possible ability. It movements are all fast and fluid - it is a true predator of the -deep. +deep. ~ 123000 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -106,7 +106,7 @@ a morkoth~ An enormous serpent lies in wait for anyone fool enough to swim into its lair. ~ A hideous, high-pitched, bubbling scream emits from it as it falls upon you -in a frenzy of attack. +in a frenzy of attack. ~ 123000 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -120,7 +120,7 @@ a peryton~ A giant eagle-thing with a stag's head roars a challenge and attacks. ~ Its greenish feathers contrast with its obsidian horns, the look of savagery -upon its muzzle unmatched. +upon its muzzle unmatched. ~ 122938 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -134,7 +134,7 @@ a shadow~ A shadow floats from a dark corner and attacks. ~ It is very hard to get a solid look at the thing, its form is insubstantial -and vaporous. +and vaporous. ~ 254072 0 0 0 1048744 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -148,7 +148,7 @@ a tanar'ri~ An enormous warrior with a greenish cast to his skin spots you and attacks. ~ He does not appear to be much of the thinking type, more one of the kill now -and east later types. His malevolent eyes scorch you with their hatred. +and east later types. His malevolent eyes scorch you with their hatred. ~ 57464 0 0 0 524448 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -162,7 +162,7 @@ a troglodyte~ A troglodyte sniffs the air, sensing your arrival. It looks you way and grins. ~ The grayish-brown scales running thick along its body give it an extremely -evil appearance - especially when it grins like that. +evil appearance - especially when it grins like that. ~ 16508 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -177,7 +177,7 @@ A hairy, crouched-over humanoid thing scuttles an attack at you. ~ It stands only five feet when fully erect, however its long, powerful arms are nearly as thick as its legs and end in long, curved claws - each one sharp -as a razor. +as a razor. ~ 16508 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -186,13 +186,13 @@ as a razor. BareHandAttack: 10 E #24513 -matron mother woman hiedous~ +matron mother woman hideous~ a Matron~ A hideous, contorted female hisses as you approach, readying her claws. ~ Her mottled, scorched skin is that of an ageless hag - she no longer communicates in the same way as most humans might, but only through strange -hisses and shrieks. +hisses and shrieks. ~ 57464 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -205,8 +205,8 @@ shade fawning~ a fawning shade~ The fawning shade of a soul wishing for the End screeches at your intrusion. ~ - Its eyes blaze in righteous hatred, its mouth opens in a soundless snarl. -You will NOT take its place in the Line. + Its eyes blaze in righteous hatred, its mouth opens in a soundless snarl. +You will NOT take its place in the Line. ~ 254072 0 0 0 160 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -221,7 +221,7 @@ The Nether Lord gazes furiously down upon you, angry at your intrusion. ~ This is not a being to trifle with petty needs or even important needs. The Lord makes his own decisions on when he will and will not allow an audience - -this is most certainly not one of those times. +this is most certainly not one of those times. ~ 254010 0 0 0 176 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -235,7 +235,7 @@ a death tyrant~ A death tyrant floats at you, its gaping wounds dripping puss across the floor. ~ Its body and torn and rent in many places, its wounds somehow seeming to give -it strength. +it strength. ~ 254076 0 0 0 0 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -249,7 +249,7 @@ a crypt thing~ An undead mass of rotting flesh moves toward you, its mouth dripping gore. ~ Its eyes glow with a red light, its flesh is all but gone, bones and decayed -organs showing through. +organs showing through. ~ 188536 0 0 0 0 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 diff --git a/lib/world/mob/246.mob b/lib/world/mob/246.mob index 513637d..857f13a 100644 --- a/lib/world/mob/246.mob +++ b/lib/world/mob/246.mob @@ -1 +1 @@ -$ +$ diff --git a/lib/world/mob/247.mob b/lib/world/mob/247.mob index 940c655..6246d54 100644 --- a/lib/world/mob/247.mob +++ b/lib/world/mob/247.mob @@ -17,7 +17,7 @@ the mourner~ A mourner stands here weeping over a lost love. ~ This lady is dressed all in black. Tears stream down her veil covered face. -She has been paying her last respects for the third time this week. +She has been paying her last respects for the third time this week. ~ 2248 0 0 0 0 0 0 0 500 E 20 14 -2 4d4+200 3d3+3 @@ -32,7 +32,7 @@ The undertaker is standing here, leaning on his shovel. He looks back at you and spits on the ground. He's dressed in dirty overalls and wears a Midgaard ball cap. He was once an adventurer but decided to dig graves instead of ascending to immortality. You'd best keep out of his -way. +way. ~ 2124 0 0 0 524288 0 0 0 1000 E 21 13 -2 4d4+210 3d3+3 @@ -46,7 +46,7 @@ The chapel priest is standing here, conducting service. ~ He is a very pious man. Fat, balding and truly someone that you would think of as "father". He stands at the podium and lectures over some drivel that you -really don't care about. +really don't care about. ~ 2248 0 0 0 524288 0 0 0 1000 E 21 13 -2 4d4+210 3d3+3 @@ -61,7 +61,7 @@ An altar boy sits here, bored out of his mind. ~ He looks extremely bored and extremely tired. He looks at the priest through the corner of his eyes as if he's expecting another flogging at any -moment. +moment. ~ 2186 0 0 0 0 0 0 0 1000 E 22 13 -3 4d4+220 3d3+3 @@ -74,7 +74,7 @@ the nasty ghoul~ A nasty ghoul is here, and it wants to eat you for dinner. ~ Its claws are filthy, its fangs look sharp. Fresh blood drips down the side -of its face, probably the remains of whatever it caught last. +of its face, probably the remains of whatever it caught last. ~ 10 0 0 0 80 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 @@ -89,7 +89,7 @@ The barrow wight is here standing atop a pile of decaying corpses. ~ It is the most hideous creature you have ever seen. It's covered from head to toe in a thick blanket of dirt. Its claws look very nasty and the mere -thought of being struck by them sends shivers up and down your spine. +thought of being struck by them sends shivers up and down your spine. ~ 10 0 0 0 524368 0 0 0 -1000 E 24 12 -4 4d4+240 4d4+4 @@ -102,7 +102,7 @@ the skeleton warrior~ A mean looking skeleton warrior is here grinning at you. ~ There's no flesh on it at all -- just bones covered by armor. You wonder -what kind of forces keep it from collapsing into a heap on the floor. +what kind of forces keep it from collapsing into a heap on the floor. ~ 72 0 0 0 524368 0 0 0 -1000 E 24 12 -4 4d4+240 4d4+4 @@ -115,7 +115,7 @@ the black shadow~ The shadows in this room seem to move of their own will. ~ It is pitch black. The mere thought of being touched by it makes you feel -weak. +weak. ~ 72 0 0 0 524368 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -128,7 +128,7 @@ the mummy~ A rotting mummy wrapped in dirty cloth is here. ~ It looks ancient. The rank smell of decay reeks from its body. Worms crawl -in its eye sockets and pus drips from between bandages. +in its eye sockets and pus drips from between bandages. ~ 10 0 0 0 524368 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 @@ -141,7 +141,7 @@ the wailing banshee~ A banshee is here, leaning on a sarcophagus and crying loudly. ~ Even undead, she is quite beautiful. Tears streak down her high, elven -cheek bones. You wonder why she is so upset. +cheek bones. You wonder why she is so upset. ~ 10 0 0 0 524288 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -154,7 +154,7 @@ the transparent spectre~ You glance right through the spectre and see the wall on the other side. ~ You see the faint outline of a man. You see right through him, and judging -by the way he's coming after you, he'd like to see through you. +by the way he's coming after you, he'd like to see through you. ~ 10 0 0 0 524372 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -167,7 +167,7 @@ the demilich~ A jeweled skull is sitting here, grinning at you. ~ It is the most ancient creature you have ever seen. All that is left is the -jewel encrusted skull and a pile of fine dust. +jewel encrusted skull and a pile of fine dust. ~ 10 0 0 0 0 0 0 0 -1000 E 21 13 -2 4d4+210 3d3+3 @@ -180,7 +180,7 @@ guardian daemon~ the guardian~ A huge guardian daemon with huge teeth is guarding the door. ~ - It is a huge beast with huge teeth and claws. It looks very pissed off. + It is a huge beast with huge teeth and claws. It looks very pissed off. ~ 10 0 0 0 524368 0 0 0 -750 E @@ -195,7 +195,7 @@ The Death Master is here trying to animate a corpse. ~ He is dressed all in black with skull and bone ornaments. He has been trying to raise an army of undead with which to destroy Midgaard. You must -stop him! +stop him! ~ 10 0 0 0 524368 0 0 0 -1000 E 21 13 -2 4d4+210 3d3+3 @@ -207,7 +207,7 @@ imp familiar~ the imp~ An Imp is here, don't even ask it for reimbursement. ~ - Well, you've always wanted to talk to an IMP. Now here's your chance! + Well, you've always wanted to talk to an IMP. Now here's your chance! ~ 142 0 0 0 1572864 0 0 0 -1000 E 24 12 -4 4d4+240 4d4+4 @@ -220,7 +220,7 @@ the church goer~ A man sits here, snoring loudly. ~ He's dressed in his Sunday best, but apparently the boring sermon has put -him to sleep. +him to sleep. ~ 2248 0 0 0 0 0 0 0 500 E 24 12 -4 4d4+240 4d4+4 @@ -233,7 +233,7 @@ an undead spider~ An undead spider is here, spinning more cobwebs. ~ Looks like just the exoskeleton, a dried out husk remains. Yet, it still -moves about on its thin legs and still spins its ghostlike cobwebs. +moves about on its thin legs and still spins its ghostlike cobwebs. ~ 10 0 0 0 84 0 0 0 -500 E 20 14 -2 4d4+200 3d3+3 diff --git a/lib/world/mob/248.mob b/lib/world/mob/248.mob index b686e3f..2012463 100644 --- a/lib/world/mob/248.mob +++ b/lib/world/mob/248.mob @@ -3,7 +3,7 @@ Elf Guardian Elven~ the Elven guardian~ An Elven Guardian is standing here guarding the portal. ~ - This is a robust built elf in his best years and as far as you can tell. + This is a robust built elf in his best years and as far as you can tell. ~ 10 0 0 0 16 0 0 0 1000 E @@ -17,7 +17,7 @@ the Elven soldier~ An Elven Soldier is standing here guarding the path. ~ This is an elf in his youth, sent by the chief of the village guards, to -guard the path from any intruder not wanted here. +guard the path from any intruder not wanted here. ~ 10 0 0 0 16 0 0 0 1000 E 16 15 0 3d3+160 2d2+2 @@ -30,7 +30,7 @@ the Elven guard~ An Elven Guard is walking around, protecting the villagers. ~ This is an elf in her youth, sent by the chief of the village guards, to -guard the village from unwanted intruders. +guard the village from unwanted intruders. ~ 72 0 0 0 16 0 0 0 1000 E 15 15 1 3d3+150 2d2+2 @@ -42,7 +42,7 @@ Elf weaponsmith smith elven~ the Elven weaponsmith~ A Large Elven weaponsmith is walking behind the counter. ~ - You notice a tired look on his face. + You notice a tired look on his face. ~ 10 0 0 0 0 0 0 0 900 E 17 15 0 3d3+170 2d2+2 @@ -50,11 +50,11 @@ A Large Elven weaponsmith is walking behind the counter. 8 8 1 E #24805 -Elf armoursmith smith elven~ -the Elven armoursmith~ -A Large Elven armoursmith is walking around behind the counter. +Elf armorsmith smith elven~ +the Elven armorsmith~ +A Large Elven armorsmith is walking around behind the counter. ~ - You notice a tired look on his face. + You notice a tired look on his face. ~ 10 0 0 0 0 0 0 0 900 E 17 15 0 3d3+170 2d2+2 @@ -66,7 +66,7 @@ Elf mage elven~ the Elven mage~ A Tiny Elven mage is floating behind the counter. ~ - You notice a tired look on his face. + You notice a tired look on his face. ~ 10 0 0 0 0 0 0 0 900 E 16 15 0 3d3+160 2d2+2 @@ -78,7 +78,7 @@ Elf Quintor grocer~ the Elf named Quintor~ An Elf named Quintor is here counting money behind the counter. ~ - You notice a tired look on his face. + You notice a tired look on his face. ~ 10 0 0 0 0 0 0 0 900 E 15 15 1 3d3+150 2d2+2 @@ -90,7 +90,7 @@ elf bartender elven~ the Elven bartender~ A fat Elf is standing behind the bar taking orders. ~ - You notice a tired look on his face. + You notice a tired look on his face. ~ 10 0 0 0 0 0 0 0 900 E 17 15 0 3d3+170 2d2+2 @@ -102,7 +102,7 @@ elf receptionist elven~ the Elven receptionist~ A nice-looking Elf is standing in the reception. ~ - You notice a tired look on her face. + You notice a tired look on her face. ~ 10 0 0 0 0 0 0 0 900 E 17 15 0 3d3+170 2d2+2 @@ -117,7 +117,7 @@ A lazy-looking Elf lies on his bed snoring loudly. This elf looks somehow more experienced than any guard in the village guard. By the look of the uniform he is probably the chief of the village guard. You notice some scars on the hands and one on the neck of the elf. He has -obviously been in battle in his days. +obviously been in battle in his days. ~ 72 0 0 0 16 0 0 0 1000 E 17 15 0 3d3+170 2d2+2 diff --git a/lib/world/mob/249.mob b/lib/world/mob/249.mob index e45b568..36e0252 100644 --- a/lib/world/mob/249.mob +++ b/lib/world/mob/249.mob @@ -3,7 +3,7 @@ Natasha~ natasha shopkeeper woman keeper~ Natasha, the shopkeeper, is here ready for trading. ~ - You see a very beautiful woman. But you note she is very powerful. + You see a very beautiful woman. But you note she is very powerful. ~ 125082 0 0 0 80 0 0 0 500 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/25.mob b/lib/world/mob/25.mob index f0b0c58..44e9b17 100644 --- a/lib/world/mob/25.mob +++ b/lib/world/mob/25.mob @@ -3,7 +3,7 @@ shadow guardian~ the shadow guardian~ A shadow guardian screams a challenge and attacks. ~ - It seems to be made of nothing more than darkness... + It seems to be made of nothing more than darkness... ~ 260204 0 0 0 524368 0 0 0 -350 E 9 17 4 1d1+90 1d2+1 @@ -16,7 +16,7 @@ the lost adventurer~ An emaciated adventurer is here looking lost and hopeless. ~ He looks haggard and sickly; no doubt he's been lost here for quite some -time. +time. ~ 200 0 0 0 0 0 0 0 400 E 8 18 5 1d1+80 1d2+1 @@ -31,7 +31,7 @@ Edgar the Human Swordpupil is standing here, looking quite lost. ~ Edgar says 'pardon me, can you tell me where to buy cups? ' You see before you, one of Midgaard's finest fighting elite, the mighty bunny slayer himself, -Edgar the Horrible! +Edgar the Horrible! ~ 204 0 0 0 0 0 0 0 1000 E 1 20 9 0d0+10 1d2+0 @@ -43,7 +43,7 @@ diamond golem~ the diamond golem~ A huge diamond golem is standing guard here. ~ - It looks quite strong. + It looks quite strong. ~ 256090 0 0 0 16 0 0 0 500 E 23 13 -3 4d4+230 3d3+3 @@ -55,8 +55,8 @@ mage young~ the mage~ A young mage wanders about, oblivious to all. ~ - He seems to be contemplating life, love and the mysteries of the universe. -Then again, he may just have a headache. + He seems to be contemplating life, love and the mysteries of the universe. +Then again, he may just have a headache. ~ 200 0 0 0 16 0 0 0 450 E 10 17 4 2d2+100 1d2+1 @@ -69,7 +69,7 @@ strick bartender~ Strick the bartender~ Strick is here levitating drinks to his customers. ~ - He looks rather harmless, but then again so does a sleeping dragon. + He looks rather harmless, but then again so does a sleeping dragon. ~ 10 0 0 0 16 0 0 0 750 E 25 12 -5 5d5+250 4d4+4 @@ -81,7 +81,7 @@ tatorious wizard~ Tatorious~ Tatorious the wizard is here counting his earnings. ~ - Tatorious winks at you mischievously. + Tatorious winks at you mischievously. ~ 10 0 0 0 16 0 0 0 900 E 25 12 -5 5d5+250 4d4+4 @@ -94,7 +94,7 @@ Ezmerelda~ Ezmerelda the cook is here stirring a large pot of something. ~ She does not look like the typical cook you would find in a kitchen, but she -certainly fits what you would expect in a tower fulls of mages. +certainly fits what you would expect in a tower fulls of mages. ~ 10 0 0 0 16 0 0 0 -500 E 20 14 -2 4d4+200 3d3+3 @@ -107,7 +107,7 @@ assistant mage cook~ the cook's assistant~ The cook's assistant is here assisting the cook. ~ - This young man is busy adding strange ingredients to the large pot. + This young man is busy adding strange ingredients to the large pot. ~ 4298 0 0 0 16 0 0 0 -200 E 11 17 3 2d2+110 1d2+1 @@ -123,7 +123,7 @@ A prisoner is chained to the wall here. Though his clothes are all in rags, you can see that at one time they must have been fine garments. A metal muzzle has been fitted over the poor wretch's mouth, whether to keep him from screaming, or to silence his spell casting you -cannot tell. He looks quite mad, no doubt he has been mistreated horribly. +cannot tell. He looks quite mad, no doubt he has been mistreated horribly. ~ 202 0 0 0 0 0 0 0 100 E 16 15 0 3d3+160 2d2+2 @@ -135,7 +135,7 @@ jailor mage~ the Jailor~ The Jailor is here enjoying a comfortable nap. ~ - He looks rather dirty. + He looks rather dirty. ~ 10 0 0 0 16 0 0 0 100 E 17 15 0 3d3+170 2d2+2 @@ -161,7 +161,7 @@ lesser guardian hands~ the pair of disembodied hands~ A pair of disembodied hands floats in the air here. ~ - The hands twitch with anticipation of strangling someone. + The hands twitch with anticipation of strangling someone. ~ 229480 0 0 0 80 0 0 0 -400 E 9 17 4 1d1+90 1d2+1 @@ -173,7 +173,7 @@ guardian greater eyes~ the pair of disembodied eyes~ A pair of disembodied eyes floats here glaring at you. ~ - The eyes smoulder with hatred. + The eyes smoulder with hatred. ~ 98408 0 0 0 80 0 0 0 -600 E 15 15 1 3d3+150 2d2+2 @@ -185,7 +185,7 @@ mage visitor~ the mage~ A visiting mage is here snoring away in peaceful slumber. ~ - He looks quite sleepy. + He looks quite sleepy. ~ 206 0 0 0 16 0 0 0 250 E 12 16 2 2d2+120 2d2+2 @@ -198,7 +198,7 @@ apprentice young~ the young apprentice magic user~ A young apprentice magic user is here doing magical studies. ~ - She looks quite intent on her studies. + She looks quite intent on her studies. ~ 206 0 0 0 16 0 0 0 400 E 7 18 5 1d1+70 1d2+1 @@ -211,7 +211,7 @@ apprentice young~ the young apprentice~ A young apprentice is here mumbling words of magic to himself. ~ - He looks to be oblivious to all but the spell he is memorizing. + He looks to be oblivious to all but the spell he is memorizing. ~ 206 0 0 0 16 0 0 0 380 E 7 18 5 1d1+70 1d2+1 @@ -224,7 +224,7 @@ apprentice young~ the young apprentice~ A young apprentice is sleeping here. ~ - He seems to be dreaming. + He seems to be dreaming. ~ 206 0 0 0 16 0 0 0 350 E 7 18 5 1d1+70 1d2+1 @@ -237,7 +237,7 @@ apprentice young~ the young apprentice~ A young apprentice is here teasing a cornered kitten. ~ - He looks like a mischievous youth. + He looks like a mischievous youth. ~ 206 0 0 0 16 0 0 0 -200 E 7 18 5 1d1+70 1d2+1 @@ -251,7 +251,7 @@ the small kitten~ A small kitten is here meowing in terror. ~ The little ball of fur looks very unhappy. Singed fur and a few minor burns -mark its mottled coat. +mark its mottled coat. ~ 206 0 0 0 16 0 0 0 500 E 1 20 9 0d0+10 1d2+0 @@ -263,7 +263,7 @@ student~ the student~ A student of spells is here looking quite bored. ~ - The student yawns. + The student yawns. ~ 206 0 0 0 16 0 0 0 350 E 8 18 5 1d1+80 1d2+1 @@ -276,7 +276,7 @@ instructor teacher mage~ the instructor of magic~ The instructor screams at your interruption and attacks you. ~ - He looks quite angry at your interruption. + He looks quite angry at your interruption. ~ 170 0 0 0 16 0 0 0 300 E 14 16 1 2d2+140 2d2+2 @@ -289,7 +289,7 @@ student~ the student of spells~ A student of spells is here trying to master invisibility. ~ - He blinks in and out of existence, trying to master the spell. + He blinks in and out of existence, trying to master the spell. ~ 206 0 0 0 20 0 0 0 400 E 8 18 5 1d1+80 1d2+1 @@ -302,7 +302,7 @@ teacher mage~ the spell teacher~ A spell teacher screams at your interruption and attacks. ~ - The teacher is quite fierce and rather frightening. + The teacher is quite fierce and rather frightening. ~ 170 0 0 0 16 0 0 0 300 E 15 15 1 3d3+150 2d2+2 @@ -315,7 +315,7 @@ student~ the student of spells~ A student of spells has fallen asleep at her desk here. ~ - She looks to have collapsed from sheer boredom. + She looks to have collapsed from sheer boredom. ~ 206 0 0 0 16 0 0 0 400 E 9 17 4 1d1+90 1d2+1 @@ -328,10 +328,10 @@ wizard speaker mage~ the wizard~ An old wizard is here making a speech here. ~ - This wizzened old man looks like he could easily pass for the oldest living + This wizened old man looks like he could easily pass for the oldest living man. Of course, having heard stories about some of the magic available to the people living here, and what toll the magic draws... This man might be as young -as you. +as you. ~ 206 0 0 0 16 0 0 0 400 E 18 14 0 3d3+180 3d3+3 @@ -359,7 +359,7 @@ the battle mistress~ The battle mistress is here teaching the fine uses of a dagger. ~ She looks quite rugged. In fact, she more resembles a warrior than a magic -user. +user. ~ 67754 0 0 0 16 0 0 0 200 E 17 15 0 3d3+170 2d2+2 @@ -373,7 +373,7 @@ the spell teacher~ A spell teacher is here relaxing. ~ The teacher looks to be worn out by a long day of magic working, difficult -spells, and inattentive students. +spells, and inattentive students. ~ 74 0 0 0 16 0 0 0 200 E 15 15 1 3d3+150 2d2+2 @@ -387,7 +387,7 @@ the aged wizard~ An aged wizard is sleeping here. ~ Dreams of magic and power are probably flowing through his head right now, -better not wake him up. +better not wake him up. ~ 232 0 0 0 16 0 0 0 350 E 20 14 -2 4d4+200 3d3+3 @@ -415,7 +415,7 @@ the scribe~ A scribe is here working diligently on some translations. ~ She is quite cute. Too bad her only interest seems to be the words of lore -she is translating. +she is translating. ~ 206 0 0 0 16 0 0 0 500 E 15 15 1 3d3+150 2d2+2 @@ -443,7 +443,7 @@ the scribe's assistant~ The scribe's assistant is here folding parchments. ~ You can tell that he isn't trusted with the more important documents, since -those ones are rolled and sealed with wax. +those ones are rolled and sealed with wax. ~ 234 0 0 0 16 0 0 0 100 E 16 15 0 3d3+160 2d2+2 @@ -457,7 +457,7 @@ the Enchanter~ The Enchanter is here placing a dweomer upon well made sword. ~ The Enchanter is hard at work, concentrating on a spell which could either -destroy the weapon or make it many times more powerful than it already is. +destroy the weapon or make it many times more powerful than it already is. ~ 170 0 0 0 16 0 0 0 -200 E 23 13 -3 4d4+230 3d3+3 @@ -470,7 +470,7 @@ sword dancing~ the dancing sword~ A well crafted sword lies on the work table here. ~ - It looks quite sharp. + It looks quite sharp. ~ 256170 0 0 0 16 0 0 0 -500 E 10 17 4 2d2+100 1d2+1 @@ -484,7 +484,7 @@ The Mad Alchemist babbles something incomprehensible and attacks. ~ He looks like he has been quaffing too many potions. His eyes dart around wildly, and he starts to drool. The Mad Alchemist throws back his head and -cackles with insane glee! +cackles with insane glee! ~ 234 0 0 0 16 0 0 0 150 E 24 12 -4 4d4+240 4d4+4 @@ -512,7 +512,7 @@ master charmer~ the Master Charmer~ The Master Charmer utters the words, 'uuuzzldctz'. ~ - The Master Charmer sizes you up, always looking for a new pet. + The Master Charmer sizes you up, always looking for a new pet. ~ 42 0 0 0 16 0 0 0 -400 E 23 13 -3 4d4+230 3d3+3 @@ -525,7 +525,7 @@ golem wooden~ the wooden golem~ A wooden golem stands a silent vigil here, guarding the stairs. ~ - He looks flammable. + He looks flammable. ~ 258154 0 0 0 16 0 0 0 100 E 16 15 0 3d3+160 2d2+2 @@ -537,7 +537,7 @@ master spellbinder~ the Master Spellbinder~ The Master Spellbinder is here re-charging a blackened wand. ~ - The Master Spellbinder snarls at you and attacks. + The Master Spellbinder snarls at you and attacks. ~ 234 0 0 0 16 0 0 0 -500 E 23 13 -3 4d4+230 3d3+3 @@ -551,7 +551,7 @@ the Golem Maker~ The Golem Maker is here chiseling some stone. ~ The Golem Master appears to be very meticulous about his work, to the point -of fussing over it. +of fussing over it. ~ 170 0 0 0 16 0 0 0 300 E 21 13 -2 4d4+210 3d3+3 @@ -564,7 +564,7 @@ golem granite~ the granite golem~ A granite golem stands here waiting to do its master's bidding. ~ - It looks like a statue, until you see it shamble towards you. + It looks like a statue, until you see it shamble towards you. ~ 258154 0 0 0 16 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 @@ -576,7 +576,7 @@ golem bronze~ the bronze golem~ A bronze golem stands here shining in the light. ~ - He looks rather dim witted. + He looks rather dim witted. ~ 258154 0 0 0 16 0 0 0 350 E 18 14 0 3d3+180 3d3+3 @@ -589,7 +589,7 @@ the flesh golem~ A flesh golem stands guard here ~ It looks to be made of a potpourri of different body parts; some don't even -resemble anything human. +resemble anything human. ~ 258154 0 0 0 16 0 0 0 200 E 12 16 2 2d2+120 2d2+2 @@ -601,7 +601,7 @@ golem cloth~ the cloth golem~ A cloth golem wanders around here. ~ - It looks like a bunch of old rags, quite surprising it can actually walk. + It looks like a bunch of old rags, quite surprising it can actually walk. ~ 258154 0 0 0 16 0 0 0 350 E 8 18 5 1d1+80 1d2+1 @@ -614,7 +614,7 @@ the adamantite golem~ An adamantite golem stands here looking very dangerous. ~ It seems to be forged of dark metal. It looks strong and durable, but -somewhat un-intelligent. +somewhat un-intelligent. ~ 258154 0 0 0 16 0 0 0 350 E 25 12 -5 5d5+250 4d4+4 @@ -626,7 +626,7 @@ golem clay~ the clay golem~ A clay golem stands guard here. ~ - This large golem almost looks like it is made of dirt. + This large golem almost looks like it is made of dirt. ~ 258154 0 0 0 16 0 0 0 200 E 15 15 1 3d3+150 2d2+2 @@ -639,7 +639,7 @@ the Master of Illusions~ An enormous multi-colored three-headed dragon growls at you. ~ The image of an ugly dragon flickers slightly, and where the dragon was now -stands a small harmless looking old man. +stands a small harmless looking old man. ~ 206 0 0 0 16 0 0 0 150 E 21 13 -2 4d4+210 3d3+3 @@ -655,7 +655,7 @@ The Necromancer is here raising undead servants. Attired all in black, the Necromancer is tall and gangly, but still quite an imposing figure. A dark cowl shrouds most of his face, but two blazing embers which serve as eyes can be seen through the shadow. The Necromancer shrieks -some obscenities and orders his minions to attack. +some obscenities and orders his minions to attack. ~ 234 0 0 0 16 0 0 0 -950 E 25 12 -5 5d5+250 4d4+4 @@ -668,7 +668,7 @@ skeleton undead~ the animated skeleton~ An animated skeleton screams silently and attacks. ~ - It feels no pain, and hacks at you ruthlessly. + It feels no pain, and hacks at you ruthlessly. ~ 188586 0 0 0 16 0 0 0 -500 E 15 15 1 3d3+150 2d2+2 @@ -681,7 +681,7 @@ the undead giant~ An undead giant lumbers towards you. ~ This thing seems to be the reanimated corpse of a giant, creating an enormous -zombie. +zombie. ~ 188524 0 0 0 16 0 0 0 -500 E 18 14 0 3d3+180 3d3+3 @@ -695,7 +695,7 @@ An ugly witch is here scrying out secrets. ~ She has no face at all, just blank skin, rather disturbing. From about where her mouth should be, comes a disgusting giggling sound that makes your skin -crawl with revulsion. +crawl with revulsion. ~ 108 0 0 0 16 0 0 0 -450 E 20 14 -2 4d4+200 3d3+3 @@ -708,7 +708,7 @@ librarian mage~ the Librarian~ The Librarian has fallen asleep at his desk here. ~ - He looks like a rather peaceful old man. + He looks like a rather peaceful old man. ~ 234 0 0 0 16 0 0 0 450 E 23 13 -3 4d4+230 3d3+3 @@ -723,7 +723,7 @@ The Master's apprentice leaps to halt your passage. ~ A powerful wizard in his own right, the apprentice of the master of balance has given up his station in the mage guild hierarchy in order to serve the Great -Master in hopes of gleaning secrets one could never hope to uncover alone. +Master in hopes of gleaning secrets one could never hope to uncover alone. ~ 110 0 0 0 16 0 0 0 0 E 24 12 -4 4d4+240 4d4+4 @@ -732,11 +732,11 @@ Master in hopes of gleaning secrets one could never hope to uncover alone. E T 2501 #2555 -cat grey familiar~ -the grey cat~ -A grey cat is lounging lazily here. +cat gray familiar~ +the gray cat~ +A gray cat is lounging lazily here. ~ - The grey cat cocks an ear towards you, sensing your scrutiny, then purrs + The gray cat cocks an ear towards you, sensing your scrutiny, then purrs contentedly. It looks rather harmless, until you notice its very large claws. ~ @@ -746,11 +746,11 @@ contentedly. It looks rather harmless, until you notice its very large claws. 8 8 2 E #2556 -master guildmaster grey~ +master guildmaster gray~ the Master of Neutrality~ The Master of Neutrality is here contemplating the balance of the Universe. ~ - He looks quite peaceful. + He looks quite peaceful. ~ 2894 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -765,7 +765,7 @@ A black robed apprentice jumps from the shadows and attacks. ~ She bears a wicked looking scar down the side of her face, though once she must have been beautiful, now the scar combined with what seems to be a -permanent scowl make her looks quite fearsome. +permanent scowl make her looks quite fearsome. ~ 110 0 0 0 16 0 0 0 -750 E 20 14 -2 4d4+200 3d3+3 @@ -779,7 +779,7 @@ the black cat~ A black cat with its fur up hisses at you. ~ It looks both mean and dangerous. Petting seems to be completely out of the -question. +question. ~ 74 0 0 0 524304 0 0 0 -800 E 16 15 0 3d3+160 2d2+2 @@ -791,7 +791,7 @@ master guildmaster black~ the Master of the Black Robes~ The Master of the Black Robes is here plotting vile deeds. ~ - The Master glares at you. + The Master glares at you. ~ 3662 0 0 0 16 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -805,7 +805,7 @@ the white robed apprentice~ A white robed apprentice screams at your desecration of goodness. ~ He looks like a fanatic. The white robed apprentice screams 'Thou art -unworthy of this honour! ' +unworthy of this honor! ' ~ 174 0 0 0 16 0 0 0 750 E 20 14 -2 4d4+200 3d3+3 @@ -818,7 +818,7 @@ cat white familiar~ the white cat~ A white cat is here preening its fur. ~ - It seems to be nothing more than a large ball of fluff with claws. + It seems to be nothing more than a large ball of fluff with claws. ~ 74 0 0 0 524304 0 0 0 800 E 15 15 1 3d3+150 2d2+2 @@ -830,7 +830,7 @@ master guildmaster white~ the Master of Goodness~ The Master of Goodness is here frowning at your intrusion. ~ - He looks like a self-righteous bastard. + He looks like a self-righteous bastard. ~ 3406 0 0 0 16 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -844,7 +844,7 @@ the calico cat~ A large calico cat is lounging about here. ~ It looks incredibly large for a cat, no doubt a giant of its species. A -beautiful jewel encrusted collar about its neck is its only adornment. +beautiful jewel encrusted collar about its neck is its only adornment. ~ 74 0 0 0 524304 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -858,8 +858,8 @@ The Grand Mistress of Magic is sitting here. ~ She looks quite comfortable on her emerald throne. Amazingly young and pretty for one of such stature in the guild, no doubt she has kept her youthful -appearance through the use of strong magics. The Grand Mistress pets her -familiar and smiles at you in confidence. +appearance through the use of strong magicks. The Grand Mistress pets her +familiar and smiles at you in confidence. ~ 2062 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/250.mob b/lib/world/mob/250.mob index d1fec75..7670dd3 100644 --- a/lib/world/mob/250.mob +++ b/lib/world/mob/250.mob @@ -5,7 +5,7 @@ The Copper Dragon of Time stands before you ~ A majestic Dragon stands before you in all its glory. The gleam from its copper scales seems to stop time. The Dragon does not seem happy that you are -here. It ATTACKS. +here. It ATTACKS. ~ 2058 0 0 0 80 0 0 0 350 E 30 10 -8 6d6+300 5d5+5 @@ -18,7 +18,7 @@ the White Dragon~ The White Dragon of Ice stands before you ~ A intimidating Dragon stands before you. The icy glare blinds you long -enough for the Ice Dragon to devour you. +enough for the Ice Dragon to devour you. ~ 2058 0 0 0 80 0 0 0 -350 E 30 10 -8 6d6+300 5d5+5 @@ -31,7 +31,7 @@ a Pixie~ A Pixie flits about the room ~ This winged creature is the epitome of mischief. He loves to pick on -travelers, and guess what.... It's your turn :). +travelers, and guess what.... It's your turn :). ~ 200 0 0 0 0 0 0 0 500 E 28 11 -6 5d5+280 4d4+4 @@ -45,7 +45,7 @@ The translucent Spirit of the Dragon stares at you through uncaring eyes ~ The Spirit of the Time Dragon guards the hoard gathered by the copper dragons who have stood sentinel over this spot. The Spirit lunges for your -SOUL!!!!!!! +SOUL!!!!!!! ~ 2058 0 0 0 524372 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -59,7 +59,7 @@ The shimmering Spirit of the Dragon freezes you in your steps ~ The Spirit of the Ice Dragon Stands over the hoard of the previous white dragon guardians. The Spirit attempts to leech you life blood from your body. - + ~ 2058 0 0 0 524372 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -71,9 +71,9 @@ Pixie King~ the Pixie King~ The Pixie King looks at you with a merry glint in his eyes and nods ~ - The Pixe King is slightly bigger than other pixies. He is really cool. + The Pixie King is slightly bigger than other pixies. He is really cool. The King loves to frolic and play, especially with new friends. He asks you -"Will you be my fwiend? ". +"Will you be my fwiend? ". ~ 2058 0 0 0 80 0 0 0 1000 E 29 11 -7 5d5+290 4d4+4 @@ -87,7 +87,7 @@ The GateKeeper appears to look right through you as he stands at his post. ~ The GateKeeper is a grim staunch figure. He looks as if he has been carrying a large burden for some time. You feel sorry for him, but he does -have the key that you need to continue on through the cave. +have the key that you need to continue on through the cave. ~ 2058 0 0 0 80 0 0 0 0 E 28 11 -6 5d5+280 4d4+4 @@ -104,7 +104,7 @@ of. Its body easily stretching 300 feet from nose to tail. This entire cavern, which seems to span the distance of about three levels of this mountain, is completely filled by the dragon. At the time it seems peaceful, but you can tell that attacking it would be the dumbest, and last thing you -ever did. +ever did. ~ 72 0 0 0 524372 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -117,8 +117,8 @@ a Pixie Guard~ The Pixie Guard stands here, prepared to loose his life for the king. ~ The Pixie Guard doesn't really do much to inspire fear in your heart, but -you suppose that if pressed, he could fight quite visciously compared to most -Pixies. +you suppose that if pressed, he could fight quite viciously compared to most +Pixies. ~ 4106 0 0 0 1048576 0 0 0 1000 E 28 11 -6 5d5+280 4d4+4 @@ -133,7 +133,7 @@ The Master Pixie Mage is here ruffling through the King's belongings. The Master Pixie Mage does not look like any of the other Pixies you have encountered. His glow has taken on a pale green color, and he is staring at you maliciously. The Staff he carries seems familiar, but you are not sure -from where you remember it. +from where you remember it. ~ 2058 0 0 0 16 0 0 0 -500 E 29 11 -7 5d5+290 4d4+4 diff --git a/lib/world/mob/251.mob b/lib/world/mob/251.mob index 05ed660..2eebba8 100644 --- a/lib/world/mob/251.mob +++ b/lib/world/mob/251.mob @@ -4,7 +4,7 @@ the chimpanzee~ A chimpanzee is standing here. ~ This intelligent chimpanzee is one of the many inhabitants of Ape Village. - + ~ 200 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -17,7 +17,7 @@ the chimpanzee~ A chimpanzee is standing here. ~ This intelligent chimpanzee is one of the many inhabitants of Ape Village. - + ~ 200 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -30,7 +30,7 @@ the Orangutan~ A regal looking Orangutan is standing here. ~ The Orangutans are the rulers of the Ape Village, and they are the most -intelligent. +intelligent. ~ 200 0 0 0 0 0 0 0 -350 E 19 14 -1 3d3+190 3d3+3 @@ -47,8 +47,8 @@ gorilla soldier~ the savage gorilla soldier~ A savage Gorilla soldier is here, looking for something to kill. ~ - The Gorilla Soldiers make up the army and police forces of Ape Village. -Don't mess with them! + The Gorilla Soldiers make up the army and police forces of Ape Village. +Don't mess with them! ~ 72 0 0 0 0 0 0 0 -500 E 20 14 -2 4d4+200 3d3+3 @@ -66,7 +66,7 @@ the gorilla hunter~ A Gorilla Hunter is here, looking for something to kill. ~ The Gorilla Hunters hunt down humans for sport. They also round up humans -for the ape scientists to use in experiments. +for the ape scientists to use in experiments. ~ 72 0 0 0 0 0 0 0 -500 E 21 13 -2 4d4+210 3d3+3 @@ -83,7 +83,7 @@ ape child kid~ the ape child~ A small Ape Child is standing here. ~ - Ape children are stupid and weak. Perfect for killing! + Ape children are stupid and weak. Perfect for killing! ~ 200 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -96,7 +96,7 @@ the wild human~ A wild human is here, eyeing you nervously. ~ These wild humans are crazy. They can't speak or write, and they are hunted -by the apes. +by the apes. ~ 76 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -109,7 +109,7 @@ the caged human~ A caged human is here, eyeing you nervously. ~ These wild humans are crazy. They can't speak or write, and they are hunted -by apes. Captivity has made these humans weaker than the wild ones. +by apes. Captivity has made these humans weaker than the wild ones. ~ 10 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -122,7 +122,7 @@ Ursus, the gorilla captain~ Ursus, the Gorilla Captain, is glaring at you. ~ Ursus is the captain of the Gorilla Soldiers. He's very mean and very -strong. Picking a fight with him would surely result in death! +strong. Picking a fight with him would surely result in death! ~ 141384 0 0 0 0 0 0 0 -500 E 22 13 -3 4d4+220 3d3+3 @@ -140,7 +140,7 @@ Dr. Zaius~ Dr. Zaius, the ruler of Ape Village, is standing here. ~ Dr. Zaius knows the truth behind Ape Village. He knows that apes were once -dominated by man, but he doesn't like to share information. +dominated by man, but he doesn't like to share information. ~ 8392 0 0 0 0 0 0 0 -200 E 21 13 -2 4d4+210 3d3+3 @@ -157,8 +157,8 @@ cornelius chimpanzee~ Cornelius~ Cornelius the chimpanzee is standing here. ~ - Cornelius is an archeologist. He is simpathetic towards humans, unlike the -other apes. + Cornelius is an archeologist. He is sympathetic towards humans, unlike the +other apes. ~ 8264 0 0 0 0 0 0 0 200 E 20 14 -2 4d4+200 3d3+3 @@ -176,8 +176,8 @@ Zira~ Zira the chimpanzee is standing here. ~ Zira is a psychologist. She works with the humans and tries to make them -speak. Although she doesn't know it, she performs evil operations with Dr. -Zaius. +speak. Although she doesn't know it, she performs evil operations with Dr. +Zaius. ~ 8202 0 0 0 0 0 0 0 200 E 19 14 -1 3d3+190 3d3+3 @@ -196,7 +196,7 @@ A large rock is resting here. ~ These rocks have been mutated by radiation from the nuclear wars of the past. For some reason, they have developed an intelligence and are able to -move around. Beware! +move around. Beware! ~ 76 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -215,7 +215,7 @@ The Keeper is here, watching out onto the ocean. ~ The Keeper guards the Statue of Liberty. He certainly doesn't want any hairy apes touching one of mankind's last relics. He's an avid steroid user, -so he's pretty tough. +so he's pretty tough. ~ 34830 0 0 0 0 0 0 0 -600 E 22 13 -3 4d4+220 3d3+3 @@ -232,7 +232,7 @@ ape shopkeeper~ the ape shopkeeper~ An ape shopkeeper is here, staring at you. ~ - This ape likes to buy and sell stuff. He has a very short temper. + This ape likes to buy and sell stuff. He has a very short temper. ~ 141322 0 0 0 16 0 0 0 -300 E 22 13 -3 4d4+220 3d3+3 diff --git a/lib/world/mob/252.mob b/lib/world/mob/252.mob index f6509af..f1262b4 100644 --- a/lib/world/mob/252.mob +++ b/lib/world/mob/252.mob @@ -4,7 +4,7 @@ a huge black bat~ A huge black bat hovers before you. ~ It doesn't seem to want to attack, it simply seems to be watching you, almost -with intelligent eyes. +with intelligent eyes. ~ 196684 0 0 0 80 0 0 0 -200 E 20 14 -2 4d4+200 3d3+3 @@ -18,7 +18,7 @@ the Zigeuner Gypsy~ A Zigeuner Gypsy seems shocked by your presence here. ~ Walking head down, mumbling to himself, you are the last thing this guy -expected. +expected. ~ 6216 0 0 0 0 0 0 0 -300 E 30 10 -8 6d6+300 5d5+5 @@ -30,7 +30,7 @@ gypsy cigano~ the Cigano Gypsy~ A Cigano Gypsy spots you and turns away at a quick pace. ~ - He seems to be on his way to take care of something. + He seems to be on his way to take care of something. ~ 6344 0 0 0 0 0 0 0 -300 E 23 13 -3 4d4+230 3d3+3 @@ -43,7 +43,7 @@ a Tsigani Gypsy~ A Tsigani Gypsy comes running at you, weapon drawn! ~ Of all the different gypsies in the castle, you had to find the one with a -deathwish... +deathwish... ~ 6248 0 0 0 0 0 0 0 -300 E 20 14 -2 4d4+200 3d3+3 @@ -52,12 +52,12 @@ deathwish... BareHandAttack: 3 E #25204 -vampyre greater~ -a Greater Vampyre~ -A Greater Vampyre flings himself on you in a frenzy of Bloodlust! +vampire greater~ +a Greater Vampire~ +A Greater Vampire flings himself on you in a frenzy of Bloodlust! ~ You really don't have the time to stop and check this guy out, he is -attacking you! +attacking you! ~ 229976 0 0 0 80 0 0 0 -700 E 30 10 -8 6d6+300 5d5+5 @@ -66,11 +66,11 @@ attacking you! BareHandAttack: 4 E #25205 -vampyre lesser~ -a Lesser Vampyre~ -A Lesser Vampyre attacks with a power that only a vampyre could possess. +vampire lesser~ +a Lesser Vampire~ +A Lesser Vampire attacks with a power that only a vampire could possess. ~ - Watch the teeth - something you were supposed to remember about the teeth. + Watch the teeth - something you were supposed to remember about the teeth. ~ 168536 0 0 0 80 0 0 0 -800 E 30 10 -8 6d6+300 5d5+5 @@ -79,11 +79,11 @@ A Lesser Vampyre attacks with a power that only a vampyre could possess. BareHandAttack: 8 E #25206 -Lord vampyre~ -the Vampyre Lord~ +Lord vampire~ +the Vampire Lord~ A huge, terrifying man-like thing is about to bite your neck. ~ - He moves so fast, it is hard to tell anything about him at all. + He moves so fast, it is hard to tell anything about him at all. ~ 2650 0 0 0 80 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/253.mob b/lib/world/mob/253.mob index b3015a4..6adf325 100644 --- a/lib/world/mob/253.mob +++ b/lib/world/mob/253.mob @@ -4,7 +4,7 @@ an MoS Guard~ An MoS Guard stands here, blocking your passage down the steps. ~ Such strict attention stands he, looks as if maybe he were made of steel -himself. +himself. ~ 10 0 0 0 0 0 0 0 -200 E 5 19 7 1d1+50 1d2+0 @@ -22,7 +22,7 @@ Checkpoint Charley~ Checkpoint Charley stands here, clipboard in hand, making sure no elves get in. ~ Poor guy, must have been a geek in high school, now he has this semi-official -position and he takes it WAY too seriously. +position and he takes it WAY too seriously. ~ 10 0 0 0 0 0 0 0 -100 E 5 19 7 1d1+50 1d2+0 @@ -37,7 +37,7 @@ soldier mos~ an MoS soldier~ An MoS soldier is here, looking at you in some confusion. ~ - He turns away, begins to walk away, then stops. He turns back. Looks. + He turns away, begins to walk away, then stops. He turns back. Looks. "Um, hey," he says, "are you supposed to be here? " ~ 200 0 0 0 0 0 0 0 -200 E @@ -52,7 +52,7 @@ the Master at Arms~ The Master at Arms is here, working out with some steel weights. ~ This dude looks like he could crush you in one sweep of his massive -tree-trunk arms. +tree-trunk arms. ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -67,7 +67,7 @@ The MoS Captain stands here, hating elves. ~ This guy is as brainwashed as they come. If he was wearing an "I hate elves" patch on his arm, it couldn't be more obvious. You check his arm. He isn't -wearing one. +wearing one. ~ 10 0 0 0 0 0 0 0 -300 E 15 15 1 3d3+150 2d2+2 @@ -92,7 +92,7 @@ sergeant MoS~ the MoS Sergeant~ The MoS Sergeant stands here, nothing to do. ~ - Pity this man seems like he might make a good stableman... + Pity this man seems like he might make a good stableman... ~ 10 0 0 0 0 0 0 0 -300 E 16 15 0 3d3+160 2d2+2 @@ -104,7 +104,7 @@ general MoS~ the MoS General~ The MoS General is here, practicing his hate speeches. ~ - This guy seems just maybe a couple cards short of a full deck. + This guy seems just maybe a couple cards short of a full deck. ~ 10 0 0 0 0 0 0 0 -300 E 17 15 0 3d3+170 2d2+2 @@ -116,7 +116,7 @@ grand knight~ the Grand Knight~ The Grand Knight stands here. ~ - Maybe you should consider running the other way... + Maybe you should consider running the other way... ~ 10 0 0 0 0 0 0 0 -400 E 17 15 0 3d3+170 2d2+2 @@ -129,7 +129,7 @@ Bob, the MoS guard~ A guard in MoS uniform with the name 'Bob' stenciled across his chest waits here. ~ He has just the slightest grin on his face, one that suggests he may not be -"all there". +"all there". ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -144,7 +144,7 @@ an MoS soldier~ An MoS soldier is here, looking at you in some confusion. ~ He turns away, begins to walk away, then stops. He turns back. Looks. Um, -hey," he says, "are you sposed to be here? +hey," he says, "are you sposed to be here? ~ 200 0 0 0 0 0 0 0 -200 E 6 18 6 1d1+60 1d2+1 diff --git a/lib/world/mob/254.mob b/lib/world/mob/254.mob index fe0bc96..5e4748f 100644 --- a/lib/world/mob/254.mob +++ b/lib/world/mob/254.mob @@ -4,7 +4,7 @@ the villager~ A man is here, going about whatever business Mordecai has set him to. ~ The villager looks quite like any other man you might meet on any other -street in any other town. +street in any other town. ~ 76 0 0 0 0 0 0 0 -200 E 6 18 6 1d1+60 1d2+1 @@ -16,8 +16,8 @@ skinny woman villager~ the skinny woman~ A skinny woman stands here. She is pale, sickly and generally pathetic to see. ~ - The woman would probably be quite a hotty if not for her ribs showing through -the flimsy fabric of her grubby, raggety dress. + The woman would probably be quite a hottie if not for her ribs showing through +the flimsy fabric of her grubby, raggedy dress. ~ 76 0 0 0 0 0 0 0 400 E 6 18 6 1d1+60 1d2+1 @@ -31,7 +31,7 @@ Lieutenant Caspan~ Caspan recognizes you as an intruder immediately and attacks! ~ Strong, tall, and mean as hell, this man could probably tear you limb from -limb. +limb. ~ 231466 0 0 0 16 0 0 0 -600 E 29 11 -7 5d5+290 4d4+4 @@ -44,8 +44,8 @@ penelope penelope~ Penelope~ Penelope stands here, looking beautiful as a Goddess. ~ - Slighty plump, but all in the right places, Penelope looks as if she knows a -trick or two with the fellas. + Slightly plump, but all in the right places, Penelope looks as if she knows a +trick or two with the fellas. ~ 229386 0 0 0 0 0 0 0 600 E 15 15 1 3d3+150 2d2+2 @@ -57,7 +57,7 @@ soldier mordecai~ the soldier~ One of Mordecai's soldiers marches by, intent on his duties. ~ - Dressed in matching rags, these soldiers present a pitiful ragtag bunch. + Dressed in matching rags, these soldiers present a pitiful ragtag bunch. ~ 6154 0 0 0 0 0 0 0 -400 E 18 14 0 3d3+180 3d3+3 @@ -69,8 +69,8 @@ little village whore~ the little whore~ A poor twelve year old girl is here, offering herself to all men in the village. ~ - The girl looks worn and beaten. Perhaps you should have pity on her? -Certainly, her way of life has been ordered by Mordecai. + The girl looks worn and beaten. Perhaps you should have pity on her? +Certainly, her way of life has been ordered by Mordecai. ~ 72 0 0 0 524288 0 0 0 -50 E 8 18 5 1d1+80 1d2+1 @@ -83,7 +83,7 @@ the chanker ridden child~ A child covered in nasty chankers trudges past. ~ The child, dressed in the dirtiest of rags, looks up at you through his pussy -eyes, and smiles a toothless smile. +eyes, and smiles a toothless smile. ~ 200 0 0 0 524288 0 0 0 -50 E 8 18 5 1d1+80 1d2+1 @@ -109,7 +109,7 @@ the three legged dog~ A three legged dog limps by you. ~ This flea-bitten, beaten-half-to-death-every-day-of-its-life dog looks sadly -at you and then continues limping along. +at you and then continues limping along. ~ 72 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -123,7 +123,7 @@ a toothless hag~ A toothless hag lays here, smiling big, trying to look appealing. ~ As the hag notices your interest, her smile gets wider. She turns slowly -onto her back, spreads her legs and raises a suggestive eyebrow. +onto her back, spreads her legs and raises a suggestive eyebrow. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -135,7 +135,7 @@ mordecai mordecai~ Mordecai~ Mordecai stand before you; proud, defiant... and dirty. ~ - Mordecai is a menacing figure. A true Lord of Grubs. + Mordecai is a menacing figure. A true Lord of Grubs. ~ 2110 0 0 0 16 0 0 0 -999 E 30 10 -8 6d6+300 5d5+5 @@ -147,7 +147,7 @@ wandering chicken~ the chicken~ A chicken wanders by you, no concerns in life but to cluck. ~ - Sometimes you wonder if life would be better as a chicken. + Sometimes you wonder if life would be better as a chicken. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -159,8 +159,8 @@ woman filthy shitting~ a squatting woman~ A woman is here, squatting over a hole in the ground. ~ - The woman seems only slightly upset to see you here as she tries to shit. -You sense she is having a tough time with her business. + The woman seems only slightly upset to see you here as she tries to shit. +You sense she is having a tough time with her business. ~ 2058 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -175,7 +175,7 @@ A sneaky little bastard is here, counting his coins. ~ The grubby hands and shifty eyes give this little brat the look of a criminal. He's rooting through his purse inspecting his loot. Perhaps some of -it came from yours. +it came from yours. ~ 204 0 0 0 524288 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -187,7 +187,7 @@ man old~ the grouchy old man~ A grouchy old man is here, complaining about the weather. ~ - What crawled up this guys arse? + What crawled up this guys arse? ~ 10312 0 0 0 0 0 0 0 -200 E 15 15 1 3d3+150 2d2+2 diff --git a/lib/world/mob/255.mob b/lib/world/mob/255.mob index ba2b869..ac5e317 100644 --- a/lib/world/mob/255.mob +++ b/lib/world/mob/255.mob @@ -3,7 +3,7 @@ parrot ghost~ a parrot ghost~ A ghost parrot suddenly appears before you in a flurry of motion. ~ - Man that thing is fast! + Man that thing is fast! ~ 256282 0 0 0 65540 0 0 0 -1000 E 5 19 7 1d1+50 1d2+0 @@ -17,8 +17,8 @@ pirate ghost~ a pirate ghost~ A pirate ghost fades into existence, intent on getting you off his ship. ~ - The image of this being flickers in and out of existance, making it hard for -you to distinguish any specific features. + The image of this being flickers in and out of existence, making it hard for +you to distinguish any specific features. ~ 231544 0 0 0 65556 0 0 0 -1000 E 8 18 5 1d1+80 1d2+1 @@ -31,8 +31,8 @@ captain ghost~ the Captain ghost~ The Captain blurs into focus, just as he slams his weapon into your head! ~ - The ghost of the captain is much larger than the other ghosts you've seen. -And much meaner! + The ghost of the captain is much larger than the other ghosts you've seen. +And much meaner! ~ 239674 0 0 0 65556 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -46,7 +46,7 @@ the ghost cook~ The ghost of the pirate cook blurs into focus before your eyes. Is that a meat cleaver? ~ You cannot get a solid look at the cook, the apparition is not distinct -enough for that. +enough for that. ~ 231482 0 0 0 65540 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -59,7 +59,7 @@ first mate ghost pirate~ the ghost of the First Mate~ The ghost of the First Mate comes flying at you, a silent scream of fury on it's lips! ~ - This man must have been a maniac even when he was alive! + This man must have been a maniac even when he was alive! ~ 188536 0 0 0 65540 0 0 0 -1000 E 27 11 -6 5d5+270 4d4+4 @@ -73,7 +73,7 @@ an old sailor~ An old sailor sits before the fire, cross-legged, staring at the flames. ~ The old man does not even seem to notice that you have entered into his -domain. +domain. ~ 2074 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -86,7 +86,7 @@ bones pile~ the pile of bones~ A pile of bones suddenly rises up, comes to life and attacks! ~ - Horror of horrors, RUN! + Horror of horrors, RUN! ~ 229418 0 0 0 4 0 0 0 -1000 E 13 16 2 2d2+130 2d2+2 diff --git a/lib/world/mob/256.mob b/lib/world/mob/256.mob index 7bff749..a6fdc7c 100644 --- a/lib/world/mob/256.mob +++ b/lib/world/mob/256.mob @@ -4,7 +4,7 @@ the maid~ A maid walks around, looking for something to clean. ~ She wears a black dress with a white apron. She looks as if she knows her -job well. +job well. ~ 204 0 0 0 0 0 0 0 500 E 7 18 5 1d1+70 1d2+1 @@ -18,7 +18,7 @@ the firetender~ A firetender is here keeping the water warm for you. ~ This young servant has probably only reached his ninth or tenth year, and is -probably working to help support his family. What a great little fella. +probably working to help support his family. What a great little fella. ~ 10 0 0 0 0 0 0 0 750 E 8 18 5 1d1+80 1d2+1 @@ -34,7 +34,7 @@ the firetender~ A young female firetender is here keeping the water warm for guests' baths. ~ This young lady has probably only reached her ninth or tenth year. She is -probably working so that her poverty stricken family can eat this season. +probably working so that her poverty stricken family can eat this season. ~ 10 0 0 0 0 0 0 0 750 E 6 18 6 1d1+60 1d2+1 @@ -50,7 +50,7 @@ the Lord's servant~ One of the Lord's servants bustles by looking very busy. ~ The servant turns to you and says, "Shhh... The Lord does not tolerate -dawdling service, at least not since the lady Penelope was taken by Mordecai. +dawdling service, at least not since the lady Penelope was taken by Mordecai. " ~ 200 0 0 0 0 0 0 0 250 E @@ -65,7 +65,7 @@ the Lord's guest~ One of the Lord's guests stands here importantly. ~ Dressed in finery, with many frills and trills, this man could very well pass -for a transvestite. +for a transvestite. ~ 192584 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -79,7 +79,7 @@ cook~ a cook~ One of the Lord's cooks stands here preparing for the next meal. ~ - Dressed all in white, this woman seems covered head to toe in flour. + Dressed all in white, this woman seems covered head to toe in flour. ~ 10 0 0 0 0 0 0 0 350 E 10 17 4 2d2+100 1d2+1 @@ -97,7 +97,7 @@ the child~ An annoying little kid runs past you, nearly knocking you over. ~ Dressed all in finery, this is obviously one the children of one the Lord's -guests. +guests. ~ 72 0 0 0 0 0 0 0 500 E 2 20 8 0d0+20 1d2+0 @@ -110,7 +110,7 @@ the Lord~ Here you find the Lord of the Keep, weeping silently, knees drawn up against his chin. ~ The Lord, a strong and proud looking man, can not seem to stay lucid long -enough to speak to you. +enough to speak to you. ~ 223258 0 0 0 16 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -122,7 +122,7 @@ guard~ the Lord's Guard~ A member of Lord's Guard stands here, ready to fight for his Lord. ~ - This man, showing no expression at all, could easily be made of stone. + This man, showing no expression at all, could easily be made of stone. ~ 4106 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -148,7 +148,7 @@ the gardener~ A gardener smiles up at you as you enter. ~ He looks to be a kind and gentle man, one who has devoted much of his life to -nature and Mother Earth. +nature and Mother Earth. ~ 10 0 0 0 0 0 0 0 500 E 18 14 0 3d3+180 3d3+3 @@ -160,7 +160,7 @@ stable hand stablehand~ the stablehand~ A stablehand waits patiently for your mount. ~ - Although a young lad, he still seems very competent. + Although a young lad, he still seems very competent. ~ 10 0 0 0 0 0 0 0 500 E 11 17 3 2d2+110 1d2+1 @@ -173,7 +173,7 @@ a waiter~ A waiter stands nearby, waiting to serve. ~ Hans waits, stolidly and politely, as if he has not a care in the world but -to get you a drink or snack. +to get you a drink or snack. ~ 188426 0 0 0 0 0 0 0 600 E 23 13 -3 4d4+230 3d3+3 @@ -186,7 +186,7 @@ a blacksmith~ A blacksmith works here, intent on his anvil. ~ He looks as if he could pound that metal for hours and not even break a -sweat. +sweat. ~ 10 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -199,7 +199,7 @@ the sneaky servant'~ A servant sneaks by you, head down, seeming to want to be un-noticed. ~ This guy MUST be some kind of rat or informer, he just looks so, well, -guilty. +guilty. ~ 216 0 0 0 1572864 0 0 0 -100 E 15 15 1 3d3+150 2d2+2 diff --git a/lib/world/mob/257.mob b/lib/world/mob/257.mob index 0e93654..35d4503 100644 --- a/lib/world/mob/257.mob +++ b/lib/world/mob/257.mob @@ -4,7 +4,7 @@ the young man~ A young man wearing mirrored sunglasses and a tie-dyed robe stands smoking a home grown 'cigarette' behind the counter. ~ Not a mage himself, this young man has found enough suppliers in town to keep -his shop well stocked, even overstocked at times. +his shop well stocked, even overstocked at times. ~ 190474 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -17,7 +17,7 @@ the town provisioner~ The town provisioner stands here ready to serve your needs. ~ A small man, by anyone's standards. He has a strange glint in his eyes which -some men get when obsessed with money. +some men get when obsessed with money. ~ 190474 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -43,7 +43,7 @@ Maris the weaponsmith~ Maris waits with a smile while you browse his goods. ~ Maris is a large man, still very much in shape in spite of his years. He -looks very capable of using any of his fine weapons. +looks very capable of using any of his fine weapons. ~ 190474 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -56,7 +56,7 @@ maris' wife Ilena~ Maris' wife, Ilena, stands here waiting to help you. ~ Probably one of the more stunning older woman you have ever come across, -Ilena exudes confidence and knowledge. +Ilena exudes confidence and knowledge. ~ 190474 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -69,7 +69,7 @@ the balding man~ The balding man is sitting here at his desk, busily counting the day's sales. ~ You notice a tired look in his face. He looks like he is a bit too worried -about his fortune to worry about sleep. +about his fortune to worry about sleep. ~ 59418 0 0 0 65616 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -81,7 +81,7 @@ captain vulcevic~ Captain Vulcevic~ Captain Vulcevic, a retired captain from the naval forces, impatiently stands here. ~ - Not a man to be kept waiting, Vulcevic begins to tap his foot impatiently. + Not a man to be kept waiting, Vulcevic begins to tap his foot impatiently. ~ 190474 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -93,7 +93,7 @@ daron bootmaster~ Daron~ Daron the Bootmaster stands behind the counter with a shoe horn in one hand and a sanitary footy in the other. ~ - He looks like a competent young bootmaker. + He looks like a competent young bootmaker. ~ 190474 0 0 0 0 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -107,7 +107,7 @@ The blacksmith is here, pounding on his anvil. So intent on his work he seems, it gives you small start when he asks, "may I help you?" without looking up. ~ He looks like he could tear your arms out at the socket without an upwards -glance. +glance. ~ 26634 0 0 0 0 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -120,7 +120,7 @@ the wellmaster~ The Wellmaster is standing behind the counter. ~ The Wellmaster looks tired, but in a good way. It must be true when they say -that Alquandon river water is the best in Dibrova. +that Alquandon river water is the best in Dibrova. ~ 190474 0 0 0 16 0 0 0 800 E 33 9 -9 6d6+330 5d5+5 @@ -135,7 +135,7 @@ The head postmaster is standing here, waiting to help you with your mail. The Postmaster seems like a happy old man, though a bit sluggish. He worries about the reputation of the DMS (Dibrova Mail Service), as many people seem to think that it is slow. Perhaps if he were to brush the cobwebs from his uniform -it would help to make a better impression. +it would help to make a better impression. ~ 518154 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -148,7 +148,7 @@ the lease manager~ The lease manager sits behind her desk, smiling at you. ~ True enough, she is smiling at you, and she's not a bad looker, but I think -it's all part of the job. Don't get your hopes up. +it's all part of the job. Don't get your hopes up. ~ 190474 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -161,7 +161,7 @@ Granny~ Granny sits here in here rocker, calmly knitting an afghan. "Kin ah hilp yus?", she asks an old, tired voice. ~ Granny looks as if she could be 110 years old, so frail and withered she -seems. +seems. ~ 190474 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -173,7 +173,7 @@ dealer mobster man poker suit dark~ the dealer~ A man dealing cards in a dark suit sits behind a table, waiting to win your money. ~ - The man gives a little smirk as you look him over. "Nervous? ", he asks. + The man gives a little smirk as you look him over. "Nervous? ", he asks. ~ 190474 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -185,8 +185,8 @@ grigor grigor~ Grigor~ Grigor leans on his counter here, tying lures. ~ - Grigor wears a round fishing hat covered in lures and smells like bad... -Well, like fish. + Grigor wears a round fishing hat covered in lures and smells like bad... +Well, like fish. ~ 190474 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -194,11 +194,11 @@ Well, like fish. 8 8 1 E #25716 -franz homo clothier~ +franz clothier~ Franz the clothier~ Franz stands here, sizing you up, one hand resting delicately under one chin, the other on his elbow. ~ - Franz may not be what many would term a CONFIDENT heterosexual. + Franz may not be what many would term a CONFIDENT heterosexual. ~ 190474 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -210,7 +210,7 @@ trainer man master~ the trainer~ The trainer stands ready, waiting to train you in whatever stat you wish to increase. ~ - A solidly built 6'5, this man could wallup three of you. + A solidly built 6'5, this man could wallup three of you. ~ 190474 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -224,7 +224,7 @@ The librarian, a plump woman in her mid-thirties, sits at a desk reading a roman novel. ~ Obviously a spinster, this woman would most probably give all she owns for a -man of her own. +man of her own. ~ 190474 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -236,7 +236,7 @@ banker~ the banker~ The banker stands behind one of his tellers, smiling. ~ - A man used to seeing vast sums of gold. + A man used to seeing vast sums of gold. ~ 190474 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -250,7 +250,7 @@ Your guildmaster is studying a spellbook while preparing to cast a spell. ~ Even though your guildmaster looks old and tired, you can clearly see the vast amount of knowledge she possesses. She is wearing fine magic clothing, and -you notice that she is surrounded by a blue shimmering aura. +you notice that she is surrounded by a blue shimmering aura. ~ 59418 0 0 0 16 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -263,7 +263,7 @@ the priests' guildmaster~ Your guildmaster is praying to your God here. ~ You are in no doubt that this guildmaster is truly close to your God; he has -a peaceful, loving look. You notice that he is surrounded by a white aura. +a peaceful, loving look. You notice that he is surrounded by a white aura. ~ 59418 0 0 0 16 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -273,12 +273,12 @@ E #25722 guildmaster master thief~ the thieves' guildmaster~ -A man who looks as if he has had all he could ever need in this world is +A man who looks as if he has had all he could ever need in this world is sitting here, could he be a guildmaster? ~ You realize that whenever your guildmaster moves, you fail to notice it - the way of the true thief. He is dressed in the finest clothing, having the -appearance of an ignorant fop. +appearance of an ignorant fop. ~ 59418 0 0 0 16 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -292,7 +292,7 @@ Your guildmaster is sitting here picking his teeth with a dagger. ~ This is your master. Big and strong with bulging muscles. Several scars across his body proves that he was using arms before you were born. He has a -calm look on his face. +calm look on his face. ~ 59418 0 0 0 0 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -306,7 +306,7 @@ Clariss, a heavy set, jovial woman stands here with her arms folded across her ample bosom, awaiting your pleasure. ~ Not a mage herself, Clariss was once married to a mage who taught her many of -his secrets, including those secrets dealing with the making of potions. +his secrets, including those secrets dealing with the making of potions. ~ 188426 0 0 0 0 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -319,7 +319,7 @@ the horse trader~ The horse trader sits behind his desk, patiently waiting. ~ His intense knowledge of every kind of steed makes him seem almost bookish, -but when he talks, you can see his knowledge also comes from experience. +but when he talks, you can see his knowledge also comes from experience. ~ 10 0 0 0 0 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -333,7 +333,7 @@ An man dressed all in black stands here. ~ This man is none other than the founding father of the fraternal order of assassins. Every idea, concept, and belief that is instilled in every assassin -while training came straight from this man. +while training came straight from this man. ~ 59418 0 0 0 524368 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -347,7 +347,7 @@ A knight is guarding the entrance. ~ He is an expert warrior who has attained knighthood through countless chivalrous deeds. His duty is to protect the Guild of Swordsmen and his extreme -skill combined with his experience in warfare makes him a deadly opponent. +skill combined with his experience in warfare makes him a deadly opponent. ~ 59402 0 0 0 16 0 0 0 800 E 33 9 -9 6d6+330 5d5+5 @@ -357,11 +357,11 @@ E #25728 magistrate~ the Magistrate~ -The Magistrate sits behind his desk, eyeing you as if you have done +The Magistrate sits behind his desk, eyeing you as if you have done something wrong. ~ This man is obviously used to the power he wields. A man to be reckoned -with. +with. ~ 190474 0 0 0 65552 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -373,7 +373,7 @@ rapas rat thief man~ Rapas~ Rapas the Rat stands in this small shop, ready to serve your needs. ~ - Obviously not only a skilled thief, but a trained killer. + Obviously not only a skilled thief, but a trained killer. ~ 190474 0 0 0 65552 0 0 0 -700 E 33 9 -9 6d6+330 5d5+5 @@ -385,7 +385,7 @@ nurse~ the nurse~ A nurse waits here, syringe in hand. ~ - A kind smile on her care worn face, this woman is perfect for her job. + A kind smile on her care worn face, this woman is perfect for her job. ~ 190474 0 0 0 65552 0 0 0 700 E 10 17 4 2d2+100 1d2+1 @@ -397,7 +397,7 @@ street tough punk hood~ the street tough~ A street tough stands here, looking angry at the world. ~ - What the hell are you looking at, dickweed? + What the hell are you looking at, dickweed? ~ 194570 0 0 0 65552 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -407,10 +407,10 @@ E #25732 ranger master guildmaster man~ the Guildmaster~ -A ranger leans against the inner trunk of the tree here, waiting to help +A ranger leans against the inner trunk of the tree here, waiting to help you to the next level. ~ - Lean and wiry, this man almost blends into the wall he leans against. + Lean and wiry, this man almost blends into the wall he leans against. ~ 190490 0 0 0 589904 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -422,7 +422,7 @@ assassin man~ the assassin~ A man tends shop here, a wry smile on face. ~ - It is apparent that this man would much rather be out killing someone. + It is apparent that this man would much rather be out killing someone. ~ 190474 0 0 0 65552 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -432,11 +432,11 @@ E #25740 bartender~ the bartender~ -The bartender gives you a quick once-over, decides you're okay, and asks +The bartender gives you a quick once-over, decides you're okay, and asks how he can help you. ~ A young, quick-witted man, the bartender loves to meet new people and hear -their stories as they rest in his bar. +their stories as they rest in his bar. ~ 24586 0 0 0 0 0 0 0 900 E 24 12 -4 4d4+240 4d4+4 @@ -448,7 +448,7 @@ nurse~ the nurse~ A nurse is here, making her rounds. ~ - A tired looking nurse. + A tired looking nurse. ~ 24586 0 0 0 0 0 0 0 900 E 23 13 -3 4d4+230 3d3+3 @@ -461,7 +461,7 @@ the bartender~ The bartender turns to you, folds his massive arms, and growls from under his thick beard, "What'll it be?" ~ This man obviously will brook no argument in his place. A real his way or -the highway kind of guy. +the highway kind of guy. ~ 188426 0 0 0 0 0 0 0 600 E 23 13 -3 4d4+230 3d3+3 @@ -473,7 +473,7 @@ hostess scantily clad woman waitress~ the hostess~ A scantily clad waitress hands you your menu with a more-than-friendly smile and tells you, "anything you need, ANYTHING, just let me know." ~ - This woman may not be quite a goddess, but she sure comes close. + This woman may not be quite a goddess, but she sure comes close. ~ 188426 0 0 0 0 0 0 0 600 E 23 13 -3 4d4+230 3d3+3 @@ -485,7 +485,7 @@ waiter~ the waiter~ A waiter who knows where all his customers keep their money is standing here. ~ - Hmmm... Wonder where he got that coin he is playing with. + Hmmm... Wonder where he got that coin he is playing with. ~ 188426 0 0 0 0 0 0 0 600 E 23 13 -3 4d4+230 3d3+3 @@ -498,7 +498,7 @@ the waiter~ A waiter is here. ~ This guy looks like he could easily kill you while still carrying quite a few -firebreathers. +firebreathers. ~ 24586 0 0 0 0 0 0 0 600 E 23 13 -3 4d4+230 3d3+3 @@ -511,7 +511,7 @@ Salazar~ Salazar is standing here, eager to serve you a special drink. ~ Salazar looks like quite an entrepreneur. He knows how to keep his customers -happy, but that doesn't mean he's a pushover! +happy, but that doesn't mean he's a pushover! ~ 190490 0 0 0 16 0 0 0 600 E 33 9 -9 6d6+330 5d5+5 @@ -525,7 +525,7 @@ A young, pert, beautiful, and dangerous woman sits behind the desk. ~ She looks as if she would be afraid to break a nail, but if she works here, then she probably could pull your nails out one by one without you even -noticing. +noticing. ~ 256026 0 0 0 112 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -538,7 +538,7 @@ Jacques the Jackal~ A man hurries by, head down, dressed all in black. ~ This man, wearing a jet black cloak pulled high over his face and black -boots, looks like a rough customer. +boots, looks like a rough customer. ~ 200 0 0 0 524288 0 0 0 -400 E 20 14 -2 4d4+200 3d3+3 @@ -550,7 +550,7 @@ saracaphos bejis harah horsemaster man~ Harah the Horsemaster~ A man hurries by, head down, dressed all in brown. ~ - This man must be the most nondescript man you've ever seen. + This man must be the most nondescript man you've ever seen. ~ 200 0 0 0 524288 0 0 0 -400 E 20 14 -2 4d4+200 3d3+3 @@ -562,7 +562,7 @@ keeper peacekeeper~ the Peacekeeper~ A Peacekeeper is standing here, ready to jump in at the first sign of trouble. ~ - He looks very strong and wise. Looks like he doesn't answer to ANYONE. + He looks very strong and wise. Looks like he doesn't answer to ANYONE. ~ 6232 0 0 0 16 0 0 0 1000 E 17 15 0 3d3+170 2d2+2 @@ -587,7 +587,7 @@ janitor sanitary engineer~ the sanitary engineer~ A sanitary engineer is walking around, cleaning up. ~ - What a tough job he has. + What a tough job he has. ~ 2120 0 0 0 0 0 0 0 800 E 1 20 9 0d0+10 1d2+0 @@ -612,7 +612,7 @@ mercenary~ the mercenary~ A mercenary is waiting for a job here. ~ - He looks pretty mean, and you imagine he'd do anything for money. + He looks pretty mean, and you imagine he'd do anything for money. ~ 2058 0 0 0 0 0 0 0 -330 E 5 19 7 1d1+50 1d2+0 @@ -625,7 +625,7 @@ the drunk~ A sullen, sloppy drunk is here practically laying on the bar. ~ A drunk who seems to not be able to handle his drink, and to carry too much -money. +money. ~ 10 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -637,7 +637,7 @@ beggar~ the beggar~ A beggar is here, asking for a few coins. ~ - The beggar looks up at you with pleading eyes. + The beggar looks up at you with pleading eyes. ~ 10 0 0 0 0 0 0 0 400 E 1 20 9 0d0+10 1d2+0 @@ -650,7 +650,7 @@ the stableman~ A stableman is here, ready to take your steed. ~ The stableman, or more aptly put, stableboy, is a young man earning extra -money to help support his family. +money to help support his family. ~ 65770 0 0 0 65536 0 0 0 -200 E 1 20 9 0d0+10 1d2+0 @@ -662,7 +662,7 @@ constable~ a member of the city constable~ A member of the City Constable is here, guarding against trouble. ~ - A big, strong, helpful, trustworthy constable. + A big, strong, helpful, trustworthy constable. ~ 6218 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -672,11 +672,11 @@ E #25768 pale skinny street urchin~ the pale street urchin~ -A pale, skinny street urchin is here looking for any handouts or +A pale, skinny street urchin is here looking for any handouts or valuable garbage. ~ Grubby from head to toe, this poor fella looks like he was born on the -streets. +streets. ~ 256216 0 0 0 16 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -700,7 +700,7 @@ town folk~ one of the town folk of Jareth~ One of the town folk of Jareth is here. ~ - Prosperous, this man walks by whistling a merry tune. + Prosperous, this man walks by whistling a merry tune. ~ 200 0 0 0 0 0 0 0 350 E 6 18 6 1d1+60 1d2+1 @@ -712,7 +712,7 @@ courtier fop~ a courtier~ A sniveling fop of a courtier walks by you, his nose in the air. ~ - Dressed in his finest, this little man must have been to see the Lord. + Dressed in his finest, this little man must have been to see the Lord. ~ 200 0 0 0 0 0 0 0 350 E 5 19 7 1d1+50 1d2+0 @@ -738,7 +738,7 @@ mage guildguard~ the guildguard~ The Guard for the Guild of Mages stands here. ~ - Pretty mean looking for a mage, better be cool. + Pretty mean looking for a mage, better be cool. ~ 256010 0 0 0 80 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -751,7 +751,7 @@ cleric guildguard~ the guildguard~ The Guard for the Guild of Clerics stands here. ~ - He may be wearing a robe, but I bet he could still kick your ass. + He may be wearing a robe, but I bet he could still kick your ass. ~ 256010 0 0 0 80 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -764,7 +764,7 @@ warrior guildguard~ the guildguard~ The Guard for the Guild of Warriors stands here. ~ - Now THIS is one mean motherfucker. + Now THIS is one mean motherfucker. ~ 256010 0 0 0 80 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -777,7 +777,7 @@ ranger guildguard~ the guildguard~ The Guard for the Guild of Rangers stands here. ~ - Wiry, lean and ready to beat your ass. + Wiry, lean and ready to beat your ass. ~ 256010 0 0 0 80 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -790,7 +790,7 @@ assassin guildguard~ the guildguard~ The Guard for the Guild of Assassins stands here. ~ - Do NOT mess with this man. + Do NOT mess with this man. ~ 256010 0 0 0 80 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -805,7 +805,7 @@ A woman wearing a thong and pasties wearing a bright sash reading Miss Florida s ~ Sorry, buddy. No peeking this one is all Kaan's. One feature seems to stand out though... What's that tatooed on her ass??? Ahh, it's some letters that -spell, "Djinn's MY pimp! " hmm, how interesting. +spell, "Djinn's MY pimp! " hmm, how interesting. ~ 245770 0 0 0 0 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -818,7 +818,7 @@ wayn the Pet Shop~ Wayn stands here, smiling, waiting to help you. You wonder how he could possibly be smiling in this stench. ~ As you get in closer for a better look, you see that Wayn has a set of nose -plugs in, attached to a head strap. So that's his trick! +plugs in, attached to a head strap. So that's his trick! ~ 26634 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -843,7 +843,7 @@ puppy pets~ the puppy~ A small loyal puppy is here. ~ - The puppy looks like a cute, little, fierce fighter. + The puppy looks like a cute, little, fierce fighter. ~ 14 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -855,7 +855,7 @@ beagle pets~ the beagle~ A small, quick, loyal beagle is here. ~ - The beagle looks like a fierce fighter. + The beagle looks like a fierce fighter. ~ 14 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -867,7 +867,7 @@ rottweiler pets~ the rottweiler~ A large, loyal rottweiler is here. ~ - The rottweiler looks like a strong, fierce fighter. + The rottweiler looks like a strong, fierce fighter. ~ 14 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -879,7 +879,7 @@ wolf pets~ the wolf~ A large, trained wolf is here. ~ - The wolf looks like a strong, fearless fighter. + The wolf looks like a strong, fearless fighter. ~ 14 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -892,7 +892,7 @@ the cryogenicist~ The cryogenicist is here, playing with a canister of liquid nitrogen. ~ You notice a tired look in her face. She looks like she isn't paid well -enough to put up with any crap from mud players with attitudes. +enough to put up with any crap from mud players with attitudes. ~ 26634 0 0 0 65616 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -905,7 +905,7 @@ the Jeweler~ The jeweler stands behind his display case. ~ The jeweler has an eyepiece shoved in one squinted eye, and looks if he may -be a tough bargainer. +be a tough bargainer. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 diff --git a/lib/world/mob/258.mob b/lib/world/mob/258.mob index 0596f96..df5e973 100644 --- a/lib/world/mob/258.mob +++ b/lib/world/mob/258.mob @@ -4,7 +4,7 @@ the roaming vagabond~ A man dressed in dusty clothes gives you a smile and a wave as he walks by. ~ The glint in his eye as he watches you pass doesn't make you feel all that -comfortable. +comfortable. ~ 76 0 0 0 0 0 0 0 -100 E 20 14 -2 4d4+200 3d3+3 @@ -17,7 +17,7 @@ the messenger~ A man wearing a blue and gray uniform reading 'XXXX POSTAL SERVICE' runs by. ~ You barely get a look as this man keeps on going toward the next town, just -doing his job. +doing his job. ~ 200 0 0 0 0 0 0 0 -250 E 20 14 -2 4d4+200 3d3+3 @@ -29,7 +29,7 @@ rabbit~ a rabbit~ A small, white rabbit hops by you, making it's way into the woods. ~ - Cute little guy - but he IS in your way. + Cute little guy - but he IS in your way. ~ 72 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -42,7 +42,7 @@ hiker~ a hiker~ A hiker trudges by, loaded down with his backpack. ~ - This man looks as if he could walk you into the ground and then some. + This man looks as if he could walk you into the ground and then some. ~ 2120 0 0 0 0 0 0 0 500 E 20 14 -2 4d4+200 3d3+3 diff --git a/lib/world/mob/259.mob b/lib/world/mob/259.mob index 05b953e..6764fc2 100644 --- a/lib/world/mob/259.mob +++ b/lib/world/mob/259.mob @@ -3,9 +3,9 @@ fetch undead spectre~ the Fetch~ A Fetch, dressed in black tattered robes which seem to float about its body, stands here. ~ - A Fetch can mean one thing and one thing only - someone is going to die. -The primary function of a Fetch is to fortell death. The question is - is this -Fetch foretelling your death, or someone else's? + A Fetch can mean one thing and one thing only - someone is going to die. +The primary function of a Fetch is to foretell death. The question is - is this +Fetch foretelling your death, or someone else's? ~ 253978 0 0 0 88 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -20,7 +20,7 @@ A womanish spectre floats through the manse, her eyes crying blood. ~ Her sad eyes tell a story of loss and regret, an anguish as ancient as this home, possibly even older. She constantly wrings her hands, looking about as if -in search for someone or something. +in search for someone or something. ~ 254056 0 0 0 1104 0 0 0 -200 E 26 12 -5 5d5+260 4d4+4 @@ -34,7 +34,7 @@ A sticky spiderweb lunges out at you, trying to draw you into its web. ~ It is a very intricate and thick pattern that has been woven here, you could stare at it for hours and travel its full length. Strange, it seems almost as -if it might have just moved... +if it might have just moved... ~ 253994 0 0 0 80 0 0 0 -500 E 26 12 -5 5d5+260 4d4+4 @@ -47,7 +47,7 @@ the spectre of the master of the house~ A spectre of a distinguished man floats a foot above the chair at the desk, intent on something there at the desk. ~ The spectre notices your arrival and - with bared teeth - lunges at you, -obviously intent on your destruction. +obviously intent on your destruction. ~ 2090 0 0 0 262224 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -61,7 +61,7 @@ the churel~ A moaning churel floats through the house, weeping for all the lost children. ~ Its feet seem a bit askew, almost as if they were turned backward on the -ankles, and the constant moaning is enought to drive a crazy man sane. +ankles, and the constant moaning is enough to drive a crazy man sane. ~ 196680 0 0 0 0 0 0 0 -300 E 30 10 -8 6d6+300 5d5+5 @@ -73,7 +73,7 @@ spider~ a large black spider~ A large black spider crawls along the floor just ahead of you. ~ - It has hair all over its small but grotesque body. + It has hair all over its small but grotesque body. ~ 65608 0 0 0 0 0 0 0 -300 E 25 12 -5 5d5+250 4d4+4 @@ -88,7 +88,7 @@ A howling Phantom floats through the halls, looking for others to join it in its ~ You can not distinguish any specific features of this terrible force of evil, only a vague humanish shape, baleful glowing eyes, and what appears to a flowing -robe cloak all about it. +robe cloak all about it. ~ 163944 0 0 0 0 0 0 0 -800 E 30 10 -8 6d6+300 5d5+5 @@ -102,7 +102,7 @@ a Screeching Apparition~ A Screeching Apparition comes flying at you, screaming its anger and hatred. ~ Its insubstantial form gathers together into a blackish cloud, all mottled -and shot thtrough with streaks of reddish-orange flames. +and shot through with streaks of reddish-orange flames. ~ 98346 0 0 0 0 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -117,7 +117,7 @@ A rat scurries across the floor in front of you. ~ With its short, stubby hairs all raised on its back and its tail ramrod straight, you would almost think this rat meant to attack you! Best not to find -out - better kill it. +out - better kill it. ~ 72 0 0 0 0 0 0 0 -500 E 25 12 -5 5d5+250 4d4+4 diff --git a/lib/world/mob/26.mob b/lib/world/mob/26.mob index ede8ae5..185c943 100644 --- a/lib/world/mob/26.mob +++ b/lib/world/mob/26.mob @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/mob/260.mob b/lib/world/mob/260.mob index d9956b2..5db3aad 100644 --- a/lib/world/mob/260.mob +++ b/lib/world/mob/260.mob @@ -4,7 +4,7 @@ a Rahn warrior~ A Rahn warrior suddenly lunges up out of the grass and attacks you! ~ Dressed in the ancient Rahn war garb, wearing tufts of grass about his waist, -with his face painted in light brown hues, this man looks quite fearsome. +with his face painted in light brown hues, this man looks quite fearsome. ~ 104 0 0 0 1572864 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -18,7 +18,7 @@ a Rahn warrior~ A Rahn warrior lunges at you, seemingly from nowhere! ~ Dressed in the colors of the grasslands, this woman blends in with everything -around her, rendering her nearly invisible. +around her, rendering her nearly invisible. ~ 104 0 0 0 1572864 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -31,7 +31,7 @@ a Rahn hunter~ A Rahn hunter is startled from his place of concealment, turning his anger on you! ~ The tales told of these fearsome grassland hunters keep children up at night, -for fear one may sneak into their room! +for fear one may sneak into their room! ~ 104 0 0 0 1572864 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -43,7 +43,7 @@ huntress rahn~ a Rahn huntress~ A Rahn huntress decides you are fair game since you have invaded her territory! ~ - This fearsome woman can only be described as 'beastial'. + This fearsome woman can only be described as 'bestial'. ~ 104 0 0 0 1572864 0 0 0 0 E 23 13 -3 4d4+230 3d3+3 @@ -55,7 +55,7 @@ rahn hidesman~ a Rahn hidesman~ A Rahn hidesman comes running at you, teeth bared. ~ - Man, this dude is crazy! + Man, this dude is crazy! ~ 104 0 0 0 1572864 0 0 0 0 E 24 12 -4 4d4+240 4d4+4 @@ -67,7 +67,7 @@ rahn keeper~ a Rahn Keeper~ A Rahn Keeper lunges at you from his spot in the grass, watch out! ~ - He looks mean. + He looks mean. ~ 104 0 0 0 1572864 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 diff --git a/lib/world/mob/261.mob b/lib/world/mob/261.mob index 7a8148d..c907121 100644 --- a/lib/world/mob/261.mob +++ b/lib/world/mob/261.mob @@ -3,7 +3,7 @@ butler~ the butler~ A butler walks up to you and states, 'please follow me, sir.' ~ - Dressed all in black, looking like a very capable and dependable man. + Dressed all in black, looking like a very capable and dependable man. ~ 200 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -17,7 +17,7 @@ a five headed demon~ A huge five headed demon rises up up on its haunches and attacks! ~ This demon has pure malevolence for anything living. Oops! You're living! -I guess that means you! +I guess that means you! ~ 194586 0 0 0 16 0 0 0 -1000 E 12 16 2 2d2+120 2d2+2 @@ -30,7 +30,7 @@ man~ a man~ A man sits here, chatting happily with a handsome older woman. ~ - Looks like he just might get lucky. + Looks like he just might get lucky. ~ 256026 0 0 0 16 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -42,7 +42,7 @@ woman~ a woman~ A woman sits here, chatting with a young man. ~ - Looks like a socialite who has seen better days. + Looks like a socialite who has seen better days. ~ 256026 0 0 0 16 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -54,7 +54,7 @@ man balding~ a balding man~ A balding man sits in a recliner, feet up, before the fire. ~ - Man, that looks comfey! + Man, that looks comfey! ~ 253962 0 0 0 16 0 0 0 0 E 19 14 -1 3d3+190 3d3+3 @@ -66,7 +66,7 @@ servant~ a servant~ A servant walks by, stiff backed and formal. ~ - Black slacks, white shirt, black overcoat - you know, a servant. + Black slacks, white shirt, black overcoat - you know, a servant. ~ 6344 0 0 0 16 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -78,7 +78,7 @@ maid~ a maid~ A maid walks by, ignoring you and all others as she goes about her business. ~ - Black dress, white smock. She looks quite a bit like a maid. + Black dress, white smock. She looks quite a bit like a maid. ~ 4296 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -92,7 +92,7 @@ The Cook bustles about, making a mess while making a meal. ~ Dressed in what used to be white, the cook mostly wears her many stains upon herself. Strangely, she seems almost proud of those stains, almost as if they -were decorations from battles past. +were decorations from battles past. ~ 2058 0 0 0 0 0 0 0 0 E 19 14 -1 3d3+190 3d3+3 @@ -106,7 +106,7 @@ the fat maid~ A HUGE FAT maid stands here, cramming all the food she can in her mouth. ~ This big 'ole porker must have won at least one all-you-can-eat contest in -her time. +her time. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -118,7 +118,7 @@ thing~ a slimy green thing~ A huge slimy green thing crawls across the table, sucking at the food. ~ - Man, that's sick. Sick and wrong. + Man, that's sick. Sick and wrong. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -130,7 +130,7 @@ face floating floatingfacepainting ~ the Floating Face~ The Face suddenly comes alive, out of the picture, and attacks you! ~ - By the Gods, what IS it? + By the Gods, what IS it? ~ 229418 0 0 0 1572864 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -144,7 +144,7 @@ Inna's cat~ A HUGE bear rises up on its hind legs, looking as if it may attack! ~ The image of this bear wavers in and out, flickering. Could it be that this -thing isn't what it seems? +thing isn't what it seems? ~ 138 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -157,7 +157,7 @@ man naked~ a naked man~ The man jumps up from the bed and although he has not a stitch on him, attacks! ~ - This guy must've been a little, err, busy? When you landed in his room. + This guy must've been a little, err, busy? When you landed in his room. ~ 42 0 0 0 80 0 0 0 100 E 20 14 -2 4d4+200 3d3+3 @@ -169,7 +169,7 @@ woman cowering~ the cowering woman~ The woman simply tries to cover herself under the blankets. ~ - Poor girl, looks as if maybe she was one the servants... + Poor girl, looks as if maybe she was one the servants... ~ 138 0 0 0 0 0 0 0 300 E 6 18 6 1d1+60 1d2+1 @@ -181,7 +181,7 @@ vampiress~ vampiress~ A vampiress stands naked in the shower, mouth open wide, gleefully slurping the blood. ~ - As beautiful as she may seem, she is ten times as dangerous. + As beautiful as she may seem, she is ten times as dangerous. ~ 30 0 0 0 65536 0 0 0 -1000 E 18 14 0 3d3+180 3d3+3 @@ -194,7 +194,7 @@ marty bartender~ Old Marty~ Old Marty stands behind the bar, mixing drinks. ~ - Good Old Marty, what a guy. + Good Old Marty, what a guy. ~ 188442 0 0 0 0 0 0 0 500 E 20 14 -2 4d4+200 3d3+3 @@ -219,7 +219,7 @@ pa~ Pa~ Pa sits with his whittlin' knife, whittlin' on some wood. ~ - -'Looks like another one of them damn hippies, Ma', Pa says. + -'Looks like another one of them damn hippies, Ma', Pa says. ~ 4106 0 0 0 0 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -232,8 +232,8 @@ Dragon ancient~ the Ancient Dragon~ An Ancient Dragon is resting on it's haunches in the center of the floor, one eye cocked curiously upon you. ~ - Scarred, a bit withered, but definately still in good enough condition to -whoop your ass. + Scarred, a bit withered, but definitely still in good enough condition to +whoop your ass. ~ 2058 0 0 0 73808 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -246,8 +246,8 @@ martin~ Martin~ Martin dangles about four feet off the floor from a rope. ~ - Poor fella, he always said he never had enough time to get anything done. -Always so busy... Guess he got this one thing done, though. + Poor fella, he always said he never had enough time to get anything done. +Always so busy... Guess he got this one thing done, though. ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -260,9 +260,7 @@ receptionist~ a receptionist~ A receptionist sits at her desk, filing her nails. ~ - Undefined  Dragon ancient It wi The Ancient Dragon Sy An Ancient -Dragon is resting on it's haunches in the center of the floor, one eye cocked -curiously upon you. + Undefined ~ 10 0 0 0 112 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -274,7 +272,7 @@ inna~ Inna~ Inna is here, busily brewing some kind of potion. ~ - Dressed in a white alchemist's robe, she still looks stunning. + Dressed in a white alchemist's robe, she still looks stunning. ~ 6282 0 0 0 0 0 0 0 100 E 30 10 -8 6d6+300 5d5+5 @@ -286,7 +284,7 @@ igor~ Igor~ Igor is mixing a brew here. ~ - Looking tall, regal and powerful, you have to respect this man. + Looking tall, regal and powerful, you have to respect this man. ~ 6282 0 0 0 0 0 0 0 100 E 28 11 -6 5d5+280 4d4+4 diff --git a/lib/world/mob/262.mob b/lib/world/mob/262.mob index 100b5a4..963b470 100644 --- a/lib/world/mob/262.mob +++ b/lib/world/mob/262.mob @@ -4,7 +4,7 @@ a brown bear~ A huge brown bear roars its defiance and opens its jaws in a snarl! ~ It moves its head this way and that, as if looking for the best spot to bite -you. +you. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -18,7 +18,7 @@ a rattlesnake~ A rattlesnake slithers up near you, raising head and tail in anticipation. ~ Roughly 5 feet in length, this snake could very well give you a bit of -trouble if you mess with it too much. Best to just sort of ease on past. +trouble if you mess with it too much. Best to just sort of ease on past. ~ 76 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -32,7 +32,7 @@ a timberwolf~ A wolf slinks past you, looking at you out of the corner of its eye. ~ It looks sleek and swift, not very large at all, but large enough to give you -a few nips in the ass if you mess with it. +a few nips in the ass if you mess with it. ~ 65608 0 0 0 0 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -46,7 +46,7 @@ an enormous black bear~ An enormous black bear rears up on two legs and roars! ~ Its gaping jaws drip saliva, saliva that is probably the prep for the bear's -mouth where it intends to bodily put you! +mouth where it intends to bodily put you! ~ 72 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -60,7 +60,7 @@ a huge grizzly bear~ A huge grizzly bear lumbers along, minding its own business. ~ It doesn't even acknowledge the fact that you are near, it just moves right -along on its way. +along on its way. ~ 76 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -74,7 +74,7 @@ a little fox~ A little fox runs past you, happily playing its day away. ~ It jumps from leaf to leaf in huge bounds, trapping the leaf and biting the -hell out of it, the going onto its next 'victim'. +hell out of it, the going onto its next 'victim'. ~ 72 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 diff --git a/lib/world/mob/263.mob b/lib/world/mob/263.mob index d26cff3..2297af9 100644 --- a/lib/world/mob/263.mob +++ b/lib/world/mob/263.mob @@ -4,7 +4,7 @@ Ernie~ Ernie the farmer stands here, welcoming you to his home. ~ Ernie looks like your typical country farmland hick, complete with cowhide -jacket and rubber boots. +jacket and rubber boots. ~ 10 0 0 0 0 0 0 0 200 E 5 19 7 1d1+50 1d2+0 @@ -16,7 +16,7 @@ sandy wife~ Sandy~ Ernie's wife, Sandy, stands proudly with her husband. ~ - She ain't much of a looker, but for a farmer's wife, she'll do. + She ain't much of a looker, but for a farmer's wife, she'll do. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -28,7 +28,7 @@ patty daughter~ Patty~ Ernie's daughter, Patty, is here milking a cow. ~ - Wow, they sure make farm girls just right. Think she's eighteen? + Wow, they sure make farm girls just right. Think she's eighteen? ~ 10 0 0 0 0 0 0 0 200 E 5 19 7 1d1+50 1d2+0 @@ -41,7 +41,7 @@ the tramp~ A man is here, bedded down in the hay, obviously a tramp looking for a free day's rest. ~ Patchwork clothes of every color and size, this man is your typical roaming -loser. +loser. ~ 10 0 0 0 0 0 0 0 100 E 7 18 5 1d1+70 1d2+1 @@ -53,7 +53,7 @@ cow~ a cow~ A cow patiently waits to be milked here. ~ - Moo. + Moo. ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -66,7 +66,7 @@ girschwyn farmer~ Girschwyn~ Girschwyn relaxes in his favorite chair near the fire. ~ - He looks a bit old, but just the same, very fit. + He looks a bit old, but just the same, very fit. ~ 138 0 0 0 0 0 0 0 200 E 5 19 7 1d1+50 1d2+0 @@ -78,7 +78,7 @@ farmhand hand~ the farmhand~ A farmhand is here, busy at work. ~ - Looks like this guy spends most of his day rolling in dirt and sweating. + Looks like this guy spends most of his day rolling in dirt and sweating. ~ 138 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -90,7 +90,7 @@ tractor~ a tractor~ A tractor sits in the middle of the field, looking quite unused. ~ - Big, green and mean - that's this tractor's story. + Big, green and mean - that's this tractor's story. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -103,7 +103,7 @@ stableman man~ a stableman~ A stableman works with the horses here. ~ - Dusty and musty, grubby and nasty, this guy LIVES for his job. + Dusty and musty, grubby and nasty, this guy LIVES for his job. ~ 138 0 0 0 0 0 0 0 300 E 5 19 7 1d1+50 1d2+0 @@ -116,7 +116,7 @@ Krandle~ Krandle is here, chewin' on a piece of straw. ~ Krandle has that look of a man always squinting into the sun, even at night. -His face is leathered and wrinkly from the sun. +His face is leathered and wrinkly from the sun. ~ 138 0 0 0 0 0 0 0 300 E 6 18 6 1d1+60 1d2+1 @@ -129,7 +129,7 @@ Erik~ Erik sits here on the dock, doing a bit of fishing. ~ No doubt Krandle, Erik's father, would throw a fit if he knew Erik was -fishing and not doing his chores. +fishing and not doing his chores. ~ 138 0 0 0 0 0 0 0 400 E 5 19 7 1d1+50 1d2+0 @@ -141,7 +141,7 @@ frog~ a frog~ A frog is here, relaxing in the sun and water. ~ - Riddip. + Riddip. ~ 74 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -154,7 +154,7 @@ a deer~ A deer is standing here, frozen in fear by your presence. ~ A beautiful doe, this beautiful creature nearly brings tears to your eyes by -it's stunning perfection. +it's stunning perfection. ~ 138 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -166,7 +166,7 @@ suzarre woman~ Suzarre the Pig Woman~ Suzarre the Pig Woman stands here... she looks a LOT like Kathy Bates. ~ - She's your number one fan.... + She's your number one fan.... ~ 10 0 0 0 0 0 0 0 -200 E 6 18 6 1d1+60 1d2+1 @@ -178,7 +178,7 @@ pig~ a pig~ A pig is here, stinking and dirty. ~ - Oink. + Oink. ~ 10 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -190,7 +190,7 @@ chicken~ a chicken~ A chicken struts around the yard, hoping for some seeds. ~ - Cluck. + Cluck. ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -202,7 +202,7 @@ slopper man~ the slopper~ A man is here, sloppin' the pigs. ~ - Grubby old man, looks like he really gets into his work. + Grubby old man, looks like he really gets into his work. ~ 10 0 0 0 0 0 0 0 500 E 6 18 6 1d1+60 1d2+1 diff --git a/lib/world/mob/264.mob b/lib/world/mob/264.mob index 75b84bb..05be20b 100644 --- a/lib/world/mob/264.mob +++ b/lib/world/mob/264.mob @@ -4,7 +4,7 @@ the Father, Padrick~ The Father, Padrick lies in everlasting slumber next to his bride, Siobian. ~ Although in a slumber, his eyes will not close. Must be an enchanted -slumber. +slumber. ~ 2058 0 0 0 0 0 0 0 -600 E 33 9 -9 6d6+330 5d5+5 @@ -17,7 +17,7 @@ siobian mother~ the Mother, Siobian~ The Mother, Siobian, lies in eternal rest next to her husband, Padrick. ~ - Siobian lies at rest, but her eyes remain open - she must be enchanted. + Siobian lies at rest, but her eyes remain open - she must be enchanted. ~ 6154 0 0 0 0 0 0 0 -700 E 32 10 -9 6d6+320 5d5+5 @@ -28,10 +28,10 @@ E #26402 cathari goddess~ the Goddess Cathari~ -The Goddess Cathari, in all her spendid wisdom, rests here in her golden throne. +The Goddess Cathari, in all her splendid wisdom, rests here in her golden throne. ~ Her aura is such that it makes you squint looking at her. What a sight to -beheld... A true Goddess. Maybe you should try killing her... +beheld... A true Goddess. Maybe you should try killing her... ~ 256026 0 0 0 524408 0 0 0 -1000 E 34 9 -10 6d6+340 5d5+5 @@ -45,7 +45,7 @@ a Howler Banshee~ A Howler Banshee moves gracefully past you, ignoring the fact that you are here. ~ Dressed in a fine evening gown, simple yet elegant, she moves with an -otherworldly grace. +otherworldly grace. ~ 38984 0 0 0 0 0 0 0 -700 E 31 10 -8 6d6+310 5d5+5 @@ -58,7 +58,7 @@ a Wailer Banshee~ A Wailer Banshee floats past you, her feet barely touching the ground. ~ Her feet actually do touch the ground, but her grace and poise is such that -she seems to float. +she seems to float. ~ 36936 0 0 0 0 0 0 0 -800 E 32 10 -9 6d6+320 5d5+5 @@ -72,7 +72,7 @@ the Firshee Banshee~ A Firshee Banshee strolls past you, all elegance and formality. ~ One of the few males you have seen thus far in the village, and a stunning -specimen he is. +specimen he is. ~ 6216 0 0 0 0 0 0 0 -600 E 33 9 -9 6d6+330 5d5+5 @@ -85,7 +85,7 @@ a visiting Toreador Cousin~ A visiting Toreader cousin kneels in worship before the Mother and Father. ~ Her head is bowed and her lips move, but she makes no sound, nor does she -acknowledge your presence. +acknowledge your presence. ~ 4122 0 0 0 0 0 0 0 -400 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/265.mob b/lib/world/mob/265.mob index 3b19306..5c3856f 100644 --- a/lib/world/mob/265.mob +++ b/lib/world/mob/265.mob @@ -3,7 +3,7 @@ pelican~ a pelican~ A pelican is here, taking a break in the sun. ~ - Looks like every other pelican you've seen.... + Looks like every other pelican you've seen.... ~ 200 0 0 0 128 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -16,7 +16,7 @@ otter sea~ a sea otter~ A sea otter is here, basking in the warmth of the sun. ~ - Cute little guy, even though he looks a bit slimy. + Cute little guy, even though he looks a bit slimy. ~ 204 0 0 0 128 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -29,7 +29,7 @@ seagull gull~ a seagull~ A seagull pokes about, looking for scraps. ~ - Dirty little bird, you wish you had a wrist-rocket (more fun). + Dirty little bird, you wish you had a wrist-rocket (more fun). ~ 200 0 0 0 128 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -57,7 +57,7 @@ the hermaphrodite~ A strange looking.. thing(?) is standing here, no expression on it's face at all. ~ It looks as if it may be a man, but then, being that it is naked, you can see -that it is just a bit of both. +that it is just a bit of both. ~ 74 0 0 0 0 0 0 0 800 E 26 12 -5 5d5+260 4d4+4 @@ -70,7 +70,7 @@ the battered woman~ A woman lies here on her cot, bruised, naked, and bleeding. ~ It looks as if she may have been a very beautiful woman at one time, however -she is now so covered in dirt and grime, it is hard to tell. +she is now so covered in dirt and grime, it is hard to tell. ~ 74 0 0 0 0 0 0 0 800 E 27 11 -6 5d5+270 4d4+4 @@ -83,7 +83,7 @@ the Man with Tits~ A naked man stands, boasting a HUGE set of knockers. ~ You're not sure what he is, how he came to be what he is now, and you're not -sure you want to know. +sure you want to know. ~ 74 0 0 0 0 0 0 0 800 E 27 11 -6 5d5+270 4d4+4 @@ -95,7 +95,7 @@ perfect companion~ the Perfect Companion~ The Perfect Companion lies stretched out on the bed, waiting to give pleasure. ~ - It is not describable, simply not describable. + It is not describable, simply not describable. ~ 74 0 0 0 0 0 0 0 900 E 25 12 -5 5d5+250 4d4+4 @@ -108,7 +108,7 @@ the Lighthouse Keeper's Wife~ The Lighthouse Keeper's wife is here, sewing and humming a happy song. ~ Such a kind looking lady, I'm sure she'd let you stay to dinner if you had -the urge. +the urge. ~ 74 0 0 0 0 0 0 0 900 E 24 12 -4 4d4+240 4d4+4 @@ -121,7 +121,7 @@ Max~ Max, the Lighthouse Keeper's dog rests before the fire. ~ Mostly mutt, but very friendly, this black dog looks like the stereo- typical -house-dog. +house-dog. ~ 4170 0 0 0 0 0 0 0 900 E 28 11 -6 5d5+280 4d4+4 @@ -135,7 +135,7 @@ the Lighthouse Keeper's Daughter~ The Lighthouse Keeper's Daughter is here, playing house. ~ Although she looks as if she must be at least fifteen or sixteen years old, -she still seems quite content with her dolls. What a nice girl! +she still seems quite content with her dolls. What a nice girl! ~ 74 0 0 0 0 0 0 0 900 E 29 11 -7 5d5+290 4d4+4 @@ -149,7 +149,7 @@ Old man Takker sits here, fishing away his life. ~ It is said by many that Old Man Takker hasn't left this spot for over twenty. His disciples bring him any food he needs, and they say he never sleeps - just -fishes. +fishes. ~ 74 0 0 0 0 0 0 0 900 E 29 11 -7 5d5+290 4d4+4 @@ -161,7 +161,7 @@ fisherman disciple~ Takker's Disciple~ A fisherman sits here, trying to imitate Takker as best he can. ~ - Man this guy smells bad! + Man this guy smells bad! ~ 74 0 0 0 0 0 0 0 900 E 25 12 -5 5d5+250 4d4+4 @@ -171,7 +171,7 @@ E #26513 kracken~ the Kracken~ -With a tremendous blast of force, the Kracken lunges up from the water! +With a tremendous blast of force, the Kracken lunges up from the water! ~ This creature is larger than a city block and older than the Gods themselves. ~ diff --git a/lib/world/mob/266.mob b/lib/world/mob/266.mob index 640700a..d03af66 100644 --- a/lib/world/mob/266.mob +++ b/lib/world/mob/266.mob @@ -3,7 +3,7 @@ barghest dog thing~ the Barghest~ A huge, black doglike thing blasts from behind trees, attacking you! ~ - This demon dog is a Barghest, guardian of all things evil and cruel. + This demon dog is a Barghest, guardian of all things evil and cruel. ~ 108 0 0 0 0 0 0 0 -800 E 25 12 -5 5d5+250 4d4+4 @@ -16,7 +16,7 @@ a corpse candle~ A corpse candle shimmers before you, trying to find it's way to Peace. ~ This unlucky soul lost it's way to Heaven or Hell, wherever it was headed, -and wound up roaming this forest in search of the Way. +and wound up roaming this forest in search of the Way. ~ 237768 0 0 0 0 0 0 0 -300 E 27 11 -6 5d5+270 4d4+4 @@ -41,8 +41,8 @@ ankou king lord~ Lord Ankou~ Lord Ankou, King of the Dead, rides his ghostly cart through the forest. ~ - This awful spectre of death rides his cart throught the forest searching for -dead souls that he may claim as his own. + This awful spectre of death rides his cart through the forest searching for +dead souls that he may claim as his own. ~ 254040 0 0 0 65616 0 0 0 -1000 E 34 9 -10 6d6+340 5d5+5 @@ -55,7 +55,7 @@ a ghostly spectre~ A ghostly spectre follows alongside it's Lord, guarding the captured souls. ~ With no distinct facial features it is hard to tell if this thing was once a -man or woman or if it ever was alive at all. +man or woman or if it ever was alive at all. ~ 258120 0 0 0 80 0 0 0 -900 E 30 10 -8 6d6+300 5d5+5 @@ -63,12 +63,12 @@ man or woman or if it ever was alive at all. 8 8 0 E #26605 -man hunter vampyre~ -the vampyre hunter~ +man hunter vampire~ +the vampire hunter~ A man stands here, a wooden stake sticking out of a backpack he is wearing. ~ He gives you a piercing look, one that seems to borrow down into your soul. -He raises one side of his upper lip in a snarl and attacks. +He raises one side of his upper lip in a snarl and attacks. ~ 72 0 0 0 0 0 0 0 100 E 26 12 -5 5d5+260 4d4+4 diff --git a/lib/world/mob/267.mob b/lib/world/mob/267.mob index ba8c061..0d0861f 100644 --- a/lib/world/mob/267.mob +++ b/lib/world/mob/267.mob @@ -4,8 +4,8 @@ the woman in pink~ A woman wearing a pretty pink taffeta dress trudges along the beach. ~ My, what beauty. But she just gives you a long, doleful stare and without a -sound continues along. How strange--her eyes are a very dull grey. Doesn't -seem to work with her beautiful face. +sound continues along. How strange--her eyes are a very dull gray. Doesn't +seem to work with her beautiful face. ~ 220 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -20,8 +20,8 @@ the woman in blue~ A woman wearing a pretty blue silk dress trudges along the beach. ~ My, what beauty. But she just gives you a long, doleful stare and without a -sound continues along. How strange--her eyes are a very dull grey. Doesn't -seem to work with her beautiful face. +sound continues along. How strange--her eyes are a very dull gray. Doesn't +seem to work with her beautiful face. ~ 220 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -36,8 +36,8 @@ the woman in pristine white~ A woman wearing a pretty pristine white cotton dress trudges along the beach. ~ My, what beauty. But she just gives you a long, doleful stare and without a -sound continues along. How strange--her eyes are a very dull grey. Doesn't -seem to work with her beautiful face. +sound continues along. How strange--her eyes are a very dull gray. Doesn't +seem to work with her beautiful face. ~ 220 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -52,8 +52,8 @@ the woman in a drab beige dress~ A woman wearing a drab beige burlap dress trudges along the beach. ~ My, what beauty. But she just gives you a long, doleful stare and without a -sound continues along. How strange--her eyes are a very dull grey. Doesn't -seem to work with her beautiful face. +sound continues along. How strange--her eyes are a very dull gray. Doesn't +seem to work with her beautiful face. ~ 220 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -68,8 +68,8 @@ the special slave of the master~ A slave for the master works endlessly at his will. ~ My, what beauty. But she just gives you a long, doleful stare and without a -sound continues along. How strange--her eyes are a very dull grey. Doesn't -seem to work with her beautiful face. +sound continues along. How strange--her eyes are a very dull gray. Doesn't +seem to work with her beautiful face. ~ 220 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -83,7 +83,7 @@ A very fat harem master orders his concubines around. ~ Gads. This man must have some kind of magic to be able to keep all of these women, because he certainly doesn't have the face for it. He looks somewhat -like a cross between a pear and a potato, but without the good looks. +like a cross between a pear and a potato, but without the good looks. ~ 10 0 0 0 16 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -97,8 +97,8 @@ crab~ a small, red crab~ A small, red crab scuttles along the beach. ~ - This small creature has rather large pincers for its negligble size. It -looks benign, but probably wouldn't appreciate being attacked. + This small creature has rather large pincers for its negligible size. It +looks benign, but probably wouldn't appreciate being attacked. ~ 88 0 0 0 0 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -111,7 +111,7 @@ a cuddly little tar baby~ A cute, cuddly little tar baby is here, ready to follow the first person it sees. ~ Aww, this cute little thing is just COVERED in tar. It latches on to the -first sign of human life. And it's just so cute you can't want to kill it! +first sign of human life. And it's just so cute you can't want to kill it! ~ 220 0 0 0 16 0 0 0 500 E @@ -126,7 +126,7 @@ a seagull~ A seagull flies about the cliff. ~ Hmm... It's a bird, that much you can tell. It doesn't appear to care -whether you look closely at it or not. +whether you look closely at it or not. ~ 26 0 0 0 0 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -139,9 +139,9 @@ the Priest of Fear~ The Priest of Fear is walking around, looking rather pompous. ~ This incredibly strong person doesn't look like the kind of man you'd want -to meet on the street every day. He certainly inspires fear in your heart. +to meet on the street every day. He certainly inspires fear in your heart. You'd most likely *NOT* want to attempt to kill this man! He's one mean -fellow! +fellow! ~ 88 0 0 0 16 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -154,7 +154,7 @@ ghost banshee siren~ a wailing ghost~ A wailing ghost floats about the halls. ~ - You look and look but all you can really see is the wall behind it, and a + You look and look but all you can really see is the wall behind it, and a faint outline of something making the wall shimmer. ~ 248 0 0 0 1122376 0 0 0 -750 E @@ -167,10 +167,10 @@ prisoner cellmate~ the prisoner~ A prisoner, locked up for crimes against Fear, is raving here. ~ - The prisoner looks at you bravely and shouts, "JUST KILL ME! I DARE YOU! + The prisoner looks at you bravely and shouts, "JUST KILL ME! I DARE YOU! " He looks totally emaciated, as if he hasn't been fed for weeks. He is dirty and almost naked--his rags barely cover him. He is covered in his own filth. -Just looking at him makes you want to retch. +Just looking at him makes you want to retch. ~ 14 0 0 0 16 0 0 0 -900 E 24 12 -4 4d4+240 4d4+4 @@ -183,7 +183,7 @@ the butcher~ The butcher stands here, waiting for his next kill. ~ He's rather ordinary, except for the humongous knife he holds in his hand. - + ~ 10 0 0 0 0 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 @@ -199,8 +199,8 @@ The High Priest of Terror stands before you in all her majesty. How shocking! Out of all the types of people you would expect to see in this kind of position, you didn't expect to see someone this beautiful and kind- looking. She stands about 2 meters tall, and while she is obviously very -strong, she is also quite voluptious. She looks at you with the most -sympathetic eyes--you just want to give yourself over to her. +strong, she is also quite voluptuous. She looks at you with the most +sympathetic eyes--you just want to give yourself over to her. ~ 88 0 0 0 16 0 0 0 -1000 E 24 12 -4 4d4+240 4d4+4 @@ -213,7 +213,7 @@ keeper vice~ the Keeper of the Shrine of Vice~ The Keeper of the Shrine of Vice guards the alter from desecration. ~ - This man is covered in the blood of his former kills. He looks as if + This man is covered in the blood of his former kills. He looks as if he would like to make you his next. Keep clear of this guy. ~ 14 0 0 0 16 0 0 0 -800 E @@ -226,13 +226,13 @@ dragon terror~ the Grand Dragon of Terror~ The Grand Dragon of Terror rests, curled around a giant pillar in the temple. ~ - This dragon is just beautiful. Its scales are mirror-like in polish. -Beautifully-coloured wings protrude from the sides. Unlike most dragons, this + This dragon is just beautiful. Its scales are mirror-like in polish. +Beautifully-colored wings protrude from the sides. Unlike most dragons, this actually resembles a snake--except that it's about one-hundred times larger, and certainly is more dangerous. Sharp teeth extend from the mouth, and wisps of smoke curl from its nose. It looks at you with infinite intelligence and a little bit of resignation, as though it knows you will eventually get around to -attacking it. +attacking it. ~ 90 0 0 0 16 0 0 0 -750 E 24 12 -4 4d4+240 4d4+4 @@ -246,7 +246,7 @@ The torturer stands here, brandishing a cat o' nine tails. ~ The torturer looks stark raving mad, to be frank. He waves his weapon in the air with a mad cackle, and looks at you. With an evil grin, he says, "ah, -my next victim! Yessssss" and launches himself at you. +my next victim! Yessssss" and launches himself at you. ~ 26 0 0 0 16 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 @@ -272,9 +272,9 @@ interrogator inquisitor grand~ the Grand Inquisitor~ The Grand Inquisitor of Despair looks you up and down appraisingly. ~ - This man looks just like the others, except for an uncharactistic gleam in + This man looks just like the others, except for an uncharacteristic gleam in his eye. He looks quite sinister, as though he expects to get information out -of you--whether you know it or not. +of you--whether you know it or not. ~ 216 0 0 0 0 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -288,7 +288,7 @@ the Priest of Hopelessness~ The Priest of Hopelessness stands here, waiting to remove all hope of leaving. ~ The priest looks back at you indignantly and says, "how dare you attempt to -look at me!? " and prompty attacks you. +look at me!? " and promptly attacks you. ~ 10 0 0 0 1048576 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 diff --git a/lib/world/mob/268.mob b/lib/world/mob/268.mob index 513637d..857f13a 100644 --- a/lib/world/mob/268.mob +++ b/lib/world/mob/268.mob @@ -1 +1 @@ -$ +$ diff --git a/lib/world/mob/269.mob b/lib/world/mob/269.mob index c5227b7..c07eb43 100644 --- a/lib/world/mob/269.mob +++ b/lib/world/mob/269.mob @@ -4,7 +4,7 @@ the armadillo~ A small rodent with armored scales slowly crosses the path. ~ This wee armadillo looks fairly well-armored. Doesn't look like he could do -much damage, but would still be difficult to kill. +much damage, but would still be difficult to kill. ~ 6348 0 0 0 524288 0 0 0 0 E 17 15 0 3d3+170 2d2+2 @@ -16,7 +16,7 @@ spider tarantula~ the tarantula~ An oversized, hairy spider scuttles away. ~ - The tarantula loves its privacy, and hopes you will soon leave. + The tarantula loves its privacy, and hopes you will soon leave. ~ 137304 0 0 0 16 0 0 0 -400 E 18 14 0 3d3+180 3d3+3 @@ -30,7 +30,7 @@ There is a strange looking cactus here. ~ You have never seen anything like it. This plant can actually change its position over time! Sharp spines stick out dangerously, threatening to prick -you. +you. ~ 172104 0 0 0 327752 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -40,10 +40,10 @@ E #26903 beast thin mangy~ the wild dog~ -A thin, mangy beast lurks about here. +A thin, mangy beast lurks about here. ~ This dog looks like it has never been tamed. Its fur stands on end, and it -is full of brambles. You don't think you should pet it. +is full of brambles. You don't think you should pet it. ~ 6364 0 0 0 524288 0 0 0 -200 E 18 14 0 3d3+180 3d3+3 @@ -53,10 +53,10 @@ E #26904 rodent lemming~ the lemming~ -A lemming pauses here, looking for a cliff to leap off. +A lemming pauses here, looking for a cliff to leap off. ~ This small but feisty rodent has absolutely no brains. It is sitting here, -just waiting to follow a crowd. +just waiting to follow a crowd. ~ 4168 0 0 0 0 0 0 0 200 E 17 15 0 3d3+170 2d2+2 @@ -73,7 +73,7 @@ the razorback boar~ A razorback boar stands here, looking angry as hell. ~ This vicious-looking animal looks both angry and hungry. Provocation would -surely bring him to a spastic frenzy! +surely bring him to a spastic frenzy! ~ 38988 0 0 0 64 0 0 0 100 E 19 14 -1 3d3+190 3d3+3 @@ -89,7 +89,7 @@ the diamondback rattler~ A rattler is coiled up here, trying to be invisible. ~ This snake is doing its best to blend in with its surroundings. Most of its -victims usually bet attacked because they step on it. +victims usually bet attacked because they step on it. ~ 74 0 0 0 1048580 0 0 0 -400 E 19 14 -1 3d3+190 3d3+3 @@ -102,7 +102,7 @@ the Indian scout~ An Indian scout sneaks about here, glaring at you with suspicious eyes. ~ This man is sent out into the desert for one reason, to keep you away from -something. +something. ~ 6364 0 0 0 524368 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -116,7 +116,7 @@ A mad hermit is here, getting ready to mutilate you! ~ You see an old man, covered with wrinkles and other deformities. He is obviously very displeased with your presence, and wants to kill you for your -knowledge of where he lives. +knowledge of where he lives. ~ 2074 0 0 0 1026 0 0 0 -300 E 19 14 -1 3d3+190 3d3+3 @@ -130,7 +130,7 @@ A massive Indian guard is here, ready to defend his post to the death! ~ This large man has very dark skin, from standing at attention in the desert sun for hours on end. He eats cactus thorns for breakfast, and sleeps on -rocks. You wish you were this tough. +rocks. You wish you were this tough. ~ 14362 0 0 0 8288 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -143,7 +143,7 @@ the Indian chief~ The Indian ruler of the south is here, smoking a strange weed. ~ Slashing Boar looks right back at you, and you can somehow sense that he -would just as soon kill you as look at you. +would just as soon kill you as look at you. ~ 22554 0 0 0 8308 0 0 0 1000 E 20 14 -2 4d4+200 3d3+3 @@ -160,8 +160,8 @@ bird giant condor~ the giant condor~ The Giant condor peers off into the south... ~ - You are amazed at this bird's size. You are awed at its grand presence. -You really shouldn't kill it, it might be illegal. + You are amazed at this bird's size. You are awed at its grand presence. +You really shouldn't kill it, it might be illegal. ~ 137304 0 0 0 128 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -173,7 +173,7 @@ toad horny~ the horny toad~ A spiky-looking horny toad is here, taking an afternoon nap. ~ - This little beast would be very frightening if it were larger. + This little beast would be very frightening if it were larger. ~ 200 0 0 0 0 0 0 0 1000 E 17 15 0 3d3+170 2d2+2 diff --git a/lib/world/mob/27.mob b/lib/world/mob/27.mob index b9e48ce..8b2274a 100644 --- a/lib/world/mob/27.mob +++ b/lib/world/mob/27.mob @@ -4,9 +4,9 @@ a sad-looking memlin~ A small creature digs here with a sad look in its eyes. ~ This creature is one of the few left of the race of memlins. Short and -gangly, it looks well suited to life in tunnels. Its warty skin is the colour +gangly, it looks well suited to life in tunnels. Its warty skin is the color of sand and stone and two large pointed ears twitch at any sound. Large yellow -eyes seem to fill its face with an expression of despair and helplessness. +eyes seem to fill its face with an expression of despair and helplessness. ~ 72 0 0 0 2048 0 0 0 100 E 10 19 6 2d1+110 1d2+2 @@ -23,7 +23,7 @@ A heavily-muscled guard stands here keeping an eye on the surroundings. This fierce looking guard has the large amber eyes and pointed ears of his memlin kin, but appears unnaturally muscled and strong. His face is stern and grim as though he takes his duties seriously, but his wide eyes betray a sense -of concealed desperation. +of concealed desperation. ~ 26 0 0 0 0 0 0 0 0 E 15 19 4 3d2+165 0d6+3 @@ -38,7 +38,7 @@ A small squeaking bat dives in and out of the shadows. ~ Flitting about quickly, this bat hardly stays still long enough to be observed. Its characteristic black furred body and webbed wings are somewhat -harmless looking until several sharp teeth glint in the subdued light. +harmless looking until several sharp teeth glint in the subdued light. ~ 135178 0 0 0 67664 0 0 0 -500 E 10 17 4 2d2+500 1d2+1 @@ -54,7 +54,7 @@ A weary memlin supervises the handing out of supplies. His eyes are slightly glassed over and the natural creases of his face are even more deeply furrowed into an almost constant frown. Absent-mindedly shuffling various items into some resemblance of order, he seems scarcely aware -of anyone else's presence. +of anyone else's presence. ~ 188426 0 0 0 0 0 0 0 0 E 34 15 -10 6d6+340 5d5+5 @@ -72,7 +72,7 @@ A @Ctiny wish@y floats lazily through the air.@n out from a spherical body as it floats in the air. Almost more like a seedling than an animal, it is easy to forget it is alive, until it hums gently and drifts deliberately closer. This creature's mere presence seems to freshen the -air, as though it were somehow filtering and replenishing it. +air, as though it were somehow filtering and replenishing it. ~ 72 0 0 0 2048 0 0 0 0 E 15 18 1 3d3+150 2d2+2 @@ -85,10 +85,10 @@ armored guardian~ an armored guardian~ An armored guardian stands here, blocking the gates to the north. ~ - Tall and menacing, his body is completely covered with black irridescent + Tall and menacing, his body is completely covered with black iridescent armor that reveals none of his natural form. Even his eyes are masked by the metal visor over his face, though somehow he seems to perceive his surroundings -very well indeed. +very well indeed. ~ 135226 0 0 0 64 0 0 0 -50 E 16 18 3 3d2+200 1d2+3 @@ -106,7 +106,7 @@ A small child stands here. This small memlin child seems to have even larger eyes than her adult-kin. Startlingly luminous and brimming slightly with tears, they are almost like the amber eyes of a feline, only unsettlingly vacant. She seems confused at the -workings of the world around her and draws shyly away on approach. +workings of the world around her and draws shyly away on approach. ~ 138 0 0 0 80 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -118,14 +118,14 @@ T 2714 T 2715 T 2712 #2707 -colourful pheasant~ -a colourful pheasant~ -A colourful pheasant hides amongst the greenery. +colorful pheasant~ +a colorful pheasant~ +A colorful pheasant hides amongst the greenery. ~ This beautiful bird is well-fattened and covered with bright plumage that makes its efforts at hiding almost laughable. Its cherry-red face blends into a warm bespeckled brown that covers most of its body, a brilliant patch of -eggshell blue and light purple fanning out into its tail. +eggshell blue and light purple fanning out into its tail. ~ 10 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -140,7 +140,7 @@ The Keeper of the Temple stands here. ~ This memlin looks very wise as though the product of a lifetime of contemplation. Tranquil yellow eyes betray no hint of emotion or thought, and -only the faint swishing of robes can be heard as he moves about the room. +only the faint swishing of robes can be heard as he moves about the room. ~ 172042 0 0 0 0 0 0 0 0 E 30 15 -8 6d6+300 5d5+5 @@ -154,11 +154,11 @@ fire wrm~ a @Rfire wrm@n~ A @Rfire wrm@y scuttles about here, filling the air with smoke.@n ~ - This creature wanders about the place devouring anything it sees. + This creature wanders about the place devouring anything it sees. Shuffling along on spines that cover its entire body, its gigantic fiery mouth gives it the ability to consume even metals and piles of rubble, making it useful for excavation sites. Black smoke rises from the creature, the product -of its constant digestion. +of its constant digestion. ~ 72 0 0 0 0 0 0 0 0 E 15 18 1 3d3+150 3d7+2 @@ -177,7 +177,7 @@ skeleton were it not for the rasping sounds of breath that still escape his mouth. A single black chain secures his ankle to the wall, though he appears far beyond any chance for escape or survival. Paper-thin skin hangs loosely in folds about his skeletal body, the eerie rattling sound as he struggles for -breath a sure sign of his imminent death. +breath a sure sign of his imminent death. ~ 74 0 0 0 0 0 0 0 0 E 8 19 5 0d0+0 1d2+1 @@ -192,7 +192,7 @@ the glassy tentacle~ On closer inspection, this spike doesn't appear to be a stalagmite at all. In fact it seems almost gelatinous, quivering slightly with every vibration and slowly waving as if by its own accord. It looks as though there is more to it -than what can be seen protruding from the ice. +than what can be seen protruding from the ice. ~ 147482 0 0 0 0 0 0 0 0 E 20 17 -2 4d4+200 3d3+3 @@ -204,10 +204,10 @@ newly grown wish~ a newly-grown @Cwish@n~ A newly-grown @Cwish@y wobbles uncertainly in the air.@n ~ - This little creature is still sticky from the sap of its parent vine. + This little creature is still sticky from the sap of its parent vine. Disentangling its delicate strands slowly, it seems to grow larger as the air currents from its siblings dry it off, making it increasingly capable of -navigating its way through the slight breeze. +navigating its way through the slight breeze. ~ 10 0 0 0 0 0 0 0 0 E 12 18 2 2d2+120 2d2+2 @@ -220,12 +220,12 @@ skeletal creature toothy~ a skeletal creature~ A skeletal creature crouches within the circle of light. ~ - The colour of faded blue egg-shell, this creature makes a faint clacking + The color of faded blue egg-shell, this creature makes a faint clacking sound when it moves as though it is made entirely of bone... or indeed egg-shell. Squinting black eyes peer calculatingly out from an elongated skull and a hideous toothy smile splits across its face at the sight of you. Two gigantic spider-like hands curl protectively around a glowing object in its -lap. +lap. ~ 188442 0 0 0 80 0 0 0 0 E 15 18 1 3d3+150 2d2+2 @@ -243,7 +243,7 @@ A dying memlin leans against the wall, half turned to stone. Shuddering slightly, this half-dead creature clutches at the wall for support as his skin seems slowly to darken and crack. His entire lower body has turned completely into stone, the petrification creeping higher like a black spreading -stain. +stain. ~ 24586 0 0 0 0 0 0 0 0 E 1 20 9 0d0+0 1d2+0 @@ -261,7 +261,7 @@ A @Rfire wrm@y is tethered here, billowing smoke around it.@n slightly as peristaltic-like contractions ripple through its body. Large amounts of thick black smoke ooze from pores all over its body as it devours the piles of rubble, ore and all with its massive fiery mouth, acting almost as -living waste disposal. +living waste disposal. ~ 10 0 0 0 0 0 0 0 0 E 15 18 1 3d3+150 2d2+2 @@ -276,7 +276,7 @@ A dark, beady-eyed rat sniffs the air. This mangy rodent must be well-fed to have grown so large. Pink scaly feet and a long worm-like tail are all of the creature that is not covered in coarse, matted dark fur. Two predatory black eyes scan the surroundings as the animal -apparantly continues its scavenges for anything edible. +apparently continues its scavenges for anything edible. ~ 6264 0 0 0 64 0 0 0 0 E 10 19 4 2d2+100 1d2+1 @@ -290,10 +290,10 @@ iridescent beetle little~ a little iridescent beetle~ A little iridescent beetle scurries along. ~ - This little glistening beetle has two rather large pinchers that protrude + This little glistening beetle has two rather large pincers that protrude like horns from its head. Tiny legs move almost too quickly to be seen, as the creature scuttles nervously around, streaks of blue and green glinting in its -black armor. +black armor. ~ 200 0 0 0 2048 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -309,7 +309,7 @@ A green serpent writhes along the floor, jewelled markings down its back. This long, undulating snake weaves its way cautiously along, green shimmering scales glinting as it moves. A tiny blood-red tongue flickers in and out of its mouth like fire, highlighting the scarlet diamond markings all down the length -of its body. +of its body. ~ 2120 0 0 0 0 0 0 0 0 E 17 18 0 3d3+170 2d2+2 @@ -325,7 +325,7 @@ A female memlin stands here, busily preparing food. This memlin appears intently focused on her activities, large yellow eyes following the flurry-like movements of her hands as she washes, slices, and kneads. Traces of white powder and the scent of herbs and spices linger on her -clothes and skin. +clothes and skin. ~ 10 0 0 0 0 0 0 0 0 E 15 18 1 3d3+150 2d2+2 @@ -342,7 +342,7 @@ A memlin child seems to daydream as he dangles his feet in the water. Smaller and scrawnier than a full-grown memlin, this appears to be a child of about ten years old. His large eyes are far too big for his head, which is likewise out of proportion to his fragile build. Kicking his feet lazily, his -expression is one of almost meditative calm. +expression is one of almost meditative calm. ~ 10 0 0 0 0 0 0 0 0 E 10 19 4 2d2+100 1d2+1 @@ -356,14 +356,14 @@ mighty dragon dragon-like creature Cui~ the mighty Cui~ A mighty, dragon-like creature watches perceptively with glowing eyes. ~ - This powerful creature is most similar in appearance and size to a dragon. + This powerful creature is most similar in appearance and size to a dragon. Massive scale plating cascades smoothly down its back and sides, reptilian skin polished and gleaming as it moves. An enormous tail waves slowly and pendulously from side to side, its clawed feet indenting the almost solid ground. Its most unusual feature is its large faintly glowing eyes, uncannily perceptive they seem to peer through things rather than at them. The eyes are -of odd colouring too, one glowing bright ember red and the other gleaming -charcoal black. +of odd coloring too, one glowing bright ember red and the other gleaming +charcoal black. ~ 253978 0 0 0 0 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -381,9 +381,9 @@ A female humanoid with scaly skin stands here, her eyes faintly glowing. soft scales that shimmer gently in the light, barely noticeable they look more like tattooed patterns on human skin. Long fair hair cascades down her back, and her features are strikingly prominent yet still smoothly feminine. Her -large blue eyes seem almost eeriely perceptive, shimmering just a little to +large blue eyes seem almost eerily perceptive, shimmering just a little to brightly to appear normal, vivid splashes of green fading and dying as though -some strange force pulses through them. +some strange force pulses through them. ~ 253978 0 0 0 0 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -397,11 +397,11 @@ a Khan'li warrior~ A Khan'li warrior stands proudly here. ~ This tall warrior is strong and muscular, his whole body covered in very fine -smooth scale-like skin that glistens irridescent black, almost shimmering and +smooth scale-like skin that glistens iridescent black, almost shimmering and radiating intense heat. His eyes are large and dark, flickering slightly with red flashes as though a very fire dances within them. Long clawed hands hang at his sides and his black teeth are small and pointed. Powerful and intimidating, -he gives an air of formidable confidence and proud fearlessness. +he gives an air of formidable confidence and proud fearlessness. ~ 10 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -413,10 +413,10 @@ Dynar youth~ a Dynar youth~ A Dynar youth wanders meditatively here. ~ - This delicate, agile humanoid is slender and elongated in body and limb. + This delicate, agile humanoid is slender and elongated in body and limb. His movements are unusually fast although smooth and graceful and his pale skin glows like moonlight. His soft, fair hair seems almost to float through the air -as he moves and his large violet eyes are almost childishly innocent. +as he moves and his large violet eyes are almost childishly innocent. ~ 10 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -432,7 +432,7 @@ A little memlin blinks curiously around. slightly rough in texture. Large pointed ears stick up on either side of his head and his huge amber eyes fill half his face. Peaceful in expression, he looks eager to learn and explore, peering easily and perceptively about in the -shadows. +shadows. ~ 10 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -446,7 +446,7 @@ The Revealer stands here, guarding the secrets of his people. ~ This aged memlin is shrunken and wrinkled with time, his large eyes faded in color as an ember about to die. His expression is firm and troubled, as though -he has seen enough for many lifetimes. +he has seen enough for many lifetimes. ~ 10 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -463,7 +463,7 @@ A rabbit grazes peacefully here. ~ This little animal is covered with soft brown fur, two long floppy ears dangling down either side of its head. Oblivious to everything, it chews -happily on the abundant grass, constantly sniffing as it hops about. +happily on the abundant grass, constantly sniffing as it hops about. ~ 10 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -476,9 +476,9 @@ a young memlin~ A young memlin stands eagerly here, as if waiting for something. ~ This bright-eyed memlin has an expression of almost excited wonder and -curiousity on his face. Fidgeting constantly, he wrings his hands as he +curiosity on his face. Fidgeting constantly, he wrings his hands as he glances around at everything, flickers of emotion passing over his face like -windblown clouds. +wind-blown clouds. ~ 253962 0 0 0 0 0 0 0 0 E 10 17 4 2d0+100 1d2+1 @@ -502,7 +502,7 @@ stormy force. Her eyes are deep obsidian black, shifting with Khan'li flickers of scarlet and the occasional flash of green, their expression one of vicious calculating evil. Cruel black teeth glint like coals amidst the fiery crimson of her lips, so sharp and pointed as to appear almost feral, her smooth scaled -skin as dark and glossy as slick oil. +skin as dark and glossy as slick oil. ~ 10 0 0 0 0 0 0 0 -1000 E 25 12 -5 5d5+700 4d4+4 @@ -518,9 +518,9 @@ dark crow~ a dark crow with gleaming green eyes~ A dark crow perches here, its green eyes gleaming. ~ - This jet-black crow is covered with sleek irridescent feathers, its + This jet-black crow is covered with sleek iridescent feathers, its formidable beak sharply curved, obviously made for tearing flesh. Two tiny -gleaming eyes peer suspicously about, the colour of deep emerald green. +gleaming eyes peer suspiciously about, the color of deep emerald green. ~ 10 0 0 0 0 0 0 0 0 E 23 13 -3 4d4+230 3d3+3 diff --git a/lib/world/mob/270.mob b/lib/world/mob/270.mob index 4fa80ea..1d3750f 100644 --- a/lib/world/mob/270.mob +++ b/lib/world/mob/270.mob @@ -3,7 +3,7 @@ giant vulture~ the giant vulture~ A giant vulture is here. ~ - It looks hungry. + It looks hungry. ~ 76 0 0 0 80 0 0 0 -1000 E 12 16 2 2d2+120 2d2+2 @@ -15,7 +15,7 @@ demon horse~ the demon horse~ A demon horse is here. ~ - The demon horse widens its nostrils and fire burns in its eyes. + The demon horse widens its nostrils and fire burns in its eyes. ~ 1546 0 0 0 0 0 0 0 -1000 E 15 15 1 3d3+150 2d2+2 @@ -27,7 +27,7 @@ rabid fox~ the rabid fox~ A rabid fox is here, drooling heavily. ~ - The rabid fox seems almost putrid. + The rabid fox seems almost putrid. ~ 40970 0 0 0 0 0 0 0 -900 E 13 16 2 2d2+130 2d2+2 @@ -39,7 +39,7 @@ earth demon~ the earth demon~ An earth demon lingers in the air. ~ - It is brown and stocky. + It is brown and stocky. ~ 41032 0 0 0 589824 0 0 0 -900 E 13 16 2 2d2+130 2d2+2 @@ -51,7 +51,7 @@ evil bird~ the evil bird~ An evil bird is here. ~ - It is raven black with bright, gleeming, yellow eyes. + It is raven black with bright, gleaming, yellow eyes. ~ 72 0 0 0 16 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -64,7 +64,7 @@ the iodocentipedus~ An Iodocentipedus crawls around here very slowly. ~ It is a mixture of colors, blue, red and brown, totally lacking hair on its -plated body. +plated body. ~ 6154 0 0 0 0 0 0 0 -700 E 15 15 1 3d3+150 2d2+2 @@ -76,7 +76,7 @@ fanged reindeer~ the fanged reindeer~ A fanged reindeer walks around here looking for food. ~ - It is awesome, at least by reindeer standards! + It is awesome, at least by reindeer standards! ~ 14 0 0 0 16 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -88,7 +88,7 @@ hill ghoul~ the hill ghoul~ An hill ghoul walks and walks and walks here. ~ - It is large, white and looks MAD!!! + It is large, white and looks MAD!!! ~ 8222 0 0 0 1114128 0 0 0 -1000 E 13 16 2 2d2+130 2d2+2 @@ -100,7 +100,7 @@ stone ogre~ the stone ogre~ A stone ogre tramples around. ~ - The ogre seems confused. + The ogre seems confused. ~ 6158 0 0 0 80 0 0 0 -800 E 14 16 1 2d2+140 2d2+2 @@ -113,7 +113,7 @@ the ice troll~ An ice troll mutters about. ~ It is covered with a thick ice armor. And it certainly looks ready for -battle. +battle. ~ 14 0 0 0 1114128 0 0 0 -1000 E 15 15 1 3d3+150 2d2+2 @@ -125,8 +125,8 @@ lithophiliac~ the lithophiliac~ A lithophiliac is here, burping his ass off. ~ - He is skinny but still a scary being, presuambly because of his dreadful -smell. + He is skinny but still a scary being, presumably because of his dreadful +smell. ~ 14 0 0 0 4 0 0 0 200 E 13 16 2 2d2+130 2d2+2 @@ -140,7 +140,7 @@ The Wizard of ice-molding looks grimly at YOU!! ~ He is of average height wearing a long silvery robe covered with small ice crystals. He seems very intelligent with his long frosty beard and sharp -looks. +looks. ~ 24606 0 0 0 80 0 0 0 -1000 E 15 15 1 3d3+150 2d2+2 @@ -152,7 +152,7 @@ stormbringer~ the stormbringer~ The stormbringer sweeps around here. ~ - The stormbringer is HUGE but still swift. + The stormbringer is HUGE but still swift. ~ 24606 0 0 0 84 0 0 0 -1000 E 15 15 1 3d3+150 2d2+2 diff --git a/lib/world/mob/271.mob b/lib/world/mob/271.mob index 4b8cf27..714bf89 100644 --- a/lib/world/mob/271.mob +++ b/lib/world/mob/271.mob @@ -4,9 +4,9 @@ the Earl of Sundhaven~ The Earl of Sundhaven is out for a stroll. ~ A tall noble with sand-colored hair and goatee is strolling by with an -amiable but authoritave countenance. Long out of knighthood, he nevertheless +amiable but authoritative countenance. Long out of knighthood, he nevertheless looks quite confident in his abilities to defend himself, and has gone on to -wining, dining and governing the human population. +wining, dining and governing the human population. ~ 2264 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -22,7 +22,7 @@ A guard of Sundhaven stands watchfully. His swarthy human face is framed by well-combed dark hair that gazes about with a relaxed, alert air. He wears in his uniform the dark gold and black colors of the town banner, and the sword that hangs from his hip looks more -than idle decoration. +than idle decoration. ~ 72 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -35,8 +35,8 @@ the town hangman~ The town hangman is here, idly swinging a noose. ~ This brawny, placid fellow is garbed in loose black garments and an -eyepatch, from his days as a pirate along the northern coast. He has, of -course, since seen the light and sticks to legal murder. +eye-patch, from his days as a pirate along the northern coast. He has, of +course, since seen the light and sticks to legal murder. ~ 2058 0 0 0 16 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -51,7 +51,7 @@ A black-robed priest is here, tending a candelabra. ~ The glow of candles half reveals a shadowy priest with dark features and a somber but pleasant manner. He carries a small kaleidoscope in one hand, with -which he watches the movements of his elusive deity. +which he watches the movements of his elusive deity. ~ 2062 0 0 0 16 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -65,7 +65,7 @@ A black-robed priestess is charting a stellar calendar on the wall. ~ She looks entirely focused on her task of painting and numbering, yet pauses to give you a nod as you pass in. Her beauty, though great, is surpassed by -the swirl of etherous colors that she busies herself with. +the swirl of etherous colors that she busies herself with. ~ 2058 0 0 0 16 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -78,7 +78,7 @@ a raven~ A shadow passes along the ground something flies overhead. ~ Regarded in local myth as a bird of prophecy, it regards you with one eye as -it passes over. +it passes over. ~ 10 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -90,7 +90,7 @@ rat smoke~ a smoke rat~ A smoke-colored rat sits in the shadows. ~ - It slinks quickly from your vision, apparently nervous about eye contact. + It slinks quickly from your vision, apparently nervous about eye contact. ~ 76 0 0 0 524288 0 0 0 0 E @@ -104,7 +104,7 @@ a thief~ You sense someone lurking about. ~ Catching you spotting him, he gives you a quick grin and a friendly nudge. -Better check your pockets. +Better check your pockets. ~ 200 0 0 0 1572864 0 0 0 -600 E 6 18 6 1d1+60 1d2+1 @@ -117,9 +117,9 @@ picker blackberry~ a blackberry picker~ A blackberry picker is singing among the bushes. ~ - She is garbed in a peasant's frock and carries a basket of blackberries. -Black hair frames a gentle face and broad grey eyes accustomed to hardship. -She gives you a shy smile and feigns interest in a fray of her sleeve. + She is garbed in a peasant's frock and carries a basket of blackberries. +Black hair frames a gentle face and broad gray eyes accustomed to hardship. +She gives you a shy smile and feigns interest in a fray of her sleeve. ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -134,7 +134,7 @@ A halfling peddler is here calling his wares. A short, slender being with wary and mirthful eyes barely gives your kneecaps a second glance. He seems engaged in drawing the eyes of persons of wealth. He wears a tray of spices and other goods on a strap around his neck. - + ~ 72 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -147,7 +147,7 @@ a mendicant~ A mendicant in rags shoves a cup in your face. ~ You are absorbed by the foul smell of his ragged body, but take pity; there -are worse odors among the wild regions of the vast world. +are worse odors among the wild regions of the vast world. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -160,7 +160,7 @@ a knight in bright armor~ A knight in bright armor is telling tales in a roaring voice. ~ His shining armor and sword of silver are so stainless that you wonder if he -merely has a master blacksmith, or an overactive imagination. +merely has a master blacksmith, or an overactive imagination. ~ 10 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -173,7 +173,7 @@ a squire~ An eager squire stands attendant. ~ He appears to be hanging on his lord's every word, but when watched closely -seems to pay more attention to his cold mug of ale. +seems to pay more attention to his cold mug of ale. ~ 10 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -186,7 +186,7 @@ a foreign princess~ A foreign princess is downing shots at the bar. ~ She has a beauty that fascinates the eye, but she shows about as much -interest in you as an empty keg. +interest in you as an empty keg. ~ 138 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -200,7 +200,7 @@ A gypsy minstrel bows a fiddle nearby. ~ She is clad in the brightest colors; red, gold, purple and orange compete for the attention of the eye. She has thrown down his feathered cap and seems -ready for donations. +ready for donations. ~ 72 0 0 0 524288 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -213,7 +213,7 @@ the village idiot~ The village idiot is dancing about. ~ He notices you checking him out, bounces up into your face, and begins -reciting bad poetry. He looks suspiciously like someone you know. +reciting bad poetry. He looks suspiciously like someone you know. ~ 220 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -228,7 +228,7 @@ The Priestess of the Ministry is here, garbed in black. ~ She is tall, elderly and imposing, but willing to teach those new to her priestly arts. The black gown that she wears flows past her toes to the stone -floor. +floor. ~ 10 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -242,7 +242,7 @@ The Mistress of Assassins comes half out of the shadow. ~ You see but a blur in the shadow that is the keeper of the Black Naga assassins guild. She is willing to train newcomers to her roguish trade, after -that you must search elsewhere for learnings. +that you must search elsewhere for learnings. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -254,8 +254,8 @@ knightmaster knight master warrior~ the Knightmaster~ The Knightmaster fingers his beard and ponders you. ~ - A swarthy man clad in the padded armor standard for training newcomers. -Thick auburn hair and beard frame a face intelligent in battle. + A swarthy man clad in the padded armor standard for training newcomers. +Thick auburn hair and beard frame a face intelligent in battle. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -269,7 +269,7 @@ The Archmage watches you through a crystal ball as you arrive. ~ His violet robes have long frayed and faded, his beard is long and tapering, but his powers have only grown throughout the years. He is willing to teach -his mystical arts to newcomers. +his mystical arts to newcomers. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -283,7 +283,7 @@ The bartender is here doing his thing. ~ This plump fellow leads a quiet life. Nevertheless the odd creatures that find their way to this bar from all lands have had an effect on him. He -glances up and gives you a lopsided grin as he mumbles to the floor. +glances up and gives you a lopsided grin as he mumbles to the floor. ~ 188426 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -297,7 +297,7 @@ A retired thief cleans a shot glass behind the counter. ~ Having retired from the bounty lists, this thief spends his days managing the Nightbreak Cafe for the assassins guild. So may you, if you become -addicted enough to caffeine. +addicted enough to caffeine. ~ 188426 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -311,7 +311,7 @@ The falconer stands proudly before several cages. ~ His tall, noble bearing seems to go hand in hand with the alert postures of his taloned birds. A magnificent white kestrel stares at you from his left -shoulder. +shoulder. ~ 10 0 0 0 0 0 0 0 600 E 9 17 4 1d1+90 1d2+1 @@ -324,8 +324,8 @@ the cartographer~ The cartographer grins at you over wire-rimmed spectacles. ~ Thin and wisp-haired, this old man regards you with a wily grin and looks -ready to cut some deals. There is a rumour he was kicked out of the mages -guild for fraud. Can you trust his goods? +ready to cut some deals. There is a rumor he was kicked out of the mages +guild for fraud. Can you trust his goods? ~ 188426 0 0 0 0 0 0 0 -800 E 8 18 5 1d1+80 1d2+1 @@ -337,7 +337,7 @@ town treasurer~ the town treasurer~ The town treasurer sits happily on a huge pile of gold. ~ - This little man has found his bliss. + This little man has found his bliss. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -350,7 +350,7 @@ the blacksmith~ The blacksmith stands in the glare of the fire. ~ This ex-warrior is short and brawny, looks to have some dwarf ancestry. He -is carrying a hot poker though, better not mess with him. +is carrying a hot poker though, better not mess with him. ~ 10 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -363,7 +363,7 @@ the jeweller~ The jeweller stands behind a glass case of rubies. ~ The jeweller is a dark-skinned woman in a silken frock. She seems to be -doing very well for herself. A black gem sparkles dimly round her neck. +doing very well for herself. A black gem sparkles dimly round her neck. ~ 188426 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -377,7 +377,7 @@ Phadela is here grinning maniacally in a mirror. ~ This local witch comes from desert lands and is making her fortune off the superstitious. Her dark eyes look sharply into yours in the mirror on the far -wall. Her black hair and turban remind you of her exotic origins. +wall. Her black hair and turban remind you of her exotic origins. ~ 188426 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -390,7 +390,7 @@ the hobbit pastry chef~ The hobbit pastry chef rolls some dough behind the counter. ~ A round, short fellow covered in flour. He looks content as a mouse in a -corn shed, snacking on his sticky creations perpetually. +corn shed, snacking on his sticky creations perpetually. ~ 188426 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -402,8 +402,8 @@ alchemist~ the old alchemist~ The old alchemist stands here preparing bubbling vials. ~ - He is withered as a gnarled tree, but seems wise in a mad sort of way. -Glass vials of all colors surround him, attesting to his knowledge. + He is withered as a gnarled tree, but seems wise in a mad sort of way. +Glass vials of all colors surround him, attesting to his knowledge. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -416,7 +416,7 @@ the magess~ The wise magess flies about the shop. ~ An old silver haired woman levitates and sings to herself as she reshelves -tomes and organizes scrolls and parchments. +tomes and organizes scrolls and parchments. ~ 188426 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -426,11 +426,11 @@ E #27131 mekala thai cook~ Mekala~ -Mekala tosses some pad tai in a pan nearby. +Mekala tosses some pad thai in a pan nearby. ~ This young, dark woman has traveled far from jungle lands to prepare her spicy-hot dishes for this heavily traversed town. She sings a foreign song in -a bizarre, guttaral tongue. +a bizarre, guttural tongue. ~ 188426 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -438,13 +438,13 @@ a bizarre, guttaral tongue. 8 8 2 E #27132 -armourer~ -the armourer~ -The armourer is here buffing a suit of scale mail. +armorer~ +the armorer~ +The armorer is here buffing a suit of scale mail. ~ The cousin of the warrior guildmaster is six foot five and perhaps three hundred pounds.. Needless to say, he has many friends. He stands rose-buffing -a beautiful suit of scale mail. +a beautiful suit of scale mail. ~ 188426 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -458,7 +458,7 @@ The weaponsmaster sharpens a kris at the back wall. ~ He's a wiry little fellow, but agile as a squirrel. He prefers to be left alone in the world of blade artistry, and generally people grant him his wish -with pleasure. +with pleasure. ~ 188426 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -470,8 +470,8 @@ lady old~ a little old lady~ A little old lady hovers around you. ~ - She looks a little bored, and pleased to see you, hoping for a big sale. -You cringe as she gives you a warm toothless smile. + She looks a little bored, and pleased to see you, hoping for a big sale. +You cringe as she gives you a warm toothless smile. ~ 188426 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -481,11 +481,11 @@ E #27135 mockingbird bird~ a mockingbird~ -A grey and white mockingbird mimics you from an oak branch. +A gray and white mockingbird mimics you from an oak branch. ~ She cocks her head from side to side, studying you rapidly, then does an impression that looks very familiar and makes your friends crack up laughing. - + ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -498,7 +498,7 @@ a paranoid adventurer~ A paranoid adventurer hides within the town walls, afraid to leave. ~ His bug eyes and electric hair show you he has perhaps seen to many beasts, -and they were too much for him. +and they were too much for him. ~ 200 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -512,7 +512,7 @@ A silk trader is strolling, looking for business. ~ The fact that he has been about many lands shows on his weathered, scarred face. When he notes you looking him over he smiles cunningly and shows you a -variety of colored silk goods. +variety of colored silk goods. ~ 72 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -521,12 +521,12 @@ variety of colored silk goods. E T 27100 #27138 -boy mischievious~ -a mischievious boy~ -A mischievious boy is looking for something to set on fire. +boy mischievous~ +a mischievous boy~ +A mischievous boy is looking for something to set on fire. ~ His small, darting eyes are set off by a mess of tousled black hair. Ever -since his sling shot was taken away, he has been playing with torches. +since his sling shot was taken away, he has been playing with torches. ~ 72 0 0 0 524288 0 0 0 -40 E 2 20 8 0d0+20 1d2+0 @@ -539,7 +539,7 @@ a dark-haired girl~ A dark-haired girl is eyeing you curiously. ~ This small girl has a fine dress and precocious look that makes you feel she -must be a wealthy citizen's daughter, perhaps a merchant or judge. +must be a wealthy citizen's daughter, perhaps a merchant or judge. ~ 72 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -553,7 +553,7 @@ A tabby cat is stalking a mockingbird. ~ She looks plump from plenty of good eating. Her wide green eyes are fixated on a fluttering mockingbird, the stripes of her thick black and brown fur -mingling with the lines of the grasses. +mingling with the lines of the grasses. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -566,7 +566,7 @@ an old mage~ An old mage studies the chessboard in rapt contemplation. ~ His white beard trails down to his withered toes. His forehead is creased -in contemplation, but a wine-induced smile plays on his lips. +in contemplation, but a wine-induced smile plays on his lips. ~ 2058 0 0 0 16 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -579,7 +579,7 @@ a young warrior~ A young warrior is sparring with his shadow. ~ This brawny fellow hops about, rather gracelessly, shadow-boxing. He is too -absorbed to notice you watching him. +absorbed to notice you watching him. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -593,7 +593,7 @@ A thief is lounging, hiding out from the bounty hunters. ~ He doesn't look too nervous about being found and brutally hung for his crimes. With his feet up and margarita in hand, he kicks back in an easy chair -and thumbs through a magazine. +and thumbs through a magazine. ~ 10 0 0 0 0 0 0 0 -1000 E 7 18 5 1d1+70 1d2+1 @@ -607,7 +607,7 @@ a sacrificial priestess~ A priestess is preparing a blindfolded animal for sacrifice. ~ She is busy anointing a serrated dagger with a special balm, and sprinkling -a dark water over the animal. She asks that you take a seat and keep quiet. +a dark water over the animal. She asks that you take a seat and keep quiet. ~ 2058 0 0 0 16 0 0 0 0 E @@ -622,7 +622,7 @@ An iron chain rattles as something moves in the back of the room. ~ Some black animal, its hard to tell exactly what in this darkness, is chained to the back wall. Even its eyes are darkened as a black fold of cloth -covers them until the moment of its departure from the world. +covers them until the moment of its departure from the world. ~ 10 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -630,12 +630,12 @@ covers them until the moment of its departure from the world. 8 8 0 E #27146 -grey cat~ -a grey cat~ -A grey cat pads around, sniffing things. +gray cat~ +a gray cat~ +A gray cat pads around, sniffing things. ~ He seems vaguely interested in something beyond the range of your five -senses, as cats often are. +senses, as cats often are. ~ 72 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -648,7 +648,7 @@ a large white cat~ A large white cat is sunning himself on a wall. ~ He's a beautiful creature, with a long snow-colored coat tinged with gold in -the sunlight. His eyes are closed as he lies in bliss in the heat. +the sunlight. His eyes are closed as he lies in bliss in the heat. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -662,7 +662,7 @@ The town butcher tosses meat cleavers about listlessly. ~ This overweight fellow looks bloodthirsty and bored with life. As you enter he hurls several sharp meat cleavers around the edge of the door without -looking up. +looking up. ~ 188426 0 0 0 0 0 0 0 -700 E 10 17 4 2d2+100 1d2+1 @@ -676,8 +676,8 @@ the gate watchman~ The gate watchman stares glass-eyed at the horizon. ~ He was apparently chosen for his inability to blink. He is a brawny fellow, -but doesnt strike you as having the froth-mouthed drive to fight as seen in the -town guards. +but doesn't strike you as having the froth-mouthed drive to fight as seen in the +town guards. ~ 2058 0 0 0 16 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -689,9 +689,9 @@ sparrow bird pets~ a little sparrow~ A little sparrow pecks at the ground. ~ - The tiny metal clasp round a leg of this diminuitive bird tells you it is + The tiny metal clasp round a leg of this diminutive bird tells you it is someone's pet. It regards you with one eye then the other in a nervous -fashion, awaiting its first chance to fly to freedom. +fashion, awaiting its first chance to fly to freedom. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -705,7 +705,7 @@ A red-winged blackbird is preening nearby. ~ The blackbird sports glossy dark feathers with wings tipped in crimson, and a keen eye. The small metal clasp round one leg tells you it is someone's -trained pet. +trained pet. ~ 10 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -719,7 +719,7 @@ A giant white kestrel is perched near its master. ~ The kestrel's plumage is pale as lamb's down, making it a beautiful animal, but the sharp curved beak and arched talons remind you of its predatory habits. -A tiny metal ring is clasped round one leg.. It must be someone's pet. +A tiny metal ring is clasped round one leg.. It must be someone's pet. ~ 10 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -733,8 +733,8 @@ Athos the great knight is somberly nursing a bottle of wine. ~ Athos wears a face of sorrow on his noble countenance, displaying only a few quiet words of philosophy when his tongue is loosened by drink. His dress -depicts a man of learning and his voice one of some foul experience. -Something - or someone - still haunts him to this day. +depicts a man of learning and his voice one of some foul experience. +Something - or someone - still haunts him to this day. ~ 2058 0 0 0 8 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -750,7 +750,7 @@ A beautiful woman with fair hair flares angrily up at your intrusion. Milady de Winter is a slender form draped in white ermine and knowledgeable in the ways of enchantment. Golden hair falls to her waist, her eyes are cyan blue and widened with anger, or perhaps a tinge of fear. Long presumed dead, -she wears one of many guises and is accustomed to discarding lives. +she wears one of many guises and is accustomed to discarding lives. ~ 10 0 0 0 524288 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -762,10 +762,10 @@ naga black guard guardian~ a black naga guardian~ The black naga guardian is coiled here. ~ - The guardian naga is a serpentlike creature, coal-black scales shield an + The guardian naga is a serpent-like creature, coal-black scales shield an elongate body with the head of a woman, and make no sound with her curious writhing. It looks intelligent enough to judge whether you are worthy to pass -into the guild of rogues that is its keeping. +into the guild of rogues that is its keeping. ~ 10 0 0 0 80 0 0 0 -900 E 6 18 6 1d1+60 1d2+1 @@ -779,7 +779,7 @@ A large guardian gryphon sits immobile before you. ~ It's a brawny beast, measuring six feet at the shoulder, and staring passively at you with cold red eyes. It watches faithfully over the guild of -physical battle that is its charge; only those worthy may enter. +physical battle that is its charge; only those worthy may enter. ~ 10 0 0 0 80 0 0 0 900 E 8 18 5 1d1+80 1d2+1 @@ -791,9 +791,9 @@ basilisk guard guardian~ a guardian basilisk~ A basilisk summoned from the ether guards a doorway. ~ - The guardian stands motionless with eyes of stone fixed on the far wall. + The guardian stands motionless with eyes of stone fixed on the far wall. Nonetheless, this reptile, a figure born of a cold wisdom, knows well enough if -you are worthy to pass into the guild of priests. +you are worthy to pass into the guild of priests. ~ 10 0 0 0 80 0 0 0 900 E 9 17 4 1d1+90 1d2+1 @@ -808,7 +808,7 @@ A horned imp is crouched nearby, unfolding its wings. This is the familiar of the Archmage of the town, at present an ill- meaning sort of ruler. It is charged with the worthy task of defending the guild from unwelcome intruders. Its wickedly curving horns and innocuous teeth attest to -its ability to.... Well, dispose of you. +its ability to.... Well, dispose of you. ~ 10 0 0 0 80 0 0 0 -900 E 7 18 5 1d1+70 1d2+1 @@ -821,7 +821,7 @@ a warrior of the Black Watch~ A warrior of the Black Watch maintains a alert vigilance here. ~ A handsome, stalwart warrior of the famed elite guard of Sundhaven keeps a -tireless watch over the peace of the town. +tireless watch over the peace of the town. ~ 72 0 0 0 80 0 0 0 800 E 7 18 5 1d1+70 1d2+1 @@ -835,7 +835,7 @@ The Lord of the Black Watch keeps the peace as he sips a scotch. ~ The captain of the Black Watch, the well-known anti-rogue force of Sundhaven, seems a fairly complacent noble confident in his own strength. He -surveys his surroundings casually over the rim of a glass of strong drink. +surveys his surroundings casually over the rim of a glass of strong drink. ~ 2120 0 0 0 80 0 0 0 500 E 10 17 4 2d2+100 1d2+1 @@ -849,7 +849,7 @@ A blind mage is sitting here, communing with nature. ~ His blank eyes, the color long lost, leave the broad sky and seem to stare right through you. His sanity, also long lost, might have made him a fine -fellow once, but he would best be left alone now. +fellow once, but he would best be left alone now. ~ 14 0 0 0 0 0 0 0 -800 E 5 19 7 1d1+50 1d2+0 @@ -862,9 +862,9 @@ lamprey black~ a black lamprey~ Something makes an eel-like motion under the water. ~ - A giant leechlike movement under the water marks the outline of a lamprey, + A giant leech-like movement under the water marks the outline of a lamprey, skin wet and oil-black. The row of teeth that gapes for an instant above the -waterline gives a hint of its hunger for prey in this deserted place. +waterline gives a hint of its hunger for prey in this deserted place. ~ 72 0 0 0 524496 0 0 0 -900 E 4 19 7 0d0+40 1d2+0 @@ -877,7 +877,7 @@ a moth~ A small moth flits about nearby. ~ The moth, pale downy white in color, beats its wings heavily above some -ferns nearby. It seems quite harmless. +ferns nearby. It seems quite harmless. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -889,10 +889,10 @@ disgruntled courier postmasters~ a disgruntled courier~ A disgruntled courier awaits your bidding. ~ - The grey and strained eyes of the courier look at you with ill-concealed + The gray and strained eyes of the courier look at you with ill-concealed lack of interest. The scars on his face are an indication that he has seen foul weather of all sorts on the roads, and nothing you could request would -surprise him. +surprise him. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -906,7 +906,7 @@ A Sundhaven noble stares past you with an aloof air. ~ The noble is tall, of fair hair and complexion, and dressed in gold-bordered finery. He appears unaware of your presence, and preoccupied with his own -affairs. +affairs. ~ 2120 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -918,7 +918,7 @@ stu fool~ Stu~ Stu the Recruit is standing here. ~ - Achhh! Dont pay too much attention to him or you'll regret it. + Achhh! Dont pay too much attention to him or you'll regret it. ~ 220 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 diff --git a/lib/world/mob/272.mob b/lib/world/mob/272.mob index d0a3f65..b6b5ba6 100644 --- a/lib/world/mob/272.mob +++ b/lib/world/mob/272.mob @@ -4,7 +4,7 @@ a child playing~ A child playing obliviously on the floor is here. ~ The child is like their parents with brown hair and eyes and they wear a -black pait of knit pants and and a white top. They play with a wooden toy on +black pair of knit pants and and a white top. They play with a wooden toy on ~ 122970 0 0 0 0 0 0 0 0 E 0 20 10 1d1+0 1d1+0 diff --git a/lib/world/mob/273.mob b/lib/world/mob/273.mob index 8c11480..db9c29e 100644 --- a/lib/world/mob/273.mob +++ b/lib/world/mob/273.mob @@ -3,7 +3,7 @@ facehugger alien~ a facehugger alien~ A facehugger stage alien sees you and springs! ~ - A facehugger is trying to wrap it's tail around your throat! + A facehugger is trying to wrap it's tail around your throat! ~ 36968 0 0 0 524288 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -17,7 +17,7 @@ a drooling alien~ A slime drooling alien is here waiting for lunch! ~ The alien 'smiles' back at you and extends its inner jaws! SNAP SNAP SNAP! - + ~ 4200 0 0 0 524288 0 0 0 -1000 E 28 11 -6 5d5+280 4d4+4 @@ -33,7 +33,7 @@ the queen alien~ The queen alien is here laying eggpods! ~ The queen alien is less than pleased at your presence. You should die now! - + ~ 129038 0 0 0 524352 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -51,7 +51,7 @@ A Predator alien is here scouting for trophies. The Predator is a huge bipedal monstrosity with vertically aligned jaws and 'hair' that reminds you of when you used to fight gorgons! He is nearly twice your size and already has a nice polished human skull hanging from his trophy -belt. It looks like you are next! +belt. It looks like you are next! ~ 96492 0 0 0 524372 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -68,7 +68,7 @@ Captain Vance Marshal~ Captain Vance Marshal is here in his exoskeleton armor! ~ Captain Vance Marshal has obviously gone mad! Then again you would too if -you had survived as long as he has on this cursed space station! +you had survived as long as he has on this cursed space station! ~ 2222 0 0 0 80 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -84,12 +84,12 @@ E #27305 panther alien~ a panther alien~ -A fourlegged panther alien is here waiting to rip your guts out! +A four-legged panther alien is here waiting to rip your guts out! ~ - You thought the regular aliens had a lot of teeth?! This maneater has twice + You thought the regular aliens had a lot of teeth?! This man-eater has twice as many at the bipedal aliens. It also looks a lot nastier. It moves with such speed on all fours that there is just no way you can out run it. You must -stand and fight this black monstrosity! +stand and fight this black monstrosity! ~ 2152 0 0 0 524368 0 0 0 -500 E 27 11 -6 5d5+270 4d4+4 @@ -109,7 +109,7 @@ Lt. Miko Oshura is standing here in torn clothing. ~ This tough young lady has been through hell and has managed to keep her wits about her... Not to mention her weapons! Man is she ever glad to see a -smiling HUMAN face! +smiling HUMAN face! ~ 2252 0 0 0 80 0 0 0 500 E 28 11 -6 5d5+280 4d4+4 @@ -126,8 +126,8 @@ The Predator Captain is standing here looking angry! ~ Uh oh... Now you've done it! There are some places you just shouldn't go ... This is one of them! The Captain of the Predators is very angry that you -have invaded his ship. He will have to 'discuss' it with his crewmembers after -he finishes polishing your skull! +have invaded his ship. He will have to 'discuss' it with his crew-members after +he finishes polishing your skull! ~ 6382 0 0 0 80 0 0 0 -1000 E 29 11 -7 5d5+290 4d4+4 @@ -143,7 +143,7 @@ A Space Station Alpha crewmember is here trying to stay alive! ~ This poor haggard soul has been fleeing the onslaught of two different species of alien aggressors. How he has managed to stay alive this long is -anyone's guess. He must be extreamly resourceful! +anyone's guess. He must be extremely resourceful! ~ 2508 0 0 0 0 0 0 0 367 E 25 12 -5 5d5+250 4d4+4 diff --git a/lib/world/mob/274.mob b/lib/world/mob/274.mob index 1d5a9e4..338d6ab 100644 --- a/lib/world/mob/274.mob +++ b/lib/world/mob/274.mob @@ -3,8 +3,8 @@ Kay the village Priest~ Kay the Village Priest~ Kay the Village Priest is here to tend you. ~ - Kay, the boyist lad, is the Cure of Saint Brigid. He has short black hair, -dark eyes, rather scrawney in demeanor, but a very wise lad trained from the + Kay, the boyish lad, is the Cure of Saint Brigid. He has short black hair, +dark eyes, rather scrawny in demeanor, but a very wise lad trained from the north. ~ 256090 0 0 0 8448 0 0 0 550 E @@ -27,7 +27,7 @@ T 27400 #27401 Broderick~ Broderick the Inn Keep~ -Broderick the Inn Keep is keeping his place. +Broderick the Inn Keep is keeping his place. ~ Broderick is from the north. He is once a guard for Hypperex, then turned pilgrim for a time he has found himself down here tending bar in his own place. @@ -35,7 +35,7 @@ He has sandy blond hair, brown eyes, rather tall, muscular and a bit scarred from all the battles he has seen while as a guard in Hypperex. He wears a white shirt and tan pants, with a green apron made of leather. He smokes a cigar and it protrudes from his narrow fleshy lips which he occasionally puffs while -wiping down the bar. +wiping down the bar. ~ 522266 0 0 0 0 0 0 0 220 E 34 9 -10 7d6+340 5d5+5 @@ -54,10 +54,10 @@ E T 27405 #27402 Francis~ -Francis the Blacksmithe~ -Francis the Blacksmithe is here beating out a rod of metal. +Francis the Blacksmith~ +Francis the Blacksmith is here beating out a rod of metal. ~ - Francis is a big burley man with a rddy complexion, dark black hair, dark + Francis is a big burley man with a ruddy complexion, dark black hair, dark eyes and a thick full beard. He had a huge upper body and arms from his work at the forge. He wears a white shirt, and black pants, and thick work boots on his feet. He looks like he is very formidable if you make him angry so best to @@ -78,12 +78,12 @@ T 27407 #27403 Mick~ Mick of Malvern~ -Mick of Malvern is here to help you. +Mick of Malvern is here to help you. ~ Mick is the older son of Francis. He looks like his father in many ways with a huge demeanor, a large upper body and arms from working the forge. He wears a simple leather tunic and pants made of soft brown and helps in the Armory. He -has the same dark black hair, dark eyes and a thick beard. +has the same dark black hair, dark eyes and a thick beard. ~ 522330 0 0 0 2424 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -105,11 +105,11 @@ Charity~ Charity~ Charity of Malvern is here to help you. ~ - Charity is the adopted daughter to Elizabeth and Andrew of Saint Brigid. + Charity is the adopted daughter to Elizabeth and Andrew of Saint Brigid. She is very tall, lean and strikingly beautiful with long flowing blond hair to almost the ground, blue eyes, and a fair complexion. She wears a simple blue -gown ordorned with flowers and hems sewn by her own hand and it fits the -flattering curves she has. Her shoes are black made of calf skin. +gown adorned with flowers and hems sewn by her own hand and it fits the +flattering curves she has. Her shoes are black made of calf skin. ~ 522330 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -129,15 +129,15 @@ E #27405 Zino~ Zino the Jeweler~ -Zino the Jeweler is standing here with an eyeloop examining a jewel. +Zino the Jeweler is standing here with an eye-loop examining a jewel. ~ Zino is new to this realm, he is from the north, living in Hypperex mostly -and nmakes his living examining and appraising jewelry and jewels for the barons -of Hypperex. He is a wirey man, who is very lean, with graying hair has a full +and makes his living examining and appraising jewelry and jewels for the barons +of Hypperex. He is a wiry man, who is very lean, with graying hair has a full goatee, and dark eyes. He wears a typical red tunic and pants with a golden -belt, and necklace that has the symbol of the Inqusition about his neck. He is +belt, and necklace that has the symbol of the Inquisition about his neck. He is not too welcome here in Saint Brigid by the folk here but he is known for being -a just and fair man when it comes to his skills to appraisal. +a just and fair man when it comes to his skills to appraisal. ~ 522330 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -161,7 +161,7 @@ Hans is here to pawmp you up... ~ Hans is German, very short, and clad in a gray sweat suit and boots with a headband on his forehead. He has brown hair, a burly face and he is really well -built from head to toe. +built from head to toe. ~ 522330 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -185,12 +185,12 @@ Floora~ Floora the Grump~ Floora the Grump is here to take your order. ~ - Floora is an old woman in about her nineties, bu looks and acts like she is + Floora is an old woman in about her nineties, but looks and acts like she is still in her fifties. She has dark hair, sprinkled ever slightly with gray hair, green eyes and has a trim but heavyset figure. She is no slouch when it -comes to hard work, being active alot in her store, it is always so neat and +comes to hard work, being active a lot in her store, it is always so neat and orderly. She wears a simple green and brown jumper with a brown tunic and -boots. For her age she still seems to shine brightly. +boots. For her age she still seems to shine brightly. ~ 522330 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -241,11 +241,11 @@ Miriam~ Miriam of Malvern is here to humble serve you. ~ Miriam is a youthful girl of about twenty, she has long reddish-gold hair, -green eyes and a trim very volompous body. She wears a simple black dress +green eyes and a trim very voluptuous body. She wears a simple black dress adorned in blue and a necklace of a pentagram around her neck. She has no shoes on ad the slit in her dress goes up to her waist revealing a little more than anyone would want to know that she is a witch. There is a tattoo on her left -thigh. +thigh. ~ 522330 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -272,7 +272,7 @@ Madam Gwen is here dressed sexy and ready for action. sides made of silk and wears thigh hight boots and a leather collar with spikes while brandishing a whip. She is attractive despite she is in her mid-forties, a bit plump but still an eye catcher with her trim body, blond hair, blue eyes -and fair complexion. +and fair complexion. ~ 57422 0 0 0 2424 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -297,8 +297,8 @@ Alisha is sitting here on the bed reading. Alisha is here reading while she waits for her next customer. She is rather young, about nineteen and been doing this for a while now since her mother abandoned her on the street in Hypperex when she was accused as being a witch. -She has dark brown hair, brown eyes, a medium complexion and a trim body. -Alisha is attractive but rather too much of a brain for this type of work. +She has dark brown hair, brown eyes, a medium complexion and a trim body. +Alisha is attractive but rather too much of a brain for this type of work. ~ 57422 0 0 0 2168 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -319,11 +319,11 @@ E #27413 Rebecca~ Rebecca~ -Rebecca of Pine is in her bed alone naked. +Rebecca of Pine is in her bed alone naked. ~ Rebecca is a fair young woman with ruddy features, she has long brown hair, almond brown eyes, and she is heavy set. She has a round face with a medium -complexion, and despite she is heavyset has a decent figure. +complexion, and despite she is heavyset has a decent figure. ~ 57422 0 0 0 2168 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -348,7 +348,7 @@ Doris is here naked on top of Sphen Doris is maiden in her late twenties, she has black hair, dark eyes and a fantastic body to boot. She is one of the few who has escaped the Inquisition and torture and she has many scars on her back and legs where the torturer -burned, broke, and mutilated her body. +burned, broke, and mutilated her body. ~ 57422 0 0 0 2168 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -373,7 +373,7 @@ Jenny Of Alastar is here playing with herself. Jenny is a young woman with long brown hair streaked with black, a pale form with green eyes, a very small pair of breasts and she wears a black skirt over it. She is quite attractive, despite she is Wiccian, a large tattoo on the left -butt cheek on her left side depicting a pentagram. +butt cheek on her left side depicting a pentagram. ~ 57422 0 0 0 2168 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -398,7 +398,7 @@ a male citizen of Saint Brigid is here walking to work. The man is a typical peasant, with a simple brown leather pants and tunic that he wears about him. He has short brown hair, a headband, and looks a bit of a weakling when it comes to battle. He is one of the many farmers of Saint -Brigid who works the fields. +Brigid who works the fields. ~ 72 0 0 0 0 0 0 0 0 E 4 20 8 0d0+20 1d2+0 @@ -444,8 +444,8 @@ Dirken the mighty runs his hands all over Candy's body. ~ Dirken is an young man about twenty-eight, with short blond hair, brown eyes, a bean pole body, and a ruddy complexion. He sits on the bed with his shirt off -as he waits for Candy to acknowledge him and to start mutually satisfiying each -other. He is not very handsome for a miner. +as he waits for Candy to acknowledge him and to start mutually satisfying each +other. He is not very handsome for a miner. ~ 254170 0 0 0 2096 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -487,12 +487,12 @@ E #27420 Tarus~ Tarus the Traveller~ -Tarus the Traveller is here wathing the action. +Tarus the Traveller is here watching the action. ~ Tarus is a short dwarf of a man, with a long beard, a small body and only -stands about 4'2" tall. His hair is white, and his eyes a sinister deep red. +stands about 4'2" tall. His hair is white, and his eyes a sinister deep red. He wears a tunic, a pair of pants and his belt he has a dagger sheath at his -side made of leather. +side made of leather. ~ 254170 0 0 0 2096 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -554,7 +554,7 @@ a male citizen is here with his family. The man is a typical peasant, with a simple brown leather pants and tunic that he wears about him. He has short brown hair, a headband, and looks a bit of a weakling when it comes to battle. He is one of the many farmers of Saint -Brigid who works the fields. +Brigid who works the fields. ~ 188506 0 0 0 0 0 0 0 0 E 5 20 8 0d0+20 1d2+0 @@ -573,8 +573,8 @@ a child~ a child plays innocently on the floor. ~ The child is like their parents with brown hair and eyes and they wear a -black pait of knit pants and and a white top. They play with a wooden toy on -the floor oblivious to the carnage that is to come. +black pair of knit pants and and a white top. They play with a wooden toy on +the floor oblivious to the carnage that is to come. ~ 254682 0 0 0 0 0 0 0 0 E 3 20 8 0d0+20 1d2+0 @@ -593,8 +593,8 @@ A female citizen of Saint Brigid~ a female citizen of Saint Brigid~ A female citizen of Saint Brigid is going about her daily chores ~ - The woman is a typical peasantl with a simple leather brown skirt and tunic -tha she wears about her. She had long brown hair, and looks a bit rought for + The woman is a typical peasant with a simple leather brown skirt and tunic +that she wears about her. She had long brown hair, and looks a bit rough for wear when it comes for battle. She is one of the many farmers of Saint Brigid who works the fields. ~ @@ -613,12 +613,12 @@ T 27404 #27426 guard~ a village militia-man ~ -a village militia-man is here on guard duty. +a village militia-man is here on guard duty. ~ The guard is clad in a green and white tunic with a dark green pair of trousers. IT has the ensign of Saint Brigid on the tunic front which marks him as a soldier of the free town. He is one of the citizens who has stepped up and -volunteered to take the post to protect the village. +volunteered to take the post to protect the village. ~ 254042 0 0 0 0 0 0 0 0 E 10 18 4 2d2+100 1d2+1 @@ -639,11 +639,11 @@ E #27428 a female farmer~ a female farmer~ -A female farmer is working in the fields. +A female farmer is working in the fields. ~ She is a typical farmer with straw hat and a blue shirt, pants and work boots -in which she toils in the earth with her branwney arms and narrow frame. She -has long blond hair, blue eyes and a delicate, angelic appearance. +in which she toils in the earth with her brawny arms and narrow frame. She +has long blond hair, blue eyes and a delicate, angelic appearance. ~ 72 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -667,7 +667,7 @@ Franz is here to pamp you up... ~ Franz is German, very short, and clad in a gray sweat suit and boots with a headband on his forehead. He has brown hair, a burly face and he is really well -built from head to toe. +built from head to toe. ~ 522330 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -689,7 +689,7 @@ T 27403 #27430 Molly~ Molly~ -Molly the Barmaiden is here serving drinks. +Molly the Barmaiden is here serving drinks. ~ Molly is one of Broderick;s daughters. She has long brown hair, brown eyes, and a light complexion. She is quite beautiful and trim, wearing a long gown @@ -715,14 +715,14 @@ E #27431 Catherine~ Catherine~ -Catherine the begger is here. +Catherine the beggar is here. ~ - Catherine the begger is a young woman who is a known witch from the north. + Catherine the beggar is a young woman who is a known witch from the north. She is outcast, and makes a decent wage begging from the local populace for food and clothing, perhaps anything she really needs. She has dark hair, dark eyes and a round pleasant face, She is dressed in a patched ruddy gown with a rope -belt and no shoes. In her hand she carries a tamborine in which to catch the -coins given to her by the adventurers in the tavern. +belt and no shoes. In her hand she carries a tambourine in which to catch the +coins given to her by the adventurers in the tavern. ~ 188504 0 0 0 0 0 0 0 1000 E 8 18 8 0d0+20 1d2+1 @@ -740,9 +740,9 @@ adventurer~ a sleeping adventurer~ a sleeping adventurer is passed out here on the floor. ~ - He is a typical ruffian who wanders this realm seeking fortune and glory. -The adventurer is male, short, with short haire, dwarf-like, with a beard and he -snoozes on the floor in a drunken stooper with a glass mug still in hand. + He is a typical ruffian who wanders this realm seeking fortune and glory. +The adventurer is male, short, with short hair, dwarf-like, with a beard and he +snoozes on the floor in a drunken stupor with a glass mug still in hand. ~ 206 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -761,13 +761,13 @@ SavingSpell: 2 E #27433 hooker~ -a midjet named Bridjet~ +a midget named Bridjet~ A midget named Bridget is here waiting for the next trick. ~ - Brigjet is a fll framed young woman of eighteen but only stands about four + Brigjet is a full framed young woman of eighteen but only stands about four foot two in height, and weighs about eighty pounds, She has red hair and green eyes, wearing that of a thin, sheer gown as she waits for the next trick to -come. +come. ~ 254042 0 0 0 120 0 0 0 0 E 5 20 8 0d0+20 1d2+0 @@ -784,11 +784,11 @@ T 27408 #27434 adventurer female~ female adventurer~ -A female adventurer is here drinking silently with her friends. +A female adventurer is here drinking silently with her friends. ~ The young woman is very attractive, and wears a simple tunic and pants under the heavy armor she wears over it. She has long brown hair, green eyes and a -slender attractive, but muscular figure. +slender attractive, but muscular figure. ~ 254042 0 0 0 120 0 0 0 0 E 5 20 8 0d0+20 1d2+0 @@ -806,7 +806,7 @@ adventurer male~ male adventurer~ A male adventurer is here drinking. ~ - This man is a mercinary of his profession, wearing armor and brandishing a + This man is a mercenary of his profession, wearing armor and brandishing a sword at his side. He is an adventurer seeking fortune and glory. He has black hair, dark eyes and a lean muscular body. He looks dangerous to be around. ~ @@ -826,9 +826,9 @@ hooker~ a hooker~ A hooker is here taking a break from her tricks to smoke a cigarette. ~ - The hooker is not bad looking and she wears a simple robe over her narrpw -body. Her face is made up still but her hair is a mess from all the activies in -the last few hours. + The hooker is not bad looking and she wears a simple robe over her narrow +body. Her face is made up still but her hair is a mess from all the activities in +the last few hours. ~ 254042 0 0 0 120 0 0 0 0 E 5 20 8 0d0+20 1d2+0 diff --git a/lib/world/mob/275.mob b/lib/world/mob/275.mob index a79f879..5160550 100644 --- a/lib/world/mob/275.mob +++ b/lib/world/mob/275.mob @@ -3,7 +3,7 @@ goethe~ Goethe~ Goethe is here, staring blindly into space. ~ - Goethe exudes an aura of verbosity. + Goethe exudes an aura of verbosity. ~ 188426 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -16,7 +16,7 @@ Harry the Hare Krishna~ Harry the Hare Krishna is busy burning incense and singing. ~ Harry is a tall man with a shaven head and a long pony tail... Gee I wonder -if he is a Hare Krishna. +if he is a Hare Krishna. ~ 188426 0 0 0 0 0 0 0 900 E 8 18 5 1d1+80 1d2+1 @@ -30,7 +30,7 @@ Wally the Wizard is busy playing with his magical items. ~ Wally is an old, long haired man with an obvious affection to strange and unusual magic items. When he looks at you, he doesn't seem to be completely -there. +there. ~ 188426 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -43,7 +43,7 @@ the policeman~ A policeman is here, walking his beat. ~ Specifically recruited by the upper class people of New Sparta, there is no -one more respectable and honest than the on-duty policeman. +one more respectable and honest than the on-duty policeman. ~ 2120 0 0 0 0 0 0 0 1000 E 5 19 7 1d1+50 1d2+0 @@ -57,7 +57,7 @@ A cop is wandering around looking for doughnuts. ~ You can see that this guy does not concentrate very much on his job and tends to look the other way. He seems to be more interested in filling his -belly with doughnuts than in protecting the city. +belly with doughnuts than in protecting the city. ~ 2248 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -69,8 +69,8 @@ mugger~ the mugger~ A mugger is thinking about taking your money or your life. ~ - Driven to desperate measures, this leech of society is after one thing... -Your money. He'll do anything to get it too. + Driven to desperate measures, this leech of society is after one thing... +Your money. He'll do anything to get it too. ~ 76 0 0 0 0 0 0 0 -350 E 3 19 8 0d0+30 1d2+0 @@ -83,7 +83,7 @@ the tourist~ A tourist is here, taking in the sights. ~ Every metropolis has them, well so does New Sparta. Be careful not to get -caught in their line of sight. +caught in their line of sight. ~ 72 0 0 0 0 0 0 0 500 E 2 20 8 0d0+20 1d2+0 @@ -96,7 +96,7 @@ Norm~ Norm is drinking another beer. ~ You see Norm from Cheers, he is big, fat, drinks a lot and is an overall -jolly fellow. +jolly fellow. ~ 26 0 0 0 0 0 0 0 800 E 6 18 6 1d1+60 1d2+1 @@ -109,7 +109,7 @@ Cliff Claven~ Cliff is rattling off useless trivia. ~ A postal worker who never seems to be doing his job, Cliff is out of touch -with reality and tends to be annoying--even to his friends. +with reality and tends to be annoying--even to his friends. ~ 158 0 0 0 0 0 0 0 1000 E 8 18 5 1d1+80 1d2+1 @@ -121,7 +121,7 @@ carla labeck~ Carla~ Carla is waiting on tables. ~ - Carla splashes a drink in your face. + Carla splashes a drink in your face. ~ 76 0 0 0 0 0 0 0 -800 E 9 17 4 1d1+90 1d2+1 @@ -134,7 +134,7 @@ Woody~ Woody is waiting to serve you a drink. ~ A farm boy from Indiana, he has not quite fit into the atmosphere of the big -city yet. +city yet. ~ 188426 0 0 0 0 0 0 0 1000 E 8 18 5 1d1+80 1d2+1 @@ -148,7 +148,7 @@ Mayor Abe is about, inspecting the city. ~ This high official, like most other politicians, seems uninterested in helping the community. Not a man to be trifled with, the Mayor is reputed to -have ties with the mob kingpin -- Lucifer. +have ties with the mob kingpin -- Lucifer. ~ 72 0 0 0 0 0 0 0 -900 E 10 17 4 2d2+100 1d2+1 @@ -161,7 +161,7 @@ Rebecca Howe~ Rebecca Howe is hurrying about making sure Cheers is in order. ~ A very harried but yet beautiful woman. Most of her anguish stems from her -sexual frustrations and from attempting to keep Cheers in order. +sexual frustrations and from attempting to keep Cheers in order. ~ 72 0 0 0 0 0 0 0 900 E 5 19 7 1d1+50 1d2+0 @@ -174,7 +174,7 @@ Sam~ Sam is here, hitting on the women. ~ A very handsome, self-assured ex-baseball player who is very popular with -the ladies, but often finds himself in sticky situations. +the ladies, but often finds himself in sticky situations. ~ 72 0 0 0 0 0 0 0 900 E 4 19 7 0d0+40 1d2+0 @@ -187,7 +187,7 @@ Frasier~ Frasier is here psychoanalyzing patrons in the bar. ~ Though very emotionally unstable for a psychiatrist, Dr. Crane tries to aid -people with their problems while creating his own. +people with their problems while creating his own. ~ 72 0 0 0 0 0 0 0 900 E 8 18 5 1d1+80 1d2+1 @@ -200,7 +200,7 @@ Lilith~ Lilith is sitting at the bar, keeping a watchful eye on Frasier. ~ A calm, thoroughly rational and logical thinker on the outside -- a wild, -crazy, sexual goddess on the inside. +crazy, sexual goddess on the inside. ~ 74 0 0 0 0 0 0 0 900 E 9 17 4 1d1+90 1d2+1 @@ -213,7 +213,7 @@ Paul~ Paul is here, drinking a beer. ~ Paul is a robust man, who tends to be a bit childish when around Norm and -Cliff. +Cliff. ~ 88 0 0 0 0 0 0 0 800 E 7 18 5 1d1+70 1d2+1 @@ -226,7 +226,7 @@ the alley cat~ An alley cat is looking for food. ~ This is an everyday unwanted alley cat who spends most of his day looking -for food. +for food. ~ 138 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -238,7 +238,7 @@ pee wee peewee~ Pee Wee~ Pee Wee is doing something you would rather not like to know. ~ - Pee Wee is the owner of this peep show, so you'd better not piss him off. + Pee Wee is the owner of this peep show, so you'd better not piss him off. ~ 14 0 0 0 0 0 0 0 -500 E 3 19 8 0d0+30 1d2+0 @@ -248,10 +248,10 @@ E #27519 punk~ the punk~ -A punk is here, deciding what colour to spray paint your back. +A punk is here, deciding what color to spray paint your back. ~ You see a punk who is more than willing to knock off an old lady for a few -bucks. +bucks. ~ 76 0 0 0 1048576 0 0 0 -400 E 6 18 6 1d1+60 1d2+1 @@ -263,7 +263,7 @@ skinhead head skin~ the skinhead~ A skinhead is here, looking for a punk to kill. ~ - Skinheads are mean and nasty... Better not stare too long. + Skinheads are mean and nasty... Better not stare too long. ~ 76 0 0 0 0 0 0 0 -500 E 2 20 8 0d0+20 1d2+0 @@ -287,7 +287,7 @@ jonathan hill~ Jonathan Hill~ Jonathan Hill is here, welcoming his costumers. ~ - This is the evil bald-headed guy who runs Melville's. + This is the evil bald-headed guy who runs Melville's. ~ 10 0 0 0 0 0 0 0 -1000 E 7 18 5 1d1+70 1d2+1 @@ -299,7 +299,7 @@ bishop~ the Bishop~ The Bishop is here, looking for a crime to solve. ~ - Da Da Deah (sorry for the bad sound effects)! It's the Bishop! + Da Da Deah (sorry for the bad sound effects)! It's the Bishop! ~ 88 0 0 0 0 0 0 0 1000 E 8 18 5 1d1+80 1d2+1 @@ -312,7 +312,7 @@ the dockworker~ A dockworker is busy moving crates. ~ Dockworkers get very strong from lifting crates and the size of his muscles -make you think twice about attacking him. +make you think twice about attacking him. ~ 76 0 0 0 0 0 0 0 500 E 6 18 6 1d1+60 1d2+1 @@ -325,7 +325,7 @@ the transvestite~ A prostitute is here, looking for customers. ~ When you take a closer look, you realize that this is not the lovely lady -you first laid eyes on, but is really just a female impersonator. +you first laid eyes on, but is really just a female impersonator. ~ 76 0 0 0 0 0 0 0 -350 E 5 19 7 1d1+50 1d2+0 @@ -350,10 +350,10 @@ E #27527 orc lineman raider~ the Orc lineman~ -A Raiders' lineman is here hunting for the ball. +A Raiders' lineman is here hunting for the ball. ~ This is one of Orcland's lineman. He is a balanced player, but has no -outstanding abilities. +outstanding abilities. ~ 76 0 0 0 0 0 0 0 -700 E 8 18 5 1d1+80 1d2+1 @@ -363,10 +363,10 @@ E #27528 human lineman warrior~ the Human lineman~ -A Warriors' lineman is here hunting for the ball. +A Warriors' lineman is here hunting for the ball. ~ This is one of New Sparta's lineman. He is a balanced player, but has no -outstanding abilities. +outstanding abilities. ~ 76 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -379,7 +379,7 @@ the Orc receiver~ A Raiders' receiver is here running a pattern. ~ This is one of the Orcs' skilled receivers. He is quick, but not very -powerful. +powerful. ~ 76 0 0 0 0 0 0 0 -700 E 6 18 6 1d1+60 1d2+1 @@ -392,7 +392,7 @@ the Human receiver~ A Warriors' receiver is here running a pattern. ~ This is one of the Warriors' skilled receiver. He is quick, but not very -powerful. +powerful. ~ 76 0 0 0 0 0 0 0 700 E 6 18 6 1d1+60 1d2+1 @@ -406,7 +406,7 @@ A Raiders' blocker is trying to pave an open pathway. ~ This is the slowest (both physically AND mentally) of the bloodbowl players. However, he is also very large and powerful, so be careful when tangling with -him. +him. ~ 76 0 0 0 0 0 0 0 -700 E 8 18 5 1d1+80 1d2+1 @@ -420,7 +420,7 @@ A Warriors' blocker is trying to pave an open pathway. ~ This is the slowest (both physically AND mentally) of the bloodbowl players. However, he is also very large and powerful, so be careful when tangling with -him. +him. ~ 76 0 0 0 0 0 0 0 700 E 8 18 5 1d1+80 1d2+1 @@ -433,7 +433,7 @@ the Orc thrower~ A Raiders' thrower, attempting a pass. ~ Similar to a quarterback, this is a player with both mobility and a cannon -for an arm. He can also hold his own when hitting with the big boys. +for an arm. He can also hold his own when hitting with the big boys. ~ 76 0 0 0 0 0 0 0 -700 E 9 17 4 1d1+90 1d2+1 @@ -446,7 +446,7 @@ the Human thrower~ A Warriors' thrower, attempting a pass. ~ Similar to a quarterback, this is a player with both mobility and a cannon -for an arm. He can also hold his own when hitting with the big boys. +for an arm. He can also hold his own when hitting with the big boys. ~ 76 0 0 0 0 0 0 0 700 E 9 17 4 1d1+90 1d2+1 @@ -459,7 +459,7 @@ the Orc blitzer~ A fierce Raiders' blitzer, waiting to tear someone limb from limb. ~ An all-around fearsome athlete, the blitzer is the toughest most aggressive -player on the bloodbowl field. +player on the bloodbowl field. ~ 14 0 0 0 0 0 0 0 -800 E 7 18 5 1d1+70 1d2+1 @@ -472,7 +472,7 @@ the Human blitzer~ A fierce Warriors' blitzer, waiting to tear someone limb from limb. ~ An all-around fearsome athlete, the blitzer is the toughest most aggressive -player on the bloodbowl field. +player on the bloodbowl field. ~ 76 0 0 0 0 0 0 0 800 E 8 18 5 1d1+80 1d2+1 @@ -484,7 +484,7 @@ spectator loyal fan~ the loyal fan~ A loyal fan is here enjoying the game. ~ - Your average sports fan, who attends a game now and then. + Your average sports fan, who attends a game now and then. ~ 72 0 0 0 0 0 0 0 1000 E 3 19 8 0d0+30 1d2+0 @@ -496,7 +496,7 @@ child kid~ the innocent child~ A child is here, wandering around. ~ - Awww, how cute!!! + Awww, how cute!!! ~ 72 0 0 0 0 0 0 0 1000 E 1 20 9 0d0+10 1d2+0 @@ -508,7 +508,7 @@ vendor salesman~ the vendor~ A vendor is here peddling his goods. ~ - A merchant with a variety of goods, with nothing you particularly need. + A merchant with a variety of goods, with nothing you particularly need. ~ 76 0 0 0 0 0 0 0 700 E 4 19 7 0d0+40 1d2+0 @@ -520,7 +520,7 @@ construction worker~ the construction worker~ A construction worker is here on his break. ~ - A strong, dirty, harsh-talking construction worker. + A strong, dirty, harsh-talking construction worker. ~ 10 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -544,7 +544,7 @@ security guard~ the Security Guard~ A Security Guard is here, attempting to maintain order. ~ - Not as efficient as a police officer, but then not as expensive either. + Not as efficient as a police officer, but then not as expensive either. ~ 10 0 0 0 0 0 0 0 800 E 8 18 5 1d1+80 1d2+1 @@ -558,7 +558,7 @@ Fire Marshall Bob is busy trying to extinguish the fire that is on his back. ~ This is one poor excuse for a Fire Marshall. He's obviously started more fires in his day than he's actually extinguished. Just another sad example of -nepotism in today's world! +nepotism in today's world! ~ 76 0 0 0 16 0 0 0 350 E 9 17 4 1d1+90 1d2+1 @@ -572,7 +572,7 @@ A fireman is here, looking rather useless. ~ Well, the less skilled relatives of the Sparta executives needed a job somewhere, so they wound up here. Obviously, it is a very cushy job because -there are no real fires in New Sparta. +there are no real fires in New Sparta. ~ 72 0 0 0 0 0 0 0 500 E 7 18 5 1d1+70 1d2+1 @@ -585,7 +585,7 @@ the whore~ A whore is looking for customers. ~ The only good attribute of this beast is her low prices, which would explain -why she is always busy with punks and skinheads. +why she is always busy with punks and skinheads. ~ 10 0 0 0 0 0 0 0 -400 E 4 19 7 0d0+40 1d2+0 @@ -598,7 +598,7 @@ the minor throat~ A minor throat is busy doing homework. ~ This is one of the weakest of the evil inhabitants of the library. They -will do anything for a good grade or to keep a good man down. +will do anything for a good grade or to keep a good man down. ~ 76 0 0 0 1048576 0 0 0 -1000 E 6 18 6 1d1+60 1d2+1 @@ -611,7 +611,7 @@ the throat~ A throat is here, looking for someone's notes to steal. ~ This is one of the most populated species of the library. They are really -desperate for a good grade. +desperate for a good grade. ~ 76 0 0 0 1048592 0 0 0 -1000 E 9 17 4 1d1+90 1d2+1 @@ -624,7 +624,7 @@ the major throat~ A major throat is busy hiding all the science reference books. ~ You see a barely human creature that has absolutely no morals or sense of -dignity. +dignity. ~ 76 0 0 0 1048592 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -637,7 +637,7 @@ the senior throat~ A senior throat is burning all the useful books. ~ You see a devilish looking creature that would gladly sell its sister into -slavery for a good grade. +slavery for a good grade. ~ 76 0 0 0 1048592 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -650,7 +650,7 @@ the master throat~ The master throat is here, trying to break into the school records. ~ The master throat is the devilish and desperate creature that lacks any -morals or self dignity. Watch out, its' eyeing your stuff right now! +morals or self dignity. Watch out, its' eyeing your stuff right now! ~ 14 0 0 0 1048592 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -666,7 +666,7 @@ A cheerleader is here rooting on the home team. nothing rivals the beauty of the cheerleaders, unfortunately their looks are not always matched by their brains (unfortunately for them, but lucky for YOU!! ), though you are positive you could forget about that fact for just a few -hours. +hours. ~ 154 0 0 0 0 0 0 0 1000 E 2 20 8 0d0+20 1d2+0 @@ -681,7 +681,7 @@ Ilsa the Head Cheerleader is here, looking totally gorgeous! You gaze at this beauty with long, flowing blonde hair, an angelic, calming face, firm, ample... And a body that just screams...! You snap out of your daydream and notice that she is frowning at you, as she does not appreciate -people undressing her with their eyes. +people undressing her with their eyes. ~ 10 0 0 0 0 0 0 0 1000 E 4 19 7 0d0+40 1d2+0 @@ -696,7 +696,7 @@ Chief O'Hara is sitting behind his desk. The Chief is a longtime law enforcement agent who has become overweight from years of eating doughnuts. He is a jolly Irishman, who for the first time will have to do his job without the services of Batman. Unfortunately for you, he -actually looks up to the job now! Looks like he has finally gotten a clue. +actually looks up to the job now! Looks like he has finally gotten a clue. ~ 2058 0 0 0 144 0 0 0 1000 E 6 18 6 1d1+60 1d2+1 @@ -708,7 +708,7 @@ warden~ the Warden~ The Warden is here guarding the jail. ~ - A staunch proponent of the death penalty, and the keeper of the jail key. + A staunch proponent of the death penalty, and the keeper of the jail key. ~ 10 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -721,7 +721,7 @@ the maid~ A maid is here cleaning up after the guests. ~ The maid is a lady weary from constant upkeep of the hotel who views most of -mankind as slobs. +mankind as slobs. ~ 14 0 0 0 0 0 0 0 900 E 1 20 9 0d0+10 1d2+0 @@ -734,7 +734,7 @@ Esprit~ Esprit is behind bars, where he belongs. ~ The law finally caught up to this character killer, who is serving an -indefinite sentence. May this be a lesson to you all. +indefinite sentence. May this be a lesson to you all. ~ 10 0 0 0 16 0 0 0 -1000 E 4 19 7 0d0+40 1d2+0 @@ -747,7 +747,7 @@ the cashier~ A cashier is busy filing her nails. ~ You see a student working at her part-time job. She really would rather be -somewhere else, but needs the money for tuition. +somewhere else, but needs the money for tuition. ~ 188426 0 0 0 0 0 0 0 900 E 10 17 4 2d2+100 1d2+1 @@ -761,7 +761,7 @@ The cop is sitting here eating doughnuts. ~ You can see that this guy does not concentrate very much on his job and tends to look the other way. He seems to be more interested in filling his -belly with doughnuts than in protecting the city. +belly with doughnuts than in protecting the city. ~ 2250 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -775,7 +775,7 @@ The cop is sitting here having a drink. ~ You can see that this guy does not concentrate very much on his job and tends to look the other way. He seems to be more interested in filling his -belly with beer than in protecting the city. +belly with beer than in protecting the city. ~ 2250 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -788,7 +788,7 @@ a shoplifter~ A shoplifter is busy stuffing things into her pockets. ~ From the size of her pockets, you can see that this is one busy -kleptomaniac. +kleptomaniac. ~ 14 0 0 0 0 0 0 0 -350 E 4 19 7 0d0+40 1d2+0 @@ -801,7 +801,7 @@ a fisherman~ A fisherman is waiting to serve you. ~ This guy's been around fish so long that he is beginning to look and smell -like one. +like one. ~ 188426 0 0 0 0 0 0 0 900 E 6 18 6 1d1+60 1d2+1 @@ -826,7 +826,7 @@ Raghuram the 7-11 Manager~ Raghuram the 7-11 Manager is here. ~ Like most 7-11 managers, Raghuram is Indian, and speaks with a near -incomprehensible accent. +incomprehensible accent. ~ 188426 0 0 0 0 0 0 0 900 E 7 18 5 1d1+70 1d2+1 @@ -840,7 +840,7 @@ Launchpad McQuack is here following Darkwing. ~ You see a tall humanoid duck who is quite confused and very dim-witted, but definitely no duck to mess with. You instinctively retch in reaction to -looking at this horrible thing! +looking at this horrible thing! ~ 220 0 0 0 16 0 0 0 1000 E 5 19 7 1d1+50 1d2+0 @@ -853,7 +853,7 @@ the bleached blonde bimbo~ A bleached blonde bimbo is bouncing around. ~ You can almost feel the intelligence and wisdom points being reduced as you -feel the blood rush from your head to another part of your anatomy. +feel the blood rush from your head to another part of your anatomy. ~ 10 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -880,7 +880,7 @@ A sorcerer is guarding the entrance. ~ He is an experienced mage who has specialized in the field of Combat Magic. He is here to guard the Mage's Guild and his superior knowledge of offensive as -well as defensive spells make him a deadly opponent. +well as defensive spells make him a deadly opponent. ~ 10 0 0 0 0 0 0 0 800 E 10 17 4 2d2+100 1d2+1 @@ -896,7 +896,7 @@ A knight templar is guarding the entrance. He is a specially trained warrior belonging to the military order of the Faith. His duty is to protect the faithful from persecution and infidel attacks and his religious devotion combined with his superior skill makes him a -deadly opponent. +deadly opponent. ~ 10 0 0 0 0 0 0 0 800 E 10 17 4 2d2+100 1d2+1 @@ -912,7 +912,7 @@ An assassin is guarding the entrance. He is a thief who has specialized in killing others as effectively as possible, using all sorts of weapons. His superior knowledge of how and where to use them combined with his extraordinary stealth makes him a deadly -opponent. +opponent. ~ 10 0 0 0 0 0 0 0 800 E 10 17 4 2d2+100 1d2+1 @@ -928,7 +928,7 @@ A knight is guarding the entrance. He is an expert warrior who has attained knighthood through countless chivalrous deeds. His duty is to protect the Guild of Swordsmen and his extreme skill combined with his experience in warfare makes him a deadly -opponent. +opponent. ~ 10 0 0 0 0 0 0 0 800 E 10 17 4 2d2+100 1d2+1 @@ -943,7 +943,7 @@ The Mages' Guildmaster is standing here. ~ Even though your Guildmaster looks old and tired, you can clearly see the vast amount of knowledge she possesses. She is wearing fine magic clothing, -and you notice that she is surrounded by a blue shimmering aura. +and you notice that she is surrounded by a blue shimmering aura. ~ 16394 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -956,7 +956,7 @@ the Guildmaster~ The Clerics' Guildmaster is standing here. ~ You are in no doubt that this Guildmaster is truly close to your god; he has -a peaceful, loving look. You notice that he is surrounded by a white aura. +a peaceful, loving look. You notice that he is surrounded by a white aura. ~ 16394 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -970,7 +970,7 @@ The Thieves' Guildmaster is standing here. ~ You realize that whenever your Guildmaster moves, you fail to notice it - the way of the true thief. She is to be dressed in poor clothing, having the -appearance of a beggar. +appearance of a beggar. ~ 16394 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -984,7 +984,7 @@ The Warriors' Guildmaster is standing here. ~ This is your master. Big and strong with bulging muscles. Several scars across his body proves that he was using arms before you were born. He has a -calm look on his face. +calm look on his face. ~ 16394 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -996,7 +996,7 @@ captain~ the Captain~ A retired Captain stands here, selling boats. ~ - This Captain has eaten more sharks than you have killed peas. + This Captain has eaten more sharks than you have killed peas. ~ 188426 0 0 0 0 0 0 0 900 E 9 17 4 1d1+90 1d2+1 @@ -1004,12 +1004,12 @@ A retired Captain stands here, selling boats. 8 8 1 E #27577 -armourer~ -the Armourer~ -An Armourer stands here displaying his shiny new (and previously owned) armour. +armorer~ +the Armorer~ +An Armorer stands here displaying his shiny new (and previously owned) armor. ~ - An old but very strong armourer. He has made more armour in his life than -you have ever seen. + An old but very strong armorer. He has made more armor in his life than +you have ever seen. ~ 188426 0 0 0 0 0 0 0 900 E 10 17 4 2d2+100 1d2+1 @@ -1022,7 +1022,7 @@ the receptionist~ A receptionist stands in front of you, looking quite bored. ~ You notice a tired look in her face. She looks like she isn't paid well -enough to put up with any crap from mud players with attitudes. +enough to put up with any crap from mud players with attitudes. ~ 10 0 0 0 0 0 0 0 900 E 10 17 4 2d2+100 1d2+1 @@ -1034,7 +1034,7 @@ waiter~ the waiter~ A waiter is going around from one place to another. ~ - A tired looking waiter. + A tired looking waiter. ~ 188426 0 0 0 0 0 0 0 900 E 7 18 5 1d1+70 1d2+1 @@ -1047,7 +1047,7 @@ the waiter~ A waiter is going around from one place to another. ~ This man was a famous sorcerer in his young days but now leads a quiet, -peaceful life as a waiter. +peaceful life as a waiter. ~ 10 0 0 0 0 0 0 0 600 E 5 19 7 1d1+50 1d2+0 @@ -1059,7 +1059,7 @@ waiter~ the Waiter~ A waiter is going around from one place to another. ~ - This waiter seems to have reach contact with God. + This waiter seems to have reach contact with God. ~ 10 0 0 0 0 0 0 0 600 E 4 19 7 0d0+40 1d2+0 @@ -1071,7 +1071,7 @@ waiter~ the Waiter~ A waiter is going around from one place to another. ~ - This waiter knows where all his customers has their money. + This waiter knows where all his customers has their money. ~ 10 0 0 0 0 0 0 0 600 E 4 19 7 0d0+40 1d2+0 @@ -1084,7 +1084,7 @@ the Waiter~ A waiter is going around from one place to another. ~ The waiter looks like he could easily kill you while still carrying quite a -few firebreathers. +few firebreathers. ~ 10 0 0 0 0 0 0 0 600 E 7 18 5 1d1+70 1d2+1 @@ -1096,7 +1096,7 @@ janitor~ the janitor~ A janitor is walking around, cleaning up. ~ - What is there to say? He is cleaning stuff up. Wow. What a thrill. + What is there to say? He is cleaning stuff up. Wow. What a thrill. ~ 2120 0 0 0 0 0 0 0 900 E 1 20 9 0d0+10 1d2+0 @@ -1109,7 +1109,7 @@ the beastly fido~ A beastly fido is here. ~ A fido is a small dog that has a foul smell and pieces of rotted meat -hanging around its teeth. +hanging around its teeth. ~ 200 0 0 0 0 0 0 0 -200 E 1 20 9 0d0+10 1d2+0 @@ -1121,7 +1121,7 @@ drunk~ the drunk~ A singing, happy drunk. ~ - A drunk who seems to be too happy, and to carry too much money. + A drunk who seems to be too happy, and to carry too much money. ~ 72 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -1133,7 +1133,7 @@ kitten pets~ the kitten~ A small loyal kitten is here. ~ - The kitten looks like a cute, little, fierce fighter. + The kitten looks like a cute, little, fierce fighter. ~ 14 0 0 0 0 0 0 0 400 E 1 20 9 0d0+10 1d2+0 @@ -1145,7 +1145,7 @@ puppy pets~ the puppy~ A small loyal puppy is here. ~ - The puppy looks like a cute, little, fierce fighter. + The puppy looks like a cute, little, fierce fighter. ~ 14 0 0 0 0 0 0 0 400 E 1 20 9 0d0+10 1d2+0 @@ -1157,7 +1157,7 @@ beagle pets~ the beagle~ A small, quick, loyal beagle is here. ~ - The beagle looks like a fierce fighter. + The beagle looks like a fierce fighter. ~ 14 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -1169,7 +1169,7 @@ rottweiler pets~ the rottweiler~ A large, loyal rottweiler is here. ~ - The rottweiler looks like a strong, fierce fighter. + The rottweiler looks like a strong, fierce fighter. ~ 14 0 0 0 0 0 0 0 400 E 3 19 8 0d0+30 1d2+0 @@ -1181,7 +1181,7 @@ wolf pets~ the wolf~ A large, trained wolf is here. ~ - The wolf looks like a strong, fearless fighter. + The wolf looks like a strong, fearless fighter. ~ 14 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 diff --git a/lib/world/mob/276.mob b/lib/world/mob/276.mob index 513637d..857f13a 100644 --- a/lib/world/mob/276.mob +++ b/lib/world/mob/276.mob @@ -1 +1 @@ -$ +$ diff --git a/lib/world/mob/277.mob b/lib/world/mob/277.mob index ca41d98..06d09a5 100644 --- a/lib/world/mob/277.mob +++ b/lib/world/mob/277.mob @@ -6,7 +6,7 @@ An Elven Wizard is here, creating fireworks for the festivities. The Elven Wizard looks at you in a solemn sort of way. His gaze seems to penetrate through your innermost being. He is wearing a silvery cloak and holding a multi-colored staff. Although he appears to be older than the oldest -man, he seems to have an inner strength which most mortals cannot overcome. +man, he seems to have an inner strength which most mortals cannot overcome. ~ 74 0 0 0 16 0 0 0 500 E 18 14 0 3d3+180 3d3+3 @@ -22,7 +22,7 @@ The Keeper of the Ring is here, guarding his treasure jealously. bulbous nose belie his true nature. An elven sword that glows with a blue light hangs from his belt, and on his finger you see the One Ring. Although usually a halfling of peace, he will fight you to the death if you attempt to take away -that which belongs to him. +that which belongs to him. ~ 74 0 0 0 20 0 0 0 0 E 19 14 -1 3d3+190 3d3+3 @@ -36,7 +36,7 @@ Farmer Gamgee sniffs the air, wondering if harvest time is near. ~ Farmer Gamgee is a short, stout halfling of thirty years. His skin has been tanned from working the fields night and day. He's quite a jolly chap, always -ready to befriend an injured bunny rabbit. +ready to befriend an injured bunny rabbit. ~ 138 0 0 0 0 0 0 0 350 E 7 18 5 1d1+70 1d2+1 @@ -63,7 +63,7 @@ A nursemaid wanders about, trying to keep track of all the toddlers. ~ The nursemaid looks rather tired and worn out. Taking care of so many toddlers for too long has evidently taken its toll. She looks to you and in her -eyes you can see her longing for a better life. +eyes you can see her longing for a better life. ~ 10 0 0 0 0 0 0 0 100 E 5 19 7 1d1+50 1d2+0 @@ -77,7 +77,7 @@ A cow is here, chewing her cud. ~ The cow looks like it hasn't been milked in quite some time. Although she is past her prime, you see that she still has a lot of years left, and that if -provoked, her rear kick can be quite deadly. +provoked, her rear kick can be quite deadly. ~ 72 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -91,7 +91,7 @@ A pig wallows in the mud and oinks in contentment. ~ The pig appears quite happy to be a pig. He is oblivious to your presence and cares only for the care-free life that he leads. It is enormously fat and -consequently cannot move around very quickly. +consequently cannot move around very quickly. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -103,7 +103,7 @@ chicken~ a chicken~ A chicken sits on her nest. ~ - The chicken is bright and healthy. She has no weapons but her beak. + The chicken is bright and healthy. She has no weapons but her beak. ~ 72 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -130,7 +130,7 @@ a horse~ A horse becomes frightened by your presence. ~ The horse looks at you and turns away. You can tell that it is afraid of -you. +you. ~ 74 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -138,14 +138,14 @@ you. 8 8 0 E #27710 -shiriff~ -a shiriff~ -A shiriff of the Shire looks for signs of trouble. +sheriff~ +a sheriff~ +A sheriff of the Shire looks for signs of trouble. ~ - The shiriff is over waist high, quite tall for a halfling. His eyes are ever + The sheriff is over waist high, quite tall for a halfling. His eyes are ever roaming, looking for signs of trouble from riff-raff like you. In his belt is a thin dagger, and on his body he wears a suit of leather armor. This is one -halfling you don't want to mess with. +halfling you don't want to mess with. ~ 76 0 0 0 0 0 0 0 150 E 8 18 5 1d1+80 1d2+1 @@ -153,14 +153,14 @@ halfling you don't want to mess with. 6 6 1 E #27711 -shiriff~ -a shiriff~ -A shiriff of the Shire looks for signs of trouble. +sheriff~ +a sheriff~ +A sheriff of the Shire looks for signs of trouble. ~ - The shiriff is over waist high, quite tall for a halfling. His eyes are ever + The sheriff is over waist high, quite tall for a halfling. His eyes are ever roaming, looking for signs of trouble from riff raff like you. In his belt is a thin dagger, and on his body he wears a suit of leather armor. This is one -halfling you don't want to mess with. +halfling you don't want to mess with. ~ 76 0 0 0 0 0 0 0 150 E 8 18 5 1d1+80 1d2+1 @@ -174,7 +174,7 @@ The Thain commands respect from all Shire folk. ~ A personable yet serious halfling, the Thain looks at you and yells a deep 'Hullo'. He walks about comfortably, secure in the knowledge that as long as -he's in office, the Shire will always remain a safe haven for Shire folk. +he's in office, the Shire will always remain a safe haven for Shire folk. ~ 72 0 0 0 0 0 0 0 400 E 14 16 1 2d2+140 2d2+2 @@ -187,7 +187,7 @@ the Innkeeper~ The Innkeeper stands here awaiting your order. ~ The Innkeeper is a jolly old halfling who spends his days eavesdropping on -local gossip. In his younger days, he was quite a seasoned traveller. +local gossip. In his younger days, he was quite a seasoned traveller. ~ 74 0 0 0 0 0 0 0 200 E 12 16 2 2d2+120 2d2+2 @@ -201,7 +201,7 @@ The Miller is here, overseeing his busy mill workers. ~ The Miller is an impatient young halfling, always trying to command more respect from his workers than he can get. He looks like the type of person who -deserves a spanking but never got one. +deserves a spanking but never got one. ~ 204 0 0 0 0 0 0 0 50 E 6 18 6 1d1+60 1d2+1 @@ -215,7 +215,7 @@ The mill worker runs to and fro. ~ The mill worker is in fine shape from the hard labor that he does at the mill. He doesn't notice your presence, but he looks like he could break you in -two without thinking about it. +two without thinking about it. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -229,7 +229,7 @@ The elven warrior watches you solemnly. ~ The tall elven warrior is light and fair-skinned. The expression that he wears on his countenance is solemn and tragic. He cares not for this world any -longer and wearies of it. +longer and wearies of it. ~ 10 0 0 0 0 0 0 0 600 E 17 15 0 3d3+170 2d2+2 @@ -243,7 +243,7 @@ The dwarven prince waits here patiently for the return of his king. ~ Grim and cold, the dwarven prince is quite strong and bulky, even for the dwarves of his land. His glowing eyes peer out of his bushy face and stare -beyond your gaze. +beyond your gaze. ~ 10 0 0 0 0 0 0 0 200 E 17 15 0 3d3+170 2d2+2 @@ -256,7 +256,7 @@ the shopkeeper~ the shopkeeper smiles and patiently waits for you to buy something. ~ The shopkeeper will fight like a madman to protect his store from riff-raff -like you. +like you. ~ 10 0 0 0 0 0 0 0 600 E 21 13 -2 4d4+210 3d3+3 @@ -270,7 +270,7 @@ The grocer offers you the finest breads in all the land. ~ The grocer is a large, jovial halfling who knows how to enjoy his pipeweed. However, he also knows that it's worth protecting and so will do everything in -his power to prevent riff-raff like you from stealing it. +his power to prevent riff-raff like you from stealing it. ~ 10 0 0 0 0 0 0 0 600 E 21 13 -2 4d4+210 3d3+3 @@ -283,7 +283,7 @@ the blacksmith~ The blacksmith bids you welcome to his humble store. ~ The blacksmith is a lean and mean fighting machine. His knowledge of weapons -and armour would certainly help him in any fight against riff-raff like you. +and armor would certainly help him in any fight against riff-raff like you. ~ 10 0 0 0 0 0 0 0 600 E 30 10 -8 6d6+300 5d5+5 @@ -309,7 +309,7 @@ a halfling youth~ A halfling youth stands here, waiting for nothing in particular. ~ The halfling youth is not yet quite in the prime of his youth. He's knee -high and you get the sudden urge to step on him. +high and you get the sudden urge to step on him. ~ 200 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -323,7 +323,7 @@ A seasoned adventurer sits here, telling tales of fame and fortune. ~ The seasoned adventurer has seen his share of glory days. Although he is past his prime, he still looks like he could put up more than his share of a -good fight. +good fight. ~ 10 0 0 0 0 0 0 0 100 E 8 18 5 1d1+80 1d2+1 @@ -336,7 +336,7 @@ a local gossip~ A local gossip asks you, "Have you heard the latest?" ~ The gossip is all talk and no action. You're transfixed by her ability to -talk so much so quickly. +talk so much so quickly. ~ 138 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -352,7 +352,7 @@ A halfling beauty stares dreamily into your eyes. She is the most beautiful creature you've seen in quite some time. As you stare at her, thoughts of all else vanish. You get the sudden urge to grovel at her feet, hoping she'll take you in like a lost puppy. You wouldn't dare harm a -hair on her precious little head. +hair on her precious little head. ~ 10 0 0 0 0 0 0 0 1000 E 6 18 6 1d1+60 1d2+1 @@ -366,7 +366,7 @@ A trainee screams a death cry as he delivers the fatal blow to a dummy. ~ The trainee smiles smugly, aware of your interest in him. He's a little fresh, but his enthusiasm and desire to please more than make up for what he -lacks in skill. +lacks in skill. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -380,7 +380,7 @@ A chic urbanite sits here, enjoying his class status. ~ The urbanite seems very much at home in his surroundings. His clothes are all of the latest fashions and his manners impeccable. He offers you some coins -if you'd be so good as to order a drink for him. +if you'd be so good as to order a drink for him. ~ 138 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -392,7 +392,7 @@ country bumpkin~ a country bumpkin~ A country bumpkin dreams of pipeweed and its many uses. ~ - The country bumpkin snores noisily. + The country bumpkin snores noisily. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -405,7 +405,7 @@ the Innkeeper~ The Innkeeper stands here awaiting your order. ~ The Innkeeper is a jolly old halfling who spends his days eavesdropping on -local gossip. In his younger days, he was quite a seasoned traveller. +local gossip. In his younger days, he was quite a seasoned traveller. ~ 10 0 0 0 0 0 0 0 200 E 12 16 2 2d2+120 2d2+2 @@ -417,7 +417,7 @@ receptionist~ the receptionist~ The receptionist sits here, signing forms. ~ - He is a very professional looking type. + He is a very professional looking type. ~ 10 0 0 0 0 0 0 0 200 E 12 16 2 2d2+120 2d2+2 @@ -425,13 +425,13 @@ The receptionist sits here, signing forms. 8 8 1 E #27732 -shiriff~ -a shiriff~ -A shiriff of the Shire looks for the lost halfling youth. +sheriff~ +a sheriff~ +A sheriff of the Shire looks for the lost halfling youth. ~ - The shiriff is over waist high, quite tall for a halfling. He looks at you, + The sheriff is over waist high, quite tall for a halfling. He looks at you, smiles and asks you if you have seen a halfling youth somewhere outside the -shire. +shire. ~ 10 0 0 0 0 0 0 0 150 E 8 18 5 1d1+80 1d2+1 @@ -445,7 +445,7 @@ A young hobbit waitress is taking orders for food. ~ Bright eyed and rosy-cheeked, her small face is surrounded with an abundance of dark curls. Busily writing down orders, she scurries from one customer to -another, grabbing plates and setting them down on tables. +another, grabbing plates and setting them down on tables. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -459,7 +459,7 @@ An elderly tailor stands here, folding fabric. ~ Obviously elderly, even by hobbit's reckoning, this little tailor is somewhat bent and frail looking. Wrinkled, calloused hands caress the fabric in his -hands expertly, as though this is a trade he has held his whole life. +hands expertly, as though this is a trade he has held his whole life. ~ 10 0 0 0 0 0 0 0 0 E 12 16 2 2d2+120 2d2+2 diff --git a/lib/world/mob/278.mob b/lib/world/mob/278.mob index e4c6fab..66e5ecf 100644 --- a/lib/world/mob/278.mob +++ b/lib/world/mob/278.mob @@ -20,7 +20,7 @@ The huge, green Sea Serpent is swimming in the ocean, hunting for food. ~ You see a huge monster before you. Its glowing green eyes and sharp teeth terrify you. Green scales provide a spectacular defense armor. They would -prob- ably make great armor on you too. +probably make great armor on you too. ~ 72 0 0 0 16 0 0 0 -875 E 22 13 -3 4d4+220 3d3+3 @@ -33,8 +33,8 @@ barracuda fish~ a vicious barracuda~ A mean barracuda is flopping around in the sea. ~ - This horrid-looking fish looks very unhappy that you've infested his sea. -His sharp, huge teeth show just how unhappy he is as they clamp into you. + This horrid-looking fish looks very unhappy that you've infested his sea. +His sharp, huge teeth show just how unhappy he is as they clamp into you. ~ 72 0 0 0 0 0 0 0 -150 E 21 13 -2 4d4+210 3d3+3 diff --git a/lib/world/mob/279.mob b/lib/world/mob/279.mob index 6f1f312..7905c0d 100644 --- a/lib/world/mob/279.mob +++ b/lib/world/mob/279.mob @@ -1,12 +1,12 @@ #27900 -bat grey~ -a grey bat~ -A grey bat hangs from the shadows here. +bat gray~ +a gray bat~ +A gray bat hangs from the shadows here. ~ - This furry creature looks just like a giant grey rat, only with large + This furry creature looks just like a giant gray rat, only with large pointed ears and webbed wings that it curls around itself whilst hanging. Glistening fangs and keen beady eyes seem ever ready for a chance to attack -fresh prey. +fresh prey. ~ 137288 0 0 0 82 0 0 0 -15 E 10 17 4 2d2+100 1d2+1 @@ -21,7 +21,7 @@ A poor citizen of France is sitting here. ~ This unfortunate man is obviously from the lower classes of France, unashamedly begging, the state of his appearance and the lingering smell around -him leaves no doubt that he is in the very desperate depths of poverty. +him leaves no doubt that he is in the very desperate depths of poverty. ~ 2120 0 0 0 64 0 0 0 -20 E 12 16 2 2d2+120 2d2+2 @@ -36,7 +36,7 @@ A priest is standing here. ~ This elderly man is silver-haired and his aged face is lined with years of concentration and devout prayer. His eyes look far away, as though he has -already half passed from this world into the next. +already half passed from this world into the next. ~ 18442 0 0 0 0 0 0 0 50 E 12 16 2 2d2+120 2d2+2 @@ -52,7 +52,7 @@ A believer man is standing here. This average looking man is probably in his late thirties or early forties. Clean-shaven and reasonably neat, he is most likely of French middle class. His dark eyes look humble and repentant, as though he seeks atonement for his sins -here. +here. ~ 6344 0 0 0 64 0 0 0 10 E 11 17 3 2d2+110 1d2+1 @@ -66,8 +66,8 @@ A choirboy is singing here. ~ This young lad has an innocent cherubic face, flushed with the effort of recent singing. Pale and solemn, it looks as though he must have spent most of -his life within stone walls, his slight buld made even frailer through lack of -work or play. +his life within stone walls, his slight build made even frailer through lack of +work or play. ~ 4296 0 0 0 64 0 0 0 20 E 10 17 4 2d2+100 1d2+1 @@ -81,7 +81,7 @@ A believer woman is praying here. ~ This woman is obviously a very devout believer in Christ, her expression fervent and concentrated as she prays. Apparently she is also one of the many -who value their riches, her garb wealthy and well-adorned with gold. +who value their riches, her garb wealthy and well-adorned with gold. ~ 6216 0 0 0 65536 0 0 0 20 E 10 17 4 2d2+100 1d2+1 @@ -96,7 +96,7 @@ The cardinal Richelieu is standing here, shouting to the people. This man has a darkly-lined face that is red from bellowing, and a peculiar mustache, identifying him to most as Richelieu, the cardinal of France and minister of Louis XIV. He appears completely absorbed in what he is saying, his -eyes bright and fierce with righteous fervour. +eyes bright and fierce with righteous fervor. ~ 2058 0 0 0 16 0 0 0 50 E 15 15 1 3d3+150 2d2+2 @@ -123,10 +123,10 @@ man hunchback~ the hunchback~ A man with a strangely shaped body is here wandering amongst the bells. ~ - This unusal looking man looks half-crazed, his face flushed as he screams + This unusual looking man looks half-crazed, his face flushed as he screams for someone named Esmerelda. His back is strangely bent, a large hump rising from between his shoulders, but he looks incredibly muscular and strong, his -strength no doubt more powerful because of his anger. +strength no doubt more powerful because of his anger. ~ 18442 0 0 0 88 0 0 0 10 E 15 15 1 3d3+150 2d2+2 @@ -141,7 +141,7 @@ Jean the monk is wandering here, cleaning the floors. This round-faced monk does not look very happy at all, frowning deeply, he mumbles unhappily to himself as he goes about the menial chore of floor- cleaning. Short and stout, his beady eyes look more like those of a -troublemaker than a man of God. +troublemaker than a man of God. ~ 4296 0 0 0 65600 0 0 0 -25 E 14 16 1 2d2+140 2d2+2 @@ -156,7 +156,7 @@ A horrible monster made of stone is here collecting dust. This stone monster has been here for years and years judging by the layers of dust. It seems to have become the home of several pigeons and insects, layers of grime and dried on feathers making it truly grotesque, quite apart -from the evil and leering face. +from the evil and leering face. ~ 18442 0 0 0 65536 0 0 0 -100 E 14 16 1 2d2+140 2d2+2 @@ -170,9 +170,9 @@ D'artagnan~ An apprentice of the Musketeers is standing here. ~ This youth looks fresh faced and eager, his keen piercing eyes showing an -unusal power and certainty as though he has great potential for leadership. +unusual power and certainty as though he has great potential for leadership. Still scrawny and small built, he is nonetheless quick and agile in movement, -his demeanour almost too confident for one so young. +his demeanor almost too confident for one so young. ~ 4168 0 0 0 8 0 0 0 10 E 13 16 2 2d2+130 2d2+2 @@ -187,7 +187,7 @@ A citizen of Lyon is standing here. ~ This common citizen looks like one of many farmers and merchants of this town, his expression seems humble and worn as though he has worked long and -hard, no energy left for protest or conflict. +hard, no energy left for protest or conflict. ~ 4296 0 0 0 65536 0 0 0 10 E 11 17 3 2d2+110 1d2+1 @@ -200,8 +200,8 @@ a white poodle ~ A white poodle is tied to a tree here. ~ This little dog is covered in fluffy white fur, carefully groomed and -sculpted from head to foot. Its smooth grey face has been clean shaven, two -large black eyes blinking at the surroundings as it waits for its owner. +sculpted from head to foot. Its smooth gray face has been clean shaven, two +large black eyes blinking at the surroundings as it waits for its owner. ~ 6154 0 0 0 80 0 0 0 -15 E 11 17 3 2d2+110 1d2+1 @@ -215,9 +215,9 @@ Pierre the magician~ Pierre is standing here mixing something very special. ~ Dark haired and pale skinned, his piercing green eyes are fixed keenly on -what he is doing, aged hands steadily pouring colourful potions into glass +what he is doing, aged hands steadily pouring colorful potions into glass vials. His expression is stern and wise, as though he has learned much of the -world in his years. +world in his years. ~ 188426 0 0 0 16 0 0 0 100 E 15 15 1 3d3+150 2d2+2 @@ -231,7 +231,7 @@ A French merchant is here, trying to make a deal. ~ This elderly man of lower class looks as though he has been at his craft all his life. Honest faced and smiling, he nonetheless looks haggard, as though -it is a daily struggle just to bring money in for basic living. +it is a daily struggle just to bring money in for basic living. ~ 6154 0 0 0 0 0 0 0 18 E 12 16 2 2d2+120 2d2+2 @@ -245,8 +245,8 @@ A French woman is sitting here waiting for a carriage to pass. ~ This young lady is very pretty and well-groomed, a hint of expensive perfume lingering about her presence, indicating her upper class status. -Waiting patiently, whe watches the surroundings dreamily with large chocolate- -brown eyes. +Waiting patiently, she watches the surroundings dreamily with large chocolate- +brown eyes. ~ 4296 0 0 0 64 0 0 0 8 E 12 16 2 2d2+120 2d2+2 @@ -261,7 +261,7 @@ A black rat is here sniffing through trash. This vile creature is covered with matted dark fur, one of the disease- ridden rodents so prevalent in the filthier places of France. Sharp yellowed teeth glint menacingly beneath its twitching whiskers, piercing black eyes on -the look out for prey. +the look out for prey. ~ 10 0 0 0 128 0 0 0 -100 E 10 17 4 2d2+100 1d2+1 @@ -275,9 +275,9 @@ Renoir the thief~ Renoir the thief lingers here, sharpening his dagger. ~ Dark garbed, and covered with a layer of grime, he blends easily and -dangerously into the shadows, his squinting grey eyes watching everything +dangerously into the shadows, his squinting gray eyes watching everything suspiciously. His constant sharpening of his dagger is an indication that he -must use it often. +must use it often. ~ 2058 0 0 0 1048784 0 0 0 -100 E 15 15 1 3d3+150 2d2+2 @@ -293,7 +293,7 @@ Degas the hermit is collecting some fruit here. Degas is well known throughout these parts for his hermit way of living and revolutionary standing, both these lifestyles well-funded by his less well- known occupation as a thief. Busying himself picking, he nonetheless can be -seen glancing furtively at the pockets of passing citizens. +seen glancing furtively at the pockets of passing citizens. ~ 6344 0 0 0 65536 0 0 0 -20 E 13 16 2 2d2+130 2d2+2 @@ -308,7 +308,7 @@ A brown squirrel scurries about collecting nuts. ~ This furry little creature looks decidedly like a rat with a bushy tail albeit a little cuter. Bright black eyes scavenge the surroundings for food, -its little whiskers twitching nervously as it stands up and peers around. +its little whiskers twitching nervously as it stands up and peers around. ~ 4296 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -321,10 +321,10 @@ Esmerelda woman mysterious gypsy ~ Esmerelda the gypsy~ A mysterious woman is dancing here. ~ - This young woman has smooth olive-coloured skin, her jet black hair + This young woman has smooth olive-colored skin, her jet black hair cascading down her back in loose curls as she dances. Smiling flirtatiously, -her emerald green eyes flicker with firey personality and an almost devilish -enjoyment of life. +her emerald green eyes flicker with fiery personality and an almost devilish +enjoyment of life. ~ 2058 0 0 0 4 0 0 0 -50 E 15 15 1 3d3+150 2d2+2 @@ -339,7 +339,7 @@ A citizen of Paris is standing here. ~ This simple citizen looks a little nervous and furtive, perhaps because of all the insecurity within France around this time. Plain-faced and wide-eyed he -glances around as though expecting trouble at any moment. +glances around as though expecting trouble at any moment. ~ 6344 0 0 0 8192 0 0 0 10 E 12 16 2 2d2+120 2d2+2 @@ -353,9 +353,9 @@ Robespierre~ A revolutionary is here. ~ His face is firm and set as though he has utter conviction in his beliefs, -stone-grey eyes look ready to take on almost anyone who would disagree with +stone-gray eyes look ready to take on almost anyone who would disagree with him. He does not look strong enough to be a fighter although his movements are -fast and decisive. +fast and decisive. ~ 6216 0 0 0 524368 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -371,7 +371,7 @@ A Musketeer in service is stationed here. This guard does not look as though he takes his post very seriously, in fact he seems more inclined to sleep than to do much of anything else. His face is carefree and bland in expression as though there is little in life he would -fight for. +fight for. ~ 6154 0 0 0 32832 0 0 0 -25 E 14 16 1 2d2+140 2d2+2 @@ -384,7 +384,7 @@ Monet chef cook~ Monet the cook~ Monet the chef is cooking delicious-smelling food. ~ - Known as one of the best chefs of all France, Monet has the privlege of + Known as one of the best chefs of all France, Monet has the privilege of catering for the royal guards of king Louis XIV. Jovial in expression, his dark twinkling eyes seem to indicate that he loves his job, his hands moving in a flurry of busy preparation. @@ -401,7 +401,7 @@ Porthos the Musketeer is here, looking for trouble. ~ Large built and muscular, Porthos is known as one of the strongest of the Musketeers. His wide frame and intimidating height make him slower in movement -and reaction, but he is nevertheless one of the best fighters in all France. +and reaction, but he is nevertheless one of the best fighters in all France. ~ 6216 0 0 0 8 0 0 0 25 E 15 15 1 3d3+150 2d2+2 @@ -416,7 +416,7 @@ Athos the Musketeer is standing here. Not particularly intelligent or strong in appearance, Athos nonetheless is a man of conviction, demanding respect for his sheer loyalty and sense of duty. Neatly groomed, he is mostly sombre in expression, lines of time and hardship -creasing his face. +creasing his face. ~ 6154 0 0 0 65536 0 0 0 12 E 15 15 1 3d3+150 2d2+2 @@ -431,7 +431,7 @@ Aramis the Musketeer is standing here. ~ Sharp eyed and highly perceptive, Aramis has a strong reputation for his quick wit and intelligence. A gleam catches in his eye as he glances around, -always on the ready for a good scuffle in the name of duty. +always on the ready for a good scuffle in the name of duty. ~ 6154 0 0 0 65536 0 0 0 12 E 15 15 1 3d3+150 2d2+2 @@ -447,7 +447,7 @@ A well-trained horse is eating some grass here. This beautiful black horse is sleek and glossy, its dark coat and mane well groomed, already saddled and prepared for the guards of the French king. Large, impossibly dark eyes blink at any visitors as the horse chews slowly, shuffling -the grass with its hooves. +the grass with its hooves. ~ 8202 0 0 0 65616 0 0 0 20 E 10 17 4 2d2+100 1d2+1 @@ -462,8 +462,8 @@ A French receptionist is here, waiting to help. ~ This young woman is very pretty and kind-faced, her gentle dark eyes smiling welcomingly at all who pass. Sleek brown hair is pulled back into a -shiny ponytail, her smooth face powdered subtley and a hint of red gloss -flushing her lips. +shiny ponytail, her smooth face powdered subtly and a hint of red gloss +flushing her lips. ~ 6154 0 0 0 8192 0 0 0 15 E 12 16 2 2d2+120 2d2+2 @@ -476,9 +476,9 @@ a royal Musketeer~ A royal Musketeer is here protecting the king. ~ This Musketeer must be well trusted and competent to have achieved such a -place of honour, that of personally guarding the life of the King. Stern in +place of honor, that of personally guarding the life of the King. Stern in expression, his countenance is one of unyielding loyalty and determination, his -keen eyes on the lookout for any danger. +keen eyes on the lookout for any danger. ~ 6216 0 0 0 65536 0 0 0 10 E 14 16 1 2d2+140 2d2+2 @@ -493,7 +493,7 @@ A man in an iron mask languishes here. This scrawny looking man is in pitiable shape, his limbs wasted away from lack of use. His face is completely obscured from view but his presence is somewhat powerful despite his state, as though he once held a position of great -importance. +importance. ~ 2058 0 0 0 65536 0 0 0 -10 E 15 15 1 3d3+150 2d2+2 @@ -509,7 +509,7 @@ A tiny flea is jumping around. This ugly little insect is dark and covered with tiny barbed hairs, its little legs allowing it to jump higher and further than would have been thought possible, allowing it to attach itself to almost any warm-blooded creature for -a feed. +a feed. ~ 4296 0 0 0 0 0 0 0 -100 E 3 19 8 0d0+30 1d2+0 @@ -525,7 +525,7 @@ Paulo the murderer is standing here. This man looks very dangerous, his cruel eyes malicious and calculating as though he has betrayed many and would not hesitate to do it again. Agile and muscular, he seems a formidable enough warrior, almost looking for an excuse to -kill. +kill. ~ 10 0 0 0 1048656 0 0 0 -500 E 15 15 1 3d3+150 2d2+2 @@ -541,7 +541,7 @@ A Musketeer is here on duty as sentinel. This young man looks bored out of his wits, swaying lazily as he stands, almost fighting to keep his eyelids open. Humming gently to himself, it seems almost as if the forlorn tune is more to keep him awake than offer any source -of amusement. +of amusement. ~ 79882 0 0 0 80 0 0 0 10 E 13 16 2 2d2+130 2d2+2 @@ -555,9 +555,9 @@ The guardian of time and space stands here. ~ This tall person is slightly strange in appearance, though it is not immediately obvious why. His face is deeply lined and creased with age, his -deep-set grey eyes filled with a wisdom rarely seen. Although he does not look +deep-set gray eyes filled with a wisdom rarely seen. Although he does not look particularly strong, something about his presence gives the impression that he -is a force to be reckoned with. +is a force to be reckoned with. ~ 65608 0 0 0 65620 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -572,7 +572,7 @@ Toulouse waits quietly here, ready to help. ~ Bright faced and mild in expression, he looks eager to assist. One of the many merchants to be found here, he does not appear to be wealthy although he -seems more than content with his lifestyle and trade. +seems more than content with his lifestyle and trade. ~ 194570 0 0 0 65616 0 0 0 10 E 14 16 1 2d2+140 2d2+2 @@ -587,7 +587,7 @@ Louis XIV is sitting here. Proud and grim, his features are sharp and striking, dark confident eyes betray no hint of uncertainty though this is the man held responsible for all of the problems in France. He looks completely sure of himself, and this -despite the circulating rumours that he is not even really the king. +despite the circulating rumors that he is not even really the king. ~ 6154 0 0 0 0 0 0 0 -50 E 15 15 1 3d3+150 2d2+2 diff --git a/lib/world/mob/28.mob b/lib/world/mob/28.mob index 04ca1b8..b17c466 100644 --- a/lib/world/mob/28.mob +++ b/lib/world/mob/28.mob @@ -3,8 +3,8 @@ teacher~ the teacher~ A teacher of skills and spells sits here, waiting for someone to teach. ~ - He looks skinny and has heavy glasses. Also he looks rather intelligent. -To be taught what you can, type now. + He looks skinny and has heavy glasses. Also he looks rather intelligent. +To be taught what you can, type now. ~ 253978 0 0 0 80 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -17,9 +17,9 @@ piglet pig~ the piglet~ A small piglet is sleeping here. ~ - It's a small piglet, sleeping, unaware that soon it will be pork chops. + It's a small piglet, sleeping, unaware that soon it will be pork chops. Type first and read what you're told. Then to -start fighting it. +start fighting it. ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -33,7 +33,7 @@ the shopkeeper~ The shopkeeper for Mudschool is ready to sell newbie-items. ~ He looks like any other merchant, only his clothes are ragged. He must have -too low prices. To see what he sells type , then to buy it. +too low prices. To see what he sells type , then to buy it. ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 diff --git a/lib/world/mob/280.mob b/lib/world/mob/280.mob index d555fcb..e6b261e 100644 --- a/lib/world/mob/280.mob +++ b/lib/world/mob/280.mob @@ -4,7 +4,7 @@ an electron~ An electron is here, doing electron things. ~ This electron is a few hundred thousand times larger than your typical -electron. It glows a bright yellow, and it crackles with energy. +electron. It glows a bright yellow, and it crackles with energy. ~ 192712 0 0 0 65616 0 0 0 0 E 28 11 -6 5d5+280 4d4+4 @@ -20,7 +20,7 @@ There is a large Pentium-166Mhz processor here. This is a *huge* processor. It dwarfs everything you've seen so far. The pins are huge, the cooling fan could probably chop a human in two. The heat given off by something of that size is ungodly, you are sweating heavily under -your armor. +your armor. ~ 256010 0 0 0 65536 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -32,7 +32,7 @@ fpu~ an fpu~ There is a massive floating point processor here. ~ - This is basically a really $#@%! Big calculator. + This is basically a really $#@%! Big calculator. ~ 256074 0 0 0 65536 0 0 0 0 E 28 11 -6 5d5+280 4d4+4 @@ -45,7 +45,7 @@ a 16MB EDO SIMM chip~ There is a 16MB EDO SIMM chip here, running programs. ~ This looks like your typical 16MB SIMM, black chips fused to a silicon -board, only this one's a lot larger, and oddly enough, looks mean. +board, only this one's a lot larger, and oddly enough, looks mean. ~ 221194 0 0 0 65536 0 0 0 0 E 28 11 -6 5d5+280 4d4+4 @@ -58,7 +58,7 @@ a 28.8kbps modem~ There is a 28.8kbps modem here, emitting a hideous noise. ~ This is your typical modem, except the fact that it's alive, and a hundred -times bigger. +times bigger. ~ 256010 0 0 0 65536 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -71,7 +71,7 @@ a video card~ There is a massive video card here. ~ This video card is massive. The chips are the size of small horses, and the -metal connectors are the size of your fist. +metal connectors are the size of your fist. ~ 256010 0 0 0 65536 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -84,7 +84,7 @@ a sound card~ There is a gargantuan sound card here. ~ This sound is huge, the ram chips are huge, and the connector for the CD-ROM -drive is huge. +drive is huge. ~ 256010 0 0 0 65536 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -97,7 +97,7 @@ an SCSI controller~ There is a huge SCSI controller here. ~ This is your typical SCSI controller. Ports for hard drives, CD-ROM drives -and the like. +and the like. ~ 256010 0 0 0 65536 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 diff --git a/lib/world/mob/281.mob b/lib/world/mob/281.mob index c3bb8cc..3768f39 100644 --- a/lib/world/mob/281.mob +++ b/lib/world/mob/281.mob @@ -6,7 +6,7 @@ A pretty female sits on the edge of a table, talking with someone. She is dressed in some loose clothes and wears a short, dark cloak. Brown curly hair lines her face which looks very pleasant, as if smile and joy used to house it. Judging by that short sword on her side, she is something else -than just a normal housewife. +than just a normal housewife. ~ 10 0 0 0 0 0 0 0 570 E 3 19 8 0d0+30 1d2+0 @@ -19,7 +19,7 @@ a herdsman~ A herdsman sits here, concentrating on his beer. ~ Dressed in a bunch of worn-out clothes, this man does not seem to own much -of wealth. +of wealth. ~ 10 0 0 0 0 0 0 0 350 E 4 19 7 0d0+40 1d2+0 @@ -32,7 +32,7 @@ the hooded wanderer~ You barely notice a hooded man, sitting at the corner. ~ As you star he turns away. But you were quick enough to notice a tattooed -symbol on his wrist - like a small, reddish eye. +symbol on his wrist - like a small, reddish eye. ~ 10 0 0 0 16 0 0 0 600 E 6 18 6 1d1+60 1d2+1 @@ -47,7 +47,7 @@ A taciturn dwarf is standing here, fingering his great beard. His great beard is reddish and it has been plaited carefully. Even as a dwarf he looks very robust, and a huge rucksack and a bunch of utilities, such as hammers and dark chisels, seem to be carried as though they weighted -nothing. +nothing. ~ 10 0 0 0 0 0 0 0 470 E 5 19 7 1d1+50 1d2+0 @@ -59,8 +59,8 @@ barumafir keeper tavern barman~ Barumafir~ Barumafir, the keeper of this tavern is standing here. ~ - Barumafir is a middle-aged, shortlike man with a bad sciatica. But he does -well with his tavern. + Barumafir is a middle-aged, short-like man with a bad sciatica. But he does +well with his tavern. ~ 188426 0 0 0 0 0 0 0 200 E 7 18 5 1d1+70 1d2+1 @@ -72,7 +72,7 @@ guest pale man drunken~ the guest~ A pale man is lying on the bed, moaning faintly. ~ - This guy had too much money - most of it is gone now. Not too enviable. + This guy had too much money - most of it is gone now. Not too enviable. ~ 10 0 0 0 0 0 0 0 400 E @@ -87,7 +87,7 @@ A fierce ragamuffin rushes from the shadows. ~ Dressed in dirty, tattered clothes, this being looks extremely poor. With a sick glow in his eyes he attacks you, intending to rob every- thing you -possess. +possess. ~ 138 0 0 0 0 0 0 0 -150 E 4 19 7 0d0+40 1d2+0 @@ -99,7 +99,7 @@ pinemarten brown~ the pinemarten~ A brown pinemarten stars at you. ~ - The animal looks considerably meagre. + The animal looks considerably meager. ~ 88 0 0 0 0 0 0 0 15 E 1 20 9 0d0+10 1d2+0 @@ -114,7 +114,7 @@ A short, long-bearded man is standing here. What a jolly being. His face is reddish and he looks very kind. The clothes he wears are of cheerfully woven and brown leather, some of them simply patterned. As he were ascertaining something, he utters odd words and beckons -his companier. +his companier. ~ 72 0 0 0 1048576 0 0 0 400 E 5 19 7 1d1+50 1d2+0 @@ -127,7 +127,7 @@ the brownie~ You barely see a short man with a greenish beard. ~ He seems to have some peculiar abilities. Perhaps these brownies are not as -harmless as they look like. +harmless as they look like. ~ 10 0 0 0 0 0 0 0 350 E 5 19 7 1d1+50 1d2+0 @@ -141,8 +141,8 @@ A greenish creature with many tentacles rises from the pond! ~ These strange monsters are slimy and their skin is covered in the shaking rings of meat and vesicles. They have several ugly heads with an eye standing -in the each. The land of Gwyte is where they come from. It is rumouded that -they serve the Evil and therefore were sent around as messengers of horror. +in the each. The land of Gwyte is where they come from. It is rumored that +they serve the Evil and therefore were sent around as messengers of horror. ~ 10 0 0 0 0 0 0 0 -400 E 8 18 5 1d1+80 1d2+1 @@ -154,9 +154,9 @@ galeaufir hunter~ Galeaufir~ A tall hunter stands here, glancing over the edge of the forest. ~ - Galeaufir looks like a man who is always sure of himself and his doings. + Galeaufir looks like a man who is always sure of himself and his doings. He is hardened in his work and keeps his carriage through the years. Though -today's hunt does not seem a success at all. +today's hunt does not seem a success at all. ~ 10 0 0 0 0 0 0 0 250 E 7 18 5 1d1+70 1d2+1 @@ -168,7 +168,7 @@ steinbock large animal~ the steinbock~ A large steinbock is here. ~ - Eating in peace, it does not pay any attention to you. + Eating in peace, it does not pay any attention to you. ~ 10 0 0 0 0 0 0 0 -1 E 5 19 7 1d1+50 1d2+0 @@ -182,7 +182,7 @@ A hobgoblin stands here, grinning at you broadly. ~ The hobgoblin resembles much of those brownies you encountered before, although being a bit shorter. But somehow you feel their personality might be -entirely unlike, and include sides which are dark and strange. +entirely unlike, and include sides which are dark and strange. ~ 10 0 0 0 1048576 0 0 0 -90 E 5 19 7 1d1+50 1d2+0 @@ -197,7 +197,7 @@ A beautiful centaur rests on the dais. She is tall and well-proportioned. The dark hair descends on the light brown skin, making no curls. Her big eyes radiate wisdom and pleasant heat, making it difficult to leave this fabulous being. No doubt she enjoys high -esteem amidst the small folk of this forest. +esteem amidst the small folk of this forest. ~ 10 0 0 0 8 0 0 0 800 E 8 18 5 1d1+80 1d2+1 @@ -211,7 +211,7 @@ An impressive brownie sits here, talking with the centaur. ~ Taller than others, this brownie looks very authoritative. His beard is as white as snow and almost reaches his feet. The jacket he uses is decorative, -and his hat is high and very fine in its own manner. +and his hat is high and very fine in its own manner. ~ 10 0 0 0 16 0 0 0 600 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/282.mob b/lib/world/mob/282.mob index 3da3f05..824ab2c 100644 --- a/lib/world/mob/282.mob +++ b/lib/world/mob/282.mob @@ -4,7 +4,7 @@ a small balrog~ A small winged balrog is here gazing at you with demonic red eyes ~ The Balrog is a winged creature with eyes which seem to pervade your being -and tear your soul apart. +and tear your soul apart. ~ 72 0 0 0 0 0 0 0 -100 E 31 10 -8 6d6+310 5d5+5 @@ -16,7 +16,7 @@ balrog winged elder~ the Elder Balrog~ The Elder Balrog is here...gnawing happily on your body. ~ - Well hes trying to consume you, bones and all. Yuck. + Well hes trying to consume you, bones and all. Yuck. ~ 2120 0 0 0 16 0 0 0 -150 E 32 10 -9 6d6+320 5d5+5 @@ -53,7 +53,7 @@ Kerjim~ Kerjim, lord of the balrogs sits here on his throne. ~ His wings spread throughout the room blocking some exits, his demonic red -eyes glow as red as blood. He looks very angry. +eyes glow as red as blood. He looks very angry. ~ 2058 0 0 0 16 0 0 0 -50 E 33 9 -9 6d6+330 5d5+5 @@ -65,8 +65,8 @@ lilith~ Lilith~ Lileth stands here in all her magnificence. ~ - She is extremely beutiful, with glowing gold hair cascading down her -shoulders, adorned with precious jewlery from all over the cosmos. + She is extremely beautiful, with glowing gold hair cascading down her +shoulders, adorned with precious jewelry from all over the cosmos. ~ 2058 0 0 0 16 0 0 0 30 E 33 9 -9 6d6+330 5d5+5 diff --git a/lib/world/mob/283.mob b/lib/world/mob/283.mob index 88bd345..b366a0b 100644 --- a/lib/world/mob/283.mob +++ b/lib/world/mob/283.mob @@ -3,7 +3,7 @@ ruler dungeon~ the dungeon ruler~ The dungeon ruler sits here in his chair. ~ - This guy looks mean! You had better run while you still have time! + This guy looks mean! You had better run while you still have time! ~ 63518 0 0 0 65628 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -19,7 +19,7 @@ an old woman ~ An old woman sits here waiting to attack you, the intruder. ~ She looks really nasty. You don't want to find out how the deep scratches -and blood marks got on those walls.... Or do you? +and blood marks got on those walls.... Or do you? ~ 63518 0 0 0 66652 0 0 0 -700 E 29 11 -7 5d5+290 4d4+4 @@ -36,7 +36,7 @@ wandering ghoul~ a wandering ghoul~ A spooky ghost is floating in mid-air here. ~ - His eyes glow yellow, and then you practically feel them penetrate yours. + His eyes glow yellow, and then you practically feel them penetrate yours. He reveals long, razor-sharp, 6 inch long claws and then takes a swipe at you! ~ 59468 0 0 0 589844 0 0 0 -800 E @@ -55,7 +55,7 @@ darkness~ Darkness reigns over the entire room. ~ It is a huge shadowy figure with no eyes or anything. Just total darkness. -How weird. But when he hits you, it will HURT!! +How weird. But when he hits you, it will HURT!! ~ 63502 0 0 0 65620 0 0 0 -300 E 27 11 -6 5d5+270 4d4+4 @@ -70,7 +70,7 @@ spider harmless~ a harmless spider~ A harmless spider sits in his web here. ~ - This spider couldn't be dangerous.... But could it? + This spider couldn't be dangerous.... But could it? ~ 30750 0 0 0 65556 0 0 0 -10 E 20 14 -2 4d4+200 3d3+3 @@ -85,7 +85,7 @@ the mad dragon~ A dragon is here waiting for you to move closer... ~ This thing doesn't like you. It breaths fire out of its nostrils, and then -comes in for the kill. If I were you, I'd get out of here and fast! +comes in for the kill. If I were you, I'd get out of here and fast! ~ 194590 0 0 0 65628 0 0 0 -400 E 30 10 -8 6d6+300 5d5+5 @@ -103,7 +103,7 @@ box~ a box~ A small box lays in the corner, torn somehow. ~ - It's a plain old box with nothing inside of it but dust. + It's a plain old box with nothing inside of it but dust. ~ 194590 0 0 0 66580 0 0 0 -500 E 21 13 -2 4d4+210 3d3+3 @@ -118,7 +118,7 @@ rock~ a rock~ A rock lays on the ground here. ~ - It's just a plain old rock. + It's just a plain old rock. ~ 194714 0 0 0 1115152 0 0 0 -30 E 21 13 -2 4d4+210 3d3+3 @@ -130,7 +130,7 @@ spider little~ a little spider~ A little spider sits here. ~ - It's a cute little spider. + It's a cute little spider. ~ 30924 0 0 0 590864 0 0 0 -4 E 23 13 -3 4d4+230 3d3+3 @@ -142,8 +142,8 @@ headless ghost~ a headless ghost~ A ghost is here, carrying his head with him. ~ - His head was somehow cut off and now he must carry it wherever he goes. -It's is a very bloody picture. Sick. Actually, it makes you want to puke. + His head was somehow cut off and now he must carry it wherever he goes. +It's is a very bloody picture. Sick. Actually, it makes you want to puke. ~ 57502 0 0 0 590868 0 0 0 -50 E 26 12 -5 5d5+260 4d4+4 @@ -158,7 +158,7 @@ bat large~ a large bat~ A large bat flies around up here. ~ - It's a bat! Eeeeek! Run!! + It's a bat! Eeeeek! Run!! ~ 59596 0 0 0 1115218 0 0 0 -50 E 23 13 -3 4d4+230 3d3+3 @@ -173,7 +173,7 @@ little bat~ a little bat~ A bat is flying around. ~ - It's a bat! Eeeeek!!! Run!!!! + It's a bat! Eeeeek!!! Run!!!! ~ 61644 0 0 0 590930 0 0 0 -20 E 22 13 -3 4d4+220 3d3+3 @@ -189,7 +189,7 @@ a rat~ A rat crawls around in a skull here. ~ This little guy is having loads of fun playing inside of a skull on the -ground here. It sits in the eyehole and starts watching you now... +ground here. It sits in the eye-hole and starts watching you now... ~ 63630 0 0 0 65552 0 0 0 -98 E 21 13 -2 4d4+210 3d3+3 @@ -204,8 +204,8 @@ rat wandering~ a wandering rat~ A rat is wandering around the entire area looking lost. ~ - This little guy looks so cute.... Don't let the looks fool you, though. -Be on your guard at every moment. + This little guy looks so cute.... Don't let the looks fool you, though. +Be on your guard at every moment. ~ 30924 0 0 0 524304 0 0 0 -200 E 20 14 -2 4d4+200 3d3+3 @@ -219,7 +219,7 @@ roach~ a roach~ A roach crawls around here. ~ - It's a bug! Squash it! + It's a bug! Squash it! ~ 30920 0 0 0 16 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -231,7 +231,7 @@ beetle~ a beetle~ A beetle crawls around here. ~ - Yuck! A beetle! How sick! + Yuck! A beetle! How sick! ~ 30920 0 0 0 16 0 0 0 1 E 20 14 -2 4d4+200 3d3+3 @@ -243,7 +243,7 @@ insane prisoner~ an insane prisoner~ Someone is acting like an idiot. ~ - It's simple: he's LUNEY!! + It's simple: he's LUNEY!! ~ 26700 0 0 0 0 0 0 0 20 E 24 12 -4 4d4+240 4d4+4 @@ -259,7 +259,7 @@ the evil prisoner~ A very evil prisoner stands here plotting his revenge. ~ This guy is really evil. He walks around with a file trying to get out of -this dungeon. It looks like he's been in here for years! +this dungeon. It looks like he's been in here for years! ~ 63502 0 0 0 1040 0 0 0 -320 E 25 12 -5 5d5+250 4d4+4 @@ -276,7 +276,7 @@ a sad prisoner~ Someone who looks very sad is here. ~ All he does is weep all day long. He does not belong here. He cries and -balls, and then starts screaming of how he's here for no reason. +balls, and then starts screaming of how he's here for no reason. ~ 24586 0 0 0 1024 0 0 0 278 E 24 12 -4 4d4+240 4d4+4 @@ -292,7 +292,7 @@ A slave sits here working for his master. ~ This is really sad. He gets whipped and whipped by the dungeon ruler, who makes him work all day long for nothing. He has marks all over his body from a -whip. +whip. ~ 30734 0 0 0 1026 0 0 0 180 E 23 13 -3 4d4+230 3d3+3 @@ -306,7 +306,7 @@ a lost wizard~ A wizard is wandering around here. ~ This guy is bout half of your size and carries around a magic wand. He -keeps mumbling to himself, and he probably is very lost. +keeps mumbling to himself, and he probably is very lost. ~ 30808 0 0 0 65620 0 0 0 -60 E 27 11 -6 5d5+270 4d4+4 @@ -321,7 +321,7 @@ boogie monster~ the boogie monster~ A monster from your nightmares stands here. ~ - It's the boogie monster! Run and hide under your bed! + It's the boogie monster! Run and hide under your bed! ~ 59422 0 0 0 65536 0 0 0 -400 E 25 12 -5 5d5+250 4d4+4 @@ -338,7 +338,7 @@ crow dark~ a dark crow~ A crow stands here. ~ - There's nothing really special about this bird. + There's nothing really special about this bird. ~ 30750 0 0 0 66580 0 0 0 -10 E 25 12 -5 5d5+250 4d4+4 @@ -352,7 +352,7 @@ stone wall~ a stone wall~ The walls are strangely made of stone... ~ - It's just a wall made of hard stone... + It's just a wall made of hard stone... ~ 260126 0 0 0 65628 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/284.mob b/lib/world/mob/284.mob index a528411..2659ff2 100644 --- a/lib/world/mob/284.mob +++ b/lib/world/mob/284.mob @@ -4,7 +4,7 @@ Shamus~ Shamus, the wandering liege, wants to protect you from the evil here. ~ You see a human male, bald of head and thick of frame, wearing a white robe. -He has heard tales of this city of evil, and has come here as a missionary. +He has heard tales of this city of evil, and has come here as a missionary. ~ 6220 0 0 0 16 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -17,7 +17,7 @@ the barrow wight~ A twisted pile of cloth and bones lies here. ~ You see an undead being whose sole purpose is to protect its barrow mound. -Flesh hangs from its wretched body, and it looks more dead than alive. +Flesh hangs from its wretched body, and it looks more dead than alive. ~ 139338 0 0 0 1048592 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -30,7 +30,7 @@ the Banshee~ The groaning spirit of a long-dead woman floats here. ~ This is the spirit of an evil female elf, a very rare thing indeed. Her -hair is wild and unkempt, and she is dressed in tattered rags. +hair is wild and unkempt, and she is dressed in tattered rags. ~ 196684 0 0 0 524304 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -44,7 +44,7 @@ A multi-mouthed pseudopod of great girth is standing here. ~ This is a large, amoeba-like being with one central eye which has a tripartite pupil, and a hundred lashless inhuman eyes set above many -sharp-toothed mouths.. +sharp-toothed mouths.. ~ 10316 0 0 0 16 0 0 0 -666 E 30 10 -8 6d6+300 5d5+5 @@ -58,7 +58,7 @@ A tall Bugbear stands here, poised for action. ~ Large and very muscular, this guy is covered in brick red fur. Though vaguely humanoid in appearance, he seems to contain the blood of some large -carnivore. +carnivore. ~ 76 0 0 0 16 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -71,7 +71,7 @@ a Broken One~ A Broken One stands here looking gruesome. ~ This guy sure is ugly! He has the head of an ogre, one webbed foot, one -human foot, and various other body parts that don't match. +human foot, and various other body parts that don't match. ~ 8268 0 0 0 16 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -83,7 +83,7 @@ ghenna bullywug~ the Bullywug~ A Bullywug is standing here, ready to defend his master's lair. ~ - This guy looks kinda like a ninja turtle, except he's a frog. + This guy looks kinda like a ninja turtle, except he's a frog. ~ 8266 0 0 0 1048592 0 0 0 -699 E 30 10 -8 6d6+300 5d5+5 @@ -95,7 +95,7 @@ ghenna plant~ a Man-Eating plant~ A large plant that reeks of carrion stands here stinking up the place. ~ - You see a giant, venus fly trap with 6 inch fangs. + You see a giant, venus fly trap with 6 inch fangs. ~ 213006 0 0 0 16 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -109,7 +109,7 @@ A Gorgimera roars at your entrance, and ATTACKS!!! ~ This monster has three heads, those of a gorgon, a lion, and a fierce dragon. It has the hindquarters of a large, black gorgon and the forequarters -of a huge, tawny lion, with brownish-black wings like those of a dragon. +of a huge, tawny lion, with brownish-black wings like those of a dragon. ~ 213066 0 0 0 20 0 0 0 100 E 31 10 -8 6d6+310 5d5+5 @@ -122,7 +122,7 @@ the Death Knight~ A Death Knight stands here, lowering at you. ~ A hulking skeleton, its face a blackened skull covered with shards of -shriveled rotting flesh, chillingly returns your gaze. +shriveled rotting flesh, chillingly returns your gaze. ~ 172108 0 0 0 20 0 0 0 -1000 E 31 10 -8 6d6+310 5d5+5 @@ -134,9 +134,9 @@ ghenna deep dragon~ the Deep Dragon~ A large snake sits here, munching on a human body. ~ - The Deep dragon is an iridescent maroon colored beast about 25 feet long. + The Deep dragon is an iridescent maroon colored beast about 25 feet long. Known for assuming various shapes, this animal is highly dangerous and you -would do best to exit its lair immediately. +would do best to exit its lair immediately. ~ 18446 0 0 0 16 0 0 0 -1000 E 32 10 -9 6d6+320 5d5+5 @@ -149,7 +149,7 @@ the Derro~ The Derro is standing here, barking orders. ~ You see a dwarf with glowing white eyes which have no pupils. His skin is -pasty white, but he looks stout enough. +pasty white, but he looks stout enough. ~ 8270 0 0 0 1040 0 0 0 -250 E 30 10 -8 6d6+300 5d5+5 @@ -162,7 +162,7 @@ the errant Elf~ An errant Elf is here, looking for denizens of evil. ~ You see an attractive young man, about 5 feet tall, with gleaming eyes and a -pale complexion. Though small, he appears to be very lithe and agile. +pale complexion. Though small, he appears to be very lithe and agile. ~ 4300 0 0 0 16 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -188,7 +188,7 @@ the Medusa~ A woman sits here on the bed, with her back to you. ~ Well, you probably shouldn't have looked at this chick, cause she sure is -ugly. But I guess you are about to see HOW ugly. +ugly. But I guess you are about to see HOW ugly. ~ 8206 0 0 0 16 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -200,7 +200,7 @@ ghenna stupid orc~ the Orc~ A big, stupid Orc is lumbering through here. ~ - He's just ugly as sin... Lets leave it at that. + He's just ugly as sin... Lets leave it at that. ~ 76 0 0 0 0 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -213,7 +213,7 @@ the barkeep~ There is a barkeep standing here, waiting to take your order. ~ The barkeep is a waifish little guy, with safety pins piercing the flesh all -over his face... He even has safety pins through his eyelids. +over his face... He even has safety pins through his eyelids. ~ 8266 0 0 0 16 0 0 0 -100 E 30 10 -8 6d6+300 5d5+5 @@ -226,7 +226,7 @@ a citizen of Ghenna~ A citizen of Ghenna stands here. ~ You see a grungy human, long since gone insane at the fall of his once proud -city. +city. ~ 76 0 0 0 0 0 0 0 666 E 30 10 -8 6d6+300 5d5+5 @@ -240,7 +240,7 @@ An old lady (who is obviously lost) is trying to sell you some makeup here. ~ You see a little old lady, dressed all in pink chiffon. On her arm she -carries a heart shaped box made of crepe paper. +carries a heart shaped box made of crepe paper. ~ 16460 0 0 0 16 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -254,7 +254,7 @@ A broad shouldered man lies prostrate here, apparently praying. ~ A huge man with a long black beard, the Ghenna Swordmaster is tatooed with rune-like scars from head to toe. Shrouded in vermillion, he wields a sword of -stunning beauty, which sings through the air as he attacks you. +stunning beauty, which sings through the air as he attacks you. ~ 213002 0 0 0 16 0 0 0 -1000 E 31 10 -8 6d6+310 5d5+5 @@ -265,7 +265,7 @@ E ghenna wall foot~ a claw toed foot protruding from the wall~ ~ - It looks just like a foot sticking out of the wall. + It looks just like a foot sticking out of the wall. ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -277,7 +277,7 @@ ghenna wall arm~ a claw fingered arm protruding from the wall~ A claw fingered arm protrudes out of the wall. ~ - It looks just like an arm sticking out of the wall. + It looks just like an arm sticking out of the wall. ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -290,7 +290,7 @@ the stone golem~ A large statue of a humanoid male has been cut out of the granite here. ~ It looks like a stone sculpture of Frankenstein's monster. It stands twelve -feet tall, casting a long shadow over you. +feet tall, casting a long shadow over you. ~ 8206 0 0 0 20 0 0 0 0 E 31 10 -8 6d6+310 5d5+5 @@ -304,7 +304,7 @@ An ugly woman clad in studded black leather turns toward you and shouts, "Down o ~ This ugly wench is clad in studded black leather from head to toe. Her nipples protrude conspicuously from a leather push-up bra. A thong around her -waist disappears into her crotch, which hasnt been waxed in a mellenia. +waist disappears into her crotch, which hasn't been waxed in a millenia. ~ 16398 0 0 0 0 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -317,7 +317,7 @@ the Doll Golem~ A doll sits here leaning against the wall, forgotten by the child who owns it. ~ This looks like your typical child's doll. Its about one foot tall, and -looks like it is made of plastic. +looks like it is made of plastic. ~ 32778 0 0 0 16 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -330,7 +330,7 @@ the prostitute~ A young, innocent looking woman is sitting here reading a magazine. ~ She is so cute that you wonder how she ever fell into a lifestyle such as -this. She notices your gaze, and gives you a cloying look. +this. She notices your gaze, and gives you a cloying look. ~ 2062 0 0 0 0 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -343,7 +343,7 @@ Lester the molester~ Lester the molester is here with a pair of womens panties on his head. ~ You see a sicko with bulging eyes, and a tiny bit of white spittle in the -corners of his mouth. +corners of his mouth. ~ 2062 0 0 0 16 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -356,7 +356,7 @@ the whore~ A toothless whore is sitting here on the bed, inviting you to join her. ~ One eye, no teeth and pasty white skin, this chick looks like your worst -nightmare. +nightmare. ~ 2058 0 0 0 16 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -368,7 +368,7 @@ ghenna dead dwarf~ the Dwarf~ A dwarf is lying here, stunned. ~ - You see nothing special. + You see nothing special. ~ 10 0 0 0 1048576 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -380,7 +380,7 @@ ghenna maedar~ the Maedar~ A Maedar stands here in the darkness smacking his lips. ~ - You see a muscular, hairless humanoid male dressed in a tunic. + You see a muscular, hairless humanoid male dressed in a tunic. ~ 10 0 0 0 0 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -392,7 +392,7 @@ ghenna maedar master~ the Maedar master~ A Maedar stands here in the darkness smacking his lips. ~ - You see a muscular, hairless humanoid male dressed in a tunic. + You see a muscular, hairless humanoid male dressed in a tunic. ~ 10 0 0 0 16 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -406,7 +406,7 @@ Roger, the elven apostle is looking for evil guys to kill here. ~ You see a young elf, only about 130 years old, who acts as though he is on a crusade. Dressed in light armor, he seeks out evil doers in order to eradicate -them from the face of the planet. +them from the face of the planet. ~ 141388 0 0 0 1572880 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -418,8 +418,8 @@ ghenna deep dragon dragonet~ the Dragonet~ A wimpy little dragon is standing here, looking at you with deep blue eyes. ~ - You see what appears to be a tiny dragon, about the size of a chihuahua. -What a pansy he is too! + You see what appears to be a tiny dragon, about the size of a chihuahua. +What a pansy he is too! ~ 32840 0 0 0 16 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -431,7 +431,7 @@ ghenna cockroach~ the cockroach~ The biggest cockroach you have ever seen is standing here, looking down at you. ~ - You see a cockroach about 8 feet tall - apparently a mutant breed. + You see a cockroach about 8 feet tall - apparently a mutant breed. ~ 16394 0 0 0 16 0 0 0 -351 E 30 10 -8 6d6+300 5d5+5 @@ -443,10 +443,10 @@ ghenna deepspawn~ the Deepspawn~ The Deepspawn is standing here, ready to kill you. ~ - It looks like a large, rubbery shpere of mottled grey and brown. Six arms + It looks like a large, rubbery sphere of mottled gray and brown. Six arms project from its body; three are tentacle-arms, and three are jaw-arms, ending in mouths of many teeth. It also has about 40 long, retractable, flexible eye -stalks that wave at you menacingly. +stalks that wave at you menacingly. ~ 81994 0 0 0 16 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/285.mob b/lib/world/mob/285.mob index 513637d..857f13a 100644 --- a/lib/world/mob/285.mob +++ b/lib/world/mob/285.mob @@ -1 +1 @@ -$ +$ diff --git a/lib/world/mob/286.mob b/lib/world/mob/286.mob index 869920e..9359c48 100644 --- a/lib/world/mob/286.mob +++ b/lib/world/mob/286.mob @@ -5,7 +5,7 @@ A Guardian of Hell stands here keeping you the hell out. ~ The guardian is a stone devil, a hideous creation from the dark laboratories of Hell. Its black eyes stare into your soul with a hunger that makes you -shiver. The guardian stands motionless before you. Its rough grey skin looks +shiver. The guardian stands motionless before you. Its rough gray skin looks impervious to normal weapons. ~ 6236 0 0 0 2128 0 0 0 -900 E @@ -18,7 +18,7 @@ pile coins~ the pile of gold coins~ A pile of gold coins lies on the ground. ~ - A large sparkly pile of gold coins. + A large sparkly pile of gold coins. ~ 30 0 0 0 2128 0 0 0 -800 E 20 14 -2 4d4+200 3d3+3 @@ -31,7 +31,7 @@ the male Dee~ The male demon Dee lies on the bed here waiting to please you. ~ This is the most handsome male you have ever seen. His naked body makes -your mouth water. +your mouth water. ~ 4638 0 0 0 2048 0 0 0 -1000 E 26 12 -5 5d5+260 4d4+4 @@ -44,7 +44,7 @@ the female Dee~ The female demon Dee lies on the bed here waiting to please you. ~ This is the most beautiful female you have ever seen. The curves of her -naked body make you sweat, and babble uncontrollably. +naked body make you sweat, and babble uncontrollably. ~ 4638 0 0 0 0 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -56,7 +56,7 @@ bar gold~ the gold bar~ A shiny gold bar lies on the ground. ~ - This gold bar must be worth bucks! + This gold bar must be worth bucks! ~ 30 0 0 0 0 0 0 0 -800 E 20 14 -2 4d4+200 3d3+3 @@ -65,10 +65,10 @@ A shiny gold bar lies on the ground. E #28606 chicken pot pie~ -a scrumpious chicken pot pie~ +a scrumptious chicken pot pie~ A yummy looking chicken pot pie is here on the ground. ~ - You see a golden crusted pot pie filled with chicken and vegetables. + You see a golden crusted pot pie filled with chicken and vegetables. ~ 30 0 0 0 0 0 0 0 -800 E 22 13 -3 4d4+220 3d3+3 @@ -80,7 +80,7 @@ beef pot pie~ a yummy beef pot pie~ A yummy looking beef pot pie is here on the ground. ~ - You see a golden crusted pot pie filled with beef and vegetables. + You see a golden crusted pot pie filled with beef and vegetables. ~ 30 0 0 0 0 0 0 0 -800 E 22 13 -3 4d4+220 3d3+3 @@ -92,7 +92,7 @@ vegetable pot pie~ a yummy vegetable pot pie~ A yummy looking vegetable pot pie is here on the ground. ~ - You see a golden crusted pot pie filled with vegetables. + You see a golden crusted pot pie filled with vegetables. ~ 30 0 0 0 0 0 0 0 -800 E 22 13 -3 4d4+220 3d3+3 @@ -118,7 +118,7 @@ a tortured soul~ A tortured soul screams out in pain. ~ You see a unrecognizable person going through unheard of and indescribable -torture. It screams out at you in pain and terror. +torture. It screams out at you in pain and terror. ~ 220 0 0 0 0 0 0 0 -800 E 21 13 -2 4d4+210 3d3+3 @@ -132,7 +132,7 @@ A half-eaten person lies here writhing in agony. ~ This poor soul looks as if he has been chewed on and been spit out. It writhes in agony and pain as it gasps frantically for Death to answer its -desperate plea... +desperate plea... ~ 94 0 0 0 0 0 0 0 -757 E 22 13 -3 4d4+220 3d3+3 @@ -144,9 +144,9 @@ living wall~ the living wall~ A wall stands here. Its surface seems to move and come to life... ~ - The wall consist of greying and sinewy flesh - faces, hands, broken bones, + The wall consist of graying and sinewy flesh - faces, hands, broken bones, feet, and toes jutting from the surface. You hear low moans of horror, pain, -and sorrow issuing from the walls. +and sorrow issuing from the walls. ~ 260190 0 0 0 65600 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -159,7 +159,7 @@ skeletal warrior~ A skeletal warrior wanders the planes of hell. ~ Rotting flesh and gore drops from the bones of this creature. Its decaying -eyes stare at you intently as it sees only you delicious and juicy brain. +eyes stare at you intently as it sees only you delicious and juicy brain. ~ 76 0 0 0 0 0 0 0 -743 E 20 14 -2 4d4+200 3d3+3 @@ -171,8 +171,8 @@ bloody severed arm~ bloody severed arm~ A bloody severed arm lies here. ~ - The blood arm of some poor luckless indivudual. The stench of the gore -covered limb makes you want to retch. + The blood arm of some poor luckless individual. The stench of the gore +covered limb makes you want to retch. ~ 78 0 0 0 0 0 0 0 -884 E 23 13 -3 4d4+230 3d3+3 @@ -184,7 +184,7 @@ bloody severed foot~ bloody severed foot~ A bloody severed foot lies here. ~ - This bloody foot definitely wasn't a lucky one. + This bloody foot definitely wasn't a lucky one. ~ 78 0 0 0 0 0 0 0 -800 E 24 12 -4 4d4+240 4d4+4 @@ -197,7 +197,7 @@ bloody severed nose~ A bloody severed nose lies here. ~ I wonder how the person that lost this smells... Hopefully not as bad as -this nose does... +this nose does... ~ 78 0 0 0 0 0 0 0 -800 E 24 12 -4 4d4+240 4d4+4 @@ -209,7 +209,7 @@ blood~ the blood from the fountain~ The blood in the fountain gurgles merrily. ~ - You see gallons and gallons of thick red blood gurgling in the fountian. + You see gallons and gallons of thick red blood gurgling in the fountain. ~ 78 0 0 0 0 0 0 0 -950 E @@ -222,8 +222,8 @@ Lost soul~ the lost soul~ A lost soul stands here looking lost. ~ - This soul is definetely clueless to where it is. He holds a ticket that -reads #14349023402342039840293481234900049. + This soul is definitely clueless to where it is. He holds a ticket that +reads #14349023402342039840293481234900049. ~ 76 0 0 0 0 0 0 0 -500 E 21 13 -2 4d4+210 3d3+3 @@ -237,7 +237,7 @@ A crispy critter is here being burned to death. ~ This once used to be a person. Now it is only a charred and smoking hulk that is being burned for eternity... I screams out as the flames lick at its -body and devour its flesh... +body and devour its flesh... ~ 22638 0 0 0 0 0 0 0 -800 E 21 13 -2 4d4+210 3d3+3 @@ -250,7 +250,7 @@ pile of bones~ A decaying pile of bones lies here on the ground. ~ Stringy bits of flesh blow gently in the breeze. The bones rattle as you -walk by them. +walk by them. ~ 2126 0 0 0 0 0 0 0 -700 E 20 14 -2 4d4+200 3d3+3 @@ -266,7 +266,7 @@ A manes is here wandering the planes of hell looking for something to kill. creature who attacks anyone they encounter with nails and teeth. They are often fed upon by Demon lords and princes. Their green and red blotched skin gives them a diseased and decaying look. They somewhat resemble shadows or -ghasts. +ghasts. ~ 71772 0 0 0 0 0 0 0 -900 E 27 11 -6 5d5+270 4d4+4 @@ -280,7 +280,7 @@ The prisoner of hell, Raiden sits here for eternity. ~ This is a sad individual. He smells strongly of the rotten food that has been thrown at him. He sits here chained to the wall; banished to hell forever -by the God. +by the God. ~ 22622 0 0 0 0 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 @@ -293,7 +293,7 @@ a prisoner in hell~ A sad looking individual sits here awaiting torture. ~ She is sad looking indeed. Cuts and scraps all over her. Many scars and -burns cover her face and arms. +burns cover her face and arms. ~ 222 0 0 0 0 0 0 0 -800 E 26 12 -5 5d5+260 4d4+4 @@ -307,7 +307,7 @@ A sad looking individual sits here awaiting torture. ~ He is sad looking indeed. Cuts and scraps all over him. Many scars and burns cover her face and arms. One of his arms is broken at the forearm and -hangs limply by his side. +hangs limply by his side. ~ 222 0 0 0 0 0 0 0 -800 E 27 11 -6 5d5+270 4d4+4 @@ -319,8 +319,8 @@ demonguard demon guard~ demonguard~ A demonguard patrols the planes of hell. ~ - This very large demon stands before you licking its daggerlike teeth. -Yellow spittle runs down the scales of his blackened skin. + This very large demon stands before you licking its daggerlike teeth. +Yellow spittle runs down the scales of his blackened skin. ~ 76 0 0 0 0 0 0 0 -800 E 20 14 -2 4d4+200 3d3+3 @@ -333,7 +333,7 @@ the burning fool~ A burning fool is here, crisping away. ~ You can barely make out anything on it. All you can make out is the flames -of hell consuming it and the smell of burning flesh. +of hell consuming it and the smell of burning flesh. ~ 46 0 0 0 0 0 0 0 -900 E 20 14 -2 4d4+200 3d3+3 @@ -345,7 +345,7 @@ construction worker male~ male construction worker~ A construction worker is here welding pipework. ~ - He is the typical contruction worker. T-shirt, jeans, yellow hard hat. As + He is the typical construction worker. T-shirt, jeans, yellow hard hat. As you look closer at the hard hat you notice it says, '4th DEMONsion Construction Co. ' ~ @@ -357,9 +357,9 @@ E #28628 construction worker female~ female construction worker~ -A construction worker is here working riviting framework. +A construction worker is here working riveting framework. ~ - She is the typical contruction worker. T-shirt, jeans, yellow hard hat. + She is the typical construction worker. T-shirt, jeans, yellow hard hat. As you look closer at the hard hat you notice it says, '4th DEMONsion Construction Co. ' ~ @@ -373,7 +373,7 @@ construction worker female~ female construction worker~ A construction worker is here working cutting structural steel. ~ - She is the typical contruction worker. T-shirt, jeans, yellow hard hat. + She is the typical construction worker. T-shirt, jeans, yellow hard hat. As you look closer at the hard hat you notice it says, '4th DEMONsion Construction Co. ' ~ @@ -387,9 +387,9 @@ fire devil~ fire devil~ A fire devil stands here with a box of matches lighting up poor souls. ~ - It is an undescribly grotesque creature. Its pale green-yellow skin erupts + It is an indescribably grotesque creature. Its pale green-yellow skin erupts with blisters and puss. As you look at it, it smiles at you with sharp blood -covered teeth. This is definetly a face only a mother could love. +covered teeth. This is definitely a face only a mother could love. ~ 2140 0 0 0 0 0 0 0 -1000 E 22 13 -3 4d4+220 3d3+3 @@ -403,7 +403,7 @@ A wall of fire is here, creeping slowly across the room. ~ It is simply a large door sized wall of fire. It slowly inches across the room burning everything in its path; Including the poor souls that are chained -to various posts around the room. +to various posts around the room. ~ 126 0 0 0 0 0 0 0 -600 E 26 12 -5 5d5+260 4d4+4 @@ -417,7 +417,7 @@ A hell hound runs free through the halls of hell. ~ This freak of a canine is rusty red to red brown in color. Its eyes glow an ghastly red. Its sooty black teeth and tongue are covered with green spittle -that runs down its dung covered coat. +that runs down its dung covered coat. ~ 260316 0 0 0 0 0 0 0 -900 E 26 12 -5 5d5+260 4d4+4 @@ -429,8 +429,8 @@ frozen body~ frozen body~ A frozen body lies here on the ground. ~ - As you look at the corpse you recoil as you notice its eyes still move. -They stare intently from its bluish face as if pleading for your help. + As you look at the corpse you recoil as you notice its eyes still move. +They stare intently from its bluish face as if pleading for your help. ~ 10 0 0 0 0 0 0 0 -900 E 20 14 -2 4d4+200 3d3+3 @@ -445,8 +445,8 @@ A Greater Ice Devil stands here cheerfully freezing souls.. This devil is a mix of bug, bird, humanoid, and who knows what else. Its multifaceted eyes stare everywhere. It goes about its business of slowly and painfully freezing the damned souls, quickly thawing them and then starting -over. Every couple of minutes it takes time out to break an apendage off of a -nearby soul and beat the soul with it. +over. Every couple of minutes it takes time out to break an appendage off of a +nearby soul and beat the soul with it. ~ 18526 0 0 0 0 0 0 0 -1000 E 29 11 -7 5d5+290 4d4+4 @@ -458,9 +458,9 @@ trapped soul ice~ soul trapped under the ice~ A soul trapped under the ice gasps desperately for air. ~ - This poor soul has been incased in ice; almost as if it is caught under an -iceflow. It desperatly gasps for air for a few minutes and then seems to die -for a second before it is restored and begins thrashing about again. + This poor soul has been encased in ice; almost as if it is caught under an +ice-flow. It desperately gasps for air for a few minutes and then seems to die +for a second before it is restored and begins thrashing about again. ~ 10 0 0 0 0 0 0 0 -789 E 23 13 -3 4d4+230 3d3+3 @@ -472,9 +472,9 @@ half frozen body~ half frozen body~ A half frozen body hangs here on a meat hook. ~ - A large meat hook is imbedded deep withing the back of the body. You see + A large meat hook is imbedded deep within the back of the body. You see small white maggots eating away at the body. The flesh seems to move and -wriggle with a life of its own... +wriggle with a life of its own... ~ 10 0 0 0 0 0 0 0 -876 E 21 13 -2 4d4+210 3d3+3 @@ -486,8 +486,8 @@ killer penguin~ killer penguin~ A small penguin waddles around here on the ice. ~ - What a cute little penguin.... Wait why is it looking at you that way... -HEY! Penguins don't have teeth! + What a cute little penguin.... Wait why is it looking at you that way... +HEY! Penguins don't have teeth! ~ 204 0 0 0 0 0 0 0 -876 E 22 13 -3 4d4+220 3d3+3 @@ -514,7 +514,7 @@ Ice Screamer~ An Ice Screamer is here yelling into empty cartons. ~ He is dressing in a white jumpsuit with the words, 'Eye Splean I Screamery' -written on it in large yellow letters. +written on it in large yellow letters. ~ 2300 0 0 0 0 0 0 0 -706 E 22 13 -3 4d4+220 3d3+3 @@ -528,7 +528,7 @@ A Demonic Foreman sits here looking at blueprints. ~ This huge demon has somehow managed to fit himself into a oversized orange jumpsuit. The words, '4th DEMONsion Construction Co. ' are written on the -back in large black letters. He seems none to happy to see you. +back in large black letters. He seems none to happy to see you. ~ 260222 0 0 0 0 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 @@ -542,7 +542,7 @@ The Secretary of Hell sits here watching the phones ring. ~ This very sexy secretary seems to be just sitting here amusing herself by watching the little lights on the telephone blink. She is oblivious to your -presence and seems fascinated by the phones. +presence and seems fascinated by the phones. ~ 18654 0 0 0 0 0 0 0 -700 E 23 13 -3 4d4+230 3d3+3 @@ -554,8 +554,8 @@ office worker hell~ office worker from hell~ An office worker from hell is here looking for a boss to piss off. ~ - Just looking at them makes your blood boil. -AAAAAAAAAAaaaaaaaaaaaarrrrrrrrgggggghhhhh!!!!!!!!!!! + Just looking at them makes your blood boil. +AAAAAAAAAAaaaaaaaaaaaarrrrrrrrgggggghhhhh!!!!!!!!!!! ~ 204 0 0 0 0 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 @@ -567,8 +567,8 @@ records worker~ records worker~ A records worker is here filing bad reports. ~ - You see a rather plain looking office personel here filing a file on -someone. + You see a rather plain looking office person here filing a file on +someone. ~ 204 0 0 0 0 0 0 0 -1000 E 21 13 -2 4d4+210 3d3+3 @@ -594,7 +594,7 @@ High Priest of Hell~ The High Priest of Hell is here eating 'I Scream'. ~ The dark black robes hide most of his features, but you can barely make out -his emaciated face beneath his hood. +his emaciated face beneath his hood. ~ 2634 0 0 0 0 0 0 0 -1000 E 33 9 -9 6d6+330 5d5+5 @@ -606,7 +606,7 @@ bowl blood~ a bowl of blood~ A bowl of blood sits here on the altar. ~ - Its is a wooden bowl filled with blood and bits of flesh. + Its is a wooden bowl filled with blood and bits of flesh. ~ 16394 0 0 0 0 0 0 0 -900 E 20 14 -2 4d4+200 3d3+3 @@ -619,7 +619,7 @@ jury member~ A jury member sits here with a guilty sign, waiting for a trial to begin. ~ It seems to be a lesser demon disguised as mortal. Fair trial... Not -likely. +likely. ~ 2186 0 0 0 0 0 0 0 -800 E 20 14 -2 4d4+200 3d3+3 @@ -632,7 +632,7 @@ Judge Whopper~ Judge Whopper sits here trying to think of a painful sentence. ~ This is the High Judge of Hell. He has never found anyone innocent, and is -notorious for his painful and harsh punishments. +notorious for his painful and harsh punishments. ~ 260314 0 0 0 0 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -644,7 +644,7 @@ lawyer hell~ Lawyer from Hell~ The Lawyer from Hell sits here playing games on his laptop computer. ~ - Slimy, sleazy and has very sharp teeth... A lawyer all right... + Slimy, sleazy and has very sharp teeth... A lawyer all right... ~ 2190 0 0 0 0 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -671,7 +671,7 @@ The Bastard Hiramoto stands here trying to learn Kung Fu from a book. ~ He looks at you and says, 'I think my Kung Fu is no good' and then goes back to practicing. He is known to buy anything.... And sell anything people sell -him. +him. ~ 18446 0 0 0 0 0 0 0 -600 E 21 13 -2 4d4+210 3d3+3 @@ -684,7 +684,7 @@ maintenance worker~ A maintenance worker is here fixing stuff. ~ He is in a yellow jumpsuit with a large nuclear warning symbol on the back. - + ~ 22748 0 0 0 0 0 0 0 -750 E 20 14 -2 4d4+200 3d3+3 @@ -696,7 +696,7 @@ weeds~ weeds~ A weed is growing out of the cement here. ~ - You see a nasty yellow and purple weed. + You see a nasty yellow and purple weed. ~ 10 0 0 0 0 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 @@ -710,7 +710,7 @@ Stanley stands here waiting to sell you one of his wonderful figurines. ~ He is a crafty old fart who looks about 1000 years old. But his figurines are pretty well known. He was rumored to disappear around Solace 100 years -ago. +ago. ~ 16394 0 0 0 0 0 0 0 -700 E 24 12 -4 4d4+240 4d4+4 @@ -723,7 +723,7 @@ half eaten horse carcass~ A half eaten horse carcass is here being digested. ~ This is what used to be a horse.... Maybe... Its hard to tell; half of it -has been digested already. +has been digested already. ~ 10 0 0 0 0 0 0 0 -800 E 20 14 -2 4d4+200 3d3+3 @@ -736,7 +736,7 @@ stomach dragon~ A stomach dragon is here digesting Big Mouth's food. ~ A large brown and green slime covered reptile. It seems to move around to -each food item and proceed to barf acid all over it. +each food item and proceed to barf acid all over it. ~ 16394 0 0 0 0 0 0 0 -900 E 23 13 -3 4d4+230 3d3+3 @@ -749,7 +749,7 @@ rancid turkey leg~ A rancid turkey leg sits in a pool of slime here. ~ Its one of those really nasty pieces of food in the refrigerator that -disappears and you wonder if it just walked away.... +disappears and you wonder if it just walked away.... ~ 10 0 0 0 0 0 0 0 -900 E 20 14 -2 4d4+200 3d3+3 @@ -762,7 +762,7 @@ reactor specialist~ A reactor specialist sits here checking on the reactor core. ~ He is dressed in a black jumpsuit with a large nuclear warning symbol on the -back. +back. ~ 22750 0 0 0 0 0 0 0 -900 E 22 13 -3 4d4+220 3d3+3 @@ -775,7 +775,7 @@ reactor worker~ A reactor worker sits here monitoring various screens. ~ He is dressed in a black jumpsuit with a large lighting bolt symbol on the -back. +back. ~ 22750 0 0 0 0 0 0 0 -900 E 23 13 -3 4d4+230 3d3+3 @@ -790,7 +790,7 @@ Homer Simpson sits here eating donuts. A balding fat man with jelly stains on his uniform. He suddenly spills his coffee and shouts out, 'DOH! ' Warning lights blink rapidly as the coffee shorts out the control panel. Homer calmly stands up and unplugs the control -panel and sits down for a nap. +panel and sits down for a nap. ~ 16522 0 0 0 0 0 0 0 -900 E 22 13 -3 4d4+220 3d3+3 @@ -802,7 +802,7 @@ Devils food cake~ devils food cake~ A nice slice of devils food cake is here waiting to be eaten. ~ - Mmmmmm... Don't you just want to take a bite? + Mmmmmm... Don't you just want to take a bite? ~ 16394 0 0 0 0 0 0 0 -900 E 22 13 -3 4d4+220 3d3+3 @@ -826,7 +826,7 @@ frantic lady~ frantic lady~ A frantic lady is here tearing her hair out looking for a sale. ~ - Ugly! + Ugly! ~ 16604 0 0 0 0 0 0 0 -600 E 21 13 -2 4d4+210 3d3+3 @@ -838,7 +838,7 @@ nuclear technician~ nuclear technician~ A nuclear technician is here fiddling with his rad suit. ~ - Wau, dont get too close, he seems to be glowing! + Wau, dont get too close, he seems to be glowing! ~ 22750 0 0 0 0 0 0 0 -850 E 22 13 -3 4d4+220 3d3+3 @@ -848,9 +848,9 @@ E #28665 stray proton~ stray proton~ -A stray proton is here wizzing about. +A stray proton is here whizzing about. ~ - I can't see it. Can you? + I can't see it. Can you? ~ 72 0 0 0 0 0 0 0 -850 E 22 13 -3 4d4+220 3d3+3 @@ -862,7 +862,7 @@ radiation~ radiation~ Radiation is here doing unknown things to you. ~ - Eagle eyes? + Eagle eyes? ~ 104 0 0 0 0 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 @@ -891,7 +891,7 @@ A Greater Fire Demon stands here laughing at each scream he hears.. This large black scaled demon laughs merrily as he watches poor souls scream out in pain. He pokes and picks at the flesh of the damned who were unlucky enough to be tortured close to him. His black taloned nails rip slowly through -their flesh, as he cackles with glee at the sounds of their unending pain... +their flesh, as he cackles with glee at the sounds of their unending pain... ~ 22620 0 0 0 0 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -904,7 +904,7 @@ side of frozen beef~ A frozen side of beef hangs here on a hook. ~ This enormous carcass looks as if it came from a small dragon or a very -large cow. +large cow. ~ 16394 0 0 0 0 0 0 0 -675 E 23 13 -3 4d4+230 3d3+3 @@ -916,7 +916,7 @@ guard dog~ guard dog~ A guard dog sits here guarding the break room. ~ - A vicious looking pit bull / demon dog mix is here slobering on the donuts. + A vicious looking pit bull / demon dog mix is here slobbering on the donuts. ~ 10 0 0 0 0 0 0 0 -900 E 24 12 -4 4d4+240 4d4+4 @@ -928,7 +928,7 @@ juicy steak~ juicy steak~ A mouth watering juicy steak is here steaming. ~ - Mmmmmmm..... Steak.... Mmmmmm... You feel your mouth start to water. + Mmmmmmm..... Steak.... Mmmmmm... You feel your mouth start to water. ~ 10 0 0 0 0 0 0 0 -900 E 22 13 -3 4d4+220 3d3+3 diff --git a/lib/world/mob/287.mob b/lib/world/mob/287.mob index 6230df7..1412952 100644 --- a/lib/world/mob/287.mob +++ b/lib/world/mob/287.mob @@ -6,7 +6,7 @@ The innkeeper watches for customers and drinks imported Scotch. Reilly doesn't keep this inn open by sitting and watching the goblins invade! He looks more like a hobo than an innkeeper but you can at least see that he is wearing a huge Scotch sword at his side. He is also drinking from a huge bottle -of Scotch whiskey, probably not the single-malt variety. +of Scotch whiskey, probably not the single-malt variety. ~ 190682 0 0 0 524400 0 0 0 200 E 30 10 -8 6d6+300 5d5+5 @@ -23,7 +23,7 @@ Pater Vinci greets you as you pass by. ~ Pater Vinci did not bear a weapon in the good old days, but now the goblins ought to avoid him, because the good priest fought for King Korbor before he -took holy orders, and still carries a sturdy club. +took holy orders, and still carries a sturdy club. ~ 10456 0 0 0 8200 0 0 0 900 E 15 15 1 3d3+150 2d2+2 @@ -36,7 +36,7 @@ Zeb Rykalp~ Zeb Rykalp, sheriff of Ofingia, watches you closely. ~ You had better keep on Zeb's good side. He has few qualms about roughing up -the Midgaarders, and is ever-vigilant for evil. +the Midgaarders, and is ever-vigilant for evil. ~ 10588 0 0 0 8 0 0 0 700 E 15 15 1 3d3+150 2d2+2 @@ -50,7 +50,7 @@ Dorig the dwarf welds bars together with a 10 pound hammer. ~ He is too strong for you to beat easily in a fight, and if he had a beer or two in him Dorig would be invincible. At least, he would think himself -invincible. +invincible. ~ 190686 0 0 0 524400 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -63,7 +63,7 @@ Joel Kreb~ Joel Kreb, the village carpenter, rests with an axe close at hand. ~ That axe he has has a long spike opposite its blade, and you do not think it -is intended for wood, but for flesh and bone, particularly of goblin-kind. +is intended for wood, but for flesh and bone, particularly of goblin-kind. ~ 190686 0 0 0 524400 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -77,7 +77,7 @@ A stout halfling shopkeeper eyes your moneybag with a glinting eye. ~ Guard your wallet carefully! Rumor has it that Maxtrum rarely runs out of money, which would be wonderful, if only his customers didn't so often find -their pockets lighter after leaving his store, though they bought nothing. +their pockets lighter after leaving his store, though they bought nothing. ~ 190686 0 0 0 524400 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -91,8 +91,8 @@ An elven alchemist inhales the fumes deeply and sighs happily. ~ Churt notices you gagging as you enter his shop and peers at you with some surprise. He is a powerful wizard, having practiced such great spells as -`Churt's Irresistable Retch' and `Word of Command: Go away, I... ' Well, never -mind that one. +`Churt's Irresistible Retch' and `Word of Command: Go away, I... ' Well, never +mind that one. ~ 190686 0 0 0 524400 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -105,7 +105,7 @@ Dek Shattershock~ A retired elven ranger works here as a leatherworker. ~ Dek Shattershock- the name inspires fear in goblin and githyanki warrior -alike! You ought to be scared, too, you shrimp. +alike! You ought to be scared, too, you shrimp. ~ 190686 0 0 0 524400 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -118,9 +118,9 @@ Marya the Baker~ A young Ofintine woman kneads dough here. ~ She is not a noblewoman, but is a lady all the same. After all, lady means -`loaf-kneader' just as lord means `loaf-ward' in the old Anglo- Saxon tongue. +`loaf-kneader' just as lord means `loaf-ward' in the old Anglo- Saxon tongue. She has bashed more goblins with her rolling pin than Jewish rye has caraway -seeds. +seeds. ~ 190686 0 0 0 524400 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -135,7 +135,7 @@ A priestess watches you carefully. This priestess is an old friend of Dek, Dorig, Churt, and Maxtrum. They saved the world from destruction, but there isn't much need for heroes in peacetime. You can see Sara's long spear hung on the wall where she can -instantly reach it. +instantly reach it. ~ 190494 0 0 0 524400 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -147,7 +147,7 @@ kelek guard captain~ Sir Kelek~ Passing guards raise their visors in salute to Sir Kelek, their captain. ~ - He did not reach this rank by staying close by the Newbie Zone. + He did not reach this rank by staying close by the Newbie Zone. ~ 14618 0 0 0 0 0 0 0 700 E 10 17 4 2d2+100 1d2+1 @@ -160,7 +160,7 @@ King Korbor~ Clad in bright mail and girt with a sword, King Korbor goes to war. ~ Once King Korbor sat in his lofty hall, but now he marches with his army to -drive off the goblins which threaten his realm. +drive off the goblins which threaten his realm. ~ 14618 0 0 0 0 0 0 0 800 E 15 15 1 3d3+150 2d2+2 @@ -172,7 +172,7 @@ tim thief boy~ Tim the Thief~ A small boy sneaks silently through the shadows. ~ - Guard your money! It is that dratted Tim! + Guard your money! It is that dratted Tim! ~ 34908 0 0 0 0 0 0 0 100 E 8 18 5 1d1+80 1d2+1 @@ -185,7 +185,7 @@ sir mischa~ Sir Mischa~ Sir Mischa guards his town from evil creatures. ~ - This knight could easily kill Curley GreenLeaf. + This knight could easily kill Curley GreenLeaf. ~ 6472 0 0 0 0 0 0 0 700 E 10 17 4 2d2+100 1d2+1 @@ -197,7 +197,7 @@ guard~ the Ofintine guard~ A guard of Ofintinia patrolls his town. ~ - A sturdy guardsman, loyal to King Korbor. + A sturdy guardsman, loyal to King Korbor. ~ 6472 0 0 0 0 0 0 0 400 E 6 18 6 1d1+60 1d2+1 @@ -209,7 +209,7 @@ guard~ the Ofintine guard~ An Ofintine guard watches the gate. ~ - A sturdy guardsman, ever vigilant for evil. + A sturdy guardsman, ever vigilant for evil. ~ 6410 0 0 0 0 0 0 0 400 E 6 18 6 1d1+60 1d2+1 @@ -221,7 +221,7 @@ volunteer~ an Ofintine volunteer~ An Ofintine volunteer patrolls his town. ~ - He has taken up arms to fight the goblins. + He has taken up arms to fight the goblins. ~ 4168 0 0 0 0 0 0 0 400 E 3 19 8 0d0+30 1d2+0 @@ -233,7 +233,7 @@ volunteer~ an Ofintine volunteer~ A citizen of Ofinitine looks fierce and determined. ~ - She has taken up arms to fight the goblins. + She has taken up arms to fight the goblins. ~ 4168 0 0 0 0 0 0 0 400 E 3 19 8 0d0+30 1d2+0 @@ -245,7 +245,7 @@ man~ a Lonoyan man~ A man of Ofingia stands here. ~ - He won't desert his town for a million goblins, all waving axes. + He won't desert his town for a million goblins, all waving axes. ~ 72 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -257,7 +257,7 @@ woman~ a Lonoyan citizen~ An Lonoyan woman walks through town. ~ - Though the goblins poured in through every gate, she would stay here. + Though the goblins poured in through every gate, she would stay here. ~ 72 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -269,7 +269,7 @@ boy~ a small boy~ A small boy runs around shouting at unseen foes. ~ - He is ready for the goblins when they come! + He is ready for the goblins when they come! ~ 200 0 0 0 0 0 0 0 300 E 1 20 9 0d0+10 1d2+0 @@ -281,7 +281,7 @@ girl~ a young girl~ A Lonoyan girl stands here. ~ - You are sure she has killed many trolls and more goblins. + You are sure she has killed many trolls and more goblins. ~ 200 0 0 0 0 0 0 0 300 E 1 20 9 0d0+10 1d2+0 @@ -293,7 +293,7 @@ big dog~ the big dog~ A huge dog runs about, tongue lolling out of his mouth in a silly way. ~ - A big goofy retriever, with a rough, coarse black coat. + A big goofy retriever, with a rough, coarse black coat. ~ 4296 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -306,7 +306,7 @@ dog~ Reilly's dog~ You cringe in fear when a small black dog growls menacingly. ~ - Reilly's miniature schnauzer looks tougher than a small dragon. + Reilly's miniature schnauzer looks tougher than a small dragon. ~ 4296 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -333,7 +333,7 @@ a dwarf~ A drunken Dwarf rests here, singing loud enough to wake the dead. ~ It takes more than a beer or two to intoxicate the sturdy mountain folk; he -must have had enough to stun a giant. +must have had enough to stun a giant. ~ 200 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -346,7 +346,7 @@ a hobbit landowner~ A fine fat gentlehobbit swaggers around, whistling merrily. ~ There aren't too many hobbits living in Lonoya, and he is most likely a -visitor from the Shire. +visitor from the Shire. ~ 200 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -359,7 +359,7 @@ the bar maid~ A lovely Lonoyan woman serves mead to Reilly's customers. ~ No one bothers her as she serves drinks, because they know that she has a -dagger ready for anyone who gets `fresh'. +dagger ready for anyone who gets `fresh'. ~ 200 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -375,7 +375,7 @@ An old Lonoyan man sweeps the road clean. picking up the litter that passerby drop in Lonoyan gutters. Ofingia, the "Jewel of Lonoya", would not sparkle as it does in Korbor's crown if he was not so busy. The old man really hates adventurers who don't clean up after -themselves. +themselves. ~ 200 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -388,7 +388,7 @@ the goblin~ A forest goblin roams Lonoya, arguing with himself. ~ He doesn't seem to notice you right away, but I wouldn't wait for him to stop -talking and see you. Goblins hate strangers, especially if they are armed. +talking and see you. Goblins hate strangers, especially if they are armed. ~ 6248 0 0 0 0 0 0 0 -250 E 4 19 7 0d0+40 1d2+0 @@ -400,7 +400,7 @@ goblin raider~ the goblin~ A goblin raider prowls Lonoya, looking for travellers to rob. ~ - Stumpy-short but thick, green-skinned and great-headed. Ugly, ain't he? + Stumpy-short but thick, green-skinned and great-headed. Ugly, ain't he? ~ 6248 0 0 0 0 0 0 0 -250 E 5 19 7 1d1+50 1d2+0 @@ -412,7 +412,7 @@ goblin~ the goblin~ A goblin crouches in ambush here. ~ - Another goblin, another battle, another notch in your newbie dagger. + Another goblin, another battle, another notch in your newbie dagger. ~ 6248 0 0 0 0 0 0 0 -250 E 5 19 7 1d1+50 1d2+0 @@ -424,7 +424,7 @@ goblin~ the goblin watchman~ A goblin stands watch here. ~ - Goblins, it seems, are not trusty watchmen. You'd expect no more. + Goblins, it seems, are not trusty watchmen. You'd expect no more. ~ 6250 0 0 0 0 0 0 0 -250 E 5 19 7 1d1+50 1d2+0 @@ -438,7 +438,7 @@ A great serpent slithers through the caverns, ignoring you. ~ For a little while you fear poison, but this snake looks about as harmless as any forty-five-foot reptile can. Perhaps this serpent lives off the carcasses -of those killed by these goblins. +of those killed by these goblins. ~ 76 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -450,7 +450,7 @@ gnome~ the lost gnome~ A stone-gnome is far from home. ~ - He is wandering, as you are, through these tunnels to find an exit. + He is wandering, as you are, through these tunnels to find an exit. ~ 2268 0 0 0 589824 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -462,7 +462,7 @@ goblin~ the goblin guard~ A goblin stands here alert, vigilant for intruders. ~ - No one will pass by him unnoticed. + No one will pass by him unnoticed. ~ 6250 0 0 0 0 0 0 0 -350 E 5 19 7 1d1+50 1d2+0 @@ -474,7 +474,7 @@ goblin~ the goblin~ A green-skinned goblin warrior stands here, clutching a bloody scimitar. ~ - He looks tougher than the average goblin. + He looks tougher than the average goblin. ~ 6248 0 0 0 0 0 0 0 -400 E 6 18 6 1d1+60 1d2+1 @@ -486,7 +486,7 @@ goblin~ the goblin warrior~ A goblin warrior glares at you, angry at having been awakened. ~ - He looks tougher than the average goblin. + He looks tougher than the average goblin. ~ 6248 0 0 0 0 0 0 0 -400 E 6 18 6 1d1+60 1d2+1 @@ -500,7 +500,7 @@ A large goblin clad in stinking hides glares at you. ~ You would NEVER wear his armor; untanned cowhide is not your style. He doesn't seem to mind it, however, and in any case this fellow is a dangerous foe -for any knight. +for any knight. ~ 6248 0 0 0 0 0 0 0 -400 E 8 18 5 1d1+80 1d2+1 @@ -514,7 +514,7 @@ Toadstool, chief of the forest goblins, shouts and throws things at you. ~ What does he throw? Rocks, mostly. Toadstool is taller than a dwarf, and ugly as a toad. He is larger than any goblin you have seen, in fact; maybe -Toadstool is orcish or half-orcish. +Toadstool is orcish or half-orcish. ~ 6248 0 0 0 0 0 0 0 -500 E 10 17 4 2d2+100 1d2+1 @@ -526,7 +526,7 @@ goblin~ the goblin~ A goblin gnaws a bone here. ~ - That bone looks very tasty, but he probably won't share it. + That bone looks very tasty, but he probably won't share it. ~ 6248 0 0 0 0 0 0 0 -250 E 4 19 7 0d0+40 1d2+0 @@ -536,12 +536,12 @@ E #28741 groff troll cook~ Groff the Troll~ -A huge hairy troll stirrs a bubbling pot. +A huge hairy troll stirs a bubbling pot. ~ As you watch, safely hidden, he picks up a dead goblin and throws it into his pot, followed by a few spotted mushrooms and a halfling. Then he catches sight of you, and wonders what flavor you'd add to his concoction. Oops! Should have -stayed still, you idiot. +stayed still, you idiot. ~ 46 0 0 0 0 0 0 0 -800 E 12 16 2 2d2+120 2d2+2 @@ -553,9 +553,9 @@ mimic barrel~ the mimic~ A sturdy oaken barrel bound with iron hoops stands in the corner. ~ - This barrel has no tap, but perhaps you could borrow one from the goblins. + This barrel has no tap, but perhaps you could borrow one from the goblins. No, I doubt it. Besides, there is something queer about that cask. Did it just -move? +move? ~ 196618 0 0 0 0 0 0 0 10 E 11 17 3 2d2+110 1d2+1 @@ -568,7 +568,7 @@ the mimic~ A cabinet marked `Magical Items Only' stands in the corner. ~ You nearly open the cabinet when you realize goblins don't write in the -Common Speech. Perhaps it's a trap. +Common Speech. Perhaps it's a trap. ~ 196618 0 0 0 0 0 0 0 10 E 11 17 3 2d2+110 1d2+1 @@ -580,7 +580,7 @@ hybrid centipede cementipede~ the Cementipede~ A strange hybrid of stone and centipede prowls the caves. ~ - Half-crawler, half-concrete; it could only be the legendary Cementipede! + Half-crawler, half-concrete; it could only be the legendary Cementipede! ~ 73944 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -593,7 +593,7 @@ goblin~ the goblin~ A drunken goblin staggers around. ~ - You don't want to THINK about what he's been drinking. + You don't want to THINK about what he's been drinking. ~ 6248 0 0 0 0 0 0 0 -250 E 4 19 7 0d0+40 1d2+0 @@ -607,7 +607,7 @@ A hungry warg stands here, growling at you. ~ The goblins sometimes ride wargs, and maybe this one is trained as a mount. You only know that the white fangs it now shows as it sees you approaching look -very sharp. +very sharp. ~ 104 0 0 0 0 0 0 0 -350 E 5 19 7 1d1+50 1d2+0 @@ -619,7 +619,7 @@ mold~ the green mold~ A peculiar green mold looks at you from the wall. ~ - Looks at you? Molds don't usually have EYES! But this one does. + Looks at you? Molds don't usually have EYES! But this one does. ~ 196682 0 0 0 0 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -636,7 +636,7 @@ orc~ the orc~ An Orc guards the caves here. ~ - He is not as large as the usual Orc, probably half a goblin. + He is not as large as the usual Orc, probably half a goblin. ~ 6250 0 0 0 0 0 0 0 -400 E 6 18 6 1d1+60 1d2+1 @@ -648,7 +648,7 @@ goblin~ the goblin~ A goblin miner chips away at the mountains' stony innards. ~ - He doesn't seem to be in the best of spirits. It's been a long day. + He doesn't seem to be in the best of spirits. It's been a long day. ~ 6248 0 0 0 0 0 0 0 -250 E 5 19 7 1d1+50 1d2+0 @@ -660,7 +660,7 @@ stalker~ the Stalker~ The invisible stalker is, fortunately, not after you. ~ - You can't see him. + You can't see him. ~ 239704 0 0 0 590076 0 0 0 -1000 E 33 9 -9 6d6+330 5d5+5 @@ -673,7 +673,7 @@ kobold~ the kobold~ A kobold slave hauls rubble for the goblins. ~ - He is always looking for a way to escape. + He is always looking for a way to escape. ~ 76 0 0 0 0 0 0 0 -100 E 4 19 7 0d0+40 1d2+0 @@ -685,7 +685,7 @@ goblin~ the goblin~ A goblin miner rests here, out of his master's sight. ~ - He is not too tired to kill you with that big nasty pick. + He is not too tired to kill you with that big nasty pick. ~ 6250 0 0 0 0 0 0 0 -250 E 5 19 7 1d1+50 1d2+0 @@ -697,7 +697,7 @@ mimic boulder~ the mimic~ A great boulder nearly blocks the tunnel. ~ - Where did that thing come from? It didn't just MOVE, did it? Hmmm... + Where did that thing come from? It didn't just MOVE, did it? Hmmm... ~ 196618 0 0 0 0 0 0 0 -10 E 14 16 1 2d2+140 2d2+2 @@ -710,7 +710,7 @@ the goblin~ A goblin slave driver supervises the miners and cracks his whip! ~ He lashes fiercely at you with that great whip when he sees you in his mine -tunnels. +tunnels. ~ 6252 0 0 0 0 0 0 0 -800 E 8 18 5 1d1+80 1d2+1 @@ -724,7 +724,7 @@ the human slave~ An Ofintine works as a goblin slave, with no hope of escape. ~ The goblins captured him in a raid and now work him to death in their huge -mines. +mines. ~ 72 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -737,7 +737,7 @@ the human slave~ An Ofintine works as a goblin slave, with no hope of escape. ~ The goblins captured her in a raid and now work her to death in their huge -mines. +mines. ~ 72 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -749,7 +749,7 @@ goblin blacksmith~ the goblin blacksmith~ Wielding two great hammers, the goblin smith toils at his forge. ~ - His knotted, iron-hard muscles attest to long hours at the anvil. + His knotted, iron-hard muscles attest to long hours at the anvil. ~ 6250 0 0 0 0 0 0 0 -800 E 8 18 5 1d1+80 1d2+1 @@ -762,7 +762,7 @@ the goblin~ A goblin pumps the great forge-bellows here. ~ He works at a furious pace as the overseer cracks his whip, to keep the -goblins' iron furnace white-hot. +goblins' iron furnace white-hot. ~ 6248 0 0 0 0 0 0 0 -250 E 5 19 7 1d1+50 1d2+0 @@ -774,7 +774,7 @@ kobold slave~ the kobold slave~ A kobold shuffles quickly about, carrying iron ore and lime. ~ - He avoids the whip nimbly as he feeds the roaring furnace. + He avoids the whip nimbly as he feeds the roaring furnace. ~ 76 0 0 0 0 0 0 0 -100 E 4 19 7 0d0+40 1d2+0 @@ -787,7 +787,7 @@ the hill giant~ A hill giant `encourages' the slaves with a huge flint-studded whip. ~ He is not very bright, as few giants are, and might think you work here if -you stay much longer. Like any evil giant, he loves causing pain. +you stay much longer. Like any evil giant, he loves causing pain. ~ 6378 0 0 0 0 0 0 0 -900 E 12 16 2 2d2+120 2d2+2 @@ -799,7 +799,7 @@ mimic pig iron~ the mimic~ A glowing iron pig cools in the sand, away from the others. ~ - This iron pig seems to be chuckling softly. Odd. + This iron pig seems to be chuckling softly. Odd. ~ 196618 0 0 0 0 0 0 0 -10 E 14 16 1 2d2+140 2d2+2 @@ -811,7 +811,7 @@ ogre~ the ogre~ A large ogre trudges about, pushing boulders that must weigh tons. ~ - He looks very strong. + He looks very strong. ~ 6346 0 0 0 0 0 0 0 -900 E 12 16 2 2d2+120 2d2+2 @@ -824,7 +824,7 @@ an Elf~ An Elven hunter stalks goblins here. ~ He, like you, has crept into Goblin-Town to hunt goblins. Seems as though he -is doing a good job of it, so why not let him continue? +is doing a good job of it, so why not let him continue? ~ 2392 0 0 0 1048688 0 0 0 1000 E 6 18 6 1d1+60 1d2+1 @@ -849,7 +849,7 @@ troll guard~ the troll guard~ A huge troll of the Olog-Hai stands guard here. ~ - Oh dear! Time to leave the way you came in! + Oh dear! Time to leave the way you came in! ~ 6378 0 0 0 0 0 0 0 -900 E 12 16 2 2d2+120 2d2+2 @@ -867,7 +867,7 @@ A large Orc stands here, looking for dinner. ~ Offering him a waybread was a BAD idea, you now think. Orcs don't like elves very much. Well, they do like elves dead. In fact, they like almost any meat. -You probably look like a tasty meal. +You probably look like a tasty meal. ~ 108 0 0 0 0 0 0 0 -800 E 8 18 5 1d1+80 1d2+1 @@ -880,7 +880,7 @@ the living wall~ A section of stone wall has many treasures embedded in it. ~ You have heard of walls that came alive by wicked sorcery and absorb great -treasures within their magical masonry. +treasures within their magical masonry. ~ 253978 0 0 0 16 0 0 0 -750 E 33 9 -9 6d6+330 5d5+5 @@ -892,7 +892,7 @@ mimic chest~ the mimic~ A fine iron-bound chest would catch any cabinetmaker's eye. ~ - The chest was truly the work of a master carpenter. + The chest was truly the work of a master carpenter. ~ 196618 0 0 0 0 0 0 0 -10 E 14 16 1 2d2+140 2d2+2 @@ -904,7 +904,7 @@ goblin moragd~ Moragd the Goblin~ Moragd the Goblin stands here. ~ - Moragd is a great goblin warrior, son of Gorgh the Knob-headed. + Moragd is a great goblin warrior, son of Gorgh the Knob-headed. ~ 6378 0 0 0 0 0 0 0 -900 E 12 16 2 2d2+120 2d2+2 @@ -917,7 +917,7 @@ Gorgh the Goblin~ Gorgh the Knob-Headed stands here. ~ Gorgh, father of Moragd , is the greatest goblin warrior yet to taint this -world. +world. ~ 6378 0 0 0 0 0 0 0 -900 E 12 16 2 2d2+120 2d2+2 @@ -929,7 +929,7 @@ goblin Khos~ Khos the Goblin~ Khos the Greatnosed stands here. ~ - Khos, Gorgh, and Moragd are the three best soldiers of the Great Goblin. + Khos, Gorgh, and Moragd are the three best soldiers of the Great Goblin. ~ 6378 0 0 0 0 0 0 0 -900 E 12 16 2 2d2+120 2d2+2 @@ -941,7 +941,7 @@ goblin~ the goblin~ A goblin warrior stands here. ~ - Ugly, slime-green, and bull-strong. + Ugly, slime-green, and bull-strong. ~ 6248 0 0 0 0 0 0 0 -400 E 6 18 6 1d1+60 1d2+1 @@ -955,7 +955,7 @@ Thrash the Ogre Mercenary guards the Great Goblin. ~ You are sure you have seen Thrash before, somewhere. Maybe he was in the Grunting Boar the other day with Pippin. Anyway, the Great Goblin has hired him -as a bodyguard. +as a bodyguard. ~ 6254 0 0 0 16 0 0 0 -900 E 27 11 -6 5d5+270 4d4+4 @@ -969,8 +969,8 @@ Throm the Giant~ Throm the Giant guards the Great Goblin. ~ You are sure you have seen Throm before, somewhere. Maybe he was at the -weapon shop the other day? Anyway, the Great Goblin has hired this reknowned -giant to guard his person. +weapon shop the other day? Anyway, the Great Goblin has hired this renowned +giant to guard his person. ~ 6254 0 0 0 16 0 0 0 -900 E 23 13 -3 4d4+230 3d3+3 @@ -987,7 +987,7 @@ Tarus~ Tarus the Swordpupil guards the Great Goblin. ~ You are sure you have seen Tarus before, perhaps on BluemageMUD. This sturdy -human is one of the Great Goblin's bodyguards. +human is one of the Great Goblin's bodyguards. ~ 6254 0 0 0 16 0 0 0 -900 E 23 13 -3 4d4+230 3d3+3 @@ -1001,7 +1001,7 @@ The Great Goblin sees you and calls his guards! ~ His head is bigger than any goblin's you have seen, and he is quite proud of it. This goblin is quite strong, and quite ugly, and has quite a few guards -around him. Kill him, and King Korbor will repay you handsomely. +around him. Kill him, and King Korbor will repay you handsomely. ~ 6254 0 0 0 0 0 0 0 -990 E 17 15 0 3d3+170 2d2+2 diff --git a/lib/world/mob/288.mob b/lib/world/mob/288.mob index 00000cf..ef26790 100644 --- a/lib/world/mob/288.mob +++ b/lib/world/mob/288.mob @@ -3,7 +3,7 @@ poor mudder~ a poor mudder~ A poor mudder wanders, lost in this place. ~ - You will become him if you are not careful. + You will become him if you are not careful. ~ 76 0 0 0 0 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -16,7 +16,7 @@ star~ a beautiful star~ A beautiful white star smiles at you. ~ - You can't tell what the star looks like, she is too bright! + You can't tell what the star looks like, she is too bright! ~ 10 0 0 0 0 0 0 0 500 E 28 11 -6 5d5+280 4d4+4 @@ -28,7 +28,7 @@ nebula young~ a young nebula~ A young nebula is waiting to become a star. ~ - It hasn't got a definite shape, it is just a cloud of mist. + It hasn't got a definite shape, it is just a cloud of mist. ~ 72 0 0 0 0 0 0 0 200 E 28 11 -6 5d5+280 4d4+4 @@ -53,7 +53,7 @@ a red supergiant~ An enormous, red supergiant is forced to protect the galaxy. ~ You notice the giant is not as tough as his name sounds ... Still he can be -very powerful. +very powerful. ~ 138 0 0 0 0 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -63,10 +63,10 @@ E #28806 white dwarf~ a white dwarf~ -A tiny white dwarf is trying to sneak away from duty. +A tiny white dwarf is trying to sneak away from duty. ~ - Like the red giant, he is also appointed to stand guard for the galaxy. -But somehow he manages to escape. Though tiny, it can take a lot of hits! + Like the red giant, he is also appointed to stand guard for the galaxy. +But somehow he manages to escape. Though tiny, it can take a lot of hits! ~ 76 0 0 0 0 0 0 0 0 E 31 10 -8 6d6+310 5d5+5 @@ -79,7 +79,7 @@ a horsehead nebula~ A huge nebula is here, resembling a horsehead. ~ You can only make out its shape from the darkness. He was cursed to stay in -here and his face may never be seen by anyone again. +here and his face may never be seen by anyone again. ~ 10 0 0 0 1572864 0 0 0 -1000 E 28 11 -6 5d5+280 4d4+4 @@ -92,7 +92,7 @@ poor Andromeda~ The poor Andromeda is chained to the wall, suffering ... ~ She was once a princess of beauty. However, her beauty has led to a -Goddess's jealousy and she has to suffer here endlessly until Perseus comes. +Goddess's jealousy and she has to suffer here endlessly until Perseus comes. ~ 26 0 0 0 0 0 0 0 1000 E 28 11 -6 5d5+280 4d4+4 @@ -102,11 +102,11 @@ E #28809 hercules~ the mighty Hercules~ -The Mighty Hercules is working hard on his extra Labours for the Gods. +The Mighty Hercules is working hard on his extra Labors for the Gods. ~ - He has been put to do the Ten Labours -- ten impossible tasks, by Hera, the + He has been put to do the Ten Labors -- ten impossible tasks, by Hera, the queen goddess, who disliked him. But he finished them all and at the end was -granted immortality. He is a very brave and strong fighter. +granted immortality. He is a very brave and strong fighter. ~ 10 0 0 0 0 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -118,7 +118,7 @@ pegasus~ the wild Pegasus~ The wild pegasus is grazing peacefully. ~ - It is the legendary horse with wings on its back. + It is the legendary horse with wings on its back. ~ 138 0 0 0 0 0 0 0 300 E 32 10 -9 6d6+320 5d5+5 @@ -132,7 +132,7 @@ Orion is still hunting for Scorpio. ~ He is the legendary hunter who almost defeated Taurus the bull, but got killed by Scorpio. The gods put them both up as constellations but one appears -on one side of the sky and the other the other side so they will never meet. +on one side of the sky and the other the other side so they will never meet. ~ 74 0 0 0 0 0 0 0 300 E 30 10 -8 6d6+300 5d5+5 @@ -145,7 +145,7 @@ the Pleiades~ The Pleiades are here, weeping for the loss of their sisters. ~ These are the seven sisters of the Myths, and as for why they are here, no -one knows; even the Gods themselves have forgotten. +one knows; even the Gods themselves have forgotten. ~ 10 0 0 0 0 0 0 0 300 E 31 10 -8 6d6+310 5d5+5 @@ -159,7 +159,7 @@ The gigantic Head of Draco lurks out from beneath and prepares to roast you. ~ This evil-looking head is even larger than a giant. He is the last guardian before entering the inner galaxy. His neck is flexing in a random fashion so -hitting the head is certainly not easy. +hitting the head is certainly not easy. ~ 10 0 0 0 16 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -174,7 +174,7 @@ A baby draco is crawling on the Draco's body. ~ You see a tiny creature which looks like a dragon except that its body resembles a snake. Gosh, is this a draco, you wonder, is this the thing we are -on now? +on now? ~ 204 0 0 0 0 0 0 0 -700 E 29 11 -7 5d5+290 4d4+4 @@ -188,7 +188,7 @@ Aries~ Aries is sitting here, welcoming you. ~ You see a white goat here, the first guardian of the Zodiac, also the ruler -of Spring. He looks as if he is expecting you. +of Spring. He looks as if he is expecting you. ~ 10 0 0 0 0 0 0 0 700 E 33 9 -9 6d6+330 5d5+5 @@ -203,7 +203,7 @@ Taurus wants to leave, but has been forced to stay as a guardian here. ~ You see a wild-looking bull with a bad temper. He is well-built and looks like he can fight well ... Indeed he has fought with Orion before and -survived. +survived. ~ 10 0 0 0 16 0 0 0 -100 E 30 10 -8 6d6+300 5d5+5 @@ -217,7 +217,7 @@ Gemini~ Gemini is looking for his brother; have you seen him? ~ As soon as you see him you know that he is the most perfect man you have -seen. You can't find any imperfections on him. +seen. You can't find any imperfections on him. ~ 74 0 0 0 0 0 0 0 1000 E 32 10 -9 6d6+320 5d5+5 @@ -230,8 +230,8 @@ gemini~ Gemini~ Gemini is hiding from his brother, grinning evilly at you. ~ - As soon as you see him you see the most imperfect man you have ever seen. -How can there be such a contrast? You wonder ... + As soon as you see him you see the most imperfect man you have ever seen. +How can there be such a contrast? You wonder ... ~ 238 0 0 0 16 0 0 0 -1000 E 32 10 -9 6d6+320 5d5+5 @@ -246,7 +246,7 @@ Cancer the crab is here, hoarding the treasure away from you. ~ You see a gigantic crab (YES, it is bigger than you! ) with a crushed shell. Legend is that he was crushed by Hercules when he was sent by Hera to -kill him. So Hera made Cancer a constellation for his work. +kill him. So Hera made Cancer a constellation for his work. ~ 74 0 0 0 0 0 0 0 0 E 31 10 -8 6d6+310 5d5+5 @@ -260,8 +260,8 @@ Leo~ Leo the lion is roaring at you, ready for a strike! ~ His metallic skin means that he could be the one which was killed by -Hercules during his first Labour. His skin is so weapon-proof that Hercules -had to use his bare hands to tear the lion into two from its mouth! +Hercules during his first Labor. His skin is so weapon-proof that Hercules +had to use his bare hands to tear the lion into two from its mouth! ~ 106 0 0 0 16 0 0 0 -100 E 30 10 -8 6d6+300 5d5+5 @@ -276,7 +276,7 @@ Virgo is sitting here, winking at you suggestively ... you are alarmed! ~ From what you have seen, you now realize that legends are legends, and Virgo may not be the maid of chastity and purity at all! But still she looks -gorgeous and is waiting for your first move, whatever it is ... +gorgeous and is waiting for your first move, whatever it is ... ~ 74 0 0 0 0 0 0 0 1000 E 29 11 -7 5d5+290 4d4+4 @@ -289,8 +289,8 @@ libra~ Libra~ Libra, the fair and just, is staring at you, weighing up the sins of your past. ~ - He is a wise old man and can see people's thoughts through their eyes.... -Now all he can see from you is greed and bloodshed. + He is a wise old man and can see people's thoughts through their eyes.... +Now all he can see from you is greed and bloodshed. ~ 74 0 0 0 0 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -304,7 +304,7 @@ Scorpio~ Scorpio is moving his tail towards you, waiting to put an end to some mortals. ~ Ever since he killed Orion in the myths, he has been punished by having -Sagittarius' arrow aimed at his heart forever. +Sagittarius' arrow aimed at his heart forever. ~ 10 0 0 0 16 0 0 0 -200 E 30 10 -8 6d6+300 5d5+5 @@ -317,7 +317,7 @@ sagittarius~ Sagittarius~ Sagittarius the centaur is waiting to let go of his well aimed arrow ... ~ - He is a centaur and a well trained archer. No one can escape his arrows. + He is a centaur and a well trained archer. No one can escape his arrows. ~ 74 0 0 0 0 0 0 0 1000 E @@ -333,7 +333,7 @@ Capricorn is here, feeling bored ... he wants a fight! ~ You see a mean-looking ram here. He used to be a fierce fighter in the ancient war but now the gods have decided to put him here, to live out the rest -of his days in peace. +of his days in peace. ~ 74 0 0 0 0 0 0 0 700 E 33 9 -9 6d6+330 5d5+5 @@ -347,7 +347,7 @@ Aquarius~ The beautiful Aquarius is standing here, holding THE vessel. ~ The pretty Water Bearer is smiling at you, you think you'd better give her a -hand with holding the vessel. +hand with holding the vessel. ~ 74 0 0 0 0 0 0 0 1000 E 32 10 -9 6d6+320 5d5+5 @@ -361,7 +361,7 @@ Pisces the mermaid~ Pisces the mermaid is sitting here, waiting for your help. ~ She has been forced to serve her husband, who had been cursed to turn into a -fish and she deserves your pity. +fish and she deserves your pity. ~ 74 0 0 0 0 0 0 0 1000 E 28 11 -6 5d5+280 4d4+4 @@ -374,8 +374,8 @@ pisces fish~ Pisces the fish~ Pisces the fish, is jealous of your approach... ~ - He was once a very handsome man but now has turned into an ugly big fish. -So he becomes jealous of any living thing which is more handsome than him. + He was once a very handsome man but now has turned into an ugly big fish. +So he becomes jealous of any living thing which is more handsome than him. ~ 106 0 0 0 0 0 0 0 -1000 E 32 10 -9 6d6+320 5d5+5 @@ -389,7 +389,7 @@ Ursa Major the bear~ Ursa Major the bear is the last defense against any intruders. ~ The Huge Bear which resides in the northern skies is here. You think you'd -better turn back. At least you have got a chance of survival. +better turn back. At least you have got a chance of survival. ~ 10 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -416,7 +416,7 @@ Cepheus the King~ Cepheus, the king of the Universe, is sitting on his throne. ~ He is the King of Might as well as of the Universe. You suddenly feel very -weak and useless in front of him. +weak and useless in front of him. ~ 10 0 0 0 0 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -432,7 +432,7 @@ Polaris, the polar star, who commands the whole Universe, stands before you! He is the Master of the Universe, (NOT He-Man! ), the most powerful! Even the King and the Queen obey him. As you look at him you notice he is actually a STAR, with dazzling bright light ... Maybe you shouldn't have come here at -all? +all? ~ 10 0 0 0 20 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/289.mob b/lib/world/mob/289.mob index 69b748c..017de9f 100644 --- a/lib/world/mob/289.mob +++ b/lib/world/mob/289.mob @@ -5,8 +5,8 @@ Farlenian the soldier stands and watches quietly. ~ Farlenian is a dark-haired, blue-eyed man with an extremely grave expression drawn upon his face. He wears a bright blue set of overalls, with some -protective layers of leather overtop and a white cloak to round it out. His -crossbow looks well-used and cared for. You think he knows how to use it. +protective layers of leather over top and a white cloak to round it out. His +crossbow looks well-used and cared for. You think he knows how to use it. ~ 10 0 0 0 0 0 0 0 400 E 15 15 1 3d3+150 2d2+2 @@ -20,7 +20,7 @@ A small gerbil is eating some peanuts on a table here. ~ It's a small, well-groomed and well-cared for brown gerbil. Its sniffing around some peanuts quietly, and then promptly shoves the lot of them in its -mouth! +mouth! ~ 138 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -32,9 +32,9 @@ Alerka~ Alerka~ Alerka Bardbane is resting here. ~ - Alerka sneers at you rudely, and ignores you. He looks rather non-descript + Alerka sneers at you rudely, and ignores you. He looks rather nondescript and plain, just an ordinary man taking a break. His knives do not look -ordinary at all, however. +ordinary at all, however. ~ 10 0 0 0 0 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -48,7 +48,7 @@ Drogo the Dwarf is polishing his axe here. ~ Drogo Bloodstain, dwarf at large. He polishes his battle axe with a fervor, more than once licking the blade to put a shine on it. He seems to be having -fun... To each his own. +fun... To each his own. ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -61,7 +61,7 @@ Desslok~ A dark elf stands against the wall, watching. ~ You feel his eyes bore through you for a moment, and then whisk away. He -stands motionless, quietly... Awaiting a proper moment perhaps? +stands motionless, quietly... Awaiting a proper moment perhaps? ~ 10 0 0 0 16 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -73,8 +73,8 @@ dog~ a dog~ A dog sits here, protecting his master. ~ - The dog growls at you as you approach, and his hackles raise menacingly. -You carefully stand back and consider your next move. + The dog growls at you as you approach, and his hackles raise menacingly. +You carefully stand back and consider your next move. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -89,7 +89,7 @@ Airden the Wanderer is taking a break from wandering here. Airden is a tall, skinny human, dressed in simple clothes. He smiles at you and nods hello. The dust on his clothes tells tales of many strange lands and stranger adventures, and for a moment you consider asking him to tell you a -story. +story. ~ 72 0 0 0 0 0 0 0 750 E 9 17 4 1d1+90 1d2+1 @@ -101,8 +101,8 @@ Seemie kid~ Seemie~ A young kid stands out of the way here. ~ - On a second look, this twelve-year old kid seems completely drunk! Hey! -Who gave the kid a drink? + On a second look, this twelve-year old kid seems completely drunk! Hey! +Who gave the kid a drink? ~ 10 0 0 0 0 0 0 0 250 E 7 18 5 1d1+70 1d2+1 @@ -116,7 +116,7 @@ A young woman sits here, a confused expression upon her face. ~ Eshiay seems somewhat pretty, but very confused. She moves a little awkwardly, as if her body doesn't fit her very well. She smiles at you -uncertainly, and then ignores you. +uncertainly, and then ignores you. ~ 10 0 0 0 0 0 0 0 900 E 8 18 5 1d1+80 1d2+1 @@ -130,7 +130,7 @@ Jordo the Engineer is just hanging out here. ~ Jordo's eyes glint viciously as he looks across the room. From the way his hands tighten on his weapon, you can tell that he isn't quite as at ease as he -would like you to believe. +would like you to believe. ~ 10 0 0 0 0 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -143,7 +143,7 @@ a horse~ A horse stands in its stall here, munching on some grain. ~ It's a fairly plain, nondescript horse. Brown hair, brown eyes, quiet and -pretty well-mannered. +pretty well-mannered. ~ 138 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -157,7 +157,7 @@ A waiter rushes by, intent on his business. ~ He looks harried from the way he hastily takes orders and rushes in the back to get food, and to the bar for drinks. He doesn't even spare you a glance as -he passes by. +he passes by. ~ 72 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -171,7 +171,7 @@ A waitress rushes by, intent on her business. ~ She looks harried from the way she hastily takes orders and rushes in the back to get food, and to the bar for drinks. She doesn't even spare you a -glance as she passes by. +glance as she passes by. ~ 72 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -184,9 +184,9 @@ a farmer~ A tired farmer relaxes here, for awhile. ~ The dust and dirt of the land cover this man head to toe. His eyes look -weary, his hands calloused, and those big workboots he's wearing just can't be +weary, his hands calloused, and those big work-boots he's wearing just can't be comfortable. This man is one of the citizenry elite; he feeds the people -through his own hard work. Maybe you should buy him a beer. +through his own hard work. Maybe you should buy him a beer. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -201,7 +201,7 @@ Werith tends bar here, listening but not talking very much. From the size of those arms, this man must've once been a blacksmith. You bet he can more than take on anyone who wants to knock over his wayhouse for a little cash... This man is truly immense. His movements sure, his eyes -keen... You don't think messing with him would be a good idea. +keen... You don't think messing with him would be a good idea. ~ 188426 0 0 0 0 0 0 0 750 E 15 15 1 3d3+150 2d2+2 @@ -215,7 +215,7 @@ A bartender pours a drink while advising his patrons. ~ He nods, smiles, and asks you what you would like to drink. As you decide, he mixes a Franjie Deluxe for the guy down the ways a bit, his hands quickly -and surely spinning the lemon over the sides of the glass. +and surely spinning the lemon over the sides of the glass. ~ 188426 0 0 0 0 0 0 0 200 E 15 15 1 3d3+150 2d2+2 @@ -228,8 +228,8 @@ a chef~ A chef struggles to get the food out quickly. ~ With one hand he fries, with the other he flips the meat over, and with the -other hand he sprinkles some salt into the other hand which is holding... -Hey! Isn't that too many hands? This guy is good. +other hand he sprinkles some salt into the other hand which is holding... +Hey! Isn't that too many hands? This guy is good. ~ 10 0 0 0 0 0 0 0 350 E 10 17 4 2d2+100 1d2+1 @@ -242,7 +242,7 @@ an adventurer~ An adventurer babbles about some monster she killed. ~ Her tales are pretty much full of it, and her equipment sucks. Cannon -fodder. +fodder. ~ 72 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -255,7 +255,7 @@ an adventurer~ An adventurer babbles about some monster he killed. ~ His tales are pretty much full of it, and his equipment sucks. Cannon -fodder. +fodder. ~ 72 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -267,7 +267,7 @@ Marketeer Black woman black-marketeer~ the woman~ A young woman watches the crowd go by. ~ - She seems rather secretive. You wonder what she's hiding. + She seems rather secretive. You wonder what she's hiding. ~ 188426 0 0 0 0 0 0 0 -500 E 15 15 1 3d3+150 2d2+2 @@ -281,7 +281,7 @@ A bartender pours a drink while advising his patrons. ~ He nods, smiles, and asks you what you would like to drink. As you decide, he mixes a Franjie Deluxe for the guy down the ways a bit, his hands quickly -and surely spinning the lemon over the sides of the glass. +and surely spinning the lemon over the sides of the glass. ~ 188426 0 0 0 0 0 0 0 200 E 15 15 1 3d3+150 2d2+2 @@ -295,7 +295,7 @@ A bartender pours a drink while advising his patrons. ~ He nods, smiles, and asks you what you would like to drink. As you decide, he mixes a Franjie Deluxe for the guy down the ways a bit, his hands quickly -and surely spinning the lemon over the sides of the glass. +and surely spinning the lemon over the sides of the glass. ~ 188426 0 0 0 0 0 0 0 200 E 15 15 1 3d3+150 2d2+2 diff --git a/lib/world/mob/290.mob b/lib/world/mob/290.mob index dcb4c34..5208526 100644 --- a/lib/world/mob/290.mob +++ b/lib/world/mob/290.mob @@ -4,7 +4,7 @@ the sea serpent~ A sea serpent swims around here. ~ Looking closely at this creature reveals its large teeth... Heading your -way. +way. ~ 76 0 0 0 1048592 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -16,7 +16,7 @@ lizardman sentry~ the sentry~ A lizardman sentry sentries here. ~ - He seems to be doing a good job sentrying. + He seems to be doing a good job sentrying. ~ 170 0 0 0 16 0 0 0 -150 E 10 17 4 2d2+100 1d2+1 @@ -28,8 +28,8 @@ lizardman wizard~ the wizard~ A lizardman wizard is conjuring here. ~ - This wizard is deeply involved in his conjuring and hasn't noticed you... -Yet. + This wizard is deeply involved in his conjuring and hasn't noticed you... +Yet. ~ 10 0 0 0 0 0 0 0 -200 E 15 15 1 3d3+150 2d2+2 @@ -41,7 +41,7 @@ water elemental~ the water elemental~ A large water elemental is swimming about here. ~ - It seems to be part of the conjuring spell the wizard is casting. + It seems to be part of the conjuring spell the wizard is casting. ~ 42 0 0 0 16 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -54,7 +54,7 @@ the guard~ A lizardman guard is guarding this area from people like you. ~ This Guard is guarding. Obviously he is not doing a good job. This is -proven by the simple fact that you are still here. +proven by the simple fact that you are still here. ~ 14 0 0 0 16 0 0 0 -100 E 12 16 2 2d2+120 2d2+2 @@ -66,7 +66,7 @@ lizardman prince~ the prince~ The lizardman prince glares at you. ~ - His glare is very unnerving. Maybe you should attack him... + His glare is very unnerving. Maybe you should attack him... ~ 14 0 0 0 16 0 0 0 -350 E 13 16 2 2d2+130 2d2+2 @@ -80,7 +80,7 @@ From behind the counter, Mr. Hooper smiles at you. ~ Mr. Hooper is the kind old man that runs this small general store. He tips his head forward and looks over his glasses at you. 'Is there something that -you would like to buy? ', he asks politely. +you would like to buy? ', he asks politely. ~ 188618 0 0 0 16 0 0 0 250 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/291.mob b/lib/world/mob/291.mob index 79fbb77..67b82f7 100644 --- a/lib/world/mob/291.mob +++ b/lib/world/mob/291.mob @@ -5,7 +5,7 @@ The Headless Horseman, riding his nightmare, comes charging down on you. ~ The horseman eternally looks for his missing head. In an ancient military uniform he sits on top of a powerful nightmare. He turns toward you and levels -his sword at your neck, just before he charges. +his sword at your neck, just before he charges. ~ 72 0 0 0 80 0 0 0 -250 E 30 10 -8 6d6+300 5d5+5 @@ -22,7 +22,7 @@ an Elvis Impersonator~ An Elvis Impersonator is hiding behind a potted ficus here. ~ This jumpsuitted throwback likes strutting his stuff. The jumpsuit is -absolutely covered with flashy sequinns. As you look at him, he snaps his +absolutely covered with flashy sequins. As you look at him, he snaps his fingers and points at you as he says, "Thank you. Thank you very much! " ~ 34888 0 0 0 0 0 0 0 0 E @@ -40,7 +40,7 @@ plant ficus rabid~ a Rabid Potted Ficus~ A Rabid Potted Ficus sits here, grooving to the music. ~ - It is a rabid Potted plant. + It is a rabid Potted plant. ~ 72 0 0 0 0 0 0 0 -100 E 10 17 4 2d2+100 1d2+1 @@ -55,11 +55,11 @@ E #29105 Lesser Ghoul~ the Lesser Ghoul~ -A gibbering lesser ghoul is scavaging for his next meal here. +A gibbering lesser ghoul is savaging for his next meal here. ~ It is a little thing, three feet tall at the most. Its warped, green little -body twitches almost uncontrolably as he scans you deciding if it is worth the -risk to try to make you his next meal. +body twitches almost uncontrollably as he scans you deciding if it is worth the +risk to try to make you his next meal. ~ 200 0 0 0 0 0 0 0 -5 E 15 15 1 3d3+150 2d2+2 @@ -74,9 +74,9 @@ E #29106 Goblin~ a Goblin~ -A grey-skinned goblin is prowling around here. +A gray-skinned goblin is prowling around here. ~ - The grey skinned creature is prowling here. He carries a crude club and a + The gray skinned creature is prowling here. He carries a crude club and a nasty expression ~ 2248 0 0 0 0 0 0 0 0 E @@ -92,11 +92,11 @@ E #29107 Crystal Monster~ the Crystal Monster~ -A mosnter made of crystal lurks here, +A monster made of crystal lurks here, ~ - Almost invisible against the rockey backdrop, the rock monster went + Almost invisible against the rocky backdrop, the rock monster went unnoticed until it struck. Made of crystals and minerals it is slow but -powerful. +powerful. ~ 10 0 0 0 4 0 0 0 -290 E 30 10 -8 6d6+300 5d5+5 @@ -115,7 +115,7 @@ a red scorpion scuttles over a rocky patch of ground here. ~ An arachnid about the the size of your two hands put together, the red carapace of this creature provides it with a protective shells while its -stinger drips with a nasty venom. +stinger drips with a nasty venom. ~ 200 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -134,7 +134,7 @@ One of the citadel's doomguard is patrolling the area here. ~ A lumbering, clanking suit of animated platemail is all that makes up the doomguard. Like an invisible man in visible armor it forever walks the halls -of the citadel protecting it from outside threats. +of the citadel protecting it from outside threats. ~ 4168 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -152,7 +152,7 @@ A Clock Guardian lurks here waiting to get the drop on you. ~ You didn't see it until it was almost on top of you. The Clockwork nightmare is in a vaguely humanoid shape. It jerks and quirks as if it is not -totally in control of its own movements. +totally in control of its own movements. ~ 42 0 0 0 4 0 0 0 -50 E 30 10 -8 6d6+300 5d5+5 @@ -171,7 +171,7 @@ The Grim Reaper himself stands here waiting for those who would challenge him ~ This is death himself. The reaper stands as a grim figure. His skeletal hands clutch at his scythe. His bony skull only partially concealed by his -black robe. He looks at you a moment before he attacks. +black robe. He looks at you a moment before he attacks. ~ 40970 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -184,12 +184,12 @@ Int: 15 Wis: 15 E #29113 -zombie legionaire undead~ -an Undead Legionaire~ +zombie legionnaire undead~ +an Undead Legionnaire~ A shambling zombie patrols the area here ~ A walking, rotting corpse. This is one of the mistresses countless thralls. -What they lack in individual strength, they make up for in numbers. +What they lack in individual strength, they make up for in numbers. ~ 36936 0 0 0 0 0 0 0 -50 E 10 17 4 2d2+100 1d2+1 @@ -206,11 +206,11 @@ Suit armor dark stormy knight~ the Dark and Stormy Knight~ A Gigantic Suit of Armor stands here contesting your right to proceed further ~ - This monsterous suit of armor stands over ten feet tall and five feet wide. + This monstrous suit of armor stands over ten feet tall and five feet wide. Four inches thick as its thinnest point, the armor is covered with all form of arcane runes that glow with power, burnishing the dark metal with an unholy green glow that flows from deep within the Doomguard. Who can guess what foul -dwenomers have been placed on this armor to give it its vital force. +dwenomers have been placed on this armor to give it its vital force. ~ 40970 0 0 0 16 0 0 0 -500 E 30 10 -8 6d6+300 5d5+5 @@ -227,9 +227,9 @@ A Greater Ghoul~ the Greater Ghoul~ A Greater ghoul stands on the balcony gnawing on the leg bone of his last victim ~ - A Humanoid mass of massive grey-green muscle and yellowed teeth. Always and -eternaly hungry. He likes to take his victims here to eat in peace. Will you -be his next victim. + A Humanoid mass of massive gray-green muscle and yellowed teeth. Always and +eternally hungry. He likes to take his victims here to eat in peace. Will you +be his next victim. ~ 8268 0 0 0 16 0 0 0 -60 E 30 10 -8 6d6+300 5d5+5 @@ -248,7 +248,7 @@ A short, squat, purple child sits at the foot of Ilian's throne. ~ A Gibbering little delinquent. This child sits amused with childish toys. Playing with rattles or slingshots or tops and the like. It seems content with -its lot in life. +its lot in life. ~ 4106 0 0 0 0 0 0 0 -200 E 25 12 -5 5d5+250 4d4+4 @@ -265,7 +265,7 @@ the Helpless Prisoner~ A helpless prisoner is chained to the wall here. ~ This pathetic individual has not been fed in weeks. He is lean and gaunt -from starvation. He looks at you, pleading for mercy. +from starvation. He looks at you, pleading for mercy. ~ 10 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -283,10 +283,10 @@ Ilian, the mistress of the Void sits on her throne here glaring at you. ~ The mistress of the void stands a full ten feet tall. She personifies the beauty of the night sky. It is a cold, distant beauty, yet awesome in its -vastness and power. Her smooth bone white skin is like flawless porcelain. +vastness and power. Her smooth bone white skin is like flawless porcelain. Her face has a haunting beauty ensculped in her evil. The flowing purple robes she wears are woven with the vastness of space. She sits on her throne, -glaring at you while her children scuttle about her. +glaring at you while her children scuttle about her. ~ 253962 0 0 0 64 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -301,10 +301,10 @@ E #29130 doom doomguard armor~ the doomguard~ -a flawed doomguard in on assingment, patrolling outside the citadel walls here. +a flawed doomguard in on assignment, patrolling outside the citadel walls here. ~ Like an invisible man in visible armor, the animated suit of plate was -relegated to outerpatrol due to its inferior quality. +relegated to outerpatrol due to its inferior quality. ~ 72 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -319,7 +319,7 @@ One of the citadel's doomguard is patrolling the area here. ~ A lumbering, clanking suit of platemail is all that makes up the doomguard. Like an invisible man in visible armor, it forever walks the halls of the -citadel. +citadel. ~ 4168 0 0 0 64 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -335,7 +335,7 @@ Scarlet Fever~ Scarlet Fever~ Scarlet Fever stands here with her hand on her saber ~ - She looks diseased. + She looks diseased. ~ 72 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -353,7 +353,7 @@ A dark-skinned elf is stalking through the forest. ~ It is a dark skinned creature, with all the usual fine refinements associated with their race. His hair is a pale, bone white. He stalks his -prey with a long curved knife. +prey with a long curved knife. ~ 72 0 0 0 65536 0 0 0 -200 E 10 17 4 2d2+100 1d2+1 @@ -370,7 +370,7 @@ Mosquito bug~ a Mosquito~ A bug, one of a swarm flies around here, pestering you. ~ - Its a mosquito, what else do you want. + Its a mosquito, what else do you want. ~ 4106 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -387,7 +387,7 @@ plant venus flytrap~ the Venus Flytrap~ A Large venus flytrap pokes itself out of the vines here. ~ - It is a venus flytrap. What more do you people want? + It is a venus flytrap. What more do you people want? ~ 10 0 0 0 64 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -403,7 +403,7 @@ Band~ the Band~ The Band stands here. ~ - The band is playing a local favorite. + The band is playing a local favorite. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 diff --git a/lib/world/mob/292.mob b/lib/world/mob/292.mob index 121f5cb..0086846 100644 --- a/lib/world/mob/292.mob +++ b/lib/world/mob/292.mob @@ -5,7 +5,7 @@ MouseRider sits on his throne here, his head in his hands. ~ MouseRider is the greatest mortal sage ever. He is also a most troubled man, knowing things you couldn't even guess at. You wonder how he could have -all that knowledge and not want power. +all that knowledge and not want power. ~ 10 0 0 0 0 0 0 0 1000 E 5 19 7 1d1+50 1d2+0 @@ -18,7 +18,7 @@ the Sentinel Beast~ The Sentinel Beast's eyes glow chaotically as it attacks! ~ The Sentinel Beast is somewhat reminiscent of a wolf if you ignore the -multi-colored glowing eyes, the horns, the six inch long claws... +multi-colored glowing eyes, the horns, the six inch long claws... ~ 42 0 0 0 16 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -33,7 +33,7 @@ Leonna, guildmaster of the Mages' Guild of Kerofk, greets you. Leonna seems to be a nice, fun-loving woman. Obviously she became guildmaster due more to her personality than her wizardly power. Her powers are no small matter, however; she is still one of the best mages in the city. - + ~ 10 0 0 0 0 0 0 0 700 E 24 12 -4 4d4+240 4d4+4 @@ -60,7 +60,7 @@ Seobagn~ The Thieves' Guildmaster, Seobagn, watches you with narrowed eyes. ~ Seobagn snickers at you while he spins a coin around his fingers with -practised ease. You wonder if its your coin. +practised ease. You wonder if its your coin. ~ 10 0 0 0 0 0 0 0 -800 E 24 12 -4 4d4+240 4d4+4 @@ -73,7 +73,7 @@ the Bartender~ The Bartender pours drinks several at a time to keep up with the rush. ~ The Bartender looks harried as he tries to keep up with several different -orders at the same time. Maybe you should bother him later... +orders at the same time. Maybe you should bother him later... ~ 188426 0 0 0 0 0 0 0 250 E 14 16 1 2d2+140 2d2+2 @@ -87,7 +87,7 @@ The barmaids rush about delivering drinks and taking orders. ~ The barmaid looks at you with a tired glance as she struggles to keep up with the thirsty populace. 'What do you want? ' she asks while pulling out an -order pad. +order pad. ~ 138 0 0 0 0 0 0 0 100 E 5 19 7 1d1+50 1d2+0 @@ -111,7 +111,7 @@ lucky gambler~ the Gambler~ A lucky gambler is here, striking it rich! ~ - The lucky gambler looks at you and snickers. Poor Boy! + The lucky gambler looks at you and snickers. Poor Boy! ~ 14 0 0 0 0 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -124,7 +124,7 @@ the Dealer~ The dealer sets out a new hand for all to play. ~ The dealer looks at you flatly and says, 'Are you in or out? ' He really -doesn't seem to care one way or another. +doesn't seem to care one way or another. ~ 10 0 0 0 0 0 0 0 200 E 23 13 -3 4d4+230 3d3+3 @@ -136,8 +136,8 @@ Ben Benzaldehyde~ Ben~ Ben counts his money, ignoring you completely. ~ - Benzaldehyde is a big man, reminding you of some elephants you've seen. -His eyes light up while he counts his money--a man possessed by his greed. + Benzaldehyde is a big man, reminding you of some elephants you've seen. +His eyes light up while he counts his money--a man possessed by his greed. ~ 138 0 0 0 0 0 0 0 -785 E 24 12 -4 4d4+240 4d4+4 @@ -150,7 +150,7 @@ the Shopkeeper~ The shopkeeper smiles at you as you enter her store. ~ The shopkeeper here is the legendary Bob's wife Ginger. She welcomes you to -her establishment and invites you to browse as long as you wish. +her establishment and invites you to browse as long as you wish. ~ 188426 0 0 0 0 0 0 0 900 E 23 13 -3 4d4+230 3d3+3 @@ -164,7 +164,7 @@ An unlucky gambler struggles to hold back tears as his money disappears. ~ The unlucky gambler just doesn't say a word, he just keeps putting the money down, hoping to at least break even. It doesn't even look like he's got a -chance. +chance. ~ 14 0 0 0 0 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -178,7 +178,7 @@ A citizen is here, debating politics with anyone who will listen. ~ The citizen seems very upset about something. You're not sure exactly what, but he seems anxious to tell you. The more he talks, the more your attention -wanders until you're ready to go. +wanders until you're ready to go. ~ 138 0 0 0 0 0 0 0 350 E 8 18 5 1d1+80 1d2+1 @@ -188,10 +188,10 @@ E #29214 receptionist wife~ the Receptionist~ -The receptionst smiles and offers you a room. +The receptionist smiles and offers you a room. ~ Myrama is all smiles as you look at her. She is bright, witty, and the only -reason why Kell is so successful. Myrama is truly marvelous! +reason why Kell is so successful. Myrama is truly marvelous! ~ 10 0 0 0 0 0 0 0 1000 E 5 19 7 1d1+50 1d2+0 @@ -205,7 +205,7 @@ The herbalist is here, reading to her plants. ~ The herbalist is an ancient woman, but she still seems spry and sharp-minded when it comes to plants. You've no doubt this woman is an expert in her field. - + ~ 188426 0 0 0 0 0 0 0 500 E 23 13 -3 4d4+230 3d3+3 @@ -218,7 +218,7 @@ the Lawyer~ The lawyer is here, ready to lie his tongue out. ~ The lawyer looks at you, ready to spot anything he can sue you for. This -has got to be one of the most loathesome mobs in the whole mud! +has got to be one of the most loathsome mobs in the whole mud! ~ 138 0 0 0 0 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -233,7 +233,7 @@ The secretary pops his gum and asks you what you want. The secretary is a bored, out-of-place looking man, until you spot the hidden daggers in his sleeve, boot, shirt, down his back, etc. (not too good at hiding them, is he? ). Obviously, this man is here more to protect the -mayor than to do office work. +mayor than to do office work. ~ 10 0 0 0 0 0 0 0 0 E 24 12 -4 4d4+240 4d4+4 @@ -247,7 +247,7 @@ Mayor Kell greets you into his office with a welcoming hand. ~ The mayor seems happy to see you, even though you interrupted his putting practice. He sits you down, offers you a drink, and asks what he can do for -you. +you. ~ 10 0 0 0 0 0 0 0 1000 E 5 19 7 1d1+50 1d2+0 @@ -261,7 +261,7 @@ The Council Guards look ready to rip you apart if you disturb the meeting. ~ The Council Guards are impressive. As you look upon their pikes and plate armor, a little part of your brain start screaming about how you'd be crazy to -mess with them. +mess with them. ~ 10 0 0 0 16 0 0 0 0 E 23 13 -3 4d4+230 3d3+3 @@ -273,7 +273,7 @@ council members~ the Council Member~ The council member looks quite upset as you interrupt them! ~ - The council member is not just another politician... He can fight, too! + The council member is not just another politician... He can fight, too! ~ 138 0 0 0 0 0 0 0 350 E @@ -286,8 +286,8 @@ jailer~ the Jailer~ The jailer reads his newspaper while sitting in his chair. ~ - The jailer looks bored, as if he was in a Fortran class. That bored... -Really! + The jailer looks bored, as if he was in a Fortran class. That bored... +Really! ~ 10 0 0 0 0 0 0 0 100 E 10 17 4 2d2+100 1d2+1 @@ -300,7 +300,7 @@ the Prisoner~ A prisoner here has given up all hopes of escape. ~ The prisoner looks up at you weakly and mumbles, 'I am not a number! ' He -gasps and looks dejected again. +gasps and looks dejected again. ~ 10 0 0 0 0 0 0 0 -500 E 5 19 7 1d1+50 1d2+0 @@ -313,7 +313,7 @@ the Innguard~ A innguard is here, ready to fight off some marauding hordes. ~ The innguard looks fearless and ready to defend the patrons of the Fortress -at a moments notice. +at a moments notice. ~ 10 0 0 0 0 0 0 0 600 E 25 12 -5 5d5+250 4d4+4 @@ -325,8 +325,8 @@ Jenk~ Jenk~ Jenk is here, ready to sell you anything! ~ - Jenk is a lowdown no good shopkeeper who'll sell anything to make a gold! -He's corrupt, greedy, and you're kind of man! + Jenk is a lowdown no good shopkeeper who'll sell anything to make a gold! +He's corrupt, greedy, and you're kind of man! ~ 188426 0 0 0 0 0 0 0 -500 E 25 12 -5 5d5+250 4d4+4 @@ -339,7 +339,7 @@ the Black Marketeer~ The black marketeer is here ready to sell you anything you want. ~ The black marketeer has set up shop in Jenk's place to sell just what you -need... Now what is it that you need? +need... Now what is it that you need? ~ 10 0 0 0 0 0 0 0 -750 E 25 12 -5 5d5+250 4d4+4 @@ -353,7 +353,7 @@ A priest is here, performing his absolutions. ~ The priest looks like a kindly man who has seen too much suffering for one life. He now devotes his life to XXXX, hoping to one day ascend to -immortality. +immortality. ~ 254090 0 0 0 80 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -367,7 +367,7 @@ the High Priest~ The High Priest is here, glowing with the benevolence of AO. ~ The High Priest will be ascending to XXXX soon, and now his entire body -glows with the same light as his soul. +glows with the same light as his soul. ~ 16394 0 0 0 0 0 0 0 1000 E 24 12 -4 4d4+240 4d4+4 @@ -380,7 +380,7 @@ the Sergeant~ The recruiting sergeant tries to make you sign his forms. ~ The recruiting sergeant has seen the world. Now he's trying to make you do -the same. ARGH!!! Resist! Resist!! +the same. ARGH!!! Resist! Resist!! ~ 253962 0 0 0 80 0 0 0 0 E 23 13 -3 4d4+230 3d3+3 @@ -394,7 +394,7 @@ the Captain~ The Captain of the Guard salutes you with his epee. ~ The Captain has a true love of civilized fighting. He raises his eyebrow to -you... Shall we have a go at it? +you... Shall we have a go at it? ~ 10 0 0 0 0 0 0 0 200 E 25 12 -5 5d5+250 4d4+4 @@ -407,7 +407,7 @@ the Beggar~ A beggar sits here, waiting for handouts. ~ The beggar looks up at you with sad eyes. However, you notice something -shiny clenched in his hand... What is he hiding? +shiny clenched in his hand... What is he hiding? ~ 200 0 0 0 0 0 0 0 900 E 5 19 7 1d1+50 1d2+0 @@ -420,7 +420,7 @@ the Citizen~ A citizen is here, waiting in line. ~ The citizen looks at you with a flat stare. You can see he's wondering if -you'll butt in line. +you'll butt in line. ~ 10 0 0 0 0 0 0 0 100 E 9 17 4 1d1+90 1d2+1 @@ -433,7 +433,7 @@ the Citizen~ A citizen of Kerofk is here, going about his business. ~ This citizen really doesn't have time to fool around with adventurers; he -has too much to do. +has too much to do. ~ 72 0 0 0 0 0 0 0 100 E 9 17 4 1d1+90 1d2+1 @@ -445,7 +445,7 @@ militia guard~ the Militia Man~ A militia guard is here keeping the peace. ~ - The militia guardsman looks very well trained, for a citizen. + The militia guardsman looks very well trained, for a citizen. ~ 72 0 0 0 0 0 0 0 500 E 13 16 2 2d2+130 2d2+2 @@ -459,7 +459,7 @@ Kervin the wandering mage is well, ...wandering here. ~ Kervin is very odd looking.... He has a big unkempt shock of white hair that stick straight up and wears an electric blue robe to hide the rest of his -features. +features. ~ 72 0 0 0 16 0 0 0 700 E 25 12 -5 5d5+250 4d4+4 @@ -485,7 +485,7 @@ the Bright Light~ A bright shining light here nearly blinds you! ~ You try to look closer at the light and nearly burn your retinas clear off. -That wasn't too bright now, was it? +That wasn't too bright now, was it? ~ 42 0 0 0 16 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -497,7 +497,7 @@ guardian wisp~ the Guardian Wisp~ Some guardian wisps here attack! ~ - The wisp is made up of clammy, misty air, and a bad attitude. + The wisp is made up of clammy, misty air, and a bad attitude. ~ 42 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -510,7 +510,7 @@ the Orb~ The orb glows with a pure white light. ~ The orb is pure crystal and shines with a bright aura. This is surely the -object of your quest! +object of your quest! ~ 10 0 0 0 16 0 0 0 1000 E 28 11 -6 5d5+280 4d4+4 @@ -523,7 +523,7 @@ the Liche~ The liche that was MouseRider curses you horribly! ~ This liche was once the troubled MouseRider. Now he has finally lunged for -power and achieved it, making him immortal. Will you be able to stop him? +power and achieved it, making him immortal. Will you be able to stop him? ~ 10 0 0 0 0 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -536,7 +536,7 @@ the Storm Demon~ The storm demons attack on the Liche's order! ~ The demons are spindly with great bats wings and glowing blue eyes. They -are twisted things not of nature. They attack! +are twisted things not of nature. They attack! ~ 42 0 0 0 16 0 0 0 -900 E 10 17 4 2d2+100 1d2+1 @@ -549,7 +549,7 @@ Tiersten~ Tiersten looks at you with angry eyes and bared fangs! ~ Tiersten, the patriarch of this odd, odd, family, turns out to be a vampire. -And a demonologist to boot! He growls incoherently at you as he attacks! +And a demonologist to boot! He growls incoherently at you as he attacks! ~ 10 0 0 0 16 0 0 0 -1000 E 24 12 -4 4d4+240 4d4+4 @@ -562,7 +562,7 @@ the Edimmu~ A mist-like being stabs at you with a tendril! ~ There doesn't seem to be much to look at, besides the coiling mist attacking -you! +you! ~ 42 0 0 0 1048596 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -574,8 +574,8 @@ Sosivia~ Sosivia~ Sosivia stands here, lost in daydreams. ~ - Sosivia struggles to hold onto her artist's soul, in spite of her family. -She is a beautiful woman that you wish you could take away from all this. + Sosivia struggles to hold onto her artist's soul, in spite of her family. +She is a beautiful woman that you wish you could take away from all this. ~ 26 0 0 0 0 0 0 0 1000 E 12 16 2 2d2+120 2d2+2 @@ -589,7 +589,7 @@ Celia sneers at you...Sneer! Sneer! ~ Celia is Talbot and Korino's sister, and Sosivia's mother. She is the head of the household as far as you can tell, and leeches onto the power with a -death-grip. What a horrible woman! +death-grip. What a horrible woman! ~ 14 0 0 0 0 0 0 0 -600 E 16 15 0 3d3+160 2d2+2 @@ -602,7 +602,7 @@ Talbot~ Talbot spars with his brother Korino here. ~ Talbot has a permanent sneer on his face. He barely glances at you as he -beats his brother's sword back to take a vicious swipe... +beats his brother's sword back to take a vicious swipe... ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -615,7 +615,7 @@ Korino~ Korino spars with his brother Talbot here. ~ Korino looks at you with barely disguised contempt as he parries Talbot's -blow and ripostes around... +blow and ripostes around... ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -628,7 +628,7 @@ Bungle Fleecem~ Bungle Fleecem, esquire, looks at you expectantly. ~ He smiles, leans back, and tries to look bored to cover that vulturous -attitude. He doesn't quite succeed; he IS a lawyer, after all. +attitude. He doesn't quite succeed; he IS a lawyer, after all. ~ 138 0 0 0 0 0 0 0 -600 E 14 16 1 2d2+140 2d2+2 @@ -638,10 +638,10 @@ E #29248 digger gravedigger~ the gravedigger~ -A gravedigger works away the nightshift here. +A gravedigger works away the night shift here. ~ He looks tired and dirty. A glare out of the corner of his eye, and he -dismisses you easily. He doesn't seem to care one whit about you. +dismisses you easily. He doesn't seem to care one whit about you. ~ 16394 0 0 0 0 0 0 0 200 E 9 17 4 1d1+90 1d2+1 @@ -654,7 +654,7 @@ the Citizen~ A citizen of Kerofk is here, going about her business. ~ This citizen really doesn't have time to fool around with adventurers; she -has far too much to do. +has far too much to do. ~ 72 0 0 0 0 0 0 0 100 E 9 17 4 1d1+90 1d2+1 @@ -668,7 +668,7 @@ A hellhound looks at you with hunger. ~ It's hide is a deep brownish-red hue, but its eyes are the most noticeable about this magnificent beast. Red within red eyes, with tiny pupils of black -in the center. +in the center. ~ 42 0 0 0 80 0 0 0 -500 E 18 14 0 3d3+180 3d3+3 @@ -681,7 +681,7 @@ a goblin~ A goblin launches into a frenzied attack! ~ You see the bloodlust in its eyes, and know there's no reasoning with this -creature... +creature... ~ 42 0 0 0 80 0 0 0 -600 E 10 17 4 2d2+100 1d2+1 @@ -693,7 +693,7 @@ Farmer~ the Farmer~ The farmer sells her lackluster with all the excitement it warrants. ~ - She looks wearied, but keeps hanging in there! + She looks wearied, but keeps hanging in there! ~ 188426 0 0 0 0 0 0 0 200 E 18 14 0 3d3+180 3d3+3 @@ -705,7 +705,7 @@ Receptionist~ the Receptionist~ A receptionist stands in front of you, waiting to help you. ~ - She looks at you happily, and pushes a ledger at you. + She looks at you happily, and pushes a ledger at you. ~ 10 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -718,7 +718,7 @@ the Bartender~ The Bartender pours drinks several at a time to keep up with the rush. ~ The Bartender looks harried as he tries to keep up with several different -orders at the same time. Maybe you should bother him later... +orders at the same time. Maybe you should bother him later... ~ 188426 0 0 0 0 0 0 0 250 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/293.mob b/lib/world/mob/293.mob index 513637d..857f13a 100644 --- a/lib/world/mob/293.mob +++ b/lib/world/mob/293.mob @@ -1 +1 @@ -$ +$ diff --git a/lib/world/mob/294.mob b/lib/world/mob/294.mob index 90b0af1..3c50a29 100644 --- a/lib/world/mob/294.mob +++ b/lib/world/mob/294.mob @@ -3,10 +3,10 @@ madman man mad~ the Madman~ A madman has tea with his mortally challenged friends. ~ - He looks up at you with misted eyes and clenches his knife convusively. + He looks up at you with misted eyes and clenches his knife convulsively. Spluttering and shaking, he begins to rise to his feet, cradling the cold steel of his knife in his hands. A tiny voice in your head says very clearly, -'Uh-oh. ' You feel chilled... Distant. +'Uh-oh. ' You feel chilled... Distant. ~ 10 0 0 0 16 0 0 0 -1000 E 18 14 0 3d3+180 3d3+3 @@ -18,7 +18,7 @@ rat~ the rat~ A rat scurries near the wall. ~ - Its black, furry, and seems to have a serious problem with fleas. + Its black, furry, and seems to have a serious problem with fleas. ~ 200 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -31,8 +31,8 @@ the Leatherworker~ A Leatherworker is here...working with leather. ~ He smiles at your attention, and then turns back to his work. His hands are -rough and scarred from frequent accidents with needles and leather-knives... -A hazard of the trade. +rough and scarred from frequent accidents with needles and leather-knives... +A hazard of the trade. ~ 188426 0 0 0 0 0 0 0 350 E 18 14 0 3d3+180 3d3+3 @@ -47,7 +47,7 @@ The Jeweller smiles at you briefly and motions you in. You can't guess what age she is; she's one of those few women that seem to be almost timeless in their looks. Her eyes glint with laughter as she notices your scrutiny and slowly examines you. You squirm under her penetrating gaze. - + ~ 188426 0 0 0 0 0 0 0 500 E 18 14 0 3d3+180 3d3+3 @@ -62,7 +62,7 @@ The butcher glances at you briefly and SLAMS down his cleaver. His apron is covered with bloodstains, as are his large, thick python-arms. He holds a cleaver loosely and easily, almost as if he were born gripping that thing. His hair seems greasy and useless on his balding pate. He sneers at -you and motions for you to take a number. +you and motions for you to take a number. ~ 10 0 0 0 0 0 0 0 100 E 18 14 0 3d3+180 3d3+3 @@ -104,7 +104,7 @@ Ceran the Contractor waves for you to sit down in a chair. Ceran plots a final line on his sketch and sighs in gratification. He holds the finished architectural drawing up to you; a plan to rebuild the ruined temple to the north! He examines it again, and then slaps it down onto a sheaf -of similar papers on his desk. +of similar papers on his desk. ~ 10 0 0 0 0 0 0 0 100 E 18 14 0 3d3+180 3d3+3 @@ -118,7 +118,7 @@ Grebe tends bar here between the drunkards. ~ Grebe is an old, weatherbeaten scarred hulk of a man who looks as if he survived the holocaust with only a few minor bruises to show for it. You're -not sure if you want to mess with him or not. +not sure if you want to mess with him or not. ~ 188426 0 0 0 0 0 0 0 -300 E 16 15 0 3d3+160 2d2+2 @@ -132,7 +132,7 @@ A Sailor-Merchant points out his wares. ~ This retired weather-beaten sailor man has quite a booming trade going on here. He grins snaggle-toothedly at you and tries to sell you an anchor. You -don't think you need it. +don't think you need it. ~ 188426 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -145,7 +145,7 @@ the Landlord~ The Landlord asks you how long you'll be staying. ~ The landlord of this boarding house sneers at you and sticks out his hand. -Payment in advance. +Payment in advance. ~ 10 0 0 0 0 0 0 0 -500 E 15 15 1 3d3+150 2d2+2 @@ -157,9 +157,9 @@ Cityguard guard city~ the Cityguard~ A cityguard is keeping the peace. ~ - Just another law abidding citizen that decided to do more than just work the + Just another law abiding citizen that decided to do more than just work the mines or fields. He has devoted his life to ensuring the protection of others. - + ~ 72 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -171,7 +171,7 @@ Worker brewery~ the Brewery Worker~ A Brewery Worker rolls a barrel right on by you. ~ - He waves at you and keeps going on by... + He waves at you and keeps going on by... ~ 10 0 0 0 0 0 0 0 200 E 4 19 7 0d0+40 1d2+0 @@ -184,7 +184,7 @@ the Boarder~ A Boarder sighs and tromps back to his room. ~ Sad, poor, and depressed. Obviously not one of the citizenry elite of -XXXX. +XXXX. ~ 10 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -198,7 +198,7 @@ A Citizen of XXXX passes you without a glance. ~ You make eye contact with the average looking man for a moment, and he quickly looks away. You notice his pace has sped up slightly; in a hurry to -get away from you? Why would he... Oh. You've still got your weapon out. +get away from you? Why would he... Oh. You've still got your weapon out. ~ 72 0 0 0 0 0 0 0 0 E @@ -213,7 +213,7 @@ A Citizen of XXXX passes you without a glance. ~ You make eye contact with the average looking woman for a moment, and she quickly looks away. You notice her pace has sped up slightly; in a hurry to -get away from you? Why would she... Oh. You've still got your weapon out. +get away from you? Why would she... Oh. You've still got your weapon out. ~ 72 0 0 0 0 0 0 0 0 E @@ -228,7 +228,7 @@ A Merchant Trader is doing inventory in his head. ~ His clothes are silken, and eyes hands soft, but his movement belie combat training. You don't think he would have gotten so successful by letting just -anyone knock over his operation here. +anyone knock over his operation here. ~ 10 0 0 0 0 0 0 0 350 E 18 14 0 3d3+180 3d3+3 @@ -238,9 +238,9 @@ E #29417 Woman Old~ the Old Woman~ -An Old Woman sits here, rembering better times... +An Old Woman sits here, remembering better times... ~ - Looking closer, you see that she isn't remembering; she's asleep! + Looking closer, you see that she isn't remembering; she's asleep! ~ 10 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -253,7 +253,7 @@ the Young Boy~ A young boy plays quietly here. ~ He looks up at you with watery eyes and asks for a drink. He looks rather -sickly. +sickly. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -266,7 +266,7 @@ the Housewife~ An aging housewife is waiting for her husband to return. ~ You see worry in her eyes; is her husband overdue? Possibly dead? You know -with all those marauding bands of adventurers out there... You never know! +with all those marauding bands of adventurers out there... You never know! ~ 10 0 0 0 0 0 0 0 0 E @@ -280,7 +280,7 @@ the Slob~ An utter slob of a man is curled up in his chair. ~ He hasn't bathed in, what? One, two... You stand away quickly; the smell -got to you. +got to you. ~ 10 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -292,7 +292,7 @@ Man Old~ the Old Man~ An Old Man stares at the checkerboard intently. ~ - He's playing checkers. Leave him alone! + He's playing checkers. Leave him alone! ~ 10 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -304,8 +304,8 @@ Bachelor man~ the Bachelor~ A man sits in his bachelor pad, just hanging out. ~ - He's cool, he's slick, he's got a job, and no woman will come near him. -That's life... + He's cool, he's slick, he's got a job, and no woman will come near him. +That's life... ~ 10 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 diff --git a/lib/world/mob/295.mob b/lib/world/mob/295.mob index faefa6c..e0e9954 100644 --- a/lib/world/mob/295.mob +++ b/lib/world/mob/295.mob @@ -4,7 +4,7 @@ a really fierce looking lion~ A nasty looking lion stands here! ~ All teeth and fur, it could rip you apart in a few seconds! Just hope it is -not really hungry! +not really hungry! ~ 2168 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -18,7 +18,7 @@ a gate guard~ A gate guard stands here. ~ Dressed in animal furs, and smelling like he has not washed in a month, you -can tell that you have stumbled on a rather uncivilised person! +can tell that you have stumbled on a rather uncivilized person! ~ 8234 0 0 0 16 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -31,8 +31,8 @@ a cannibal~ A cannibal stands here looking hungry! ~ Looks a little like the guards that were on the gate, but with one -differance. This guy has bits of meat and blood all over him. Guess where it -came from! +difference. This guy has bits of meat and blood all over him. Guess where it +came from! ~ 6186 0 0 0 0 0 0 0 -100 E 15 15 1 3d3+150 2d2+2 @@ -46,7 +46,7 @@ a happy cannibal~ A happy cannibal stands here. ~ This cannibal is real happy because he has just got the last bit of meat -from a sweet young girl who stumbled into the camp! +from a sweet young girl who stumbled into the camp! ~ 2090 0 0 0 0 0 0 0 -200 E 15 15 1 3d3+150 2d2+2 @@ -59,7 +59,7 @@ a woman~ The next meal cowers on the floor. ~ She looks like she has been in here for days just waiting to be eaten! You -could put her out of her misery! +could put her out of her misery! ~ 138 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -71,8 +71,8 @@ woman cannibal~ a cannibal woman~ A cannibal woman looks at you lustfully! ~ - Eeew! How gross! You can see little insects running all over her body. -She looks worse than the male cannibal's do, and that is saying something! + Eeew! How gross! You can see little insects running all over her body. +She looks worse than the male cannibal's do, and that is saying something! ~ 138 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -84,8 +84,8 @@ chief cannibal~ the cannibal chief~ The cannibal chief looks very annoyed at your intrusion! ~ - This guy looks realy mean! Maybe you have walked in on the middle of a -meal. Just hope that you don't end up as the next course! + This guy looks really mean! Maybe you have walked in on the middle of a +meal. Just hope that you don't end up as the next course! ~ 6186 0 0 0 0 0 0 0 -300 E 20 14 -2 4d4+200 3d3+3 @@ -97,7 +97,7 @@ snake~ a tree snake~ A greater climbing tree snake slithers here! ~ - This snake looks mean, no doubt about it. Watch out for the fangs! + This snake looks mean, no doubt about it. Watch out for the fangs! ~ 6186 0 0 0 0 0 0 0 -50 E 15 15 1 3d3+150 2d2+2 @@ -110,7 +110,7 @@ monkey small~ a small monkey~ A small monkey plays with himself! ~ - Awwww how cute! It's scratching it balls! KILL IT!!!!! + Awwww how cute! It's scratching it balls! KILL IT!!!!! ~ 4300 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -123,7 +123,7 @@ ape~ a large ape~ A large ape stands here. ~ - Hairy, smell, and not nice to look at. Maybe you should leave it alone? + Hairy, smell, and not nice to look at. Maybe you should leave it alone? ~ 40974 0 0 0 0 0 0 0 0 E @@ -134,10 +134,10 @@ BareHandAttack: 6 E #29510 a female ape~ -a femal ape~ +a female ape~ A female ape jumps about wildly! ~ - She looks the same as the large apes realy. Smelly dirty, and horible. + She looks the same as the large apes really. Smelly dirty, and horrible. ~ 142 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -150,7 +150,7 @@ ape chief~ the ape chief~ The ape chief looks at you and roars!! ~ - Like the other apes, but bigger, meaner, and a whole lot smellier! + Like the other apes, but bigger, meaner, and a whole lot smellier! ~ 192538 0 0 0 16 0 0 0 -20 E 20 14 -2 4d4+200 3d3+3 diff --git a/lib/world/mob/296.mob b/lib/world/mob/296.mob index 81a9985..796341a 100644 --- a/lib/world/mob/296.mob +++ b/lib/world/mob/296.mob @@ -5,7 +5,7 @@ A foreman stands here, cracking his whip evilly! ~ He looks mean, brawny, and ready to bite you! His clothes are rumpled, and splattered with the blood of innocent citizens of Midgaard! Cliche practically -oozes off him. Get him! +oozes off him. Get him! ~ 10 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -18,7 +18,7 @@ the Car Alarm~ An odd spirit guards an expensive-looking wagon here. ~ This spirit looks kind of like the banshees that Mother always told you -about. It seems pretty serious about guarding this wagon... +about. It seems pretty serious about guarding this wagon... ~ 10 0 0 0 16 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -32,7 +32,7 @@ A Factory Worker works hard for minimum wage here. ~ The worker is poor and wears ragged clothes. Down- trodden by the system, forced to work to exhaustion, he still holds his head high. You can have his -life, but not his dignity. +life, but not his dignity. ~ 10 0 0 0 0 0 0 0 250 E 1 20 9 0d0+10 1d2+0 @@ -45,8 +45,8 @@ the Turtle~ A turtle trombles about, carrying wands for assembly. ~ This turtle doesn't look too healthy for a good 4 foot high reptile. Its -skin is going grey and patchy in areas, and its eyes are white and misty. -Poor thing! +skin is going gray and patchy in areas, and its eyes are white and misty. +Poor thing! ~ 138 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -86,9 +86,9 @@ worker office~ the Office Worker~ An office worker is pushing paper here. ~ - This office worker is trying to make it to the top, rung by rung. + This office worker is trying to make it to the top, rung by rung. Unfortunately, there isn't much room for advancement in this corporation, so -now is as good a time as any to goof off. +now is as good a time as any to goof off. ~ 10 0 0 0 0 0 0 0 100 E 1 20 9 0d0+10 1d2+0 @@ -101,7 +101,7 @@ the Secretary~ A secretary runs around here, busier than anyone should be. ~ This secretary has SCADS of work to do, from her boss, friends of her boss, -other workers, etc. You wonder why she puts up with this at all... +other workers, etc. You wonder why she puts up with this at all... ~ 10 0 0 0 0 0 0 0 300 E 1 20 9 0d0+10 1d2+0 @@ -115,7 +115,7 @@ The Big Boss is waiting to give someone the AXE! ~ You look at him, and accidentally catches his eye. He begins yelling at you! For a second you get angry, before you realize that this is his _job_... -To yell at people. +To yell at people. ~ 142 0 0 0 0 0 0 0 -200 E 4 19 7 0d0+40 1d2+0 @@ -129,7 +129,7 @@ A Giant Machine twists and whirls, hitting you by accident! ~ It looks like a giant twisted creation of a blind engineer on acid. Its extruding parts look so hazardous that just thinking about entering the same -room might get you extremely hurt! +room might get you extremely hurt! ~ 42 0 0 0 16 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -142,7 +142,7 @@ the Ghost~ A frightened looking ghost flits about looking for escape. ~ This ghost escaped the nets of the workers and now desperately seeks escape. -You feel for it, probably because of the fate that was intended for it... +You feel for it, probably because of the fate that was intended for it... ~ 10 0 0 0 4 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -154,7 +154,7 @@ worker dock~ the Dock Worker~ A Dock Worker moves big crates about here. ~ - He's big, he's brawny, he's busy. Leave him alone. + He's big, he's brawny, he's busy. Leave him alone. ~ 10 0 0 0 0 0 0 0 100 E 2 20 8 0d0+20 1d2+0 @@ -167,7 +167,7 @@ the maintenance worker~ A maintenance worker looks bored here. ~ He looks at you with half-lidded eyes and rubs his hands on his jumpsuit -absently. Not a real rocket scientist here. +absently. Not a real rocket scientist here. ~ 10 0 0 0 0 0 0 0 400 E 3 19 8 0d0+30 1d2+0 diff --git a/lib/world/mob/298.mob b/lib/world/mob/298.mob index 9795cc3..1da2f97 100644 --- a/lib/world/mob/298.mob +++ b/lib/world/mob/298.mob @@ -4,7 +4,7 @@ the lag beast~ The big, ugly lag beast is standing here sizing you up. ~ Ick... What a disgusting creature! It is black and green and slimy and it -is drooling everywhere... Looks mean too. +is drooling everywhere... Looks mean too. ~ 14 0 0 0 0 0 0 0 -750 E 5 19 7 1d1+50 1d2+0 @@ -18,7 +18,7 @@ The lag monster stands here looking confused. Kill him! Kill him! ~ What an odd looking little beast. He looks harmless, but you never can tell. He is only about 4 feet tall, but he pretty muscular looking... Maybe -you should ask if he needs help? Nah... Kill him. +you should ask if he needs help? Nah... Kill him. ~ 76 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -32,7 +32,7 @@ Someone's little pet lag has gotten loose, and is sniffing about here. ~ Awwww... How cute! A little baby lag. He's about 3 feet long and you just want to cuddle him to death... No, you really want to kill him to tell the -truth. But, remember, even a little lag can be a big problem. +truth. But, remember, even a little lag can be a big problem. ~ 72 0 0 0 0 0 0 0 100 E 4 19 7 0d0+40 1d2+0 @@ -59,7 +59,7 @@ the court jester~ The court jester is here trying to make something. ~ He is a funny looking, furry little dude. He looks really busy trying to -mix up a batch of something or other. +mix up a batch of something or other. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -72,7 +72,7 @@ the creepy lag crawler~ A creepy little crawling lag thing is scuttling along the floor at your feet. ~ Yuck! If they'd ever clean this place maybe it wouldn't attract vermin like -this disgusting, little, six-legged, brown bug. +this disgusting, little, six-legged, brown bug. ~ 72 0 0 0 0 0 0 0 -250 E 1 20 9 0d0+10 1d2+0 @@ -85,7 +85,7 @@ the zombiefied lag~ A VERY gaunt looking lag... it looks like a zombie! ~ This guy has been lost in here too long... It is more zombie than man now. -You would feel sorry for it, but it is moving in to attack! +You would feel sorry for it, but it is moving in to attack! ~ 108 0 0 0 0 0 0 0 -500 E 4 19 7 0d0+40 1d2+0 @@ -97,9 +97,9 @@ quasit imp lag thing~ the quasit lag~ A funny little imp-like lag thing (a quasit perhaps?) is sneaking about here. ~ - Little green, vaguely humoniod shaped creature, with a long pointed tail. + Little green, vaguely humanoid shaped creature, with a long pointed tail. It is hard to say because before you ever get a good look at it, it darts back -into the shadows. +into the shadows. ~ 236 0 0 0 0 0 0 0 -800 E 3 19 8 0d0+30 1d2+0 @@ -113,7 +113,7 @@ The Great Lag Monster is wondering just what you'll taste like. ~ A massive man, with the head of a bull. He looks as strong as bull too, but not nearly as smart. Actually, now that you consider it... He looks a heck of -a lot meaner than any bull you have ever seen... And he is coming this way! +a lot meaner than any bull you have ever seen... And he is coming this way! ~ 1608 0 0 0 0 0 0 0 -1000 E @@ -122,12 +122,12 @@ a lot meaner than any bull you have ever seen... And he is coming this way! 8 8 1 E #29810 -spectre lag ghost~ -the dark spectre~ -The dark spectre is lurking in the shadows. +specter lag ghost~ +the dark specter~ +The dark specter is lurking in the shadows. ~ The soul of a long since passed on adventurer... It lurks here waiting for -a chance to bring death to any who cross its path. +a chance to bring death to any who cross its path. ~ 2122 0 0 0 1048596 0 0 0 -850 E 6 18 6 1d1+60 1d2+1 @@ -141,7 +141,7 @@ A lag is here annoying the hell out of you. ~ What a jerk! He won't shut up, and he keeps making the most irritating comments about everything. Better silence him with cold, tempered steel -MUHAHAHAHAHAHAHAHAHAHA! +MUHAHAHAHAHAHAHAHAHAHA! ~ 76 0 0 0 0 0 0 0 -500 E 2 20 8 0d0+20 1d2+0 @@ -155,7 +155,7 @@ A lag is here looking terribly confused. ~ What a moron! Every question that is answered in the help files, he will ask and he will probably ask 2 or 3 times too. This guy just doesn't get it, -best put him out of his misery. +best put him out of his misery. ~ 76 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -169,7 +169,7 @@ A lag is here talking a lot. ~ Well, at least this gal seems pretty cool. Talks a lot, but she's a friendly, interesting sort. Seems to have a clue what she's doing also, unlike -some others you might see. +some others you might see. ~ 72 0 0 0 0 0 0 0 100 E 3 19 8 0d0+30 1d2+0 @@ -183,7 +183,7 @@ A lag is here wandering about aimlessly. ~ Hmmm... Looks like he has been around a while, but he wandered a little too far from home this time. Don't think he knows quite where he is, maybe you -should help him out? +should help him out? ~ 72 0 0 0 0 0 0 0 300 E 4 19 7 0d0+40 1d2+0 @@ -196,7 +196,7 @@ the smart lag~ A lag is here, and he looks quite sure of himself. ~ Here is a guy who has it all together. Nice equipment too, must have read -the help files, Eh? +the help files, Eh? ~ 76 0 0 0 0 0 0 0 500 E 5 19 7 1d1+50 1d2+0 @@ -210,7 +210,7 @@ You see a Gateguard standing here waiting for orders. ~ The Gate Guard looks quite like a small knight without his powerful steed. His armor is shiny and black. He stands ready to give his life for the Crown. - + ~ 72 0 0 0 16 0 0 0 -400 E 6 18 6 1d1+60 1d2+1 @@ -223,7 +223,7 @@ the Royalty Guard~ You see a very large Royalty Guard. ~ The Royalty Guard is a very large man. Just from the looks of Him, this -could very well be your doom should you tangle with him! +could very well be your doom should you tangle with him! ~ 34940 0 0 0 16 0 0 0 -600 E 27 11 -6 5d5+270 4d4+4 @@ -236,7 +236,7 @@ a Black Knight~ Here stands a magnificent Knight of the dark realm. ~ The Black Knight is here, riding his ebony black war horse. His eyes flash -behind his visor in vengence. +behind his visor in vengeance. ~ 2172 0 0 0 16 0 0 0 -400 E 18 14 0 3d3+180 3d3+3 @@ -249,7 +249,7 @@ a White Knight~ Here stands a magnificent knight of the light realm. ~ The White Knight is here, riding his ivory white war horse. His eyes gleam -behind his visor in joy. +behind his visor in joy. ~ 2172 0 0 0 16 0 0 0 400 E 18 14 0 3d3+180 3d3+3 @@ -262,7 +262,7 @@ the Dungeon Master~ A Dungeon Master stands here. ~ The Dungeon Master seems willing to help you straight into your grave so he -can bless you properly. +can bless you properly. ~ 2174 0 0 0 16 0 0 0 -500 E 24 12 -4 4d4+240 4d4+4 @@ -276,7 +276,7 @@ The Queen of the Castle of Desire stands here. ~ The Queen is a strikingly beautiful woman with pale skin and a mass of dark hair that crowns her head like a black cloud. If looks could kill, you would -already be dead. +already be dead. ~ 2174 0 0 0 16 0 0 0 -750 E 30 10 -8 6d6+300 5d5+5 @@ -289,7 +289,7 @@ the King of the Castle of Desire~ The King of the Castle of Desire stands here. ~ The King is a menacing figure. You can easily understand why he is the king -and you are not. +and you are not. ~ 2174 0 0 0 16 0 0 0 -999 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/299.mob b/lib/world/mob/299.mob index 26dc3e1..b1a6fef 100644 --- a/lib/world/mob/299.mob +++ b/lib/world/mob/299.mob @@ -6,7 +6,7 @@ A strange and deformed being stands here tugging on a bell rope. The being before you just happens to be named Isaac, although how you know that is beyond you, but he is a poor and deaf hunchback, once hired by the High Priest of the cathedral to ring the bells. He is quite large, but appears -smaller due to his deformity, and looks to be quite strong. +smaller due to his deformity, and looks to be quite strong. ~ 10 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -20,7 +20,7 @@ A ghoul is here attacking a man in black robes! ~ This being looks like a long dead and dessicated human corpse. Its neat translucent skin is taut about its bones and you think you can see strange -little white movements underneath it. +little white movements underneath it. ~ 78 0 0 0 16 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -34,7 +34,7 @@ A ghoul is plodding towards the woman! ~ This being looks like a long dead and dessicated human corpse. Its neat translucent skin is taut about its bones and you think you can see strange -little white movements underneath it. +little white movements underneath it. ~ 78 0 0 0 16 0 0 0 700 E 31 10 -8 6d6+310 5d5+5 @@ -50,7 +50,7 @@ A woman dressed in dark robes watches the approaching undead in fear. Cathedral. Funny how you had never heard of a female high priestess before this time, isn't it? And even stranger, you know her name... How distinctly odd. Anyways, Esmerelda seems to be watching the undead before her advancing -ever so slowly, maybe you can try to save her! +ever so slowly, maybe you can try to save her! ~ 174 0 0 0 16 0 0 0 -900 E 32 10 -9 6d6+320 5d5+5 @@ -64,7 +64,7 @@ A man, dressed in black and silver robes, is fighting off some undead! ~ This man is wearing a black and silver robe and is swinging a mace made of what looks to be obsidian. He seems to be sorely beset by the undead before -him. +him. ~ 170 0 0 0 16 0 0 0 -750 E 30 10 -8 6d6+300 5d5+5 @@ -83,7 +83,7 @@ of you was did you? Well, you take the time to look, for once, and notice that it is a large collection of bones. And it just so happens that this large collection of bones serves to form what looks to be a dragon, although the odd bone or two seems to be out of place. It does appear that Wyrenthoth is a -dracolich. +dracolich. ~ 202 0 0 0 16 0 0 0 900 E 34 9 -10 6d6+340 5d5+5 @@ -98,7 +98,7 @@ A pale white man dressed in a black stands before you. The man before you is dressed in all black except for his cape which has a red satin lining. He has dark hair and cold green eyes that catch and reflect every movement. Erich, as his name happens to be, is the master vampire in -control of all of the evil undead which infest this cathedral. +control of all of the evil undead which infest this cathedral. ~ 46 0 0 0 16 0 0 0 -1000 E 33 9 -9 6d6+330 5d5+5 @@ -112,7 +112,7 @@ A rather large zombie is lumbering about here, quite aimlessly. ~ The zombie giant seems to be wandering around crushing those who oppose the... It. It is an enormous mass of rotting flesh and filth that smells, to -put it bluntly, really bad. +put it bluntly, really bad. ~ 10 0 0 0 16 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -126,7 +126,7 @@ A skeletal human is standing here, looking rather confused. ~ You look upon this being with a good deal of curiosity. Then it begins to twitch, and looks around. You are rather shocked, until you realize that it -seems to be looking for someone in particular. +seems to be looking for someone in particular. ~ 74 0 0 0 16 0 0 0 600 E 32 10 -9 6d6+320 5d5+5 @@ -141,7 +141,7 @@ A zombie is wandering these halls. The thing before you is a rotting corpse, complete with flesh falling off of it in small chunks. It is dressed in the remains of a peasant's clothing and seems to have a single purpose in mind (not that its mind could probably handle -any more than that). +any more than that). ~ 74 0 0 0 16 0 0 0 500 E 31 10 -8 6d6+310 5d5+5 @@ -154,7 +154,7 @@ the shadow~ A shadow made of inky blackness moves along the wall towards you. ~ The moving shape of blackness looks like it is a shadow that lost its owner -at some point. It looks rather malignant. To put it mildly. +at some point. It looks rather malignant. To put it mildly. ~ 74 0 0 0 16 0 0 0 -800 E 31 10 -8 6d6+310 5d5+5 @@ -170,7 +170,7 @@ A hideous creature is here, mere skin and bones, howling madly. conscious thought is to run. Run fast and far that is. However, your second thought is to look at it a little more closely. In doing so, you notice that it seems to be made of mummified flesh, stretched over pointed bones. Also, it -has strangely glowing red eyes. +has strangely glowing red eyes. ~ 74 0 0 0 16 0 0 0 -900 E 32 10 -9 6d6+320 5d5+5 @@ -183,7 +183,7 @@ the wraith~ A strange humanoid shape moves towards you. It is a wraith! ~ This thing looks vaguely humanoid, but does not appear to be made of flesh -but rather seems to be made of a strange electricity in the air. +but rather seems to be made of a strange electricity in the air. ~ 74 0 0 0 16 0 0 0 -800 E 33 9 -9 6d6+330 5d5+5 @@ -196,9 +196,9 @@ the banshee~ A strange humanoid form stands in one corner of the room, singing. ~ The once beautiful complexion of this female has deteriorated under the -ravages of time and decay, leaving only a pale resemblence to the former living +ravages of time and decay, leaving only a pale resemblance to the former living elf. Looking closely at the clothing she wears, you notice that it appears to -be the soul of the cathedral's Mother Superior. +be the soul of the cathedral's Mother Superior. ~ 74 0 0 0 16 0 0 0 800 E 33 9 -9 6d6+330 5d5+5 @@ -211,9 +211,9 @@ the ghost of the Abbott~ A portly ghost is sitting on an ethereal bed, singing softly to himself. ~ This lost soul looks like he was once the Abbott of the cathedral. He is a -portly fellow and even though he is long since dead, he looks rather jovial. +portly fellow and even though he is long since dead, he looks rather jovial. When you look at him, he stops singing for a minute, looks up at you, smiles -sadly, and then continues his song. +sadly, and then continues his song. ~ 74 0 0 0 16 0 0 0 750 E 34 9 -10 6d6+340 5d5+5 diff --git a/lib/world/mob/3.mob b/lib/world/mob/3.mob index a75d1b8..476b02a 100644 --- a/lib/world/mob/3.mob +++ b/lib/world/mob/3.mob @@ -5,7 +5,7 @@ Camille the chemist stands over a cauldron mixing ingredients. ~ Camille wears a thick brown robe that covers most of her features. Only her hands and head stick out of her robe. Stains and burns cover her body and -clothing. She works dilligently over her cauldron. Camille has been known to +clothing. She works diligently over her cauldron. Camille has been known to concoct many different potions and is most famous for her liquid fire. ~ 253962 0 0 0 0 0 0 0 0 E diff --git a/lib/world/mob/30.mob b/lib/world/mob/30.mob index f8150e4..f03aa00 100644 --- a/lib/world/mob/30.mob +++ b/lib/world/mob/30.mob @@ -5,7 +5,7 @@ A wizard walks around behind the counter, talking to himself. ~ The wizard looks old and senile, and yet he looks like a very powerful wizard. He is equipped with fine clothing, and is wearing many fine rings and -bracelets. +bracelets. ~ 26635 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -18,7 +18,7 @@ the baker~ The baker looks at you calmly, wiping flour from his face with one hand. ~ A fat, nice looking baker. But you can see that he has many scars on his -body. +body. ~ 26635 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -44,7 +44,7 @@ the weaponsmith~ A weaponsmith is standing here. ~ He is a young weaponsmith, who still has lots to learn but he is still eager -to sell you his latest implements of carnage and destruction. +to sell you his latest implements of carnage and destruction. ~ 26635 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -52,12 +52,12 @@ to sell you his latest implements of carnage and destruction. 8 8 1 E #3004 -armourer~ -the armourer~ -An armourer stands here displaying his new (and previously owned) armours. +armorer~ +the armorer~ +An armorer stands here displaying his new (and previously owned) armors. ~ - An old but very strong armourer. He has made more suits of armour in his -life than you have ever seen. + An old but very strong armorer. He has made more suits of armor in his +life than you have ever seen. ~ 26635 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -70,7 +70,7 @@ the receptionist~ A receptionist is standing behind the counter here, smiling at you. ~ You notice a tired look in her face. She looks like she isn't paid well -enough to put up with any crap from mud players with attitudes. +enough to put up with any crap from mud players with attitudes. ~ 59419 0 0 0 65616 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -82,7 +82,7 @@ captain stolar~ Captain Stolar~ A retired captain stands here, selling boats. ~ - This captain has eaten more sharks than you have killed peas. + This captain has eaten more sharks than you have killed peas. ~ 26635 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -94,7 +94,7 @@ sailor~ the sailor~ A sailor stands here, waiting to help you. ~ - He looks like a strong, fit sailor. + He looks like a strong, fit sailor. ~ 26634 0 0 0 0 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -106,7 +106,7 @@ uncle juan~ Uncle Juan~ Uncle Juan is here ready to take your order. ~ - He looks like he may or may not have a green card. + He looks like he may or may not have a green card. ~ 26635 0 0 0 0 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -120,7 +120,7 @@ Wally the Watermaster is standing behind the counter. ~ Wally is a bit pudgy but looks very strong. He has a glass of Midgaard Natural Spring Water in his hand. When he notices you, he proudly displays his -fine collection of contemporary waters. +fine collection of contemporary waters. ~ 26635 0 0 0 16 0 0 0 800 E 33 9 -9 6d6+330 5d5+5 @@ -135,7 +135,7 @@ The head postmaster is standing here, waiting to help you with your mail. The Postmaster seems like a happy old man, though a bit sluggish. He worries about the reputation of the MMS (Midgaard Mail Service), as many people seem to think that it is slow. Perhaps if he were to brush the cobwebs from his uniform -it would help to make a better impression. +it would help to make a better impression. ~ 518154 0 0 0 65552 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -149,7 +149,7 @@ This saleswoman is laden with gadgets and gizmos that are outrageously priced. ~ A combination of good business sense, charming personality, and good looks has made her a success at pushing useless products on uneducated buyers. Only -on a rare occasion does she sell anything useful. +on a rare occasion does she sell anything useful. ~ 253962 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -163,7 +163,7 @@ A very kind and caring soul is here looking out for those who need it. ~ She immediately reminds you of your mother. Constantly worrying about everyone and everything. She is always around to help out those who have hit -hard times and need a little boost. +hard times and need a little boost. ~ 253962 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -176,7 +176,7 @@ newbie tour guide~ the newbie tour guide~ A newbie tour guide is here to help. "@RTell guide help@y" for assistance.@n ~ - This young lady has the sole purpose of helping those who need assistance. + This young lady has the sole purpose of helping those who need assistance. She will follow you around Midgaard and provide a walking tour of the local attractions. ~ @@ -197,7 +197,7 @@ Your guildmaster is studying a spellbook while preparing to cast a spell. ~ Even though your guildmaster looks old and tired, you can clearly see the vast amount of knowledge she possesses. She is wearing fine magic clothing, and -you notice that she is surrounded by a blue shimmering aura. +you notice that she is surrounded by a blue shimmering aura. ~ 59419 0 0 0 16 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -210,7 +210,7 @@ the priests' guildmaster~ Your guildmaster is praying to your God here. ~ You are in no doubt that this guildmaster is truly close to your God; he has -a peaceful, loving look. You notice that he is surrounded by a white aura. +a peaceful, loving look. You notice that he is surrounded by a white aura. ~ 59419 0 0 0 16 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -224,7 +224,7 @@ A beggar is sitting here, could she be a guildmaster? ~ You realize that whenever your guildmaster moves, you fail to notice it - the way of the true thief. She is to be dressed in poor clothing, having the -appearance of a beggar. +appearance of a beggar. ~ 59419 0 0 0 16 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -238,7 +238,7 @@ Your guildmaster is standing here sharpening an axe. ~ This is your master. Big and strong with bulging muscles. Several scars across his body proves that he was using arms before you were born. He has a -calm look on his face. +calm look on his face. ~ 59419 0 0 0 0 0 0 0 1000 E 34 9 -10 6d6+340 5d5+5 @@ -252,7 +252,7 @@ A sorcerer is guarding the entrance. ~ He is an experienced mage who has specialized in the field of Combat Magic. He is here to guard the Mage's Guild and his superior knowledge of offensive as -well as defensive spells make him a deadly opponent. +well as defensive spells make him a deadly opponent. ~ 256010 0 0 0 80 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -268,7 +268,7 @@ A knight templar is guarding the entrance. He is a specially trained warrior belonging to the military order of the Faith. His duty is to protect the faithful from persecution and infidel attacks and his religious devotion combined with his superior skill makes him a deadly -opponent. +opponent. ~ 256010 0 0 0 80 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -299,7 +299,7 @@ A knight is guarding the entrance. ~ He is an expert warrior who has attained knighthood through countless chivalrous deeds. His duty is to protect the Guild of Swordsmen and his extreme -skill combined with his experience in warfare makes him a deadly opponent. +skill combined with his experience in warfare makes him a deadly opponent. ~ 256010 0 0 0 80 0 0 0 800 E 33 9 -9 6d6+330 5d5+5 @@ -312,7 +312,7 @@ bartender~ the bartender~ A bartender watches you calmly, while he skillfully mixes a drink. ~ - A tired looking Bartender who hates trouble in his bar. + A tired looking Bartender who hates trouble in his bar. ~ 24586 0 0 0 0 0 0 0 900 E 24 12 -4 4d4+240 4d4+4 @@ -324,7 +324,7 @@ waiter~ the waiter~ A waiter is going around from one place to another. ~ - A tired looking waiter. + A tired looking waiter. ~ 24586 0 0 0 0 0 0 0 900 E 23 13 -3 4d4+230 3d3+3 @@ -337,7 +337,7 @@ the waiter~ A man now leads a quiet, peaceful life as a waiter is standing here. ~ This man was obviously a famous sorcerer in his younger days as you instantly -recognize his face. +recognize his face. ~ 24586 0 0 0 0 0 0 0 600 E 23 13 -3 4d4+230 3d3+3 @@ -350,7 +350,7 @@ the waiter~ A waiter who seems to have reached contact with his God is standing here. ~ This waiter almost makes you feel like you should drop to your knees and -begin to worship your God. Naaah. +begin to worship your God. Naaah. ~ 24586 0 0 0 0 0 0 0 600 E 23 13 -3 4d4+230 3d3+3 @@ -362,7 +362,7 @@ waiter~ the waiter~ A waiter who knows where all his customers keep their money is standing here. ~ - Hmmm... Wonder where he got that coin he is playing with. + Hmmm... Wonder where he got that coin he is playing with. ~ 24586 0 0 0 0 0 0 0 600 E 23 13 -3 4d4+230 3d3+3 @@ -375,7 +375,7 @@ the waiter~ A waiter is here. ~ This guy looks like he could easily kill you while still carrying quite a few -firebreathers. +firebreathers. ~ 24586 0 0 0 0 0 0 0 600 E 23 13 -3 4d4+230 3d3+3 @@ -388,7 +388,7 @@ Filthy~ Filthy is standing here, eager to serve you a special drink. ~ Filthy looks real, ehm, dirty. He likes to keep his customers happy, but do -not mess with him or else he'll get upset. +not mess with him or else he'll get upset. ~ 26650 0 0 0 16 0 0 0 600 E 33 9 -9 6d6+330 5d5+5 @@ -400,7 +400,7 @@ keeper peacekeeper~ the Peacekeeper~ A Peacekeeper is standing here, ready to jump in at the first sign of trouble. ~ - He looks very strong and wise. Looks like he doesn't answer to ANYONE. + He looks very strong and wise. Looks like he doesn't answer to ANYONE. ~ 6232 0 0 0 16 0 0 0 1000 E 17 15 0 3d3+170 2d2+2 @@ -414,7 +414,7 @@ cityguard guard~ the cityguard~ A cityguard stands here. ~ - A big, strong, helpful, trustworthy guard. + A big, strong, helpful, trustworthy guard. ~ 6216 0 0 0 16 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -427,7 +427,7 @@ janitor~ the janitor~ A janitor is walking around, cleaning up. ~ - What a tough job he has. + What a tough job he has. ~ 2120 0 0 0 0 0 0 0 800 E 1 20 9 0d0+10 1d2+0 @@ -441,7 +441,7 @@ the beastly fido~ A beastly fido is mucking through the garbage looking for food here. ~ The fido is a small dog that has a foul smell and pieces of rotted meat -hanging around his teeth. +hanging around his teeth. ~ 202 0 0 0 65536 0 0 0 -200 E 1 20 9 0d0+10 1d2+0 @@ -455,7 +455,7 @@ mercenary~ the mercenary~ A mercenary is waiting for a job here. ~ - He looks pretty mean, and you imagine he'd do anything for money. + He looks pretty mean, and you imagine he'd do anything for money. ~ 2058 0 0 0 0 0 0 0 -330 E 5 19 7 1d1+50 1d2+0 @@ -467,7 +467,7 @@ drunk~ the drunk~ A singing, happy Drunk. ~ - A drunk who seems to be too happy, and to carry too much money. + A drunk who seems to be too happy, and to carry too much money. ~ 10 0 0 0 0 0 0 0 400 E 2 20 8 0d0+20 1d2+0 @@ -479,7 +479,7 @@ beggar~ the beggar~ A beggar is here, asking for a few coins. ~ - The beggar looks like she is fed up with life. + The beggar looks like she is fed up with life. ~ 10 0 0 0 0 0 0 0 400 E 1 20 9 0d0+10 1d2+0 @@ -491,7 +491,7 @@ odif yltsaeb~ the odif yltsaeb~ An odif yltsaeb is here, walking backwards. ~ - The odif is a small god that has been reversed by some dog. + The odif is a small god that has been reversed by some dog. ~ 65768 0 0 0 65536 0 0 0 -200 E 1 20 9 0d0+10 1d2+0 @@ -505,7 +505,7 @@ cityguard guard~ the cityguard~ A cityguard is here, guarding the gate. ~ - A big, strong, helpful, trustworthy guard. + A big, strong, helpful, trustworthy guard. ~ 6218 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -518,7 +518,7 @@ green gelatinous blob oozing~ the green gelatinous blob~ An oozing green gelatinous blob is here, sucking in bits of debris. ~ - A horrid looking thing; it is huge, greenish, and looks like the blob. + A horrid looking thing; it is huge, greenish, and looks like the blob. ~ 256216 0 0 0 16 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -532,7 +532,7 @@ petshops shop boy~ the Pet Shop Boy~ There is a Pet Shop Boy standing here cuddling something furry in his hands. ~ - As you look at him, he opens his hands to reveal a rat! + As you look at him, he opens his hands to reveal a rat! ~ 26634 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -544,7 +544,7 @@ kitten pets~ the kitten~ A small loyal kitten is here. ~ - The kitten looks like a cute, little, fierce fighter. + The kitten looks like a cute, little, fierce fighter. ~ 16398 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -557,7 +557,7 @@ puppy pets~ the puppy~ A small loyal puppy is here. ~ - The puppy looks like a cute, little, fierce fighter. + The puppy looks like a cute, little, fierce fighter. ~ 16398 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -570,7 +570,7 @@ beagle pets~ the beagle~ A small, quick, loyal beagle is here. ~ - The beagle looks like a fierce fighter. + The beagle looks like a fierce fighter. ~ 16398 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -583,7 +583,7 @@ rottweiler pets~ the rottweiler~ A large, loyal rottweiler is here. ~ - The rottweiler looks like a strong, fierce fighter. + The rottweiler looks like a strong, fierce fighter. ~ 16398 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -596,7 +596,7 @@ wolf pets~ the wolf~ A large, trained wolf is here. ~ - The wolf looks like a strong, fearless fighter. + The wolf looks like a strong, fearless fighter. ~ 16398 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -610,7 +610,7 @@ the cryogenicist~ The cryogenicist is here, playing with a canister of liquid nitrogen. ~ You notice a tired look in her face. She looks like she isn't paid well -enough to put up with any crap from mud players with attitudes. +enough to put up with any crap from mud players with attitudes. ~ 26635 0 0 0 65616 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 diff --git a/lib/world/mob/300.mob b/lib/world/mob/300.mob index 4a5c8fb..0ecca17 100644 --- a/lib/world/mob/300.mob +++ b/lib/world/mob/300.mob @@ -4,7 +4,7 @@ the putrid zombie~ A putrid zombie is here. ~ It is a prime example of the undead: sickly green skin, sunken eyes with a -yellowish tinge, and sharp, dirt-encrusted claws. +yellowish tinge, and sharp, dirt-encrusted claws. ~ 10 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -17,7 +17,7 @@ the deadly asp~ A poisonous asp slithers here. ~ This small snake looks quite dangerous, better take a wide detour around it. - + ~ 104 0 0 0 0 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -46,7 +46,7 @@ Lazarus, Assassin and Guild Physician, is here. ~ This master herbalist was found too valuable to the Guild as a maker of both soothing balms and poisons. Even death could not release him... The -necromancers just reanimated him. +necromancers just reanimated him. ~ 10 0 0 0 0 0 0 0 -900 E 19 14 -1 3d3+190 3d3+3 @@ -59,7 +59,7 @@ the undead riding beetle~ An undead riding beetle is parked here. ~ A fine example of Necromancy, this giant beast can travel for miles with no -need for food nor water. A most economical mount -- and sporty too! +need for food nor water. A most economical mount -- and sporty too! ~ 10 0 0 0 0 0 0 0 -300 E 11 17 3 2d2+110 1d2+1 @@ -73,7 +73,7 @@ A wraith knight stands a silent watch here. ~ This was probably some poor adventurer, like you, before the Necromancers got their hold on him. Now he just awaits, blade drawn, like some ethereal -beefeater. +beefeater. ~ 42 0 0 0 0 0 0 0 -800 E 15 15 1 3d3+150 2d2+2 @@ -85,9 +85,9 @@ keeper~ the Crypt Keeper~ The Crypt Keeper, grinning at you maliciously, is here. ~ - The dessicated little fellow cackles with mad glee as he approaches you. + The dessicated little fellow cackles with mad glee as he approaches you. He twitches from excitement so much that his scraggly hair jostles as he -flashes his dull yellow teeth. +flashes his dull yellow teeth. ~ 10 0 0 0 16 0 0 0 20 E 25 12 -5 5d5+250 4d4+4 @@ -109,7 +109,7 @@ his last breath, the wizard turned the mighty Ancalador to stone! Many believed the dragon's evil reign ended, but after the dancing and drinking were over, and life returned to its quiet pace, the people began to notice that the Dragon's presence could still be felt. Ancalador did, in fact, continue to -rule from his petrified prison through the manipulation of the minds of men. +rule from his petrified prison through the manipulation of the minds of men. Indeed, he has done so to this day. Many believe he is plotting the day he can return in the flesh, so to speak... ' With that the Hermit begins to cackle madly, ~ @@ -123,7 +123,7 @@ slime blob~ the green slime~ A blob of green slime drops upon you! ~ - It looks like animated mucous, dissolving and eating all it touches. + It looks like animated mucous, dissolving and eating all it touches. ~ 42 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -136,7 +136,7 @@ the flame dweller~ A flame dweller is basking in fire here. ~ Its shape changes like the flame it lives in. One moment it may resemble a -serpent, the next, a man. It seems to be thoroughly enjoying itself. +serpent, the next, a man. It seems to be thoroughly enjoying itself. ~ 10 0 0 0 0 0 0 0 -50 E 14 16 1 2d2+140 2d2+2 @@ -150,7 +150,7 @@ A green crystal spider is roaming here. ~ The fantastic beast seems to be made of a crystalline substance which is giving off a green light. It clicks its crystal mandibles in irritation with -you. +you. ~ 200 0 0 0 0 0 0 0 -400 E 8 18 5 1d1+80 1d2+1 @@ -163,7 +163,7 @@ the yellow crystal spider~ A yellow crystal spider is clicking its mandibles here. ~ Slightly smaller than its green cousin, this creature also appears to be -made of living crystalline substance which glows yellow. +made of living crystalline substance which glows yellow. ~ 104 0 0 0 0 0 0 0 -350 E 7 18 5 1d1+70 1d2+1 @@ -175,7 +175,7 @@ warden petrified~ the Petrified Warden~ The Petrified Warden guards the way. ~ - It wears the sneer of cold command upon its stony visage. + It wears the sneer of cold command upon its stony visage. ~ 10 0 0 0 0 0 0 0 -700 E 12 16 2 2d2+120 2d2+2 @@ -188,7 +188,7 @@ the umber hulk~ A lumbering umber hulk is here. ~ This great beast has huge mandibles and a mammals' mouth, angry animal eyes -set between unreadable insect eyes. The effect is confusing. +set between unreadable insect eyes. The effect is confusing. ~ 104 0 0 0 0 0 0 0 -750 E 18 14 0 3d3+180 3d3+3 @@ -200,8 +200,8 @@ jello ochre~ the ochre jello~ A hideous ochre jello approaches. ~ - As it oozes slowly at you, you can make out items undigested within it. -From past unfortunates, you presume. + As it oozes slowly at you, you can make out items undigested within it. +From past unfortunates, you presume. ~ 104 0 0 0 0 0 0 0 -700 E 16 15 0 3d3+160 2d2+2 @@ -214,7 +214,7 @@ the Necromancer~ A Necromancer of the Bloodstone, creating zombies, is here. ~ Evil reeks from his dark robes. His hands are adorned with the long, wicked -nails which are stained with the ichor of embalmers and malignant salves. +nails which are stained with the ichor of embalmers and malignant salves. ~ 170 0 0 0 0 0 0 0 -900 E 17 15 0 3d3+170 2d2+2 diff --git a/lib/world/mob/301.mob b/lib/world/mob/301.mob index 17f2046..531fa77 100644 --- a/lib/world/mob/301.mob +++ b/lib/world/mob/301.mob @@ -4,7 +4,7 @@ the FREC~ The FREC stands here looking for violence. ~ This large, purpled, mohawked warrior looks quite aggressive. It is -probably not something anyone should mess with. +probably not something anyone should mess with. ~ 8 0 0 0 16 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -17,7 +17,7 @@ the Boss~ The Boss is standing here looking somewhat bored. ~ This person is bearing up under University pressures quite well and looks as -if it can cope with anything. +if it can cope with anything. ~ 12 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -30,7 +30,7 @@ the Gael~ The Gael is here to help you. ~ This person is ready, and willing to help any being in trouble. Just to top -things off, the gael is extemely well dressed. +things off, the gael is extremely well dressed. ~ 140 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -43,7 +43,7 @@ the Example Mob~ An Example Mob stands here, exampling. ~ The example mob looks indistinct, as if it hasn't been completely fleshed -out yet. +out yet. ~ 136 0 0 0 20 0 0 0 100 E 1 20 9 0d0+10 1d2+0 @@ -56,7 +56,7 @@ the Professor~ A professor is standing here, glaring at you. ~ As you glance at the professor, it suddenly begins to scream about homework -and its spatial relationship to you. +and its spatial relationship to you. ~ 8 0 0 0 16 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -69,7 +69,7 @@ Security~ Security is lurking in the area, watching for misbehavior. ~ You don't want to misbehave when these guys are around. In fact you don't -want to even be around these guys. +want to even be around these guys. ~ 40 0 0 0 16 0 0 0 -130 E 9 17 4 1d1+90 1d2+1 @@ -82,7 +82,7 @@ Security~ Security is lurking in the area, watching for misbehavior. ~ You don't want to misbehave when these guys are around. In fact you don't -want to even be around these guys. +want to even be around these guys. ~ 40 0 0 0 16 0 0 0 -130 E 9 17 4 1d1+90 1d2+1 @@ -95,7 +95,7 @@ Security~ Security is lurking in the area, watching for misbehavior. ~ You don't want to misbehave when these guys are around. In fact you don't -want to even be around these guys. +want to even be around these guys. ~ 40 0 0 0 16 0 0 0 -130 E 9 17 4 1d1+90 1d2+1 @@ -109,7 +109,7 @@ A Student Constable is protecting the campus from this point. ~ These are also known as StuCons and are recruited from amongst the ranks of everyday students of the university. They are not much more than hired help. - + ~ 8 0 0 0 16 0 0 0 130 E 8 18 5 1d1+80 1d2+1 @@ -123,7 +123,7 @@ A Student Constable is guarding the campus from this point. ~ These are also known as StuCons and are recruited from amongst the ranks of everyday students of the university. They are not much more than hired help. - + ~ 8 0 0 0 16 0 0 0 130 E 8 18 5 1d1+80 1d2+1 @@ -137,7 +137,7 @@ A Student Constable is guarding the campus from this very point right here. ~ These are also known as StuCons and are recruited from amongst the ranks of everyday students of the university. They are not much more than hired help. - + ~ 8 0 0 0 16 0 0 0 130 E 8 18 5 1d1+80 1d2+1 @@ -150,7 +150,7 @@ the student~ The student is hurrying off to its next class. ~ This is just your average it university student, the only interests it has -are classes, work, and other its. +are classes, work, and other its. ~ 12 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -164,7 +164,7 @@ The student is rushing off to his next class. ~ This is just your average male university student, the only interests he has are classes, work, and other students of the opposite sex (females, you think). - + ~ 12 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -177,7 +177,7 @@ the student~ The student is scurrying off to her next class. ~ This is just your average female university student, the only interests she -has are classes, and work. +has are classes, and work. ~ 12 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -189,7 +189,7 @@ frosh froshie~ the froshie~ This frosh is standing here with a confused expression on its face. ~ - You are looking at the everyday run of the mill confused frosh. + You are looking at the everyday run of the mill confused frosh. ~ 136 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -201,7 +201,7 @@ frosh froshie~ the froshie~ This frosh is standing here with a confused expression on his face. ~ - You are looking at the everyday run of the mill confused frosh. + You are looking at the everyday run of the mill confused frosh. ~ 136 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -213,7 +213,7 @@ frosh froshie~ the froshie~ This frosh is standing here with a confused expression on her face. ~ - You are looking at the everyday run of the mill confused frosh. + You are looking at the everyday run of the mill confused frosh. ~ 136 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -228,7 +228,7 @@ A Mary-Rotte chef struggles to poison the food quickly. With one hand he fries, with the other he flips the meat (? ) over, and with the other hand he sprinkles some salt into the other hand which is holding... Hey! Isn't that too many hands? This guy is good (or maybe he -isn't... ). +isn't... ). ~ 10 0 0 0 0 0 0 0 -350 E 10 17 4 2d2+100 1d2+1 @@ -241,7 +241,7 @@ the Coke Machine~ A Coke Machine hums quietly. ~ This machine is a marvel of engineering. After receiving the money, it -quickly fouls up the order and delivers it with a large clanging noise. +quickly fouls up the order and delivers it with a large clanging noise. ~ 188426 0 0 0 16 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -253,7 +253,7 @@ frosh froshie~ the froshie~ This frosh is lining up here. ~ - You are looking at the everyday run of the mill lining-up frosh. + You are looking at the everyday run of the mill lining-up frosh. ~ 136 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -265,7 +265,7 @@ frosh froshie~ the froshie~ This frosh is lining up here. ~ - You are looking at the everyday run of the mill lining-up frosh. + You are looking at the everyday run of the mill lining-up frosh. ~ 136 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -277,7 +277,7 @@ frosh froshie~ the froshie~ This frosh is lining up here with a confused expression on her face. ~ - You are looking at the everyday run of the mill confused frosh. + You are looking at the everyday run of the mill confused frosh. ~ 136 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -290,7 +290,7 @@ the FREC~ The FREC waits here for violence to come to it. ~ This large, purpled, mohawked warrior looks quite aggressive. It is -probably not something anyone should mess with. +probably not something anyone should mess with. ~ 46 0 0 0 16 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -302,7 +302,7 @@ caf employee~ a caf employee~ A caf employee stands here ready to fill your order. ~ - As if you'd actually order anything. + As if you'd actually order anything. ~ 10 0 0 0 0 0 0 0 -100 E 9 17 4 1d1+90 1d2+1 @@ -315,7 +315,7 @@ a BIG jock~ A rather large jock occupies the room. ~ It (he? ) is quite big. It (she? ) looks at you with undisguised -hunger... +hunger... ~ 8 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -327,7 +327,7 @@ mosher~ a mosher~ A mosher moshes here. Oh it hit you! ~ - This mosher moshes with enthusiasm! + This mosher moshes with enthusiasm! ~ 42 0 0 0 16 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -339,7 +339,7 @@ mosher~ a mosher~ A mosher moshes here. Oh he hit you! ~ - This mosher moshes with enthusiasm! + This mosher moshes with enthusiasm! ~ 42 0 0 0 16 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -351,7 +351,7 @@ mosher~ a mosher~ A mosher moshes here. Oh she hit you! ~ - This mosher moshes with enthusiasm! + This mosher moshes with enthusiasm! ~ 42 0 0 0 16 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -365,7 +365,7 @@ A friendly mailbox waits for your mail here. ~ This mailbox is a staple in most of Tabrach. Funny thing though, you've never seen one in your life... Hmmmm. On the side is emblazoned the word TP -(must stand for Tabrach Post). +(must stand for Tabrach Post). ~ 10 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -378,7 +378,7 @@ the swarm of frgos~ A swarm of frgos circles above the building to the west. ~ This creature appears to have the body of a cow with eagle's wings... How -strange. +strange. ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -391,7 +391,7 @@ the student~ A student is snoozing here. ~ This is just your average it university student, and hey, it's sleeping too! - + ~ 12 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -403,7 +403,7 @@ student~ the student~ A student is furiously taking notes here. ~ - This is just your average it university student. + This is just your average it university student. ~ 12 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -415,8 +415,8 @@ chris~ Chris~ Chris is drooling here. ~ - The man before you is tall and stocky. He is clothed in a stonewashed pair -of jeans and a purple beret. + The man before you is tall and stocky. He is clothed in a stone-washed pair +of jeans and a purple beret. ~ 12 0 0 0 0 0 0 0 150 E 23 13 -3 4d4+230 3d3+3 @@ -430,7 +430,7 @@ The Residence Master is presiding over his little world here. ~ The creature before you looks EVIL and SCARY, but you being a hearty adventurer are not afraid! (unless you are less than 15th level ... That is. - + ~ 40 0 0 0 20 0 0 0 -276 E 16 15 0 3d3+160 2d2+2 @@ -442,7 +442,7 @@ bennie boo ben~ Bennie Boo~ Bennie Boo is playing The World of Xeen here. ~ - He seems to need help, any ideas? + He seems to need help, any ideas? ~ 10 0 0 0 0 0 0 0 298 E 9 17 4 1d1+90 1d2+1 @@ -454,8 +454,8 @@ bubble man~ the Bubble Man~ The Bubble Man is bubbling over. ~ - His surface is a nice mixture of colour and light. It seems to be very thin -though. + His surface is a nice mixture of color and light. It seems to be very thin +though. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -467,9 +467,9 @@ chimpster chimp~ the chimpster~ A chimp-like being is doing acrobatics here. ~ - It looks like some kind of cross between a human and a chimpanzee... + It looks like some kind of cross between a human and a chimpanzee... That's odd. Those darned elves ... They should never have invented gene -splicing... +splicing... ~ 10 0 0 0 0 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -482,7 +482,7 @@ Alex~ Alex is here fleshing out the Example Mob. ~ Alex is working hard at fleshing out the example mob which looks indistinct, -because it hasn't been completely fleshed out yet. +because it hasn't been completely fleshed out yet. ~ 24 0 0 0 20 0 0 0 100 E 1 20 9 0d0+10 1d2+0 @@ -494,7 +494,7 @@ steve~ Steve~ Steve is working furiously at finishing the wld file so it can be put online. ~ - Steve is working hard and it looks like he should be finishing soon. + Steve is working hard and it looks like he should be finishing soon. ~ 24 0 0 0 20 0 0 0 100 E 1 20 9 0d0+10 1d2+0 @@ -506,9 +506,9 @@ bob~ Bob the storekeeper~ Bob is looking after his store here. ~ - As you look more closely, you realize that Bob is somewhat spaced out. + As you look more closely, you realize that Bob is somewhat spaced out. Looking at the sheet in his hand reveals that he is doing inventory. No wonder -he is so spaced out. +he is so spaced out. ~ 188426 0 0 0 0 0 0 0 200 E 12 16 2 2d2+120 2d2+2 @@ -520,7 +520,7 @@ tuck~ Mr. Tuck~ Mr. Tuck is organizing shelves. ~ - He seems to be locating things like candy. + He seems to be locating things like candy. ~ 188426 0 0 0 0 0 0 0 200 E 11 17 3 2d2+110 1d2+1 @@ -532,7 +532,7 @@ sue~ Sue, the book-looker-after-er~ Sue is looking after books here. ~ - Actually, there doesn't seem to be any books... Hmmmmmm. + Actually, there doesn't seem to be any books... Hmmmmmm. ~ 188426 0 0 0 0 0 0 0 200 E 9 17 4 1d1+90 1d2+1 @@ -545,7 +545,7 @@ the Bartender~ The Bartender pours drinks several at a time to keep up with the rush. ~ The Bartender looks harried as he tries to keep up with several different -orders at the same time. Maybe you should bother him later... +orders at the same time. Maybe you should bother him later... ~ 188426 0 0 0 0 0 0 0 250 E 14 16 1 2d2+140 2d2+2 @@ -570,7 +570,7 @@ Chief FREC~ Chief FREC orders you around here. ~ It stands tall and proud... As if being purple with golden hair can make -anyone proud... +anyone proud... ~ 12 0 0 0 16 0 0 0 -300 E 15 15 1 3d3+150 2d2+2 @@ -582,8 +582,8 @@ golden world copy~ a copy of Golden World~ A copy of Golden World lies here. ~ - It looks like the student humour newspaper, but it contains nothing to do -with actual news that you didn't know already. + It looks like the student humor newspaper, but it contains nothing to do +with actual news that you didn't know already. ~ 8 0 0 0 1048576 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -596,7 +596,7 @@ the ghost of Grant~ The clock ghost flits about randomly here. ~ The ghost resembles the late Grant Hall. It seems to be somewhat -transparent though. +transparent though. ~ 14 0 0 0 20 0 0 0 -100 E 15 15 1 3d3+150 2d2+2 @@ -608,7 +608,7 @@ wraith~ a wraith~ An ethereal wraith-like shape is here. ~ - This ghostly creture is grey in colour and has an amorphous shape. + This ghostly creature is gray in color and has an amorphous shape. ~ 10 0 0 0 16 0 0 0 -400 E 15 15 1 3d3+150 2d2+2 diff --git a/lib/world/mob/302.mob b/lib/world/mob/302.mob index 513637d..857f13a 100644 --- a/lib/world/mob/302.mob +++ b/lib/world/mob/302.mob @@ -1 +1 @@ -$ +$ diff --git a/lib/world/mob/303.mob b/lib/world/mob/303.mob index 513637d..857f13a 100644 --- a/lib/world/mob/303.mob +++ b/lib/world/mob/303.mob @@ -1 +1 @@ -$ +$ diff --git a/lib/world/mob/304.mob b/lib/world/mob/304.mob index d2c26ee..ad8be58 100644 --- a/lib/world/mob/304.mob +++ b/lib/world/mob/304.mob @@ -4,7 +4,7 @@ the Shaggy Monk~ A shaggy monk stands here quietly. ~ This man looks like an ordinary monk, except he is really quite a big fella, -and seems to have a lot of very fine brown body hair, even on his palms.. +and seems to have a lot of very fine brown body hair, even on his palms.. *stare* ~ 14 0 0 0 20 0 0 0 600 E @@ -18,7 +18,7 @@ the Silver Statue~ A silver statue has posted itself in the corner. ~ Well, It doesn't APPEAR to be human. It looks like a suit of armor, but why -the heck did it just turn to look at you? +the heck did it just turn to look at you? ~ 138 0 0 0 20 0 0 0 400 E 15 15 1 3d3+150 2d2+2 @@ -31,7 +31,7 @@ the templar of Mateon~ Mateon's Templar is here, looking out the window. ~ This man has dedicated his life to Mateon, and the man behind the mask. He -turns from the window and stares at you blankly. +turns from the window and stares at you blankly. ~ 10 0 0 0 20 0 0 0 800 E 15 15 1 3d3+150 2d2+2 @@ -44,7 +44,7 @@ the grand knight Mateon~ Mateon, defender of the Bull, scowers at you! ~ Mateon is a HUGE man. A huge ANGRY man. He will NOT let you NEAR the man -behind the mask. +behind the mask. ~ 10 0 0 0 20 0 0 0 600 E 14 16 1 2d2+140 2d2+2 @@ -56,7 +56,7 @@ chambermaid maid~ the Chambermaid~ A Chambermaid is here, desperately trying to straighten up. ~ - The Chambermaid looks harried, and glances at you with fear in her eyes. + The Chambermaid looks harried, and glances at you with fear in her eyes. ~ 138 0 0 0 16 0 0 0 100 E 10 17 4 2d2+100 1d2+1 @@ -71,7 +71,7 @@ A man wearing a golden mask watches you. You look at this man, and then notice something funny. It seems to be difficult for him to stand on two legs. As you watch, he drops to all fours. You see a glimpse of fur under his cloak. He peels the mask off and you stare -into his brown eyes, and big, wet, black nose. "Nice nose ring", you think. +into his brown eyes, and big, wet, black nose. "Nice nose ring", you think. ~ 10 0 0 0 20 0 0 0 800 E 13 16 2 2d2+130 2d2+2 @@ -84,7 +84,7 @@ an acolyte~ An acolyte is here, looking for a broom. ~ The acolyte wanders around, looking for a broom. He is making a heroic -attempt to ignore you. +attempt to ignore you. ~ 204 0 0 0 20 0 0 0 600 E 10 17 4 2d2+100 1d2+1 diff --git a/lib/world/mob/305.mob b/lib/world/mob/305.mob index dce71d4..b9d3b21 100644 --- a/lib/world/mob/305.mob +++ b/lib/world/mob/305.mob @@ -4,7 +4,7 @@ the Tunnel Troll~ A tunnel troll wanders about here. ~ The troll is small, dark, and smelly. You would be willing to bet that he -has never seen the light of day. +has never seen the light of day. ~ 204 0 0 0 0 0 0 0 -500 E 2 20 8 0d0+20 1d2+0 @@ -17,7 +17,7 @@ the Black Pawn~ A Black Pawn shuffles around nervously here. ~ The pawn seems to be made of carved wood, and animated by some magical -means. +means. ~ 142 0 0 0 0 0 0 0 -200 E 3 19 8 0d0+30 1d2+0 @@ -30,7 +30,7 @@ the White Pawn~ A White Pawn shuffles around nervously here. ~ The pawn seems to be made of carved wood, and animated by some magical -means. +means. ~ 142 0 0 0 0 0 0 0 200 E 3 19 8 0d0+30 1d2+0 @@ -42,7 +42,7 @@ rook wooden black~ the Black Rook~ A black Rook stands here, having linear thoughts. ~ - The black Rook stares absently into space, he doesn't seem to notice you. + The black Rook stares absently into space, he doesn't seem to notice you. ~ 142 0 0 0 0 0 0 0 -300 E @@ -55,7 +55,7 @@ rook wooden white~ the White Rook~ A white Rook stands here, having linear thoughts. ~ - The white Rook stares absently into space, he doesn't seem to notice you. + The white Rook stares absently into space, he doesn't seem to notice you. ~ 142 0 0 0 0 0 0 0 300 E @@ -68,8 +68,8 @@ knight wooden black~ the Black Knight~ A black Knight is here, looking for his horse. ~ - The black Knight would probably look alot more noble if he was astride a -horse. + The black Knight would probably look a lot more noble if he was astride a +horse. ~ 76 0 0 0 0 0 0 0 -400 E 6 18 6 1d1+60 1d2+1 @@ -81,8 +81,8 @@ knight wooden white~ the White Knight~ A white knight is here, looking for his horse. ~ - The white Knight would probably look alot more noble if he was astride a -horse. + The white Knight would probably look a lot more noble if he was astride a +horse. ~ 76 0 0 0 0 0 0 0 400 E 6 18 6 1d1+60 1d2+1 @@ -94,7 +94,7 @@ bishop wooden black~ the Black Bishop~ A black bishop stands here quietly. ~ - The bishop looks at you, then stares at the ceiling and yawns. + The bishop looks at you, then stares at the ceiling and yawns. ~ 76 0 0 0 0 0 0 0 -400 E 6 18 6 1d1+60 1d2+1 @@ -106,7 +106,7 @@ bishop wooden white~ the White Bishop~ A white bishop stands here quietly. ~ - The bishop looks at you, then stares at the ceiling and yawns. + The bishop looks at you, then stares at the ceiling and yawns. ~ 76 0 0 0 0 0 0 0 400 E 6 18 6 1d1+60 1d2+1 @@ -144,8 +144,8 @@ king black wooden~ the Black King~ A black King stands here, looking grumpy. ~ - The black King looks rather haggard. He tells you, "Take my wife... -Pleeeaase. " You decide that the king is not much of a comedian. + The black King looks rather haggard. He tells you, "Take my wife... +Pleeeaase. " You decide that the king is not much of a comedian. ~ 10 0 0 0 0 0 0 0 -700 E 9 17 4 1d1+90 1d2+1 @@ -157,8 +157,8 @@ king white wooden~ the White King~ A white King stands here, looking grumpy. ~ - The white King looks rather haggard. He tells you, "Take my wife... -Pleeeaase. " You decide that the king is not much of a comedian. + The white King looks rather haggard. He tells you, "Take my wife... +Pleeeaase. " You decide that the king is not much of a comedian. ~ 10 0 0 0 0 0 0 0 700 E 9 17 4 1d1+90 1d2+1 @@ -170,7 +170,7 @@ fish flying~ the flying Fish~ A flying fish jumps out of the water at you! ~ - The fish winks at you?! + The fish winks at you?! ~ 42 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -182,7 +182,7 @@ card playing diamonds~ a card of the suit diamonds~ A playing card shuffles around here. ~ - The playing card grins at you evilly. He is of the suit diamonds. + The playing card grins at you evilly. He is of the suit diamonds. ~ 76 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -194,7 +194,7 @@ card playing hearts~ a card of the suit hearts~ A playing card shuffles around here. ~ - The playing card grins at you evilly. He is of the suit hearts. + The playing card grins at you evilly. He is of the suit hearts. ~ 76 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -206,7 +206,7 @@ card playing clubs~ a card of the suit clubs~ A playing card shuffles around here. ~ - The playing card grins at you evilly. He is of the suit clubs. + The playing card grins at you evilly. He is of the suit clubs. ~ 76 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -218,7 +218,7 @@ card playing spades~ a card of the suit spades~ A playing card shuffles around here. ~ - The playing card grins at you evilly. He is of the suit spades. + The playing card grins at you evilly. He is of the suit spades. ~ 76 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -231,7 +231,7 @@ the Joker~ The Joker bounces around, happy to see you. ~ The Joker cackles happily and ruffles your hair. "So nice to see you -dearie, would you like some tea? " The Joker is NUTS! +dearie, would you like some tea? " The Joker is NUTS! ~ 10 0 0 0 0 0 0 0 -900 E 10 17 4 2d2+100 1d2+1 diff --git a/lib/world/mob/306.mob b/lib/world/mob/306.mob index 37a7102..320a974 100644 --- a/lib/world/mob/306.mob +++ b/lib/world/mob/306.mob @@ -4,7 +4,7 @@ a stealthy brown jaguar~ A stealthy brown jaguar makes its way along the branches. ~ It gives a lazy look in your direction and continues with its slow, graceful -slink across the Tree's branches. +slink across the Tree's branches. ~ 16456 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -20,7 +20,7 @@ an elven cat~ An elven cat lies on a branch, deep in sleep. ~ It lays in the shade with an uncaring look to it, as if everything were -completely safe. +completely safe. ~ 72 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -35,7 +35,7 @@ leopard spotted~ a spotted leopard~ A spotted leopard lazily preens its coat as you walk past. ~ - It does not even glance your way as it goes about its bathing needs. + It does not even glance your way as it goes about its bathing needs. ~ 72 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -50,7 +50,7 @@ jaculi snake~ a jaculi~ A small tree snake slithers past. ~ - It is a very small, green thing which has made its home in the Great Tree. + It is a very small, green thing which has made its home in the Great Tree. ~ 72 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -65,7 +65,7 @@ grippli frog tree~ a grippli~ A small tree frog hops about. ~ - It is a little green thing, looking for a few good insects to munch. + It is a little green thing, looking for a few good insects to munch. ~ 72 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -76,12 +76,12 @@ Int: 13 Wis: 13 E #30605 -babboon wild~ -a wild babboon~ -A wild babboon ambles about. +baboon wild~ +a wild baboon~ +A wild baboon ambles about. ~ It lumbers about the tree, munching here and there on any items it finds of -interest. +interest. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -97,7 +97,7 @@ a carnivorous ape~ A carnivorous ape swings from branch to branch. ~ It has a fixed look of stupidity upon its face, one which says plainly that -it exists only by the grace of the creatures around it. +it exists only by the grace of the creatures around it. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -113,7 +113,7 @@ an Atomie Shaman~ An Atomie Shaman walks slowly past. ~ The Shaman wears a look of absolute seriousness upon his face, a fixed -expression of intense concentration. +expression of intense concentration. ~ 72 0 0 0 0 0 0 0 600 E 7 18 5 1d1+70 1d2+1 @@ -129,7 +129,7 @@ an Atomie father~ An Atomie father works diligently for his family. ~ The atomie is a race of highly intelligent elf-like beings who serve the -trees in which they reside. +trees in which they reside. ~ 72 0 0 0 0 0 0 0 700 E 6 18 6 1d1+60 1d2+1 @@ -145,7 +145,7 @@ an Atomie mother~ An Atomie mother fusses about the tree, cleaning and straightening. ~ Her face looks careworn and full of love. Her labors are those of her -people, which age all prematurely. +people, which age all prematurely. ~ 72 0 0 0 0 0 0 0 900 E 5 19 7 1d1+50 1d2+0 @@ -161,7 +161,7 @@ an Atomie child~ An Atomie child plays about the tree branches. ~ The child looks to be without a care in the world, existing in a very perfect -place. +place. ~ 72 0 0 0 0 0 0 0 600 E 4 19 7 0d0+40 1d2+0 @@ -176,7 +176,7 @@ dryad~ a dryad~ A dryad walks about the branches with a lithe dexterity. ~ - She politely nods to you and continues on her way. + She politely nods to you and continues on her way. ~ 72 0 0 0 0 0 0 0 500 E 8 18 5 1d1+80 1d2+1 @@ -207,7 +207,7 @@ sprite~ a sprite~ A sprite moves past, all grace and mischief. ~ - She grins wickedly your way and winks before moving on. + She grins wickedly your way and winks before moving on. ~ 72 0 0 0 0 0 0 0 600 E 8 18 5 1d1+80 1d2+1 @@ -223,7 +223,7 @@ an ettercap~ An ettercap lounges in a small branching of the tree. ~ It looks to be awake but nods off every now again, jerking upright with a -start. +start. ~ 74 0 0 0 0 0 0 0 800 E 9 17 4 1d1+90 1d2+1 @@ -238,7 +238,7 @@ grig shaman~ a Grig shaman~ A Grig shaman moves purposefully about the Tree. ~ - He is lost in deep thought, taking no notice of those around him. + He is lost in deep thought, taking no notice of those around him. ~ 72 0 0 0 0 0 0 0 900 E 7 18 5 1d1+70 1d2+1 @@ -253,7 +253,7 @@ grig father~ a grig father~ A grig father works about the Tree. ~ - The father works hard for the well-being of the Tree. + The father works hard for the well-being of the Tree. ~ 72 0 0 0 0 0 0 0 800 E 1 20 9 0d0+10 1d2+0 @@ -269,7 +269,7 @@ a grig mother~ A grig mother clucks and tsks over the condition of the Tree. ~ She skimpers about here and there making a fuss at the smallest of tasks -which need doing. +which need doing. ~ 72 0 0 0 0 0 0 0 800 E 5 19 7 1d1+50 1d2+0 @@ -285,7 +285,7 @@ a grig child~ A grig child performs some small, menial chores about the Tree. ~ The child appears solemn, even more so than the rest of the grigs in this -Tree due to her age. +Tree due to her age. ~ 72 0 0 0 0 0 0 0 900 E 4 19 7 0d0+40 1d2+0 diff --git a/lib/world/mob/307.mob b/lib/world/mob/307.mob index d888ec0..6cec5a4 100644 --- a/lib/world/mob/307.mob +++ b/lib/world/mob/307.mob @@ -3,9 +3,9 @@ lord castle~ the Lord of the Castle~ The Lord gives you a sloppy smile and nods your way. ~ - He is obviously quite drunk most of his waking moments - and rightly so. + He is obviously quite drunk most of his waking moments - and rightly so. Being married to the dreadful wench of a Lady must be quite demanding on one's -nerves. +nerves. ~ 72 0 0 0 0 0 0 0 600 E 27 11 -6 5d5+270 4d4+4 @@ -19,7 +19,7 @@ The Lady narrows here eyes at you, wondering who you are. ~ She seems to come to some sort of decision about you, one that must have been favorable on your part, because she suddenly dons a bright smile and comes -walking your way. +walking your way. ~ 72 0 0 0 0 0 0 0 600 E 25 12 -5 5d5+250 4d4+4 @@ -33,7 +33,7 @@ The Lady's handmaiden fusses about the castle, making sure all is perfect. ~ She is a young and beautiful thing, handpicked by the Lady for her aesthetic pleasantness. Her manners in court are unmatched and yet she knows her place -enough to never overstep her bounds. +enough to never overstep her bounds. ~ 72 0 0 0 0 0 0 0 780 E 24 12 -4 4d4+240 4d4+4 @@ -46,7 +46,7 @@ the Lord's manservant~ The Lord's manservant regards you solemnly. ~ He regards you with calm, clear eyes that reflect almost nothing at all -within them. His only desire seems to be to serve his Lord. +within them. His only desire seems to be to serve his Lord. ~ 72 0 0 0 0 0 0 0 200 E 24 12 -4 4d4+240 4d4+4 @@ -56,12 +56,12 @@ E #30704 brother drunk~ the Lady's drunk brother~ -The Lady's drunk brother leans over a windowledge, his feet almost leaving the floor. +The Lady's drunk brother leans over a window ledge, his feet almost leaving the floor. ~ He is obviously a guest-turned-permanent-resident. The fact that the Lady and her husband throw a nonstop party appeals greatly to this man. Coupled with the fact that everything is free plus whatever gold he can sponge from his -sister, he has it made. +sister, he has it made. ~ 10 0 0 0 0 0 0 0 100 E 22 13 -3 4d4+220 3d3+3 @@ -73,8 +73,8 @@ brother knight lord~ the Lord's brother~ A very militaristic man stands rigidly while the gala goes on around him. ~ - He is abviously unused to the informalities of court life and spends most of -his time in the field, doing whatever it is that knights do best. + He is obviously unused to the informalities of court life and spends most of +his time in the field, doing whatever it is that knights do best. ~ 10 0 0 0 0 0 0 0 700 E 26 12 -5 5d5+260 4d4+4 @@ -87,7 +87,7 @@ a soldier~ A soldier from the Lord's brother's contingent beds down in the hay. ~ He seems more than content to relax for this short duration, even though it -be out in this barn rather than indoors where it is much more festive. +be out in this barn rather than indoors where it is much more festive. ~ 4106 0 0 0 0 0 0 0 500 E 22 13 -3 4d4+220 3d3+3 @@ -100,7 +100,7 @@ an impatient soldier~ An impatient soldier paces back and forth, waiting for his captain. ~ Some of his other men may feel comfortable standing still, but this one is -ready to get back out into action. +ready to get back out into action. ~ 4106 0 0 0 0 0 0 0 800 E 24 12 -4 4d4+240 4d4+4 @@ -113,7 +113,7 @@ a bored soldier~ A bored soldier leans against a wood post in the barn, waiting for something to happen. ~ He stares off into space with a vacant look, idly picking at the hay beneath -him. +him. ~ 4106 0 0 0 0 0 0 0 300 E 23 13 -3 4d4+230 3d3+3 @@ -126,7 +126,7 @@ a lady-in-waiting~ A lady-in-waiting fusses and fritters about the Lady's bedroom, tidying up. ~ This one is a neat freak, for sure. She seems almost on the verge of tears -when she finds the slightest smudge of dirt anywhere. +when she finds the slightest smudge of dirt anywhere. ~ 10 0 0 0 0 0 0 0 600 E 22 13 -3 4d4+220 3d3+3 @@ -138,7 +138,7 @@ lady in waiting~ a lady-in-waiting~ A lady-in-waiting wanders about the keep, searching for her Lady. ~ - After all, what good is a lady-in-waiting if she can't wait on her Lady? + After all, what good is a lady-in-waiting if she can't wait on her Lady? ~ 72 0 0 0 0 0 0 0 500 E @@ -152,7 +152,7 @@ a visiting scholar~ A visiting scholar rests from a long day in the Grand Ballroom. ~ The man is obviously not one for the party life and hasn't the stamina that -the Lord and Lady possess for drinking and carousing. +the Lord and Lady possess for drinking and carousing. ~ 10 0 0 0 0 0 0 0 700 E 23 13 -3 4d4+230 3d3+3 @@ -165,7 +165,7 @@ a whore~ A scantily-clad woman pats the drunk man's back soothingly, giving you a wink. ~ She is obviously hired company for the awful man who probably is leaving -most of his dinner on the ground outside the castle at this very moment. +most of his dinner on the ground outside the castle at this very moment. ~ 10 0 0 0 0 0 0 0 300 E 22 13 -3 4d4+220 3d3+3 @@ -178,7 +178,7 @@ an entertainer~ A man with a bowed fiddle plays with vigor for the room. ~ He is older, with crows feet in the corners of his eyes that he scrunches up -everytime he gets going really well into an overture. +every time he gets going really well into an overture. ~ 10 0 0 0 0 0 0 0 500 E 21 13 -2 4d4+210 3d3+3 @@ -191,7 +191,7 @@ a cook~ A cook works about the kitchen, keeping the food fresh and tasty. ~ He and his co-workers look more than pleased to be doing to be doing what -they are for the Lord and Lady. They must be well paid. +they are for the Lord and Lady. They must be well paid. ~ 10 0 0 0 0 0 0 0 500 E 22 13 -3 4d4+220 3d3+3 @@ -204,7 +204,7 @@ the stable boy~ The stable boy smiles up at you, looking to take your horse. ~ He says nothing, only looks you dead in the eye and smiles. Its actually -sort of annoying. +sort of annoying. ~ 10 0 0 0 0 0 0 0 900 E 21 13 -2 4d4+210 3d3+3 @@ -217,7 +217,7 @@ an ale salesman~ An ale salesman lies stretched out on the bed, catching some Z's. ~ He must have had himself a few too many tastes of his own product last night -and now has to sleep it off. +and now has to sleep it off. ~ 10 0 0 0 0 0 0 0 500 E 22 13 -3 4d4+220 3d3+3 @@ -230,7 +230,7 @@ Alanis~ Alanis the sorceress waits patiently for the Lady to return. ~ It seems the Lady has been dabbling in magic of late and has asked Alanis to -join the staff permanently - unbeknownst to the Lord. +join the staff permanently - unbeknownst to the Lord. ~ 10 0 0 0 0 0 0 0 400 E 24 12 -4 4d4+240 4d4+4 @@ -243,7 +243,7 @@ Felice~ Felice, the castle healer, relaxes on the bed, reading a thick book. ~ He smiles at you as you enter, inviting you to come sit near him and talk. - + ~ 10 0 0 0 0 0 0 0 900 E 24 12 -4 4d4+240 4d4+4 diff --git a/lib/world/mob/308.mob b/lib/world/mob/308.mob index 2778919..312a589 100644 --- a/lib/world/mob/308.mob +++ b/lib/world/mob/308.mob @@ -6,7 +6,7 @@ The Baron lounges in his favorite chair, reading from a thick book. He is a short, stocky man who looks as if he might need a bit of shaping up to be called 'in shape'. His eyes are a bit hollowed, as are most men's eyes spent too long reading from books. His hair is all but vanished except for two -thin lines on the sides of his head. +thin lines on the sides of his head. ~ 16394 0 0 0 0 0 0 0 800 E 34 9 -10 6d6+340 5d5+5 @@ -21,7 +21,7 @@ Melinna, Cailveh's wife, holds court for her absent husband. Most of the day-to-day runnings of the court are left to Melinna, a very skilled and shrewd politician. It is an unspoken agreement between the Baron and his wife that she deal with the more mundane matters so that he might -continue his studies without significant interruption. +continue his studies without significant interruption. ~ 24586 0 0 0 0 0 0 0 900 E 34 9 -10 6d6+340 5d5+5 @@ -36,7 +36,7 @@ Cailveh's eldest son, Gilzaan, walk about meeting and greeting the people. It is Gilzaan who will eventually succeed to the title of Baron when Cailveh and his wife have passed on. Gilzaan does not take this responsibility lightly, and makes it a point to make himself known to as many of the prominent -men of the area that he can. +men of the area that he can. ~ 6216 0 0 0 0 0 0 0 500 E 34 9 -10 6d6+340 5d5+5 @@ -51,7 +51,7 @@ Necromocis, Cailveh's youngest son, works diligently at one of the tables. Although not as large of frame or imposing as his older brother, Necromocis has his strength in other areas. He has a highly developed intellect, bred from many years of study and dedication. His father's work with healing will -certainly go on even after his father has passed on. +certainly go on even after his father has passed on. ~ 20490 0 0 0 0 0 0 0 600 E 33 9 -9 6d6+330 5d5+5 @@ -59,13 +59,13 @@ certainly go on even after his father has passed on. 8 8 1 E #30804 -atronomer court~ +astronomer court~ the court astronomer~ The court astronomer peers with one eye closed through the telescope. ~ He is a withered old man, who doesn't appear to have much longer in this -plane of existance. He scratches notes in a small pad of paper every now and -again. +plane of existence. He scratches notes in a small pad of paper every now and +again. ~ 10 0 0 0 0 0 0 0 300 E 25 12 -5 5d5+250 4d4+4 @@ -78,7 +78,7 @@ a quiet servant~ A quiet servant glides about the tower, keeping the guests happy. ~ He is a stately old gentleman with long, fine wisps of hair that delicately -brush the back of his coat. +brush the back of his coat. ~ 76 0 0 0 0 0 0 0 400 E 25 12 -5 5d5+250 4d4+4 @@ -92,7 +92,7 @@ A robed man patiently awaits his time to speak with the Baron. ~ He stands within the comfortable confines of the tower, yet he wears a thick, full robe of dark wool with the hood pulled up over his head. He -radiates a very mysterious aura. +radiates a very mysterious aura. ~ 10 0 0 0 0 0 0 0 -500 E 33 9 -9 6d6+330 5d5+5 @@ -105,7 +105,7 @@ a humble petitioner~ A humble petitioner pleads his cause with the Baroness. ~ He looks as if he might be a woodcutter or perhaps a simple worker, however -he bravely stands his ground and speaks with a strong voice to the Baroness. +he bravely stands his ground and speaks with a strong voice to the Baroness. ~ 10 0 0 0 0 0 0 0 400 E 26 12 -5 5d5+260 4d4+4 @@ -118,8 +118,8 @@ an arrogant land owner~ An arrogant land owner noisily clears her throat as she waits in annoyance. ~ She wears only the finest of clothing upon her body, making excellent use of -her bodice so that she might coury even more favor with the locals. It ain't -workin'. +her bodice so that she might court even more favor with the locals. It ain't +workin'. ~ 10 0 0 0 0 0 0 0 200 E 27 11 -6 5d5+270 4d4+4 @@ -132,7 +132,7 @@ a pious farmer~ A pious farmer patiently awaits his audience with his head bowed. ~ He holds his rumpled hat in his hands, fretfully twisting and turning it in -nervous anticipation. +nervous anticipation. ~ 10 0 0 0 0 0 0 0 600 E 28 11 -6 5d5+280 4d4+4 @@ -145,7 +145,7 @@ a lab assistant~ A lab assistant works about the tables, mixing various chemicals. ~ She looks to be about middle-aged with severe features which almost seem to -be held in place with an iron will. Her work is her life. +be held in place with an iron will. Her work is her life. ~ 10 0 0 0 0 0 0 0 600 E 32 10 -9 6d6+320 5d5+5 @@ -158,7 +158,7 @@ a door guard~ A door guard stands post at the door, clicking his heels sharply as you enter. ~ He looks more for decoration and ceremony than anything else, but he -certainly seems to take his job very seriously. +certainly seems to take his job very seriously. ~ 10 0 0 0 0 0 0 0 400 E 32 10 -9 6d6+320 5d5+5 @@ -171,7 +171,7 @@ a chamber maid~ A chamber maid efficiently cleans and organizes the room. ~ She hums as she works, apparently enjoying what she does for a living a -great deal. She apparent hasn't noticed your entry into the room. +great deal. She apparent hasn't noticed your entry into the room. ~ 10 0 0 0 0 0 0 0 600 E 31 10 -8 6d6+310 5d5+5 @@ -185,7 +185,7 @@ A visiting cousin leans back contentedly in his chair, enjoying a meal. ~ It looks like this one may have run low on funds and knew that good old Cailveh would come through with a few meals and maybe a bit of spare change for -the road. +the road. ~ 18442 0 0 0 0 0 0 0 100 E 31 10 -8 6d6+310 5d5+5 @@ -197,9 +197,9 @@ farmhand man old~ an old farmhand~ An old farmhand makes his way about the barn, going through his work day. ~ - He walks slightly unched over with a bad back, but he still seems to be able + He walks slightly hunched over with a bad back, but he still seems to be able to perform his regular duties without much trouble. He notices you looking his -way and gives a smile and a wink. +way and gives a smile and a wink. ~ 10 0 0 0 0 0 0 0 500 E 25 12 -5 5d5+250 4d4+4 @@ -212,7 +212,7 @@ a fat cow~ A fat cow waddles about, lazily chewing on some grass. ~ No matter how long you stare, it still looks like nothing more than a big -fat cow chewing grass. +fat cow chewing grass. ~ 72 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -224,7 +224,7 @@ wife housewife busy~ a busy housewife~ A busy housewife skitters about the house, cleaning everything. ~ - She must not have seen you enter yet or else your shoes would be *off*. + She must not have seen you enter yet or else your shoes would be *off*. ~ 10 0 0 0 0 0 0 0 400 E 28 11 -6 5d5+280 4d4+4 @@ -236,8 +236,8 @@ farmer snoozing~ a snoozing farmer~ A farmer snoozes in his favorite chair, his nose hairs vibrating as he snores. ~ - He is your average typical farmer - a tall, lanky guy dressed in servicable -clothing that smells of cow. + He is your average typical farmer - a tall, lanky guy dressed in serviceable +clothing that smells of cow. ~ 10 0 0 0 0 0 0 0 400 E 28 11 -6 5d5+280 4d4+4 @@ -247,10 +247,10 @@ E #30818 woodsman lounging~ a lounging woodsman~ -A woodsman, still dressed in his work clothes, lounges iin a chair. +A woodsman, still dressed in his work clothes, lounges in a chair. ~ He looks so relaxed there in that chair - is it really necessary to kill the -poor chap? +poor chap? ~ 10 0 0 0 0 0 0 0 300 E 29 11 -7 5d5+290 4d4+4 @@ -263,7 +263,7 @@ a humble old man~ An old man sits humbly in an old wooden chair staring up at you. ~ He almost looks as if he might have something to say, but he just sits -there, mouth half open and quiet. +there, mouth half open and quiet. ~ 10 0 0 0 0 0 0 0 400 E 26 12 -5 5d5+260 4d4+4 @@ -275,7 +275,7 @@ housewife wife quiet~ a quiet housewife~ A poor, quiet housewife looks up in fear as you enter into her home. ~ - She says nothing, only stares at you with fear-filled eyes. + She says nothing, only stares at you with fear-filled eyes. ~ 10 0 0 0 0 0 0 0 800 E 29 11 -7 5d5+290 4d4+4 @@ -288,7 +288,7 @@ an eating man~ A man sits at his small table, eating the last part of a meal. ~ He nods at you as you enter into his home, a slightly confused expression on -his face. +his face. ~ 10 0 0 0 0 0 0 0 499 E 27 11 -6 5d5+270 4d4+4 @@ -301,7 +301,7 @@ the school marm~ The school marm sits at her desk, scribbling some notes. ~ She barely glances at you as you enter, giving you a 'May I help you? ' -sort of look. +sort of look. ~ 10 0 0 0 0 0 0 0 800 E 26 12 -5 5d5+260 4d4+4 @@ -314,7 +314,7 @@ the barkeep~ The barkeep gives you a warm smile and bids you welcome. ~ He waves his arm expansively at one of his many tables, bidding that you sit -down, relax a while and enjoy a fine meal. +down, relax a while and enjoy a fine meal. ~ 10 0 0 0 0 0 0 0 400 E 31 10 -8 6d6+310 5d5+5 @@ -328,7 +328,7 @@ A man speaks in a loud voice, telling tales of heroism and bravery. ~ The stories are not of his own adventures, but of those made by the characters of his stories. Whether these people he tells of ever lived is a -tale in itself, but it matters little - the stories are all good. +tale in itself, but it matters little - the stories are all good. ~ 10 0 0 0 0 0 0 0 400 E 30 10 -8 6d6+300 5d5+5 @@ -341,7 +341,7 @@ a man~ A man lounges back in a chair, listening good-naturedly to the storyteller. ~ His eyes look only a little bleary - undoubtedly he has had some of the -Hall's finest after a long day's work. +Hall's finest after a long day's work. ~ 10 0 0 0 0 0 0 0 600 E 30 10 -8 6d6+300 5d5+5 @@ -354,7 +354,7 @@ a well-dressed gentleman~ A well-dressed gentleman sits at the bar, sipping a tankard of ale. ~ He appears to be keeping to himself, having no desire to interact with -anyone. He is obviously not a local. +anyone. He is obviously not a local. ~ 10 0 0 0 0 0 0 0 100 E 33 9 -9 6d6+330 5d5+5 @@ -367,7 +367,7 @@ a flirtatious woman~ A woman leans over her small table, smiling up at the storyteller. ~ She never takes her eyes from him, intent on his story and intent on showing -as much of her bosom as she might be able to. +as much of her bosom as she might be able to. ~ 10 0 0 0 0 0 0 0 300 E 32 10 -9 6d6+320 5d5+5 @@ -380,7 +380,7 @@ Calintra~ Calintra the herbalist grinds some herbs in a bowl, smiling as you enter. ~ Calintra is a young woman for the standards of most of the business owners -in the towne, and beautiful as well. Her long, dark hair falls in her face as +in the town, and beautiful as well. Her long, dark hair falls in her face as grinds the herbs, causing her to brush it back with her fingers every so often. ~ 188426 0 0 0 0 0 0 0 600 E @@ -394,7 +394,7 @@ Salaylia~ A kind, plump woman beams a broad smile your way as you enter the restaurant. ~ She wipes her hands on an apron, happily clucking over you as she leads you -toward an empty table. +toward an empty table. ~ 188426 0 0 0 0 0 0 0 800 E 25 12 -5 5d5+250 4d4+4 @@ -403,12 +403,12 @@ toward an empty table. E #30830 smithy man~ -the towne smithy~ +the town smithy~ A short, stocky man grinds at a piece of steel. ~ Save for his shortness of stature, this man is exactly what you might envision a blacksmith to look like. Strong, gruff, a bit dirty - this man is -it. +it. ~ 10 0 0 0 0 0 0 0 400 E 30 10 -8 6d6+300 5d5+5 @@ -421,7 +421,7 @@ the master apothecary~ The master apothecary is here, resting in a comfortable chair. ~ It looks as if he must have already done the brunt of his work for the day -and is now taking the time to rest and relax a bit. +and is now taking the time to rest and relax a bit. ~ 188426 0 0 0 0 0 0 0 300 E 31 10 -8 6d6+310 5d5+5 @@ -434,7 +434,7 @@ Mochaaska~ Mochaaska stands amid his many fine barrels of water, smiling you way. ~ Mochaaska is obviously not originally from these parts. His skin is of a -darker complexion, his teeth very large and white. +darker complexion, his teeth very large and white. ~ 188426 0 0 0 0 0 0 0 400 E 30 10 -8 6d6+300 5d5+5 @@ -447,7 +447,7 @@ the store owner~ The owner of the store wipes down her main counter, keeping things clean. ~ She glances up at you as you enter, giving you a nod and leaving you to -browse for yourself. +browse for yourself. ~ 188426 0 0 0 0 0 0 0 300 E 30 10 -8 6d6+300 5d5+5 @@ -455,15 +455,15 @@ browse for yourself. 8 8 2 E #30834 -minister towne~ -the towne minister~ -The towne minister waddles past, sweat pouring from his every gland. +minister town~ +the town minister~ +The town minister waddles past, sweat pouring from his every gland. ~ Although everyone is well aware of the minister's ill health, no one can convince him to abstain from his daily rounds. Every day, he walks about the -settlement giving ministery to those who might need it, talking to those who +settlement giving ministry to those who might need it, talking to those who might wish to sit and talk a while. And every day, he looks just a little -worse for the wear. +worse for the wear. ~ 72 0 0 0 0 0 0 0 900 E 29 11 -7 5d5+290 4d4+4 @@ -471,12 +471,12 @@ worse for the wear. 8 8 1 E #30835 -townesman man~ -a townesman~ -A townesman makes his way through the settlement. +townsman man~ +a townsman~ +A townsman makes his way through the settlement. ~ He looks as if he couldn't be much happier - bright and cheery, full of -vigor. +vigor. ~ 72 0 0 0 0 0 0 0 600 E 27 11 -6 5d5+270 4d4+4 @@ -489,7 +489,7 @@ a young lass~ A young lass skips past, her pigtails bouncing. ~ Her freckled face squinches up at you in a smile. She winks and skips right -on past. +on past. ~ 72 0 0 0 0 0 0 0 800 E 25 12 -5 5d5+250 4d4+4 @@ -501,7 +501,7 @@ tailor man~ the tailor~ The tailor awaits to serve you. ~ - He says nothing to you, only nods a great deal and smiles. + He says nothing to you, only nods a great deal and smiles. ~ 188426 0 0 0 0 0 0 0 200 E 32 10 -9 6d6+320 5d5+5 diff --git a/lib/world/mob/309.mob b/lib/world/mob/309.mob index bd6f0f2..968f2c7 100644 --- a/lib/world/mob/309.mob +++ b/lib/world/mob/309.mob @@ -3,9 +3,9 @@ guardsman man~ a guardsman~ A guardsman stands at ease near the barrier, casually watching your arrival. ~ - The guardsman looks at you with a mixture of curiousity and mild animosity. + The guardsman looks at you with a mixture of curiosity and mild animosity. Seeing that you wear no colors for any of the Barons, he is not sure what to -make of you. +make of you. ~ 6170 0 0 0 0 0 0 0 500 E 26 12 -5 5d5+260 4d4+4 @@ -19,7 +19,7 @@ A tradesman laden down with barrels of Westlawn's finest trudges past. ~ The man must have traveled some distance to get the brew that only Westlawn can make so well. He carries the barrels, one on each shoulder, a bead of -sweat running down the bridge of his nose. +sweat running down the bridge of his nose. ~ 76 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -33,7 +33,7 @@ A man with a crude wheel barrow works on the road. ~ The road being so rutted and in poor shape, it requires constant attention from the workers of the area. The serf carts dirt from dry areas onto the -road, trying to dry up the areas of the road that are muddiest. +road, trying to dry up the areas of the road that are muddiest. ~ 4106 0 0 0 0 0 0 0 300 E 25 12 -5 5d5+250 4d4+4 @@ -46,8 +46,8 @@ a muddy little boy~ A little boy covered in mud and filth plays with a pile of mud. ~ He smiles up at you with a beguiling twinkle in his eye. How could he know -that his life is less than perect with such a fine pile of mud right outside -his front door? +that his life is less than perfect with such a fine pile of mud right outside +his front door? ~ 10 0 0 0 0 0 0 0 400 E 25 12 -5 5d5+250 4d4+4 @@ -61,7 +61,7 @@ A little girl stands forlornly at the door to her family's hut. ~ The poor dear does not wish to step off the doorstep because she knows she will instantly be a mess from the muddy yard, but she does not wish to stay -indoors all day. +indoors all day. ~ 10 0 0 0 0 0 0 0 600 E 25 12 -5 5d5+250 4d4+4 @@ -74,7 +74,7 @@ a serf~ A man makes his way home after a long day's work. ~ He is filthy, covered in dirt and grime that seems almost a pigment to his -skin rather than a covering of extra mess. +skin rather than a covering of extra mess. ~ 72 0 0 0 0 0 0 0 700 E 26 12 -5 5d5+260 4d4+4 @@ -87,7 +87,7 @@ a wizened old woman~ An old woman with a wrinkled and careworn face stands outside her hovel. ~ Her eyes perpetually squint from the sun, her face pinched and leathery as -she watches the children at play. +she watches the children at play. ~ 10 0 0 0 0 0 0 0 400 E 26 12 -5 5d5+260 4d4+4 @@ -100,7 +100,7 @@ a young child~ A young child plays outside his home under the watchful eyes of his mother. ~ He is a dirty, filthy child - a child of the dregs, who's lot it is in life -to do nothing but labor for others. +to do nothing but labor for others. ~ 10 0 0 0 0 0 0 0 600 E 26 12 -5 5d5+260 4d4+4 @@ -115,7 +115,7 @@ An old man stands behind the bar slowly and deliberately serving drinks and food Gilsby was in the service of the old Baron, Westlawn's father for many years before Westlawn took on the mantle of Baron. Gilsby has seen them come and seen them go and holds within his old head many secrets to the keep and the -surrounding area. +surrounding area. ~ 16394 0 0 0 0 0 0 0 800 E 27 11 -6 5d5+270 4d4+4 @@ -128,7 +128,7 @@ a tired-looking man~ A tired-looking man leans on a table, tiredly sipping at his ale. ~ He sits at a chair at a table, both elbows propped up on the table, slumped -over with all his weight on those elbows. +over with all his weight on those elbows. ~ 10 0 0 0 0 0 0 0 400 E 27 11 -6 5d5+270 4d4+4 @@ -142,7 +142,7 @@ A man leans against the far side of the bar, his eyes trained upon you. ~ It is his eyes, those secretive eyes, that give you pause when you look his way. He is certainly not one of the serfs of the area, and does not wear the -red of Baron Westlawn. +red of Baron Westlawn. ~ 90122 0 0 0 0 0 0 0 -400 E 30 10 -8 6d6+300 5d5+5 @@ -155,7 +155,7 @@ a worn-looking woman~ A woman sits upon a barrel working the leather of a harness. ~ Her wrinkled hands move with strength and fluidity which belies the image -she presents upon first look. +she presents upon first look. ~ 10 0 0 0 0 0 0 0 600 E 28 11 -6 5d5+280 4d4+4 @@ -168,7 +168,7 @@ a little boy~ A little boy plays on the stacks of hay, laughing in delight. ~ He climbs high up into the heights of the hay stacks, looking down every -once in a while to assure himself that he is truly ascending. +once in a while to assure himself that he is truly ascending. ~ 10 0 0 0 0 0 0 0 800 E 25 12 -5 5d5+250 4d4+4 @@ -182,7 +182,7 @@ A little girl coquettishly tries to act as if she isn't chasing the boy. ~ She nonchalantly climbs the stacks after the boy, trying to make it appear that all of this hay climbing is foolish and beneath her, but she never takes -her eyes of the boy and there is a slight smile at the corners of her mouth. +her eyes of the boy and there is a slight smile at the corners of her mouth. ~ 10 0 0 0 0 0 0 0 700 E @@ -196,7 +196,7 @@ an old, sagging cow~ An old cow with sagging udders lazily wanders the field. ~ Its tail swishes back and forth, lazily swatting the flies that buzz about. - + ~ 10 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -208,7 +208,7 @@ nag mare old~ an old nag~ An old nag slowly makes its way around the area, looking for fresh grass. ~ - Her back is bowed in the center, her coat patched and in poor condition. + Her back is bowed in the center, her coat patched and in poor condition. ~ 10 0 0 0 0 0 0 0 0 E @@ -223,7 +223,7 @@ One of the locals sits on the bridge's edge with a fishing pole. ~ He idly dangles his legs over the side, swinging them lazily as the day passes. It doesn't appear that he really cares whether or not he catches -anything, he is just enjoying the quiet. +anything, he is just enjoying the quiet. ~ 10 0 0 0 0 0 0 0 600 E 26 12 -5 5d5+260 4d4+4 @@ -236,7 +236,7 @@ a woman carrying a basket~ A woman hoists a large wicker basket on one shoulder, carrying it through the yard. ~ She walks slightly bent over to one side, the contents of the basket -obviously heavy and awkward. +obviously heavy and awkward. ~ 72 0 0 0 0 0 0 0 500 E 26 12 -5 5d5+260 4d4+4 @@ -249,7 +249,7 @@ a man rolling a keg~ A man pushes a wooden keg through the keep, taking it to another room. ~ This man is one of Westlawn's many servants whose main job it is to make -sure that the dining and kitchen area is always well-stocked with ale. +sure that the dining and kitchen area is always well-stocked with ale. ~ 72 0 0 0 0 0 0 0 600 E 27 11 -6 5d5+270 4d4+4 @@ -263,7 +263,7 @@ A soldier stands at post, scanning the horizon for any signs of invasion. ~ His keen eyes do not for one moment waver from their incessant scanning of the lands around the keep. If this man fails in his job, many people could -die. +die. ~ 124954 0 0 0 0 0 0 0 500 E 28 11 -6 5d5+280 4d4+4 @@ -273,10 +273,10 @@ E #30920 soldier man~ a soldier~ -A soldier tromps about the keep, stepping in clean rythym even though he is alone. +A soldier tromps about the keep, stepping in clean rhythm even though he is alone. ~ All of Westlawn's men have been trained so well that they continue to march -in formation even when there is no formation. +in formation even when there is no formation. ~ 6220 0 0 0 0 0 0 0 500 E 28 11 -6 5d5+280 4d4+4 @@ -290,7 +290,7 @@ A soldier wearing the sigil of an Elite strides past. ~ Westlawn's Elite are feared throughout the realm by all Barons and common folk alike. They have been trained in the arts of battle to such a degree as -to be masters, respected as the best in nearly every fight. +to be masters, respected as the best in nearly every fight. ~ 71768 0 0 0 0 0 0 0 700 E 29 11 -7 5d5+290 4d4+4 @@ -307,7 +307,7 @@ open kindness. The people who he smiles at, however, smile nervously back, hoping not to offend in any way. Jerrod is never petty or unkind to the common folk of the keep or the surrounding land, but the stories of his tirades on his men are legendary - thus the reason for the wide berth that people give when he -passes. +passes. ~ 14408 0 0 0 0 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -320,7 +320,7 @@ a raggedy commoner~ A raggedy commoner walks past. ~ He is nondescript in nearly every way possible. His clothes are those of a -common man's - brown jerkin with a pair of sandals. +common man's - brown jerkin with a pair of sandals. ~ 72 0 0 0 0 0 0 0 200 E 26 12 -5 5d5+260 4d4+4 @@ -333,7 +333,7 @@ the foreman~ The foreman of the farm crew stands scribbling in a clipboard. ~ He is probably the only man in the immediate area who is not covered in mud -and filth from head to toe. +and filth from head to toe. ~ 10 0 0 0 0 0 0 0 100 E 29 11 -7 5d5+290 4d4+4 @@ -347,7 +347,7 @@ Donld the smithy pounds away at his anvil. ~ He is tall and lean, well muscled but not huge like many stereotypical smiths of the area. He looks up at you without stopping his pounding, winks with a sly -smile, and goes back to concentrating on his anvil. +smile, and goes back to concentrating on his anvil. ~ 124938 0 0 0 0 0 0 0 800 E 29 11 -7 5d5+290 4d4+4 @@ -361,7 +361,7 @@ The Baron Westlawn is here, talking with Donld. ~ He is not a particularly large or imposing man, he is simply a man. He is better than average looking, about six foot even in height and carries himself -with a strong dignity. +with a strong dignity. ~ 2058 0 0 0 0 0 0 0 750 E 30 10 -8 6d6+300 5d5+5 @@ -375,7 +375,7 @@ A serving wench moves about the keep, performing her duties. ~ She is dressed in a very fetching homespun dress that amplifies her bosoms to the full extent. Her hair is done up high in a nest of sorts, stray wisps -falling about her face. +falling about her face. ~ 72 0 0 0 0 0 0 0 600 E 26 12 -5 5d5+260 4d4+4 @@ -388,7 +388,7 @@ a cook~ A cook hustles about the kitchen, staying clear of Salida's spoon. ~ He is dressed in a white kitchen-workers outfit, stained and nastified by -the many juices and fluids of the food he prepares. +the many juices and fluids of the food he prepares. ~ 10 0 0 0 0 0 0 0 400 E 26 12 -5 5d5+260 4d4+4 @@ -401,7 +401,7 @@ a cook~ A cook works feverishly at scrubbing the pots and pans for the next meal. ~ She is up to her elbows in dirty dish water, her face covered in a sheen of -sweat and grime. But she is smiling. Who can understand women? +sweat and grime. But she is smiling. Who can understand women? ~ 10 0 0 0 0 0 0 0 300 E 26 12 -5 5d5+260 4d4+4 @@ -415,7 +415,7 @@ Salida booms orders in her huge voice, her large wooden spoon held at ready. ~ Anyone who has frequented the kitchen at all knows to stay clear of this big woman's spoon and the lashings it will endow. Just the same, she runs a great -kitchen with great food. +kitchen with great food. ~ 10 0 0 0 0 0 0 0 -50 E 29 11 -7 5d5+290 4d4+4 @@ -428,7 +428,7 @@ a stray pig~ A stray pig runs about the yard, snorting and oinking. ~ From the looks of it, this nasty creature couldn't be happier as it rolls -and twists about in the mud. +and twists about in the mud. ~ 10 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -441,7 +441,7 @@ an old man~ An old man, one of the original serfs of the area, lounges on the floor. ~ He looks up at you pitifully with pain-filled eyes, silently beseeching that -you let him alone. +you let him alone. ~ 10 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -456,7 +456,7 @@ One of Westlawn's servants tends to the horses. He is a younger lad - possibly fourteen or fifteen years of age - who wishes to make a go at becoming one of the Elite. All of the younger generation here at Warrior's Keep have that same desire - to one day be a proud warrior who -fights at the Baron's side. +fights at the Baron's side. ~ 10 0 0 0 0 0 0 0 600 E 27 11 -6 5d5+270 4d4+4 @@ -469,7 +469,7 @@ Roscoe~ Roscoe, the chief stablemaster and horsebreaker, leans on the fence. ~ He chews a piece of straw slowly, deliberately, as he watches one of the -newest of the steeds trot about the field. +newest of the steeds trot about the field. ~ 10 0 0 0 0 0 0 0 0 E 28 11 -6 5d5+280 4d4+4 @@ -482,7 +482,7 @@ a lounging soldier~ A soldier lounges on a cot, taking a break before he goes on watch. ~ He stares up at the ceiling, not really paying any attention to anything at -all. +all. ~ 10 0 0 0 0 0 0 0 200 E 28 11 -6 5d5+280 4d4+4 @@ -495,7 +495,7 @@ a mischievous child~ A mischievous child darts through the kitchen, stealing any scraps she can find. ~ She somehow stays just of reach from Salida's spoon, winking slyly and -dodging around piles of pots and pans. +dodging around piles of pots and pans. ~ 10 0 0 0 0 0 0 0 500 E 25 12 -5 5d5+250 4d4+4 @@ -508,7 +508,7 @@ a secretive noble~ A noble whispers quietly to the others gathered around him. ~ He has a look of confidentiality about him - as if what he whispers is of -great import and groundbreaking news. +great import and groundbreaking news. ~ 10 0 0 0 0 0 0 0 -200 E 29 11 -7 5d5+290 4d4+4 @@ -521,7 +521,7 @@ a young noble~ A young noble listens as the secretive one whispers. ~ The young man looks quite open and trusting - perhaps too trusting. He -listens raptly, nodding every now and again to what is being said. +listens raptly, nodding every now and again to what is being said. ~ 10 0 0 0 0 0 0 0 800 E 28 11 -6 5d5+280 4d4+4 @@ -534,7 +534,7 @@ a haughty noble~ A haughty noble listens to it all with an air of disdain. ~ He frequently rolls his eyes, looking for all the world as if he couldn't -disagree more or be more bored - but he doesn't leave. +disagree more or be more bored - but he doesn't leave. ~ 10 0 0 0 0 0 0 0 200 E 29 11 -7 5d5+290 4d4+4 @@ -546,8 +546,8 @@ bold noblewoman~ a bold noblewoman~ A noblewoman stands boldly with the men, taking her chances at being laughed out. ~ - She holds her head defiantely, listening only slightly to what the noble -whispers, worried more about her status being called down. + She holds her head defiantly, listening only slightly to what the noble +whispers, worried more about her status being called down. ~ 10 0 0 0 0 0 0 0 100 E 26 12 -5 5d5+260 4d4+4 @@ -560,7 +560,7 @@ a visiting merchant~ A visiting merchant walks through the yard, enjoying some time to himself. ~ He carries most of what he owns in a bag slung over one shoulder - the rest -must be stashed away somewhere in one of the guest rooms. +must be stashed away somewhere in one of the guest rooms. ~ 72 0 0 0 0 0 0 0 300 E 27 11 -6 5d5+270 4d4+4 @@ -573,9 +573,9 @@ Bud~ Bud, the alemaster of the keep, brews his finest. ~ Some people carry pride in themselves at being very fast, some are proud of -their ability to fight, others love the adevnture of learning new spells. Bud -is proud of one thing only - the man loves his beer. Crisp and clean, alway -cold-filtered, never heat pasturized. +their ability to fight, others love the adventure of learning new spells. Bud +is proud of one thing only - the man loves his beer. Crisp and clean, always +cold-filtered, never heat pasteurized. ~ 10 0 0 0 0 0 0 0 1000 E 28 11 -6 5d5+280 4d4+4 diff --git a/lib/world/mob/31.mob b/lib/world/mob/31.mob index 692d00f..a07254b 100644 --- a/lib/world/mob/31.mob +++ b/lib/world/mob/31.mob @@ -4,7 +4,7 @@ the Maid~ The Maid is waiting for your order. ~ She is very beautiful with golden hair, and deep blue eyes. A good reason -for coming here more often, you think to yourself. +for coming here more often, you think to yourself. ~ 26635 0 0 0 16 0 0 0 1000 E 33 9 -9 6d6+330 5d5+5 @@ -16,7 +16,7 @@ sexton~ the Sexton~ A Sexton is sitting here, drinking hot tea. ~ - The Sexton looks like he is relaxing after another gravedigging job. + The Sexton looks like he is relaxing after another grave-digging job. ~ 10 0 0 0 0 0 0 0 800 E 3 19 8 0d0+30 1d2+0 @@ -28,7 +28,7 @@ chief guard~ the Chief Guard~ The Chief Guard is looking very upset. ~ - A very angry chief. + A very angry chief. ~ 46 0 0 0 16 0 0 0 800 E 17 15 0 3d3+170 2d2+2 @@ -40,7 +40,7 @@ cityguard guard~ the upset cityguard~ A cityguard stands here, looking very upset. ~ - A big, strong, angry guard. + A big, strong, angry guard. ~ 46 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -66,7 +66,7 @@ mayor~ the Mayor~ The Mayor is sitting in his huge chair, snoring loudly. ~ - He is a stocky, middle-aged man with thin, grey hair. + He is a stocky, middle-aged man with thin, gray hair. ~ 26635 0 0 0 16 0 0 0 1000 E 24 12 -4 4d4+240 4d4+4 @@ -78,7 +78,7 @@ crier~ the Town Crier~ The Town Crier is here, weeping quietly. ~ - He is very good at his job - completely dissolved in tears. + He is very good at his job - completely dissolved in tears. ~ 200 0 0 0 0 0 0 0 900 E 1 20 9 0d0+10 1d2+0 @@ -90,7 +90,7 @@ swan~ the swan~ A swan is swimming around in the pond. ~ - The white swan is very elegant. + The white swan is very elegant. ~ 10 0 0 0 0 0 0 0 1000 E 1 20 9 0d0+10 1d2+0 @@ -102,7 +102,7 @@ duckling~ the duckling~ A duckling is swimming around in the pond. ~ - The duckling is adorable, it looks most of all like a tiny furball. + The duckling is adorable, it looks most of all like a tiny furball. ~ 10 0 0 0 0 0 0 0 1000 E 1 20 9 0d0+10 1d2+0 @@ -114,7 +114,7 @@ sparrow~ the sparrow~ A sparrow is flapping around on the ground. ~ - The sparrow looks like it is enjoying life. + The sparrow looks like it is enjoying life. ~ 200 0 0 0 0 0 0 0 1000 E 1 20 9 0d0+10 1d2+0 @@ -126,7 +126,7 @@ duck~ the duck~ A duck is here, quacking happily. ~ - The duck is quite fat. It looks like it is enjoying life. + The duck is quite fat. It looks like it is enjoying life. ~ 72 0 0 0 0 0 0 0 1000 E 1 20 9 0d0+10 1d2+0 diff --git a/lib/world/mob/310.mob b/lib/world/mob/310.mob index e2c1d9a..e3e9947 100644 --- a/lib/world/mob/310.mob +++ b/lib/world/mob/310.mob @@ -4,7 +4,7 @@ the forest brownie~ A forest brownie scampers about here. ~ The forest brownie winks at you and scurries away. Quite an amicable -fellow. +fellow. ~ 204 0 0 0 1048580 0 0 0 800 E 12 16 2 2d2+120 2d2+2 @@ -17,7 +17,7 @@ the wolf~ a wolf trots by, looking for a rabbit ~ The wolf looks rather hungry. You see him trying to decide if YOU taste -like rabbit. +like rabbit. ~ 76 0 0 0 1048576 0 0 0 -300 E 13 16 2 2d2+130 2d2+2 @@ -29,8 +29,8 @@ rabbit brown~ the brown rabbit~ A brown rabbit hops along merrily. ~ - The rabbit looks up at you with big brown eyes, then scoots away.. Hey.. -There goes lunch! + The rabbit looks up at you with big brown eyes, then scoots away.. Hey.. +There goes lunch! ~ 200 0 0 0 0 0 0 0 400 E 14 16 1 2d2+140 2d2+2 @@ -56,7 +56,7 @@ the guardian demon~ A shadowy form steps out of the mist. ~ You see a nightmarish array of teeth and claws, the guardian demon is -determined to rip your guts out. +determined to rip your guts out. ~ 42 0 0 0 56 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -82,7 +82,7 @@ the demon imp~ A tiny demon snarls at you. ~ It seems like a relatively harmless little demon, but those sharp teeth -might hurt if they were wrapped around your arm. +might hurt if they were wrapped around your arm. ~ 76 0 0 0 1048576 0 0 0 -800 E 12 16 2 2d2+120 2d2+2 @@ -95,7 +95,7 @@ the minor demon~ A minor demon jumps out of the shadows at you! ~ The demon resembles little, but a sinewy mass of flesh, tendons, and teeth. -It glares at you with pure fury in it's eyes. +It glares at you with pure fury in it's eyes. ~ 104 0 0 0 4 0 0 0 -900 E 13 16 2 2d2+130 2d2+2 @@ -107,8 +107,8 @@ citizen graye man~ the Graye Citizen~ A citizen of Graye rushes by here, looking over his shoulder. ~ - The citizen looks rather nervous- You would too if your town was beseiged by -demons. + The citizen looks rather nervous- You would too if your town was besieged by +demons. ~ 200 0 0 0 0 0 0 0 700 E 15 15 1 3d3+150 2d2+2 @@ -120,8 +120,8 @@ citizen gray woman~ the Graye Citizen~ A citizen of Graye rushes by here, looking over her shoulder. ~ - The citizen looks rather nervous- You would too if your town was beseiged by -demons. + The citizen looks rather nervous- You would too if your town was besieged by +demons. ~ 200 0 0 0 0 0 0 0 700 E 15 15 1 3d3+150 2d2+2 @@ -134,7 +134,7 @@ a major demon~ A major demon lurks about here. ~ You look deep into the eyes of the beast. You sense no absolutely no -intellect, only raw power and rage. +intellect, only raw power and rage. ~ 108 0 0 0 4 0 0 0 -900 E 22 13 -3 4d4+220 3d3+3 @@ -146,7 +146,7 @@ guardian rift~ the rift guardian~ A shadow wraith drifts into your way. ~ - All you see is a fog-like apparition, with two glowing red eyes... + All you see is a fog-like apparition, with two glowing red eyes... ~ 42 0 0 0 4 0 0 0 -900 E 24 12 -4 4d4+240 4d4+4 @@ -174,7 +174,7 @@ The King's Advisor is here, weeping. ~ He looks at you and begs, 'please! They have taken him! I can see that you are a great adventurer.. Please bring him back to us! ' The advisor turns -from you and continues to sob uncontrollably. +from you and continues to sob uncontrollably. ~ 10 0 0 0 0 0 0 0 900 E 22 13 -3 4d4+220 3d3+3 @@ -186,7 +186,7 @@ irgon arch demon~ the Arch-Demon Irgon~ The Arch-Demon Irgon emerges from the shadows. ~ - Irgon frowns down upon you. His oily black skin reflects the torchlight. + Irgon frowns down upon you. His oily black skin reflects the torchlight. A thick white claw points at you, and he utters, 'prepare to die. ' ~ 42 0 0 0 4 0 0 0 -900 E @@ -199,9 +199,9 @@ scrytin demon~ Scrytin~ Scrytin, the demon lord's apprentice, smiles at you. ~ - Scrytin looks at you kindly, and suddenly you feel very peacefull and + Scrytin looks at you kindly, and suddenly you feel very peaceful and relaxed. You stare directly into his eyes, and feel yourself slipping deeper -and deeper... NOOO!! Scrytin growls, 'Won't become a minion of mine eh?.. +and deeper... NOOO!! Scrytin growls, 'Won't become a minion of mine eh?.. Then you shall DIE! ' ~ 104 0 0 0 0 0 0 0 -999 E @@ -215,7 +215,7 @@ Relnar~ The good king Relnar is here. ~ You look into the eyes of the descendant of Graye, and know now why his city -is so prosperous and happy. +is so prosperous and happy. ~ 10 0 0 0 0 0 0 0 999 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/311.mob b/lib/world/mob/311.mob index e8b72b0..30871f3 100644 --- a/lib/world/mob/311.mob +++ b/lib/world/mob/311.mob @@ -5,7 +5,7 @@ All three sets of a chimerae's eyes glare straight at you. ~ It stands still as a statue, its stance rigid and unmoving. It has the hindquarters of a goat, the forequarters of a strong lion and the wings of a -black dragon. It is enormously and evilly impressive. +black dragon. It is enormously and evilly impressive. ~ 10 0 0 0 0 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -18,7 +18,7 @@ a gorgimera~ A gorgimera turns two of its heads your way as you enter the cave. ~ It is a grotesque abomination to nature, a freak of creation that has -managed to stay alive due to its brute strength and ferocity. +managed to stay alive due to its brute strength and ferocity. ~ 10 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -31,7 +31,7 @@ a dracolich~ The undead remains of a huge dragon rises as you approach. ~ Two tiny pinpoints of light glare from its eyelets, its skeletal frame -moving jerkily as it moves to block your progress into the cave. +moving jerkily as it moves to block your progress into the cave. ~ 10 0 0 0 0 0 0 0 0 E 23 13 -3 4d4+230 3d3+3 @@ -44,7 +44,7 @@ a black dragon~ A black dragon moves about in the darkness of the room. ~ It is hard to make out any details of the creature save for the fact that it -is an enormous thing, its bulk seeming endless. +is an enormous thing, its bulk seeming endless. ~ 10 0 0 0 0 0 0 0 0 E 24 12 -4 4d4+240 4d4+4 @@ -58,7 +58,7 @@ A blue dragon turns its malevolent eyes upon you. ~ Its eyes narrow to mere slits as it takes in the fact that someone of your stature was not only stupid enough to enter into its lair, but also somehow -wily enough to get past the guardian. +wily enough to get past the guardian. ~ 10 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -84,7 +84,7 @@ A white dragon turns it icy gaze your way, eyes narrowing. ~ The gleaming scales of the dragon glow with a bright, cold beauty which detracts from its powerful evil. Do not be distracted by the beauty and wealth -of this creature. It will kill you. +of this creature. It will kill you. ~ 10 0 0 0 0 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -98,7 +98,7 @@ A green dragon mucks about in its own excrement, not even aware of you. ~ The dragon appears perfectly content to rot and wither, laying in a pile of its own refuse. It is old and no longer has the desire to fight and rampage. -It must soon find a successor. +It must soon find a successor. ~ 10 0 0 0 0 0 0 0 0 E 28 11 -6 5d5+280 4d4+4 @@ -110,7 +110,7 @@ dragon topaz~ a topaz dragon~ A topaz dragon storms in a rage at you, screeching its anger. ~ - So much for a little PR work, here. + So much for a little PR work, here. ~ 10 0 0 0 0 0 0 0 0 E 27 11 -6 5d5+270 4d4+4 @@ -124,7 +124,7 @@ A crystal dragon appears pleased that you have come to call. ~ Come to call?! This is the den of a dragon! And yet this beast seems extremely pleased that you are here, indeed looks ready to engage in -conversation. +conversation. ~ 10 0 0 0 0 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -136,7 +136,7 @@ dragon emerald~ an emerald dragon~ An emerald dragon instantly assumes a defensive posture as you enter. ~ - It does not attack, however it looks more than ready for a fight. + It does not attack, however it looks more than ready for a fight. ~ 10 0 0 0 0 0 0 0 0 E 28 11 -6 5d5+280 4d4+4 @@ -149,7 +149,7 @@ a faerie dragon~ A strange, small lizard with wings and a big grin flies at you. ~ With its full of mischief, it opens its mouth to reveal a set of long, -spiked teeth and a forked tonuge. +spiked teeth and a forked tongue. ~ 10 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -163,7 +163,7 @@ What looks to be a young red dragon flies straight for you, jetting flame. ~ It is much too small to be a dragon of any sort, however its speed and fire breath seems more than sufficient to give it some credibility as a dangerous -foe. +foe. ~ 10 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -175,7 +175,7 @@ gryphon guardian~ a gryphon~ A gryphon stands proudly before the entrance into the cave. ~ - It blocks entry with a firm look and a level stare. + It blocks entry with a firm look and a level stare. ~ 10 0 0 0 0 0 0 0 0 E 27 11 -6 5d5+270 4d4+4 @@ -187,7 +187,7 @@ wyvern~ a wyvern~ A long, leathery brown serpent flies at you with its teeth bared. ~ - It speeds directly for you, intent on a strong, aggressive attack. Run? + It speeds directly for you, intent on a strong, aggressive attack. Run? ~ 10 0 0 0 0 0 0 0 0 E 24 12 -4 4d4+240 4d4+4 diff --git a/lib/world/mob/312.mob b/lib/world/mob/312.mob index 132297b..1fb61b8 100644 --- a/lib/world/mob/312.mob +++ b/lib/world/mob/312.mob @@ -3,13 +3,13 @@ alain longstride man~ Alain Longstride~ Alain Longstride strides about the area, protecting the innocent lepers. ~ - Alain is probably the only man on the island who is not a leper himself. + Alain is probably the only man on the island who is not a leper himself. His mother was sent here when he was a baby. When he became old enough, he journied for many months to get to this place. Upon arrival, he found that she -had already submitted to the Eternal Flame. Heartbroken, he wept for days. +had already submitted to the Eternal Flame. Heartbroken, he wept for days. When he finially came to his senses, he vowed that no leper would ever again be prosecuted, and so he set about protecting them and their awful home as best he -could. +could. ~ 6232 0 0 0 65536 0 0 0 800 E 30 10 -8 6d6+300 5d5+5 @@ -23,7 +23,7 @@ A man in flowing robes sits upon the crest of the volcano, eyes closed in a tran ~ He sits cross-legged with his arms resting palms up in his lap. Looking down at his hands, you see that two of his fingers are missing. This man is a -leper! +leper! ~ 10 0 0 0 0 0 0 0 700 E 27 11 -6 5d5+270 4d4+4 @@ -36,7 +36,7 @@ the wild old hermit~ A wild old hermit begins screaming "GET OUT OF MY TREE!!!" as soon as you enter. ~ This poor man is obviously in the grips of some sort of dillusionary side -affect from his leprosy. +affect from his leprosy. ~ 42 0 0 0 0 0 0 0 100 E 28 11 -6 5d5+280 4d4+4 @@ -48,9 +48,9 @@ lioness~ a lioness~ A lioness looks up at you with a slow, purring growl and licks her lips. ~ - She is really quite a fine speciman, for a lioness. The fact that she + She is really quite a fine specimen, for a lioness. The fact that she appears to be sizing you up in proportion to a dinner plate does not give much -time for admiration, though. +time for admiration, though. ~ 72 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -60,11 +60,11 @@ E #31204 supplicant leper man~ a supplicant leper~ -A man riddled with pussing postules walks vacant-eyed about the area. +A man riddled with pussing pustules walks vacant-eyed about the area. ~ He looks neither right nor left as he makes his way to where ever it is that he is going. In fact - it doesn't even appear that he looks straight ahead, so -mechanical is his gait. +mechanical is his gait. ~ 8264 0 0 0 0 0 0 0 300 E 26 12 -5 5d5+260 4d4+4 @@ -78,7 +78,7 @@ A woman stares off into space, no longer caring about much of anything. ~ Her once-beautiful face is now almost unrecognizable as human. She is swathed from head to toe in wet bandages which soak up most of the festering -wounds all over her body. +wounds all over her body. ~ 72 0 0 0 0 0 0 0 300 E 26 12 -5 5d5+260 4d4+4 @@ -91,7 +91,7 @@ a supplicant leper~ A terribly diseased man stands at the fence to the pen, gripping the rail. ~ He does not move nor speak. He stares into open air, his mouth half open -with the occassional spittle dripping down his chin. +with the occasional spittle dripping down his chin. ~ 10 0 0 0 0 0 0 0 200 E 27 11 -6 5d5+270 4d4+4 @@ -104,7 +104,7 @@ a supplicant leper~ An awfully disfigured woman walks through the camp, head down. ~ She does not look up, even when she stumbles over something. She simply -wanders this small area in hopelessness. +wanders this small area in hopelessness. ~ 72 0 0 0 0 0 0 0 300 E 28 11 -6 5d5+280 4d4+4 @@ -117,7 +117,7 @@ Tomm Walker~ Tomm Walker strides about the community, encouraging faith in the Gods. ~ Tomm truly believes that through supplication to the Gods, some lepers may -find absolution and be heals through divine power. +find absolution and be heals through divine power. ~ 72 0 0 0 0 0 0 0 900 E 29 11 -7 5d5+290 4d4+4 @@ -130,7 +130,7 @@ a dying leper~ A dying leper lies amid stained sheets and cloths, gasping his last breathes. ~ His face is beyond description, the disease having such a hold on him that -it is a wonder why he has not been thrown to the Sternal Flame as of yet. +it is a wonder why he has not been thrown to the Sternal Flame as of yet. ~ 10 0 0 0 0 0 0 0 200 E 25 12 -5 5d5+250 4d4+4 @@ -143,7 +143,7 @@ a boa constrictor~ A boa constrictor lazily unwinds from a tree branch, eyeing you thoughtfully. ~ It is roughly eight feet in length and it does not look all that fat right -now. It might be a good idea to sort of back up - real slow-like. +now. It might be a good idea to sort of back up - real slow-like. ~ 72 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -156,7 +156,7 @@ a wild boar~ A wild boar snorts a couple of times and then lowers its tusks. ~ The snorting, the lowering of the tusks. It seems to spark a small rule of -thumb for wild boars... +thumb for wild boars... ~ 72 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -170,7 +170,7 @@ Argus walks about the area, tidying up here and there. ~ For a leper, keeping things clean and organized is a way of prolonging life. Most of their extremities are numbed or missing, making it easy to receive a -wound without noticing it. +wound without noticing it. ~ 72 0 0 0 0 0 0 0 200 E 28 11 -6 5d5+280 4d4+4 @@ -185,7 +185,7 @@ Jantry hums an old ballad as she rakes the garden slowly and deliberately. Jantry is the resident in charge of keeping the garden plentiful and free of disease - a very important job which she herself takes quite seriously. This garden is the area's main source and backup for foodstuffs when the Lord of -Jareth runs into snags or delays in sending shipments. +Jareth runs into snags or delays in sending shipments. ~ 10 0 0 0 0 0 0 0 400 E 29 11 -7 5d5+290 4d4+4 @@ -197,8 +197,8 @@ kneeling leper man~ a kneeling leper~ A horribly scarred man kneels at the altar, praying feverishly. ~ - His eyes are closed tightly, hios hands clasped together in the traditional -position of prayer and supplication. + His eyes are closed tightly, his hands clasped together in the traditional +position of prayer and supplication. ~ 10 0 0 0 0 0 0 0 500 E 27 11 -6 5d5+270 4d4+4 @@ -211,8 +211,8 @@ a crazed half-naked man~ A crazed, half-naked man leaps from behind a tree, assaulting you with a cry. ~ He wears only a short loin cloth, which would be terrible enough all by -itself, but the fact that he is a leper with pussy postules all over his body -is enough to make even the most stalwart of men retch in agony. +itself, but the fact that he is a leper with pussy pustules all over his body +is enough to make even the most stalwart of men retch in agony. ~ 104 0 0 0 131072 0 0 0 -200 E 25 12 -5 5d5+250 4d4+4 @@ -225,7 +225,7 @@ a chicken~ A pathetic excise for a chicken clucks about half-heartedly. ~ It is dirty and mangy as a chicken can be, its feathers covered in muck and -filth. +filth. ~ 10 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -238,7 +238,7 @@ Dalgon~ Dalgon walks about the village trying his best to remain productive for the community. ~ He has the age lines of a man of advanced years, the permanent frown that -only age can bring. He is twenty-two. +only age can bring. He is twenty-two. ~ 72 0 0 0 0 0 0 0 600 E 26 12 -5 5d5+260 4d4+4 @@ -251,7 +251,7 @@ Alvah~ A tall gangly man ambles through the area. ~ Alvah is the village idiot, so to speak. He is liked by everyone but -respected by none. +respected by none. ~ 76 0 0 0 0 0 0 0 700 E 28 11 -6 5d5+280 4d4+4 diff --git a/lib/world/mob/313.mob b/lib/world/mob/313.mob index 6d8e9b3..81146f7 100644 --- a/lib/world/mob/313.mob +++ b/lib/world/mob/313.mob @@ -4,7 +4,7 @@ a goblin raider~ A goblin raider runs crouched-over through the fields, looking for people to kill. ~ It runs with its arms almost dragging on the ground through the fields, its -nose twitching as it sniffs for prey. +nose twitching as it sniffs for prey. ~ 584 0 0 0 0 0 0 0 -700 E 9 17 4 1d1+90 1d2+1 @@ -17,7 +17,7 @@ a torch-bearing goblin~ A goblin walks through the smoke and ash carrying a torch. ~ He looks right and then left - he must be searching for something to burn. - + ~ 584 0 0 0 0 0 0 0 -600 E 8 18 5 1d1+80 1d2+1 @@ -30,7 +30,7 @@ a leg-gnawing goblin~ A goblin sits cross-legged on the ground gnawing on a human leg. ~ Blood and muscle tissue drip down its face, its pointed noise dripping with -goo and gore. +goo and gore. ~ 10 0 0 0 0 0 0 0 -900 E 10 17 4 2d2+100 1d2+1 @@ -42,8 +42,8 @@ goblin commander~ the goblin commander~ A goblin commander grunts and screams his troops into organization. ~ - His green warted skin stretches tight over his squinted eyes, he smiffs the -wind every now and again for signs of human flesh. + His green warted skin stretches tight over his squinted eyes, he sniffs the +wind every now and again for signs of human flesh. ~ 584 0 0 0 0 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -56,7 +56,7 @@ a goblin scout~ A goblin scout walks cautiously past, sniffing and searching. ~ A goblin scout here could mean only one thing - there are more in the area. -Best to keep a close eye out. +Best to keep a close eye out. ~ 92 0 0 0 0 0 0 0 -600 E 12 16 2 2d2+120 2d2+2 @@ -69,7 +69,7 @@ a goblin looter~ A goblin searches through the wreckage of the fields for scraps. ~ It rummages through the blackened dirt, looking for any valuables that might -have been overlooked by the troops when they came through. +have been overlooked by the troops when they came through. ~ 76 0 0 0 0 0 0 0 -700 E 11 17 3 2d2+110 1d2+1 @@ -82,7 +82,7 @@ a goblin hordesman~ A goblin hordesman tromps confidently along, looking for a fight. ~ Its weapon is constantly held at ready while it scans the smoke and ruin for -any signs of life. +any signs of life. ~ 72 0 0 0 0 0 0 0 -600 E 10 17 4 2d2+100 1d2+1 @@ -96,7 +96,7 @@ The Commander of the Lord's Retinue leads a weary gaggle of men through the deso ~ His face is covered in black dirt and ash, his once-fine armor dented and dirty. By the look in his black-rimmed eyes, he is a man at the end of his -rope. +rope. ~ 72 0 0 0 0 0 0 0 900 E 15 15 1 3d3+150 2d2+2 @@ -111,7 +111,7 @@ A member of the Lord's Retinue strides wearily past. He appears to have lost much of his hope in eliminating the threat of the goblins in this region. The the constant raids and the lack of sleep has made him less than the highly-trained soldier that he was when he arrived here some -months back. +months back. ~ 72 0 0 0 0 0 0 0 800 E 12 16 2 2d2+120 2d2+2 @@ -124,7 +124,7 @@ a sobbing soldier~ A soldier is curled into a ball, knees clutched, sobbing into the black dirt. ~ He does not acknowledge your presence nor does he stop his sobbing. He -seems to have lost his mind, reduced to a whimpering infant. +seems to have lost his mind, reduced to a whimpering infant. ~ 10 0 0 0 0 0 0 0 600 E 10 17 4 2d2+100 1d2+1 @@ -138,7 +138,7 @@ Jon Boggins strides through his fields, a heavy pitchfork held at ready. ~ Jon has lost not only his son the Horde, but has lost his wife and daughter as well. He is a man with no ties and no love of life - that is what makes him -so dangerous. +so dangerous. ~ 72 0 0 0 0 0 0 0 400 E 14 16 1 2d2+140 2d2+2 @@ -152,7 +152,7 @@ A desperate farmer crouches in this barricade, eyes wide with fear. ~ The poor man has lost his livelihood, but he will BE DAMNED if he will lose his land as well to the very creatures who destroyed it. He will die before he -gives this small stand up to the enemy. +gives this small stand up to the enemy. ~ 10 0 0 0 0 0 0 0 300 E 10 17 4 2d2+100 1d2+1 @@ -165,7 +165,7 @@ an angry farmwife~ An angry farmwife squats beside her husband, lending him her strength and support. ~ Against her husband's numerous requests, she has stayed here in their last -ditch stand to make an effort at saving their home. +ditch stand to make an effort at saving their home. ~ 10 0 0 0 0 0 0 0 500 E 8 18 5 1d1+80 1d2+1 diff --git a/lib/world/mob/314.mob b/lib/world/mob/314.mob index c5d2c55..45e7acc 100644 --- a/lib/world/mob/314.mob +++ b/lib/world/mob/314.mob @@ -4,8 +4,8 @@ X'Raantra~ X'Raantra kneels with his knees deep in the blood-filled floor, his arms held high. ~ His eyes are tightly clenched closed, his right fist holding fast to a -curved dagger held high to his God. He sporatically mumbles words, garbled -phrases or prayers which may or may not have meaning. +curved dagger held high to his God. He sporadically mumbles words, garbled +phrases or prayers which may or may not have meaning. ~ 4106 0 0 0 0 0 0 0 -200 E 34 9 -10 6d6+340 5d5+5 @@ -19,7 +19,7 @@ A Believer kneels proudly beside his saviour. ~ His eyes are a bit glazed over, blood spattered over the front of his grubby jerkin. He never seems to lose sight of the blade which is raised high by -X'Raantra in anticipation of the next kill. +X'Raantra in anticipation of the next kill. ~ 10 0 0 0 0 0 0 0 -500 E 29 11 -7 5d5+290 4d4+4 @@ -32,7 +32,7 @@ a gibbering man~ A man is slouched against the wall, badly bleeding and broken. ~ He almost does not notice you from the pain that he is in, but then he -obviously must have as he is trying to speak to you. +obviously must have as he is trying to speak to you. ~ 10 0 0 0 0 0 0 0 200 E 17 15 0 3d3+170 2d2+2 @@ -42,10 +42,10 @@ E #31403 elf retching~ a retching elf~ -An elf is curled up at the founatin's base, retching and vomiting terribly. +An elf is curled up at the fountain's base, retching and vomiting terribly. ~ He looks up at you with terror-stricken eyes and pleads without words for -you to help him, somehow help him. +you to help him, somehow help him. ~ 10 0 0 0 0 0 0 0 500 E 15 15 1 3d3+150 2d2+2 @@ -58,7 +58,7 @@ a woman~ A woman walks with a very deliberate gait across the courtyard. ~ She holds her tattered clothing tight against her as if she were cold or -afraid of prying eyes. It is certainly a gesture of fear or discomfort. +afraid of prying eyes. It is certainly a gesture of fear or discomfort. ~ 2120 0 0 0 0 0 0 0 -200 E 16 15 0 3d3+160 2d2+2 @@ -71,7 +71,7 @@ a squatter~ A man lies on the floor, stretched out on a raggedy blanket. ~ He has a wealth of nasty stubble and the smell - it might be better not to -talk about the smell. +talk about the smell. ~ 10 0 0 0 0 0 0 0 -200 E 19 14 -1 3d3+190 3d3+3 @@ -84,7 +84,7 @@ a terrified child~ A terrified child lies huddled in a corner, squinting against your light. ~ The child is wearing no clothes whatsoever and is covered in welts and -bruises. He couldn't be much more than ten or eleven years old. +bruises. He couldn't be much more than ten or eleven years old. ~ 74 0 0 0 0 0 0 0 400 E 12 16 2 2d2+120 2d2+2 @@ -98,7 +98,7 @@ A man sits curled up in ball, weeping uncontrollably. ~ He alternates between rage and sadness - touching the mangled remains of his son's body, stroking the blood matted hair back from the cold, lifeless ears. - + ~ 10 0 0 0 0 0 0 0 100 E 18 14 0 3d3+180 3d3+3 @@ -110,7 +110,7 @@ rat scurrying~ a scurrying rat~ A rat scurries past, its feet clicking on the stone floor. ~ - It looks very much like your every day typical disgusting rat. + It looks very much like your every day typical disgusting rat. ~ 72 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -124,7 +124,7 @@ Gunter wanders the compound, spreading the word of the Chosen. ~ Gunter is a small, pale man who looks as if he may be a bit ill. His main task which has raised him in the ranks of X'Raantra's Chosen, is to go out and -Select the next of the Chosen. It is quite an honor. +Select the next of the Chosen. It is quite an honor. ~ 88 0 0 0 0 0 0 0 -700 E 31 10 -8 6d6+310 5d5+5 @@ -137,7 +137,7 @@ a torturer~ A man stands near the doorway, a hideous sneer on his face. ~ A horrid scar runs down the left side of his face, he looks you up and down -and uncrosses his arms, readying his whip. +and uncrosses his arms, readying his whip. ~ 42 0 0 0 0 0 0 0 -900 E 24 12 -4 4d4+240 4d4+4 @@ -151,7 +151,7 @@ A grubby man stands before the fire barrel, warming his hands. ~ He looks pitifully poverty-stricken, enough so that it is obvious at first glance. He is covered in dirt and grime and has a few pussing welts on his -face and hands. +face and hands. ~ 10 0 0 0 0 0 0 0 100 E 14 16 1 2d2+140 2d2+2 @@ -165,7 +165,7 @@ A man in a hooded cloak walks slowly by mumbling to himself. ~ The mumblings are not coherent, they are words spoken in garbled phrases, words that mean nothing. They are the words of one who is delusioned beyond -regainment of full mental faculties. +regainment of full mental faculties. ~ 72 0 0 0 0 0 0 0 -300 E 22 13 -3 4d4+220 3d3+3 @@ -178,7 +178,7 @@ a hidden Believer~ One of X'Raantra's Believers hides in the shadows. ~ The Believer notes your look with a look of her own, giving you a curt nod. - + ~ 10 0 0 0 0 0 0 0 -500 E 24 12 -4 4d4+240 4d4+4 @@ -191,7 +191,7 @@ a brown bat~ A bat dive bombs you, coming inches from your head! ~ It is hard to get a good look at the little fella, but that really doesn't -matter, just aim for the blackish-brown blur. +matter, just aim for the blackish-brown blur. ~ 104 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -205,7 +205,7 @@ a hairy spider~ A small, hairy spider moves across the ground before you. ~ It is not an aggressive type of spider, nor is it large by any means - but -it is a spider, nonetheless, and is digusting and wrong. +it is a spider, nonetheless, and is disgusting and wrong. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -220,7 +220,7 @@ A DeathKnight wanders about, staggering in a daze. ~ He holds his weapon as if he had never used it before, a slight line of drool running from the left corner of his mouth. His eyes hold a faraway, -dazed look in them. +dazed look in them. ~ 72 0 0 0 0 0 0 0 -600 E 21 13 -2 4d4+210 3d3+3 @@ -232,7 +232,7 @@ fellow adventurer~ a fellow adventurer~ A man in warrior's traveling garb lies upon the floor, looking very surprised to see you. ~ - Looks like he was catching a nap where he thought he might be safe. + Looks like he was catching a nap where he thought he might be safe. ~ 14 0 0 0 0 0 0 0 400 E 32 10 -9 6d6+320 5d5+5 @@ -245,7 +245,7 @@ a blood wight~ A humanoid is hunched over the corpse, hands and face dripping with blood. ~ This awful scavenger looks up at you with a snarl and spits some blood on -you. It goes back to its feast without another glance. +you. It goes back to its feast without another glance. ~ 10 0 0 0 0 0 0 0 -800 E 27 11 -6 5d5+270 4d4+4 @@ -259,7 +259,7 @@ the unrobed believer~ A Believer stands menacingly over the boy, a look of glee on his face. ~ The Believer looks as if this sort of sport were his passion, his only -reason for living. Indeed, it may be from the look of the boy's back. +reason for living. Indeed, it may be from the look of the boy's back. ~ 10 0 0 0 0 0 0 0 -900 E 25 12 -5 5d5+250 4d4+4 @@ -272,7 +272,7 @@ a screeching boy~ A screeching boy is thrown face down over a desk, his shirt torn off, blood everywhere. ~ It appears that this man has been at this boy for some time. The slashes -across the boy's back are many and deep. +across the boy's back are many and deep. ~ 10 0 0 0 0 0 0 0 100 E 10 17 4 2d2+100 1d2+1 diff --git a/lib/world/mob/315.mob b/lib/world/mob/315.mob index 4ef70c2..7b03347 100644 --- a/lib/world/mob/315.mob +++ b/lib/world/mob/315.mob @@ -6,7 +6,7 @@ Kire, the patrol captain, is walking here. At first glance, this man would not seem to even hurt a fly. As you look closer, you notice a long scar running down the left side of his face. You think that perhaps looks can be deceiving and that you might not want to mess -with him. +with him. ~ 182344 0 0 0 0 0 0 0 500 E 34 9 -10 6d6+340 5d5+5 @@ -20,7 +20,7 @@ a commoner~ A commoner is here searching for goods. ~ She is rather plain, wearing her hair up in a bun, and she's dressed, -well... Plain. +well... Plain. ~ 72 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -33,7 +33,7 @@ a street rat~ A street rat is here, begging for food. ~ The boy is caked in dirt, and smells of dead fish. You may want to give him -a few coins just to go away. +a few coins just to go away. ~ 72 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -45,8 +45,8 @@ common peddler~ a common peddler~ A peddler tries to do business with you. ~ - The man is uninteresting, except for his dirty turbin, which seems unusually -large. + The man is uninteresting, except for his dirty turban, which seems unusually +large. ~ 72 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -59,7 +59,7 @@ guard man~ a guardsman~ A guardsman patrols the streets and shops of McGintey Cove. ~ - He looks to be a kind, jovial man. But I wouldn't test it. + He looks to be a kind, jovial man. But I wouldn't test it. ~ 72 0 0 0 0 0 0 0 500 E 30 10 -8 6d6+300 5d5+5 @@ -71,7 +71,7 @@ toll booth worker~ the toll booth worker~ A toll booth worker is here, taking your fare for crossing into the city. ~ - She notices you looking and smiles at you. + She notices you looking and smiles at you. ~ 72 0 0 0 0 0 0 0 300 E 15 15 1 3d3+150 2d2+2 @@ -84,7 +84,7 @@ Jon the barkeep~ Jon the barkeep is here serving dinner and drinks. ~ This man looks as if there could be no other place he'd rather be then here -at this inn, serving drinks and making everyone's food. +at this inn, serving drinks and making everyone's food. ~ 253978 0 0 0 0 0 0 0 500 E 30 10 -8 6d6+300 5d5+5 @@ -96,7 +96,7 @@ receptionist~ the receptionist~ The receptionist waits patiently for you to decide on a room. ~ - Such a bright and cheery lady, she beams a happy smile at you. + Such a bright and cheery lady, she beams a happy smile at you. ~ 16394 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -109,7 +109,7 @@ Cindii the Info Lady~ Cindii the Info Lady sits behind the desk, smiling happily. ~ She looks so pathetically blonde, you are almost afraid to ask for any -assistance. +assistance. ~ 72 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -121,7 +121,7 @@ Samuel Faarza~ Samuel Faarza~ Samuel himself is here, pouring the drinks and getting rich. ~ - Samuel looks like he may have poured a few extra tonight. + Samuel looks like he may have poured a few extra tonight. ~ 188426 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -133,7 +133,7 @@ postal worker postmasters~ the postal worker~ A postal worker is here, ready to send or get your mail. ~ - Be careful. No sudden moves. You know how these guys get.... + Be careful. No sudden moves. You know how these guys get.... ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -145,7 +145,7 @@ Juan pusher potion~ Juan the potion pusher~ Juan the potion pusher is here, trying sell you some potions. ~ - He's got that money-hungry glint in his eyes. Watch your wallet. + He's got that money-hungry glint in his eyes. Watch your wallet. ~ 188426 0 0 0 0 0 0 0 -200 E 30 10 -8 6d6+300 5d5+5 @@ -157,7 +157,7 @@ Alandra jewelry maker~ Alandra~ Alandra the jewelry maker is here, working on some pieces. ~ - She almost didn't notice you come in, so focused on her craft was she. + She almost didn't notice you come in, so focused on her craft was she. ~ 188426 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -165,12 +165,12 @@ Alandra the jewelry maker is here, working on some pieces. 8 8 2 E #31513 -armourer~ -the armourer~ -The armourer waits patiently to help you. +armorer~ +the armorer~ +The armorer waits patiently to help you. ~ He looks quite competent, quite relaxed. He must make a good living in -spite of his reputation. +spite of his reputation. ~ 188426 0 0 0 0 0 0 0 100 E 30 10 -8 6d6+300 5d5+5 @@ -183,7 +183,7 @@ Shellee~ Shellee waits here, hoping to find good homes for her little friends. ~ Shellee is quite an attractive woman, however you notice that she lacks a -bit upstairs. Yes, she is blonde. +bit upstairs. Yes, she is blonde. ~ 16394 0 0 0 0 0 0 0 500 E 30 10 -8 6d6+300 5d5+5 @@ -196,7 +196,7 @@ Jak~ Jak the weaponsmith is here, currently taking a break. ~ Man, this guy is ALWAYS taking a break. Must be because he sells no -weaponry. +weaponry. ~ 188426 0 0 0 0 0 0 0 100 E 30 10 -8 6d6+300 5d5+5 @@ -208,7 +208,7 @@ clerk~ the clerk~ A clerk is here, waiting to take your money. ~ - Poor guy looks a little bored - must be the only job available in town. + Poor guy looks a little bored - must be the only job available in town. ~ 188426 0 0 0 0 0 0 0 300 E 30 10 -8 6d6+300 5d5+5 @@ -221,7 +221,7 @@ Pauletra~ Pauletra the pottery woman stands next to her cart, selling her goods. ~ She looks like she's come a long way to sell her goods in this famous market -place. +place. ~ 188426 0 0 0 0 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 @@ -233,7 +233,7 @@ Herb~ Herb the herbalist~ Herb stands here. Know what he's selling? ~ - Kind of makes you wonder if Herb was always his name, doesn't it? + Kind of makes you wonder if Herb was always his name, doesn't it? ~ 188426 0 0 0 0 0 0 0 300 E 25 12 -5 5d5+250 4d4+4 @@ -245,7 +245,7 @@ Bones~ Bones~ Bones stands here, selling his exotic jewelry. ~ - Bones has all kinds of strange bone-made jewelry hanging from his body. + Bones has all kinds of strange bone-made jewelry hanging from his body. ~ 188426 0 0 0 0 0 0 0 100 E 15 15 1 3d3+150 2d2+2 @@ -257,7 +257,7 @@ Farah~ Farah~ Farah has a nice little booth set up to display her wares. ~ - Although tired, she looks very happy. + Although tired, she looks very happy. ~ 188426 0 0 0 0 0 0 0 500 E 23 13 -3 4d4+230 3d3+3 @@ -269,7 +269,7 @@ farmer~ the farmer~ A farmer stands next to cart selling fresh vegetables. ~ - Just a normal, average, every day country bumpkin. + Just a normal, average, every day country bumpkin. ~ 188426 0 0 0 0 0 0 0 350 E 18 14 0 3d3+180 3d3+3 @@ -281,7 +281,7 @@ candle maker man wax~ the wax man~ A man is here selling candles. ~ - Numerous little burn scars mark his hands. Dangerous job, this man has. + Numerous little burn scars mark his hands. Dangerous job, this man has. ~ 188426 0 0 0 0 0 0 0 300 E @@ -295,7 +295,7 @@ a fisherman~ A fisherman sells good quality fish fresh from the sea. ~ This guy... There's something fishy about him... Get it? Fishy? You -know, he's a fisherman, and... Forget it. +know, he's a fisherman, and... Forget it. ~ 188426 0 0 0 0 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 @@ -308,7 +308,7 @@ the glass blower~ A glass blower is here, her items carefully stacked on portable wooden shelf. ~ She looks like a world traveler, one who has seen and been almost -everywhere. +everywhere. ~ 188426 0 0 0 0 0 0 0 200 E 31 10 -8 6d6+310 5d5+5 @@ -320,7 +320,7 @@ carpenter~ the carpenter~ A carpenter is here, selling his woodwork. ~ - Big, strong with hands as big as sledgehammers. + Big, strong with hands as big as sledgehammers. ~ 188426 0 0 0 0 0 0 0 400 E 22 13 -3 4d4+220 3d3+3 @@ -333,7 +333,7 @@ Darva~ Darva, the cape maker, is here with his many fine threads for sale. ~ The man wears a very fine looking cape. You notice that his isn't for sale, -it must be a special one. +it must be a special one. ~ 188426 0 0 0 0 0 0 0 -500 E 29 11 -7 5d5+290 4d4+4 @@ -345,7 +345,7 @@ cleric robed man healer~ the healer~ A robed man with the power to heal stands here, hands folded before him. ~ - This cleric looks quite at peace with himself, tranquil even. + This cleric looks quite at peace with himself, tranquil even. ~ 10 0 0 0 0 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -357,7 +357,7 @@ leather man~ the Leatherman~ The Leatherman stands next to his cart, his many leather goods for sale. ~ - Clad all in leather, this guy looks like he could be friend or foe. + Clad all in leather, this guy looks like he could be friend or foe. ~ 188426 0 0 0 0 0 0 0 100 E 20 14 -2 4d4+200 3d3+3 @@ -370,7 +370,7 @@ Shantar~ Shantar sits under an umbrella, relaxing as she sells an assortment of rings. ~ Sipping her cool drink, you cannot help but feel just a bit jealous of her -comfort and ease. +comfort and ease. ~ 188426 0 0 0 0 0 0 0 100 E 18 14 0 3d3+180 3d3+3 @@ -383,8 +383,8 @@ Shades~ Shades the eyewear man displays his assortment of eyepieces and glasses. ~ Shades wears a pair of the blackest sunglasses you have ever seen. Kind of -makes him look a bit sinsiter, you know - cool. I think that was his intended -effect there. +makes him look a bit sinister, you know - cool. I think that was his intended +effect there. ~ 188426 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -397,7 +397,7 @@ the blacksmith~ A blacksmith sells assorted daggers here. ~ This huge man seems very out of place here in the middle of this bazaar, -where he is forced to remain in one spot. +where he is forced to remain in one spot. ~ 188426 0 0 0 0 0 0 0 300 E 30 10 -8 6d6+300 5d5+5 @@ -409,7 +409,7 @@ man burlap~ the burlap man~ A man is here selling various burlap goods. ~ - This huge guy seems quite comfortable relaxing and selling his goods. + This huge guy seems quite comfortable relaxing and selling his goods. ~ 188426 0 0 0 0 0 0 0 100 E 20 14 -2 4d4+200 3d3+3 @@ -421,7 +421,7 @@ woman~ a woman~ A woman is here selling scarves. ~ - She has a whole lot of scarves, a whole lot. Buy one. + She has a whole lot of scarves, a whole lot. Buy one. ~ 188426 0 0 0 0 0 0 0 100 E 20 14 -2 4d4+200 3d3+3 @@ -433,7 +433,7 @@ man hat~ the Hat Man~ A man is here with stacks and stacks of hats, all of them for sale. ~ - The is wearing like ten hats on his own head. What a goof. + The is wearing like ten hats on his own head. What a goof. ~ 188426 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -446,7 +446,7 @@ the elven vendor~ An elven vendor is here offering an assortment of drinking vessels. ~ This elf has the look of one who has been down a few rocky roads in his -time. His mistrust of most everyone is quite apparent. +time. His mistrust of most everyone is quite apparent. ~ 188426 0 0 0 0 0 0 0 -100 E 20 14 -2 4d4+200 3d3+3 @@ -459,7 +459,7 @@ the baker~ A baker stands proudly next to her fine baked goods. ~ It is quite obvious that she loves her vocation from the look of enormous -pride on her face. +pride on her face. ~ 188426 0 0 0 0 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 @@ -472,7 +472,7 @@ the huge man~ A very large man stands next to his display case. ~ This man is so large, he almost seems intimidating enough to MAKE you buy -something. +something. ~ 188426 0 0 0 0 0 0 0 500 E 20 14 -2 4d4+200 3d3+3 @@ -484,7 +484,7 @@ dwarf helm smith~ a dwarven smith~ A dwarven smith stands here selling helms. ~ - This stocky little guy has arms that look like miniature tree trunks. + This stocky little guy has arms that look like miniature tree trunks. ~ 188426 0 0 0 0 0 0 0 100 E 20 14 -2 4d4+200 3d3+3 @@ -497,7 +497,7 @@ Shalaylia~ Shalaylia sits peacefully, selling rolling papers to any who are in need. ~ She sure looks comfortable. In fact, she looks as if she might even be a -bit sleepy. Her eyelids droop and she has this sloppy grin on her face. +bit sleepy. Her eyelids droop and she has this sloppy grin on her face. ~ 188426 0 0 0 0 0 0 0 500 E 20 14 -2 4d4+200 3d3+3 @@ -510,7 +510,7 @@ Sazaindin~ Sazaindin the mage rests comfortably here, ready to brew you a potion. ~ You have to wonder just what type of potions she is selling, the way she is -huddled into this far corner of the bazaar. +huddled into this far corner of the bazaar. ~ 188426 0 0 0 0 0 0 0 -200 E 20 14 -2 4d4+200 3d3+3 @@ -522,7 +522,7 @@ lease manager~ the lease manager~ The lease manager is here, ready to take your application. ~ - She smiles prettily at you and thanks you for stopping by. + She smiles prettily at you and thanks you for stopping by. ~ 72 0 0 0 0 0 0 0 500 E 30 10 -8 6d6+300 5d5+5 @@ -534,7 +534,7 @@ jeweler~ the jeweler~ The jeweler stands behind the counter waiting to help you. ~ - Tall, thin, and wiry. + Tall, thin, and wiry. ~ 188426 0 0 0 0 0 0 0 500 E 30 10 -8 6d6+300 5d5+5 @@ -546,9 +546,9 @@ local physician~ a local physician~ A physician is here, ready to tend to your wounds. ~ - A fairly pleasant looking person stands before you wearing a white coat. + A fairly pleasant looking person stands before you wearing a white coat. They seem eager to get your business, and take care of whatever wounds you may -have. +have. ~ 16394 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -562,7 +562,7 @@ Aelsa, one of Fatima's full timers, is here working on some boots. ~ She looks quite exhausted, as you see a bead of sweat roll her face. The leather apron she's wearing is caked in soot, and doesn't appear to be in a -good mood, so you should better hurry up with whatever you want. +good mood, so you should better hurry up with whatever you want. ~ 188426 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -574,7 +574,7 @@ Randon~ Randon~ Randon stands ready to sell you a scroll or two. ~ - He looks like a nice young man. A man who never cheats his customers. + He looks like a nice young man. A man who never cheats his customers. ~ 188426 0 0 0 0 0 0 0 800 E 30 10 -8 6d6+300 5d5+5 @@ -587,7 +587,7 @@ Curley~ Curley hustles about the room, tending to his customers in a very timely fashion. ~ From the way this guy runs around this place, you would think it was all he -ever wanted out of life. +ever wanted out of life. ~ 188426 0 0 0 0 0 0 0 500 E 30 10 -8 6d6+300 5d5+5 @@ -600,7 +600,7 @@ the water guy~ Tephe, the water guy, sits on a stool behind a counter, twiddling his fingers. ~ An overweight man looks at you with pleading eyes, begging you to buy -something to liven up his day. +something to liven up his day. ~ 188426 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -613,7 +613,7 @@ the gloveman~ A man sits at a desk patiently sewing a pair of leather gauntlets. ~ He looks up and tells you that if you need anything just ask. Then he goes -back to his sewing. +back to his sewing. ~ 188426 0 0 0 0 0 0 0 300 E 30 10 -8 6d6+300 5d5+5 @@ -626,7 +626,7 @@ a skillful merchant~ A merchant stands here trying to persuade you to buy his goods. ~ You can tell this man knows what he's doing when it comes to sales. He's -almost gotten you to buy several of his items more than a few times. +almost gotten you to buy several of his items more than a few times. ~ 72 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -638,7 +638,7 @@ local youth~ a local youth~ A local youth walks by, looking for something. ~ - They seem eager to find something to spend their money on. + They seem eager to find something to spend their money on. ~ 72 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -651,7 +651,7 @@ a gull~ A gull flits about, pecking the ground for dropped food. ~ WHOOA! The bird just tried to attack you, better give it some food -before... Ooops... It just shit on your boots. +before... Ooops... It just shit on your boots. ~ 76 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -664,7 +664,7 @@ bird albatross~ an albatross~ An albatross rests on a nearby post. ~ - A large, white bird rests its wings from a long flight. + A large, white bird rests its wings from a long flight. ~ 76 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -677,8 +677,8 @@ McHale lieutenant~ McHale, the patrol lieutenant~ You see McHale, the patrol lieutenant, out of the corner of your eye. ~ - A silohette of a man lurks in the distance, you can' tell much about him -except that he is avoiding being seen. + A silhouette of a man lurks in the distance, you can' tell much about him +except that he is avoiding being seen. ~ 104520 0 0 0 0 0 0 0 -350 E 30 10 -8 6d6+300 5d5+5 @@ -694,7 +694,7 @@ Sergeant Tess, the Bazaar overseer, stands ready for any trouble. She is a hefty guard, but make no mistake that doesn't set her back. She peers in your direction, making sure you have no plans of doing any harm. She smiles and you can see chunks of her last "victim" in her teeth, you turn away -quickly in disgust. +quickly in disgust. ~ 170056 0 0 0 0 0 0 0 500 E 34 9 -10 6d6+340 5d5+5 @@ -708,7 +708,7 @@ a deputy~ A young deputy is here. ~ They look vibrant and full of life as if never even seen any action in their -entire lives. +entire lives. ~ 4296 0 0 0 0 0 0 0 50 E 23 13 -3 4d4+230 3d3+3 @@ -722,7 +722,7 @@ the fearless wildcat~ A fearless wildcat is waiting here patiently. ~ Though this cat has a wild look in its eyes, it waits here patiently for -something to happen. +something to happen. ~ 72 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -736,7 +736,7 @@ a hawk~ A hawk waits faithfully for an order to be given. ~ This beautiful winged creature is faithful only to it's master. Don't mess -with it, it may decide to peck your eyes out! +with it, it may decide to peck your eyes out! ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -752,7 +752,7 @@ A man in a Mage's Guild robe awaits to teleport you to your desired locale. His manner and bearing are both that of a perfect gentleman and professional. It seems the Mage's Guild in this town must have a hard time making the rent payment, so they rely heavily on the business from this shop to -support most of their payment. +support most of their payment. ~ 16394 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -779,7 +779,7 @@ the city banker~ The city banker waits impatiently behind the counter. ~ He sneers a welcome at you and asks in a nasal voice if he might be able to -help you. +help you. ~ 16458 0 0 0 0 0 0 0 -300 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/316.mob b/lib/world/mob/316.mob index 3d82ea6..3d53032 100644 --- a/lib/world/mob/316.mob +++ b/lib/world/mob/316.mob @@ -3,7 +3,7 @@ guard cynder guildguard~ Cynder~ Cynder stands here, guarding the warrior guild entrance. ~ - Don't even think about it, she'll kick your head in. + Don't even think about it, she'll kick your head in. ~ 253978 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -17,7 +17,7 @@ guildmaster~ a guildmaster~ A warrior guildmaster is here, waiting to train you. ~ - There is nothing special about this master. + There is nothing special about this master. ~ 213018 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -32,7 +32,7 @@ Nnoa is here, preventing all those who may enter the Ranger training grounds. ~ A very earthy looking man, dark hair, scruffy beard and very plain clothing. He is respected by all, and feared by many, many more. His skill of earthy -elements will make anyone hurt. +elements will make anyone hurt. ~ 253978 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -46,7 +46,7 @@ guildmaster~ a guildmaster~ A Ranger guildmaster is here, waiting to train you. ~ - There is nothing special about this master. + There is nothing special about this master. ~ 213018 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -61,7 +61,7 @@ Deke stands silently, allowing only the holiest to enter. ~ He stands silently with arms crossed, hands concealed in his robe. With hood covering his face, you can not tell his intentions, lest you try and pass -him. +him. ~ 253978 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -75,7 +75,7 @@ guildmaster~ a guildmaster~ A Cleric guildmaster is here, waiting to train you. ~ - There is nothing special about this master. + There is nothing special about this master. ~ 213018 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -90,7 +90,7 @@ Sersin is here, guarding the mage guild. ~ He fiddles with his cape, organizing many scrolls making sure not to lose track of a single one. He lifts an eye for a second, and then retrieves a -scroll from a pouch on his belt. +scroll from a pouch on his belt. ~ 253978 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -103,7 +103,7 @@ guildmaster~ a guildmaster~ A Mage's guildmaster is here, waiting to train you. ~ - There is nothing special about this master. + There is nothing special about this master. ~ 213018 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -116,7 +116,7 @@ ryske guard guildguard~ Ryske~ Ryske peeks at you from the shadows. ~ - Watch It! You'll go blind, literally, if you stare that long. + Watch It! You'll go blind, literally, if you stare that long. ~ 253978 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -128,9 +128,9 @@ T 31604 #31609 guildmaster~ a guildmaster~ -An assasin guild master is here, waiting to train you. +An assassin guild master is here, waiting to train you. ~ - There is nothing special about this master. + There is nothing special about this master. ~ 213018 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -143,9 +143,9 @@ Alexa guard guildguard~ Alexa~ Alexa stands with back to the wall, eying you curiously. ~ - Her hair lies losely on her shoulders, covering half her face. She brushes + Her hair lies loosely on her shoulders, covering half her face. She brushes it back and leans casually against the wall thinking nothing of you. She -crosses her arms a closes her eyes, almost daring you to pass. +crosses her arms a closes her eyes, almost daring you to pass. ~ 253978 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -159,7 +159,7 @@ guildmaster~ the guildmaster~ A Deathknight guildmaster is here waiting to train you. ~ - There is nothing special about this master. + There is nothing special about this master. ~ 213018 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -172,7 +172,7 @@ deathknight knight~ a Deathknight~ A Deathknight is here, quietly waiting to sell you something. ~ - With no expression whatsoever, this man goes about his business. + With no expression whatsoever, this man goes about his business. ~ 188426 0 0 0 0 0 0 0 -200 E 30 10 -8 6d6+300 5d5+5 @@ -185,7 +185,7 @@ the lovely assassin~ A lovely female assassin is here, helping others find what they need. ~ Too bad she could probably drop you with one good blow (get it, blow? ), -otherwise you could ask her out. +otherwise you could ask her out. ~ 16394 0 0 0 0 0 0 0 600 E 30 10 -8 6d6+300 5d5+5 @@ -198,7 +198,7 @@ the monk~ A monk from the guild stands here quietly, waiting on you. ~ This guy looks perfectly happy to just stand and contemplate all the live -long day. +long day. ~ 188426 0 0 0 0 0 0 0 500 E 30 10 -8 6d6+300 5d5+5 @@ -211,7 +211,7 @@ a member of the Mage's Guild~ A member of the Mage's Guild awaits your purchase behind the counter. ~ You cannot tell if this man be evil or good aligned, nor where his loyalties -may lie. Who cares, he has good stuff for sale! +may lie. Who cares, he has good stuff for sale! ~ 188426 0 0 0 0 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -223,7 +223,7 @@ Gendar~ Gendar~ Gendar the elven thief leans in a corner of the room, a small grin on his face. ~ - Gendar looks almost amused by the fact that you were startled so easily. + Gendar looks almost amused by the fact that you were startled so easily. ~ 188426 0 0 0 0 0 0 0 -200 E @@ -236,7 +236,7 @@ Wirntyn~ Wirntyn~ Wirntyn grins as you walk in. Man, he looks even uglier when he smiles! ~ - Ugly, maybe, but just as deadly. Don't piss him off. + Ugly, maybe, but just as deadly. Don't piss him off. ~ 16394 0 0 0 0 0 0 0 -500 E 25 12 -5 5d5+250 4d4+4 @@ -249,7 +249,7 @@ Griselda~ Griselda tends bar for all her warrior friends. ~ This tough little bitch has beaten down more foes than most men can boast -their friends have all added together. And she's a hotty. +their friends have all added together. And she's a hottie. ~ 188426 0 0 0 0 0 0 0 300 E 25 12 -5 5d5+250 4d4+4 @@ -262,7 +262,7 @@ a drunken warrior~ A drunken warrior is in the midst of hefting another chair, this time taking careful aim. ~ You'd think that if you could get past the first chair tossing, they'd leave -you alone, but it looks as if you are in for a bit of fun... Duck! +you alone, but it looks as if you are in for a bit of fun... Duck! ~ 10 0 0 0 0 0 0 0 -500 E 25 12 -5 5d5+250 4d4+4 @@ -274,7 +274,7 @@ warrior drunk~ a drunken warrior~ A drunk warrior grins his toothy grin at you, flexing his huge biceps. ~ - You can smell him from here. + You can smell him from here. ~ 10 0 0 0 0 0 0 0 -600 E 27 11 -6 5d5+270 4d4+4 @@ -287,7 +287,7 @@ the bookie~ A bookie stands here, willing to take any bet. ~ Dressed in the finest armor, this man obviously preys on the stupidity of -the people of the Cove. +the people of the Cove. ~ 10 0 0 0 0 0 0 0 -500 E 30 10 -8 6d6+300 5d5+5 @@ -300,7 +300,7 @@ the ticket master~ The Ticket Master, a beautiful and enticing woman, waits to sell you your chance to die. ~ Just from the way she looks makes you want to get in that Pit and risk your -life. +life. ~ 10 0 0 0 0 0 0 0 100 E 25 12 -5 5d5+250 4d4+4 @@ -313,7 +313,7 @@ an employee of the warrior guild~ An employee of the Warrior Guild is here waiting to help you. ~ More of an apprentice than anything else, this employee is one who pulled -extra duty for misconduct within the guild. +extra duty for misconduct within the guild. ~ 188426 0 0 0 0 0 0 0 -100 E 25 12 -5 5d5+250 4d4+4 @@ -325,8 +325,8 @@ mage member~ a member of the Mage's Guild~ A member of the Mage's Guild waits patiently for you to buy something. ~ - This man could be good or evil, or whatver - but who gives a shit - he has -kicka ss eq for sale! + This man could be good or evil, or whatever - but who gives a shit - he has +kickass eq for sale! ~ 188490 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -338,7 +338,7 @@ mage member~ a member of the mage's guild~ A member of the Mage's Guild stands behind the counter. ~ - She looks eager enough to sell you the goods. + She looks eager enough to sell you the goods. ~ 188490 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -351,7 +351,7 @@ a member of the Mage's Guild~ A member of the Mage's Guild waits patiently for your purchase. ~ He seems intent on the workings of one of the scrolls, making sure that it -will perform its proper function. +will perform its proper function. ~ 188490 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -364,7 +364,7 @@ an employee of the warrior guild~ An employee of the Warrior Guild is here waiting to help you. ~ More of an apprentice than anything else, this employee is one who pulled -extra duty for misconduct within the guild. +extra duty for misconduct within the guild. ~ 188426 0 0 0 0 0 0 0 -100 E 25 12 -5 5d5+250 4d4+4 @@ -377,7 +377,7 @@ an employee of the warrior guild~ An employee of the Warrior Guild is here waiting to help you. ~ More of an apprentice than anything else, this employee is one who pulled -extra duty for misconduct within the guild. +extra duty for misconduct within the guild. ~ 188426 0 0 0 0 0 0 0 -100 E 25 12 -5 5d5+250 4d4+4 @@ -390,7 +390,7 @@ an employee of the warrior guild~ An employee of the Warrior Guild is here waiting to help you. ~ More of an apprentice than anything else, this employee is one who pulled -extra duty for misconduct within the guild. +extra duty for misconduct within the guild. ~ 188426 0 0 0 0 0 0 0 -100 E 25 12 -5 5d5+250 4d4+4 @@ -404,8 +404,8 @@ Yolanda the Bar-Slut dances on the only remaining intact table. ~ You can almost smell her putrid breath from here. As you watch her pirouette clumsily on the table, you notice a breast fall saggily and limply -out of the loose rag she wears. Seemingly unembarassed, Yolanda tucks her tit -back into her rag and continues her 'extremely seductive' dance. +out of the loose rag she wears. Seemingly unembarrassed, Yolanda tucks her tit +back into her rag and continues her 'extremely seductive' dance. ~ 10 0 0 0 0 0 0 0 200 E 25 12 -5 5d5+250 4d4+4 @@ -418,7 +418,7 @@ a member of the Cleric's Guild~ A member of the Cleric's Guild waits patiently for you to shop. ~ He stares into what you would assume is empty space, but for him is the -space that his God occupies. +space that his God occupies. ~ 188426 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -431,7 +431,7 @@ a member of the Cleric's Guild~ A member of the Cleric's Guild waits patiently for you to shop. ~ He stares into what you would assume is empty space, but for him is the -space that his God occupies. +space that his God occupies. ~ 188426 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -444,7 +444,7 @@ a member of the Cleric's Guild~ A member of the Cleric's Guild waits patiently for you to shop. ~ He stares into what you would assume is empty space, but for him is the -space that his God occupies. +space that his God occupies. ~ 188426 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -457,7 +457,7 @@ a Deathknight~ A Deathknight sneers as he waits for you to buy something. ~ He notices you looking and his sneer becomes even more pronounced than -before. Better just buy your stuff and get out of here. +before. Better just buy your stuff and get out of here. ~ 188426 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -470,7 +470,7 @@ the Paladin Seamtress~ A Paladin Seamstress works diligently on some fabric as you browse the goods. ~ She looks up at you as she sews and smiles a pretty smile, going back to her -work while keeping an eye out in case you need any assistance. +work while keeping an eye out in case you need any assistance. ~ 16394 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -484,7 +484,7 @@ A Paladin smith works here, pounding away at the forge. ~ He seems to be very happy with his work, the allotment that the Guild has given him. It is a rare and fine thing to see such pride from a man who could -be more if he desired. +be more if he desired. ~ 16394 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -497,7 +497,7 @@ a member of the Paladin Guild~ A member of the Paladin Guild is here helping the customers. ~ He beams a smile your way and holds up one finger - be with you in just one -moment! +moment! ~ 16394 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -510,7 +510,7 @@ Shindoz~ Shindoz stands proudly at the entrance to the Guild, gently keeping non-members out. ~ Paladin through and through - you can tell this guy is the Master's Pet, a -real ass-kiss and butt-puppy. +real ass-kiss and butt-puppy. ~ 253962 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -524,7 +524,7 @@ the Master~ The Master stands calmly here, ready to train if that is your need. ~ He smiles and looks you in the eye, as if reading your thoughts and virtue -all in one glance. It almost makes you uneasy. +all in one glance. It almost makes you uneasy. ~ 16394 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -536,7 +536,7 @@ Alastor guard monk guildguard~ Alastor~ Alastor looks just a bit unhappy about being a monk, but guards the door just the same. ~ - It's a looooooonng story - don't ask. + It's a looooooonng story - don't ask. ~ 253962 0 0 0 80 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -549,7 +549,7 @@ master guildmaster monk~ the Monk Guildmaster~ The Monk Guildmaster awaits your need quietly. ~ - He speaks no word, makes no move. He simply waits. + He speaks no word, makes no move. He simply waits. ~ 16394 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/317.mob b/lib/world/mob/317.mob index c356097..a49d11f 100644 --- a/lib/world/mob/317.mob +++ b/lib/world/mob/317.mob @@ -3,10 +3,10 @@ mayor mcgintey cove~ the Mayor of McGintey Cove~ The Mayor of McGintey Cove parades by you. ~ - He looks quited decadent, draped in sheer, golden silk and satin teal + He looks quite decadent, draped in sheer, golden silk and satin teal sashes. He turns his head suddenly to catch a glimpse of a young noblewoman and you see a small teal ornament hanging loosely from his right ear. The -trinket looks quite valuable. +trinket looks quite valuable. ~ 32968 0 0 0 0 0 0 0 0 E 34 9 -10 6d6+340 5d5+5 @@ -20,7 +20,7 @@ Maree~ Maree is here serving drinks. ~ She is one of those women who could be twenty-five or could be forty. She -has that timeless look about her that lends a quiet, dignified beauty. +has that timeless look about her that lends a quiet, dignified beauty. ~ 188426 0 0 0 0 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -34,7 +34,7 @@ A town noble stands nearby, disgusted by your mere presence. ~ He is dressed in the finest clothes money can buy, and as he dusts of his shirt and tidies his hair he turns his head from you, not acknowledging your -presence there. +presence there. ~ 200 0 0 0 0 0 0 0 0 E 27 11 -6 5d5+270 4d4+4 @@ -43,12 +43,12 @@ presence there. BareHandAttack: 13 E #31703 -proprieter man~ -the proprieter~ -The proprieter of the Inn is here, making sure everything is perfect. +proprietor man~ +the proprietor~ +The proprietor of the Inn is here, making sure everything is perfect. ~ He hurries here and there and everywhere, always fussing or whining that -something is wrong or out of place. +something is wrong or out of place. ~ 16394 0 0 0 0 0 0 0 200 E 30 10 -8 6d6+300 5d5+5 @@ -60,9 +60,9 @@ waiter~ a waiter~ A waiter is here scurrying from table to table. ~ - He keeps glancing up at the proprieter, as if he were a stray dog expecting + He keeps glancing up at the proprietor, as if he were a stray dog expecting to beat at any moment. Poor fella, he probably gets at least one good tongue -lashing a day. +lashing a day. ~ 138 0 0 0 0 0 0 0 800 E 15 15 1 3d3+150 2d2+2 @@ -76,7 +76,7 @@ The Mayor's wife stalks silently by. ~ Yes, her clothes are of the finest make but you can tell she does not belong. Her features are long and sad looking, as if she had no desire to be -the mayor's wife. She moves away quickly, trying to remain unseen. +the mayor's wife. She moves away quickly, trying to remain unseen. ~ 147656 0 0 0 0 0 0 0 0 E 33 9 -9 6d6+330 5d5+5 @@ -90,7 +90,7 @@ the roulette attendant~ A strikingly beautiful woman stands at the wheel, taking bets. ~ She gives you a very big, very seductive smile and urges you to place a bet. - + ~ 16394 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -103,7 +103,7 @@ Baagh~ Baagh is here, dealing the next the grueling round of war. ~ Baagh does not look all that smart. Seems that this card game is just his -speed. +speed. ~ 16394 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -115,7 +115,7 @@ dealer blank faced~ the blank-faced dealer~ A blank-faced dealer is here, getting ready to take your money. ~ - This guy is the poster child for poker faces. + This guy is the poster child for poker faces. ~ 16394 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -128,7 +128,7 @@ a noblewoman~ A noble's wife is standing here. ~ She has the same contempt of you as a nobleman has, full of disgust. She -tries to be as far away from you as she can. +tries to be as far away from you as she can. ~ 200 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -140,7 +140,7 @@ sam dealer blackjack~ Sam the blackjack dealer~ Sam the blackjack dealer is here flipping cards to players. ~ - Sam looks almost bored as he turns over one card afetr another. You can + Sam looks almost bored as he turns over one card after another. You can barely hear him mumble, 'push, we got a winner, oh too bad, and every now and then an almost audible blackjack! ' ~ @@ -155,7 +155,7 @@ a stealthy burglar~ A stealthy burglar is attempting to hide himself in the shadows. ~ Crouched back in a corner, head low, this man thinks that you are unable to -see him. +see him. ~ 138 0 0 0 0 0 0 0 -500 E 20 14 -2 4d4+200 3d3+3 @@ -168,7 +168,7 @@ the park ranger~ The Park Ranger is here, tending to the park. ~ She is dressed all in brown and green, with rake in hand. She looks like -she knows her way around both forest and city. +she knows her way around both forest and city. ~ 2186 0 0 0 0 0 0 0 600 E 25 12 -5 5d5+250 4d4+4 @@ -181,7 +181,7 @@ a little boy~ A little boy plays tag with a little girl, laughing and giggling as he runs. ~ With lunch stains all over his shirt and grass stains all on his knees, he -looks like he couldn't be any happier than he is now. +looks like he couldn't be any happier than he is now. ~ 72 0 0 0 0 0 0 0 400 E 8 18 5 1d1+80 1d2+1 @@ -194,7 +194,7 @@ the little girl~ A little girl laughs as a boy tries in vain to catch her by the ponytails. ~ With her bright red hair up in ponytails, she kind of looks like Pippy -Longstocking. +Longstocking. ~ 72 0 0 0 0 0 0 0 500 E 7 18 5 1d1+70 1d2+1 @@ -206,7 +206,7 @@ matre de~ the matre de~ The matre de looks disdainfully at you. ~ - This man may have to get a bit snooty, better watch it. + This man may have to get a bit snooty, better watch it. ~ 10 0 0 0 0 0 0 0 -100 E 21 13 -2 4d4+210 3d3+3 @@ -218,8 +218,8 @@ waiter~ the waiter~ A well dressed waiter is moving gracefully through the room, serving customers. ~ - Resplendant inhis black tuxedo and shined shoes, this man would be graceful -falling down. + Resplendent in his black tuxedo and shined shoes, this man would be graceful +falling down. ~ 10 0 0 0 0 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 @@ -232,7 +232,7 @@ the waitress~ A waitress moves through the room serving drinks. ~ This woman could only be described as elegant the way she sways and moves -through the clientele dining here. +through the clientele dining here. ~ 188426 0 0 0 0 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 @@ -242,10 +242,10 @@ E #31718 receptionist~ the receptionist~ -A receptionist sits behind an ornate mahoganey desk, taking reservations for the night. +A receptionist sits behind an ornate mahogany desk, taking reservations for the night. ~ She looks almost bored with her job as she efficiently writes dates, names, -and times in ledger. +and times in ledger. ~ 16394 0 0 0 0 0 0 0 100 E 25 12 -5 5d5+250 4d4+4 @@ -258,7 +258,7 @@ the woman~ A woman is planting flowers here, pulling weeds here and there. ~ She looks in her element here, digging in the dirt, like she couldn't be -happier anywhere else. +happier anywhere else. ~ 10 0 0 0 0 0 0 0 1000 E 17 15 0 3d3+170 2d2+2 @@ -271,7 +271,7 @@ the server~ A man is here serving all the diners quietly, efficiently. ~ A very somber seeming man, you cannot see a glint of a smile or any kind of -emotion on his face. His work seems to be his passion. +emotion on his face. His work seems to be his passion. ~ 188426 0 0 0 0 0 0 0 -100 E 20 14 -2 4d4+200 3d3+3 @@ -284,7 +284,7 @@ the grave digger~ A grave digger is resting under the shade of a tree, shovel on the ground next to him. ~ He wipes the sweat from his brow, smiles, and asks if you might like to join -him for a bit of a rest...? +him for a bit of a rest...? ~ 10 0 0 0 0 0 0 0 800 E 15 15 1 3d3+150 2d2+2 @@ -296,7 +296,7 @@ manager hotel~ the hotel manager~ The hotel manager stands behind a large desk, ready to sell you a room. ~ - He smiles and asks how he can help you today. + He smiles and asks how he can help you today. ~ 10 0 0 0 0 0 0 0 100 E 20 14 -2 4d4+200 3d3+3 @@ -308,7 +308,7 @@ woman receptionist~ the receptionist~ She stands smiling at you, waiting for you to take a room. ~ - Hmmmm.... Wonder if she is part of the price, too... + Hmmmm.... Wonder if she is part of the price, too... ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 diff --git a/lib/world/mob/318.mob b/lib/world/mob/318.mob index 2dcfb62..42de4eb 100644 --- a/lib/world/mob/318.mob +++ b/lib/world/mob/318.mob @@ -5,7 +5,7 @@ A drunken sailor stumbles past you, the fumes all whiskey and vomit. ~ His white and black striped shirt is speckled with the stains from his last meal. The stubble on his face is only overshadowed by the hair which grows out -of the top of the back of his shirt. +of the top of the back of his shirt. ~ 200 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -18,7 +18,7 @@ a shouting gambler~ A gambler is here, shouting at the top of his lungs at the cocks fighting in the street. ~ You want to tell him the cocks don't understand, but then you realize that -HE would probably not understand. +HE would probably not understand. ~ 10 0 0 0 0 0 0 0 100 E 12 16 2 2d2+120 2d2+2 @@ -31,7 +31,7 @@ a Dead Boy~ A Dead Boy eyes you evilly. ~ The unwashed boy seems to be eying you rather fiercely. You don't know what -you did to offend him but hey, it could be any... Nothing. +you did to offend him but hey, it could be any... Nothing. ~ 4680 0 0 0 0 0 0 0 -700 E 20 14 -2 4d4+200 3d3+3 @@ -45,7 +45,7 @@ a Bloody Scythe gang member~ A member of Bloody Scythe eyes you evilly. ~ The unwashed boy seems to be eyeing you rather fiercely. You don't know -what you did to offend him but hey, it could be any... Nothing. +what you did to offend him but hey, it could be any... Nothing. ~ 4680 0 0 0 0 0 0 0 -700 E 20 14 -2 4d4+200 3d3+3 @@ -54,11 +54,11 @@ what you did to offend him but hey, it could be any... Nothing. BareHandAttack: 13 E #31804 -giant cochroach~ -a giant cochroach~ -A giant cochroach looks about ready to eat you. +giant cockroach~ +a giant cockroach~ +A giant cockroach looks about ready to eat you. ~ - QUICK!!! Squish it, before it squishes you!! + QUICK!!! Squish it, before it squishes you!! ~ 42 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -71,7 +71,7 @@ an old beggar~ A beggar stands here, pleading for a few coins. ~ You see an old dirty beggar with no teeth trying to get coins by passer -byes. +byes. ~ 72 0 0 0 0 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -86,7 +86,7 @@ Marcko, gives you a slight smirk. ~ Less dirty than the rest of his disciples, he no less ruthless. He grins at you, almost pleasantly, until he flashes the knife in his hand, in which his -pleasant smile fades. +pleasant smile fades. ~ 152074 0 0 0 0 0 0 0 -1000 E 34 9 -10 6d6+340 5d5+5 @@ -103,7 +103,7 @@ Ie, sits here reviewing the days collections. to see or greet you. She drops one of her papers onto the floor, as she bends down to pick it up she notices your boot and gets up suddenly, preparing for your attack. She taps her boot heel to the ground and a razor juts out the toe -of her boot. You sense that this isn't going to be pretty. +of her boot. You sense that this isn't going to be pretty. ~ 153610 0 0 0 0 0 0 0 -1000 E 34 9 -10 6d6+340 5d5+5 @@ -117,7 +117,7 @@ a carpenter~ A man is here, hammering on some rounded ship's boards. ~ Bathed in sweat and looking quite the strong type, you can't help but wonder -what motivates a man who does a job such as this to get up every morning. +what motivates a man who does a job such as this to get up every morning. ~ 10 0 0 0 0 0 0 0 200 E 22 13 -3 4d4+220 3d3+3 @@ -129,8 +129,8 @@ foreman shipyard~ the shipyard foreman~ The shipyard foreman struts through the room, kicking his workers, telling them to work harder. ~ - Complete with his fat cigar, this man is the poster child for alchoholics -anonymous. + Complete with his fat cigar, this man is the poster child for alcoholics +anonymous. ~ 10 0 0 0 0 0 0 0 -400 E 25 12 -5 5d5+250 4d4+4 @@ -143,7 +143,7 @@ a hard working sailor~ A hard working sailor struggles along, loaded down with nets and rigging. ~ Poor fella, almost makes you want to help him with his load, but then, -nahhhh... +nahhhh... ~ 72 0 0 0 0 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 @@ -156,7 +156,7 @@ the Dockmaster~ A very self important woman stands here with a clipboard. ~ She supervises and regulates the loading and unloading of cargo and -passengers to every ship that docks in this cove. +passengers to every ship that docks in this cove. ~ 2248 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -169,7 +169,7 @@ the Dockmaster's assistant~ The Dockmaster's assistant proudly follows along beside her. ~ This little guy looks like he finally found someone bigger than him that -wouldn't kick his ass, so he's hanging on for dear life. +wouldn't kick his ass, so he's hanging on for dear life. ~ 6216 0 0 0 0 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 @@ -182,7 +182,7 @@ a bum~ A bum lays on a bench, snoring softly. ~ You might even be doing this guy a favor... One good bop to the noggin and -he's done. +he's done. ~ 10 0 0 0 0 0 0 0 200 E 10 17 4 2d2+100 1d2+1 @@ -195,7 +195,7 @@ a travel agent~ A woman sits behind the glass, selling boat tickets. ~ She moves at lightning speed, with the assurance of one who has done her job -for a long time. +for a long time. ~ 16394 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -208,7 +208,7 @@ a midshipman~ A midshipman passes by you, mumbling something. ~ The man walks with hands in his pockets and head bowed, continually mumbling -something to himself. Perhaps he's looking for a bar or a fight, who knows. +something to himself. Perhaps he's looking for a bar or a fight, who knows. ~ 104 0 0 0 0 0 0 0 0 E @@ -222,7 +222,7 @@ pack rat~ a pack rat~ A pack rat is sifting through trash. ~ - It's a large, fat rat, what else would it be. + It's a large, fat rat, what else would it be. ~ 76 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -235,8 +235,8 @@ Cap'n Darby~ Cap'n Darby~ Cap'n Darby is here, fighting. ~ - It seems like everytime you see Cap'n Darby, the guy is fighting. Doesn't -this old sailor EVER take a break?!? + It seems like every time you see Cap'n Darby, the guy is fighting. Doesn't +this old sailor EVER take a break?!? ~ 190536 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -250,7 +250,7 @@ the netweaver~ The netweaver is here, sewing some netting together. ~ He has small, horn rimmed glasses, and a large net draped across his body, -which he is currently working on. +which he is currently working on. ~ 10 0 0 0 0 0 0 0 500 E 20 14 -2 4d4+200 3d3+3 @@ -262,7 +262,7 @@ punk street~ the street punk~ A street punk is here, getting to throw a set of dice. ~ - He looks up and growls. It must be that no one usually upsets the game. + He looks up and growls. It must be that no one usually upsets the game. ~ 42 0 0 0 0 0 0 0 -300 E @@ -276,7 +276,7 @@ the singing drunken sailor~ A sailor is lounging near the piano, singing his heart out. ~ He looks like if he were to let go of the piano, he may not end up on his -feet still. +feet still. ~ 10 0 0 0 0 0 0 0 -100 E 20 14 -2 4d4+200 3d3+3 @@ -289,7 +289,7 @@ Madame Myra~ Madame Myra is here, selling herself and any of her girls for the right price. ~ Large breasted, large assed, and smothered in make-up and perfume, this lady -is one nasty speciman. +is one nasty specimen. ~ 10 0 0 0 0 0 0 0 400 E 30 10 -8 6d6+300 5d5+5 @@ -301,7 +301,7 @@ motel man attendant~ the motel attendant~ The man reads his book behind the glass without glancing up. ~ - You clear your throat, but he just continues to ignore you. + You clear your throat, but he just continues to ignore you. ~ 10 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/319.mob b/lib/world/mob/319.mob index 0e926fa..e711f61 100644 --- a/lib/world/mob/319.mob +++ b/lib/world/mob/319.mob @@ -4,8 +4,8 @@ a sea zombie~ A sea zombie rises from the sea with a blast of water and attacks! ~ This long dead soul of a sea captain deigned to forsake the chance to Pass -Through to the next life, instead wreaking his vengence on all those who cross -the place where he himself perished. +Through to the next life, instead wreaking his vengeance on all those who cross +the place where he himself perished. ~ 190506 0 0 0 0 0 0 0 -700 E 20 14 -2 4d4+200 3d3+3 @@ -18,7 +18,7 @@ a giant squid~ A giant squid moves through the water at a lightning pace. ~ It looks very slimy to the touch and extremely mean. Watch that it does not -decide to make a meal of you. +decide to make a meal of you. ~ 104 0 0 0 0 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -31,7 +31,7 @@ a dragon turtle~ An enormous dragon turtle glides across the surface of the sea, searching for food. ~ It does not move very fast, in fact it still has not seemed to notice that -you are here, but it is larger than a killer whale. And stronger. +you are here, but it is larger than a killer whale. And stronger. ~ 76 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -44,7 +44,7 @@ a pelican~ A pelican glides over the surface of the water, skimming for food. ~ Its enormous beak dips in and out of the water in constant search for a -morsel to eat. +morsel to eat. ~ 72 0 0 0 0 0 0 0 100 E 23 13 -3 4d4+230 3d3+3 @@ -58,7 +58,7 @@ a killer whale~ A killer whale skims just under the surface of the water. ~ The teeth are the visible part of this animal, even when its mouth is closed -- could it just be your imagination?!? +- could it just be your imagination?!? ~ 65608 0 0 0 0 0 0 0 200 E 24 12 -4 4d4+240 4d4+4 @@ -72,7 +72,7 @@ a great white shark~ A curved fin is visible swimming very near to you. ~ Is this something that you really feel you'd like to investigate? If it IS -a shark, it is probably best left alone. +a shark, it is probably best left alone. ~ 204872 0 0 0 0 0 0 0 300 E 25 12 -5 5d5+250 4d4+4 @@ -86,7 +86,7 @@ a sea elf~ The head of a sea elf pokes out of the water nearby. ~ The elf gives you a smile and a laugh and then dives for the depths of the -sea. +sea. ~ 2120 0 0 0 0 0 0 0 400 E 26 12 -5 5d5+260 4d4+4 @@ -99,7 +99,7 @@ a bright red crab~ A small red crab bobs at the top of the water. ~ Its two little whiskers bounce wetly above its bulbous eyes. It almost -seems like it might be looking at you, even smiling... +seems like it might be looking at you, even smiling... ~ 72 0 0 0 0 0 0 0 0 E 27 11 -6 5d5+270 4d4+4 @@ -111,7 +111,7 @@ jellyfish fish mass gooey~ a jellyfish~ A gooey mass of greenish yuck is floating on the surface. ~ - That damn stuff is alive! Its a jellyfish! + That damn stuff is alive! Its a jellyfish! ~ 72 0 0 0 0 0 0 0 0 E 28 11 -6 5d5+280 4d4+4 @@ -125,7 +125,7 @@ a walrus~ The dark colored head of a walrus is all that is visible from here. ~ It almost looks goofy with its big buck-toothed tusks and the whiskers. It -sees you and gives a bark. +sees you and gives a bark. ~ 72 0 0 0 0 0 0 0 400 E 29 11 -7 5d5+290 4d4+4 @@ -137,7 +137,7 @@ seal~ a seal~ A seal gracefully leaps the waves as it happily plays on the surface. ~ - It barks and claps it fins as plays, noisily voicing its delight. + It barks and claps it fins as plays, noisily voicing its delight. ~ 72 0 0 0 0 0 0 0 700 E 30 10 -8 6d6+300 5d5+5 @@ -151,7 +151,7 @@ a merman~ A merman gives a gasp as he realizes you've spotted him and dives under. ~ All that is left of where he was is a small ripple on the surface of the -sea. +sea. ~ 202 0 0 0 0 0 0 0 700 E 31 10 -8 6d6+310 5d5+5 @@ -164,7 +164,7 @@ a mermaid~ A mermaid's eyes get very wide and afraid as she spots you. ~ She immediately ducks under the water, only a small ripple left of where she -was. +was. ~ 10 0 0 0 0 0 0 0 800 E 32 10 -9 6d6+320 5d5+5 @@ -176,7 +176,7 @@ elemental water~ a water elemental~ A water elemental swirls in with a rush of water and wind. ~ - It is in constant motion, churning and swirling with force and fury. + It is in constant motion, churning and swirling with force and fury. ~ 239626 0 0 0 0 0 0 0 700 E 33 9 -9 6d6+330 5d5+5 @@ -190,7 +190,7 @@ A sea demon snarls in fury as you enter into its domain. ~ Sea demons are extremely protective of their area, almost as if they felt that they owned their section of the seas. Indeed, many seafarers might not -agrue that. +argue that. ~ 254490 0 0 0 0 0 0 0 900 E 34 9 -10 6d6+340 5d5+5 diff --git a/lib/world/mob/32.mob b/lib/world/mob/32.mob index ede8ae5..185c943 100644 --- a/lib/world/mob/32.mob +++ b/lib/world/mob/32.mob @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/mob/320.mob b/lib/world/mob/320.mob index 513637d..857f13a 100644 --- a/lib/world/mob/320.mob +++ b/lib/world/mob/320.mob @@ -1 +1 @@ -$ +$ diff --git a/lib/world/mob/321.mob b/lib/world/mob/321.mob index 513637d..857f13a 100644 --- a/lib/world/mob/321.mob +++ b/lib/world/mob/321.mob @@ -1 +1 @@ -$ +$ diff --git a/lib/world/mob/322.mob b/lib/world/mob/322.mob index 7adad4c..65d6821 100644 --- a/lib/world/mob/322.mob +++ b/lib/world/mob/322.mob @@ -4,7 +4,7 @@ a strong dock worker~ A strong dock worker loads and unloads heavy crates. ~ He bulges from the tight short sleeves of his shirt, a tattoo peeking out -from beneath. +from beneath. ~ 2120 0 0 0 0 0 0 0 300 E 29 11 -7 5d5+290 4d4+4 @@ -17,7 +17,7 @@ a cargo hauler~ A man who's sole job it is to lug crates lugs a crate past you. ~ The crate does appear to be at all light in weight, however this guy carries -it along with both arms as if it were nothing more than a trifle. +it along with both arms as if it were nothing more than a trifle. ~ 2120 0 0 0 0 0 0 0 100 E 30 10 -8 6d6+300 5d5+5 @@ -30,7 +30,7 @@ the travel representative~ A woman in a tight fitting body suit helps passengers on board their boats. ~ She gives you a quick look and decides that you are not one of her clients. -She sniffs quietly and turns away. +She sniffs quietly and turns away. ~ 200 0 0 0 0 0 0 0 200 E 30 10 -8 6d6+300 5d5+5 @@ -43,7 +43,7 @@ a sailor~ A sailor pushes past you, intent on finding the nearest brothel. ~ The man still walks with that rolling gait that most sailors affect. He -will probably continue to do so, unless he finds another profession,. +will probably continue to do so, unless he finds another profession,. ~ 2120 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -56,7 +56,7 @@ a boatman~ A boatman tips his hat to you as he passes. ~ He appears to be a resident of these docks, as he is intent on making sure -that his ship in good condition. +that his ship in good condition. ~ 72 0 0 0 0 0 0 0 800 E 21 13 -2 4d4+210 3d3+3 @@ -68,7 +68,7 @@ passenger~ a passenger~ A passenger waits to board their ship. ~ - They tap their feet impatiently, frequently glancing at the sky. + They tap their feet impatiently, frequently glancing at the sky. ~ 72 0 0 0 0 0 0 0 300 E 22 13 -3 4d4+220 3d3+3 @@ -83,7 +83,7 @@ A fisherman floats lazily in a small boat, trying to catch some dinner. He stares glazy-eyed at the water, as if it has transfixed him. He raises up his pole, bringing the line and casting out again without blinking or looking up. In the same motion, he raises a bottle of whiskey to his lips with -his free hand. The whiskey is also swagged without blinking. +his free hand. The whiskey is also swagged without blinking. ~ 74 0 0 0 0 0 0 0 100 E 23 13 -3 4d4+230 3d3+3 @@ -96,7 +96,7 @@ a dolphin~ A dolphin playfully splashes you with its tail. ~ It makes little squeak noises, twisting its body back and forth in its -excitement in seeing you. +excitement in seeing you. ~ 73800 0 0 0 0 0 0 0 900 E 24 12 -4 4d4+240 4d4+4 @@ -110,7 +110,7 @@ a seagull~ A seagull squawks past overhead, searching the water for dinner. ~ Best to watch above from now on, you never know when one of those pests -might have to let a load go. +might have to let a load go. ~ 196680 0 0 0 0 0 0 0 100 E 20 14 -2 4d4+200 3d3+3 @@ -123,7 +123,7 @@ a wealthy ship owner~ A wealthy ship owner walks past, regarding you with disdain. ~ He must realize that you are not a part of the elite crowd that owns the -vessels which dock here. +vessels which dock here. ~ 76 0 0 0 0 0 0 0 100 E 25 12 -5 5d5+250 4d4+4 @@ -137,7 +137,7 @@ A customer service representative stands ready to attend to any passenger's need ~ He opens his mouth as if to say 'Can I help you? ' and sees that you have no ticket or luggage. Assuming you are yet another vagrant from the dock area, -he turns away in disgust. +he turns away in disgust. ~ 200 0 0 0 0 0 0 0 100 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/323.mob b/lib/world/mob/323.mob index 5e30073..ff18cd0 100644 --- a/lib/world/mob/323.mob +++ b/lib/world/mob/323.mob @@ -4,7 +4,7 @@ an obsidian rockman~ The wall seems to shift slightly, as a rockman makes himself visible to you. ~ This huge slab of rock shaped into something vaguely humanoid looks massive -and powerful enough to blast anyone or thing to smithereens. +and powerful enough to blast anyone or thing to smithereens. ~ 242186 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 @@ -18,7 +18,7 @@ The Pale Man regards you intently, as if forming a plan with you in mind. ~ He is no more than five feet in height, however with his massive guardians at his side, he needs not stature to seem impressive. His skin is milky white, -his eyes a dark charcoal black. He has no hair upon his head. +his eyes a dark charcoal black. He has no hair upon his head. ~ 163866 0 0 0 0 0 0 0 -900 E 30 10 -8 6d6+300 5d5+5 @@ -31,7 +31,7 @@ an aboleth mother~ An aboleth lumbers toward you, intent on devouring you in one gulp. ~ It looks almost like a very large but intelligent fish, about twenty feet in -length, its skin blue-green with splotches of gray. +length, its skin blue-green with splotches of gray. ~ 46 0 0 0 0 0 0 0 -700 E 25 12 -5 5d5+250 4d4+4 @@ -44,7 +44,7 @@ an aboleth baby~ An aboleth baby follows its mother in anticipation of a good supper. ~ It looks much the same as it its mother, only smaller and with no splotches -of gray. +of gray. ~ 196650 0 0 0 0 0 0 0 -200 E 24 12 -4 4d4+240 4d4+4 @@ -57,7 +57,7 @@ a large bat~ A large bat swoops down at you from the ceiling! ~ Its eyes are shot through with red, its fangs bared as it moves in for the -attack. +attack. ~ 2120 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -70,7 +70,7 @@ a rot grub~ A rot grub slunks toward you, sucking debris from the floor. ~ It is a lump of grayish flesh and blood that has almost no mind - it only -knows to consume. +knows to consume. ~ 76 0 0 0 0 0 0 0 -100 E 21 13 -2 4d4+210 3d3+3 @@ -83,7 +83,7 @@ a carrion crawler~ A carrion crawler moves about the caverns, taking scraps where it can. ~ This thing looks like a giant grub with teeth. It takes whatever leftovers -there are from scraps left behind in battle. +there are from scraps left behind in battle. ~ 76 0 0 0 0 0 0 0 -400 E 22 13 -3 4d4+220 3d3+3 @@ -96,7 +96,7 @@ a Death Kiss~ A Death Kiss floats toward you, its tentacles reaching out. ~ It looks like a beholder kin, but larger and with more tentacles. Its many -eyes rotate this way and that, a few always upon you. +eyes rotate this way and that, a few always upon you. ~ 42 0 0 0 0 0 0 0 -1000 E 29 11 -7 5d5+290 4d4+4 @@ -109,7 +109,7 @@ the bugbear chief~ The bugbear chief growls angrily from his place of rest. ~ This thing does not look as if it desired to be intruded upon. Possibly a -hasty departure might be in order... +hasty departure might be in order... ~ 4200 0 0 0 0 0 0 0 -400 E 28 11 -6 5d5+280 4d4+4 @@ -123,7 +123,7 @@ The bugbear leader howls a mindless warcry and charges! ~ Your time is quite limited in that the leader has decided to kill you on sight. He looks like many of the other bugbears, just larger and meaner with -larger fangs. +larger fangs. ~ 4168 0 0 0 0 0 0 0 -700 E 29 11 -7 5d5+290 4d4+4 @@ -136,7 +136,7 @@ the bugbear shaman~ The bugbear shaman looks up at you in anger. You interrupted it. ~ It appears that even bugbears can read - somewhat. This one was reading -from an old tome. +from an old tome. ~ 4168 0 0 0 0 0 0 0 -900 E 23 13 -3 4d4+230 3d3+3 @@ -149,7 +149,7 @@ the DeepSpawn~ A DeepSpawn sits in the center of the room, its many eyes glaring at you. ~ This abomination of nature rests casually in this dark, stinking place -creating minions of Hell, sending them out to wreck havoc upon the lands. +creating minions of Hell, sending them out to wreck havoc upon the lands. ~ 42 0 0 0 0 0 0 0 -1000 E 28 11 -6 5d5+280 4d4+4 @@ -163,7 +163,7 @@ Gasp! You have stumbled upon a sleeping Feyr. ~ This mystical creature they say is born from the nightmares of others, the deepest, darkest fears of many coalescing into one single horror. This must be -a melding of all the horrors in the minds of those at X'Raantra's. +a melding of all the horrors in the minds of those at X'Raantra's. ~ 237578 0 0 0 0 0 0 0 -1000 E 27 11 -6 5d5+270 4d4+4 @@ -176,7 +176,7 @@ a gargoyle~ The statue of a gargoyle stands against the far wall. ~ It appears almost as if it might really BE a gargoyle, almost as if it were -alive. Did its right fore-claw just move? +alive. Did its right fore-claw just move? ~ 42 0 0 0 0 0 0 0 -900 E 26 12 -5 5d5+260 4d4+4 @@ -191,7 +191,7 @@ An extremely large statue of a gargoyle rests on its laurels in the corner. ~ It is curled into a ball on the floor, its arms around its drawn-up knees. Its head is in its arms, however it almost appears as if one eye might be -watching you. +watching you. ~ 42 0 0 0 0 0 0 0 -990 E 28 11 -6 5d5+280 4d4+4 @@ -205,7 +205,7 @@ a gibberling~ A small, vocal, hunchbacked man rushes at you with sword drawn. ~ This screaming, jabbering, howling hunchback seems more an annoyance than a -threat, however you never know. +threat, however you never know. ~ 4204 0 0 0 0 0 0 0 -500 E 21 13 -2 4d4+210 3d3+3 @@ -218,7 +218,7 @@ the gorgon~ A huge gorgon stamps its feet and snorts, eyeing you with hunger. ~ It is a huge bull-thing with horns as large as a minotaur's. In fact, it -almost looks like a minotaur but less humanoid. +almost looks like a minotaur but less humanoid. ~ 73738 0 0 0 0 0 0 0 -400 E 28 11 -6 5d5+280 4d4+4 @@ -232,8 +232,8 @@ a grimlock~ A disgusting manlike thing ambles toward you, arms outstretched toward you. ~ It is dressed in nothing more than a few filthy rags, the rest of its body -is covered in long, dirty, black hair. Any skin which shows through is grey -and scaly. +is covered in long, dirty, black hair. Any skin which shows through is gray +and scaly. ~ 58 0 0 0 0 0 0 0 -800 E 30 10 -8 6d6+300 5d5+5 @@ -246,7 +246,7 @@ a hook horror~ A hook horror spots you and immediately rushes! ~ It is huge, almost nine feet tall and at least three hundred pounds. It is -a cross between a vulture and a man and has hooks for claws. +a cross between a vulture and a man and has hooks for claws. ~ 155706 0 0 0 0 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -259,9 +259,9 @@ a brown mold~ A brown mold sucks up all the heat around it, including yours! ~ It is nothing more than a lump of mold on the floor of the cave, however it -exudes a power which takes in all heat sources in its immediate vicinity. +exudes a power which takes in all heat sources in its immediate vicinity. Whenever directly approached whether by animate or inanimate, its shoots a -tentacle from its center, grabbing the offender of its space and killing it. +tentacle from its center, grabbing the offender of its space and killing it. ~ 42 0 0 0 0 0 0 0 -200 E @@ -275,7 +275,7 @@ a mold man~ A mold man sees you and squats down in a fight-ready stance. ~ He is not large at all - about four foot, nor does he appear to be of any -particular strength. He does appear to know his way around a spear, though. +particular strength. He does appear to know his way around a spear, though. ~ 4168 0 0 0 0 0 0 0 -300 E @@ -289,7 +289,7 @@ a bugbear clansman~ A bugbear clansman lumbers along. ~ He is covered in thick fur, his large shaggy eyebrows drooping low over his -eyes lending him both a sad and sinister look at the same time. +eyes lending him both a sad and sinister look at the same time. ~ 4680 0 0 0 0 0 0 0 -200 E 22 13 -3 4d4+220 3d3+3 @@ -299,11 +299,11 @@ E #32322 deep dragon~ a Deep Dragon~ -A Deep Dragon regards you with curiousity. +A Deep Dragon regards you with curiosity. ~ She probably wouldn't even bother to be curious if it weren't for the fact that only a fool human would walk straight into a Deep Dragon's den and stand -there. +there. ~ 253962 0 0 0 0 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/324.mob b/lib/world/mob/324.mob index f491152..32d9ea9 100644 --- a/lib/world/mob/324.mob +++ b/lib/world/mob/324.mob @@ -3,8 +3,8 @@ cow~ a cow~ A fat cow stand here chewing her cud. ~ - She may not be the most hygenic animal, but she sure has a good load of fat -meat on her! And look at them tits! + She may not be the most hygienic animal, but she sure has a good load of fat +meat on her! And look at them tits! ~ 73738 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -18,7 +18,7 @@ the mean bull~ A mean bull stamps it feet and snorts at you. ~ Papa always said make sure you never get behind an angry bull. Also said -never get in front of one. So where does that leave? +never get in front of one. So where does that leave? ~ 73770 0 0 0 0 0 0 0 -200 E 17 15 0 3d3+170 2d2+2 @@ -32,7 +32,7 @@ a war horse~ A proud war horse tosses its head whinnies. ~ This large animal is trained to hate every human except the one who rides -him. Beware his kicking hooves! +him. Beware his kicking hooves! ~ 106538 0 0 0 0 0 0 0 0 E 16 15 0 3d3+160 2d2+2 @@ -45,7 +45,7 @@ horse work~ a sturdy work horse~ A sturdy work horse grazes the tall grass. ~ - It takes almost no notice of you, just continues on with it's lunch. + It takes almost no notice of you, just continues on with it's lunch. ~ 40970 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 @@ -58,8 +58,8 @@ forge master smith~ the Forgemaster~ The Forgemaster stands near the fire directing his workers in their labors. ~ - He is quite large with tree-trunk arms. He is definately not someone to -trifle with even on one of his bad days. + He is quite large with tree-trunk arms. He is definitely not someone to +trifle with even on one of his bad days. ~ 72 0 0 0 0 0 0 0 300 E 21 13 -2 4d4+210 3d3+3 @@ -72,7 +72,7 @@ the sweating smithy~ A sweating smithy soldier pumps the coals with a bellows. ~ The sweat drips from his bare back as makes sure that the fire does not get -low. +low. ~ 72 0 0 0 0 0 0 0 200 E 18 14 0 3d3+180 3d3+3 @@ -84,7 +84,7 @@ smithy soldier sweating~ the smithy~ A smithy pounds away at a piece of metal, shaping it into a usable piece. ~ - His muscles bulge and the hammer rings. This guy could do commercials. + His muscles bulge and the hammer rings. This guy could do commercials. ~ 72 0 0 0 0 0 0 0 350 E 19 14 -1 3d3+190 3d3+3 @@ -97,7 +97,7 @@ a tanner~ A soldier works diligently at tanning hides. ~ He wipes his sweating brow and gives a smile. At least he seems to enjoy -his work a bit. +his work a bit. ~ 72 0 0 0 0 0 0 0 400 E 18 14 0 3d3+180 3d3+3 @@ -110,7 +110,7 @@ the sweating soldier~ A soldier grunts as he lifts a bale of hay up onto the stack. ~ He is sweating from most every pore in his body - it does not appear that he -is enjoying his labors. +is enjoying his labors. ~ 72 0 0 0 0 0 0 0 100 E 16 15 0 3d3+160 2d2+2 @@ -123,7 +123,7 @@ a brander~ A soldier is here branding the cattle and the horses of the Eastern Army. ~ He stands with a sly grin on his face, as if he might enjoy his work just a -bit too much. +bit too much. ~ 76 0 0 0 0 0 0 0 -100 E 19 14 -1 3d3+190 3d3+3 @@ -135,7 +135,7 @@ soldier rustler~ a rustler~ A soldier rustles a cow into a prone position so that the brander might place his mark. ~ - He looks strong enough to wrestle an ox - indeed he often does. + He looks strong enough to wrestle an ox - indeed he often does. ~ 72 0 0 0 0 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 @@ -147,7 +147,7 @@ soldier footman~ a footman~ A footman trudges wearily back toward the barracks tents. ~ - His job is done for the day and he is quite glad of it! + His job is done for the day and he is quite glad of it! ~ 72 0 0 0 0 0 0 0 300 E 17 15 0 3d3+170 2d2+2 @@ -160,7 +160,7 @@ General Tso~ General Tso walks among his troops, a look of disapproval fixed upon his face. ~ Tso appears the type that would never be satisfied no matter what the length -a soldier might go to to obtain his approval. +a soldier might go to to obtain his approval. ~ 72 0 0 0 0 0 0 0 200 E 25 12 -5 5d5+250 4d4+4 @@ -173,7 +173,7 @@ a patrolman~ A patrolman walks his rounds, watching for signs of invasion. ~ He does not appear all that concerned about invaders as he drearily walks -his rounds. +his rounds. ~ 72 0 0 0 0 0 0 0 600 E 21 13 -2 4d4+210 3d3+3 @@ -185,8 +185,8 @@ soldier scout~ an army scout~ An army scout walks lithely through the camp. ~ - He moves with a sinous grace that speaks well of his abilities in the -forest. + He moves with a sinuous grace that speaks well of his abilities in the +forest. ~ 72 0 0 0 0 0 0 0 700 E 23 13 -3 4d4+230 3d3+3 @@ -199,7 +199,7 @@ the surgeon~ The camp surgeon is here tending to the wounded. ~ He is a very energetic young man, fully trained by the Eastern Army's best -surgeons. +surgeons. ~ 72 0 0 0 0 0 0 0 600 E 17 15 0 3d3+170 2d2+2 @@ -212,7 +212,7 @@ the medic~ A medic bustles along self-importantly. ~ He gives you a look and sees that you don't appear hurt. He then pointedly -ignores you and continues on. +ignores you and continues on. ~ 72 0 0 0 0 0 0 0 100 E 14 16 1 2d2+140 2d2+2 @@ -225,7 +225,7 @@ the marksman~ A marksman keeps a keen eye out for trouble. ~ He looks a bit startled at your intrusion, but quickly recovers seeing that -you are not the enemy and goes back to watching out the peepholes. +you are not the enemy and goes back to watching out the peepholes. ~ 74 0 0 0 0 0 0 0 400 E 22 13 -3 4d4+220 3d3+3 @@ -237,7 +237,7 @@ soldier wounded~ a wounded soldier~ A wounded soldier limps past. ~ - He gives you a curt nod and then continues on his way. + He gives you a curt nod and then continues on his way. ~ 72 0 0 0 0 0 0 0 600 E 13 16 2 2d2+130 2d2+2 @@ -250,7 +250,7 @@ a cavalry officer~ An off-duty cavalry officer walks past. ~ He has that odd gait that suggests that more of his time is spent in the -saddle than on his feet. +saddle than on his feet. ~ 72 0 0 0 0 0 0 0 300 E 23 13 -3 4d4+230 3d3+3 @@ -263,7 +263,7 @@ the water boy~ A young soldier is here filling his water pails to carry them up to the mess tent. ~ He grumbles under his breath as he works, feeling that his position in the -Army's ranks are very unfair. +Army's ranks are very unfair. ~ 72 0 0 0 0 0 0 0 600 E 12 16 2 2d2+120 2d2+2 @@ -276,7 +276,7 @@ the squatting soldier~ A soldier looks up in shock as you enter into this small and private area with him. ~ He clutches to the sides of the seat, wondering just what sort of person -would intrude on one in such a place! +would intrude on one in such a place! ~ 72 0 0 0 0 0 0 0 800 E 16 15 0 3d3+160 2d2+2 diff --git a/lib/world/mob/325.mob b/lib/world/mob/325.mob index bf91294..dae6b41 100644 --- a/lib/world/mob/325.mob +++ b/lib/world/mob/325.mob @@ -4,7 +4,7 @@ a tumbler~ A man runs past, flipping and somersaulting his body in the air as he runs. ~ His only break from the constant flips and jumps are when he runs along at a -steady pace. He looks your way and gives a wink. +steady pace. He looks your way and gives a wink. ~ 76 0 0 0 0 0 0 0 400 E 6 18 6 1d1+60 1d2+1 @@ -18,7 +18,7 @@ A juggler walks slowly past juggling five colored balls in rapid succession. ~ She is so good at her juggling that she is able to nod to passersby who give gasps of astonishment at her ability in juggling and smiles to excited -children. +children. ~ 72 0 0 0 0 0 0 0 300 E 13 16 2 2d2+130 2d2+2 @@ -32,7 +32,7 @@ A street bard wanders past strumming on a lute. ~ His clear tenor voice mingles in with the flawless precision of his lute, creating a soulful melody that uplifts spirits and makes the day just a bit -brighter. +brighter. ~ 78 0 0 0 0 0 0 0 600 E 17 15 0 3d3+170 2d2+2 @@ -42,10 +42,10 @@ E #32503 wandering minstrel~ a wandering minstrel~ -A wandering minstrel strolls past, her voice raised in jubilent song. +A wandering minstrel strolls past, her voice raised in jubilant song. ~ She seems entranced by her own song - she sings with eyes closed, with such -feeling and power. +feeling and power. ~ 76 0 0 0 0 0 0 0 500 E 15 15 1 3d3+150 2d2+2 @@ -57,9 +57,9 @@ peddler tonic man traveler garb~ the tonic peddler~ A man in bright traveler's garb bids you welcome. ~ - He motions you closer and closer and then closer yet. He whipsers to you + He motions you closer and closer and then closer yet. He whispers to you that his tonics can make a man think better, run quicker and cause the woman of -his dreams to fall immediately in love with him. +his dreams to fall immediately in love with him. ~ 188430 0 0 0 0 0 0 0 600 E 21 13 -2 4d4+210 3d3+3 @@ -71,9 +71,9 @@ Milissin story teller~ Milissin the Story Teller~ Milissin reads from her tome, her voice changing with each character's lines. ~ - Milissin has the rare gift of the ability to change her voice at command. + Milissin has the rare gift of the ability to change her voice at command. She can sound mean, sad, scared or happy at will, making her a very effective -storyteller. +storyteller. ~ 188426 0 0 0 0 0 0 0 800 E 22 13 -3 4d4+220 3d3+3 @@ -86,7 +86,7 @@ a small monkey~ A small monkey dances in time with the melody of the bard. ~ The monkey keeps tethered to the bard's waist by means of a thin rope which -is attached to a collar around the monkey's neck. +is attached to a collar around the monkey's neck. ~ 188430 0 0 0 0 0 0 0 100 E 12 16 2 2d2+120 2d2+2 @@ -99,7 +99,7 @@ the little kid~ A parentless little kid runs past, screaming in delight at the wonders around him. ~ He seems to be everywhere at once, a flurry of movement and noise that no -one can get a lid on. +one can get a lid on. ~ 76 0 0 0 0 0 0 0 700 E 11 17 3 2d2+110 1d2+1 @@ -113,7 +113,7 @@ An old crone sits unmoving in the darkness of this place. ~ She sits with her hands folded over each on the table, neither looking toward you or away from you. Looking closer, you begin to think that she may -be very blind. +be very blind. ~ 14 0 0 0 0 0 0 0 300 E 24 12 -4 4d4+240 4d4+4 @@ -126,7 +126,7 @@ the tarot reader~ A woman sits cross-legged on the ground, a deck of strange cards spread out before her. ~ She concentrates on the cards before her, as if reading something of some -important in the way they lay on the ground. +important in the way they lay on the ground. ~ 14 0 0 0 0 0 0 0 300 E 26 12 -5 5d5+260 4d4+4 @@ -139,7 +139,7 @@ a gypsy dancer~ A gypsy dancer sways with the beat of the music, her hips a gyrating phenomenon. ~ It is hard not to blush watching this full grown woman go through her -sensuous moves - but then, it is just as hard to look away. +sensuous moves - but then, it is just as hard to look away. ~ 14 0 0 0 0 0 0 0 400 E 15 15 1 3d3+150 2d2+2 @@ -151,7 +151,7 @@ gypsy dancer man~ a gypsy man~ A gypsy man attempts to keep time with his female counterpart. ~ - He is a wondeful dancer in all rights - she is simply a bit more interesting + He is a wonderful dancer in all rights - she is simply a bit more interesting to watch than he is . ~ 14 0 0 0 0 0 0 0 200 E @@ -165,7 +165,7 @@ a gypsy food vendor~ A man covered in tattoos and piercings serves food from a large grill. ~ The man sings and talks jovially to all of his customers, as if there is no -other place in Dibrova that he would rather be. +other place in Dibrova that he would rather be. ~ 188430 0 0 0 0 0 0 0 800 E 22 13 -3 4d4+220 3d3+3 @@ -178,7 +178,7 @@ Jimmy the Hand~ A little kid bumps into you and goes off running in another direction. ~ That almost felt like the little punk was trying to lighten your load a bit. -Best to try and ask him what his intentions were. +Best to try and ask him what his intentions were. ~ 76 0 0 0 0 0 0 0 -100 E 14 16 1 2d2+140 2d2+2 @@ -191,7 +191,7 @@ a woman~ A woman sits upon the grass, watching the performance on the stage. ~ She seems riveted by the performance, although there really isn't much to it -- the actors are definitely not professionals. +- the actors are definitely not professionals. ~ 14 0 0 0 0 0 0 0 800 E 11 17 3 2d2+110 1d2+1 @@ -204,7 +204,7 @@ the vendor~ A vendor walks the festival, carrying a crate filled with foodstuffs. ~ She calls in a loud voice to all who will listen to get what she has while -she still has it - only a few left and going quick. +she still has it - only a few left and going quick. ~ 188430 0 0 0 0 0 0 0 400 E 22 13 -3 4d4+220 3d3+3 @@ -218,7 +218,7 @@ A rootless man roams the festival, heading in no particular direction at all. ~ He walks with his hands in his pockets, a travel-worn cape slung over his left shoulder. He meets no eyes nor does he evade them, he simply strolls -along minding his own business. +along minding his own business. ~ 76 0 0 0 0 0 0 0 200 E 25 12 -5 5d5+250 4d4+4 @@ -232,7 +232,7 @@ A bard rests upon the stump, lost in song as he strums his lute. ~ He sways gently in his position on the stump, eyes closed and humming to the song his lute carries. It must be a fine thing indeed to be so very in tune -with one's inner self. +with one's inner self. ~ 14 0 0 0 0 0 0 0 600 E 19 14 -1 3d3+190 3d3+3 @@ -246,7 +246,7 @@ A woman sits at the riverbank, softly playing a song through a bamboo reed. ~ The song is as fine as any produced through a metal instrument such as a flute. She plays with such skill and feeling that even the wind seems to -listen to her song. +listen to her song. ~ 14 0 0 0 0 0 0 0 900 E 17 15 0 3d3+170 2d2+2 @@ -259,7 +259,7 @@ an actress~ A woman dressed as a cat enacts her part in the production. ~ The woman sports a long tail and a set of whiskers made to make even the -most stoic of onlookers grin. She plays her part well. +most stoic of onlookers grin. She plays her part well. ~ 14 0 0 0 0 0 0 0 89 E 15 15 1 3d3+150 2d2+2 @@ -272,7 +272,7 @@ the actor~ A man dressed as a huge mushroom stands still as he recites his lines. ~ It really does not take a great deal of talent to play the part of a -mushroom, however the man recites his line with precision and clarity. +mushroom, however the man recites his line with precision and clarity. ~ 14 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -285,7 +285,7 @@ a gypsy woman~ A gypsy woman kneels at water's edge cleaning her clothes. ~ She hums as she scrubs and cleans, apparently happy with her lot in life and -pleased to be cleaning clothes in a river. +pleased to be cleaning clothes in a river. ~ 14 0 0 0 0 0 0 0 800 E 17 15 0 3d3+170 2d2+2 @@ -298,7 +298,7 @@ a gypsy man~ A burly gypsy mends a broken wheel on the wagon. ~ He wears only the baggy pants commonly worn by the gypsy clans, sweat -pouring from his body. Maybe you ought to help the poor fella? +pouring from his body. Maybe you ought to help the poor fella? ~ 14 0 0 0 0 0 0 0 400 E 14 16 1 2d2+140 2d2+2 @@ -311,7 +311,7 @@ a gyspsy man~ A gypsy man shoes a horse, tapping nails in gently. ~ He is quite stout but makes up for his lack in height in strength. His arms -are heavily muscled and tanned. +are heavily muscled and tanned. ~ 14 0 0 0 0 0 0 0 600 E 12 16 2 2d2+120 2d2+2 @@ -323,8 +323,8 @@ mime~ a mime~ A mime silently moves past, acting as if trapped in a moving glass prison. ~ - There really is nothing worse than a mime, except maybe a politician. -Please put this one out of its misery. + There really is nothing worse than a mime, except maybe a politician. +Please put this one out of its misery. ~ 76 0 0 0 0 0 0 0 200 E 14 16 1 2d2+140 2d2+2 @@ -338,7 +338,7 @@ A smiling gypsy woman paints the faces of delighted children. ~ She seems to truly enjoy the fun and excitement that each child exhibits when a new face is painted on and the child leaps from his or her chair, -laughing in delight. +laughing in delight. ~ 14 0 0 0 0 0 0 0 800 E 26 12 -5 5d5+260 4d4+4 @@ -351,7 +351,7 @@ a resting performer~ One of the performers rests after a gruelling performance on stage. ~ He massages his shins and lower legs, getting the cramps out from the -performances onstage. +performances onstage. ~ 14 0 0 0 0 0 0 0 600 E 16 15 0 3d3+160 2d2+2 @@ -363,7 +363,7 @@ resting performer woman~ a resting performer~ A woman lies on her back, catching her breath after a tiring show. ~ - She stares at the sky as she breathes, lost in thought. + She stares at the sky as she breathes, lost in thought. ~ 14 0 0 0 0 0 0 0 600 E 16 15 0 3d3+160 2d2+2 @@ -376,7 +376,7 @@ a townsman~ A townsman walks along, taking in the sights and sounds of the festival. ~ He walks along attempting to appear unimpressed by the antics of the -gypsies, however his open eyes and twisting neck give him away. +gypsies, however his open eyes and twisting neck give him away. ~ 76 0 0 0 0 0 0 0 500 E 29 11 -7 5d5+290 4d4+4 @@ -389,7 +389,7 @@ a wide-eyed countryman~ A wide-eyed countryman walks the festival, amazed at all the people and sights. ~ This bumpkin makes no attempt to hide the fact that he only sees this many -people when he comes to town once a month - and then only the same faces. +people when he comes to town once a month - and then only the same faces. ~ 76 0 0 0 0 0 0 0 0 E 17 15 0 3d3+170 2d2+2 @@ -402,8 +402,8 @@ a townswoman~ A townswoman sniffs at the workers of the festival, taken aback at their filthiness. ~ It appears that this woman feels that these workers are not of the same -level of stature as she and that they should pay heed to where she treads. -Most of them pay her no heed at all. +level of stature as she and that they should pay heed to where she treads. +Most of them pay her no heed at all. ~ 76 0 0 0 0 0 0 0 500 E 15 15 1 3d3+150 2d2+2 @@ -417,7 +417,7 @@ An elven wanderer walks the festival, his gait steady and dextrous. ~ Although he seems to enjoy a great many of the tricks and shows that go on, he still keeps one hand on his dagger - just in case any of those MoS types -show up. +show up. ~ 76 0 0 0 0 0 0 0 600 E 24 12 -4 4d4+240 4d4+4 @@ -430,7 +430,7 @@ a stout countryman's wife~ A stout countryman's wife bounces through the festival, smiling warmly. ~ She seems so happy, so pleased to be out and about among people. Poor -thing, she must not get out very much. +thing, she must not get out very much. ~ 72 0 0 0 0 0 0 0 0 E 17 15 0 3d3+170 2d2+2 @@ -443,7 +443,7 @@ a farmer~ A farmer walks through the festival with a disbelieving look fixed upon his face. ~ This is a simple man, a man of low birth who has never known much of the -fine life or wandering. All of this is almost too much. +fine life or wandering. All of this is almost too much. ~ 76 0 0 0 0 0 0 0 600 E 19 14 -1 3d3+190 3d3+3 @@ -455,7 +455,7 @@ farmer's wife woman~ a farmer's wife~ A woman in a simple spun dress looks around in joy and wonder. ~ - She looks around in all directions, trying to see everything at once. + She looks around in all directions, trying to see everything at once. ~ 76 0 0 0 0 0 0 0 700 E 12 16 2 2d2+120 2d2+2 @@ -465,10 +465,10 @@ E #32535 midget~ a midget~ -A midget runs through the crowds, backflipping and somersaulting. +A midget runs through the crowds, back-flipping and somersaulting. ~ He does all of his tricks with a smile and a flourish, sometimes including -people in his routine as he dives and rolls between their legs. +people in his routine as he dives and rolls between their legs. ~ 76 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -481,7 +481,7 @@ a man on stilts~ A man walks through the festival on tall wooden poles. ~ The poles seem almost an extension of his own legs. He never falters, -stumbles or rests for any period of time. +stumbles or rests for any period of time. ~ 76 0 0 0 0 0 0 0 600 E 17 15 0 3d3+170 2d2+2 @@ -495,7 +495,7 @@ A gyspsy lounges on the grass, arms folded under his head. ~ He does not appear to be bothered that he is taking his break, or more aptly put, nap in the middle of this throng of people. He rests easily, his chest -rising and falling in rythymic sleeping patterns. +rising and falling in rhythmic sleeping patterns. ~ 14 0 0 0 0 0 0 0 600 E 30 10 -8 6d6+300 5d5+5 @@ -508,7 +508,7 @@ a sword juggler~ A man in a silver tunic juggles curved broadswords with his partner. ~ He tosses the swords, spinning them away as fast as he catches them toward -his partner in red who does just the same right back. +his partner in red who does just the same right back. ~ 72 0 0 0 0 0 0 0 600 E 10 17 4 2d2+100 1d2+1 @@ -522,7 +522,7 @@ A man in a red tunic juggles curved broadswords with his partner. ~ As his partner catches and throws the spinning swords back at him, this man talks animatedly with the crowd, urging them to throw a coin or two their way. - + ~ 72 0 0 0 0 0 0 0 500 E 11 17 3 2d2+110 1d2+1 @@ -535,7 +535,7 @@ the animal caretaker~ A woman tends to the animals, keeping a close watch on them. ~ Her main function is to be sure that these animals do not injure the -children who pet them. And that is exactly what she does. +children who pet them. And that is exactly what she does. ~ 72 0 0 0 0 0 0 0 700 E 24 12 -4 4d4+240 4d4+4 @@ -560,7 +560,7 @@ a preparing performer~ A man stares off into space, reciting his lines quickly and quietly. ~ He bobs his head with each word he whispers, as if agreeing that what he is -saying are the proper lines, psyching himself for his time on stage. +saying are the proper lines, psyching himself for his time on stage. ~ 14 0 0 0 0 0 0 0 600 E 17 15 0 3d3+170 2d2+2 @@ -573,7 +573,7 @@ a preparing performer~ A woman nervously paces back and forth at the edge of the stage. ~ As she paces along she mutters to herself, praising her own ability to sing -and dance, giving herself confidence for her time on stage. +and dance, giving herself confidence for her time on stage. ~ 14 0 0 0 0 0 0 0 300 E 18 14 0 3d3+180 3d3+3 @@ -586,7 +586,7 @@ a child with her face painted~ A child pushes past, her face painted up like a kitty-cat. ~ She squeals in delight as she runs along, meowing and purring at intervals. - + ~ 76 0 0 0 0 0 0 0 800 E 12 16 2 2d2+120 2d2+2 @@ -599,7 +599,7 @@ a child with his face painted~ A child with a painted-on skeleton face looks somberly up at you. ~ It is only face paint, but he appears to be taking his role quite seriously. - + ~ 76 0 0 0 0 0 0 0 900 E 12 16 2 2d2+120 2d2+2 @@ -613,7 +613,7 @@ A man leans out of his cart, bidding you to take a look at his fine goods. ~ He is fat and red-faced, a dirty turban wrapped around his head. He wears a set of soiled robes which have at least on hue of every color under the sun on -them. +them. ~ 188430 0 0 0 0 0 0 0 600 E 22 13 -3 4d4+220 3d3+3 @@ -626,7 +626,7 @@ the cloth lady~ A woman draped in awful-colored clothing stands proudly at her wagon. ~ She offers the 'finest in all the land' for exotic cloth, found only at the -outer fringes of the world and beyond. +outer fringes of the world and beyond. ~ 188490 0 0 0 0 0 0 0 300 E 22 13 -3 4d4+220 3d3+3 @@ -639,7 +639,7 @@ the jewelry woman~ A woman draped in cheap jewelry beckons you in closer. ~ She bids you to take a look at her fine wares, all at a price which can be -made specially for you - but only today, right now! +made specially for you - but only today, right now! ~ 188426 0 0 0 0 0 0 0 400 E 22 13 -3 4d4+220 3d3+3 @@ -652,7 +652,7 @@ the puppet master~ The puppet master causes his little creatures to dance and cavort comically. ~ He looks up from time to time to make sure his audience is enjoying the -show, but for the most part this rat-nosed man seems engrossed in his job. +show, but for the most part this rat-nosed man seems engrossed in his job. ~ 14 0 0 0 0 0 0 0 800 E 26 12 -5 5d5+260 4d4+4 @@ -665,7 +665,7 @@ a pack horse~ A sturdy pack horse patiently waits on his shoes. ~ Every now again a muffled snort or a swish of the tail is affected - other -than that, it just stands there looking bored. +than that, it just stands there looking bored. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -678,7 +678,7 @@ a grinning gypsy~ A gypsy man with a big sloppy grin serves the ale. ~ His eyes are a bit red around the edges, his smile a bit too loose. He may -have taken a couple swills himself... +have taken a couple swills himself... ~ 188430 0 0 0 0 0 0 0 500 E 22 13 -3 4d4+220 3d3+3 @@ -690,7 +690,7 @@ man beer swilling~ a beer-swilling man~ A man is here throwing back the beers. ~ - He is a tall, broad-shouldered man who takes his drink very seriously. + He is a tall, broad-shouldered man who takes his drink very seriously. ~ 72 0 0 0 0 0 0 0 600 E 14 16 1 2d2+140 2d2+2 @@ -703,7 +703,7 @@ an ale quaffer~ A farmer drinks some ale as he watches the stage show. ~ It doesn't appear that he is a heavy drinker, but he does keep a firm grip -on his mug. Maybe he is afraid the missus will take it away... +on his mug. Maybe he is afraid the misses will take it away... ~ 72 0 0 0 0 0 0 0 400 E 15 15 1 3d3+150 2d2+2 @@ -716,7 +716,7 @@ a local drunk~ One of the locals of the area stands near the keg, refilling his glass frequently. ~ He tries to start conversations with just about anyone who will listen - he -has a story for just about everything. +has a story for just about everything. ~ 72 0 0 0 0 0 0 0 300 E 16 15 0 3d3+160 2d2+2 @@ -728,7 +728,7 @@ man spectator farmhand~ a farmhand~ A farmhand watches starry-eyed as the gypsy dancer moves her hips. ~ - He looks no older than fifteen or sixteen, with freckles and all. + He looks no older than fifteen or sixteen, with freckles and all. ~ 14 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -740,7 +740,7 @@ man spectator~ a cityboy~ A young lad of the city blushes as he watches the gypsy dancer move. ~ - He may be blushing, but he sure ain't turning around, either. + He may be blushing, but he sure ain't turning around, either. ~ 14 0 0 0 0 0 0 0 800 E 15 15 1 3d3+150 2d2+2 @@ -753,7 +753,7 @@ an older woman~ An older woman clucks in disapproval at the display onstage. ~ She sure makes a lot of racket for someone who hasn't moved from her spot in -front of male gypsy dancer for the last hour and a half. +front of male gypsy dancer for the last hour and a half. ~ 14 0 0 0 0 0 0 0 500 E 16 15 0 3d3+160 2d2+2 @@ -765,7 +765,7 @@ gypsy onlooker~ a gypsy onlooker~ A gypsy watches his fellow brethren as they go about their dance. ~ - He must be on break or between shows, the lucky guy. + He must be on break or between shows, the lucky guy. ~ 14 0 0 0 0 0 0 0 700 E 14 16 1 2d2+140 2d2+2 @@ -778,7 +778,7 @@ a young country girl~ A young country girl watches in rapture as the dancers make their exotic moves. ~ This poor little dear is certainly a candidate for recruitment into the -gypsy band. +gypsy band. ~ 14 0 0 0 0 0 0 0 700 E 15 15 1 3d3+150 2d2+2 @@ -791,7 +791,7 @@ a gypsy woman~ A gypsy woman prepares food for the hungry festival-goers. ~ She is spattered in stains and grease, but seems to be enjoying herself just -the same. +the same. ~ 14 0 0 0 0 0 0 0 600 E 22 13 -3 4d4+220 3d3+3 @@ -804,7 +804,7 @@ an excited child~ An excited child waits as he gets his face painted. ~ He tries not to appear too excited, but he bounces from foot to foot with -anticipation in his eyes. +anticipation in his eyes. ~ 72 0 0 0 0 0 0 0 800 E 10 17 4 2d2+100 1d2+1 @@ -817,7 +817,7 @@ a wide-eyed child~ A wide-eyed child listens raptly to the story. ~ A thin line of spittle runs out of the corner of his mouth, but he doesn't -notice it. He stares up in awe at the storyteller as the relates the story. +notice it. He stares up in awe at the storyteller as the relates the story. ~ 14 0 0 0 0 0 0 0 900 E @@ -831,7 +831,7 @@ a little girl~ A little girl listens raptly as the story unfolds. ~ Her ponytails droop unmoving as she listens to the story, not moving muscle, -listening with every part of her being. +listening with every part of her being. ~ 14 0 0 0 0 0 0 0 800 E 12 16 2 2d2+120 2d2+2 @@ -844,7 +844,7 @@ a young lad~ A young lad listens to the story with wonder in his eyes. ~ He almost looks as if he were in a trance of some sort, lost so deeply in -the plot of the story that he lost track of the real world. +the plot of the story that he lost track of the real world. ~ 14 0 0 0 0 0 0 0 800 E 11 17 3 2d2+110 1d2+1 @@ -856,10 +856,10 @@ butler duvois~ Duvois' Butler~ Duvois' personal butler stands here ready for your request. ~ - An old english looking fellow with grey hair and a grey moustache. He + An old english looking fellow with gray hair and a gray moustache. He features are warm and friendly, and he seems overly exciting to satisfy your request. He is dressed in the traditional butler's garb and is standing -upright like a englishman should. +upright like a englishman should. ~ 256026 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/326.mob b/lib/world/mob/326.mob index e3fa67d..147d86b 100644 --- a/lib/world/mob/326.mob +++ b/lib/world/mob/326.mob @@ -18,7 +18,7 @@ a footman~ A footman marches along steadily with the rest his troop. ~ This man looks as if he could probably march all day and all night without a -complaint. Must be what the army would call 'Gung Ho'. +complaint. Must be what the army would call 'Gung Ho'. ~ 72 0 0 0 0 0 0 0 0 E 19 14 -1 3d3+190 3d3+3 @@ -32,7 +32,7 @@ A footman trudges along with the rest of his troop, trying to stay in step. ~ This slob can't seem to keep step no matter how hard he tries. He keeps hopping from one foot to the other, watching his fellow footmen, trying to get -in synche - but to no avail. +in synch - but to no avail. ~ 72 0 0 0 0 0 0 0 0 E 17 15 0 3d3+170 2d2+2 @@ -45,7 +45,7 @@ a cavalry soldier~ A cavalry soldier walks his horse along the road, giving the steed a rest. ~ This man appears to be most proud of not only his steed, but of the position -he has attained within the Army's Ranks. +he has attained within the Army's Ranks. ~ 72 0 0 0 0 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -58,7 +58,7 @@ a patrolman~ A patrolman walks his rounds, on constant alert for signs of danger or invasion. ~ His eyes seem constantly squinted to the sun, even when there is none. He -walks with a slow, deliberate gait that suggests readiness and watchfulness. +walks with a slow, deliberate gait that suggests readiness and watchfulness. ~ 72 0 0 0 0 0 0 0 0 E @@ -72,7 +72,7 @@ a guard~ A guard stands at rigid attention, eyes boring down on you as if reading your intent. ~ Strict orders have been placed upon this poor lad - no one in civilian -clothing may pass without authorization forms from a higher power. +clothing may pass without authorization forms from a higher power. ~ 69722 0 0 0 0 0 0 0 0 E 23 13 -3 4d4+230 3d3+3 @@ -86,7 +86,7 @@ A lookout appears shocked by your intrusion here. ~ These platforms were created in the interest of safety and security, to keep invaders from launching surprise attacks upon the camp. You are now considered -a breach of security. +a breach of security. ~ 122 0 0 0 0 0 0 0 0 E 28 11 -6 5d5+280 4d4+4 @@ -100,7 +100,7 @@ A man is here with his back turned to you, unaware of your presence. ~ He appears to be watching something through the trees, so intent on whatever he is watching, he does not notice that you have entered into his small space. - + ~ 74 0 0 0 0 0 0 0 0 E 29 11 -7 5d5+290 4d4+4 @@ -113,7 +113,7 @@ the lookout~ The lookout is here, fast asleep against the trunk of the tree. ~ He is someone you could almost miss were you not searching for someone, he -is so camoflauged by his face paint and attire. +is so camouflaged by his face paint and attire. ~ 74 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -126,7 +126,7 @@ a logger~ A logger is here, pounding away at a tree. ~ This man is built like an ox - muscles to match. Might be a good idea to -make friends with this one... +make friends with this one... ~ 456 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -139,7 +139,7 @@ a logger~ A logger is here taking a break from the chopping, leaning on his axe. ~ This man is lean and wiry, with small, solid muscles that bely his true -strength. +strength. ~ 4186 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -152,7 +152,7 @@ a logger~ A logger is propped up against a stump, snoring away. ~ If this man can sleep through the sound of loggers hacking at trees with -axes, then this man has my respect and admiration! +axes, then this man has my respect and admiration! ~ 456 0 0 0 0 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 @@ -165,7 +165,7 @@ the logging chief~ The logging chief is here barking orders at the top of his lungs. ~ How could a man spend his days screaming at the top of his lungs, in -competition with a dozen axes pounding at trees? This guy is special... +competition with a dozen axes pounding at trees? This guy is special... ~ 456 0 0 0 0 0 0 0 0 E 27 11 -6 5d5+270 4d4+4 @@ -180,7 +180,7 @@ A dryad sits upon the stump of the huge tree, weeping for its loss. Her brown skinned cheeks are saturated by the tears that stream down her face. She does not seem to notice or care that you have entered into her area - she looks at a point in the air just past where she sits - staring at nothing -and crying for her loss. +and crying for her loss. ~ 254042 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -193,7 +193,7 @@ a soldier~ A soldier jogs past you, getting a bit of exercise. ~ He looks a bit red in the face and maybe even winded, but he continues on. -A real trooper. No pun intended. +A real trooper. No pun intended. ~ 4168 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -203,10 +203,10 @@ E #32615 soldier marching man army~ a marching soldier~ -A soldier marches past you, intent on his rythym. +A soldier marches past you, intent on his rhythm. ~ He looks neither right nor left, simply straight ahead at where he is going. - + ~ 4168 0 0 0 0 0 0 0 0 E 21 13 -2 4d4+210 3d3+3 @@ -218,7 +218,7 @@ wagon driver man soldier~ a wagon driver~ A wagon driver stands beside his wagon, mopping his face and forehead from the heat. ~ - He glances up with a small smile and a wave. + He glances up with a small smile and a wave. ~ 6218 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -231,7 +231,7 @@ a squirrel~ A little squirrel runs across your path. ~ It stops at the edge of the path, raises up on its hind legs and twitches -its nose at you. +its nose at you. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -243,7 +243,7 @@ bird small~ a small bird~ A small bird hops about on the forest floor, looking for worms or bits of seed. ~ - It shies away from your approach, but doesn't take to flight - yet. + It shies away from your approach, but doesn't take to flight - yet. ~ 72 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -256,7 +256,7 @@ a little rabbit~ A little rabbit sprints across the path just ahead of you. ~ It pauses just at the fringe of the forest and wiggles its pink nose at you. - + ~ 72 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -266,11 +266,11 @@ E #32620 sergeant drill soldier man 823487~ the drill sergeant~ -A drill sergeant runs along side his men, barking the rythym. +A drill sergeant runs along side his men, barking the rhythm. ~ He wear his hair in a long ponytail braid, severely pulled back on the sides, lending him an air of hostility and savagery. He looks mean to the -core. +core. ~ 4168 0 0 0 0 0 0 0 -100 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/33.mob b/lib/world/mob/33.mob index fed62fe..dac688e 100644 --- a/lib/world/mob/33.mob +++ b/lib/world/mob/33.mob @@ -4,7 +4,7 @@ the farmer~ A farmer walks around, looking for something to do. ~ This farmer is a resident of Stanneg by the Mountains, and as such, is one of -the most boring people on earth. +the most boring people on earth. ~ 204 0 0 0 0 0 0 0 500 E 7 18 5 1d1+70 1d2+1 @@ -17,7 +17,7 @@ the storekeeper~ A bored storekeeper waits for you to do something. ~ The bored storekeeper keeps a lazy eye on you as he waits for you to buy -something. Whee. +something. Whee. ~ 10 0 0 0 0 0 0 0 750 E 20 14 -2 4d4+200 3d3+3 @@ -30,7 +30,7 @@ the cowgirl~ A cowgirl stand here ready to defend her horses... ~ This woman seems ready for anything you might do... She is truly a woman to -be reckoned with... +be reckoned with... ~ 6154 0 0 0 1572880 0 0 0 750 E 20 14 -2 4d4+200 3d3+3 @@ -43,7 +43,7 @@ the horse~ A horse does horsely things here. ~ This horse looks like a nice horse. It looks at you with soft brown eyes and -you want to give it a carrot. +you want to give it a carrot. ~ 10 0 0 0 0 0 0 0 250 E 5 19 7 1d1+50 1d2+0 @@ -57,7 +57,7 @@ the farmer's wife~ A farmer's wife offers you some vegetables. ~ This woman has many different types of fruits and vegetables for you to buy. -She looks bored, though. +She looks bored, though. ~ 10 0 0 0 0 0 0 0 500 E 20 14 -2 4d4+200 3d3+3 @@ -70,7 +70,7 @@ Aglandiir~ The Dragon Prince, Aglandiir, sits here looking at you curiously. ~ Aglandiir is a prince of his kind, and he didn't get where he is today by -letting people steal from his horde! +letting people steal from his horde! ~ 256058 0 0 0 16 0 0 0 750 E 30 10 -8 6d6+300 5d5+5 @@ -88,7 +88,7 @@ the Cyclops~ A Cyclops is here, trying to judge range with no depth perception. ~ This Cyclops throws rocks real good. With one eye though, hitting the target -is another matter. He looks at you and growls as he misses again! +is another matter. He looks at you and growls as he misses again! ~ 75822 0 0 0 0 0 0 0 -500 E 16 15 0 3d3+160 2d2+2 @@ -103,7 +103,7 @@ A woman ignores you completely, so intent is she upon her sword. ~ She is a stunning woman, all hair and eyes, it seems. Her clothing is of the same tawny brown of her skin and hair. Her blue eyes look at you appraisingly, -seemingly to show great intelligence. Her mouth twitches into a sneer... +seemingly to show great intelligence. Her mouth twitches into a sneer... ~ 4106 0 0 0 0 0 0 0 -600 E 15 15 1 3d3+150 2d2+2 @@ -118,7 +118,7 @@ A truly immense man laughs at you, and draws his knife! This has to be one of the biggest men you've ever seen. He is a full seven feet toe to head, and weighs a good three hundred pounds -- mostly on his biceps and pectorals it appears. An ornate scabbard slaps by his side, with the pommel -of a silvered dagger sticking out... A tiny weapon for such a large man! +of a silvered dagger sticking out... A tiny weapon for such a large man! ~ 4106 0 0 0 0 0 0 0 -900 E 22 13 -3 4d4+220 3d3+3 @@ -131,7 +131,7 @@ the Receptionist~ A receptionist offers you a room. ~ He looks like a retired farmer now making an honest living in an inn. More -power to him! +power to him! ~ 10 0 0 0 0 0 0 0 400 E 12 16 2 2d2+120 2d2+2 @@ -143,10 +143,10 @@ innkeeper~ the innkeeper~ An aged innkeeper greets you as you enter. ~ - He is old and greying, but seems to have been able to keep his mental + He is old and graying, but seems to have been able to keep his mental faculties through the years. A large woolen sweater is wrapped about him for warmth. His blue eyes dance with amusement as he notices your weapons, but he -doesn't seem too terribly startled. +doesn't seem too terribly startled. ~ 10 0 0 0 0 0 0 0 750 E 10 17 4 2d2+100 1d2+1 @@ -160,7 +160,7 @@ A hunter walks through the town streets on his own time. ~ He looks mean, as if the very personality of the mountains had infected him with hardness. His stride is purposeful, his face weathered, his eyes cold and -dark. Others are standing out of his way as he walks on by. +dark. Others are standing out of his way as he walks on by. ~ 4172 0 0 0 0 0 0 0 500 E 11 17 3 2d2+110 1d2+1 @@ -174,7 +174,7 @@ A waiter rushes by, intent on his business. ~ He looks harried from the way he hastily takes orders and rushes in the back to get food, and to the bar for drinks. He doesn't even spare you a glance as -he passes by. +he passes by. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -188,7 +188,7 @@ A waitress rushes by, intent on her business. ~ She looks harried from the way she hastily takes orders and rushes in the back to get food, and to the bar for drinks. She doesn't even spare you a -glance as she passes by. +glance as she passes by. ~ 10 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -202,7 +202,7 @@ A bartender washes a glass idly here. ~ He nods, smiles, and asks you what you would like to drink. As you decide, he slowly polishes a glass with an old bar rag. The glass is completely clean, -but he polishes it anyway. Go figure. +but he polishes it anyway. Go figure. ~ 10 0 0 0 0 0 0 0 200 E 15 15 1 3d3+150 2d2+2 @@ -216,7 +216,7 @@ A bandit springs into action upon seeing you. ~ Whew! Has this guy ever seen a bath? His face, hands, arms... Nearly every bit of him is covered with grime, dust, dirt and decay. His sword is polished -and cleaned though... +and cleaned though... ~ 1740 0 0 0 0 0 0 0 -500 E 16 15 0 3d3+160 2d2+2 @@ -244,7 +244,7 @@ A slave here is mining out a new passageway. ~ The slave looks up at you with pleading eyes. He wants his freedom. The chains around his ankles are tight, and you wonder if you should set him free, -and if you even can. +and if you even can. ~ 138 0 0 0 0 0 0 0 1000 E 6 18 6 1d1+60 1d2+1 @@ -257,7 +257,7 @@ the farmer~ A farmer walks around, looking for something to do. ~ This farmer is a resident of Stanneg by the Mountains, and as such, is one of -the most boring people on earth. +the most boring people on earth. ~ 206 0 0 0 0 0 0 0 500 E 7 18 5 1d1+70 1d2+1 @@ -271,7 +271,7 @@ A hunter walks through the town streets on his own time. ~ He looks mean, as if the very personality of the mountains had infected him with hardness. His stride is purposeful, his face weathered, his eyes cold and -dark. Others are standing out of his way as he walks on by. +dark. Others are standing out of his way as he walks on by. ~ 4174 0 0 0 0 0 0 0 500 E 11 17 3 2d2+110 1d2+1 diff --git a/lib/world/mob/343.mob b/lib/world/mob/343.mob index 3ac94c4..7069f32 100644 --- a/lib/world/mob/343.mob +++ b/lib/world/mob/343.mob @@ -29,7 +29,7 @@ Kenny~ Kenny the attendant~ Kenny the attendant is here looking after the coffee bar. ~ - Kenny is a young man, a typical teenager who works at this Coffee Alcove. + Kenny is a young man, a typical teenager who works at this Coffee Alcove. He has blue sagging pants to show off his gaudy Sponge-Bob Boxers, white sneakers, a red long sleeved shirt with the logo of the service company on its breast, and a red matching hat to his shirt. He has dirty blond hair, blue @@ -84,7 +84,7 @@ Chandra Bishop~ Bishop Chandra~ Bishop Chandra, the Holy Father is here. ~ - Bishop Chandra is an older man, with white hair, a ful beard and a wrinkled + Bishop Chandra is an older man, with white hair, a full beard and a wrinkled face. His blue eyes twinkle brightly though as-if he were a young man ready to go out and face adventures. He wears a simple white and blue trimmed robe that has the designs of the Holy Church emblazoned on it in gold. @@ -107,12 +107,12 @@ SavingSpell: 7 E T 34399 #34304 -being smorphous spirit drunk wandering~ -a drunk morphous spirit~ +being amorphous spirit drunk wandering~ +a drunk amorphous spirit~ a drunk amorphous spirit is here nursing its drink. ~ This spirit, having lived out its days in the mortal world, now works off its -final sins by doing menial labour in this realm's purgatory. In this case, +final sins by doing menial labor in this realm's purgatory. In this case, those chores seem to be cleaning up after the immortals of the land. Obviously this one does not exactly like his job in this world and looks a little bit pink from the booze. It also appears very depressed and down on its luck. @@ -132,7 +132,7 @@ gardener~ a gardener~ a gardener is working here. ~ - The gardner is clad in a two piece kimono with what appears to cast 'beacon' + The gardener is clad in a two piece kimono with what appears to cast 'beacon' a dragon on the back and wears sandals. Although she is not oriental, she has black hair, deep brown eyes and a narrow trim figure. ~ @@ -185,7 +185,7 @@ an air golem is here on guard duty. ~ The air golem is that if a displacement of air and a cloud-like shape with wispy arms and legs and a huge center body. It has yellow glowing eyes and a -blueish electrical glow about it. +bluish electrical glow about it. ~ 520266 0 0 0 133500 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 diff --git a/lib/world/mob/345.mob b/lib/world/mob/345.mob index 1bdeaa6..96ef681 100644 --- a/lib/world/mob/345.mob +++ b/lib/world/mob/345.mob @@ -35,10 +35,10 @@ doctor man red~ the bloody doctor~ A doctor with a bloody lab coat stands here. ~ - The doctor is a tall lanky man. His face is stubbly and his hair unkempt. + The doctor is a tall lanky man. His face is stubbly and his hair unkempt. His eyes are sunken in to his skull and shown with the madness that affected some many others in this place. Perhaps the most startling aspect of him is his -white lab coat that is now almost red wit the stains of blood. +white lab coat that is now almost red wit the stains of blood. ~ 18458 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -58,7 +58,7 @@ A mental patient shuffles along here. for so long. The skin is a pale white from the lack of sun and the stench coming from him is horrendous at best. Unable to figure out what he is doing, he is doomed to roam these halls forever. Even death is not a barrier for his -suffering. +suffering. ~ 8396 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -86,7 +86,7 @@ the tortured patient~ A tortured patient stands here. ~ The person before has been so horribly disfigured by the 'treatments' at this -facility that it is no longer possible to tell if they are a man or a woman. +facility that it is no longer possible to tell if they are a man or a woman. It wears a tattered hospital gown and cowers in fear at almost everything. ~ 6344 0 0 0 0 0 0 0 -350 E diff --git a/lib/world/mob/346.mob b/lib/world/mob/346.mob index 0cbe36a..185c943 100644 --- a/lib/world/mob/346.mob +++ b/lib/world/mob/346.mob @@ -1,2 +1 @@ $~ - diff --git a/lib/world/mob/35.mob b/lib/world/mob/35.mob index 702d315..337785b 100644 --- a/lib/world/mob/35.mob +++ b/lib/world/mob/35.mob @@ -4,7 +4,7 @@ the wyvern~ A monstrous wyvern slowly circles just above your head. ~ This huge winged creature looks really menacing as it circles only inches -above your head, flapping its wings and squawking very loudly. +above your head, flapping its wings and squawking very loudly. ~ 66122 0 0 0 0 0 0 0 -700 E 8 18 5 1d1+80 1d2+1 @@ -17,7 +17,7 @@ the goblin~ A mountain goblin is wandering around mumbling to himself... ~ You see before you a small and twisted creature with knotted muscles and -disgustingly green skin. Doesn't look like the type you'd invite to dinner. +disgustingly green skin. Doesn't look like the type you'd invite to dinner. ~ 6248 0 0 0 0 0 0 0 -250 E 4 19 7 0d0+40 1d2+0 @@ -30,7 +30,7 @@ the goblin lieutenant~ A goblin lieutenant stands here, attempting to get his men in order. ~ The goblin lieutenant is rather angry, and looking for one of his men to beat -up upon, but maybe you will do just fine... +up upon, but maybe you will do just fine... ~ 6728 0 0 0 16 0 0 0 -600 E 7 18 5 1d1+70 1d2+1 @@ -43,7 +43,7 @@ the goblin leader~ The goblin leader surveys the room. ~ The leader doesn't look too happy that you have found him here. He grabs for -his shortsword and lunges for your neck. +his shortsword and lunges for your neck. ~ 6670 0 0 0 16 0 0 0 -900 E 9 17 4 1d1+90 1d2+1 @@ -55,8 +55,8 @@ boy small~ the small boy~ A small boy sits here, licking his wounds. ~ - The poor boy has numerous cuts and scratches, but appears to be all right. -He is apparently the only survivor of the ambush. + The poor boy has numerous cuts and scratches, but appears to be all right. +He is apparently the only survivor of the ambush. ~ 138 0 0 0 0 0 0 0 500 E 4 19 7 0d0+40 1d2+0 @@ -70,7 +70,7 @@ The Innkeeper stands here, cleaning glasses. ~ The Innkeeper now spends most of his days waiting for customers, while the nights are spent watching out for goblins. His inn is no longer the happy place -that is used to be in days past. +that is used to be in days past. ~ 6218 0 0 0 0 0 0 0 400 E 10 17 4 2d2+100 1d2+1 @@ -83,7 +83,7 @@ the bard~ A sullen bard is here, drinking away his problems. ~ You can smell the alcohol on his breath from across the room. This poor bard -has been sitting here quite a while, drinking himself into oblivion. +has been sitting here quite a while, drinking himself into oblivion. ~ 6218 0 0 0 16 0 0 0 600 E 8 18 5 1d1+80 1d2+1 @@ -96,7 +96,7 @@ the dark horseman~ A dark horseman is here, mounted on his black steed. ~ The man is obviously an outlaw, and has no qualms about slashing you into -little bits. +little bits. ~ 4296 0 0 0 589824 0 0 0 -900 E 8 18 5 1d1+80 1d2+1 diff --git a/lib/world/mob/36.mob b/lib/world/mob/36.mob index c399ebd..426e264 100644 --- a/lib/world/mob/36.mob +++ b/lib/world/mob/36.mob @@ -3,7 +3,7 @@ black pawn~ the Pawn of the Black Court~ You see a pawn standing here waiting for orders. ~ - The Black Pawn looks quite like a small knight without his powerful steed. + The Black Pawn looks quite like a small knight without his powerful steed. His armor is shiny and black. He stands ready to give his life for the Crown. ~ @@ -17,9 +17,9 @@ white pawn~ the Pawn of the White Court~ You see a pawn standing here waiting for orders. ~ - The White Pawn looks quite like a small knight without his powerful steed. + The White Pawn looks quite like a small knight without his powerful steed. His armor is spotless and white. He stands ready to give his life for the -Crown. +Crown. ~ 78 0 0 0 16 0 0 0 400 E 6 18 6 1d1+60 1d2+1 @@ -32,7 +32,7 @@ the Black Rook~ In the corner you see a large, black, stone castle on wheels. ~ The Black Rook is a very large man-made tomb on wheels. Just from the looks -of it, it will probably be YOUR tomb. +of it, it will probably be YOUR tomb. ~ 229386 0 0 0 16 0 0 0 -600 E 27 11 -6 5d5+270 4d4+4 @@ -45,7 +45,7 @@ the White Rook~ In the corner you see a large, white, stone castle on wheels. ~ The White Rook is a very large man-made tomb on wheels. Just from the looks -of it, it will probably be YOUR tomb. +of it, it will probably be YOUR tomb. ~ 229386 0 0 0 16 0 0 0 600 E 27 11 -6 5d5+270 4d4+4 @@ -58,7 +58,7 @@ the Black Knight~ Here stands a magnificent knight of the dark realm. ~ The Black Knight is here, riding his ebony black war horse. His eyes flash -behind his visor in vengence. +behind his visor in vengeance. ~ 42 0 0 0 16 0 0 0 -400 E 18 14 0 3d3+180 3d3+3 @@ -71,7 +71,7 @@ the White Knight~ Here stands a magnificent knight of the light realm. ~ The White Knight is here, riding his ivory white war horse. His eyes gleam -behind his visor in joy. +behind his visor in joy. ~ 42 0 0 0 16 0 0 0 400 E 18 14 0 3d3+180 3d3+3 @@ -84,7 +84,7 @@ the Black Bishop~ A dark priest stands here. ~ The Black Bishop seems willing to help you straight into your grave so he can -bless you properly. +bless you properly. ~ 10 0 0 0 16 0 0 0 -500 E 24 12 -4 4d4+240 4d4+4 @@ -97,7 +97,7 @@ the White Bishop~ A light priest stands here. ~ The White Bishop seems willing to help you in any possible so that he can -attain a higher spirituality. +attain a higher spirituality. ~ 10 0 0 0 16 0 0 0 500 E 24 12 -4 4d4+240 4d4+4 @@ -111,7 +111,7 @@ The Black Queen stands here. ~ The Black Queen is a strikingly beautiful woman with pale skin and a mass of dark hair that crowns her head like a black cloud. If looks could kill, you -would already be dead. +would already be dead. ~ 2094 0 0 0 16 0 0 0 -750 E 29 11 -7 5d5+290 4d4+4 @@ -125,7 +125,7 @@ The White Queen stands here. ~ The White Queen is a stunningly beautiful woman with dark skin and a mass of light hair that frames her head like the sun. This is surely love at first -sight for you. +sight for you. ~ 2094 0 0 0 16 0 0 0 750 E 29 11 -7 5d5+290 4d4+4 @@ -138,7 +138,7 @@ the Black King~ The Black King stands here. ~ The Black King is a menacing figure. You can easily understand why he is the -king and you are not. +king and you are not. ~ 2110 0 0 0 16 0 0 0 -999 E 30 10 -8 6d6+300 5d5+5 @@ -151,7 +151,7 @@ the White King~ The White King stands here. ~ The White King is a stately figure. You can easily understand why he is the -king and you are not. +king and you are not. ~ 2110 0 0 0 16 0 0 0 999 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/37.mob b/lib/world/mob/37.mob index 51fe329..6d59c19 100644 --- a/lib/world/mob/37.mob +++ b/lib/world/mob/37.mob @@ -1,11 +1,11 @@ #3700 rat big~ the big rat~ -A large rat is scurrying about here, squeeking as you approach. +A large rat is scurrying about here, squeaking as you approach. ~ As you look closer you see flecks of blood on the teeth of the rat. It's so obvious because the rat is just about ready to sink those teeth into your warm -human flesh. +human flesh. ~ 232 0 0 0 0 0 0 0 -150 E 3 19 8 0d0+30 1d2+0 @@ -19,7 +19,7 @@ the big rat~ A large rat is here, searching for food. ~ This rat doesn't look very menacing, but if you press it hard it'll certainly -fight back. +fight back. ~ 232 0 0 0 0 0 0 0 100 E 3 19 8 0d0+30 1d2+0 @@ -32,8 +32,8 @@ rat protector guard~ the protector rat~ A huge rat is here, growling as you get nearer. Careful - it bites! ~ - This battlescarred rat is not going anywhere. You, however are going to go -right into its belly, after it's killed you. Better get out of here. + This battle-scarred rat is not going anywhere. You, however are going to go +right into its belly, after it's killed you. Better get out of here. ~ 4202 0 0 0 0 0 0 0 -350 E 3 19 8 0d0+30 1d2+0 @@ -47,9 +47,9 @@ the king rat~ A gigantic rat is here standing on top of a pile of glittering stones. ~ The King rat is so large, magic is the only possible explanation. There has -long been rumours about the magicusers using sewer animals in their experiments. +long been rumors about the magic-users using sewer animals in their experiments. This is the final proof. As you study the rat closer you notice what looks like -a small gleam of intelligence in its eyes. +a small gleam of intelligence in its eyes. ~ 4174 0 0 0 0 0 0 0 -350 E 7 18 5 1d1+70 1d2+1 @@ -60,9 +60,9 @@ E #3704 bat small~ the bat~ -A bat is hanging from the ceiling here. +A bat is hanging from the ceiling here. ~ - A small bat, getting a good days sleep. + A small bat, getting a good days sleep. ~ 4330 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -73,9 +73,9 @@ E #3705 bat small~ the bat~ -A bat is here, flying quickly about. +A bat is here, flying quickly about. ~ - A small bat, getting ready to go out of the cave, to get something to eat. + A small bat, getting ready to go out of the cave, to get something to eat. ~ 4328 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -86,10 +86,10 @@ E #3706 bat giant~ the giant bat~ -A huge bat is here, considering you for meal. +A huge bat is here, considering you for meal. ~ - This giant bat makes you shiver. Even if it just flys around you, it still -gives you the creeps. + This giant bat makes you shiver. Even if it just flies around you, it still +gives you the creeps. ~ 4328 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -100,10 +100,10 @@ E #3707 bat vampire~ the vampire bat~ -A huge bat is here. You see fresh blood on its face. +A huge bat is here. You see fresh blood on its face. ~ - This giant bat makes you shiver. You realise that soon your blood will be -tasted too. + This giant bat makes you shiver. You realize that soon your blood will be +tasted too. ~ 4202 0 0 0 0 0 0 0 -500 E 3 19 8 0d0+30 1d2+0 @@ -114,10 +114,10 @@ E #3708 trout fish~ the trout~ -A trout is swimming happily about here. +A trout is swimming happily about here. ~ The underground lake must be connected to the outside rivers. This fish -looks healthy and fresh. +looks healthy and fresh. ~ 106522 0 0 0 589952 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -128,10 +128,10 @@ E #3709 blind fish~ the blind fish~ -A blind fish is here, all white. +A blind fish is here, all white. ~ Having spent it's entire life in this cave, the fish has never used its eyes. -Your torch' presence has made it blind. +Your torch' presence has made it blind. ~ 106522 0 0 0 589954 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -145,7 +145,7 @@ the giant oyster~ A giant oyster sits on the bottom here. ~ You come very close to the oyster, but suddenly it snaps shut, preventing you -from seeing inside. +from seeing inside. ~ 254026 0 0 0 128 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -159,8 +159,8 @@ a small rabbit~ A small rabbit is nibbling on some grass here. ~ You've seen them before.. And hunted them down like rats, when you were a -kid.. They're small, furry and generate extreme amounts of small black perls -whereever they go... +kid.. They're small, furry and generate extreme amounts of small black pearls +wherever they go... ~ 72 0 0 0 0 0 0 0 1000 E 3 19 8 0d0+30 1d2+0 @@ -171,10 +171,10 @@ E #3712 cat~ a small cat~ -A small grey and black striped cat is waiting for a bird to catch.. +A small gray and black striped cat is waiting for a bird to catch.. ~ - It's extremely nice and sweet. If you reach out you hand to carees it, it -only bites and scratches so HALF your fingers are missing afterwards.. + It's extremely nice and sweet. If you reach out your hand to caress it, it +only bites and scratches so HALF your fingers are missing afterwards.. ~ 72 0 0 0 524288 0 0 0 -50 E 3 19 8 0d0+30 1d2+0 @@ -188,7 +188,7 @@ the fox~ A small fox is here, prowling. ~ A red, not so large canine, with pointy ears and nose - and teeth, for that -matter.. +matter.. ~ 72 0 0 0 0 0 0 0 300 E 3 19 8 0d0+30 1d2+0 diff --git a/lib/world/mob/38.mob b/lib/world/mob/38.mob index f9bd3a6..f87a05f 100644 --- a/lib/world/mob/38.mob +++ b/lib/world/mob/38.mob @@ -5,9 +5,9 @@ A large, scrabby-looking black rat is clawing the ground around here. ~ It is an oversized black rat. It is different than the rats of the capital sewers. It has shaggy black fur that seems to be slicked down from the sewage -that it lives in. Its long, grey tail flicks about as it claws the ground with +that it lives in. Its long, gray tail flicks about as it claws the ground with its large, ugly talons. It stops clawing just enough to see you and bare its -hideous teeth in a screeching hiss. +hideous teeth in a screeching hiss. ~ 14 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -21,7 +21,7 @@ slaive~ the corpse of Slaive~ A strange corpse lies here, filling the room with its stench. ~ - It appears to be the corpse of some unfourtunate soul whos body was never + It appears to be the corpse of some unfortunate soul whose body was never found. The bones seem misshapen in places, and the carcass gives off a nasty odor. The corpse seems to be human, but the head has been horribly bashed in. @@ -38,9 +38,9 @@ the black rat~ An ugly black rat scurries about, trying to find something to eat. ~ The hideous rodent is pattering around on its gross claws. Its black fur is -the most disgustuing hair you've ever seen, with deathly looking lice running -through the small pricks of hair. It has a bald, grey head with a long, white -tail. +the most disgusting hair you've ever seen, with deathly looking lice running +through the small pricks of hair. It has a bald, gray head with a long, white +tail. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/39.mob b/lib/world/mob/39.mob index 91a4a03..e4f5377 100644 --- a/lib/world/mob/39.mob +++ b/lib/world/mob/39.mob @@ -3,7 +3,7 @@ eunuch~ the eunuch~ A eunuch stands here, guarding the harem. ~ - He doesn't have any expression, nor anything special about him. + He doesn't have any expression, nor anything special about him. ~ 10282 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -22,7 +22,7 @@ A sightseer is here, smiling at the sights. ~ The woman looks as though she would be content wandering around all day, seeing everything there is possible to see. She is a traveler, judging by her -semi-poor clothes, and probably not posessing of a lot of material wealth. +semi-poor clothes, and probably not possessing of a lot of material wealth. ~ 2248 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -40,7 +40,7 @@ the man~ A man is here, wandering aimlessly. ~ The man just wanders around, his dull eyes absorbing all of the sights he can -see. +see. ~ 2120 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -58,7 +58,7 @@ the woman~ A woman is here, wandering around aimlessly. ~ She looks like she has all the time in the world and nowhere to be. She is -obviously very content with just seeing the sights. +obviously very content with just seeing the sights. ~ 2120 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -77,7 +77,7 @@ A carver is here, selling his wares. ~ The carver is middle-aged and obviously very proud of the works he displays, carried in the two bags at his waist. He politely encourages you to buy some of -his works, unlike some of the people around DEMANDING you buy their wares. +his works, unlike some of the people around DEMANDING you buy their wares. ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -94,7 +94,7 @@ the yelling woman~ A woman yells here, selling kitchenware. ~ The woman looks rather poor, but happy in her work of yelling at the passers -by to buy her wonderful kitchenware! +by to buy her wonderful kitchenware! ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -107,7 +107,7 @@ man selling furniture~ the furniture-seller~ A man stands here, selling his furniture. ~ - This man is selling his furniture, and would like your business. + This man is selling his furniture, and would like your business. ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -123,7 +123,7 @@ the maid~ A maid stands here, looking for dust. ~ She looks as though dust is her worst enemy - and she shall wipe out the -entire species if she can! +entire species if she can! ~ 204 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -139,7 +139,7 @@ Degruziel's advisor~ Degruziel's advisor~ Degruziel's advisor stands here, looking important. ~ - He looks like he thinks himself very important. + He looks like he thinks himself very important. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -156,7 +156,7 @@ A bodyguard stands here, looking mean. ~ The bodyguard looks as though he knows what he's going - protecting. He also doesn't look like the kind of person to mess with without thinking about it -first. +first. ~ 6216 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -174,7 +174,7 @@ an elite patrolman~ An elite patrolman is here, walking Haven and looking for trouble. ~ He looks as if he enjoys keeping the peace for Haven. It would be unwise to -make him angry. +make him angry. ~ 6216 0 0 0 0 0 0 0 1000 E 14 16 1 2d2+140 2d2+2 @@ -191,7 +191,7 @@ an elite guard~ An elite guard stands here, protecting the innocent. ~ This guard looks as if he knows the use of his weapon well. It would be a -bad idea to cross him. +bad idea to cross him. ~ 6154 0 0 0 0 0 0 0 1000 E 14 16 1 2d2+140 2d2+2 @@ -209,7 +209,7 @@ the citizen~ A citizen is here, resting and looking about himself happily. ~ This man is obviously enjoying his life. He loves his town, Haven, and just -sits here, enjoying all of the life that goes on around him. +sits here, enjoying all of the life that goes on around him. ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -223,7 +223,7 @@ the talented bard~ A bard is here, singing to a strummed tune. ~ His voice is clear and strong. It is so good it might make you wish to give -him coin... Or buy him supper. +him coin... Or buy him supper. ~ 2186 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -239,7 +239,7 @@ a tumbler~ A tumbler is here, doing handstands. ~ This tumbler is tall, thin, and lightning quick. He draws a crowd on good -days, and appears to make a living off his skill. +days, and appears to make a living off his skill. ~ 2186 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -256,7 +256,7 @@ A busty tavern wench is here, serving drinks. ~ She looks rather busty, but don't try anything... She looks as though she wouldn't take any crap from anyone. Some of the men in the room give her -fearful glances if she so much as makes a slight threatening move. +fearful glances if she so much as makes a slight threatening move. ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -269,7 +269,7 @@ mud snake mudsnake~ the muddy mudsnake~ An unusual-looking mud slick is here, swirling. ~ - It looks dirty.... It looks like mud. Wow. It might even be a snake. + It looks dirty.... It looks like mud. Wow. It might even be a snake. ~ 172136 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -281,7 +281,7 @@ mud monster bubbles~ the mudmonster~ Little bubbles pip up through the water here. ~ - There is something strange about those bubbles... + There is something strange about those bubbles... ~ 650 0 0 0 1048576 0 0 0 -100 E 10 17 4 2d2+100 1d2+1 @@ -296,7 +296,7 @@ A yappy dog stands here, barking... and barking... and barking... ~ This dog is small and white, with brown markings. Apparently she likes to bark because she barks at everything that moves... And even things that don't -move. This dog barks at her own shadow. +move. This dog barks at her own shadow. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -309,7 +309,7 @@ the swift cat~ A cat is here, looking small but fast. ~ This cat is small, but has muscles that indicate it could move like -lightning. +lightning. ~ 200 0 0 0 1572864 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -324,7 +324,7 @@ a rabid dog~ A rabid dog stands here, looking mean. ~ This dog is skinny and on his last leg of life. Foams surrounds his mouth. -He is obviously rabid. He is also obviously a very LARGE dog. +He is obviously rabid. He is also obviously a very LARGE dog. ~ 232 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -337,7 +337,7 @@ a rat~ A rat is here... boy is it huge. ~ This rat looks at you with beady, unafraid eyes as if it can see right -through you. It appears completely unafraid. +through you. It appears completely unafraid. ~ 232 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -350,7 +350,7 @@ a serving boy~ A serving boy is here, bearing a pitcher full of wine. ~ This boy walks around the room asking those with glasses if they would like a -refill. +refill. ~ 2248 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -364,8 +364,8 @@ a gentleman~ A gentleman stands here, looking about himself in disgust. ~ This gentleman is obviously used to company with more morals and higher -intelligence. He looks around at the oppulance around him with disgust, appaled -at such wasteful spending. After all, this money could go to help the poor! +intelligence. He looks around at the opulence around him with disgust, appalled +at such wasteful spending. After all, this money could go to help the poor! ~ 6472 0 0 0 0 0 0 0 750 E 10 17 4 2d2+100 1d2+1 @@ -379,11 +379,11 @@ E #3936 well born lady~ the well-born lady~ -A well-born lady stands here, buisily seducing the other guests. +A well-born lady stands here, busily seducing the other guests. ~ This lady is wear a dress that hints at everything but reveals nothing. Her demeanor and speech is of the high born, but she acts like a harlot, using her -feminine alure on everyone nearby. +feminine allure on everyone nearby. ~ 2248 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -403,7 +403,7 @@ An honored guest stands here, arrogantly sipping some wine. Between his arrogant sips this guest talks about the downfalls of killing off all the poor people in the world, as if he is convincing himself not to. His manner shows he was born rich and has never known poverty as anything but -missing a meal. +missing a meal. ~ 2120 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -417,7 +417,7 @@ A manor guard stands here, guarding. ~ This manor guard looks as if he is very importantly guarding... Something. It must be important to him at least. He closely scrutinizes everyone that -walks past. +walks past. ~ 6410 0 0 0 0 0 0 0 250 E 10 17 4 2d2+100 1d2+1 @@ -432,7 +432,7 @@ Degruziel's bodyguard~ Degruziel's bodyguard stands here, watching him protectively. ~ He looks very strong, and he plainly wishes to take care of anyone and -everyone that might wish harm his master... By putting them six feet under. +everyone that might wish harm his master... By putting them six feet under. ~ 6410 0 0 0 0 0 0 0 500 E 10 17 4 2d2+100 1d2+1 @@ -448,9 +448,9 @@ smiling woman~ the smiling woman~ A smiling woman stands here, not looking... very smart... ~ - This woman is blankly smilng at air, ignoring anything and everything around + This woman is blankly smiling at air, ignoring anything and everything around her. One might mistake her for the typical high-born woman, but there is some -sort of glint deep in her eyes that you can't quite place. +sort of glint deep in her eyes that you can't quite place. ~ 2120 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -470,7 +470,7 @@ A filcher stands here, half-hidden by the shadows. The filcher looks as though he is trying to hide in any and all nearby shadows. You would think that attempting to hide in shadows would make you inconspicuous, but apparently that isn't the case. Dodging around and trying to -walk quietly is only getting this filcher noticed. +walk quietly is only getting this filcher noticed. ~ 2264 0 0 0 1572864 0 0 0 -250 E 10 17 4 2d2+100 1d2+1 @@ -489,7 +489,7 @@ A pickpocket is here, trying to blend in with the shadows. ~ He has long, slender fingers that he twists along the bottom of his shirt with a deft twist. As he sees you looking his way he tries to fit into the -shadows. +shadows. ~ 72 0 0 0 0 0 0 0 -300 E 10 17 4 2d2+100 1d2+1 @@ -503,7 +503,7 @@ A small child stands here, adjusting her fake peg leg. ~ She looks as if she is already a professional at her young age, about to go out and cheat a few tourists out of their money. She adjusts her fake peg leg -and gets ready to go out for a round of begging. +and gets ready to go out for a round of begging. ~ 2248 0 0 0 0 0 0 0 -100 E 7 18 5 1d1+70 1d2+1 @@ -518,7 +518,7 @@ A smiling man stands here, rubbing at his slightly crooked moustache. ~ The man is short and slender, rather curvy for a man. He wears black, baggy clothes. His black moustache is slightly crooked. It looks as if he messed up -his trimming slightly. +his trimming slightly. ~ 2062 0 0 0 0 0 0 0 -250 E 10 17 4 2d2+100 1d2+1 @@ -535,7 +535,7 @@ shadowy form~ the black-clad woman~ A shadowy form is here. ~ - You can't really make out the features. + You can't really make out the features. ~ 2152 0 0 0 1572864 0 0 0 -250 E 10 17 4 2d2+100 1d2+1 @@ -552,7 +552,7 @@ sleeping man~ the man~ A man is here, sleeping in his bedroll. ~ - He is quite obviously asleep in his bedroll, and that is that. + He is quite obviously asleep in his bedroll, and that is that. ~ 2058 0 0 0 0 0 0 0 -50 E 10 17 4 2d2+100 1d2+1 @@ -564,7 +564,7 @@ black clad bully~ the black-clad bully~ A black-clad bully stands here, picking his nails with a dagger. ~ - He looks as if he would push around his own mother until he recieved all of + He looks as if he would push around his own mother until he received all of her money. Then he might just kill her for the fun of it. He doesn't look like a nice guy. He is clad all in black, and would blend in well with any shadows. @@ -586,7 +586,7 @@ The King of Luna's Alley is here, appearing slightly more sane than his peers. ~ The King of Luna's Alley has a small glint of sanity left in his eyes, though why somebody would want to be the king of this place is a sign of insanity in -itself. Some people are just different... Whatever floats your boat. +itself. Some people are just different... Whatever floats your boat. ~ 2218 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -603,7 +603,7 @@ a cackling bum~ A bum stands here, quietly cackling. ~ This bum has obviously gone insane, as he just stands here quietly cackling -to himself. +to himself. ~ 2058 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -613,10 +613,10 @@ BareHandAttack: 13 E #3950 screaming paranoid schizophrenic~ -the paraniod schizophrenic~ -A paraniod schizophrenic stands here, screaming at the world. +the paranoid schizophrenic~ +A paranoid schizophrenic stands here, screaming at the world. ~ - It looks as if this crazy person is on one of their screaming phrases. + It looks as if this crazy person is on one of their screaming phrases. ~ 2090 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -631,7 +631,7 @@ a halfwit~ A halfwit sits here, drooling. ~ The halfwit is thoroughly content to just sit here and stare at the ground -all day, watching their drool accumulate into a small puddle. +all day, watching their drool accumulate into a small puddle. ~ 142 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -642,10 +642,10 @@ E #3952 gibbering mad man~ the gibbering madman~ -A gibbering madman stands here, takling to the wall. +A gibbering madman stands here, talking to the wall. ~ He looks quite insane, but his face is sincere as he talks to the wall in a -language that only they can understand. +language that only they can understand. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -664,7 +664,7 @@ A raving lunatic is here, preaching the destruction of the world. ~ The raving lunatic is clad only in what rags he could find. He might have once been a handsome man, but now he has scars across his cheeks. The look like -they might have been caused by fingernails. Perhaps his own. +they might have been caused by fingernails. Perhaps his own. ~ 2190 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -678,7 +678,7 @@ the ship's cook~ The ship's cook stands here, brandishing a baked bread nastily. ~ He looks just like any other sailor, except he wears an apron and angrily -brandishes a herring at his simmering delights. +brandishes a herring at his simmering delights. ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -696,7 +696,7 @@ Mithroq stands here, his horns almost scraping the ceiling. Mithroq is a huge minotaur. His muscles bulge and twist as he works at his art, creating weapons. He looks super-strong, and has the marks of many battles. His left horn is broken in half, and scars mark his brown fur. He -doesn't look like someone you would want to mess with. +doesn't look like someone you would want to mess with. ~ 26634 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -712,7 +712,7 @@ Tia stands here, mixing a potion and looking ready to help you. ~ The mistress of the shop is here. Tia is a thin, frail woman who wears flowing blue robes. She can always be seen mixing a potion or two, or helping -people find things in her shop. +people find things in her shop. ~ 26634 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -727,7 +727,7 @@ Milos stands behind the counter here, happily counting his money. ~ Milos is a short, thin man of middle age with a short moustache. His only love in life is his money, and your money. He would love to hold your money for -you while you are out adventuring. +you while you are out adventuring. ~ 26634 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -744,8 +744,8 @@ wandering shopper~ a wandering shopper~ The wandering shopper stands here, looking for a merchant to spend money on. ~ - One of the meany wealthy shopers looking to waste more off their hard earned -money. + One of the many wealthy shoppers looking to waste more off their hard earned +money. ~ 2120 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -762,7 +762,7 @@ A fisherman's wife stands here, looking around and muttering. ~ She looks as though she is looking for someone, and she is not very happy about it. Perhaps her husband went to the bar again and she doesn't yet know -it. No matter, she is angry anyway. +it. No matter, she is angry anyway. ~ 2058 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -779,7 +779,7 @@ the sunbather~ A sunbather lies here, enjoying lying in the sand. ~ She looks as if she could just sunbathe all day long and then look at the -stars all night. She doesn't appear to have a care in the world. +stars all night. She doesn't appear to have a care in the world. ~ 2186 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -796,7 +796,7 @@ strolling citizen~ the strolling citizen~ A citizen is here, strolling past. ~ - He looks as if he is enjoying the fine scenery. + He looks as if he is enjoying the fine scenery. ~ 2120 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -813,7 +813,7 @@ strolling citizen~ the strolling citizen~ A citizen is here, strolling past. ~ - She looks as if she is enjoying the fine scenery. + She looks as if she is enjoying the fine scenery. ~ 2120 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -830,7 +830,7 @@ king crab~ the king crab~ A king crab is here, looking mean. ~ - The king crab does @RNOT@n like intruders in his lair. + The king crab does @RNOT@n like intruders in his lair. ~ 42 0 0 0 1048576 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -845,7 +845,7 @@ The Captain's woman is here, looking at the Captain with dreamy eyes. ~ She looks as if she is lost in her own little world. She is staring at the Captain as if she doesn't really see him, but there is a wide smile on her face -as if she is remembering something pleasant. +as if she is remembering something pleasant. ~ 2186 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -863,7 +863,7 @@ The Captain of the ship stands here, looking off into space. ~ The Captain of the ship is very involved with his daydream. After all, he has no work to do now that the ship is in the port. He wears a soft smile, as -though his daydream is good. He also doesn't like people in his quarters... +though his daydream is good. He also doesn't like people in his quarters... ~ 2090 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -882,7 +882,7 @@ A man stands here, next to the rope connected to the net. ~ This man looks as though he will, when ordered, pull the rope so that the net will drop all of its fish onto the deck. He has a spare net draped over his -shoulder, in case the current one needs repairs. +shoulder, in case the current one needs repairs. ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -897,7 +897,7 @@ A fish pitcher is here, throwing fish over the edge of the deck. ~ He goes about his work like a pro, throwing the heavy fish over the edge of the deck without even looking. He knows there is and always will be cartmen -down there waiting for him to throw a fish down into their carts. +down there waiting for him to throw a fish down into their carts. ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -914,7 +914,7 @@ A man with a cart stands here, waiting patiently. ~ He stands next to a ship, waiting patiently for his turn to get his cart filled so that he may hurry away to the market and the vendor that wishes to -purchase the fish. +purchase the fish. ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -928,7 +928,7 @@ a man~ A man speeds through the crowd here with his cart. ~ He looks as if he is in a hurry to get himself and his cart to wherever it is -he is going, and he isn't going to stop for anything if he can help it. +he is going, and he isn't going to stop for anything if he can help it. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -946,7 +946,7 @@ the patron~ A patron of the bar stands here, singing loudly. ~ He looks as if he has enjoyed a few too many of the local drinks. He sings -in a loud clear voice, a bawdy sailing song. +in a loud clear voice, a bawdy sailing song. ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -966,7 +966,7 @@ Gilles the Bartender stands here, patiently polishing glasses. a hard glint to them that shows you he has seen his share of fights. His muscular arms could easily break up any brawls, should they start. He doesn't look at you, but you know he wishes you to buy a drink if you wish to stay any -length of time. +length of time. ~ 26634 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -986,7 +986,7 @@ A drunken man is here, stumbling around in circles. had more than a few too many drinks. He occasionally mutters insults to his imaginary friend, whom the drunk often accuses of tripping him. You can see some of the people nearby looking at him with obvious disgust, but some just -plain don't care. They see enough of his kind since the tavern was built. +plain don't care. They see enough of his kind since the tavern was built. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1005,9 +1005,9 @@ Aramut the wizened old man stands here, waiting to help you. ~ Aramut is tall and skinny, and has the rolling walk of one who had once been a sailor. He looks very old, but not at all weak. His skinny frame is wiry -with the muscles he had aquired, as he has worked for long years as the armorer +with the muscles he had acquired, as he has worked for long years as the armorer of Haven. He impatiently taps his fingers on the counter as he waits for you to -tell him what you wish of him. +tell him what you wish of him. ~ 26634 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -1030,7 +1030,7 @@ over his goods. It looks pretty full, and the man looks very alert and possessive of it. The cartman is a big, muscular man who looks as if he knows the use of his weapon. His muscles ripple as he casually tosses heavy chairs and such from one side of his cart to the other. From his dress he looks like a -sailor, as do most of the people in Haven. +sailor, as do most of the people in Haven. ~ 2120 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1043,14 +1043,14 @@ Int: 10 Wis: 10 E #3975 -specia harem girl~ +special harem girl~ Degruziel's special harem girl~ -An especially beautiful harem girl is here, being overpampered and envied by the other girls +An especially beautiful harem girl is here, being over-pampered and envied by the other girls ~ It looks unfinished. C/c This harem girl looks as if she gets all the special attention she could ever want or need. She even has a few gifts from Degruziel to her. She appears very happy with what she does, even though some -other people might not like it... +other people might not like it... ~ 2186 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -1069,10 +1069,10 @@ the harem girl~ A harem girl lounges here, beautiful and not wearing much. ~ The harem girl looks very young, but it doesn't appear that she minds her -job. After all, most of her day is spent sitting around and looking pretty. +job. After all, most of her day is spent sitting around and looking pretty. She gets well-fed, well-paid, and she hardly has to do anything now that Degruziel has a favorite, and it isn't her. She thinks she has it made, and it -shows on her pampered face. +shows on her pampered face. ~ 2186 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -1092,7 +1092,7 @@ A kitchenmaid stands here covered in flour, mixing something. The young kitchenmaid glances apprehensively over her shoulder as she hurriedly pours contents into a mixing bowl. Sometimes her glance will stray to Tiama, if she is present. It is quite possible this young girl is afraid of the -head cook, like so many of her smart peers. +head cook, like so many of her smart peers. ~ 14 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -1107,7 +1107,7 @@ A half-mad prisoner is shackled here in the filth, muttering to himself The prisoner looks as though he has been beaten several times and starved, he is as thin as a toothpick. He is manacled to the wall, and muttering all sorts of nonsense. Occasionally he will let out a yell for help, however. Maybe you -should listen to him. +should listen to him. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -1121,7 +1121,7 @@ the Master of Torture~ Degruziel's Master of Torture stands here, looking very sinister. ~ The Master of Torture doesn't like intruders into his lair.... Which means -you. +you. ~ 18474 0 0 0 0 0 0 0 -500 E 14 16 1 2d2+140 2d2+2 @@ -1134,7 +1134,7 @@ Tiama, the Head Cook~ Tiama, the Head Cook of Haven, stands here covered from head to toe in flour. ~ Tiama is plump from tasting her own creations, but she waves her spoon around -as if she isn't afraid to give any of the kitchen girls a good whack. +as if she isn't afraid to give any of the kitchen girls a good whack. ~ 18442 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1148,9 +1148,9 @@ Degruziel, the Lord of Haven~ Degruziel, the Lord of Haven, is here, lounging lazily and conversing with his guests. ~ Degruziel is lazing around, but the way his eyes quickly shift to take -everything in tells you he is an experianced warrior. His hand rests casually +everything in tells you he is an experienced warrior. His hand rests casually on the mace at his belt, as if he wouldn't be afraid to use it if things got out -of hand. +of hand. ~ 18714 0 0 0 16 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -1166,7 +1166,7 @@ A rich guest stands here, casually sipping some expensive wine. With his well-tailored clothes and his expensive jewelry, this painted man looks as though he cares nothing about the poor or their welfare. The glass of wine he so casually sips looks as though it could be sold for enough money to -feed a fishing famliy for weeks. .fi +feed a fishing family for weeks. ~ 2120 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1180,7 +1180,7 @@ a manservant of Degruziel~ A manservant of Degruziel stands here, attending to... whatever it is he's attending to. ~ This manservant looks like he's hurriedly going about doing something very -important... Though what exactly it is he's doing is unapparent. +important... Though what exactly it is he's doing is unapparent. ~ 2120 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -1194,7 +1194,7 @@ The Stablemaster stand here... what?! A WOMAN?!?! ~ This woman looks as tough - if not tougher - than any man around. How else would she get the job as stablemaster? She talks to the horses as if she speaks -their language. +their language. ~ 2058 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1208,7 +1208,7 @@ A stableboy stands here, contemplating life as he mucks out stalls. ~ He looks very unhappy with his job, but at least it gets him food and a warm bed. He mucks out the stalls mechanically, giving his pitchfork an expert twist -every time he throws something into the nearby wheelbarrow. +every time he throws something into the nearby wheelbarrow. ~ 2058 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -1221,7 +1221,7 @@ a plodding donkey~ A donkey is here, plodding away with its head down. ~ The plodding donkey looks like she is very bored, but the muscles she has -recieved from hauling things to and fro all day have given her bulging muscles. +received from hauling things to and fro all day have given her bulging muscles. ~ 72 0 0 0 0 0 0 0 0 E @@ -1236,8 +1236,8 @@ the cartman~ A cartman stands here, swearing profusely at the traffic and his draft animal. ~ The swearing cartman is red in the face from anger. The long strings of -expletives comming from his mouth make the people around him wince and cover -their children's ears. +expletives coming from his mouth make the people around him wince and cover +their children's ears. ~ 2120 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1250,8 +1250,8 @@ prancing horse~ a prancing horse~ A prancing horse stands here, tossing its pretty head. ~ - The horse tosses its head and snorts, full of energy and eager to be off. -It looks more like a rider's horse, not a cart horse, and is full of spirit. + The horse tosses its head and snorts, full of energy and eager to be off. +It looks more like a rider's horse, not a cart horse, and is full of spirit. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1263,9 +1263,9 @@ loud merchant~ a loud merchant~ A merchant stands here, advertising his wares at the top of his lungs. ~ - This merchant looks disappointed - apparently he hasn't had much buisness + This merchant looks disappointed - apparently he hasn't had much business today. He keeps his hand on his weapon as if he knows it well, probably to ward -off thieves. +off thieves. ~ 72 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -1279,7 +1279,7 @@ the sailor~ A sailor stands here, walking like he belongs on the sea. ~ He looks rather burly and rather mean, so you might want to leave him alone. -He also looks like he could hold his own in a fight. +He also looks like he could hold his own in a fight. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1297,7 +1297,7 @@ An outlander stands here looking very confused. ~ He is short with wavy black hair, something that doesn't fit the setting of Haven very well. He also appears very confused, listening intently and trying -to figure out what people around him are saying. +to figure out what people around him are saying. ~ 2120 0 0 0 0 0 0 0 200 E 10 17 4 2d2+100 1d2+1 @@ -1310,7 +1310,7 @@ an admirer of Haven~ An admirer of Haven is here, appearing awestruck. ~ The woman is clad in the garb of one who travels much, and her mouth is -slightly open as she looks around with wide eyes at the sights. +slightly open as she looks around with wide eyes at the sights. ~ 2120 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -1324,7 +1324,7 @@ A little boy stands here, smiling happily. ~ The little boy is happily whistling as he looks around. Something about his manner tells you that he is probably skipping out on his chores to view the -town. +town. ~ 2120 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -1338,7 +1338,7 @@ A woman of Haven is here, humming softly to herself. ~ A tall, stately woman is here in a pretty dress, probably on her way to a vendor in the market. She appears to be richly dressed, and is probably a -merchant's wife. +merchant's wife. ~ 2120 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -1352,7 +1352,7 @@ A short, matronly citizen of Haven is here, her patched dress billowing in the c ~ This motherly woman stands here in the breeze, her colorful and heavily patched dress billowing. She calls out a name, probably of her child, and she -has an angry look on her face. Boy, is somebody in trouble. +has an angry look on her face. Boy, is somebody in trouble. ~ 2120 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -1365,7 +1365,7 @@ a man of Haven~ A citizen of Haven ~ The burly man of Haven stands here, his pipe hanging from his mouth. He -looks as though he is talking to himself about the market prices. +looks as though he is talking to himself about the market prices. ~ 2120 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1378,10 +1378,10 @@ elite gatekeeper~ an elite gatekeeper~ An elite gatekeeper stands here looking bored. ~ - An elite gatekeeper often wonders why he was choosen for the monotonous job + An elite gatekeeper often wonders why he was chosen for the monotonous job of watching Haven's gates. The usually peaceful city doesn't see much trouble from the merchants and tourists, so his days pass slowly as he wishes for -excitement. +excitement. ~ 6154 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -1396,7 +1396,7 @@ A diligent carver stands here, biting on the end of his knife. ~ Having devoted his entire life to this work, the diligent carver is almost completely absorbed in the gates of Haven, always seeking to improve them with -his skillful hand and his sharp knife. +his skillful hand and his sharp knife. ~ 2058 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/4.mob b/lib/world/mob/4.mob index aa82dfd..c68d580 100644 --- a/lib/world/mob/4.mob +++ b/lib/world/mob/4.mob @@ -3,7 +3,7 @@ grass snake~ a grass snake~ A grass snake is coiled up in the grass. ~ - He really isnt very big, but he looks very mean. He watches the surroundings + He really isn't very big, but he looks very mean. He watches the surroundings with his yellow eyes, ready to attack. ~ 10 0 0 0 0 0 0 0 -250 E @@ -17,8 +17,8 @@ Giant Mosquito~ a giant mosquito~ A giant mosquito is here. ~ - The creature is rather large looking. She is almost the size of a bird! -It would be wise to not upset her. + The creature is rather large looking. She is almost the size of a bird! +It would be wise to not upset her. ~ 10 0 0 0 0 0 0 0 -250 E 10 17 4 2d2+100 1d2+1 @@ -46,7 +46,7 @@ a bluebird~ A bluebird flies past you and lands on a nearby branch. ~ The creature is rather small, but looks to be quite tough. It would be a -mistake to under estimate him. +mistake to under estimate him. ~ 10 0 0 0 0 0 0 0 -225 E 10 17 4 2d2+100 1d2+1 @@ -60,7 +60,7 @@ a bear~ A large bear is standing here. ~ The creature is enormous and could very easily rip an average humanoid to -shreds. Maybe it would be wise to just leave him alone. +shreds. Maybe it would be wise to just leave him alone. ~ 10 0 0 0 0 0 0 0 -300 E 15 15 1 3d3+150 2d2+2 @@ -89,7 +89,7 @@ a cricket~ A cricket is sitting here. ~ The creature blends in with the grass and she is very hard to see. She can -easily hide from her enemies in here. +easily hide from her enemies in here. ~ 10 0 0 0 0 0 0 0 250 E 12 16 2 2d2+120 2d2+2 @@ -103,7 +103,7 @@ a mouse~ A cute little mouse is here. ~ The mouse looks up with his big black eyes. He looks to be harmless, but -looks can be deceiving. +looks can be deceiving. ~ 10 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -117,7 +117,7 @@ a zombie~ A zombie staggers limply around. ~ The creature is quite horrid looking. His skin has just about completely -rotted away. The skin that is left is grey and holds a nasty odor. Strangely +rotted away. The skin that is left is gray and holds a nasty odor. Strangely enough, his teeth are in perfectly chiseled condition. ~ 10 0 0 0 0 0 0 0 -300 E @@ -202,7 +202,7 @@ a muskrat~ A muskrat is here. ~ She glances around warily with her mangled face. Her face is covered in -battle scars. She hisses at any intruders, warning them to stay away. +battle scars. She hisses at any intruders, warning them to stay away. ~ 10 0 0 0 0 0 0 0 200 E 12 16 2 2d2+120 2d2+2 @@ -216,7 +216,7 @@ a leech~ A slimy leech is here. ~ The creature sticks to some weeds that are sticking out of the water. She -watches for intruders very closely, ready to attack. +watches for intruders very closely, ready to attack. ~ 10 0 0 0 0 0 0 0 -250 E 14 16 1 2d2+140 2d2+2 @@ -242,9 +242,9 @@ crow~ a crow~ A crow is flying around above you. ~ - Her beak is enormous and she could probably swallow a large animal whole! + Her beak is enormous and she could probably swallow a large animal whole! Her claws are in bad need of clipping. You notice she is missing a few -feathers. +feathers. ~ 10 0 0 0 0 0 0 0 -300 E 14 16 1 2d2+140 2d2+2 @@ -271,8 +271,8 @@ small boy child~ a small boy~ A small boy is here playing in the dirt. ~ - He looks up at the hint of any disruption. His hands are covered in dirt. -You can see a slight glowing aura within his eyes. + He looks up at the hint of any disruption. His hands are covered in dirt. +You can see a slight glowing aura within his eyes. ~ 10 0 0 0 0 0 0 0 200 E 15 15 1 3d3+150 2d2+2 @@ -286,7 +286,7 @@ Jedidiah~ Jedidiah is standing here, waiting to help you. ~ Jedidiah is a tall man with dark eyes. He looks very mysterious, but -friendly. +friendly. ~ 188426 0 0 0 80 0 0 0 300 E 25 12 -5 5d5+250 4d4+4 @@ -300,7 +300,7 @@ a teenager~ A teenager is standing here. ~ She stands at the side of the road looking at you. You suddenly feel like a -stranger. She looks harmless enough, but you shouldn't anger her. +stranger. She looks harmless enough, but you shouldn't anger her. ~ 10 0 0 0 0 0 0 0 -200 E 15 15 1 3d3+150 2d2+2 @@ -314,7 +314,7 @@ Samuel~ Samuel the shopkeeper is here. ~ He is a shorter man with no hair. He is slightly on the chubby side, but -looks very friendly. +looks very friendly. ~ 188426 0 0 0 0 0 0 0 500 E 25 12 -5 5d5+250 4d4+4 @@ -328,7 +328,7 @@ a caterpillar~ A caterpillar is here. ~ The creature is covered in fur, ranging from brown to black. She looks much -larger than a normal sized caterpillar. +larger than a normal sized caterpillar. ~ 10 0 0 0 0 0 0 0 -200 E 14 16 1 2d2+140 2d2+2 @@ -342,7 +342,7 @@ a rabbit~ A rabbit is here. ~ He looks at you curiously, watching your every move. His fur is very fluffy -and clean. It doesn't look like he's ever been dirty. +and clean. It doesn't look like he's ever been dirty. ~ 10 0 0 0 0 0 0 0 -250 E 14 16 1 2d2+140 2d2+2 @@ -356,7 +356,7 @@ raccoon~ A raccoon is standing here. ~ The raccoon stands there watching you. You notice her eyes start to glow as -a low growl begins coming from within her. +a low growl begins coming from within her. ~ 10 0 0 0 0 0 0 0 -300 E 11 17 3 2d2+110 1d2+1 @@ -371,7 +371,7 @@ A mean looking coyote is here. ~ He looks at you with his cold dark eyes. You suddenly feel like maybe you shouldn't have come here. As he snarls at you, you see some blood dried to his -teeth. +teeth. ~ 10 0 0 0 0 0 0 0 -300 E 15 15 1 3d3+150 2d2+2 @@ -385,7 +385,7 @@ a ghost~ A ghost is floating around before you. ~ You can see right through the creature, almost as if it wasn't there at all. -You can hear a soft crying noise coming from within it. +You can hear a soft crying noise coming from within it. ~ 10 0 0 0 0 0 0 0 -300 E 12 16 2 2d2+120 2d2+2 @@ -399,7 +399,7 @@ Zachary~ Zachary the shopkeep is standing here. ~ He is a rather small man, but appears to be very tough. You probably -couldn't fight him alone. +couldn't fight him alone. ~ 188426 0 0 0 0 0 0 0 500 E 25 12 -5 5d5+250 4d4+4 @@ -413,7 +413,7 @@ a finch~ A finch is here. ~ The creature is very small and delicate looking. She seems to be in -excellent condition, but looks can be deceiving. +excellent condition, but looks can be deceiving. ~ 10 0 0 0 0 0 0 0 200 E 13 16 2 2d2+130 2d2+2 @@ -427,7 +427,7 @@ a wolf~ A wolf is standing here. ~ He looks at you with his cold eyes, ready to attack. Maybe if you're quiet -and sneak past him he won't attack you. But then again, maybe not. +and sneak past him he won't attack you. But then again, maybe not. ~ 10 0 0 0 0 0 0 0 -350 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/40.mob b/lib/world/mob/40.mob index b132541..294ca26 100644 --- a/lib/world/mob/40.mob +++ b/lib/world/mob/40.mob @@ -7,7 +7,7 @@ A large dreadful snake is at your feet, hissing at you. crossbands that are chevron-shaped. These rattlesnakes are generally passive if not disturbed or pestered in some way. When a rattlesnake is encountered, the safest reaction is to back away -- it will not try to attack you if you leave it -alone. +alone. ~ 10 0 0 0 16 0 0 0 -200 E 11 17 3 2d2+110 1d2+1 @@ -21,7 +21,7 @@ the green snake~ A small green snake is here, and it doesn't look too friendly... ~ It looks harmless. It appears to be a slender garter snake. It is about 2 -feet long and starts slithering away as you approach. +feet long and starts slithering away as you approach. ~ 10 0 0 0 0 0 0 0 -100 E 7 18 5 1d1+70 1d2+1 @@ -34,7 +34,7 @@ centipede~ the centipede~ A small centipede is here, making its way across the floor. ~ - It looks completely harmless. + It looks completely harmless. ~ 10 0 0 0 0 0 0 0 100 E 3 19 8 0d0+30 1d2+0 @@ -46,7 +46,7 @@ kobold~ the kobold~ An ugly kobold is here, searching for dinner. ~ - It looks ugly. + It looks ugly. ~ 76 0 0 0 0 0 0 0 -100 E 4 19 7 0d0+40 1d2+0 @@ -58,7 +58,7 @@ orc~ the orc~ The orc walks around, looking for someone to kill. ~ - You notice an evil look in its eyes... + You notice an evil look in its eyes... ~ 108 0 0 0 0 0 0 0 -400 E 5 19 7 1d1+50 1d2+0 @@ -70,7 +70,7 @@ orc large~ the orc~ A large orc is here, looking really mean. ~ - He looks dreadful. + He looks dreadful. ~ 76 0 0 0 0 0 0 0 -500 E 7 18 5 1d1+70 1d2+1 @@ -82,7 +82,7 @@ warrior~ the warrior~ A tall warrior is here. He has more scars than anyone you have ever seen. ~ - He seems to be a strong, brainless fighter. + He seems to be a strong, brainless fighter. ~ 110 0 0 0 0 0 0 0 -300 E 12 16 2 2d2+120 2d2+2 @@ -94,7 +94,7 @@ warrior~ the warrior~ A tall warrior is here. ~ - He seems to know his way with weapons. + He seems to know his way with weapons. ~ 108 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -106,7 +106,7 @@ hobgoblin~ the hobgoblin~ A small hobgoblin stands here. ~ - The hobgoblin looks quite lost. + The hobgoblin looks quite lost. ~ 76 0 0 0 0 0 0 0 -300 E 6 18 6 1d1+60 1d2+1 @@ -120,7 +120,7 @@ A brown snake watches you. ~ The snake looks quite mean. It stretches about 4 feet long. The color pattern is variable, but the back is drab brown. The snake stands its ground -and hisses at you. +and hisses at you. ~ 10 0 0 0 0 0 0 0 -600 E 10 17 4 2d2+100 1d2+1 @@ -133,7 +133,7 @@ centipede~ the centipede~ A white centipede is here. ~ - The centipede doesn't really seem to notice you. + The centipede doesn't really seem to notice you. ~ 10 0 0 0 0 0 0 0 -100 E 5 19 7 1d1+50 1d2+0 @@ -145,7 +145,7 @@ hobgoblin~ the hobgoblin~ A large hobgoblin is here. ~ - The hobgoblin looks quite dangerous. + The hobgoblin looks quite dangerous. ~ 76 0 0 0 0 0 0 0 -500 E 10 17 4 2d2+100 1d2+1 @@ -157,7 +157,7 @@ orc~ the orc~ An orc is here, looking for something (or perhaps someone?) to eat. ~ - Well, he doesn't seem to be friendly. + Well, he doesn't seem to be friendly. ~ 108 0 0 0 0 0 0 0 -800 E 8 18 5 1d1+80 1d2+1 @@ -169,7 +169,7 @@ lion mountain~ the mountain lion~ A mountain lion is here, growling at you viciously. ~ - The lion looks very nasty with huge claws and big teeth. + The lion looks very nasty with huge claws and big teeth. ~ 104 0 0 0 0 0 0 0 -100 E 5 19 7 1d1+50 1d2+0 @@ -182,7 +182,7 @@ the hill giant~ A hill giant is here, tossing some rocks around. ~ The hill giant looks like he's about 9 feet tall. By his actions you quickly -come to the conclusion that he isn't very intelligent. +come to the conclusion that he isn't very intelligent. ~ 65608 0 0 0 0 0 0 0 0 E 13 16 2 2d2+130 2d2+2 diff --git a/lib/world/mob/41.mob b/lib/world/mob/41.mob index 8f29d3f..3e36392 100644 --- a/lib/world/mob/41.mob +++ b/lib/world/mob/41.mob @@ -4,7 +4,7 @@ the mage~ A small intelligent looking mage is standing here. ~ His IQ makes almost any normal person look stupid... It looks like he knows -his way with magic. +his way with magic. ~ 14 0 0 0 16 0 0 0 -100 E 13 16 2 2d2+130 2d2+2 @@ -17,7 +17,7 @@ troll~ the troll~ A large mean-looking troll is here. ~ - Well, it looks dangerous! + Well, it looks dangerous! ~ 46 0 0 0 0 0 0 0 -800 E 12 16 2 2d2+120 2d2+2 @@ -30,7 +30,7 @@ the snake~ A large green snake is here, looks like a guardian for an evil force. ~ You see a evil creature. The snake measures at least 5 feet in length and is -coiled into a tight circle hissing at you. +coiled into a tight circle hissing at you. ~ 14 0 0 0 0 0 0 0 -700 E 10 17 4 2d2+100 1d2+1 @@ -44,7 +44,7 @@ the thief~ A thief is here, all dressed in black. ~ He seems to be counting a handful of coins. Maybe you ought to count YOUR -gold too... +gold too... ~ 76 0 0 0 1572880 0 0 0 -400 E 8 18 5 1d1+80 1d2+1 @@ -57,7 +57,7 @@ orc ugly~ the orc~ A ugly orc is standing here. ~ - It is quite disgusting to look at. + It is quite disgusting to look at. ~ 236 0 0 0 65552 0 0 0 -200 E 7 18 5 1d1+70 1d2+1 @@ -69,7 +69,7 @@ centipede~ the centipede~ A small harmless centipede is here. ~ - Well it doesn't seem to pay any attention to you. + Well it doesn't seem to pay any attention to you. ~ 10 0 0 0 0 0 0 0 300 E 6 18 6 1d1+60 1d2+1 @@ -81,7 +81,7 @@ warrior~ the warrior~ A human warrior is here. He has a evil grin in his face. ~ - He doesn't look friendly at all... + He doesn't look friendly at all... ~ 108 0 0 0 0 0 0 0 -300 E 9 17 4 1d1+90 1d2+1 @@ -93,7 +93,7 @@ kobold~ the kobold~ A green kobold is here. ~ - It looks slimy.. + It looks slimy.. ~ 108 0 0 0 0 0 0 0 -100 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/42.mob b/lib/world/mob/42.mob index 16538b9..06542b9 100644 --- a/lib/world/mob/42.mob +++ b/lib/world/mob/42.mob @@ -4,7 +4,7 @@ a red dragon~ A red dragon is curled up here. ~ As you get close enough to see the small details, the dragon whips its snout -toward you, breathing a small cloud of smoke. +toward you, breathing a small cloud of smoke. ~ 188474 0 0 0 0 0 0 0 -1000 E 22 13 -3 4d4+220 3d3+3 @@ -19,7 +19,7 @@ The King of the Dragons reclines on his tail here. ~ He looks extremely large, and as you lean a little forward to look closer, he narrows his eyes and breathes a cloud of sulfur smoke into your face, making you -cough and take a step backwards. +cough and take a step backwards. ~ 42 0 0 0 48 0 0 0 -1000 E 30 10 -8 6d6+300 5d5+5 @@ -37,7 +37,7 @@ hatchling hatch dragon drag~ a Dragon Hatchling~ A dragon hatchling is lying here curled up into a ball ~ - It looks up at you and breathes a small tougue of flame. + It looks up at you and breathes a small tongue of flame. ~ 253982 0 0 0 56 0 0 0 -10 E 22 13 -3 4d4+220 3d3+3 @@ -50,7 +50,7 @@ troll~ a troll~ A large, hulking troll is standing here. ~ - It looks big, and very hungry... + It looks big, and very hungry... ~ 253978 0 0 0 56 0 0 0 -1000 E 22 13 -3 4d4+220 3d3+3 @@ -62,7 +62,7 @@ dragon guard~ a Guard Dragon~ A dragon is here, blocking your way ~ - He lookes at you, and you see a dangerous glint in his eye... + He looks at you, and you see a dangerous glint in his eye... ~ 253978 0 0 0 120 0 0 0 -1000 E 26 12 -5 5d5+260 4d4+4 @@ -76,7 +76,7 @@ an elven slave~ An elf is here, mopping the floor. ~ She looks up at you sadly, and you can tell by her eyes that she was broken -by the dragons long ago. +by the dragons long ago. ~ 256010 0 0 0 0 0 0 0 1000 E 22 13 -3 4d4+220 3d3+3 @@ -90,7 +90,7 @@ a green dragon~ A green dragon is standing here! ~ The green dragon is big, strong, and dangerous, Unfortunately for you, it has -already seen you, so there is no good in running. +already seen you, so there is no good in running. ~ 254076 0 0 0 0 0 0 0 0 E 22 13 -3 4d4+220 3d3+3 @@ -105,7 +105,7 @@ The King of the Dragons reclines on his tail here. ~ He looks extremely large, and as you lean a little forward to look closer, he narrows his eyes and breathes a cloud of sulfur smoke into your face, making you -cough and take a step backwards. +cough and take a step backwards. ~ 83982 0 0 0 16 0 0 0 -800 E 26 12 -5 5d5+260 4d4+4 @@ -122,7 +122,7 @@ income~ Guldane's Income~ Guldane's Income mob. ~ - I have not idea what this is for. + I have not idea what this is for. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -135,7 +135,7 @@ shopkeeper~ Guldane's Shopkeeper~ Guldane's Shopkeeper stands here ~ - He has only 2 items.... + He has only 2 items.... ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 diff --git a/lib/world/mob/43.mob b/lib/world/mob/43.mob index fb292e9..ea4cd11 100644 --- a/lib/world/mob/43.mob +++ b/lib/world/mob/43.mob @@ -4,8 +4,8 @@ a black penguin~ A black penguin waddles around here. ~ This penguin looks very hungry. But he also looks very determined. He looks -toward the large body of water to the east propably waiting for food to come -from the females. +toward the large body of water to the east probably waiting for food to come +from the females. ~ 76 0 0 0 0 0 0 0 -135 E 14 16 1 2d2+140 2d2+2 @@ -24,7 +24,7 @@ A new born penguin is standing here. ~ The new born penguin is very small, roughly one-forth the size of an average human. It is very fluffy with down to keep it warm. The little penguins -parents are never too far away from it if ever. +parents are never too far away from it if ever. ~ 76 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -41,7 +41,7 @@ penguin royal kingpenguin~ the royal penguin~ The royal penguin is here, lounging in his chair. ~ - This penguin is the athority of this little land. His coat his black and + This penguin is the authority of this little land. His coat his black and white as usual with penguins, but he is the most well groomed penguin you've seen. On his head sits a crown of ice and in his hand a scepter of great power. @@ -60,8 +60,8 @@ the royal penguins guard~ The royal penguin's guard is here, protecting his king. ~ This penguin looks, well, buff. It's hard to believe but a buff penguin is -here with a blank stare. He seems to be looking at absolutly nothing but you -feel his eyes looking you over. Should you be here? +here with a blank stare. He seems to be looking at absolutely nothing but you +feel his eyes looking you over. Should you be here? ~ 10 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -78,8 +78,8 @@ orphaned penguin~ the orphaned penguin~ An orphaned penguin stands here, lonely. ~ - This penguin looks so depressed. You can't help but feel sorry for it. -It's cute little eyes and fluffy self... Snap out of it! Muahahahaha! + This penguin looks so depressed. You can't help but feel sorry for it. +It's cute little eyes and fluffy self... Snap out of it! Muahahahaha! ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -93,10 +93,10 @@ E #4306 penguin caretaker~ the penguin caretaker~ -The penguin caretaker stands here, watching her adopted childern. +The penguin caretaker stands here, watching her adopted children. ~ This penguin looks just like-a- house wife! The tired eyes and the whole get -up. That has not got to be fun. +up. That has not got to be fun. ~ 26 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -112,8 +112,8 @@ penguin caretaker~ the penguin caretaker~ The penguin caretaker is standing here, keeping a watchful eye out. ~ - The penguin looks a little better trimed than the female but just as -exhasted. + The penguin looks a little better trimmed than the female but just as +exhausted. ~ 26 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -131,7 +131,7 @@ the walrus~ A walrus is here, flopping around. ~ This walrus is a fine looking specimen. Fat, blubbery, and well, fat. It's -tucks are at least a foot and a half long and the shinyest white. +tucks are at least a foot and a half long and the shiniest white. ~ 72 0 0 0 0 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -164,7 +164,7 @@ The weaponrist is here shaping a new spear. ~ The weaponrist is working here. She has a large hammer that is striking a long, thin sheet of metal with a point at one end. She is sweating bullets as -you freeze your bum off outside. +you freeze your bum off outside. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -178,8 +178,8 @@ the eskimo outfitter~ The outfitter is here ready to send you away warmly clothed. ~ This eskimo is garbed inn finely laid and pressed hide and fur clothes. Her -eyes pierce your soul though you cannot see her exept for those eyes. She -stands as you enter trying to help as much as possible. +eyes pierce your soul though you cannot see her except for those eyes. She +stands as you enter trying to help as much as possible. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -193,7 +193,7 @@ the eskimo butcher~ The butcher is here hacking away at another piece of meat. ~ He looks very pleased with himself as he hacks down another mass of flesh and -bones. He looks very fierce with that large butchers knife in his hand. +bones. He looks very fierce with that large butchers knife in his hand. ~ 10 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/44.mob b/lib/world/mob/44.mob index d8e7e0c..859ffdb 100644 --- a/lib/world/mob/44.mob +++ b/lib/world/mob/44.mob @@ -3,9 +3,9 @@ orc~ the terrible orc~ A seriously menacing orc is here, growling at you. ~ - This orc looks really ugly, and you realize that whereever he's from, he sure + This orc looks really ugly, and you realize that wherever he's from, he sure wasn't first in line when the gods handed out beauty. However, there seem to be -nothing amiss with his swordarm, and he doesn't seem to like you. +nothing amiss with his sword arm, and he doesn't seem to like you. ~ 6252 0 0 0 0 0 0 0 -650 E 3 19 8 0d0+30 1d2+0 @@ -20,7 +20,7 @@ the terrible orc~ A seriously menacing orc is here, resting. ~ The terrible orc is here, resting and having a quiet and of course -unintelligent conversation with his friends. +unintelligent conversation with his friends. ~ 6252 0 0 0 0 0 0 0 -650 E 3 19 8 0d0+30 1d2+0 @@ -34,8 +34,8 @@ orc~ the terrible orc~ A seriously menacing orc is getting a - much needed - beauty sleep here. ~ - The orc is battlescarred, and seem to have just been in a fight. You guess -he's just getting ready to go back in the fray. + The orc is battle-scarred, and seem to have just been in a fight. You guess +he's just getting ready to go back in the fray. ~ 6252 0 0 0 0 0 0 0 -650 E 3 19 8 0d0+30 1d2+0 @@ -51,7 +51,7 @@ H'Ogh the Half-ogre is here, guarding the Boss' tent. ~ A closer examination of H'Ogh reveals an extremely ugly halfogre. He obviously lives in this room, just to protect the Boss around the clock. As if -he knew what that is. +he knew what that is. ~ 6206 0 0 0 0 0 0 0 -650 E 7 18 5 1d1+70 1d2+1 @@ -65,7 +65,7 @@ Dra'L the Half-ogre is here, guarding the Boss' tent. ~ A closer examination of Dra'L reveals an extremely ugly halfogre. He obviously lives in this room, just to protect the Boss around the clock. As if -he knew what that is. +he knew what that is. ~ 6206 0 0 0 0 0 0 0 -650 E 7 18 5 1d1+70 1d2+1 @@ -81,7 +81,7 @@ The Boss, chief of the raiding orcs, is sitting on his throne, contemplating. big physical advantage over his people. This also makes for small differences in world view, but after the introduction of his personal guards H'Ogh and Dra'L, there has been little said against his position. As you look closer he -turns to you and reaches for his sword. +turns to you and reaches for his sword. ~ 6190 0 0 0 16 0 0 0 -650 E 7 18 5 1d1+70 1d2+1 @@ -97,7 +97,7 @@ The orc Shaman is here, screaming, because you interrupted the spell. ~ This little orc is not pretty, but being totally covered by a purple robe helps a bit. He seems to be all but out of his mind, and you decide to put him -out of his misery. +out of his misery. ~ 14382 0 0 0 48 0 0 0 -650 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/45.mob b/lib/world/mob/45.mob index 5e68935..bf8e188 100644 --- a/lib/world/mob/45.mob +++ b/lib/world/mob/45.mob @@ -3,9 +3,9 @@ monk priest~ the monk~ A ferret wearing monk robes stands here. ~ - You see a very calm monk. He walks around with a serene look on his face. + You see a very calm monk. He walks around with a serene look on his face. This is a creature completely at peace with him self. He is dressed in some -nice red robes, and wearing a pair of worn out sandals. +nice red robes, and wearing a pair of worn out sandals. ~ 6600 0 0 0 8200 0 0 0 1000 E 12 16 2 2d2+120 2d2+2 @@ -18,7 +18,7 @@ monk mouse~ the monk~ A mousy looking monk stands here. ~ - You see a mouse wearing a monk's robe. He is walking about intently. + You see a mouse wearing a monk's robe. He is walking about intently. ~ 6600 0 0 0 8192 0 0 0 1000 E 14 16 1 2d2+140 2d2+2 @@ -32,7 +32,7 @@ the monk~ A squirrel monk darts around. ~ You see a monk. This one has a rather large, bushy tail, and seems to have a -weird twitch. +weird twitch. ~ 6476 0 0 0 8192 0 0 0 1000 E 14 16 1 2d2+140 2d2+2 @@ -41,12 +41,12 @@ weird twitch. BareHandAttack: 4 E #4504 -assisstant~ +assistant~ the assistant~ An assistant stands here nervously. ~ - You see a rabbit wearing an apron. He looks exhausted and overworked. -Maybe his shift has been a little too long... + You see a rabbit wearing an apron. He looks exhausted and overworked. +Maybe his shift has been a little too long... ~ 4234 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -59,7 +59,7 @@ Buttercup~ A large badger stands here, barking orders. ~ You see a VERY large badger. She is ranting and raving at various helpers -within the kitchen. She looks upset. +within the kitchen. She looks upset. ~ 37130 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -73,7 +73,7 @@ A phoenix nests here. ~ You see one of the legendary phoenix's here. It is scarred and is missing patches of feathers. One wing hangs slightly limp. It's head contains a crest -with several very long ornamental feathers. +with several very long ornamental feathers. ~ 178446 0 0 0 8272 0 0 0 1000 E 14 16 1 2d2+140 2d2+2 @@ -88,7 +88,7 @@ The abbot calmly stands here. ~ You see a large otter wearing saintly robes. He is standing quietly, watching the people sitting within the pews as the choir behind him sings -quietly. +quietly. ~ 14602 0 0 0 8192 0 0 0 1000 E 13 16 2 2d2+130 2d2+2 @@ -101,7 +101,7 @@ gopher furball~ the gopher~ A gopher sits here, watching you intently. ~ - You see an ordinary gopher. It seems a little big for it's kind. + You see an ordinary gopher. It seems a little big for it's kind. ~ 14 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -114,9 +114,9 @@ guard gate man~ the guard~ A guard stands here. ~ - You see a clealy shaven man in a military uniform. He is dressed in a green + You see a cleanly shaven man in a military uniform. He is dressed in a green suit. On his back hangs a quiver and a bow. A sword hangs loosely by his side. -He stares at you, waiting for a response. +He stares at you, waiting for a response. ~ 6158 0 0 0 0 0 0 0 700 E 13 16 2 2d2+130 2d2+2 @@ -144,7 +144,7 @@ A large green dragon prowls here. A large green wall of muscle stands before you. As it moves, you can see large thick muscles ripple under is skin as it moves silently through the forest. To large red eyes turn and concentrate on you. You shudder as you feel -a wave of hate and anger ripple through you from the dragon. +a wave of hate and anger ripple through you from the dragon. ~ 256030 0 0 0 8192 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -159,7 +159,7 @@ An archer patrols the walls. ~ You see a strongly build guard. He walks around, watching over the wall for any sign of movement in the forest, which he takes care of with one quickly shot -arrow. +arrow. ~ 179276 0 0 0 16 0 0 0 350 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/46.mob b/lib/world/mob/46.mob index 78256bc..7702104 100644 --- a/lib/world/mob/46.mob +++ b/lib/world/mob/46.mob @@ -5,7 +5,7 @@ A green worker ant toils away mindlessly for its queen. ~ The green worker ant is the powerhouse behind this anthill. It slaves away almost constantly, digging new tunnels, gathering food, and even protecting the -hill from other bugs. +hill from other bugs. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -20,7 +20,7 @@ A red soldier ant is invading the anthill. ~ Sent by the red queen to seek and destroy for progression and expansion of the red ant colony. This red soldier ant has been sent here to eliminate the -existing residents. +existing residents. ~ 65612 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -34,7 +34,7 @@ a green soldier ant~ A green soldier ant is protecting the anthill. ~ The green soldier ant was born and raised to protect the queen and the entire -anthill. They do no work, but will sacrifice themselves for the queen. +anthill. They do no work, but will sacrifice themselves for the queen. ~ 10 0 0 0 0 0 0 0 3 E 3 19 8 0d0+30 1d2+0 @@ -49,7 +49,7 @@ A huge green soldier ant stands here ready to die protecting the Queen. ~ This special soldier ant has been given the sole responsibility of protecting the queen from attack. It is by far one of the largest ants in the entire -anthill. +anthill. ~ 4106 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -67,7 +67,7 @@ The green queen ant is ensuring the survival of the species. ~ She has no purpose other than to lead the anthill, and breed. She is huge and it doesn't look like she could ever fit through any of the tunnels. She -guards over her newborn larvae. +guards over her newborn larvae. ~ 10 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -81,11 +81,11 @@ T 4606 #4699 dominant male ant green~ a green dominant male ant~ -A large green dominant male ant scutters about, making sure the workers tend their jobs. +A large green dominant male ant skitters about, making sure the workers tend their jobs. ~ This large dominant male green ant is second only to the queen. Its purpose is to ensure everything gets done and the queen keeps pumping out cute little -larvae. +larvae. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/5.mob b/lib/world/mob/5.mob index 40af664..2c1077c 100644 --- a/lib/world/mob/5.mob +++ b/lib/world/mob/5.mob @@ -4,7 +4,7 @@ a bunny~ A cute little bunny is here. ~ She is white with red eyes and looks harmless, but looks can be deceiving. - + ~ 10 0 0 0 0 0 0 0 200 E 1 20 9 0d0+10 1d2+0 @@ -19,7 +19,7 @@ the apple thief~ A dirty boy is waiting for the next apple to fall. ~ This little thief is too short to reach the apples over his head. Instead -he waits for the ripe apples to fall from the breeze. +he waits for the ripe apples to fall from the breeze. ~ 10 0 0 0 80 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -33,7 +33,7 @@ a mouse~ A small mouse is here. ~ He is rather small and scrawny looking. His teeth look very sharp and would -hurt terribly if he bit you. +hurt terribly if he bit you. ~ 10 0 0 0 0 0 0 0 250 E 1 20 9 0d0+10 1d2+0 @@ -48,7 +48,7 @@ the old farmer~ An old farmer sits underneath the shade of the apple tree. ~ He wears a set of old ratty coveralls and is picking his teeth with a bit of -hay. +hay. ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -61,7 +61,7 @@ a rooster~ An ugly little rooster is here. ~ He is perhaps the ugliest rooster you have ever seen. He is missing over -half of his feathers and has a large scar over his left eye. +half of his feathers and has a large scar over his left eye. ~ 10 0 0 0 0 0 0 0 -200 E 2 20 8 0d0+20 1d2+0 @@ -75,8 +75,8 @@ rat~ a rat~ A large rat is here. ~ - The creature looks up at you with it's big dark eyes. They look black. -The hair on the rat is matted down, probably from some sewer water. + The creature looks up at you with it's big dark eyes. They look black. +The hair on the rat is matted down, probably from some sewer water. ~ 10 0 0 0 0 0 0 0 -250 E 2 20 8 0d0+20 1d2+0 @@ -89,7 +89,7 @@ weasel~ a weasel~ A sly looking weasel is here. ~ - She looks very sneaky and could easily sneak up on her prey. + She looks very sneaky and could easily sneak up on her prey. ~ 10 0 0 0 0 0 0 0 -250 E 2 20 8 0d0+20 1d2+0 @@ -102,7 +102,7 @@ goose~ a goose~ A goose is here, walking along the trail. ~ - Her feathers are as white as snow, she looks friendly enough to touch. + Her feathers are as white as snow, she looks friendly enough to touch. ~ 10 0 0 0 0 0 0 0 300 E 1 20 9 0d0+10 1d2+0 @@ -115,7 +115,7 @@ chick~ a chick~ A furry little chick is here. ~ - She is a small little thing and looks quite weak. + She is a small little thing and looks quite weak. ~ 10 0 0 0 0 0 0 0 250 E 3 19 8 0d0+30 1d2+0 @@ -129,7 +129,7 @@ a hen~ A hen is here. ~ She is mean looking and quite ugly. Her eyes give you the chilling feeling -of death. +of death. ~ 10 0 0 0 0 0 0 0 -300 E 4 19 7 0d0+40 1d2+0 @@ -143,7 +143,7 @@ a dog~ A large dog is here. ~ He is very bony, but appears to be very tough. It might be wise to leave -him alone. +him alone. ~ 10 0 0 0 0 0 0 0 300 E 5 19 7 1d1+50 1d2+0 @@ -157,7 +157,7 @@ a farmer~ Farmer Pete is here, busily working. ~ He is a husky man. Well built, but friendly looking. His silver hair -reflects in the sunlight. +reflects in the sunlight. ~ 10 0 0 0 0 0 0 0 300 E 10 17 4 2d2+100 1d2+1 @@ -171,7 +171,7 @@ cow~ a cow~ A cow is here. ~ - She is very clean and well groomed. + She is very clean and well groomed. ~ 10 0 0 0 0 0 0 0 300 E 4 19 7 0d0+40 1d2+0 @@ -185,7 +185,7 @@ a barn cat~ A lazy barn cat is roaming around here. ~ He is a large creature, and could probably use a diet. His fur is orange -with stripes of brown. +with stripes of brown. ~ 10 0 0 0 0 0 0 0 -300 E 5 19 7 1d1+50 1d2+0 @@ -199,7 +199,7 @@ a crow~ An ugly crow is here. ~ He looks like he should be dead. He is covered in scars. You notice some -blood on his beak. +blood on his beak. ~ 10 0 0 0 0 0 0 0 -300 E 1 20 9 0d0+10 1d2+0 @@ -213,7 +213,7 @@ the farmer's wife~ Helen, the farmers wife is standing here. ~ She is a kind looking old woman. Her hair is still its natural brown. She -must be younger than the farmer. +must be younger than the farmer. ~ 10 0 0 0 0 0 0 0 350 E 8 18 5 1d1+80 1d2+1 @@ -227,7 +227,7 @@ sheep~ a sheep~ A sheep is here. ~ - She looks very tired. Maybe you should let her rest. + She looks very tired. Maybe you should let her rest. ~ 10 0 0 0 0 0 0 0 400 E 4 19 7 0d0+40 1d2+0 @@ -241,7 +241,7 @@ a calf~ A small calf is here. ~ She looks up at you with her young innocent eyes. How could you ever harm -her? +her? ~ 10 0 0 0 0 0 0 0 300 E 2 20 8 0d0+20 1d2+0 @@ -255,7 +255,7 @@ a farm boy~ A young farm boy named Jonathan is here. ~ He is a scrawny little thing, but quite tall. He makes you think of a twig. -His face is boney and looks like it's been caved in. How gross! +His face is boney and looks like it's been caved in. How gross! ~ 10 0 0 0 0 0 0 0 300 E 7 18 5 1d1+70 1d2+1 @@ -269,7 +269,7 @@ an owl~ An owl is here ~ She is quite large, but very beautiful. Her white feathers look like -freshly fallen snow. +freshly fallen snow. ~ 10 0 0 0 8 0 0 0 200 E 1 20 9 0d0+10 1d2+0 @@ -282,7 +282,7 @@ sheepdog~ a sheepdog~ A furry sheepdog is here. ~ - He is quite friendly looking. He must belong to the farmer. + He is quite friendly looking. He must belong to the farmer. ~ 10 0 0 0 0 0 0 0 400 E 3 19 8 0d0+30 1d2+0 @@ -295,7 +295,7 @@ blackbird~ a blackbird~ A blackbird is flying around above you. ~ - She is old and mean looking. She carries a lot of battle scars. + She is old and mean looking. She carries a lot of battle scars. ~ 10 0 0 0 0 0 0 0 -300 E 2 20 8 0d0+20 1d2+0 @@ -309,7 +309,7 @@ a raven~ A raven is here. ~ Her beak is long and sharp. It would hurt greatly if she decided to bite -you. +you. ~ 10 0 0 0 0 0 0 0 -600 E 9 17 4 1d1+90 1d2+1 @@ -322,8 +322,8 @@ wolf~ a wolf~ A snarling wolf is here. ~ - His teeth drip with drool as he snarls at you, warning you to stay back. -Maybe you should just leave him alone. + His teeth drip with drool as he snarls at you, warning you to stay back. +Maybe you should just leave him alone. ~ 10 0 0 0 0 0 0 0 -500 E 6 18 6 1d1+60 1d2+1 @@ -337,7 +337,7 @@ a squirrel~ A cute little squirrel is here. ~ He is a cute little thing and probably wouldn't attack you unless you -provoked him. +provoked him. ~ 10 0 0 0 0 0 0 0 -250 E 3 19 8 0d0+30 1d2+0 @@ -350,7 +350,7 @@ gopher~ a gopher~ A small gopher is here ~ - She must be a baby. She is half the size of a normal gopher. + She must be a baby. She is half the size of a normal gopher. ~ 10 0 0 0 0 0 0 0 -300 E 5 19 7 1d1+50 1d2+0 @@ -364,7 +364,7 @@ a bat~ A small bat is hanging from the wall. ~ He is a small thing, but rather nasty looking. His eyes look like 2 small -black holes. They remind you of death. +black holes. They remind you of death. ~ 10 0 0 0 0 0 0 0 -400 E 9 17 4 1d1+90 1d2+1 @@ -376,9 +376,9 @@ T 555 #563 colt~ a colt~ -A firey colt is here. +A fiery colt is here. ~ - He looks quite mean. He must be the bully of the farm. + He looks quite mean. He must be the bully of the farm. ~ 10 0 0 0 0 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -391,7 +391,7 @@ mare~ a mare~ A mare is here. ~ - She is a cute little thing, almost too weak to stand on her own. + She is a cute little thing, almost too weak to stand on her own. ~ 10 0 0 0 0 0 0 0 -300 E 5 19 7 1d1+50 1d2+0 @@ -405,7 +405,7 @@ a horse~ A beautiful horse stands here. ~ Her coat is a shiny brown. You notice she has some white splotches on her -legs. +legs. ~ 10 0 0 0 0 0 0 0 -200 E 4 19 7 0d0+40 1d2+0 @@ -419,7 +419,7 @@ a stallion~ A fierce looking stallion is here. ~ His eyes almost seem red as they stare at you, almost making you want to -leave. +leave. ~ 10 0 0 0 0 0 0 0 -500 E 8 18 5 1d1+80 1d2+1 @@ -432,8 +432,8 @@ turkey~ a turkey~ An annoying turkey is here. ~ - He is more than ugly. He is hidious looking! His eyes seem to have a fog -in them. Maybe he can't see as well as he used to. + He is more than ugly. He is hideous looking! His eyes seem to have a fog +in them. Maybe he can't see as well as he used to. ~ 10 0 0 0 0 0 0 0 -400 E 3 19 8 0d0+30 1d2+0 @@ -447,7 +447,7 @@ a butterfly~ A beautiful butterfly is here. ~ His wings are splotched in many bright colors. He is the most beautiful -creature you have ever seen. +creature you have ever seen. ~ 10 0 0 0 0 0 0 0 600 E 10 17 4 2d2+100 1d2+1 @@ -461,7 +461,7 @@ Arthur~ Arthur is sitting here in his rocking chair, warming himself by the fire. ~ He smiles at you when you look at him. He must work somewhere on the farm -and hunt in his spare time. +and hunt in his spare time. ~ 10 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -476,7 +476,7 @@ a coyote~ A coyote is here. ~ He is fierce looking. His teeth are probably razor sharp and could easily -tear you open. +tear you open. ~ 10 0 0 0 0 0 0 0 -800 E 10 17 4 2d2+100 1d2+1 @@ -490,7 +490,7 @@ a hawk~ A hawk is here. ~ She looks like a normal hawk, but her wings seems to be somewhat longer, -enabling her to fly faster. +enabling her to fly faster. ~ 10 0 0 0 0 0 0 0 -300 E 7 18 5 1d1+70 1d2+1 @@ -504,7 +504,7 @@ a roach~ A large roach is here. ~ He is an ugly thing. He has hair growing off his legs and is head looks -some what deformed. +some what deformed. ~ 10 0 0 0 0 0 0 0 -300 E 9 17 4 1d1+90 1d2+1 @@ -517,7 +517,7 @@ sparrow~ a sparrow~ A small sparrow is here. ~ - She is delicate looking, but looks can be deceiving. + She is delicate looking, but looks can be deceiving. ~ 10 0 0 0 0 0 0 0 -300 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/50.mob b/lib/world/mob/50.mob index 033f88b..32bfc00 100644 --- a/lib/world/mob/50.mob +++ b/lib/world/mob/50.mob @@ -1,9 +1,9 @@ #5000 -dervish raggity~ +dervish raggedy~ the dervish~ -A raggity dervish walks on aimlessly. +A raggedy dervish walks on aimlessly. ~ - Dressed in loose fitting rags, this man looks like he could use some rest. + Dressed in loose fitting rags, this man looks like he could use some rest. ~ 204 0 0 0 1572864 0 0 0 900 E 5 19 7 1d1+50 1d2+0 @@ -29,7 +29,7 @@ the coral snake~ A brightly colored snake slithers along the sands. ~ This relatively harmless snake has bright alternating bands of red, yellow -and black. +and black. ~ 72 0 0 0 0 0 0 0 -10 E 4 19 7 0d0+40 1d2+0 @@ -41,7 +41,7 @@ scorpion small~ the small scorpion~ A small, red scorpion scuttles away at your approach. ~ - The little tail is mighty dangerous for such a small creature. + The little tail is mighty dangerous for such a small creature. ~ 72 0 0 0 0 0 0 0 -50 E 3 19 8 0d0+30 1d2+0 @@ -53,7 +53,7 @@ worm giant purple~ the sand worm~ A giant, purple sand worm thrusts up out of the sand and attacks! ~ - He's big, mean, and purple. Watch out! + He's big, mean, and purple. Watch out! ~ 165946 0 0 0 80 0 0 0 -300 E 21 13 -2 4d4+210 3d3+3 @@ -80,7 +80,7 @@ the nomad leader~ The nomad leader sits silently in prayer. ~ He is clad in silk robes lined with gold thread. At his side is a large, -engraved cutlass. He has an especially haughty air about him. +engraved cutlass. He has an especially haughty air about him. ~ 2186 0 0 0 16 0 0 0 950 E 14 16 1 2d2+140 2d2+2 @@ -93,7 +93,7 @@ the nomad commander~ The nomad commander stands here staring at you suspiciously. ~ This is the nomad leader's second in command. His clothes are richly woven -of silk and gold thread. A nasty cutlass hangs at his side. +of silk and gold thread. A nasty cutlass hangs at his side. ~ 2186 0 0 0 0 0 0 0 900 E 12 16 2 2d2+120 2d2+2 @@ -105,7 +105,7 @@ nomad warrior~ the nomad warrior~ A proud nomad warrior stands here. ~ - This warrior is dressed in typical nomad clothing and looks quite mean. + This warrior is dressed in typical nomad clothing and looks quite mean. ~ 10 0 0 0 0 0 0 0 700 E 10 17 4 2d2+100 1d2+1 @@ -117,7 +117,7 @@ slave young~ the slave~ A young slave sits here staring at you with pleading eyes. ~ - She looks quite thin and weak. + She looks quite thin and weak. ~ 138 0 0 0 0 0 0 0 1000 E 3 19 8 0d0+30 1d2+0 @@ -129,8 +129,8 @@ dracolich lich~ the dracolich~ A pile of bones rises up to form a skeletal dracolich. ~ - The dracolich is now only bone with pieces of flesh hanging from it. -Obviously it no longer fears death. + The dracolich is now only bone with pieces of flesh hanging from it. +Obviously it no longer fears death. ~ 124986 0 0 0 65620 0 0 0 -1000 E 24 12 -4 4d4+240 4d4+4 @@ -143,7 +143,7 @@ drider~ the drider~ The drider looks at you viciously while it draws its sword. ~ - This half-spider, half-drow creature is a formidable opponent. + This half-spider, half-drow creature is a formidable opponent. ~ 104 0 0 0 65552 0 0 0 -1000 E 8 18 5 1d1+80 1d2+1 @@ -169,7 +169,7 @@ the myconoid~ A myconoid lumbers along peacefully. ~ The myconoid looks something like a giant mushroom (and probably has the same -effect). +effect). ~ 200 0 0 0 16 0 0 0 850 E 6 18 6 1d1+60 1d2+1 @@ -181,7 +181,7 @@ myconoid shaman~ the myconoid shaman~ A rather large myconoid stands here chanting in a strange tongue. ~ - The shaman shoots spores into the air. + The shaman shoots spores into the air. ~ 2380 0 0 0 16 0 0 0 950 E 14 16 1 2d2+140 2d2+2 @@ -195,7 +195,7 @@ the dustdigger~ A small oasis invites you to dive in. ~ Looking a little closer at this oasis, you begin to wonder why it seems to be -moving about... +moving about... ~ 196654 0 0 0 0 0 0 0 -200 E 7 18 5 1d1+70 1d2+1 @@ -208,7 +208,7 @@ the camel~ A very dangerous creature, a camel, snorts at you. ~ It is advisable not to mess with this creature. After all, you have heard -many a horror story about experiences with camels. Bad experiences. +many a horror story about experiences with camels. Bad experiences. ~ 65578 0 0 0 0 0 0 0 -351 E 5 19 7 1d1+50 1d2+0 diff --git a/lib/world/mob/51.mob b/lib/world/mob/51.mob index 9f296c4..8594b7e 100644 --- a/lib/world/mob/51.mob +++ b/lib/world/mob/51.mob @@ -3,7 +3,7 @@ goblin slave~ the goblin slave~ A goblin slave lies here asleep. ~ - The defenseless goblin begs for mercy. + The defenseless goblin begs for mercy. ~ 138 0 0 0 0 0 0 0 350 E 1 20 9 0d0+10 1d2+0 @@ -15,7 +15,7 @@ drow commoner~ the Drow commoner~ A drow commoner is here, walking around on guard duty. ~ - I doubt he is the type to give directions. + I doubt he is the type to give directions. ~ 6248 0 0 0 16 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -27,7 +27,7 @@ drow noble warrior~ the drow warrior~ A drow warrior stands here guarding his home. ~ - He looks kind of annoyed! + He looks kind of annoyed! ~ 6186 0 0 0 16 0 0 0 -1000 E 12 16 2 2d2+120 2d2+2 @@ -39,7 +39,7 @@ drow noble mage~ the drow mage~ A drow mage is here protecting his home. ~ - The mage prepares to cast a spell... At you!! + The mage prepares to cast a spell... At you!! ~ 6186 0 0 0 16 0 0 0 -1000 E 15 15 1 3d3+150 2d2+2 @@ -52,7 +52,7 @@ drow priestess~ the drow priestess~ A drow priestess is here shouting orders. ~ - I wouldn't want go get on her bad side! + I wouldn't want go get on her bad side! ~ 6186 0 0 0 16 0 0 0 -1000 E 17 15 0 3d3+170 2d2+2 @@ -65,7 +65,7 @@ drow master~ the drow master~ A drow master stares at you angrily. ~ - The drow master is ALWAYS ready for a fight. + The drow master is ALWAYS ready for a fight. ~ 6186 0 0 0 16 0 0 0 -1000 E 21 13 -2 4d4+210 3d3+3 @@ -77,7 +77,7 @@ drow weaponsmaster~ the weaponsmaster~ A drow weaponsmaster is here shadow boxing. ~ - He definitely know his way around in combat. + He definitely know his way around in combat. ~ 6186 0 0 0 65552 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 @@ -89,7 +89,7 @@ drow matron mother~ the Matron Mother~ The Matron Mother of the house is standing here. ~ - She looks really and truly annoyed that you have found your way here. + She looks really and truly annoyed that you have found your way here. ~ 2090 0 0 0 65552 0 0 0 -1000 E 24 12 -4 4d4+240 4d4+4 @@ -102,7 +102,7 @@ drow matron mother~ the Matron Mother~ The Matron Mother of the first house is waiting for you. ~ - She looks like she is about to rip your head of and eat it. + She looks like she is about to rip your head of and eat it. ~ 2090 0 0 0 65552 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -115,7 +115,7 @@ drider~ the drider~ The drider looks at you viciously while it draws its sword. ~ - This half-spider, half-drow creature is a formidable opponent. + This half-spider, half-drow creature is a formidable opponent. ~ 24680 0 0 0 65552 0 0 0 -1000 E 8 18 5 1d1+80 1d2+1 @@ -127,7 +127,7 @@ drider~ the drider~ The drider looks at you viciously while it draws its sword. ~ - This half-spider, half-drow creature is a formidable opponent. + This half-spider, half-drow creature is a formidable opponent. ~ 24682 0 0 0 65552 0 0 0 -1000 E 11 17 3 2d2+110 1d2+1 @@ -139,7 +139,7 @@ yochlol~ the yochlol~ A yochlol forms out of a swirling mist... ~ - The yochlol is not in a good mood. + The yochlol is not in a good mood. ~ 223290 0 0 0 65616 0 0 0 -1000 E 23 13 -3 4d4+230 3d3+3 diff --git a/lib/world/mob/52.mob b/lib/world/mob/52.mob index 4daab9c..c310276 100644 --- a/lib/world/mob/52.mob +++ b/lib/world/mob/52.mob @@ -3,9 +3,9 @@ beholder~ the mighty beholder~ You meet a beholder's deadly gaze! ~ - It has a large central eye that projects an anti-magic ray and ten eyestalks -atop the round body which can do anything from charm you to disintegrate you. -Beholders are not known for their personality. + It has a large central eye that projects an anti-magic ray and ten eye-stalks +atop the round body which can do anything from charm you to disintegrate you. +Beholders are not known for their personality. ~ 92202 0 0 0 65552 0 0 0 -870 E 25 12 -5 5d5+250 4d4+4 @@ -16,7 +16,7 @@ T 5201 #5201 lamia beast~ the lamia~ -A strange lamia stands here waiting for her next meal. +A strange lamia stands here waiting for her next meal. ~ This is a creature with the upper torso of a beautiful woman, but the lower body of a four-legged beast. She licks her lips as she looks at you greedily. @@ -34,7 +34,7 @@ the mimic~ A strong chest lies in one corner of the room. ~ A strong, wooden chest bound with iron straps and a heavy padlock on the -front. +front. ~ 196618 0 0 0 0 0 0 0 10 E 11 17 3 2d2+110 1d2+1 @@ -62,7 +62,7 @@ the mimic~ The stone floor of this house has been ripped apart. ~ What a mess, you wonder to yourself what could have caused this rampant -destruction. +destruction. ~ 196618 0 0 0 0 0 0 0 -140 E 11 17 3 2d2+110 1d2+1 @@ -75,7 +75,7 @@ the mimic~ Some broken shards of pottery lie strewn about the floor. ~ The pottery shards appear to have been part of a large vase at one point, -probably before the city fell. +probably before the city fell. ~ 196618 0 0 0 0 0 0 0 200 E 11 17 3 2d2+110 1d2+1 @@ -88,7 +88,7 @@ the mimic~ A few wooden planks lie stacked on a low shelf. ~ The fact that these planks still rest on this shelf leads you to believe that -someone has been here before you... +someone has been here before you... ~ 196618 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -100,7 +100,7 @@ lizard horned~ the horned lizard~ A small horned lizard flicks his tongue and slithers away. ~ - A cute little lizard -- that is, if you like reptiles! + A cute little lizard -- that is, if you like reptiles! ~ 138 0 0 0 0 0 0 0 300 E 3 19 8 0d0+30 1d2+0 @@ -113,7 +113,7 @@ the stone golem~ In the corner you see a large, stone golem faithfully standing watch. ~ It is a big chunk of rock that has been magically formed into a giant stone -creature. He stands here still guarding the city. +creature. He stands here still guarding the city. ~ 256266 0 0 0 80 0 0 0 800 E 25 12 -5 5d5+250 4d4+4 @@ -123,7 +123,7 @@ E #5209 lamia beast~ the lamia~ -A strange lamia stands here waiting for her next meal. +A strange lamia stands here waiting for her next meal. ~ This is a creature with the upper torso of a beautiful woman, but the lower body of a four-legged beast. She licks her lips as she looks at you greedily. diff --git a/lib/world/mob/53.mob b/lib/world/mob/53.mob index 2378917..b167710 100644 --- a/lib/world/mob/53.mob +++ b/lib/world/mob/53.mob @@ -4,7 +4,7 @@ the horrible asp~ A small, poisonous asp slithers over your feet. ~ The asp is a small, smooth-scaled snake the color of worn pottery. The -poison bite of this snake has felled many a mighty pharoah. +poison bite of this snake has felled many a mighty pharaoh. ~ 72 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -19,7 +19,7 @@ A cobra snake rears up and opens its fearsome hood. ~ The cobra snake waves back and forth before you, its hood displaying brilliant colors designed to serve notice to its prey that it is about to -strike. +strike. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -32,8 +32,8 @@ mongoose~ the wily little mongoose~ A small mongoose slinks along the ground, hunting snakes. ~ - The mongoose is a wily rodent, a quick hunter of nasty poisonous snakes. -She sniffs you and appears to be looking for food in your hand. + The mongoose is a wily rodent, a quick hunter of nasty poisonous snakes. +She sniffs you and appears to be looking for food in your hand. ~ 104 0 0 0 0 0 0 0 10 E 11 17 3 2d2+110 1d2+1 @@ -46,8 +46,8 @@ the pyramid watcher~ The pyramid watcher protects the tombs from intruders. ~ The pyramid watcher has made a pledge to destroy any would-be looters of the -tombs of the pharoahs. He is clad from head to foot in utilitarian sand-colored -clothing. +tombs of the pharaohs. He is clad from head to foot in utilitarian sand-colored +clothing. ~ 4122 0 0 0 65536 0 0 0 250 E 8 18 5 1d1+80 1d2+1 @@ -59,7 +59,7 @@ thief tomb~ the tomb thief~ A sneaky tomb thief moves about in search of treasure. ~ - The thief brushes against you briefly, then slinks back into the shadows. + The thief brushes against you briefly, then slinks back into the shadows. ~ 200 0 0 0 1638400 0 0 0 -250 E 10 17 4 2d2+100 1d2+1 @@ -70,12 +70,12 @@ T 5303 #5305 ali baba thief~ Ali Baba~ -Ali Baba is here, hunting for the pharoah's tomb. +Ali Baba is here, hunting for the pharaoh's tomb. ~ - You see a tall, full-bearded man with a mischevious glint in his eye. Ali + You see a tall, full-bearded man with a mischievous glint in his eye. Ali Baba has made his life from stealing things from others, including many items -stolen recently from under the nose of the hapless guardians of this pyramid. -Someday he might get caught, but not today... +stolen recently from under the nose of the hapless guardians of this pyramid. +Someday he might get caught, but not today... ~ 2140 0 0 0 589824 0 0 0 -300 E 18 14 0 3d3+180 3d3+3 @@ -90,7 +90,7 @@ A small woven carpet lies under your feet. ~ The carpet is simply beautiful, made from intricately woven silken material. It seems to rise up at the touch of your feet. Wait, it is rising, a few feet -above the ground! In fact, it seems to be ALIVE! +above the ground! In fact, it seems to be ALIVE! ~ 256026 0 0 0 65552 0 0 0 500 E 9 17 4 1d1+90 1d2+1 @@ -103,7 +103,7 @@ the mummy~ A mummy reaches for you, disturbed by your presence. ~ You only see the disfigured, rotting features of decaying human flesh, -animated by the distempered spirit of a long-deceased person. +animated by the distempered spirit of a long-deceased person. ~ 188520 0 0 0 65616 0 0 0 -600 E 12 16 2 2d2+120 2d2+2 @@ -117,7 +117,7 @@ A sandman rises up from the desert floor. ~ The sandman is exactly that -- some sort of strange being formed from the sands of the desert floor. It seems quite large and strong and at home in the -heat and sandy winds. +heat and sandy winds. ~ 190584 0 0 0 65552 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -130,7 +130,7 @@ the efreeti~ The efreeti stands here, sheathed in a column of fire. ~ The efreeti is a mighty being formed from living fire. He gazes down at you -with disdain and scorn, arms folded across his mighty chest. +with disdain and scorn, arms folded across his mighty chest. ~ 256026 0 0 0 65552 0 0 0 -600 E 20 14 -2 4d4+200 3d3+3 @@ -145,7 +145,7 @@ A sandstone column stands here, carved into a feminine figure. ~ The column has been carved into a set of four shapely women, each facing outward into the room. The sandstone of the caryatid is smooth with age, but -you can still make out a deadly stone sword in the hands of each figure. +you can still make out a deadly stone sword in the hands of each figure. ~ 260122 0 0 0 65536 0 0 0 0 E 24 12 -4 4d4+240 4d4+4 @@ -160,7 +160,7 @@ The djinn issues forth from the confines of a small lamp. The djinn is a mighty being formed from the air itself and frequently imprisoned in a small lamp, used to do the bidding of those who find him. He smiles down at you congenially, arms folded across his blue-tinged skin, and -strokes his goatee. +strokes his goatee. ~ 256026 0 0 0 65552 0 0 0 600 E 28 11 -6 5d5+280 4d4+4 @@ -176,7 +176,7 @@ A hieracosphinx looks at you cunningly. The hieracosphinx are cunning, small, but nasty creatures, having the heads of birds, mighty wingspans, and a full set of four paws to rend their victims to pieces. They tend to be quite jealous of the sharper wits of their older -cousins. +cousins. ~ 92280 0 0 0 65536 0 0 0 -200 E 15 15 1 3d3+150 2d2+2 @@ -191,7 +191,7 @@ A gynosphinx sits here, befuddled by a riddle. The gynosphinx is a crafty but gentle creature, having the body of a beautiful dark-skinned woman from the waist up, a feathery set of wings and the hind legs of a mighty cat. Right now she is confused, having just heard a -puzzling riddle from a cousin criosphinx. +puzzling riddle from a cousin criosphinx. ~ 92186 0 0 0 65552 0 0 0 100 E 19 14 -1 3d3+190 3d3+3 @@ -206,7 +206,7 @@ A criosphinx calmly watches you. ~ The criosphinx is a calm and friendly creature, having the head of a ram atop the body of a well-furred feline with eagle-like wings. He delights in riddles, -and in poking occasional fun at his easily confused lesser cousins. +and in poking occasional fun at his easily confused lesser cousins. ~ 92186 0 0 0 65552 0 0 0 300 E 23 13 -3 4d4+230 3d3+3 @@ -221,8 +221,8 @@ A mighty androsphinx tosses its lion-like mane. ~ The mighty androsphinx is a huge creature, with the body of a lion whose face is quite man-like, perhaps even handsome, and a massive pair of feathered wings. -Tales are told of pharoahs that were rendered permanently deaf by the mighty -roar of this sphinx. +Tales are told of pharaohs that were rendered permanently deaf by the mighty +roar of this sphinx. ~ 92186 0 0 0 65552 0 0 0 400 E 27 11 -6 5d5+270 4d4+4 @@ -238,7 +238,7 @@ A mighty sphinx rests here in the sand, dormant now for centuries. The great sphinx towers tens of feet above you, resting here in a state of dormancy. It has become almost indistinguishable from the sand that surrounds it, although you can still make out the features of the handsome face that once -advised many rulers. +advised many rulers. ~ 256026 0 0 0 65552 0 0 0 500 E 30 10 -8 6d6+300 5d5+5 @@ -249,13 +249,13 @@ T 5305 #5317 ramses mummy~ Ramses the Damned~ -You have awakened the mighty servant to the pharoahs, Ramses. +You have awakened the mighty servant to the pharaohs, Ramses. ~ As your light spills over his face and body, you can see his features begin to fill out, swell, and harden, until an apparently healthy man stands before you, clad only in the raiments he was left in when he last slept. His hair is a soft black, his skin a deep chocolate, and his tall frame is totally still, his -chest not even moving to breathe. +chest not even moving to breathe. ~ 190554 0 0 0 65552 0 0 0 150 E 30 10 -8 6d6+300 5d5+5 diff --git a/lib/world/mob/54.mob b/lib/world/mob/54.mob index b1be35c..5711735 100644 --- a/lib/world/mob/54.mob +++ b/lib/world/mob/54.mob @@ -3,7 +3,7 @@ mage guildmasters~ the guildmaster~ Your guildmaster stands here. ~ - An old man peering through ancient tomes rests here. + An old man peering through ancient tomes rests here. ~ 26635 0 0 0 16 0 0 0 1000 E 16 15 0 3d3+160 2d2+2 @@ -15,7 +15,7 @@ cleric guildmasters~ the guildmaster~ Your guildmaster stands here. ~ - An older man wrapped in purple, long-flowing robes meditates here. + An older man wrapped in purple, long-flowing robes meditates here. ~ 26635 0 0 0 16 0 0 0 1000 E 16 15 0 3d3+160 2d2+2 @@ -27,7 +27,7 @@ warrior guildmasters~ the guildmaster~ Your guildmaster stands here. ~ - A smaller man dressed in black robes stands here waiting to train you. + A smaller man dressed in black robes stands here waiting to train you. ~ 26635 0 0 0 16 0 0 0 1000 E 16 15 0 3d3+160 2d2+2 @@ -41,7 +41,7 @@ Your guildmaster stands here. ~ A small human dressed in black rests in the corner. As you enter he grabs a knife and throws it at you. It lands in the wall next to your left ear. 'We -will now begin', is all he says. +will now begin', is all he says. ~ 26635 0 0 0 16 0 0 0 1000 E 16 15 0 3d3+160 2d2+2 @@ -55,7 +55,7 @@ A dark skinned, veiled woman greets you from behind the desk. ~ This Arabian beauty is obviously the daughter of some high ranking official. As you attempt to sneak a peek under her veil you notice a small moon-shaped -birthmark on her left cheek. +birthmark on her left cheek. ~ 26635 0 0 0 16 0 0 0 800 E 10 17 4 2d2+100 1d2+1 @@ -67,7 +67,7 @@ bartender man mage old~ the old withered man~ An old withered man leans against the bar. ~ - He looks distracted as he pours five drinks at once without error. + He looks distracted as he pours five drinks at once without error. ~ 26634 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -92,7 +92,7 @@ panhandler~ the panhandler~ A panhandler rests here. ~ - A small skinny man rests here hoping to find a warm heart. + A small skinny man rests here hoping to find a warm heart. ~ 204 0 0 0 0 0 0 0 -20 E 2 20 8 0d0+20 1d2+0 @@ -104,7 +104,7 @@ panhandler~ the panhandler~ A panhandler rests here. ~ - A small skinny man rests here staring at your clothes. + A small skinny man rests here staring at your clothes. ~ 204 0 0 0 0 0 0 0 -20 E 3 19 8 0d0+30 1d2+0 @@ -116,7 +116,7 @@ beggar~ the beggar~ A grubby beggar sits here in the filth. ~ - This poor soul seems down on his luck, perhaps you might spare a dime? + This poor soul seems down on his luck, perhaps you might spare a dime? ~ 204 0 0 0 0 0 0 0 -20 E 1 20 9 0d0+10 1d2+0 @@ -128,7 +128,7 @@ baker~ the baker~ The baker stands here playing solitaire. ~ - You see a large man in a white apron covered in flour from head to toe. + You see a large man in a white apron covered in flour from head to toe. ~ 26634 0 0 0 16 0 0 0 100 E 30 10 -8 6d6+300 5d5+5 @@ -140,7 +140,7 @@ shopkeeper~ the shopkeeper~ The shopkeeper stands here. ~ - You see a half-elf sitting on a stool behind his counter. + You see a half-elf sitting on a stool behind his counter. ~ 26634 0 0 0 16 0 0 0 100 E 30 10 -8 6d6+300 5d5+5 @@ -152,7 +152,7 @@ banker~ the banker~ A banker stands here waiting to help you. ~ - This small halfling seems adept at counting money. + This small halfling seems adept at counting money. ~ 26634 0 0 0 16 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -165,7 +165,7 @@ Ahkeem the tailor~ Ahkeem the tailor welcomes you to his store. ~ This middle-aged man looks over you with disdain and quickly suggests a new -wardrobe. +wardrobe. ~ 26634 0 0 0 16 0 0 0 0 E @@ -178,7 +178,7 @@ vera lady~ Vera the veggie lady~ Vera the veggie lady beams as you look over her stand. ~ - A tall slender woman stands before you smiling broadly. + A tall slender woman stands before you smiling broadly. ~ 26634 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -191,7 +191,7 @@ Butch the meatcutter~ Butch the meatcutter stands here in his bloodied apron. ~ This stocky dwarf has a mad glint in his eye as he twirls his clever -carelessly into the air. +carelessly into the air. ~ 26634 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -204,7 +204,7 @@ Abdul the armorer~ Abdul stands here, waiting to help you. ~ Abdul returns your gaze with a steady eye. You quickly glance away under his -cold stare and place your order. +cold stare and place your order. ~ 26634 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -216,7 +216,7 @@ igor weaponsmith~ Igor the weaponsmith~ Igor stands here doing... something. ~ - You see a small dwarf with a large hump on his left shoulder. + You see a small dwarf with a large hump on his left shoulder. ~ 26634 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -230,7 +230,7 @@ Cassandra stands proudly over her selection. ~ You see a happy weather-worn face whose lines suggest many years on the open sea. It is only through years of fishing that she is able to withstand the -smell that permeates the air. +smell that permeates the air. ~ 26634 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -243,7 +243,7 @@ the foreman~ The foreman stands here screaming at the workers. ~ A worried working dwarf stands here constantly making notes in his book and -looking at his watch. +looking at his watch. ~ 74 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -255,7 +255,7 @@ construction worker~ the construction worker~ A construction worker steadily works here. ~ - A large sweaty looking man doesn't even return your glance. + A large sweaty looking man doesn't even return your glance. ~ 74 0 0 0 0 0 0 0 10 E 10 17 4 2d2+100 1d2+1 @@ -268,7 +268,7 @@ the statue of Brahman~ The statue of Brahman stands here. ~ The statue made of solid marble depicts the mighty God defeating Siva in -magical combat. +magical combat. ~ 256026 0 0 0 16 0 0 0 1000 E 15 15 1 3d3+150 2d2+2 @@ -282,7 +282,7 @@ the statue of Siva~ The statue of Siva stands here. ~ The statue of the High Lord of Destruction stands here beings attacked by -Brahman in magical combat. +Brahman in magical combat. ~ 256026 0 0 0 16 0 0 0 -1000 E 15 15 1 3d3+150 2d2+2 @@ -295,7 +295,7 @@ statue indra~ the statue of Indra~ The statue of Indra stands here. ~ - This statue looks like an enormous elephant. + This statue looks like an enormous elephant. ~ 256026 0 0 0 16 0 0 0 1000 E 15 15 1 3d3+150 2d2+2 @@ -308,7 +308,7 @@ statue yama~ the statue of Yama~ The statue of Yama stands here. ~ - This is a statue of the God of Death. It is covered with odd runes. + This is a statue of the God of Death. It is covered with odd runes. ~ 256026 0 0 0 16 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -321,8 +321,8 @@ statue surya~ the statue of Surya~ The statue of Surya stands here. ~ - The statue of Surya, the God in charge of the Sun, almost glows with a firey -aura. + The statue of Surya, the God in charge of the Sun, almost glows with a fiery +aura. ~ 256026 0 0 0 16 0 0 0 1000 E 15 15 1 3d3+150 2d2+2 @@ -336,7 +336,7 @@ the statue of Kali~ The statue of Kali stands here. ~ The statue of the Black Mother, Kali, is made of black marble and is covered -with silver runes. +with silver runes. ~ 256026 0 0 0 16 0 0 0 -1000 E 15 15 1 3d3+150 2d2+2 @@ -350,7 +350,7 @@ the statue of Brihaspati~ The statue of Brihaspati stands here. ~ The statue of Brihaspati, the God of Scholars and Knowledge is made of a -weathered marble. +weathered marble. ~ 256026 0 0 0 16 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -364,7 +364,7 @@ the statue of Puchan~ The statue of Puchan stands here. ~ The statue of Puchan, God of Travellers, is covered with dust and worn as if -it had been dragged a long way down a dusty road. +it had been dragged a long way down a dusty road. ~ 256026 0 0 0 16 0 0 0 1000 E 15 15 1 3d3+150 2d2+2 @@ -377,7 +377,7 @@ aziz human canon~ Aziz~ Aziz the Human Canon stands here. ~ - This big and burly man grins at you as he draws his sword. + This big and burly man grins at you as he draws his sword. ~ 200 0 0 0 16 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -389,7 +389,7 @@ mustafah human robber~ Mustafah~ Mustafah the Human Robber stands here. ~ - This man is lithe and has an evil smirk upon his face. + This man is lithe and has an evil smirk upon his face. ~ 200 0 0 0 16 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -402,7 +402,7 @@ Fatima~ Fatima the Elven Invoker stands here. ~ This female elf has dusky skin and black hair. A combination you don't see -very often on elves. +very often on elves. ~ 200 0 0 0 16 0 0 0 0 E 9 17 4 1d1+90 1d2+1 @@ -414,7 +414,7 @@ kareem dwarf mercenary~ Kareem~ Kareem the Dwarven Mercenary stands here. ~ - This short stocky fellow has a chest the girth of a barrel. + This short stocky fellow has a chest the girth of a barrel. ~ 200 0 0 0 16 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -427,7 +427,7 @@ the nomad merchant~ A nomad merchant looks you over. ~ This robust fellow returns your gaze with a smile, but something inside tells -you not to trust him very far. +you not to trust him very far. ~ 30924 0 0 0 0 0 0 0 -100 E 30 10 -8 6d6+300 5d5+5 @@ -439,7 +439,7 @@ bodyguard guard~ the Sultan's Bodyguard~ A bodyguard sizes you up. ~ - The large half-orc quickly glances you over and returns to his duties. + The large half-orc quickly glances you over and returns to his duties. ~ 6202 0 0 0 16 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -452,7 +452,7 @@ kid thief~ the skinny kid~ A skinny kid wanders around. ~ - This small child sees you looking at him and quickly looks away. + This small child sees you looking at him and quickly looks away. ~ 204 0 0 0 0 0 0 0 100 E 7 18 5 1d1+70 1d2+1 @@ -464,8 +464,8 @@ dockworker~ the dockworker~ A strong dockworker walks by moving crates. ~ - Although seemingly dull witted, this hulking mass carries the huge crates -from the boats like it was a box of lilies. + Although seemingly dull-witted, this hulking mass carries the huge crates +from the boats like it was a box of lilies. ~ 72 0 0 0 0 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -477,8 +477,8 @@ man taxcollector~ the taxcollector~ A small man walks around scribbling in a notebook. ~ - The city's taxcollextor walks from store to store collecting the Sultan's fee -for living in his grand city. + The city's taxcollector walks from store to store collecting the Sultan's fee +for living in his grand city. ~ 200 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -491,7 +491,7 @@ Gord~ Gord the Rogue stand here. ~ Gord wanders about trying to look innocent. He fails miserably and makes -everyone around him watch their purses guardedly. +everyone around him watch their purses guardedly. ~ 204 0 0 0 16 0 0 0 1000 E 15 15 1 3d3+150 2d2+2 @@ -504,7 +504,7 @@ Chulainn~ Chulainn the Knight stands here. ~ This large man does not seem to be surprised at your approach and looks at -you quizically. +you quizzically. ~ 6348 0 0 0 16 0 0 0 800 E 15 15 1 3d3+150 2d2+2 @@ -516,7 +516,7 @@ daghdha~ Daghdha~ Daghdha the Arch-Magi stands here. ~ - This man is dressed in long brown robes and has a penetrating gaze. + This man is dressed in long brown robes and has a penetrating gaze. ~ 72 0 0 0 16 0 0 0 200 E @@ -530,7 +530,7 @@ curley greenleaf~ Curley GreenLeaf~ Curley GreenLeaf stands here. ~ - Curley constantly fiddles with his hair that gave him his namesake. + Curley constantly fiddles with his hair that gave him his namesake. ~ 204 0 0 0 16 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -540,10 +540,10 @@ E #5442 man wandering prophet~ the wandering prophet~ -A small grey-haired man walks around spouting gospel. +A small gray-haired man walks around spouting gospel. ~ This sad case may have been an evangelist in another lifetime. He is known -to stand on corners and accost passers-by with his doomsday preaching. +to stand on corners and accost passers-by with his doomsday preaching. ~ 200 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -555,7 +555,7 @@ alley cat~ the alley cat~ A small harmless feline searches for food. ~ - You see a small starved cat. + You see a small starved cat. ~ 200 0 0 0 0 0 0 0 -10 E 2 20 8 0d0+20 1d2+0 @@ -567,7 +567,7 @@ vulture~ the vulture~ A vulture circles above you. ~ - As you look up at this bird, you see the only thing it wants is a corpse. + As you look up at this bird, you see the only thing it wants is a corpse. ~ 200 0 0 0 0 0 0 0 -200 E 2 20 8 0d0+20 1d2+0 @@ -579,7 +579,7 @@ old man~ the old man~ An old man sits here playing chess. ~ - He seems intent on winning. + He seems intent on winning. ~ 200 0 0 0 0 0 0 0 200 E 4 19 7 0d0+40 1d2+0 @@ -591,7 +591,7 @@ lugh librarian~ Lugh the Librarian~ Lugh the Librarian sits behind a desk. ~ - The huge hulking mass rises as someone asks him a question. + The huge hulking mass rises as someone asks him a question. ~ 26650 0 0 0 0 0 0 0 300 E 10 17 4 2d2+100 1d2+1 @@ -603,7 +603,7 @@ dirt dust devil~ the dirt devil~ The wind kicks up some dust. ~ - What you see before you is really a baby air elemental. + What you see before you is really a baby air elemental. ~ 108 0 0 0 0 0 0 0 -1000 E 1 20 9 0d0+10 1d2+0 @@ -613,7 +613,7 @@ E #5448 lamia beast~ the lamia~ -A strange lamia stands here waiting for her next meal. +A strange lamia stands here waiting for her next meal. ~ This is a creature with the upper torso of a beautiful woman, but the lower body of a four-legged beast. She licks her lips as she looks at you greedily. @@ -626,10 +626,10 @@ body of a four-legged beast. She licks her lips as she looks at you greedily. E #5449 dervish~ -the raggety dervish~ -A raggety dervish stands here. +the raggedy dervish~ +A raggedy dervish stands here. ~ - This man looks like he could use a lot of rest. + This man looks like he could use a lot of rest. ~ 104 0 0 0 65536 0 0 0 -750 E 8 18 5 1d1+80 1d2+1 @@ -641,7 +641,7 @@ sultan~ the Sultan~ The Sultan rests here on his throne. ~ - You see a large wealthy man in red robes smiling at you. + You see a large wealthy man in red robes smiling at you. ~ 26906 0 0 0 16 0 0 0 200 E 10 17 4 2d2+100 1d2+1 @@ -654,7 +654,7 @@ a harem girl~ A lovely, veiled harem girl stands here. ~ You see a dark skinned beauty, wearing almost transparent silks and light -blue veil. Her loyalty to the Sultan is unwavering. +blue veil. Her loyalty to the Sultan is unwavering. ~ 10 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -667,7 +667,7 @@ the jailer~ The Jailer sleeps here, snoring loudly. ~ You see a pathetic soul lying here. Probably some ex-nobleman that has -fallen out of grace with the Sultan. +fallen out of grace with the Sultan. ~ 142 0 0 0 0 0 0 0 -100 E 18 14 0 3d3+180 3d3+3 @@ -675,12 +675,12 @@ fallen out of grace with the Sultan. 4 4 1 E #5453 -eunich~ -a eunich~ -A eunich stands here watching over the girls. +eunuch~ +a eunuch~ +A eunuch stands here watching over the girls. ~ You see a large man whose only duty is to protect the harem. He has been -castrated for the ladies' safety. +castrated for the ladies' safety. ~ 42 0 0 0 16 0 0 0 0 E 12 16 2 2d2+120 2d2+2 @@ -693,7 +693,7 @@ Nichole, the Sultan's favorite~ Nichole, the Sultan's favorite girl rests on a mound of pillows. ~ You see the most beautiful Arabian girl that has ever meet your eyes. Too -bad she is about to kill you. +bad she is about to kill you. ~ 42 0 0 0 16 0 0 0 100 E 10 17 4 2d2+100 1d2+1 @@ -705,7 +705,7 @@ allah~ Allah~ Allah is here. ~ - You see the all-knowing Allah. + You see the all-knowing Allah. ~ 257306 0 0 0 524304 0 0 0 1000 E 11 17 3 2d2+110 1d2+1 @@ -718,7 +718,7 @@ mage guildguard~ the guildguard~ The Guard for the Guild of Mages stand here. ~ - This man looks like a mage/warrior, I wouldn't mess with him. + This man looks like a mage/warrior, I wouldn't mess with him. ~ 256010 0 0 0 80 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -731,7 +731,7 @@ cleric guildguard~ the guildguard~ The Guard for the Guild of Clerics stands here. ~ - This man looks like a cleric/warrior, I wouldn't mess with him. + This man looks like a cleric/warrior, I wouldn't mess with him. ~ 256010 0 0 0 80 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -744,7 +744,7 @@ warrior guildguard~ the guildguard~ The Guard for the Guild of Warriors stands here. ~ - The man looks like Conan's cousin, I wouldn't mess with him. + The man looks like Conan's cousin, I wouldn't mess with him. ~ 256010 0 0 0 80 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -758,7 +758,7 @@ the guildguard~ The Guard for the Guild of thieves stands here. ~ You see a thief dressed all in black, he quickly stands as you enter and -steps to bar your way. You notice his hands resting on two sheathes. +steps to bar your way. You notice his hands resting on two sheathes. ~ 256010 0 0 0 80 0 0 0 -100 E 8 18 5 1d1+80 1d2+1 @@ -771,7 +771,7 @@ servant boy~ the servant boy~ A servant boy is here running errands. ~ - You see a small boy running around the halls of the palace. + You see a small boy running around the halls of the palace. ~ 72 0 0 0 0 0 0 0 0 E 2 20 8 0d0+20 1d2+0 @@ -783,7 +783,7 @@ sultans guard~ the Sultan's Guard~ A guard stands here, protecting the innocent. ~ - You see a trained fighter, ready to help those in need. + You see a trained fighter, ready to help those in need. ~ 200 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -796,7 +796,7 @@ sultans guard~ the Sultan's Guard~ A guard stands here, watching the gate. ~ - You see a trained fighter, ready to defend the city. + You see a trained fighter, ready to defend the city. ~ 74 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -809,7 +809,7 @@ sultans guard chief~ the Chief Guard~ The Chief of the Sultan's Guard stands here. ~ - You see a large man skilled in hunting and killing. + You see a large man skilled in hunting and killing. ~ 72 0 0 0 16 0 0 0 1000 E 15 15 1 3d3+150 2d2+2 @@ -822,7 +822,7 @@ mercenary~ the mercenary~ A mercenary stands here waiting for a job. ~ - You see an assassin down on his luck looking to be freelanced out. + You see an assassin down on his luck looking to be freelanced out. ~ 72 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -835,7 +835,7 @@ the shipwright~ An old captain rests here carving on a stick. ~ You see the shipwright of New Thalos, waiting to make someone a boat. He -beams a smile at you through his beard as you walk in. +beams a smile at you through his beard as you walk in. ~ 26634 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -848,7 +848,7 @@ the blacksmith~ The blacksmith stands here pumping air into his fire. ~ You see a large human, dripping in sweat, standing before you. He takes a -break from his swealtering work to bid you welcome. +break from his sweltering work to bid you welcome. ~ 26634 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -860,7 +860,7 @@ horse~ the horse~ A horse stands here. ~ - You see one of the fine Arabian beasts known about the land. + You see one of the fine Arabian beasts known about the land. ~ 202 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -873,7 +873,7 @@ the tourist~ A tourist stands here looking lost. ~ You see a small, rotund man, with a strange object around his neck and a nose -guard. He is looking at a small map that he seems to be holding upside down. +guard. He is looking at a small map that he seems to be holding upside down. ~ 204 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -885,7 +885,7 @@ ixitxachitl ray~ the ixitxachitl~ A very large ray with a wicked looking tail swims here. ~ - You see a large ray with sharp fangs and a barbed tail. + You see a large ray with sharp fangs and a barbed tail. ~ 231466 0 0 0 144 0 0 0 -500 E 10 17 4 2d2+100 1d2+1 @@ -897,7 +897,7 @@ cryohydra~ the cryohydra~ The cryohydra stands here. ~ - A grey-brown reptillian creature with amber eyes stands before you. + A gray-brown reptilian creature with amber eyes stands before you. ~ 100456 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -909,7 +909,7 @@ minotaur lizard~ the minotaur lizard~ the minotaur lizard stands here. ~ - A huge lizard like reptile with horns like a minotaur. + A huge lizard like reptile with horns like a minotaur. ~ 104 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -921,7 +921,7 @@ dog death~ the death dog~ The death dog stands here. ~ - A large two-headed hound barks at you vicously. + A large two-headed hound barks at you viciously. ~ 2152 0 0 0 0 0 0 0 0 E 4 19 7 0d0+40 1d2+0 @@ -933,7 +933,7 @@ lion spotted~ the spotted lion~ The spotted lion stands here. ~ - A large fierce dapple skinned lion glares at you. + A large fierce dapple skinned lion glares at you. ~ 104 0 0 0 0 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -945,7 +945,7 @@ behir~ the behir~ A behir slithers on the ground. ~ - You see a large snake-like reptile with more than a dozen legs. + You see a large snake-like reptile with more than a dozen legs. ~ 100456 0 0 0 65536 0 0 0 -300 E 12 16 2 2d2+120 2d2+2 @@ -972,7 +972,7 @@ the couatl~ A couatl hovers here. ~ A beautiful creature with the body of a serpent and feathered wings the -colour of the rainbow. +color of the rainbow. ~ 92186 0 0 0 65680 0 0 0 300 E 15 15 1 3d3+150 2d2+2 @@ -984,7 +984,7 @@ giant hornet~ the giant hornet~ The giant hornet hovers here. ~ - It is a hornet, what else can be said? + It is a hornet, what else can be said? ~ 196696 0 0 0 144 0 0 0 300 E 5 19 7 1d1+50 1d2+0 @@ -996,8 +996,8 @@ pegasus~ the pegasus~ The pegasus stands here, flexing its wings. ~ - A magnificant winged steed, this horse looks much like the Arabian -thoroughbreds you have seen in stables. + A magnificent winged steed, this horse looks much like the Arabian +thoroughbreds you have seen in stables. ~ 104522 0 0 0 144 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -1010,7 +1010,7 @@ Elriva~ Elriva stands here mixing a love potion. ~ You see a very healthy female dressed in black, with long flowing hair to -match her outfit. +match her outfit. ~ 26634 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -1022,7 +1022,7 @@ braheem~ Braheem~ Braheem stands here talking to the walls. ~ - You see a powerful but slighty insane mage. + You see a powerful but slightly insane mage. ~ 26634 0 0 0 0 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -1034,7 +1034,7 @@ high priest~ the high priest~ The high priest rests here meditating, well he WAS meditating. ~ - He does NOT look real happy that you have disturbed him. + He does NOT look real happy that you have disturbed him. ~ 202 0 0 0 16 0 0 0 1000 E 8 18 5 1d1+80 1d2+1 @@ -1048,7 +1048,7 @@ the Royal Guard~ An Elite Royal Guard stands here smiling happily. ~ You see one of the Royal Guards of New Thalos who seems to have undergone -some heavy training. +some heavy training. ~ 30746 0 0 0 16 0 0 0 1000 E 15 15 1 3d3+150 2d2+2 @@ -1062,7 +1062,7 @@ Patch the bartender~ A large half-orc with a patch over one eye pours beer behind the counter. ~ You see a really big guy here who seems to have lost an eye in one manner or -another. +another. ~ 26634 0 0 0 16 0 0 0 -500 E 30 10 -8 6d6+300 5d5+5 @@ -1075,7 +1075,7 @@ Stitch, the leather dude~ Stitch, the leather dude reclines in his chair. ~ You see a small hobbit with his feet kicked up on his desk waiting for some -sucker, uhm, customer to walk in his store. +sucker, uhm, customer to walk in his store. ~ 26634 0 0 0 16 0 0 0 -500 E 30 10 -8 6d6+300 5d5+5 @@ -1088,7 +1088,7 @@ the gardener~ A small elf stands here tending the garden. ~ A young elf stands here in dirt covered overalls. He seems to be weeding his -garden. +garden. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1101,7 +1101,7 @@ the nightmare~ A large horse, black as night, stands here. ~ You see the largest horse you have ever seen before. Standing 10' at the -shoulder it breathes flame from his nostrils and leaps to attack you. +shoulder it breathes flame from his nostrils and leaps to attack you. ~ 26634 0 0 0 590032 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -1114,7 +1114,7 @@ the wolverine~ A large wolf like creature leaps out from the darkness. ~ You see a half wolf, half human beast wearing a glove with long thin blades -on it. +on it. ~ 42 0 0 0 589824 0 0 0 -351 E 15 15 1 3d3+150 2d2+2 @@ -1126,7 +1126,7 @@ mimic painting~ the mimic~ You see an incredibly life-like painting of the Sultan's mother. ~ - Boy is she ugly. + Boy is she ugly. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -1138,7 +1138,7 @@ mayor rabbit~ the mayor~ The Mayor of New Thalos stands here. ~ - You see a chubby rabbit dressed in his best suit. + You see a chubby rabbit dressed in his best suit. ~ 72 0 0 0 0 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -1150,7 +1150,7 @@ chef~ the chef~ The chef stands here making dinner. ~ - You see a very large human who seems to taste everything he makes. + You see a very large human who seems to taste everything he makes. ~ 10 0 0 0 0 0 0 0 400 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/55.mob b/lib/world/mob/55.mob index ede8ae5..185c943 100644 --- a/lib/world/mob/55.mob +++ b/lib/world/mob/55.mob @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/mob/555.mob b/lib/world/mob/555.mob index 6f6063f..0bda0cf 100644 --- a/lib/world/mob/555.mob +++ b/lib/world/mob/555.mob @@ -292,7 +292,7 @@ Iolo the Bard~ Iolo sits here with a bottle in his hand and a smile on his face. ~ Iolo is one of the first Warriors of Destiny. He seems to be a little bit -tipsy from the party and you wonder why he has wandered down to the cellar. +tipsy from the party and you wonder why he has wandered down to the cellar. Anyway, in the spirit of the virtue Compassion that he embodies, he holds out a bottle for you. ~ @@ -312,7 +312,7 @@ Chuckles the Jester~ Chuckles the Jester is juggling and entertaining. ~ Chuckles the Jester is here mumbling, 'Spam Spam.' This annoying character is -Lord British's major entertainment. He is laughing and telling corny jokes. +Lord British's major entertainment. He is laughing and telling corny jokes. He seems to hold his dinner in his hands, and when he dances, the bells on his hat jingle merrily. ~ @@ -634,7 +634,7 @@ gremlin creature~ the gremlin~ This little creature sneaks around and steals your food. ~ - It seems to be just a head with little hands and feet sticking out of it. + It seems to be just a head with little hands and feet sticking out of it. It does not seem like these things could hurt you, but your money pouch seems much lighter. ~ @@ -905,7 +905,7 @@ dragon~ the dragon~ A dragon lies on his heap of treasure with fire billowing out of his maw. ~ - The dragon looks like every other dragon you've seen; wings, tail, fire. + The dragon looks like every other dragon you've seen; wings, tail, fire. Only this one doesn't have a dorky color attached to it. And doesn't talk about annoying C terms. ~ @@ -931,7 +931,7 @@ paladin~ the paladin~ A paladin practices his sword strokes here. ~ - This paladin works hard to keep his Honor and the Honor of his people. + This paladin works hard to keep his Honor and the Honor of his people. Honor does not lead his life, Honor is his life. His shiny armor and equally shiny sword serves to remind you that he is among Britannia's most powerful battalion. diff --git a/lib/world/mob/556.mob b/lib/world/mob/556.mob index 0cbe36a..185c943 100644 --- a/lib/world/mob/556.mob +++ b/lib/world/mob/556.mob @@ -1,2 +1 @@ $~ - diff --git a/lib/world/mob/56.mob b/lib/world/mob/56.mob index ede8ae5..185c943 100644 --- a/lib/world/mob/56.mob +++ b/lib/world/mob/56.mob @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/mob/57.mob b/lib/world/mob/57.mob index 8e476ba..38a93ac 100644 --- a/lib/world/mob/57.mob +++ b/lib/world/mob/57.mob @@ -5,7 +5,7 @@ Sheila, Gatia's Assistant stands here. ~ Sheila is a busty blonde that Gatia once had the fortune of saving from certain death. Ever since that day she has sworn to do everything that Gatia -says... +says... ~ 192538 0 0 0 0 0 0 0 900 E 10 17 4 2d2+100 1d2+1 @@ -17,7 +17,7 @@ Gemini Twins~ the Gemini~ The Gemini stands here. ~ - Gemini is a sign of the zodiac and is represented by the twins. + Gemini is a sign of the zodiac and is represented by the twins. ~ 42 0 0 0 0 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -34,7 +34,7 @@ Pisces~ Pisces~ Pisces the fish are swimming here. ~ - Pisces is represented by the two fish. + Pisces is represented by the two fish. ~ 522 0 0 0 8192 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -53,7 +53,7 @@ Aquarius the Water Carrier stands here. ~ Aquarius seems to be made out of water. She is carrying a large vase on her back, it looks too much for a lady to carry but she handles it very well, almost -as if she was a man... +as if she was a man... ~ 106 0 0 0 0 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -67,7 +67,7 @@ Leo the Lion~ Leo the Lion stands here proudly. ~ Leo is the 5th sign of the zodiac. He is a fearsome monster and not one to -be messed with. Treat him with care. +be messed with. Treat him with care. ~ 82250 0 0 0 0 0 0 0 879 E 14 16 1 2d2+140 2d2+2 @@ -81,7 +81,7 @@ Taurus the Bull~ Taurus the Bull walks around his pen grunting. ~ Taurus looks like a typical bull in every way except that he is ten times the -size! Getting on his bad side would be a big mistake. +size! Getting on his bad side would be a big mistake. ~ 172074 0 0 0 0 0 0 0 184 E 14 16 1 2d2+140 2d2+2 @@ -99,7 +99,7 @@ Aries the Ram stands here bleating. ~ Aries is a large Merino ram. If he had an owner he would win every competition hand (er, hooves) down. He is a good starsign and dislikes evil -things. +things. ~ 266 0 0 0 0 0 0 0 1000 E 14 16 1 2d2+140 2d2+2 @@ -113,7 +113,7 @@ Sagittarius~ Sagittarius is here stringing a bow. ~ Sagittarius belongs to an ancient race, the Centaurs. He is the 9th sign of -the zodiac and is famous because of this. +the zodiac and is famous because of this. ~ 10 0 0 0 0 0 0 0 400 E 14 16 1 2d2+140 2d2+2 @@ -131,7 +131,7 @@ Cancer the Crab~ Cancer the Crab squats here bubbling at the mouth. ~ Cancer looks dangerous. She has 5 foot claws at the end of each arm. The -claws gleam in the half light as she clacks them through the air. +claws gleam in the half light as she clacks them through the air. ~ 164362 0 0 0 0 0 0 0 -600 E 14 16 1 2d2+140 2d2+2 @@ -149,7 +149,7 @@ Bungle the Shopkeeper stands here. ~ Bungle is widely considered a pervert, mainly after he was caught looking up Virgos' dress at a Fancy Dress Ball two years ago. Since then he has spent his -life in this cramped little shop. +life in this cramped little shop. ~ 254030 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -162,7 +162,7 @@ Virgo~ Virgo is imprisoned here. ~ Virgo is the 6th sign of the zodiac, she is imprisoned by Scorpio and will -probably end up as his next meal. +probably end up as his next meal. ~ 10 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -174,7 +174,7 @@ Capricorn~ Capricorn~ Capricorn rests his head here. ~ - Capricorn is resting his head on a bed of moss. He looks so relaxed. + Capricorn is resting his head on a bed of moss. He looks so relaxed. ~ 10 0 0 0 0 0 0 0 100 E 14 16 1 2d2+140 2d2+2 @@ -191,7 +191,7 @@ a male goat~ A Male Goat stands here. ~ A Male Goat stands here butting heads with friends and whacking his head into -the oak tree. +the oak tree. ~ 4106 0 0 0 0 0 0 0 200 E 12 16 2 2d2+120 2d2+2 @@ -207,7 +207,7 @@ Scorpio~ Scorpio~ Scorpio, the 8th sign of the zodiac stands here. ~ - Scorpio is the 8th sign of the zodiac. + Scorpio is the 8th sign of the zodiac. ~ 16458 0 0 0 0 0 0 0 -1000 E 13 16 2 2d2+130 2d2+2 @@ -221,7 +221,7 @@ Crannasia the drow assassin~ Crannasia the Drow Assassin stands here with an evil grin upon her face. ~ Crannasia is a very famous Drow assassin. Her rates are high but she's the -best there is. She has never missed a target... +best there is. She has never missed a target... ~ 258058 0 0 0 8212 0 0 0 0 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/6.mob b/lib/world/mob/6.mob index be7522f..47c1ca2 100644 --- a/lib/world/mob/6.mob +++ b/lib/world/mob/6.mob @@ -4,7 +4,7 @@ a snail~ A snail is here, nestled in the sand. ~ The snail looks quite comfortable sitting there in the sand. You can see -his small little eyes looking at you, almost watching you. +his small little eyes looking at you, almost watching you. ~ 10 0 0 0 0 0 0 0 250 E 10 17 4 2d2+100 1d2+1 @@ -18,7 +18,7 @@ a clam~ A clam is here. ~ The clam looks dead. It's just lying there in the sand, but looks can be -deceiving. +deceiving. ~ 10 0 0 0 0 0 0 0 -220 E 10 17 4 2d2+100 1d2+1 @@ -32,7 +32,7 @@ a fishfly~ An ugly fishfly is here. ~ Her wings are quite long and make a soft humming noise when she moves. He -is quite ugly, and could easily scare her enemies away. +is quite ugly, and could easily scare her enemies away. ~ 10 0 0 0 0 0 0 0 -200 E 11 17 3 2d2+110 1d2+1 @@ -46,7 +46,7 @@ a crab~ A small crab is crawling around in the sand. ~ The claws of this creature are huge! He could easily tear you apart if you -provoked him. His eyes are small and black, almost like death. +provoked him. His eyes are small and black, almost like death. ~ 10 0 0 0 0 0 0 0 0 E 11 17 3 2d2+110 1d2+1 @@ -60,7 +60,7 @@ a seagull~ A seagull is here. ~ The bird is filthy. His feather that were once white are now brown from the -dirt. +dirt. ~ 10 0 0 0 0 0 0 0 200 E 12 16 2 2d2+120 2d2+2 @@ -73,7 +73,7 @@ a water snake~ A water snake is at the waters edge. ~ He is small and black. He almost looks like an eel. He appears to be -harmless, but looks can be deceiving. +harmless, but looks can be deceiving. ~ 10 0 0 0 0 0 0 0 -300 E 13 16 2 2d2+130 2d2+2 @@ -86,8 +86,8 @@ mosquito~ a mosquito~ A large mosquito is here. ~ - The creature is rather large. You can see blood sitting in its stomach. -How revolting! + The creature is rather large. You can see blood sitting in its stomach. +How revolting! ~ 10 0 0 0 0 0 0 0 -220 E 14 16 1 2d2+140 2d2+2 @@ -101,7 +101,7 @@ Polly~ A beautiful parrot is here. ~ The colors of the creature blend like paint on a canvas. You wonder why -such a beautiful bird would be on such a small island like this. +such a beautiful bird would be on such a small island like this. ~ 10 0 0 0 0 0 0 0 -250 E 15 15 1 3d3+150 2d2+2 @@ -117,7 +117,7 @@ a crayfish~ An ugly little crayfish is here. ~ Her eyes are tiny are black, they watch you very cautiously. She may be -small, but can move quite fast. +small, but can move quite fast. ~ 10 0 0 0 0 0 0 0 -400 E 14 16 1 2d2+140 2d2+2 @@ -130,7 +130,7 @@ lobster~ a lobster~ A mean looking lobster is here. ~ - His claws are enormous! He could easily tear you apart if provoked. + His claws are enormous! He could easily tear you apart if provoked. ~ 10 0 0 0 0 0 0 0 -300 E 13 16 2 2d2+130 2d2+2 @@ -144,7 +144,7 @@ a sparrow~ A sparrow is flying around above you. ~ She is a beautiful creature. Her feathers are a light brown. You see them -glistening in the sunlight. +glistening in the sunlight. ~ 10 0 0 0 0 0 0 0 200 E 13 16 2 2d2+130 2d2+2 @@ -158,7 +158,7 @@ a waitress~ The waitress is here, ready to serve you. ~ She is a pretty little thing, slender with long brown hair. She has the -most friendliest smile you have ever seen. +most friendliest smile you have ever seen. ~ 188426 0 0 0 0 0 0 0 500 E 25 12 -5 5d5+250 4d4+4 @@ -173,7 +173,7 @@ Herman the shopkeeper is here. ~ He looks like a friendly gentleman. He is balding on top, but still has some hair on the sides. He's a short, husky man. One who would be good at -protecting what he owns. +protecting what he owns. ~ 188426 0 0 0 0 0 0 0 500 E 25 12 -5 5d5+250 4d4+4 @@ -187,7 +187,7 @@ a black widow spider~ A black widow spider is here. ~ The spider is small, but fierce looking. She looks to be in excellent -condition. +condition. ~ 10 0 0 0 0 0 0 0 -330 E 15 15 1 3d3+150 2d2+2 @@ -200,8 +200,8 @@ snake rattlesnake~ a coiled up rattlesnake is here.~ A coiled up rattle snake is here. ~ - The snake is coiled up on the ground, looking at you, ready to attack. -Maybe you should just leave it alone. + The snake is coiled up on the ground, looking at you, ready to attack. +Maybe you should just leave it alone. ~ 10 0 0 0 8 0 0 0 -400 E 15 15 1 3d3+150 2d2+2 @@ -215,7 +215,7 @@ a wasp~ A wasp is flying around you. ~ The wasp is rather large. You see its incredibly large stinger, waiting to -dive into your skin! +dive into your skin! ~ 10 0 0 0 0 0 0 0 -275 E 13 16 2 2d2+130 2d2+2 @@ -229,7 +229,7 @@ a scorpion~ A scorpion is here. ~ She is nasty little thing and would kill you without a second thought. She -should be the least of your worries. +should be the least of your worries. ~ 10 0 0 0 0 0 0 0 -400 E 13 16 2 2d2+130 2d2+2 @@ -243,7 +243,7 @@ a scorpion queen~ The scorpion queen is here. ~ She looks much tougher than the average scorpion. She has two stingers -instead of one! Maybe you should stay away. +instead of one! Maybe you should stay away. ~ 10 0 0 0 0 0 0 0 -400 E 14 16 1 2d2+140 2d2+2 @@ -257,7 +257,7 @@ a scorpion leader~ The scorpion leader is standing here. ~ He looks at you as his stinger shakes slightly. You suddenly feel terror -run through you. Maybe you shouldn't have come here. +run through you. Maybe you shouldn't have come here. ~ 10 0 0 0 0 0 0 0 -500 E 15 15 1 3d3+150 2d2+2 @@ -271,7 +271,7 @@ an earth dragon~ Earth dragon is here. ~ The creature is quite large. It towers over you, drooling. You suddenly -feel like someone's lunch. +feel like someone's lunch. ~ 10 0 0 0 0 0 0 0 -350 E 15 15 1 3d3+150 2d2+2 @@ -284,7 +284,7 @@ purple dragon~ a purple dragon~ Purple dragon is here. ~ - The dragon is purple with glowing yellow eyes. You are frozen in terror. + The dragon is purple with glowing yellow eyes. You are frozen in terror. ~ 10 0 0 0 0 0 0 0 -400 E @@ -299,7 +299,7 @@ an ice dragon~ Ice dragon is here. ~ The creature is white and gives off a cold mist of steam. You can see the -ice hanging off her scales. +ice hanging off her scales. ~ 10 0 0 0 8 0 0 0 -600 E 14 16 1 2d2+140 2d2+2 @@ -308,12 +308,12 @@ ice hanging off her scales. BareHandAttack: 4 E #678 -ploar bear~ +polar bear~ a polar bear~ A large polar bear is standing here. ~ The bear looks cuddly, but as you look closer you can tell he has long fangs -stained with blood. +stained with blood. ~ 10 0 0 0 0 0 0 0 -300 E 13 16 2 2d2+130 2d2+2 @@ -327,7 +327,7 @@ a penguin~ A cute penguin is here. ~ It looks like an average looking penguin. You see nothing special about it. - + ~ 10 0 0 0 0 0 0 0 -100 E 12 16 2 2d2+120 2d2+2 @@ -340,7 +340,7 @@ bear~ a bear~ A bear is standing in front of you. ~ - He is mean looking. You can hear a sofy growl coming from within him. + He is mean looking. You can hear a soft growl coming from within him. ~ 10 0 0 0 0 0 0 0 -300 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/60.mob b/lib/world/mob/60.mob index e1cea81..69897a5 100644 --- a/lib/world/mob/60.mob +++ b/lib/world/mob/60.mob @@ -4,8 +4,8 @@ John the Lumberjack~ John the Lumberjack is here, looking for some trees to chop down. ~ He is six feet tall and looks quite strong, muscles bulging under his heavy, -chequered shirt. His features are worn with hard work and his expression is one -of a peaceful man leading a simple life. +checkered shirt. His features are worn with hard work and his expression is one +of a peaceful man leading a simple life. ~ 6220 0 0 0 64 0 0 0 370 E 5 19 7 1d1+50 1d2+0 @@ -17,7 +17,7 @@ rabbit small~ the rabbit~ A small rabbit is foraging in the bushes here. ~ - It is a small, furry creature with long ears and big feet. + It is a small, furry creature with long ears and big feet. ~ 72 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -30,7 +30,7 @@ the brown bear~ A big, brown, angry-looking bear is here. ~ The bear is a big, brown, furry animal with very large claws and very sharp -teeth. It doesn't resemble those cute little dolls from toy shops at all. +teeth. It doesn't resemble those cute little dolls from toy shops at all. ~ 104 0 0 0 0 0 0 0 -50 E 8 18 5 1d1+80 1d2+1 @@ -44,7 +44,7 @@ A ferocious rabbit is here, glaring hungrily at you. ~ This small, furry creature with long ears and big feet has been attacked by the dreaded rabbit rabies, a horrible disease that turns helpless and innocent -rabbits into ferocious and bloodthirsty monsters. +rabbits into ferocious and bloodthirsty monsters. ~ 104 0 0 0 0 0 0 0 -150 E 3 19 8 0d0+30 1d2+0 @@ -57,7 +57,7 @@ the fallow deer~ A fallow deer is grazing peacefully here. ~ She is a graceful creature on long, slender legs, and with large, brown eyes -looking back at you with an air of watchful interest. +looking back at you with an air of watchful interest. ~ 200 0 0 0 16 0 0 0 350 E 2 20 8 0d0+20 1d2+0 @@ -82,7 +82,7 @@ bird large~ the bird~ A large bird with a broken wing has been cornered here. ~ - The bird isn't going to live much longer, by the looks of it. + The bird isn't going to live much longer, by the looks of it. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -95,7 +95,7 @@ the bobcat~ A medium sized bobcat is stalking a bird here. ~ The bobcat has sharp claws and teeth, and will probably eat you instead of -the bird if you give it the chance. +the bird if you give it the chance. ~ 42 0 0 0 16 0 0 0 -150 E 5 19 7 1d1+50 1d2+0 @@ -107,7 +107,7 @@ sparrow~ the sparrow~ A sparrow is flapping around by the ground. ~ - The sparrow looks like it is enjoying life. + The sparrow looks like it is enjoying life. ~ 72 0 0 0 0 0 0 0 200 E 1 20 9 0d0+10 1d2+0 @@ -119,7 +119,7 @@ robin~ the robin~ A robin is hopping around looking for bugs to eat. ~ - The robin looks quite intent on finding a bug or worm to eat. + The robin looks quite intent on finding a bug or worm to eat. ~ 72 0 0 0 0 0 0 0 200 E 1 20 9 0d0+10 1d2+0 @@ -132,7 +132,7 @@ the squirrel~ A squirrel is here seeking refuge in its nest. ~ It peers out of its nest at you anxiously, seeming to plead silently with you -to leave it alone. +to leave it alone. ~ 10 0 0 0 1572864 0 0 0 200 E 1 20 9 0d0+10 1d2+0 @@ -146,7 +146,7 @@ A furry brown badger is curled up under a log here. ~ The badger is slowly awakening and peering up at you from its burrow. You know that it won't be moving this slow for long. Its sharp claws and teeth -catch your attention when you consider killing it. +catch your attention when you consider killing it. ~ 10 0 0 0 1048576 0 0 0 50 E 4 19 7 0d0+40 1d2+0 @@ -154,12 +154,12 @@ catch your attention when you consider killing it. 8 8 0 E #6012 -grey squirrel~ -the grey squirrel~ -A grey squirrel with a bushy tail is foraging for nuts here. +gray squirrel~ +the gray squirrel~ +A gray squirrel with a bushy tail is foraging for nuts here. ~ This happy creature seems to pay you no heed as it goes about its search for -nuts among the leaves and twigs on the ground here. +nuts among the leaves and twigs on the ground here. ~ 72 0 0 0 524288 0 0 0 150 E 2 20 8 0d0+20 1d2+0 @@ -173,7 +173,7 @@ A small brown-red chipmunk dashes from tree to tree here. ~ The absolute zenith of hyperactivity, this small rodent seems to never tire of running up, down, and around the trees in this area. If you could ever catch -it, you imagine it would make an easy meal. +it, you imagine it would make an easy meal. ~ 72 0 0 0 524288 0 0 0 170 E 1 20 9 0d0+10 1d2+0 @@ -185,7 +185,7 @@ crow black bird~ the large black crow~ A large black bird flits about here, picking at bits of carrion. ~ - The bird eyes you warily, but continues with its meal. + The bird eyes you warily, but continues with its meal. ~ 142 0 0 0 0 0 0 0 -20 E 2 20 8 0d0+20 1d2+0 @@ -199,7 +199,7 @@ A grotesque vulture covered in blood and gore is here feeding madly. ~ It sickens you to even look at this foul bird. Bits of dried gore stick to its beak, and unidentifiable organs hang from its talons and feathers. It sees -you and attacks, protecting its horrible feast! +you and attacks, protecting its horrible feast! ~ 46 0 0 0 16 0 0 0 -700 E 6 18 6 1d1+60 1d2+1 @@ -213,7 +213,7 @@ A young 5-point buck is drinking from the lake here. ~ This young male deer is drinking from the edge of the lake and watching you warily. His antlers are not full size yet, and will no doubt be quite -impressive in a few years. +impressive in a few years. ~ 74 0 0 0 16 0 0 0 350 E 4 19 7 0d0+40 1d2+0 @@ -225,7 +225,7 @@ fish~ the fish~ A fish is swimming about here. ~ - The fish looks about the right size for a meal. + The fish looks about the right size for a meal. ~ 10 0 0 0 128 0 0 0 100 E 1 20 9 0d0+10 1d2+0 @@ -237,7 +237,7 @@ duckling~ the duckling~ A duckling is swimming around in the pond. ~ - The duckling is adorable, it looks most of all like a tiny furball. + The duckling is adorable, it looks most of all like a tiny furball. ~ 10 0 0 0 0 0 0 0 1000 E 1 20 9 0d0+10 1d2+0 @@ -249,7 +249,7 @@ duck~ the duck~ A duck is here, quacking happily. ~ - The duck is quite fat. It looks like it is enjoying life. + The duck is quite fat. It looks like it is enjoying life. ~ 72 0 0 0 0 0 0 0 1000 E 1 20 9 0d0+10 1d2+0 diff --git a/lib/world/mob/61.mob b/lib/world/mob/61.mob index 0305131..120fc90 100644 --- a/lib/world/mob/61.mob +++ b/lib/world/mob/61.mob @@ -4,7 +4,7 @@ the vicious warg~ A vicious warg is here, snarling angrily at you. ~ It is an exceptionally large wolf with thick, black fur. Saliva is dripping -quickly from its long, white fangs. It looks quite dangerous and very angry. +quickly from its long, white fangs. It looks quite dangerous and very angry. ~ 104 0 0 0 0 0 0 0 -350 E 5 19 7 1d1+50 1d2+0 @@ -17,7 +17,7 @@ the ferocious warg~ A ferocious warg is here, snarling angrily at you. ~ It is an exceptionally large wolf with thick, black fur. Saliva is dripping -quickly from its long, white fangs. It looks quite dangerous and very angry. +quickly from its long, white fangs. It looks quite dangerous and very angry. ~ 104 0 0 0 0 0 0 0 -350 E 5 19 7 1d1+50 1d2+0 @@ -25,11 +25,11 @@ quickly from its long, white fangs. It looks quite dangerous and very angry. 8 8 0 E #6102 -wolf grey~ -the large, grey wolf~ -A large, grey wolf is here, glaring hungrily at you. +wolf gray~ +the large, gray wolf~ +A large, gray wolf is here, glaring hungrily at you. ~ - The large, grey wolf eyes you with interest while licking its lips. + The large, gray wolf eyes you with interest while licking its lips. ~ 104 0 0 0 0 0 0 0 -150 E 3 19 8 0d0+30 1d2+0 @@ -41,7 +41,7 @@ wolf black~ the large, black wolf~ A large, black wolf is here, glaring hungrily at you. ~ - The large, black wolf eyes you with interest while licking its lips. + The large, black wolf eyes you with interest while licking its lips. ~ 104 0 0 0 0 0 0 0 -150 E 3 19 8 0d0+30 1d2+0 @@ -53,9 +53,9 @@ tree ancient~ the ancient tree~ A huge, ancient tree towers above you. ~ - Its roots are extremely big and large parts of them are above ground. + Its roots are extremely big and large parts of them are above ground. Something about it makes you think that this is not a normal oak tree. The -enormous grey trunk shivers slightly, as if sighing deeply. +enormous gray trunk shivers slightly, as if sighing deeply. ~ 256072 0 0 0 1638480 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -67,9 +67,9 @@ tree ancient~ the ancient tree~ A huge, ancient tree towers above you. ~ - Its roots are extremely big and large parts of them are above ground. + Its roots are extremely big and large parts of them are above ground. Something about it makes you think that this is not a normal oak tree. The -enormous grey trunk emits a deep, moaning sound. +enormous gray trunk emits a deep, moaning sound. ~ 256072 0 0 0 1638480 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -99,7 +99,7 @@ A huge, poisonous spider is here. ~ This disgusting creature is at the size of a human crawling on all four. It has eight hairy legs that gives it a tremendous speed on almost any surface and -sharp poisonous fangs to paralyze or kill its prey. +sharp poisonous fangs to paralyze or kill its prey. ~ 74 0 0 0 16 0 0 0 -350 E 8 18 5 1d1+80 1d2+1 @@ -114,7 +114,7 @@ The huge, bulky Queen spider is here. ~ This disgusting creature is at the size of a small elephant. It has eight huge, hairy legs that would give it a tremendous speed on almost any surface if -it wasn't so immensely fat. Its large, bulbous eyes stare back at you. +it wasn't so immensely fat. Its large, bulbous eyes stare back at you. ~ 2634 0 0 0 65616 0 0 0 -1000 E 15 15 1 3d3+150 2d2+2 @@ -129,7 +129,7 @@ Shargugh the Forest Brownie is here, grinning broadly at you. ~ This little fellow is only three foot tall with wild matted brown hair and long tangled brown beard. He wears ragged brown and green clothing and looks as -if he is having great fun. +if he is having great fun. ~ 2252 0 0 0 1638612 0 0 0 1000 E 10 17 4 2d2+100 1d2+1 @@ -143,7 +143,7 @@ the Elder druid~ The Elder druid is here. He looks very upset about your presence in his home. ~ The druid looks quite old. You would think of him as venerable but yet you -know he would be a tough foe. +know he would be a tough foe. ~ 778 0 0 0 80 0 0 0 0 E 19 14 -1 3d3+190 3d3+3 @@ -160,7 +160,7 @@ Isha the Dark Elf is here, observing you silently. like silver in the moonlight. Her slender body is adorned with a sleeveless shirt and a short skirt made from black scales joined with silver threads. Her back is covered by a large, hooded cloak as black as her skin and in her broad -silver belt hangs a long, slender sword in a silver scabbard. +silver belt hangs a long, slender sword in a silver scabbard. ~ 6154 0 0 0 524304 0 0 0 -1000 E 20 14 -2 4d4+200 3d3+3 diff --git a/lib/world/mob/62.mob b/lib/world/mob/62.mob index 153280a..ff1c43c 100644 --- a/lib/world/mob/62.mob +++ b/lib/world/mob/62.mob @@ -3,7 +3,7 @@ deer~ the deer~ A deer looks at you with fear in its eyes. ~ - That is one nice looking deer! + That is one nice looking deer! ~ 200 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -15,7 +15,7 @@ rabbit~ the rabbit~ A small rabbit nibbles at a leaf here. ~ - It is a small, furry rodent with big ears. + It is a small, furry rodent with big ears. ~ 200 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -27,7 +27,7 @@ squirrel~ the squirrel~ A squirrel spots you and runs around a tree! ~ - It is a small, brown squirrel. Kind of like a fuzzy high-tension spring. + It is a small, brown squirrel. Kind of like a fuzzy high-tension spring. ~ 200 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -40,7 +40,7 @@ the orc hunter~ An orc hunter looks at you with hateful eyes. ~ He looks angry, desperate, and maybe a little sick. His green skin is -definitely mottled, and he seems to limp a little bit... +definitely mottled, and he seems to limp a little bit... ~ 4200 0 0 0 0 0 0 0 -350 E 7 18 5 1d1+70 1d2+1 @@ -53,7 +53,7 @@ the orc chief~ An orc chief growls at you! ~ He wears a crown of oak leaves to show he is a leader. He carries a club to -show he is a warrior. You wonder how good he is at both. +show he is a warrior. You wonder how good he is at both. ~ 6186 0 0 0 0 0 0 0 -600 E 10 17 4 2d2+100 1d2+1 @@ -66,7 +66,7 @@ the orc woman~ An orc woman stands here, frightened of you. ~ As you stare her down, she raises her hands slowly, as if to say, 'Don't kill -me'. +me'. ~ 200 0 0 0 0 0 0 0 -50 E 5 19 7 1d1+50 1d2+0 @@ -78,7 +78,7 @@ orc child~ the orc child~ An orc child frantically searches for her mother. ~ - She is raggedy, and seems to be covered with sores. + She is raggedy, and seems to be covered with sores. ~ 200 0 0 0 0 0 0 0 50 E 3 19 8 0d0+30 1d2+0 @@ -90,7 +90,7 @@ orc woman~ the orc woman~ A pregnant orc woman tries to stand to flee from you. ~ - She is too far gone to move very quickly. You could kill her easily. + She is too far gone to move very quickly. You could kill her easily. ~ 138 0 0 0 0 0 0 0 -50 E 5 19 7 1d1+50 1d2+0 @@ -103,7 +103,7 @@ the mutant orc~ A mutant orc lies here, barely alive. ~ Its body has been twisted beyond all hope. It is dying, and nothing will -stop that. +stop that. ~ 72 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -116,7 +116,7 @@ the mutant orc~ A horribly mutated orc stands here, gibbering. ~ It doesn't even appear to have registered your arrival... It is just talking -to itself. Its body is a twisted wreck of orc, man, beast, and what-not. +to itself. Its body is a twisted wreck of orc, man, beast, and what-not. ~ 72 0 0 0 0 0 0 0 0 E 6 18 6 1d1+60 1d2+1 @@ -129,7 +129,7 @@ Elstar~ An elven wizard is here. He looks angry. ~ He looks at you archly as he wonders why you have invaded his domain. No -matter... It shouldn't be too hard for him to destroy you, no? +matter... It shouldn't be too hard for him to destroy you, no? ~ 2090 0 0 0 16 0 0 0 -1000 E 15 15 1 3d3+150 2d2+2 @@ -141,7 +141,7 @@ child elf elven apprentice~ the elven child~ An elven child casts his fishing pole into the river. ~ - He looks young and innocent. You wonder what he is doing here. + He looks young and innocent. You wonder what he is doing here. ~ 10 0 0 0 0 0 0 0 600 E 3 19 8 0d0+30 1d2+0 @@ -154,7 +154,7 @@ the mutant thing~ A mutant... thing rushes at you! ~ It might've been an orc, once. Now it is a living terror, pushing everything -out of its way to get at you. +out of its way to get at you. ~ 2152 0 0 0 0 0 0 0 -800 E 12 16 2 2d2+120 2d2+2 @@ -167,7 +167,7 @@ the mutant thing~ A mutant... thing tries to get you, but cannot move into range! ~ It might have been an orc, once. Now it is a living terror, pushing -everything out of its way to get at you. +everything out of its way to get at you. ~ 2058 0 0 0 0 0 0 0 -800 E 12 16 2 2d2+120 2d2+2 diff --git a/lib/world/mob/63.mob b/lib/world/mob/63.mob index e85eea8..7dbf772 100644 --- a/lib/world/mob/63.mob +++ b/lib/world/mob/63.mob @@ -4,7 +4,7 @@ the young spider~ The young spider is ballooning by you. ~ He looks freshly hatched and sprightly. His young fangs are just growing in -as of late. +as of late. ~ 76 0 0 0 16 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -16,7 +16,7 @@ yevaud dragon usurper~ Yevaud~ Yevaud, the Usurper of Midgaard is here, grinning evilly at you. ~ - Old, scaly, but still with a lot of bite in him left. + Old, scaly, but still with a lot of bite in him left. ~ 3598 0 0 0 16 0 0 0 -1000 E 24 12 -4 4d4+240 4d4+4 @@ -29,7 +29,7 @@ spider wolf~ the wolf spider~ The wolf spider is here, licking its bloody fangs. ~ - The wolf spider is hairy, very hairy. + The wolf spider is hairy, very hairy. ~ 42 0 0 0 0 0 0 0 -300 E 6 18 6 1d1+60 1d2+1 @@ -42,7 +42,7 @@ the orc~ The orc is stuck in the web and he can't get out. ~ You notice an evil look in his eyes, but he seems quite drained of life, and -all he can do is glare at you while he's stuck in this web. +all he can do is glare at you while he's stuck in this web. ~ 10 0 0 0 0 0 0 0 -400 E 2 20 8 0d0+20 1d2+0 @@ -54,7 +54,7 @@ wasp queen~ the queen wasp~ The queen wasp is here, thinking how tasty you look. ~ - You notice a glazed look in her eyes. + You notice a glazed look in her eyes. ~ 42 0 0 0 0 0 0 0 -800 E 14 16 1 2d2+140 2d2+2 @@ -66,7 +66,7 @@ spider drone~ the drone spider~ A drone spider walks around doing its master's bidding. ~ - An ordinary drone spider. + An ordinary drone spider. ~ 76 0 0 0 0 0 0 0 -200 E 6 18 6 1d1+60 1d2+1 @@ -79,7 +79,7 @@ the ethereal spider~ An ethereal spider strides here, traveling to different worlds. ~ She winks in and out of reality. It looks like it'd be difficult to hit her -without a magical weapon. +without a magical weapon. ~ 76 0 0 0 524492 0 0 0 300 E 13 16 2 2d2+130 2d2+2 @@ -93,7 +93,7 @@ A human slave of Arachnos works here relentlessly. ~ The slave does not mind you, but will fight like a warrior if attacked. He serves the spider Empress, Arachnos, though whether it is by choice or because -he was beguiled, you are not fully certain. +he was beguiled, you are not fully certain. ~ 2124 0 0 0 0 0 0 0 -50 E 11 17 3 2d2+110 1d2+1 @@ -106,7 +106,7 @@ the quasit~ A quasit blinks in and out, grinning at you. ~ Demoniac in nature, but more mischievous. He twiddles his thumbs and creates -a magical treasure! +a magical treasure! ~ 204 0 0 0 524372 0 0 0 -300 E 10 17 4 2d2+100 1d2+1 @@ -119,7 +119,7 @@ spider bird~ the bird spider~ The bird spider snaps its powerful jaws. ~ - The Bird Spider has very powerful jaws. + The Bird Spider has very powerful jaws. ~ 42 0 0 0 16 0 0 0 -800 E 14 16 1 2d2+140 2d2+2 @@ -145,7 +145,7 @@ the Donjonkeeper~ The Donjonkeeper eyes you and wonders how pure your soul is. ~ He delves deeper into you as you stare at him. Only those free of taint will -be allowed to remain here safely. +be allowed to remain here safely. ~ 2318 0 0 0 16 0 0 0 1000 E 25 12 -5 5d5+250 4d4+4 @@ -158,7 +158,7 @@ guardian~ the guardian~ The guardian is obviously not doing his job. ~ - He looks like a lazy bum who sleeps half the time. + He looks like a lazy bum who sleeps half the time. ~ 104 0 0 0 524304 0 0 0 250 E 17 15 0 3d3+170 2d2+2 @@ -172,7 +172,7 @@ Arachnos the Empress of Spiders welcomes you with an evil smile. ~ She is a very attractive spider with an ornate gown. She tempts you into being one of her many slaves. She does not possess the venomous fangs of normal -spiders, but then, as you realize, she does not need them. +spiders, but then, as you realize, she does not need them. ~ 92686 0 0 0 65616 0 0 0 -1000 E 26 12 -5 5d5+260 4d4+4 @@ -189,7 +189,7 @@ The Ki-Rin smiles good-naturedly to you. free the slaves of the Empress. She has been trapped here for time eternal, and now the evil power of Arachnos feeds upon her intense magical energies. She will never give up here fight against evil, though, and will continue her work -in whatever manner presents itself. +in whatever manner presents itself. ~ 26894 0 0 0 16 0 0 0 1000 E 26 12 -5 5d5+260 4d4+4 @@ -198,11 +198,11 @@ in whatever manner presents itself. E T 6301 #6316 -dragon wormkin young~ -the young wormkin~ -A wormkin with no teeth plays here. +dragon wyrmkin young~ +the young wyrmkin~ +A wyrmkin with no teeth plays here. ~ - It is a rather small dragon, and you almost feel sad about killing it. + It is a rather small dragon, and you almost feel sad about killing it. ~ 10 0 0 0 16 0 0 0 50 E 9 17 4 1d1+90 1d2+1 @@ -210,12 +210,12 @@ A wormkin with no teeth plays here. 8 8 1 E #6317 -dragon wormkin elder~ -the elder wormkin~ -A wormkin that has grown a bit stares at you inquisitively. +dragon wyrmkin elder~ +the elder wyrmkin~ +A wyrmkin that has grown a bit stares at you inquisitively. ~ A medium-sized dragon -- seems it hasn't killed anything yet by itself, -though there is a first time for everything... +though there is a first time for everything... ~ 10 0 0 0 16 0 0 0 -300 E 16 15 0 3d3+160 2d2+2 @@ -227,7 +227,7 @@ mahatma thief~ Mahatma, the thief~ Mahatma, that silly thief, is here, stealing everything. ~ - This professional thief has constructed a trap to catch unwary travellers. + This professional thief has constructed a trap to catch unwary travellers. ~ 16394 0 0 0 0 0 0 0 0 E 26 12 -5 5d5+260 4d4+4 diff --git a/lib/world/mob/64.mob b/lib/world/mob/64.mob index ea40474..a013e50 100644 --- a/lib/world/mob/64.mob +++ b/lib/world/mob/64.mob @@ -4,7 +4,7 @@ the mountain goat~ A mountain goat nibbles at a piece of grass here. ~ This goat is acclimated to the rugged terrain of the mountains. It looks at -you and shies away a little. +you and shies away a little. ~ 200 0 0 0 0 0 0 0 0 E 8 18 5 1d1+80 1d2+1 @@ -18,7 +18,7 @@ the Demon of Decay~ A cloaked and clawed demon of decay comes at you viciously! ~ This demon has pure malevolence for anything living. Oops! You're living! -I guess that means you! +I guess that means you! ~ 194618 0 0 0 16 0 0 0 -1000 E 12 16 2 2d2+120 2d2+2 @@ -31,7 +31,7 @@ book monster guardian~ the Book Monster~ A mound of books rise up into a human shape and tries to hit you! ~ - Ironically enough, the book-monster's head is War and Peace. Hmm. + Ironically enough, the book-monster's head is War and Peace. Hmm. ~ 260154 0 0 0 16 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -44,7 +44,7 @@ a Bad Feeling~ A bad feeling chokes your throat. ~ It resembles a lot of other bad feelings you've had, but a lot more -tangible... Magic? +tangible... Magic? ~ 260154 0 0 0 16 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -57,7 +57,7 @@ Your Worst Nightmare~ Your worst nightmare coalesces in front of you and attacks! ~ It looks like you deepest, darkest fears personified. Wait a minute! It IS -your deepest, darkest fears personified! +your deepest, darkest fears personified! ~ 260154 0 0 0 16 0 0 0 0 E 19 14 -1 3d3+190 3d3+3 @@ -70,7 +70,7 @@ the Guardian~ A guardian guards the door. It looks at you and attacks! ~ The guardian guards the door. That's about all its brain can handle: -guarding. +guarding. ~ 194618 0 0 0 16 0 0 0 0 E 18 14 0 3d3+180 3d3+3 @@ -83,9 +83,9 @@ small god~ a small God~ A small god entrapped by the wizard looks at you with an insane expression. ~ - Four hundred years of imprisonment doesn't do much for one's disposition. + Four hundred years of imprisonment doesn't do much for one's disposition. It looks ready and able to take out vengeance on anyone silly enough to enter -the pentagram that contains its power. +the pentagram that contains its power. ~ 16394 0 0 0 80 0 0 0 0 E 19 14 -1 3d3+190 3d3+3 diff --git a/lib/world/mob/65.mob b/lib/world/mob/65.mob index 3928927..28bbf0e 100644 --- a/lib/world/mob/65.mob +++ b/lib/world/mob/65.mob @@ -4,7 +4,7 @@ the dwarf guard~ A dwarven guard is here. ~ The guard looks very tough and mean. He wears his beard long, and he smells -like he hasn't bathed in over a month. +like he hasn't bathed in over a month. ~ 6154 0 0 0 16 0 0 0 1000 E 21 13 -2 4d4+210 3d3+3 @@ -17,7 +17,7 @@ worker dwarf dwarven~ the dwarf worker~ A dwarven mining worker is here. ~ - He is very dirty, and looks extremely over-worked. + He is very dirty, and looks extremely over-worked. ~ 6216 0 0 0 0 0 0 0 900 E 13 16 2 2d2+130 2d2+2 @@ -29,7 +29,7 @@ wraith~ the wraith~ A wraith is awaiting your first move here. ~ - A black, almost transparent wraith. + A black, almost transparent wraith. ~ 188458 0 0 0 80 0 0 0 -900 E 25 12 -5 5d5+250 4d4+4 @@ -42,7 +42,7 @@ storekeeper~ the Hide & Tooth storekeeper~ The Hide & Tooth storekeeper is standing here, waiting patiently. ~ - The storekeeper is very rotund, but looks in excellent condition. + The storekeeper is very rotund, but looks in excellent condition. ~ 6154 0 0 0 16 0 0 0 1000 E 33 15 -9 6d6+330 5d5+5 @@ -54,7 +54,7 @@ baker granite head~ Granite Head the baker~ Granite Head, the baker, is waiting for a customer here. ~ - Granite Head is covered with flour and grains. + Granite Head is covered with flour and grains. ~ 6154 0 0 0 16 0 0 0 900 E 33 9 -9 6d6+330 5d5+5 @@ -67,7 +67,7 @@ the giant lizard~ A giant lizard is foraging for food along the cavern floor here. ~ This scaly creature looks like it is well adapted to its underground habitat. -He looks very powerful. +He looks very powerful. ~ 72 0 0 0 16 0 0 0 100 E 21 13 -2 4d4+210 3d3+3 @@ -80,7 +80,7 @@ the giant~ A giant is wandering around the mountainside here. ~ The giant is about 18 feet tall, with arms of steel, and looks in excellent -physical condition. +physical condition. ~ 2120 0 0 0 0 0 0 0 600 E 19 14 -1 3d3+190 3d3+3 @@ -92,7 +92,7 @@ mineworker dwarven dwarf miner worker~ the dwarven mineworker~ A dwarven mineworker is here. ~ - The mineworker is very tired, and very dirty, and he has bulging muscles. + The mineworker is very tired, and very dirty, and he has bulging muscles. ~ 2058 0 0 0 0 0 0 0 500 E 4 19 7 0d0+40 1d2+0 @@ -105,7 +105,7 @@ the mine leader~ A dwarven mine leader is here, supervising the work. ~ The mine leader is very big and very strong, though he must be fairly bright -also, to have gotten this job. +also, to have gotten this job. ~ 2058 0 0 0 0 0 0 0 700 E 19 14 -1 3d3+190 3d3+3 @@ -117,7 +117,7 @@ doctor dwarven healer~ the dwarven doctor~ The dwarven doctor is here, aiding the sick of his people. ~ - He is a very skilled healer, and extremely faithful to his god. + He is a very skilled healer, and extremely faithful to his god. ~ 2058 0 0 0 16 0 0 0 999 E 22 13 -3 4d4+220 3d3+3 @@ -131,7 +131,7 @@ the dwarven peon~ A dwarven peon is awaiting help here. ~ Incapable of doing anything himself this dwarf is utterly lost and is -awaiting orders. +awaiting orders. ~ 4106 0 0 0 0 0 0 0 500 E 3 19 8 0d0+30 1d2+0 @@ -143,7 +143,7 @@ dwarf~ the Dwarf~ A dwarf is here. ~ - He is short and stout as their kind is famed to be. + He is short and stout as their kind is famed to be. ~ 10 0 0 0 0 0 0 0 500 E 6 18 6 1d1+60 1d2+1 @@ -155,7 +155,7 @@ guard barrack~ the barrack guard~ A barrack guard is here, lounging around while off duty. ~ - This middle aged man seems lost without something to guard. + This middle aged man seems lost without something to guard. ~ 4106 0 0 0 0 0 0 0 100 E 14 16 1 2d2+140 2d2+2 @@ -167,7 +167,7 @@ mazekeeper keeper~ the mazekeeper~ A mazekeeper is here. ~ - He looks VERY tough. + He looks VERY tough. ~ 2090 0 0 0 16 0 0 0 -1000 E 29 11 -7 5d5+290 4d4+4 @@ -181,8 +181,8 @@ the giant snake~ There is a giant snake here. ~ The snake is coiled tightly and ready to strike at the first sign of trouble. -The scaly skin is a mottled brown, black, and grey that blends into the -surrounding terrain. +The scaly skin is a mottled brown, black, and gray that blends into the +surrounding terrain. ~ 42 0 0 0 0 0 0 0 -1000 E 33 9 -9 6d6+330 5d5+5 diff --git a/lib/world/mob/7.mob b/lib/world/mob/7.mob index 5fe04cd..8758f7c 100644 --- a/lib/world/mob/7.mob +++ b/lib/world/mob/7.mob @@ -4,8 +4,8 @@ a merchant~ A merchant is trying to you sell you something. ~ A merchant forces a smile and walks up to you like you are his best friend. -He immediately begins his speech on all the fine wares he could sell you... -For the right price of course. +He immediately begins his speech on all the fine wares he could sell you... +For the right price of course. ~ 76 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -19,7 +19,7 @@ a border guard~ This guard is protecting the outskirts of the city from attack. ~ A veteran warrior, this guard was enlisted by the city to protect it from -attack. +attack. ~ 233482 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -32,7 +32,7 @@ the commander~ The outpost commander is here, safe in the respect of her men. ~ The outpost commander is a hardened, grizzled veteran with the cunning that -comes from a life of leading men in endless battle. +comes from a life of leading men in endless battle. ~ 2058 0 0 0 80 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -47,7 +47,7 @@ A trader tries to barter with you. ~ He immediately starts telling you the value of every item you carry and explains to you how he could trade you some much better equipment for a small -few or an extra item or two. +few or an extra item or two. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -75,7 +75,7 @@ a patrolman~ A patrolman is keeping an eye out for any trouble. ~ One of the many protectors of the city, his job is to protect the outskirts -of the city and give warning in case of trouble. +of the city and give warning in case of trouble. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -89,7 +89,7 @@ a warden~ A warden is patrolling the outskirts of the city. ~ He looks more like he's seen his fair share of action in his time. He looks -at you suspiciously. +at you suspiciously. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -103,7 +103,7 @@ a woodsman~ A woodsman walks by. He needs a shower, bad! ~ Born and raised in the woods, he looks like more a part of the wilderness -than most animals you've seen. +than most animals you've seen. ~ 232 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -116,7 +116,7 @@ guard~ a guard~ A guard is standing watch here. ~ - He looks very well trained. + He looks very well trained. ~ 2058 0 0 0 72 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -129,7 +129,7 @@ woodswoman~ a woodswoman~ A woodswoman is looking for a woodsman to nag. ~ - She looks upset about something. + She looks upset about something. ~ 72 0 0 0 8192 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -142,7 +142,7 @@ messenger~ a messenger~ A messenger runs by on an errand. ~ - He looks fit from running on all those errands. + He looks fit from running on all those errands. ~ 76 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -155,7 +155,7 @@ scoundrel~ a scoundrel~ This scoundrel is looking for some easy prey. ~ - She lives off the misfortune of others. She looks at you warily. + She lives off the misfortune of others. She looks at you warily. ~ 65608 0 0 0 1048660 0 0 0 0 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/70.mob b/lib/world/mob/70.mob index e2bb2de..ae70193 100644 --- a/lib/world/mob/70.mob +++ b/lib/world/mob/70.mob @@ -6,7 +6,7 @@ A horrifying Mudmonster is slowly evolving from the mud... It sure looks like something out of a horror movie. It strongly resembles a huge figure made up from mud alone, and it sure looks like it had human flesh for breakfast and is strongly intent on having the same for dinner - Perhaps -you? +you? ~ 196680 0 0 0 524288 0 0 0 -250 E 12 16 2 2d2+120 2d2+2 @@ -20,7 +20,7 @@ The small fierce-looking bat is hanging from the ceiling, obviously sleeping. ~ You have never in your entire life seen such a mean looking small creature, though it looks rather peaceful, hanging there, sleeping. The thought of -arousing this cruel creature doesn't sit well in your bones. +arousing this cruel creature doesn't sit well in your bones. ~ 131176 0 0 0 524288 0 0 0 -500 E 1 20 9 0d0+10 1d2+0 @@ -33,8 +33,8 @@ the sewer rat~ The huge hungry-looking sewer rat sits here. ~ This creature is fairly large for a rat, but not so big that it could be -called a giant rat. Sewer water drips off of its grey fur as it looks at you -with black glistening eyes. +called a giant rat. Sewer water drips off of its gray fur as it looks at you +with black glistening eyes. ~ 104 0 0 0 0 0 0 0 -1000 E 5 19 7 1d1+50 1d2+0 @@ -47,7 +47,7 @@ the small Spider~ The small hairy Spider is here, busy with its web. ~ This small spider seems to pay you no attention at all as it builds its -intricately designed web. +intricately designed web. ~ 104 0 0 0 524288 0 0 0 -700 E 1 20 9 0d0+10 1d2+0 @@ -61,7 +61,7 @@ The giant, mean-looking earth beetle is here. ~ Now, you've seen beetles, but this one is enormous. It stretches perhaps two feet from head to tail. As it notices you, it waves its six legs about and -makes some strange skittering noises at you. +makes some strange skittering noises at you. ~ 72 0 0 0 0 0 0 0 -300 E 8 18 5 1d1+80 1d2+1 @@ -74,7 +74,7 @@ the maggot~ The giant maggot is here, simply existing. ~ This large mound of grotesque flesh is just lying here quivering, almost as -if it can sense your warm blood nearby. +if it can sense your warm blood nearby. ~ 196680 0 0 0 0 0 0 0 300 E 3 19 8 0d0+30 1d2+0 @@ -88,7 +88,7 @@ The snake slithers towards you. It looks very mean. ~ This snake is of a variety that you do not recall seeing recently. It has near black skin with small white diamond shaped spots all over its head and -upper body. A thin green stripe stretches along each side of its body. +upper body. A thin green stripe stretches along each side of its body. ~ 72 0 0 0 0 0 0 0 -500 E 4 19 7 0d0+40 1d2+0 @@ -101,8 +101,8 @@ wanderer evil~ the evil wanderer~ The evil wanderer stares at you with a piercing gaze. ~ - The evil wanderer is very thin. He is dressed in a grey cloak. He doesn't -look like he'd be your first choice as a travelling companion. + The evil wanderer is very thin. He is dressed in a gray cloak. He doesn't +look like he'd be your first choice as a travelling companion. ~ 204 0 0 0 64 0 0 0 -1000 E 10 17 4 2d2+100 1d2+1 @@ -115,8 +115,8 @@ the creature homunculus~ The creature homunculus is here, looking at you with an evil look. ~ The homunculus appears in a man-like form, about eighteen inches tall, has a -greenish, reptilian skin, leathery wings, and a batlike mouth, with teeth -dripping with a greenish sludge. +greenish, reptilian skin, leathery wings, and a bat-like mouth, with teeth +dripping with a greenish sludge. ~ 57416 0 0 0 80 0 0 0 -780 E 11 17 3 2d2+110 1d2+1 @@ -129,7 +129,7 @@ the shadowy morkoth~ The morkoth are standing here, waiting for someone to KILL! ~ It is a five foot tall, shadow monster. This has the shape between a human -and a rat. It breaths very heavily while staring at you. +and a rat. It breaths very heavily while staring at you. ~ 200 0 0 0 64 0 0 0 -900 E 10 17 4 2d2+100 1d2+1 @@ -143,7 +143,7 @@ the evil chr-eff'n~ The chr-eff'n are crawling here, looking around with its yellow eyes. ~ The head and torso of a chr-eff'n is copper-covered, with yellow, glowing -eyes. The lower body is in an orange shading. +eyes. The lower body is in an orange shading. ~ 204 0 0 0 524304 0 0 0 -830 E 12 16 2 2d2+120 2d2+2 @@ -170,8 +170,8 @@ the sea hag~ A sea hag is here, swimming around. ~ The sea hag is so ghastly looking that you feel the deepest fear: Big yellow -eyes and sharp teeth. Its ears are very big, and it has small sharp horns. -This beast is obviously a hater of beauty. +eyes and sharp teeth. Its ears are very big, and it has small sharp horns. +This beast is obviously a hater of beauty. ~ 104 0 0 0 0 0 0 0 -800 E 14 16 1 2d2+140 2d2+2 @@ -200,7 +200,7 @@ The scaled basilisk crawls towards you slowly. ~ The basilisk is a reptilian monster. It has eight legs, and a strong, toothy jaws. It is dull brown with yellowish underbelly. Its eyes are glowing pale -green. +green. ~ 76 0 0 0 80 0 0 0 -250 E 13 16 2 2d2+130 2d2+2 @@ -228,8 +228,8 @@ Jones 'cruncher' ettin~ Jones is standing here glaring at you. ~ At the first sight you thought Jones was an Orc, but when he came closer you -see his second head. He wears an animal skin dress, filthy and moth eaten. -Jones really stinks... +see his second head. He wears an animal skin dress, filthy and moth eaten. +Jones really stinks... ~ 76 0 0 0 0 0 0 0 -480 E 10 17 4 2d2+100 1d2+1 @@ -243,7 +243,7 @@ Herald is standing here looking confused at you. ~ When you look at Herald, you feel pity. His clothes are really poor, and one of his heads hangs down. At the rope around his stomach hangs dead mice and -rats. He does not smell good. +rats. He does not smell good. ~ 76 0 0 0 0 0 0 0 200 E 6 18 6 1d1+60 1d2+1 diff --git a/lib/world/mob/71.mob b/lib/world/mob/71.mob index ede8ae5..185c943 100644 --- a/lib/world/mob/71.mob +++ b/lib/world/mob/71.mob @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/mob/72.mob b/lib/world/mob/72.mob index d9fad77..e75eddf 100644 --- a/lib/world/mob/72.mob +++ b/lib/world/mob/72.mob @@ -5,7 +5,7 @@ The master mindflayer is here, looking at you with an evil look. ~ It is a seven foot tall humanoid dressed in a purple cloak, and swinging a black and purple rod above its head as if it was going to attack you any moment -now. In the middle of its head are four tentacles with sharp points. +now. In the middle of its head are four tentacles with sharp points. ~ 6268 0 0 0 80 0 0 0 -800 E 14 16 1 2d2+140 2d2+2 @@ -20,7 +20,7 @@ The senior mindflayer walks around here, looking for something useful. ~ This is a horrifying monster indeed, 6'6" high. Dressed in purple and black, and carrying a large mace in its hand. In the center of its head are four large -tentacles with very sharp points. +tentacles with very sharp points. ~ 7772 0 0 0 80 0 0 0 -600 E 8 18 5 1d1+80 1d2+1 @@ -35,7 +35,7 @@ The junior mindflayer is here, watching you carefully from the corner. ~ This mindflayer is six feet high. It has a small mace in its belt, and is dressed in purple and black cloth. It has four small tentacles in the center of -its head. +its head. ~ 6364 0 0 0 80 0 0 0 -350 E 6 18 6 1d1+60 1d2+1 @@ -49,7 +49,7 @@ the ugly wererat~ An ugly wererat is here, looking at you with a strange flick in his eyes. ~ The wererat is about four feet tall. It looks very much like rat, except -that it is standing. +that it is standing. ~ 3660 0 0 0 0 0 0 0 -700 E 6 18 6 1d1+60 1d2+1 @@ -62,7 +62,7 @@ the gigantic rat~ There is a gigantic rat here, looking at you with a hungry look. ~ The gigantic rat is about ten feet long from head to tail and has claws the -size of your head, looking very nasty. +size of your head, looking very nasty. ~ 42 0 0 0 0 0 0 0 -800 E 12 16 2 2d2+120 2d2+2 diff --git a/lib/world/mob/73.mob b/lib/world/mob/73.mob index ede8ae5..185c943 100644 --- a/lib/world/mob/73.mob +++ b/lib/world/mob/73.mob @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/mob/74.mob b/lib/world/mob/74.mob index 3dc1a4a..c1cc8a1 100644 --- a/lib/world/mob/74.mob +++ b/lib/world/mob/74.mob @@ -1,11 +1,11 @@ #7400 -grey dove~ -a grey dove~ -A grey dove coos softly from the branches of the willow tree. +gray dove~ +a gray dove~ +A gray dove coos softly from the branches of the willow tree. ~ Peaceful and content, this dove sways slightly as it sings a soft, trilling song for any to hear. Now and again it appears to lean and breathe deeply the -scents of the nearby blossoms. +scents of the nearby blossoms. ~ 188430 0 0 0 0 0 0 0 1000 E 3 19 8 0d0+30 1d2+0 @@ -42,7 +42,7 @@ A scrawny little girl skips around, uprooting the flowers. Long of limb and tooth, the thin and gangly little girl looks to be caught firmly in the awkward age. Her homespun dress is simple and fairly clean. As you watch, she trots around the path, uprooting flowers violently from the -ground. +ground. ~ 16398 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -59,7 +59,7 @@ A squat groundskeeper is busy polishing the fence here. Clad in woolen homespun clothing and sturdy leather boots, the groundskeeper is dressed for heavy work. He is rather short and more than a bit overweight, but intent on his job nonetheless. His russet hair is in a bit of a disarray -and his fingers are stained with iron polish. +and his fingers are stained with iron polish. ~ 16398 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -75,8 +75,8 @@ A twisted dwarf wrestles with a monstrous shovel, attempting to dig a hole here. ~ One arm twisted by a birth defect, this ugly little dwarf has made a career of relieving the dead of their valuables. His face and clothes are streaked -with gravedirt and sweat, testimony to the amount of work required to avoid -honest labor. +with grave-dirt and sweat, testimony to the amount of work required to avoid +honest labor. ~ 16526 0 0 0 524288 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -96,7 +96,7 @@ An angry young man stands screaming at a redstone grave marker. ~ His face flushed with anger, the young man seems to be scolding a large redstone grave marker. His arms flail about wildly as he screams and shouts at -the unhearing tomb. +the unhearing tomb. ~ 16394 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -111,7 +111,7 @@ A distressed mother mourns her child's death. ~ Clad in black, the woman mourns her child's death. Her face is lined with stress and sadness. Tears slide slowly down her cheeks as she cries selflessly -for the loss of her poor, sweet child. +for the loss of her poor, sweet child. ~ 16394 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -126,7 +126,7 @@ A groundskeeper is here, keeping busy. ~ Clad in homespun cottons, the groundskeeper takes turns either pulling weeds or polishing marble statues. His face is set and he keeps his attention to his -duties, ignoring the passing mourners. +duties, ignoring the passing mourners. ~ 76 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -140,8 +140,8 @@ an old woman~ An old woman is here, considering the purchase of a new plot. ~ Her face is a mapwork of wrinkles and her hair is spidersilk thin. The old -woman looks briefly over at a couple empty plots and sinks deep into thought. -In time, she turns and moves on in search of another plot. +woman looks briefly over at a couple empty plots and sinks deep into thought. +In time, she turns and moves on in search of another plot. ~ 16584 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -158,7 +158,7 @@ A stern man is here attempting to keep people off the empty plots. A large and brutish man, the head groundskeeper enforces his policy on cleanliness with a stern hand. The beauty and order of the cemetery is a responsibility he takes very seriously. With a loud bark, he scares a young man -off the soft grass. +off the soft grass. ~ 16398 0 0 0 80 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -174,7 +174,7 @@ A tawny owl is perched in the lower branches of the tree. ~ Colored a creamy tan with dark fletchings on its wing and tail feathers, this owl is fairly sedate and unconcerned with its surroundings. A thin leather -thong is wrapped around one leg, apparently for carrying messages. +thong is wrapped around one leg, apparently for carrying messages. ~ 81930 0 0 0 65536 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -190,7 +190,7 @@ A wizened old woman uses a tall staff to prod pigeons from the crypt roof. Her face is worn and wrinkled and her hair is white and sparse. The old woman looks to be nearly as old as some of the pitted and weathered statues nearby. While you look on, she pokes at the pigeons roosting on the crypt here -with a long, ashwood staff. +with a long, ashwood staff. ~ 16394 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -203,10 +203,10 @@ tall thin man pickpocket~ the pickpocket~ A tall, thin man lurks about the edge of the clearing. ~ - Narrow of face and long of nose, the man is tall, nearly seven feet or so. + Narrow of face and long of nose, the man is tall, nearly seven feet or so. His clothing is the drab black most often worn by mourners, yet he hardly seems to be here to grieve a friend or family member. His eyes dart back and forth as -he lurks here, watching everyone. +he lurks here, watching everyone. ~ 14 0 0 0 1572864 0 0 0 -250 E 3 19 8 0d0+30 1d2+0 @@ -225,7 +225,7 @@ A badly burned corpse haunts the place it was accidentally burned alive. ~ The corpse is of indeterminate gender or race. Most noticeable is that it is moving about as no corpse was meant to do and it is covered in huge, weeping -wounds and crisp, blackened skin. Even its armour is seared and burned. +wounds and crisp, blackened skin. Even its armor is seared and burned. ~ 188426 0 0 0 1024 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -245,7 +245,7 @@ The shade of the alchemist, Ghendry, glares at nothing in particular. Clearly long dead, the shade is merely a wisp of something physical, barely discernible among the shadows. In life, it was a man of great stature in society and much loved by the people of the realm. Now, however, the shade -seems more a forgotten past than legend made to live again. +seems more a forgotten past than legend made to live again. ~ 81946 0 0 0 1024 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -259,7 +259,7 @@ The bones of Lord Mycea reanimate in the center of the room. ~ Bones yellowed with age have reanimated themselves inside the molded burial rags of the great Lord Mycea. Rather than eyes, twin orbs of glowing greenish -light rest inside the sockets of his skull. +light rest inside the sockets of his skull. ~ 188426 0 0 0 1024 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -272,9 +272,9 @@ Fennywen's ghost~ A frightening apparition floats about, examining the huge locked chests here. ~ Given the bashed head leaking who knows what all over, this would seem to be -the ghost of the great hlafling hero, Fennywen. A bit translucent and +the ghost of the great halfling hero, Fennywen. A bit translucent and thoroughly dead, the ghost is having some time adjusting to its new -circumstances. +circumstances. ~ 123146 0 0 0 8192 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -288,7 +288,7 @@ a mourner~ A mourner, dressed all in black, wanders around consumed by grief. ~ Upset by a loved one's death and in no mood for socializing, the mourner -turns away before you can get a really good look. +turns away before you can get a really good look. ~ 204 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 diff --git a/lib/world/mob/75.mob b/lib/world/mob/75.mob index f9c90b2..00fc7bf 100644 --- a/lib/world/mob/75.mob +++ b/lib/world/mob/75.mob @@ -4,7 +4,7 @@ a small doe~ A small doe stands here grazing. ~ The small doe is brown with tiny white spots on its back. A piece of hide -hangs from an old wound on its side. +hangs from an old wound on its side. ~ 14 0 0 0 0 0 0 0 1000 E 14 16 1 2d2+140 2d2+2 @@ -22,7 +22,7 @@ A wild boar stands here. ~ A wild boar has been trapped here. It is short and round with large tusks protruding from its mouth. As it shifts its head around looking for the way out -its eyes shine red. +its eyes shine red. ~ 30 0 0 0 1048592 0 0 0 -200 E 14 16 1 2d2+140 2d2+2 @@ -36,7 +36,7 @@ the giant fruit bat~ A giant fruit bat hangs here sleeping. ~ A giant fruit bat is hanging here in an upside down position from a large -tree. Its black wings are wrapped around its body like a cozy blanket. +tree. Its black wings are wrapped around its body like a cozy blanket. ~ 8206 0 0 0 0 0 0 0 1000 E 18 14 0 3d3+180 3d3+3 @@ -54,9 +54,9 @@ A Zamba warrior stands here alert. ~ The large warrior stands here guarding the gate. He is well tanned with long, black hair and cold, piercing eyes. His clothing is strange, around his -head is a leather strap with many colourful feathers attached, he wears thick +head is a leather strap with many colorful feathers attached, he wears thick gold bands around the upper part of both his arms and has a white cloth tied -around his waist. +around his waist. ~ 4122 0 0 0 16 0 0 0 100 E 14 16 1 2d2+140 2d2+2 @@ -72,7 +72,7 @@ black kitten cat~ a black kitten~ A black kitten is lying here sleeping. ~ - A black kitten looks like a cute, fuzzy ball. + A black kitten looks like a cute, fuzzy ball. ~ 10 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -87,7 +87,7 @@ A large man is sitting here eating. ~ The large man has dirty white hair and food smudges on his faces and hands. He has a large brown cloth wrapped around his waist. His skin is sweaty and -oily, he smells horrible. +oily, he smells horrible. ~ 4110 0 0 0 8192 0 0 0 300 E 14 16 1 2d2+140 2d2+2 @@ -102,7 +102,7 @@ A young girl sits here playing. ~ A young girl sits here playing with her doll. Her hair is long and black, she had big brown eyes and a very dark tan. She wears a yellow dress tied -around the neck and waist. +around the neck and waist. ~ 74 0 0 0 8200 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -118,8 +118,8 @@ woman ~ a short woman~ A short woman stands here. ~ - The short woman is standing here catching her breath as she fans herself. -She is barefoot and wears only a white dress tied at one shoulder. + The short woman is standing here catching her breath as she fans herself. +She is barefoot and wears only a white dress tied at one shoulder. ~ 2248 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -135,7 +135,7 @@ A native boy stands here. ~ The native boy is dressed in a small cloth wrapped around his waist. He carries a small bow and arrow as he searches around looking for something to aim -at for target practice. +at for target practice. ~ 254040 0 0 0 524288 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -149,7 +149,7 @@ the barkeeper~ The barkeeper is standing here. ~ You see a large woman standing behind the bar wearing a flowery dress. She -smiles at you revealing several gaps where she is missing teeth. +smiles at you revealing several gaps where she is missing teeth. ~ 10 0 0 0 0 0 0 0 -300 E 30 10 -8 6d6+300 5d5+5 @@ -165,7 +165,7 @@ A green lizard rests here in the warm sand. An iguana around six feet long is resting here. Its skin is leathery and bright green, strange thorn looking scales run from the top of its head down to its tail. The tail is extremely long and is probably more than half the length -of this strange reptile. +of this strange reptile. ~ 67660 0 0 0 4 0 0 0 -100 E 14 16 1 2d2+140 2d2+2 @@ -182,7 +182,7 @@ a native woman~ A native woman sits here. ~ A native woman sits here preparing food for the tribe. She is wearing a -brightly colored dress. Her black hair is held back with a pearl hair piece. +brightly colored dress. Her black hair is held back with a pearl hair piece. ~ 2058 0 0 0 0 0 0 0 1000 E 14 16 1 2d2+140 2d2+2 @@ -195,9 +195,9 @@ man fisherman ~ a fisherman~ A native fisherman is standing here working. ~ - The fisherman looks at you sharply as he gathers together his fishing net. + The fisherman looks at you sharply as he gathers together his fishing net. He has a dark tan and is quite muscular. His clothing is a simple cloth wrapped -around his waist. +around his waist. ~ 83994 0 0 0 0 0 0 0 -200 E 14 16 1 2d2+140 2d2+2 @@ -214,7 +214,7 @@ An angry monkey stands here challenging you. ~ The large monkey stands on its bottom two feet that look just like its hands. It stands slightly bent over a little over six feet in height. It glares its -sharp teeth at you. +sharp teeth at you. ~ 4106 0 0 0 0 0 0 0 -300 E 14 16 1 2d2+140 2d2+2 @@ -232,7 +232,7 @@ a vine~ A thick vine is blocking the path. ~ A vine of the Crona plant entangles everything. The Crona has a think, dark -green base with small yellow leaves. +green base with small yellow leaves. ~ 4110 0 0 0 64 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -251,7 +251,7 @@ A robed figure hiding at the edge of the jungle. ~ A man stands here dressed in dark robes hiding his appearance. From what you can see he is tall and thin. The large hood of the robe drapes over his eyes -only leaving his long white beard visible. +only leaving his long white beard visible. ~ 1802 0 0 0 524288 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -271,7 +271,7 @@ A Zamba hook plant is rooted here. You see a beautiful flower gracefully standing in a little clearing to itself. It is quite tall with a broad flower and long, slim leaves. The light that glows onto this lovely flower enhancing its beauty is actually glowing from -within the flower. +within the flower. ~ 18446 0 0 0 64 0 0 0 -500 E 14 16 1 2d2+140 2d2+2 @@ -288,7 +288,7 @@ A large rat scurries here. ~ The large rat scurries around looking for food. Its red beady eyes stare about the room as it sniffs the air. As it lifts its head you can see it has -very long front teeth on both the top and bottom of its mouth. +very long front teeth on both the top and bottom of its mouth. ~ 76 0 0 0 0 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -301,9 +301,9 @@ man witch doctor~ a witch doctor~ The witch doctor is hovering in the pentagram. ~ - An old man dressed in armor made of bones and teeth is inside the petagram. + An old man dressed in armor made of bones and teeth is inside the pentagram. He is softly chanting strange incantations. He sways his arms around tossing -black powder into a large pewter bowl set in the center of the pentagram. +black powder into a large pewter bowl set in the center of the pentagram. ~ 172042 0 0 0 0 0 0 0 -1000 E 18 14 0 3d3+180 3d3+3 @@ -323,7 +323,7 @@ A colossal falcon is perched on the edge of the cliff. ~ The falcon stretches out its wings and screeches. Its wing span is at least ten feet. Its talons look large enough to grasp large cows making the perfect -size dinner. +size dinner. ~ 18462 0 0 0 65536 0 0 0 400 E 14 16 1 2d2+140 2d2+2 @@ -341,7 +341,7 @@ A chubby man stands here. ~ The chubby man looks at you and smiles. He is wearing many expensive pieces of jewelry, and unlike the natives he is well dressed. Something about him -doesn't look quite right. +doesn't look quite right. ~ 24668 0 0 0 0 0 0 0 -400 E 14 16 1 2d2+140 2d2+2 @@ -356,9 +356,9 @@ man gentleman nobleman~ the nobleman~ A nobleman stands here. ~ - The nobleman looks wise and intellectual. His cloths look simular to ancient -gentleman attire but new. His hair is short and black with a touch of grey at -the temples. + The nobleman looks wise and intellectual. His cloths look similar to ancient +gentleman attire but new. His hair is short and black with a touch of gray at +the temples. ~ 18442 0 0 0 0 0 0 0 -300 E 14 16 1 2d2+140 2d2+2 @@ -375,7 +375,7 @@ a refined lady~ A refined lady stands here gracefully. ~ She stands with a grace of elegance. Her hair pulled back and held with -pearls and strands of gold. She wears a long, flowing, white gown. +pearls and strands of gold. She wears a long, flowing, white gown. ~ 16666 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -392,7 +392,7 @@ a cook~ A cook is here preparing a dish for a banquet. ~ The cook is a young woman dressed in white cloths with a small apron around -her. Her black hair is pulled back and covered with a large scarf. +her. Her black hair is pulled back and covered with a large scarf. ~ 2074 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -404,7 +404,7 @@ voodoo doll~ a voodoo doll~ A cloth doll is lying here. ~ - The cloth doll looks tortured from needles poked into its eyes. + The cloth doll looks tortured from needles poked into its eyes. ~ 16906 0 0 0 1572868 0 0 0 -1000 E 14 16 1 2d2+140 2d2+2 @@ -418,7 +418,7 @@ man guard~ the guard~ The guard stands here in front of the door. ~ - The guard is wearing silver armor. He stares at you watching you closely. + The guard is wearing silver armor. He stares at you watching you closely. ~ 22554 0 0 0 16 0 0 0 200 E 14 16 1 2d2+140 2d2+2 @@ -436,7 +436,7 @@ a black panther~ A black panther crouches down ready to strike! ~ The panther is well muscular, it looks very strong and dangerous. Bright -green eyes shine out from under is sleek, black fur. +green eyes shine out from under is sleek, black fur. ~ 28730 0 0 0 1572868 0 0 0 400 E 14 16 1 2d2+140 2d2+2 @@ -453,7 +453,7 @@ a servant girl~ A young servant girl stands here waiting. ~ The young girl is pretty in a plain way. She is dressed all in white with a -cloth tied around her head to hold back her long black hair. +cloth tied around her head to hold back her long black hair. ~ 118794 0 0 0 8196 0 0 0 200 E 14 16 1 2d2+140 2d2+2 @@ -467,7 +467,7 @@ The Empress Kiona sits here, leaning over a huge bath. ~ She gracefully leans over the tub getting ready for her bath. She wears a long robe about her but has removed everything else except some gold jewelry and -a elegant hair comb holding her black hair up. +a elegant hair comb holding her black hair up. ~ 253978 0 0 0 73736 0 0 0 1000 E 18 14 0 3d3+180 3d3+3 @@ -484,7 +484,7 @@ a sea turtle~ A sea turtle is standing here. ~ The sea turtle is around 6 feet around and has a light green shell. As it -sits here in the sand it uses its back legs to dig into the sand. +sits here in the sand it uses its back legs to dig into the sand. ~ 4106 0 0 0 128 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -498,7 +498,7 @@ a young native woman~ A young native woman is playing at the waters edge. ~ The beautiful girl is soaking wet. She stops for a moment, smiles at you, -then continues running in and out of the water. +then continues running in and out of the water. ~ 26 0 0 0 0 0 0 0 100 E 14 16 1 2d2+140 2d2+2 @@ -510,7 +510,7 @@ old man~ the old man~ An old man is standing here. ~ - The old man peers over his glasses at you. + The old man peers over his glasses at you. ~ 138 0 0 0 0 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -524,7 +524,7 @@ the young man~ The young man is standing here selling fruit. ~ The young man smiles at you and holds a basket of fruit toward you to look -at. +at. ~ 14 0 0 0 16 0 0 0 0 E 30 10 -8 6d6+300 5d5+5 @@ -537,9 +537,9 @@ old man mage~ a feeble old man~ A feeble old man stands here leaning on his staff. ~ - The old man stands here slightly been over using a tall staff for support. + The old man stands here slightly been over using a tall staff for support. He wears a long blue robe with gold embroidery. He has thin, long, white, hair -growing from the top of his head to the bottom of his chin. +growing from the top of his head to the bottom of his chin. ~ 253962 0 0 0 0 0 0 0 1000 E 30 10 -8 6d6+300 5d5+5 @@ -552,13 +552,13 @@ Wis: 14 E T 7590 #7592 -grey wolf~ -a grey wolf~ -A grey wolf hunts here. +gray wolf~ +a gray wolf~ +A gray wolf hunts here. ~ - The grey wolf stands as tall as a horse. The thick fur around its neck and + The gray wolf stands as tall as a horse. The thick fur around its neck and back is standing up as it looks around. Foam drips from the corner of its mouth -as it bares its teeth. +as it bares its teeth. ~ 2062 0 0 0 1572880 0 0 0 -100 E 14 16 1 2d2+140 2d2+2 diff --git a/lib/world/mob/78.mob b/lib/world/mob/78.mob index 3200771..8829e5e 100644 --- a/lib/world/mob/78.mob +++ b/lib/world/mob/78.mob @@ -4,7 +4,7 @@ the elven lass~ An elven lass stands here, humming to herself. ~ The elven lass smiles happily as she goes on about her business, humming -quietly to herself. +quietly to herself. ~ 200 0 0 0 0 0 0 0 900 E 7 18 5 1d1+70 1d2+1 @@ -17,7 +17,7 @@ Stamnell, the baker~ The baker Stamnell stands here smiling. ~ Stamnell has rosy cheeks and round belly. His handlebar mustache has specks -of flour in it, but he doesn't seem to mind. +of flour in it, but he doesn't seem to mind. ~ 147466 0 0 0 0 0 0 0 500 E 14 16 1 2d2+140 2d2+2 @@ -30,7 +30,7 @@ Vhispera the shopkeeper~ Vhispera stands here busily counting her stock. ~ She is a middle aged elven woman with dark hair and eyes. She is rather -plain to look at but she smiles at you warmly. +plain to look at but she smiles at you warmly. ~ 147466 0 0 0 0 0 0 0 700 E 14 16 1 2d2+140 2d2+2 @@ -44,7 +44,7 @@ A small boy stands here. ~ The small boy has a crooked smile across his dirty face. His blonde hair lies messily on his head and he has clothes that looks like they have seen -better days. +better days. ~ 200 0 0 0 0 0 0 0 750 E 7 18 5 1d1+70 1d2+1 @@ -59,9 +59,9 @@ village guard~ the village guard~ The village guard stands here, observing the area. ~ - Dressed in a grey tunic and black pants you wouldn't suspect this to be a + Dressed in a gray tunic and black pants you wouldn't suspect this to be a guard off hand, but the small patch sewn on his right arm sleeve denotes his -profession. His eyes are darting about on constant watch for trouble. +profession. His eyes are darting about on constant watch for trouble. ~ 6216 0 0 0 0 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -76,7 +76,7 @@ The village fool stands here, making an idiot of himself. ~ Little more than a nuisance, the fool walks around trying his best to entertain. His ratty clothes shed dust with every movement as he goes about his -way. +way. ~ 8264 0 0 0 0 0 0 0 600 E 7 18 5 1d1+70 1d2+1 @@ -90,7 +90,7 @@ an elven gardner~ An elven gardner stands here, grumbling to himself. ~ The gardner looks very grumpy, perhaps it would be a good idea to stay out of -his way. +his way. ~ 84040 0 0 0 0 0 0 0 900 E 7 18 5 1d1+70 1d2+1 @@ -103,7 +103,7 @@ human servant~ a human servant~ A human servant stands here. ~ - She looks just like you would expect a servant to look like. + She looks just like you would expect a servant to look like. ~ 164040 0 0 0 0 0 0 0 200 E 7 18 5 1d1+70 1d2+1 @@ -116,7 +116,7 @@ a husky hunter~ A husky hunter stands here, bragging of his last kill. ~ He is big and burly. He has stains all over his clothing, perhaps it is -blood from his constant hunting. +blood from his constant hunting. ~ 254024 0 0 0 0 0 0 0 -100 E 7 18 5 1d1+70 1d2+1 @@ -129,7 +129,7 @@ elven healer~ the elven healer~ The elven healer hurries about. ~ - The elven healer hurries about from house to house bandaging the sick. + The elven healer hurries about from house to house bandaging the sick. Maybe she will have enough time to teach you. ~ 81992 0 0 0 0 0 0 0 0 E diff --git a/lib/world/mob/79.mob b/lib/world/mob/79.mob index 567e3a2..ef8a36c 100644 --- a/lib/world/mob/79.mob +++ b/lib/world/mob/79.mob @@ -5,7 +5,7 @@ The Grand Knight is standing here, waiting for someone to help. ~ The Knight is standing here, smiling at you. He is dressed all in white, blue and silver. He looks VERY strong, as he stands here, ready to help the -innocent. +innocent. ~ 26894 0 0 0 16 0 0 0 1000 E 26 12 -5 5d5+260 4d4+4 @@ -20,7 +20,7 @@ There is a large rat here, poking through the foodstuffs lying around. ~ The large rat is about two feet long from head to tail and has claws the size of your fingers, looking very nasty. It seems to be quite occupied with all the -chewed open foodstuffs lying about the room. +chewed open foodstuffs lying about the room. ~ 42 0 0 0 0 0 0 0 -800 E 12 16 2 2d2+120 2d2+2 @@ -32,8 +32,8 @@ cleaver~ the Cleaver~ The Cleaver is here eyeing you hungrily in anticipation of its next meal. ~ - The Cleaver is a huge spidery chittinous creature with four large spindly -arms ending in cleaverlike talons that will surely cut you to ribbons. + The Cleaver is a huge spidery chitinous creature with four large spindly +arms ending in cleaver-like talons that will surely cut you to ribbons. ~ 256120 0 0 0 65552 0 0 0 0 E 20 14 -2 4d4+200 3d3+3 diff --git a/lib/world/mob/83.mob b/lib/world/mob/83.mob index 38a1ebc..dd7c986 100644 --- a/lib/world/mob/83.mob +++ b/lib/world/mob/83.mob @@ -5,7 +5,7 @@ A small fish swims by. ~ These small fish tend to school together, in order to improve their chances of survival against larger predators. Their bright colors disorient the foe, -and their numbers ensure that the majority survive. +and their numbers ensure that the majority survive. ~ 200 0 0 0 128 0 0 0 0 E 5 19 7 1d1+50 1d2+0 @@ -21,7 +21,7 @@ A large fish swims by. ~ These large fish are more solitary than the small ones. They have less to fear in the sea, and thus concentrate most of their efforts on hunting smaller -fish. +fish. ~ 200 0 0 0 128 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -37,7 +37,7 @@ A hungry moray eel swims by. ~ This long, slender creature is fond of small caves and passages in the rocks on the ocean floor. They scavenge for food, but will sometimes attack other -creatures when hungry. +creatures when hungry. ~ 236 0 0 0 128 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -50,8 +50,8 @@ shark great white~ a Great White Shark~ A Great White Shark swims by, watching you very closely... ~ - This sleek, grey creature is one of nature's most deadly predators. They -feed on almost every creature in the sea, including you! + This sleek, gray creature is one of nature's most deadly predators. They +feed on almost every creature in the sea, including you! ~ 104 0 0 0 128 0 0 0 0 E 25 12 -5 5d5+250 4d4+4 @@ -66,7 +66,7 @@ A huge ship flying a black flag sails by here. ~ This large vessel appears to be very heavily armed. The sailors don't exactly seem to be friendly as they sneer at you from the deck. A large, black -flag bearing a skull and crossbones indicates that these men are pirates. +flag bearing a skull and crossbones indicates that these men are pirates. Pirates are not usually fond of prisoners, but sometimes exceptions are made; If they seem too tough for you, say or just type @oSURRENDER@n at the prompt. ~ @@ -85,7 +85,7 @@ A grizzly pirate stands here, steering the boat. ~ Long exposure to the sea air has given this man's face and hair a light dusting of salt. His tired eyes are focused intently on the horizon, searching -for new lands or other ships to loot. +for new lands or other ships to loot. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -100,7 +100,7 @@ the cabin boy~ The cabin boy stands here, wearily swabbing the deck. ~ The cabin boy has dreamed of being a pirate since they plundered his village -when he was a child. Hey, if you can't beat them, join them! +when he was a child. Hey, if you can't beat them, join them! ~ 204 0 0 0 0 0 0 0 200 E 5 19 7 1d1+50 1d2+0 @@ -118,7 +118,7 @@ A pirate stands here, guarding the brig. If there is one thing you can always count on, it's pirate's greed. This man is paid to make sure prisoners stay in their cell, but everyone has a price... The going rate for a set of keys is 100 gold down here in the brig. - + ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -134,7 +134,7 @@ a drunken pirate~ A drunken pirate sits here, taking a swig of booze. ~ This pirate is quite enjoying his time off duty. Right now he's so -plastered he can barely move, so he'll be stuck in that chair for a while. +plastered he can barely move, so he'll be stuck in that chair for a while. ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -149,7 +149,7 @@ a drunken pirate~ A drunken pirate sits here, taking a swig of booze. ~ This pirate is quite enjoying his time off duty. Right now he's so -plastered he can barely move, so he'll be stuck in that chair for a while. +plastered he can barely move, so he'll be stuck in that chair for a while. ~ 10 0 0 0 0 0 0 0 0 E 15 15 1 3d3+150 2d2+2 @@ -163,7 +163,7 @@ Glumgold the Pirate~ @o@cGlumgold the Pirate@n@y, Captain of this Vessel, stands here.@n ~ He looks very mean! He's missing an eye, a hand, and a leg, each replaced -some way or another. +some way or another. ~ 20490 0 0 0 0 0 0 0 -600 E 30 10 -8 6d6+300 5d5+5 @@ -198,7 +198,7 @@ a small crab~ A small crab is here, scurrying about in the sand. ~ It's a small, red, crab. He looks quite content just sitting here on the -beach. +beach. ~ 10 0 0 0 0 0 0 0 0 E 1 20 9 0d0+10 1d2+0 @@ -214,7 +214,7 @@ Tai Ho, a famous fisherman, sits on the side of the boat waiting for a fish to b ~ Tai Ho is a fisherman from a far away town called Kaku, in the Toran Republic. He and his brother Yam Koo travel far and wide searching for good -spots to fish and good people to gamble with. +spots to fish and good people to gamble with. ~ 72 0 0 0 0 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 @@ -228,7 +228,7 @@ Yam Koo~ Yam Koo, a fisherman, stands here. ~ Yam Koo is the brother of Tai Ho. The two come from the town of Kaku in the -Toran Republic in search of good times and good fishing. +Toran Republic in search of good times and good fishing. ~ 10 0 0 0 0 0 0 0 300 E 20 14 -2 4d4+200 3d3+3 diff --git a/lib/world/mob/86.mob b/lib/world/mob/86.mob index 7edd589..4820f32 100644 --- a/lib/world/mob/86.mob +++ b/lib/world/mob/86.mob @@ -3,7 +3,7 @@ rat~ a rat~ A rat is chewing on an moldy piece of bread here. ~ - A rat is a small, black, greasy looking rodent with a tiny twitching nose. + A rat is a small, black, greasy looking rodent with a tiny twitching nose. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -17,7 +17,7 @@ a moth~ A dusty white moth beats her wings here. ~ No longer than the first joint of a human finger, this tiny moth flits about -looking for more cutains to chew upon. +looking for more curtains to chew upon. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -30,7 +30,7 @@ a rat~ A rat is wiggling beneath the covers here. ~ The rat is a fairly large black rodent with shiny black whiskers and a foul -odor about him. +odor about him. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -43,7 +43,7 @@ a small rat~ A small rat is here, nibbling on something. ~ This rat is a tiny specimen considering what else is roaming about this Keep. -His eyes are shiny black and his coat is of a dark brown color. +His eyes are shiny black and his coat is of a dark brown color. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -73,7 +73,7 @@ A female bandit is here, looking for something to wear. ~ This young woman is half dressed in one of Lady Kalithorn's old dusty dresses. The dress has been ripped at the hem and is missing a sleeve. The -young woman is rummaging through her closet for a better one. +young woman is rummaging through her closet for a better one. ~ 74 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -86,7 +86,7 @@ bat~ a bat~ A bat is flapping about here. ~ - It looks like a flying rat! + It looks like a flying rat! ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -94,12 +94,12 @@ A bat is flapping about here. 8 8 2 E #8608 -mouse small grey~ +mouse small gray~ a mouse~ A mouse is running about here, looking for a scrap of food. ~ - Small and grey this mouse looks a little on the thin side. Its whiskers -twitch quickly and it blinks rapidly. + Small and gray this mouse looks a little on the thin side. Its whiskers +twitch quickly and it blinks rapidly. ~ 72 0 0 0 0 0 0 0 0 E 3 19 8 0d0+30 1d2+0 @@ -111,10 +111,10 @@ stone guardian~ the stone guardian~ A stone guardian is fixed into the wall here. ~ - The guardian appears to be made of a chiseled marble. A wonderous hand has -chiseled out a most imposing carving. The guardian's stone delinated muscles + The guardian appears to be made of a chiseled marble. A wondrous hand has +chiseled out a most imposing carving. The guardian's stone delineated muscles seem to quiver and its eyes almost shift. Whomever set them here must have -something to protect... +something to protect... ~ 174154 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -129,7 +129,7 @@ Grand Duke Kalithorn is here, plotting his revenge. ~ Clad in a long tunic and matching brown hose, Grand Duke Kalithorn is bent over his desk scribbling and mumbling to himself about his ultimate revenge upon -the bandits who took his wife. +the bandits who took his wife. ~ 172106 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -143,7 +143,7 @@ a wandering bandit~ A wandering bandit is here, staring off into the distance. ~ Unshaved, scarred and generally unappealing to look at, a bandit, grins -broadly as he stares off into the distance. +broadly as he stares off into the distance. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -157,7 +157,7 @@ a dirty bandit~ A dirty bandit is standing here. ~ Looks like this fella hasn't washed in a loooong time. His stench alone -could kill. +could kill. ~ 72 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -172,7 +172,7 @@ The leader of the bandits is here, writing something down. ~ This bandit is at least somewhat clean as compared to the rest of the riff-raff. His hair is bound back with a leather fillip and he appears to be -writing something down in a notebook. +writing something down in a notebook. ~ 172106 0 0 0 0 0 0 0 0 E 14 16 1 2d2+140 2d2+2 @@ -187,7 +187,7 @@ A young bandit is sneaking about here. ~ This small, lanky bandit is hardly old enough to have hair on his face, yet he walks with the confidence of a much older individual. The calluses on his -hands prove that he knows his way around a sword. +hands prove that he knows his way around a sword. ~ 12360 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/9.mob b/lib/world/mob/9.mob index 9991dd1..a460d76 100644 --- a/lib/world/mob/9.mob +++ b/lib/world/mob/9.mob @@ -16,7 +16,7 @@ swordsman~ the swordsman~ The greatest swordsman in the land is standing here with a sneer on his face. ~ - This is the ultimate swordsman. + This is the ultimate swordsman. ~ 6186 0 0 0 65552 0 0 0 -400 E 7 18 5 1d1+70 1d2+1 @@ -28,7 +28,7 @@ mummy rabscuttle~ the Mummy of Rabscuttle~ The Mummy of Rabscuttle wanders here, hands aloft, walking towards you. ~ - All bandages, no personality. + All bandages, no personality. ~ 6186 0 0 0 65552 0 0 0 -780 E 11 17 3 2d2+110 1d2+1 @@ -41,7 +41,7 @@ the giant lizard~ A giant lizard is here. ~ This scaly creature looks like it is well adapted to its underground habitat. -He looks very powerful. +He looks very powerful. ~ 6186 0 0 0 65552 0 0 0 100 E 16 15 0 3d3+160 2d2+2 @@ -53,7 +53,7 @@ woundwort general demon~ General Woundwort~ General Woundwort, the dark demon of Minos, awaits to maul you to shreds. ~ - He looks vaguely like a rabbit, but sure doesn't act like one. + He looks vaguely like a rabbit, but sure doesn't act like one. ~ 6186 0 0 0 65552 0 0 0 -1000 E 25 12 -5 5d5+250 4d4+4 @@ -66,7 +66,7 @@ Franz the Henchman~ Franz, Minos' henchman, is here ready to pump you up. ~ Franz is no girlie man. He is very muscular and looks as if he could squeeze -your head like a grapefruit. +your head like a grapefruit. ~ 6186 0 0 0 65552 0 0 0 -300 E 12 16 2 2d2+120 2d2+2 @@ -79,7 +79,7 @@ Hanz the Henchman~ Hanz is here flexing his muscles and squeezing grapefruits. ~ Hanz is no girlie man. He is very muscular and looks as if he could lift a -large dragon. +large dragon. ~ 6186 0 0 0 65552 0 0 0 -300 E 12 16 2 2d2+120 2d2+2 @@ -91,7 +91,7 @@ minos king minotaur~ King Minos the Minotaur~ King Minos the Minotaur is ready and waiting to gore you to death. ~ - He smells something awful. + He smells something awful. ~ 96298 0 0 0 65616 0 0 0 -1000 E 26 12 -5 5d5+260 4d4+4 @@ -103,7 +103,7 @@ turtle dragon~ the dragon turtle~ A large dragon turtle breaks the surface churning the water into huge waves. ~ - The turtle's shell is the size of a small house and looks as hard as rock. + The turtle's shell is the size of a small house and looks as hard as rock. ~ 65640 0 0 0 65552 0 0 0 -200 E 22 13 -3 4d4+220 3d3+3 @@ -115,7 +115,7 @@ hag sea~ the sea hag~ You notice the face of an ugly hag in the sea weeds. ~ - The sea hag is terribly fightful and has razor sharp teeth. + The sea hag is terribly frightful and has razor sharp teeth. ~ 104 0 0 0 65552 0 0 0 -700 E 4 19 7 0d0+40 1d2+0 @@ -127,7 +127,7 @@ merman~ the merman~ There is a merman swimming here brandishing his trident at you! ~ - The merman has a powerful tail fin instead of legs. + The merman has a powerful tail fin instead of legs. ~ 96298 0 0 0 1638416 0 0 0 350 E 5 19 7 1d1+50 1d2+0 @@ -139,7 +139,7 @@ crab crusty~ the crusty crab~ A crusty looking crab is crawling around here searching for food. ~ - It looks like a crab... What more can be said? + It looks like a crab... What more can be said? ~ 65768 0 0 0 65552 0 0 0 0 E 2 20 8 0d0+20 1d2+0 diff --git a/lib/world/mob/90.mob b/lib/world/mob/90.mob index 292308b..dcf8e06 100644 --- a/lib/world/mob/90.mob +++ b/lib/world/mob/90.mob @@ -5,7 +5,7 @@ A desert fox watches you carefully, trying to keep a safe distance away. ~ This sly fox has learned to live in this wasteland and survive off it's meager wildlife. His tan coat blends with the sand around him, making him -almost impossible to follow as he never stays out in the open for long. +almost impossible to follow as he never stays out in the open for long. ~ 76 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -19,9 +19,9 @@ the spider~ A small brown and black spider is hiding in the sand. ~ You've heard stories about these small, but deadly, spiders. They wait for a -victim to walk over them and then they attack. Poisioning their prey with their -deadly venom. It's been rumoured that these spiders can even take down full -grown camels. +victim to walk over them and then they attack. Poisoning their prey with their +deadly venom. It's been rumored that these spiders can even take down full +grown camels. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -37,7 +37,7 @@ A camel spits at you! These beasts of burden are one of the foulest creatures in the realm. They reek and have a bad habit of spitting on people. This four legged animal not only resembles but also acts like a mule. But they are invaluable to someone -trying to cross the desert. They have been known to go months without water. +trying to cross the desert. They have been known to go months without water. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -51,8 +51,8 @@ the coyote~ A coyote slinks away as you approach. ~ This scavenger lives off the misfortune of those attempting to cross the -deserts. They are known for thier intelligence and cunning fighting skills. -They sometimes wander in packs and have been known to attack travellers. +deserts. They are known for their intelligence and cunning fighting skills. +They sometimes wander in packs and have been known to attack travellers. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -66,7 +66,7 @@ A huge scorpion raises its tail and prepares to strike. ~ These deadly desert dwellers are more poisonous than even the spiders found in these parts. They are very quick and can attack even when unprovoked. Many -a traveller has been killed simply by almost stepping on one. +a traveller has been killed simply by almost stepping on one. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -79,9 +79,9 @@ hyeena~ the hyeena~ A hyeena cackles insanely as you pass. ~ - These small dog like creatures are known for thier tempers and hunting in + These small dog like creatures are known for their tempers and hunting in packs to take down large animals. They have an impressive set of sharp small -teeth. They are rarely found alone and always rely on strength in numbers. +teeth. They are rarely found alone and always rely on strength in numbers. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -97,7 +97,7 @@ An old man stands here leaning on an expertly crafted bow. He stands with a casualness that radiates enough confidence to make you think twice before approaching. But then you look at his face and realize he means no one any harm. He is just here to train those seeking to learn the ways of the -Ranger. +Ranger. ~ 260106 0 0 0 80 0 0 0 1000 E 7 18 5 1d1+70 1d2+1 @@ -112,7 +112,7 @@ A tall man stands here, casually stringing a bow. You wonder why this man is just standing out here in the middle of no where. He seems in no hurry and you almost wonder if he is guarding something. He is in his middle years and has several scars from what must have been some -horrendous battles. +horrendous battles. ~ 194570 0 0 0 65616 0 0 0 0 E 7 18 5 1d1+70 1d2+1 diff --git a/lib/world/mob/96.mob b/lib/world/mob/96.mob index 84287b7..c5337c3 100644 --- a/lib/world/mob/96.mob +++ b/lib/world/mob/96.mob @@ -5,7 +5,7 @@ A small squirrel scampers about. ~ A little brown squirrel scampers about busily, searching for nuts. Finding one, he grabs it and begins cracking it, before noticing you. He stands stock -still and stares, waiting for you to make a move. +still and stares, waiting for you to make a move. ~ 65608 0 0 0 0 0 0 0 153 E 7 18 5 1d1+70 1d2+1 @@ -19,7 +19,7 @@ a sparrow~ A sparrow buzzes erratically about. ~ A small sparrow flies around randomly, collecting food and grass for it's -nest. +nest. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -33,7 +33,7 @@ A mad wizard stands here, cackling at your presence. ~ Red lines criss-cross in the mad wizards eyes as he glances around the room. He dons a purple cone-shaped hat on his head, and he is dressed in ragged blue -robes. +robes. ~ 10 0 0 0 16 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -49,7 +49,7 @@ the mole~ A mole squints at you from the safety of its den. ~ A mole with velvety brown fur and cute squinty eyes peers at you. He tugs -his nose a few times, then resumes staring at the sky. +his nose a few times, then resumes staring at the sky. ~ 10 0 0 0 2 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -63,7 +63,7 @@ A lanky white rabbit hops around here. ~ Jumping around in a blind frenzy, the rabbit takes little heed in your appearance. Standing about a foot high, the lanky white speedster expertly -bounds around you, eluding your grasp. +bounds around you, eluding your grasp. ~ 72 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -78,7 +78,7 @@ A wily red fox sprints around here. ~ A wily red fox, almost 3 feet long, rushes around the path. Spotting you, he stops momentarily and stares at you, then continues his everlasting search for -rabbits. +rabbits. ~ 65608 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -92,7 +92,7 @@ the bear~ A demonic bear with blood-red eyes snarls at you. ~ A huge, 8 foot tall bear snarls menacingly. His blood-red eyes seem to -pulsate eerily, and it raises a blunt claw, making ready to swipe at you. +pulsate eerily, and it raises a blunt claw, making ready to swipe at you. ~ 42 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -105,7 +105,7 @@ rat~ a rat~ A black rat scurries about. ~ - A small black rat, about a foot long, scurries about the floor. + A small black rat, about a foot long, scurries about the floor. ~ 72 0 0 0 0 0 0 0 0 E 7 18 5 1d1+70 1d2+1 @@ -120,7 +120,7 @@ The queen of all rats prepares for battle. ~ The queen of all rats, in all her hideousness. Her jet black fur reflects no light, and this monster is a full 3 foot long, maybe even longer. Teeth working -in a mad frenzy, it looks ready to kill. +in a mad frenzy, it looks ready to kill. ~ 42 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -150,7 +150,7 @@ a gremlin~ A small hairy gremlin hops about recklessly. ~ A small gremlin, about 3 foot high and brandishing sharp claws bounces about. -Although he looks weak, appearances can be decieving. +Although he looks weak, appearances can be deceiving. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 @@ -164,9 +164,9 @@ king~ the king~ The King is here, shining his sword of legend. ~ - The King of Domiae seems young. His face is youthful, with no grey hairs or + The King of Domiae seems young. His face is youthful, with no gray hairs or wrinkles. He has sandy blond hair, but no beard. His blue eyes seem to -penetrate into one's very soul. +penetrate into one's very soul. ~ 10 0 0 0 0 0 0 0 0 E 10 17 4 2d2+100 1d2+1 diff --git a/lib/world/obj/0.obj b/lib/world/obj/0.obj index f35f2c0..25775cd 100644 --- a/lib/world/obj/0.obj +++ b/lib/world/obj/0.obj @@ -31,23 +31,6 @@ The email listing of the gods is pinned against the wall.~ 0 0 0 0 1 1 0 30 0 E -wizlist~ - Implementors - ~~~~~~~~~~~ - Rumble Welcor - Greater Gods - ~~~~~~~~~~~ - Detta Elaseth Elorien Fade Ferret Fyre Heiach Manivo - Radiax Random Relsqui - Gods - ~~~ - Aeon Alambil Amber Arcano Balm Demar Demortes Elixias - Emmett Exa Falstar Fharron Fizban Gatia Ilsensine Justo - Kyr Macros Meyekul Mick Minisham Mythran Neela Poiu - Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor - Theophilus Tocamat Torpidai Treestump Tuskony Zizazat -~ -E emails listing~ HELP CONTACT ~ @@ -63,7 +46,7 @@ E berries foraged~ These blue, red, and even green berries look edible. Though you do wonder about all those stories of poisonous berries out in the woods. These don't -smell bitter, so they must be fine. +smell bitter, so they must be fine. ~ #6 greens forage~ @@ -77,7 +60,7 @@ E foraged greens~ An assortment of leaves and grasses that look rather bland. But if you had to a person could survive off this meager cuisine. After all, how do you think -all these animals live out here. +all these animals live out here. ~ #7 foraged roots~ @@ -91,12 +74,12 @@ E roots foraged~ Tubular roots of varying sizes and colors. They look very edible. Some of them are known to even taste good! You recognize on of a purplish hue that is -extremely sweet and is actually considered a delicacy in some parts. +extremely sweet and is actually considered a delicacy in some parts. ~ #8 foraged bark~ some foraged bark~ -A pile of bark is stacked neatly infront of you.~ +A pile of bark is stacked neatly in front of you.~ ~ 19 0 0 0 0 a 0 0 0 0 0 0 0 3 0 0 0 @@ -105,7 +88,7 @@ E foraged bark~ Now this is gross! It must be desperate times when you have to turn to eating tree bark. This stuff is still green luckily so it has some moisture to -it. But you really aren't going to eat this are you? +it. But you really aren't going to eat this are you? ~ #9 foraged nuts~ @@ -119,7 +102,7 @@ E nuts foraged~ A variety of nuts that are very hard to come by. Various animals hoard these in their lairs, so if you are lucky enough to come across some then you -can just go nutty! +can just go nutty! ~ #10 waybread bread~ @@ -132,7 +115,7 @@ Some waybread has been put here.~ E waybread bread~ The waybread is the traditional feed of elves when travelling, they call it -lembas. It is said to refresh the weary traveler greatly. +lembas. It is said to refresh the weary traveler greatly. ~ #11 water spring water~ @@ -191,8 +174,8 @@ T 141 T 169 E quest token~ - It is a plain gold coin with the symbol of Sanctus engraved on both sides. -This token should be taken back to the questmaster to receive a reward. + It is a plain gold coin with the symbol of Sanctus engraved on both sides. +This token should be taken back to the questmaster to receive a reward. ~ #16 quest timer~ @@ -208,7 +191,7 @@ T 142 E quest timer~ This small device looks like an antique gold pocket watch. One small hand -counts down the 10 minutes a questor has to complete their quest. +counts down the 10 minutes a questor has to complete their quest. ~ #17 quest mobile head~ @@ -222,7 +205,7 @@ T 141 E head quest mob~ This quest item is proof that you have hunted down and killed the quest mob. -It needs to be returned to the questmaster within 10 minutes. +It needs to be returned to the questmaster within 10 minutes. ~ #20 portal gate gateway~ @@ -244,12 +227,12 @@ T 80 E sword quest war's blood~ The blade of this beautiful weapon is inlaid with tiny wavelets. The guard -extends far out from the basket hilt, guarding the wielder from all attacks. +extends far out from the basket hilt, guarding the wielder from all attacks. Engraved across the blade are these words. "Seek not death. Seek not triumph. Seek wisdom, honor, and truth. For I wield the spirit of my wielder, and blood of heroes never dies." These words are written in golden runes across the polished steel of the blade. War's blood is given only to those warriors meant -for greatness. Remember, the sword wields the spirit of its master. +for greatness. Remember, the sword wields the spirit of its master. ~ A 18 5 @@ -274,7 +257,7 @@ part of the very night. As you look at the blade and hilt, you can make out an inscription which travels from the point of the weapon to its ornately engraved pommel. "Whosoever would let blood for love, whosoever would make war upon death, whosoever would give their life to love, make war with my darkness." -Wield this fabled blade of lost love, and become one with the shadows. +Wield this fabled blade of lost love, and become one with the shadows. ~ A 2 3 @@ -395,10 +378,10 @@ that is good. Made only of shadows and the taint that is the most obscene corruption, the head of this axe is jagged and spiked. The blade is balanced by a wicked spike giving this ancient weapon the look of a warped headsman's axe. No light seems to reach it, no living thing seeks its touch. Tendrils of sickly -smoke rise from the blade tainting your thoughts and the very air around you. +smoke rise from the blade tainting your thoughts and the very air around you. It calls you, it draws you. "Wield me, worship me, watch me take the blood of -the pure. Become one with my taint. Feel the foulness fermenting your soul. -Accept evil, accept the shadow. Wield me and become death. Become immortal." +the pure. Become one with my taint. Feel the foulness fermenting your soul. +Accept evil, accept the shadow. Wield me and become death. Become immortal." ~ A 18 5 @@ -423,7 +406,7 @@ jutting jauntily out of the front of the cap. A peace of silk ribbon forms a band around the inside of the brim. These words have been embroidered into the cap's material. "The world is a wonder. A wonder to wander. To wander the wonderful world. That is the life of a sprite. Come, my brothers, for much is -lost that we may find. Come, my sisters, for many are lost that we may love. +lost that we may find. Come, my sisters, for many are lost that we may love. Happiness is a laugh away. Live and laugh and love; that is joy." ~ A @@ -471,7 +454,7 @@ Carved by the finest craftsman, enchanted by the most powerful wielders of the magical arts, this stone was made for the greatest of the human race. Look into its depths, and see all the souls of mortal man. It has no peer, no equal, and has yet to be classified by dwarven miners or gnomish scholars. The human who -holds it holds the light of all humanity in their grasp. +holds it holds the light of all humanity in their grasp. ~ A 12 50 @@ -497,7 +480,7 @@ ancient of wyrms. The shield shimmers and wavers with all the colors of the rainbow. In its shimmering depths can be seen all the colors of every dragon that has ever come to pass. Magical runes circle the shield's rim. "Come wind, come fire. Come Thunder, come rain. My bearer need never fear. Come giants to -duel. My roar of triumph will be the last you ever hear." +duel. My roar of triumph will be the last you ever hear." ~ A 17 -10 @@ -568,7 +551,7 @@ boots strider quest~ These fine boots have been made from the hides of monsters and beasts the world over. They are unadorned black suede leather, with a thick sole and steel toe. The stitching that holds them together is so fine as to be -invisible. As you look at them, words enter your mind. "Trip over mountain. +invisible. As you look at them, words enter your mind. "Trip over mountain. Stride over sea. Travel across desert. Run between the forest trees. Be bold, be brave. Be unfettered. Let us run the world over. You and me." ~ @@ -594,7 +577,7 @@ this mighty blade are formed from a gray stone that can never be chipped or broken. The head of the weapon is formed from two massive pieces of obsidian, shaped like diamonds, side by side. However this vicious object has but one purpose. Etched into the two heads of the axe are these words. "Slash, slice, -swerve and swipe. Dodge, duck, down and up. I draw the blood of the weak. +swerve and swipe. Dodge, duck, down and up. I draw the blood of the weak. Thunder marks my strike. Lightning shines when I am drawn. I am the storm to end all. I am the dragonbane." ~ @@ -641,7 +624,7 @@ gloves kindred quest~ A set of lithe leather riding gloves. The leather is so thin as to almost not be there. The palm and fingertip of each glove are padded with a lining of cloth to protect the wearer's hand against harm. Looking at these tiny gloves -you wonder what keeps them from just tearing at the slightest pressure. +you wonder what keeps them from just tearing at the slightest pressure. ~ A 13 50 @@ -660,7 +643,7 @@ One of the lost treasures of Sanctum is here.~ T 90 E gem sanctum~ - This is one of the treasures from the hoards of the city of Sanctum. + This is one of the treasures from the hoards of the city of Sanctum. ~ #39 staff curative~ @@ -672,7 +655,7 @@ A staff used by the healers of Sanctum is here.~ 1 1000 0 0 0 E curative staff~ - This beautiful staff is used by the healers of sanctum. + This beautiful staff is used by the healers of sanctum. ~ #40 runestone sanctum church~ @@ -698,7 +681,7 @@ Nothing. 1 1000 0 0 0 E bell sanctum's freedom~ - This is the bell that represents the freedom of the city of Sanctum. + This is the bell that represents the freedom of the city of Sanctum. ~ #42 hammer Sanctum~ @@ -731,7 +714,7 @@ to shimmer before your very eyes, fact or fiction, they look as though they could vanish at any turn. Looking deep into the fire that is their strength you see these words in yellow and red flame. "Drawn from the depths. Delivered from death. Directed by Divinity. I am the truth. The light. The guardian of -hope and the future. Find comfort in my flames. Find strength in my touch. +hope and the future. Find comfort in my flames. Find strength in my touch. For with me lies all that is to come." ~ A @@ -768,7 +751,7 @@ A mysterious looking magic eight ball holds the answer.~ T 6 E magic eight ball~ - Simply "shake eightball" to have all of your questions answered. + Simply "shake eightball" to have all of your questions answered. ~ #48 bed comfy~ @@ -808,7 +791,7 @@ A generic light is lying here.~ E generic light~ Since this light is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #51 generic ring rfinger~ @@ -821,7 +804,7 @@ A generic ring is lying here.~ E generic ring right~ Since this ring is completely generic there are no distinctive features worth -noticing. +noticing. ~ #52 generic ring lfinger~ @@ -834,7 +817,7 @@ A generic ring is lying here.~ E generic ring left~ Since this ring is completely generic there are no distinctive features worth -noticing. +noticing. ~ #53 generic neck1 necklace~ @@ -847,7 +830,7 @@ A generic necklace is lying here.~ E generic neck1 necklace~ Since this necklace is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #54 generic neck2 necklace~ @@ -860,7 +843,7 @@ A generic necklace is lying here.~ E generic neck2 necklace~ Since this necklace is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #55 generic body armor~ @@ -873,7 +856,7 @@ A set of generic body armor is lying here.~ E generic body armor~ Since this body armor is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #56 generic helm~ @@ -886,7 +869,7 @@ A generic helm is lying here.~ E generic helm~ Since this helm is completely generic there are no distinctive features worth -noticing. +noticing. ~ #57 generic leggings~ @@ -899,7 +882,7 @@ A pair of generic leggings are lying here.~ E generic leggings~ Since this pair of leggings is completely generic there are no distinctive -features worth noticing. +features worth noticing. ~ #58 generic boots~ @@ -912,7 +895,7 @@ A pair of generic boots are lying here.~ E generic boots~ Since the pair of boots are completely generic there are no distinctive -features worth noticing. +features worth noticing. ~ #59 generic gloves~ @@ -925,7 +908,7 @@ A pair of generic gloves are lying here.~ E generic gloves~ Since the pair of gloves are completely generic there are no distinctive -features worth noticing. +features worth noticing. ~ #60 generic sleeves~ @@ -938,7 +921,7 @@ A pair of generic sleeves are lying here.~ E generic sleeves~ Since the pair of sleeves are completely generic there are no distinctive -features worth noticing. +features worth noticing. ~ #61 generic shield~ @@ -951,7 +934,7 @@ A generic shield is lying here.~ E generic shield~ Since the shield is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #62 generic cape~ @@ -964,7 +947,7 @@ A generic cape is lying here.~ E generic cape~ Since the cape is completely generic there are no distinctive features worth -noticing. +noticing. ~ #63 generic belt~ @@ -977,7 +960,7 @@ A generic belt is lying here.~ E generic belt~ Since the belt is completely generic there are no distinctive features worth -noticing. +noticing. ~ #64 generic wristguard~ @@ -990,7 +973,7 @@ A generic wristguard is lying here.~ E generic wristguard~ Since the wristguard is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #65 generic wristguard~ @@ -1003,7 +986,7 @@ A generic wristguard is lying here.~ E generic wristguard~ Since the wristguard is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #66 generic weapon~ @@ -1016,7 +999,7 @@ A generic weapon is lying here.~ E generic weapon~ Since this weapon is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #67 generic staff~ @@ -1029,7 +1012,7 @@ A generic staff is lying here.~ E generic staff~ Since this staff is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #68 commissars key~ @@ -1124,7 +1107,7 @@ are listed under HELP ZONES by being CAPITALIZED. For example to teleport to: 74 Newbie GRAVEyard -- Jojen 3- 5 type: teleport grave The teleporter may also be used to recall back to Midgaard at any time. - + Uncapitalized zones are linked through a capitalized zone. ~ #83 @@ -1138,9 +1121,9 @@ A small slip of paper has something written on it.~ E slip paper tapcode code~ Below is a tap code we use to communicate through the walls by tapping 2 numbers. -TAPS| 1 | 2 | 3 | 4 | 5 | -1 | A | B |C/K| D | E | The first designates the horizontal row and the 2nd -2 | F | G | H | I | J | designates the vertical row. The letter W, for +TAPS| 1 | 2 | 3 | 4 | 5 | +1 | A | B |C/K| D | E | The first designates the horizontal row and the 2nd +2 | F | G | H | I | J | designates the vertical row. The letter W, for 3 | L | M | N | O | P | example, would be 5-2. The letter H would be 2-3. 4 | Q | R | S | T | U | The letter "c" works double duty as a c or k. 5 | V | W | X | Y | Z | @@ -1198,7 +1181,7 @@ E throne chair bayonets~ The chair is made completely out of bayonets with the sharpest points in the most inconvenient of spots. A plaque on the bottom reads: "You can build a -throne of bayonets, but you can't sit on it for long." +throne of bayonets, but you can't sit on it for long." ~ #88 idleout timer stayalive bracelet~ @@ -1208,6 +1191,7 @@ A bright orange plastic bracelet was left here.~ 12 0 0 0 0 am 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 +T 195 E idleout timer stayalive bracelet~ The bracelet is made of a garish orange plastic with the letters STAYALIVE @@ -1237,7 +1221,6 @@ An ice cream has been dropped here.~ 19 0 0 0 0 ao 0 0 0 0 0 0 0 1 0 0 0 1 4 0 0 1 -T 82 E ice cream 99 flake~ Known as the 99, it is an ice cream cornet with a stick of chocolate rammed @@ -1258,7 +1241,7 @@ full english breakfast fatty food~ sausages, baked beans, hashed browns, mushrooms, tomatoes, black pudding and fried bread. Available variants include the so-called Jewish Breakfast, served with turkey ham and beef sausages, or the vegetarian breakfast, served with -quorn sausages. +quorn sausages. ~ #92 tea mug cup nice tea~ @@ -1270,7 +1253,7 @@ A nice mug of tea has been left here.~ 7 1 0 0 0 E mug cup tea nice~ - A nice mug of fair trade tea, all you need now is a nice piece of cake. + A nice mug of fair trade tea, all you need now is a nice piece of cake. From its home in China to the break times of Britain, Tea is the drink of Asian Emperors and European Monarchs, as well as sweatshop workers in the east and IT workers in the west. @@ -1347,8 +1330,8 @@ The Scythe of Death rests heavily on the ground.~ 40 1000 0 20 0 E scythe death~ - It is a very heavy scythe. The grey handle is made from hard wood and the + It is a very heavy scythe. The gray handle is made from hard wood and the long iron blade is completely smooth from countless years of use. It feels cold -to the touch. +to the touch. ~ $~ diff --git a/lib/world/obj/1.obj b/lib/world/obj/1.obj index 538c9e7..3a30f9f 100644 --- a/lib/world/obj/1.obj +++ b/lib/world/obj/1.obj @@ -50,7 +50,7 @@ A green robe of the magi lies here.~ E green robe magi~ This beautiful flowing robe is the prized possesion of the magi. It is -strange to find it here. +strange to find it here. ~ #106 red robe~ @@ -62,7 +62,7 @@ A beautiful red magi robe~ 3 500 0 0 0 E red robe~ - The robe of the order of the red magi. Very well made. + The robe of the order of the red magi. Very well made. ~ #107 blue robe~ @@ -74,7 +74,7 @@ A blue robe sits here.~ 5 500 0 0 0 E blue robe~ - The robe of the order of the blue magi. Very well made. + The robe of the order of the blue magi. Very well made. ~ #108 round fishing hat~ @@ -87,7 +87,7 @@ A round fishing hat has been left here.~ E hat fishing round~ Round, rumpled, and covered in lures, this hat must have been someone's -favorite. +favorite. ~ #109 waybread bread~ @@ -100,7 +100,7 @@ Some waybread has been put here.~ E waybread bread~ The waybread is the traditional feed of elves when traveling, they call it -lembas. It is said to refresh the weary traveler greatly. +lembas. It is said to refresh the weary traveler greatly. ~ #110 dried rations~ @@ -113,7 +113,7 @@ Some dried rations has been left here.~ E rations dried~ These rations are bland and serve no other purpose than to keep you alive. - + ~ #111 apple~ @@ -126,7 +126,7 @@ A nice looking delicious red apple has been left here.~ E apple~ The apple looks fresh, except for one small worm hole in, nothing wrong with -a little protien in your diet. +a little protien in your diet. ~ #112 crescent~ @@ -138,7 +138,7 @@ A tasty looking crescent has been dropped here.~ 1 5 0 0 0 E crescent~ - The crescent looks warm and flaky, just how you like it... + The crescent looks warm and flaky, just how you like it... ~ #113 bourbon shot whisky~ @@ -151,7 +151,7 @@ A shot of bourbon is here.~ E bourbon shot~ This is the kind of liquor that makes successful peopl into sloppy drunks. -You sure you're man or woman enough to drink this stuff? +You sure you're man or woman enough to drink this stuff? ~ #114 pretzel~ @@ -163,7 +163,7 @@ A pretzel has been left here.~ 1 5 0 0 0 E pretzel~ - Heavily salted, you better buy a drink if you're gonna eat this thing. + Heavily salted, you better buy a drink if you're gonna eat this thing. ~ #115 safe banks~ @@ -177,7 +177,7 @@ E safe~ The door is propped open, the glint of gold coins sparkles from the lantern overhead. Looks like enough gold is contained within to retire and live a full -life. Too bad no one ever steals from this bank. +life. Too bad no one ever steals from this bank. ~ #116 bench~ @@ -190,7 +190,7 @@ A bench of black polished granite looks mighty uncomfortable.~ E bench granite black~ The bench is carved out of a single block of black granite and has been -polished to a smooth shine. +polished to a smooth shine. ~ #117 rack armor~ @@ -203,7 +203,7 @@ A rack of armor rests here against one wall.~ E rack armor~ Chain mail shirts, leggings, helms, sleeves, everything an adventurer could -ever need. +ever need. ~ #118 rack weapons~ @@ -223,13 +223,13 @@ yellow robe~ a yellow robe~ A yellow robe of the Magi was left here, how strange.~ ~ -9 0 0 0 0 a 0 0 0 0 0 0 0 +9 0 0 0 0 ak 0 0 0 0 0 0 0 3 0 0 0 3 500 0 0 0 E yellow robe~ An expertly woven silken cloth of very high quality, most magi would die -before giving one of these up. +before giving one of these up. ~ #120 dagger~ @@ -241,8 +241,8 @@ A dagger with a long thin blade is here.~ 2 30 0 0 0 E dagger~ - A simple dagger used by thieves and hoodlums to relieve the unwary of thier -money. + A simple dagger used by thieves and hoodlums to relieve the unwary of their +money. ~ #121 sword small~ @@ -254,19 +254,19 @@ A small sword lies here.~ 3 75 0 0 0 E sword~ - The basic sword of the Sanctus army. Nothing spectacular about it. + The basic sword of the Sanctus army. Nothing spectacular about it. ~ #122 -grey robe~ -a grey robe~ -An exquisite grey robe is rumpled in a corner.~ +gray robe~ +a gray robe~ +An exquisite gray robe is rumpled in a corner.~ ~ 9 0 0 0 0 ak 0 0 0 0 0 0 0 4 0 0 0 3 500 0 0 0 E -grey robe~ - This simple robe is the type used by Magi of the grey order. +gray robe~ + This simple robe is the type used by Magi of the gray order. ~ #123 club wooden~ @@ -278,7 +278,7 @@ A simple looking wooden club is here.~ 3 50 0 0 0 E club~ - Your basic club, nothing very remarkeable about it. + Your basic club, nothing very remarkeable about it. ~ #124 mace~ @@ -290,7 +290,7 @@ A mace is here.~ 6 60 0 0 0 E mace~ - This mace is made of a heavy polished metal with small spikes on the end. + This mace is made of a heavy polished metal with small spikes on the end. Look deadly ~ #125 @@ -303,7 +303,7 @@ A large flail is here.~ 6 100 0 0 0 E flail~ - A strange weapon, you wonder if you even know how to use it. + A strange weapon, you wonder if you even know how to use it. ~ #126 purple robe~ @@ -316,7 +316,7 @@ A magnificent purple robe was deserted here.~ E purple robe~ Another impressive robe of the Magi. This robe looks to be in very good -shape. +shape. ~ #127 brass knuckles~ @@ -329,7 +329,7 @@ Some brass knuckles are here.~ E knuckles brass~ These, heavy, wicked looking knuckles could do some serious damage if worn -on the hands. +on the hands. ~ #128 cigarette~ @@ -342,7 +342,7 @@ An un-smoked cigarette has been left here.~ E cigarette~ A perfectly good cigarette, home-made by the looks of it, but wrapped very -neatly. +neatly. ~ #129 black robe~ @@ -355,7 +355,7 @@ A black robe of the Magi hangs on a small coatrack.~ E black magi robe~ This robe is very hard to focus on. When you stare at it your eyes seem to -slide right off the black velvety material. +slide right off the black velvety material. ~ #130 torch~ @@ -367,7 +367,7 @@ A large torch.~ 1 20 0 0 0 E torch~ - Your basic torch, nothing very remarkeable about it. + Your basic torch, nothing very remarkeable about it. ~ #131 lantern brass~ @@ -380,7 +380,7 @@ A brass lantern is here.~ E brass lantern~ Your basic lantern, nothing very remarkeable about it. Just a fuel tank, -glass covering and a wick. +glass covering and a wick. ~ #132 bag~ @@ -392,7 +392,7 @@ A small bag is here.~ 2 100 0 0 0 E bag~ - A simple bag to help you carry all of your belongings. + A simple bag to help you carry all of your belongings. ~ #133 backpack~ @@ -404,7 +404,7 @@ A backpack is here.~ 5 250 0 0 0 E backpack~ - A hefty backpack that can carry more than a bag. + A hefty backpack that can carry more than a bag. ~ #134 dog collar~ @@ -416,7 +416,7 @@ A dog collar was left here, what happened to the poor dog?~ 1 10 0 0 0 E dog collar~ - It looks mangled and chewed, the dog probably pulled it off. + It looks mangled and chewed, the dog probably pulled it off. ~ #135 catnip~ @@ -428,7 +428,7 @@ A pile of catnip is here waiting for a cat to enjoy it.~ 1 1 0 0 0 E catnip~ - This stuff drives cats bonkers. + This stuff drives cats bonkers. ~ #136 broom~ @@ -441,7 +441,7 @@ A broom is lying on the floor.~ E broom~ Looks like the streetsweep must be taking a break, he left his broom lying -here. +here. ~ #137 whisky dirty glass whisky~ @@ -454,7 +454,7 @@ A filthy glass of whiskey was left here, waiting to be emptied.~ E whisky dirty glass~ You think that's whisky in there. The glass is so filthy you can't be sure. - + ~ #138 wine white glass wine~ @@ -467,7 +467,7 @@ A glass of white wine is here.~ E wine white glass~ A very fancy and tall glass holding some white wine. The drink of the -middle class. +middle class. ~ #139 champagne speciality local~ @@ -480,7 +480,7 @@ A champagn glass sits on the ground.~ E local speciality champage~ A tall glass with a long skinny stem. The type of glass that rich folk use -to drink bubbly. +to drink bubbly. ~ #140 cloth jacket~ @@ -492,7 +492,7 @@ A jacket is lying on the floor~ 5 100 0 0 0 E cloth jacket~ - A rugged looking cloth jacket. + A rugged looking cloth jacket. ~ #141 leather gloves~ @@ -504,7 +504,7 @@ A pair of leather gloves lie here.~ 5 170 0 0 0 E leather gloves~ - Rugged looking brown leather gloves. + Rugged looking brown leather gloves. ~ #142 shield wooden~ @@ -516,7 +516,7 @@ A small wooden shield is lying on the ground.~ 3 500 0 0 0 E wooden shield~ - It's small, it's wooden. + It's small, it's wooden. ~ #143 pants pair black leather~ @@ -529,7 +529,7 @@ A pair of black leather pants lie on the ground.~ E black leather pants~ These pants are in very good condition. They would provide minimal -protection during a fight. +protection during a fight. ~ #144 helm leather~ @@ -565,7 +565,7 @@ Some exotic beer from far away.~ 15 50 0 0 0 E splugen beer bottle~ - This beer looks and tastes like formaldehyde. + This beer looks and tastes like formaldehyde. ~ #148 blue velvet pants~ @@ -577,8 +577,8 @@ A pair of blue pants made from a fine fabric.~ 3 100 0 0 0 E blue pants~ - These gaudy velvet pants are meant for a royal court, not adventuring. -Most respectable adventurers wouldn't even be caught dead in these things. + These gaudy velvet pants are meant for a royal court, not adventuring. +Most respectable adventurers wouldn't even be caught dead in these things. ~ A 6 1 @@ -592,7 +592,7 @@ A dustpan has been left here.~ 2 2 0 0 0 E dustpan pan~ - The streetsweeper uses this to clean up the city. + The streetsweeper uses this to clean up the city. ~ A 19 2 @@ -610,7 +610,7 @@ E white shirt~ This fine silken shirt could fetch a nice price if it wasn't in such poor shape. Frills of lace line the collar and cuffs. The kind of shirt one would -wear to a court or very fancy social gathering. +wear to a court or very fancy social gathering. ~ #151 red vest~ @@ -622,9 +622,9 @@ A red vest was left here.~ 3 100 0 0 0 E red vest~ - The vest is far more extravagant than anything you have ever worn before. + The vest is far more extravagant than anything you have ever worn before. Fancy designs run up and down it's length. This would look very nice over a -fancy shirt. +fancy shirt. ~ #152 cane~ @@ -636,9 +636,9 @@ An old worn cane lies here in the dust.~ 5 100 0 0 0 E cane~ - It looks to be carved from some type of hard wood. Maybe oak or maple. + It looks to be carved from some type of hard wood. Maybe oak or maple. Only traces of varnish can be seen on the wood that has been worn smooth from -time and use. +time and use. ~ A 18 1 @@ -671,7 +671,7 @@ sewing machine~ It is made of both metal and wood, a large footpedal can be pumped to make the strange contraption lower and raise a needle through the cloth. Very ingenious contraption. It is the only one in the city and because of it Carla -has a monopoly on clothing. +has a monopoly on clothing. ~ #155 feather duster~ @@ -685,7 +685,7 @@ E duster feather~ Made from the feathers of a very large bird this duster is extremely clean considering the purpose it is supposed to serve. Then again maybe it is just -used to make the person holding it look busy. +used to make the person holding it look busy. ~ A 3 1 @@ -701,7 +701,7 @@ E purse~ The initials NJW are inscribed in gold lettering. Very fancy. Whoever had this must have been well off. The drawstring used to hold it to a belt has -been cleanly cut. Must be someone had their purse snatched. +been cleanly cut. Must be someone had their purse snatched. ~ #157 gunney's hat~ @@ -735,7 +735,7 @@ A list of directions to important areas within Sanctus lies here.~ 1 1 0 0 0 E list directions sanctus~ - n + @n recall Room - teleport Sanctus Newbie Zones - teleport Newbie Food - 1d, 3s, 1e, 1n @@ -759,7 +759,7 @@ A kitchen timer has been abandoned here.~ 1 1 0 0 0 E kitchen timer~ - The face of the timer has the number one to ten on it with two hands. + The face of the timer has the number one to ten on it with two hands. ~ #161 sacrificial entrails~ @@ -772,7 +772,7 @@ The entrails of a sacrificial animal.~ E sacrificial entrails~ The animal is impossible to identify. Just a collection of intestines, a -stomach, maybe a liver. Hard to tell with the it dripping in blood. +stomach, maybe a liver. Hard to tell with the it dripping in blood. ~ #162 row boat~ @@ -784,7 +784,7 @@ A row boat has been left here.~ 20 1000 0 0 0 E row boat~ - A sturdy row boat with three seats and paddles bolted in the middle. + A sturdy row boat with three seats and paddles bolted in the middle. ~ #163 floatation device~ @@ -797,7 +797,7 @@ A floatation device has been left here.~ E floatation device~ You would have to be crazy to attemp to cross large bodies of water with the -thing. +thing. ~ #164 beggin strips treats bacon ~ @@ -823,7 +823,7 @@ A cup has been left here.~ 8 75 0 0 0 E water cup~ - Just a plain old cup of water. Nothing special about it. + Just a plain old cup of water. Nothing special about it. ~ #166 cloth pants~ @@ -835,7 +835,7 @@ A pair of cloth pants is rumpled up into a ball.~ 5 75 0 0 0 E cloth pants~ - The pants are filthy, but wearable. + The pants are filthy, but wearable. ~ #167 cloth cap~ @@ -847,7 +847,7 @@ A cloth cap rests on the ground.~ 1 50 0 0 0 E cloth cap~ - The kind of cap a street urchin might wear. + The kind of cap a street urchin might wear. ~ #168 cloth shirt~ @@ -860,7 +860,7 @@ A cloth shirt lays on the ground.~ E cloth shirt~ The shirt looks pretty rugged. The plain dirty white cloth would provide -some protection. +some protection. ~ #169 cloth shoes~ @@ -874,7 +874,7 @@ E cloth shoes~ These shoes are more like moccassins than anything else. A strip of leather on their soles should make them last a long time and protect your feet very -well. +well. ~ #170 gloves cloth~ @@ -887,7 +887,7 @@ A pair of cloth gloves have been left here.~ E cloth gloves~ They are a ditry white color, with the fingers cut off, these gloves look -useful. +useful. ~ #171 short staff gilded oak~ @@ -901,7 +901,7 @@ E short staff gilded oak~ The staff is too short for use by the average human. It is well made from an extremely straight and unspoiled oak. Silver gilding has been added in a spiral -giving the staff extra strength and support. +giving the staff extra strength and support. ~ #172 rubber chicken~ @@ -918,7 +918,7 @@ yellow rubber chicken~ This dog toy barely even resembles its namesake. The long yellow body is elongated and several holes have been chewed into it. Its feet and crown are a strange orange color. I small plug is stuck where its butt should be and makes -a squeaking noise when you squeeze it. +a squeaking noise when you squeeze it. ~ #173 ten sided dice die~ @@ -932,7 +932,7 @@ T 157 E ten sided dice die~ The die has been carefully carved out of bone with black spots painted on -each of its 10 sides accordingly. RROLL DIE n +each of its 10 sides accordingly. @RROLL DIE@n ~ #174 hairball~ @@ -973,7 +973,7 @@ T 159 E cancer stick~ Commonly known as a cigarette (or fag if you practice the Queen's English) -this addictive, cancer causing carcinogen was once thought to be cool. +this addictive, cancer causing carcinogen was once thought to be cool. ~ #179 water canteen water~ @@ -985,7 +985,7 @@ A canteen has been set on the ground here.~ 20 100 0 0 0 E canteen water~ - This canteen is pretty old and has acquired a strange smell. + This canteen is pretty old and has acquired a strange smell. ~ #180 chunk meat~ @@ -998,7 +998,7 @@ An hunk of meat lies here covered in dirt.~ E chunk meat~ The meat is some form of venison. Hard to tell since it is rather filthy. - + ~ #181 bar platinum~ @@ -1011,7 +1011,7 @@ A bar of platinum must have been dropped here.~ E bar platinum~ The platinum bar is formed perfectly into a rectangular block. Its surface -is smooth and polished. +is smooth and polished. ~ #182 bar mithril~ @@ -1024,7 +1024,7 @@ A bar of mithril must have been dropped here.~ E bar mithril~ The mithril bar is formed perfectly into a rectangular block. Its surface -is smooth and polished. +is smooth and polished. ~ #183 bar gold~ @@ -1037,7 +1037,7 @@ A bar of gold must have been dropped here.~ E bar gold~ The gold bar is formed perfectly into a rectangular block. Its surface is -smooth and polished. +smooth and polished. ~ #184 bar silver~ @@ -1050,23 +1050,23 @@ A bar of silver must have been dropped here.~ E bar silver~ The silver bar is formed perfectly into a rectangular block. Its surface is -smooth and polished. +smooth and polished. ~ #185 calendar~ a calendar~ A calendar of beautiful woman is pinned on the wall.~ The calendar has been torn in half and only the first few months are -visible. +visible. ~ 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 E january~ - . .:IIIIHIHHIHHHII::I:. - :IIIIHIHHHHHHMMHHIHHIIHHIII:. - ,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:. + . .:IIIIHIHHIHHHII::I:. + :IIIIHIHHHHHHMMHHIHHIIHHIII:. + ,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:. .:IIHHHHHHHHMMMMMHHHHMMMHHMHHHIIIHIIII: .IIHHHMMMMMMMHHMMMHHHMMMHHMHII:HHHII:I. :HIHHHMHMMMMMMMMMMMMHMHHHHII:HHMMHII:II @@ -1120,7 +1120,7 @@ february~ .MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM MMMMMMMMMMMMMMMMMX*MX*MMMX?MMMMM(M!XMMMMMMMMMMMM - XMC)?MMMMMMMMMMMMMMMhX?!?MMMMX#MM!MXMMMMMMMMMMMML + XMC)?MMMMMMMMMMMMMMMhX?!?MMMMX#MM!MXMMMMMMMMMMMML MMMMMMMMMMMMMMMMMMMMMMMM!-`````-`-!?MMMM)MMMMMMMMx MMM)MMMMMMMMMMMMMMMHhHH!- `#MM(MMMMMMMMMM> HM!HMMMMMMMMMMMMMMMM?)? "MMMMMMMMMX @@ -1155,7 +1155,7 @@ february~ ~ E march~ - . ,.--.. + . ,.--.. ,::.'.. . . "VI:I:".':-.,. ,I::. .. . 'VHMHII:.::;:.:,.. :I:I:.. . . MHMHIHI:MHHI:I:'.:. @@ -1200,7 +1200,7 @@ march~ ~ E april~ - . :AMMMMMMMMMMMMA: + . :AMMMMMMMMMMMMA: :AMMMMMMMMMHHHHHMMMMMMMMA: :AMHMMMMHHMHIHHIMMMHMMMMHHA: :AM'MMMMMMHHIHHHIMMMMMIMMHHHH: @@ -1229,8 +1229,8 @@ april~ IHHMV;;::: HHII;: : : MMHI; IHMV;;:: : "HII;: :: MMI; :IHV;:: : 'HI: :: MM; - IV;:: : : "II;: ; - IH;;::: : ;;;I: ; + IV;:: : : "II;: ; + IH;;::: : ;;;I: ; ;M;;:::: : ';;;HI: ' MH;;:::: : ';;HI: ; IM;;;::: : :[; ';I"I: ; @@ -1261,8 +1261,8 @@ may~ 8888888888888888888:::8::::::M::aAa::::::::M8888888888 8 88 8888888888::88::::8::::M:::::::::::::888888888888888 8888 88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888 - 8 8888888888888:::::::::::M::"@@@@@@ "::::8w8888888888888888 - 88888888888:888::::::::::M:::::" a ":::::M8i888888888888888 + 8 8888888888888:::::::::::M::"@@@@@@ "::::8w8888888888888888 + 88888888888:888::::::::::M:::::" a ":::::M8i888888888888888 8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888 8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888 888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888 @@ -1334,7 +1334,7 @@ E gnarled wooden staff~ The staff appears to have been twisted into a strange spiral up along its surface. The top has three claws meant to hold something. It is conspicuosly -empty. +empty. ~ #190 scroll deep green remove curse~ @@ -1359,7 +1359,7 @@ An orb meant to top a staff must have fallen out here.~ E orb staff topping~ The orb is about the size of a small fist. It appears to have been meant to -be placed on the end of a staff. +be placed on the end of a staff. ~ #192 broken staff~ diff --git a/lib/world/obj/100.obj b/lib/world/obj/100.obj index 5a36e33..4eaed61 100644 --- a/lib/world/obj/100.obj +++ b/lib/world/obj/100.obj @@ -8,7 +8,7 @@ A flee-infested bunk filled with rags sits in one corner.~ 0 0 0 0 0 E dirty bunk~ - As you examine the bunk closer you notice some of the rags may not be as + As you examine the bunk closer you notice some of the rags may not be as shabby as you originally thought. No one would miss them, would they? ~ #10001 @@ -51,7 +51,7 @@ A beautiful, calm lake is sparkling here.~ 505 0 0 0 0 E lake~ - The lake is perfectly calm, no movement of any kind in the lake makes the + The lake is perfectly calm, no movement of any kind in the lake makes the surface look like glass. The water looks clean and drinkable. ~ #10004 @@ -64,7 +64,7 @@ A murky pond is stagnating here.~ 505 0 0 0 0 E pond~ - The pond is a deep brown color and smells funny. You think twice about + The pond is a deep brown color and smells funny. You think twice about trying to take a drink from it. ~ #10005 @@ -78,7 +78,7 @@ A fast moving river flows by you with a roar.~ E river~ The river is extremely wide here. You doubt you could make it across. The water -looks very refreshing. +looks very refreshing. ~ #10006 trout~ @@ -133,7 +133,7 @@ A few coins have been left here.~ 1 1 0 0 0 E coins~ - The pile sparkles, coins of platinum, gold, silver, and bronze. + The pile sparkles, coins of platinum, gold, silver, and bronze. ~ #10010 oak~ @@ -160,7 +160,7 @@ A maple tree sways gently in the breeze here.~ E tree maple~ This massive tree sways gently in the breeze. It towers above all the other -trees in the area. If you could climb to the top you could probably get a good +trees in the area. If you could climb to the top you could probably get a good view of the area. But you see no branches that you could possibly reach. ~ #10012 @@ -203,7 +203,7 @@ E brass lantern~ The brass hood can be opened and closed allowing for dimming the light without actually extinguishing it. The globe is filthy, but clear enough to -let out a fair amount of light. +let out a fair amount of light. ~ #10015 fur backpack~ @@ -216,7 +216,7 @@ A pile of fur with straps on it looks like it might be a backpack.~ E fur backpack~ This backpack is made from deer hide and is extremely durable. It can be -worn about the body. +worn about the body. ~ #10016 deer venison meat~ @@ -229,6 +229,6 @@ This slab of venison is from a large, well-fed deer.~ E deer meat venison~ This large slab of meat has been recently cooked and, though dry, looks -rather tasty. +rather tasty. ~ $~ diff --git a/lib/world/obj/101.obj b/lib/world/obj/101.obj index a127280..f670383 100644 --- a/lib/world/obj/101.obj +++ b/lib/world/obj/101.obj @@ -9,7 +9,7 @@ An irrigation ditch has been dug across the road to water the fields.~ E irrigation ditch~ The ditch is full of fresh water from a recent rain. It crosses under a -small wooden grating in the road. The water looks clear and refreshing. +small wooden grating in the road. The water looks clear and refreshing. ~ #10101 caravan~ @@ -23,7 +23,7 @@ E caravan~ Several different wagons make up the caravan. They appear to have been carrying fish and crops between the cities. Right up until a group of bandits -or mercenaries ransacked it, that is. +or mercenaries ransacked it, that is. ~ #10102 salmon~ @@ -36,7 +36,7 @@ Several fresh cuts of salmon have been recently filleted.~ E salmon~ These salmon steaks look delicious. Except for the fact that they are rare. - + ~ #10103 large assortment crops fish~ @@ -62,7 +62,7 @@ A shovel covered in cow manure smells here.~ E shovel manure~ The shovel reeks of the barn and cows. It is covered from end to end with -manure. +manure. ~ #10105 worn coveralls~ @@ -74,8 +74,8 @@ Some coveralls that have been worn and abused were discarded.~ 3 25 3 0 0 E worn coveralls~ - A set of farmers coveralls. They are made of a light but durable cloth. -They have been heavily used and look about ready to be junked. + A set of farmers coveralls. They are made of a light but durable cloth. +They have been heavily used and look about ready to be junked. ~ A 17 -3 @@ -89,7 +89,7 @@ This bell was made to hang around a cow's neck.~ 9 180 18 0 0 E cow bell~ - The brass bell is affixed to a leather adjustable strap. + The brass bell is affixed to a leather adjustable strap. ~ A 2 -1 @@ -104,7 +104,7 @@ A small cow's nose ring glistens brightly.~ E small cow's nose ring~ The ring is made from solid brass, and is meant to prevent a cow from -drinking from its mother's teats. +drinking from its mother's teats. ~ A 6 1 @@ -119,7 +119,7 @@ A fishing pole looks bare without a line, hook, or sinkers.~ E fishing pole~ The pole is made from a strange wood, reminding you of bamboo. It is -extremely flexible and rugged. +extremely flexible and rugged. ~ #10109 bandit mask~ @@ -132,7 +132,7 @@ A bandit's mask is waiting to be worn.~ E bandit's mask~ The cloth mask has been dyed black with holes cut out for the eyes and -mouth. It is very crude and extremely itchy. +mouth. It is very crude and extremely itchy. ~ #10110 camouflage pants~ @@ -145,7 +145,7 @@ A set of camouflaged pants, dyed black and brown, blend into their surroundings. E camouflage pants~ The pants are made from burlap, and have been dyed a deep black and brown to -blend in with the surrounding terrain. +blend in with the surrounding terrain. ~ #10111 camouflage moccasins~ @@ -158,7 +158,7 @@ A pair of camouflage moccasins blend into their surroundings.~ E camouflage moccasins~ These fur moccasins have been dyed brown and black to blend in with their -surroundings. +surroundings. ~ #10112 camouflage gloves~ @@ -171,7 +171,7 @@ A set of camouflaged gloves blend into their surroundings.~ E camouflage gloves~ The gloves are dyed brown, black, and green to help conceal their wearer in -the wilderness. +the wilderness. ~ #10113 torn sleeves coat~ @@ -184,20 +184,20 @@ A once fine coat has had its sleeves torn off and left here.~ E torn sleeves coat~ The coat must have been very fine by the look of these embroidered sleeves, -but now it's been ravaged and torn. +but now it's been ravaged and torn. ~ #10114 local bottle rum local~ a bottle~ A bottle of cheap rum lies here.~ ~ -17 0 0 0 0 a 0 0 0 0 0 0 0 +17 0 0 0 0 ao 0 0 0 0 0 0 0 3 3 8 0 8 120 12 0 0 E bottle rum~ Many find solace and protection within bottles such as these. At least -those that are dim witted and hopeless. +those that are dim witted and hopeless. ~ #10115 beltpouch pouch~ @@ -210,7 +210,7 @@ This fancy beltpouch is made from a fine leather.~ E beltpouch pouch~ The beltpouch is top of the line, a fine pouch with a brass clasp and leather -belt combined into one. +belt combined into one. ~ #10116 gypsy bracelet~ @@ -223,7 +223,7 @@ A gypsy's bracelet sparkles brightly.~ E gypsy's bracelet~ The bracelet glimmers. It's fake diamonds and emeralds set into a fake -gold. But it looks pretty real from a distance. +gold. But it looks pretty real from a distance. ~ A 12 20 diff --git a/lib/world/obj/103.obj b/lib/world/obj/103.obj index 29ea485..70d3614 100644 --- a/lib/world/obj/103.obj +++ b/lib/world/obj/103.obj @@ -65,7 +65,7 @@ A yellow cloud hovers here, makeing a slight noise~ T 10306 E cloud nimbus~ - A small yellow cloud puff. + A small yellow cloud puff. ~ #10306 Ruby Emerald Necklace~ diff --git a/lib/world/obj/104.obj b/lib/world/obj/104.obj index 42c6520..8b7474a 100644 --- a/lib/world/obj/104.obj +++ b/lib/world/obj/104.obj @@ -52,9 +52,9 @@ A tacky wooden sign is tacked into the ground by a tall oak.~ E wooden sign tacky~ +----------------------------+ - | DMiz'real n and Orchan Forest | + | @DMiz'real@n and Orchan Forest | +----------------------------------+ -| The forest of DMiz'real n lies | +| The forest of @DMiz'real@n lies | | to the north of this forest. | |----------------------------------| | To the south lies the Orchan | @@ -165,7 +165,7 @@ road sign~ | East | +------+--------+\ |To the east is | \ -| where the |__\ +| where the |__\ |Village Warrior| / | lives. | / +---------------+/ @@ -264,8 +264,8 @@ Diamond encrusted armor lies on the ground.~ 10 624 0 5 0 #10422 diamond encrusted leggings~ -a pair os diamond encrusted leggings~ -A pair os diamond encrusted leggings lies on the ground here.~ +a pair of diamond encrusted leggings~ +A pair of diamond encrusted leggings lies on the ground here.~ ~ 9 0 0 0 0 af 0 0 0 0 0 0 0 10 0 0 0 @@ -330,36 +330,36 @@ Zone Description Sign~ +------------------------------------------------------------+ ~ #10428 -maze map(not for mortals)~ -a maze map~ -A maze map(not for mortals)~ +maze map~ +a maze map (not for mortals)~ +A maze map (not for mortals)~ ~ 12 0 0 0 0 a 0 0 0 0 0 0 0 0 0 0 0 1 1 0 30 0 E map maze~ - r------------------------------------------------------- - - b DED - b | - b DED DED DED--MOD--DED X --MOD - b | | | | | - b X -- X -- X CNT-- X X --MOD--DED - b | | | | - b DED-- X X --MOD-- X -- X -- X -- X - b | | | | - b X -- X -- X DED X MOD - b | | - b X DED - b | - b ENT +@r------------------------------------------------------- - r------------------------------------------------------- - yENT: Beginning MOD: Monsters Den - yDED: Dead End X: Just a Regular Maze Room - yCNT: Center of the Maze BRooms: 31 - r------------------------------------------------------- n +@b DED +@b | +@b DED DED DED--MOD--DED X --MOD +@b | | | | | +@b X -- X -- X CNT-- X X --MOD--DED +@b | | | | +@b DED-- X X --MOD-- X -- X -- X -- X +@b | | | | +@b X -- X -- X DED X MOD +@b | | +@b X DED +@b | +@b ENT + +@r------------------------------------------------------- +@yENT: Beginning MOD: Monsters Den +@yDED: Dead End X: Just a Regular Maze Room +@yCNT: Center of the Maze @BRooms: 31 +@r-------------------------------------------------------@n ~ #10429 Infa Armor~ @@ -373,7 +373,7 @@ T 10413 E Infa armor~ This looks like any other armor, but it is more finely made, it has a soft -glowing aure, and it hums slightly. +glowing aure, and it hums slightly. ~ A 1 3 @@ -400,81 +400,81 @@ A Master Map lies on the ground here.~ 4 1000 0 0 0 E 3~ - r------------------------------------------------------- - - b DED - b | - b DED DED DED--MOD--DED X --MOD - b | | | | | - b X -- X -- X CNT-- X X --MOD--DED - b | | | | - b DED-- X X --MOD-- X -- X -- X -- X - b | | | | - b X -- X -- X DED X MOD - b | | - b X DED - b | - b ENT +@r------------------------------------------------------- - r------------------------------------------------------- - yENT: Beginning MOD: Monsters Den - yDED: Dead End X: Just a Regular Maze Room - yCNT: Center of the Maze BRooms: 31 - r------------------------------------------------------- n +@b DED +@b | +@b DED DED DED--MOD--DED X --MOD +@b | | | | | +@b X -- X -- X CNT-- X X --MOD--DED +@b | | | | +@b DED-- X X --MOD-- X -- X -- X -- X +@b | | | | +@b X -- X -- X DED X MOD +@b | | +@b X DED +@b | +@b ENT + +@r------------------------------------------------------- +@yENT: Beginning MOD: Monsters Den +@yDED: Dead End X: Just a Regular Maze Room +@yCNT: Center of the Maze @BRooms: 31 +@r-------------------------------------------------------@n ~ E 2~ - bArea : Orchan Village +@bArea : Orchan Village Level : Any - r------------------------------------------------------- - b - MSH - | - MST--MST--VIW - | - ROR - | - ROR--ACS ROR--GTE - | | | - ELD WPS--ROR +@r------------------------------------------------------- +@b + MSH + | + MST--MST--VIW + | + ROR + | + ROR--ACS ROR--GTE + | | | + ELD WPS--ROR - r------------------------------------------------------- - bGTE: Gate ELD: Village Elder +@r------------------------------------------------------- +@bGTE: Gate ELD: Village Elder ROR: Rock Road VIW: Village Warrior WPS: Weapon Shop MST: Main Street -ACS: Amor Shop MSH: Map Shop - r------------------------------------------------------- +ACS: Amor Shop MSH: Map Shop +@r------------------------------------------------------- ~ E 1~ - bArea : A Small Forest - bLevel : Any Level - r------------------------------------------------------- - b WOD - | - BET--WOP--NTF--FTF ENF +@bArea : A Small Forest +@bLevel : Any Level +@r------------------------------------------------------- +@b WOD + | + BET--WOP--NTF--FTF ENF | | | | - HSE LLP--ENF SHK--LKE - r------------------------------------------------------- - bWOD: Further into the Woods LLP: Lightly Lit Path + HSE LLP--ENF SHK--LKE +@r------------------------------------------------------- +@bWOD: Further into the Woods LLP: Lightly Lit Path BET: Barricade of Trees ENF: End of Forest WOP: Woodland Path NTF: Near the Tree Fort FTF: Foot of the Fort SHK: A Small Shack LKE: Lake - r------------------------------------------------------- +@r------------------------------------------------------- ~ E master map~ - bMaster Map - r*=================+==================================* - r| bPage 1 r| bForest Map r| - r| bPage 2 r| bVillage Map r| - r| bPage 3 r| bMaze Map r| - r+=================+==================================+ +@bMaster Map +@r*=================+==================================* +@r| @bPage 1 @r| @bForest Map @r| +@r| @bPage 2 @r| @bVillage Map @r| +@r| @bPage 3 @r| @bMaze Map @r| +@r+=================+==================================+ | | -| b uTo look at any of these maps, it is look (#) n r | +| @b@uTo look at any of these maps, it is look (#)@n@r | | | -*====================================================* n +*====================================================*@n ~ #10432 map~ @@ -515,13 +515,13 @@ map~ | |___________________________ : : ________________________| | | |: :| | |______________________________|---|___________________________| - + To see the legend it is 'look legend' ~ E legend~ +------+ - |LEGEND| + |LEGEND| +---------------------+------+--------------------+ | ---: Gate :X:: A Dead End | | : :: Golden Road EHS: Elders House | diff --git a/lib/world/obj/106.obj b/lib/world/obj/106.obj index 9056a17..e218646 100644 --- a/lib/world/obj/106.obj +++ b/lib/world/obj/106.obj @@ -8,7 +8,7 @@ A panhandler must of lost his shirt here~ 1 1 0 0 0 E shirt off back panhandler~ - The thing is filthy and smells like the gutters along the street. + The thing is filthy and smells like the gutters along the street. ~ #10601 altar~ @@ -221,7 +221,7 @@ A torture rack stands here.~ E torture rack~ An old and blood stained sticky torture rack buckles up and ready to split -the next victim. +the next victim. ~ #10625 cast iron shackles~ @@ -243,7 +243,7 @@ A solid gold ring lies here.~ 1 950 100 0 0 E ring gold~ - The ring is engraved symbol of Elcardo. + The ring is engraved symbol of Elcardo. ~ A 17 -5 @@ -305,8 +305,8 @@ A jar glowing in bright yellow sits here.~ 5 160 16 0 0 #10634 cherry tube~ -a cherry coloured tube~ -A long cherry coloured test tube lays here.~ +a cherry colored tube~ +A long cherry colored test tube lays here.~ ~ 10 0 0 0 0 a 0 0 0 0 0 0 0 12 21 -1 -1 diff --git a/lib/world/obj/107.obj b/lib/world/obj/107.obj index 12bc90c..292642f 100644 --- a/lib/world/obj/107.obj +++ b/lib/world/obj/107.obj @@ -16,7 +16,7 @@ had flexed it's wings. Masses and mobs killings took place. Sacrifices of blood and bone soaked the grounds, making it moist and hungry for more. The war of the immortals was at it's darkest hour. 800 years later. The wars ended, leaving only the fittest to survive. These great legends were loved and -feared, their faces to be thought unworthy to look upon, by mere mortals. +feared, their faces to be thought unworthy to look upon, by mere mortals. They were to be Gods and Greater Gods. Casting the rotting and part soiled remains of their victims into a pit and burried it far away from the town that was built for the living. Life soon begin to spawn by itself. Life as it @@ -26,7 +26,7 @@ rejuvinates it's movements and sends forth a great army of fearsome creatures. Wrecking havoc in the city around, with skills so great, and magic so potent. The wars between the living and the dead, has now just begun. A place to rest, away from the living. They mock me, but soon they will die. Everyone has to -die. +die. ~ #10701 odylic face mask~ @@ -39,7 +39,7 @@ A face mask gathering the surrounding forces of nature lays here translucent.~ E odylic face mask~ The face mask is transparent, practically invisble and covers the entire -head. +head. ~ #10702 odylic breastplate~ @@ -52,7 +52,7 @@ An enchanted translucent breastplate lays here.~ E odylic breastplate~ The breastplate is unbelievably light and made from a see through material. - + ~ #10703 odylic sandals~ @@ -65,7 +65,7 @@ A pair of barely visible odylic sandals lay here collecting energy.~ E odylic sandals~ The sandals are made from a strange transparent material, they fit snuggly -and offer good protection and mobility. +and offer good protection and mobility. ~ #10704 odylic wristlock~ @@ -79,7 +79,7 @@ E odylic wristlock~ These strange restraints can now be worn about the wrists, offering greater protection and even empowering your limbs with a strange feeling of strength. - + ~ A 13 -10 @@ -98,7 +98,7 @@ Small rings eluminating with odylic energy lays here nearly unseen.~ E odylic ring~ The transparaent ring glows with an unearthly light. It emanates a feeling -of power and lust to help bring forth death. +of power and lust to help bring forth death. ~ A 17 5 @@ -115,7 +115,7 @@ A large shield bursting with energy lays here.~ E shield odylic~ The shield has a strange feeling of other worldly power and protection, it's -light and see through material is surprisingly durable. +light and see through material is surprisingly durable. ~ #10707 odylic amulet~ @@ -128,7 +128,7 @@ An odylic amulet lays here collecting impurities.~ E odylic amulet~ The powerful amulet brings forth a lust for battle and blood. It's power -invigorating and empowering it's wearer. +invigorating and empowering it's wearer. ~ A 12 15 @@ -145,7 +145,7 @@ A pair of darken, battered odylic leg plates lay here.~ E odylic greaves leg plates~ The odylic greaves though transparent have a dark presence that seems to be -trapped within the magical armor. +trapped within the magical armor. ~ #10709 odylic shoulder plates~ @@ -158,7 +158,7 @@ Some odylic should plates lay here.~ E odylic shoulder plates~ The plates seem to magically mold into the desired shape of whom ever -attempts to wear them. +attempts to wear them. ~ #10710 vampire cloak~ @@ -171,7 +171,7 @@ A stunning cloak made from an erotic red velvet lays here wasted.~ E vampire cloak~ This blood red cloak is made from a thick velvet material that seems to flow -around it's wearer. +around it's wearer. ~ A 12 10 @@ -186,7 +186,7 @@ Some odylic gauntlets lay here absorbing odylic energy.~ E odylic gauntlets~ The strange transparent material is very flexible and seems to form to the -wearers hand when worn. +wearers hand when worn. ~ #10712 odylic scabbard slate piece~ @@ -199,7 +199,7 @@ A piece of odylic slate lays here.~ E odylic piece scabbard slate~ The strange transparent material seems to have been the scabbard from a -strange sword. +strange sword. ~ #10713 long bone~ @@ -212,7 +212,7 @@ A really long bone, belonging to a incredibly huge creature lays here now.~ E long bone~ This strange bone has a feeling of power and anger about it. It would make -a great weapon for bludgeoning someone to a pulp. +a great weapon for bludgeoning someone to a pulp. ~ #10714 spiked handwrap~ @@ -225,7 +225,7 @@ A handwrap with elugated spikes pertuding is here on the ground.~ E spiked handwrap~ This handwrapping is inlayed with deadly spikes with which would do a number -on someone if punched. +on someone if punched. ~ #10715 broad tempered scimitar fillet knife~ @@ -237,7 +237,7 @@ An enormously huge fillet knife is here, ready to fillet the world's largest tun 16 800 80 0 E broad tempered scimitar~ - The blade is long and polished, making it a deadly weapon. + The blade is long and polished, making it a deadly weapon. ~ #10716 dancing fire soul weapon~ @@ -250,7 +250,7 @@ A rough looking weapon is here burnt for all it's made for.~ E dancing fire soul weapon~ This abandoned soul has been transformed into a weapon, and now seems -useless. +useless. ~ #10717 twig spikey~ @@ -263,7 +263,7 @@ A spikey twig lays on the ground waiting for you to step on.~ E spikey twig~ This strange twig has a strange feeling to it. It seems to fade in and out -of existence. +of existence. ~ #10718 water soaked branch moss wood greeny~ @@ -276,7 +276,7 @@ A greeny moss covered piece of wood lays here.~ E water soaked branch moss wood greeny~ The branch seems to glow red and blue on each end seeming to detect some -strange presence. +strange presence. ~ #10719 algae green blue stick~ @@ -289,7 +289,7 @@ A green and blue stick covered in algae lays here on the ground.~ E algae green blue stick~ The stick seems rotten, and diseased, but it's magical qualities make it -very apparent. +very apparent. ~ #10720 red yellow algae stick~ @@ -301,7 +301,7 @@ A red and yellow algae covered stick lays here.~ 1 175 17 0 E red yellow algae stick~ - The stick is remarkably strong for it's size and condition. + The stick is remarkably strong for it's size and condition. ~ #10721 blue brown algae stick~ @@ -313,7 +313,7 @@ A blue and brown algae covered stick lays here on the ground.~ 1 250 25 0 E blue brown algae stick~ - This stick has a homey feeling to it. + This stick has a homey feeling to it. ~ #10722 brown maroon algae stick~ @@ -325,7 +325,7 @@ A brown and marron algae covered stick lays here.~ 1 180 18 0 E brown maroon algae stick~ - The stick smells faintly of the ocean and is extremely sodden. + The stick smells faintly of the ocean and is extremely sodden. ~ #10723 slimy green moss covered twig~ @@ -337,7 +337,7 @@ A slimy green moss covered twig lays here on the ground.~ 1 500 50 0 E slimy green moss covered twig~ - The stick has a strange evil blessing emanating from within itself. + The stick has a strange evil blessing emanating from within itself. ~ #10724 dead olive twig~ @@ -350,7 +350,7 @@ A twig taken from a dead olive tree lays here.~ E dead olive twig~ This twig seemed to have once been ill and diseased but has now miraculously -recovered. +recovered. ~ #10725 rotting white bark~ @@ -363,7 +363,7 @@ A piece of bark ripped from a tree has been left here rotting.~ E rotting white bark~ The bark seems to have aged beyond it's normal years. As if it's life had -been magically quickened. +been magically quickened. ~ #10726 water damaged tree bark~ @@ -375,7 +375,7 @@ A tree bark soaked too long in water has been left here.~ 1 750 75 0 E water damaged tree bark~ - The bark has the strange ability to detect forms of magic. + The bark has the strange ability to detect forms of magic. ~ #10727 dried deer penis~ @@ -387,7 +387,7 @@ A dried up animal's groin lays here smelling really bad.~ 1 600 60 0 E dried up deer's penis~ - This disgusting extremity could make you drop or junk anything. + This disgusting extremity could make you drop or junk anything. ~ #10728 rhino horn~ @@ -400,7 +400,7 @@ A rhino's horn lays here on the ground.~ E rhino horn~ The horn is dull and worn from age. It seems to fade in and out of -existence, as if it was partially invisible. +existence, as if it was partially invisible. ~ #10729 nun nipple~ @@ -412,7 +412,7 @@ A very disgusting nipple has been ripped off some poor woman and sits here.~ 1 900 90 0 E nun's nipple~ - The nipple has a strange ability to rejuvenate it's user. + The nipple has a strange ability to rejuvenate it's user. ~ #10730 good knight testicle~ @@ -425,7 +425,7 @@ A pair of very small testicles sits here.~ E good knight testicle~ The testicle is shriveled and extremely small. After seeing this you -believe you could see anything. +believe you could see anything. ~ #10731 mind altering smelling bag~ @@ -438,7 +438,7 @@ A bag sits here on the ground smelling very tempting.~ E mind altering smelling bag~ This strange bag has the ability to rejuvenate those who dwell in the -mystical arts. +mystical arts. ~ #10732 brass visor~ @@ -450,12 +450,12 @@ A brass rim made from badly forged brass lays here.~ 3 60 6 0 E brass visor~ - The brass visor is poorly made and in need of a good shining. + The brass visor is poorly made and in need of a good shining. ~ #10733 brass chestplate~ a brass chestplate~ -A long slate of brass lays here covering alot of other equipment.~ +A long slate of brass lays here covering a lot of other equipment.~ ~ 9 0 0 0 0 ad 0 0 0 0 0 0 0 4 0 0 0 @@ -463,7 +463,7 @@ A long slate of brass lays here covering alot of other equipment.~ E brass chestplate~ The chestplate has been beaten and bloodied from use. Not very appealing, -but it would offer minimal protection. +but it would offer minimal protection. ~ #10734 horn scaled sleeve~ @@ -476,7 +476,7 @@ A sleeve made from boiled and cut horn lays here.~ E horn scaled sleeves~ These sleeves are very unique, made from horns of an unidentifiable beast -they are extremely durable. +they are extremely durable. ~ #10735 horn scaled leg plates~ @@ -489,7 +489,7 @@ A longish plate made from scaled horns lay here~ E orn scaled leg plates~ These leg plates are made from durable horns, very strange and unique -design. +design. ~ #10736 brass gauntlets~ @@ -502,7 +502,7 @@ A pair of gauntlets made from shining brass lays here.~ E brass gautlets~ A set of brass hammered gauntlets. Very stiff and unflexible, they are not -very well suited for maneuverability, but they do offer good protection. +very well suited for maneuverability, but they do offer good protection. ~ #10737 brass wrist wrap~ @@ -515,7 +515,7 @@ A piece of cloth with a brass bar in the middle lays here on the ground.~ E brass wrist wrap~ The brass piece is completely wrapped in cloth. Making a very stiff and -supportive guard. +supportive guard. ~ A 13 3 @@ -530,7 +530,7 @@ A ring of brass lays here on the ground.~ E brass neck piece~ The ring of brass has a small clasp that can be opened to place it around -the neck. +the neck. ~ A 6 -1 @@ -547,7 +547,7 @@ A pair of green covered slimy mossy feet lay here.~ E mossy webbed feet~ This strange footwear is extremely awkward looking, but it may be useful -over watery terrain. +over watery terrain. ~ #10740 black wood buckler~ @@ -560,7 +560,7 @@ A flat piece of black wood lays here.~ E black wood buckler~ The black wood appears to have been hardened by flame. The tempering has -given it a smooth black polish. +given it a smooth black polish. ~ #10741 phoenix wings~ @@ -572,7 +572,7 @@ A pair of red and gold wings is here half burried.~ 4 350 35 0 E phoenix wings~ - These strange wings can be placed about your body. + These strange wings can be placed about your body. ~ #10742 broadsword Iuel~ @@ -585,20 +585,20 @@ A broadsword made from an incredible weaponsmith lays here.~ E broadsword Iuel~ The blade is finely honed and polished. An excellent weapon for almost any -battle. +battle. ~ #10743 -Ieulish grey sword~ -a grey sword from Ieul~ +Ieulish gray sword~ +a gray sword from Ieul~ A medium sized sword made from a land far away sits here.~ ~ 5 0 0 0 0 an 0 0 0 0 0 0 0 6 4 5 3 5 375 37 0 E -Ieulish grey sword~ - The sword is made from an unkown material. It's grey shine like that of -metal, but it is not metal. +Ieulish gray sword~ + The sword is made from an unkown material. It's gray shine like that of +metal, but it is not metal. ~ #10744 ieulish battleaxe~ @@ -610,8 +610,8 @@ A battleaxe from the land of Ieul is sits here humming.~ 20 150 15 0 E ieulish battleaxe~ - The axehead is two-headed, made from a strange grey material. The head is -mounted on an oaken handle. + The axehead is two-headed, made from a strange gray material. The head is +mounted on an oaken handle. ~ #10745 iuelish polearm~ @@ -624,7 +624,7 @@ A polearm from the land of Ieul stands against the wall.~ E ieulish polearm~ The polearm is about two spans in length equipped with a nasty looking blade -on it's end. +on it's end. ~ #10746 war mallet iuel~ @@ -636,8 +636,8 @@ A large headed war mallet from the land of Iuel is here.~ 15 112 11 0 E war mallet iuel~ - The mallet is made from a strange grey material. It's head large and blunt. -The handle long and thin. + The mallet is made from a strange gray material. It's head large and blunt. +The handle long and thin. ~ #10747 tiger sabertooth tooth~ @@ -650,7 +650,7 @@ The tooth of a grand sabertooth now lays here.~ E tiger sabertooth tooth~ The long tooth is over a hands length. It's point very sharp, making it an -excellent weapon. +excellent weapon. ~ #10748 ieulic spiked ball chain~ @@ -663,7 +663,7 @@ A spiked ball connected to a long wooden handle lays here.~ E ieulic spiked ball chain~ The spike ball is about the size of a human head. Attach to a long chain -with a small handle. +with a small handle. ~ #10749 weed vine iuel~ @@ -675,7 +675,7 @@ A short rope made from vines lay here.~ 3 30 3 0 E weed vine iuel~ - The vine has been weaved into a makeshift whip. + The vine has been weaved into a makeshift whip. ~ #10750 odylic spike iuel~ @@ -687,7 +687,7 @@ A sharp very long spiked jets out from the ground here.~ 2 100 10 0 E odylic spike iuel~ - The spike is about an arms length long and sharpened to a fine point. + The spike is about an arms length long and sharpened to a fine point. ~ #10751 vault banks~ @@ -703,12 +703,12 @@ bank vault~ visible and ripe for the taking. Except for a strange presence that you can feel but not see. Many have tried to loot from this bank, but the unseen spirits have caused them to always fail. Only a fool attempts to steal from -the dead city of Iuel. +the dead city of Iuel. ~ #10752 rare gem~ a sparkling rare gem~ -A gem, sparkling and rare in all favours is stuck in the ground~ +A gem, sparkling and rare in all favors is stuck in the ground~ ~ 18 c 0 0 0 a 0 0 0 0 0 0 0 0 0 0 0 diff --git a/lib/world/obj/11.obj b/lib/world/obj/11.obj index 49e6adc..3e3615b 100644 --- a/lib/world/obj/11.obj +++ b/lib/world/obj/11.obj @@ -52,7 +52,7 @@ A throne of quartz and beryl stands frozen in the center of the room.~ E throne quartz beryl~ Sculpted as if from ice itself, the transparent quartz of this throne -reflects and illuminates, filling the room with hundreds of tiny sparkles. +reflects and illuminates, filling the room with hundreds of tiny sparkles. Pale blue beryl gilds the back and armrests, lending its immensely rare value to the immense beauty of the sculpting work. ~ @@ -84,8 +84,8 @@ A case of jewellery glistens in the light.~ E case jewellery~ Once polished and transparent, this delicate case is now slightly frosted -with ice, offering only a vague glimpse of the unreachable gems within. -Sparkling and lustrous hues of every colour are visible, from blood red rubies +with ice, offering only a vague glimpse of the unreachable gems within. +Sparkling and lustrous hues of every color are visible, from blood red rubies to the delicate purples of amethyst, and cool green of emerald, each gem fashioned expertly into a breathtaking piece of jewellery. ~ @@ -115,7 +115,7 @@ Blossoms of edelweiss nod sorrowfully in the stirring air.~ 1 10 0 0 0 E blossoms flowers edelweiss~ - Delicately star-shaped, and the pure colour of spun white wool, these tiny + Delicately star-shaped, and the pure color of spun white wool, these tiny flowers convey an image of beauty and innocence. Slender stems support the blossoms, extending elegantly beneath the buds like tiny emerald pedestals. ~ @@ -175,7 +175,7 @@ A pewter blade glints sharply.~ 1 5 0 0 0 E pewter blade~ - Beautifully fashioned, this blade is extremely sharp along both its edges. + Beautifully fashioned, this blade is extremely sharp along both its edges. A cool blue hue lights the pewter from within, giving the weapon a slight icy glow. Arcane symbols have been engraved along the hilt, old magic filling the metal with an unnatural cold. @@ -198,7 +198,7 @@ A bed of rosewood stands undisturbed, covered with satin.~ 0 0 0 0 0 E rosewood bed~ - Darkly beautiful, this bed has been carved from richly-hued rosewood. + Darkly beautiful, this bed has been carved from richly-hued rosewood. Symbols and runes are etched along the framework, and a thin veil hangs torn from its overhead canopy. Scarlet satin sheets lie almost buried beneath coatings of snow, deep reds contrasting with the purity as spatterings of blood @@ -258,7 +258,7 @@ A brick of cheese stands frozen in place.~ 1 1 0 0 0 E frozen brick cheese~ - This rich-coloured cheese looks as though it was once smooth and creamy. + This rich-colored cheese looks as though it was once smooth and creamy. Now, however, it is unnaturally frozen solid, silver veins of ice criss-crossing its surface. ~ @@ -299,11 +299,11 @@ An iron maiden stands against the wall.~ 0 0 0 0 0 E iron maiden~ - This medival torture device is visciously built, designed to cause -excruciating pain and slow death to any unfortunate soul placed inside. + This medival torture device is viciously built, designed to cause +excruciating pain and slow death to any unfortunate soul placed inside. Engraved with arcane symbols, the sleek exterior bears the resemblance of some terrible goddess. However, her evil eyes and sharp fangs are nothing compared -to the cruel glistening spikes that overlay the interior, rust-coloured stains +to the cruel glistening spikes that overlay the interior, rust-colored stains silent evidence of previous victims. ~ #1121 diff --git a/lib/world/obj/115.obj b/lib/world/obj/115.obj index 7e515ea..51a222b 100644 --- a/lib/world/obj/115.obj +++ b/lib/world/obj/115.obj @@ -45,7 +45,7 @@ horse shoe~ a copper horse shoe~ A roughly pressed copper horse shoe lays here.~ ~ -11 g 0 0 0 ao 0 0 0 0 0 0 0 +12 g 0 0 0 ao 0 0 0 0 0 0 0 0 0 0 0 1 20 2 0 A @@ -66,8 +66,8 @@ A 12 -20 #11507 book~ -a small grey book~ -A grey colour leather bounded book lays here.~ +a small gray book~ +A gray color leather bounded book lays here.~ ~ 3 bcgp 0 0 0 a 0 0 0 0 0 0 0 12 1 1 20 @@ -110,7 +110,7 @@ It is an old rusty key.~ 1 1 0 0 E look key~ - There is a small area with the words western hall etched on it. + There is a small area with the words western hall etched on it. ~ #11512 small key~ @@ -142,7 +142,7 @@ This key looks very expensive and valuable.~ 1 1 0 0 E look key~ - There are the words Northern Hall etched in this key. + There are the words Northern Hall etched in this key. ~ #11515 goblin spear~ diff --git a/lib/world/obj/117.obj b/lib/world/obj/117.obj index 97a88f8..a24514c 100644 --- a/lib/world/obj/117.obj +++ b/lib/world/obj/117.obj @@ -42,7 +42,7 @@ E yellow field plate~ The field plate is stained a bright yellow. The armor is made of extremely sturdy metal and will sustain well against some pretty serious attacks. The -armor has a symbol that looks like a sun engraved on the back near the top. +armor has a symbol that looks like a sun engraved on the back near the top. ~ #11704 silver scimitar~ @@ -56,7 +56,7 @@ E silver scimitar~ The scimitar is well curved and very sharp. The blade is made of silver and shines like the full moon. The hilt of the sword is also silver and very -exquisite. +exquisite. ~ #11705 broiled turkey~ @@ -68,7 +68,7 @@ A Broiled Turkey has been left here.~ 3 1250 0 20 0 E broiled turkey~ - This delicious meal was no doubt made by the chefs at The Turkey's Gobble. + This delicious meal was no doubt made by the chefs at The Turkey's Gobble. The famed food looks juicy and tender, cooked to a perfect golden brown on the outside and a delicious white on the inside, it can make even the most stubborn person's mouth water @@ -85,7 +85,7 @@ E silver splint mail~ This unique armor has been made from forged scraps of silver, and is surprisingly durable. The inside of the armor is covered in a layer of red felt -for comfort. The silver seems to shine more than you would expect it to. +for comfort. The silver seems to shine more than you would expect it to. ~ #11707 turkey sandwich~ @@ -97,7 +97,7 @@ A Turkey Sandwich has been left here.~ 2 30 0 0 0 E turkey sandwich~ - A turkey sandwich with a toothpick. It looks quite tasty. + A turkey sandwich with a toothpick. It looks quite tasty. ~ #11708 wooden cello~ @@ -111,7 +111,7 @@ T 11705 E wooden cello~ The cello is pretty and made of wood. It is in tune and can be used well -by masters. +by masters. ~ #11709 turkey soup~ @@ -125,7 +125,7 @@ E turkey soup~ The steaming soup is served in an ivory bowl. The soup is a tanish color with bits of white turkey meat floating in it. There are also vegetables such -as celery, tomatoes and carrots. +as celery, tomatoes and carrots. ~ #11710 turkey surprise~ @@ -138,7 +138,7 @@ A Turkey Surprise has been left here.~ E turkey surprise~ Nobody knows what they put in this meal. Nobody really cares, since it isn't -that great anyway. +that great anyway. ~ #11711 cranberry juice~ @@ -152,7 +152,7 @@ E cranberry juice~ The dark red juice is served in a tall glass with cranberries at the bottom of the juice. The sweet and tart liquid is a favorite among many kids and -adults. +adults. ~ #11712 pumpkin ale~ @@ -166,7 +166,7 @@ E pumpkin ale~ The orange ale is served in a large glass mug. It has a thick froth at the top and is really bubbly. On the side of the mug there is 'The Turkey's Gobble' -written in calligraphy. +written in calligraphy. ~ #11713 pumpkin pie~ @@ -179,7 +179,7 @@ A Pumpkin Pie has been left here.~ E pumpkin pie~ The pie is baked to perfection and is topped in the center with whip cream. -It is steaming fresh from the oven and a dark orange-brown color. +It is steaming fresh from the oven and a dark orange-brown color. ~ #11714 road heaven wine~ @@ -191,10 +191,10 @@ A @RRoad@n @Yto@n @CHeaven@n has been left here.~ 15 750 0 0 0 E road heaven wine~ - This dark red wine is called the RRoad n Yto n CHeaven n because it is + This dark red wine is called the @RRoad@n @Yto@n @CHeaven@n because it is extremely intoxicating but filling. The bottle that contains it is huge and probably will keep you busy for quite some time. The wine has a smell of a -mixture of many fruits, though it is difficult to tell which ones were used. +mixture of many fruits, though it is difficult to tell which ones were used. ~ #11715 wine flask~ @@ -207,7 +207,7 @@ A Flask of White Wine has been left here.~ E flask wine~ The flask is brown, and not very big. The wine inside it kind of smells like -peaches, for some reason. +peaches, for some reason. ~ #11716 estanzia~ @@ -220,7 +220,7 @@ An Estanzia has been left here.~ E estanzia~ The wine in the bottle is a nice clear/white color. The bottle itself is -green and is wrapped with a large label that says 'Estanzia'. +green and is wrapped with a large label that says 'Estanzia'. ~ #11717 glass wine~ @@ -234,7 +234,7 @@ E glass wine~ The glass is made of an intricately cut crystal filled to the top with a sweet, red wine. It tastes like a mixture of grape and raspberry that feels -warm on the tongue but cold in the hand. +warm on the tongue but cold in the hand. ~ #11718 cellar key~ @@ -247,7 +247,7 @@ The wine cellar key has been left here.~ E key~ The key is pink and cut very nicely. It is hanging off of a chain and it has -'Wine cellar' engraved on it. +'Wine cellar' engraved on it. ~ #11719 chalice red something~ @@ -259,7 +259,7 @@ A Chalice of Red Something has been left here.~ 7 400 0 0 0 E chalice wine~ - WO n DM n WG n WO n DM n WG n that isn't mwine n it's rblood!!!!! n + @WO@n@DM@n@WG@n @WO@n@DM@n@WG@n that isn't @mwine@n it's @rblood!!!!! @n ~ #11720 defender~ @@ -271,11 +271,11 @@ The @rD@n@me@n@rf@n@me@n@rn@n@md@n@re@n@mr@n has been left here.~ 15 2000000 0 10 0 E defender~ - The rD n me n rf n me n rn n md n re n mr n is a valiant sword only usable + The @rD@n@me@n@rf@n@me@n@rn@n@md@n@re@n@mr@n is a valiant sword only usable by masters of the world. The blade is a dull gray and the hilt is made of silver with a leather bound handle for a good grip. Legend goes it was used to protect Los Torres from i nvasion of the Valdurain Army. It is only wieldable -by the warriors of the land. +by the warriors of the land. ~ #11721 optical blue helm~ @@ -291,7 +291,7 @@ optical blue helm~ your eyes hurt a bit. The helm completely covers your head and neck, and it's desgin makes it look like a hood. There is a mask covering the face, with eyeholes and holes in front of the mouth and nose for breathing. The empty -holes for the eyes seem to have a piercing look to them. +holes for the eyes seem to have a piercing look to them. ~ #11722 large boots~ @@ -306,7 +306,7 @@ T 11709 E large boots~ The boots are large and made of iron. They are large enough to cover your -shins as well as your feet. +shins as well as your feet. ~ #11723 titanium gauntlets~ @@ -321,7 +321,7 @@ titanium gauntlets~ These gauntlets have been forged with pure titanium. They are sturdy yet flexible enough to fit your fingers well. The metal feels unexpectedly warm as it is worn. The knuckles of the gauntlets have small spikes on them for -aesthetic purposes. +aesthetic purposes. ~ #11724 pair greaves~ @@ -334,7 +334,7 @@ A pair of greaves have been left here.~ E pair greaves~ The greaves are made of metal and strap around the user's legs with -leather-bound buckles. They are very shiny and look brand new. +leather-bound buckles. They are very shiny and look brand new. ~ #11725 white chainmail~ @@ -348,7 +348,7 @@ E white chainmail~ A chainmail made entirely of a white painted metal is here. It has not been painted very well, for tiny hatches of gray are still visible. The chainmail -feels somewhat heavy and it is longer than a normal chainmail would be. +feels somewhat heavy and it is longer than a normal chainmail would be. ~ #11726 red wood bow~ @@ -361,10 +361,10 @@ A bow made of dark, red wood has been left here.~ E bow red wood~ This is a bow intricately made of red wood from the Red Forest outside of Los -Torres. It has a small jewel placed at the tip of the red wooden parabola. +Torres. It has a small jewel placed at the tip of the red wooden parabola. The coarse string of the bow is very stiff and difficult to pull for even the strongest of people. It makes a very quiet and constant 'twang' sound when -plucked. +plucked. ~ A 3 2 @@ -384,7 +384,7 @@ ousishi katana~ backward blade and is somewhat heavier. There is a small hole in the blade above the hilt so the blade will make less sound when slashed. It is also a little longer and there is a little bit more curve to the end of the blade than -a standard katana. +a standard katana. ~ A 2 3 @@ -400,7 +400,7 @@ E arrow~ The skinny arrow is painted red and has red feathers at the end of it. It pierces the wind when fired and doesn't make more than a really quiet whistle. -The head of the arrow is made of red painted iron. +The head of the arrow is made of red painted iron. ~ #11729 redwood quiver~ @@ -416,7 +416,7 @@ redwood quiver~ infamous group from Los Torres. It looks very deep and it might be able to hold a lot of arrows. There are metal bindings at the top and the bottom of the cylindrical quiver that keep the wood together. They are fastened with screws -that are welded into the iron. +that are welded into the iron. ~ #11730 obscenity~ @@ -444,7 +444,7 @@ E beam light~ This is a strange source of light indeed. It is a beam of eternal light from the sun enclosed within a clear and weightless magical case. It floats with -it's carrier and clears away any darkness it may see. +it's carrier and clears away any darkness it may see. ~ #11732 kard~ @@ -458,7 +458,7 @@ E kard~ The small and lightweight dagger was made so that nobody would see it when it is thrust at its opponent. The blade reaches over the hilt by about an inch and -is about 5 inches in length. +is about 5 inches in length. ~ A 2 1 @@ -476,7 +476,7 @@ red cloth costume~ with some flaps at the bottom. It is apparently designed to be worn around the torso, with tiny arm holes and an opening at the top and bottom. The hems on the clothing are gold colored and so are the buttons. There are long, red -strings around the costume to fasten it to its wearer. +strings around the costume to fasten it to its wearer. ~ A 19 2 @@ -492,7 +492,7 @@ A pewter key has been left here.~ 1 100 0 0 0 E pewter key~ - The key is simply cut, and made of a dark gray colored stone. + The key is simply cut, and made of a dark gray colored stone. ~ #11735 bouquet exotic flowers~ @@ -504,8 +504,8 @@ A bouquet of exotic flowers has been left here.~ 1 1 0 0 0 E bouquet exotic flowers~ - A hand picked bouquet of rred n, ggreen n, yyellow n and bblue n flowers -nicely arranged into a bouquet could make the perfect gift for anyone. + A hand picked bouquet of @rred@n, @ggreen@n, @yyellow@n and @bblue@n flowers +nicely arranged into a bouquet could make the perfect gift for anyone. ~ #11736 red breaker~ @@ -520,7 +520,7 @@ red breaker~ This extremely large sword is also known as a 'breaker' It extends 4 feet making it extremely heavy but powerful. The blade has been colored a shade of red that matches the forest leaves. The hilt is embedded with a symbol of a -blazing meteor. +blazing meteor. ~ #11737 broken chandelier~ @@ -533,7 +533,7 @@ A broken chandelier has been left here.~ E broken chandelier~ The chandelier is broken and of no use. The top of the chandelier where the -wiring would poke out has been cut off for some reason. +wiring would poke out has been cut off for some reason. ~ #11738 marble fountain~ @@ -547,7 +547,7 @@ E marble fountain~ The fountain is made of a black marble and is impossibly cut, making the shape of a tree with hundreds of individual leaves! What's more, every last -leaf is squirting out a pure water for drinking enjoyment. +leaf is squirting out a pure water for drinking enjoyment. ~ #11739 paintbrush~ @@ -559,7 +559,7 @@ A paintbrush has been left here.~ 3 60 0 6 0 E paintbrush~ - The small paintbrush is dipped in blue paint. + The small paintbrush is dipped in blue paint. ~ #11740 chef's knife~ @@ -572,7 +572,7 @@ A Chef's Knife has been left here.~ E chef's knife~ The knife is a standard knife used in a kitchen. It is very lare, and has a -small handle for holding. +small handle for holding. ~ #11741 note~ @@ -594,7 +594,7 @@ A black belt has been left here.~ E black belt~ This is a belt made of thick rough cloth that should be tied around the -waist. +waist. ~ A 1 1 @@ -609,21 +609,21 @@ A Feather Duster has been left here.~ E feather duster~ The feather duster has a wooden handle attached to numerous large brown -feathers. This seems ideal for cleaning places. +feathers. This seems ideal for cleaning places. ~ #11799 spoilers list~ the Spoiler's List for Los Torres.~ The Spoiler's List of Los Torres is waiting to be read.~ -Trigger Commands: +Trigger Commands: In 11715- say hello -In 11701- get ring -In 11703- steal cello (pointless) -In 11751- touch display +In 11701- get ring +In 11703- steal cello (pointless) +In 11751- touch display Get to 11758 -In 11721- open forest +In 11721- open forest In 11722- sit stump (just a hint) -In 11753- sit stump +In 11753- sit stump In 11755- touch nest In 11760- wake visconti In 11723- pick flowers (pointless, but pretty) diff --git a/lib/world/obj/118.obj b/lib/world/obj/118.obj index 63bbc3b..88efc5b 100644 --- a/lib/world/obj/118.obj +++ b/lib/world/obj/118.obj @@ -11,7 +11,7 @@ tall hibiscus plant china vase~ This regal looking plant is in fantastic shape, beautiful emerald green leaves splaying widely in pleasing contrast to the bright magenta petals of the blooming flowers. A sweet scent surrounds them, soft yellow pollen sparkling as -it catches the light. +it catches the light. ~ #11801 pram lacey doll's~ @@ -25,7 +25,7 @@ E lacey doll's pram~ This rather expensive looking toy has been decorated liberally with fine satin material and delicate purple lace. White glossy paint covers the entire -frame, tiny smudged handprints darkening the handle. +frame, tiny smudged handprints darkening the handle. ~ #11802 machine washing~ @@ -38,7 +38,7 @@ A washing machine rumbles steadily as it spins.~ E washing machine~ Simple yet most effective, this smooth white appliance vibrates gently as it -goes about the important business of cleaning soiled clothing. +goes about the important business of cleaning soiled clothing. ~ #11803 cloth nappy dingy white piece~ @@ -52,7 +52,7 @@ E cloth nappy dingy white piece~ This triangular piece of fabric is obviously meant to be folded for use as a baby's nappy. Although it is washable and reusable, something about the grungy -colour of the cloth makes it look as though it would be better thrown away. +color of the cloth makes it look as though it would be better thrown away. ~ #11804 tiny blue sundress dress little pretty~ @@ -66,7 +66,7 @@ E tiny blue sundress dress little pretty~ This pretty little thing is obviously meant for a child, baby blue material floating lightly in a ruffled skirt, the elasticated torso decorated with little -flowers and designed so that there is no need for straps. +flowers and designed so that there is no need for straps. ~ #11805 eye~ @@ -98,7 +98,7 @@ An old and magnificent wooden dollhouse stands prominently displayed.~ E dollhouse house~ This intricately fashioned dollhouse looks to be many years old, a thin layer -of dust coating its nonetheless exceptionally beautiful wooden structure. +of dust coating its nonetheless exceptionally beautiful wooden structure. There are many rooms to this house, some bright and large whilst others are darker and drearier, here cobwebs flutter in the corner, and here glorious miniature paintings decorate a grand display room. There are three levels to @@ -108,7 +108,7 @@ realistically placed as though a tiny family actually lived here. In fact, there is an unusual aura around this little house, a slight chill in the dusky air surrounding it, and an almost imperceptible murmuring sound of talking, laughing, crying; all echoing faintly within the miniature rooms and halls as if -tiny ghosts wandered amongst them. +tiny ghosts wandered amongst them. ~ #11807 leather-strapped journal~ @@ -124,7 +124,7 @@ leather-strapped journal~ This leather bound journal is wound tightly around with a piece of rawhide cord, the pages within curling and yellowing with age. A thin layer of dust covers the whole book, but there is not much more to discover without -READing it. +READing it. ~ #11808 little red crayon~ @@ -138,7 +138,7 @@ E little red crayon~ This shiny wax crayon looks just like any other, a bright blood-red it has been used slightly, the paper peeled half away and the glistening tip partially -blunted. +blunted. ~ #11809 little doll blue~ @@ -156,7 +156,7 @@ smudges of ink smearing its features like dark tears. Its worn limbs are ragged in places, fraying cloth barely holding together the stuffing within, and unravelling in places so that threads trail loosely. A tiny blue dress is stitched carefully around it, offering a cheery, if somewhat faded, splash of -colour to this sorry looking toy. +color to this sorry looking toy. ~ #11810 children's bible book~ @@ -168,10 +168,10 @@ A children's bible lies open here.~ 1 1 0 0 E children's bible book~ - This little book has been designed for a child to read, coloured pictures + This little book has been designed for a child to read, colored pictures decorating the cover and liberally placed here and there amongst the pages of large simply-worded stories. It is opened to a chapter on obedience, several -paragraphs highlighted with bright yellow marker pen. +paragraphs highlighted with bright yellow marker pen. ~ #11811 slightly dented billiard ball~ @@ -185,7 +185,7 @@ E slightly dented billiard ball~ This polished red ball is smooth to the touch and extremely heavy. It looks as though it was once perfectly round, but some substantial force has dented it, -leaving it useless for its original purpose as part of a pool-table game. +leaving it useless for its original purpose as part of a pool-table game. ~ #11812 birdcage little wicker cage~ @@ -200,7 +200,7 @@ birdcage little wicker cage~ This little cage looks as if it was designed to be more ornamental than functional. Long slender bars have been carefully smoothed and covered with glossy white paint. Inside, two perches span the width and a little metal swing -hangs from the domed roof. +hangs from the domed roof. ~ #11813 tiny humming bird~ @@ -223,7 +223,7 @@ E tall fridge~ This tall fridge is of simple design and hums gently as it performs its continuous cooling duty. The smooth surfaces are undecorated and reflect -everything around in a slightly distorted way. +everything around in a slightly distorted way. ~ #11815 green velvety pool table~ @@ -237,7 +237,7 @@ E green velvety pool table~ This large impressive pool table is in pristine condition and beautifully laid out all ready for a game. Hanging lights illuminate the entire velvety -green covering, complimenting the dark earthy tones of the wooden frame. +green covering, complimenting the dark earthy tones of the wooden frame. ~ #11816 milk carton milk~ @@ -252,7 +252,7 @@ E milk carton~ This is just your average wax-coated cardboard milk carton. Assorted drawings of cows and milk jugs cover the packaging, just to make extra sure you -know what it is. +know what it is. ~ #11817 shiny red apple~ @@ -265,9 +265,9 @@ A shiny red apple lies here.~ T 11810 E shiny red apple~ - This perfectly round apple is deep delicious red in colour and smooth to the + This perfectly round apple is deep delicious red in color and smooth to the touch. A little stem and leaves are still attached to it, as if it were only -just picked from the tree. +just picked from the tree. ~ #11818 long orange carrot~ @@ -282,12 +282,12 @@ E long orange carrot~ This long orange vegetable is still slightly dirty as though only just pulled from the ground. Spikey green leaves sprout from a rounded end, its bright -orange colour slightly muddened and stained. +orange color slightly muddened and stained. ~ #11819 playpen childs child's pen~ a child's playpen~ -A brightly coloured child's playpen stands here.~ +A brightly colored child's playpen stands here.~ ~ 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 @@ -295,9 +295,9 @@ A brightly coloured child's playpen stands here.~ E child's playpen pen~ This bright plastic piece of furniture is actually more like a little cage -than anything else, fine mesh spanning the space between each padded bar. -Various brightly coloured cartoon characters have been imprinted on the inside, -and a soft mat pads the floor of it. +than anything else, fine mesh spanning the space between each padded bar. +Various brightly colored cartoon characters have been imprinted on the inside, +and a soft mat pads the floor of it. ~ #11820 bright yellow fluffy towel~ @@ -312,7 +312,7 @@ bright yellow fluffy towels~ This sweet citrus-smelling towel is large and vivid yellow, beautifully soft, it feels fantastic to touch and to snuggle! This sweet citrus-smelling towel is large and vivid yellow, beautifully soft, it looks as though it would feel -fantastic to touch and to snuggle! +fantastic to touch and to snuggle! ~ #11821 shiny brass trumpet~ @@ -326,8 +326,8 @@ E shiny brass trumpet~ This brand new trumpet is made of shiny, reflective brass metal. Three keys control the pitch, and a small round mouthpiece curves and winds its way around -into the larger cone shaped part of the instrument that projects the... -theoretically, melodic sound. +into the larger cone shaped part of the instrument that projects the... +theoretically, melodic sound. ~ #11822 child's dress shoes~ @@ -341,7 +341,7 @@ E child's dress shoes~ These smart little shoes are obviously designed for formal occasions, but look well used, the once polished black surfaces scuffed and beginning to wear -away. +away. ~ #11823 little white key~ @@ -354,10 +354,10 @@ A little white key is lying on the ground.~ E little white key~ This tiny white key has been carved from aging wood and painted a bright -white colour. Though the paint is faded and chipped in places with use, it is +white color. Though the paint is faded and chipped in places with use, it is still rather pretty to look at, intricate celtic carvings decorating its length. A word has been scratched into the handle, the letters P IN can be seen, though -one letter has been worn away. +one letter has been worn away. ~ #11824 bookshelf shelf tall wooden~ @@ -371,7 +371,7 @@ E bookshelf shelf tall wooden~ This large bookshelf is made from a very dark, smooth wood. Rows upon rows of shelves are provided as storing space, reaching high enough to touch the -ceiling of most houses. +ceiling of most houses. ~ #11825 fresh baked bread~ @@ -385,7 +385,7 @@ E fresh baked bread~ This large loaf of bread has been freshly made, golden brown crispy crust and fluffy white centers steam lazily from where the loaf has been recently sliced, -filling the air with a lovely baking smell. +filling the air with a lovely baking smell. ~ #11826 golden apple pie cinnamon~ @@ -398,7 +398,7 @@ The smell of apples and cinnamon waft from a golden pie.~ E golden apple pie cinnamon~ This flaky pie is still steaming hot, cooked a delicious golden brown and -steaming with the sweet smell of sugared apple slices and cinnamon. +steaming with the sweet smell of sugared apple slices and cinnamon. ~ #11827 tree large leafy pear~ @@ -413,7 +413,7 @@ tree large leafy pear~ This beautiful green tree is partially flowering, little white blossoms scattered amongst the leaves, along with the occasional golden piece of fruit. Pale branches dance quietly in the wind, the leaves hushing as though eager to -preserve the silence. +preserve the silence. ~ #11828 pear~ @@ -428,7 +428,7 @@ pear~ This golden curvaceous fruit is ripe and overflowing with juices. There is a strange feel to it though, an unnatural cold, and the longer it is examined the less appealing it becomes, as if it were something more sinister than what it -seems. +seems. ~ #11829 bed large wooden bunkbed~ @@ -444,7 +444,7 @@ bed large wooden bunkbed~ the other and supported with four large poles. A little ladder clings to the side, making it possible for a small child to climb into the upper bed. Warm looking quilts are carelessly crumpled and kicked to the ends of the beds, -tangled sheets left unmade. +tangled sheets left unmade. ~ #11830 alphabet blocks pile~ @@ -456,10 +456,10 @@ A pile of alphabet blocks lie scattered here.~ 1 50 0 0 E alphabet blocks pile~ - These little wooden cubes have been painted in bright colours, each carefully + These little wooden cubes have been painted in bright colors, each carefully stamped with its own letter from the alphabet. Used as a plaything, these little cubes are also highly educational, teaching children how to form, and -rearrange words. +rearrange words. ~ A 4 2 @@ -474,9 +474,9 @@ A baby bottle has been dropped on the ground, left to sour.~ E baby bottle~ This little plastic cylinder is topped with a rubber teat for small children -to drink from without spilling. Colourfully decorated with pictures of cartoon +to drink from without spilling. Colorfully decorated with pictures of cartoon characters, it narrows at the middle, making it easier for little hands to -grasp. +grasp. ~ #11832 violet flower~ @@ -491,7 +491,7 @@ violet flower~ Deep morose purple, this little flower stands alone amongst a pile of feathery green leaves that protrude from the ceramic pot. The petals seem to be very tiny, and hang limply as though the flower were already wilting, though it -has not yet reached its full growth. +has not yet reached its full growth. ~ #11833 tiny insect~ @@ -507,7 +507,7 @@ E tiny insect~ This little jewelled insect shimmers shades of green and blue, its dark body glossy and segmented. Two sleek silver-webbed wings extend from either side of -its back, several wirey black legs curled cautiously close to its abdomen. +its back, several wirey black legs curled cautiously close to its abdomen. ~ #11834 box little black~ @@ -521,7 +521,7 @@ E box little black~ This dark glistening box is set with black onyx stones, the smooth reflective surface shadow-like and ominous as though it is not quite part of the living -world. +world. ~ #11835 sword words~ @@ -536,7 +536,7 @@ sword words~ This long sword is made of dark shimmering metal, the silvery hilt is carved into the likeness of an open mouth from which the length of the blade protrudes like a sharp black tongue. Etchings here and there in the metal glow faintly, -spelling out letters and words that fade too quickly to be read. +spelling out letters and words that fade too quickly to be read. ~ #11836 swirling tunnel tunnel-like vortex~ @@ -548,9 +548,9 @@ A swirling tunnel-like vortex hovers here.~ 0 0 0 0 E swirling tunnel tunnel-like vortex~ - This gaping tunnel seems to shimmer and shift continually, various colours + This gaping tunnel seems to shimmer and shift continually, various colors melding and merging as it swirls slowly. It seems to have no substance in -reality, the gaping mouth offering only a view of utter darkness. +reality, the gaping mouth offering only a view of utter darkness. ~ #11837 dark brown sofa couch~ @@ -562,10 +562,10 @@ A dark brown sofa sits against the wall, ripped and frayed.~ 0 0 0 0 E dark brown sofa couch~ - This large sofa is a deep chocolate colour, its once ample padding now + This large sofa is a deep chocolate color, its once ample padding now partially strewn about through the rips in the covering fabric. Rather strangely, wooden boards have been placed beneath the seat cushions, as if to -stop the whole piece of furniture from collapsing. +stop the whole piece of furniture from collapsing. ~ #11838 computer~ @@ -578,8 +578,8 @@ A computer sits on one of the desks here.~ E computer~ This whirring machine flickers slightly as it sits ready for use. Pieces of -finished and unfinished homework can be seen partially typed on the screen. -Background windows displaying various internet pages and emails. +finished and unfinished homework can be seen partially typed on the screen. +Background windows displaying various internet pages and emails. ~ #11839 bush leafy~ @@ -593,7 +593,7 @@ E bush leafy~ This short sprouting bush is covered with flowers that are just beginning to fade, bright berries sprouting here and there amongst the leaves, blossoming -like tiny wounds amongst the dying flowers. +like tiny wounds amongst the dying flowers. ~ #11840 cluster little red berries~ @@ -605,9 +605,9 @@ A little cluster of red berries lie fallen here.~ 1 15 0 0 E cluster little red berries~ - These plump, juicy berries are a vibrant red colour and look perfectly -delicious to eat. The deep colour pleasantly contrasts the bright green leaves, -the fleshy skin taut with nectar and unblemished. + These plump, juicy berries are a vibrant red color and look perfectly +delicious to eat. The deep color pleasantly contrasts the bright green leaves, +the fleshy skin taut with nectar and unblemished. ~ #11841 bed wooden~ @@ -622,7 +622,7 @@ bed wooden~ This regular-sized single bed is made of ordinary wood, roughly nailed together and somewhat worn as if it has been used for many years. The mattress too is in rough shape, metal coils protruding in places through tears in the -fabric, filthy stuffing slowly working its way out. +fabric, filthy stuffing slowly working its way out. ~ #11842 screwdriver~ @@ -637,7 +637,7 @@ screwdriver~ This simple tool has a chilled feeling to it as though touched with some evil. The smooth glassy handle is scarlet red and transparent, a long metal shaft extending from its middle. The silvery length ends in a pointed tip, its -sleek surface slightly copper-stained as if rusted. +sleek surface slightly copper-stained as if rusted. ~ #11843 toolbox box~ @@ -651,7 +651,7 @@ E toolbox box~ This rusting toolbox has been painted bright red, the old paint flaking off in places to expose the sharp glistening metal. Although the box itself is -covered in a layer of dust, the trays and tools within look regularly used. +covered in a layer of dust, the trays and tools within look regularly used. ~ #11844 piece twine~ @@ -666,7 +666,7 @@ piece twine~ This dirty and stained piece of a twine has a sinister feel to it, almost as if some malicious evil had embedded its presence into the fraying material. It looks strong but worn, as if it has been used and reused many times for securing -something. +something. ~ #11845 pair pliers~ @@ -678,9 +678,9 @@ A pair of pliers glint dangerously.~ 2 20 0 0 E pair pliers~ - This long sleek pair of pliers has a red rubber handle for easy gripping. + This long sleek pair of pliers has a red rubber handle for easy gripping. The jagged inner surfaces of the pliers look vicious, extending into a -dangerously pointed end that would make a formidable weapon. +dangerously pointed end that would make a formidable weapon. ~ #11846 long black skirt~ @@ -694,7 +694,7 @@ E long black skirt~ Made of black, heavy fabric, this skirt looks almost more like it is woven from darkness itself than any natural cloth. It feels strange to the touch, as -if saturated with time and the ghosts of memories. +if saturated with time and the ghosts of memories. ~ A 4 2 @@ -710,7 +710,7 @@ E little pile cornflakes~ This crispy yellow cereal looks reasonably safe to eat although it is not the most appealing considering it has been on the ground. In fact little tufts of -hair and other dust fluffs are sticking all over it. +hair and other dust fluffs are sticking all over it. ~ #11848 shelves large wooden~ @@ -725,7 +725,7 @@ shelves large wooden~ These huge wooden shelves look strong and sturdy, spanning the entire length of the crawl-space wall, they are wide enough and well-built enough to hold all but the largest of boxes. A large gap beneath them leaves room for taller -objects and pieces of small furniture. +objects and pieces of small furniture. ~ #11849 bathtub tub bath~ @@ -740,7 +740,7 @@ bathtub tub bath~ This smooth tub has a dark ring of grime staining much of the formerly white surface. Buildups of mildew and minerals are caked around the taps and plug, leaving it almost impossible to drain as evidenced by the slight pooling of -dirty water. +dirty water. ~ #11850 bed wooden~ @@ -755,7 +755,7 @@ bed wooden~ This single bed is made of ordinary wood that is smeared all over with glowing blue fingerprints. Splashes of the phosphorescent stuff glow ominously from the blankets and sheets, coating the protruding metal coils, and speckling -the rest of the framework. +the rest of the framework. ~ #11851 pair eyes~ @@ -769,9 +769,9 @@ T 11848 T 11849 E pair eyes~ - These large, open eyes are bright blue in colour, and slide slowly about as + These large, open eyes are bright blue in color, and slide slowly about as if still attached to some living creature. Unblinking and strangely piercing, -they seem to perceive things beyond the normal realm. +they seem to perceive things beyond the normal realm. ~ #11852 cabinet broken mirror~ @@ -786,7 +786,7 @@ E cabinet broken mirror~ This carved wooden cabinet has been inlaid with a pane of reflective glass, once an unblemished mirror but now cracked and splintered in many places, the -silver lines spanning the surface of the mirror like crystal spider webs. +silver lines spanning the surface of the mirror like crystal spider webs. ~ #11853 sharp knife~ @@ -798,9 +798,9 @@ A sharp knife lies glinting cruelly on the ground.~ 2 200 0 0 E sharp knife~ - This long, frightful looking blade is razor-sharp and already rust-coloured + This long, frightful looking blade is razor-sharp and already rust-colored with a taste of blood. The silvery, shiny metal is otherwise perfectly -polished; beautiful as well as lethal. +polished; beautiful as well as lethal. ~ A 19 2 @@ -814,10 +814,10 @@ A bloody dress lies dumped in a heap.~ 1 100 0 0 E bloody dress~ - A faded blue colour, the vague pattern of flowers can be seen on the parts of + A faded blue color, the vague pattern of flowers can be seen on the parts of the fabric that are not worn away. Much of it has been utterly spoiled however, -angry splashes of red blood soaking the material, making it rust-coloured and -gruesomely sticky. +angry splashes of red blood soaking the material, making it rust-colored and +gruesomely sticky. ~ A 4 2 @@ -835,7 +835,7 @@ little black key~ been stained a deep oil black. Though the key is somewhat old and damaged, it still looks usable, angry slashes carved apparently deliberately into its length. A word has been crudely etched into the handle, the letters S E can be -seen, though one has been worn away. +seen, though one has been worn away. ~ #11856 corpse red trout~ @@ -878,9 +878,9 @@ A darkly beautiful pearl glints from the ground.~ E ana pearl darkly beautiful~ Perfectly smooth and round, this pearl is black as the darkest depths of an -ocean. A strong chill emanates from it, the feel of pure evil and sorrow. +ocean. A strong chill emanates from it, the feel of pure evil and sorrow. Like an unblinking, unfeeling eye, it looks out on the world with the watchful -gaze of a predator. +gaze of a predator. ~ A 19 1 @@ -900,7 +900,7 @@ hotdog~ Drops of fat glisten along the long roll of meat like tears, a thin rivulet of ketchup seeping scarlet from the soft bread that has been torn in two to accomodate it. There is a dark feel to it, as though it is of evil origin and -imparts only pain instead of nourishment. +imparts only pain instead of nourishment. ~ #11861 pines~ @@ -915,7 +915,7 @@ E pines~ Dark and menacing, these tall trees are armed with several stiff branches of needle-like spines. The black roots can be seen penetrating far into the -ground, repulsively twitching like the legs of a splayed spider. +ground, repulsively twitching like the legs of a splayed spider. ~ #11862 black egg~ @@ -931,7 +931,7 @@ E black egg~ Smoothly polished and dark like obsydian, this oval egg is cold to the touch as if carved from marble. A strange pulsing vibrates through it however, as if -some unseen heart were beating within. +some unseen heart were beating within. ~ #11863 serpent's tongue~ @@ -964,7 +964,7 @@ E wine glass red wine~ This long stemmed glass has a delicate oval body, sparkling when any light hits it and illuminating the ruby wine within. Swirling gently and ominously, -it seems almost as if the blood red liquid moves of its own accord. +it seems almost as if the blood red liquid moves of its own accord. ~ #11865 dark cluster burning trees raging fire pines~ @@ -1097,7 +1097,7 @@ A small embroidery has been left crumpled here.~ E small embroidery~ A little wooden loop has been fastened around a square piece of fabric, -several tiny coloured stiches making up an embroidered likeness of a collie dog, +several tiny colored stiches making up an embroidered likeness of a collie dog, a few loose and untidy threads testifying to the amateur skill of the artist. ~ #11882 @@ -1112,7 +1112,7 @@ E lego bricks~ These tiny plastic bricks are meant to be fastened together to build various sorts of objects. A popular kind of child's toy, these have been well used, -tiny grimy fingerprint marks smudging the bright colourful surfaces. +tiny grimy fingerprint marks smudging the bright colorful surfaces. ~ #11883 box cornflakes~ diff --git a/lib/world/obj/12.obj b/lib/world/obj/12.obj index 1c831c0..7c88bfc 100644 --- a/lib/world/obj/12.obj +++ b/lib/world/obj/12.obj @@ -9,7 +9,7 @@ A list of the staff's emails has been left here.~ T 1205 E list email staff~ - RHELP CONTACT n for the most recent listing or: + @RHELP CONTACT@n for the most recent listing or: ~ #1201 pamphlet trigedit~ @@ -26,7 +26,7 @@ just make your objects special? Well then, come and read to your hearts content through the trigedit tutorial hallway starting in room 13. It will describe what trigedit is, what it can do, and of course, how to make them. Dont forget, for optimal results, Use the pages in conjuction with TSTAT. Have fun with the -power of (minor)coding! +power of (minor)coding! ~ #1202 scroll~ @@ -72,7 +72,7 @@ letters. Please be aware that the God Hall has changed, and all operations are available using the new zone, (343) Offices are also posted at this new location. Look at fountain for the Directory and Map (34306) to -assist you if this applies. +assist you if this applies. Whiteknight, The Just Cleric Billeting Officer, Zone(s) 343/346 @@ -127,7 +127,7 @@ E game console~ To start a game type: go To move around type: go - + You must collect the prizes and avoid the animal to obtain maximum points. Each prize is worth 500 * game_level in experience. ~ @@ -154,7 +154,7 @@ A pile of sheer silk is here, almost transparent.~ E near-transparent small garmet silk sheer transparent~ The tiny silk dress is cut so thin it is almost transparent, and it doesn't -look as thought it would cover much. +look as thought it would cover much. ~ A 6 2 @@ -197,7 +197,7 @@ smaug couch~ Smaug's glamourous couch :-P. It is made from a soft medal, only found deep in the dungeons of hell. The coushons on the couch are the finest of all couschons, the arms of the couch are made from a ferret's pelt. The legs are in -the shape of dragons, and are also made from dragon's skin. +the shape of dragons, and are also made from dragon's skin. ~ #1230 test scroll~ @@ -233,7 +233,7 @@ A Gigantic Black Staff rests here.~ 5 1 0 30 0 E staff black~ - A Huge staff sits here eminating a tremendous power. + A Huge staff sits here eminating a tremendous power. ~ #1269 switch~ @@ -246,7 +246,7 @@ A magical switch from a willow tree has carelessly been discarded here.~ T 1270 E switch willow~ - It's a stick. It's magical. It also hurts when you beat people with it. + It's a stick. It's magical. It also hurts when you beat people with it. ~ #1275 uniform~ @@ -285,7 +285,7 @@ flag american~ The proud stars and stripes are set strongly against the blue background of the morning sky. Someone has raised the flag in hopes that our dear friend, Rumble, returns from his service in Iraq. May his courage and strength keep him -safe, and let the great banner of our great nation always watch over him. +safe, and let the great banner of our great nation always watch over him. Return home my friend. ~ #1295 @@ -323,12 +323,12 @@ A piece of fireworks is planted in a champagne bottle.~ T 1297 E firework new year piece~ - This large rocket is about to go up! Strange colours will fill the sky! + This large rocket is about to go up! Strange colors will fill the sky! ~ E bottle champagne~ The bottle is filled partially with water so it doesn't tilt over. Someone -has obviously drunk the champagne first. +has obviously drunk the champagne first. ~ #1299 christmas tree~ @@ -341,6 +341,6 @@ A festive christmas tree is covered in various ornaments and lights.~ E tree christmas~ The Christmas Tree is nicely decorated, there is a Huge shining star at the -top. And colourful lights are hanging from all its branches. +top. And colorful lights are hanging from all its branches. ~ $~ diff --git a/lib/world/obj/120.obj b/lib/world/obj/120.obj index 2c2abd7..85e5a97 100644 --- a/lib/world/obj/120.obj +++ b/lib/world/obj/120.obj @@ -249,8 +249,8 @@ A A 14 50 #12024 -scroll dark grey~ -a dark grey scroll~ +scroll dark gray~ +a dark gray scroll~ A scroll has been carelessly left here.~ ~ 2 fp 0 0 0 ao 0 0 0 0 0 0 0 diff --git a/lib/world/obj/13.obj b/lib/world/obj/13.obj index 7f4a5ef..68d5b54 100644 --- a/lib/world/obj/13.obj +++ b/lib/world/obj/13.obj @@ -9,7 +9,7 @@ Some apprehension lays here in waiting.~ E apprehension~ Everyone has a little. Some have more than others. It is that feeling of -doom some call premonition. The gut feeling that the worse is yet to come. +doom some call premonition. The gut feeling that the worse is yet to come. ~ #1301 @@ -23,7 +23,7 @@ A fist sized smooth metal grenade looks armed.~ T 1350 E grenade~ - The rounded metal surface is a dull grey with numerous small pits. A metal + The rounded metal surface is a dull gray with numerous small pits. A metal pin and handle are connected to the top. Engraved into it is an arrow that points to a small steel ring connected to the pin that reads "pull here. " ~ @@ -39,7 +39,7 @@ T 1351 E pile gold coins~ The glittering gold catches your eye. Though covered in dirt and grime -money is money. +money is money. ~ #1303 gun~ @@ -62,8 +62,8 @@ E kiss candy ~ Fyre has selected only the finest of ingredients for this chocolate confection. It has been created exclusively for the most discriminating of persons.. -For those initiated with Fyre's sweet kiss, there can be only one choice ... -And that is to crave for more. +For those initiated with Fyre's sweet kiss, there can be only one choice ... +And that is to crave for more. ~ #1305 common sense~ @@ -76,7 +76,7 @@ Some common sense has been left here. Better give it to someone that needs it.~ E common sense~ Common sense seems to be lacking in the world. Be sure to spread this -around. +around. ~ #1306 order events policy starting newbie builders~ @@ -174,7 +174,7 @@ zone. If they have not been on for 6 month2 and are not excused I then "show zone #" to doublecheck the zone and builder assigned. I then check if they made anything of value that should be saved. Once you are sure it is safe to delete their zone and all their work set their OLC to -1. "stat file " to -be sure it worked and then feel free to delete away. +be sure it worked and then feel free to delete away. ~ 16 0 0 0 0 a 0 0 0 0 0 0 0 0 0 0 0 @@ -190,7 +190,7 @@ A certificate for graduating from TBA has been abandoned here.~ E certificate graduation~ It rambles on in some officialese language about how great the person is who -earned this award and is signed on the bottom by Rumble himself. +earned this award and is signed on the bottom by Rumble himself. ~ #1315 FREE~ @@ -205,7 +205,7 @@ E gnarled wooden staff~ The staff appears to have been twisted into a strange spiral up along its surface. The top has three claws meant to hold something. It is conspicuosly -empty. +empty. ~ #1316 FREE~ @@ -218,7 +218,7 @@ An orb meant to top a staff must have fallen out here.~ E orb staff topping~ The orb is about the size of a small fist. It appears to have been meant to -be placed on the end of a staff. +be placed on the end of a staff. ~ #1317 FREE~ @@ -231,7 +231,7 @@ A broken and useless staff has been discarded here.~ E broken staff~ It appears to have once been a very nice staff that someone ruined by -putting it together wrong. +putting it together wrong. ~ #1318 christmas hat reindeer~ @@ -245,7 +245,7 @@ E christmas hat reindeer~ This festive hat is trimmed with red and gold tinsel, green velvety material peaking in the middle with two large reindeer horns branching out either side. -Very fetching. +Very fetching. ~ #1319 festive Christmas cracker~ @@ -258,7 +258,7 @@ A festive @rC@wh@rr@wi@rs@wt@rm@wa@rs@n @gcracker lies here, ready to be pulled. E christmas cracker festive~ This is a very fun looking Christmas cracker, and fun things are always best -shared. Choose a special person to pull this with. +shared. Choose a special person to pull this with. (pull ) ~ #1320 @@ -272,7 +272,7 @@ The World's smallest violin is waiting for someone to play it.~ E smallest violin~ This violin is meant for those with a sarcastic wit and too much spare time -on their hands. +on their hands. ~ #1321 kitchen sink~ @@ -284,7 +284,7 @@ Yes, this is everything including the kitchen sink.~ 1 1 0 0 0 E kitchen sink~ - Rumble thought of everything...... + Rumble thought of everything...... ~ #1322 oath~ @@ -312,7 +312,7 @@ A builder intro note has been dropped here.~ 1 1 0 0 0 E introduction note paper~ - This has been moved to RHELP INTRO n. + This has been moved to @RHELP INTRO@n. ~ #1329 test backpack~ @@ -347,9 +347,9 @@ cornucopia goats horn~ as "horn of plenty. " A traditional staple of feasts, the cornucopia is believed to represent the horn of a goat from Greek mythology. According to legend, it was from this horn that the god Zeus was fed as an infant. Later, -the horn was filled with flowers and fruits, and given as a present to Zeus. +the horn was filled with flowers and fruits, and given as a present to Zeus. The filled horn (or a receptacle resembling it) has long served as a traditional -symbol in art and decoration to suggest a store of abundance. +symbol in art and decoration to suggest a store of abundance. ~ #1332 trial vnum assigner limiter~ @@ -365,7 +365,7 @@ T 1306 E trial vnum assigner~ This object was created to help new builders follow the directions under HELP -TRIAL. +TRIAL. ~ #1333 postit post-it note paper pad~ @@ -394,7 +394,7 @@ A novelty prize lies on the ground.~ E novelty prize~ This is a rather cheap-looking novelty prize. Congratulations on winning -this... Wonderful... Thing! +this... Wonderful... Thing! ~ #1336 wrapped christmas present~ @@ -409,7 +409,7 @@ E wrapped christmas present~ This parcel offers no hint whatsoever as to what may be inside. Covered in tinsel and festively patterned glitter paper, the only way to find out what it -holds is to unwrap it! +holds is to unwrap it! ~ #1337 bright christmas lights~ @@ -421,8 +421,8 @@ bright christmas lights~ 0 0 0 0 0 E bright christmas lights~ - This string of Christmas lights is brightly coloured, and brings an air of -festive cheer to the place. + This string of Christmas lights is brightly colored, and brings an air of +festive cheer to the place. ~ #1338 Christmas tree pine large~ @@ -437,7 +437,7 @@ Christmas tree pine large~ This large and beautiful tree gives off a rich scent of fresh pine, long green needles draped with sparkling silver and gold tinsel. Red and green baubles hang here and there, along with assorted wooden toys. Soft glowing -lights surround the entire tree with a warm halo-like haze. +lights surround the entire tree with a warm halo-like haze. ~ #1339 Christmas pudding~ @@ -450,7 +450,7 @@ A plump Christmas pudding has been left here, what's wrong with it?~ E pudding christmas~ A wonderfully delicious looking pudding filled with festive fruits and -generously laced with alcohol. You really have to eat it! +generously laced with alcohol. You really have to eat it! ~ #1340 christmas santa claus hat~ @@ -463,7 +463,7 @@ christmas santa claus hat~ E christmas santa claus hat~ This bright red hat is trimmed with soft white fur, a little fluffy pom-pom -dangles at the end of the floppy peak. +dangles at the end of the floppy peak. ~ #1341 stocking christmas~ @@ -476,7 +476,7 @@ A Christmas stocking hangs expectantly from the wall.~ E christmas stocking~ This rather large knitted stocking has been designed to hold a LOT of -presents. Someone is optimistic. +presents. Someone is optimistic. ~ #1342 heart candy~ @@ -500,29 +500,29 @@ code conduct~ The United States Military Code of Conduct Article I -I am an American, fighting in the forces which guard my country and our way of +I am an American, fighting in the forces which guard my country and our way of life. I am prepared to give my life in their defense. - + Article II -I will never surrender of my own free will. If in command, I will never +I will never surrender of my own free will. If in command, I will never surrender the members of my command while they still have the means to resist. - + Article III -If I am captured I will continue to resist by all means available. I will make -every effort to escape and to aid others to escape. I will accept neither +If I am captured I will continue to resist by all means available. I will make +every effort to escape and to aid others to escape. I will accept neither parole nor special favors from the enemy. - + Article IV -If I become a prisoner of war, I will keep faith with my fellow prisoners. I -will give no information or take part in any action which might be harmful to -my comrades. If I am senior, I will take command. If not, I will obey the +If I become a prisoner of war, I will keep faith with my fellow prisoners. I +will give no information or take part in any action which might be harmful to +my comrades. If I am senior, I will take command. If not, I will obey the lawful orders of those appointed over me and will back them up in every way. - + Article V -When questioned, should I become a prisoner of war, I am required to give -name, rank, service number, and date of birth. I will evade answering -further questions to the utmost of my ability. I will make no oral or -written statements disloyal to my country and its allies or harmful to +When questioned, should I become a prisoner of war, I am required to give +name, rank, service number, and date of birth. I will evade answering +further questions to the utmost of my ability. I will make no oral or +written statements disloyal to my country and its allies or harmful to their cause. ~ #1344 @@ -551,18 +551,18 @@ A tapered pyramid of dark stone rises from floor to ceiling.~ 0 0 0 0 0 E memorial pyramid stone~ - A tapered spire of dark grey marble rises from its four sided base to a + A tapered spire of dark gray marble rises from its four sided base to a blunted tip near the ceiling. Two adjacent sides of the spire have been polished to a mirror-like finish while the remaining two sides are rough and jagged. Small sculpted figures of police, fire, and paramedics climb the blasted sides of the spire. Each of the hundreds of figures is a shade of either white, black, brown, yellow or red. A bronze plaque has been set in to -the base of the monument. +the base of the monument. ~ E plaque base~ To the memory of the thousands who died, and for the hundreds of millions -who wept. +who wept. ~ #1370 flag american mast half~ @@ -577,47 +577,47 @@ flag american mast half 1FEB03~ The flag hangs limp and still unstirred by the wind. As if it mourns along with the rest of the world at the loss of the Columbia and crew. - Rick Husband paid tribute to fallen astronauts from space, just four days before he died. -"They made the ultimate sacrifice, giving their lives and service to the country and for all -mankind," the Texas native said Jan. 28, on the 17th anniversary of the Challenger -explosion. The 45-year-old former Air Force test pilot was selected as an astronaut in 1994 -on his fourth try. Space flight was his lifelong passion, along with singing. This was his + Rick Husband paid tribute to fallen astronauts from space, just four days before he died. +"They made the ultimate sacrifice, giving their lives and service to the country and for all +mankind," the Texas native said Jan. 28, on the 17th anniversary of the Challenger +explosion. The 45-year-old former Air Force test pilot was selected as an astronaut in 1994 +on his fourth try. Space flight was his lifelong passion, along with singing. This was his second space flight. Personal data: Married, two children. - William McCool was an experienced Navy pilot with more than 2,800 hours in flight. But -two weeks into his first trip into space, the 41-year-old astronaut was bursting with -amazement. "There is so much more than what I ever expected," McCool told NPR on Jan. 30. -"Its beyond imagination, until you actually get up and see it and experience it and feel -it." The former Navy test pilot grew up in Lubbock, Texas, and became an astronaut in 1996. + William McCool was an experienced Navy pilot with more than 2,800 hours in flight. But +two weeks into his first trip into space, the 41-year-old astronaut was bursting with +amazement. "There is so much more than what I ever expected," McCool told NPR on Jan. 30. +"Its beyond imagination, until you actually get up and see it and experience it and feel +it." The former Navy test pilot grew up in Lubbock, Texas, and became an astronaut in 1996. Personal data: Married, three children. - Michael Anderson accepted the risks of space flight willingly. "I take the risk because I -think what were doing is really important. If you look at this research flight ... the -potential yield that we have is really tremendous," he said. Anderson, 43, was born in New -York and grew up on military bases. He was flying for the Air Force when NASA chose him in -1994 as one of only a handful of black astronauts. He traveled to Russias Mir space station + Michael Anderson accepted the risks of space flight willingly. "I take the risk because I +think what were doing is really important. If you look at this research flight ... the +potential yield that we have is really tremendous," he said. Anderson, 43, was born in New +York and grew up on military bases. He was flying for the Air Force when NASA chose him in +1994 as one of only a handful of black astronauts. He traveled to Russias Mir space station in 1998. Personal data: Married. - Kalpana Chawla wanted to design aircraft when she emigrated to the United States from -India in the 1980s. The space program was the furthest thing from her mind. But "one thing -led to another," the 41-year-old engineer said, and she was chosen as an astronaut in 1994. -Chawla was the first native of India to fly on a space shuttle but the second in space, -after Rakesh Sharma, who flew on an Indo-Soviet mission in 1984. This was Chawla's second + Kalpana Chawla wanted to design aircraft when she emigrated to the United States from +India in the 1980s. The space program was the furthest thing from her mind. But "one thing +led to another," the 41-year-old engineer said, and she was chosen as an astronaut in 1994. +Chawla was the first native of India to fly on a space shuttle but the second in space, +after Rakesh Sharma, who flew on an Indo-Soviet mission in 1984. This was Chawla's second space flight. Personal data: Married. - David Brown was a Navy novelty: a jet pilot as well as a doctor. He was also probably the -only NASA astronaut to have worked as a circus acrobat. (It was a summer job during -college.) He said what he learned about "the teamwork and the safety and the staying -focused" carried over to his space job. He joined the Navy after his medical internship, and -held a captain's rank. NASA chose him as an astronaut in 1996. This was the 46-year-old + David Brown was a Navy novelty: a jet pilot as well as a doctor. He was also probably the +only NASA astronaut to have worked as a circus acrobat. (It was a summer job during +college.) He said what he learned about "the teamwork and the safety and the staying +focused" carried over to his space job. He joined the Navy after his medical internship, and +held a captain's rank. NASA chose him as an astronaut in 1996. This was the 46-year-old Virginia native's first space flight. Personal data: Single. - Laurel Clark was a diving medical officer aboard submarines and then a flight surgeon -before she became an astronaut in 1996. This was her first space flight. She had been on -board Columbia to help with more than 80 science experiments. "She was doing something that -she cared deeply about, that she was very good at," said her father, Robert Salton. In fact, -he said, "she was pretty good at everything." The 41-year-old's hometown was Racine, Wis. + Laurel Clark was a diving medical officer aboard submarines and then a flight surgeon +before she became an astronaut in 1996. This was her first space flight. She had been on +board Columbia to help with more than 80 science experiments. "She was doing something that +she cared deeply about, that she was very good at," said her father, Robert Salton. In fact, +he said, "she was pretty good at everything." The 41-year-old's hometown was Racine, Wis. Personal data: Married, one child. - Ilan Ramon, a colonel in Israels air force, was the first Israeli in space. His mother -and grandmother survived the Auschwitz death camp. Like his Zionist father, the astronaut -fought for his country, in the Yom Kippur War in 1973 and the Lebanon War in 1982. He took -part in the 1981 air strike that destroyed an Iraqi nuclear reactor. Ramon, 48, was selected -as an astronaut in 1997 and moved to Houston in 1998 for training. He called Tel Aviv home. + Ilan Ramon, a colonel in Israels air force, was the first Israeli in space. His mother +and grandmother survived the Auschwitz death camp. Like his Zionist father, the astronaut +fought for his country, in the Yom Kippur War in 1973 and the Lebanon War in 1982. He took +part in the 1981 air strike that destroyed an Iraqi nuclear reactor. Ramon, 48, was selected +as an astronaut in 1997 and moved to Houston in 1998 for training. He called Tel Aviv home. Personal data: Married, four children. @@ -641,7 +641,7 @@ The "thanks for stating the obvious" award lies here majestically, waiting to be E obvious award~ This award was created for those who have the knack of stating what everyone -already knows. +already knows. ~ #1390 award channel mischannel~ @@ -669,7 +669,7 @@ T 1362 E deodorant bottle~ The bottle is labeled "Glade" "mountain fresh" and smells nothing like fresh -mountains. But, it does smell nice. +mountains. But, it does smell nice. ~ #1392 shotgun gun postal~ @@ -682,7 +682,7 @@ A postal worker's shotgun is beckoning you.~ T 45 E shotgun~ - A shotgun with the emblem of the USPS on the hilt. + A shotgun with the emblem of the USPS on the hilt. ~ #1393 ruby slippers~ @@ -696,116 +696,116 @@ T 1391 E ruby slippers~ The depp red slippers sparkle with magic and energy. They are rumored to be -able to take you home if you say there is no place like home. +able to take you home if you say there is no place like home. ~ #1397 christmas poem soldiers~ a soldiers christmas poem~ A poem about the forgotten soldiers christmas.~ -Twas the night before Christmas, -He lived all alone, -In a one bedroom house +Twas the night before Christmas, +He lived all alone, +In a one bedroom house Made of plaster and stone. - -I had come down the chimney -With presents to give, -And to see just who -In this home did live. - -I looked all about, -A strange sight I did see, -No tinsel, no presents, -Not even a tree. - -No stocking by mantle, -Just boots filled with sand, -On the wall hung pictures -Of far distant lands. - -With medals and badges, -Awards of all kinds, -A somber thought -Came through my mind. - -For this house was different, -It was dark and dreary, -I found the home of a soldier, -Once I could see clearly. - -The soldier lay sleeping, -Silent, alone, -Curled up on the floor -In this one bedroon home. - -The face was so gentle, -The room in such disorder, -Not how I pictured + +I had come down the chimney +With presents to give, +And to see just who +In this home did live. + +I looked all about, +A strange sight I did see, +No tinsel, no presents, +Not even a tree. + +No stocking by mantle, +Just boots filled with sand, +On the wall hung pictures +Of far distant lands. + +With medals and badges, +Awards of all kinds, +A somber thought +Came through my mind. + +For this house was different, +It was dark and dreary, +I found the home of a soldier, +Once I could see clearly. + +The soldier lay sleeping, +Silent, alone, +Curled up on the floor +In this one bedroon home. + +The face was so gentle, +The room in such disorder, +Not how I pictured A United States Soldier. - -Was this the hero -Of whom I'd just read? -Curled up on a poncho, -The floor for a bed? - -I realized the families -That I saw this night, -Owed their lives to these soldiers -Who were willing to fight. - -Soon round the world, -The children would play, -And grownups would celebrate -a bright Christmas Day. - -They all enjoyed freedom -Each month of the year, -Because of the soldiers, -Like the one lying here. - -I couldn't help wonder -How many lay alone, -On an old Christmas Eve -In a land far from home. - -The very thought -Brought a tear to my eye, -I dropped to my knees -And started to cry. - -The soldier awakened -And I heard a rough voice, -"Santa don't cry, -This life is my choice; - -I fight for freedom, -I don't ask for more, -My life is my GOD, -My COUNTRY, My CORPS." - -The soldier rolled over -And drifted to sleep, -I couldn't control it, -I continued to weep. - -I kept watch for hours, -So silent and still -And we both shivered + +Was this the hero +Of whom I'd just read? +Curled up on a poncho, +The floor for a bed? + +I realized the families +That I saw this night, +Owed their lives to these soldiers +Who were willing to fight. + +Soon round the world, +The children would play, +And grownups would celebrate +a bright Christmas Day. + +They all enjoyed freedom +Each month of the year, +Because of the soldiers, +Like the one lying here. + +I couldn't help wonder +How many lay alone, +On an old Christmas Eve +In a land far from home. + +The very thought +Brought a tear to my eye, +I dropped to my knees +And started to cry. + +The soldier awakened +And I heard a rough voice, +"Santa don't cry, +This life is my choice; + +I fight for freedom, +I don't ask for more, +My life is my GOD, +My COUNTRY, My CORPS." + +The soldier rolled over +And drifted to sleep, +I couldn't control it, +I continued to weep. + +I kept watch for hours, +So silent and still +And we both shivered From the cold night's chill. - -I didn't want to leave -On that cold, dark, night, -This Guardian of Honor + +I didn't want to leave +On that cold, dark, night, +This Guardian of Honor So willing to fight. - -Then the soldier rolled over, -With a voice soft and pure, -Whispered, "Carry on Santa, + +Then the soldier rolled over, +With a voice soft and pure, +Whispered, "Carry on Santa, It's Christmas Day, All is secure." - -One look at my watch, -And I knew he was right. -"MERRY CHRISTMAS MY FRIEND, -AND TO ALL A GOOD NIGHT." + +One look at my watch, +And I knew he was right. +"MERRY CHRISTMAS MY FRIEND, +AND TO ALL A GOOD NIGHT." This poem was written by a Marine stationed in Okinawa Japan. ~ diff --git a/lib/world/obj/140.obj b/lib/world/obj/140.obj index 179a086..f47cbff 100644 --- a/lib/world/obj/140.obj +++ b/lib/world/obj/140.obj @@ -11,7 +11,7 @@ wyvern scale armor~ This armor is made from the scales of a great wyvern. The blue plates of scale armor overlap providing protection from attacks. The armor has been blessed by the high priest of the wyverns for the Sentries guarding the Lord of -the wyverns. +the wyverns. ~ A 1 1 @@ -26,7 +26,7 @@ A glowing red ball floats in the air here.~ E red dragon orb~ This sphere of deep red scales has been endowed with the evil essence of a -red dragon. It glows with an unholy light of pure evil. +red dragon. It glows with an unholy light of pure evil. ~ A 12 20 @@ -41,7 +41,7 @@ A dull red claw has been dropped here.~ E claw wyvern~ This sturdy claw was once the weapon of a mighty wyvern. It is scratched and -nicked from countless battles. +nicked from countless battles. ~ A 19 1 @@ -57,7 +57,7 @@ E foreclaw wyvern~ This is the foreclaw of a great wyvern. Its tough material and deadly pointed talons make it an excellent weapon and parrying item. What a beast it -must have been that this came from. +must have been that this came from. ~ A 18 1 @@ -75,7 +75,7 @@ E crested wyvern helm~ This is the blue crested helm of a wyvern sentry. The blue ridges of bone and scale that cover it make it stronger than forged steel. The helm has been -blessed by the High priest of the wyverns. +blessed by the High priest of the wyverns. ~ A 13 5 @@ -94,7 +94,7 @@ greater wyvern talon~ This huge claw was once wielded in battle by the commander of all the wyvern defenders. Its edges have been filed down into wicked blades and the points are barbed. It must have been quite painful for the commander to have this done -while he was still attached to the talon. +while he was still attached to the talon. ~ A 18 1 @@ -130,7 +130,7 @@ claw ring~ This ring was made from a very old claw by soaking it in water for 2 years and gradually shaping it. There is a feeling of magical energy that emanates from the ring. In wyvern culture this ring represents allegiance to the city -lord, and service in his court. +lord, and service in his court. ~ A 19 1 @@ -151,7 +151,7 @@ wyvern wings~ These wings came from the mighty Lord of all the wyverns. The oldest and strongest of all wyverns he reached an age where he grew wings like his cousins the dragons. Incredibly light and strong these wings are 15 feet long from tip -to tip. They are transparent and very difficult to see. +to tip. They are transparent and very difficult to see. ~ A 2 2 @@ -169,7 +169,7 @@ E shield royal wyvern~ This shield is crafted of overlapping blue and red scales to provide maximum possible protection to its owner. Emblazoned upon the front is the symbol of -the royal house of wyverns. +the royal house of wyverns. ~ A 13 10 @@ -185,7 +185,7 @@ E glowing red eyes wyvern~ These were once the eyes of a mighty wyvern, now dead. They still retain some of their previous owner's magical energy. They glow with a sinister red -light. The red orbs seem to watch you where ever you go. +light. The red orbs seem to watch you where ever you go. ~ A 18 2 @@ -207,7 +207,7 @@ fountain blood~ traditional colors of the wyvern race. Upon close inspection you realize that the liquid in it is blood. The wyverns believe that this is the blood of their ansesters, and so drinking of it gives them strength. Never the less the -question is where is the blood coming from? +question is where is the blood coming from? ~ #14012 statue dragon god~ @@ -223,7 +223,7 @@ statue dragon god ferret~ taller than any of the buildings in the city. The image of the amethyst dragon looks down on the mortals he created so many years ago. The citizens constructed this statue in honor of the God after they completed this city, they -believe he protects them, and sent the red dragon to defend the city. +believe he protects them, and sent the red dragon to defend the city. ~ #14013 statue god elf~ @@ -239,7 +239,7 @@ statue elf god ilsensine~ in hopes he will honor and aid their students of magic. The statue is only 6 feet tall but made entirely of pure emerald. The god is pictured dressed in robes, his head shaved and his hands raised in the act of calling upon great -magical forces. +magical forces. ~ #14014 alter gods telemacos balm wyv~ @@ -255,7 +255,7 @@ alter balm telemacos~ in honor of the two gods of neutrality who battle each other over the fait of all mortality. The two dragon gods are sculpted as facing each other preparing for combat. Between them is a marble egg representing the lives they battle -over. +over. ~ #14015 willow wyv statue goddess~ @@ -271,7 +271,7 @@ goddess willow statue~ been trimmed with silver guild. The temple priests placed her here to symbolize the separation of the duties of men and women. Her sudor Balm is for ever bound by his battle for the souls of mortals in the next room. The two may watch each -other but are for ever apart. +other but are for ever apart. ~ #14016 scroll recall wyv~ @@ -493,7 +493,7 @@ god springfire air statue~ the naked eye it is completely invisible. The warriors of the city paid a staggering amount of money to have the warrior god's image immortalized in their guild. They hope he will aid them in battle against their mortal enemies the -giants. +giants. ~ #14041 statue khelben god knight wyv~ @@ -510,7 +510,7 @@ guild. Above all other gods they worship the mighty Khelben, who they believe founded the order of knighthood. The statue itself is 9 feet tall and made of pure platinum. It is clad in the armor and symbols of the city's royal line and the knights' personal colors. The knights hope that the god will grant them -their magic in days to come and aid them when they enter battle. +their magic in days to come and aid them when they enter battle. ~ #14042 god statue thunder~ @@ -522,13 +522,13 @@ A statue of the mighty God Rumble has been built here.~ 0 0 0 0 E thunder rumble god statue ~ - This statue was built by the city's guild of rogues and thieves. -They have chosen the almighty thunder god as their patron deity because -of his former status as a thief, and because they believe that in the -final battle between order and chaos he will come down from the heavens -and help them destroy Balm and all his followers for ever. The statue -is carved from polished obsidian stone and has been inlaid with streaks -of silver lightning bolts. The God is depicted, dressed in a grey robe + This statue was built by the city's guild of rogues and thieves. +They have chosen the almighty thunder god as their patron deity because +of his former status as a thief, and because they believe that in the +final battle between order and chaos he will come down from the heavens +and help them destroy Balm and all his followers for ever. The statue +is carved from polished obsidian stone and has been inlaid with streaks +of silver lightning bolts. The God is depicted, dressed in a gray robe with both hands raised hurling his deadly thunder around him. ~ #14043 @@ -546,7 +546,7 @@ pedistle, the image of Sexykitty, the beautiful empress of magic, stands watching over this room. The wyverns have chosen her as their deity of charity and the poor because of her kindness and exceptional beauty. They believe that all who are in need can call upon her and if their need is strong enough she -will come to aid them in their time of trouble. +will come to aid them in their time of trouble. ~ #14044 Gnoff god statue wyv~ @@ -561,6 +561,6 @@ gnoff god statue~ This statue has been carved from pure topaz. The bright yellow sculpture looks to be worth a small fortune. The wyverns worship Gnoff as their god of social activities and interaction. They believe he watches all marriages and -gives his blessing to those which will endure. +gives his blessing to those which will endure. ~ $~ diff --git a/lib/world/obj/15.obj b/lib/world/obj/15.obj index 4973416..d4eab54 100644 --- a/lib/world/obj/15.obj +++ b/lib/world/obj/15.obj @@ -9,7 +9,7 @@ You see a solid and silver-lined scroll resting on the ground.~ E scroll parchment~ It seems to be some sort of spell designed to transport its user across vast -distances, but how to make use of it is impossible to tell. +distances, but how to make use of it is impossible to tell. ~ A 14 15 @@ -26,7 +26,7 @@ You are startled by the sight of a sword that glows as you approach it.~ E sword blazing~ The edge of the blade is lined with writing, religious verse apparently, in a -fine, silver-laced and flowing script. +fine, silver-laced and flowing script. ~ A 13 -5 @@ -41,7 +41,7 @@ A weighty looking shield has been abandoned by one unworthy to hold it.~ E protector faithful shield~ It evades your attempts to focus on it, deflecting your gaze as it deflects -the weapons that will try to kill you. +the weapons that will try to kill you. ~ #1504 armband band faded~ @@ -54,7 +54,7 @@ A ragged and faded looking piece of cloth has been left here, forgotten.~ E armband faded band~ It has some sort of militia insignia on it, perhaps an indication of a rank -or award in some military order unknown to you. +or award in some military order unknown to you. ~ A 6 2 @@ -71,7 +71,7 @@ A stunning curved blade glistens on the ground.~ E scimitar jeweled~ The entire rim and edge of the scimitar's handle is bedecked in a gorgeous -array of stones and precious metals. +array of stones and precious metals. ~ #1506 ember charred~ @@ -83,7 +83,7 @@ You glance briefly at a smouldering ember that rests at your feet.~ 1 5 25 0 0 E ember charred~ - It glares back at you, almost angrily. + It glares back at you, almost angrily. ~ A 18 2 @@ -99,7 +99,7 @@ The entire room is aglow from the flame at your feet.~ 1 5 25 0 0 E ethereal flame~ - Even being near it fills you with a peaceful and comforted feeling. + Even being near it fills you with a peaceful and comforted feeling. ~ A 12 8 @@ -115,7 +115,7 @@ You have found at last the Key to the Gates of eternity.~ 1 100 50 0 0 E key gates~ - There are no gates. They are inside of you. + There are no gates. They are inside of you. ~ A 3 2 @@ -130,7 +130,7 @@ You have found a burnt book, some forgotten history lying on the ground.~ E history burnt book~ So this is the jester's joke. All of our works have turned to dust, and will -end in nothing. It is for this that he laughs. +end in nothing. It is for this that he laughs. ~ A 4 2 @@ -175,7 +175,7 @@ You see a beautiful pendant of ancient and noble craftsmanship.~ E ankh~ It is an even earlier version of the old Christian cross, an oval loop above -the crossed arms of white gold. +the crossed arms of white gold. ~ A 12 10 diff --git a/lib/world/obj/150.obj b/lib/world/obj/150.obj index 31dea48..1760ba0 100644 --- a/lib/world/obj/150.obj +++ b/lib/world/obj/150.obj @@ -8,13 +8,13 @@ You are quite unable to perceive Sapowox's Universal Nothingness here.~ 40 1 200 0 E text writing inscription~ - It just says: ' (void *) ' Not very enlightening, is it? + It just says: ' (void *) ' Not very enlightening, is it? ~ E nothingness universal~ You are not sure, but you do not seem not able to figure out what it isn't, because it doesn't much resemble anything you haven't ever seen. You feel a bit -of mortal confusion, but you notice a small inscription on it. +of mortal confusion, but you notice a small inscription on it. ~ A 18 2 @@ -102,7 +102,7 @@ A strange looking sword is lying upon the ground here.~ E verminator sword~ This strange sword seems to be made of black metal, an eerie green glow -surrounds the blade. +surrounds the blade. ~ #15009 key butlers butler~ @@ -131,7 +131,7 @@ A large wooden chest stands here in a corner.~ E chest~ It is equipped with a small lock, that any self-respecting thief should be -able to pick. +able to pick. ~ #15012 vial large potion brown~ @@ -143,7 +143,7 @@ A large vial has been left here.~ 14 800 80 0 E vial large brown potion~ - It is filled with a disgusting brown liquid. + It is filled with a disgusting brown liquid. ~ #15013 banner royal~ @@ -155,12 +155,12 @@ The royal banner has been firmly planted in the ground here.~ 0 0 0 0 E flag~ - On the flag is the symbol of King Welmar's house, the rampant stag. + On the flag is the symbol of King Welmar's house, the rampant stag. ~ E banner royal standard~ It is large and very heavy. On top of it flutters King Welmar's flag -proudly. +proudly. ~ #15014 key~ @@ -172,7 +172,7 @@ A key lies on the floor.~ 13 1 0 0 E key~ - It has a finely carved letter 'W' inscribed on it. + It has a finely carved letter 'W' inscribed on it. ~ #15015 hauberk mail chain~ @@ -200,7 +200,7 @@ A key lies on the floor.~ 3 1 0 0 E key cell~ - This appears to be the key for the cells of the castle. + This appears to be the key for the cells of the castle. ~ #15018 carcass~ @@ -237,7 +237,7 @@ There is a strange glow coming from the west.~ E glow~ The glow from the west appears to be quite strong, but it does not give -enough light to see by here, nor can you see the source of the glow. +enough light to see by here, nor can you see the source of the glow. ~ #15022 wail sound~ diff --git a/lib/world/obj/16.obj b/lib/world/obj/16.obj index fc4af6b..bd7f980 100644 --- a/lib/world/obj/16.obj +++ b/lib/world/obj/16.obj @@ -22,7 +22,7 @@ A huge axe is lying here~ 8 600 60 0 0 E axe~ - The axe handle has the name 'Gaheris' inscibed on it. + The axe handle has the name 'Gaheris' inscibed on it. ~ A 19 2 @@ -37,7 +37,7 @@ A two headed axe with the Hautdesert crest lies here.~ E axe~ The strange crest of Hautdesert is engraved on both heads of this large axe. - + ~ #1603 crest~ @@ -50,7 +50,7 @@ The crest has a stag on a verdant field~ E crest stag~ The crest is about the size of your fist and is made of what looks like -pewter. +pewter. ~ #1604 armor green~ @@ -63,7 +63,7 @@ A fine suit of green armor bearing the crest of Hautdesert glistens here!~ E green armor~ The strange crest of Hautdesert is engraved on the breast of this fine -armor. The strange green color is like no other metal you have ever seen. +armor. The strange green color is like no other metal you have ever seen. ~ A 5 1 @@ -78,7 +78,7 @@ A cloak of many colors and the crest of Orkney lies here.~ E colored cloak~ The cloak is made from many patches of various shades and colors. Making it -look more like a clown's garment than something a warrior would wear. +look more like a clown's garment than something a warrior would wear. ~ #1606 colored shield~ @@ -103,7 +103,7 @@ A set of armbands of black iron lie here.~ 3 450 50 0 0 E armbands~ - Made of pure silver these armbands have been turned invisible. + Made of pure silver these armbands have been turned invisible. ~ A 13 15 @@ -118,7 +118,7 @@ A scroll was left here.~ E merlins scroll~ The thick parchment is yellow from age and crumbling at the corners. An -arcane spell is written upon it. +arcane spell is written upon it. ~ #1609 merlins wand~ @@ -131,7 +131,7 @@ A wand, glowing with power, lies here.~ E merlins wand~ The wand is capped on both ends with clear crystal orbs. Small sparks can -be seen within each orb. +be seen within each orb. ~ #1610 white bracers~ @@ -144,7 +144,7 @@ A humming, blinding white bracer lies here!~ E white bracers~ These bracers are made from a strange white metal, or alloy. They gleam and -reflect a perfect image. +reflect a perfect image. ~ A 1 1 @@ -174,7 +174,7 @@ A clublike weapon with a spiked balled head lies here.~ E club ball mace spiked~ The spiked ball is affixed to the top of a long pole and looks deadly as a -bludgeoning weapon. +bludgeoning weapon. ~ A 19 2 @@ -191,8 +191,8 @@ lettering backpack pack~ You read the writing on the pack. It says "To my dear friend Pellinore, may this pack make your journeys shorter and allow you to bring all the provisions you need. Simply wear the pack, and the weight and number of items you carry -will decrease, and you will be able to travel long distances without tiring. -May you succeed in your quest! - Merlin". +will decrease, and you will be able to travel long distances without tiring. +May you succeed in your quest! - Merlin". ~ #1614 unholy spear~ @@ -204,9 +204,9 @@ A spear is here, glowing with an unholy dark light.~ 5 200 20 0 0 E unholy spear~ - You look at the unholy light surrounding the spear. Your vision darkens. + You look at the unholy light surrounding the spear. Your vision darkens. Out of the darkness red glowing eyes laugh and dance at you. A rage slowly -fills you, you want to kill. Rend. Tear. Rape. Murder - ahhahahahah! +fills you, you want to kill. Rend. Tear. Rape. Murder - ahhahahahah! ~ #1616 wolf helm~ @@ -218,7 +218,7 @@ A helm with the semblance of a wolf is here~ 3 160 20 0 0 E wolf helm~ - The metal helm has been wrapped with the fur and head of a wolf. + The metal helm has been wrapped with the fur and head of a wolf. ~ A 18 1 @@ -232,7 +232,7 @@ An old pen is leaking ink everywhere here.~ 3 3 0 0 0 E pen~ - This writing utensil could be used if only you had something to write on. + This writing utensil could be used if only you had something to write on. ~ #1618 horned helm~ @@ -245,7 +245,7 @@ A burnished steel helm with oxen horns lies here.~ E horned helm~ This strange hide helm has a set of horns sticking out of the top, they look -like goblin horns, but hard to tell. +like goblin horns, but hard to tell. ~ #1619 note~ @@ -267,7 +267,7 @@ A massive spiked iron ball is attached to a iron handle by a 3 foot chain.~ E ball chain spiked~ This spiked ball is attached to a long metal handle and can be swung as a -bludgeoning weapon. +bludgeoning weapon. ~ A 18 1 @@ -284,6 +284,6 @@ A rod of black, runed metal swallows light here.~ E rod command~ The black, runed metal seems to absorb all heat and light it comes in -contact with. +contact with. ~ $~ diff --git a/lib/world/obj/169.obj b/lib/world/obj/169.obj index c6de5b6..cbe402e 100644 --- a/lib/world/obj/169.obj +++ b/lib/world/obj/169.obj @@ -19,7 +19,7 @@ gibberling shortsword~ You see a crudely constructed shortsword, made exclusively for dismembering and disemboweling foes, with little regard to artistic detail. The metal has a dark, blue and purple hue, and the blade itself has many irregularities and -grooves. +grooves. ~ #16903 small carcass~ @@ -34,7 +34,7 @@ small carcass~ You look closely and realize this stinking mass of flesh is actually the rotting corpse of a once proud dwarven warrior, killed in battle with a group of assailants. The body has been impaled, dismembered and left to rot, only -after being partially devoured! +after being partially devoured! ~ #16904 brittle twig~ @@ -59,7 +59,7 @@ A wicked looking butcher knife is lying here.~ E knife~ It's an extra large, chipped butcher knife that looks like it has chopped -much more than it's share of flesh and bone. +much more than it's share of flesh and bone. ~ #16906 slab of meat~ @@ -73,7 +73,7 @@ E meat~ It is the meat of some poor animal ripped into large chunks. You can't even begin to guess what type of meat this is, you only know that it is extremely -bloody. +bloody. ~ #16907 gibberling shaman's wand~ @@ -86,7 +86,7 @@ A bejeweled, gnarled, stick is lying here.~ E gibberling shaman's wand~ It's a long, gnarled staff encrusted with jewels around one end and a large, -blood red stone rests at the end. +blood red stone rests at the end. ~ #16908 berries~ @@ -98,7 +98,7 @@ Some wild berries are lying on the ground.~ 1 1 0 0 0 E berries ~ - You see a small bunch of fresh wild berries gathered in the mountains. + You see a small bunch of fresh wild berries gathered in the mountains. ~ #16909 keg of dark ale~ @@ -111,7 +111,7 @@ A large wooden keg is here.~ E keg~ You observe a large, iron banded, wooden keg of gibberling workmanship, -which beckons you to taste its contents. +which beckons you to taste its contents. ~ #16910 hide trousers~ @@ -124,7 +124,7 @@ Some hide trousers have been thrown on the ground here.~ E hide trousers~ You see a ruggedly constructed pair of comfortable hide pants, apparently -worn previously in a few battles, judging from the dried blood stains. +worn previously in a few battles, judging from the dried blood stains. ~ #16911 pine tree~ @@ -145,10 +145,10 @@ him, I would gouge out his eyes! Thryln'k E tree pine~ It is a massive pine tree, apparently very old, judging by the mass and -greyish-brown coloring of the bark. This variety of pine is typically found in +grayish-brown coloring of the bark. This variety of pine is typically found in wooded areas such as this, near mountainous regions. You look closely, and notice there appears to be some kind of writing, scratched into a small -barkless patch near the base of the tree. +barkless patch near the base of the tree. ~ #16912 rotting animal carcass~ @@ -163,7 +163,7 @@ rotting animal carcass~ It is the mangled, half-eaten carcass, of some poor, hapless creature, torn apart and left in the dirt. Maggots are greedily feasting on what remains of the animals' flesh, while the fur, heavily caked with dried blood, sticks to -the bones. +the bones. ~ #16913 brass skullcap~ @@ -176,7 +176,7 @@ A shiny brass skullcap is on the ground here.~ E brass skullcap~ You see a shiny brass skullcap with spikes arranged in a cirle around the -crown, and the royal seal of the gibberling chieftain on the right temple. +crown, and the royal seal of the gibberling chieftain on the right temple. ~ #16914 tough leather trousers~ @@ -189,7 +189,7 @@ Some tough leather trousers have been tossed here.~ E leather tough trousers~ You see a thick pair of leather pants, made of 4 different kinds of leather -sewn together with the sinew of a dragon. +sewn together with the sinew of a dragon. ~ #16915 gibberling imperial sword~ @@ -202,7 +202,7 @@ A great bluish imperial sword lies here.~ E sword imperial~ It is a very large battlesword bearing many magical symbols, and apparently -forged by gibberling smiths, judging by the rare bluish hue of the alloy. +forged by gibberling smiths, judging by the rare bluish hue of the alloy. ~ #16916 dead elf~ @@ -215,7 +215,7 @@ A dead elf is shackled to the north wall.~ E dead elf body ~ You see the rotting corpse of an unfortunate elf adventurer, still chained to -the wall, though he appears to be long dead. +the wall, though he appears to be long dead. ~ #16917 gibberling shelf~ @@ -229,7 +229,7 @@ E stone shelf shelves~ Crude shelves of a primitive sort have been dug into the walls here, however only one holds anything of use, the one on the west wall, which also is -conveniently the one closet to the ground. +conveniently the one closet to the ground. ~ #16918 water clay bowl water~ @@ -250,7 +250,7 @@ A gibberling potion is lying here.~ E potion~ It's a small, painted, clay bottle of gibberling energy tonic, the only -gibberling medicine known to exist! +gibberling medicine known to exist! ~ #16920 small fortune~ @@ -262,7 +262,7 @@ A small fortune is lying here, sparkling!~ 1 1 0 0 0 E fortune~ - You see a pile of coins. + You see a pile of coins. ~ #16921 bottle whiskey whisky~ @@ -275,6 +275,6 @@ A large green bottle of whiskey has been left here.~ E bottle whisky whiskey~ The bottle is large and green! The label on the side says, 'XXX'. Only the -most hardcore drinkers would even dare drink this! +most hardcore drinkers would even dare drink this! ~ $~ diff --git a/lib/world/obj/17.obj b/lib/world/obj/17.obj index c05de7e..26ecb53 100644 --- a/lib/world/obj/17.obj +++ b/lib/world/obj/17.obj @@ -8,7 +8,7 @@ An old worn dagger is lying here.~ 3 160 16 0 0 E dagger squires~ - This small dagger has an ivory handle and polished silver blade. + This small dagger has an ivory handle and polished silver blade. ~ A 18 1 @@ -73,7 +73,7 @@ A suit of full plate armor gleams on the ground.~ E suit plate armor~ This large suit looks encumbering, but very protective. The tarnished steel -is black from neglect, but is still in fair condition. +is black from neglect, but is still in fair condition. ~ #1705 spurs~ @@ -86,7 +86,7 @@ A set of silver spurs lies here.~ E spurs~ These fancy spurs were meant for riding stubborn steeds. The sharp thorny -metal wheels look extremely painful. +metal wheels look extremely painful. ~ A 19 1 @@ -101,7 +101,7 @@ A staff of two intertwined vines lies here in a circle of power!~ E staff~ The staff hums strangely and small sparks occasionally flicker off both -ends. It appears to have been magically charged. +ends. It appears to have been magically charged. ~ #1707 gauntlets~ @@ -113,7 +113,7 @@ A glowing pair of burnished chain mesh gauntlets lies here.~ 3 650 65 0 0 E gauntlets~ - They appear to be in excellent condition, though just beginning to rust. + They appear to be in excellent condition, though just beginning to rust. ~ A 6 2 @@ -147,7 +147,7 @@ An exquisite emerald necklace with intricate gold settings has been left here!~ E emerald necklace~ The necklace is made from fine green jewels captured in workings of silver -and gold. +and gold. ~ A 4 1 @@ -177,7 +177,7 @@ A marble rod with a white hot tip is smouldering here.~ E wand rod~ This white rod of marble seems to be smouldering on one end by some hidden -internal force. +internal force. ~ #1718 wine flask wine~ @@ -190,6 +190,6 @@ A flask of nice, cold Pinot Noir wine is here, just waiting to be tasted.~ E wine flask~ A cheap wine flask made from clay. The smell of fermented grapes is almost -overpowering. +overpowering. ~ $~ diff --git a/lib/world/obj/175.obj b/lib/world/obj/175.obj index 9436ce7..48cee70 100644 --- a/lib/world/obj/175.obj +++ b/lib/world/obj/175.obj @@ -9,22 +9,22 @@ An important-looking scroll is lying here.~ E scroll~ Greetings, adventurer! - I have hoped for many years that one such as you would come! I have great -need of your aid to help me in my plight. I am the Eastern Wizard, one of the + I have hoped for many years that one such as you would come! I have great +need of your aid to help me in my plight. I am the Eastern Wizard, one of the two Wizardly champions of Neutrality. - My counterpart, Tokar of the West, has been kidnapped by Carcophan, the evil -Wizard of the South and Trilless, the Northen Sorceress of Good. The two locked + My counterpart, Tokar of the West, has been kidnapped by Carcophan, the evil +Wizard of the South and Trilless, the Northen Sorceress of Good. The two locked him away behind two doors, and each has a key. - Tokar's enslavement has weakened me severely, and whilst he is trapped I am + Tokar's enslavement has weakened me severely, and whilst he is trapped I am far too weak to challenge both Carcophan and Trilless on my own. - Without you to stop them, Carcophan and Trilless will battle throughout -eternity and eventually all the balance that Tokar and I have spent our lives + Without you to stop them, Carcophan and Trilless will battle throughout +eternity and eventually all the balance that Tokar and I have spent our lives trying to achieve will come to nothing. I beg you for your aid in this. - If you accept this duty from me, go to the northern wall. There is a hidden -door in the stone of the cliff, which can be unlocked magically with this + If you accept this duty from me, go to the northern wall. There is a hidden +door in the stone of the cliff, which can be unlocked magically with this scroll in your possession. - Beyond the door, you will find an entrance to the Wizard's Mansion, and from -there you can find both Trilless and Carcophan. But beware, both are well + Beyond the door, you will find an entrance to the Wizard's Mansion, and from +there you can find both Trilless and Carcophan. But beware, both are well guarded, and you would do well to buy equipment from me for your quest. I wish you luck, my friend. You'll need it. - Shadimar @@ -32,7 +32,7 @@ guarded, and you would do well to buy equipment from me for your quest. #17501 fire wand~ a fire wand~ -A firey wand lies on the ground here, warming the area slightly.~ +A fiery wand lies on the ground here, warming the area slightly.~ ~ 3 agi 0 0 0 ao 0 0 0 0 0 0 0 12 1 1 26 @@ -40,7 +40,7 @@ A firey wand lies on the ground here, warming the area slightly.~ E wand~ The wand looks like a silver of liquid fire, frozen and carved into a form -that can be easily held by your hand. +that can be easily held by your hand. ~ #17502 black void wand~ @@ -54,7 +54,7 @@ E void~ The wand looks as if a hole has been cut in the fabric of reality and it is allowing the blackness beyond to show through. It sucks the light and warmth -from the room, and gives off a nearly suffocating odour of vile evil. +from the room, and gives off a nearly suffocating odour of vile evil. ~ #17503 inscription~ @@ -67,12 +67,12 @@ An inscription is carved into the wall here.~ E inscription~ Good friend, - At great expense to myself I have sent you this warning. Trilless the -Northern Sorceress defends herself with strong creatures of the deep and -raging waters. Once you enter her river, it will sweep you forth with no + At great expense to myself I have sent you this warning. Trilless the +Northern Sorceress defends herself with strong creatures of the deep and +raging waters. Once you enter her river, it will sweep you forth with no respite. - I strongly advise against taking the Northern Sorceress's river without -proper preparations. She is well defended, and if underprepared you will + I strongly advise against taking the Northern Sorceress's river without +proper preparations. She is well defended, and if underprepared you will surely perish. -Shadimar ~ @@ -87,7 +87,7 @@ A trickle of clean water runs down the wall here.~ E trickle~ Closer examination shows that a trickle of clean water does in fact run down -the wall here. What's the matter? Don't you trust the long description? +the wall here. What's the matter? Don't you trust the long description? ~ #17505 lesser Kraken spike~ @@ -99,7 +99,7 @@ A lesser Kraken's spike bobs in a rock pool here.~ 5 50 5 0 0 E spike~ - The lesser Kraken's spike is long and sharp. + The lesser Kraken's spike is long and sharp. ~ #17506 glow glowing white potion~ @@ -177,6 +177,6 @@ E staff night carcophan~ The staff is made from a strange black material that must have been magically enhanced. It is far too light for it's size. An inscription is -written along the handle in a language that you have never seen before. +written along the handle in a language that you have never seen before. ~ $~ diff --git a/lib/world/obj/187.obj b/lib/world/obj/187.obj index be70bc2..4e5cef6 100644 --- a/lib/world/obj/187.obj +++ b/lib/world/obj/187.obj @@ -10,8 +10,8 @@ A 6 2 #18707 Baton~ -a colourful baton~ -A short, wooden, muli-coloured baton~ +a colorful baton~ +A short, wooden, muli-colored baton~ ~ 5 cd 0 0 0 an 0 0 0 0 0 0 0 3 1 2 7 diff --git a/lib/world/obj/19.obj b/lib/world/obj/19.obj index 96f256a..1983505 100644 --- a/lib/world/obj/19.obj +++ b/lib/world/obj/19.obj @@ -11,7 +11,7 @@ spider's fang~ This long, wickedly curving pincer is that of a giant spider. Jet-black and smooth to the touch, it feels slightly wet and glistens as though freshly hewn. The tip is intensely sharp and tiny spikes of hair barb their way down the -length, making this fang extraordinarily painful to remove once embedded. +length, making this fang extraordinarily painful to remove once embedded. ~ A 18 5 @@ -27,7 +27,7 @@ E straggling weed~ This dark green weed has a strong smell of salt about it, similar to seaweed. Although it is limp and unappealing to the eye, it appears it is not impossible -to eat. +to eat. ~ #1902 murky pool water~ @@ -40,7 +40,7 @@ A murky pool of water stagnates slowly.~ E murky pool water~ This muddy pool of water looks safe to drink despite the unappealing -particles of algae and rotting matter that discolour it. +particles of algae and rotting matter that discolor it. ~ #1903 rusted dagger~ @@ -54,7 +54,7 @@ E rusted dagger~ This ancient dagger is still somewhat sharp despite the blood-like patches of rust that stain the metal. Light and easily concealed, only the tiny black -symbol of a spider distinguishes this blade as at all unusual. +symbol of a spider distinguishes this blade as at all unusual. ~ #1904 cricket legs~ @@ -83,7 +83,7 @@ E primitive fire torch~ The handle of this torch is made of a very tough dark wood, coated with a thin layer of some sticky wax. In the cup-like holder is stuffed dried mosses -and bracken, soaked with a strong smelling resin. +and bracken, soaked with a strong smelling resin. ~ #1906 sharply chiselled key~ @@ -112,7 +112,7 @@ E stained bone necklace bones~ This appears to be a simple bit of muddy twine, carefully knotted around several large sharp bones. What type and from what sort of creature the bones -originate is hard to tell, but the rust-coloured stains are unmistakeable. +originate is hard to tell, but the rust-colored stains are unmistakeable. ~ #1908 dark leathery egg~ @@ -126,7 +126,7 @@ E dark leathery egg~ This large round egg is so tough and leathery that it is probably not edible. The hide covering it however is incredibly strong and could potentially be used -for making armour. +for making armor. ~ #1909 Fallorain's Plate fallorains fallorain's plate ancient beautiful breastplate~ @@ -141,7 +141,7 @@ Fallorain's Plate fallorains fallorain's plate ancient beautiful breastplate~ Perfectly worked tan leather binds the metal pieces of this plate together. Heavy but thin it is made to cover all of the main vital areas such as the chest, abdomen and groin. The metal, although old is uncannily beautiful and -glitters as though infused with some magic. +glitters as though infused with some magic. ~ #1910 skeleton rotting old~ @@ -156,7 +156,7 @@ skeleton rotting old~ This rotting corpse is so old that nothing is left but bones. Many of the marks and notches chipped into the bone indicate that this was a warrior who died in battle. Stripped of almost everything, it seems that only rags and the -weeds still cling to this forgotten carcass. +weeds still cling to this forgotten carcass. ~ #1911 tiny silver tag chain~ @@ -170,7 +170,7 @@ E tiny silver tag chain~ A somewhat crudely forged silver chain supports this little metal tag. On one side the words @DCALIMSHAN'S 12TH CAVALRY BRIGADE@n are engraved, and on the -other the tiny sentence @D'Come back to me'@n has been scrawled. +other the tiny sentence @D'Come back to me'@n has been scrawled. ~ #1912 great trident forked weapon large~ @@ -184,7 +184,7 @@ E great trident forked weapon large~ This large trident is tipped at the ends with three terrifyingly sharp spikes. Several dark smears down the length of each unyielding point testify to -the deadliness of the weapon. +the deadliness of the weapon. ~ #1913 warrior's longsword shiny blade sword~ @@ -198,7 +198,7 @@ E warrior's longsword shiny blade sword~ This long glistening piece of metal looks ancient though well kept. A few notches have been scratched into the blade where it seems rust stains used to -be, but it is incredibly sharp and well-balanced. +be, but it is incredibly sharp and well-balanced. ~ #1914 spiked mace~ @@ -212,7 +212,7 @@ E spiked mace~ This heavy pole of metal has a large sphere welded at one end, making it perfect for crushing enemy skulls. If that weren't deadly enough, it is also -covered in several intimidating metal spikes almost six inches long. +covered in several intimidating metal spikes almost six inches long. ~ #1915 old wooden shield~ @@ -226,7 +226,7 @@ E old wooden shield~ This shield looks very primitive, roughly hewn from some half rotting tree and fastened crudely onto leather straps, making it easy to wear if not the most -attractive. +attractive. ~ #1916 metal wall shield~ @@ -238,9 +238,9 @@ A metal wall shield glistens brightly here.~ 4 600 4 0 0 E metal wall shield~ - This large shield is big enough to provide defence for the entire torso and + This large shield is big enough to provide defense for the entire torso and legs of a warrior. Glistening brightly, it has a strange green tint as though -at one time it were covered with algae. +at one time it were covered with algae. ~ #1917 smoked meat~ @@ -253,7 +253,7 @@ Some smoked meat is here.~ E some smoked meat~ This is a large slab of red meat, roughly hewn from the carcass of some -creature. Partially cooked and dried, smoke stains discolour it slightly. +creature. Partially cooked and dried, smoke stains discolor it slightly. ~ #1918 massive statue frog god~ @@ -267,7 +267,7 @@ E massive statue frog god~ This enormous statue is an amphibious creature, much like a frog but with unusually distorted features. A crown of bones sits upon its head, and in each -extended webbed hand it holds some humanoid skull. +extended webbed hand it holds some humanoid skull. ~ #1919 several scattered coins~ @@ -280,7 +280,7 @@ Several scattered coins glint temptingly on the ground.~ E several scattered coins~ These coins all appear to be of current value, though most are encrusted with -algae and varying forms of swamp slime. +algae and varying forms of swamp slime. ~ #1920 large webbed cocoon~ @@ -297,7 +297,7 @@ large webbed cocoon~ This large cocoon is slightly sticky to the touch. Wound tightly with spider's thread it seems far too durable to be cut open, though the glistening strands likely would not withstand the heat of fire. It seems the only way to -release the contents would be to burn it. +release the contents would be to burn it. ~ #1921 crimson-stained crimson stained robe~ @@ -309,11 +309,11 @@ A robe lies crumpled here, flecked with red.~ 1 300 2 0 0 E crimson-stained crimson stained robe~ - This intricately woven robe is made of extraordinarily fine white silk. + This intricately woven robe is made of extraordinarily fine white silk. Long flowing sleeves are hemmed with a single gold thread, and a large hood trails down the back. In perfect condition, the only thing that marrs the beauty of this garment is the various spatterings of blood that darken it, -spreading through the fabric and tinting it crimson red. +spreading through the fabric and tinting it crimson red. ~ A 12 20 @@ -329,7 +329,7 @@ E small piece meat~ This small piece of whitish meat is most likely the flesh of a large bird judging by the wispy bits of feather that cling to it. Although not the most -appetising in appearance or smell, it looks nourishing nonetheless. +appetising in appearance or smell, it looks nourishing nonetheless. ~ #1923 smooth piece velvety leather cloak blanket hide~ @@ -342,10 +342,10 @@ smooth piece velvety leather cloak blanket hide~ E smooth piece velvety leather cloak blanket hide~ This large piece of exceptionally beautiful leather is velvety to the touch -and a pleasing dark maroon colour that shimmers strangely in any light. While +and a pleasing dark maroon color that shimmers strangely in any light. While the fabric is easily workable into some form of clothing, it functions just as efficiently as a blanket or wraparound cloak. The slight unnatural chill to its -surface indicates an inherent ability to ward off magic. +surface indicates an inherent ability to ward off magic. ~ A 24 2 @@ -361,7 +361,7 @@ E glistening woven long silk cord~ This delicate cord has been woven from the water spider's fine silk, particularly useful for retaining air bubbles, this potential belt aids agility -and movement within water, making it functional as well as beautiful. +and movement within water, making it functional as well as beautiful. ~ A 2 2 @@ -377,7 +377,7 @@ E dark shimmering retina~ This wetly glistening piece of organic tissue is the large retina from one of the notoriously perceptive orb spiders. The magical and inherent properties of -this flesh are rumoured to enhance vision when applied carefully to the eye. +this flesh are rumored to enhance vision when applied carefully to the eye. ~ #1926 chunk rich cheese~ @@ -390,7 +390,7 @@ A chunk of rich cheese gives off a powerful aroma.~ E chunk rich cheese~ This appears to be a very expensive, and judging by the smell, very aged -chunk of cheese. Obviously the food kept by someone with luxurious tastes. +chunk of cheese. Obviously the food kept by someone with luxurious tastes. ~ #1927 juicy cluster red grapes~ @@ -404,7 +404,7 @@ E juicy cluster red grapes~ These lush red grapes are perfectly plump and juicy, practically glistening with sweet fresh nectar. Clustered on a newly hewn green vine, these are -nothing less than the finest speciman of fruit. +nothing less than the finest specimen of fruit. ~ #1928 candleholder dark holder~ @@ -418,7 +418,7 @@ E candleholder dark holder~ This long slick candleholder has been forged by some unnatural means out of dark crystalline metal. Designed to hold only one candle, it seems an overly -elaborate design for serving such a menial purpose. +elaborate design for serving such a menial purpose. ~ #1929 long black candle xcandlex~ @@ -433,7 +433,7 @@ T 1941 E long black candle xcandlex~ Although it looks ordinary, there is a strange aura around this candle, and -an unnatural chill that is the unmistakeable influence of evil magic. +an unnatural chill that is the unmistakeable influence of evil magic. ~ #1932 ragged loincloth filthy pile fabric cloth~ @@ -464,7 +464,7 @@ large webbed cocoon~ This large coccoon is slightly sticky to the touch. Wound tightly with spider's thread it seems far too durable to be cut open, though the glistening strands likely would not withstand the heat of fire. It seems the only way to -release the contents would be to burn it. +release the contents would be to burn it. ~ #1934 water webbing spider gland water~ @@ -479,7 +479,7 @@ webbing spider gland~ This large, elastic gland was originally used by its spider host to contain the secretions that would solidfy into webbing. Although the creature has apparantly no more use for it, this gland is nonetheless as efficient as ever at -containing any liquids with minimal leaking. +containing any liquids with minimal leaking. ~ #1935 venommace mace large deadly~ @@ -495,7 +495,7 @@ venommace mace large deadly~ red. Tiny barbed spikes cover the entire spherical head, tinted black with what may be poison or simply dried blood. Delicate etchings spiral all the way around the handle, glowing a brighter crimson and giving the appearance of tiny -red spiders crawling around the weapon. +red spiders crawling around the weapon. ~ A 19 2 @@ -512,7 +512,7 @@ blood-red shield blood red~ This beautiful semi-transparant shield is made of sparkling red beryll, gilded around the edges with magically runed platinum that glows lightly. A fine chain runs along the inside, delicate but strong enough to use as a handle -for holding the shield to the wearer's arm. +for holding the shield to the wearer's arm. ~ #1937 silvery-webbed leather pants black silver webbed~ @@ -527,7 +527,7 @@ silvery-webbed leather pants black silver webbed~ These slightly stretchy leather pants are glossy black, the many strategic rips looking almost more deliberate than the after-marks of battle. Fine silvery spider thread webs the garment, glistening strikingly against the dark -hide and making it glitter. +hide and making it glitter. ~ #1938 delicate chain mail chainmail shirt~ @@ -540,9 +540,9 @@ A glittering piece of fine chainmail has been left here.~ E delicate chain mail chainmail shirt~ Tiny sparkling chain rings have been so finely linked together that this -armour looks almost more like silver shimmering fabric. Light but incredibly +armor looks almost more like silver shimmering fabric. Light but incredibly strong, a strange glow pulses softly through the metal, giving it an eerie -appearance that is particularly striking in the dark. +appearance that is particularly striking in the dark. ~ #1939 black spider gloves dark pair leathery~ @@ -559,7 +559,7 @@ so that one extends and caps over each finger, two wrap around the wrist, and one extends up the center of the forearm. The end of each is tipped with a metal claw, making this potentially lethal as well as protective. In the center of the dark hide, a blood-red hourglass symbol blazes, the signature of the -black widow. +black widow. ~ A 12 10 @@ -579,7 +579,7 @@ sheer gown heap shadowy shimmering dark fabric~ as if it lingers in another realm. Elegantly beautiful, it has been fashioned to fit female curves perfectly, its semi-transparant look designed to be subtly revealing, shrouding much of the wearer's form within the alluring and -imaginative realm of shadows. +imaginative realm of shadows. ~ A 24 2 @@ -594,7 +594,7 @@ A burning black candle lies here.~ E long burning black candle drowcandle~ Although it looks ordinary, there is a strange aura around this candle, and -an unnatural chill that is the unmistakeable influence of evil magic. +an unnatural chill that is the unmistakeable influence of evil magic. ~ #1942 Eilistraee Eilistraee's Pendant silver chain necklace~ @@ -608,7 +608,7 @@ E Eilistraee Eilistraee's Pendant silver chain necklace~ Fragile and shimmering like starlight, this curvacious teardrop pendant is a symbol of feminine beauty and sadness. Perfectly smooth, only a tiny glowing -name has been engraved into the back - @CEilistraee@n. +name has been engraved into the back - @CEilistraee@n. ~ A 3 1 @@ -626,7 +626,7 @@ cabinet mahogany~ cabinet. Forms of various spiders cover the entire surface, swirling and blending into each other so that from a distance it looks like a random pattern. A tiny silver keyhole glistens in the door, bordered with several sparkling onyx -stones. +stones. ~ #1944 key dark little carved wood~ @@ -640,7 +640,7 @@ E key dark little carved wood~ This smoothly polished key has been carved from rich mahogany wood and coated with a fine layer of sealant wax. The unmistakeable shape of a spider forms the -handle, two tiny onyx stones set into the wood where its eyes should be. +handle, two tiny onyx stones set into the wood where its eyes should be. ~ #1945 silvery-webbed silver red vial~ @@ -655,7 +655,7 @@ E silvery-webbed silver red vial~ This delicate crystal vial is filled with a sparkling red potion. A silvery cork in the shape of spider seals it, sleek metallic legs clasping the -transparant neck. +transparant neck. ~ #1946 silvery-webbed silver blue vial~ @@ -670,7 +670,7 @@ E silvery-webbed silver blue vial~ This delicate crystal vial is filled with a sparkling blue potion. A silvery cork in the shape of spider seals it, sleek metallic legs clasping the -transparant neck. +transparant neck. ~ #1947 silvery-webbed silver green vial~ @@ -685,7 +685,7 @@ E silvery-webbed silver green vial~ This delicate crystal vial is filled with a sparkling green potion. A silvery cork in the shape of spider seals it, sleek metallic legs clasping the -transparant neck. +transparant neck. ~ #1948 contraption large mysterious metal machine~ @@ -704,9 +704,9 @@ contraption large mysterious metal machine~ click continuously away. The only noteworthy external parts are a large metal tray that looks as though it opens and closes, releasing its contents to the inner parts of the machine, also a large nozzle with a shelf placed -strategically beneath it. A control board with three coloured buttons is fixed +strategically beneath it. A control board with three colored buttons is fixed to the front of the machine. The red button is inscribed with the word - press, -the blue button with switch, and green with turn. +the blue button with switch, and green with turn. @R _______ @B ________ @G ______@n @R | | @B | | @G | |@n @@ -726,7 +726,7 @@ E silvery-webbed clear silver empty vial~ This delicate crystal vial has obviously been made to hold some magical substance, judging by its powerful aura. A silvery cork in the shape of spider -seals it, sleek metallic legs clasping the transparant neck. +seals it, sleek metallic legs clasping the transparant neck. ~ #1950 long sticky flesh albino frog's tongue~ @@ -740,7 +740,7 @@ E long sticky flesh albino frog's tongue~ This long strip of flesh looks to be the sickly pink tongue of an albino frog. This creature is increasingly rare, due to high demand for various parts -of its anatomy, most of which are rumoured to have powerful magical properties. +of its anatomy, most of which are rumored to have powerful magical properties. ~ #1951 sealed beaker dark blood~ @@ -752,9 +752,9 @@ A sealed beaker of dark blood stands here.~ 1 1 0 0 0 E sealed beaker dark blood~ - Almost black in colour, this glass beaker holds the blood of a creature that + Almost black in color, this glass beaker holds the blood of a creature that is clearly not human. A strange chill creeps through the container, and a -slightly shimmering aura betrays the inherent magic of this substance. +slightly shimmering aura betrays the inherent magic of this substance. ~ #1952 silvery-webbed silver black vial~ @@ -769,35 +769,35 @@ E silvery-webbed silver black vial~ This delicate crystal vial is filled with an ominous black potion. A silvery cork in the shape of spider seals it, sleek metallic legs clasping the -transparant neck. +transparant neck. ~ #1953 old leather book ruby~ a leather book inset with a ruby~ An old leather book gathers dust here.~ - Having spent considerable time studying the inhabitants of the place they -call the Spider Swamp and the powerful magicks they possess, I have -decided to preserve my findings in writing. Each of these volumes is -dedicated to Tyrel the Machine-Maker, who was a brilliant colleague and -great friend. Alas, both he and his devices are lost to the Drow lord who + Having spent considerable time studying the inhabitants of the place they +call the Spider Swamp and the powerful magicks they possess, I have +decided to preserve my findings in writing. Each of these volumes is +dedicated to Tyrel the Machine-Maker, who was a brilliant colleague and +great friend. Alas, both he and his devices are lost to the Drow lord who rules this place, and so the method of creating these potions is no more. Nonetheless, I lay it out here for any who would continue these studies. - A powerful potion of strength was our first discovery, a deep red potion, -the colour of rich wine. When quaffed, it produced immediate physical -effects, muscle ability enhanced and body defences strengthened. + A powerful potion of strength was our first discovery, a deep red potion, +the color of rich wine. When quaffed, it produced immediate physical +effects, muscle ability enhanced and body defenses strengthened. - As a base for all our testings, we used the nightblood of the driders, black -viscous fluid that burns the eyes unless contained in special beakers. Then, -for this particular solution we added an arachnoid fang, from a striped spider -it was. Finally, one of the eggs from the lizard man tribe. All of these -ingredients were gained with great peril, and once mixed together in Tyrel's + As a base for all our testings, we used the nightblood of the driders, black +viscous fluid that burns the eyes unless contained in special beakers. Then, +for this particular solution we added an arachnoid fang, from a striped spider +it was. Finally, one of the eggs from the lizard man tribe. All of these +ingredients were gained with great peril, and once mixed together in Tyrel's machine, produced a solution so potent that we were forced to create special -magical vials to hold it. The effects, though temporary, are nonetheless +magical vials to hold it. The effects, though temporary, are nonetheless astounding. - These findings are the work of myself - Artemis, of gnome-kind, and Tyrel, + These findings are the work of myself - Artemis, of gnome-kind, and Tyrel, a man and machine-maker. Use them wisely. ~ @@ -809,27 +809,27 @@ old leather book sapphire~ a leather book inset with a sapphire~ An old leather book gathers dust here.~ - Having spent considerable time studying the inhabitants of the place they -call the Spider Swamp and the powerful magicks they possess, I have -decided to preserve my findings in writing. Each of these volumes is -dedicated to Tyrel the Machine-Maker, who was a brilliant colleague and -great friend. Alas, both he and his devices are lost to the Drow lord who + Having spent considerable time studying the inhabitants of the place they +call the Spider Swamp and the powerful magicks they possess, I have +decided to preserve my findings in writing. Each of these volumes is +dedicated to Tyrel the Machine-Maker, who was a brilliant colleague and +great friend. Alas, both he and his devices are lost to the Drow lord who rules this place, and so the method of creating these potions is no more. Nonetheless, I lay it out here for any who would continue these studies. - A powerful potion of magic was our second discovery, a deep blue potion, -the colour of a clear sky. When quaffed, it produced immediate magical + A powerful potion of magic was our second discovery, a deep blue potion, +the color of a clear sky. When quaffed, it produced immediate magical effects, enhanced mental ability and casting endurance. - As a base for all our testings, we used the nightblood of the driders, black -viscous fluid that burns the eyes unless contained in special beakers. Then, -for this particular solution we added an arachnoid gland, from the spider that squirts. Finally, a tongue from the local species of white frog. All of these -ingredients were gained with great peril, and once mixed together in Tyrel's + As a base for all our testings, we used the nightblood of the driders, black +viscous fluid that burns the eyes unless contained in special beakers. Then, +for this particular solution we added an arachnoid gland, from the spider that squirts. Finally, a tongue from the local species of white frog. All of these +ingredients were gained with great peril, and once mixed together in Tyrel's machine, produced a solution so potent that we were forced to create special -magical vials to hold it. The effects, though temporary, are nonetheless +magical vials to hold it. The effects, though temporary, are nonetheless astounding. - These findings are the work of myself - Artemis, of gnome-kind, and Tyrel, + These findings are the work of myself - Artemis, of gnome-kind, and Tyrel, a man and machine-maker. Use them wisely. ~ @@ -841,28 +841,28 @@ old leather book emerald~ a leather book inset with an emerald~ An old leather book gathers dust here.~ - Having spent considerable time studying the inhabitants of the place they -call the Spider Swamp and the powerful magicks they possess, I have -decided to preserve my findings in writing. Each of these volumes is -dedicated to Tyrel the Machine-Maker, who was a brilliant colleague and -great friend. Alas, both he and his devices are lost to the Drow lord who + Having spent considerable time studying the inhabitants of the place they +call the Spider Swamp and the powerful magicks they possess, I have +decided to preserve my findings in writing. Each of these volumes is +dedicated to Tyrel the Machine-Maker, who was a brilliant colleague and +great friend. Alas, both he and his devices are lost to the Drow lord who rules this place, and so the method of creating these potions is no more. Nonetheless, I lay it out here for any who would continue these studies. - A powerful potion of agility was our third discovery, a bright green potion, -the colour of fresh grass. When quaffed, it produced immediate changes to + A powerful potion of agility was our third discovery, a bright green potion, +the color of fresh grass. When quaffed, it produced immediate changes to speed and agility, improving endurance in travel. - As a base for all our testings, we used the nightblood of the driders, black -viscous fluid that burns the eyes unless contained in special beakers. Then, -for this particular solution we added an arachnoid fur, from a spider that was -purple in colour. Finally, one of the salty plant growths that flourish here. -All these ingredients were gained with great peril, and once mixed together in -Tyrel's machine, produced a solution so potent that we were forced to create + As a base for all our testings, we used the nightblood of the driders, black +viscous fluid that burns the eyes unless contained in special beakers. Then, +for this particular solution we added an arachnoid fur, from a spider that was +purple in color. Finally, one of the salty plant growths that flourish here. +All these ingredients were gained with great peril, and once mixed together in +Tyrel's machine, produced a solution so potent that we were forced to create special magic vials to hold it. The effects, though temporary, are nonetheless astounding. - These findings are the work of myself - Artemis, of gnome-kind, and Tyrel, + These findings are the work of myself - Artemis, of gnome-kind, and Tyrel, a man and machine-maker. Use them wisely. ~ @@ -879,10 +879,10 @@ A swamp vine splays across the ground like an open hand.~ 1 1 0 0 0 E swamp vine~ - This limp plant has the dark green colour of spinach, its lethargic trailing + This limp plant has the dark green color of spinach, its lethargic trailing limbs splaying out in all directions in a desperate hunt for richer soil. All that is nourishing in the swamp has been condensed into this sickly pile of -stems and leaves. +stems and leaves. ~ #1957 something remember~ @@ -894,7 +894,7 @@ Something to remember is left here.~ 1 100 0 0 0 E something to remember~ - Oh yeah, you won't forget this! + Oh yeah, you won't forget this! ~ #1958 crumpled heap gloosy black animal fur~ @@ -911,7 +911,7 @@ elegant creature indeed, perhaps a black panther judging by the smooth glossy appearance of the fur and incredibly soft dark texture of its leathery interior. Cut into a simple shape and crudely hemmed, it has been fashioned into a sort of robe, though the poor quality of the stitching somewhat marrs the incredible -beauty of the fur itself. +beauty of the fur itself. ~ #1959 humanoid skull~ @@ -926,22 +926,22 @@ humanoid skull~ This yellowing piece of old, hardy bone is still intact, the gruesome features of a humanoid face still visible although empty eye sockets glare where eyes once were, and rows of jagged teeth are openly exposed, seeming almost -absurdly to be grinning. +absurdly to be grinning. ~ #1960 -white chainmail arm wrappings armour~ +white chainmail arm wrappings armor~ white chainmail arm wrappings~ -A little pile of white chainmail armour lies here.~ +A little pile of white chainmail armor lies here.~ ~ 9 0 0 0 0 ai 0 0 0 0 0 0 0 5 0 0 0 2 200 0 0 0 E -white chainmail arm wrappings armour~ +white chainmail arm wrappings armor~ Tiny circles of strange metal are perfectly linked to form a glistening piece -of armour that glows vaguely in moonlight. There is no padding nor real shape -to this armour, made simply to attach at the shoulders and hang protectively -around the arms. +of armor that glows vaguely in moonlight. There is no padding nor real shape +to this armor, made simply to attach at the shoulders and hang protectively +around the arms. ~ #1961 beautiful silvery helmet sleek helm~ @@ -954,9 +954,9 @@ A beautiful silvery helmet lies here.~ E beautiful silvery helmet sleek helm~ This elegantly forged helm is made from one solid piece of white metal that -looks almost to beautiful to be used in armour, though it is more than hardy +looks almost to beautiful to be used in armor, though it is more than hardy enough to withstand even the heaviest of blows. Two long grasping pieces curve -around the jaw, holding the piece in place without the need for straps. +around the jaw, holding the piece in place without the need for straps. ~ #1962 scaley black leather boots~ @@ -970,14 +970,14 @@ E scaley black leather boots~ These roughly stitched boots have been sewn using the black scaley hide of some reptile. Glossy and shimmering, each dark scale is hard yet pliable, -making these an excellent set of boots for intense travelling or fighting. +making these an excellent set of boots for intense travelling or fighting. ~ A 14 40 #1963 fireworks~ -a colourful firework~ -A colourful firework is lying here.~ +a colorful firework~ +A colorful firework is lying here.~ ~ 12 0 0 0 0 ao 0 0 0 0 0 0 0 0 0 0 0 @@ -985,7 +985,7 @@ A colourful firework is lying here.~ T 1987 E fireworks~ - This colourfully wrapped firework has a long dangling fuse, just begging for + This colorfully wrapped firework has a long dangling fuse, just begging for you to LIGHT it. ~ #1964 @@ -1000,7 +1000,7 @@ E irridescent webbed ring~ Incredibly delicate, this beautiful ring looks to have been woven by master spider weavers, the fragile sparkling threads treated with some magic to -solidify and glisten with unnatural colour. Shades of blue and green shimmer +solidify and glisten with unnatural color. Shades of blue and green shimmer along the elegantly curving surfaces, purple and silver adding a darker hue when the light catches a certain way. ~ @@ -1043,7 +1043,7 @@ A bright red lipstick print is smeared here.~ T 1929 E bright red lipstick print~ - This bright red smear is in the vague shape of a luscious pair of lips. + This bright red smear is in the vague shape of a luscious pair of lips. Somebody got kissed! ~ #1968 @@ -1057,7 +1057,7 @@ A pair of stilettos lie abandoned here.~ E pair high stilettos~ These strappy stilettos have a good six inch heel on them. Not only does -this look incredibly uncomfortable, they'd probably make a deadly weapon! +this look incredibly uncomfortable, they'd probably make a deadly weapon! Still... They're very sexy. ~ #1969 @@ -1111,7 +1111,7 @@ A summer tree stands here, lush and green.~ #1973 fall tree xxtree~ a fall tree~ -A fall tree stands here, coloured red and gold.~ +A fall tree stands here, colored red and gold.~ ~ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 diff --git a/lib/world/obj/2.obj b/lib/world/obj/2.obj index 3172cd8..b299edd 100644 --- a/lib/world/obj/2.obj +++ b/lib/world/obj/2.obj @@ -9,7 +9,7 @@ A generic light is lying here.~ E generic light~ Since this light is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #201 generic ring rfinger~ @@ -22,7 +22,7 @@ A generic ring is lying here.~ E generic ring right~ Since this ring is completely generic there are no distinctive features worth -noticing. +noticing. ~ #202 generic ring lfinger~ @@ -35,7 +35,7 @@ A generic ring is lying here.~ E generic ring left~ Since this ring is completely generic there are no distinctive features worth -noticing. +noticing. ~ #203 generic neck1 necklace~ @@ -48,7 +48,7 @@ A generic necklace is lying here.~ E generic neck1 necklace~ Since this necklace is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #204 generic neck2 necklace~ @@ -61,7 +61,7 @@ A generic necklace is lying here.~ E generic neck2 necklace~ Since this necklace is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #205 generic body armor~ @@ -74,7 +74,7 @@ A set of generic body armor is lying here.~ E generic body armor~ Since this body armor is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #206 generic helm~ @@ -87,7 +87,7 @@ A generic helm is lying here.~ E generic helm~ Since this helm is completely generic there are no distinctive features worth -noticing. +noticing. ~ #207 generic leggings~ @@ -100,7 +100,7 @@ A pair of generic leggings are lying here.~ E generic leggings~ Since this pair of leggings is completely generic there are no distinctive -features worth noticing. +features worth noticing. ~ #208 generic boots~ @@ -113,7 +113,7 @@ A pair of generic boots are lying here.~ E generic boots~ Since the pair of boots are completely generic there are no distinctive -features worth noticing. +features worth noticing. ~ #209 generic gloves~ @@ -126,7 +126,7 @@ A pair of generic gloves are lying here.~ E generic gloves~ Since the pair of gloves are completely generic there are no distinctive -features worth noticing. +features worth noticing. ~ #210 generic sleeves~ @@ -139,7 +139,7 @@ A pair of generic sleeves are lying here.~ E generic sleeves~ Since the pair of sleeves are completely generic there are no distinctive -features worth noticing. +features worth noticing. ~ #211 generic shield~ @@ -152,7 +152,7 @@ A generic shield is lying here.~ E generic shield~ Since the shield is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #212 generic cape~ @@ -165,7 +165,7 @@ A generic cape is lying here.~ E generic cape~ Since the cape is completely generic there are no distinctive features worth -noticing. +noticing. ~ #213 generic belt~ @@ -178,7 +178,7 @@ A generic belt is lying here.~ E generic belt~ Since the belt is completely generic there are no distinctive features worth -noticing. +noticing. ~ #214 generic wristguard~ @@ -191,7 +191,7 @@ A generic wristguard is lying here.~ E generic wristguard~ Since the wristguard is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #215 generic wristguard~ @@ -204,7 +204,7 @@ A generic wristguard is lying here.~ E generic wristguard~ Since the wristguard is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #216 generic weapon~ @@ -217,7 +217,7 @@ A generic weapon is lying here.~ E generic weapon~ Since this weapon is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #217 generic staff~ @@ -230,7 +230,7 @@ A generic staff is lying here.~ E generic staff~ Since this staff is completely generic there are no distinctive features -worth noticing. +worth noticing. ~ #218 loaf bread~ @@ -266,19 +266,19 @@ T 220 E wrapped birthday present~ This parcel offers no hint whatsoever as to what may be inside. The only way -to find out what it holds is to unwrap it! +to find out what it holds is to unwrap it! ~ #221 -magical grey cloak~ -a grey cloak~ -A grey cloak emits a faint glow.~ +magical gray cloak~ +a gray cloak~ +A gray cloak emits a faint glow.~ ~ 9 0 0 0 0 ak 0 0 0 0 0 0 0 1 0 0 0 1 100 0 0 0 T 219 E -grey cloak~ +gray cloak~ The cloak must be imbued with some magical property. The cloth seems excessively strong though still feels soft and light. ~ @@ -295,7 +295,7 @@ E wrapped christmas present~ This parcel offers no hint whatsoever as to what may be inside. Covered in tinsel and festively patterned glitter paper, the only way to find out what it -holds is to unwrap it! +holds is to unwrap it! ~ #251 water marble fountain water~ @@ -307,24 +307,24 @@ A large fountain with two statues standing protectively above it.~ 0 0 0 0 0 T 201 E -fountain~ - This is the most beautiful fountain you have ever set your eyes upon! It -has a marble bottom, which is clean enough to eat off from. In the center of -the fountain, you see some stone FIGURES. They have their mouths open. As you -look closely you can see that there is water streaming out from the mouths. -What a neat idea! +rumble names ferret~ + To bring peace where there was only war. To bring justice where there was +only inequity. To bring freedom where there was only coercion. To bring +balance where there was only chaos. To bring Sanctum to the world. + +DO NOT ENTER FOUNTAIN! ~ E statues figures~ Below each statue is engraved a name. Rumble and Ferret. More is written -below the names but you must look more closely to read it. +below the names but you must look more closely to read it. ~ E -rumble names ferret~ - To bring peace where there was only war. To bring justice where there was -only inequity. To bring freedom where there was only coercion. To bring -balance where there was only chaos. To bring Sanctum to the world. - -DO NOTE ENTER FOUNTAIN! +fountain~ + This is the most beautiful fountain you have ever set your eyes upon! It +has a marble bottom, which is clean enough to eat off from. In the center of +the fountain, you see some stone FIGURES. They have their mouths open. As you +look closely you can see that there is water streaming out from the mouths. +What a neat idea! ~ $~ diff --git a/lib/world/obj/200.obj b/lib/world/obj/200.obj index 1a7c6db..976a744 100644 --- a/lib/world/obj/200.obj +++ b/lib/world/obj/200.obj @@ -9,7 +9,7 @@ The edge of the waters spilt from the overflowed river stops at your feet.~ E river water overflowed edge spilt~ From the messy and untamed way the debris are jumbled along the bank of the -river, a raging torrent must have came through recently. +river, a raging torrent must have came through recently. ~ #20001 bridge~ @@ -24,7 +24,7 @@ bridge~ Once again cultural monuments fall to the destructive powers of mother nature. The bridge that has withstood the poundings of centuries, from the brightest of days to the darkest of nights has finally succumbed and only bits -and pieces are left. Barely good enough for even firewood. +and pieces are left. Barely good enough for even firewood. ~ #20002 fallen pine~ @@ -37,7 +37,7 @@ Logs of fallen pine wood obstructs the way around.~ E fallen pine~ Huge logs of fallen pine make passage difficult, the bases look to have been -chopped by either a woodsman or beavers. Not many beavers in these parts... +chopped by either a woodsman or beavers. Not many beavers in these parts... ~ #20003 solid brass crucifix~ @@ -49,7 +49,7 @@ A gleaming crucifix made of brass lies here.~ 3 60 6 0 0 E solid brass crucifix~ - This brass crucifix fits snugly in the palm of your hand. + This brass crucifix fits snugly in the palm of your hand. ~ #20004 heavy set white robe~ @@ -62,7 +62,7 @@ A white robe made from a very thick woolen material lies here soaked in the mud. E robe~ This fine, white robe is made of course cloth. It looks as if the maker -threw it together quite hastily. +threw it together quite hastily. ~ #20005 a small sign~ @@ -75,7 +75,7 @@ Stuck to the ground on a short rotten pole. A small sign is here.~ E sign~ The sign is rotten and falling apart. You can no longer read what was once -written upon it. +written upon it. ~ #20006 woodsmans axe~ @@ -88,20 +88,20 @@ A make shift axe lays here, looking like it's been through a tougher life than y E woodmsan's axe~ The axe is crude, but well-made. Looks like it could hack a limb off just -as easy as it could cut wood. +as easy as it could cut wood. ~ #20007 rabbit foot fur~ a rabbit's foot~ A hacked off rabbit's foot lays here, hopping no more.~ ~ -11 dkp 0 0 0 ao 0 0 0 0 0 0 0 +12 dkp 0 0 0 ao 0 0 0 0 0 0 0 0 0 0 0 1 5 1 0 0 E rabbit foot fur~ - The rabbits foot has been known to bring good luck to those who hold it. -But then again maybe that is just another old wive's tale. + The rabbits foot has been known to bring good luck to those who hold it. +But then again maybe that is just another old wive's tale. ~ A 2 1 @@ -117,7 +117,7 @@ Bits of tattered cloths lay here smelling badly of pesperation.~ 1 1 0 0 0 E smelly rags tattered cloths~ - These rags emanate a foul stench that would surely never wash out. + These rags emanate a foul stench that would surely never wash out. ~ A 6 -2 @@ -132,7 +132,7 @@ A strip of torn cloth lays here, maybe you could use it for a belt?~ E belt cloth strip~ This old and worn bit of cloth looks like it was meant to be used as a belt. - + ~ #20010 broken sandals~ @@ -144,8 +144,8 @@ A well worn down pair of hide sandals has been discarded here.~ 1 110 12 0 0 E broken sandals~ - The leather hide straps have been broken, re-stitched, and broken again. -The look wearable, but barely. + The leather hide straps have been broken, re-stitched, and broken again. +The look wearable, but barely. ~ A 2 2 @@ -160,7 +160,7 @@ An already torn apart pair of pants lies here unwanted.~ E pants tattered~ These old pants are faded and have patches covering most of the holes in it. - + ~ #20012 rabbit ears fur~ @@ -174,7 +174,7 @@ E rabbit ears fur~ A scalp of a rabbit lies here. Looks like someone must have been practicing their scalping techniques on the poor critter. It almost looks like the rabbit -fur has been cut into a makeshift helm. +fur has been cut into a makeshift helm. ~ #20013 brown fur piece~ @@ -186,8 +186,8 @@ A small piece of brown fur has been dropped here, barely enough to cover anythin 1 5 0 0 0 E brown fur piece~ - This small patch of fur has been fashioned into some sort of wristguard. -Barely large enough to really cover anything. + This small patch of fur has been fashioned into some sort of wristguard. +Barely large enough to really cover anything. ~ A 5 1 @@ -203,7 +203,7 @@ The remains of a skinned fawn is here rotting away.~ 1 5 0 0 0 E fawn fur~ - The hide of a fawn has been skinned into some make shift arm guards. + The hide of a fawn has been skinned into some make shift arm guards. ~ #20015 thick black fur coat~ @@ -216,7 +216,7 @@ A luxurious thick black fur coat lays here covered in dirt.~ E thick black fur coat~ A thick black fur coat from the hide of a bear. It is extremely heavy and -bulky, but affords a remarkeable amount of protection. +bulky, but affords a remarkeable amount of protection. ~ #20016 rusty steel trap~ @@ -229,7 +229,7 @@ An old rusty steel trap lays on the ground looking dangerous.~ E rusty steel trap~ This metal foot trap is almost rusted completely shut. The springs on each -side of the metal clamps are old and worn. +side of the metal clamps are old and worn. ~ #20017 canvas harversack~ @@ -241,7 +241,7 @@ A canvas harversack lays here.~ 3 30 3 0 0 E canvas harversack~ - This sack though small would be excellent to store a few belongings in. + This sack though small would be excellent to store a few belongings in. ~ #20018 sharpened wooden dagger~ @@ -254,7 +254,7 @@ A large wooden splinter leans against the long grass.~ E sharpened wooden dagger~ At first glance it is just a piece of wood, until you examine it more -closely and you realize it is a weapon. +closely and you realize it is a weapon. ~ #20019 bounded gloves~ @@ -266,7 +266,7 @@ Pieces of leather stiched together lays here, probably a makeshift glove.~ 3 150 15 0 0 E bounded gloves~ - These gloves are well made and extremely sturdy. + These gloves are well made and extremely sturdy. ~ A 1 1 @@ -281,7 +281,7 @@ An attractive game prized pelt lays here, unwanted.~ E red fox pelt fur~ This bright red fur could only have come from a red fox. It is smooth and -in excellent condition. +in excellent condition. ~ #20021 dehydrated meat~ @@ -294,7 +294,7 @@ A piece of meat rubs in the dirt here, not sure what sort and it doesn't look to E dehydrated meat~ This meat has been dehydrated out in the sun and then smoked to increase -it's life. +it's life. ~ #20022 polishing kit~ @@ -307,7 +307,7 @@ A can of ultra shine is here.~ E polishing kit~ This polishing kit could add sparkle to almost anything if you simply used -it. +it. ~ #20023 stretched hide shield~ @@ -321,7 +321,7 @@ E stretched hide shield~ The hide has been pulled taught by a sappling that has been bent into a circle and the hide placed over it. It looks like it could make do as a -shield. +shield. ~ #20024 twine ring~ @@ -334,7 +334,7 @@ A piece of twine has been braided into a nice little ring.~ E twine ring~ The twine looks like hemp, but hard to tell. It has been braided into a -looping knot that can fit over your finger. +looping knot that can fit over your finger. ~ A 17 -1 diff --git a/lib/world/obj/201.obj b/lib/world/obj/201.obj index 99999f9..42b0fa1 100644 --- a/lib/world/obj/201.obj +++ b/lib/world/obj/201.obj @@ -29,7 +29,7 @@ A petite, spiral-like seashell lies here, its tip pointing skywards.~ E shell seashell~ This seashell is rather small, and has a sprical like shape with a broader -base that narrows to the tip. +base that narrows to the tip. ~ #20102 coral~ @@ -42,7 +42,7 @@ A genuine piece of sea coral lies here.~ E coral~ This underwater treasure is a rock-like substance formed in the sea. Is has -a pinkish-orange colouring to it. +a pinkish-orange coloring to it. ~ #20103 sign wood~ @@ -70,7 +70,7 @@ A coconut which has fallen from its tree lies forgotten here.~ E coconut~ A small hole has been cut at the top of this coconut, transforming the husk -into a cup of some sort. +into a cup of some sort. ~ #20105 coconuttree tree~ @@ -84,7 +84,7 @@ T 20106 E tree~ A coconut tree has broad leaves suitable for providing shade from the sun in -the morning. Getting the coconuts down is the a real problem though... +the morning. Getting the coconuts down is the a real problem though... ~ #20106 boulder stone rock~ @@ -96,7 +96,7 @@ A jagged boulder pokes up from the sand here.~ 0 0 0 0 0 E boulder rock stone~ - This boulder has been weathered and has developed dangerous, sharp edges. + This boulder has been weathered and has developed dangerous, sharp edges. ~ #20107 nest~ @@ -108,7 +108,7 @@ A nest made of straw is here.~ 0 0 0 0 0 E nest~ - The nest is made of straw, firmly weaved by a clever bird. + The nest is made of straw, firmly weaved by a clever bird. ~ #20108 egg~ @@ -121,7 +121,7 @@ An egg with brown specks is here.~ E egg~ The egg is white, round, with specks of brown all over it. It has been -removed from its nest, and the egg is fast growing cold. +removed from its nest, and the egg is fast growing cold. ~ #20109 harp~ @@ -134,10 +134,10 @@ An ornate harp has been carelessly left here.~ T 20115 E harp~ - This harp is made of a metal that shifts and changes its colours every now + This harp is made of a metal that shifts and changes its colors every now and then. Carved into the column of it are strange elvish designs, while the neck of the harp is a simple S-shape. @Rplay harp@n to produce sensational -music. +music. ~ #20110 sign~ @@ -151,7 +151,7 @@ E sign~ A picture has been drawn on this sign, warning swimmers to be careful of deep underwater currents and giant waves that may sweep them away into the deep -ocean. +ocean. ~ #20111 sword meridianus oceana~ @@ -178,7 +178,7 @@ constantly heal you for 10 hp every 2-3 seconds. To use this command, type @BEXECUTE FUSION@n. For 100 of your own hp you can damage the opponent for 1000 in return, provided that it is not a player character. A drawback to this ability is the time taken to fully execute the damage, it takes time to recharge -before striking down the opponent. To use this type @BPERFORM AURORAFALL@n. +before striking down the opponent. To use this type @BPERFORM AURORAFALL@n. ~ #20112 chest~ @@ -191,7 +191,7 @@ A sturdy wooden chest lies opened here.~ E chest~ This wooden chest must have been here for a long time. The wood is already -decaying and there are several holes in it. +decaying and there are several holes in it. ~ #20113 key~ @@ -204,7 +204,7 @@ A crude rusty key is half-buried here.~ E key~ This key is losing its silvery glint to rust and has little twist here and -there. +there. ~ #20114 note paper~ @@ -233,7 +233,7 @@ E prism shard~ This appears to be a broken fragment from a shell. Its surface glitters with a kind of white dust, while the prism shard itself is a bright pink. Prisms are -known to be the main material used to make enchanted weapons and armours. +known to be the main material used to make enchanted weapons and armors. ~ #20116 prism shell~ @@ -245,10 +245,10 @@ A glowing piece of shell is lying here.~ 5 500 500 0 0 E prism shell~ - The white powdery substance on this shell glitters, while the colour of the + The white powdery substance on this shell glitters, while the color of the shell itself is a bright pink. A few scratches can be found on the shell, or otherwise it would have been flawless. Prisms are known to be the main material -used to make enchanted weapons and armours. +used to make enchanted weapons and armors. ~ #20117 cushion~ @@ -278,7 +278,7 @@ T 20147 E cushion~ The @Bblue@n cushion is big, nice, and exceptionally nice to cuddle or sit -on. +on. ~ #20119 cushion~ @@ -293,7 +293,7 @@ T 20147 E cushion~ The @Yyellow@n cushion is big, nice, and exceptionally nice to cuddle or sit -on. +on. ~ #20120 prism anklet~ @@ -308,7 +308,7 @@ anklet~ This @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n is made from prism, a rare mineral that is created after being buried under the sand for many years. The white powdery substance it is made from makes it glitters, enhancing the beauty of -this wonderful object. +this wonderful object. ~ #20121 prism dress~ @@ -323,7 +323,7 @@ dress~ This @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n is made from prism, a rare mineral that is created after being buried under the sand for many years. The white powdery substance it is made from makes it glitters, enhancing the beauty of -this wonderful object. +this wonderful object. ~ #20122 prism collar~ @@ -338,7 +338,7 @@ collar~ This @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n is made from prism, a rare mineral that is created after being buried under the sand for many years. The white powdery substance it is made from makes it glitters, enhancing the beauty of -this wonderful object. +this wonderful object. ~ #20123 sign~ @@ -350,7 +350,7 @@ A wooden sign has been planted here.~ 0 0 0 0 0 E sign~ - The sign says: When you wish to go home, just @CJUMP@n into the water. + The sign says: When you wish to go home, just @CJUMP@n into the water. ~ #20124 book manual guide~ @@ -361,10 +361,48 @@ A simple guidebook of @WSapphire Islands@g lies here.~ 0 0 0 0 1 10 0 0 0 E -book guide~ - This book has been made for immortals to give them a rough idea of this area. -A simple, plain hardcover book, the pages contains many useful information and -secrets of the Sapphire Islands. Type look index to look at it. +4~ + @n +SECRETS + There are a list of things that will not appear anywhere on this zone. They +are for immortals only ;) Type olist to bring out a list of them. Items +classified under this will be those with VNUM 20170+. Load them and enjoy. + +QUESTS + A power sword can be obtained by braving the deep waters (move far away from +the island) and wait. Then go north, and SEARCH around. Finally say the words +'liquiddreams' and receive this magnificent blade! + The Old Fool in the old hut may seem to be talking rubbish, but they are +actually clues to the words liquiddreams ;) + + Special commands like dive and dig can be performed at the places where they +say you can do so. +~ +E +3~ + FEATURES + Wildlife: Crabs and seagull sleep at night, if you like watching these +creatures you may want to observe them from day till night. + + Prism: The old fool will offer to make prism equipments for you. Simple DIG +around for a few prism shards of shells and greet him to get a list of +instructions. + + Danger: Although Konolua beach may seem peaceful on the outside, GUYS +especially should keep a look out for the siren and be wary of them. Their +voices can stun you! + Deep waters should also be avoided, if you don't want to drown. +~ +E +2~ + WORDS BY THE BUILDER +Thanks everyone who has helped me in the making of this zone. It took me 7 +days to finish it, followed by a few more days of editing. +There may be a lot more hidden errors, so mail me if you see any ;) +~ +E +1~ + OVERVIEW type @Rgoto 20100@n and look ;) ~ E index~ @@ -376,48 +414,10 @@ index~ Type look to read the different entries. ~ E -1~ - OVERVIEW type @Rgoto 20100@n and look ;) -~ -E -2~ - WORDS BY THE BUILDER -Thanks everyone who has helped me in the making of this zone. It took me 7 -days to finish it, followed by a few more days of editing. -There may be a lot more hidden errors, so mail me if you see any ;) -~ -E -3~ - FEATURES - Wildlife: Crabs and seagull sleep at night, if you like watching these -creatures you may want to observe them from day till night. - - Prism: The old fool will offer to make prism equipments for you. Simple DIG -around for a few prism shards of shells and greet him to get a list of -instructions. - - Danger: Although Konolua beach may seem peaceful on the outside, GUYS -especially should keep a look out for the siren and be wary of them. Their -voices can stun you! - Deep waters should also be avoided, if you don't want to drown. -~ -E -4~ - @n -SECRETS - There are a list of things that will not appear anywhere on this zone. They -are for immortals only ;) Type olist to bring out a list of them. Items -classified under this will be those with VNUM 20170+. Load them and enjoy. - -QUESTS - A power sword can be obtained by braving the deep waters (move far away from -the island) and wait. Then go north, and SEARCH around. Finally say the words -'liquiddreams' and receive this magnificent blade! - The Old Fool in the old hut may seem to be talking rubbish, but they are -actually clues to the words liquiddreams ;) - - Special commands like dive and dig can be performed at the places where they -say you can do so. +book guide~ + This book has been made for immortals to give them a rough idea of this area. +A simple, plain hardcover book, the pages contains many useful information and +secrets of the Sapphire Islands. Type look index to look at it. ~ #20190 sword nirvana~ @@ -432,7 +432,7 @@ E sword nirvana~ Deathly Nirvana is a blade made of pure runestone. Its edge is razor-sharp and dangerously thin - a characteristic that enables it to slice through any -material with utmost ease. @RSlash@n releases its hidden power. +material with utmost ease. @RSlash@n releases its hidden power. ~ #20191 icecream ice cone~ @@ -446,7 +446,7 @@ T 20190 E icecream ice~ A vanilla icecream! The icecream is slowly melting, and the white substances -is dripping from the sides of the cone! +is dripping from the sides of the cone! ~ #20192 hat~ @@ -459,7 +459,7 @@ Someone has left a hat here.~ E hat~ This hat is made by Elixias to his cousin Azwick. Now isn't that -thoughtful.. +thoughtful.. ~ #20193 bag~ @@ -472,7 +472,7 @@ A simple bag lies here.~ E bag~ This bag looks deflated and strangely is weighs nothing! A spell have been -cast on it so that you can put as many things as you like into the bag. +cast on it so that you can put as many things as you like into the bag. ~ #20194 specs spec spectacles spectacle glasses~ @@ -485,7 +485,7 @@ Someone has dropped a pair of glasses here.~ E glasses specs spectacle spectacles~ The glass of this pair of spectacle is heavily tinted in @Cblue@n! Looking -through it will probably make everything look @Cblue@n as well. +through it will probably make everything look @Cblue@n as well. ~ #20195 shorts short~ @@ -498,7 +498,7 @@ A new pair of hawiian style shorts has been left here.~ E short shorts~ This pair of shorts is made of a blue fabric and has been specially made for -Immortals of all shapes and sizes. +Immortals of all shapes and sizes. ~ #20196 surfboard board~ @@ -514,7 +514,7 @@ T 20191 E surfboard board~ This surfboard will allow you to ride any wave big or small. Enchanted with -the ability to use the [teleport] command. +the ability to use the [teleport] command. ~ #20197 crab food meal dish~ @@ -528,7 +528,7 @@ E crab dish food meal~ This crab has been cooked in thick, hot and spicy sauce by the local chef and has been placed in a small dish. Powdery spices is sprinkled on the crab itself -to enhace its taste. +to enhace its taste. ~ #20198 shirt t-shirt tshirt clothes~ @@ -539,15 +539,15 @@ A neatly folded, @Cocean blue@g T-shirt lies here.~ 0 0 0 0 1 300 0 0 0 E +label~ + The label reads: I-wear - We specialize in making clothes for happy +immortals. +~ +E tshirt shirt t-shirt~ This Hawiian t-shirt is made from a brilliant blue fabric, carefully and specially designed to fit any immortal. A label hangs by the collar of the -shirt. -~ -E -label~ - The label reads: I-wear - We specialize in making clothes for happy -immortals. +shirt. ~ #20199 key~ @@ -558,17 +558,17 @@ A key that is covered in a reddish-material lies forgotten here.~ 0 0 0 0 1 1 1 0 0 E -material rust~ - The reddish-material is rust, which the key seems to be collecting after many -many years. +engraving engravings~ + The rust makes it difficult to read. ~ E key~ The key is crudely made, and it has rusted over the many years. Small -engravings can be found on the key, the rust makes it difficult to see. +engravings can be found on the key, the rust makes it difficult to see. ~ E -engraving engravings~ - The rust makes it difficult to read. +material rust~ + The reddish-material is rust, which the key seems to be collecting after many +many years. ~ $~ diff --git a/lib/world/obj/211.obj b/lib/world/obj/211.obj index 3972c1a..66d09a5 100644 --- a/lib/world/obj/211.obj +++ b/lib/world/obj/211.obj @@ -408,7 +408,7 @@ The Seven of Cups~ 0 0 0 0 0 E card~ - You are mistaking shadow for substance. + You are mistaking shadow for substance. ~ E reverse~ @@ -1271,8 +1271,8 @@ E etching side~ Flowing letters spell out: - wWhat lies ahead of you? Visit Tarot. n - w Sibyl, Esmerelda and Jaelle n +@wWhat lies ahead of you? Visit Tarot.@n +@w Sibyl, Esmerelda and Jaelle@n ~ E glass~ @@ -1289,7 +1289,7 @@ A milk urn waits here, hospitably.~ 0 0 0 0 0 E milk~ - It's fresh and a bit foamy. It's not the pale, thin, bluish type of milk. + It's fresh and a bit foamy. It's not the pale, thin, bluish type of milk. It looks very creamy. ~ E diff --git a/lib/world/obj/22.obj b/lib/world/obj/22.obj index ba5a5e8..ecb44a2 100644 --- a/lib/world/obj/22.obj +++ b/lib/world/obj/22.obj @@ -23,7 +23,7 @@ E chainmail black dark~ Bits of rotted clothing, and possibly even flesh are caught in between the chain links of this shirt. The smell is not too appealing, but the shirt is in -good condition and looks like it can afford a fair amount of protection. +good condition and looks like it can afford a fair amount of protection. ~ A 5 1 @@ -38,7 +38,7 @@ A ferret skin is lying here.~ E ferret pelt skin~ The hide has been well-tanned and the fur is very soft and supple. An -expert tanner must have aged this hide to perfection. +expert tanner must have aged this hide to perfection. ~ A 6 2 @@ -53,7 +53,7 @@ A heart lying on the floor is still beating.~ E heart vampire~ The heart still beats with some strange life of its own. Small spurts of -blood ooze out of it with every pulse. It looks dark and diseased. +blood ooze out of it with every pulse. It looks dark and diseased. ~ A 18 2 @@ -70,8 +70,8 @@ A pair of gloves made of fine fur lay here.~ E fur gloves ferret~ The gloves are small and well-made. The stitching is almost impercebtible -within the inside of the gloves. Ferret fur lines both the inside and out. -They are of very high quality and make. +within the inside of the gloves. Ferret fur lines both the inside and out. +They are of very high quality and make. ~ A 2 2 @@ -88,7 +88,7 @@ animators gloves~ The gloves seem to have some form of magical quality. They are hard to focus on direcdtly. They seem to move with a life of their own. At first glance they look black, but upon further examination they appear to be stained -black from dried blood. +black from dried blood. ~ A 12 20 @@ -102,9 +102,9 @@ A finely crafted stiletto is lying on the ground.~ 5 500 55 21 0 E stiletto~ - It is a slender dagger with a blade thick in proportion to its breadth. + It is a slender dagger with a blade thick in proportion to its breadth. Usually used to cause horrible puncture wounds, this weapon is meant for a -thief. +thief. ~ A 2 1 @@ -120,7 +120,7 @@ E corset~ It is a woman's close-fitting boned supporting undergarment that is often hooked and laced and that extends from above or beneath the bust or from the -waist to below the hips and has garters attached. +waist to below the hips and has garters attached. ~ #2208 sword~ @@ -133,7 +133,7 @@ An old sword was left here.~ E sword~ It is a weapon with a long blade for cutting or thrusting that is often used -as a symbol of honor or authority. +as a symbol of honor or authority. ~ A 18 1 @@ -150,7 +150,7 @@ A pair of old leather boots lie here.~ E leather boots~ These boots are rotted and slowly falling apart from age. The stitching has -come loose and the left boots heel flops about annoyingly. +come loose and the left boots heel flops about annoyingly. ~ A 14 20 @@ -164,13 +164,13 @@ An old dented helm is lying here, with a head still in it.~ 2 40 4 3 0 E helm~ - The remains of someone's brains is splattered into the top of the helm. -Chunks of scalp and hair cover the chin strap that appears to be broken. + The remains of someone's brains is splattered into the top of the helm. +Chunks of scalp and hair cover the chin strap that appears to be broken. ~ #2211 -grey robe~ -a grey robe~ -A grey robe with two lightning bolts crossed on the chest is hanging here.~ +gray robe~ +a gray robe~ +A gray robe with two lightning bolts crossed on the chest is hanging here.~ ~ 9 k 0 0 0 ak 0 0 0 0 0 0 0 2 0 0 0 @@ -178,8 +178,8 @@ A grey robe with two lightning bolts crossed on the chest is hanging here.~ E robe~ A pair of crossed lightning bolts are emblazoned on the front of this fine -robe. It looks to be made of a strange grey velvet like material that your -eyes slide off as soon as you look at it, making it impossible to focus. +robe. It looks to be made of a strange gray velvet like material that your +eyes slide off as soon as you look at it, making it impossible to focus. ~ A 5 1 @@ -195,7 +195,7 @@ E masters sword~ The quality of this blade mesmerizes you, as does the finely emblazoned lightning bolts on its handle. Something about this sword just makes you want -to pick it up. +to pick it up. ~ A 18 2 @@ -213,7 +213,7 @@ E brass knuckles~ The knuckles are roughly made, pitted and even cracked in one place were the tempering must have failed. They are very heavy but look like they could be -very lethal on someone who knew how to use them. +very lethal on someone who knew how to use them. ~ A 18 1 @@ -230,7 +230,7 @@ Flames flicker across the floor, burning everything in their path.~ E flames~ They dance across the floor, ceiling, and walls. Just waiting for an -unsespecting traveller to attempt to cross through them. +unsespecting traveller to attempt to cross through them. ~ #2215 cadaver hidden~ @@ -242,9 +242,9 @@ a half-eaten cadaver~ 0 0 0 0 0 E cadaver hidden~ - The stench permeates you and all your clothing as you examine it closer. + The stench permeates you and all your clothing as you examine it closer. Small teeth marks cover the arms and legs. Larger teeth marks cover the torso, -they look human. +they look human. ~ #2216 emerald ring~ @@ -256,7 +256,7 @@ A beatiful ring with a large emerald set in it's face.~ 1 30 3 10 0 E emerald ring~ - This gold ring has been set with a large green emerald, princess cut. + This gold ring has been set with a large green emerald, princess cut. ~ A 17 -1 @@ -270,7 +270,7 @@ A candle lies here~ 3 3 0 0 0 E flickering candle~ - A little stub of candle is all that is left. + A little stub of candle is all that is left. ~ A 2 -3 @@ -285,7 +285,7 @@ Some steel leg plates are in need of some legs to protect.~ E steel leg plates~ Made from a dull hard metal, these plates are surprisingly light for their -durability. +durability. ~ #2219 steel arm plates~ @@ -298,7 +298,7 @@ Some steel arm plates have been abandoned.~ E steel arm plates~ The plates are made from a durable and light alloy that appears to be steel. -They can be placed over the arms for protection. +They can be placed over the arms for protection. ~ #2220 shield blackened~ @@ -311,7 +311,7 @@ A blackened shield is propped up here, waiting to be carried into battle.~ E blackened shield~ The shield was once made of a fine wood, but has now been hardened and burnt -by fire, it is the strongest wood you have ever come across. +by fire, it is the strongest wood you have ever come across. ~ #2221 thick braided twine~ @@ -324,7 +324,7 @@ Some twine that has been braided into a belt.~ E twine~ This loosely braided piece of twine has been made into a belt, a poor one, -but a belt none the less. +but a belt none the less. ~ #2222 leather wristguard~ @@ -338,6 +338,6 @@ E leather wristguard~ The wristguard has been heavily oiled and is extremely flexible and supportive. It is laced with some leather string to loosen and tighten to -almost any size. +almost any size. ~ $~ diff --git a/lib/world/obj/220.obj b/lib/world/obj/220.obj index 9e46537..749bf02 100644 --- a/lib/world/obj/220.obj +++ b/lib/world/obj/220.obj @@ -20,7 +20,7 @@ A black collar with a silver @Bpendant@n is here.~ 2 5 0 0 E pendant~ - The pendant is engraved with the name @DO@WRE@DO@n. + The pendant is engraved with the name @DO@WRE@DO@n. ~ A 2 2 @@ -35,7 +35,7 @@ A long, @Cice-coated @ytoothpick@n sits here.~ E toothpick~ It looks a like a toothpick was thrown into a freezer and left for a while. -It has been covered in a thick layer of sharp, @Rdeadly@n @Cice@n. +It has been covered in a thick layer of sharp, @Rdeadly@n @Cice@n. ~ #22003 burnt cookie~ @@ -47,7 +47,7 @@ a @Dburnt @Ycookie@n~ 3 5 0 0 E burnt cookie~ - @nThis rock-hard lump of overcooked cookie smells horrible! + @nThis rock-hard lump of overcooked cookie smells horrible! ~ #22004 spork plastic~ diff --git a/lib/world/obj/232.obj b/lib/world/obj/232.obj index 05ca22e..d9e8312 100644 --- a/lib/world/obj/232.obj +++ b/lib/world/obj/232.obj @@ -9,12 +9,12 @@ A snake ring is sitting here peacefully.~ E snake ring~ You see a ring that is in a shape of a snake. The eyes are made from -Sapphires. +Sapphires. ~ E wedding~ A ring that shows that the wearer is commited to the most lovely woman -around, Midnight. The ring is a symbol of the wearers devoted Love to her. +around, Midnight. The ring is a symbol of the wearers devoted Love to her. ~ #23201 fountain~ diff --git a/lib/world/obj/233.obj b/lib/world/obj/233.obj index 11dfdb7..2cc98d6 100644 --- a/lib/world/obj/233.obj +++ b/lib/world/obj/233.obj @@ -8,9 +8,9 @@ A dragontooth necklace is here.~ 1 480 0 0 0 E dragontooth necklace~ - The teeth from several dragons have been strung up on a rawhide necklace. + The teeth from several dragons have been strung up on a rawhide necklace. This isn't worth much value, but its been known to bring travelers like -yourself good luck. +yourself good luck. ~ A 2 2 @@ -27,57 +27,57 @@ A pile of sticks is lying on the ground.~ E pile sticks~ This is just a simple pile of sticks that was left here, most likely from a -recent traveler. +recent traveler. ~ #23302 map~ a map of the dragon plains~ A map with the words "Dragon Plains" written on the top.~ - O - | -O-O-O-O-O-O-O-O-O-O-O-O - | | | - O O O - | | - O-O O - | - O-O-O - | - O-O - | - O-O-O O - | | | - O O-O O - | | | - O-O-O-O O-O - | - O - | - O - | - O - | - O-O O-O-O - | | | - O O O - | | | - O-O-O-O-O-O-O-O O - | | - O O - | | - O-O-O-O-O-O O - | | - O O-O-O - | | - O-O-O-O-O-O---O - | + O + | +O-O-O-O-O-O-O-O-O-O-O-O + | | | + O O O + | | + O-O O + | + O-O-O + | + O-O + | + O-O-O O + | | | + O O-O O + | | | + O-O-O-O O-O + | + O + | + O + | + O + | + O-O O-O-O + | | | + O O O + | | | + O-O-O-O-O-O-O-O O + | | + O O + | | + O-O-O-O-O-O O + | | + O O-O-O + | | + O-O-O-O-O-O---O + | O O-O-O-O | | | O-O-O-O O O O | | | | O-O-O---O-O O O - | | - O-O-O + | | + O-O-O ~ 16 0 0 0 0 a 0 0 0 0 0 0 0 @@ -93,8 +93,8 @@ A colorful bird feather has dropped on the ground before you.~ 1 50 0 0 0 E bird feather~ - The feather is bright with colors ranging from blue to orange to green. -You wonder what kind of a bird it could have come from. + The feather is bright with colors ranging from blue to orange to green. +You wonder what kind of a bird it could have come from. ~ #23306 weed tumbleweed~ @@ -107,7 +107,7 @@ A large tumbleweed is blowing around in the wind.~ E tumbleweed weed~ The tumbleweed consists of many dead twigs bunched together. It's -relativley weightless and could easily be crushed. +relativley weightless and could easily be crushed. ~ #23312 skull~ @@ -120,7 +120,7 @@ A fragile looking skull is sitting on the ground.~ E skull~ The skull looks up at you with its empty eyes. The skull is covered with -blood stains, making you feel sick to your stomach. +blood stains, making you feel sick to your stomach. ~ #23316 large rock~ @@ -132,7 +132,7 @@ A large rock is sitting here.~ 0 0 0 0 0 E large rock~ - The rock is rather plain. You notice a few small chips on the surface. + The rock is rather plain. You notice a few small chips on the surface. ~ #23320 pile dust~ @@ -144,7 +144,7 @@ There is a pile of dust at your feet.~ 0 0 0 0 0 E Pile dust~ - This is just a simple pile of dust. There is nothing special about it. + This is just a simple pile of dust. There is nothing special about it. ~ #23321 broken lantern~ @@ -157,7 +157,7 @@ A broken lantern has been left here.~ E broken lantern~ The lantern appears to be out of gas. The glass top has been shattered, -leaving shards of glass around the floor. +leaving shards of glass around the floor. ~ #23324 shirt~ @@ -170,7 +170,7 @@ A torn shirt has been left here.~ E torn shirt~ The shirt has almost been ripped to shreads. It might be possible to still -wear it, but it wouldn't give you much warmth or protection. +wear it, but it wouldn't give you much warmth or protection. ~ #23329 ring~ @@ -184,7 +184,7 @@ E onyx ring~ The beautiful ring sparkles in the light of the day. The ring holds no power, but could be worth some value. Although, you may want to hold onto it. -You may never find another gem like it. +You may never find another gem like it. ~ #23331 stone~ @@ -197,7 +197,7 @@ A shimmering glass stone is here.~ E glass stone~ As you look at the beautiful rock, you see a slight shade of blue coming -from within it. It sparkles in the light, making you feel warmer. +from within it. It sparkles in the light, making you feel warmer. ~ #23333 candle~ @@ -210,7 +210,7 @@ A small candle is lying on the floor in front of you.~ E candle~ As you look at the candle, you notice there isn't much left of it. It could -be lit and used as light, but probably wouldn't stay lit for very long. +be lit and used as light, but probably wouldn't stay lit for very long. ~ #23335 water canteen water~ @@ -223,7 +223,7 @@ A canteen is here.~ E canteen~ The canteen is rather simple looking. The outside is made out of cat skin, -giving it an odd smell. But hey, it works! +giving it an odd smell. But hey, it works! ~ #23336 rope~ @@ -236,7 +236,7 @@ A coil of rope is here.~ E coil rope~ There is 50' of rope here which could be used for climbing. The rope -appears to be in good shape. +appears to be in good shape. ~ #23337 burnt out torch~ @@ -249,7 +249,7 @@ A burnt out torch has been left here.~ E burnt out torch~ The torch is in reasonably good shape. You might still be able to get some -light from it, but don't expect it to last long. +light from it, but don't expect it to last long. ~ #23340 red dagger~ @@ -263,7 +263,7 @@ E red dagger~ This weapon is rather extravagant looking. The handle is made from ivory. You see swirls of red marble throughout it. The blade shimmers in the light. - + ~ A 1 2 @@ -280,7 +280,7 @@ A torch is here.~ E torch~ The torch is simple looking. There doesnt appear to be anything special -about it. +about it. ~ #23342 mace~ @@ -293,7 +293,7 @@ A mace is lying on the ground.~ E mace~ The weapon is quite large in size. You notice several large spikes coming -out from the weapon. It could easily tear someone apart. +out from the weapon. It could easily tear someone apart. ~ #23345 dirk~ @@ -306,7 +306,7 @@ A small dirk has been left here.~ E dirk~ As you look at the dirk, you notice how small it is. However, it is quite -sharp. Be careful not to cut yourself. +sharp. Be careful not to cut yourself. ~ #23356 dragonmail gloves~ @@ -319,7 +319,7 @@ A pair of dragonmail gloves are here.~ E dragonmail gloves~ These fine gloves were hand made from the scales of a dragon. They look -like they would provide excellent protection. +like they would provide excellent protection. ~ #23362 toy top~ @@ -332,7 +332,7 @@ A toy top is here.~ E toy top~ This is just a simple toy top from a child. You could amuse yourself by -playing with it. +playing with it. ~ #23366 backpack~ @@ -345,7 +345,7 @@ A large dragonscale backpack has been left here.~ E dragonscale backpack~ The pack is considerably large and could carry a lot. It is green and very -shiny as it catches in the light. +shiny as it catches in the light. ~ #23370 feather~ @@ -357,7 +357,7 @@ A feather is here.~ 1 50 0 0 0 E feather~ - This is a feather of a hawk. There is nothing special about it. + This is a feather of a hawk. There is nothing special about it. ~ #23376 boots~ @@ -370,22 +370,22 @@ A pair of dragonscale boots is here.~ E dragonscale boots boot~ As you look at the boots, you notice they are in excellent condition. They -would fit you well, and no doubt protect your feet from just about anything. +would fit you well, and no doubt protect your feet from just about anything. ~ #23380 -dragonscale armour~ -a suit of dragonscale armour~ -A suit of dragonscale armour is here.~ +dragonscale armor~ +a suit of dragonscale armor~ +A suit of dragonscale armor is here.~ ~ 9 b 0 0 0 ad 0 0 0 0 0 0 0 3 0 0 0 10 400 0 0 0 E -dragonscale armour~ - The suit of armour is quite large, but would provide excellent protection +dragonscale armor~ + The suit of armor is quite large, but would provide excellent protection against your enemies. It's made from the finest dragonscales, and is quite -colorful. +colorful. ~ A 2 3 @@ -399,7 +399,7 @@ A dragonscale warhelm is here.~ 8 150 0 0 0 E dragonscale warhelm~ - This is a simple helmet, designed to protect your head in battle. + This is a simple helmet, designed to protect your head in battle. ~ #23398 ruby gem~ @@ -412,6 +412,6 @@ A ruby gem is lying on the ground before you.~ E ruby gem~ The gem reflects off the sun, making a red rainbow in front of you. You -suddenly feel warmer. +suddenly feel warmer. ~ $~ diff --git a/lib/world/obj/234.obj b/lib/world/obj/234.obj index 4b4e748..d3458a6 100644 --- a/lib/world/obj/234.obj +++ b/lib/world/obj/234.obj @@ -65,7 +65,7 @@ A newbie mace has been dropped here.~ 3 10 0 0 E newbie mace~ - A short mace designed for new characters. + A short mace designed for new characters. ~ #23407 newbie dagger~ @@ -77,7 +77,7 @@ A newbie dagger is resting here.~ 2 10 0 0 E newbie dagger~ - A small dagger designed for thieves, or an offset weapon. + A small dagger designed for thieves, or an offset weapon. ~ A 19 1 @@ -91,7 +91,7 @@ A newbie club has been left here.~ 2 5 0 0 E newbie club~ - A small club designed for an offset hand. + A small club designed for an offset hand. ~ A 19 1 @@ -105,7 +105,7 @@ A newbie chest plate rests here.~ 6 15 0 0 E newbie chest~ - A small chest place designed for all classes. + A small chest place designed for all classes. ~ #23410 ring power~ @@ -117,7 +117,7 @@ A shiny ring is trying to hide here.~ 1 10 0 0 E ring power~ - A ring with a fighter drawing his sword is engraved on this shiny ring. + A ring with a fighter drawing his sword is engraved on this shiny ring. ~ A 1 1 @@ -131,7 +131,7 @@ A black ring is hiding in the shadows~ 1 10 0 0 E ring shadows~ - A dark black ring with no markings on it. + A dark black ring with no markings on it. ~ A 2 1 @@ -145,7 +145,7 @@ A humming ring is calling out to you.~ 1 10 0 0 E ring blessed~ - A ring that looks pure and glows brightly. + A ring that looks pure and glows brightly. ~ A 4 1 @@ -159,7 +159,7 @@ A ring that glows like fire is warding you off.~ 1 10 0 0 E ring fire~ - This ring burns bright red and burns to the touch. + This ring burns bright red and burns to the touch. ~ A 3 1 @@ -173,7 +173,7 @@ An amulet is lying here.~ 1 10 0 0 E warriors amulet~ - This amulet is designed to protect the neck of a Warrior. + This amulet is designed to protect the neck of a Warrior. ~ #23415 Black collar~ @@ -186,7 +186,7 @@ A black collar has been left here.~ E black collar~ This collar wraps around the neck of a thief to prevent this skin from -showing. +showing. ~ #23416 Silver pendant~ @@ -198,7 +198,7 @@ A silver pendant is resting here.~ 1 15 0 0 E silver pendant~ - This pendant is shaped as a cross. It shines brightly. + This pendant is shaped as a cross. It shines brightly. ~ #23417 Red charm~ @@ -210,7 +210,7 @@ A fire red charm is burning a hole here.~ 1 10 0 0 E red charm~ - This charm is red as fire and burns to the touch. + This charm is red as fire and burns to the touch. ~ #23418 Warriors Helm~ @@ -223,7 +223,7 @@ A large Helm is looking for an owner~ E warriors helm~ A large helm which covers the entire face. It has slits for the Eyes and -for the nose. +for the nose. ~ #23419 Leather Helm~ @@ -236,7 +236,7 @@ A dark leather helm is sitting here.~ E leather helm~ This is helm is black and covers the entire face except for the eyes. It -most resembles a mask. +most resembles a mask. ~ #23420 gold Tiara~ @@ -248,7 +248,7 @@ A gold tiara calls out to you.~ 1 20 0 0 E gold tiara~ - A tiara designed to show respect to the Deities. + A tiara designed to show respect to the Deities. ~ #23421 Wizards Hat~ @@ -261,7 +261,7 @@ A pointy hat is floating here.~ E wizards hat~ A common wizards hat which points at the end. The hat is red with pictures -of fire. +of fire. ~ A 21 1 @@ -276,7 +276,7 @@ A pair of leggings are resting here.~ E leggings~ Leggings that cover the entire legs but has the ability to bend at the knee. - + ~ #23423 Leather leggings~ @@ -288,7 +288,7 @@ A set of leather leggings.~ 1 10 0 0 E leather leggings~ - A pair of leggings designed for maneuverability. + A pair of leggings designed for maneuverability. ~ #23424 Cleric Breeches~ @@ -300,7 +300,7 @@ A pair of breeches that allows for great movement.~ 1 10 0 0 E cleric breeches~ - Breeches that fight very loosely but provides extra protection. + Breeches that fight very loosely but provides extra protection. ~ A 24 1 @@ -314,7 +314,7 @@ A set of leggings rest here.~ 1 20 0 0 E leather leggings~ - Leather leggings with pouches along the side. + Leather leggings with pouches along the side. ~ #23426 mail boots plate~ @@ -326,7 +326,7 @@ A pair plate mail boots~ 2 50 0 0 E mail plate boots~ - A pair of boots that is made completely of Plate. + A pair of boots that is made completely of Plate. ~ A 14 -10 @@ -340,7 +340,7 @@ A rugged pair of boots.~ 2 10 0 0 E leather boots~ - A pair of leather boots that look very comfortable. + A pair of leather boots that look very comfortable. ~ A 14 20 @@ -354,7 +354,7 @@ A pair of Sandals.~ 2 10 0 0 E sandals~ - A pair of light weight sandals. + A pair of light weight sandals. ~ #23429 Mage boots~ @@ -366,7 +366,7 @@ A pair of Mage boots are floating here.~ 2 10 0 0 E mage boots~ - A pair of boots that are very lightweight, but provide good protection. + A pair of boots that are very lightweight, but provide good protection. ~ #23430 map newbie school~ @@ -397,7 +397,7 @@ A tuxedo sized for a dragon.~ 5 1 0 0 E tuxedo~ - You see a dragon sized Tuxedo. Its coat has a twin tail. + You see a dragon sized Tuxedo. Its coat has a twin tail. ~ #23496 wedding dress gown~ @@ -410,7 +410,7 @@ A long white gown.~ E wedding dress~ You see a beautiful white wedding dress. It covers the complete body of the -bride and its train stretches five feet out from the bride. +bride and its train stretches five feet out from the bride. ~ #23497 engagement ring~ @@ -460,7 +460,7 @@ A little black book is sitting here calling your name.~ E book~ Upon these pages are players that have upset Ferret and will not receive -help! +help! Demigod Saint diff --git a/lib/world/obj/235.obj b/lib/world/obj/235.obj index 8d58056..274f15a 100644 --- a/lib/world/obj/235.obj +++ b/lib/world/obj/235.obj @@ -8,18 +8,18 @@ A pickaxe is here.~ 6 350 0 7 E axe pickaxe~ - The pickaxe is mostly used for diging but also can be used for combat. + The pickaxe is mostly used for diging but also can be used for combat. ~ #23501 map dwarven mines~ a map of the dwarven mines~ A map of the dwarven mines was left here.~ - O-O-O O v-^ - | | | - O O-O-O-O-O v O-O-O-^-O-O-O-O - | | | | | | - O-O O ^ O O O - | | | + O-O-O O v-^ + | | | + O O-O-O-O-O v O-O-O-^-O-O-O-O + | | | | | | + O-O O ^ O O O + | | | O O O O-O | | | | | O-O-O-O-O-O-O-O O O-O O @@ -27,16 +27,16 @@ A map of the dwarven mines was left here.~ O O-O O-O-O-O O | | | | O O-O ^-O-O-O - | | -^ O-O-O-O-O -| | -O O -| | -O v-O-O-O O-O-O-O v -| | | | -O-O-v O-O O - | | - ^-v-O-O-O-O-O + | | +^ O-O-O-O-O +| | +O O +| | +O v-O-O-O O-O-O-O v +| | | | +O-O-v O-O O + | | + ^-v-O-O-O-O-O ~ 16 0 0 0 0 a 0 0 0 0 0 0 0 0 0 0 0 @@ -52,7 +52,7 @@ A large boulder is here.~ E boulder~ The boulder is enormous in size and would take more then one person to move -it. +it. ~ #23509 pebble~ @@ -65,7 +65,7 @@ A small pebble is lying on the ground.~ E small pebble rock~ The pebble is quite dusty, but it's in the shape of a heart. It might be -worth holding onto. +worth holding onto. ~ #23513 rock pile~ @@ -78,7 +78,7 @@ A pile of rocks have been lazily discarded here.~ E rock pile~ There must be atleast twenty rocks here in this mess! Someone should come -by and move them. +by and move them. ~ #23517 stone mace~ @@ -91,7 +91,7 @@ A large stone mace.~ E stone mace~ The mace is quite heavy. You notice it's in excellent condition. It would -protect you well. +protect you well. ~ #23519 skeleton~ @@ -104,7 +104,7 @@ A skeleton is lying on the ground before you.~ E skeleton~ This is the skeleton of one of the dwarven workers. They must have been -crushed to death during an avalanche. +crushed to death during an avalanche. ~ #23520 bag~ @@ -117,7 +117,7 @@ A leather bag was left here.~ E leather bag~ The bag looks brand new! You can smell the leather every time you open the -bag. What a marvelous scent! +bag. What a marvelous scent! ~ #23523 helmet~ @@ -130,7 +130,7 @@ A workers helmet was abandoned here.~ E worker workers helmet hat~ It looks very much like hard hat, but it some what larger. There is a small -hole in the front, where a light used to be. +hole in the front, where a light used to be. ~ #23526 enormous boulder~ @@ -143,7 +143,7 @@ An enormous boulder rolls past you!~ E boulder~ The boulder is the size of a small house! It would easily crush you into -the ground. +the ground. ~ #23531 torch~ @@ -156,7 +156,7 @@ A torch is hanging from the wall beside you.~ E torch~ The torch is rather ratty looking. It looks half rotted and could easily -fall apart. +fall apart. ~ #23599 long sword~ diff --git a/lib/world/obj/236.obj b/lib/world/obj/236.obj index 2d3bac9..63898fb 100644 --- a/lib/world/obj/236.obj +++ b/lib/world/obj/236.obj @@ -3,38 +3,38 @@ map aldin~ a map of Aldin~ A map of Aldin and the Dwarven Trade Route.~ - O O | - | | O - O O | - | | O -O-O-O-O-O-O-O O-O O-O | - | | | | | O-^ -O-O-O O O-O-O-O-O-O-O | - | | | | | | | | O - O-O O O O-O O O O O | - | | | O-O - O-O-O-O---O-O | - | | | | | | O - O v O O-O O O | - | | | O O - O---O-O-O---O | | - | O O - O O-O | | - | | O O - O-O-O-O-O-O | | - | | O-O-O-O-O-O - O-O-O O | - | O + O O | + | | O + O O | + | | O +O-O-O-O-O-O-O O-O O-O | + | | | | | O-^ +O-O-O O O-O-O-O-O-O-O | + | | | | | | | | O + O-O O O O-O O O O O | + | | | O-O + O-O-O-O---O-O | + | | | | | | O + O v O O-O O O | + | | | O O + O---O-O-O---O | | + | O O + O O-O | | + | | O O + O-O-O-O-O-O | | + | | O-O-O-O-O-O + O-O-O O | + | O O | -O O -| | -O-O O -| | | -O O-O O -| | | -v O O -| | -O O +O O +| | +O-O O +| | | +O O-O O +| | | +v O O +| | +O O | | ^ O @@ -112,7 +112,7 @@ A pendant made from amethyst is here on the ground.~ 2 480 48 0 0 E amethyst pendant~ - It's very good craftmanship. Obviously dwarven manufacture. + It's very good craftmanship. Obviously dwarven manufacture. ~ A 6 2 @@ -126,7 +126,7 @@ An axe, obviously of dwarven manufacture, has been left here.~ 24 210 20 0 0 E axe dwarven~ - A nicely made battle axe, with the rune 'T' engraved on the haft. + A nicely made battle axe, with the rune 'T' engraved on the haft. ~ #23606 short sword shortsword dwarven~ @@ -140,7 +140,7 @@ E short sword shortsword dwarven~ This sword is typical dwarven manufacture. The forge in the mountain has produced planty of these small wonders to start a full-scale war. This -particular blade bears a small 'T' rune, near the handle. +particular blade bears a small 'T' rune, near the handle. ~ A 18 1 @@ -155,7 +155,7 @@ A large dagger, almost resembling a small sword, is here.~ E dagger dwarven~ A standard dwarven dagger, made in the forges of the dwarven mountain. It -has a small 'T' rune engraved near the handle. +has a small 'T' rune engraved near the handle. ~ A 19 1 @@ -169,7 +169,7 @@ A platemail, obviously of crafted by dwarves, has been left here.~ 7 950 95 0 0 E plate mail platemail dwarven~ - A fine platemail, marked with an 'R' rune on the backside. + A fine platemail, marked with an 'R' rune on the backside. ~ #23609 ring mail ringmail dwarven~ @@ -182,7 +182,7 @@ A ringmail has been thrown in a heap here.~ E ring mail ringmail dwarven~ A mail shirt, made from small interlocking rings, it has taken quite some -time to make. On the inside of the collar is a small 'R' rune. +time to make. On the inside of the collar is a small 'R' rune. ~ #23610 bracers steel dwarven~ @@ -195,7 +195,7 @@ Some bracers made of the finest steel are here.~ E bracers steel dwarven~ Some fine steel bracers, all polished and shiny. On the inside, near the -elbows, a small 'R' rune has been set. +elbows, a small 'R' rune has been set. ~ #23611 gloves dwarven~ @@ -210,7 +210,7 @@ gloves dwarven~ A fine set of gloves. They appear to be made from buckskin at first, but a closer examination reveals in inner glove made from small rings of the highly praised dwarven metal, mithril. This makes the glove very strong, and such -gloves are known to be enchanted. +gloves are known to be enchanted. ~ A 5 2 @@ -224,7 +224,7 @@ Some iron ore has been piled up here.~ 4 200 20 0 0 E iron ore~ - A pretty much nondescript pile of rustred ore, ready to be refined. + A pretty much nondescript pile of rustred ore, ready to be refined. ~ #23613 ore gold~ @@ -236,7 +236,7 @@ Some gold ore has been piled up here.~ 3 820 82 0 0 E ore gold~ - A pretty nondescript pile of gold-streaked ore. + A pretty nondescript pile of gold-streaked ore. ~ #23614 ore titanium~ @@ -248,7 +248,7 @@ Some titanium ore has been piled up here.~ 2 800 80 0 0 E ore titanium~ - A pretty nondescript pile of titanium-grey ore. + A pretty nondescript pile of titanium-gray ore. ~ #23615 rod iron~ @@ -261,7 +261,7 @@ A small rod, made from iron, is here.~ E rod iron~ A small rod, made for comfotably moving small amounts of metal. In this case -iron. +iron. ~ #23616 rod gold~ @@ -274,7 +274,7 @@ A small rod, made of gold, is here.~ E rod gold~ A small rod, made for comfotably moving small amounts of metal. In this case -gold. +gold. ~ #23617 rod titanium~ @@ -287,7 +287,7 @@ A small rod, made of titanium, is here. ~ E rod titanium~ A small rod, made for comfotably moving small amounts of metal. In this case -titanium. +titanium. ~ #23618 bar iron~ @@ -299,7 +299,7 @@ An iron bar is here on the ground - it looks quite heavy.~ 12 600 60 0 0 E bar iron~ - A bar some two by two by ten inches, pure iron. + A bar some two by two by ten inches, pure iron. ~ #23619 bar gold~ @@ -311,7 +311,7 @@ A gold bar is here on the ground - it looks quite heavy, but also valuable.~ 5 900 90 0 0 E bar gold~ - A bar some two by two by ten inches, pure gold. + A bar some two by two by ten inches, pure gold. ~ #23620 bar titanium~ @@ -331,9 +331,9 @@ Some gold foil is here. You might pick it up - but be gentle with it.~ 1 400 40 0 0 E gold foil~ - Some very thin sheets of gold foil, ready to use on the armours in the + Some very thin sheets of gold foil, ready to use on the armors in the smithy. You have to handle them really gently, since they are so thin they -break if you touch them the wrong way. +break if you touch them the wrong way. ~ #23622 rock~ @@ -345,7 +345,7 @@ A piece of rock has fallen down here.~ 5 25 2 0 0 E rock~ - A small rock, about the size of your underarm. + A small rock, about the size of your underarm. ~ #23623 rock large~ @@ -357,7 +357,7 @@ A large rock has dropped to the ground here.~ 10 50 5 0 0 E rock large~ - A large rock, about the size of your head. + A large rock, about the size of your head. ~ #23624 ruby~ @@ -369,7 +369,7 @@ Someone have lost a ruby here.~ 1 450 45 0 0 E ruby~ - A small, bloodred, ruby. + A small, bloodred, ruby. ~ #23625 emerald~ @@ -381,7 +381,7 @@ A little emerald is lying here on the ground.~ 1 372 37 0 0 E emerald~ - A little green spot of light in a dark world. + A little green spot of light in a dark world. ~ #23626 key mine dwarven~ @@ -410,7 +410,7 @@ A bed, just the right size for a dwarf, has been set in one corner here.~ E bed dwarven small~ The bed is made from wood, has four corners, and is about 5 feet long. You -think it would suit almost any of the dwarves you've met. +think it would suit almost any of the dwarves you've met. ~ #23629 chest dwarven~ @@ -425,7 +425,7 @@ chest dwarven~ A large chest, with several broad and heavy iron bands going around both the top and the sides, and a large padlock on the front, stands here. From the padlock a blue glitter periodically reoccurs, so you are in no doubt the lock is -magical. +magical. ~ #23630 key dwarven~ @@ -446,9 +446,9 @@ A beautiful dwarven chainmail with a gold hammer emblem has been laid here..~ E parade chain chainmail mail dwarven~ An extremely beautiful chainmail, it encompasses everything you expect from a -dwarven armour. It's comparatively light, strong and yet seemingly made only +dwarven armor. It's comparatively light, strong and yet seemingly made only for parades. On every little ring you can see the 'R' rune, made by Ralf - -Armoursmith of the dwarves. +Armorsmith of the dwarves. ~ A 2 -1 @@ -467,7 +467,7 @@ A large four-poster bed, almost your size, has been set in the corner here.~ E bed large dwarven~ A bed of almost mansize, it's obviously made for the dwarf inhabitant to have -plenty of space. +plenty of space. ~ #23634 key silver~ @@ -490,7 +490,7 @@ plate silver dwarven~ An extremely nice breastplate it is obviously made for the dwarf of some stature. You think you might just be able to squeeze in, and you feel very lucky to have found such a beatyful piece of art. A Rune 'R' has been etched -under the left armhole. +under the left armhole. ~ A 5 2 @@ -532,7 +532,7 @@ E pile titanium pieces ore~ A very large amount of titanium-rich ore. A small bell has been attached to it, and you're quite sure you wouldn't be able to get more than a handful of -them before the bell goes off. +them before the bell goes off. ~ #23639 pile titanium pieces ore~ @@ -545,7 +545,7 @@ A large pile of very fine pieces of titanium ore is here.~ E pile titanium pieces ore~ A very large amount of titanium-rich ore. A small bell has fallen to the -ground in front of it. +ground in front of it. ~ #23640 mining pick dwarf~ @@ -557,7 +557,7 @@ A small mining pick has been left here, gathering dust.~ 3 150 15 0 0 E mining pick dwarf~ - A mining pick, made for someone not quite as tall as you. + A mining pick, made for someone not quite as tall as you. ~ #23641 helm mining dwarven~ @@ -570,7 +570,7 @@ An old helmet with an almost extinguished light is here.~ E helm mining dwarven~ A small helmet worn by the dwarves in the mine, so they can see in the total -darkness downthere. A small candle sits in a housing on the brim. +darkness downthere. A small candle sits in a housing on the brim. ~ #23642 key dwarven city~ diff --git a/lib/world/obj/237.obj b/lib/world/obj/237.obj index 09c39d4..157b785 100644 --- a/lib/world/obj/237.obj +++ b/lib/world/obj/237.obj @@ -8,7 +8,7 @@ An axe, obviously of dwarven manufacture, has been left here.~ 12 600 60 0 E axe dwarven~ - A nicely made battle axe, with the rune 'T' engraved on the haft. + A nicely made battle axe, with the rune 'T' engraved on the haft. ~ #23701 short sword shortsword dwarven~ @@ -22,7 +22,7 @@ E short sword shortsword dwarven~ This sword is typical dwarven manufacture. The forge in the mountain has produced planty of these small wonders to start a full-scale war. This -particular blade bears a small 'T' rune, near the handle. +particular blade bears a small 'T' rune, near the handle. ~ A 18 1 @@ -46,7 +46,7 @@ A small pick has been left here, gathering dust.~ 4 200 20 0 E pick dwarven~ - A pick, made for someone not quite as tall as you. + A pick, made for someone not quite as tall as you. ~ #23704 hammer dwarven~ @@ -99,8 +99,8 @@ A shield, bearing the insignia of the dwarves, has been left here.~ 2 100 10 0 E shield dwarven kite~ - A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. -This must be a dwarven shield. + A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. +This must be a dwarven shield. ~ #23709 buckler dwarven shield~ @@ -112,8 +112,8 @@ A small round shield has been thrown here.~ 1 50 5 0 E buckler dwarven shield~ - A small round 'target' shield, it offers little protection when fighting. -But anything is better than nothing... + A small round 'target' shield, it offers little protection when fighting. +But anything is better than nothing... ~ #23710 gauntlets plate dwarven~ @@ -125,8 +125,8 @@ Some plate gauntlets, with the dwarven insignia on them, are here.~ 1 250 25 0 E gauntlets plate dwarven insignia~ - A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. -This must be dwarven gauntlets. + A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. +This must be dwarven gauntlets. ~ A 19 2 @@ -166,8 +166,8 @@ A helmet bearing the dwarven insignia has been thrown here.~ 3 150 15 0 E helmet plate dwarven~ - A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. -This must be a dwarven helmet. + A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. +This must be a dwarven helmet. ~ #23715 purse traders leather~ @@ -179,8 +179,8 @@ A large leather purse with the dwarven insignia has been thrown here.~ 5 50 5 0 E purse traders leather~ - A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. -This must be the traders purse. + A hammer and an axe crossed over 3 rocks is the insignia of the dwarves. +This must be the traders purse. ~ #23716 pile coins~ @@ -201,7 +201,7 @@ A copper tube about 3' long has been left here.~ E looking glass dwarven~ In either end of the tube a small piece of glass is inserted. When you look -through it, you see much clearer, even in half-darkness. +through it, you see much clearer, even in half-darkness. ~ #23718 skullcap cap iron~ diff --git a/lib/world/obj/238.obj b/lib/world/obj/238.obj index bfa1468..352331a 100644 --- a/lib/world/obj/238.obj +++ b/lib/world/obj/238.obj @@ -3,14 +3,14 @@ map~ a map of the crystal castle~ A map of the crystal castle.~ - O - | - O O-v - - - - ^ - | + O + | + O O-v + + + + ^ + | O-O-O-O-O-O-O-O O O O | | | | | | | | | | | O-O-O-O-O-O-O-O O O O O O @@ -156,12 +156,12 @@ A small torch sputters on the wall casting a flickering light.~ 0 0 0 0 0 E stone~ - Upon further inspection you notice that the torch is pullable. + Upon further inspection you notice that the torch is pullable. ~ E torch~ A small light torch is here sticking out of the wall surrounded by loose -stones. +stones. ~ #23841 bone necklace~ @@ -174,7 +174,7 @@ A necklace made of bones lies here.~ E necklace~ As you look at this necklace you see that it is made of small pieces of bone -connected by titanium. +connected by titanium. ~ A 1 2 @@ -193,7 +193,7 @@ A large box stands upright here.~ T 23843 E box~ - You notice that this box is in excellent condition. + You notice that this box is in excellent condition. ~ #23844 coin~ @@ -285,11 +285,11 @@ T 23855 E fountain~ Looking closer at the fountain you notice that the bottom is very deep and -there is something sparkling in the water. +there is something sparkling in the water. ~ E water~ - You notice that there is a small portal on the bottom of the fountain. + You notice that there is a small portal on the bottom of the fountain. ~ #23860 key~ diff --git a/lib/world/obj/239.obj b/lib/world/obj/239.obj index 0f0d1ed..d7c61b2 100644 --- a/lib/world/obj/239.obj +++ b/lib/world/obj/239.obj @@ -9,7 +9,7 @@ A once full canteen is dry now.~ E canteen~ The canteen is dry and cursed. It's not nice to kill poor defenseless -bugbears. A weary travelling bugbear canteen is empty. +bugbears. A weary travelling bugbear canteen is empty. ~ #23901 wooden club sasquatch~ @@ -22,7 +22,7 @@ A huge wooden club with two spikes on the end.~ E club~ The wooden club has sharp spikes protruding from the end of it. Could -definately cause some damage if it hit someone. +definitely cause some damage if it hit someone. ~ #23902 sentinel hammer~ @@ -36,7 +36,7 @@ E hammer sentinel~ A fine weapon crafted by the ancient dwarven weaponsmiths of NewHaven. It once belonged to a Dwarven Sentinel to help it guard the north face of the -Southern Mountains from enemies of the NewHaven Dwarves. +Southern Mountains from enemies of the NewHaven Dwarves. ~ A 19 2 @@ -56,7 +56,7 @@ E stone shield~ Finely Dwarven crafted stone shield with unknow magical powers. Was crafted centuries ago by dwarven stone cutters for the Dwarven Sentinal in the Southern -Mountains. +Mountains. ~ A 2 2 @@ -89,8 +89,8 @@ A Drow's stone club.~ 3 500 5 0 0 E club stone drow obsidian~ - A very nice club chipped from obsidian by drow slaves in the drow mines. -It seems to have some maigical powers cast upon it. + A very nice club chipped from obsidian by drow slaves in the drow mines. +It seems to have some maigical powers cast upon it. ~ A 13 10 @@ -107,7 +107,7 @@ A pair of Drow boots~ E drow boots~ Boots of the finest drow construction, with spider webbing padding and -magical spells cast upon it by the drow clerics. +magical spells cast upon it by the drow clerics. ~ A 2 1 @@ -126,7 +126,7 @@ A Drow's black cape~ E cape black drow~ A drow cleric's cape of spider web. It has been skillfully woven with a -strange fabric and interlaced with magical spells of the drow clerics. +strange fabric and interlaced with magical spells of the drow clerics. ~ A 12 20 @@ -144,7 +144,7 @@ A staff of spider silk woven with magical powers.~ 3 500 10 15 0 E spider staff drow~ - A grey staff of spider silk woven into a staff by drow mages. It has some + A gray staff of spider silk woven into a staff by drow mages. It has some magical powers ~ A @@ -165,7 +165,7 @@ E amber drow robe~ Woven from spider silk by the Drow mages it is said to have some magical powers. A long amber robe of the finest Drow quality. The mages wear it for -protection and to religous ceremonies. +protection and to religous ceremonies. ~ A 12 20 @@ -182,7 +182,7 @@ A drow helmet with a spider emblem.~ E drow helmet~ A helmet of drow construction has a spider emblem on the brow. Seems to -have been woven with some magical spells by a drow mage. +have been woven with some magical spells by a drow mage. ~ A 13 15 @@ -199,7 +199,7 @@ A drow spider web collar.~ E spider collar drow~ A fine woven drow collar. Constructed of spider web and woven with magical -spells. +spells. ~ A 13 10 @@ -218,7 +218,7 @@ A dark drow breastplate.~ E dark drow breastplate plate~ A drow guard's breastplate made from a black metal. Finely contructed by -drow weaponsmiths and offers good protection of the body. +drow weaponsmiths and offers good protection of the body. ~ A 1 1 @@ -235,7 +235,7 @@ A drow guard's belt woven with leather.~ E guard belt drow~ A leather drow guard's belt is woven with spider web and leather. Hand made -by the drow guards in a method only know to them. +by the drow guards in a method only know to them. ~ #23919 drow guard bracelet~ @@ -248,7 +248,7 @@ A drow guard's bracelet.~ E drow bracelet~ A drow bracelet is made of some shiny metal. It offers good wrist -protection. +protection. ~ A 13 10 @@ -265,7 +265,7 @@ A pair of black silk pants.~ E black silk pants~ A pair of black silk pants interwoven with spider web. Crafted by drow -guards and interwoven with the dark magic of the drow. +guards and interwoven with the dark magic of the drow. ~ A 18 1 @@ -282,7 +282,7 @@ A black pair of guard boots.~ E black drow boots~ A pair of finely crafted drow guard boots. Sturdy and durable they are -comfortable on the feet. +comfortable on the feet. ~ A 14 15 @@ -299,7 +299,7 @@ A drow guard's armband.~ E arm band armband drow guard~ A finely crafted armband of drow construction. Seems to be woven with -strands of spider web, leather, and metal links. +strands of spider web, leather, and metal links. ~ #23923 leg leggings leather black drow~ @@ -312,7 +312,7 @@ A pair of finely crafted drow leggings lays here.~ E leggings leg drow guard black~ A finely crafted pair of drow leggings offers good protection for the legs. -They are made from small metal rings interwoven with spider web and leather. +They are made from small metal rings interwoven with spider web and leather. ~ #23924 @@ -327,7 +327,7 @@ E rusty sword~ The sword was probably a good weapon at one time but now it has rusted and needs sharpening. It is well balanced and easy to use. With a little care and -polishing this weapon could be better. +polishing this weapon could be better. ~ A 24 2 @@ -343,7 +343,7 @@ E rusty knife~ A long thin knife good for piercing armor. Sturdy and well balanced it is not difficult to use. Rust has dulled the blade and would need care to return -it to it's original luster. +it to it's original luster. ~ #23926 crude shield~ @@ -355,9 +355,9 @@ A crude shield with a blue dragon on it lays here.~ 3 300 2 15 0 E crude shield~ - A crude shield of ancient times is round, hard to hold and easily broken. + A crude shield of ancient times is round, hard to hold and easily broken. There is a blue dragon emblem on the front of the worn, dented and thin face of -the shield. +the shield. ~ A 2 -1 @@ -377,7 +377,7 @@ E shabby leather halter~ A leather halter is poorly contructed and offers little protection to the body. Made from leather then dyed black it is held together with metal rings. - + ~ #23928 leather vest~ @@ -390,7 +390,7 @@ A leather vest is lying here.~ E leather vest~ A poorly crafted leather vest of elf skin. Offers little protection to the -body. +body. ~ A 6 -1 @@ -407,7 +407,7 @@ An obsidian key shines here.~ E key obsidian~ The key is a finely crafted obisidian stone key that shines a black gleaming -shine. It emits some strange sounds, and vibrates when touched. +shine. It emits some strange sounds, and vibrates when touched. ~ #23930 sign crude~ diff --git a/lib/world/obj/240.obj b/lib/world/obj/240.obj index 59044d7..f8d1471 100644 --- a/lib/world/obj/240.obj +++ b/lib/world/obj/240.obj @@ -1,6 +1,6 @@ #24000 robe~ -a grey robe~ +a gray robe~ A nice robe is laying abandoned on the ground.~ ~ 9 0 0 0 0 ak 0 0 0 0 0 0 0 @@ -21,7 +21,7 @@ Someone left a bright white mantle here.~ 3 3 0 0 0 E mantle~ - A very short cloak, often covering just the shoulders. + A very short cloak, often covering just the shoulders. ~ #24002 axe~ @@ -33,7 +33,7 @@ A large battle axe is stuck into the ground.~ 16 800 120 0 0 E axe~ - A single-bladed axe designed primarily for combat. + A single-bladed axe designed primarily for combat. ~ #24003 axe~ @@ -45,7 +45,7 @@ A massive double headed axe is half buried in the ground.~ 18 850 135 0 0 E axe~ - A war axe with two opposing blades. + A war axe with two opposing blades. ~ #24004 lochaber~ @@ -58,7 +58,7 @@ An expertly crafted lochaber is hidden in the dirt.~ E axe~ As much a polearm as an axe, it is a single edged axe head attached to a 6 -foot long haft. +foot long haft. ~ #24005 axe~ @@ -70,7 +70,7 @@ A large axe was left here.~ 8 300 0 0 0 E axe~ - A single wide-edged axe. + A single wide-edged axe. ~ #24006 bardiche~ @@ -83,7 +83,7 @@ A bardiche was negligently left here.~ E bardiche~ A type of pole-axe, typically a long, convex blade attached to the pole at -two points. +two points. ~ #24007 halberd~ @@ -95,7 +95,7 @@ A halberd is rusting in the damp air.~ 8 600 60 0 0 E halberd~ - A large, angled axe blade atop a pole, set with a back spike. + A large, angled axe blade atop a pole, set with a back spike. ~ #24008 hatchet~ @@ -107,7 +107,7 @@ A small hatchet has been abandoned by its owner.~ 3 150 15 0 0 E hatchet~ - A small, one handed axe, designed for labor more than combat. + A small, one handed axe, designed for labor more than combat. ~ #24009 polearm~ @@ -121,7 +121,7 @@ E polearm~ This horrifying weapons main feeature is that a large hook is the main body of the weapon, with a convex axe blade on the end with sharpened edges and -spikes. +spikes. ~ #24010 loincloth~ @@ -134,7 +134,7 @@ A leather loincloth is laying on the ground.~ E loincloth~ This is the only clothing most minotaurs wear. It looks very uncomfortable -and you would rather not be caught wearing it. +and you would rather not be caught wearing it. ~ #24011 bear meat~ @@ -147,7 +147,7 @@ A large side of meat is lying here attracting flies.~ E meat~ This large hunk of meat must have come from a big animal. You guess it's -probably from the bears outside the city of Dun Maura. +probably from the bears outside the city of Dun Maura. ~ #24012 elk meat~ @@ -160,7 +160,7 @@ A side of meat was left here.~ E meat~ This large hunk of meat must have come from a big animal. You guess it's -probably from the elks outside the city of Dun Maura. +probably from the elks outside the city of Dun Maura. ~ #24013 salmon fish~ @@ -173,7 +173,7 @@ A large fish stinks here.~ E fish~ A large fish, looks like salmon, was left here. It still looks edible, at -least if you like fish. +least if you like fish. ~ #24014 loincloth fur~ @@ -186,7 +186,7 @@ A loincloth made of soft fur has your name on it.~ E loincloth~ This attractive little getup is very soft. You wouldn't mind wearing this at -all. Who knows, maybe you'll attract some attention. +all. Who knows, maybe you'll attract some attention. ~ #24015 minotaur horns~ @@ -199,7 +199,7 @@ A set of minotaur horns was left here.~ E minotaur horns~ Whoever, or whatever killed the minotaur to get these horns must be one tough -SOB. These horns are prized in some areas and will fetch a good price. +SOB. These horns are prized in some areas and will fetch a good price. ~ #24016 gold nosering ring~ @@ -213,7 +213,7 @@ E nosering~ This prized item among the minotaurs looks almost big enough to fit around your wrist. The minotaurs use the nosering as a symbol of office. Only an -experienced guildsman is allowed to wear them. +experienced guildsman is allowed to wear them. ~ A 19 2 @@ -228,7 +228,7 @@ A large oak quarterstaff is perfectly straight and smooth without imperfection.~ E oak quarterstaff~ A long staff a few inches thick. It is made of oak and is in perfect -condition. It is the best staff you have ever seen. +condition. It is the best staff you have ever seen. ~ A 19 1 @@ -244,7 +244,7 @@ E brass knuckles~ This deadly looking weapon is very good during fist fights. That or it can be worn when wielding a weapon to prevent a foe from raking your fingers and -trying to make you drop your own weapon. +trying to make you drop your own weapon. ~ #24019 hooded lantern~ @@ -258,7 +258,7 @@ E lantern hooded~ This is a rugged lantern used on long treks when searching caves or underground tunnels. It is made to last a long time, but the price is -outrageous. +outrageous. ~ #24020 belt pouch~ @@ -284,7 +284,7 @@ A fancy cape was left here.~ E cape~ An fancy unhooded cloak that serves no real purpose except look silly. You -wonder how anyone could wear one of these and not get all tangled up in it. +wonder how anyone could wear one of these and not get all tangled up in it. ~ A 2 1 @@ -300,7 +300,7 @@ E sandals~ These sandals won't even fit on your feet. Some rich minotaurs of Dun Maura are supposed to wear these, they are considered a type of high status if you -have a pair. To you they are just junk. +have a pair. To you they are just junk. ~ #24023 scourge~ @@ -312,7 +312,7 @@ A wicked looking whip is coiled up neatly in a circle.~ 8 500 0 0 0 E scourge~ - A whip with sharp metal attached to the end. + A whip with sharp metal attached to the end. ~ A 19 2 @@ -329,7 +329,7 @@ A large bronze sceptre sparkles brightly.~ E spectre~ This spectre gives off a strange light from an unkown source. It does not -flicker like a torch or lantern but radiates constantly. +flicker like a torch or lantern but radiates constantly. ~ #24025 purse~ @@ -342,7 +342,7 @@ A fancy fur purse is hidden in the shadows.~ E purse~ This nice looking purse is very pretty. You wonder what poor woman dropped -it. +it. ~ #24026 gold band~ @@ -356,7 +356,7 @@ E gold ring~ This ring signifies a victory in the arena of Dun Maura, city of minotaurs. These are considered precious. Minotaurs wear these on their horns after a -victory. Anyone falsely wearing this is deserving of a long painful death. +victory. Anyone falsely wearing this is deserving of a long painful death. ~ A 19 2 diff --git a/lib/world/obj/241.obj b/lib/world/obj/241.obj index 3dc702e..ad748d1 100644 --- a/lib/world/obj/241.obj +++ b/lib/world/obj/241.obj @@ -9,7 +9,7 @@ A standard issue Starfleet phaser has been left here.~ E phaser~ These phasers are the standard weapon of Starfleet officers. It offers -decent damage for its fairly small size. +decent damage for its fairly small size. ~ A 18 2 @@ -24,7 +24,7 @@ A large phaser rifle is lying here.~ E phaser rifle~ This phaser rifle looks pretty powerful. These weapons are used mainly on -assault type missions, where power is important. +assault type missions, where power is important. ~ A 18 4 @@ -39,7 +39,7 @@ A neatly folded burgandy Starfleet command uniform is lying here.~ E burgandy command uniform~ These uniforms are worn by command officers on Federation starships. It's -kind of tight, but it looks pretty good. +kind of tight, but it looks pretty good. ~ A 3 1 @@ -57,8 +57,8 @@ A neatly folded gold Starfleet engineering uniform is lying here.~ 5 400 500 0 E gold engineering uniform~ - These uniforms are worn by engineering officers on Federation starships. -It's kind of tight, but it looks pretty good. + These uniforms are worn by engineering officers on Federation starships. +It's kind of tight, but it looks pretty good. ~ A 1 1 @@ -77,7 +77,7 @@ A neatly folded blue Starfleet medical uniform is lying here.~ E blue medical uniform~ These uniforms are worn by medical officers on Federation starships. It's -kind of tight, but it looks pretty good. +kind of tight, but it looks pretty good. ~ A 2 1 @@ -96,7 +96,7 @@ A pair of Starfleet black boots are sitting here.~ E starfleet black boots~ These boots must be worn by all Starfleet officers while on duty. They're -quite light, and offer good protection for the feet. +quite light, and offer good protection for the feet. ~ A 14 50 @@ -112,12 +112,12 @@ T 24105 E starfleet communication badge~ These communication badges must be worn by all officers while on a starship. -It looks like a silver arrow head on top of a golden coloured oval: +It looks like a silver arrow head on top of a golden colored oval: - ____/\____ - / / \ \ - | / \ | - \_/ _/\_ \_/ + ____/\____ + / / \ \ + | / \ | + \_/ _/\_ \_/ // \\ It looks like it could be TAPped. @@ -137,7 +137,7 @@ Worf's silver chain sash has been left here.~ E worf's worf sash~ Worf's sash is some sort of Klingon clothing. Worf always wears it, which -makes you wonder how you managed to get a hold of it... +makes you wonder how you managed to get a hold of it... ~ A 1 1 @@ -154,7 +154,7 @@ E geordi geordi's visor~ Geordi's VISOR was made specially for him, because he's blind. This piece of equipment allows him to see things, but differently than normal eyes. I wonder -how Geordi is managing, now that you've stolen his only way of seeing? +how Geordi is managing, now that you've stolen his only way of seeing? ~ A 3 1 @@ -173,7 +173,7 @@ E medical tricorder~ This medical Tricorder is used to heal small wounds and cuts. While it isn't made for major injuries, it can help you limp home. To use, hold it and then -use it. You can also use it to @gscan@n someone for injuries. +use it. You can also use it to @gscan@n someone for injuries. ~ #24110 dilithium crystal~ @@ -186,7 +186,7 @@ A shard of dilithium crystal is lying here.~ E dilithium crystal~ Dilithium crystals are used to power warp cores of starships. This -particular crystal is glowing brightly, and gives off a blue-ish tinge. +particular crystal is glowing brightly, and gives off a blue-ish tinge. ~ A 18 1 @@ -201,8 +201,8 @@ Captain Picard's wooden flute is sitting here.~ T 24103 E picard picard's flute~ - Captain Picard recieved this flute when he lost his memory and was stuck on -some strange world. Now, he plays it to relieve stress. + Captain Picard received this flute when he lost his memory and was stuck on +some strange world. Now, he plays it to relieve stress. ~ A 4 3 @@ -220,7 +220,7 @@ T 24106 E riker riker's trombone~ Commander Riker considers himself to be a talented jazz musician. He -practices on this trombone all the time. +practices on this trombone all the time. ~ A 18 3 @@ -286,7 +286,7 @@ E spacesuit suit~ These suits come in pale shades of red, blue and gold, depending on ones rank. Their tanks contain plenty of oxygen. Always wear one before going out -into space! +into space! ~ #24127 spacesuit suit~ @@ -301,7 +301,7 @@ E spacesuit suit~ This is a long row of Starfleet regulation spacesuits, enough for every member of the crew, and then some. They come in various colors, dependant on -rank and have an almost limitless supply of oxygen. +rank and have an almost limitless supply of oxygen. ~ #24128 replicator~ @@ -317,7 +317,7 @@ replicator~ (and programmed) food or drink. They can be configured to reproduce other things, like weapons and atomic elements. But this one hasn't got such a function, you'd want the ones in security for that. One of the side-panels -appears to have some writing on it. +appears to have some writing on it. ~ E side panel~ @@ -329,16 +329,16 @@ Coffee Beer ~ #24129 -cup earl grey tea~ -a cup of earl grey tea~ -A cup of earl grey tea has been discarded.~ +cup earl gray tea~ +a cup of earl gray tea~ +A cup of earl gray tea has been discarded.~ ~ 17 0 0 0 0 a 0 0 0 0 0 0 0 1 1 11 0 1 1 0 0 E -cup earl grey tea~ - This is captain Picard's favourite beverage. +cup earl gray tea~ + This is captain Picard's favorite beverage. ~ #24130 loaf warm bread~ @@ -350,7 +350,7 @@ A loaf of warm bread has been dropped here.~ 1 1 0 0 E loaf warm bread~ - A delicious-looking loaf of warm bread. + A delicious-looking loaf of warm bread. ~ #24131 mug black coffee~ @@ -362,7 +362,7 @@ A mug of black coffee lies steaming on the floor.~ 1 1 0 0 E mug black coffee~ - A lovely big mug of hot black coffee. + A lovely big mug of hot black coffee. ~ #24132 worf batleth~ @@ -378,7 +378,7 @@ worf batleth~ This is the native weapon of a Klingon, they are given one when they are old enough to stand and are very adept with it before they reach puberty. It consists of a long, curved blade with a slightly shorter handle parallel to it, -with appropriate grip holes. +with appropriate grip holes. ~ #24133 spots collar red~ @@ -391,6 +391,6 @@ Spot seems to have lost his small red collar.~ E spots collar red~ A very fine-looking red cat's collar. It has a small metal tag that reads -'SPOT' hanging from it. +'SPOT' hanging from it. ~ $~ diff --git a/lib/world/obj/242.obj b/lib/world/obj/242.obj index b456950..b218749 100644 --- a/lib/world/obj/242.obj +++ b/lib/world/obj/242.obj @@ -8,7 +8,7 @@ A cup has been set here.~ 13 5 1 0 E cup~ - It is a small simple cup. + It is a small simple cup. ~ #24201 milk cup milk~ @@ -20,7 +20,7 @@ A cup has been set here.~ 13 7 1 0 E cup~ - It is a small simple cup. + It is a small simple cup. ~ #24202 water cup water~ @@ -32,7 +32,7 @@ A cup has been set here.~ 17 2 1 0 E cup~ - It is a large simple cup. + It is a large simple cup. ~ #24203 water bottle water~ @@ -44,7 +44,7 @@ A bottle of Evian natural spring water is here.~ 29 10 6 0 E bottle~ - It is a large, clean bottle. There is a large label pasted on the side. + It is a large, clean bottle. There is a large label pasted on the side. ~ E label~ @@ -62,7 +62,7 @@ A canteen has been set on the ground here.~ 85 45 15 0 E canteen~ - It is a fairly big canteen. Looks like it can hold a lot of liquid. + It is a fairly big canteen. Looks like it can hold a lot of liquid. ~ #24205 red usher usher's vest~ @@ -75,7 +75,7 @@ A red ushers vest has been left here.~ E red usher usher's vest~ This vest is made out of thick cloth. It has bright gold buttons running -down the middle of it, and it has two small pockets on either side. +down the middle of it, and it has two small pockets on either side. ~ #24206 flashlight flash light~ @@ -87,7 +87,7 @@ A small black metal flashlight is lying here.~ 2 1 0 0 E flashlight flash light~ - This is a small flashlight, used by the ushers at the theatre. + This is a small flashlight, used by the ushers at the theater. ~ #24207 leather work gloves~ @@ -100,7 +100,7 @@ A pair of thick leather work gloves have been left here.~ E leather work gloves~ This pair of gloves looks fairly new. The palms have an extra strip of -leather across them, while the tops have a layer of thick yellow fabric. +leather across them, while the tops have a layer of thick yellow fabric. ~ #24208 denim overalls~ @@ -112,8 +112,8 @@ A pair of denim overalls have been discarded here.~ 4 200 0 0 E denim overalls~ - This pair of overalls looks quite big. They're a dark blue colour, with a -large pocket over the chest. + This pair of overalls looks quite big. They're a dark blue color, with a +large pocket over the chest. ~ #24209 expensive suit jacket~ @@ -125,7 +125,7 @@ An expensive looking black suit jacket is sitting here.~ 4 400 100 0 E expensive suit jacket~ - This jacket looks pretty nice. It seems to fit you perfectly. + This jacket looks pretty nice. It seems to fit you perfectly. ~ #24210 white dress shirt~ @@ -137,8 +137,8 @@ A white dress shirt has been neatly folded here.~ 4 750 250 0 E white dress shirt~ - The shirt has no patterns or colours on it whatsover. It's a thin white -shirt with white buttons. + The shirt has no patterns or colors on it whatsover. It's a thin white +shirt with white buttons. ~ #24211 black dress pants~ @@ -150,7 +150,7 @@ A pair of black dress pants is lying here.~ 3 200 20 0 E black dress pants~ - This pair of dress pants feel soft, and seem to fit you well. + This pair of dress pants feel soft, and seem to fit you well. ~ #24212 leather dress shoes~ @@ -163,7 +163,7 @@ A pair of men's black leather dress shoes are sitting here.~ E leather dress shoes~ These shoes look quite comfortable. The leather is soft, and has an -elaborate pattern printed on it. +elaborate pattern printed on it. ~ #24213 fancy dress~ @@ -175,7 +175,7 @@ A fancy black dress has been left here.~ 3 400 100 0 E fancy dress~ - This dress is very nice. It's rather tight, but it fits you quite well. + This dress is very nice. It's rather tight, but it fits you quite well. ~ #24214 dress heels~ @@ -188,7 +188,7 @@ A pair of women's dress heels are sitting here.~ E dress heels~ These shoes look quite comfortable. The leather is soft, the heels aren't -too high. +too high. ~ #24215 black bow tie~ @@ -200,7 +200,7 @@ A black bow tie is here, waiting for you to pick it up.~ 1 250 50 0 E black bow tie~ - This bow tie looks brand new. It would go well with a suit. + This bow tie looks brand new. It would go well with a suit. ~ #24216 key city~ @@ -214,7 +214,7 @@ E key city~ It is probably the biggest key you have seen in your life. It is made from polished gold and has various patterns on it along with the Midgaard Coat of -Arms. +Arms. ~ #24217 pda personal digital assistant~ @@ -227,7 +227,7 @@ A PDA (Personal Digital Assistant) is lying here.~ E pda personal digital assistant~ This PDA looks pretty complicated. It's a small black box, about the size of -a small book. On the screen are several icons. +a small book. On the screen are several icons. ~ A 3 2 @@ -245,7 +245,7 @@ E cell phone cellphone~ A cellphone is a pretty worthless item. Why use a cellphone when you can use a regular phone? And besides, on a MUD, you can magically communicate without -phones anyway. +phones anyway. ~ A 14 30 @@ -259,9 +259,9 @@ A brand new laptop is here, waiting to be stolen.~ 1 550 55 0 E laptop lap top~ - This laptop looks brand new. Black in colour, it features a 1. 6 GHz + This laptop looks brand new. Black in color, it features a 1. 6 GHz processor, 512 MB of RAM, a 64 MB video card, and a 40x DVD/CD burner. Pretty -fancy. +fancy. ~ A 3 1 @@ -296,7 +296,7 @@ meat chunk~ It isn't so much that the meat looks poisoned or anything, but that you just are not sure of its origins. You doubt that a hunter would drop a side of venison or rabbit meat... What in the world could this meat have come from, you -wonder... +wonder... ~ #24223 script first 1 one~ @@ -314,9 +314,9 @@ script 1 one~ | by Crazyman | | | | (The play begins on a street in downtown | - | New Sparta. It's about noon, and it's | + | New Sparta. It's about noon, and it's | | raining. Joe Smith is seated on a bench, | - | along with a cop.) | + | along with a cop.) | | | | Joe: Oh, how I wish it would stop raining! I | | grow weary of this foul weather. | @@ -336,7 +336,7 @@ script 1 one~ | (The cop stands up, and hurries down | | the street.) | | | - | Joe: (To himself) I think I'm heading home. | + | Joe: (To himself) I think I'm heading home. | | (He gets up to leave.) | | | x-------------------------------------------------x @@ -359,9 +359,9 @@ script second 2 two~ | (A street vendor dashes out from behind a | | building, and rushes over to Joe) | | | - | Vendor: Good afternoon good sir! May I inter- | + | Vendor: Good afternoon good sir! May I inter- | | est you in this beautiful gold watch? | - | (The vendor pulls out a gold watch | + | (The vendor pulls out a gold watch | | from his pocket, obviously one of | | many.) | | | @@ -410,7 +410,7 @@ script third 3 three~ | | | Vendor: Shut the hell up. You're gonna be | | sorry you didn't buy this from me. | - | (He puts the watch away, and pulls out | + | (He puts the watch away, and pulls out | | a handgun. He cocks the trigger, and | | points it at Joe's chest.) | | | @@ -425,7 +425,7 @@ script third 3 three~ | | | Vendor: Haha! Hopefully the next customer | | will be more cooperative! | - | | + | | | T H E E N D | | | x-------------------------------------------------x @@ -444,7 +444,7 @@ E mop~ This looks like a very useful mop. It has a soft cloth end, which looks like it would be great at washing a floor. The wooden handle is quite thick and -hard. It would make an idea weapon. +hard. It would make an idea weapon. ~ A 17 -2 @@ -460,7 +460,7 @@ E broom curling~ This is a curling broom. It has a long thin plastic handle, and an end consisting of rough fabric stretched over a piece of foam attached to a wooden -block. Curlers use these to sweep the ice in front of the rocks. +block. Curlers use these to sweep the ice in front of the rocks. ~ A 13 20 @@ -474,8 +474,8 @@ A red curling rock has been left here.~ 14 50 0 0 E red curling rock~ - The curling rock is made of a grey stone, and has a red handle and red -stripes on it. It feels quite heavy. + The curling rock is made of a gray stone, and has a red handle and red +stripes on it. It feels quite heavy. ~ A 5 1 @@ -491,8 +491,8 @@ A yellow curling rock has been left here.~ 14 50 0 0 E yellow curling rock~ - The curling rock is made of a grey stone, and has a yellow handle and yellow -stripes on it. It feels quite heavy. + The curling rock is made of a gray stone, and has a yellow handle and yellow +stripes on it. It feels quite heavy. ~ A 1 1 @@ -517,7 +517,7 @@ A tasty looking hamburger has been left here.~ E hamburger burger~ This hamburger was made at the Newbie Zoo. It's still in its foil wrapper, -so it's still warm. +so it's still warm. ~ #24293 poutine box cheesy~ @@ -530,7 +530,7 @@ A box of cheesy poutine has been left here.~ E poutine box cheesy~ This box of poutine is quite large. For those who don't know, poutine is -composed of french fries covered with gravy and cheese curds. +composed of french fries covered with gravy and cheese curds. ~ #24294 hotdog foot long foot-long~ @@ -542,7 +542,7 @@ A foot-long is lying here.~ 1 10 5 0 E hotdog foot long foot-long~ - This hot dog was made at the Newbie Zoo. It looks pretty tasty. + This hot dog was made at the Newbie Zoo. It looks pretty tasty. ~ #24295 water bottle water~ diff --git a/lib/world/obj/243.obj b/lib/world/obj/243.obj index 9594dbb..22e6350 100644 --- a/lib/world/obj/243.obj +++ b/lib/world/obj/243.obj @@ -10,7 +10,7 @@ E furry belt~ These are rather strange belts. The fur is probably from a tiger or a lion, but why would someone make a belt from that? This particular belt is about 2. -5 inches thick. +5 inches thick. ~ A 13 20 @@ -25,7 +25,7 @@ A long sharp icicle is melting here.~ E sharp icicle~ An icicle is just as dangerous as a sword. This icicle is 3 feet long and -capable of stabbing things quite well. +capable of stabbing things quite well. ~ #24302 ski boots black boot~ @@ -38,7 +38,7 @@ A pair of thick black ski boots are resting here.~ E ski boots black boot~ These downhill ski boots are quite thick and sturdy. They offer exceptional -heel and ankle protection, but they're very awkward to walk in. +heel and ankle protection, but they're very awkward to walk in. ~ A 14 -15 @@ -53,7 +53,7 @@ A pair of really baggy snowboarder pants.~ E baggy pants snowboarder~ These pants sure are baggy. It's amazing that the snowboarders who wear them -can even move around with them on! +can even move around with them on! ~ #24304 belt ancient ancients~ @@ -67,7 +67,7 @@ E belt ancients ancient~ Long thought lost and destroyed, this is a legendary piece of equipment. It was used thousands of years ago by a hero in the Orc Wars. This belt grants the -wearer the ability to hit his enemies more often and with greater damage. +wearer the ability to hit his enemies more often and with greater damage. ~ A 18 4 @@ -85,7 +85,7 @@ E ski goggles expensive~ More of a status symbol than a functional piece of equipment, these goggle must have cost a fortune! They block out sunlight just as well as a $20 pair of -sunglasses. +sunglasses. ~ A 6 2 @@ -103,7 +103,7 @@ E yellow plastic ski pass skipass~ This is a credit card sized yellow plastic ski pass. It has a picture of your face on it, as well as your name and address. You need one of these to get -into the skihill. +into the skihill. ~ #24307 hamburger burger~ @@ -116,7 +116,7 @@ A tasty looking hamburger has been left here.~ E hamburger burger~ This hamburger was made at the Cooland Ski Hill. It's still in its foil -wrapper, so it's still warm. +wrapper, so it's still warm. ~ #24308 poutine box cheesy~ @@ -129,7 +129,7 @@ A box of cheesy poutine has been left here.~ E poutine box cheesy~ This box of poutine is quite large. For those who don't know, poutine is -composed of french fries covered with gravy and cheese curds. +composed of french fries covered with gravy and cheese curds. ~ #24309 hotdog foot long foot-long~ @@ -141,7 +141,7 @@ A foot-long is lying here.~ 1 10 5 0 E hotdog foot long foot-long~ - This hot dog was made at the Cooland Ski Hill. It looks pretty tasty. + This hot dog was made at the Cooland Ski Hill. It looks pretty tasty. ~ #24310 lemonade can lemonade~ @@ -153,7 +153,7 @@ A can of lemonade is sitting here.~ 10 5 5 0 E can lemonade~ - This can of lemonade is still nice and cold. + This can of lemonade is still nice and cold. ~ #24398 small rusty key~ @@ -166,6 +166,6 @@ A small rusty key is barely visible here.~ E small rusty key~ This is a very small key. Due to the excessive rust, you're not sure if it -even works anymore! +even works anymore! ~ $~ diff --git a/lib/world/obj/244.obj b/lib/world/obj/244.obj index 1986964..cc6fda9 100644 --- a/lib/world/obj/244.obj +++ b/lib/world/obj/244.obj @@ -9,6 +9,6 @@ A rusty prison key is lying here.~ E rusty key prison~ This is the key that opens all of the jail cell doors. Due to the excessive -rust, you're not sure if it even works anymore! +rust, you're not sure if it even works anymore! ~ $~ diff --git a/lib/world/obj/246.obj b/lib/world/obj/246.obj index 513637d..857f13a 100644 --- a/lib/world/obj/246.obj +++ b/lib/world/obj/246.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/247.obj b/lib/world/obj/247.obj index f9b7496..42f7ffb 100644 --- a/lib/world/obj/247.obj +++ b/lib/world/obj/247.obj @@ -9,7 +9,7 @@ A pewter candlestick is standing here.~ E candlestick~ It is a rather old-looking three-armed candlestick made from pewter. Its -candles are a yellowish white colour. +candles are a yellowish white color. ~ #24701 cross~ @@ -21,7 +21,7 @@ A beautiful cross made of silver has been left here.~ 5 800 80 0 0 E silver cross~ - It is made of pure silver but is actually quite plain. + It is made of pure silver but is actually quite plain. ~ A 17 -6 @@ -36,7 +36,7 @@ An ancient tombstone sits at the head of this cemetery plot.~ E tombstone headstone~ There is some writing on the tombstone. Type "look grave" or "look stone" to -read it. +read it. ~ #24704 ball string~ @@ -48,7 +48,7 @@ There is a ball of string rolling on the floor.~ 1 10 1 0 0 E ball string~ - You never know when a ball of string will come in handy! + You never know when a ball of string will come in handy! ~ #24705 knife pocket~ @@ -60,7 +60,7 @@ A small pocket knife lies in the dust. Someone must have dropped it.~ 1 100 10 0 0 E pocket knife~ - The handle is well worn, and the blade has a small nick in it. + The handle is well worn, and the blade has a small nick in it. ~ #24706 thigh bone~ @@ -72,7 +72,7 @@ A disgusting thigh bone is lying in the corner.~ 15 50 5 0 0 E thigh bone~ - Chunks of flesh still hang from it and blood drips down its sides. + Chunks of flesh still hang from it and blood drips down its sides. ~ #24707 pile carcasses~ @@ -86,7 +86,7 @@ E pile carcasses~ The pile of refuse is utterly disgusting. None of the carcasses are complete -- it's more a pile of limbs, heads and other body parts. Mixed in with it all -is bits and pieces of assorted arms and armor, none of which look useful. +is bits and pieces of assorted arms and armor, none of which look useful. ~ #24708 shovel~ @@ -99,7 +99,7 @@ A very well built shovel rests against the wall.~ E shovel~ This is the nicest shovel you have ever seen. The shaft is made of smooth -oak and the blade is of shining silver. +oak and the blade is of shining silver. ~ A 18 3 @@ -115,7 +115,7 @@ A cloak as black as the very night lies on the ground.~ 5 500 50 0 0 E shadow cloak~ - It is pure black in colour -- as pure black as the heart that wears it. + It is pure black in color -- as pure black as the heart that wears it. ~ A 2 1 @@ -124,7 +124,7 @@ A #24710 wrap~ a burial wrap~ -A dirty grey burial wrap is lying here.~ +A dirty gray burial wrap is lying here.~ ~ 11 0 0 0 0 al 0 0 0 0 0 0 0 0 0 0 0 @@ -132,7 +132,7 @@ A dirty grey burial wrap is lying here.~ E wrap~ It looks ancient, but surprisingly enough it is not brittle. It is made of -fine gauze. +fine gauze. ~ A 1 1 @@ -148,7 +148,7 @@ An ancient sarcophagus lies in the center of this room.~ 0 0 0 0 0 E sarcophagus~ - It is made of the finest marble. You wonder what lies inside. + It is made of the finest marble. You wonder what lies inside. ~ #24712 sword crystal~ @@ -162,7 +162,7 @@ E crystal sword~ You've never seen any weapon quite like it. It appears to be etched from a single gem, and that gem must have been huge and quite flawless. The blade is -as sharp as glass and will never dull. +as sharp as glass and will never dull. ~ A 18 1 @@ -179,7 +179,7 @@ Plate mail formed from crystal has been carelessly left here.~ E crystal plate~ Truly this armor is a work of genius. The plate is fashioned from pure gem -but looks remarkingly comfortable. You wonder who created it. +but looks remarkingly comfortable. You wonder who created it. ~ A 12 25 @@ -195,7 +195,7 @@ E carcass elven prince~ He was once a great elvish warrior, but his life has passed on. He has been kept in this sarcophagus, much to the dismay of his lovely bride who jumped to -her death when she heard he had passed on. +her death when she heard he had passed on. ~ #24715 rose~ @@ -209,7 +209,7 @@ E crystal rose~ The stem and leaves are of the finest emerald and the petals are of amethyst. However, the two types of crystal seem to be bonded together naturally. It -looks very delicate, but you doubt it will ever break. +looks very delicate, but you doubt it will ever break. ~ A 3 1 @@ -244,7 +244,7 @@ A beautiful crown with elegant jewels rests on the ground.~ E jewel crown~ You have never seen a crown this beautiful before. Sparkling rubies and -diamonds adorn it's surface. +diamonds adorn it's surface. ~ A 17 -7 @@ -261,7 +261,7 @@ An evil looking wand with a grinning skull stares up at you.~ E skull wand~ It is a black rod with a small skull attached to the head. Evil permeates -from it in a faint red aura. +from it in a faint red aura. ~ #24720 dagger vorpal~ @@ -274,7 +274,7 @@ A curvy vorpal dagger is stuck into the wall.~ E vorpal dagger~ Its curvy edge is extremely sharp. You dread to think of how many hearts it -has been plunged into. +has been plunged into. ~ A 18 -2 @@ -298,7 +298,7 @@ The black robe of the undead is spread out on the floor before you.~ 10 240 24 0 0 E black robe~ - It is jet black in colour and seems to radiate evil. + It is jet black in color and seems to radiate evil. ~ A 12 50 @@ -323,7 +323,7 @@ A mask made from a rather large skull grins back at you.~ E death mask~ A mask in the shape of a grinning skull. It must have been fashioned from -the head of giant. +the head of giant. ~ #24726 gold coins~ @@ -360,7 +360,7 @@ A beautiful long stemmed rose has been placed here.~ E rose~ The petals are bright red, the stem is a vivbrant green and the thorns appear -razor sharp. +razor sharp. ~ #24744 key crystal~ diff --git a/lib/world/obj/248.obj b/lib/world/obj/248.obj index 39fb06e..066c00f 100644 --- a/lib/world/obj/248.obj +++ b/lib/world/obj/248.obj @@ -10,12 +10,12 @@ E diamond edge edged sword long~ This is a long slim sword with diamond edges on its silver blade. On the silver blade are some writings in a long forgotten language. The diamond edges -of the blade are as sharp as razors and hard as dimonds. +of the blade are as sharp as razors and hard as dimonds. ~ E writings~ You can't make out anything of it, sorry. Maybe you should ask a sage or a -wizard for help in this matter... +wizard for help in this matter... ~ A 18 5 @@ -106,7 +106,7 @@ A green potion is standing on the ground.~ #24810 oak branch staff~ an oak branch staff~ -A long, grey branch rests heavily on the ground. ~ +A long, gray branch rests heavily on the ground. ~ ~ 4 gk 0 0 0 ao 0 0 0 0 0 0 0 30 15 5 42 @@ -170,7 +170,7 @@ A small glass jar has been left on the ground.~ E small jar glass~ You see a small perfectly made glass jar. In the jar you can see a small -worm glowing brightly. +worm glowing brightly. ~ E worm glowing~ @@ -221,7 +221,7 @@ A small glowing ring has been left on the ground.~ E ring fire opal~ A small red opal is set into the platinum ring, the opal glows with a faint -red light that pulses whith your heart beet. +red light that pulses whith your heart beet. ~ A 9 10 diff --git a/lib/world/obj/249.obj b/lib/world/obj/249.obj index 4f07414..14b96a5 100644 --- a/lib/world/obj/249.obj +++ b/lib/world/obj/249.obj @@ -9,7 +9,7 @@ Can't believe! A Lightsabre has been left here!!~ E sabre~ You behold one of the most powerful weapons ever made. A true Jedi weapon. - + ~ #24902 dagger golden~ diff --git a/lib/world/obj/25.obj b/lib/world/obj/25.obj index 5f1008d..d4e9fd7 100644 --- a/lib/world/obj/25.obj +++ b/lib/world/obj/25.obj @@ -24,7 +24,7 @@ a meat locker~ 0 0 0 0 0 E locker~ - You just had the horrid thought that a cadaver might be in there. + You just had the horrid thought that a cadaver might be in there. ~ #2503 rack spice~ @@ -60,7 +60,7 @@ A finger sandwich is here.~ 2 15 5 0 0 E sandwich finger~ - It would look quite tasty if someone had first removed the fingernails! + It would look quite tasty if someone had first removed the fingernails! ~ #2507 broom straw~ @@ -72,7 +72,7 @@ A straw broom is here leaning against the wall.~ 5 5 600 0 0 E broom straw~ - A magical flying broomstick? Nah! Not here. + A magical flying broomstick? Nah! Not here. ~ #2508 cabinet~ @@ -544,7 +544,7 @@ An effervescent potion is bubbling away here~ 2 1000 150 0 0 E potion effervescent~ - Ahh! Schwepes Sparkling Soda a refreshing drink. + Ahh! Schwepes Sparkling Soda a refreshing drink. ~ #2561 white milky potion~ @@ -651,9 +651,9 @@ A huge spiked club has been left here.~ 0 3 5 8 29 750 200 0 0 #2573 -robe grey~ -a grey robe~ -A pile of grey cloth has been left here.~ +robe gray~ +a gray robe~ +A pile of gray cloth has been left here.~ ~ 15 gjk 0 0 0 ak 0 0 0 0 0 0 0 50 0 -1 0 @@ -673,9 +673,9 @@ A glinting hoop of silvery metal is here.~ A 17 -5 #2575 -cloak grey~ -a long grey cloak~ -A pile of grey cloth has been left here.~ +cloak gray~ +a long gray cloak~ +A pile of gray cloth has been left here.~ ~ 9 gjk 0 0 0 ac 0 0 0 0 0 0 0 0 0 0 0 @@ -687,7 +687,7 @@ A #2576 staff~ an iron shod staff~ -A grey piece of wood shod in iron has been left here.~ +A gray piece of wood shod in iron has been left here.~ ~ 5 gjk 0 0 0 an 0 0 0 0 0 0 0 0 2 7 8 @@ -882,9 +882,9 @@ A A 17 -5 #2593 -key grey metal~ -a grey key~ -A key made of a strange grey metal has been left here.~ +key gray metal~ +a gray key~ +A key made of a strange gray metal has been left here.~ ~ 18 cdq 0 0 0 ao 0 0 0 0 0 0 0 0 0 0 0 diff --git a/lib/world/obj/250.obj b/lib/world/obj/250.obj index 466537e..752712e 100644 --- a/lib/world/obj/250.obj +++ b/lib/world/obj/250.obj @@ -9,7 +9,7 @@ A very petite sword lies here on the ground, you almost didn't see it.~ E sword pixie~ This elegant sword appears to have served its previous owner very well, but -you aren't sure how well a weapon this small would serve you. +you aren't sure how well a weapon this small would serve you. ~ A 19 -1 @@ -26,7 +26,7 @@ A small white claw is sitting here, lost.~ E key claw white dragon~ This key appears to have been fashioned from the claw of a dragon. You are -glad you weren't the locksmith assigned to getting the materials. +glad you weren't the locksmith assigned to getting the materials. ~ #25002 door key~ @@ -38,7 +38,7 @@ There is a door key sitting here.~ 1 1 0 0 E key door~ - This is a small nondescript key, with nothing special about it. + This is a small nondescript key, with nothing special about it. ~ #25003 gate keeper key~ @@ -51,7 +51,7 @@ A large bronze key sits upon the ground, covered with dust.~ E gate keeper key~ This is the key to the gate. It belongs to the gatekeeper, and he is -probably looking for it. +probably looking for it. ~ #25004 copper dragon claw key~ @@ -64,7 +64,7 @@ A small copper claw lies here, abonded by everyone~ E copper dragon claw key~ This key appears to have been fashioned from a dragon's claw. It is quite -large. +large. ~ #25005 pixie king key~ @@ -76,7 +76,7 @@ The key to the Pixie King's bedroom is here, it is almost impossible find.~ 1 1 0 0 E pixie king key~ - This is a very small key, you cannot imagine what door this would go to. + This is a very small key, you cannot imagine what door this would go to. ~ #25006 white pendant dragon scale~ @@ -89,7 +89,7 @@ Upon the ground lies a solid white pendant, it issues forth an aura of cold.~ E white pendant dragon scale~ This pendant appears to be very ancient. It is solid white, with a blue -diamond set in the center. You feel chilled whenever it touches open flesh. +diamond set in the center. You feel chilled whenever it touches open flesh. ~ A 19 1 @@ -107,7 +107,7 @@ E copper pendant dragon scale~ The pendant you now own appears to be very new, in fact it looks freshly forged. It is solid copper, white a streak of gold shaped like an hourglass in -the center. When you look back up, hours have passed. +the center. When you look back up, hours have passed. ~ A 18 1 @@ -124,7 +124,7 @@ A pair of translucent wings lie upon the ground, their is an eerie glow about th E pixie wings~ Just what they are called. You feel sorry for the pixie who used to own -these. +these. ~ A 14 30 @@ -139,7 +139,7 @@ A small pendant is here on the ground, you almost ignore it, til it calls out yo E pendant eternity~ As you stare at the pendant, you begin to feel as if you are being sucked in. -It is all you can do to look away. +It is all you can do to look away. ~ #25010 white dragon scale breast plate~ @@ -152,7 +152,7 @@ A shimmering white breast plate lies here, it is cold to the touch.~ E white dragon scale breast plate~ This is a very quickly strewn together breast plate. It looks like it was -fashioned from the breast of a real dragon, minutes after it was slain. +fashioned from the breast of a real dragon, minutes after it was slain. ~ A 24 -2 @@ -167,7 +167,7 @@ An elegant copper breast plate lies here, it looks very new.~ E copper dragon scale breast plate~ This is a very hastely strewn together breast plate. It looks like it was -made from the breast of a real dragon, minutes after it was slain. +made from the breast of a real dragon, minutes after it was slain. ~ A 18 -2 @@ -185,7 +185,7 @@ E carcass~ This carcass appears to be that of an adventurer who wasn't as lucky as you. Looking around, you can't see anything that could have destroyed his body this -badly, but then again, you probably wouldn't want to. +badly, but then again, you probably wouldn't want to. ~ #25013 spray paint can~ @@ -239,7 +239,7 @@ A pair of very small metallic pants lie here.~ 3 1000 100 0 E pixie greaves~ - These are VERY small pants.... Although they do seem fairly stretchy..... + These are VERY small pants.... Although they do seem fairly stretchy..... ~ A 5 -2 @@ -256,7 +256,7 @@ A pair of small metal sleeves lie here, glowing~ E pixie arm plates~ These arm plates would be a tad bit to small for you..... IF YOU WERE A -FREAKING SMURF!!!! +FREAKING SMURF!!!! ~ A 11 -30 @@ -306,7 +306,7 @@ E helm dragon~ This helm appears to be made from the scales of a recently dead dragon. The plume appears to be made from the plume of said dragon. It has a copper sheen -to it. +to it. ~ A 5 2 @@ -324,7 +324,7 @@ E staff magius~ This is the Staff of the Magius. Rumored to bring untold mystical power to the one who owns it, it is also rumored to completely destroy the person -physically. +physically. ~ A 13 50 diff --git a/lib/world/obj/251.obj b/lib/world/obj/251.obj index 37dc735..0855e12 100644 --- a/lib/world/obj/251.obj +++ b/lib/world/obj/251.obj @@ -9,7 +9,7 @@ A short black ape rifle is lying here.~ E rifle gun~ These rifles are the main weapons of the Gorilla Soliders. Their .308 -calibre makes them quite deadly. +calibre makes them quite deadly. ~ A 1 1 @@ -24,7 +24,7 @@ A black ape shotgun is lying here.~ E shotgun gun~ These shotguns are used mainly by Gorilla Hunters for hunting humans. Since -this gun is a 12 guage, little aiming is required. +this gun is a 12 guage, little aiming is required. ~ A 1 1 @@ -39,7 +39,7 @@ A thick green ape cloak is lying here.~ E green thick cloak~ Green ape cloaks are worn mainly by the chimpanzees. Due to their thickness, -they provide decent armour. +they provide decent armor. ~ A 18 2 @@ -54,24 +54,24 @@ A small ape doll is lying here.~ E small ape doll~ Most ape children own one of these ape dolls. This particular one resembles -a chimpanzee, and it has dark green clothes. +a chimpanzee, and it has dark green clothes. ~ A 18 1 A 19 1 #25104 -black leather gorilla armour armor~ -black gorilla armour~ -Some black leather gorilla armour is lying here.~ +black leather gorilla armor armor~ +black gorilla armor~ +Some black leather gorilla armor is lying here.~ ~ 9 0 0 0 0 ad 0 0 0 0 0 0 0 7 0 0 0 5 600 20 0 E -black leather gorilla armour armor~ - This black leather ape armour is worn only by Gorillas. It doesn't offer -very good protection, as this suit is worn with a few holes in it. +black leather gorilla armor armor~ + This black leather ape armor is worn only by Gorillas. It doesn't offer +very good protection, as this suit is worn with a few holes in it. ~ #25105 ursus helm helmet leather black~ @@ -84,7 +84,7 @@ Ursus's black leather helmet is lying here.~ E ursus black helm helmet leather black~ This is Ursus's black helm. Ursus is the captain of the Gorilla Soldiers, so -this helm signifies his power. +this helm signifies his power. ~ A 19 4 @@ -99,7 +99,7 @@ A simple wooden club is lying here.~ E club wood wooden~ This is your basic wooden club. Some Gorilla Soldiers use these weapons, and -so do the wild humans. +so do the wild humans. ~ #25108 ape machine gun~ diff --git a/lib/world/obj/252.obj b/lib/world/obj/252.obj index 6b4a7cc..2848e28 100644 --- a/lib/world/obj/252.obj +++ b/lib/world/obj/252.obj @@ -9,7 +9,7 @@ A bloody red ring is here on the ground.~ E blood ring ancients blood~ It has a large ruby set into the center of it, a thick gold band to hold the -gem in. +gem in. ~ A 13 50 @@ -46,7 +46,7 @@ A glowing green ring has been dropped here.~ 3 1 0 15 0 E ring~ - It glows with an unholy green light, almost as if it were alive itself. + It glows with an unholy green light, almost as if it were alive itself. ~ A 13 25 @@ -62,7 +62,7 @@ A strange, red amulet has been left here.~ 7 1 0 10 0 E bloodstone amulet~ - The color is more of a deep red, like fresh blood. + The color is more of a deep red, like fresh blood. ~ A 2 2 @@ -80,7 +80,7 @@ A beautifully jeweled belt is on the ground.~ 10 1 0 5 0 E belt jeweled~ - It is very intricately detailed, very finely crafted. + It is very intricately detailed, very finely crafted. ~ A 17 9 @@ -96,7 +96,7 @@ A bright, jeweled ring has been dropped here.~ 4 1 0 5 0 E ring thumb topaz~ - The beauty is all in the jewel, these gypsies really know their craft. + The beauty is all in the jewel, these gypsies really know their craft. ~ A 17 4 @@ -129,7 +129,7 @@ E armband band studded~ This armband is meant to be worn around one's upper bicep. It is studded with many different kinds of gems, more of a cosmetic item than any kind of -armor. +armor. ~ A 17 4 @@ -145,7 +145,7 @@ A shiny bracelet is here.~ 5 1 0 5 0 E bracelet shining silver~ - It is very plain and very shiny. Pretty. + It is very plain and very shiny. Pretty. ~ A 17 4 diff --git a/lib/world/obj/253.obj b/lib/world/obj/253.obj index cad760a..5111535 100644 --- a/lib/world/obj/253.obj +++ b/lib/world/obj/253.obj @@ -9,7 +9,7 @@ A steel suit of MoS is laying here on the ground.~ E armor suit steal~ Polished to a high sheen, this suit of steel completely encases the upper -torso. Looks as if it has never seen battle. +torso. Looks as if it has never seen battle. ~ A 19 2 @@ -28,7 +28,7 @@ A steel sword with a blade-breaker guard sits on the ground.~ E sword steel~ This finely crafted weapon still shines when the light hits it right, it -looks as if it has never been to battle. +looks as if it has never been to battle. ~ #25302 shield steel~ @@ -41,7 +41,7 @@ An MoS shield has been left here.~ E shield steel~ This shield bears the sigil of the Militant Order of the Sword two swords, -point down, crossing each other. +point down, crossing each other. ~ #25303 clipboard board~ @@ -72,7 +72,7 @@ A steel wrist band have been left here.~ 5 46 0 0 0 E bands wrist steel~ - Quite simply, you wear it on your wrist and it is steel. + Quite simply, you wear it on your wrist and it is steel. ~ A 1 1 @@ -92,7 +92,7 @@ E banner gray piece cloth~ This cloth tapestry depicts the Elven Lore of the Ancients, from the beginning of time to present day. All the history and magic that is the Elven -Society is depicted on this tapestry. +Society is depicted on this tapestry. ~ A 4 2 diff --git a/lib/world/obj/254.obj b/lib/world/obj/254.obj index 488bf04..ab0fb92 100644 --- a/lib/world/obj/254.obj +++ b/lib/world/obj/254.obj @@ -7,10 +7,10 @@ Some armor made of silver chain mesh lies here.~ 10 0 0 0 30 700 0 30 0 E -armour~ +armor~ It look well-used and well worn by its previous owner. The mesh is turned black in some places from rubbing against itself, but all in all it seems a good -piece of armour. +piece of armor. ~ A 2 3 @@ -25,11 +25,11 @@ A golden locket lies here.~ E text~ To my darling daughter Penelope for her 16th birthday. Much love, Arnold - -Lord of Jareth. +Lord of Jareth. ~ E locket~ - It is engraved with a line of text etched in fine writing. + It is engraved with a line of text etched in fine writing. ~ A 4 2 @@ -75,7 +75,7 @@ E robe~ It is a long, black robe with a flowing cape. It is jet black with a thin white collar encircling the neck. It seems very formal, and very elegant. Too -bad it smells so bad. +bad it smells so bad. ~ A 6 3 @@ -115,8 +115,8 @@ Mordecai's stash has been left here.~ 10 1 0 0 0 #25417 key dull gray~ -the dull grey key~ -A dull grey key has been left here.~ +the dull gray key~ +A dull gray key has been left here.~ ~ 18 cdq 0 0 0 a 0 0 0 0 0 0 0 0 0 0 0 @@ -132,7 +132,7 @@ a hole~ E hole~ It is a putrid, rotting, grub-infested mud hole in the ground that stinks -worse than anything you have ever had to smell in your life. +worse than anything you have ever had to smell in your life. ~ #25419 corn cob~ diff --git a/lib/world/obj/255.obj b/lib/world/obj/255.obj index 7484743..94f37f3 100644 --- a/lib/world/obj/255.obj +++ b/lib/world/obj/255.obj @@ -9,7 +9,7 @@ A shadowy meat cleaver has been left here~ E scales justice scale~ As you look at the scales, you notice that they seem to sway back and forth -of their own accord, as if weighing something that is to you still unseen. +of their own accord, as if weighing something that is to you still unseen. ~ A 19 2 @@ -25,7 +25,7 @@ A gold ring is sitting here on the ground.~ 2 150 0 0 E gold ring~ - It is a simple golden ring, almost looks like the typical wedding band. + It is a simple golden ring, almost looks like the typical wedding band. ~ A 14 15 @@ -42,7 +42,7 @@ A shark-toothed necklace has been left here.~ E sword blazing~ The edge of the blade is lined with writing, religious verse apparently, in a -fine, silver-laced and flowing script. +fine, silver-laced and flowing script. ~ A 1 2 diff --git a/lib/world/obj/256.obj b/lib/world/obj/256.obj index 904299a..5d3a342 100644 --- a/lib/world/obj/256.obj +++ b/lib/world/obj/256.obj @@ -8,7 +8,7 @@ An orange lies on the ground here.~ 1 8 0 0 0 E orange~ - You wonder how it got here, seeing how oranges are non-migratory. + You wonder how it got here, seeing how oranges are non-migratory. ~ #25601 bale wheat~ @@ -20,7 +20,7 @@ There is a bale of wheat here.~ 50 1000 0 0 0 E bale wheat~ - It doesn't look appetizing to you, but a horse might enjoy this... + It doesn't look appetizing to you, but a horse might enjoy this... ~ #25602 iron flail~ @@ -48,7 +48,7 @@ barrel perfume~ Smells good...the label reads: "Somewhere between GPA and MUD there lies... - OBSESSION" + OBSESSION" ~ #25604 statue~ @@ -60,7 +60,7 @@ There is a statue of Aglandiir here, made of solid gold.~ 30 500 0 0 0 E statue~ - He's a pretty striking chap, for a dragon. + He's a pretty striking chap, for a dragon. ~ #25605 halberd~ @@ -73,7 +73,7 @@ A runed halberd lies on the ground here.~ E halberd~ The runes glow with a bright light, making you think that this might be a -pretty decent weapon. +pretty decent weapon. ~ A 18 5 @@ -87,7 +87,7 @@ A vial of a dun fluid is here.~ 1 1000 0 0 0 E potion protection dun vial~ - Looks thick, and brownish-grey (dun). Ick! + Looks thick, and brownish-gray (dun). Ick! ~ #25607 headband~ @@ -107,7 +107,7 @@ A scrawny red apple sits here.~ 1 5 0 0 0 E apple~ - It is not wormy... Yet. + It is not wormy... Yet. ~ #25609 bread loaf~ @@ -119,7 +119,7 @@ A fresh loaf of bread lies here.~ 1 10 0 0 0 E bread loaf~ - Mmmm... Rye! + Mmmm... Rye! ~ #25610 melon~ @@ -131,7 +131,7 @@ A melon sits here, discarded evidently.~ 3 100 0 0 0 E melon~ - Wow! Look at the size of that melon! + Wow! Look at the size of that melon! ~ #25611 knife~ @@ -153,7 +153,7 @@ E sword long~ This sword is light, but the heft is perfectly balanced. Such an incredible weapon can only have be crafted by the legendary smith Gabadiel, and as such be -worth a fortune! +worth a fortune! ~ A 18 2 @@ -170,7 +170,7 @@ A short sword lies here... a work of art!~ E sword short~ It brings tears to your eyes. This must have been Gabadiel the smith's -masterpiece; his final work. Simply invaluble. +masterpiece; his final work. Simply invaluble. ~ A 18 1 @@ -194,7 +194,7 @@ A suit of plate mail lies here.~ 50 500 0 0 0 E armor suit plate mail~ - This armor was made especially for the Lord's Guard. + This armor was made especially for the Lord's Guard. ~ #25616 cooler~ @@ -206,7 +206,7 @@ A cooler rests here against one wall.~ 50 200 0 0 0 E cooler~ - It must be magically maintained, to keep all the food cold. + It must be magically maintained, to keep all the food cold. ~ #25617 lord's Lord's badge office~ @@ -219,7 +219,7 @@ The Lord's badge of office lays on the ground here.~ E badge office~ This is the Lord's symbol of integrity and responsibility, the symbol of the -people of Jareth. +people of Jareth. ~ A 4 3 @@ -245,7 +245,7 @@ A glass of wine sits forgotten here.~ 2 500 0 0 0 E glass~ - This is a nice glass filled with the Lord's finest. + This is a nice glass filled with the Lord's finest. ~ #25620 tea cup tea~ @@ -257,7 +257,7 @@ A cup of tea sits here.~ 2 100 0 0 0 E tea cup~ - Looks good. Looks warm. Doesn't matter; it still looks good. + Looks good. Looks warm. Doesn't matter; it still looks good. ~ #25621 slice pie~ @@ -269,12 +269,12 @@ A slice of pie is sitting here.~ 1 100 0 0 0 E slice pie~ - Whew! Looks like some good food! + Whew! Looks like some good food! ~ #25625 -key grey metal~ -a grey key~ -A key made of a strange grey metal has been left here.~ +key gray metal~ +a gray key~ +A key made of a strange gray metal has been left here.~ ~ 18 cdq 0 0 0 a 0 0 0 0 0 0 0 0 0 0 0 diff --git a/lib/world/obj/257.obj b/lib/world/obj/257.obj index 65b970a..0f4b59f 100644 --- a/lib/world/obj/257.obj +++ b/lib/world/obj/257.obj @@ -57,7 +57,7 @@ A pair of orange-tinted, mirrored sunglasses sit here.~ E sunglasses glasses mirrored~ Lenses in the shape of rectangles, these orange-tinted mirrored sunglasses -are UV protected. +are UV protected. ~ #25707 tie dyed robe~ @@ -70,7 +70,7 @@ A tie dyed robe sits here.~ E tie dyed robe~ Colored in every shade under the rainbow, this robe is sure to attract -attention. +attention. ~ #25708 round fishing hat~ @@ -83,7 +83,7 @@ A round fishing hat has been left here.~ E round fishing hat~ Round, rumpled, and covered in lures, this hat must have been someone's -favorite. +favorite. ~ #25709 waybread bread~ @@ -96,7 +96,7 @@ Some waybread has been put here.~ E waybread bread~ The waybread is the traditional feed of elves when traveling, they call it -lembas. It is said to refresh the weary traveler greatly. +lembas. It is said to refresh the weary traveler greatly. ~ #25710 dried rations~ @@ -140,7 +140,7 @@ Some nachos have been left here.~ 1 5 0 0 0 E nachos nacho~ - They have cheese on them. Looks like one of The Goat's specials. + They have cheese on them. Looks like one of The Goat's specials. ~ #25715 chest coins gold treasure~ @@ -162,7 +162,7 @@ E bench~ It is a quite heavy but very comfortable bench. It is placed with its front towards the river so that you may enjoy the view of the river and all the shops -and homes on the opposite bank. +and homes on the opposite bank. ~ #25717 glowing rack armor~ @@ -191,9 +191,9 @@ menu~ fine dining and exotic entertainment Ask for any of our dinner specials - + -OR- - + if you are in the mood for something a bit more on the WILD side, try our upper lounge's wonderful facilities @@ -338,7 +338,7 @@ E large fountain statue~ It is a well crafted fountain, carved from a single piece of granite beautifully rendered so to represent a feeling of victory. It seems to be -enchanted in some manner, as the water level seems to never lower. +enchanted in some manner, as the water level seems to never lower. ~ #25736 sanitary footy~ @@ -506,7 +506,7 @@ A small yellow potion has carelessly been left here.~ 1 20 0 0 0 E potion yellow~ - The potion has a small label 'Detect The Invisible'. + The potion has a small label 'Detect The Invisible'. ~ #25752 scroll recall~ @@ -518,19 +518,19 @@ A scroll has carelessly been left here.~ 4 1000 0 0 0 E scroll recall~ - The scroll has written a formulae of 'Word of Recall' upon it. + The scroll has written a formulae of 'Word of Recall' upon it. ~ #25753 -wand grey~ -a grey wand of invisibility~ -A grey wand has carelessly been left here.~ +wand gray~ +a gray wand of invisibility~ +A gray wand has carelessly been left here.~ ~ 3 g 0 0 0 ao 0 0 0 0 0 0 0 12 2 2 29 2 400 0 0 0 E -wand grey~ - The wand is an old dark grey stick. You notice a small symbol etched at +wand gray~ + The wand is an old dark gray stick. You notice a small symbol etched at the base of the wand. It looks like this: \ / @@ -569,7 +569,7 @@ A metal staff has carelessly been left here.~ 7 850 0 0 0 E staff metal~ - The staff is made of metals unknown to you. + The staff is made of metals unknown to you. ~ #25756 gold~ @@ -613,7 +613,7 @@ A raft has been left here.~ 50 400 0 0 0 E raft~ - The raft looks very primitive. + The raft looks very primitive. ~ #25761 canoe~ @@ -626,7 +626,7 @@ A canoe has been left here.~ E canoe~ The canoe looks to be made from white ash. A strong but light wood that can -be easily steamed into almost any shape. +be easily steamed into almost any shape. ~ #25762 row boat~ @@ -646,9 +646,9 @@ A floatation device has been left here.~ 10 200 0 0 0 E rubber ducky flotation device~ - You have got to be kidding! No one would actually use this would they? + You have got to be kidding! No one would actually use this would they? You are going to be the laughing stock of the realm if you ever use this thing. - + ~ #25764 beer red lager beer~ @@ -677,7 +677,7 @@ A pair of bright green and yellow checkered pants has been left here.~ E bright green yellow checkered pants~ Reading the tag in the back, you see that it was Made in Jareth, by Franz's -Clothier. +Clothier. ~ #25767 hot pink golfers cap ball~ @@ -713,7 +713,7 @@ A pair of black gloves have been left here.~ 5 700 0 0 0 E stealing gloves~ - Black, leather, with the fingers cut off, these gloves radiate power. + Black, leather, with the fingers cut off, these gloves radiate power. ~ A 2 2 @@ -801,7 +801,7 @@ Jacque the Jackal's pinky finger lies on the ground here.~ 1 1000 0 0 0 E jacque pinky finger~ - Is that a booger on the end? Yuck! + Is that a booger on the end? Yuck! ~ #25781 wall sign~ @@ -814,7 +814,7 @@ A sign hangs on the wall here.~ E sign~ This establishment will pay any being who gives blood a flat sum of gold in -return for their donation. Simply GIVE BLOOD and you shall be rewarded. +return for their donation. Simply GIVE BLOOD and you shall be rewarded. ~ #25782 sign~ @@ -840,7 +840,7 @@ An empty vial has been left here.~ 1 1 0 0 0 E vial~ - It's just an empty vial. + It's just an empty vial. ~ #25784 blank scrolled paper~ @@ -930,11 +930,11 @@ A large, sociable bulletin board is mounted on a wall here.~ 0 0 0 0 0 E drop box message~ - Use 'look box' to write a message. + Use 'look box' to write a message. ~ E box~ - If you can read this, the drop box is not working. + If you can read this, the drop box is not working. ~ #25797 board frozen bulletin~ @@ -946,11 +946,11 @@ A large bulletin board is here, carved from a block of ice.~ 0 0 0 0 0 E freeze bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ #25798 board holy bulletin~ @@ -962,11 +962,11 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~ 0 0 0 0 0 E holy bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ #25799 board bulletin~ @@ -978,10 +978,10 @@ A large bulletin board is mounted on a wall here.~ 0 0 0 0 0 E bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ $~ diff --git a/lib/world/obj/258.obj b/lib/world/obj/258.obj index 513637d..857f13a 100644 --- a/lib/world/obj/258.obj +++ b/lib/world/obj/258.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/259.obj b/lib/world/obj/259.obj index 513637d..857f13a 100644 --- a/lib/world/obj/259.obj +++ b/lib/world/obj/259.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/26.obj b/lib/world/obj/26.obj index ede8ae5..185c943 100644 --- a/lib/world/obj/26.obj +++ b/lib/world/obj/26.obj @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/obj/260.obj b/lib/world/obj/260.obj index ede8ae5..185c943 100644 --- a/lib/world/obj/260.obj +++ b/lib/world/obj/260.obj @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/obj/261.obj b/lib/world/obj/261.obj index 8160b53..ca2ed59 100644 --- a/lib/world/obj/261.obj +++ b/lib/world/obj/261.obj @@ -24,7 +24,7 @@ A glistening pool of water shines here in the mountain sun.~ 1505 0 0 0 0 E pool water~ - Almost looks inviting enough to make you want to jump in! + Almost looks inviting enough to make you want to jump in! ~ #26102 black dress~ @@ -53,7 +53,7 @@ A maid's white smock is tossed carelessly in a corner.~ E sculpture~ It is of a beautiful woman, straining beneath a heavy weight. She looks -tired, with chiseled tears staining her cheeks. It makes you sad. +tired, with chiseled tears staining her cheeks. It makes you sad. ~ #26105 blood shower blood~ @@ -194,7 +194,7 @@ A piece of whittled wood lays on the ground.~ E food~ It is just random and assorted food. Don't ask questions. It is only a -game. +game. ~ A 9 5 diff --git a/lib/world/obj/262.obj b/lib/world/obj/262.obj index 3c97440..e0ffaa4 100644 --- a/lib/world/obj/262.obj +++ b/lib/world/obj/262.obj @@ -9,7 +9,7 @@ A terribly wicked looking set of bear's claws have been left here.~ E claws bear~ They look as if they might fit well into the palms of your hand - maybe to -use as weapon, hmm... +use as weapon, hmm... ~ A 1 1 @@ -24,7 +24,7 @@ A pile of rattlesnake skin has been dropped here.~ E belt skin snake~ The skin is naturally decorated by the diamonds that cover the skin of most -rattlesnakes from the forest area east of Midgaard. +rattlesnakes from the forest area east of Midgaard. ~ #26202 rattle snake~ @@ -63,7 +63,7 @@ A set of wolf's paws have been left here.~ E paws wolf~ They seem like they would fit right over your own hands as a defense against -blows and an attack with the claws they still boast. +blows and an attack with the claws they still boast. ~ A 19 1 diff --git a/lib/world/obj/263.obj b/lib/world/obj/263.obj index d131694..adb5927 100644 --- a/lib/world/obj/263.obj +++ b/lib/world/obj/263.obj @@ -8,7 +8,7 @@ A small metal pail is lying here on the floor.~ 20 150 0 0 E water pail water~ - Looks to be a very sturdy little pail. + Looks to be a very sturdy little pail. ~ #26301 bag patchwork~ @@ -20,7 +20,7 @@ A patchwork bag lies on the ground here.~ 2 1 0 0 E bag patchwork~ - Looks like a bag which has seen a great many years. + Looks like a bag which has seen a great many years. ~ #26302 boots rubber~ @@ -32,7 +32,7 @@ A pair of rubber boots have been left here.~ 2 1 0 0 E boots rubber~ - I would be VERY careful not to touch the bottoms of those. + I would be VERY careful not to touch the bottoms of those. ~ #26303 jacket cowhide~ @@ -44,7 +44,7 @@ A cowhide jacket has been left here.~ 2 1 0 0 E jacket cowhide~ - Looks VERY manly, strong, even. + Looks VERY manly, strong, even. ~ #26304 hat floppy cloth~ @@ -69,7 +69,7 @@ A patchwork cloak lies here, discarded.~ 2 1 0 0 E cloak patchwork~ - Looks as if this cloak has been worn many a year, over many a road. + Looks as if this cloak has been worn many a year, over many a road. ~ A 5 2 @@ -86,7 +86,7 @@ A flowered dress has been tossed away in a corner.~ E dress flowered~ The dress is made from fine fabric and fits very tightly. Real plain jane -farmer's daughter type clothing here. +farmer's daughter type clothing here. ~ A 6 2 @@ -100,7 +100,7 @@ A milking stool sits here.~ 1 1 0 0 E stool~ - Small, wood, and rickety - three legs, be careful. + Small, wood, and rickety - three legs, be careful. ~ A 11 5 @@ -114,7 +114,7 @@ A piano sits in the middle of the floor, looking very lonely.~ 0 0 0 0 E piano~ - Looks as if the keys haven't been touched in years. + Looks as if the keys haven't been touched in years. ~ #26309 whip horse~ @@ -126,7 +126,7 @@ A horse whip has been left here.~ 2 1 0 0 E whip horse~ - It is made of brown leather. Looks like a sex toy more than a horse whip! + It is made of brown leather. Looks like a sex toy more than a horse whip! ~ #26310 rope~ @@ -146,7 +146,7 @@ A pair of riding boots have been left here.~ 2 1 0 0 E boots riding~ - Spurs and all, these are a FINE pair of boots. + Spurs and all, these are a FINE pair of boots. ~ A 2 2 @@ -160,7 +160,7 @@ A horseman's hat has been left here.~ 2 1 0 0 E hat horseman~ - Kind of makes you look like Indiana Jones. Maybe even better than that. + Kind of makes you look like Indiana Jones. Maybe even better than that. ~ #26313 straw piece~ @@ -172,7 +172,7 @@ A piece of straw has been left here.~ 1 1 0 0 E straw piece~ - It's all chewed at one end, maybe you should wash it first... + It's all chewed at one end, maybe you should wash it first... ~ #26314 pants rawhide~ @@ -185,7 +185,7 @@ A pair of rawhide pants have been left here.~ E pants rawhide~ They look really stiff and uncomfortable, but then it's better than being -naked. +naked. ~ #26315 scythe~ @@ -197,7 +197,7 @@ A field scythe is laying on the floor.~ 1 1 0 0 E scythe~ - Not quite as cool as the Grim Reaper's, but cool just the same. + Not quite as cool as the Grim Reaper's, but cool just the same. ~ #26316 stone skipping~ @@ -209,7 +209,7 @@ A round, flattened stone is here.~ 1 1 0 0 E stone skipping ~ - Looks like it would be a great candidate for a skipper. + Looks like it would be a great candidate for a skipper. ~ A 5 2 @@ -223,7 +223,7 @@ A bamboo fishing pole has been left here.~ 1 1 0 0 E pole fishing bamboo~ - A simple branch of bamboo with some string and a hook tied to it. + A simple branch of bamboo with some string and a hook tied to it. ~ #26318 hat straw~ @@ -235,7 +235,7 @@ A straw hat has been left here.~ 2 1 0 0 E hat straw~ - Big huge brim, looks like it would DEFINATELY keep the sun out of your eyes. + Big huge brim, looks like it would DEFINITELY keep the sun out of your eyes. ~ #26319 @@ -251,6 +251,6 @@ boots steel toed rubber~ A shudder goes down your spine as you just think about being kicked by these heavy steel montrosities. They are made from rugged leather hide and the toes are capped with solid steel. They look like they could do some serious groin -damage, if implemented properly. +damage, if implemented properly. ~ $~ diff --git a/lib/world/obj/264.obj b/lib/world/obj/264.obj index aa07670..6f098d5 100644 --- a/lib/world/obj/264.obj +++ b/lib/world/obj/264.obj @@ -172,12 +172,12 @@ A fine jacket has been left here.~ 8 800 0 20 0 E buttons~ - The heavy buttons are engraved with small anchors. + The heavy buttons are engraved with small anchors. ~ E stately jacket~ - The dark jacket is really quite nice. The material is smooth and clean. -Heavy metal buttons are sewn in a straight line from top to bottom. + The dark jacket is really quite nice. The material is smooth and clean. +Heavy metal buttons are sewn in a straight line from top to bottom. ~ A 23 2 @@ -196,7 +196,7 @@ Some soft, comfortable boots have been abandoned here.~ E boots travelling~ These boots are typical of travellers. Lightweight and comfortable yet -sturdy. +sturdy. ~ A 14 16 diff --git a/lib/world/obj/265.obj b/lib/world/obj/265.obj index f5d404d..6aa6a12 100644 --- a/lib/world/obj/265.obj +++ b/lib/world/obj/265.obj @@ -9,11 +9,11 @@ There is a mahogney desk here, up against the east wall.~ E desk~ It looks as if any business the Lighthouse Keeper may need to do is done -here, at this desk. It has a drawer in it and implements for writing. +here, at this desk. It has a drawer in it and implements for writing. ~ E drawer~ - Looks like any other drawer you've seen before - knob and all. + Looks like any other drawer you've seen before - knob and all. ~ #26501 key figure eight~ diff --git a/lib/world/obj/266.obj b/lib/world/obj/266.obj index c6cb6eb..991a2c8 100644 --- a/lib/world/obj/266.obj +++ b/lib/world/obj/266.obj @@ -8,7 +8,7 @@ A spiked collar has been dropped here.~ 10 1 0 18 0 E collar black spiked~ - If this is a dog's collar, then it must've been one huge dog. + If this is a dog's collar, then it must've been one huge dog. ~ A 19 2 @@ -27,7 +27,7 @@ A black pile of cloth is in the ground.~ E cape night~ This beautiful cape looks to be made from an unknown material, at least -unknown to this world. +unknown to this world. ~ A 18 2 @@ -46,7 +46,7 @@ The Gloves of Soul Stealing have been dropped here.~ E gloves soul stealing~ These black chain mesh gloves have stolen many souls and taken them straight -to Hell. +to Hell. ~ A 19 2 @@ -64,7 +64,7 @@ A shimmering helm is the ground.~ 10 1 0 20 0 E helm shimmering~ - This ethereal helm shimmers faintly with arcane energies. + This ethereal helm shimmers faintly with arcane energies. ~ A 5 2 @@ -80,7 +80,7 @@ Some glowing red eyelets are glowing on the floor.~ 3 1 0 15 0 E eyelets red glowing~ - They look as if they radiate evil's essence. + They look as if they radiate evil's essence. ~ A 19 1 @@ -98,7 +98,7 @@ A strange looking breast plate is here.~ 15 1 0 20 0 E breast plate spectral~ - It is engraved and carved in intricate ancient symbols. + It is engraved and carved in intricate ancient symbols. ~ A 13 50 @@ -112,7 +112,7 @@ A strong looking brown leather backpack lies here on the floor.~ 10 1 0 0 0 E backpack pack~ - Dusty and worn, it looks very usable. + Dusty and worn, it looks very usable. ~ #26607 stake wooden~ @@ -125,7 +125,7 @@ Someone left a wooden stake here.~ E stake wooden~ It looks to have been fashioned more as a weapon than as a tool for -anchoring. +anchoring. ~ A 1 2 @@ -141,6 +141,6 @@ A string of garlic has been left here.~ 7 1 0 0 0 E garlic string~ - It is long enough to be worn around neck or waist, take your pick. + It is long enough to be worn around neck or waist, take your pick. ~ $~ diff --git a/lib/world/obj/267.obj b/lib/world/obj/267.obj index fcdeb8c..f40defa 100644 --- a/lib/world/obj/267.obj +++ b/lib/world/obj/267.obj @@ -8,7 +8,7 @@ A pretty pink taffeta dress lies crumpled on the ground.~ 5 300 0 0 0 E dress pink taffeta~ - It's a beautifuly tailored pink dress. You would look quite nice in it. + It's a beautifuly tailored pink dress. You would look quite nice in it. ~ #26701 dress blue silk~ @@ -20,7 +20,7 @@ A pretty blue silk dress is getting wrinkled and dirty lying on the ground.~ 5 300 0 0 0 E dress blue silk~ - It's a beautifully tailored silk dress. You would look smashing in it. + It's a beautifully tailored silk dress. You would look smashing in it. ~ #26702 dress white cotton~ @@ -32,7 +32,7 @@ A pretty white cotton dress has been tossed to the ground.~ 5 300 0 0 0 E dress white cotton~ - It's a lovely cotton dress. You would look quite the woman in it. + It's a lovely cotton dress. You would look quite the woman in it. ~ #26703 dress beige burlap~ @@ -44,7 +44,7 @@ An ugly beige burlap dress looks very like a sack of potatoes on the ground.~ 5 300 0 0 0 E dress beige burlap~ - Eyugh. Gross. You don't actually want to wear _this_, do you? + Eyugh. Gross. You don't actually want to wear _this_, do you? ~ #26704 dress swirling beautiful multi-colored~ @@ -58,7 +58,7 @@ E dress swirling beautiful multi-colored~ The dress is made from many different colors, and just seems to flow more than rest. You would look more beautiful than you ever have in this luscious -garb. +garb. ~ A 3 -2 @@ -76,7 +76,7 @@ E talisman demon-faced demon faced charming~ It has a picture of a disgustingly ugly daemon on it. It looks quite evil, but it also looks very powerful. You can feel the magic flowing from it to your -hand. You're torn on whether to use it or not. +hand. You're torn on whether to use it or not. ~ #26706 robe leisure~ @@ -105,7 +105,7 @@ A tar rattle just insists on your getting it.~ 2 1000 0 0 0 E rattle tar~ - Awww... Look at it! You just wnat to pick it right up and rattle it. + Awww... Look at it! You just wnat to pick it right up and rattle it. ~ A 3 -3 @@ -121,7 +121,7 @@ A scroll with the description of a man screaming at the top of his lungs has bee 15 400 0 0 0 E scroll fear~ - It looks pretty frightening. + It looks pretty frightening. ~ #26709 crown spikes~ @@ -135,7 +135,7 @@ E crown spikes~ The hat itself is rather disconcerting. Huge, very sharp, razorlike spikes protrude from the top; it's pa268ed with cloth at the bottom, so it looks like -it might be worth with relative comfort--but it sure looks sinister. +it might be worth with relative comfort--but it sure looks sinister. ~ A 1 2 @@ -152,7 +152,7 @@ A black, bloodstained robe is crumpled on the floor.~ E robe fear black blood stained bloodstained~ This strange robe seems to absorb the light around it. It's stained with the -blood of many men. +blood of many men. ~ A 12 20 @@ -169,7 +169,7 @@ A ball and chain lies on the ground.~ E ball chain~ It's a huge steel bowling ball--looks to way several hundred kilograms--with -a long chain extended to one legiron... +a long chain extended to one legiron... ~ A 2 -3 @@ -206,7 +206,7 @@ A huge butcher knife has been left on the ground.~ E knife butcher~ It looks quite effective as a knife. It's very sharp and has just the right -amount of blood from previous kills. +amount of blood from previous kills. ~ A 18 3 @@ -238,7 +238,7 @@ A pair of pitch black leggings lie on the ground.~ 15 200 0 0 0 E leggings pitch black~ - The leggings are made from the same kind of stone the outer area of the + The leggings are made from the same kind of stone the outer area of the High Path in Vice Island are. They are probably imported from the same place. ~ A @@ -255,7 +255,7 @@ A pair of pitch black boots lie on the ground.~ 15 300 0 0 0 E boots pitch black~ - The boots are made from the same kind of stone the outer area of the + The boots are made from the same kind of stone the outer area of the High Path in Vice Island are. They are probably imported from the same place. ~ A @@ -270,7 +270,7 @@ A pair of pitch black gloves are on the ground.~ 15 1000 0 0 0 E gloves pitch black~ - The gloves are made from the same kind of stone the outer area of the + The gloves are made from the same kind of stone the outer area of the High Path in Vice Island are. They are probably imported from the same place. ~ A @@ -285,7 +285,7 @@ The Blade of Terror has been thrown to the ground.~ 15 1000 0 0 0 E blade pitch black terror~ - The blade is made from the same kind of stone the outer area of the + The blade is made from the same kind of stone the outer area of the High Path in Vice Island are. They are probably imported from the same place. ~ A @@ -302,7 +302,7 @@ A pitch black plate armor has been carelessly left behind.~ 20 1000 0 0 0 E armor pitch black plate~ - The armor is made from the same kind of stone the outer area of the + The armor is made from the same kind of stone the outer area of the High Path in Vice Island are. They are probably imported from the same place. ~ #26721 @@ -316,7 +316,7 @@ The Headdress of Terror has been dropped here.~ E hea268ress terror~ This hea268ress is made from the same metal as the Temple of Terror is made -from. Perhaps they came from the same blacksmith. +from. Perhaps they came from the same blacksmith. ~ A 3 -3 @@ -332,7 +332,7 @@ A ring of pitch-black metal is half-sticking out of the floor.~ 2 800 0 0 0 E ring pitch black~ - The ring is made from the same kind of stone the outer area of the + The ring is made from the same kind of stone the outer area of the High Path in Vice Island are. They are probably imported from the same place. ~ A @@ -347,8 +347,8 @@ A cloak of darkness is in a heap on the ground.~ 20 1000 0 0 0 E cloak darkness~ - The material the cloak is made from just seems to suck the light right in. -You can still see around you, but things just look dimmer. It's rally o268. + The material the cloak is made from just seems to suck the light right in. +You can still see around you, but things just look dimmer. It's rally o268. ~ A 4 -1 @@ -459,7 +459,7 @@ A glowing red potion bubbles in a canister on the ground.~ E potion red glowing~ It looks rather strange. Somehow you get the feeling it might not be a good -idea to quaff this one. +idea to quaff this one. ~ #26736 potion blue shining~ @@ -471,7 +471,7 @@ A shining blue potion is in a canister on the ground.~ 3 1000 0 0 0 E potion blue shining~ - It looks informative. + It looks informative. ~ #26737 potion green~ @@ -507,7 +507,7 @@ A green cloak of wisdom is in a heap on the ground.~ 3 1000 0 30 0 E cloak wisdom~ - It's of a silvery metal, and practically eminates magic. + It's of a silvery metal, and practically eminates magic. ~ A 4 3 @@ -523,7 +523,7 @@ A hazel cloak of forgetfulness is in a big heap on the ground.~ 3 1000 0 0 0 E cloak forgetfulness~ - It's of a strange hazel material, and doesn't look particularly helpful. + It's of a strange hazel material, and doesn't look particularly helpful. ~ A 3 -5 diff --git a/lib/world/obj/268.obj b/lib/world/obj/268.obj index 513637d..857f13a 100644 --- a/lib/world/obj/268.obj +++ b/lib/world/obj/268.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/269.obj b/lib/world/obj/269.obj index 7e59be4..957545c 100644 --- a/lib/world/obj/269.obj +++ b/lib/world/obj/269.obj @@ -25,7 +25,7 @@ A A 14 -30 #26902 -hatchet, tomahawk~ +hatchet tomahawk~ a chipped tomahawk~ A strange little axe is here, abandoned on the ground.~ ~ @@ -58,7 +58,7 @@ E dagger stone quartz~ This is the oldest of all daggers, and by far the best. Ancient enscriptions are scratched into its quartz-like surface, and the entire dagger seems to -become part of your arm. +become part of your arm. ~ A 18 3 @@ -76,7 +76,7 @@ An Indian bone breastplate is here.~ 9 1000 0 0 E bone plate breastplate~ - It seems to be lightweight, but effective armor. + It seems to be lightweight, but effective armor. ~ #26906 leather headband band~ @@ -89,7 +89,7 @@ A leather headband is here, it is your destiny to wear it.~ E leather band headband~ You see that it is a well-made headband, with an eagle's feather sewn into -it. +it. ~ A 4 2 @@ -108,7 +108,7 @@ A necklace is here, made of shining stones.~ E beaded necklace beads quartz~ This necklace has been carefully crafted without tools, out of the purest -black quartz you have ever seen. +black quartz you have ever seen. ~ A 9 10 @@ -124,7 +124,7 @@ A cactus thorn lies here, almost under your feet.~ 1 100 0 0 E thorn cactus~ - This little thorn has come from the largest brand of cactus known to man. + This little thorn has come from the largest brand of cactus known to man. ~ #26967 feather red key~ @@ -136,6 +136,6 @@ A red feather is lying here.~ 1 1 0 0 E feather red key~ - It is red, but not like any red you have ever seen. + It is red, but not like any red you have ever seen. ~ $~ diff --git a/lib/world/obj/27.obj b/lib/world/obj/27.obj index 587a86a..cfa0e49 100644 --- a/lib/world/obj/27.obj +++ b/lib/world/obj/27.obj @@ -9,7 +9,7 @@ A large iron pick has been dropped here.~ E large iron pick~ This large pick looks incredibly strong and heavy. Small gashes and -scratches in the metal show that it has been well used. +scratches in the metal show that it has been well used. ~ #2701 blackened axe black glistening~ @@ -23,12 +23,12 @@ E blackened axe black glistening~ This incredibly sharp axe looks to be made of some normal metal which has then been blackened with magic. Only the handle appears naturally dark, carved -out of glistening obsidian and inscribed with evil runes. +out of glistening obsidian and inscribed with evil runes. ~ E evil runes~ The runes are unreadable but unmistakably Khan-li in origin, testifying to -the evil magic bestowed upon this weapon. +the evil magic bestowed upon this weapon. ~ A 1 2 @@ -47,7 +47,7 @@ A trickle of water snakes its way slowly along the grooves in the floor.~ E trickle water~ This trickle of water is slightly murky from particles of dust and rubble, -but does not look otherwise contaminated. +but does not look otherwise contaminated. ~ #2703 phosphorescent mushroom fungi fungus~ @@ -60,7 +60,7 @@ phosphorescent mushroom fungi fungus~ E phosphorescent mushroom fungi fungus~ Smooth and fragile to the touch, this tiny domed mushroom glows faintly all -over, as though it has tapped some internal source of light. +over, as though it has tapped some internal source of light. ~ #2704 dark red pool liquid~ @@ -72,10 +72,10 @@ dark red pool liquid~ 55 0 0 0 0 E dark red pool liquid~ - This pool has the disturbing colour of blood but appears to be water + This pool has the disturbing color of blood but appears to be water contaminated with rusty particles of the mineral hematite from the surrounding rock. This makes it gruesome to look at, and probably very inadvisable to -drink. +drink. ~ #2705 miniature corked bottle fairy tears~ @@ -89,7 +89,7 @@ E miniature corked bottle fairy tears~ This tiny glimmering bottle is of fairy make, fragile crystal reflecting the soft glow of the tears within. An equally tiny cork seals the bottle, set with -a perfectly minute aquamarine gem. +a perfectly minute aquamarine gem. ~ #2706 ragged diary book 1~ @@ -102,37 +102,37 @@ A ragged book has been left here.~ E ragged diary~ This dark leather book is almost falling apart, although there appears to be -very little written inside it. The word gPRIVATE n has been carefully carved +very little written inside it. The word @gPRIVATE@n has been carefully carved into the cover. (type look 1, 2, or 3 to view pages) ~ E 3~ - G - gEntry 3 n + @G +@gEntry 3@n Somehow I fear this may be my last entry. I have been recruited, along with several others for a secret task by the sorceress' evil bird. What the task is I do not yet know, but I know that the sorceress has a particular way of -keeping her secrets, and it does not involve the survival of witnesses. +keeping her secrets, and it does not involve the survival of witnesses. ~ E 2~ - G - gEntry 2 n + @G +@gEntry 2@n Someone came to help us today, he told me he knew how to destroy the sorceress once and for all. I thought he would be the one to succeed but he was killed by the toothy one. Now the abominable creature has holed itself -into a cave from which there is no return... or so it is claimed. +into a cave from which there is no return... or so it is claimed. ~ E 1~ - G - gEntry 1 n + @G +@gEntry 1@n I have lost all interest in keeping this diary. Since the sorceress has taken over, life has not been worth writing about. I shall instead record anything I observe that may aid in her demise, though it will mean my death -should this book be found. +should this book be found. ~ #2707 carcass stone~ @@ -147,7 +147,7 @@ stone carcass~ This is the perfect form of a crumpled memlin corpse, one of the many diggers found throughout the tunnels. This creature has obviously met a most unnatural death, as the corpse has fossilized into an eternal stone statue, an expression -of surprise and horror frozen into its features. +of surprise and horror frozen into its features. ~ #2708 goethite shackle~ @@ -163,7 +163,7 @@ goethite shackle~ This shackle has been twisted by some unnatural means out of goethite crystals. Dark as night, it glistens as though dripping with the black blood of the Khan'li themselves. It appears to be unlockable, except by a magic as -strong as that which wrought it. +strong as that which wrought it. ~ #2709 bejewelled crystal key~ @@ -177,7 +177,7 @@ E bejewelled crystal key~ This sparkling key catches the light perfectly, giving it a rainbow hue. A perfectly round red beryll is set into the crystal, making it glow with magic. - + ~ #2710 candystick~ @@ -199,7 +199,7 @@ E dark visored helmet~ This dark helmet glimmers various shades of blue and green when turned in the light. The metal visor looks as though it offers excellent protection -though making it somewhat harder to see, at least by any natural means. +though making it somewhat harder to see, at least by any natural means. ~ #2712 irridescent breastplate plate~ @@ -213,7 +213,7 @@ E irridescent breastplate plate~ This breastplate is a deep inky black that shimmers irridescent green and blue at the slightest movement. As well as being extraordinarily beautiful, it -looks as though it offers excellent defense. +looks as though it offers excellent defense. ~ #2713 ink black boots ink-black~ @@ -227,7 +227,7 @@ E ink black boots ink-black~ These thigh-high boots are plated and jointed at the knee, allowing for freedom of movement. A smooth glistening black they feel strangely cold, as -though some evil magic chills them. +though some evil magic chills them. ~ #2714 water leathery pouch water~ @@ -239,8 +239,8 @@ A leathery pouch is lying here.~ 15 50 0 1 0 E leathery water pouch~ - Apparently made for holding water, this tan-coloured leather has been -treated with some form of sticky resin, making it relatively leak-proof. + Apparently made for holding water, this tan-colored leather has been +treated with some form of sticky resin, making it relatively leak-proof. ~ #2715 fountain bubbling~ @@ -253,7 +253,7 @@ A large round bench sits in the center of the room.~ E fountain bubbling~ Sculpted from glass and filled with smooth round pebbles, the water -splashing lazily from this fountain looks crystal clear. +splashing lazily from this fountain looks crystal clear. ~ #2716 fragrant flower~ @@ -267,7 +267,7 @@ E fragrant flower~ Various shades of magenta and purple, this flower has a large golden stamen that fills the air with a sweet perfume, making it a likely member of the -tropical hibiscus family. +tropical hibiscus family. ~ #2718 test bracelet~ @@ -289,7 +289,7 @@ A bottle of clear liquid lies here.~ E Griffin's Tears clear liquid small bottle~ This small bottle is round with a cork tightly sealing it as if the liquid -inside was very precious. +inside was very precious. ~ #2720 floorboards loose~ @@ -302,12 +302,12 @@ A mouldy puddle stagnates in the corner.~ E mouldy puddle~ This looks like it may have once been water, but has turned into a greenish -glob of undrinkable slime from the influence of mould and various fungi. +glob of undrinkable slime from the influence of mould and various fungi. ~ E loose floorboards~ These floorboards look a little loose, as though they have been pried open -and set carefully back into place. +and set carefully back into place. ~ #2721 white bone key~ @@ -320,7 +320,7 @@ A white key lies here.~ E white bone key~ This tiny white key has been carefully carved from a single curved bone, the -notches are sharp enough to cut and have been polished until gleaming. +notches are sharp enough to cut and have been polished until gleaming. ~ #2722 bubbling hot spring~ @@ -333,7 +333,7 @@ A bubbling hot spring flows here.~ E bubbling hot spring~ This spring flows lazily through the cavern, its heat evidenced by the -wafting steam and bubbling water. +wafting steam and bubbling water. ~ #2723 small doll~ @@ -349,7 +349,7 @@ small doll~ This little doll is obviously hand-made from old rags and stuffing, carelessly sewn together. The eyes however, are made of some unknown material and are chillingly life-like. Mostly in the closed position, from time to time -they open as if by accident. +they open as if by accident. ~ #2724 fiery spine~ @@ -360,10 +360,10 @@ A @Rfiery spine@n lies here.~ 2 3 9 14 3 300 0 0 0 E -firey spine~ +fiery spine~ This long sharp spine seems to glisten slightly as though recently hewn from its animal owner. Blood red and hot to the touch, a wisp of smoke curls -continually around it as though some inner fire continually burns. +continually around it as though some inner fire continually burns. ~ #2725 skull stone massive dragon~ @@ -376,9 +376,9 @@ The massive stone skull of a dragon sits ominously on the altar.~ E massive stone dragon skull~ This enormous stone skull appears to have come from an actual dragon corpse. -Apparently once made of bone, it has long since petrified into smooth stone. +Apparently once made of bone, it has long since petrified into smooth stone. Long jagged teeth frame the slightly open jaw, and the two immense eye sockets -are empty, filled with an unnatural darkness. +are empty, filled with an unnatural darkness. ~ #2726 broken shard glass~ @@ -393,7 +393,7 @@ E broken shard glass~ This glass appears to mirror something, dark swirling shapes lingering just beneath the flawless surface. Almost unnaturally black, it seems to whisper to -you, invoking the urge to pick it up and look closer. +you, invoking the urge to pick it up and look closer. ~ #2727 glowing blue shard glass~ @@ -410,7 +410,7 @@ glowing blue shard glass~ some aspect of you, as indeed its mirror host once would have. A delicate silver chain, fine as spider-silk supports the jewel-like glass, silvery writing scrawled across the smooth surface, spelling the words: Healer, heal -thyself. +thyself. ~ A 12 30 @@ -429,7 +429,7 @@ glowing red shard glass~ some aspect of you, as indeed its mirror host once would have. A delicate silver chain, fine as spider-silk supports the jewel-like glass, silvery writing scrawled across the smooth surface, spelling the words: Conqueror, -conquer thyself. +conquer thyself. ~ A 13 30 @@ -448,7 +448,7 @@ glowing green shard glass~ some aspect of you, as indeed its mirror host once would have. A delicate silver chain, fine as spider-silk supports the jewel-like glass, silvery writing scrawled across the smooth surface, spelling the words: Deceiver, know -thyself. +thyself. ~ A 14 30 @@ -467,7 +467,7 @@ glowing purple shard glass~ some aspect of you, as indeed its mirror host once would have. A delicate silver chain, fine as spider-silk supports the jewel-like glass, silvery writing scrawled across the smooth surface, spelling the words: Seeker, seek -thyself. +thyself. ~ A 12 30 @@ -507,7 +507,7 @@ E little bundle white flowers~ These flowers have tiny star-shaped heads that seem an almost luminous white. Delicate silver-veined leaves and pale green stems extend beneath the -fragile petals, held together with a single scarlet ribbon. +fragile petals, held together with a single scarlet ribbon. ~ #2735 bright circle~ @@ -521,7 +521,7 @@ E bright circle~ This glowing circle has clear magical properties, its surface shimmering as though it is not entirely in one place. In fact, it seems almost like it could -function as some kind of portal. +function as some kind of portal. ~ #2736 firebreather bottle vodka firebreather~ @@ -552,7 +552,7 @@ E suspended orb glowing water~ This shimmering orb ripples with beautiful patterns of unnatural light that dance upon the surface of the water. Amazingly the fluid holds itself in a -perfect sphere, hovering as though weightless in the air. +perfect sphere, hovering as though weightless in the air. ~ #2739 broken pick~ @@ -579,7 +579,7 @@ E single black feather~ This large and beautiful feather is perfectly black, glistening slightly irridescent, streaks of blue and green glinting in any light. Soft as silk and -almost as light as air, it probably once belonged to a raven or crow. +almost as light as air, it probably once belonged to a raven or crow. ~ #2741 apron stained wrinkled~ @@ -594,7 +594,7 @@ apron stained wrinkled~ This looks like your average kitchen apron, though rather ragged and well-used. Several food stains cover the otherwise white material, and the scent of peppers and spices wafts from the fabric. A large pocket hangs along -the side, small crumbs falling through a hole in the bottom. +the side, small crumbs falling through a hole in the bottom. ~ #2742 swirling tor Tor~ @@ -606,11 +606,11 @@ A swirling Tor hovers here, distorting everything around it.~ 0 0 0 0 0 E swirling tor Tor~ - This massive black sphere hovers effortlessly in mid-air, strange colours and + This massive black sphere hovers effortlessly in mid-air, strange colors and patterns flickering and dancing over its surface. The atmosphere around it seems unnatural, distortions spreading rhythmically out around it like ripples in the very fabric of space. A low vibrating pulse can also be felt, energy -ebbing and flowing as if some invisible heart was beating. +ebbing and flowing as if some invisible heart was beating. ~ #2743 sacrificial blade cruel silvery~ @@ -625,7 +625,7 @@ sacrificial blade cruel silvery~ This long, curving blade is razor sharp and glistens silver in the light, though when examined carefully the metal that forged it can be seen to be black. Elegant runes glow faintly red though to the touch they are icy cold, chilling -even the tightly wound strips of hide that bind the handle. +even the tightly wound strips of hide that bind the handle. ~ #2744 proud metal sculpture~ @@ -640,7 +640,7 @@ proud metal sculpture~ This beautifully forged abstract metal sculpture is seamless and flowing as if still liquid, only it has cooled completely into an unmoldable image of interpretative art. Stubbornly fixed in place, the curving contours of the -sculpture seem to contrast its complete refusal to bend under any pressure. +sculpture seem to contrast its complete refusal to bend under any pressure. ~ #2745 flickering flame~ @@ -652,10 +652,10 @@ A flickering flame hovers warily above the ground.~ 0 0 0 0 0 E flickering flame~ - This large flame is the pure scarlet colour of unpolluted fire, dancing and -leaping almost frantically it casts its surroundings in and out of shadow. + This large flame is the pure scarlet color of unpolluted fire, dancing and +leaping almost frantically it casts its surroundings in and out of shadow. Though nothing supports it and nothing appears to be feeding it, it burns almost -brighter than any natural flame ever could. +brighter than any natural flame ever could. ~ #2746 set silver balancing scales~ @@ -684,7 +684,7 @@ E long simple garment piece white fabric~ This simply sewn piece of flowing white cloth looks light to the touch and has an almost airy floating quality to it. Dull white, it is clean and orderly -but otherwise unremarkable. +but otherwise unremarkable. ~ A 3 2 @@ -700,7 +700,7 @@ E delicate piece white gown material~ This fragile shimmering dress is made of fine silk, so delicate the slightest pull would tear it. Two jewelled straps hold the flowing material in place, the -rest of it left to naturally cascade in smooth, shining folds. +rest of it left to naturally cascade in smooth, shining folds. ~ A 3 2 @@ -717,22 +717,22 @@ tiny opal pendant gold chain~ A tiny fire opal lies embedded in a delicate circle of gold, its smooth white surface flecked with brilliant shades of scarlet and crimson. A slight glow seems to come from it as though some inner source of light is shining through, a -fragile gold chain trailing from the tip of its gold setting. +fragile gold chain trailing from the tip of its gold setting. ~ A 3 3 #2750 -simple grey tunic~ -a simple grey tunic~ -A grey tunic is lying here.~ +simple gray tunic~ +a simple gray tunic~ +A gray tunic is lying here.~ ~ 11 0 0 0 0 ad 0 0 0 0 0 0 0 0 0 0 0 1 25 0 0 0 E -simple grey tunic~ - This modest garment is a light slate grey in colour, made of delicate, -flexible material and sealed down the front with tiny wooden buttons. +simple gray tunic~ + This modest garment is a light slate gray in color, made of delicate, +flexible material and sealed down the front with tiny wooden buttons. ~ A 2 2 @@ -748,7 +748,7 @@ E rope-like cord belt~ This long woven cord has been woven from a very rough and durable brown material, it seems it has been designed to serve as a tool belt, able to bear -the constant weight of heavy objects. +the constant weight of heavy objects. ~ A 2 1 @@ -763,7 +763,7 @@ A faded brown shirt lies crumpled here.~ E faded brown shirt~ This short sleeved garment is made of very light and airy material that looks -as though it were once deep chocolate brown, now faded through use and time. +as though it were once deep chocolate brown, now faded through use and time. ~ A 2 2 @@ -779,7 +779,7 @@ E dusty white vest~ This simple, loose-fitting vest is made of comfortable breathable material, well-suited for hot humid environments. Apparently once a brilliant white, it -has faded and grayed with dust. +has faded and grayed with dust. ~ A 2 2 @@ -795,7 +795,7 @@ E worn leather pants~ These durable pants have been made from some type of thin hide, well-made they have nonetheless been used far beyond their time, leaving them ragged and -worn through in places. +worn through in places. ~ A 2 2 @@ -809,9 +809,9 @@ A pair of tan trousers lie here gathering dust.~ 1 25 0 0 0 E pair tan trousers~ - These light coloured trousers are partially darkened by patches of dried mud + These light colored trousers are partially darkened by patches of dried mud and dust, obviously on the verge of wearing through they are nonetheless very -light and unrestrictive. +light and unrestrictive. ~ A 22 2 @@ -829,7 +829,7 @@ E loose-fitting breeches~ These large breeches have been designed for maximum ease of movement, comfortable and light material delicately sewn to hold in place without -restricting. Well-used and grimy, they are nonetheless intact. +restricting. Well-used and grimy, they are nonetheless intact. ~ A 2 2 @@ -845,7 +845,7 @@ E some tattered sandals~ These roughly stitched sandals seem to have been crudely thrown together from bits and pieces of left over hide. The thread is old and worn and the entire -piece looks on the verge of falling apart. +piece looks on the verge of falling apart. ~ A 14 10 @@ -861,7 +861,7 @@ E plain leather shoes~ Dusty and ragged, these worn out shoes are reaching the end of their possible use. Frayed stitching is already beginning to unwind, and patches in the sole -are threadbare. +are threadbare. ~ A 14 10 @@ -877,7 +877,7 @@ E frayed belt~ This belt looks almost about to snap, pieces of unravelling thread sticking out here and there like spines. A simple wooden buckle fastens it together, -layers of dust and grime covering the carved patternwork. +layers of dust and grime covering the carved patternwork. ~ A 22 2 @@ -894,7 +894,7 @@ threadbare boots~ Made of rawhide and stitched tightly with black threads, there seems to be more clumped mud making up this footwear than fabric. Pieces of twine are carelessly tied around in various places, an obvious attempt to hold them -together for longer. +together for longer. ~ A 14 5 @@ -925,7 +925,7 @@ E crate dusty storage~ This small wooden box looks like it once held tools although now there is not much to be seen through the cracked pieces of wood but dust and the occasional -spider. +spider. ~ #2763 blue patchwork dress~ @@ -940,24 +940,24 @@ blue patchwork dress~ This simple but pretty dress has been sewn together from patches of leftover material. As such there are many shades of blue, some floral, some patterned, and others plain, making the garment a little unusual but still quite pleasing -to look at. +to look at. ~ A 2 2 #2764 -peach coloured dress~ -a peach-coloured dress~ -A peach-coloured dress lies crumpled here.~ +peach colored dress~ +a peach-colored dress~ +A peach-colored dress lies crumpled here.~ ~ 11 0 0 0 0 ad 0 0 0 n 0 0 0 0 0 0 0 1 30 0 0 0 E -peach coloured dress~ - This soft dress is a little faded, but still a pretty peach colour, most of +peach colored dress~ + This soft dress is a little faded, but still a pretty peach color, most of the delicate stitching and fabric intact. Mostly unremarkable, there is a slightly electric feel to it as though the weaver infused some magical -properties. +properties. ~ A 2 2 @@ -977,18 +977,18 @@ E This is an accounting of things future, the third age. -With the canvas wiped clean and the hearts of the Cui weighed heavy with +With the canvas wiped clean and the hearts of the Cui weighed heavy with grief and regret, they will invest their last energies in creating a new race. A form of life that embodies the whole scope of the balance, having the ability to sway itself to dark or light as it pleases. -The internal nature of these opposing forces means that the race will have to -keep peace within itself or suffer complete self-inflicted destruction. Thus, +The internal nature of these opposing forces means that the race will have to +keep peace within itself or suffer complete self-inflicted destruction. Thus, along with the power to choose, this life will have the burning desire of its Cui makers to continue itself, to survive, to flourish and grow. With only one of the Cui remaining, this race is left almost entirely to its own -devices, only a few perceiving and heeding the whisperings of their sole +devices, only a few perceiving and heeding the whisperings of their sole remaining parent and the occasional Ve offspring. Beyond this point no speaking creature can see. @@ -1000,25 +1000,25 @@ E This is an accounting of things present, the second age. -The Second Age began with the creating of a new race, a neutral race, -intended to bridge the gap between those of darkness and those of light. -Peace-loving and friendly, it was hoped that this race (the race of Memlins) -would act as mediator, allowing interactions between all three races without -the clash and destruction of war. +The Second Age began with the creating of a new race, a neutral race, +intended to bridge the gap between those of darkness and those of light. +Peace-loving and friendly, it was hoped that this race (the race of Memlins) +would act as mediator, allowing interactions between all three races without +the clash and destruction of war. -Unfortunately, although this intervention did stem the flow of blood, a new -war began for domination over memlin-kind, with the Khan'li seeking to -enslave them and the Dynar seeking to convert them. Caught in the middle, -the dismayed call of memlin-kind for peace goes largely unheeded, and slowed +Unfortunately, although this intervention did stem the flow of blood, a new +war began for domination over memlin-kind, with the Khan'li seeking to +enslave them and the Dynar seeking to convert them. Caught in the middle, +the dismayed call of memlin-kind for peace goes largely unheeded, and slowed but not stopped the destruction continues its insidious spread. Here begins the accounting of things future, the prophecies of the Ve. -The carnage will continue, memlin-kind being destroyed, Khan'li and Dynar -once again preparing to take up the battlefield. At this point, the now almost -extinct Cui will make one last desperate effort to create harmonius miru life. -Coming together, they will cause a massive wave of destruction, completely -wiping out all of their own creation. With the blood-soaked ground cleansed +The carnage will continue, memlin-kind being destroyed, Khan'li and Dynar +once again preparing to take up the battlefield. At this point, the now almost +extinct Cui will make one last desperate effort to create harmonius miru life. +Coming together, they will cause a massive wave of destruction, completely +wiping out all of their own creation. With the blood-soaked ground cleansed and uninhabited the third age will begin. ~ @@ -1030,16 +1030,16 @@ E The first efforts of the Cui in shaping their world resulted in the separating of Denuo into two major root forms - Khan'li, those of darkness, and Dynar, -those of light, the intention being that the interactions between the two would +those of light, the intention being that the interactions between the two would allow for motion of forces whilst keeping the balance relatively stable. -However, the Cui were not prepared for the outright carnage that resulted. -Dynar and Khan'li both working to slaughter the other and spilling oceans of -blood, destroying many of their sub-races that Cui had sacrificed themselves to -create. +However, the Cui were not prepared for the outright carnage that resulted. +Dynar and Khan'li both working to slaughter the other and spilling oceans of +blood, destroying many of their sub-races that Cui had sacrificed themselves to +create. -Dismayed, the Cui sought to make peace between the two, realising that all -they had worked for was about to destroy itself. Finally, they sought to make +Dismayed, the Cui sought to make peace between the two, realising that all +they had worked for was about to destroy itself. Finally, they sought to make a more drastic change... ~ @@ -1048,7 +1048,7 @@ silver-leafed book time~ This beautiful shimmering book is bound with leather and overlaid with fine silver leafing. Carefully scrawled letters glow vaguely phosphorescent on the cover, spelling out Book of Time. There appears to be three chapters (look 1, -2, or 3). +2, or 3). ~ #2766 strip white meat~ @@ -1061,7 +1061,7 @@ A strip of white meat has been left here to rot.~ E strip white meat~ This long piece of white flesh is fresh and healthy-looking. Apparently some -sort of poultry, it smells a bit like... chicken? +sort of poultry, it smells a bit like... chicken? ~ #2767 piece salted dried meat~ @@ -1074,7 +1074,7 @@ A piece of salted, dried meat lies here.~ E piece salted dried meat~ While this preserved piece of red meat does not look particularly delicious, -it seems to be in good condition and a good source of nourishment. +it seems to be in good condition and a good source of nourishment. ~ #2768 pheasant mushroom meat pie~ @@ -1087,7 +1087,7 @@ A meat pie has been left here to spoil.~ E pheasant mushroom meat pie~ This freshly baked pie is light and crispy on the outside, the delicious -smell of gravy-soaked meat and mushrooms steaming through the pastry shell. +smell of gravy-soaked meat and mushrooms steaming through the pastry shell. ~ #2769 boiled potato~ @@ -1115,7 +1115,7 @@ E fresh carrot~ This fresh carrot has been recently pulled and rinsed off, a layer of sparkling water still clinging to its bright orange surface. Long green leaves -dangle from one end, a stark contrast in colour to the rest of it. +dangle from one end, a stark contrast in color to the rest of it. ~ #2771 small piece meat~ @@ -1128,7 +1128,7 @@ A small piece of meat lies rotting here.~ E small piece meat~ This small piece of red meat is not the most appetizing in appearance, but is -probably quite nourishing nonetheless. +probably quite nourishing nonetheless. ~ #2772 scarlet fire dress~ @@ -1145,7 +1145,7 @@ scarlet fire dress~ scarlet flame. Shimmering with intense heat and energy, the tongues of fire dance frantically through the magical fabric as though seeking escape. The delicate shoulder straps are made of glittering rubies linked with gold, the -gems glowing with firelight as the dress crackles and burns. +gems glowing with firelight as the dress crackles and burns. ~ A 18 2 @@ -1173,24 +1173,24 @@ A folded note lies dropped here.~ Ah, I have a small task for you faithful one. -No doubt you know of the Dynar scum that came here to kill me. Well, as -expected he was of no match against my protector. Unfortunately, the -wretched creature had a powerful weapon with him, infused with Dynar -magic. It has utterly overcome my protector, poisoned him beyond the point -of return, and although he remains loyal to me I cannot have an item of such +No doubt you know of the Dynar scum that came here to kill me. Well, as +expected he was of no match against my protector. Unfortunately, the +wretched creature had a powerful weapon with him, infused with Dynar +magic. It has utterly overcome my protector, poisoned him beyond the point +of return, and although he remains loyal to me I cannot have an item of such power in the hands of one so corrupted. -He no doubt knows this himself, for he has hidden himself away with the help -of those worthless memlins. They call him the toothy one, and I have finally -found the door to his hideout, although he has actually invoked some Dynar +He no doubt knows this himself, for he has hidden himself away with the help +of those worthless memlins. They call him the toothy one, and I have finally +found the door to his hideout, although he has actually invoked some Dynar magic to keep me out. In any case, if I cannot break in, I shall make certain he never gets out. This is where your task comes in. Go into the heart of the mines, there in a niche to the east you will find a -group of memlins digging at the southern wall. This is where the hidden -ivorydoor lies, and no doubt they will have had no success at breaking +group of memlins digging at the southern wall. This is where the hidden +ivorydoor lies, and no doubt they will have had no success at breaking through. It is of no matter as I have acquired the key, which you should have received @@ -1216,7 +1216,7 @@ E glistening obsidian key~ This dark magical key has been wrought from pure black obsidian, shimmering as though wet it has a strangely hot surface, as though some invisible fire -warmed it. +warmed it. ~ #2776 icy mana ring~ @@ -1233,7 +1233,7 @@ icy mana ring~ This cool glassy ring has been forged from a silvery metal and interwoven with blue crystal, the two substances spiralling around each other in a never-ending circle, a symbol of the flowing of unseen forces. It looks as -though it may impart some powerful magic unto the wearer if c used n. +though it may impart some powerful magic unto the wearer if@c used@n. ~ #2777 Goethite staff flame fire~ @@ -1250,7 +1250,7 @@ Goethite staff flame fire~ crystal. Black as night and warm to the touch, its slender rod forms into an oval platform upon which a fire elemental dances. Blazing with fury and power, the tiny creature sparks with almost unnatural energy, its frenzied movements -sending wisps of smoke into the air. +sending wisps of smoke into the air. ~ #2778 test object~ @@ -1279,7 +1279,7 @@ Goethite staff flame fire~ crystal. Black as night and warm to the touch, its slender rod forms into an oval platform upon which a fire elemental dances. Blazing with fury and power, the tiny creature sparks with almost unnatural energy, its frenzied movements -sending wisps of smoke into the air. +sending wisps of smoke into the air. ~ #2780 test ash arrow~ diff --git a/lib/world/obj/271.obj b/lib/world/obj/271.obj index 75a7ace..aef24d1 100644 --- a/lib/world/obj/271.obj +++ b/lib/world/obj/271.obj @@ -8,7 +8,7 @@ A bit of sinister-looking coiled rope is lying here.~ 3 30 0 0 0 E noose~ - Its a thick rope coiled into a fatal knot. Feeling like suicide today? + Its a thick rope coiled into a fatal knot. Feeling like suicide today? ~ A 13 -50 @@ -23,7 +23,7 @@ A kaleidoscope is lying here.~ E kaleidoscope~ It's a tiny thing, and brightly colored. While showing you a fantasy swirl -of colors away from Mirror|rorriM Mud, here it shows you the real world. +of colors away from Mirror|rorriM Mud, here it shows you the real world. ~ A 18 1 @@ -39,7 +39,7 @@ E tunic gold~ It's thin and frayed at more than just the seams. Since you have been wearing this your whole life before entering your discipline, it may be time for -an improvement. +an improvement. ~ #27103 black leggings pants~ @@ -51,7 +51,7 @@ A pair of black leggings has been left here.~ 3 340 0 0 0 E leggings black~ - They are pitch black and merely a thin covering. + They are pitch black and merely a thin covering. ~ A 17 -3 @@ -65,7 +65,7 @@ A pair of old leather boots are here.~ 2 270 0 0 0 E boots leather~ - They are close to wearing holes at the toes and the heels. + They are close to wearing holes at the toes and the heels. ~ A 17 -2 @@ -79,8 +79,8 @@ A tiny black dagger has been left here.~ 1 20 0 0 0 E dagger black~ - This tiny dagger serves well for around town and the neighboring village. -The blade, however, is small and dull. + This tiny dagger serves well for around town and the neighboring village. +The blade, however, is small and dull. ~ #27106 staff gnarled~ @@ -94,7 +94,7 @@ E staff gnarled~ The staff is carved from holly wood, and serves well for around town and the neighboring village. You might want to consider a stronger weapon as time goes -by, however. +by, however. ~ #27107 mace iron~ @@ -108,7 +108,7 @@ E mace iron~ It is wrought from strong iron, but small and slightly rusty. It serves well for around town and the neighboring village, but as time goes by you might want -to consider trying something heavier. +to consider trying something heavier. ~ #27108 sword short~ @@ -121,7 +121,7 @@ A short sword is lying on the ground.~ E sword short~ The blade is dull, but it serves well for around town and the neighboring -village. +village. ~ #27109 candelabra candle~ @@ -134,7 +134,7 @@ A candelabra glows dimly with a golden light.~ E candelabra candle~ Thirty tiny black candles shine with a golden glow. At the base is an -engraving of one circle partially obscured by another. +engraving of one circle partially obscured by another. ~ #27110 water fountain marble black water~ @@ -147,7 +147,7 @@ A black marble fountain flows with a clear water.~ E fountain marble black~ The circular fountain is carved from black marble from the mines below the -town. The water inside looks sweet to drink. +town. The water inside looks sweet to drink. ~ #27111 axe severance~ @@ -160,7 +160,7 @@ A bloody axe has been left here.~ E axe severance~ This massive weapon takes much of your strength to carry. It would like to -kill again, for the blood of the last victim has just dried on the blade. +kill again, for the blood of the last victim has just dried on the blade. ~ A 18 -1 @@ -177,7 +177,7 @@ A huge pile of gold is guarded by a magical force.~ E gold vault pile~ This is the treasury of Sundhaven. It is, of course, guarded by a magical -protective shield against greedy intruders. +protective shield against greedy intruders. ~ #27113 quesadilla food~ @@ -189,7 +189,7 @@ A quesadilla is here, hot and steaming.~ 1 21 0 0 0 E quesadilla~ - It looks deliciously hot and spicy, a Maynards specialty! + It looks deliciously hot and spicy, a Maynards specialty! ~ #27114 coffee brewer drink coffee~ @@ -202,7 +202,7 @@ A coffee brewer purcolates in the corner of the room.~ E brewer coffee~ The smells of brewing coffee coming from this rouse you from any numb- -mindedness and cause your mouth to water. +mindedness and cause your mouth to water. ~ #27115 rose gold black~ @@ -214,7 +214,7 @@ A golden rose with leaves and stem of black is growing here.~ 1 10 0 0 0 E rose golden~ - A dark stem crowned with golden petals, it smells of warm summer winds. + A dark stem crowned with golden petals, it smells of warm summer winds. ~ #27116 coffee iced cappuccino drink coffee~ @@ -227,7 +227,7 @@ A foamy iced cappuccino is sitting here.~ E iced cappuccino~ A clear glass is filled with ice, espresso, steamed milk and milk foam. It -looks irresistable. +looks irresistable. ~ #27117 coffee irish cream latte drink coffee~ @@ -240,7 +240,7 @@ A hot latte is sitting here.~ E irish cream latte~ It's a tall glass of high-caffeine espresso, steamed milk, milk foam, and -irish cream. Mmmm! +irish cream. Mmmm! ~ #27118 coffee black cup drink coffee~ @@ -252,7 +252,7 @@ A black cup of coffee rests here.~ 8 7 0 0 0 E coffee cup~ - Who doesn't need one of these now and then? How about very often? + Who doesn't need one of these now and then? How about very often? ~ #27119 tea cup drink hot tea~ @@ -265,7 +265,7 @@ A cup of hot tea is resting here.~ E tea cup~ It comes in a slightly ornamented porceline cup, and looks to be brewed -mostly of chamomile. +mostly of chamomile. ~ #27120 ale rogue brew ale~ @@ -277,7 +277,7 @@ The mascot brew of the assassins guild is resting here.~ 12 20 0 0 0 E rogue brew~ - It comes in a tall pewter flask engraved with a black naga. + It comes in a tall pewter flask engraved with a black naga. ~ #27121 local speciality black adder drink local~ @@ -290,7 +290,7 @@ A black metal flask is sitting here.~ E special black adder~ A black metal flask engraved with a coiled snake and filled with dark ale -that looks very inviting. +that looks very inviting. ~ #27122 whisky shot drink whisky~ @@ -302,7 +302,7 @@ A shot of whisky emits an alluring scent from the ground.~ 1 20 0 0 0 E whisky shot~ - The scent stings your nose pleasantly. + The scent stings your nose pleasantly. ~ #27123 victim sandwich food~ @@ -315,7 +315,7 @@ The specialty sandwich of the Nightbreak Cafe is sitting here.~ E victim sandwich~ What does the assassins guild do with all those corpses left over from a -day's work? Well, now you know. +day's work? Well, now you know. ~ #27124 firebreather mug flames drink firebreather~ @@ -328,7 +328,7 @@ A large black mug rimming with flames sits here.~ E mug fire firebreather flames~ You see a wide, black mug filled with liquid of a fiery color. The side is -engraved with a roaring dragon. +engraved with a roaring dragon. ~ #27125 beer mug cold drink beer~ @@ -340,7 +340,7 @@ The air is condensing on a cold mug of beer.~ 8 10 0 0 0 E mug beer cold~ - It's a cold pewter mug, dented from being banged on tables repeatedly. + It's a cold pewter mug, dented from being banged on tables repeatedly. ~ #27126 wine keg wine~ @@ -360,7 +360,7 @@ A flask of red wine has been dropped here.~ 9 20 0 0 0 E wine flask~ - The flask is grey and filled, or once filled, perhaps, with red wine. + The flask is gray and filled, or once filled, perhaps, with red wine. ~ #27128 roast rabbit food~ @@ -372,7 +372,7 @@ A tasty-looking roast is lying here.~ 2 14 0 0 0 E roast rabbit~ - Its a savory garlic rabbit roast. + Its a savory garlic rabbit roast. ~ #27129 stew dragon pot food~ @@ -386,7 +386,7 @@ E stew dragon pot~ You see a small black cauldron of steaming meat stew. The few scales remaining tell you this was once a breathing dragon. Despite its grisly -appearance, it smells delicious. +appearance, it smells delicious. ~ #27130 bread rye food~ @@ -398,7 +398,7 @@ A bread baked from rye is sitting here.~ 2 11 0 0 0 E bread rye~ - Its a round bread dotted with black rye. It smells good to eat. + Its a round bread dotted with black rye. It smells good to eat. ~ #27131 cake saffron food~ @@ -410,7 +410,7 @@ A cake baked from wild saffron is resting at your feet.~ 3 20 0 0 0 E cake saffron~ - You see a round tan-colored cake, still hot from the oven. + You see a round tan-colored cake, still hot from the oven. ~ #27132 pastry blackberry food~ @@ -422,7 +422,7 @@ A sticky black pastry is sitting here.~ 1 15 0 0 0 E pastry blackberry~ - Its sticky with sugar and looks delicious. Hobbit specialty. + Its sticky with sugar and looks delicious. Hobbit specialty. ~ #27133 dish pad tai food~ @@ -435,7 +435,7 @@ A spicy dish of Thai food is sitting here.~ E dish pad tai~ The plate is hot to the touch, and the mixture of noodles and vegetables look -spicy and delicious. +spicy and delicious. ~ #27134 sack leather deer~ @@ -462,7 +462,7 @@ A torch is lying on the ground.~ 1 5 0 0 0 E torch light~ - Its a short, wooden torch. It's um, flammable. + Its a short, wooden torch. It's um, flammable. ~ #27136 quill black pen~ @@ -474,7 +474,7 @@ A black inky feather is lying nearby.~ 1 13 0 0 0 E quill black feather~ - A slender dark feather rises from an ink pen. + A slender dark feather rises from an ink pen. ~ #27137 paper~ @@ -494,7 +494,7 @@ A lamp glints copper in the faint light.~ 2 20 0 0 0 E lamp copper~ - It's a small, dented lamp, forged from copper. + It's a small, dented lamp, forged from copper. ~ #27139 sword quartz~ @@ -506,7 +506,7 @@ A sword with a pale quartz hilt has been left here.~ 8 550 0 0 0 E sword quartz~ - You see a long, slender-tapered sword with a carved hilt of white quartz. + You see a long, slender-tapered sword with a carved hilt of white quartz. ~ A 18 1 @@ -520,7 +520,7 @@ A dagger with a blade curved like a crescent is lying here.~ 3 535 0 0 0 E dagger crescent mithril~ - It's a silver-colored dagger, with a crescent-like blade. + It's a silver-colored dagger, with a crescent-like blade. ~ A 18 1 @@ -535,7 +535,7 @@ Still hot from the forge, a mace burns a black space on the ground.~ E mace fire~ The barbed head of the mace is still hot from the forge, and crafted to look -like the rising spikes of flames. +like the rising spikes of flames. ~ A 18 1 @@ -550,7 +550,7 @@ A staff crowned with a cloudy crystal is lying here.~ E staff rock crystal~ A slender staff, carved from ash and embedded with a cloudy crystal at the -head. +head. ~ A 18 1 @@ -565,7 +565,7 @@ A dark sandstone plate is lying here.~ E shield black sandstone~ Molded from local black cliff sandstone and laquered with a special varnish -for strength, this makes a sturdy shield. +for strength, this makes a sturdy shield. ~ #27144 tunic golden guard~ @@ -577,7 +577,7 @@ A tunic of dark gold is crumpled here.~ 4 158 0 0 0 E tunic golden~ - The guard's tunic is made of a sturdy, canvas-like material. + The guard's tunic is made of a sturdy, canvas-like material. ~ #27145 boots black~ @@ -590,7 +590,7 @@ A pair of sturdy black boots lie scattered on the ground.~ E boots black~ They are made from heavy black leather, and make a small clump-clump sound -when walking in them. +when walking in them. ~ #27146 sword broadsword silver~ @@ -603,7 +603,7 @@ A silver, straight-edge sword has been left here.~ E sword broadsword silver~ You see a silver sword with a straight, tapering blade, forged by the town -magicians from the cliff metal and winds for the guards that defend the city. +magicians from the cliff metal and winds for the guards that defend the city. ~ #27147 marbles set~ @@ -618,7 +618,7 @@ E marbles set~ Twenty-two marbles of red, purple and black comprise a set used commonly for games such as 'Lick the dragon', 'Addiction' and 'Dodge the imp', popular among -human youths. Set on the ground, the rolling marbles become slippery. +human youths. Set on the ground, the rolling marbles become slippery. ~ #27148 chess board set glass~ @@ -631,7 +631,7 @@ A black and rose glass chessboard is set up in mid-game.~ E chess board glass~ The board and pieces are carved from black and light rose glass. It's hard -to say who is winning, but the sacrifices are high. +to say who is winning, but the sacrifices are high. ~ #27149 ribbon velvet~ @@ -644,7 +644,7 @@ A dark velvet ribbon is coiled here.~ E ribbon velvet~ It's a ribbon of soft dark velvet of finest quality.. Whoever's this is is -probably a rich merchant's daughter or the like. +probably a rich merchant's daughter or the like. ~ A 12 10 @@ -660,7 +660,7 @@ E dagger shattered~ Some poor fool tried to fight something ten times his strength, and was lucky to get out with his life. You see his dagger didn't make it. The thin blade is -shattered to splinters. +shattered to splinters. ~ #27151 curse luck ill~ @@ -692,7 +692,7 @@ gallows platform~ A sturdy wooden platform rises above the black sand road, with plenty of room around it for spectators. On it are two means to death, the shackles for beheading and the oak planking holding the noose for hanging. The entire -surface is bespeckled with dried blood. +surface is bespeckled with dried blood. ~ #27153 fountain cracked drink~ @@ -706,7 +706,7 @@ E fountain cracked stone~ The circular fountain was etched from stone eons ago, and is worn and cracked from the weather. Thick moss grows along its inside walls, reflecting its poor -maintanance. +maintanance. ~ #27154 altar amber~ @@ -719,7 +719,7 @@ An altar of dark amber stands here.~ E altar amber~ The altar is waist-high, with a stand of black oak and a top of dark amber. -There is a single black candle burning in a silver holder resting on it. +There is a single black candle burning in a silver holder resting on it. ~ #27155 cleaver meat~ @@ -731,7 +731,7 @@ A large meat cleaver is stuck in the ground.~ 5 115 0 0 0 E cleaver meat~ - It is wide and sharp, the blade's edge stained a dark red. + It is wide and sharp, the blade's edge stained a dark red. ~ #27156 amber stone gem~ @@ -744,7 +744,7 @@ An amber stone glints dully in the light.~ E amber gem~ You see a hunk of amber stone in excellent condition, and possibly worth a -little gold. +little gold. ~ #27157 amethyst violet gem~ @@ -757,7 +757,7 @@ An amethyst of pure violet glints from the ground.~ E amethyst violet gem~ It's a beautiful amethyst in excellent condition, and possibly worth some -gold. +gold. ~ #27158 diamond gem~ @@ -769,7 +769,7 @@ A small diamond twinkles from the ground.~ 3 500 0 0 0 E diamond gem~ - You see a tiny diamond in excellent condition, and likely worth some gold. + You see a tiny diamond in excellent condition, and likely worth some gold. ~ #27159 sunstone golden gem~ @@ -782,7 +782,7 @@ A golden sunstone shines with a celestial glow.~ E sunstone gem~ The golden sunstone is very pretty to look at, but is probably worth more -than the hand that carries it. +than the hand that carries it. ~ #27160 necklace tiger eye eyes~ @@ -795,7 +795,7 @@ A gold and brown necklace lies on the ground.~ E necklace tiger eyes~ Small but delightful to the eye. Golden and brown bands shimmer from the -stones as the necklace is turned in the light. +stones as the necklace is turned in the light. ~ #27161 ring agate black~ @@ -807,7 +807,7 @@ A black agate ring lies half-buried on the ground.~ 1 200 0 0 0 E agate black ring~ - The agate is an opaque black and set in a ring of silver. + The agate is an opaque black and set in a ring of silver. ~ A 17 -3 @@ -821,7 +821,7 @@ A black, white-flecked shard is lying here.~ 1 1000 0 0 0 E shard obsidian~ - It's a pointed shard of obsidian flecked with white cloud-like patterns. + It's a pointed shard of obsidian flecked with white cloud-like patterns. ~ A 17 -2 @@ -835,7 +835,7 @@ A heap of chain mail is lying here.~ 10 900 0 0 0 E suit chain mail~ - The silvery chain mail looks sturdy and close-fitting. + The silvery chain mail looks sturdy and close-fitting. ~ #27164 helm bright~ @@ -849,7 +849,7 @@ E helm bright~ The helm is small and brightly silver-colored. Fitting snugly on the head, it impairs your hearing slightly, but the protection seems a worthwhile -sacrifice. +sacrifice. ~ #27165 bracers silver~ @@ -861,7 +861,7 @@ A pair of silver bracers is here.~ 7 845 0 0 0 E bracers silver~ - They extend from elbow to wrist, and are forged from bright silver. + They extend from elbow to wrist, and are forged from bright silver. ~ #27166 boots sharp~ @@ -874,7 +874,7 @@ A pair of boots with razor-sharp toes is sitting here.~ E boots sharp~ The knee-height black boots are fashioned with a razor-sharp point at each -toe, delivering a more wicked kick, and kind of a nice tapdance, in fact. +toe, delivering a more wicked kick, and kind of a nice tapdance, in fact. ~ A 19 1 @@ -889,7 +889,7 @@ A shield of the scales of an unknown creature is lying here.~ E shield scale~ It's a large, thin shield fashioned of the scales of an old creature you -don't recognize. You wonder if the maker did. +don't recognize. You wonder if the maker did. ~ #27168 water skin waterskin water~ @@ -902,7 +902,7 @@ A waterskin has been left here.~ E water skin waterskin~ It seems to be stiched together from some kind of small animal hide, probably -something plentiful.. Mouse? Rat? Mole? The water looks safe, however. +something plentiful.. Mouse? Rat? Mole? The water looks safe, however. ~ #27169 chair lounger black~ @@ -928,11 +928,11 @@ A magazine is lying open on the floor.~ 1 30 0 0 0 E magazine rogue book bartending~ - You flip through it. It appears to contain various recipes for poisons.. + You flip through it. It appears to contain various recipes for poisons.. From minor irritations to fatal, soul-stealing tinctures.... Yet, most of the scrawlings are spattered with blood and blurred with time. Only in Exile would these components be useful - you are doubtful you could find such ingrediants -here. +here. ~ #27171 sword gilded fencing~ @@ -945,7 +945,7 @@ A beautiful gilded sword lies at your feet.~ E sword gilded fencing~ The silvery sword is slender and light, suitable for fencing manuevers. The -hilt is gilded with the purest gold from the treasury of nobility. +hilt is gilded with the purest gold from the treasury of nobility. ~ A 18 1 @@ -961,7 +961,7 @@ E scabbard silver~ It is crafted to fit a long, slender type of sword, perhaps a foil. The edges are faintly gilded in gold, and one side engraved with the seal of a noble -house. +house. ~ A 17 -5 @@ -977,7 +977,7 @@ E sword stone~ It is rather crudely made, it must be acknowledged. The use of stone in weaponry has fallen out of fashion, since the weight allows only the clumsier -manuevers. +manuevers. ~ #27174 notice sign disclaimer~ @@ -1002,7 +1002,7 @@ A leg of mutton is lying here.~ 4 120 0 0 0 E mutton leg~ - The meat is thick and juicy, still red with the blood of the beast. + The meat is thick and juicy, still red with the blood of the beast. ~ #27176 heart boar food~ @@ -1014,8 +1014,8 @@ A heart is lying in a pool of blood.~ 3 172 0 0 0 E heart boar~ - A human delicacy. And well worth its reputation for inspiring courage... -Or at least gall. + A human delicacy. And well worth its reputation for inspiring courage... +Or at least gall. ~ #27177 wings bowl dragon food~ @@ -1028,7 +1028,7 @@ A bowl of tasty dragon wings is resting here.~ E wings dragon bowl~ Cruelly harvested from the backs of young dragons, the leathery wings are -tasty, and diaphanous as strands of silk or rain. +tasty, and diaphanous as strands of silk or rain. ~ #27178 sandwich troll grilled food~ @@ -1041,7 +1041,7 @@ A hot sandwich with a putrid odor is here.~ E sandwich troll grilled~ Fingers and ribs grilled to a saucy roast poke out from between two slices of -coarse rye bread. +coarse rye bread. ~ #27179 key black gold sundhaven~ @@ -1068,7 +1068,7 @@ E voodoo doll~ The small corn husk doll is stitched with irregular, uneven lines, giving it an eerie appearance. A shiver runs through you as you realize it is slightly -warm to the touch. +warm to the touch. ~ #27181 lock hair red mercy~ @@ -1080,7 +1080,7 @@ A lock of red hair is lying coiled on the ground.~ 1 100 0 0 0 E lock hair red~ - A long lock of straight red hair is coiled round your fingers. + A long lock of straight red hair is coiled round your fingers. ~ #27182 sword black watch~ @@ -1094,7 +1094,7 @@ E sword black watch~ The sword is beautifully crafted in order to serve the elite members of the Black Watch of Sundhaven, charged with the work of keeping the town clean from -ill-meaning rogues and killers. +ill-meaning rogues and killers. ~ #27183 blade iron~ @@ -1107,7 +1107,7 @@ A short iron blade has been left here.~ E blade iron~ The hilt of the short iron blade is still warm from the hand of the elite -guardsman to whom it once belonged. +guardsman to whom it once belonged. ~ #27184 plate steel black~ @@ -1120,7 +1120,7 @@ A black breast plate is lying face up.~ E plate black steel~ The breast plate seems to be forged from some sort of black iron, and is -quite sturdy. +quite sturdy. ~ #27185 cloak gold black~ @@ -1133,7 +1133,7 @@ A handsome black and gold cloak is folded on the ground.~ E cloak black gold~ The flowing knee length cloak is fashioned from wool and chased in gold -corded thread. +corded thread. ~ A 19 1 @@ -1148,7 +1148,7 @@ A tall glass of scotch is sitting nearby.~ E glass scotch~ _______ - | |- + | |- |.....| \ The warrior's drink of choice. | | / | |- Okay, one of them. @@ -1166,7 +1166,7 @@ A patchwork of red and purple lies on the ground.~ 3 53 0 0 0 E skirt gypsy red~ - The patched skirt is a sturdy cross-stitching of bright red and violet. + The patched skirt is a sturdy cross-stitching of bright red and violet. ~ #27188 blouse shirt red blood~ @@ -1179,7 +1179,7 @@ A dark red blouse is crumpled here.~ E blouse red blood~ The gypsy blouse is of a rugged muslin fabric, rough and somewhat dirty, but -in decent shape. +in decent shape. ~ #27189 violin old~ @@ -1193,7 +1193,7 @@ E violin old~ The instrument seems to have seen some rough times. The gypsies range far and wide... However, it still holds together enough to play a tune, even block -a blow or two. +a blow or two. ~ #27190 mushroom white food pc~ @@ -1206,7 +1206,7 @@ A mushroom with white spots is growing in the water.~ E mushroom white~ The mushroom is short with a wide, pale-spotted umbrella. It emits a toxic -fume. +fume. ~ #27191 blossom flower hibiscus red pc~ @@ -1219,7 +1219,7 @@ A lovely red hibiscus flower is lying here.~ E blossom flower hibiscus red~ The large wine-red flower emits a delightful smell, and is rumored to be -excellent for tea, and some other more toxic uses. +excellent for tea, and some other more toxic uses. ~ #27192 eye toad~ @@ -1232,7 +1232,7 @@ A small slimy eye stares up at you from the ground.~ E eye toad~ All life has left the eye that stares blankly into space. However, toad's -eyes are rumored to be excellent in the manufacture of toxic substances. +eyes are rumored to be excellent in the manufacture of toxic substances. ~ #27193 mortar pestle pc~ @@ -1244,8 +1244,8 @@ A mortar and pestle of black marble sits here.~ 1 300 0 0 0 E pestle mortar~ - A bowl-shaped mortar carved from black marble holds a small blunt pestle. -It looks like the perfect container to mash up something toxic in. + A bowl-shaped mortar carved from black marble holds a small blunt pestle. +It looks like the perfect container to mash up something toxic in. ~ #27194 tunic red dusty~ @@ -1258,7 +1258,7 @@ A dusty pile of red canvas is here.~ E tunic red dusty~ The tunic is frayed and layered with the dust of the road from many leagues -of travel. +of travel. ~ #27195 tray goodies~ @@ -1272,7 +1272,7 @@ E tray goodies~ A thin, worn cloth of blue drapes over a polished wooden tray. Though covered with the dust of winding roads, several goods of exotic make are lain -out that appeal. +out that appeal. ~ #27196 pipe wooden~ @@ -1285,7 +1285,7 @@ An old wooden pipe sits in the dust.~ E pipe wooden~ The pipe is cracked with age and filled with tobacco half-smoked into -charcoal. +charcoal. ~ #27197 candle candlestick black light~ @@ -1297,7 +1297,7 @@ A black candlestick glows with a dim light.~ 1 40 0 0 0 E candle candlestick black light~ - A slim dark taper rises from a circular brass holder. + A slim dark taper rises from a circular brass holder. ~ #27198 incense stick light~ @@ -1310,7 +1310,7 @@ A plume of smoke drifts from an incense stick in the room.~ E stick incense~ A small glowing ember shows atop a stick of a grainy substance. It smells of -some strong herbs grown beyond the lands you have known. +some strong herbs grown beyond the lands you have known. ~ #27199 honey jar food~ @@ -1323,6 +1323,6 @@ Flies are buzzing round a honey jar on the ground.~ E honey jar~ The small, blue and brown ornamented jar is cracked slightly and dripping -with a sticky golden substance. +with a sticky golden substance. ~ $~ diff --git a/lib/world/obj/272.obj b/lib/world/obj/272.obj index 8a0a13d..d9cd68a 100644 --- a/lib/world/obj/272.obj +++ b/lib/world/obj/272.obj @@ -9,7 +9,7 @@ A dried and salted fish lies at your feet.~ E herring salted~ The slender and shrivelled herring comes from waters far away, and looks -tasty despite its delapidated appearance. +tasty despite its delapidated appearance. ~ #27201 quill feather white swan~ @@ -22,7 +22,7 @@ A swan's feather drifts along the ground in the breeze.~ E quill feather white swan~ A single, slender swan's feather stands from the end of an ivory- colored ink -quill. +quill. ~ #27202 shard crystal pc~ @@ -36,7 +36,7 @@ E shard crystal~ The broken crystal glass has a sharp edge, and looks like it could hurt someone. Since wielding it may hurt your hand, however, it remains a mystery -exactly how it may accomplish this end.. +exactly how it may accomplish this end.. ~ #27203 gloves silk~ @@ -49,7 +49,7 @@ Someone has left a pair of silk gloves crumpled here.~ E gloves silk~ You see a pair of creased gloves of dark silk. There are tiny holes in the -ends of the fingers, as if this was once worn by a clawed creature. +ends of the fingers, as if this was once worn by a clawed creature. ~ #27204 shawl blue silk~ @@ -62,7 +62,7 @@ A pile of blue silk is lying on the ground.~ E shawl blue silk~ The trellised shawl is handmade of a dusty-blue silk, and is framed to wrap -about the shoulders. +about the shoulders. ~ #27205 gown indigo silk~ @@ -77,7 +77,7 @@ gown indigo silk~ The gown has a deep indigo blue shine to its silken folds. When worn by a creature of medium size, its hem lightly trails the ground. It looks appropriate for festive occasions, the sort of thing that may be donned by -ladies attending an execution at the gallows. +ladies attending an execution at the gallows. ~ #27206 wine glass drink wine~ @@ -90,7 +90,7 @@ A glass of white wine sits primly on the ground.~ E wine glass~ It's a tall, clear glass rimmed in genuine crystal and filled with sparkling -white wine. +white wine. ~ #27207 map sundhaven~ @@ -108,8 +108,8 @@ map~ Alchemy Shop Corner Store <--To Homes________________________________________________ | Bakery | - Jewellers | Temple of Mercy Silver Scale | Dragons - Town Treasury | Library * Armoury | Wrath + Jewellers | Temple of Mercy Silver Scale | Dragons + Town Treasury | Library * Armory | Wrath Post Office | *** Dirk & Dagger | Alehouse | ***** Weaponry | | | @@ -124,7 +124,7 @@ West Gate________|_________The Gallows______________________|_____East Gate The Tower of Sorcery is a refuge of the mages of Sundhaven. The western chambers of the temple house the local priests. The guild of warriors lies beneath the Alehouse. - Rumour has it that the thieves lurk below the town's waste. + Rumor has it that the thieves lurk below the town's waste. ~ #27208 potion crystal~ @@ -136,7 +136,7 @@ A crystalline potion sits here.~ 2 200 0 0 E potion crystal~ - The potion sparkles with a diamond-like shine. + The potion sparkles with a diamond-like shine. ~ #27209 staff twisted~ @@ -148,8 +148,8 @@ A corkscrew wooden staff lies here discarded.~ 10 400 0 0 E staff twisted~ - The staff has been carved into a twisting spiral from a light grey pliant -wood. + The staff has been carved into a twisting spiral from a light gray pliant +wood. ~ #27211 bottle blue~ @@ -178,7 +178,7 @@ message paper~ The words are scrawled in black ink and leave crooked trails as they run down the page. .... "You who would enter this forsaken place! Stir it not, leave it be, lest you would waken the underworld creatures that swim these infested -waters. Only those of evil thoughts and deeds may pass unscathed. +waters. Only those of evil thoughts and deeds may pass unscathed. ~ #27213 sword heraldry~ @@ -190,8 +190,8 @@ A sword marked with the insignia of a noble house is lying here.~ 10 800 0 0 E sword heraldry~ - The sword is of silver with a slender, tapering point, sharp as a needle. -The hilt is inscribed with the insignia of a noble house of Sundhaven. + The sword is of silver with a slender, tapering point, sharp as a needle. +The hilt is inscribed with the insignia of a noble house of Sundhaven. ~ #27214 mim~ @@ -203,7 +203,7 @@ A shining mithril dagger lies here.~ 1 500 0 0 E dagger mithril~ - It's a silver-colored dagger, with a crescent-like blade. + It's a silver-colored dagger, with a crescent-like blade. ~ A 18 5 @@ -219,7 +219,7 @@ a wall~ 0 0 0 0 E wall stone~ - A grey stone wall covers the entrance. + A gray stone wall covers the entrance. ~ #27216 cloak taupe~ @@ -232,7 +232,7 @@ A billowing cloak blows in the wind nearby.~ E cloak taupe~ It is long with full folds that catch the wind, and soft as angora or lambs -wool. Whoever wears this must be doing well for themselves. +wool. Whoever wears this must be doing well for themselves. ~ #27217 gung ma bowl food~ @@ -245,7 +245,7 @@ A steaming hot bowl of ma gung sits here.~ E bowl ma gung~ You slightly burn your fingers touching the ornamented bowl, which is small -but filled to the rim with a spicy exotic soup. +but filled to the rim with a spicy exotic soup. ~ #27218 basket~ @@ -258,7 +258,7 @@ A basket sits on the ground.~ E basket~ The basket is small, wicker, and bowl-shaped.. A perfect container for -collecting berries and other food in. +collecting berries and other food in. ~ #27219 blackberries berries black food~ @@ -271,7 +271,7 @@ Some blackberries lie in a pile in the dirt.~ E blackberries berries black~ The blackberries are ripe and full, growing to be large in this region of the -world. +world. ~ #27220 message guild sign~ @@ -302,7 +302,7 @@ E heap rubble refuse~ This enormous pile of trash is disgusting, no one would touch it.. You think... Yet.. If you look down, you will find an entrance to someplace else -beneath. +beneath. ~ #27222 potion white~ @@ -315,7 +315,7 @@ A misty-white potion sits here.~ E potion white~ A mist whirls about the surface of the liquid, which is milky- white in -color. +color. ~ #27223 potion bubbling~ @@ -328,7 +328,7 @@ Bubbles rise and pop from a potion on the ground.~ E potion bubbling~ The potion is multi-colored, with small bubbles shivering chaotically to the -surface. +surface. ~ #27224 wand silver silvery~ @@ -341,12 +341,12 @@ A silvery wand rests here.~ E wand silver silvery~ The short silver wand is inscribed with runes for a single spell of -invisibility. +invisibility. ~ #27225 wine drink bottle spanish wine~ a bottle of Spanish wine~ -A port-red bottle of Spanish wine is resting here, its supply readily +A port-red bottle of Spanish wine is resting here, its supply readily depleting.~ ~ 17 0 0 0 0 ao 0 0 0 0 0 0 0 @@ -355,7 +355,7 @@ depleting.~ E bottle wine spanish~ It looks and smells luxuriously inebriating, and brings to mind ponderous -philosophical thoughts. +philosophical thoughts. ~ #27226 foil fencing athos rapier~ @@ -368,7 +368,7 @@ A gallant rapier of silver is lying here.~ E foil fencing rapier~ Forged entirely from silver but for a hilt of black ruby, it was given to a -great warrior by the gods and would be wisely returned. +great warrior by the gods and would be wisely returned. ~ A 18 2 diff --git a/lib/world/obj/273.obj b/lib/world/obj/273.obj index e1323c3..ffe6502 100644 --- a/lib/world/obj/273.obj +++ b/lib/world/obj/273.obj @@ -9,7 +9,7 @@ The Staff of Ra has been left here unguarded! What luck!~ E staff Ra ra~ The Golden Staff of Ra is topped by the holy symbol of the sun god himself. -This staff eminates great power! +This staff eminates great power! ~ A 1 2 @@ -127,7 +127,7 @@ A shiny new government issue laser pistol is lying here.~ E gun laser pistol~ This is a USSN general issue hand held high-intensity photon emission device. -AKA a laser pistol. +AKA a laser pistol. ~ #27311 laser rifle gun~ @@ -140,7 +140,7 @@ A well used laser rifle is laying here in the dust.~ E laser rifle gun weapon~ This a USSN general issue two handed personal high-intensity photon emission -device. AKA a laser rifle. +device. AKA a laser rifle. ~ #27312 IR Goggles~ @@ -161,7 +161,7 @@ A Predator flying blade is lying here stuck into the ground.~ E blade flying-blade~ This strange looking roundish disk has a oversized handgrip in it. There are -numerous lights flashing on it and it hums. +numerous lights flashing on it and it hums. ~ #27314 keycard key card red~ diff --git a/lib/world/obj/274.obj b/lib/world/obj/274.obj index b646338..e6e20df 100644 --- a/lib/world/obj/274.obj +++ b/lib/world/obj/274.obj @@ -24,12 +24,12 @@ statue~ The statue is of a woman carrying a basin of on her shoulder, clad in a simple gown. The water is being pumped into the basin below from a hole in the jug on the statue. The statue is made of marble and the woman whom it portrays -is very youthful and beautiful. +is very youthful and beautiful. ~ E basin~ The basin is open and round and in it the cool water resides. It looks cool -and refreshing. +and refreshing. ~ #27402 anvil~ @@ -42,12 +42,12 @@ A heavy anvil is here bolted and secured to a block of cement. ~ E anvil~ The anvil is pure solid cast iron and it is attached to the cement block with -U shaped bolts and large nuts. +U shaped bolts and large nuts. ~ E block~ The cement block is a rectangle cube and it takes the punishment of shock -from the pounding hammer as the blacksmithe beats and pounds the metal on it. +from the pounding hammer as the blacksmithe beats and pounds the metal on it. ~ #27403 lance~ @@ -80,7 +80,7 @@ A five foot staff lies on the ground.~ E hammer~ The hammer is large with a wood handle and a huge head, equally solid for -pounding molten metal at the forge, or busting someone's skull wide open. +pounding molten metal at the forge, or busting someone's skull wide open. ~ A 17 2 @@ -130,7 +130,7 @@ and silver clasp. E clasp~ The clasp is gold and silver and in the form of a crescent moon and -interlocked, rayed star. The sign of its Elvish origin. +interlocked, rayed star. The sign of its Elvish origin. ~ A 17 1 @@ -147,7 +147,7 @@ A green and gray leather tunic is here wanting to be worn.~ E tunic~ The body armor is a simple tunic made of greenand gray leather that clasps to -one side. It is adorned with designs of an elvish origin. +one side. It is adorned with designs of an elvish origin. ~ A 18 3 @@ -215,7 +215,7 @@ D~ E boots gray~ Gray leather boots are soft and durable that seem to blend in with the tunic -and breeches when worn. +and breeches when worn. ~ A 19 1 @@ -278,7 +278,7 @@ A pair of green leather wristguards roll here when dropped.~ E wristguards~ The wristguards are a hard leather that have been bent and secured into a -sturdy loop, protecing the thumb and wrist and part of the hand when worn. +sturdy loop, protecing the thumb and wrist and part of the hand when worn. ~ A 19 1 @@ -382,7 +382,7 @@ A golden key is here glistening in the light~ E key~ The key looks to be a stumpy, old fashioned one and it has a strange circular -handle with a star on it. +handle with a star on it. ~ #27425 coins~ @@ -395,7 +395,7 @@ A huge pile of coins is here.~ E coins gold~ The coins are small and circular and have the insign of Saint Brigid stamped -in the center of them. +in the center of them. ~ #27426 shrine~ @@ -414,7 +414,7 @@ E shrine~ The shrine here is smaller and made of marble, trimmed in flexible strips of ornamental oak wood. It has cubbies where small candles burn and incense burns -honoring the god or goddess here. +honoring the god or goddess here. ~ #27427 altar~ diff --git a/lib/world/obj/275.obj b/lib/world/obj/275.obj index 3889650..eba18e4 100644 --- a/lib/world/obj/275.obj +++ b/lib/world/obj/275.obj @@ -8,7 +8,7 @@ A jail key has been carelessly left here.~ 1 1 0 0 E key jail~ - This is the key to the jail of New Sparta. + This is the key to the jail of New Sparta. ~ #27501 handgun gun~ @@ -20,7 +20,7 @@ A handgun has been left here. Looks pretty dangerous.~ 12 250 0 0 E handgun gun~ - This is a very deadly weapon, but takes skill to aim and fire. + This is a very deadly weapon, but takes skill to aim and fire. ~ A 1 -1 @@ -36,7 +36,7 @@ A pair of doggie slippers are on the floor.~ 2 50 0 0 E slippers doggie~ - These are very cute and comfortable bulldog slippers. + These are very cute and comfortable bulldog slippers. ~ #27503 sneakers nike~ @@ -48,7 +48,7 @@ A pair of Nike sneakers are on the ground.~ 14 60 0 0 E nike sneakers~ - These are just like the ones Michael Jordan wears! + These are just like the ones Michael Jordan wears! ~ #27504 jeans blue~ @@ -118,7 +118,7 @@ A nightstick is has been left here.~ 6 600 0 0 E nightstick stick~ - Just like the ones used to beat Rodney King! + Just like the ones used to beat Rodney King! ~ A 19 1 @@ -132,7 +132,7 @@ A switchblade knife has been dropped here.~ 6 60 0 0 E switchblade knife blade~ - If you are using this, you are probably a punk. + If you are using this, you are probably a punk. ~ #27512 chain~ @@ -153,7 +153,7 @@ A connecting rod is lying on the ground.~ E connecting rod~ This is a long, heavy rod with a pointy end used on the job by construction -workers -- structural ironworkers to be exact. +workers -- structural ironworkers to be exact. ~ #27514 dildo silver~ @@ -166,7 +166,7 @@ A silver dildo is vibrating on the ground.~ E silver dildo~ As it has many uses, this fine piece of both weaponry and pleasure sure gets -a lot of use. +a lot of use. ~ #27515 set pom-poms~ @@ -194,7 +194,7 @@ A tool belt has been left here.~ 13 1000 0 0 E tool belt~ - Don't wear this too long, or your pants will sag and your butt will show. + Don't wear this too long, or your pants will sag and your butt will show. ~ #27518 hardhat hat~ @@ -206,7 +206,7 @@ A hardhat is lying on the ground.~ 6 150 0 0 E hardhat hat~ - A construction worker's hardhat. + A construction worker's hardhat. ~ #27519 axe fireman~ @@ -298,7 +298,7 @@ A necktie has been left here.~ 1 25 0 0 E necktie tie neck~ - This is worse looking than what you gave you dad on Father's Day! + This is worse looking than what you gave you dad on Father's Day! ~ #27530 camera~ @@ -310,7 +310,7 @@ A camera is on the ground.~ 24 150 0 0 E camera~ - This camera is more confusing than any item you have ever seen. + This camera is more confusing than any item you have ever seen. ~ #27531 water canteen water~ diff --git a/lib/world/obj/276.obj b/lib/world/obj/276.obj index 513637d..857f13a 100644 --- a/lib/world/obj/276.obj +++ b/lib/world/obj/276.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/277.obj b/lib/world/obj/277.obj index b928d69..d27476d 100644 --- a/lib/world/obj/277.obj +++ b/lib/world/obj/277.obj @@ -156,9 +156,9 @@ A golden sunflower blooms here.~ 1 1 0 0 0 E sunflower golden flower~ - This large flower is the bright golden yellow colour of sunshine, beautiful + This large flower is the bright golden yellow color of sunshine, beautiful splayed petals surrounding the dark seeded center, providing a source of -nourishment as well as beauty. +nourishment as well as beauty. ~ #27716 sunflower seeds~ @@ -170,9 +170,9 @@ A pile of sunflower seeds has been left here.~ 1 10 0 0 0 E sunflower seeds~ - This little teardrop shaped seeds are dark grey and striped with white, the + This little teardrop shaped seeds are dark gray and striped with white, the crispy shell breaking easily to reveal the soft white seed. Its salty nutty -flavour a tasty and nutritious snack. +flavour a tasty and nutritious snack. ~ #27717 water trickle Brandywine water~ @@ -186,7 +186,7 @@ E water trickle Brandywine water~ This little trickle of sparkling water comes straight from the Brandywine River, winding its way gently through the surrounding reeds and dissipating -gradually into the well-watered grasslands. +gradually into the well-watered grasslands. ~ #27718 plate toad hole toad-in-the-hole~ @@ -199,9 +199,9 @@ A plate of toad-in-the-hole is steaming here.~ E plate toad hole toad-in-the-hole~ This steaming dish is made mainly of battered sausages, crisp brown batter -curling around the succulent meat and glistening with a trickle of hot gravy. +curling around the succulent meat and glistening with a trickle of hot gravy. Cooked green vegetables have been arranged neatly to the side, long string beans -and crisp sliced carrots. +and crisp sliced carrots. ~ #27719 plate venison red wine~ @@ -216,7 +216,7 @@ plate venison red wine~ This delicious looking meal is made from diced venison that has been simmered with sliced onions and carrots in a rich gravy of black pepper and red wine. A few stewed mushrooms sit to the side, a sprinkling of whole juniper berries and -bay leaves garnishes the dish. +bay leaves garnishes the dish. ~ #27720 plate suet pudding beef~ @@ -231,7 +231,7 @@ plate suet pudding beef~ This brown crisp battering looks perfectly made, puffy and steaming next to a pile of sliced roast beef and covered with a drizzle of onion gravy. A little helping of horseradish sauce sits to the side, and a sprinkling of salt covers -the dish. +the dish. ~ #27721 bowl apple crumble~ @@ -246,7 +246,7 @@ bowl apple crumble~ This dish is made of diced apples that have been coated with brown sugar and tossed with chopped walnuts and hazelnuts. Baked together with a sprinkling of porrige oats, the whole steaming mixture has been coated with a generous helping -of cold cream. +of cold cream. ~ #27722 bowl apricot fool~ @@ -260,7 +260,7 @@ E bowl apricot fool~ Golden apricots have been mashed to a smooth puree and allowed to soak in cool milky cream. The soft mixture has been chilled and sprinkled with a -spoonful of sugar. +spoonful of sugar. ~ #27723 plate bacon roly-poly~ @@ -275,7 +275,7 @@ plate bacon roly-poly~ This traditional dish is made with moist suet pastry, filled with chopped bacon and onion and baked slowly. Sliced green vegetables and a deep brown sause are drizzled over the plate, a sprinkling of pepper and parsley dashed -here and there. +here and there. ~ #27724 plate bangers mash~ @@ -289,7 +289,7 @@ E plate bangers mash~ Three crispy brown sausages sit side by side, nestled next to a generous dollop of fluffy white mashed potatoes. A few slices of fried onion are laid -over the dish and the whole thing coated with thick, rich gravy. +over the dish and the whole thing coated with thick, rich gravy. ~ #27725 bowl bread butter pudding~ @@ -304,7 +304,7 @@ bowl bread butter pudding~ Sliced bread has been soaked in sugared milk until completely moist and soft, dried currants and sultanas have been added to the mixture, and the whole thing tossed with brown sugar and powdered cinnamon. The finished dish has then been -baked slowly until golden brown. +baked slowly until golden brown. ~ #27726 plate bubble squeak~ @@ -318,7 +318,7 @@ E plate bubble squeak~ Chopped up beef has been fried together with green cabbage and mixed thoroughly into a dish of mashed potatoes. The whole mixture has been cooked -until set solid and the outsides a crispy golden brown. +until set solid and the outsides a crispy golden brown. ~ #27727 plate cauliflower cheese~ @@ -332,7 +332,7 @@ E plate cauliflower cheese~ Pale cauliflower florets have been steamed lightly until softened and baked in a rich cheese sauce until slightly browned. A sprinkling of parmesan has -been grated over the top, and a single sprig of parsley set in the center. +been grated over the top, and a single sprig of parsley set in the center. ~ #27728 plate chicken kiev~ @@ -347,7 +347,7 @@ plate chicken kiev~ A piece of succulent white chicken breast has been carefully pierced and stuffed with a stick of garlic butter and cooked slowly. A little pile of leeks sits to the side and the whole thing sprinkled with ground black pepper and a -dash of lemon juice. +dash of lemon juice. ~ #27729 plate fried duck breast~ @@ -362,7 +362,7 @@ plate fried duck breast~ This slightly fatty piece of deep red meat has been seared with intense heat to make the skin crisp while leaving the meat tender and juicy. A light bitter gravy has been drizzled over top along with a squeeze of orange and topped with -a slice of lime. +a slice of lime. ~ #27730 scotch egg~ @@ -376,7 +376,7 @@ E scotch egg~ This filling little snack has been made from a hard boiled egg which has then had sausage meat moulded around it and been rolled in breadcrumbs before the -whole thing is deep fried. +whole thing is deep fried. ~ #27731 bowl bananas custard~ @@ -390,7 +390,7 @@ E bowl bananas custard~ This delicious desert has been made from sliced bananas left to simmer in hot creamy custard. Fine white sugar has been sprinkled over the top and a vanilla -pod placed in the middle for flavouring. +pod placed in the middle for flavouring. ~ #27732 piece sticky gingerbread~ @@ -404,7 +404,7 @@ E piece sticky gingerbread~ This golden brown piece of gingerbread is soft and squidgy, made from mostly butter and treacle and baked until set. This particular piece has been cut in -the shape of a star and dusted with a light coat of powdered sugar. +the shape of a star and dusted with a light coat of powdered sugar. ~ #27733 plate smoked mackerel~ @@ -416,10 +416,10 @@ A plate of smoked mackerel has been set here.~ 1 25 0 0 0 E plate smoked mackerel~ - Creamy coloured mackerel meat has been cooked and mashed together with melted + Creamy colored mackerel meat has been cooked and mashed together with melted butter to make a creamy pate. This has been sprinkled with ground black pepper and served with a tiny dollop of horseradish sauce and a crisp green side of -salad. +salad. ~ #27734 plate shepherd's pie~ @@ -434,7 +434,7 @@ plate shepherd's pie~ This piping hot dish has been made from minced mutton mixed with sliced onions and carrots and fried until brown. Salt, pepper and a little tomato puree has been added, and the mixture covered with creamy mashed potato, baked -until just golden and served with a side of green beans. +until just golden and served with a side of green beans. ~ #27735 pickled onion~ @@ -448,7 +448,7 @@ E pickled onion~ This very small onion is about the size of a whole walnut, peeled and scalded before being left to pickle for several days in a jar of vinegar, leaving it -slightly browned and very strongly flavoured. +slightly browned and very strongly flavoured. ~ #27736 sausage roll~ @@ -462,7 +462,7 @@ E sausage roll~ A slightly spiced sausage has been cooked until soft and tender and rolled in a light pastry, then baked golden and flaky. Piping hot, it has been rolled in -some brown paper for easy snacking. +some brown paper for easy snacking. ~ #27737 spotted dick bowl~ @@ -477,7 +477,7 @@ spotted dick bowl~ Shredded suet pastry has been tossed with breadcrumbs and raisins, seasoned with ginger and nutmeg and packed into a bowl before being drizzled with brandy and steamed. The hot mixture has been served with a lashing of creamy custard -and some grated orange zest. +and some grated orange zest. ~ #27738 plate baked gammon cider~ @@ -491,7 +491,7 @@ E plate baked gammon cider~ A joint of gammon has been slowly simmered in a cider sauce with chopped chives until tender. Peach juice has been drizzled over top, and a few peach -slices left to garnish the dish along with a sprig of bay leaves. +slices left to garnish the dish along with a sprig of bay leaves. ~ #27739 plate baked flounder~ @@ -506,7 +506,7 @@ plate baked flounder~ Two small flounders have been baked with nutmeg and herbs before being drizzled with white wine and melted butter. The meat has then been rolled in breadcrumbs and chopped chives and rebaked until browned, sprinkled with a -little parsley and tarragon. +little parsley and tarragon. ~ #27740 crumpet~ @@ -520,7 +520,7 @@ E crumpet~ A salted batter of flour and yeast has been mixed with warm milk and fried until golden brown and fluffy. The cooked batter has then been spread with -butter until it has melted and absorbed into the crumpet. +butter until it has melted and absorbed into the crumpet. ~ #27741 plate lamprey brewet~ @@ -535,7 +535,7 @@ plate lamprey brewet~ A piece of fresh white lamprey has been boiled in salted water and then fried in melted butter with mixed sweet herbs. A little white wine has been added, along with a sprinkling of ground ginger, and the cooked meat served with its -own juices and a slab of hot white bread. +own juices and a slab of hot white bread. ~ #27742 piece lemon cake~ @@ -547,9 +547,9 @@ A piece of lemon cake sits here.~ 1 15 0 0 0 E piece lemon cake~ - This deliciously sweet and lemony piece of cake is a delicate yellow colour, + This deliciously sweet and lemony piece of cake is a delicate yellow color, sprinkled with powdered sugar and zest of lemon, and baked until light and -fluffy. +fluffy. ~ #27743 plate mushroom croustades~ @@ -564,7 +564,7 @@ plate mushroom croustades~ Wholemeal rolls have been hollowed out and spread with crushed garlic, chopped rosemary and black pepper in a butter sauce. Sliced, sauteed mushrooms have then been stuffed into the flavoured rolls and baked until golden, served -with a side of green crisp salad. +with a side of green crisp salad. ~ #27744 bowl treacle pudding~ @@ -578,7 +578,7 @@ E bowl treacle pudding~ A golden tart of treacle and rich shortcrust pastry has been sprinkled with lemon juice and baked until piping hot before being drizzled with cold custard -and a little lashing of golden syrup. +and a little lashing of golden syrup. ~ #27745 plate skirlie mushrooms~ @@ -592,7 +592,7 @@ E plate skirlie mushrooms~ Sliced mushrooms and onion have been fried until golden brown in good meat dripping. The mixture has been tossed with oatmeal and browned again before -being seasoned with salt and black pepper. +being seasoned with salt and black pepper. ~ #27746 plate quails mushrooms~ @@ -607,7 +607,7 @@ plate quails mushrooms~ Two plump quails have been stuffed with finely chopped garlic, chives, and parsley, sprinkled with lemon juice before being cooked and seasoned with salt and pepper. The cooked birds have then been set onto large grilled mushrooms -and drizzled with garlic butter. +and drizzled with garlic butter. ~ #27747 hunter's knife~ @@ -621,7 +621,7 @@ E hunter's knife~ This little serrated blade has been designed for sawing through tough hides and slabs of meat. Neatly sharpened, the petrified wooden handle has been -tightly bound with black leather, making it easier to grip. +tightly bound with black leather, making it easier to grip. ~ #27748 flowing purple skirt~ @@ -635,7 +635,7 @@ E flowing purple skirt~ This long skirt is made from masses of purple fabric, making it very full and ruffled indeed. The hemline is neatly sewn with a pretty gold ribbon for -decoration. +decoration. ~ A 2 2 @@ -651,7 +651,7 @@ E purple bodice~ This delicate bodice has been designed to tightly cinch the waist of the wearer, giving them a more hourglass figure. Pretty celtic buttons have been -fastened to the front as decoration, long laces closing it at the back. +fastened to the front as decoration, long laces closing it at the back. ~ #27750 white cotton blouse~ @@ -666,7 +666,7 @@ white cotton blouse~ This simple gauzy blouse is loose and airy, gathered sleeves ending at the elbow, allowing the wearer to work without soiling the cuffs. Little wooden buttons line the front, covered over with a seam of material and a slight ruffle -around the neck. +around the neck. ~ A 2 2 @@ -681,7 +681,7 @@ daisy chain~ E daisy chain~ This pretty little chain is made up of flowers as white as pure snow, their -beautifully fragranced centers the colour of golden streaming sunshine. +beautifully fragranced centers the color of golden streaming sunshine. ~ #27752 sweeping green skirt~ @@ -694,7 +694,7 @@ sweeping green skirt~ E sweeping green skirt~ This long velvety skirt hangs in deep sweeping folds, the long hem trimmed -with a delicate cord of gold and gathered tightly at the waist. +with a delicate cord of gold and gathered tightly at the waist. ~ A 2 2 @@ -710,7 +710,7 @@ E green bodice~ This deep green material is slightly velvety in feel, dark wooden buttons running down either side carved with beautiful patterns. Dark green cords lace -the material together, strong enough to cinch the wearer's waist tightly. +the material together, strong enough to cinch the wearer's waist tightly. ~ A 6 2 @@ -724,8 +724,8 @@ light yellow skirt~ 2 120 0 0 0 E light yellow skirt~ - This brightly coloured skirt is made from a very fragile and airy material, -delicate veins of gold embroidered here and there and sparkling in any light. + This brightly colored skirt is made from a very fragile and airy material, +delicate veins of gold embroidered here and there and sparkling in any light. ~ A 2 2 @@ -741,7 +741,7 @@ E yellow bodice~ This pretty little bodice is hemmed with a delicate embroidering of gold, and decorated with a single line of brass buttons down the front. Strong lacings -fastening the bodice tightly at the back. +fastening the bodice tightly at the back. ~ A 6 2 @@ -756,7 +756,7 @@ flowing blue skirt~ E flowing blue skirt~ Made from light silky material, this delicate blue skirt is soft and smooth -to the touch, hanging in flowing folds long enough to brush the ground. +to the touch, hanging in flowing folds long enough to brush the ground. ~ A 2 2 @@ -772,7 +772,7 @@ E blue bodice~ Lightly embroidered with silver thread, this blue bodice is made of a very soft and smooth material, that nonetheless is strong enough to cinch the waist -tightly, laced with several silver cords at the back. +tightly, laced with several silver cords at the back. ~ A 6 2 @@ -789,7 +789,7 @@ wooden crate~ Made of damp and mouldy wooden boards, this crate looks more likely to fall apart than be of any use in containing its contents. A layer of dust and cobwebs covers the grimey surface, as if this box has been left untouched for a -long time. +long time. ~ #27759 string black pearls~ @@ -820,7 +820,7 @@ treasure chest~ This strong wooden chest is bound with thick metal bands, keeping the contents safely protected from all but the owner of the key. Slight blue and green streaks marr the beauty of its design, growths of mould and fungus -beginning to flourish on the dark, damp wooden surface. +beginning to flourish on the dark, damp wooden surface. ~ #27761 tiny metal key~ @@ -834,7 +834,7 @@ E tiny metal key~ This little key has been forged from a silvery metal, its once polished surface beginning to decay with rust and neglect, although it nevertheless -appears in working order. +appears in working order. ~ #27762 pile gold coins~ @@ -847,7 +847,7 @@ A pile of gold coins glints temptingly here.~ E pile gold coins~ Various pieces of gold lie gathered in a pile, worn with time and lack of -use, but still obviously valuable. +use, but still obviously valuable. ~ #27763 paladin's bejewelled shield~ @@ -860,10 +860,10 @@ A bejewelled shield sparkles here.~ E paladin's bejewelled shield~ This shield is inscribed with the name of Paladin Took II, and seems to be -the shield that would have been used against Lotho in the Battle of Bywater. +the shield that would have been used against Lotho in the Battle of Bywater. Gilded with gold and silver, several precious gems are studded here and there, rubies, sapphires, and emeralds all testifying to the wealth and pride of the -owner. +owner. ~ #27764 chest small~ @@ -892,6 +892,6 @@ old skeleton~ This intact pile of bones is obviously the long decayed form of a hobbit, seeming proof that murder exists even amongst these normally peace-loving people. There is no telling how long this skeleton has been here, although the -thick layer of dust seems to indicate many years. +thick layer of dust seems to indicate many years. ~ $~ diff --git a/lib/world/obj/278.obj b/lib/world/obj/278.obj index 57945d4..a97156d 100644 --- a/lib/world/obj/278.obj +++ b/lib/world/obj/278.obj @@ -10,7 +10,7 @@ E scale armor~ The scale armor is bright green; it looks like painted platinum, though why anyone would paint platinum is beyond you. It looks very sturdy and as if it -could be very helpful in battle. +could be very helpful in battle. ~ A 17 -3 @@ -26,8 +26,8 @@ A pair of dragon's claws have been thrown to the ground.~ 14 700 0 0 E claws~ - These claws are huge, and fit over your hands just as if they were gloves. -Amazing that they are so large, and yet feel so light. + These claws are huge, and fit over your hands just as if they were gloves. +Amazing that they are so large, and yet feel so light. ~ A 24 -2 @@ -41,9 +41,9 @@ A staff lies here on the ground, collecting dust.~ 15 200 0 0 E staff light~ - This staff glows softly, yet casts a clear illumination all over the room. + This staff glows softly, yet casts a clear illumination all over the room. It is made of a strange purple metal, with two green sea serpants twining around -the staff until they meet with extended teeth at the top. +the staff until they meet with extended teeth at the top. ~ A 12 10 @@ -61,7 +61,7 @@ E gauntlets~ These gauntlets are strong and amazingly light. They would probably be very valuable in battle. They are made of a strange, green metal that glints in the -light. +light. ~ #27804 green leggings~ @@ -79,7 +79,7 @@ phrase you can work out is "Forward to Orlana. " E leggings green~ These leggings are made of a strange green-tinted metal. Strange -inscriptions and runes run up the sides. +inscriptions and runes run up the sides. ~ A 2 1 @@ -96,7 +96,7 @@ A crown made of red and blue coral has been unwisely thrown to the ground.~ E crown pearls~ This crown is made of beautiful red and blue coral; pearls line the sharply- -pointed top. It positively prickles with majick. +pointed top. It positively prickles with majick. ~ A 4 1 @@ -113,7 +113,7 @@ A trident, made of crystal, lies on the ground.~ E trident hoe crystal~ This trident is of exquisite craftsmanship; though it is made of crystal, it -is rock-hard. It looks quite unbreakable. +is rock-hard. It looks quite unbreakable. ~ A 18 2 diff --git a/lib/world/obj/279.obj b/lib/world/obj/279.obj index 18b474e..43d9be6 100644 --- a/lib/world/obj/279.obj +++ b/lib/world/obj/279.obj @@ -36,7 +36,7 @@ E look vase~ This is a very old vase, inside is clear water wich you can drink, it says that you can drink from it 12 times, after that you would need to fill it from a -fountain. +fountain. ~ #27907 water plate silver water~ @@ -48,7 +48,7 @@ A silver plate is stuck to the wall.~ 0 0 0 0 0 E look plate~ - This plate is filled with blessed water. + This plate is filled with blessed water. ~ #27908 sweater~ @@ -237,14 +237,14 @@ A #27942 Lyon fountain~ a fountain~ -A grey stone fountain babbles here.~ +A gray stone fountain babbles here.~ ~ 23 0 0 0 0 0 0 0 0 0 0 0 0 500 500 2 0 505 0 0 0 0 E look fountain~ - Is not just a fountain, it is an ornament of the city. + Is not just a fountain, it is an ornament of the city. ~ #27943 magic potion~ @@ -330,7 +330,7 @@ A bronze statue of Louis XIV is here.~ 0 0 0 0 0 E look statue~ - This statue was made in honor of the king Louis XIV. + This statue was made in honor of the king Louis XIV. ~ #27966 dress white~ @@ -342,7 +342,7 @@ A white dress is lying here.~ 4 500 0 0 0 E look dress~ - It is a beautifull dress, you cant imagine yourself using it. + It is a beautifull dress, you cant imagine yourself using it. ~ A 6 1 @@ -372,7 +372,7 @@ A bronze key is lying here.~ 8 1 0 0 0 E look key~ - This key is the one that open the principal door of the Musketeers H. Q. + This key is the one that open the principal door of the Musketeers H. Q. ~ #27969 guillotine~ @@ -384,7 +384,7 @@ A blody guillotine is here.~ 0 0 0 0 0 E guillotine~ - This guillotine was built to punish the revolutioners. + This guillotine was built to punish the revolutioners. ~ #27971 French cake~ @@ -469,7 +469,7 @@ A set of horseshoes has been left here.~ E look horseshoes~ This object can only be use by a horse sorry if you liked them but, you cant -take them with you. +take them with you. ~ A 19 3 @@ -488,7 +488,7 @@ A staff has been left here.~ E look staff~ This is a magical an powerful staff that blesses all the persons that are -around you players or mobs. When you buy it you can used 5 times. +around you players or mobs. When you buy it you can used 5 times. ~ #27990 key oxided~ @@ -501,7 +501,7 @@ An oxided key has been left here.~ E look key~ This is a key of a cell, what ever muste be in that cell you should live it -there it must be a very dangerous thief or revolutioner. +there it must be a very dangerous thief or revolutioner. ~ #27991 cadaver~ @@ -513,7 +513,7 @@ The cadaver of a man is lying here.~ 0 0 0 0 0 E look corpse~ - This is the corpse of the man that once had the iron mask on his head. + This is the corpse of the man that once had the iron mask on his head. ~ #27992 key platinum~ @@ -526,7 +526,7 @@ A platinum key is lying here.~ E look key~ This is not an ordinary key, this key can open a secret passage that leads to -the royal hall, where you can find the king. +the royal hall, where you can find the king. ~ #27993 crown royal~ diff --git a/lib/world/obj/28.obj b/lib/world/obj/28.obj index 026151b..b176d59 100644 --- a/lib/world/obj/28.obj +++ b/lib/world/obj/28.obj @@ -8,7 +8,7 @@ A small whip, obviously made for those new to the game, is here.~ 2 10 1 0 0 E whip newbie~ - It's a small whip, not made to last, but it'll hold a couple of days. + It's a small whip, not made to last, but it'll hold a couple of days. ~ #2804 cloak newbie~ @@ -21,7 +21,7 @@ A cloak, obviously made for those new to the game, is here.~ E newbie cloak~ This drap garment can be worn around the neck to protect an adventurer from -the weather. It affords very little protection from anything else. +the weather. It affords very little protection from anything else. ~ A 17 -3 @@ -37,7 +37,7 @@ E water canteen newbie~ The canteen can hold only a few mouthfuls of water. It would be handy to keep this canteen in case you travel a short distance away from the clean -waters of the town. +waters of the town. ~ #2806 porkchop chop~ @@ -50,7 +50,7 @@ A side of pork has been cut into a pork chop here.~ E porkchop chop~ This slab of meat looks quite appetizing. Just brush off some of the dirt -and grime first. +and grime first. ~ #2807 purse~ @@ -63,7 +63,7 @@ A small purse has been dropped here.~ E purse~ A small purse for carrying a few items. It cannot hold much, but it looks -useful. +useful. ~ #2808 coins pile~ @@ -75,6 +75,6 @@ Some coins has been thrown here. - Should never be seen.~ 10 1 0 0 0 E coins pile~ - A small pile of coins, what luck you have to stumble upon such a thing. + A small pile of coins, what luck you have to stumble upon such a thing. ~ $~ diff --git a/lib/world/obj/280.obj b/lib/world/obj/280.obj index 513637d..857f13a 100644 --- a/lib/world/obj/280.obj +++ b/lib/world/obj/280.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/283.obj b/lib/world/obj/283.obj index 0e08db4..3e613dd 100644 --- a/lib/world/obj/283.obj +++ b/lib/world/obj/283.obj @@ -116,7 +116,7 @@ Claws lay here in a pool of blood.~ 2 907 0 0 E bloody claws~ - They're all bloody! How sick! + They're all bloody! How sick! ~ A 19 2 @@ -134,7 +134,7 @@ A huge weapon lays here.~ 5 909 0 30 E punisher~ - This weapon rocks butt!!! + This weapon rocks butt!!! ~ A 1 2 @@ -168,7 +168,7 @@ A belt made of leather lays here.~ 1 560 0 0 E belt leather old~ - It looks very, very old. + It looks very, very old. ~ A 18 2 diff --git a/lib/world/obj/284.obj b/lib/world/obj/284.obj index e6f2bcd..2f16666 100644 --- a/lib/world/obj/284.obj +++ b/lib/world/obj/284.obj @@ -115,7 +115,7 @@ A leathery, red scaled hide sits here in a heap.~ #28415 bone scrimshaw cameo~ a scrimshaw cameo~ -A piece of carved bone attached to a leather strap sits half buried in +A piece of carved bone attached to a leather strap sits half buried in the dirt.~ ~ 9 f 0 0 0 aco 0 0 0 0 0 0 0 @@ -201,7 +201,7 @@ E nosferatu sword~ It vibrates with a hidden power of ultimate evil. With this weapon in your grasp you feel most invincible. But beware, lest Nosferatu should come calling -for his precious. +for his precious. ~ #28424 razor boots~ @@ -348,7 +348,7 @@ sign~ || and you are alone, perhaps || || you should reconsider this || || area. || - ||____________________________|| + ||____________________________|| /================================\ ~ #28481 @@ -403,7 +403,7 @@ A pile of jello undulates here.~ 5 900 0 0 E gelatinous skin~ - Hell, it looks like a pile of red gelatin... Pretty gross. + Hell, it looks like a pile of red gelatin... Pretty gross. ~ A 3 -1 @@ -419,7 +419,7 @@ A pile of jello undulates here.~ 5 250 0 0 E gelatinous leggings~ - Looks like slimy red gelatin... Pretty gross. + Looks like slimy red gelatin... Pretty gross. ~ A 4 2 diff --git a/lib/world/obj/285.obj b/lib/world/obj/285.obj index 513637d..857f13a 100644 --- a/lib/world/obj/285.obj +++ b/lib/world/obj/285.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/287.obj b/lib/world/obj/287.obj index 4447b1e..cf27e95 100644 --- a/lib/world/obj/287.obj +++ b/lib/world/obj/287.obj @@ -154,7 +154,7 @@ E crown~ As you turn the crown over in your hands, you feel twice the warrior you used to be, ready even to lead an army into battle. Surely no magic can harm such a -great one as wears this crown. +great one as wears this crown. ~ A 6 1 @@ -173,7 +173,7 @@ A bottle of Inver House blended whiskey lies here.~ E bottle~ It is sealed with a metal cap. You KNOW this stuff is bad,bad,bad. It is -probably not single-malt. More likely eight malt. +probably not single-malt. More likely eight malt. ~ #28720 bowl stew bigos~ @@ -280,7 +280,7 @@ A beautiful claymore with an engraved hilt lies here.~ 10 1000 0 0 0 E hilt claymore sword engravings~ - The hilt is engraved with one word, a name ;it is the name "MacLeod". + The hilt is engraved with one word, a name ;it is the name "MacLeod". ~ A 1 1 @@ -437,7 +437,7 @@ white robe~ This robe is worn by only the most prestigious. An aura of peace and contentment surrounds the robe. Making it feel almost other worldly. The fabric is soft and very pliable. This robe would be very comfortable to wear. - + ~ #28749 shield medium wooden~ @@ -482,7 +482,7 @@ A small flask full of an aromatic, and alcoholic, fluid.~ E flask~ It is engraved with these arcane runes: - + judicandus dies ~ #28754 @@ -543,19 +543,19 @@ A scroll labelled "The Legend of Nambor" lies here.~ 1 100 0 0 0 E scroll~ - The Legend of Nambor. + The Legend of Nambor. In days now forgotten to any but the living God, there lived a - valiant Man, Nambor by name, who dared enter the evil tunnels + valiant Man, Nambor by name, who dared enter the evil tunnels in the bowels of the mountains. From Symtoto he came, through - paths untrodden, until after great struggle he found a shaft + paths untrodden, until after great struggle he found a shaft leading down into deep darkness. But that was the start of poor Nambor's trials, for he found the entrance was too high to leave through. Now must he roam the tunnels of the evil creatures that - gnaw the rocks of the Underdark, till God shows him an escape + gnaw the rocks of the Underdark, till God shows him an escape from the tunnels, or from this world. - And bravely he went forth, ever climbing deeper, sword clutched - in hand. And 'tis said by the elves that he saw there many a - marvel; rocks that turned into vile beasts when touched, and + And bravely he went forth, ever climbing deeper, sword clutched + in hand. And 'tis said by the elves that he saw there many a + marvel; rocks that turned into vile beasts when touched, and unseen creatures that lurked in the shadows. And some there are that say he escaped at last, but others say he never left, but died in the dark, broken sword still in his hand. @@ -595,7 +595,7 @@ A jagged black knife with a goblin-head carved on its hilt lies here.~ 1 50 0 0 0 E hilt~ - It is a hideous, leering goblin head carved in bone. + It is a hideous, leering goblin head carved in bone. ~ #28764 scimitar goblin~ @@ -689,7 +689,7 @@ E broadsword sword~ The mark "D. F. " with a stamped-in hammer is on its hilt, and the blade bears the name "Krat". Perhaps it is magic? But its blade, at least, is very -well-tempered, and its edge razor-sharp. +well-tempered, and its edge razor-sharp. ~ A 19 2 @@ -823,7 +823,7 @@ A tub of dirty water for quenching tools sits here.~ 1004 0 0 0 0 E water tub~ - It doesn't look too good. I wouldn't drink it if I were you! + It doesn't look too good. I wouldn't drink it if I were you! ~ #28786 well jakur~ @@ -843,7 +843,7 @@ A magical fountain of marble spouts the blood-red wine.~ 1004 0 0 0 0 E wine fountain~ - The fountain is filled with cheap, but not sour, wine. + The fountain is filled with cheap, but not sour, wine. ~ #28788 safe picture~ @@ -857,7 +857,7 @@ E portrait~ It is an oil-on-wood portrait of the good King. No, you can't steal it, my friend. It is, strange to say, firmly bolted to the wall, not hung from the -usual nail. +usual nail. ~ #28789 waybread~ diff --git a/lib/world/obj/288.obj b/lib/world/obj/288.obj index af40551..153d5fe 100644 --- a/lib/world/obj/288.obj +++ b/lib/world/obj/288.obj @@ -34,7 +34,7 @@ A belt of the Zodiac lies here.~ E belt~ You can immediately see that it belongs to Orion, from the three stars -engraved on it. +engraved on it. ~ A 5 2 @@ -56,7 +56,7 @@ A fleece of the Zodiac lies here.~ 9 1000 0 0 0 E fleece~ - From a look it resembles the Golden Fleece that exists in the Greek myths. + From a look it resembles the Golden Fleece that exists in the Greek myths. ~ #28807 hoof taurus~ @@ -68,7 +68,7 @@ A hoof of the Zodiac lies here.~ 3 1000 0 0 0 E hoof~ - It is with these hooves that Taurus can stand against Orion's attacks. + It is with these hooves that Taurus can stand against Orion's attacks. ~ A 14 50 @@ -84,8 +84,8 @@ A mask of the Zodiac lies here.~ 7 1000 0 0 0 E mask~ - You notice the mask has got two faces, one smiling and the other crying. -You don't know which way you should wear it. + You notice the mask has got two faces, one smiling and the other crying. +You don't know which way you should wear it. ~ A 1 1 @@ -102,7 +102,7 @@ A shell of the Zodiac lies here.~ E shell~ A shell which is dented in the middle, resulting from the Hercules' mighty -pound when the Crab was still an enemy of Hercules in ancient times. +pound when the Crab was still an enemy of Hercules in ancient times. ~ A 17 -2 @@ -116,7 +116,7 @@ A skin of the Zodiac lies here.~ 15 1000 0 0 0 E skin~ - A skin made of metal, which was worn by Hercules during his Ten Labours. + A skin made of metal, which was worn by Hercules during his Ten Labours. ~ A 1 2 @@ -130,7 +130,7 @@ A bracelet of the Zodiac lies here.~ 4 1000 0 0 0 E bracelet~ - A bracelet of purity and youth, only worn by selected virgins. + A bracelet of purity and youth, only worn by selected virgins. ~ A 4 2 @@ -144,7 +144,7 @@ A shield of the Zodiac lies here.~ 15 1000 0 0 0 E scale~ - It is a shield of justice, used in the ancient battle against injustice. + It is a shield of justice, used in the ancient battle against injustice. ~ A 17 -3 @@ -160,7 +160,7 @@ A shield of the Zodiac lies here.~ 15 1000 0 0 0 E scale~ - It is a shield of injustice, it picks on the innocent. + It is a shield of injustice, it picks on the innocent. ~ A 17 6 @@ -177,7 +177,7 @@ Sting of the Zodiac lies here.~ E sting~ This dreadful weapon put a lot of mortals to death before Scorpio was -banished. +banished. ~ A 18 3 @@ -193,7 +193,7 @@ The Arrow of Sagittarius lies here.~ 7 500 0 0 0 E arrow~ - It's an arrow of lightning; it will never miss any target. + It's an arrow of lightning; it will never miss any target. ~ #28816 bow sagittarius~ @@ -205,7 +205,7 @@ The Titanic Bow of Sagittarius lies here.~ 20 1000 0 0 0 E bow~ - The gigantic bow used by the Archer; it is a very powerful weapon. + The gigantic bow used by the Archer; it is a very powerful weapon. ~ A 18 4 @@ -222,7 +222,7 @@ A pair of horns of the Zodiac lies here.~ E horn~ These strange horns are the work of gods, shaped to fit on hands. They look -powerful indeed. +powerful indeed. ~ A 18 3 @@ -239,7 +239,7 @@ A vessel of the Zodiac lies here.~ E vessel~ This vessel has been carried by the Water Bearer ever since she came to the -Zodiac. +Zodiac. ~ #28819 tail pisces~ @@ -252,7 +252,7 @@ A fish tail of the Zodiac lies here.~ E tail~ This tail can actually be worn by mortals somehow as leggings ... Another -work of the gods. +work of the gods. ~ A 17 -2 @@ -269,7 +269,7 @@ A ring of specialty lies here.~ E ring~ This ring belongs to Cassiopeia, queen of the Universe. Mortals, do not -touch! +touch! ~ A 12 25 @@ -285,7 +285,7 @@ A sceptre of interest lies here.~ 4 2000 0 0 0 E sceptre~ - You'd better give it back, or the king of the Universe will punish you. + You'd better give it back, or the king of the Universe will punish you. ~ A 18 2 @@ -301,7 +301,7 @@ Here lies a fortune ... a small ring of power.~ 3 4000 0 0 0 E ring~ - It conceals the power of the universe. + It conceals the power of the universe. ~ A 12 15 @@ -361,7 +361,7 @@ Some chains lie on the floor.~ 50 1 0 0 0 E chains~ - They certainly look important! + They certainly look important! ~ #28829 plinth plaque~ diff --git a/lib/world/obj/289.obj b/lib/world/obj/289.obj index a1cb7fc..6b633b2 100644 --- a/lib/world/obj/289.obj +++ b/lib/world/obj/289.obj @@ -9,7 +9,7 @@ A huge crossbow is leaning against the wall here.~ E Crossbow cross bow~ This weapon almost scares you. Why, this thing could punch a hole right -through you... Ack! +through you... Ack! ~ A 18 1 @@ -25,7 +25,7 @@ A thick, well-crafted axe lies here, well-polished.~ 10 200 0 0 E axe sturdy~ - This axe is so shiny, you'd swear someone has licked it clean! + This axe is so shiny, you'd swear someone has licked it clean! ~ A 18 -2 @@ -41,7 +41,7 @@ An astoundingly big bastard sword stands here.~ 10 750 0 0 E Sword bastard~ - Wow! It would take a HUGE person to wield this sword! + Wow! It would take a HUGE person to wield this sword! ~ A 1 2 @@ -57,7 +57,7 @@ A rain barrel stands here.~ 305 50 0 0 E rain barrel~ - That's one big rain barrel! The water looks cool and clear inside... + That's one big rain barrel! The water looks cool and clear inside... ~ #28904 slingshot sling shot~ @@ -69,7 +69,7 @@ A slingshot of wood has been discarded here.~ 2 25 0 0 E slingshot sling shot~ - A child's weapon, nothing more. + A child's weapon, nothing more. ~ A 18 5 @@ -84,7 +84,7 @@ A dart is stuck in the ground.~ E dart~ You're not actually considering wielding this, are you? "The dragon cowers -before your dart, 'Please do not hurt me! '" Yeah, right. +before your dart, 'Please do not hurt me! '" Yeah, right. ~ #28906 pike~ @@ -96,7 +96,7 @@ A nasty looking pike is lying on the ground.~ 20 500 0 0 E pike~ - It's heavy, but not a bad weapon! + It's heavy, but not a bad weapon! ~ #28907 knife wicked~ @@ -108,7 +108,7 @@ A wickedly curved knife sits here.~ 5 300 0 0 E knife wicked~ - This is a murderer's knife, pure and simple. + This is a murderer's knife, pure and simple. ~ A 18 1 @@ -122,7 +122,7 @@ A metal-shod quarterstaff has been stuck in the ground.~ 12 100 0 0 E staff quarter quarterstaff~ - An oaken war staff. A simple weapon that can be very deadly. + An oaken war staff. A simple weapon that can be very deadly. ~ A 19 1 @@ -137,7 +137,7 @@ A strange weapon made of wood and spikes sits here.~ E Bevgul weapon wood spike spikes~ It looks to be a piece of wood made to be strapped to the forearm covered -with spikes and nails. Doesn't look like a friendly weapon at all! +with spikes and nails. Doesn't look like a friendly weapon at all! ~ A 19 2 @@ -151,7 +151,7 @@ A silk scarf has been folded neatly here.~ 1 500 0 0 E scarf silk~ - Very nice... A beautiful scarf. + Very nice... A beautiful scarf. ~ A 3 1 @@ -165,7 +165,7 @@ A silk scarf has been folded neatly here.~ 1 500 0 0 E scarf silk~ - Very nice... A beautiful scarf. + Very nice... A beautiful scarf. ~ A 3 -1 @@ -179,7 +179,7 @@ A big cooking pot sits here.~ 15 200 0 0 E pot~ - That's one big cast-iron pot! + That's one big cast-iron pot! ~ #28913 Pan frying~ @@ -191,7 +191,7 @@ A frying pan has been put aside here.~ 10 100 0 0 E Pan frying~ - There's some grease on the bottom. Yuck! + There's some grease on the bottom. Yuck! ~ #28914 Plate Jumbalaya~ @@ -203,11 +203,11 @@ A plate of HOT jumbalaya gives off steam.~ 3 20 0 0 E Plate Jumbalaya~ - This is a Dummy, please make me valid!! Some XO + This is a Dummy, please make me valid!! ~ E shrimp plate jumbalaya~ - Shrimp, rice, sausage, and lots and LOTS of cayenne pepper! Whew! + Shrimp, rice, sausage, and lots and LOTS of cayenne pepper! Whew! ~ #28915 Plate spaghetti~ @@ -219,7 +219,7 @@ A plate of spaghetti sits here.~ 3 18 0 0 E Plate spaghetti~ - Spaghetti with meatballs... Looks good! + Spaghetti with meatballs... Looks good! ~ #28916 Bowl soup~ @@ -231,7 +231,7 @@ A bowl of soup is cooling here.~ 1 10 0 0 E Bowl soup~ - Looks like garden vegetable soup. Smells good too. + Looks like garden vegetable soup. Smells good too. ~ #28917 beer glass beer~ @@ -243,7 +243,7 @@ A glass of beer sits forgotten here.~ 2 5 0 0 E Beer glass~ - A nice glass filled with 'Mr. Beer' brand beer. + A nice glass filled with 'Mr. Beer' brand beer. ~ #28918 ale glass ale~ @@ -256,7 +256,7 @@ A big glass of mead sits here, cool and frosty.~ E Mead glass~ Looks good. Looks cold. You sure could use some cold and alcoholic right -about now... +about now... ~ #28919 whisky shot whiskey whisky~ @@ -268,6 +268,6 @@ A shot of Whiskey is sitting here.~ 1 10 0 0 E Whiskey shot~ - Whew! Looks like potent stuff! + Whew! Looks like potent stuff! ~ $~ diff --git a/lib/world/obj/290.obj b/lib/world/obj/290.obj index fede8bd..58189b9 100644 --- a/lib/world/obj/290.obj +++ b/lib/world/obj/290.obj @@ -8,7 +8,7 @@ A crown of gold lies forgotten here.~ 10 600 0 0 0 E crown gold~ - This golden crown looks to be worth its weight in gold... + This golden crown looks to be worth its weight in gold... ~ #29001 claymore~ @@ -21,7 +21,7 @@ An almost new claymore lies here on the ground.~ E claymore~ This claymore has a similar shape to a dagger except that the hilt is -perpendicular to the blade not parallel. +perpendicular to the blade not parallel. ~ A 18 1 @@ -36,7 +36,7 @@ A pile of clothing has been left here. It looks like robes.~ E robes lizardman~ These robes have intricate designs on them with a flavour towards the -religion of the lizardmen. They are a deep blue colour. +religion of the lizardmen. They are a deep blue color. ~ A 12 10 @@ -54,13 +54,13 @@ E key useless~ This key is completely useless since it cannot be picked up and to get to it, the door it unlocks must be unlocked... Hmmmmm, I'm sure that there is some -obscure reason for it though... +obscure reason for it though... ~ E reason~ There is absolutely no reason for this key except to be an ignorant item that no one can get. The bonuses are in case some Id's it and should be ignored -since the item cannot be used anyways. +since the item cannot be used anyways. ~ A 1 3 @@ -75,16 +75,16 @@ An astronomically huge altar stands in the middle of the room.~ E altar~ This altar is really BIG. It has neat little incomprehensible writing all -over it. +over it. ~ E twit~ - It can be worn on your head, you twit! + It can be worn on your head, you twit! ~ E writing~ Not to insult your intelligence or anything, but it happens to be completely -and utterly incomprehensible. +and utterly incomprehensible. ~ A 14 -30 @@ -100,7 +100,7 @@ A large green key lies here.~ 1 1 0 0 0 E key green~ - This key is to be used for the exit. Nothing else. + This key is to be used for the exit. Nothing else. ~ #29006 scroll magic~ @@ -112,12 +112,12 @@ A magical scroll sits here.~ 5 200 0 0 0 E magic scroll~ - This magical scroll has the word 'EEFRTFG' on it. + This magical scroll has the word 'EEFRTFG' on it. ~ E eefrtfg~ Actually, I was sort of hoping you knew what it meant... Since I haven't the -foggiest. +foggiest. ~ A 14 10 @@ -132,7 +132,7 @@ A shield is laying here on the ground.~ E shield~ This is a very plain shield as if the creator had gotten extremely annoyed by -the time he, she or it got to this point. +the time he, she or it got to this point. ~ A 9 -3 @@ -146,7 +146,7 @@ A LUCKY is lying here on the ground.~ 1 1 0 0 0 E lucky~ - Boy are you lucky you found this... IT opens the door in the tunnels. + Boy are you lucky you found this... IT opens the door in the tunnels. ~ #29009 milk barrel milk~ @@ -158,8 +158,8 @@ A milk barrel has been left here.~ 50 60 0 0 0 E milk barrel~ - This barrel is a standard Sesame Street milk barrel, normally found in Mr. -Hooper's Store. + This barrel is a standard Sesame Street milk barrel, normally found in Mr. +Hooper's Store. ~ #29010 milk cup milk~ @@ -193,6 +193,6 @@ A small chocolate chip cookie has been left here.~ E cookie chocolate chip small~ This is essentially just a small version of the VERY BIG CHOCOLATE CHIP -COOKIE found elsewhere. +COOKIE found elsewhere. ~ $~ diff --git a/lib/world/obj/291.obj b/lib/world/obj/291.obj index 39403c2..74b4d2b 100644 --- a/lib/world/obj/291.obj +++ b/lib/world/obj/291.obj @@ -10,7 +10,7 @@ E triangled wheel~ Attached to a chain, this unholy symbol is made of an unknown alloy. It is imbued with a portion of the power of the Mistress of the Void, giving its -wearer a taste of the power of the Symmetry. +wearer a taste of the power of the Symmetry. ~ A 4 2 @@ -29,7 +29,7 @@ A rusty lantern hangs on a peg on the wall here~ E rusty lantern~ An aged light giving device, rusted with the passage of the years. It still -works quite well though. Useful for all your lighting needs. +works quite well though. Useful for all your lighting needs. ~ #29102 torch~ @@ -41,7 +41,7 @@ A torch is set in a mounting in the wall here.~ 1 15 0 0 E torch~ - This is a simple torch. It looks like it is of at least decent quality. + This is a simple torch. It looks like it is of at least decent quality. ~ #29103 silver feather~ @@ -53,7 +53,7 @@ A metallic feather rests here in the dust.~ 1 1000 0 0 E silver feather~ - A piece of metallic down donated from the wing of the silver angel. + A piece of metallic down donated from the wing of the silver angel. ~ A 18 2 @@ -70,7 +70,7 @@ A night black scimitar.~ E black horseman scimitar~ This just black sword is made of an unnatural metal. It hums with the -resonance of the void. This is a powerful weapon. +resonance of the void. This is a powerful weapon. ~ A 4 -3 @@ -89,7 +89,7 @@ Some green herbs grow in the ground here.~ E green herb~ A small cluster of bright green leaves sprouts out of the ground. Even in -the most opperssive of places, the hardiest of weeds can grow. +the most opperssive of places, the hardiest of weeds can grow. ~ #29107 crystal orb~ @@ -129,10 +129,10 @@ a sign~ A sign is placed on the wall here you may wish to read.~ Unwelcome Guests, -Your presence is not wanted here. If you wish to confront me, I will -be foreced to stop you. You are welcome to try, but I will not save +Your presence is not wanted here. If you wish to confront me, I will +be foreced to stop you. You are welcome to try, but I will not save you from your own stupidity. You have been warned. - + Ilian ~ 16 0 0 0 0 0 0 0 0 0 0 0 0 @@ -174,10 +174,10 @@ A Bookshelf rests on the wall here, gathering dust.~ Book key harmony harmonious ascension~ the Book of Harmonious Ascension~ A Book titled "The Key to Harmonious Ascension" Gathers dust here.~ - The Key to Harmonious Ascension: The Extremes are unpleasent things. + The Key to Harmonious Ascension: The Extremes are unpleasent things. Invaribly, they all work to prevent harmony. Therefore, only the key that has lost its razor-sharp edges and its flat and blunt ends can unlock the doorwaay -to the above which stands amongst the pillars of this world. +to the above which stands amongst the pillars of this world. ~ 16 0 0 0 0 a 0 0 0 0 0 0 0 0 0 0 0 @@ -185,7 +185,7 @@ to the above which stands amongst the pillars of this world. #29120 tome red book ~ the Tome of Infernal Burning~ -A book bound in firey red leather lies here.~ +A book bound in fiery red leather lies here.~ $n recites the ancient words "Incenderius Diabolicius! " ~ 2 d 0 0 0 a 0 0 0 0 0 0 0 @@ -296,7 +296,7 @@ A A 13 20 #29138 -Helm, doomguard iron~ +helm doomguard iron~ the helm of a doomguard~ A thick black iron helmet is here.~ ~ diff --git a/lib/world/obj/292.obj b/lib/world/obj/292.obj index 1f99380..97f2311 100644 --- a/lib/world/obj/292.obj +++ b/lib/world/obj/292.obj @@ -8,7 +8,7 @@ There is a small white glove on the ground here.~ 1 525 12 0 0 E white glove~ - This white glove looks rather like its worth no protection what-so-ever. + This white glove looks rather like its worth no protection what-so-ever. ~ #29201 crystal shard~ @@ -31,7 +31,7 @@ There is a book here with a scaled cover.~ E book dragons~ This book has so much information about dragons it would take you weeks to -decide what you wanted to read... +decide what you wanted to read... ~ #29203 robe liche~ @@ -44,7 +44,7 @@ A partly rotted robe lies in the corner.~ E robe liche~ This robe looks like it once belonged to something dead. Maybe you shouldn't -keep it. +keep it. ~ A 5 -2 @@ -70,7 +70,7 @@ There is a strange blue spiraled fruit on the ground here.~ 3 12 2 0 0 E powwee~ - This fruit tastes something like apples with peanut better spread on. + This fruit tastes something like apples with peanut better spread on. ~ #29206 war ribbon~ @@ -84,7 +84,7 @@ E war ribbon~ This weapon is certainly one of the more exotic you've seen: a coiled up piece of incredibly sharp metal used to coil around an opponent's limb and rip -off as much flesh as possible. +off as much flesh as possible. ~ A 18 -4 @@ -113,7 +113,7 @@ There is a thin manual with big red letters here.~ E manual protection~ As you read the manual, you begin to realize that its better NOT to get hit -during a fight... +during a fight... ~ #29209 brochure~ @@ -126,7 +126,7 @@ There is a travel brochure here, inviting you to see the sights.~ E brochure~ Hey you know, now that you think of it, there's a lot of places you haven't -been... This is the perfect opportunity! +been... This is the perfect opportunity! ~ #29210 bird perch plate~ @@ -139,7 +139,7 @@ There is some sort of bird perch here, attached to something metal.~ E bird perch plate~ This is a bird perch made to affix to the shoulder plate of some armor. You -don't have a clue why. +don't have a clue why. ~ A 3 -3 @@ -156,7 +156,7 @@ A #29212 target armor~ a suit of target armor~ -There is a light set of armor here, with a big bulls-eye painted on +There is a light set of armor here, with a big bulls-eye painted on the front...~ ~ 9 bg 0 0 0 ad 0 0 0 0 0 0 0 @@ -385,7 +385,7 @@ A painting of the goddess of healing hangs here.~ E painting art arla~ This is a painting of Arla, goddess of healing. There seems to be no -artist's signiture, however. +artist's signiture, however. ~ #29237 axe~ @@ -500,7 +500,7 @@ A well sits in the center of the intersection here.~ E well~ It goes deep, deep, deep into the ground. There's a grate overtop to keep -people from throwing trash down inside it. +people from throwing trash down inside it. ~ #29248 beer bottle beer~ diff --git a/lib/world/obj/293.obj b/lib/world/obj/293.obj index 513637d..857f13a 100644 --- a/lib/world/obj/293.obj +++ b/lib/world/obj/293.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/294.obj b/lib/world/obj/294.obj index fb4fe01..370eb3e 100644 --- a/lib/world/obj/294.obj +++ b/lib/world/obj/294.obj @@ -8,7 +8,7 @@ A dangerous piece of cutlery sits here.~ 6 50 0 0 E Knife madman madmans piece cutlery~ - There's dried blood on the blade. + There's dried blood on the blade. ~ A 4 -2 @@ -22,7 +22,7 @@ A discarded awl lies here.~ 1 5 0 0 E awl~ - Looks like a normal awl, used to punch holes through leather. + Looks like a normal awl, used to punch holes through leather. ~ #29402 T-Square square t~ @@ -34,7 +34,7 @@ An architect's T-Square lies forgotten here.~ 1 30 0 0 E T-Square square t~ - You think its used for angles and lines and ... Stuff. + You think its used for angles and lines and ... Stuff. ~ #29403 Cleaver knife meat meatcleaver~ @@ -46,7 +46,7 @@ A huge meat cleaver gathers rust here.~ 15 100 0 0 E Cleaver knife meat meatcleaver~ - Looks like you could really hack through some meat with that thing! + Looks like you could really hack through some meat with that thing! ~ A 17 -10 @@ -62,7 +62,7 @@ A silver ring lies here.~ 1 1000 0 0 E ring silver~ - Small and silver, Nice. + Small and silver, Nice. ~ #29405 boots pair leather~ @@ -74,7 +74,7 @@ A pair of Leather Boots are sitting here.~ 6 200 0 0 E boots pair leather~ - A nice set of heavy leather boots. + A nice set of heavy leather boots. ~ #29406 Tie leather necktie~ @@ -86,7 +86,7 @@ A Leather tie is here. Fashionable!~ 1 450 0 0 E Tie leather necktie~ - A black leather necktie. It would go well with nothing you have. + A black leather necktie. It would go well with nothing you have. ~ #29407 jacket leather~ @@ -98,7 +98,7 @@ A nice leather jacket gathers dust on the ground.~ 15 300 0 0 E jacket leather~ - A heavy-duty leather jacket, made for warmth and protection. + A heavy-duty leather jacket, made for warmth and protection. ~ #29408 Gloves leather~ @@ -111,7 +111,7 @@ A pair of leather gloves have been discarded in a pile.~ E Gloves leather~ These heavy-duty leather gloves seem to offer a lot of hand protection for -day-to-day activities. +day-to-day activities. ~ #29409 Sapphire gem jewel~ @@ -123,7 +123,7 @@ A glittering blue gem sits here.~ 1 1000 0 0 E Sapphire gem jewel~ - Pretty. It's a sapphire, isn't it? + Pretty. It's a sapphire, isn't it? ~ #29410 Emerald gem jewel~ @@ -135,7 +135,7 @@ A sparkling green jewel sits here.~ 1 500 0 0 E Emerald gem jewel~ - Exquisite... A fantastic stone. + Exquisite... A fantastic stone. ~ #29411 Diamond gem jewel~ @@ -147,7 +147,7 @@ A diamond gathers dust here.~ 1 200 0 0 E Diamond gem jewel~ - Wow! A real Diamond! + Wow! A real Diamond! ~ A 2 2 @@ -161,7 +161,7 @@ A fresh slab of beef is wrapped up here.~ 10 50 0 0 E Slab beef~ - It's a big, bloody hunk of meat. Mmmm. + It's a big, bloody hunk of meat. Mmmm. ~ #29413 Haunch mutton~ @@ -173,7 +173,7 @@ A haunch of fresh mutton is sitting here.~ 7 25 0 0 E Haunch mutton~ - Looks like it came from a nice, fat sheep. + Looks like it came from a nice, fat sheep. ~ #29414 Steak deer~ @@ -185,7 +185,7 @@ A steak of deer meat is wrapped in paper here.~ 5 30 0 0 E Steak deer~ - Smells gamy, but seems edible. + Smells gamy, but seems edible. ~ #29415 Rope coil~ @@ -197,7 +197,7 @@ A length of rope is neatly coiled here.~ 25 250 0 0 E Rope coil~ - The rope seems to be made of a good quality hemp. + The rope seems to be made of a good quality hemp. ~ #29416 Anchor~ @@ -217,7 +217,7 @@ A fishing net is lying on the ground.~ 10 1000 0 0 E Net~ - Its a fishing net, with little fishing hooks attached to the knots. + Its a fishing net, with little fishing hooks attached to the knots. ~ #29418 Fishhook hook~ @@ -229,7 +229,7 @@ A stray fishhook is lying here.~ 1 1 0 0 E Fishhook hook~ - Its a tiny wire fishhook. You've seen these before... + Its a tiny wire fishhook. You've seen these before... ~ #29419 beer glass beer~ @@ -241,7 +241,7 @@ A glass of beer sits forgotten here.~ 2 5 0 0 E Beer glass~ - A nice glass filled with 'Mr. Beer' brand beer. + A nice glass filled with 'Mr. Beer' brand beer. ~ #29420 ale mead glass ale~ @@ -254,7 +254,7 @@ A big glass of mead sits here, cool and frosty.~ E Mead glass~ Looks good. Looks cold. You sure could use some cold and alcoholic right -about now... +about now... ~ #29421 whisky shot whiskey whisky~ @@ -266,7 +266,7 @@ A shot of Whiskey is sitting here.~ 1 10 0 0 E Whiskey shot~ - Whew! Looks like potent stuff! + Whew! Looks like potent stuff! ~ #29422 Sword Long Longsword~ @@ -278,6 +278,6 @@ A long sword gathers rust here.~ 12 600 0 0 E Sword Long Longsword~ - Looks like your generic long sword. + Looks like your generic long sword. ~ $~ diff --git a/lib/world/obj/295.obj b/lib/world/obj/295.obj index 75280e0..18c05ca 100644 --- a/lib/world/obj/295.obj +++ b/lib/world/obj/295.obj @@ -16,7 +16,7 @@ A large fire burns very brightly!~ 0 0 0 0 E fire~ - Hey, watch it, this thing is realy hot! + Hey, watch it, this thing is realy hot! ~ #29502 heart~ @@ -28,7 +28,7 @@ A human heart still beats slowly as it sits on the floor!~ 2 1 0 0 E heart~ - Urrgh! It still beats in you hand! What strange magic could do this? + Urrgh! It still beats in your hand! What strange magic could do this? ~ #29503 bones~ @@ -40,7 +40,7 @@ A pile of bones rests on the ground.~ 0 0 0 0 E bones~ - WooWoo! Human bones! Lots of em to! Must of been a good meal. + WooWoo! Human bones! Lots of em to! Must of been a good meal. ~ #29504 meat human~ @@ -52,7 +52,7 @@ A slab of meat that look a little leg shaped sits on the floor.~ 2 20 0 0 E leg~ - Ha! A human leg! Oyur not realy gonna eat this are you? + Ha! A human leg! Oyur not realy gonna eat this are you? ~ #29505 fur skin~ @@ -64,7 +64,7 @@ An animal skin lays here.~ 9 200 0 5 E fur~ - Well, its like furry! Probably from a lion. + Well, its like furry! Probably from a lion. ~ A 19 1 @@ -122,7 +122,7 @@ A crystal skull sits unattended!~ 10 300 0 0 E skull crystal~ - The skull seems to be made out of an unknow crystal! Wonder what it is?!? + The skull seems to be made out of an unknow crystal! Wonder what it is?!? ~ A 4 1 diff --git a/lib/world/obj/296.obj b/lib/world/obj/296.obj index 6c65e59..e8df7f2 100644 --- a/lib/world/obj/296.obj +++ b/lib/world/obj/296.obj @@ -41,7 +41,7 @@ A brand new Magic-cart creation of Wizard Chevvy Lay is parked here.~ #29605 wagon Too-yoto~ the beat up too-yoto~ -A beat up Too-yoto wagon is parked here. +A beat up Too-yoto wagon is parked here. ~ ~ 15 b 0 0 0 0 0 0 0 0 0 0 0 diff --git a/lib/world/obj/298.obj b/lib/world/obj/298.obj index bec4647..38e613f 100644 --- a/lib/world/obj/298.obj +++ b/lib/world/obj/298.obj @@ -139,9 +139,9 @@ A finely crafted Jar of Hot Dripping Oil waits for a worthy slave.~ A 17 -2 #29815 -armour gateguard~ -Some Gate Guard Armour~ -A pile of black armour is here.~ +armor gateguard~ +Some Gate Guard Armor~ +A pile of black armor is here.~ ~ 9 j 0 0 0 ad 0 0 0 0 0 0 0 1 0 0 0 @@ -155,9 +155,9 @@ The sword of a Gate Guard lies here.~ 0 3 4 3 10 100 0 0 #29817 -armour royalty guard~ -Some Royalty Guard Armour~ -Some armour made from the remains of a Royalty Guard lies heaped on the floor.~ +armor royalty guard~ +Some Royalty Guard Armor~ +Some armor made from the remains of a Royalty Guard lies heaped on the floor.~ ~ 9 aj 0 0 0 ad 0 0 0 0 0 0 0 2 0 0 0 diff --git a/lib/world/obj/299.obj b/lib/world/obj/299.obj index 745db44..47a1434 100644 --- a/lib/world/obj/299.obj +++ b/lib/world/obj/299.obj @@ -10,14 +10,14 @@ E corpse fresh~ The corpse lying here is disgusting at best. Looking closely at it, you notice that it has been disembowled, but can find no trace of the entrails -whatsoever. +whatsoever. ~ E altar~ The altar before you is covered with glyphs and symbols that mean nothing to you. It obviously is not the original altar that was in this cathedral. There are fresh blood stains down the side of it and the top is stained a very deep -brown. +brown. ~ #29901 knife long curved~ @@ -30,7 +30,7 @@ A long curved knife.~ E knife long curved~ This long knife has a long curved blade with a bone handle. The blade is -very plain, but looks surprisingly sharp. +very plain, but looks surprisingly sharp. ~ A 19 2 @@ -44,13 +44,13 @@ A strange sapphire amulet rests on the ground here.~ 10 200 0 0 0 E amulet sapphire~ - This necklace is comprised of a large sapphire hanging on a brass chain. + This necklace is comprised of a large sapphire hanging on a brass chain. There are some runes in the back of the sapphire, but they are almost totally -indecipherable. +indecipherable. ~ E runes~ - My mistake. They are *totally* indecipherable. + My mistake. They are *totally* indecipherable. ~ A 2 -1 @@ -67,8 +67,8 @@ An ivory key has been left here.~ E key ivory bone~ You stare at the shiny white surface of this key, noticing strange brownish -marks marring its surface. Suddenly you realise that the key is made not of -ivory, but rather of bone. Erk. +marks marring its surface. Suddenly you realize that the key is made not of +ivory, but rather of bone. Erk. ~ #29904 coffin ebony~ @@ -89,7 +89,7 @@ The carcass of Evalynn is lying here almost as if she had just died~ E corpse evalynn~ Evalynn's corpse does not seem to have decayed at all over the past few -hundred years. It appears to be clutching a sword of some sort. +hundred years. It appears to be clutching a sword of some sort. ~ #29906 potion dark~ @@ -102,7 +102,7 @@ A dark potion is sitting here on the floor, sucking up all the light.~ E potion dark~ This potion almost seems to be made of the complete and utter absence of -light. Boy, is it ever weird. +light. Boy, is it ever weird. ~ #29907 staff ivory~ @@ -116,7 +116,7 @@ E staff ivory~ This staff is really weird. Not only is it carved from a beautiful white ivory, but it is giving off a strange white light that bedazzles you with its -brilliance. +brilliance. ~ #29908 coins pile~ @@ -143,7 +143,7 @@ A strange sword lies here.~ E sword rune~ The sword looks rather strange, and has cryptic runes engraved into the -blade. +blade. ~ A 19 2 @@ -158,7 +158,7 @@ A key made of gold seems to have been forgotten on the ground here.~ E key gold golden~ This fine key is made out of gold. There is a very tiny ruby set into the -teeth of the key. +teeth of the key. ~ #29911 key blood~ @@ -171,7 +171,7 @@ A sinister key of blood beckons...~ E key blood~ This key seems to have been formed by mystically forming human blood into the -shape of a rather sinister key. +shape of a rather sinister key. ~ #29912 bones pile crushed~ @@ -186,7 +186,7 @@ bones pile crushed~ The bones in this pile look to have been crushed by a large force. Like that wasn't expected. They have all been splintered and most are shattered in addition. You can think of no good reason to pick them up and carry them with -you. +you. ~ #29913 cape black satin~ @@ -200,7 +200,7 @@ E cape black satin~ This cape seems to be rather black. It feels like it is made of velvet or some similar material. Turning it over, you notice that the inside lining is -made of red satin. A small gold link holds the neck of the cape together. +made of red satin. A small gold link holds the neck of the cape together. ~ A 3 1 @@ -218,7 +218,7 @@ E necklace onyx~ This necklace is pretty much just a string with a number of black onyx stones attached to it. It gives you a sinister feeling simultaneously with a feeling -of wonderment. +of wonderment. ~ A 5 -2 @@ -235,7 +235,7 @@ halberd giant~ This has got to be the largest weapon you have ever seen. Sure, halberds are normally big, but this has got to be at least twice as big as any other halberd you've seen. How any mortal can even hope to use it, you are not sure, but it -is definitely something you wouldn't want to get hit by.... +is definitely something you wouldn't want to get hit by.... ~ A 18 -2 @@ -253,6 +253,6 @@ E avenger holy sword~ This beautiful weapon has been forged out of an unknown metal and seems to glow with an inner light of its own. The hilt is made of what seems to be gold -tightly wrapped with a silken material. +tightly wrapped with a silken material. ~ $~ diff --git a/lib/world/obj/3.obj b/lib/world/obj/3.obj index 309f376..edea527 100644 --- a/lib/world/obj/3.obj +++ b/lib/world/obj/3.obj @@ -94,7 +94,7 @@ Some waybread has been put here.~ E waybread bread~ The waybread is the traditional feed of elves when travelling, they call it -lembas. It is said to refresh the weary traveler greatly. +lembas. It is said to refresh the weary traveler greatly. ~ #310 bread loaf~ @@ -138,7 +138,7 @@ Some nachos have been left here.~ 1 5 0 0 0 E nachos nacho~ - They have cheese on them. Looks like one of Uncle Juan's specials. + They have cheese on them. Looks like one of Uncle Juan's specials. ~ #315 meat chunk~ @@ -153,7 +153,7 @@ meat chunk~ It isn't so much that the meat looks poisoned or anything, but that you just are not sure of its origins. You doubt that a hunter would drop a side of venison or rabbit meat... What in the world could this meat have come from, you -wonder... +wonder... ~ #316 cauldron scarred~ @@ -206,7 +206,7 @@ inscription~ ~ E sword small~ - The small sword seems to have an inscription of some sort inscription... + The small sword seems to have an inscription of some sort inscription... ~ #322 sword long~ @@ -297,7 +297,7 @@ E atm teller bank machine~ There is a small note on the machine which says: To use, type 'BALANCE', 'WITHDRAW ', or 'DEPOSIT '. Please report any strange -occurrences to the bank manager. +occurrences to the bank manager. ~ #335 fountain water marble~ @@ -312,7 +312,7 @@ marble blue streaked~ It is a well crafted fountain, carved from a single piece of very beautiful white marble shot through with electric blue streaks that look almost like lightning dancing along the sides of the fountain. It seems to be enchanted in -some manner, as the water level seems to never lower. +some manner, as the water level seems to never lower. ~ #336 cashcard card atm banks~ @@ -326,7 +326,7 @@ E cashcard card atm~ There is some writing on the back of the card which reads: To use, type 'BALANCE', 'WITHDRAW ', or 'DEPOSIT '. Please report any -strange occurrences to the bank manager. +strange occurrences to the bank manager. ~ #337 candle~ @@ -338,7 +338,7 @@ A candle lies here, unlit.~ 1 5 0 0 0 E candle~ - A home-made candle, how quaint! + A home-made candle, how quaint! ~ #338 nail~ @@ -350,7 +350,7 @@ A penny nail lies in the dust.~ 1 5 0 0 0 E nail~ - Its a common iron nail, used for carpentry work. + Its a common iron nail, used for carpentry work. ~ #339 pot~ @@ -362,7 +362,7 @@ A cast-iron pot sits on the ground.~ 10 100 0 0 0 E pot~ - It is a nice pot. You could use it, if you ever settled down. + It is a nice pot. You could use it, if you ever settled down. ~ #340 plate breast~ @@ -451,7 +451,7 @@ A small yellow potion has carelessly been left here.~ 1 900 0 0 0 E potion yellow~ - The potion has a small label 'Detect The Invisible'. + The potion has a small label 'Detect The Invisible'. ~ #352 scroll recall~ @@ -463,19 +463,19 @@ A scroll has carelessly been left here.~ 4 200 0 0 0 E scroll recall~ - The scroll has written a formulae of 'Word of Recall' upon it. + The scroll has written a formulae of 'Word of Recall' upon it. ~ #353 -wand grey~ -a grey wand of invisibility~ -A grey wand has carelessly been left here.~ +wand gray~ +a gray wand of invisibility~ +A gray wand has carelessly been left here.~ ~ 3 g 0 0 0 ao 0 0 0 0 0 0 0 12 2 2 29 2 400 0 0 0 E -wand grey~ - The wand is an old dark grey stick. You notice a small symbol etched at +wand gray~ + The wand is an old dark gray stick. You notice a small symbol etched at the base of the wand. It looks like this: \ / @@ -515,7 +515,7 @@ A metal staff has carelessly been left here.~ T 303 E staff metal~ - The staff is made of metals unknown to you. + The staff is made of metals unknown to you. ~ #360 raft~ @@ -527,7 +527,7 @@ A raft has been left here.~ 50 400 0 0 0 E raft~ - The raft looks very primitive. + The raft looks very primitive. ~ #361 canoe~ @@ -539,7 +539,7 @@ A canoe has been left here.~ 32 1000 0 0 0 E canoe~ - The canoe is fairly light. + The canoe is fairly light. ~ #370 gauntlets bronze~ @@ -628,11 +628,11 @@ A large, sociable bulletin board is mounted on a wall here.~ 0 0 0 0 0 E social bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ #397 board frozen bulletin~ @@ -644,11 +644,11 @@ A large bulletin board is here, carved from a block of ice.~ 0 0 0 0 0 E freeze bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ #398 board holy bulletin~ @@ -660,11 +660,11 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~ 0 0 0 0 0 E holy bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ #399 board bulletin~ @@ -676,10 +676,10 @@ A large bulletin board is mounted on a wall here.~ 0 0 0 0 0 E bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ $~ diff --git a/lib/world/obj/30.obj b/lib/world/obj/30.obj index ea02761..97c225b 100644 --- a/lib/world/obj/30.obj +++ b/lib/world/obj/30.obj @@ -77,7 +77,7 @@ Some waybread has been put here.~ E waybread bread~ The waybread is the traditional feed of elves when travelling, they call it -lembas. It is said to refresh the weary traveler greatly. +lembas. It is said to refresh the weary traveler greatly. ~ #3010 bread loaf~ @@ -121,7 +121,7 @@ Some nachos have been left here.~ 1 5 5 0 0 E nachos nacho~ - They have cheese on them. Looks like one of Uncle Juan's specials. + They have cheese on them. Looks like one of Uncle Juan's specials. ~ #3015 meat chunk~ @@ -136,7 +136,7 @@ meat chunk~ It isn't so much that the meat looks poisoned or anything, but that you just are not sure of its origins. You doubt that a hunter would drop a side of venison or rabbit meat... What in the world could this meat have come from, you -wonder... +wonder... ~ #3020 dagger~ @@ -199,7 +199,7 @@ torch~ a torch~ A large torch.~ ~ -1 0 0 0 0 adefijklmn 0 0 0 0 0 0 0 +1 0 0 0 0 ao 0 0 0 0 0 0 0 0 0 24 0 1 10 10 0 0 #3031 @@ -255,7 +255,7 @@ marble blue streaked fountain~ It is a well crafted fountain, carved from a single piece of very beautiful white marble shot through with electric blue streaks that look almost like lightning dancing along the sides of the fountain. It seems to be enchanted in -some manner, as the water level seems to never lower. +some manner, as the water level seems to never lower. ~ #3036 cashcard card atm banks~ @@ -283,7 +283,7 @@ A candle lies here, unlit.~ 1 5 1 0 0 E candle~ - A home-made candle, how quaint! + A home-made candle, how quaint! ~ #3038 nail~ @@ -295,7 +295,7 @@ A penny nail lies in the dust.~ 1 5 1 0 0 E nail~ - Its a common iron nail, used for carpentry work. + Its a common iron nail, used for carpentry work. ~ #3039 pot~ @@ -307,7 +307,7 @@ A cast-iron pot sits on the ground.~ 10 100 20 0 0 E pot~ - It is a nice pot. You could use it, if you ever settled down. + It is a nice pot. You could use it, if you ever settled down. ~ #3040 plate breast~ @@ -395,7 +395,7 @@ A small yellow potion has carelessly been left here.~ 1 400 10 0 0 E potion yellow~ - The potion has a small label 'Detect The Invisible'. + The potion has a small label 'Detect The Invisible'. ~ #3052 scroll recall~ @@ -407,19 +407,19 @@ A scroll has carelessly been left here.~ 4 200 10 0 0 E scroll recall~ - The scroll has written a formulae of 'Word of Recall' upon it. + The scroll has written a formulae of 'Word of Recall' upon it. ~ #3053 -wand grey~ -a grey wand of invisibility~ -A grey wand has carelessly been left here.~ +wand gray~ +a gray wand of invisibility~ +A gray wand has carelessly been left here.~ ~ 3 g 0 0 0 ao 0 0 0 0 0 0 0 12 2 2 29 2 400 10 0 0 E -wand grey~ - The wand is an old dark grey stick. You notice a small symbol etched +wand gray~ + The wand is an old dark gray stick. You notice a small symbol etched at the base of the wand. It looks like this: \ / - O - @@ -456,7 +456,7 @@ A metal staff has carelessly been left here.~ 7 850 30 0 0 E staff metal~ - The staff is made of metals unknown to you. + The staff is made of metals unknown to you. ~ #3060 raft~ @@ -468,7 +468,7 @@ A raft has been left here.~ 50 400 10 0 0 E raft~ - The raft looks very primitive. + The raft looks very primitive. ~ #3061 canoe~ @@ -480,7 +480,7 @@ A canoe has been left here.~ 32 1000 100 0 0 E canoe~ - The canoe is fairly light. + The canoe is fairly light. ~ #3070 gauntlets bronze~ @@ -608,7 +608,7 @@ A belt made of leather was left here.~ 1 30 0 0 0 E belt leather old~ - It looks very, very old. + It looks very, very old. ~ A 18 2 @@ -626,7 +626,7 @@ E leather wristguard~ The wristguard has been heavily oiled and is extremely flexible and supportive. It is laced with some leather string to loosen and tighten to -almost any size. +almost any size. ~ #3096 boards social bulletin gen_boards~ @@ -638,11 +638,11 @@ A large, sociable bulletin board is mounted on a wall here.~ 0 0 0 0 0 E social bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ #3097 boards frozen bulletin gen_boards~ @@ -654,11 +654,11 @@ A large bulletin board is here, carved from a block of ice.~ 0 0 0 0 0 E freeze bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ #3098 boards holy bulletin gen_boards~ @@ -670,11 +670,11 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~ 0 0 0 0 0 E holy bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ #3099 boards bulletin gen_boards~ @@ -686,10 +686,10 @@ A large bulletin board is mounted on a wall here.~ 0 0 0 0 0 E bulletin~ - Use 'look board' to read the board. + Use 'look board' to read the board. ~ E board~ - If you can read this, the board is not working. + If you can read this, the board is not working. ~ $~ diff --git a/lib/world/obj/300.obj b/lib/world/obj/300.obj index 2ac689a..b043f62 100644 --- a/lib/world/obj/300.obj +++ b/lib/world/obj/300.obj @@ -8,7 +8,7 @@ A strange looking sword lies discarded here.~ 5 900 0 0 0 E falchion sword~ - It is a short sword of the hacking variety, it seems a bit worn. + It is a short sword of the hacking variety, it seems a bit worn. ~ #30001 blood chalice blood~ @@ -20,7 +20,7 @@ A blood-stained chalice has been set down here.~ 11 300 0 0 0 E chalice~ - What a perfect gift for mother! + What a perfect gift for mother! ~ #30002 coffer copper ornate~ @@ -33,7 +33,7 @@ An ornate copper coffer is set against the far wall.~ E coffer copper ornate~ This small coffer looks like it could contain all of your belongings, which -isn't really saying a lot. +isn't really saying a lot. ~ #30003 tonic root comfrey~ @@ -45,7 +45,7 @@ A tonic of comfrey root has been discarded here.~ 1 600 0 0 0 E tonic root comfrey~ - What doesn't kill you makes you stronger, right? + What doesn't kill you makes you stronger, right? ~ #30004 elixir tongue adder~ @@ -58,7 +58,7 @@ An elixir of Adder's Tongue lies here.~ E elixir tongue adder~ This elixer may be good for you, but it sure looks disgusting. Adder's -tongue indeed. +tongue indeed. ~ #30005 key skeleton~ @@ -70,7 +70,7 @@ An old skeleton key lies on the floor.~ 2 500 0 0 0 E key skeleton~ - It is made of bone. What did you expect, in this place of death? + It is made of bone. What did you expect, in this place of death? ~ #30006 blowgun bamboo~ @@ -83,7 +83,7 @@ A long, bamboo blowgun rest on the ground.~ E blowgun bamboo~ How odd, who would have ever expected you to find a bamboo blowgun in these -parts... +parts... ~ A 18 1 @@ -98,7 +98,7 @@ You seem to be standing in a pool of blood.~ E blood pool~ Wow! Perfect for the vampire in you! I wonder if it is human or animal -blood however... +blood however... ~ #30008 Bloodstone stone red~ @@ -111,7 +111,7 @@ A large, dull red stone awaits, invitingly, to be picked up.~ E bloodstone stone red~ It glows malignantly with its own ruddy light. You peer within the stone -only to see the vague impression of some misshaped soul trapped within. +only to see the vague impression of some misshaped soul trapped within. ~ A 4 -2 @@ -125,7 +125,7 @@ A nasty looking stiletto with a shiny black blade lies amid the dust.~ 3 1000 0 0 0 E Heartseeker stiletto blade~ - This blade has a distinct aura of evil surrounding its fine blade. + This blade has a distinct aura of evil surrounding its fine blade. ~ A 18 3 @@ -174,7 +174,7 @@ A spiked buckler with a circle of knives set in it, has been left here.~ 7 240 0 0 0 E buckler arsenal~ - The buckler has a circle of throwing knives set around its center spike. + The buckler has a circle of throwing knives set around its center spike. ~ A 17 -5 @@ -191,7 +191,7 @@ A well balanced throwing knife lies on the ground.~ E knife throwing~ This knife has been carefully crafted to provide maximum balance, so that it -can be used for accurate throwing. +can be used for accurate throwing. ~ #30014 pile debris~ @@ -204,7 +204,7 @@ A pile of debris has been stacked on a small plateau, away from the acid.~ E pile debris~ It contains all manner of rusty items and beaten equipment garnered by the -fastidious denizens of this place. +fastidious denizens of this place. ~ #30015 guisarme polearm~ @@ -216,7 +216,7 @@ A long, sharp polearm has been left here.~ 16 150 0 0 0 E guisarme polearm~ - What more can be said? It is a rather long weapon of destruction. + What more can be said? It is a rather long weapon of destruction. ~ A 18 -2 @@ -233,7 +233,7 @@ A single, white minstrel's glove has been discarded here.~ E glove minstrels minstrel harp pattern~ The glove has a small needlework pattern in the back formed in the shape of a -small harp. +small harp. ~ A 18 2 @@ -247,7 +247,7 @@ A worn and shabby suit of ring mail has been cast away here.~ 20 700 0 0 0 E mail shabby~ - It seems about ready to fall apart! + It seems about ready to fall apart! ~ #30018 key granite~ @@ -260,7 +260,7 @@ A key fashioned of stone has been left here.~ E key granite~ This key appears to have be crafted from solid granite. You wonder what kind -of tools could have been used to do such a thing. +of tools could have been used to do such a thing. ~ #30019 flesh embalmed~ @@ -272,8 +272,8 @@ A large pile of presumably human flesh has been embalmed and stored here.~ 50 600 0 0 0 E flesh embalmed~ - Ugh. You have never seen such sickly looking flesh before in your life. -And the smell of it! + Ugh. You have never seen such sickly looking flesh before in your life. +And the smell of it! ~ #30020 flail beater grave~ @@ -285,7 +285,7 @@ A rusty grave beater flail has been dropped here.~ 12 150 0 0 0 E flail beater grave~ - This flail seems only to have been used to keep the dead in their place. + This flail seems only to have been used to keep the dead in their place. ~ A 19 1 @@ -300,7 +300,7 @@ An old and rusty dagger has been left here.~ E dagger rusty~ This dagger appears to be rather old and by the looks of it, has been left -here to rust for quite some time. +here to rust for quite some time. ~ #30022 vial potion puce~ @@ -313,7 +313,7 @@ A small vial has been forgotten here.~ E vial potion puce~ The vial contains a disgusting looking liquid, which appears to be almost -puce in colour. +puce in color. ~ #30023 shield large shiny~ @@ -327,7 +327,7 @@ E shield large shiny~ This shield is very shiny, and appears to have been recently polished by something or someone, yet it also appears to be several decades old from the -style is has been crafted in. +style is has been crafted in. ~ A 1 -2 @@ -344,7 +344,7 @@ An odd torch glowing green has been left here.~ E torch green~ This torch is quite odd, since you have never seen a torch glow with an -everlasting flame before, and a green flame no less... +everlasting flame before, and a green flame no less... ~ #30025 helm silver metal~ @@ -357,13 +357,13 @@ A helm made of a silverish metal has been left here.~ E engravings lines pattern~ The lines appear to be a part of a pattern, but you cannot make out exactly -what the pattern is. +what the pattern is. ~ E helm silver metal~ This helm looks to be purely ornamental, and does not look like it would afford the wearer any protection whatsoever. It is finely engraven with small -wavy lines however. +wavy lines however. ~ #30026 jacket rotted leather~ @@ -376,7 +376,7 @@ An old, rotted leather jacket is decomposing on the ground here.~ E jacket rotted leather~ This jacket looks like it may have once been in decent condition, but is no -longer in any condition to speak of. +longer in any condition to speak of. ~ #30027 rod metal strange~ @@ -391,6 +391,6 @@ rod metal strange~ This strange metallic rod looks like it was once a wooden branch, so carefully crafted are the "knots", bends, and bumps along the shaft. You have no clue whatsoever of anything you could use it for, but you should hang onto it -since there could always be some use beyond your imagination. +since there could always be some use beyond your imagination. ~ $~ diff --git a/lib/world/obj/301.obj b/lib/world/obj/301.obj index 4910f28..8b43c10 100644 --- a/lib/world/obj/301.obj +++ b/lib/world/obj/301.obj @@ -8,7 +8,7 @@ A small red key has been left here.~ 1 1 0 0 0 E small red key~ - It's small, it's red, it's a key. + It's small, it's red, it's a key. ~ #30101 key brass~ @@ -20,7 +20,7 @@ An worn brass key lies idlely on the ground here.~ 1 1 0 0 0 E brass key~ - The brass key seems worn through years of use. + The brass key seems worn through years of use. ~ #30102 oreo~ @@ -32,12 +32,12 @@ A moldy, dust covered Oreo(tm) cookie has been discarded here.~ 1 1 0 0 0 E oreo~ - It isn't a pretty sight. You could not bring yourself to eat this! + It isn't a pretty sight. You could not bring yourself to eat this! ~ E tm trademark~ Oreo is a registered trademark of Christie Brown & Co. A division of Nabisco -Brands Ltd. +Brands Ltd. ~ #30103 key small iron~ @@ -49,7 +49,7 @@ A small iron key hangs from a hook here.~ 1 1 0 0 0 E small iron key~ - It has a 'W3625' insribed on it. + It has a 'W3625' insribed on it. ~ #30104 key small iron~ @@ -61,7 +61,7 @@ A small iron key lies on a desk here.~ 1 1 0 0 0 E small iron key~ - It has a 'W2716' insribed on it. + It has a 'W2716' insribed on it. ~ #30105 steak salisbury tray~ @@ -73,7 +73,7 @@ A tray of Mary Rotte salisbury steak has been left here.~ 2 10 0 0 0 E salisbury steak tray~ - It's not steak! + It's not steak! ~ #30106 burger garden~ @@ -85,7 +85,7 @@ A Mary Rotte garden burger lies here, lonely.~ 1 8 0 0 0 E garden burger~ - You've never seen anything more disgusting in your life. + You've never seen anything more disgusting in your life. ~ #30107 eggs fried~ @@ -97,7 +97,7 @@ Some Mary Rotte fried eggs sit here slowly hardening.~ 1 2 0 0 0 E fried eggs~ - You're not sure, but you think that they are plastic. + You're not sure, but you think that they are plastic. ~ #30108 dish lyonnaise potatoes~ @@ -109,7 +109,7 @@ A dish of Mary Rotte lyonnaise potatoes wobbles around here.~ 1 5 0 0 0 E lyonnaise potatoes dish~ - What is lyonnaise, anyways? + What is lyonnaise, anyways? ~ #30109 calzone~ @@ -121,7 +121,7 @@ A Mary Rotte calzone cools here.~ 1 10 0 0 0 E calzone~ - It's similar to a pizza pop. It looks vaguely edible. + It's similar to a pizza pop. It looks vaguely edible. ~ #30110 barbells~ @@ -133,7 +133,7 @@ A HUGE set of barbells lies here, gathering dust.~ 50 100 0 0 0 E barbells~ - They look heavy. + They look heavy. ~ #30111 condom~ @@ -145,7 +145,7 @@ A condom has been carefully placed here.~ 1 5 0 0 0 E condom~ - One of the old type... The ones they give away for free. + One of the old type... The ones they give away for free. ~ A 14 -10 @@ -159,7 +159,7 @@ A tam is here...~ 5 1 0 0 0 E tam~ - This tam is real ugly. I mean ugly. + This tam is real ugly. I mean ugly. ~ A 4 1 @@ -174,7 +174,7 @@ No it couldn't be... a blue tray!~ E blue tray~ You can't believe you actually found one. Blue trays are almost as common as -talking dogs that speak in Norwegian! +talking dogs that speak in Norwegian! ~ #30114 hairnet~ @@ -186,7 +186,7 @@ A hairnet has been thrown away here.~ 1 1 0 0 0 E hairnet~ - This thing (blech) must be glowing from the radiation... + This thing (blech) must be glowing from the radiation... ~ #30115 flashlight light~ @@ -198,7 +198,7 @@ A long flashlight has been dropped here.~ 8 150 0 0 0 E flashlight light~ - This looks like one of the flashlights Security uses... Uh-oh... + This looks like one of the flashlights Security uses... Uh-oh... ~ #30116 jacket yellow~ @@ -210,7 +210,7 @@ A nice yellow jacket has been carefully hung here.~ 15 200 0 0 0 E yellow jacket~ - This nice, yellow jacket has the word STU-CON emblazoned on the back. + This nice, yellow jacket has the word STU-CON emblazoned on the back. ~ #30117 knife evil~ @@ -222,7 +222,7 @@ An evil knife lies on the ground here.~ 5 300 0 0 0 E knife evil~ - This is an evil knife, pure and simple. + This is an evil knife, pure and simple. ~ #30118 key silver~ @@ -234,7 +234,7 @@ A small silver key lies forgotten here.~ 1 1 0 0 0 E silver key~ - This small key has only one marking on it, the number BF128. + This small key has only one marking on it, the number BF128. ~ #30119 key brass~ @@ -246,7 +246,7 @@ A small brass key lies forgotten here.~ 1 1 0 0 0 E brass key~ - This brass key is marked with the number HG34. + This brass key is marked with the number HG34. ~ #30120 blade darkness~ @@ -259,7 +259,7 @@ A dark, incredibly sharp blade lies on the ground here.~ E blade darkness~ The blade has a dark aura surrounding it. It seems to absorb any light that -dares to stray near it. +dares to stray near it. ~ A 18 2 @@ -281,7 +281,7 @@ An oddly shaped sword lies here.~ 10 1000 0 0 0 E mage bane magebane sword~ - It's shape is very peculiar. It seems to have a glowing aura. + It's shape is very peculiar. It seems to have a glowing aura. ~ A 24 2 @@ -297,7 +297,7 @@ An Obsidian orb is emoting darkness here.~ 1 100 0 0 0 E orb obsidian~ - This Orb looks distinctly evil. + This Orb looks distinctly evil. ~ A 12 25 @@ -314,11 +314,11 @@ A beautiful Golden jacket has been left here.~ E gpa golden party armor~ This gold leather jacket looks rather beaten up, but it still looks like it -will last forever. You can see a crest of sorts on the left breast. +will last forever. You can see a crest of sorts on the left breast. ~ E crest~ - The crest seems to portray the numbers 9 and 7. + The crest seems to portray the numbers 9 and 7. ~ A 9 2 @@ -332,7 +332,7 @@ An extremely Furry Hat has been carefully hung on the wall here.~ 3 133 0 0 0 E furry hat~ - This hat is covered with fur and has rather nice ear-flaps. + This hat is covered with fur and has rather nice ear-flaps. ~ A 12 5 @@ -346,7 +346,7 @@ A pair of boots has been left here.~ 10 65 0 0 0 E work boots~ - This pair of boots is well worn. + This pair of boots is well worn. ~ #30127 vest silver~ @@ -358,7 +358,7 @@ A nice, shiny, silver vest has been lost here.~ 20 100 0 0 0 E silver vest~ - It's shiny, it's silver ... What more could you want? + It's shiny, it's silver ... What more could you want? ~ #30128 hairbrush silver hair brush object~ @@ -371,7 +371,7 @@ A silver object has been dropped here.~ E silver hair brush hairbrush~ This nice, silver hairbrush is a bit tarnished but still suffices to untangle -hair. +hair. ~ #30129 extension cord~ @@ -384,7 +384,7 @@ A long extension cord stretches to the north and south.~ E extension cord~ The extension cord was probably made by the twin power-mages Black and Decker -and seems to stretch off to the horizon. +and seems to stretch off to the horizon. ~ #30130 extension cord~ @@ -397,7 +397,7 @@ A cord comes in from the street and is plugged in an outlet to the east.~ E extension cord~ The extension cord was probably made by the twin power-mages Black and Decker -and leads off into the street. Wonder where it leads? +and leads off into the street. Wonder where it leads? ~ #30131 extension cord~ @@ -410,7 +410,7 @@ An cord comes from the back of the Coke Machine and stretches to the north.~ E extension cord~ The extension cord was probably made by the twin power-mages Black and Decker -and seems to stretch off to the northern horizon. +and seems to stretch off to the northern horizon. ~ #30132 extension cord~ @@ -424,7 +424,7 @@ E extension cord~ The extension cord was probably made by the twin power-mages Black and Decker and seems to stretch off to the southern horizon and into the building which -just happens to lie to the east. +just happens to lie to the east. ~ #30133 world xeen~ @@ -437,12 +437,12 @@ The World of Xeen(tm) game is sitting here.~ E tm trademark~ World of Xeen is a registered trademark of New World Computing. As are the -Might & Magic games (IV and V). +Might & Magic games (IV and V). ~ E world xeen~ This game is a combination of Might & Magic IV and V (tm) and takes up a lot -of hard drive space. Almost 42 megabytes in fact! +of hard drive space. Almost 42 megabytes in fact! ~ #30134 sword long longsword~ @@ -454,7 +454,7 @@ An ordinary long sword gathers dust here.~ 12 600 0 0 0 E sword long longsword~ - Looks almost like your generic long sword, but not quite. + Looks almost like your generic long sword, but not quite. ~ #30135 t-square t square death~ @@ -466,7 +466,7 @@ A T-square has been carelessly discarded here.~ 9 250 0 0 0 E t-square t square death~ - This T-square is an extremely sharp weapon, and has been well used. + This T-square is an extremely sharp weapon, and has been well used. ~ A 19 -2 @@ -480,7 +480,7 @@ An extremely pale apple sits here.~ 1 3 0 0 0 E apple~ - It looks like it didn't get enough sun. + It looks like it didn't get enough sun. ~ #30137 milk bottle milk~ @@ -505,7 +505,7 @@ A wooden carafe sits on a table here.~ 13 20 0 0 0 E carafe~ - The wooden carafe seems to be some sort of container. + The wooden carafe seems to be some sort of container. ~ #30139 firebreather glass shotglass firebreather~ @@ -517,7 +517,7 @@ A shotglass has been discarded here.~ 7 15 0 0 0 E glass shot shotglass~ - This small glass looks like it would be emptied in a drink or two. + This small glass looks like it would be emptied in a drink or two. ~ #30140 water popcoke coke pop can water~ @@ -529,7 +529,7 @@ A can of PopCoke awaits you here, cool and refreshing.~ 1 10 0 0 0 E popcoke coke pop can~ - This can is elegantly decorated with garish colours that almost make you + This can is elegantly decorated with garish colors that almost make you sick. They were probably intended to have a similar effect to the drink inside. ~ @@ -544,7 +544,7 @@ A candy bar is here!~ E candy bar~ This candy is made of the highest standard of chocolate. It even meets the -standards of the Candy Man. +standards of the Candy Man. ~ #30142 key steel~ @@ -556,7 +556,7 @@ A large steel key lies hidden here.~ 7 1 0 0 0 E key steel~ - This large, steel key is very ordinary. + This large, steel key is very ordinary. ~ #30143 copy golden world~ @@ -568,8 +568,8 @@ A copy of Golden World lies here.~ 1 1 0 0 0 E copy golden world~ - It looks like the student humour newspaper, but it contains nothing to do -with actual news that you didn't know already. + It looks like the student humor newspaper, but it contains nothing to do +with actual news that you didn't know already. ~ #30144 water bottle water~ @@ -582,7 +582,7 @@ A large Water Bottle stands in the corner.~ E water bottle~ It seems to have water in it and it reminds you of one of the water bottles -used in hamster's cages. +used in hamster's cages. ~ #30145 key vic~ @@ -595,7 +595,7 @@ A key elusively lies quite convincingly.~ E key vic~ This key is an effective master of the art of uselessness... You wonder why -it is even here. +it is even here. ~ #30146 computer~ @@ -608,13 +608,13 @@ A computer sits quietly in the corner.~ E computer screen~ The computer is turned on and on the screen you can see: - + 0) Exit from DikuMud. 1) Enter the game. 2) Enter description. 3) Change password. 5) Read History. - + Make your choice: ~ #30147 @@ -628,7 +628,7 @@ A letter lies here.~ E letter~ This looks like it was postdated a loooong time ago. Wonder why it hasn't -been delivered. +been delivered. ~ #30148 mail~ @@ -641,7 +641,7 @@ A piece of mail is here.~ E mail~ This piece of mail has been stamped and dropped into the mailbox and is -presently awaiting delivery. +presently awaiting delivery. ~ #30149 parcel~ @@ -653,8 +653,8 @@ A large parcel stands here.~ 10 1 0 0 0 E parcel~ - This parcel has been wrapped with brown paper and sealed with Duct Tape. -Looks like it's never getting opened again. + This parcel has been wrapped with brown paper and sealed with Duct Tape. +Looks like it's never getting opened again. ~ #30150 milk dispenser milk~ @@ -666,7 +666,7 @@ A milk dispenser sits at the back of the auditorium.~ 50 1 0 0 0 E milk dispenser~ - Darn! It seems to be broken. + Darn! It seems to be broken. ~ #30151 milk carton white milk~ @@ -678,7 +678,7 @@ A cool carton of refreshing milk catches your eye.~ 2 20 0 0 0 E milk carton white~ - Hey! It's got that cool picture from those commercials! + Hey! It's got that cool picture from those commercials! ~ #30152 milk chocolate carton milk~ @@ -690,7 +690,7 @@ A cool carton of refreshing milk catches your eye.~ 2 21 0 0 0 E milk chocolate choco carton~ - Hey! It's got that cool picture from those commercials too! + Hey! It's got that cool picture from those commercials too! ~ #30153 map~ @@ -746,7 +746,7 @@ inscription~ E map~ To see the map, type "look part1" and "look part2". There is also an -inscription on the map. +inscription on the map. ~ #30154 key ghostly~ @@ -759,7 +759,7 @@ You can see through an object resembling a key.~ E key ghostly~ This key is extremely ghostly, and you fear to put it down as you might not -be able to find it again. +be able to find it again. ~ #30155 nothing~ @@ -781,7 +781,7 @@ E pendulum plaque~ A small plaque on the base reads: This pendulum was donated by the Class of '67 Of course.... You do have a little trouble reading this as the pendulum -swings inches from your head. +swings inches from your head. ~ #30157 water fountain water~ @@ -793,7 +793,7 @@ A drinking fountain is firmly attached to the wall here.~ 0 0 0 0 0 E fountain water~ - You can tell it is firmly attached simply by pulling on it. + You can tell it is firmly attached simply by pulling on it. ~ #30158 chest wooden~ @@ -805,7 +805,7 @@ There is a wooden chest here.~ 0 0 0 0 0 E chest wooden~ - This is your average, every day, run-of-the-mill, wooden chest. + This is your average, every day, run-of-the-mill, wooden chest. ~ #30159 ledger book~ @@ -818,7 +818,7 @@ A large book with the word "Ledger" written on it has been forgotten here.~ E ledger book~ This book is filled with numbers, dates, and strange notation. It is enough -to put anyone to sleep. +to put anyone to sleep. ~ #30160 chest wooden~ @@ -830,7 +830,7 @@ There is a wooden chest here.~ 0 0 0 0 0 E chest wooden~ - This is your average, every day, run-of-the-mill, wooden chest. + This is your average, every day, run-of-the-mill, wooden chest. ~ #30161 bag coins gold~ @@ -842,6 +842,6 @@ A small bag filled with coins lies here.~ 1 1 0 0 0 E bag coins gold~ - This bag of coins doesn't look too big. + This bag of coins doesn't look too big. ~ $~ diff --git a/lib/world/obj/302.obj b/lib/world/obj/302.obj index 513637d..857f13a 100644 --- a/lib/world/obj/302.obj +++ b/lib/world/obj/302.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/303.obj b/lib/world/obj/303.obj index 513637d..857f13a 100644 --- a/lib/world/obj/303.obj +++ b/lib/world/obj/303.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/304.obj b/lib/world/obj/304.obj index affc95f..c8c1845 100644 --- a/lib/world/obj/304.obj +++ b/lib/world/obj/304.obj @@ -8,7 +8,7 @@ A brown fur cape is piled on the floor here.~ 4 200 0 5 0 E brown fur cape~ - It is a rather coarse brown cape. + It is a rather coarse brown cape. ~ A 1 1 @@ -22,7 +22,7 @@ An straight sword is stuck in the ground here.~ 9 100 0 0 0 E sword~ - The sword looks rather old. + The sword looks rather old. ~ A 13 10 @@ -36,7 +36,7 @@ A well seasoned staff has been dropped here.~ 9 200 0 0 0 E seasoned staff~ - It looks like a seasoned staff. Probably good for hitting people. + It looks like a seasoned staff. Probably good for hitting people. ~ A 18 3 @@ -50,7 +50,7 @@ A soaking wet mop is here, making a puddle.~ 5 100 0 0 0 E wet mop~ - Yuck, its a smelly wet mop.. Better run before you have to mop something. + Yuck, its a smelly wet mop.. Better run before you have to mop something. ~ A 9 5 @@ -64,7 +64,7 @@ A marble key lies here, gathering dust.~ 1 50 0 0 0 E marble key~ - Its a small marble key, would fit in a marble door methinks. + Its a small marble key, would fit in a marble door methinks. ~ #30406 oak key~ @@ -76,7 +76,7 @@ An oak key rests here.~ 1 50 0 0 0 E oak key~ - It's a small oak key, would fit in an oak door methinks. + It's a small oak key, would fit in an oak door methinks. ~ #30407 iron key~ @@ -88,7 +88,7 @@ An iron key lies here, rusting.~ 1 50 0 0 0 E iron key~ - It's an iron key, would fit in an iron door methinks. + It's an iron key, would fit in an iron door methinks. ~ #30408 taurus ring~ @@ -100,7 +100,7 @@ A ring shaped like a bull lies here.~ 1 200 0 0 0 E taurus ring~ - It is a ring with a golden bull insignia. + It is a ring with a golden bull insignia. ~ A 19 2 @@ -118,7 +118,7 @@ E fur cloak~ This was once the skin of a great bull. The hide has been tanned and oiled. Thick black coarse fur on the outside and the hardened leather inside would -make this cloak a good defense against most attacks. +make this cloak a good defense against most attacks. ~ A 14 -10 @@ -134,7 +134,7 @@ A mask with two wicked horns rests here.~ 3 400 0 0 0 E golden horn mask~ - This mask is made out of pure gold, and has two wicked horns. + This mask is made out of pure gold, and has two wicked horns. ~ A 24 2 @@ -158,7 +158,7 @@ wabat bible~ defend themselves. IV. Thou shalt have no guilds before WABAT. V. Thou shalt kill those who take the name of WABAT in vain. - + Thus speaketh the WABAT bible. ~ #30413 @@ -172,7 +172,7 @@ A dagger with strange blue flames dancing along it's tip.~ E fire dagger~ A thin stream of fire runs from the dagger's leather bound hilt to its razor -sharp tip. +sharp tip. ~ #30414 suit chain chainmail~ @@ -185,7 +185,7 @@ A full suit of chainmail is looking very old and used.~ E suit old chainmail~ Wow! A suit of old chainmail! Who told you these things don't exist -anymore? +anymore? ~ A 2 -1 @@ -199,7 +199,7 @@ A beautiful cloak of pristine white silke hangs on a peg.~ 10 1 0 0 0 E holy cloak~ - It is a holy cloak, crafted by the gods. + It is a holy cloak, crafted by the gods. ~ #30416 leggings leg brown fur~ @@ -211,7 +211,7 @@ A pair of brown fur leggings lie on the ground here.~ 5 250 0 10 0 E leggings leg brown fur~ - They seem to have been stripped off of a Bull. + They seem to have been stripped off of a Bull. ~ A 14 20 @@ -227,7 +227,7 @@ A twisted piece of horn has been dropped here.~ 2 1000 0 10 0 E bracelet horn twisted~ - It is a highly polished piece of horn, might fit on your wrist. + It is a highly polished piece of horn, might fit on your wrist. ~ A 18 2 diff --git a/lib/world/obj/305.obj b/lib/world/obj/305.obj index 4b59396..a1e6ae5 100644 --- a/lib/world/obj/305.obj +++ b/lib/world/obj/305.obj @@ -8,7 +8,7 @@ A painted vase lies in the corner.~ 1 100 0 0 E vase painted~ - The vase is small and painted. + The vase is small and painted. ~ #30501 key silver~ @@ -20,7 +20,7 @@ A silver key waits in the dust here.~ 1 10 0 0 E key silver~ - It looks like a boring silver key. + It looks like a boring silver key. ~ #30502 key white queen~ @@ -32,7 +32,7 @@ A white key is here.~ 1 10 0 0 E key white~ - It looks like a white queens key. + It looks like a white queens key. ~ #30503 key black queen~ @@ -44,7 +44,7 @@ A black key is here.~ 1 10 0 0 E key black~ - It looks like a black queens key. + It looks like a black queens key. ~ #30504 loincloth~ @@ -56,7 +56,7 @@ A trolls dirty loincloth lies crumpled in the corner.~ 3 100 0 0 E loincloth~ - The loincloth smells really, really nasty. + The loincloth smells really, really nasty. ~ #30505 potion vial~ diff --git a/lib/world/obj/31.obj b/lib/world/obj/31.obj index a58776a..d984097 100644 --- a/lib/world/obj/31.obj +++ b/lib/world/obj/31.obj @@ -8,7 +8,7 @@ A cup has been set here.~ 13 5 1 0 0 E cup~ - It is a small simple cup. + It is a small simple cup. ~ #3101 cup coffee~ @@ -20,7 +20,7 @@ A cup has been set here.~ 13 7 1 0 0 E cup~ - It is a small simple cup. + It is a small simple cup. ~ #3102 cup water~ @@ -32,7 +32,7 @@ A cup has been set here.~ 17 2 1 0 0 E cup~ - It is a large simple cup. + It is a large simple cup. ~ #3103 bottle water~ @@ -50,7 +50,7 @@ is from the natural, mostly clean River of Midgaard. ' ~ E bottle~ - It is a large, clean bottle. There is a large label pasted on the side. + It is a large, clean bottle. There is a large label pasted on the side. ~ #3104 canteen water~ @@ -62,7 +62,7 @@ A canteen has been set on the ground here.~ 85 45 15 0 0 E canteen~ - It is a fairly big canteen. Looks like it can hold a lot of liquid. + It is a fairly big canteen. Looks like it can hold a lot of liquid. ~ #3105 key iron~ @@ -74,7 +74,7 @@ An iron key has been left here.~ 1 1 10 0 0 E key iron~ - The iron key is not special. In fact, it is quite boring. + The iron key is not special. In fact, it is quite boring. ~ #3106 key rusty~ @@ -86,7 +86,7 @@ A rusty key has been left here.~ 1 1 10 0 0 E key rusty~ - The key is a fairly large rusty key. You notice a lot of dirt it. + The key is a fairly large rusty key. You notice a lot of dirt it. ~ #3107 key wooden~ @@ -99,7 +99,7 @@ A wooden key has been left here.~ E key wooden~ The wooden key is not special. In fact it is just about the most boring key -you've ever seen in your life. +you've ever seen in your life. ~ #3108 key brass~ @@ -111,7 +111,7 @@ A brass key has been left here.~ 1 1 10 0 0 E key brass~ - The brass key is small and looks like it fits a very complicated lock. + The brass key is small and looks like it fits a very complicated lock. ~ #3109 desk drawer~ @@ -123,11 +123,11 @@ A desk is set against the western wall.~ 0 0 0 0 0 E desk~ - The desk looks very sparse, there is a drawer in the left side. + The desk looks very sparse, there is a drawer in the left side. ~ E drawer~ - You notice a keyhole in the drawer. + You notice a keyhole in the drawer. ~ #3110 safe~ @@ -139,7 +139,7 @@ A safe is placed in a dark corner of the room.~ 0 0 0 0 0 E safe~ - The safe is very heavy and has a keyhole. + The safe is very heavy and has a keyhole. ~ #3111 bench~ @@ -153,7 +153,7 @@ E bench~ It is a quite heavy but very comfortable bench. It is placed with its front towards the river so you can sit and watch the river and the houses on the other -side. +side. ~ #3112 key city~ @@ -167,7 +167,7 @@ E key city~ It is probably the biggest key you have seen in your life. It is made from polished gold and has various patterns on it along with the Midgaard Coat of -Arms. +Arms. ~ #3113 fountain water~ @@ -179,7 +179,7 @@ A small white fountain is standing here, gurgling happily.~ 999 0 0 0 0 E fountain water~ - It is very nice. Made from fine white marble. + It is very nice. Made from fine white marble. ~ #3114 coins gold~ @@ -208,7 +208,7 @@ A pewter candlestick is standing here.~ E candlestick~ It is a rather old-looking three-armed candlestick made from pewter. Its -candles are a yellowish white color. +candles are a yellowish white color. ~ #3117 tree elm~ @@ -220,6 +220,6 @@ An old elm tree grows here.~ 0 0 0 0 0 E elm tree~ - The fresh young leaves of the elm tree wave gently in the wind. + The fresh young leaves of the elm tree wave gently in the wind. ~ $~ diff --git a/lib/world/obj/310.obj b/lib/world/obj/310.obj index b29f9b1..8752a73 100644 --- a/lib/world/obj/310.obj +++ b/lib/world/obj/310.obj @@ -8,7 +8,7 @@ A secret key lies here.~ 1 100 0 0 E key secret~ - It is a itty bitty secret key. + It is a itty bitty secret key. ~ #31002 key trapdoor~ @@ -20,7 +20,7 @@ A key to a trapdoor has been left here.~ 1 100 0 0 E key trap trapdoor~ - It is a tiny key meant to open a trapdoor. + It is a tiny key meant to open a trapdoor. ~ #31003 key ebony~ @@ -32,7 +32,7 @@ An intricate ebony key is here.~ 1 100 0 0 E key ebony~ - Look's like it would open an ebony door. + Look's like it would open an ebony door. ~ #31004 key ivory~ @@ -44,7 +44,7 @@ An ivory key has been left here.~ 1 100 0 0 E key ivory~ - Look like it would open an ivory door. + Look like it would open an ivory door. ~ #31005 book chronicles~ @@ -58,11 +58,11 @@ E book chronicles~ You open the book and begin to read: - Many ages ago, the great paladin knight Graye defeated +@Many ages ago, the great paladin knight Graye defeated the Demon lord, and his disciples Irgon and Scrytin, and banished them to to bowels of the earth from which they came. Years passed and Graye's descendants prospered. The city of Graye has been ruled -for many hundreds of years by wise kings, directly descended from +for many hundreds of years by wise kings, directly descended from Graye himself. The book goes on to list dozens of names of kings.. @@ -79,7 +79,7 @@ Relnar's desk is in the corner.~ 0 0 0 0 E desk~ - It is a fine oak desk with a drawer. + It is a fine oak desk with a drawer. ~ #31007 sapling wand~ @@ -91,7 +91,7 @@ A green stick lies here.~ 3 123 0 0 E sapling wand~ - It is a fresh green stick. + It is a fresh green stick. ~ A 2 1 @@ -105,7 +105,7 @@ A woodsman's cloak is crumpled up here.~ 2 1000 0 0 E cloak woodsman~ - It has alot of pockets. + It has a lot of pockets. ~ A 17 8 @@ -121,7 +121,7 @@ A woodsman's belt lies coiled here.~ 2 1000 0 0 E belt woodsman~ - What a nice leather belt! + What a nice leather belt! ~ A 14 10 @@ -135,7 +135,7 @@ A pair of walking boots have been left here.~ 3 100 0 0 E boots walking~ - I bet you could go anywhere wearing these. + I bet you could go anywhere wearing these. ~ #31011 helmet plumed~ @@ -147,7 +147,7 @@ A plumed helmet lies on the ground here.~ 5 1000 0 0 E helmet plumed~ - It's a nice thing to wear on your head. + It's a nice thing to wear on your head. ~ A 18 2 @@ -161,7 +161,7 @@ A crimson cape lies on the ground here.~ 2 1000 0 0 E cape crimson emblazoned~ - It's a nice thing to wear around your neck. + It's a nice thing to wear around your neck. ~ A 13 10 @@ -175,7 +175,7 @@ A crimson emblazoned longsword is stuck in the ground here.~ 15 1000 0 0 E sword long longsword crimson emblazoned~ - It is a finely balanced weapon.. Standard eq for Graye guards. + It is a finely balanced weapon.. Standard eq for Graye guards. ~ #31014 claw bloodied~ @@ -187,7 +187,7 @@ A severed claw lies on the ground here, making a puddle.~ 5 1000 0 0 E claw bloodied~ - It seems to have been severed off a demons corpse. + It seems to have been severed off a demons corpse. ~ A 18 2 @@ -201,7 +201,7 @@ Armbands of pure mist lie hoover here.~ 5 1000 0 10 E mist arm armbands~ - They are fascinating.. All mist... Cool. + They are fascinating.. All mist... Cool. ~ A 18 2 @@ -217,7 +217,7 @@ A whip, encrusted with dried blood, is coiled up here.~ 15 1000 0 0 E whip bloodied~ - It looks well used. + It looks well used. ~ #31017 candle black~ @@ -229,7 +229,7 @@ A black candle rests here, making sooty smoke.~ 3 500 0 0 E candle black~ - It just RADIATES evil. + It just RADIATES evil. ~ A 18 3 @@ -245,7 +245,7 @@ The dark shield of Scrytin rests here.~ 10 500 0 0 E shield scrytin~ - It is a powerful shield. + It is a powerful shield. ~ A 17 10 @@ -261,7 +261,7 @@ The legendary visor of Graye rests here.~ 8 800 0 20 E visor graye~ - It is finely crafted and old. + It is finely crafted and old. ~ A 19 3 @@ -275,7 +275,7 @@ The legendary breastplate of Graye rests here.~ 10 1000 0 0 E breastplate plate graye~ - It is finely crafted and old. + It is finely crafted and old. ~ A 17 10 @@ -292,15 +292,15 @@ A personal journal, written by the king is here.~ E note personal journal~ The last entry reads: - + I fear my magic is not enough..every day the demons -get stronger...my people are living in fear..we cannot go +get stronger...my people are living in fear..we cannot go on like this. Noone save myself knows of the secret passage beneath the throne room, perhaps I should take it and confront the enemy? But I cannot leave my people here alone..and the legasy of Graye must never fall into enemy hands. What is that! The sounds of fighting?! In the Castle?! I must... - + The next few sentences are unintelligible..they say something about a spell being cast on this room to bar the demon's entry and something about defending his castle. @@ -316,7 +316,7 @@ A hastily scrawled note lies here.~ E note hastily scrawled~ The note reads: - + Thank you kind adventurer! I heard the sound's of your battle with Scrytin, and while he was distracted I was able to cast a powerful spell. You will find a magical key @@ -326,7 +326,7 @@ here. The key will unlock some secret floorboards, and what you find under there will be your reward. I must stay here and help my countrymen from their chains. Thank You for what you have done. - + Signed, King Relnar ~ @@ -340,6 +340,6 @@ An inconspicuous rock is tucked in a corner here.~ 1 1 0 0 E key magic rock~ - Huh.. Somethin kinda funny about that rock. + Huh.. Somethin kinda funny about that rock. ~ $~ diff --git a/lib/world/obj/313.obj b/lib/world/obj/313.obj index ec94c83..c285535 100644 --- a/lib/world/obj/313.obj +++ b/lib/world/obj/313.obj @@ -211,7 +211,7 @@ A waterfall streams steadily down from the mountaintop.~ E waterfall~ It appears that there may be some sort of cavern or cave behind the fall, but -it is too hard to tell from this angle. +it is too hard to tell from this angle. ~ #31323 husk goblin body~ diff --git a/lib/world/obj/314.obj b/lib/world/obj/314.obj index 21588ef..e137bb0 100644 --- a/lib/world/obj/314.obj +++ b/lib/world/obj/314.obj @@ -10,7 +10,7 @@ E statue~ The man appears very proud, very noble and very learned. His stained head is held high, his unseeing eyes fixed onto brighter futures and promise of great -things. +things. ~ #31401 glass pieces~ @@ -49,7 +49,7 @@ altar~ It appears that the altar is nothing more than a loose piece of stone from the courtyard floor or maybe one of the nearby buildings. However, with the black cloth that is draped over top of it and the layers of blood stains upon -it, it appears ghastly and otherwordly. +it, it appears ghastly and otherwordly. ~ #31405 bookshelf shelf old~ @@ -96,7 +96,7 @@ corpse~ It looks as if it might have been alive just minutes ago. The blood which wells over its chest is still warm, still flowing - undried. Its chest is torn open, split in two. From the amount blood and innards splayed over the corpse's -chest, it appears the heart was taken. +chest, it appears the heart was taken. ~ #31410 decayed carcass~ diff --git a/lib/world/obj/315.obj b/lib/world/obj/315.obj index 8c6771f..147075a 100644 --- a/lib/world/obj/315.obj +++ b/lib/world/obj/315.obj @@ -239,7 +239,7 @@ A large, magical bag has been left here.~ E bag wonders~ It looks as if someone used this for a great many years before losing or -having it taken from them. +having it taken from them. ~ #31524 hat dusty~ @@ -251,7 +251,7 @@ An old rumpled hat has been dropped here.~ 5 20 0 1 0 E hat dusty~ - Looks like this hat has seen much better days. + Looks like this hat has seen much better days. ~ A 17 -3 @@ -265,7 +265,7 @@ A spiked bardiche is on the ground here.~ 10 20 0 11 0 E bardiche spiked~ - This spiked piece fo metal looks to be a fearsome weapon, indeed. + This spiked piece fo metal looks to be a fearsome weapon, indeed. ~ #31526 guardsman's armor~ @@ -351,7 +351,7 @@ A silvery badge has been left behind.~ E badge courage~ The badge is an ornament to a plain leather strap. It was surely meant to be -worn over your neck. +worn over your neck. ~ A 5 1 @@ -459,8 +459,8 @@ A fizzy white potion has been dropped here.~ 2 700 0 1 0 #31540 potion gray thick~ -a thick grey potion~ -A small grey vial has been left here.~ +a thick gray potion~ +A small gray vial has been left here.~ ~ 10 0 0 0 0 ao 0 0 0 0 0 0 0 10 1 -1 -1 @@ -491,9 +491,9 @@ A sabre has been left behind.~ 7 450 0 0 0 E sabre~ - The sabre is not especially fine. In fact, its blade is chipped from use. + The sabre is not especially fine. In fact, its blade is chipped from use. It could stand to be sharpened but you can tell, with sufficient power, it still -has a few kills left in it. +has a few kills left in it. ~ #31544 mace studded nail~ @@ -505,7 +505,7 @@ A mace, bristling with sharp nails, lies here.~ 10 30 0 8 0 E mace studded nail-studded~ - Looks pretty mean - pretty tough. + Looks pretty mean - pretty tough. ~ #31545 bola weapon~ @@ -519,7 +519,7 @@ E bola weapon~ This bola is made from thick leather wrapped about heavy rocks. It doesn't look simple to use but you've seen them brain people in the past. If learn how -to use it well, you could, perhaps, brain a few nasties yourself! +to use it well, you could, perhaps, brain a few nasties yourself! ~ #31546 ale glass ale~ diff --git a/lib/world/obj/316.obj b/lib/world/obj/316.obj index 50ce15a..0a7766f 100644 --- a/lib/world/obj/316.obj +++ b/lib/world/obj/316.obj @@ -175,7 +175,7 @@ A glowing staff lays here.~ E staff magi glowing~ Strange signs and sigils cover most of it's length - this must be a fearsome -weapon, indeed. +weapon, indeed. ~ A 3 2 @@ -192,7 +192,7 @@ A runed hat lies on the ground.~ E hat mage's runed~ It looks quite ridiculous the way it points at the top and has all those -moons and stars all over it, but hey, anything for some mana! +moons and stars all over it, but hey, anything for some mana! ~ A 12 5 @@ -209,7 +209,7 @@ A small glowing sword has been dropped here.~ E sword short encrypted~ Up and down the lengths of it's blade are strange sigils and signs. They -must be where the power emanates from. +must be where the power emanates from. ~ #31625 dagger glowing~ @@ -222,7 +222,7 @@ A glowing dagger has been dropped here.~ E dagger glowing~ It seems to be a plain enough dagger, however the glow which radiates it's -length is near blinding. +length is near blinding. ~ A 12 15 @@ -236,7 +236,7 @@ A crumpled pile of cloth lies here.~ 11 222 0 17 E robe magi~ - You sense something strange about this pile of cloth - almost like energy. + You sense something strange about this pile of cloth - almost like energy. ~ A 12 20 @@ -251,7 +251,7 @@ A length of cloth lies here.~ E sash magician~ This wide, purple belt made of velvet feels so soft, so smooth and SO -powerful. +powerful. ~ A 3 2 @@ -294,7 +294,7 @@ E boots sneaking~ They appear to be made of the softest leather, leather that would almost seem to suck to your feet. The soles, made of the same leather, are only slightly -more thick from the rest of the boot, but appear to be quite durable. +more thick from the rest of the boot, but appear to be quite durable. ~ A 2 1 @@ -309,7 +309,7 @@ A shadowy cloak has been dropped here.~ E cloak shadows~ It appears that it would cover its wearer completely, obscuring identity and -because of its dark color, enable the wearer to hide well in shadows. +because of its dark color, enable the wearer to hide well in shadows. ~ #31633 hood identity hidden~ @@ -322,7 +322,7 @@ A dark hood has been left here.~ E hooden hidden identity~ This hood looks menacing even without being worn by anyone. It appears to -have been tailor-made for those who deal in the darker trades. +have been tailor-made for those who deal in the darker trades. ~ #31634 gloves snatching~ @@ -335,7 +335,7 @@ A pair of thieven gloves have been left here.~ E gloves snatching~ These gloves, made from a soft, supple leather with the finger tips cut out -were made to serve a thief. +were made to serve a thief. ~ A 2 1 @@ -351,7 +351,7 @@ E face plate darkened~ It appears that when worn, this plate would conceal not only the identity of the wearer, but also shade the eyes so that others would not be able to discern -which direction the wearer might be looking in. +which direction the wearer might be looking in. ~ A 18 2 @@ -366,7 +366,7 @@ A strange dirk with a curving blade has been left here.~ E dirk snake blade~ The workmanship on this is superb, its carftsman obviously someone who's life -work is creating beautiful wweapons such as this. +work is creating beautiful wweapons such as this. ~ A 19 2 @@ -381,7 +381,7 @@ A glowing short sword has been left here.~ E sword short glowing~ Up and down its entire length, this small sword, almost small enough to be -called a dagger, glows with its own fierce light. +called a dagger, glows with its own fierce light. ~ A 18 1 @@ -397,8 +397,8 @@ A heavy tankard has been dropped here.~ 35 5 0 0 E beer heavy tankard beer~ - This thing looks like it could hold enough beer for THREE warriors, but... -It appears that you are meant to drink its contents to the finish. + This thing looks like it could hold enough beer for THREE warriors, but... +It appears that you are meant to drink its contents to the finish. ~ #31639 sword short blade warrior's companion~ @@ -411,7 +411,7 @@ A small sword with a wolf's head pommel has been left here.~ E sword short blade warrior's companion~ This is the blade that no warrior should be without... At least that is the -sales pitch. It is quite an impressive blade. +sales pitch. It is quite an impressive blade. ~ A 18 1 @@ -428,7 +428,7 @@ A huge sword made of blazing gold has been dropped here.~ E deathbringer sword~ Strange that a sword could be made of gold and still maintain an edge - it -must be magically enhanced. +must be magically enhanced. ~ A 19 2 @@ -445,7 +445,7 @@ A huge bastard sword lies on the ground.~ E sword bastard~ It would take a being of great strength to wield this mighty blade - a being -of great strength, indeed. +of great strength, indeed. ~ A 18 2 @@ -464,7 +464,7 @@ A pair of brass knuckles have been dropped here.~ E knuckles brass~ They appear big enough to fit the hand of an ogre, but when you try them on -your own hands, they meld into the sahpe of your fist, fitting perfectly! +your own hands, they meld into the sahpe of your fist, fitting perfectly! ~ A 19 2 @@ -483,7 +483,7 @@ A black bola has been dropped here.~ E bola~ Just looking at this fine piece of weapontry makes you want to go thump -someone on the head! +someone on the head! ~ A 1 1 @@ -499,7 +499,7 @@ E club death~ Shot through with metal spikes at the end and heavy as an ogre weapon, this thing looks as impressive as any club could look. No wonder they named it -Death. +Death. ~ A 1 3 @@ -518,7 +518,7 @@ A huge helm with two bull horns on top has been left here.~ E helm horns~ The two horns curve up menacingly, allowing the wearer to use this helm as a -secondary weapon. +secondary weapon. ~ A 19 2 @@ -533,7 +533,7 @@ A glowing agate shield has been discarded here.~ E shield agate glowing~ The power emenating from this huge piece of agate carved into a shield is so -immense that it makes the entire thing glow. +immense that it makes the entire thing glow. ~ A 2 2 @@ -549,7 +549,7 @@ A blackstone buckler has been left on the ground.~ 12 650 0 20 E buckler stone blackstone~ - It appears to be in fine shape - a formidable guard against attack. + It appears to be in fine shape - a formidable guard against attack. ~ A 18 2 @@ -564,7 +564,7 @@ A chest plate bearing the crest of an eagle has been left here.~ E plate chest crested eagle~ The insignia of the eagle is bold and bright, making your heart soar and your -spirit long for the din battle to surround you. +spirit long for the din battle to surround you. ~ A 13 20 @@ -579,7 +579,7 @@ A set of arm guards have been left here.~ E arm guard spiked~ They look like any other set of arm guards you have seen in the past - well, -except for the three-inch spikes which protrude from the lower arm area. +except for the three-inch spikes which protrude from the lower arm area. ~ A 4 2 @@ -597,7 +597,7 @@ E diamond-chip gauntlets chip~ These gauntlets are made from a sturdy metal and leather combination, with diamond chips embedded into the knuckles - made to slice into the opponent's -flesh. +flesh. ~ A 19 3 @@ -606,7 +606,7 @@ book Krolar~ the Book of Krolar~ Someone left the Book of Krolar here.~ The Holy Book of Krolar emenates a power, a presence unmatched by any -other book you ever have held. +other book you ever have held. ~ 2 0 0 0 0 ao 0 0 0 0 0 0 0 1 1 3 22 @@ -625,7 +625,7 @@ mace~ clobber him on the head repeatedly until the blood and brains that ooze from his head are so thick and juicy that you cannot even make out his features, whether he was a man, woman, human or ogre it doesn't matter you just want to bludgeon, -kill, mangle, maim!!!!!...... Now where did all that come from? +kill, mangle, maim!!!!!...... Now where did all that come from? ~ A 12 15 @@ -644,7 +644,7 @@ sceptre holy~ It is rumored that every one of Krolar's Holy Sceptres made was forged with a small piece of the original Sceptre that Krolar used to vanquish the evil Amos Trask, thief and rogue who plagued the men and creatures of Jareth for nearly a -decade. +decade. ~ A 12 35 @@ -661,7 +661,7 @@ A whip glowing with energy lies here.~ E whip power~ Suffused with some unknown God's power, this whip has all the power of a whip -and then some. +and then some. ~ A 19 1 @@ -672,7 +672,7 @@ book word holy~ the Holy Word~ A book has been dropped here.~ You can only see one word on the interior of this book - only one page -fills it's entire content. +fills it's entire content. ~ 2 0 0 0 0 ao 0 0 0 0 0 0 0 1 47 33 43 @@ -688,7 +688,7 @@ A small clear stone on a chain has been left here.~ E amulet sacred~ You see nothing all that special about the amulet, however looks can be -deceiving. +deceiving. ~ A 17 -3 @@ -705,7 +705,7 @@ A small wristlet has been left here.~ E wristlet glory~ It looks almost too small to be worn at all, but opun trying it on, you see -that it is not too small at all. +that it is not too small at all. ~ A 1 2 @@ -719,7 +719,7 @@ A small holy, red ring has been left here.~ 3 200 0 14 E ring krolar holy~ - Red stone inset in a black band - wow, this thing is cool! + Red stone inset in a black band - wow, this thing is cool! ~ A 12 20 @@ -735,7 +735,7 @@ A yellow robe has been dropped here.~ 9 699 0 10 E robe yellow~ - It looks to be in decent enough shape. + It looks to be in decent enough shape. ~ #31660 robe bright~ @@ -748,7 +748,7 @@ A bright robe lies crumpled in a corner.~ E robe bright~ It is made from some sort of material that makes the color just seem to jump -out at you! +out at you! ~ A 3 2 @@ -767,7 +767,7 @@ robe white~ An exquisite robe of the finest fabric. One of the finest pieces of cloth you have ever seen. Who in their right mind would sell or leave this thing unaccounted for must be an absolute idiot. Why would anyone want to leave this -lovely piece of fabric behind? +lovely piece of fabric behind? ~ A 3 2 @@ -775,8 +775,8 @@ A 19 2 #31662 shield rose~ -a grey shield emblazoned with the Black Rose~ -A grey shield of the Deathknight has been left here.~ +a gray shield emblazoned with the Black Rose~ +A gray shield of the Deathknight has been left here.~ ~ 9 0 0 0 0 aj 0 0 0 0 0 0 0 9 0 0 0 @@ -784,7 +784,7 @@ A grey shield of the Deathknight has been left here.~ E shield rose~ The black rose is symbolic of the hatred for all others, the desire to kill -and maim that a Deathknight has breeded into them as part of their training. +and maim that a Deathknight has breeded into them as part of their training. ~ A 3 2 @@ -803,7 +803,7 @@ Someone left their black onyx body armor here.~ E armor body black onyx~ It is not a gleaming black color that this armor exhibits, but a dull, flat -black that seems to soak up all color and joy around it. +black that seems to soak up all color and joy around it. ~ A 19 3 @@ -822,7 +822,7 @@ Some Deathknight left their cape laying here.~ E cape rose black~ The Black Rose, the traditional symbol of the Deathknight, proudly adorns the -back of this cape. +back of this cape. ~ A 1 2 @@ -839,7 +839,7 @@ A Deathknight has left their sword here.~ E sword rose black~ The pommel is in the shape of a wilted black rose, the thorns on the stem -serving as the grip. +serving as the grip. ~ A 1 1 @@ -856,7 +856,7 @@ A mean-looking mace with nails studding its length has been dropped here.~ E mace nail studded~ This mean looking weapon looks as if it could do more damage than a bastard -sword. +sword. ~ #31667 water fountain mermaid water~ @@ -870,6 +870,6 @@ E water fountain mermaid~ Local lore states that a tribe of merfolk live just off the coast near the city, and that this fountain was a gift to the people of McGintey by the Lord -of those merfolk. +of those merfolk. ~ $~ diff --git a/lib/world/obj/317.obj b/lib/world/obj/317.obj index 119ffd8..f126dce 100644 --- a/lib/world/obj/317.obj +++ b/lib/world/obj/317.obj @@ -53,7 +53,7 @@ A pair of shiny black shoes are on the ground.~ E shoes shiny pair black~ These shoes are perfectly spotless, meticulously kept clean by someone with a -fetish for cleaning stuff. +fetish for cleaning stuff. ~ #31705 shovel~ @@ -107,7 +107,7 @@ A small flask has been left here.~ 10 10 0 1 E whisky flask silver whisky~ - The engraving on the side reads CTW, whatever that means.. + The engraving on the side reads CTW, whatever that means.. ~ #31710 locket golden~ @@ -119,7 +119,7 @@ A small piece of jewelry is on the ground.~ 5 100 0 13 E locket golden~ - You try and try to prise this thing open, but it will not budge. + You try and try to prise this thing open, but it will not budge. ~ A 3 2 @@ -180,7 +180,7 @@ It looks as if the floor has wrinkles.~ 10 1 0 15 E cape blending~ - This wonderful cape can camouflage you in almost any setting. + This wonderful cape can camouflage you in almost any setting. ~ A 5 2 @@ -196,7 +196,7 @@ A rake has been dropped on the ground.~ 7 10 0 1 E rake~ - Metal pronged teeth and a wooden handle. Looks a lot like a rake. + Metal pronged teeth and a wooden handle. Looks a lot like a rake. ~ #31716 peel banana~ @@ -208,7 +208,7 @@ Someone left their banana peel here... tsk, tsk, someone could fall!~ 1 1 0 1 E peel banana~ - No banana stuff inside, sorry, just the peel. + No banana stuff inside, sorry, just the peel. ~ #31717 gloves gardening~ @@ -221,7 +221,7 @@ A pair of gardening gloves have been left here.~ E gloves gardening~ They have a bit of dirt smudged on the fingertips, but other than that, they -look perfectly usable. +look perfectly usable. ~ #31718 shovel gardening~ @@ -233,7 +233,7 @@ A small gardening shovel is laying in the ground.~ 3 1 0 1 E shovel gardening~ - Looks like it could dig a mean hole or two... + Looks like it could dig a mean hole or two... ~ #31719 shovel~ @@ -246,7 +246,7 @@ A shovel is propped up against a tree.~ E shovel~ Kind of makes you queasy to know that this shovel is used only for burying -people... +people... ~ #31720 sign rules~ @@ -262,7 +262,7 @@ sign~ -To place a wager simply type GAMBLE (amnt) and the dealer will deal you one card and a card for himself. The player with the highest -card wins the wager. +card wins the wager. In the event of a tie, there will be a War! and this will continue until there is a winner. diff --git a/lib/world/obj/318.obj b/lib/world/obj/318.obj index e17ac82..ff7c501 100644 --- a/lib/world/obj/318.obj +++ b/lib/world/obj/318.obj @@ -9,7 +9,7 @@ A white and black striped sailor's shirt has been left here.~ E shirt sailors white black~ The stains which riddle this shirt are enough to make any land-lubber not -want to even touch it. +want to even touch it. ~ #31801 stubble~ @@ -21,7 +21,7 @@ Some prickly chin stubble is lying in a heap on the floor.~ 3 100 0 20 0 E stubble~ - Yuck. + Yuck. ~ A 6 1 @@ -35,7 +35,7 @@ A fistful of money is laying here on the ground.~ 50 1 0 1 0 E fistful money~ - What the hell are you looking at it for? Take it! + What the hell are you looking at it for? Take it! ~ #31803 sash black~ @@ -47,7 +47,7 @@ A pile of crumpled black silk is on the ground.~ 1 1 0 20 0 E sash black~ - This sash, the mark of a member of the Dead Boys, radiates evil intent. + This sash, the mark of a member of the Dead Boys, radiates evil intent. ~ A 13 15 @@ -61,7 +61,7 @@ A set of spiked knuckles have been left here.~ 1 1 0 20 0 E knuckles spiked~ - The deadly looking spikes glisten as the light catches them. + The deadly looking spikes glisten as the light catches them. ~ #31805 sash red~ @@ -74,7 +74,7 @@ A red sash has been left on the floor.~ E sash red~ This sash, the opposing color to the Dead Boy's black sash, marks the wearer -as a member of the Bloody Scythe. +as a member of the Bloody Scythe. ~ A 4 2 @@ -89,7 +89,7 @@ A wicked looking scythe lies on the ground.~ E wicked scythe~ This weapon, although unwieldy, is the token weapon of the Bloody Scythe -gang. +gang. ~ #31807 rusted knife~ @@ -102,7 +102,7 @@ A rusted knife has been left here.~ E rusted knife~ It is chipped in many places, worn down to almost a flat edge where it should -be sharp. +be sharp. ~ #31808 blade marcko's dagger~ @@ -115,7 +115,7 @@ A black knife has been left here.~ E blade marcko's dagger~ Made by an old veteran assassin from the Far Reaches just for Marcko, this -blade is said to have special powers. +blade is said to have special powers. ~ A 18 2 @@ -133,7 +133,7 @@ A black opal ring has been dropped here.~ 1 1 0 28 0 E ring opal black~ - The thing seems to radiate evil and bad intent. + The thing seems to radiate evil and bad intent. ~ A 1 2 @@ -152,7 +152,7 @@ A pair of boots have been left here.~ E boots razor tipped~ Looks like these boots were meant for someone who likes to surprise their -opponent, from the way the blade shoots out the toe. +opponent, from the way the blade shoots out the toe. ~ A 19 2 @@ -170,7 +170,7 @@ A hammer has been left here on the ground.~ 1 1 0 22 0 E hammer~ - Long wooden handle, strong metal head. A hammer. + Long wooden handle, strong metal head. A hammer. ~ #31812 belt tool carpenter's~ @@ -198,7 +198,7 @@ A fat cigar is on the floor, just begging to be smoked.~ E cigar stogie fat~ The business end of the thing looks a bit wet and chewed, but other than that -it seems perfectly good. +it seems perfectly good. ~ A 4 -2 @@ -214,7 +214,7 @@ The foreman's beer gut is lumped in the corner.~ 1 50 0 25 0 E beer gut foreman~ - You are actually considering wearing this nasty thing? + You are actually considering wearing this nasty thing? ~ A 10 10 @@ -230,7 +230,7 @@ A thin coat of sweat is glooped on the floor.~ 1 1 0 20 0 E sweat coat thin~ - You give it a cursory sniff. Yep, it's sweat, all right. + You give it a cursory sniff. Yep, it's sweat, all right. ~ A 5 1 @@ -247,7 +247,7 @@ A clipboard is lying face down on the floor.~ E board clip clipboard~ It currently holds no papers of any kind, mus tnot be much harbor traffic at -this time. +this time. ~ A 19 1 @@ -284,7 +284,7 @@ A shiny dirk has been left here.~ 1 1 0 1 0 E dirk shiny~ - Boy, it sure is a shiny little bugger. + Boy, it sure is a shiny little bugger. ~ #31819 britches pair green~ @@ -296,9 +296,9 @@ A green pair of britches are crumpled on the floor here.~ 1 100 0 11 0 E britches pair green~ - They look like they definately could be in the 'flood' classification. Wear + They look like they definitely could be in the 'flood' classification. Wear them at your own risk... My guess is even the non-aggro mobs will attack you -with these on! +with these on! ~ A 6 -2 @@ -315,7 +315,7 @@ A sailor's hat is lying here.~ E hat cap'n~ This thing emminates a strong aura of bad whiskey, bad women, and bad -personality. Use it at your own risk. +personality. Use it at your own risk. ~ A 19 1 @@ -331,7 +331,7 @@ A wad of some sort of animal's skin is on the ground.~ 1 200 0 23 0 E sleeves dolphin skin~ - They look as if they would stretch right over your arms for a snug fit. + They look as if they would stretch right over your arms for a snug fit. ~ A 13 25 @@ -345,7 +345,7 @@ A thin piece of black leather is here.~ 1 100 0 25 0 E arm tie~ - It is about 9 inches long, frayed at both ends. + It is about 9 inches long, frayed at both ends. ~ A 18 2 @@ -359,6 +359,6 @@ A small whip has been left here.~ 1 1 0 2 0 E whip backhand~ - Just the perfect fit in the palm of your hand. + Just the perfect fit in the palm of your hand. ~ $~ diff --git a/lib/world/obj/32.obj b/lib/world/obj/32.obj index ede8ae5..185c943 100644 --- a/lib/world/obj/32.obj +++ b/lib/world/obj/32.obj @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/obj/320.obj b/lib/world/obj/320.obj index 513637d..857f13a 100644 --- a/lib/world/obj/320.obj +++ b/lib/world/obj/320.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/321.obj b/lib/world/obj/321.obj index 513637d..857f13a 100644 --- a/lib/world/obj/321.obj +++ b/lib/world/obj/321.obj @@ -1 +1 @@ -$ +$ diff --git a/lib/world/obj/324.obj b/lib/world/obj/324.obj index 3338c77..b046bb5 100644 --- a/lib/world/obj/324.obj +++ b/lib/world/obj/324.obj @@ -9,7 +9,7 @@ There is a chair that has been left in the center of the floor.~ E chair~ It is a very uncomfortable looking piece of furniture which is designed to -keep the user not only awake, but on their feet at most times. +keep the user not only awake, but on their feet at most times. ~ #32401 hammer heavy~ diff --git a/lib/world/obj/325.obj b/lib/world/obj/325.obj index f5053c1..250250d 100644 --- a/lib/world/obj/325.obj +++ b/lib/world/obj/325.obj @@ -67,7 +67,7 @@ Long wooden picnic tables are scattered about.~ E table~ The tables are about eight feet in length, made from some wood that has aged -beyond recognition. The tables are still serviceable, though barely. +beyond recognition. The tables are still serviceable, though barely. ~ #32508 grill black iron~ diff --git a/lib/world/obj/326.obj b/lib/world/obj/326.obj index ec889a6..a483c51 100644 --- a/lib/world/obj/326.obj +++ b/lib/world/obj/326.obj @@ -9,7 +9,7 @@ A smudge of face paint has been left here.~ E paint face~ The color of green that this paint is would lend to camoflaging you were you -in the forest. +in the forest. ~ A 14 15 @@ -34,9 +34,9 @@ A pair of black issue pants have been left here.~ A 13 10 #32603 -tunic issue grey~ -a grey issue tunic~ -A grey issue tunic has been left here.~ +tunic issue gray~ +a gray issue tunic~ +A gray issue tunic has been left here.~ ~ 9 0 0 0 0 ad 0 0 0 0 0 0 0 3 0 0 0 @@ -127,7 +127,7 @@ A large rock was placed here.~ 0 0 0 0 0 E rock~ - If you tried really hard I bet you could crall under it. + If you tried really hard I bet you could crall under it. ~ #32612 sword long horseman's~ diff --git a/lib/world/obj/33.obj b/lib/world/obj/33.obj index 828ae84..0a973d9 100644 --- a/lib/world/obj/33.obj +++ b/lib/world/obj/33.obj @@ -8,7 +8,7 @@ An orange lies on the ground here.~ 1 8 8 0 0 E orange~ - You wonder how it got here, seeing how oranges are non-migratory. + You wonder how it got here, seeing how oranges are non-migratory. ~ #3301 bale wheat~ @@ -20,7 +20,7 @@ There is a bale of wheat here.~ 50 100 10 0 0 E bale wheat~ - It doesn't look appetizing to you, but a horse might enjoy this... + It doesn't look appetizing to you, but a horse might enjoy this... ~ #3302 zither~ @@ -58,7 +58,7 @@ There is a statue of Aglandiir here, made of solid gold.~ 30 900 90 0 0 E statue~ - He's a pretty striking chap, for a dragon. + He's a pretty striking chap, for a dragon. ~ #3305 halberd~ @@ -71,7 +71,7 @@ A runed halberd lies on the ground here.~ E halberd~ The runes glow with a bright light, making you think that this might be a -pretty decent weapon. +pretty decent weapon. ~ A 18 5 @@ -85,7 +85,7 @@ A vial of a dun fluid is here.~ 1 1000 200 0 0 E potion protection dun vial~ - Looks thick, and brownish-grey (dun). Ick! + Looks thick, and brownish-gray (dun). Ick! ~ #3307 crown~ @@ -98,7 +98,7 @@ Aglandiir's crown sits here, radiating a shield.~ E crown~ The shield repulses you, making you wonder how you're going to get your hands -on this huge, valuble chunk of gold... +on this huge, valuble chunk of gold... ~ #3308 apple~ @@ -110,7 +110,7 @@ A scrawny red apple sits here.~ 1 5 2 0 0 E apple~ - It is not wormy... Yet. + It is not wormy... Yet. ~ #3309 bread loaf~ @@ -122,7 +122,7 @@ A fresh loaf of bread lies here.~ 1 10 5 0 0 E bread loaf~ - Mmmm... Rye! + Mmmm... Rye! ~ #3310 melon~ @@ -134,7 +134,7 @@ A melon sits here, discarded evidently.~ 3 8 3 0 0 E melon~ - Wow! Look at the size of that melon! + Wow! Look at the size of that melon! ~ #3311 knife~ @@ -166,7 +166,7 @@ E sword long~ This sword is light, but the heft is perfectly balanced. Such an incredible weapon can only have be crafted by the legendary smith Gabadiel, and as such be -worth a fortune! +worth a fortune! ~ A 18 2 @@ -183,7 +183,7 @@ A short sword lies here... a work of art!~ E sword short~ It brings tears to your eyes. This must have been Gabadiel the smith's -masterpiece; his final work. Simply invaluble. +masterpiece; his final work. Simply invaluble. ~ A 18 4 @@ -199,7 +199,7 @@ A dismembered and burnt cadaver lies on the ground here.~ 0 0 0 0 0 E cadaver~ - It is still smouldering a little; the culprits can't be far off! + It is still smouldering a little; the culprits can't be far off! ~ #3315 scimitar~ @@ -211,7 +211,7 @@ A scimitar as long as your arm lies here.~ 10 500 50 0 0 E scimitar~ - This weapon really isn't of too high a quality. + This weapon really isn't of too high a quality. ~ #3316 crate~ @@ -223,7 +223,7 @@ A crate is stacked here.~ 50 100 20 0 0 E crate~ - It's a standard wooden crate. + It's a standard wooden crate. ~ #3317 bow hunting~ @@ -236,7 +236,7 @@ A hunting bow lies here, unwanted~ E bow hunting~ This is the type of weapon you would use to bag some deer or rabbits, but not -the type you'd take into battle... +the type you'd take into battle... ~ A 19 1 @@ -250,7 +250,7 @@ A nice leather vest lies here.~ 6 500 50 0 0 E vest leather~ - The seams are delicately sewn with a enruned thread... + The seams are delicately sewn with a enruned thread... ~ #3319 glass beer~ @@ -263,7 +263,7 @@ A glass of beer sits forgotten here.~ E glass~ This is a nice glass filled with homebrew. There doesn't seem to be too much -stuff floating in it. +stuff floating in it. ~ #3320 glass mead ale~ @@ -275,7 +275,7 @@ A big glass of mead sits here, cool and frosty.~ 2 8 3 0 0 E glass mead~ - Looks good. Looks warm. Doesn't matter; it still looks good. + Looks good. Looks warm. Doesn't matter; it still looks good. ~ #3321 shot whisky~ @@ -287,6 +287,6 @@ A shot of whisky is sitting here.~ 1 10 5 0 0 E shot~ - Whew! Looks like potent stuff! + Whew! Looks like potent stuff! ~ $~ diff --git a/lib/world/obj/343.obj b/lib/world/obj/343.obj index aee939b..624a33f 100644 --- a/lib/world/obj/343.obj +++ b/lib/world/obj/343.obj @@ -7,28 +7,6 @@ A granite fountain is gurgling here.~ -1 2 15 0 0 0 0 0 0 E -fountain basin~ - The fountain is made of black granite and the water -in it looks and inviting to drink. In the center is a -'SPADE' shaped centerstone that seems to have writing -all over it. -~ -E -spade~ - The spade seems to be the headstone of the center of the -fountain here. It is made of black stone and is an obelisk -in shape. It has 'Directory' on the side of it and it also -has a 'MAP' on the side of it as well. -~ -E -Map~ -Nth: God Hall - Nth, Inn, Post Office, Coffee Alcove -Sth: God Hall - Sth, Bus. Ctr, Bldr Brd Rm, God Hall, Ext -Est: God Hall - Est, Imm/Mrtl Brd Rm, Upr Imm Hall, Grd Lvl, God Hl - Ext -Wst: God Hall - Wst, H.O.Jst/Chpl, Mtn Rm, Upr Imm Hall, Grd Lvl, God Hl - Ext -Dwn: Midguaard -~ -E Directory~ --------------------------------------------------------- Immortal Name: ===== Room # ====== Location: ======= @@ -57,6 +35,26 @@ Niamh ----------- 34351 ----------- God Hall, Southeast Fade ----------- 34337 ------------ God Hall, West Angela -------- 34636 --------God Hall, South Extension ~ +E +Map~ +Nth: God Hall - Nth, Inn, Post Office, Coffee Alcove +Sth: God Hall - Sth, Bus. Ctr, Bldr Brd Rm, God Hall, Ext +Est: God Hall - Est, Imm/Mrtl Brd Rm, Upr Imm Hall, Grd Lvl, God Hl - Ext +Wst: God Hall - Wst, H.O.Jst/Chpl, Mtn Rm, Upr Imm Hall, Grd Lvl, God Hl - Ext +Dwn: Midguaard +~ +E +spade~ + The spade seems to be the headstone of the center of the fountain here. It +is made of black stone and is an obelisk in shape. It has 'Directory' on the +side of it and it also has a 'MAP' on the side of it as well. +~ +E +fountain basin~ + The fountain is made of black granite and the water in it looks and inviting +to drink. In the center is a 'SPADE' shaped centerstone that seems to have +writing all over it. +~ #34301 fouton~ a Fouton(tm) ~ @@ -95,7 +93,7 @@ A coffee dispenser is here.~ E dispenser~ The dispenser is attached to a big 5 gallon drum and there is a tray below -with a button. The dispenser is made of chrome and wood. +with a button. The dispenser is made of chrome and wood. ~ #34304 mug beer~ @@ -134,7 +132,7 @@ A water tap is here dripping into the sink.~ E watertap~ The tap is a crookneck tap made by Kohler and it is a swivel head that can be -moved left or right. +moved left or right. ~ #34307 countrytime fountain~ @@ -147,7 +145,7 @@ A Countrytime(tm) Lemonaid fountain drink machine is here.~ E Lemonaid Fountain~ The fountain machine sits in the corner and has a one glass dispenser in -front of a five gallon jug of the yellow delicious liquid. +front of a five gallon jug of the yellow delicious liquid. ~ #34308 juice glass juice~ @@ -159,7 +157,7 @@ An empty tall frost-covered glass is here ready for use.~ 3 1 0 0 0 E glass~ - The glass is large and tall, able to hold alot of the drink available for + The glass is large and tall, able to hold a lot of the drink available for either water, beer, lemonaid. It is frost-covered of course, kept on ice before it is used by the patrons. ~ @@ -175,7 +173,7 @@ E cabinet~ The storage cabinets are attached to the wall and have large swinging doors to allow acess to the inside. It is white colored to match the sterile color -and green that make up the coffee bar. +and green that make up the coffee bar. ~ #34310 tea brewer~ @@ -214,7 +212,7 @@ A crystal wine glass is here ready for use.~ E wineglass wine~ The glass is tall and round, made of superb crystal that gleams stunningly in -the light. +the light. ~ #34313 shelf wooden~ @@ -265,7 +263,7 @@ A whisky dispenser is here giving shots.~ E whiskytap~ The tap is made of metal and it has a small platform. Place a drink against -the metal tigger and it will dispense a perfect shot of whiskey. +the metal tigger and it will dispense a perfect shot of whiskey. ~ #34317 barrier construction~ @@ -287,8 +285,8 @@ A plush couch is here in front of a coffee table.~ 0 0 0 0 0 E couch~ - The couch is long, has a frame of oak wood and a long -blue cushion. It happens to be a Futon (tm). + The couch is long, has a frame of oak wood and a long blue cushion. It +happens to be a Futon (tm). ~ #34319 LazyBoy recliner~ @@ -301,7 +299,7 @@ A LazyBoy(tm) recliner is here.~ E LazyBoy recliner~ The recliner is made of leather and it swivels on an iron pedistal. The -leather is light brown trimmed in black. +leather is light brown trimmed in black. ~ #34320 sign~ @@ -309,7 +307,7 @@ a construction sign~ A construction sign is here nailed to a 2x4~ This area is currenty under construction. Please enter at OWN RISK ------------------- HARD-HAT AREA ----------------- - + Witt's End Construction Company Making for a Better Tomorrow ~ @@ -326,7 +324,7 @@ to change the channels. Sounds of Lively Action is on the SCREEN right now. The split screen is engaged and on it the NY Yankees (tm) vs the SF Giants (tm) for MLB. The other split screen shows a round of Soccer being played, -Mexico vs Brazil. Exciting games! +Mexico vs Brazil. Exciting games! ~ 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 @@ -371,10 +369,10 @@ A small freestanding sign is here on a rod and pedistal.~ downward, There is a MESSAGE written in the center of either of the arrows. -The arrow up has the message: For all Lead Offices, use upper stairs to +The arrow up has the message: For all Lead Offices, use upper stairs to Garden Level - -The arrow down has the message: Higher Immortal Hallway, North Extension(s) + +The arrow down has the message: Higher Immortal Hallway, North Extension(s) Section(s) A-B (coming soon C) ~ 16 0 0 0 0 0 0 0 0 0 0 0 0 @@ -425,7 +423,7 @@ Protetive elbow guards are here hanging from the straps~ E elbow guards~ The elbow guards are soft and white and slip on the arms for protection of -the joints while working. +the joints while working. ~ A 18 5 @@ -462,7 +460,7 @@ E gloves~ The gloves are thick calf hide and are colored orange one one side with brown palm sides. They help to not wreck your hands while working hard on physical -tasks. +tasks. ~ A 18 5 @@ -479,7 +477,7 @@ Rebock's Hightop Sneakers are sitting here as a pair.~ E sneakers~ The sneakers are white and blue and they are hightops for what appears to be -Basketball, but for just general wear they are quite comfortable. +Basketball, but for just general wear they are quite comfortable. ~ A 18 5 @@ -545,7 +543,7 @@ A decorative gold chain~ 1 1 0 31 0 E gold chain~ - The chain is linked gold and it twinkles in the light. + The chain is linked gold and it twinkles in the light. ~ A 18 4 @@ -616,7 +614,7 @@ A powerful titanium shield sits tipped against the wall.~ E shield~ The titanium shield is blue and has the seal of TBA MUD rampant on the front -and center of it. It is made of titanium metal. +and center of it. It is made of titanium metal. ~ A 18 5 @@ -647,7 +645,7 @@ A stumpy golden key glistens in the light~ E key golden~ The key is short and twisted in a unique shape as it is an old fashioned type -key. +key. ~ #34341 tablet~ @@ -660,7 +658,7 @@ A purple tablet is here blinking and chirping. ~ E tablet purple~ The tablet is about 12" square and it has a touch face with a dark purple -shell back, It seems to blink and flash when she touches the face of it. +shell back, It seems to blink and flash when she touches the face of it. ~ #34342 hotttub~ @@ -673,7 +671,7 @@ A steaming corner hottub is here bubbling ominously.~ E hotttub~ The hotttub is about 8 feet in diameter and holds up to 10 people. The water -bubbles and churns, looking very inviting. +bubbles and churns, looking very inviting. ~ #34343 toilet~ @@ -684,15 +682,15 @@ A toilet is here made of porclein.~ 1 0 0 0 0 0 0 0 0 E -sign~ - Be sure to Flush! -~ -E toilet toidy throne~ The toilet is made of white porcelien and it stands with a tank near the wall. It has a wooden seat that is made of carved walnut and it has gold fixtures all around, which include the handles. ~ +E +sign~ + Be sure to Flush! +~ #34344 sink~ a sink and granite counter~ @@ -702,15 +700,15 @@ A sink and long granite counter is here.~ 0 0 0 0 0 0 0 0 0 E -counter~ - The counters are made of granite and are immaculately carved with such -precision into a smooth flowing shape and designs all over them. -~ -E sink~ The sink is clean and white, with a shiny chrome faucet system and drain in the bottom. ~ +E +counter~ + The counters are made of granite and are immaculately carved with such +precision into a smooth flowing shape and designs all over them. +~ #34345 tub clawtub~ an old fashioned claw tub and shower~ @@ -720,15 +718,15 @@ An old fashioned claw tub and shower is here.~ 3 0 0 0 0 0 0 0 0 E +tub~ + The tub is made of iron and porcelin and it has claw feet in which it sits. +It is quite large and deep holding several meters of water. +~ +E shower~ The shower is a gold tube and a nozzle that is located on one side of the tub and the water pours down over the person or persons. The valve is located just -above the fixture on the bottom of the tub that fills it. -~ -E -tub~ - The tub is made of iron and porcelin and it has claw feet in which it sits. -It is quite large and deep holding several meters of water. +above the fixture on the bottom of the tub that fills it. ~ #34346 bench~ @@ -741,7 +739,7 @@ A short teak bench is here sitting on its legs.~ E bench~ A short teak bench is here sitting on its four carved legs, of an oriental -type design. +type design. ~ #34347 spring~ @@ -752,16 +750,16 @@ A gurgling spring is here splashing into a golden basin.~ -1 2 15 0 0 0 0 0 0 E +spring~ + The spring is just a free flowing stream of water that flows from the ground +with a murmuring, gurgling sound. +~ +E basin~ The basin is made of gold and it holds the water as it splashes out from the spring from the ground. When full it runs into what appears to be a channel leading to the lagoon. ~ -E -spring~ - The spring is just a free flowing stream of water that flows from the ground -with a murmuring, gurgling sound. -~ #34348 statue~ a guardian statue of Rumble~ @@ -771,6 +769,12 @@ A guardian statue of Rumble is here next to a pedistal.~ 0 0 0 0 0 0 0 31 0 E +pedistal~ + The pedistal is made of rounded carved marble and it has unique designs, +portraying extreme power. The top of the pedistal is empty, but it seems that +something should go there. +~ +E statue Rumble rumble guardian~ The statue is a guardian to this shrine, it depicts one of the immortals of TBA and his power and influence over all who worship here. He stands clad as a @@ -778,12 +782,6 @@ Battle Mage, in flowing robes and carries a staff. His hair is long and flowing as he seems to be raising the staff in battle. You seem to feel at ease by this statue. ~ -E -pedistal~ - The pedistal is made of rounded carved marble and it has unique designs, -portraying extreme power. The top of the pedistal is empty, but it seems that -something should go there. -~ #34349 Opie~ a guardian statue of Opie~ @@ -793,6 +791,11 @@ A guardian statue of Opie is here.~ 0 0 0 0 0 0 0 31 0 E +nametag~ + The nametag reads Opie the Cunning and that is carved at the base of the +statue near the foot of his statue. +~ +E Opie Guardian~ The statue is a guardian to this shine, it depicts one of the immortals of TBA and the influence of steath and cunning to all who worhip here. He stands @@ -800,11 +803,6 @@ clad in carved battle armor of leather, a loose flowing shirt and a sash about his waist. In his hand he carries a dagger that is thrust outward in a backstab motion. You feel a strange surge of adventure looking at this statue. ~ -E -nametag~ - The nametag reads Opie the Cunning and that is carved at the base of the -statue near the foot of his statue. -~ #34350 Welcor~ a guardian statue of Welcor~ @@ -814,16 +812,16 @@ A guardian statue of Welcor is here.~ 0 0 0 0 0 0 0 31 0 E +nametag~ + The nametag reads Welcor the Bishop and that is carved at the base of the +statue near the foot of it. +~ +E Welcor guardian~ The statue is a guardian to this shine, it depicts one of the immortals of TBA and the influence of Justice to all who worship here. He/She stands clad in a long flowing set of robes and he/she carries a warhammer in their hand. The feeling of peace overwhelms the senses when you look at the statue that seems to -be floating and glowing brightly. -~ -E -nametag~ - The nametag reads Welcor the Bishop and that is carved at the base of the -statue near the foot of it. +be floating and glowing brightly. ~ $~ diff --git a/lib/world/obj/346.obj b/lib/world/obj/346.obj index 49e04a9..36a8221 100644 --- a/lib/world/obj/346.obj +++ b/lib/world/obj/346.obj @@ -10,7 +10,7 @@ E statue~ The statue is that of a warrior who is dressed in robes of silk carrying a sword at his side and a fan in his hand. It appears to be that of the ancient -samurai warriors. +samurai warriors. ~ E basin~ @@ -38,7 +38,7 @@ shrine~ The shrine is large and boxy, with gold trim and it shines in the medium light of the many lanterns that light this Pagoda. It has an insription what appears to be a poem, but it is written in a foreign language which you do not -understand. +understand. ~ #34602 lantern~ @@ -66,14 +66,14 @@ pillar~ The pillar it stands on of simple marble with many carvings of different designs belonging to many parts of the realms found on TBAMUD. Com. There are inscriptions on the side and decorative grooves that make it up. It is very -well designed. +well designed. ~ E statuehead~ The statuehead is a head and partial shoulders that depicts one of the many gods who works over this realm as a builder. Its resemblene is uncanny to one of the many builders who work here. It is made of a hi-tech material that it -allows holograms to be placed over the plaster mold that it covers. +allows holograms to be placed over the plaster mold that it covers. ~ #34604 couch~ @@ -121,7 +121,7 @@ E shrine~ The shrine here is smaller and made of marble, trimmed in flexible strips of ornamental oak wood. It has cubbies where small candles burn and incense burns -honoring the god or goddess here. +honoring the god or goddess here. ~ #34607 painting~ @@ -135,7 +135,7 @@ E painting judgement~ The painting here represents the Last Judgement of Christ our Redeemer standing forth at the great white throne of judgement as he casts his judgement -upon the souls that stand before him. It has alot of floaty representation with +upon the souls that stand before him. It has a lot of floaty representation with background color and flowing design. It is uplifting. ~ #34608 @@ -194,7 +194,7 @@ flag american~ The proud stars and stripes are set strongly against the blue background of the morning sky. Someone has raised the flag in hopes that our dear friend, Rumble, returns from his service in Iraq. May his courage and strength keep him -safe, and let the great banner of our great nation always watch over him. +safe, and let the great banner of our great nation always watch over him. Return home my friend. ~ $~ diff --git a/lib/world/obj/35.obj b/lib/world/obj/35.obj index fd8177a..4ab8f9e 100644 --- a/lib/world/obj/35.obj +++ b/lib/world/obj/35.obj @@ -50,7 +50,7 @@ A mutilated corpse has been left on the ground here.~ 0 0 0 0 E corpse mutilated~ - Looks to be an aftermath of whatever caused this carnage. + Looks to be an aftermath of whatever caused this carnage. ~ #3506 mutilated carcass~ @@ -62,7 +62,7 @@ A mutilated carcass has been left on the ground here.~ 0 0 0 0 E carcass mutilated~ - Looks to be an aftermath of whatever caused this carnage. + Looks to be an aftermath of whatever caused this carnage. ~ #3507 dagger ornate~ @@ -75,7 +75,7 @@ A beautiful looking dagger is stuck in the ground.~ E dagger ornate~ The hilt of this dagger looks to be two intertwined snakes. At the end of -it, there is a small red ruby. +it, there is a small red ruby. ~ A 18 5 @@ -92,6 +92,6 @@ A small toy is spinning about on the ground here.~ E gyroscope toy~ As the gyroscope spins around and around you find yourself almost hypnotized -by its movement. +by its movement. ~ $~ diff --git a/lib/world/obj/36.obj b/lib/world/obj/36.obj index d08c461..c2b517b 100644 --- a/lib/world/obj/36.obj +++ b/lib/world/obj/36.obj @@ -1,15 +1,15 @@ #3600 -armour black pawn~ -some Black Pawn Armour~ -A pile of black armour is here.~ +armor black pawn~ +some Black Pawn Armor~ +A pile of black armor is here.~ ~ 9 j 0 0 0 ad 0 0 0 0 0 0 0 1 0 0 0 13 300 1 0 0 #3601 -armour white pawn~ -some White Pawn Armour~ -A pile of white armour is here.~ +armor white pawn~ +some White Pawn Armor~ +A pile of white armor is here.~ ~ 9 k 0 0 0 ad 0 0 0 0 0 0 0 1 0 0 0 @@ -31,9 +31,9 @@ The sword of a White Pawn lies here.~ 0 3 4 3 10 100 1 0 0 #3604 -armour black rook~ -some Black Rook Armour~ -Some armour made from the remains of a black rook lies heaped on the floor.~ +armor black rook~ +some Black Rook Armor~ +Some armor made from the remains of a black rook lies heaped on the floor.~ ~ 9 aj 0 0 0 ad 0 0 0 0 0 0 0 2 0 0 0 @@ -43,9 +43,9 @@ A A 5 1 #3605 -armour white rook~ -some White Rook Armour~ -Some armour made from the remains of a white rook lies heaped on the floor.~ +armor white rook~ +some White Rook Armor~ +Some armor made from the remains of a white rook lies heaped on the floor.~ ~ 9 agk 0 0 0 ad 0 0 0 0 0 0 0 2 0 0 0 diff --git a/lib/world/obj/37.obj b/lib/world/obj/37.obj index de91ae4..70327e2 100644 --- a/lib/world/obj/37.obj +++ b/lib/world/obj/37.obj @@ -10,7 +10,7 @@ E pile glitter~ The king rat seem to like shining objects. This pile is filed with small pieces of glass, broken mirrors, nice pebbles and the occasional lost gold -piece. +piece. ~ #3701 trout fillet~ @@ -46,8 +46,8 @@ A chest is here, protecting whatever is hidden in it.~ 0 0 0 0 0 E iron ironbound chest~ - The chest has been bound by iron, to prevent it from being forced open. -Lucky for you the lock is a simple one. + The chest has been bound by iron, to prevent it from being forced open. +Lucky for you the lock is a simple one. ~ #3705 chain chainmail mail~ @@ -60,7 +60,7 @@ A very nice chainmail has been thrown on the ground here.~ E chain mail chainmail~ The chains connected in this chainmail is of a fine quality, making a very -nice and very sturdy chainmail suit. +nice and very sturdy chainmail suit. ~ A 24 -2 @@ -89,7 +89,7 @@ A small fishing boat has been moored here.~ E boat~ The boat is made from a very light sort of wood, making it extremely easy to -carry around. +carry around. ~ #3708 fungus~ @@ -101,7 +101,7 @@ Fungus is hanging from the ceiling.~ 5 25 2 0 0 E fungus~ - Green fungus growing on spiderwebs - YUCK! + Green fungus growing on spiderwebs - YUCK! ~ #3709 desk~ @@ -115,7 +115,7 @@ E desk~ An old desk, heavy with age - and guano - has been left here by the constructors of the sewers. If there was anything of interest on it earlier, it -has been covered in several tons of guano from the bats on the ceiling above. +has been covered in several tons of guano from the bats on the ceiling above. ~ #3710 key~ @@ -128,6 +128,6 @@ An extremely dirty key is lying here.~ E key~ An old and very dirty key. It looks as you'd imagine a padlock key looks, -when not in the padlock. And of course dirty from the surrounding muck. +when not in the padlock. And of course dirty from the surrounding muck. ~ $~ diff --git a/lib/world/obj/38.obj b/lib/world/obj/38.obj index 1448f5a..c17fa60 100644 --- a/lib/world/obj/38.obj +++ b/lib/world/obj/38.obj @@ -9,7 +9,7 @@ A disgusting, fat tail is slowly rotting away here.~ E rat tail~ The apparant tail of what seems to be an unusually large rat. Though it -seems to give you quivers of sickness, it must be a fierce weapon. +seems to give you quivers of sickness, it must be a fierce weapon. ~ A 6 -2 @@ -26,7 +26,7 @@ E secret safe~ It is a titanium safe that is implanted into the wall. It has a industrial strength lock that only not even the craftiest thief could pick. Otherwise, it -could easily go unnoticed. +could easily go unnoticed. ~ #3802 Backstabber~ @@ -45,7 +45,7 @@ iron and what appears to be gold. Legend has it that it was the same dagger that commited the first backstabbing, done on Julius Ceasar. It has black runes on it, the ancient code of the thieves. Just holding makes you feel like you feel not just like a million dollars, but that you could steal a million -dollars. +dollars. ~ A 14 -3 @@ -64,7 +64,7 @@ A huge pile of stolen riches lies here!~ E pile riches~ A huge pile of riches. There must be thousands of coins here! The gold and -platinum pile up! +platinum pile up! ~ #3804 smelly key~ @@ -78,7 +78,7 @@ E smelly red key~ It is an iron key. It seems to have flakes of red paint that give the key a red look. It is slightly heavy, but you hardly care. What seems to matter is -that it is extremely smelly, probably from years in the sewers. +that it is extremely smelly, probably from years in the sewers. ~ A 17 2 diff --git a/lib/world/obj/39.obj b/lib/world/obj/39.obj index 416c058..4d5bc97 100644 --- a/lib/world/obj/39.obj +++ b/lib/world/obj/39.obj @@ -9,7 +9,7 @@ A rusty key is here, getting rustier by the minute.~ E key rusty~ A rusty key is here. It has a fish engraved upon it, and looks like it -might fit on a keyring. +might fit on a keyring. ~ #3901 Shining Silver Key~ @@ -22,7 +22,7 @@ A shining silver key is here, glinting merrily.~ E silver key shining~ A silver key is here, engraved with a heron - the ensignia of the highest -house of Haven. +house of Haven. ~ #3902 large key~ @@ -152,7 +152,7 @@ A brooch is here, sparkling with diamonds.~ 3 1 0 0 0 E diamond~ - Hey... These diamonds look rather fake... + Hey... These diamonds look rather fake... ~ #3918 pixie-eye emerald~ @@ -231,7 +231,7 @@ A dagger is lying here, its jewels sparkling merrily.~ 5 2 3 14 4 120 12 0 0 #3928 -14~ +curving dagger~ a wickedly curving dagger~ A dagger lies here on the ground, its curve looking particularly wicked.~ ~ @@ -731,7 +731,7 @@ A sparkling silver, but heavy-looking, mace is lying here unattended~ E sparkling mace~ This mace looks pretty fancy, but if used right it might be able to inflict -some damage... +some damage... ~ A 1 1 @@ -748,7 +748,7 @@ A shimmering sword is lying here.~ E merchant's sword~ The sword is well-crafted and also looks expensive. It has the mark of a -master swordsman on the side. +master swordsman on the side. ~ #3995 commoner's sword~ @@ -761,7 +761,7 @@ An unusually common looking sword is here, gleaming slightly.~ E commoner's sword~ The sword looks like the generic sword, except for the blue silk wrapped -around the hilt signifying loyalty to the diety of the sea. +around the hilt signifying loyalty to the diety of the sea. ~ #3996 bracer~ @@ -773,7 +773,7 @@ A black leather bracer is lying here, looking special.~ 2 20 2 0 0 E bracer~ - The bracer is made of top-quality black leather and seems to glow a bit. + The bracer is made of top-quality black leather and seems to glow a bit. ~ A 13 20 @@ -790,7 +790,7 @@ A pile of black leather is lying here.~ E guard vest leather~ The vest, judging by the make and material, was crafted by hand and made -well. It is of black leather and looks comfortable. +well. It is of black leather and looks comfortable. ~ A 2 -1 @@ -807,7 +807,7 @@ A whittling knife is lying here. It looks sharp.~ E whittling knife~ This whittling knife looks as though it has been used a lot, but it is still -very sharp. +very sharp. ~ #3999 gullmarked sword~ @@ -821,7 +821,7 @@ E gull~ The stylized gull form on the sword is the special mark of Haven's best trained, their elite guardsmen. Not many in the realm can boast their skill -with their swords. +with their swords. ~ A 1 2 diff --git a/lib/world/obj/4.obj b/lib/world/obj/4.obj index d9e934a..167592a 100644 --- a/lib/world/obj/4.obj +++ b/lib/world/obj/4.obj @@ -10,7 +10,7 @@ E rabbit skin gloves glove~ The gloves are very furry. They are made from the skin and fur of a recently killed rabbit. You think these would keep your hands safe as well as -warm. +warm. ~ #401 boots~ @@ -22,9 +22,9 @@ A pair of rabbit skin boots.~ 8 400 0 10 0 E rabbit skin boots boot~ - The boots are very well made, and look like they would protect you well. + The boots are very well made, and look like they would protect you well. The outside is covered in soft fur to keep your warm. The inside is made from -the skin of the rabbit. +the skin of the rabbit. ~ #402 shrub~ @@ -37,7 +37,7 @@ A small shrub is here.~ E small shrub plant~ The plant is about knee high and in full bloom. Many colorful flowers -dangle from it, giving off a sweet scent. +dangle from it, giving off a sweet scent. ~ #403 whip~ @@ -51,7 +51,7 @@ E rawhide whip~ The weapon looks rather strong and would defend you well in battle. The whip is nine feet long with a very skinny end. You could cut someone badly -with this weapon. +with this weapon. ~ #406 tree stump~ @@ -64,7 +64,7 @@ There is a tree stump here.~ E Tree Stump~ This is just an ordinary tree stump. By the looks of it, it's been here for -quite some time. +quite some time. ~ #407 teddybear~ @@ -77,20 +77,20 @@ A teddybear was abandoned here.~ E teddybear~ The bear is rather cute looking. There seems to be a small glow within his -eyes, maybe this bear is magical. +eyes, maybe this bear is magical. ~ #409 -armour~ -wooden armour~ -A suit of wooden armour~ +armor~ +wooden armor~ +A suit of wooden armor~ ~ 9 0 0 0 0 ad 0 0 0 0 0 0 0 5 0 0 0 11 300 0 10 0 E -Wooden armour~ - The armour is quite solid, giving you the best protection available. A -person would easily be able to move around wearing this. +Wooden armor~ + The armor is quite solid, giving you the best protection available. A +person would easily be able to move around wearing this. ~ #410 warhelm helmet~ @@ -103,7 +103,7 @@ A wooden warhelm~ E wooden wood warhelm helmet~ The helmet is quite solid and would protect you quite well in battle. You -notice a few small chips in the wood, most likely from a past battle. +notice a few small chips in the wood, most likely from a past battle. ~ #411 pebble rock~ @@ -116,7 +116,7 @@ An onyx pebble is lying on the ground.~ E onyx pebble rock~ The black pebble shines as you look at it. You feel that it must contain -some kind of power. +some kind of power. ~ A 1 2 @@ -133,7 +133,7 @@ A large tree is here.~ E tree~ The tree is quite large. It towers over you, shading you from the sunlight. - + ~ #416 torch~ @@ -145,7 +145,7 @@ A large torch.~ 1 20 0 0 0 E torch~ - Your basic torch, nothing very remarkeable about it. + Your basic torch, nothing very remarkeable about it. ~ #417 backpack~ @@ -157,7 +157,7 @@ A backpack is here.~ 5 250 0 0 0 E backpack~ - A hefty backpack that can carry more than a bag. + A hefty backpack that can carry more than a bag. ~ #418 dagger~ @@ -169,8 +169,8 @@ A dagger with a long thin blade is here.~ 2 30 0 0 0 E dagger~ - A simple dagger used by thieves and hoodlums to relieve the unwary of thier -money. + A simple dagger used by thieves and hoodlums to relieve the unwary of their +money. ~ #419 mace~ @@ -182,7 +182,7 @@ A mace is here.~ 6 60 0 0 0 E mace~ - This mace is made of a heavy polished metal with small spikes on the end. + This mace is made of a heavy polished metal with small spikes on the end. Look deadly ~ #420 @@ -204,7 +204,7 @@ A colorful plant is growing here.~ E colorful plant~ The plant is the most beautiful plant you have ever set your eyes on. It -has petals like silk and gives off the most wonderous scent. +has petals like silk and gives off the most wondrous scent. ~ #433 egg~ @@ -216,7 +216,7 @@ A bird egg is lying on the ground.~ 1 125 0 0 0 E bird egg~ - The egg is speckled with shades of blue. It's in excellent condition. + The egg is speckled with shades of blue. It's in excellent condition. ~ #447 apple~ @@ -228,7 +228,7 @@ An apple~ 3 50 0 0 0 E apple~ - The red apples shines in the light, making it look more delicious. + The red apples shines in the light, making it look more delicious. ~ #450 rock~ @@ -241,7 +241,7 @@ A magical rock~ E magical rock~ The rocks seems to hold some sort of magic. You feel the power running -through your hands. +through your hands. ~ A 2 3 @@ -258,7 +258,7 @@ A beautiful painting is hanging on the wall.~ E painting~ Color flowers fills your eyes as they stretch off the canvas of the -painting. The picture gives the room a cheerful feeling. +painting. The picture gives the room a cheerful feeling. ~ #484 stream water~ diff --git a/lib/world/obj/40.obj b/lib/world/obj/40.obj index 8d32df7..e3255aa 100644 --- a/lib/world/obj/40.obj +++ b/lib/world/obj/40.obj @@ -8,7 +8,7 @@ A ring is here, with yellow and green ornamentation. It looks very old.~ 1 50 20 0 E ring yellow green~ - It feels heavy. + It feels heavy. ~ A 1 -2 @@ -38,7 +38,7 @@ A purple potion is here.~ 1 355 20 0 E potion purple~ - It looks rather strange! + It looks rather strange! ~ #4051 helmet metal~ @@ -50,7 +50,7 @@ A metal helmet in here.~ 4 300 100 0 E helmet metal~ - It looks somehow magical!. + It looks somehow magical!. ~ A 24 -2 @@ -66,7 +66,7 @@ A small mushroom is here.~ 1 9 3 0 E mushroom~ - Let's put it this way - I wouldn't eat it!! + Let's put it this way - I wouldn't eat it!! ~ #4053 dirk~ @@ -78,9 +78,9 @@ A beautifully crafted dirk is lying here.~ 2 850 500 0 E dirk~ - It is a medium sized, beautifully crafted dirk made from some greyish alloy. + It is a medium sized, beautifully crafted dirk made from some grayish alloy. Its blade is double-edged and very thin... This looks like a good thieves' -weapon. +weapon. ~ A 18 1 diff --git a/lib/world/obj/41.obj b/lib/world/obj/41.obj index 0dacab9..b931b72 100644 --- a/lib/world/obj/41.obj +++ b/lib/world/obj/41.obj @@ -9,7 +9,7 @@ A black demon blade is here.~ E blade black demon~ You'll become as evil as the weapon, if you use it as you sense the forces of -evil controlling the weapon... +evil controlling the weapon... ~ #4101 gloves swordmans~ @@ -21,7 +21,7 @@ A pair of finely crafted gloves are lying on the ground here.~ 1 350 80 0 E gloves swordsmans~ - They look like the right kind of equipment to use when fighting. + They look like the right kind of equipment to use when fighting. ~ A 18 2 @@ -37,7 +37,7 @@ A scroll which reads 'ysafg', it looks very fragile and quite old.~ 1 150 10 0 E scroll ysafg~ - It looks informative. + It looks informative. ~ #4103 slime mould green~ @@ -49,7 +49,7 @@ A green slime mould is here. Stinks like you wouldn't believe!~ 1 20 8 0 E smile mould~ - It wasn't meant to be food -- at least, certainly not for humans. + It wasn't meant to be food -- at least, certainly not for humans. ~ #4104 slime mould green~ @@ -61,6 +61,6 @@ A green slime mould is here. Stinks like you wouldn't believe!~ 1 20 8 0 E smile mould~ - It wasn't meant to be food -- at least, certainly not for humans. + It wasn't meant to be food -- at least, certainly not for humans. ~ $~ diff --git a/lib/world/obj/42.obj b/lib/world/obj/42.obj index 8abecf8..aa5e168 100644 --- a/lib/world/obj/42.obj +++ b/lib/world/obj/42.obj @@ -37,7 +37,7 @@ A sword with a dragon curled along the pommel is sticking out of the ground.~ E dragynsword dragon sword~ The dragon on the pommel seems strangely alive, almost as if it could attack -you at any second... +you at any second... ~ A 13 -20 diff --git a/lib/world/obj/43.obj b/lib/world/obj/43.obj index e25ee40..7aba664 100644 --- a/lib/world/obj/43.obj +++ b/lib/world/obj/43.obj @@ -9,7 +9,7 @@ There is a bright icy crown here, melting.~ E crown royal ice~ This crown is slowling melting into water so you had better pick it up fast. - + ~ A 12 -30 @@ -24,7 +24,7 @@ An icy scepter is here.~ E scepter icy~ This scepter is very cold to the touch. You now that it is made out of ice -but you can't figure out why it doesn't melt. +but you can't figure out why it doesn't melt. ~ A 3 1 @@ -40,14 +40,14 @@ The pelt of some unfortunate penguin lies crumpled here.~ 2 10 1 0 0 E penguin pelt~ - This is all that's left of a poor penguin. + This is all that's left of a poor penguin. ~ #4304 penguin claw~ a black penguin claw~ A smooth, black claw of a penguin lays here.~ ~ -12 0 0 0 0 an 0 0 0 0 0 0 0 +12 0 0 0 0 ao 0 0 0 0 0 0 0 0 0 0 0 3 30 3 0 0 #4305 @@ -83,7 +83,7 @@ sign ice covered~ an icy covered sign~ An ice covered sign stands here, slightly tilted.~ North: Barren Fields - + West: The Realm of Glogtar ~ 16 0 0 0 0 0 0 0 0 0 0 0 0 @@ -99,7 +99,7 @@ An bone sign with engraved symbols stands here.~ 0 0 0 0 0 E sign bone~ - Welcome to Rankir! + Welcome to Rankir! ~ #4310 ice sculpted fountain~ @@ -113,7 +113,7 @@ E ice fountain~ The fountain before yu is the most beautiful ice sculpture you have ever seen. The ice is sculpted, on one side, as an Eskimo with a whaling spear -returning with a kill, displayed on the other. +returning with a kill, displayed on the other. ~ #4311 strip penguin flesh~ diff --git a/lib/world/obj/44.obj b/lib/world/obj/44.obj index 559c45d..77b00a8 100644 --- a/lib/world/obj/44.obj +++ b/lib/world/obj/44.obj @@ -9,7 +9,7 @@ A big sword with crude edges is lying here.~ E sword~ A bastard sword, made from an unknown metal, probably a mix of iron and -bronze. +bronze. ~ A 18 1 @@ -81,7 +81,7 @@ E pot cauldron magic~ A small iron pot with a strange green glowing liquid fills the room with a peculiar aroma. You think you smell fresh bark and some kind of mushroom, maybe -amanita. You figure this brew is powerful stuff. +amanita. You figure this brew is powerful stuff. ~ #4407 ringmail mail bronze~ diff --git a/lib/world/obj/46.obj b/lib/world/obj/46.obj index a267828..32bc299 100644 --- a/lib/world/obj/46.obj +++ b/lib/world/obj/46.obj @@ -10,7 +10,7 @@ T 4601 E anthill~ You are looking at a huge anthill, it's unfanthomably big, there is a large -man size hole leading into it. +man size hole leading into it. ~ #4601 giant ant feeler~ diff --git a/lib/world/obj/5.obj b/lib/world/obj/5.obj index a5a79ce..cfb107e 100644 --- a/lib/world/obj/5.obj +++ b/lib/world/obj/5.obj @@ -9,7 +9,7 @@ A dandelion is growing here.~ E dandelion flower~ The flower is yellow and as bright as the sun. The stem is a pale green -that blends in with the grass. +that blends in with the grass. ~ #501 apple red~ @@ -22,7 +22,7 @@ A red apple lays on the ground.~ T 505 E red apple~ - A ripe red apple looks good enough to eat. + A ripe red apple looks good enough to eat. ~ #502 cheese~ @@ -35,7 +35,7 @@ A wedge of cheese is molding here.~ E wedge cheese~ The wedge looks quite tasty. You can smell a delicious aroma coming from -it. +it. ~ #503 boulder~ @@ -48,7 +48,7 @@ A large boulder is here.~ E boulder rock~ The boulder is huge! It would take at least five men of your size to move -it. +it. ~ #504 little spring water~ @@ -61,7 +61,7 @@ A little spring babbles here.~ E little spring water~ Clear water trickles lazily along, murmuring as it traces rivulets in the -soil. It looks temptingly fresh and thirst-quenching. +soil. It looks temptingly fresh and thirst-quenching. ~ #505 pile corn~ @@ -74,7 +74,7 @@ A small pile of cracked corn is here.~ E pile crack cracked corn~ The corn is everywhere! The animals must not have eaten their breakfast -today. You can hear the corn crunching under your feet. +today. You can hear the corn crunching under your feet. ~ #506 small sword~ @@ -86,7 +86,7 @@ A small sword of little value was abandoned here.~ 1 10 0 0 0 E small sword~ - The sword is poorly crafted and worn with age. + The sword is poorly crafted and worn with age. ~ #507 gem~ @@ -99,7 +99,7 @@ A sapphire gem was left here.~ E sapphire gem~ The blue gem sparkles in the light. It's a pretty little thing. You may -want to hold onto it for good luck. +want to hold onto it for good luck. ~ #508 hunters knife~ @@ -112,7 +112,7 @@ A hunters knife was left here.~ E hunter hunters knife~ The knife is large with a rigid blade. The handle is made from ivory and is -quite heavy in your hand. +quite heavy in your hand. ~ #509 puddle water~ @@ -126,7 +126,7 @@ E puddle water~ This slightly muddy puddle of water looks drinkable if not the most appealing. Tinted with dirt and covered with a slight film, the water looks as -if it has been sitting here a while. +if it has been sitting here a while. ~ #510 water trough~ @@ -140,7 +140,7 @@ E water trough~ This long metal trough is full of fresh, if slightly murky water. It doesn't look the most delicious, but is probably perfectly effective at quenching -thirst. +thirst. ~ #511 tree leafy apple~ @@ -153,7 +153,7 @@ A leafy apple tree grows here.~ E tree leafy apple~ This large leafy tree rustles slightly as it waves in the breeze, strong -branches made for holding an abundance of fat round apples. +branches made for holding an abundance of fat round apples. ~ #512 brown egg~ @@ -165,8 +165,8 @@ A brown egg lies here.~ 1 1 0 0 0 E brown egg~ - This smooth tan-coloured egg is nice and firm, the crisp brown shell shiny -and perfectly oval shaped, a few white feathery tufts still clinging to it. + This smooth tan-colored egg is nice and firm, the crisp brown shell shiny +and perfectly oval shaped, a few white feathery tufts still clinging to it. ~ #513 swaying stalk green cornstalk~ @@ -179,7 +179,7 @@ A green cornstalk is swaying gently in the breezes.~ E cornstalk swaying green~ This tall leafy stalk looks very strong, its firm but bendable structure -allowing it to remain upright even though it is pummeled by the weather. +allowing it to remain upright even though it is pummeled by the weather. ~ #514 cob corn~ @@ -193,7 +193,7 @@ E cob corn~ This cone shaped cob is covered with plump pieces of juicy yellow corn, fresh green leaves still protruding from the base and partially covering it, tufts of -grassy hair sticking wildly out of the top. +grassy hair sticking wildly out of the top. ~ #517 paint can~ @@ -206,7 +206,7 @@ An empty paint can has been left here.~ E empty paint can~ The can did at one time contain red paint. It must have been used on the -barn. +barn. ~ #520 pitchfork~ @@ -219,7 +219,7 @@ A pitchfork was left here.~ E pitchfork~ The fork looks fairly new. The prongs on the end are very shiny and sharp. -They could easily pierce someone. +They could easily pierce someone. ~ #521 potato~ @@ -232,7 +232,7 @@ A potato has been left here.~ E potato~ This is just an ordinary looking potato. You might want to wipe off the -dirt before you eat it. +dirt before you eat it. ~ #526 sewing needle~ @@ -245,7 +245,7 @@ A sewing needle was left here.~ E sewing needle~ The needle is quite large! It must be a quilting needle. Be careful not -to prick yourself. +to prick yourself. ~ #527 muddy footprints~ @@ -258,7 +258,7 @@ Some muddy footprints have been tracked in from outside.~ E muddy footprints~ The footprints are fresh and quite large. Most likely made by the farmer. - + ~ #536 rake~ @@ -271,7 +271,7 @@ A rake was left here.~ E rake~ The rake appears to be in good condition. There is some dirt stuck to its -tines, but could be easily washed away. +tines, but could be easily washed away. ~ #537 jerky~ @@ -283,7 +283,7 @@ A piece of jerky was left here.~ 2 100 0 0 0 E jerky~ - The piece is rather small and probably won't fill you up for very long. + The piece is rather small and probably won't fill you up for very long. ~ #566 lucky horseshoe~ @@ -295,7 +295,7 @@ A lucky horseshoe was left here.~ 3 150 0 0 0 E horseshoe~ - It's a rusty old thing, but might be worth some money. + It's a rusty old thing, but might be worth some money. ~ #578 hay~ @@ -307,7 +307,7 @@ A bale of hay is sitting here.~ 0 0 0 0 0 E bale hay~ - The bale is rather large. It must be used for the chickens beds. + The bale is rather large. It must be used for the chickens beds. ~ #584 fireplace~ @@ -321,7 +321,7 @@ E fireplace~ The fireplace is rather old looking, but gets the job done. There are a few small pots hanging from the front of it. They are probably used for cooking. - + ~ #585 bowl stew~ @@ -334,7 +334,7 @@ A bowl of stew was left here.~ E bowl stew~ The stew smells delicious! It consists of freshly cut carrots, onions, -celery and rabbit meat. +celery and rabbit meat. ~ #588 well~ @@ -348,6 +348,6 @@ E well~ The well sparkles in the sunlight, giving off a magical glow. As you look down into the darkness of the well, you begin to wonder what could be lurking -down there. +down there. ~ $~ diff --git a/lib/world/obj/52.obj b/lib/world/obj/52.obj index a317100..eca2fa6 100644 --- a/lib/world/obj/52.obj +++ b/lib/world/obj/52.obj @@ -182,7 +182,7 @@ Undefined~ 0 0 0 0 E fountain blood cracked~ - A pool of blood lies in the bottom of the fountain. + A pool of blood lies in the bottom of the fountain. ~ #5221 sword two-handed~ @@ -347,9 +347,9 @@ A stone is here, sort of a dusty rose color and very pretty.~ A 17 -1 #5239 -stone grey dull~ -a dull grey stone~ -You can barely make out a dull grey stone on the ground.~ +stone gray dull~ +a dull gray stone~ +You can barely make out a dull gray stone on the ground.~ ~ 8 dg 0 0 0 ao 0 0 0 0 0 0 0 0 0 0 0 diff --git a/lib/world/obj/53.obj b/lib/world/obj/53.obj index 21e944e..182f760 100644 --- a/lib/world/obj/53.obj +++ b/lib/world/obj/53.obj @@ -8,7 +8,7 @@ A hierogylph-engraved mace has been left here.~ 10 800 50 0 E mace egyptian~ - The mace is formed from solid brass, and engraved in strange hieroglyphs. + The mace is formed from solid brass, and engraved in strange hieroglyphs. ~ #5301 robe sand~ @@ -22,7 +22,7 @@ E robes sand~ The robes are colored a sandy off-white, and are in fact caked and covered with sand as well. You don't seem to be able to remove all of the sand, no -matter how much you try. +matter how much you try. ~ #5302 dirk obsidian~ @@ -34,7 +34,7 @@ A flat dirk made of chipped obsidian lies here.~ 8 1000 100 0 E dirk obsidian~ - The blade of the dirk is black, glassy obsidian, chipped razor sharp. + The blade of the dirk is black, glassy obsidian, chipped razor sharp. ~ A 2 1 @@ -51,7 +51,7 @@ A dirty cloth turban has been forgotten here.~ E turban cloth~ The turban used to be white cloth, now it is covered with oil and dirt from -the head and hair of its previous owner, who must not have bathed much. +the head and hair of its previous owner, who must not have bathed much. ~ A 2 1 @@ -67,7 +67,7 @@ Long cloth wrappings lie on the ground in a pile.~ 15 125 17 0 E wrappings cloth~ - The cloth wrappings are old, wrinkled, and stink of embalming fluid. + The cloth wrappings are old, wrinkled, and stink of embalming fluid. ~ #5305 bottle fluid~ @@ -79,7 +79,7 @@ A dusty bottle lies here on the ground.~ 5 250 50 0 E bottle fluid~ - The bottle is dusty and the fluid has a strange sickly-sweet smell to it. + The bottle is dusty and the fluid has a strange sickly-sweet smell to it. ~ #5306 jar formaldehyde~ @@ -91,7 +91,7 @@ A small jar lies here on the ground.~ 6 300 60 0 E jar formaldehyde~ - The jar is sticky and smells really bad. + The jar is sticky and smells really bad. ~ #5307 ball fire~ @@ -103,7 +103,7 @@ A little ball of fire hovers in the air before your eyes.~ 10 350 50 0 E ball fire~ - The ball of fire is hot to the touch and very very bright. + The ball of fire is hot to the touch and very very bright. ~ A 13 10 @@ -120,7 +120,7 @@ A curved scimitar made of stone rests on the ground.~ E scimitar stone~ The scimitar is formed from solid stone, chipped and carved to perfection, -with a sharp, cold blade that is marred only by a few nicks here and there. +with a sharp, cold blade that is marred only by a few nicks here and there. ~ A 18 2 @@ -136,7 +136,7 @@ A stone key has been dropped here.~ 15 1 0 0 E key stone~ - The key is made from stone, but is otherwise unremarkable. + The key is made from stone, but is otherwise unremarkable. ~ #5310 sarcophagus stone~ @@ -148,11 +148,11 @@ A mighty stone sarcophagus lies in the center of the tomb.~ 0 0 0 0 E sarcophagus stone~ - The sarcophagus is engraved on the sides with the images of pharoahs, great + The sarcophagus is engraved on the sides with the images of pharaohs, great wars fought long ago, mighty pyramids being constructed... A raised image atop -the sarcophagus is formed in the visage of one of the mighty pharoahs, painted +the sarcophagus is formed in the visage of one of the mighty pharaohs, painted in gold and studded with precious gems. You see a small keyhole in the side of -the sarcophagus. +the sarcophagus. ~ #5311 dust~ @@ -165,7 +165,7 @@ A small pile of dust is being scattered by the breeze.~ E dust~ The dust is old. As you sift it through your hands you find tiny chips of -aged bone inside -- it must be the ancient remains of something. +aged bone inside -- it must be the ancient remains of something. ~ #5312 scarab emerald~ @@ -178,7 +178,7 @@ A small emerald scarab lies here on the ground.~ E scarab emerald~ The scarab is intricately detailed, down to the tiny hairs on its insectile -legs and the faceting of the emeralds in its eyes. +legs and the faceting of the emeralds in its eyes. ~ #5313 lamp~ @@ -191,7 +191,7 @@ A small, tarnished, battered lamp has been dropped here.~ E lamp~ The lamp is quite old and tarnished. You rub at it to get some of the grime -off, but it doesn't seem like anybody is home. +off, but it doesn't seem like anybody is home. ~ A 17 -5 @@ -208,7 +208,7 @@ A small brass ankh has been left here.~ E ankh~ The ankh is a small brass symbol of an ancient religion. It glows with a -soft bright light that is soothing to you. +soft bright light that is soothing to you. ~ A 3 1 @@ -226,7 +226,7 @@ E book riddles~ The book has well-worn pages, containing many befuddling riddles to surprise, confuse, and amuse you. You find yourself bewildered by its contents and put it -down to sort your head out. +down to sort your head out. ~ #5316 paw lion~ @@ -240,7 +240,7 @@ E paw lion~ The massive paw has straps on it formed of bronze, so that it will fit snugly over your hand. As you put it on, it melds with your hand, becoming an -extension of your arm. +extension of your arm. ~ A 5 1 @@ -257,7 +257,7 @@ A small piece of parchment covered in hieroglyphics lies here.~ E answer hieroglyphics parchment~ You cannot decipher the strange hieroglyphics that cover the sheet of -parchment. +parchment. ~ #5318 treasure~ @@ -270,7 +270,7 @@ The massive treasure of the sphinx lies here in a big pile.~ E treasure~ The treasure is incredibly large, filled with gold coins and valuables, more -wealth than you could ever possibly imagine accumulated in one place. +wealth than you could ever possibly imagine accumulated in one place. ~ #5319 sand pile~ @@ -283,7 +283,7 @@ You see a small pile of sand.~ E sand pile~ You think you see some coins and valuables glinting amongst the grains of -sand. +sand. ~ #5320 curse mummy~ @@ -297,7 +297,7 @@ E curse mummy~ Rumor has it that whomever disturbs the grave of the mummy shall be cursed for all eternity, and that the descendents of that person shall likewise be -cursed for ten generations to follow. +cursed for ten generations to follow. ~ A 13 -50 @@ -315,7 +315,7 @@ E elixir small glass~ The elixir is deceptively small. Something tells you that its contents are truly quite potent. Perhaps too potent for ordinary mortals to attempt to -consume. +consume. ~ #5322 mask golden~ @@ -330,7 +330,7 @@ mask golden~ This beautiful mask was shaped from solid gold and magically enchanted to perfectly fit the face of any who choose to wear it, its golden features and turquoise highlights even moving to match the expressions of the face of the -wearer. +wearer. ~ A 12 25 @@ -347,7 +347,7 @@ the diamond~ E diamond~ Aha! You see a multifaceted gemstone, which strangely reflects no light, -making it very hard to see when it lies on the ground. +making it very hard to see when it lies on the ground. ~ #5324 wand sun brass pipe~ @@ -361,7 +361,7 @@ E wand sun brass pipe~ This small brass shaft is a holy weapon used by the ancient people of this land to defend against the deadliest of foes. It shines with the brilliant -blazing light of the sun. +blazing light of the sun. ~ A 21 -2 @@ -369,16 +369,16 @@ A 24 -2 #5325 ring sandy~ -a sandy-coloured ring~ -A small sandy-coloured ring has been carelessly dropped here.~ +a sandy-colored ring~ +A small sandy-colored ring has been carelessly dropped here.~ ~ 9 bg 0 0 0 ab 0 0 0 0 0 0 0 8 0 0 0 5 200 75 0 E ring sandy~ - The ring is small, smooth, sandy-coloured and unremarkable, save that it -gives off a continuous low humming noise that tickles your fingertips. + The ring is small, smooth, sandy-colored and unremarkable, save that it +gives off a continuous low humming noise that tickles your fingertips. ~ A 3 1 @@ -396,7 +396,7 @@ E sphinx golden~ The golden sphinx is incredibly detailed and very small, fitting easily into the palm of your hand. You can even make out the expression of wisdom and peace -on its face. +on its face. ~ A 4 2 @@ -412,7 +412,7 @@ E leggings sphinxian~ These magically fashioned leggings impart the strength and stamina of the mightiest of the ancient sphinxes. You feel ancient power emanating from them; -they seem to be almost alive. +they seem to be almost alive. ~ A 1 3 diff --git a/lib/world/obj/54.obj b/lib/world/obj/54.obj index 61bd613..d5e4b58 100644 --- a/lib/world/obj/54.obj +++ b/lib/world/obj/54.obj @@ -556,7 +556,7 @@ A glowing blue vial lies here.~ 1 800 15 0 0 E vial glowing blue~ - The blueish liquid inside this potion bottle is glowing with a strange light. + The bluish liquid inside this potion bottle is glowing with a strange light. There is a small label that reads 'Protection' ~ #5471 @@ -569,7 +569,7 @@ A deep-green potion lies here.~ 1 500 15 0 0 E potion green~ - The potion inside the bottle is a greenish colour and has a small label which + The potion inside the bottle is a greenish color and has a small label which reads 'Curative' ~ #5472 @@ -643,16 +643,16 @@ A scroll of recall lies here.~ 12 42 -1 -1 4 200 25 0 0 #5479 -wand grey silver~ -a grey-silver wand~ -A grey-silver wand lies here.~ +wand gray silver~ +a gray-silver wand~ +A gray-silver wand lies here.~ ~ 3 gnop 0 0 0 ao 0 0 0 0 0 0 0 15 1 1 6 1 1000 15 0 0 E -wand grey silver~ - You see a small engraved storm cloud at the base of this wand. +wand gray silver~ + You see a small engraved storm cloud at the base of this wand. ~ #5480 wand yellow~ @@ -664,7 +664,7 @@ A wand of glinting yellow lies here.~ 1 666 15 0 0 E wand yellow~ - You see a shape slowly fading into existance at the base of this wand. + You see a shape slowly fading into existance at the base of this wand. ~ #5481 wand oak~ @@ -768,7 +768,7 @@ E spear gae bolg~ The beautiful, glowing spear is close to eight feet long and has a bright, polished silver blade that tapers at the end into what must be the finest point -you have ever seen. +you have ever seen. ~ #5493 key~ @@ -807,6 +807,6 @@ A large ornate mace floats above the ground here.~ E wrath allah mace~ This enormous weapon looks like it could pound the stuffing out of anything -or anyone around. +or anyone around. ~ $~ diff --git a/lib/world/obj/55.obj b/lib/world/obj/55.obj index ede8ae5..185c943 100644 --- a/lib/world/obj/55.obj +++ b/lib/world/obj/55.obj @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/obj/556.obj b/lib/world/obj/556.obj index 0cbe36a..185c943 100644 --- a/lib/world/obj/556.obj +++ b/lib/world/obj/556.obj @@ -1,2 +1 @@ $~ - diff --git a/lib/world/obj/56.obj b/lib/world/obj/56.obj index ede8ae5..185c943 100644 --- a/lib/world/obj/56.obj +++ b/lib/world/obj/56.obj @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/obj/57.obj b/lib/world/obj/57.obj index 4ae4a4d..59c5ea2 100644 --- a/lib/world/obj/57.obj +++ b/lib/world/obj/57.obj @@ -29,12 +29,12 @@ The Rune Saber lies here.~ E rune~ These runes appear to be ancient. Whatever race created this sword was -probably evil due to the gruesome detail in the pictures etched into it. +probably evil due to the gruesome detail in the pictures etched into it. ~ E pictures~ The pictures are of people being killed by the wielder of this sword. Some -are being impaled and others decapitated. +are being impaled and others decapitated. ~ A 3 -2 @@ -66,7 +66,7 @@ The carcass of the tree nymph lies here bleeding profusely.~ 0 0 0 0 E carcass tree nymph~ - The corpse is of a recently deceased tree nymph. + The corpse is of a recently deceased tree nymph. ~ #5798 Scorpion Platemail~ diff --git a/lib/world/obj/6.obj b/lib/world/obj/6.obj index e58c0ef..ef2a2a0 100644 --- a/lib/world/obj/6.obj +++ b/lib/world/obj/6.obj @@ -9,7 +9,7 @@ A shiny pebble is lying in the sand.~ E shiny pebble rock~ The pebble is bright white. It seems to sparkle in the light. It's a rather -beautiful stone. One you may want to hold on to. +beautiful stone. One you may want to hold on to. ~ #601 seagull feather~ @@ -21,8 +21,8 @@ A seagull feather is lying on the ground.~ 1 50 0 0 0 E seagull bird feather~ - The feather is quite large. It's bright white with some streaks of grey -running through it. + The feather is quite large. It's bright white with some streaks of gray +running through it. ~ #602 pearl~ @@ -35,7 +35,7 @@ A beautiful pearl was dropped here.~ E pearl~ The beautiful pearl sparkles as you hold it up to the light. It's in -excellent shape. +excellent shape. ~ #606 log~ @@ -49,7 +49,7 @@ E log~ The log looks like it came from the bottom of a tree. It's quite big around, and doesn't look like it had been floating in the water for very long. - + ~ #611 twig~ @@ -61,7 +61,7 @@ There is a small twig on the ground.~ 2 35 0 0 0 E twig~ - The twig is small and fragile looking. It looks to be almost dead. + The twig is small and fragile looking. It looks to be almost dead. ~ #612 flower red rose~ @@ -74,7 +74,7 @@ A beautiful red rose has been left here.~ E rose~ The rose has been cleared of all thorns, keeping you from harms way. You -sniff the flower and feel a wonderous scent fill your nose. +sniff the flower and feel a wondrous scent fill your nose. ~ #617 hat~ @@ -87,7 +87,7 @@ A straw hat is floating in the water.~ E straw hat~ The hat is in excellent condition. It would serve well in keeping the -sunlight out of your eyes. +sunlight out of your eyes. ~ #620 dead fish~ @@ -100,7 +100,7 @@ A dead fish is here.~ E dead fish~ The eye sockets of the fish have rotted away, leaving nothing but blackness. -There is a faint smell coming from it. +There is a faint smell coming from it. ~ #622 coconut~ @@ -113,7 +113,7 @@ A large coconut has fallen from one of the palm trees, and lies on the ground.~ E coconut~ This is the largest coconut you have ever set your eyes upon. It could -easily feed four people. +easily feed four people. ~ #634 marble shield~ @@ -126,7 +126,7 @@ A marble shield lies here.~ E marble shield~ The shield was hand crafted from white marble. It's quite heavy, but would -protect you well in battle. +protect you well in battle. ~ #635 banana~ @@ -138,7 +138,7 @@ A yellow banana is ripening here.~ 3 50 0 0 0 E banana~ - The fruit is ripe and ready to be eaten. It looks delicious! + The fruit is ripe and ready to be eaten. It looks delicious! ~ #636 ale glass ale~ @@ -150,7 +150,7 @@ A glass with a dark foamy liquid in it.~ 3 100 0 0 0 E ale~ - The brew is quite tasty! It would go good with any meal. + The brew is quite tasty! It would go good with any meal. ~ #637 lobster~ @@ -162,7 +162,7 @@ A red lobster looks good enough to eat.~ 4 250 0 0 0 E lobster~ - The lobster is large and would easily fill your stomach. + The lobster is large and would easily fill your stomach. ~ #638 clams~ @@ -175,7 +175,7 @@ Some clams have been gathered here.~ E clams~ They look quite tasty! You have heard that these are the best tasting clams -around. +around. ~ #639 eels~ @@ -187,7 +187,7 @@ Some eels have been collected together.~ 3 150 0 0 0 E eels eel~ - The plate doesn't look very appetizing, but it would fill you up. + The plate doesn't look very appetizing, but it would fill you up. ~ #640 shrimp~ @@ -200,7 +200,7 @@ Some shrimp have been prepared for eating.~ E shrimp~ The creatures look delicious! They were taken freshly from the sea and -cooked especially for you! +cooked especially for you! ~ #641 milk glass milk~ @@ -212,6 +212,6 @@ A glass full of a white liquid lies here.~ 3 75 0 0 0 E milk~ - This is just an ordinary glass of milk. It looks refreshing. + This is just an ordinary glass of milk. It looks refreshing. ~ $~ diff --git a/lib/world/obj/60.obj b/lib/world/obj/60.obj index 9d7d279..7832b55 100644 --- a/lib/world/obj/60.obj +++ b/lib/world/obj/60.obj @@ -8,21 +8,21 @@ A heavy lumber axe lies here.~ 12 50 15 0 E axe lumber~ - It is a heavy axe of the kind lumberjacks use to chop down trees. + It is a heavy axe of the kind lumberjacks use to chop down trees. ~ A 18 1 #6001 -shirt chequered~ -a chequered shirt~ -A chequered shirt lies here.~ +shirt checkered~ +a checkered shirt~ +A checkered shirt lies here.~ ~ 9 d 0 0 0 ad 0 0 0 0 0 0 0 1 0 0 0 2 20 8 0 E -shirt chequered~ - It is an extra large, chequered shirt made from heavy cloth. +shirt checkered~ + It is an extra large, checkered shirt made from heavy cloth. ~ #6002 boots leather~ @@ -35,7 +35,7 @@ A pair of worn leather boots lies here.~ E boots~ They are fashioned from rough leather that has been oiled frequently to make -it stay waterproof. They look worn but quite functional. +it stay waterproof. They look worn but quite functional. ~ #6003 fireplace~ @@ -49,7 +49,7 @@ E fireplace~ It is fashioned from stones of various sizes that have been stacked on top of each other and fastened with mortar. Its chimney is constructed likewise and -leads the smoke out through the low cabin ceiling. +leads the smoke out through the low cabin ceiling. ~ #6004 lantern brass hooded~ @@ -61,13 +61,13 @@ A hooded brass lantern has been left here.~ 4 60 10 0 E letters~ - The letters say: Use 'hold lantern' to activate. + The letters say: Use 'hold lantern' to activate. ~ E lantern brass hooded~ It is a large and robust but somewhat battered oil lantern made from brass, and it is equipped with a handle to make it handy and a hood to protect its -flame. Some letters have been scratched on its bottom. +flame. Some letters have been scratched on its bottom. ~ #6005 chest wooden~ @@ -80,7 +80,7 @@ A wooden chest stands in the corner.~ E chest wooden~ It is a robust chest made from short, heavy planks that have been fastened -together with tenons. It is equipped with a simple brass lock. +together with tenons. It is equipped with a simple brass lock. ~ #6006 key brass~ @@ -92,7 +92,7 @@ A small brass key lies here.~ 1 1 0 0 E key brass~ - It is a small, simple brass key with no inscriptions or marks of any kind. + It is a small, simple brass key with no inscriptions or marks of any kind. ~ #6007 coins gold~ @@ -104,7 +104,7 @@ Some gold coins lie piled up in a heap on the floor.~ 1 127 0 0 E coins gold~ - The coins seem to be gold. They are obviously valuable. + The coins seem to be gold. They are obviously valuable. ~ #6010 blackberries berries~ @@ -116,7 +116,7 @@ Some blackberries grow on a bush nearby.~ 1 1 0 0 E blackberries berries~ - They look very tasty indeed. + They look very tasty indeed. ~ #6011 mushroom~ @@ -128,7 +128,7 @@ A small mushroom grows nearby.~ 1 10 10 0 E mushroom~ - It looks to be a tasty little thing. + It looks to be a tasty little thing. ~ #6012 sign~ @@ -143,13 +143,13 @@ sign~ It says :- Haon-Dor -------- - + This is the Forest of Haon-Dor. Enter at your own risk. ~ E pole~ Not the most interesting pole in the world. Better leave it here, though, as -it holds the sign in place. +it holds the sign in place. ~ #6013 barrel water~ @@ -169,7 +169,7 @@ A small brook trickles through the forest beside the path.~ 505 0 0 0 E water brook~ - The water looks clean and refreshing. + The water looks clean and refreshing. ~ #6015 water lake~ @@ -189,7 +189,7 @@ A limb has fallen here.~ 16 1 20 0 E cudgel oak oaken limb~ - The cudgel looks quite sturdy, and would make a nice weapon. + The cudgel looks quite sturdy, and would make a nice weapon. ~ A 19 2 @@ -213,7 +213,7 @@ A large piece of freshly cut boar meat is on the ground here.~ 15 40 1 0 E slab meat~ - It looks quite filling. + It looks quite filling. ~ #6019 tusks pair~ @@ -225,7 +225,7 @@ A pair of large boar tusks have been dropped here.~ 10 60 1 0 E tusks pair~ - They look like they might be worth something to a craftsman. + They look like they might be worth something to a craftsman. ~ #6020 log hollow floating~ @@ -237,7 +237,7 @@ a hollow log~ 48 2 1 0 E log~ - It looks like it would probably float. + It looks like it would probably float. ~ #6021 nest bird~ @@ -257,7 +257,7 @@ A small bluish egg has been left here.~ 1 10 0 0 E egg blue robin~ - It is small, but food nonetheless. + It is small, but food nonetheless. ~ #6023 meat rabbit~ diff --git a/lib/world/obj/61.obj b/lib/world/obj/61.obj index 8f1b247..e50e31a 100644 --- a/lib/world/obj/61.obj +++ b/lib/world/obj/61.obj @@ -27,57 +27,57 @@ A colossal tree blocks the way westward.~ 0 0 0 0 0 E tree~ - This enormous tree must be a thousand years old. Its rough bark looks grey + This enormous tree must be a thousand years old. Its rough bark looks gray and pale and is decorated with scratches and clawmarks. On its west side is a -small opening just above ground level. +small opening just above ground level. ~ E opening~ The opening is far too narrow for you to squeeze through but it looks as if -the tree is hollow. +the tree is hollow. ~ #6103 -branch grey long~ -a long, grey branch~ -A long, grey branch rests heavily on the ground.~ +branch gray long~ +a long, gray branch~ +A long, gray branch rests heavily on the ground.~ ~ 1 0 0 0 0 ao 0 0 0 0 0 0 0 0 0 25 0 20 1 3 0 0 E -branch grey long~ +branch gray long~ It is quite heavy and looks as if it has been dropped from great height. It -is long dead and very dry. Could probably be lighted quite easily. +is long dead and very dry. Could probably be lighted quite easily. ~ #6104 -branch grey long~ -a long, grey branch~ -A long, grey branch rests heavily on the ground.~ +branch gray long~ +a long, gray branch~ +A long, gray branch rests heavily on the ground.~ ~ 5 0 0 0 0 an 0 0 0 0 0 0 0 0 2 6 7 18 60 20 0 0 E -branch grey long~ +branch gray long~ It is very heavy and looks as if it has been dropped from great height. It -is long and straight and the wood is very hard, still being full of sap. +is long and straight and the wood is very hard, still being full of sap. Although it does not fit very well in your hand, it could be used as a clumsy -but very heavy weapon. +but very heavy weapon. ~ A 18 -2 #6105 -branch grey long~ -a long, grey branch~ -A long, grey branch rests heavily on the ground.~ +branch gray long~ +a long, gray branch~ +A long, gray branch rests heavily on the ground.~ ~ 13 0 0 0 0 a 0 0 0 0 0 0 0 0 0 0 0 40 1 0 0 0 E -branch grey long~ +branch gray long~ It is very heavy and looks as if it has been dropped from great height. It -is somewhat twisted and the hard wood is still full of sap. +is somewhat twisted and the hard wood is still full of sap. ~ #6106 toadstool~ @@ -91,7 +91,7 @@ E toadstool~ It is a large, brown boletus that must weigh nearly five pounds. The top surface is covered in a thin layer of transparent slime that emits a weak, musty -smell. Not the most delicious thing you have seen. +smell. Not the most delicious thing you have seen. ~ #6107 toadstool~ @@ -106,7 +106,7 @@ toadstool~ It is a large, brown boletus that must weigh nearly five pounds. It has small white spots and the top surface is covered in a thin layer of transparent slime that emits a weak, musty smell. Not the most delicious thing you have -seen. +seen. ~ #6108 coins gold~ @@ -126,7 +126,7 @@ A blue potion has been left here.~ 2 680 50 0 0 E potion blue~ - It has a nice deep blue color and a smell like peppermint. + It has a nice deep blue color and a smell like peppermint. ~ #6110 potion yellow musky~ @@ -138,7 +138,7 @@ A yellow potion has been left here.~ 2 1000 200 0 0 E potion yellow musky~ - It has a deep yellow color and and a strong spicy smell. + It has a deep yellow color and and a strong spicy smell. ~ #6111 shield round large~ @@ -150,7 +150,7 @@ A large round shield has been left here.~ 15 300 800 0 0 E shield round large~ - It is made from hard wood that has been reinforced with heavy iron bands. + It is made from hard wood that has been reinforced with heavy iron bands. ~ #6112 crown iron~ @@ -162,7 +162,7 @@ An iron crown rests on the ground.~ 20 700 50 0 0 E crown iron~ - It is a heavy human-sized crown made from solid iron. + It is a heavy human-sized crown made from solid iron. ~ #6113 sceptre iron~ @@ -174,7 +174,7 @@ An iron sceptre lies on the ground.~ 10 500 70 0 0 E sceptre iron~ - It is a heavy sceptre made from solid iron. + It is a heavy sceptre made from solid iron. ~ #6114 ring iron~ @@ -187,7 +187,7 @@ An iron ring has been left here.~ E ring iron~ It is a quite heavy human-sized ring made from solid iron. It lacks -decorations of any kind. +decorations of any kind. ~ A 17 -4 @@ -216,7 +216,7 @@ shirt scale~ It is a sleeveless shirt made from big, black dragon scales joined with silver threads. Its inside has been made from the soft skin on the dragon's belly, making it very comfortable to wear. The word 'Isha' has been engraved on -one of the scales. +one of the scales. ~ #6117 skirt scale~ @@ -231,7 +231,7 @@ skirt scale~ It is a short skirt made from big, black dragon scales joined with silver threads. Its inside has been made from the soft skin on the dragon's belly, making it very comfortable to wear. The word 'Isha' has been engraved on one of -the scales. +the scales. ~ #6118 cloak black~ @@ -244,7 +244,7 @@ A large, hooded cloak, as dark as the night, has been left here.~ E cloak black~ It is a heavy, black cloak with a large hood. The word 'Isha' is written -inside it with a silver thread. +inside it with a silver thread. ~ A 17 -6 @@ -260,7 +260,7 @@ A broad silver belt has been left here.~ 4 500 35 0 0 E belt silver~ - It is a broad belt made from tiny silver rings woven together. + It is a broad belt made from tiny silver rings woven together. ~ #6120 sword long slender~ @@ -273,7 +273,7 @@ A long, slender sword lies on the ground.~ E sword long slender~ It is a long, slender sword that seems to be made from silver. The word -'Isha' has been engraved on the hilt. +'Isha' has been engraved on the hilt. ~ A 18 4 diff --git a/lib/world/obj/62.obj b/lib/world/obj/62.obj index 46aaf51..7d34a87 100644 --- a/lib/world/obj/62.obj +++ b/lib/world/obj/62.obj @@ -8,7 +8,7 @@ A key sits here.~ 1 20 0 0 E key~ - It is a plain looking key. + It is a plain looking key. ~ #6201 manacles~ @@ -20,7 +20,7 @@ A set of iron manacles lie here.~ 20 100 20 0 E manacles~ - They're big steel cuffs, meant to be locked around the hands. + They're big steel cuffs, meant to be locked around the hands. ~ A 18 -5 @@ -34,7 +34,7 @@ A set of shackles sit here, discarded.~ 20 100 20 0 E shackles~ - Big iron cuffs, meant to be locked around the ankles. + Big iron cuffs, meant to be locked around the ankles. ~ A 14 -50 @@ -48,8 +48,8 @@ A small stone with an inscription sits here.~ 1 1000 200 0 E runestone rune stone~ - It is a small, carved stone with a strange symbol carved upon it. -Strange... + It is a small, carved stone with a strange symbol carved upon it. +Strange... ~ A 12 8 @@ -63,7 +63,7 @@ A crude wooden club sits here.~ 12 10 2 0 E club~ - It is a big, wooden club. + It is a big, wooden club. ~ #6205 Starkblade knife dagger blade~ @@ -76,7 +76,7 @@ A knife hums with eternal energy here.~ E starkblade knife dagger blade~ It is an odd knife, with an inset of sapphire in the pommel. It hums -constantly, and your hand stings a bit when you touch it. +constantly, and your hand stings a bit when you touch it. ~ A 12 10 diff --git a/lib/world/obj/63.obj b/lib/world/obj/63.obj index 29c0e8e..34294be 100644 --- a/lib/world/obj/63.obj +++ b/lib/world/obj/63.obj @@ -16,7 +16,7 @@ A very sharp knife lies here.~ 9 1000 2500 0 E knife thief~ - A keen knife, very sharp -- you could cut the air in two! + A keen knife, very sharp -- you could cut the air in two! ~ A 2 2 @@ -32,7 +32,7 @@ A blue wizard's hat lies here.~ 5 200 10 0 E hat wizard~ - A hat made of blue cloth. It looks very comfortable. + A hat made of blue cloth. It looks very comfortable. ~ A 3 2 @@ -48,7 +48,7 @@ A white cone-shaped head ornament with religious symbols lies here.~ 5 200 10 0 E headress pontiff ornament cone head~ - A starchy headress worn by powerful secular types. + A starchy headress worn by powerful secular types. ~ A 4 3 @@ -64,7 +64,7 @@ A black visor sits here.~ 5 200 10 0 E visor black knight~ - A visor that protects the head, good for warriors. + A visor that protects the head, good for warriors. ~ A 1 1 @@ -81,6 +81,6 @@ A thick white potion has been left here.~ E potion thick white~ It is disgusting thick white gunk which looks like liquid web and smells like -medicine. +medicine. ~ $~ diff --git a/lib/world/obj/64.obj b/lib/world/obj/64.obj index 728b38d..20bd842 100644 --- a/lib/world/obj/64.obj +++ b/lib/world/obj/64.obj @@ -43,7 +43,7 @@ A nice piece of sculpture is here.~ E sculpture~ It is of a beautiful woman, straining beneath a heavy weight. She looks -tired, with chiseled tears staining her cheeks. It makes you sad. +tired, with chiseled tears staining her cheeks. It makes you sad. ~ #6405 vial dragons blood~ @@ -98,7 +98,7 @@ A book with a title written in moving letters rests here.~ #6411 book elder~ the Book of the Elder~ -A grey-bound book lies here.~ +A gray-bound book lies here.~ ~ 3 abg 0 0 0 ao 0 0 0 0 0 0 0 30 1 1 28 @@ -125,7 +125,7 @@ A small black leaf of a mevais plant lies here, well preserved.~ 1 1 1 0 0 E mevais herb leaf~ - Quaffing this down might provide interesting effects. + Quaffing this down might provide interesting effects. ~ #6414 bottle peska~ @@ -137,7 +137,7 @@ There is a bottle of a milky fluid here.~ 12 150 30 0 0 E bottle peska~ - It is a milky concoction, with strange motes floating in it. + It is a milky concoction, with strange motes floating in it. ~ #6415 staff rand~ @@ -194,6 +194,6 @@ There's some food lying here.~ E food~ It is just random and assorted food. Don't ask questions. It is only a -game. +game. ~ $~ diff --git a/lib/world/obj/65.obj b/lib/world/obj/65.obj index 6ac0393..b0df4e1 100644 --- a/lib/world/obj/65.obj +++ b/lib/world/obj/65.obj @@ -132,7 +132,7 @@ There is a mining pick here.~ 9 300 10 0 0 E pick mining~ - It looks almost blessed! + It looks almost blessed! ~ #6515 key deep green~ diff --git a/lib/world/obj/654.obj b/lib/world/obj/654.obj index 9f43e54..657a1bc 100644 --- a/lib/world/obj/654.obj +++ b/lib/world/obj/654.obj @@ -13,18 +13,23 @@ needs rooms that have already been created. It's a very simple plan with 38 houses, meant to simplify the placing of houses. Feel free to make any changes. Look map for a better idea of the layout. + To assign the houses, stand in any main room with the player and use hcontrol. + + *WARNING* Before setting the first house, please check for the file lib/house. +This will sometimes be deleted as an empty file. The house contents will not +save without this directory! + If you want to use this subdivision but need more than 38 houses, First and Second Streets can be continued to the east by changing the room names and some of the exit descriptions. First and Second Avenue would need to be changed to -Third and Fourth Avenue. - +Third and Fourth Avenue. + If you need more space, you might want to change #3 and #8 Second Street to continue the Avenues southward and change #3 and #8 First Street of the new section to match. Of course, First and Second Street would become Third and -Fourth Streets. - -Sorry for any errors. Please wash this wall with zedit. +Fourth Streets. +Sorry for any errors. Please wash this wall with zedit. Hugs, Parnassus for TBAmud December 12, 2013 diff --git a/lib/world/obj/7.obj b/lib/world/obj/7.obj index 84f4124..5851471 100644 --- a/lib/world/obj/7.obj +++ b/lib/world/obj/7.obj @@ -9,7 +9,7 @@ A lot of useless trinkets, nothing of value.~ E useless trinkets~ Bits of discarded metal have been strung together by a piece of twine, too -heavy to wear, but light enough to carry. +heavy to wear, but light enough to carry. ~ #701 tempered broadsword sword~ @@ -38,7 +38,7 @@ E silver chain armor~ Links of silver chain have been woven into this fine vest meant to be worn on the body. It is in pristine condition and looks to offer a good level of -protection. +protection. ~ A 1 1 @@ -82,7 +82,7 @@ A belt of silver chain links was left here.~ E silver link chain belt~ The links of silver have been placed over a leather belt that could easily -fit around the waist. +fit around the waist. ~ A 2 -1 @@ -111,9 +111,9 @@ A fine coat trimmed with silver.~ 3 200 0 0 0 E silver trimmed coat~ - A fine hooded woolen coat with wide sleeves that are trimmed with silver. + A fine hooded woolen coat with wide sleeves that are trimmed with silver. It can be worn over almost anything, a good way to conceal heavy, bulky armor. - + ~ #708 silver bracers pair~ @@ -126,7 +126,7 @@ A pair of silver bracers.~ E pair silver bracers~ A shiny pair of silver bracers that can be worn upon the arms. They are -well made and should offer good protection. +well made and should offer good protection. ~ #709 set silver gauntlets~ @@ -139,7 +139,7 @@ A set of silver gauntlets engraved with the crest of Camelot.~ E set silver gauntlets~ The crest of Camelot is engraved on the palm of these fine gauntlets of -steel. The fingers are jointed and allow for good movement and flexibility. +steel. The fingers are jointed and allow for good movement and flexibility. ~ A 5 1 @@ -167,7 +167,7 @@ A set of silver greaves with the crest of Camelot on them.~ E set silver greaves~ A set of silver greaves with the crest of Camelot engraved on them appear to -be in excellent condition and design. +be in excellent condition and design. ~ #712 fine silver helm~ @@ -239,7 +239,7 @@ stone fountain~ The white stone is remarkably smooth and finely detailed. From a distance the three woman almost look real, extremely pale, but real. The water is clear and rushes out from the jugs the women hold and down three tiers of large bowls -filled with water. +filled with water. ~ #717 gold panning bowl~ diff --git a/lib/world/obj/70.obj b/lib/world/obj/70.obj index ede8ae5..185c943 100644 --- a/lib/world/obj/70.obj +++ b/lib/world/obj/70.obj @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/obj/72.obj b/lib/world/obj/72.obj index 81b37a7..faaf659 100644 --- a/lib/world/obj/72.obj +++ b/lib/world/obj/72.obj @@ -9,7 +9,7 @@ The mysterious devil rod lies on the floor.~ E devil rod~ This is indeed a mysterious rod. It is dark black at the base but has four -very sharp purple tentacles at the end. +very sharp purple tentacles at the end. ~ A 18 3 @@ -26,7 +26,7 @@ A large mace lies here.~ E large mace~ The mace is pretty large with a weight of 10 lbs. The head is actually four -purple tentacles tied together. +purple tentacles tied together. ~ A 19 2 @@ -41,7 +41,7 @@ A small mace has been left here.~ E small mace~ This weapon does look like it does a lot of damage, but then you never know. -It consists of a black handle and a purple head. +It consists of a black handle and a purple head. ~ A 19 1 @@ -56,7 +56,7 @@ A purple cloak lies on the floor.~ E cloak purple~ This is a very fine made cloak from an unknown material, in a nice purple -color. +color. ~ A 24 2 @@ -72,7 +72,7 @@ A neon blue potion stands on the floor.~ 4 100 1000 0 E potion blue~ - In the flask is a transparent electric blue liquid. + In the flask is a transparent electric blue liquid. ~ #7205 key black~ @@ -84,7 +84,7 @@ A black key has been left on the floor.~ 2 1 0 0 E black key~ - This little key is made from a black metal of unknown origin. + This little key is made from a black metal of unknown origin. ~ #7206 skull white~ @@ -97,11 +97,11 @@ A strange white skull lies on the floor looking at you.~ E white skull~ The skull has two small horns in the forehead. You notice some writing on -the inside. +the inside. ~ E writing text~ - You read the number '666'. + You read the number '666'. ~ A 2 -4 @@ -115,7 +115,7 @@ A pair of muddy gauntlets have been thrown away here.~ 10 600 150 0 E muddy gauntlets~ - These gauntlets are muddy indeed, however they look very effective. + These gauntlets are muddy indeed, however they look very effective. ~ A 1 1 @@ -130,7 +130,7 @@ A small stick lies here.~ E small stick~ The small stick does not look interesting at all. But just as you are going -to throw it away you notice some small letters. +to throw it away you notice some small letters. ~ E letters letter~ @@ -146,7 +146,7 @@ A pair of muddy boots has been dropped here.~ 10 75 500 0 E boots muddy~ - The boots are muddy and they look well worn, but also very comfortable. + The boots are muddy and they look well worn, but also very comfortable. ~ A 14 15 @@ -160,7 +160,7 @@ There is a huge treasure here, looking very valuable.~ 5 652 0 0 E treasure coins~ - This looks like a whole lot of coins. + This looks like a whole lot of coins. ~ #7211 sword short~ @@ -172,6 +172,6 @@ A short sword is lying here.~ 4 100 300 0 E short sword~ - This is a very nice little weapon. + This is a very nice little weapon. ~ $~ diff --git a/lib/world/obj/73.obj b/lib/world/obj/73.obj index ede8ae5..185c943 100644 --- a/lib/world/obj/73.obj +++ b/lib/world/obj/73.obj @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/obj/74.obj b/lib/world/obj/74.obj index 75208e1..0c7fee8 100644 --- a/lib/world/obj/74.obj +++ b/lib/world/obj/74.obj @@ -18,7 +18,7 @@ case of alignment- driven roleplaying. The zone itself is to look realistic within the fantasy realms and will not include any t-shirts, beastly fidos, nor a Ring of Newbie Helping. With luck and work, the Graveyard will be enjoyable to play and beneficial to the new player as well without the use of cadets, -training dummies, or janitors. +training dummies, or janitors. ~ #7401 large wooden sign~ @@ -32,7 +32,7 @@ E large wooden sign~ The scrolling painted letters are written in common: Adventurers might find it interesting to know that the use of all capital letters often means there is -help to be had with that particular word. Please do not pick the flowers. +help to be had with that particular word. Please do not pick the flowers. ~ #7402 hole~ @@ -53,7 +53,7 @@ A handful of edible roots juts up from the dirt.~ E handful edible roots~ These roots are small and colored a tasty russet. Aside from the dirt and -bugs, they look quite edible. +bugs, they look quite edible. ~ #7404 bunch hyacinths white~ @@ -67,7 +67,7 @@ E bunch hyacinths white flowers~ Pure white and refreshing, the blossoms on these flowers drip gracefully from the long healthy stems. Some roots still cling to the flowers, apparently -a reminder of the violent upheaval required to pull them from the ground. +a reminder of the violent upheaval required to pull them from the ground. ~ A 6 1 @@ -83,7 +83,7 @@ E pair leather boots sturdy~ Worked of good, sensible leather, these boots are well-made and should last a long time. They are a bit muddy from the previous owner and a spot of blood -seems to have stained one heel. +seems to have stained one heel. ~ A 14 10 @@ -98,7 +98,7 @@ A battered iron shovel has been discarded here.~ E shovel iron battered~ A little dented around the iron spade, the handle still seems to be in good -condition. It's pointed end is still clumped with gravedirt. +condition. Its pointed end is still clumped with grave-dirt. ~ #7407 small marble tombstone~ @@ -126,7 +126,7 @@ E patchwork cloak heap cloth~ This cloak is patched together from various unmatched bits of fabric of all types. Silk and wool are knit together to create this garish, but warm cloak. - + ~ A 12 15 @@ -141,7 +141,7 @@ An earthenware jug lies on its side on the ground.~ E simple earthenware jug~ Red clay and completely unadorned, this jug looks functional and watertight. - + ~ #7410 black pile silk gloves~ @@ -154,7 +154,7 @@ A small pile of black silk lies crumpled on the ground.~ E black silk gloves~ Dainty enough for a woman, but large enough for a man, these fine silk -gloves are well-made and traced with a delicate black lace. +gloves are well-made and traced with a delicate black lace. ~ A 24 2 @@ -169,7 +169,7 @@ A silk veil is tossed around in the breeze.~ E long black silk veil~ A length of fine black silk, thie veil appears to be the sort used by -mourners. +mourners. ~ A 6 -1 @@ -185,7 +185,7 @@ E heavy canvas bag~ Constructed of heavy canvas, this bag is fairly large and comes with a large, overshoulder strap for easy carrying. Unfortunately, wearing it would -require giving up any body armour. +require giving up any body armor. ~ #7413 bright copper oil lamp~ @@ -200,7 +200,7 @@ bright copper oil lamp~ Made of a shoddy burnished copper, this lamp is functional, but unremarkable. A small hoop handle allows easy carrying. Somehow, despite its poor quality, the lamp allows you to see far more than you would have thought -possible. +possible. ~ A 18 -1 @@ -216,7 +216,7 @@ E wide ivory bracelet~ This wide bracelet is formed of delicately carved ivory and has yellowed considerably with age. An image carved in the ivory depicts a thorny pattern -of roses. +of roses. ~ A 19 1 @@ -232,7 +232,7 @@ E shiny copper key~ This key is small and made of soft copper. Not widely used for tools as important as keys and such, copper is delicate and should be handled carefully -or it might bend or even break. +or it might bend or even break. ~ #7416 pouch belt hide worn beltpouch~ @@ -247,7 +247,7 @@ worn wide beltpouch belt pouch hide~ Animal hide of some sort has been tanned and sewn together with thick strips of sinew to form this beltpouch. The small pouches hanging from the belt are trimmed with a coarse, black fur. It is hardly a market piece, but seems -serviceable enough. +serviceable enough. ~ A 24 2 @@ -263,7 +263,7 @@ E square stone key~ This key is a very intricate piece of stonework. A chip of granite has been chipped away to shape a squat stone key. Smoothed by age and use, this key is -really quite extraordinary. +really quite extraordinary. ~ #7418 long knobby ashwood staff~ @@ -276,7 +276,7 @@ A long, knobby staff lies here.~ E long knobby ashwood staff~ This is a simple staff, roughly six feet in length and shaped of smooth -ashwood. +ashwood. ~ A 12 10 @@ -292,7 +292,7 @@ E platinum circlet ring small~ This small circlet of platinum is plain and unadorned, but made of a very rare metal. The value alone makes this item a treasure, but there is something -more. Just touching this ring, you can feel your senses soar and heighten. +more. Just touching this ring, you can feel your senses soar and heighten. ~ A 4 1 @@ -307,7 +307,7 @@ A slender bit of steel has been discarded here.~ E slender steel key~ Hardly unusual, this is a simple steel key. It is worn from use, but it -otherwise quite unremarkable. +otherwise quite unremarkable. ~ #7421 sweeping black cape pile cloth~ @@ -320,8 +320,8 @@ A pile of black cloth lies in the dirt.~ E sweeping black cape~ A cape of heavy cloth, this simple bit of finery is dyed a deep, shadowy -black. A rather unusual bit of clothing in that it is without colourful thread -or embroidery of any sort. +black. A rather unusual bit of clothing in that it is without colorful thread +or embroidery of any sort. ~ A 2 1 @@ -337,7 +337,7 @@ E sinuous leather whip~ Not unlike the whip a horse driver would use, this is little more than a long, snaking leather whip set in a bone handle. It's length is an astounding -eight feet from handle to tongue that would require much skill to master. +eight feet from handle to tongue that would require much skill to master. ~ A 18 1 @@ -353,7 +353,7 @@ E charred suit mail~ Seared by fire and blackened with ash, this suit of mail hardly seems useable. It stinks of charred flesh and soot, but is actually still in a -single piece and can be pulled over the head if careful. +single piece and can be pulled over the head if careful. ~ #7424 pair chain blackened sleeves~ @@ -367,7 +367,7 @@ E pair chain blackened sleeves~ This pair of chainmail sleeves has suffered grievous damage in a fire. The links are scorched black and, in places, melded together by the heat that -burned them. +burned them. ~ A 13 5 @@ -384,8 +384,8 @@ A pair of blackened leggings lies here, smouldering.~ E pair blackened chain leggings~ Chain links woven together to make these sleeves have been damaged in a -fire. Black streaks cover the armour and the smell of charred flesh is heavily -soaked into the blackened linen lining. +fire. Black streaks cover the armor and the smell of charred flesh is heavily +soaked into the blackened linen lining. ~ A 14 -5 @@ -403,7 +403,7 @@ E glowing length chain~ About two feet in length, this thick iron chain glows vibrantly with an eerie greenish glow. Adjustable clasps on either end make this chain easy to -wear on almost any part of the body. +wear on almost any part of the body. ~ A 3 1 @@ -419,7 +419,7 @@ E bottle fizzing green liquid potion~ A rotund glass bottle with a tall, narrow neck contains a substance of extremely dubious origins. A brilliant green, the fluid inside the bottle -bubbles fiercely and without stop despite the stoppered bottle top. +bubbles fiercely and without stop despite the stoppered bottle top. ~ #7428 stone vial oil potion~ @@ -433,7 +433,7 @@ E stone vial oil potion~ This squat, stone vial is filled with an awful smelling liquid that brings tears to the eyes. The vial is fairly original in design, there being few -stone bottles used these days. +stone bottles used these days. ~ #7429 fine bluesteel steel breastplate~ @@ -446,8 +446,8 @@ A breastplate of blue steel lies here, glowing softly.~ E fine bluesteel steel blue breastplate~ This breastplate is a gorgeous piece of work. Crafted of fine bluesteel, an -ore from deep in the mountains, the armour is both functional and beautiful. -Age may have caused some breakdown in the metal, but it seems strong. +ore from deep in the mountains, the armor is both functional and beautiful. +Age may have caused some breakdown in the metal, but it seems strong. ~ #7430 steel bluesteel warhammer hammer~ @@ -461,7 +461,7 @@ E blue steel bluesteel warhammer hammer~ A historic weapon, Lord Mycea's warhammer has a bluesteel head strapped to a three foot handle. The metal shines as it must have the day it was forged and -a low hum emanates from the fabulous weapon. +a low hum emanates from the fabulous weapon. ~ #7431 ancient band copper~ @@ -475,7 +475,7 @@ E ancient band copper~ This copper band has deteriorated somewhat with age and is showing signs of mineral build up. The band is unadorned and undecorated, nothing more than a -simple piece of jewelry worn on the wrist. +simple piece of jewelry worn on the wrist. ~ #7432 tiny horned half helm little~ @@ -489,7 +489,7 @@ E tiny little horned half helm~ This helm is truly more of a metal hat. Built like a bascinet, it lacks the neck plate or nose guard of a true helm. Still, the small, curved horns could -do well to protect against heavy, downward swings. +do well to protect against heavy, downward swings. ~ A 5 1 @@ -506,7 +506,7 @@ six massive locked chests~ These massive chests hold the various pieces of the halfling hero's original body. Knowing that the parts would simply reform again, the townsfolk locked them into these monstrous chests and sealed them beneath locks both magical and -mundane. It would be wise not to tamper with them. +mundane. It would be wise not to tamper with them. ~ #7435 lace handkerchief black~ @@ -520,6 +520,6 @@ E lace black handkerchief~ A square of lace about twelve inches across, this handkerchief is dyed black in respect for the dead. It is salty and stained with the tears of a mournful -friend or family member to the deceased. +friend or family member to the deceased. ~ $~ diff --git a/lib/world/obj/75.obj b/lib/world/obj/75.obj index 4ce0b59..7fcb6cf 100644 --- a/lib/world/obj/75.obj +++ b/lib/world/obj/75.obj @@ -8,7 +8,7 @@ A long strip of hide is lying here.~ 1 5 0 0 0 E hide fur strap~ - A long piece of hide covered in brown fur looks like it could be worn. + A long piece of hide covered in brown fur looks like it could be worn. ~ #7501 white toga~ @@ -20,7 +20,7 @@ A large white piece of cloth is lying here.~ 1 5 0 0 0 E white toga cloth~ - The white cloth looks large enough to wrap completely around a giant. + The white cloth looks large enough to wrap completely around a giant. ~ #7502 leather sandal~ @@ -32,7 +32,7 @@ A wellcrafted pair of leather sandals set here. ~ 1 10 1 0 0 E leather sandal~ - Made from the finest of leather these sandals look very comfortable. + Made from the finest of leather these sandals look very comfortable. ~ #7503 gold medallion chain~ @@ -46,7 +46,7 @@ E chain medallion~ This large medallion has been created from pure gold. On the front several large gems have been set. On the back a strange symbol familiar to the ones -outside. +outside. ~ A 12 5 @@ -61,7 +61,7 @@ A diamond ring is lying here.~ E diamond ring ~ This thick gold band contains an huge diamond. The diamond has been cut -into a perfect circle. +into a perfect circle. ~ A 6 1 @@ -75,7 +75,7 @@ A golden armband is lying here.~ 2 800 80 0 0 E armband~ - The golden armband is unusually cold. + The golden armband is unusually cold. ~ A 18 1 @@ -89,7 +89,7 @@ A long stick is lying here twitching.~ 1 250 25 0 0 E stick wand ~ - The small stick is slightly twisted and looks freshly cut. + The small stick is slightly twisted and looks freshly cut. ~ #7507 banana~ @@ -101,7 +101,7 @@ A yellow banana is lying here.~ 1 7 2 0 0 E banana fruit ~ - The banana is bright yellow, it appears to have been just picked. + The banana is bright yellow, it appears to have been just picked. ~ #7508 mango~ @@ -113,7 +113,7 @@ A ripe mango is lying here.~ 1 5 0 0 0 E mango fruit~ - The mango looks plump and juicy. + The mango looks plump and juicy. ~ #7509 coconut milk~ @@ -126,7 +126,7 @@ A coconut of milk is lying here.~ E coconut milk fruit~ The top of the coconut has been cut off making it look like a cup of milk. - + ~ #7510 pineapple~ @@ -138,7 +138,7 @@ A pineapple is lying here.~ 1 12 2 0 0 E pineapple fruit~ - The pineapple has been cut and cleaned so that it is now easy to eat. + The pineapple has been cut and cleaned so that it is now easy to eat. ~ #7511 sword blade~ @@ -151,7 +151,7 @@ A large sword from a Zamba warrior is lying here.~ E sword blade ~ This Zamba sword has a long think blade. The end of the hilt has been -shaped into the image of a panther. +shaped into the image of a panther. ~ #7513 plate fish~ @@ -163,7 +163,7 @@ A plate of fish is lying here.~ 1 20 2 0 0 E plate fish~ - The wooden plate is full of fish and bread. + The wooden plate is full of fish and bread. ~ #7514 short table~ @@ -177,7 +177,7 @@ E short table ~ The short table is covered with food and dishes. Some of the food is fresh but other things are moldy and stink really bad. A wooden plate of fish and -bread looks fresh and tasty. +bread looks fresh and tasty. ~ #7515 doll toy~ @@ -190,7 +190,7 @@ A toy doll is lying here abandoned on the floor.~ E doll toy~ The toy doll is made of a brown cloth with a green dress. Extra stitches -where done to make the dolls face. +where done to make the dolls face. ~ #7516 shelf~ @@ -204,7 +204,7 @@ E shelf ~ The shelf is made of many branches tied together that have been shaped and smoothed so that it was sturdy and level. It has been decorated with many odd -things. One part of the shelf has a sliding door. +things. One part of the shelf has a sliding door. ~ #7517 statue clay~ @@ -219,7 +219,7 @@ clay statue~ The small statue is of a person with the head of a cat. It is slightly smaller than a helmet and made of red clay. It almost looks alive from the superb quality and realistic workmanship of the artist. Small rubys have been -set for its eyes and golden claws extend from the hands. +set for its eyes and golden claws extend from the hands. ~ #7518 cog shell~ @@ -233,7 +233,7 @@ E cog shell~ The large cog shell is rough on the outside and bright white. On the inside it is smooth and pink. As you move it around in your hand the inside seems to -glitter and change slightly. +glitter and change slightly. ~ #7519 red candle~ @@ -246,7 +246,7 @@ A red candle is lying here.~ E red candle~ Dark red wax forms this fat slightly used candle. At the base of the candle -is a holder made of glass to catch the wax as it drips. +is a holder made of glass to catch the wax as it drips. ~ #7520 tea drink glass island madness cup tea~ @@ -274,7 +274,7 @@ A cup made from a coconut has been left here.~ 10 125 0 0 0 E cup coconut~ - Inside the coconut cup is a drink called island madness. + Inside the coconut cup is a drink called island madness. ~ #7523 tail whip iguana~ @@ -287,7 +287,7 @@ A green tail is lying here twitching.~ E tail green whip ~ The green tail from an iquana is quite long and looks like it would make an -excellent whip. +excellent whip. ~ #7524 feather anklet~ @@ -300,7 +300,7 @@ A feather anklet is lying here.~ E feather anklet~ Several colorful feathers have been joined together with a thick band of -gold. +gold. ~ A 6 1 @@ -315,7 +315,7 @@ A shark tooth necklace is lying here.~ E shark necklace tooth~ This necklace is fashioned from the teeth of a large shark tied together -with a leather strap. +with a leather strap. ~ A 12 12 @@ -330,7 +330,7 @@ An empty basket is lying here.~ E basket~ This basket has been woven together by hand and can be carried in several -ways. +ways. ~ #7527 bow~ @@ -343,7 +343,7 @@ A small bow and arrow is lying here.~ E bow arrow~ This small bow and arrow was crafted for young boys to train with. It is -light weight and easy to handle. +light weight and easy to handle. ~ #7528 metal box~ @@ -357,7 +357,7 @@ E metal box~ This metal box is made of fine silver but very tarnished with years of age. The lock is shattered and is useless. Its the size of a small personal chest. - + ~ #7529 book journal~ @@ -377,13 +377,13 @@ I think in time everyone will grow use to going without some of the finer things from the other towns and enjoy living apart from the other towns. The common people have always had to make do. I think Zamba is better off without all the tourist and having to follow the laws of all the surrounding town. We -are much better off being apart from outsiders. +are much better off being apart from outsiders. ~ E book journal~ The large book is quite heavy and made of leather. On the front the embossed letters are too faded to read. But a bookmark page at the end of the -book looks readable. +book looks readable. ~ #7530 black robe~ @@ -397,7 +397,7 @@ E robe black~ This black cloak is quite light for how thick it is. Its wide hood drapes over your face. The collar is drawn closed with a gold medallion of a black -panthers head. The cloak is made from a rough leather. +panthers head. The cloak is made from a rough leather. ~ #7531 petal shield yellow ~ @@ -411,7 +411,7 @@ E shield petal~ The shield is one of the petals of the Zamba Hook plant. It is bright yellow and does not appear to be wilting or turning. It is easy to hold, light -and strudy. +and strudy. ~ A 19 2 @@ -426,7 +426,7 @@ A pearl hair comb is lying here.~ E pearl hair comb~ This wellcrafted hair comb is a combination of gold and pearls formed into a -large butterfly. +large butterfly. ~ A 6 1 @@ -440,7 +440,7 @@ A golden ring is lying here.~ 1 450 60 0 0 E ring ~ - This golden ring is engraved with the seal of Empiress Kiona. + This golden ring is engraved with the seal of Empiress Kiona. ~ A 17 -1 @@ -455,7 +455,7 @@ A ruby bracer is lying here.~ E ruby bracer~ This wide bracer is made of quality gold and has a oval rudy set in the -center. +center. ~ A 19 1 @@ -470,7 +470,7 @@ An emerald bracer is lying here.~ E emerald bracer~ This wide bracer is made of quality gold and has a large emerald set in the -center. +center. ~ A 18 1 @@ -485,7 +485,7 @@ A skull helmet is lying here.~ E skull helm helmet~ The skull appears to be from a large reptile. It has been cleaned and -fashioned into a fine helmet. +fashioned into a fine helmet. ~ A 6 -3 @@ -502,7 +502,7 @@ A vial of black powder is lying here.~ E vial powder black~ The clear container is full of a potion created from black powder that oozes -within the vial. +within the vial. ~ #7538 torch~ @@ -523,7 +523,7 @@ A bone breastplate made of human bones is lying here.~ E bone breastplate armor~ This breastplate has been created with a mixture of human bones and animal -teeth fused together with Titanium. +teeth fused together with Titanium. ~ A 17 -8 @@ -539,7 +539,7 @@ E skeleton human bone~ The skeleton is setting in an upright position as if it just sat down to rest. It is the remains of a man dress in leather and armor, his equipment is -very rusty and dented. A broken sword hilt is still held in his right hand. +very rusty and dented. A broken sword hilt is still held in his right hand. ~ #7552 wooden cabinet~ @@ -551,7 +551,7 @@ A oak cabinet sets against the east wall.~ 0 0 0 0 0 E cabinet oak~ - The oak cabinet has several doors and fills the space of the east wall. + The oak cabinet has several doors and fills the space of the east wall. The top of the cabinet holds an engraved message which reads, "Please feel free to get comfortable. You must remove your armor and weapons here. " ~ @@ -567,7 +567,7 @@ E monocle~ The small monocle is made of a fine, clear glass with gold trim. Its designed to be worn on one eye and has a gold chain attached to clip to a side -pocket. +pocket. ~ A 4 2 @@ -584,7 +584,7 @@ fountain ice sculpture~ The fountain is made of white marble. Inside the center of the fountain an ice sculpture of a mermaid holding a vessel pouring cool water into the fountain. The sculpture is cold and does not melt despite the warmth of the -room. +room. ~ #7562 wheel cheese~ @@ -597,7 +597,7 @@ A wheel of cheese is lying here.~ E wheel cheese~ The heavy wheel of cheese is covered with a thick cloth. The cheese is dark -yellow and looks tasty. +yellow and looks tasty. ~ #7563 wine barrel wine~ @@ -610,7 +610,7 @@ A barrel of wine sets here.~ E barrel wine~ The barrel is large with the word wine wrote on top and a royal crest -engraved in its side. +engraved in its side. ~ #7567 blood decanter blood~ @@ -622,7 +622,7 @@ A tiny decanter is lying here.~ 10 200 0 0 0 E decanter~ - This tiny decanter contains a red liquid. + This tiny decanter contains a red liquid. ~ #7570 silver boots~ @@ -635,7 +635,7 @@ A set of silver boots is lying here.~ E silver boot~ The silver boots have been polished to a fine shine. Engraved on the -outside of each boot is the image of a snarling panther. +outside of each boot is the image of a snarling panther. ~ A 14 15 @@ -649,7 +649,7 @@ A large pet collar is lying here.~ 1 50 5 0 0 E collar ~ - A key dangles from the panthers collar. + A key dangles from the panthers collar. ~ #7580 pewter wristband~ @@ -662,7 +662,7 @@ A pewter wristband is lying here.~ E wristband pewter ~ This wide piece of pewter has been shaped to wear around your wrist and -lined with a soft piece of fur. +lined with a soft piece of fur. ~ A 13 -4 @@ -678,7 +678,7 @@ A necklace adorned with seashells is lying here.~ 1 10 1 0 0 E seashell necklace ~ - A beautiful seashell as been attached to a braided piece of leather. + A beautiful seashell as been attached to a braided piece of leather. ~ #7587 torch~ @@ -691,7 +691,7 @@ A wooden torch is lying here.~ E torch~ The torch is a thick piece of wood with a moist cloth wrapped around the top -end. +end. ~ #7588 leather bag~ @@ -703,7 +703,7 @@ A leather bag is lying here.~ 3 30 3 0 0 E leather bag~ - The leather bag is quite large. + The leather bag is quite large. ~ #7590 scroll~ @@ -716,6 +716,6 @@ An old scroll is lying here.~ E old scroll~ You see a rolled up piece of paper faded and yellow from age. The top of -the parchment reads return home. +the parchment reads return home. ~ $~ diff --git a/lib/world/obj/78.obj b/lib/world/obj/78.obj index d1df9d8..0f950f8 100644 --- a/lib/world/obj/78.obj +++ b/lib/world/obj/78.obj @@ -9,7 +9,7 @@ A fountain flowing with cool, clear water is here.~ E fountain~ Made of pure white marble, this fountain bubbles lazily providing cool, -crystal clear water to those of the village. +crystal clear water to those of the village. ~ #7802 black silk dress~ @@ -100,17 +100,17 @@ A crumpled piece of leather has been tossed here.~ 65 1 -1 0 5 60 7 0 0 #7814 -grey leather armor~ -some grey leather armor~ -Some grey leather has been carelessly left here.~ +gray leather armor~ +some gray leather armor~ +Some gray leather has been carelessly left here.~ ~ 9 np 0 0 0 ad 0 0 0 0 0 0 0 3 0 0 0 12 120 12 0 0 #7815 -grey leather boots~ -a pair of grey leather boots~ -Some grey boots lay on their sides here.~ +gray leather boots~ +a pair of gray leather boots~ +Some gray boots lay on their sides here.~ ~ 9 g 0 0 0 ag 0 0 0 0 0 0 0 1 0 0 0 diff --git a/lib/world/obj/79.obj b/lib/world/obj/79.obj index ef67bba..5b37541 100644 --- a/lib/world/obj/79.obj +++ b/lib/world/obj/79.obj @@ -8,7 +8,7 @@ A large steel key has been left here.~ 2 1 0 0 E steel key~ - This huge key is made from solid steel. + This huge key is made from solid steel. ~ #7901 key copper~ @@ -20,7 +20,7 @@ A copper key has been left on the floor.~ 2 1 0 0 E copper key~ - This little key is made from copper. + This little key is made from copper. ~ #7902 key brass~ @@ -32,7 +32,7 @@ A small brass key lies here.~ 1 10 4 0 E key brass~ - It is a small, simple brass key with no inscriptions or marks of any kind. + It is a small, simple brass key with no inscriptions or marks of any kind. ~ #7903 treasure coins~ @@ -44,7 +44,7 @@ There is a huge treasure here, looking moderately valuable.~ 5 1 0 0 E treasure~ - This looks like a whole lot of coins, though not as many as you expected. + This looks like a whole lot of coins, though not as many as you expected. ~ #7904 chest wooden~ @@ -57,7 +57,7 @@ A wooden chest stands in the corner.~ E chest wooden~ It is a robust chest made from short, heavy planks that have been fastened -together with tenons. It is equipped with a simple brass lock. +together with tenons. It is equipped with a simple brass lock. ~ #7905 chest~ @@ -100,7 +100,7 @@ Some waybread has been put here.~ E waybread bread~ The waybread is the traditional feed of elves when travelling, they call it -lembas. It is said to refresh the weary traveler greatly. +lembas. It is said to refresh the weary traveler greatly. ~ #7909 ring gold goldring~ @@ -122,7 +122,7 @@ There is a huge bastard sword here.~ 18 170 80 0 E bastard sword~ - Quite a heavy weapon, with a pure white hilt. + Quite a heavy weapon, with a pure white hilt. ~ A 19 3 @@ -136,7 +136,7 @@ There is a large helmet on the floor.~ 5 450 150 0 E large helmet~ - This looks like some heavy protection, for the head of course. + This looks like some heavy protection, for the head of course. ~ #7912 helmet chaos~ @@ -149,7 +149,7 @@ On the floor is a grand evil-looking chaos helmet.~ E chaos helmet~ This helmet has mounted some mean looking spikes on the front, moreover it -looks like good protection. +looks like good protection. ~ A 19 2 @@ -166,11 +166,11 @@ On the floor rests a enormous two-handed sword.~ E two-handed sword~ You notice that there has been inscribed some runes and a sort of pattern, -which resembles flames running along the edge. +which resembles flames running along the edge. ~ E runes~ - On the blade you can read 'Flame And Strength United Are My Soul Power'. + On the blade you can read 'Flame And Strength United Are My Soul Power'. ~ A 17 10 @@ -187,7 +187,7 @@ There is a silvery breast plate on the floor.~ E plate breast silvery silver~ On the breast plate you notice a relief of large rose. The metal seems to be -some kind of silver or platinum. +some kind of silver or platinum. ~ #7915 plates leg silvery~ @@ -212,7 +212,7 @@ You can see a pair of gloves on the floor.~ 14 250 20 0 E gloves silvery silver~ - The gloves are made of silver threads. + The gloves are made of silver threads. ~ A 18 1 @@ -227,7 +227,7 @@ The silvery helmet lies here.~ E helmet silvery silver~ The helmet is made from platinum or silver and has a white fur brush attached -on the top. +on the top. ~ #7918 shield rose~ @@ -240,7 +240,7 @@ The shield of the rose rests on the floor.~ E shield rose~ On the shield you see a clear and perfect painting of a dark red rose on a -white background. You also notice an inscription. +white background. You also notice an inscription. ~ E inscription~ @@ -256,7 +256,7 @@ A pair of heavy plated boots stand on the floor.~ 40 350 35 0 E boots heavy plated~ - The boots are made from a silvery metal. + The boots are made from a silvery metal. ~ #7920 plates arm silvery silver~ diff --git a/lib/world/obj/83.obj b/lib/world/obj/83.obj index b3f5408..83a2c5e 100644 --- a/lib/world/obj/83.obj +++ b/lib/world/obj/83.obj @@ -9,7 +9,7 @@ A small boat is tied up here.~ E small boat dingy~ It may not be big, it may not be pretty, but it's a boat. Appears to be -somewhat seaworthy. +somewhat seaworthy. ~ #8302 old wooden sign~ @@ -55,7 +55,7 @@ E rations iron~ This packet of rations contains food high in iron and other nutrients. Rations of this type are favorites of seamen on long voyages where storage -space is limited and nutrition is invaluable. +space is limited and nutrition is invaluable. ~ #8305 key golden small~ @@ -75,7 +75,7 @@ A large, wooden crate stands here.~ 0 0 0 0 E wooden crate~ - This huge crate was once full of food rations. + This huge crate was once full of food rations. ~ #8307 key iron large~ @@ -130,7 +130,7 @@ A large barrel stands here.~ E barrel wooden cask~ This huge barrel is full of beer--the fuel which keeps these pirates running -on long voyages. +on long voyages. ~ #8315 bucket tar oil~ @@ -146,7 +146,7 @@ E bucket tar oil~ The tar in this bucket is used by the pirates to quickly seal small leaks in the ship. As the mixture cools, it hardens, and forms a permanent seal against -the elements. +the elements. ~ #8316 bucket tar oil~ @@ -159,7 +159,7 @@ A bucket of tar sits here.~ E bucket tar oil~ The tar has cooled and sealed itself into the bucket. The only way to -remove the tar now would be to reheat the bucket. +remove the tar now would be to reheat the bucket. ~ #8317 tar clump spill~ @@ -173,7 +173,7 @@ T 8317 E tar clump spill~ Someone has sloshed some tar out of a bucket here and it has cooled and -hardened to the ground. How careless! +hardened to the ground. How careless! ~ #8318 hook pirate~ diff --git a/lib/world/obj/86.obj b/lib/world/obj/86.obj index db31170..c1d244d 100644 --- a/lib/world/obj/86.obj +++ b/lib/world/obj/86.obj @@ -10,7 +10,7 @@ E swan ceramic~ This small ceramic swan has a gently curving neck and slightly raised wings. The bill has been dipped in gold and the feathers are lightly brushed with gold -as well. There seems to be an opening between the slightly raised wings. +as well. There seems to be an opening between the slightly raised wings. ~ #8602 small key~ @@ -42,7 +42,7 @@ A silver spider shaped key is laying in the dust here.~ 1 50 5 0 E silver small spider~ - A small spider that appears to have been cast in solid silver. + A small spider that appears to have been cast in solid silver. ~ #8611 picture Emily~ @@ -56,7 +56,7 @@ E picture emily tattered faded~ Emily smiles out from this faded picture. Her long curly chocolate colored hair has been painstakingly arranged and her features are astonishingly -beautiful. +beautiful. ~ #8612 rusty short sword~ @@ -101,7 +101,7 @@ An oddly shaped rock has been tossed away here.~ E stone rock odd~ Marked with various small knobs and rods, this rock is much different from -the others that lay about on the ground. +the others that lay about on the ground. ~ #8617 formation~ @@ -115,7 +115,7 @@ E formation rock stone~ This largish rock formation rests at the end of the dirt path. Some rocks are smooth while others are pockmarked with holes and divots where minerals -have washed away. There is a small hole between two of the smaller rocks. +have washed away. There is a small hole between two of the smaller rocks. ~ #8618 bandit journal~ @@ -133,7 +133,7 @@ Keep in hopes of finding treasure or something that we can live off of for a while. I found a strange book today with runes such as i have never seen. I have copied them into this journal so that I may study them further. I believe they are some kind of spell that will transport me to another place in this -world, but I am unsure. +world, but I am unsure. ~ #8619 desk~ @@ -145,7 +145,7 @@ A grand oaken desk is standing here.~ 0 0 0 0 E oaken desk~ - This old oaken roll-top desk has seen many, many years of use. + This old oaken roll-top desk has seen many, many years of use. ~ #8620 piece jade~ @@ -158,6 +158,6 @@ A small sliver of jade is laying on the ground here.~ E small jade~ This small piece of jade has been smoothed out to perfection by some loving -hand. +hand. ~ $~ diff --git a/lib/world/obj/9.obj b/lib/world/obj/9.obj index d969b48..0d8284b 100644 --- a/lib/world/obj/9.obj +++ b/lib/world/obj/9.obj @@ -17,7 +17,7 @@ A dark minotaur shield has been left here.~ E shield minotaur~ A strong, sturdy shield. It brings to mind legends of a shield that provided -protection from poisonous gases. +protection from poisonous gases. ~ A 23 -2 @@ -98,7 +98,7 @@ E trident~ This is a common trident, often used by gladiators or mermen. It has three sharp prongs jutting from the business end and a smooth wooden handle with two -comfortable grip points. +comfortable grip points. ~ #909 boots boat~ @@ -111,7 +111,7 @@ A pair of boots sit here in a puddle of water.~ E boots boat~ The boots are made of a strange lightweight hide and float in a puddle of -water. +water. ~ A 14 -20 diff --git a/lib/world/obj/96.obj b/lib/world/obj/96.obj index e1b2173..af81dfc 100644 --- a/lib/world/obj/96.obj +++ b/lib/world/obj/96.obj @@ -9,7 +9,7 @@ A half eaten chestnut lies here.~ E nut chest chestnut~ A squirrel has cracked the shell open and half-eaten the juicy yellow -inside. +inside. ~ #9602 blue rapier sword~ @@ -23,7 +23,7 @@ E blue rapier sword~ The finely forged blade glows with a strange blue light. It seems impossibly light weight and can be swung with the utmost ease and grace. A -finer sword would be hard to come by. +finer sword would be hard to come by. ~ #9603 key small iron~ diff --git a/lib/world/qst/0.qst b/lib/world/qst/0.qst deleted file mode 100644 index 185c943..0000000 --- a/lib/world/qst/0.qst +++ /dev/null @@ -1 +0,0 @@ -$~ diff --git a/lib/world/qst/1.qst b/lib/world/qst/1.qst index f18a255..92e7432 100644 --- a/lib/world/qst/1.qst +++ b/lib/world/qst/1.qst @@ -2,7 +2,7 @@ Kill the Mice!~ mice~ I really need some help killing these mice or the Sarge is going to make my -life a living hell. +life a living hell. ~ Well done! You have completed your quest! ~ diff --git a/lib/world/qst/index b/lib/world/qst/index index d89b1c2..1f7b10a 100644 --- a/lib/world/qst/index +++ b/lib/world/qst/index @@ -1,4 +1,3 @@ -0.qst 1.qst 211.qst 343.qst diff --git a/lib/world/shp/100.shp b/lib/world/shp/100.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/100.shp +++ b/lib/world/shp/100.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/101.shp b/lib/world/shp/101.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/101.shp +++ b/lib/world/shp/101.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/103.shp b/lib/world/shp/103.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/103.shp +++ b/lib/world/shp/103.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/104.shp b/lib/world/shp/104.shp index a9224d2..9845469 100644 --- a/lib/world/shp/104.shp +++ b/lib/world/shp/104.shp @@ -1,125 +1,125 @@ -CircleMUD v3.0 Shop File~ -#10405~ -10405 -10406 -10407 -10408 -10409 -10421 -10422 -10423 -10424 -10425 -10426 --1 -3.20 -0.75 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -10402 -0 -10422 --1 -0 -28 -0 -0 -#10406~ -10402 -10410 -10412 -10413 --1 -1.00 -0.75 -12 -21 -16 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -10400 -0 -10419 --1 -0 -28 -0 -0 -#10407~ -10404 -10415 -10416 -10417 -10418 -10419 -10420 --1 -3.00 -0.25 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -10401 -0 -10421 --1 -0 -28 -0 -0 -#10409~ -10405 -10406 -10407 -10408 -10409 -10404 --1 -2.50 -1.00 -5 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -10409 -0 -10409 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#10405~ +10405 +10406 +10407 +10408 +10409 +10421 +10422 +10423 +10424 +10425 +10426 +-1 +3.20 +0.75 +9 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +10402 +0 +10422 +-1 +0 +28 +0 +0 +#10406~ +10402 +10410 +10412 +10413 +-1 +1.00 +0.75 +12 +21 +16 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +10400 +0 +10419 +-1 +0 +28 +0 +0 +#10407~ +10404 +10415 +10416 +10417 +10418 +10419 +10420 +-1 +3.00 +0.25 +5 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +10401 +0 +10421 +-1 +0 +28 +0 +0 +#10409~ +10405 +10406 +10407 +10408 +10409 +10404 +-1 +2.50 +1.00 +5 +9 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +10409 +0 +10409 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/106.shp b/lib/world/shp/106.shp index 4d91650..e200ff1 100644 --- a/lib/world/shp/106.shp +++ b/lib/world/shp/106.shp @@ -1,153 +1,153 @@ -CircleMUD v3.0 Shop File~ -#10600~ -10631 -10632 -10633 -10634 -10639 --1 -1.20 -0.30 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10639 -0 -10639 --1 -0 -28 -0 -0 -#10601~ -10627 -10628 -10629 -10630 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10614 -0 -10637 --1 -0 -28 -0 -0 -#10602~ -10636 -10637 -10638 --1 -1.50 -0.30 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s Ke?!~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -10638 -0 -10638 --1 -0 -28 -0 -0 -#10603~ -10616 -10617 -10618 -10620 -10621 --1 -1.50 -0.60 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10634 -0 -10632 --1 -0 -28 -0 -0 -#10604~ -10613 -10614 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10632 -0 -10634 --1 -0 -28 -0 -0 -#10638~ --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10617 -0 -10605 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#10600~ +10631 +10632 +10633 +10634 +10639 +-1 +1.20 +0.30 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +10639 +0 +10639 +-1 +0 +28 +0 +0 +#10601~ +10627 +10628 +10629 +10630 +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +10614 +0 +10637 +-1 +0 +28 +0 +0 +#10602~ +10636 +10637 +10638 +-1 +1.50 +0.30 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s Ke?!~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +0 +10638 +0 +10638 +-1 +0 +28 +0 +0 +#10603~ +10616 +10617 +10618 +10620 +10621 +-1 +1.50 +0.60 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +10634 +0 +10632 +-1 +0 +28 +0 +0 +#10604~ +10613 +10614 +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +10632 +0 +10634 +-1 +0 +28 +0 +0 +#10638~ +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +10617 +0 +10605 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/107.shp b/lib/world/shp/107.shp index c29d695..0d65c78 100644 --- a/lib/world/shp/107.shp +++ b/lib/world/shp/107.shp @@ -1,78 +1,78 @@ -CircleMUD v3.0 Shop File~ -#10700~ -10732 -10733 -10734 -10735 -10736 -10737 -10738 -10739 -10740 -10741 -10742 -10743 -10744 -10745 -10746 -10747 -10748 -10749 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10700 -0 -10732 --1 -0 -28 -0 -0 -#10701~ -10718 -10719 -10720 -10721 -10722 -10723 -10724 -10725 -10726 -10727 -10728 -10729 -10731 -10730 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -10702 -0 -10733 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#10700~ +10732 +10733 +10734 +10735 +10736 +10737 +10738 +10739 +10740 +10741 +10742 +10743 +10744 +10745 +10746 +10747 +10748 +10749 +-1 +1.20 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +10700 +0 +10732 +-1 +0 +28 +0 +0 +#10701~ +10718 +10719 +10720 +10721 +10722 +10723 +10724 +10725 +10726 +10727 +10728 +10729 +10731 +10730 +-1 +1.20 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +10702 +0 +10733 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/11.shp b/lib/world/shp/11.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/11.shp +++ b/lib/world/shp/11.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/115.shp b/lib/world/shp/115.shp index 0f517b0..dec4265 100644 --- a/lib/world/shp/115.shp +++ b/lib/world/shp/115.shp @@ -1,2 +1,2 @@ -CircleMUD v3.0 Shop File~ -$~ +CircleMUD v3.0 Shop File~ +$~ diff --git a/lib/world/shp/117.shp b/lib/world/shp/117.shp index 778dbbe..bf82cf6 100644 --- a/lib/world/shp/117.shp +++ b/lib/world/shp/117.shp @@ -1,88 +1,88 @@ -CircleMUD v3.0 Shop File~ -#11700~ -11707 -11709 -11705 -11710 -11711 -11712 -11713 --1 -1.00 -0.00 -0 --1 -%s So sorry, but I don't have that item!~ -%s But, er, you don't have one of those!~ -%s I don't want that, sorry.~ -%s You think I can afford that?? Hah!~ -%s You cannot afford that!~ -%s It will cost you %d coins. Thank you very much!~ -%s I am willing to pay you %d coins for that.~ -0 -0 -11704 -0 -11704 --1 -1 -24 -0 -0 -#11701~ -11714 -11716 -11715 -11717 -11719 --1 -1.00 -1.00 --1 -%s Shorry, I don't hab dat...~ -%s You don't *hic* hab one a doz~ -%s I don't think I *hic* want *hic* that, rrreally... *hic*~ -%s I dun 'ave teh *hic* monney~ -%s Youuuu can't afforrrd it...~ -%s It'll cosht ya %d thingammajigs...~ -%s Yoo cn'ave %d fer it.~ -0 -0 -11705 -0 -11706 --1 -3 -25 -0 -0 -#11702~ -11721 -11722 -11723 -11724 -11725 --1 -1.00 -0.50 -9 -5 --1 -%s Look at my display, do you see one of those there? No? I thought so.~ -%s I do not see one of those on you.~ -%s I will not take that.~ -%s I seem to be unable to afford what you have.~ -%s You do not have sufficient funds!~ -%s It will be %d coins. Thank you for your patronage.~ -%s I can give you %d coins for your item.~ -0 -4 -11707 -0 -11751 --1 -7 -18 -22 -28 -$~ +CircleMUD v3.0 Shop File~ +#11700~ +11707 +11709 +11705 +11710 +11711 +11712 +11713 +-1 +1.00 +0.00 +0 +-1 +%s So sorry, but I don't have that item!~ +%s But, er, you don't have one of those!~ +%s I don't want that, sorry.~ +%s You think I can afford that?? Hah!~ +%s You cannot afford that!~ +%s It will cost you %d coins. Thank you very much!~ +%s I am willing to pay you %d coins for that.~ +0 +0 +11704 +0 +11704 +-1 +1 +24 +0 +0 +#11701~ +11714 +11716 +11715 +11717 +11719 +-1 +1.00 +1.00 +-1 +%s Shorry, I don't hab dat...~ +%s You don't *hic* hab one a doz~ +%s I don't think I *hic* want *hic* that, rrreally... *hic*~ +%s I dun 'ave teh *hic* monney~ +%s Youuuu can't afforrrd it...~ +%s It'll cosht ya %d thingammajigs...~ +%s Yoo cn'ave %d fer it.~ +0 +0 +11705 +0 +11706 +-1 +3 +25 +0 +0 +#11702~ +11721 +11722 +11723 +11724 +11725 +-1 +1.00 +0.50 +9 +5 +-1 +%s Look at my display, do you see one of those there? No? I thought so.~ +%s I do not see one of those on you.~ +%s I will not take that.~ +%s I seem to be unable to afford what you have.~ +%s You do not have sufficient funds!~ +%s It will be %d coins. Thank you for your patronage.~ +%s I can give you %d coins for your item.~ +0 +4 +11707 +0 +11751 +-1 +7 +18 +22 +28 +$~ diff --git a/lib/world/shp/118.shp b/lib/world/shp/118.shp index 5a97c4b..ffadca1 100644 --- a/lib/world/shp/118.shp +++ b/lib/world/shp/118.shp @@ -1,44 +1,44 @@ -CircleMUD v3.0 Shop File~ -#11800~ --1 -1.00 -1.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -11824 -0 --1 -0 -28 -0 -0 -#11801~ --1 -1.00 -1.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -11825 -0 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#11800~ +-1 +1.00 +1.00 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +0 +11824 +0 +-1 +0 +28 +0 +0 +#11801~ +-1 +1.00 +1.00 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +0 +11825 +0 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/12.shp b/lib/world/shp/12.shp index e920d5a..8d44db4 100644 --- a/lib/world/shp/12.shp +++ b/lib/world/shp/12.shp @@ -1,97 +1,97 @@ -CircleMUD v3.0 Shop File~ -#1200~ --1 -1.50 -0.50 -1torch & MAGIC -9HUM | GLOW | MAGIC -3 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -1204 -0 -1208 -1299 --1 -0 -28 -0 -0 -#1201~ -1300 --1 -2.00 -0.50 -3 --1 -%s werw~ -%s sdfsdfsd~ -%s fdfgddfg~ -%s sdfsdf~ -%s 1212323534~ -%s sdfsdfsd~ -%s %d 4353rewrterdfbcv fghfghrt~ -0 -3 -1203 -0 -1204 -1208 --1 -0 -28 -0 -0 -#1202~ --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -1203 -0 -1204 -1208 --1 -0 -28 -0 -0 -#1204~ --1 -1.00 -1.00 --1 -%s test~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 --1 -0 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#1200~ +-1 +1.50 +0.50 +1torch & MAGIC +9HUM | GLOW | MAGIC +3 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +0 +1204 +0 +1208 +1299 +-1 +0 +28 +0 +0 +#1201~ +1300 +-1 +2.00 +0.50 +3 +-1 +%s werw~ +%s sdfsdfsd~ +%s fdfgddfg~ +%s sdfsdf~ +%s 1212323534~ +%s sdfsdfsd~ +%s %d 4353rewrterdfbcv fghfghrt~ +0 +3 +1203 +0 +1204 +1208 +-1 +0 +28 +0 +0 +#1202~ +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +0 +1203 +0 +1204 +1208 +-1 +0 +28 +0 +0 +#1204~ +-1 +1.00 +1.00 +-1 +%s test~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +0 +-1 +0 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/120.shp b/lib/world/shp/120.shp index a3e1207..74a74bc 100644 --- a/lib/world/shp/120.shp +++ b/lib/world/shp/120.shp @@ -1,171 +1,171 @@ -CircleMUD v3.0 Shop File~ -#12011~ -3020 -3021 -3022 -3023 -3024 -3025 -12008 --1 -2.25 -0.60 -5 -9 --1 -%s We are out of that item right now.~ -%s You don't have that. Stop wasting my time!~ -%s This is a weapon and armour shop! Go someplace else!~ -%s A fine weapon indeed, but more than I can afford.~ -%s NO CREDIT!~ -%s Here you go. That will be %d coins. Don't get hurt!~ -%s You'll get %d for that.~ -0 -6 -12011 -0 -12006 --1 -0 -28 -0 -0 -#12012~ -12006 -12007 --1 -1.20 -0.60 --1 -%s I don't have anything like that. Sorry.~ -%s I don't think you have that.~ -%s I don't stock that stuff. Try another shop.~ -%s I can't afford to buy anything, I'm only a poor peddler.~ -%s No cash, no goods!~ -%s Here you go. That'll be... %d coins.~ -%s Thank-you very much. Here are your %d coins as payment.~ -1 -6 -12012 -0 -12032 --1 -7 -13 -14 -19 -#12016~ --1 -1.60 -0.30 --1 -%s We don't sell that.~ -%s I don't think you have that.~ -%s I don't stock that stuff. Try another shop.~ -%s I can't afford to buy anything, I'm only a poor peddler.~ -%s No cash, no goods!~ -%s Here you go. That'll be... %d coins.~ -%s Thank-you very much. Here are your %d coins as payment.~ -1 -6 -12016 -0 -12003 -12004 -12008 -12015 -12022 -12023 --1 -9 -17 -18 -22 -#12034~ -3050 -3051 -3052 -3053 -3054 -12030 --1 -1.85 -0.50 -2 -3 --1 -%s We don't carry that item.~ -%s You don't have that.~ -%s I can't buy that. See another shop.~ -%s We are low on cash. Come back later.~ -%s Sorry, but you can't afford that.~ -%s Here you go. That will cost you %d.~ -%s I will give you %d coins for that.~ -2 -6 -12034 -96 -12042 --1 -8 -18 -0 -0 -#12036~ -3000 -3001 -3009 -3010 -3011 -12006 -12007 --1 -1.10 -0.80 --1 -%s We don't have that item in stock right now.~ -%s I don't think you have that item.~ -%s Hmmmm... if I was in a good mood, I'd consider it. But I'm not.~ -%s The Emperor's tax collector just came. I don't have the cash. Sorry.~ -%s NO CREDIT! We don't even take the Renaissance Express card!~ -%s That will be %d coins. Enjoy!~ -%s You'll get %d coins for that.~ -2 -6 -12036 -0 -12062 --1 -0 -28 -0 -0 -#12037~ -3030 -3031 -3032 -3033 -3036 -12003 --1 -1.75 -0.60 --1 -%s We don't have that item on stock.~ -%s I don't think you have that.~ -%s I don't stock that stuff. Try another shop.~ -%s I can't afford it right now. Come back tomorrow.~ -%s No cash, no goods!~ -%s Here you go. That'll be... %d coins.~ -%s Thank-you very much. Here are your %d coins as payment.~ -2 -6 -12037 -0 -12063 --1 -6 -20 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#12011~ +3020 +3021 +3022 +3023 +3024 +3025 +12008 +-1 +2.25 +0.60 +5 +9 +-1 +%s We are out of that item right now.~ +%s You don't have that. Stop wasting my time!~ +%s This is a weapon and armor shop! Go someplace else!~ +%s A fine weapon indeed, but more than I can afford.~ +%s NO CREDIT!~ +%s Here you go. That will be %d coins. Don't get hurt!~ +%s You'll get %d for that.~ +0 +6 +12011 +0 +12006 +-1 +0 +28 +0 +0 +#12012~ +12006 +12007 +-1 +1.20 +0.60 +-1 +%s I don't have anything like that. Sorry.~ +%s I don't think you have that.~ +%s I don't stock that stuff. Try another shop.~ +%s I can't afford to buy anything, I'm only a poor peddler.~ +%s No cash, no goods!~ +%s Here you go. That'll be... %d coins.~ +%s Thank-you very much. Here are your %d coins as payment.~ +1 +6 +12012 +0 +12032 +-1 +7 +13 +14 +19 +#12016~ +-1 +1.60 +0.30 +-1 +%s We don't sell that.~ +%s I don't think you have that.~ +%s I don't stock that stuff. Try another shop.~ +%s I can't afford to buy anything, I'm only a poor peddler.~ +%s No cash, no goods!~ +%s Here you go. That'll be... %d coins.~ +%s Thank-you very much. Here are your %d coins as payment.~ +1 +6 +12016 +0 +12003 +12004 +12008 +12015 +12022 +12023 +-1 +9 +17 +18 +22 +#12034~ +3050 +3051 +3052 +3053 +3054 +12030 +-1 +1.85 +0.50 +2 +3 +-1 +%s We don't carry that item.~ +%s You don't have that.~ +%s I can't buy that. See another shop.~ +%s We are low on cash. Come back later.~ +%s Sorry, but you can't afford that.~ +%s Here you go. That will cost you %d.~ +%s I will give you %d coins for that.~ +2 +6 +12034 +96 +12042 +-1 +8 +18 +0 +0 +#12036~ +3000 +3001 +3009 +3010 +3011 +12006 +12007 +-1 +1.10 +0.80 +-1 +%s We don't have that item in stock right now.~ +%s I don't think you have that item.~ +%s Hmmmm... if I was in a good mood, I'd consider it. But I'm not.~ +%s The Emperor's tax collector just came. I don't have the cash. Sorry.~ +%s NO CREDIT! We don't even take the Renaissance Express card!~ +%s That will be %d coins. Enjoy!~ +%s You'll get %d coins for that.~ +2 +6 +12036 +0 +12062 +-1 +0 +28 +0 +0 +#12037~ +3030 +3031 +3032 +3033 +3036 +12003 +-1 +1.75 +0.60 +-1 +%s We don't have that item on stock.~ +%s I don't think you have that.~ +%s I don't stock that stuff. Try another shop.~ +%s I can't afford it right now. Come back tomorrow.~ +%s No cash, no goods!~ +%s Here you go. That'll be... %d coins.~ +%s Thank-you very much. Here are your %d coins as payment.~ +2 +6 +12037 +0 +12063 +-1 +6 +20 +0 +0 +$~ diff --git a/lib/world/shp/125.shp b/lib/world/shp/125.shp index 303074b..1e3bee1 100644 --- a/lib/world/shp/125.shp +++ b/lib/world/shp/125.shp @@ -1,101 +1,101 @@ -CircleMUD v3.0 Shop File~ -#12500~ -12569 -12570 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -7 -12569 -0 -12569 --1 -0 -28 -0 -0 -#12562~ -12562 -12509 -12510 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s I'm not interested!~ -%s Not interested!~ -%s I can't afford that!~ -%s Go make some money first.~ -%s Lets see, that's %d coins.~ -%s That'll be %d coins for ya, good deal eh?~ -0 -3 -12562 -0 -12562 --1 -0 -28 -0 -0 -#12567~ -12567 -12503 -12508 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -7 -12566 -0 -12567 --1 -0 -28 -0 -0 -#12568~ -12568 -12511 -12501 --1 -1.20 -0.80 --1 -%s A what?~ -%s I don't buy, only sell.~ -%s I don't buy, only sell.~ -%s Out of cash.~ -%s You need money idiot.~ -%s That's %d, thank you.~ -%s I'll give you %d coins for that.~ -0 -7 -12505 -0 -12568 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#12500~ +12569 +12570 +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +7 +12569 +0 +12569 +-1 +0 +28 +0 +0 +#12562~ +12562 +12509 +12510 +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s I'm not interested!~ +%s Not interested!~ +%s I can't afford that!~ +%s Go make some money first.~ +%s Lets see, that's %d coins.~ +%s That'll be %d coins for ya, good deal eh?~ +0 +3 +12562 +0 +12562 +-1 +0 +28 +0 +0 +#12567~ +12567 +12503 +12508 +-1 +1.20 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +7 +12566 +0 +12567 +-1 +0 +28 +0 +0 +#12568~ +12568 +12511 +12501 +-1 +1.20 +0.80 +-1 +%s A what?~ +%s I don't buy, only sell.~ +%s I don't buy, only sell.~ +%s Out of cash.~ +%s You need money idiot.~ +%s That's %d, thank you.~ +%s I'll give you %d coins for that.~ +0 +7 +12505 +0 +12568 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/13.shp b/lib/world/shp/13.shp index 499f14a..561db95 100644 --- a/lib/world/shp/13.shp +++ b/lib/world/shp/13.shp @@ -1,30 +1,30 @@ -CircleMUD v3.0 Shop File~ -#1300~ -1306 -1307 -1308 -1309 -1310 --1 -2.00 -0.50 -16 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -1303 -0 -1300 --1 -0 -24 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#1300~ +1306 +1307 +1308 +1309 +1310 +-1 +2.00 +0.50 +16 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +1303 +0 +1300 +-1 +0 +24 +0 +0 +$~ diff --git a/lib/world/shp/130.shp b/lib/world/shp/130.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/130.shp +++ b/lib/world/shp/130.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/14.shp b/lib/world/shp/14.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/14.shp +++ b/lib/world/shp/14.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/140.shp b/lib/world/shp/140.shp index e7e88b6..58224a5 100644 --- a/lib/world/shp/140.shp +++ b/lib/world/shp/140.shp @@ -1,203 +1,203 @@ -CircleMUD v3.0 Shop File~ -#14000~ -14022 -14023 --1 -1.20 -0.80 -5 -6 -7 --1 -%s Go somewhere else ya bum, I aint got tat.~ -%s Get a brain, you don't got tat.~ -%s Whata ya tinking? I don't want dat.~ -%s I'm broke, try later.~ -%s What'a ya thinking, I can gives the stuff away???~ -%s Tanks, anything else I can getcha?~ -%s Not bad I can use dis.~ -0 -7 -14014 -8 -14079 --1 -0 -24 -0 -0 -#14001~ -14032 -14033 -14034 -14035 --1 -1.20 -0.85 -17 -19 --1 -%s Go somewhere else will ya? We only got food and drink here.~ -%s I'm only buying thinks you got, not stuff you aint.~ -%s Wada ya tink I am, a general store? I don't want tat.~ -%s Shoot wish I had that kind of doe.~ -%s I aint given dis stuff away, go beg'n somewhere else.~ -%s Tanks I'm gona hit ya for %d we don't have a tab here.~ -%s I'll give ya %d for it, take it or leave it.~ -0 -6 -14016 -0 -14080 --1 -1 -24 -0 -0 -#14002~ -14024 -14025 -14026 -14027 -14028 -14029 -14030 -14031 -14031 --1 -1.20 -0.90 -9 --1 -%s You see that here? Go somewhere else.~ -%s You blind? I don't by things in your imagination.~ -%s Armor, dats it. Anything else you go out the door.~ -%s Too rich for my blood.~ -%s Sure how bout I give you the shop too. Go get a job.~ -%s Thanks. Anything else I can get ya?~ -%s %d up front. Take it or leave it.~ -0 -6 -14015 -0 -14081 --1 -1 -24 -0 -0 -#14003~ -14020 -14021 --1 -1.50 -0.80 -8 -18 -20 -1 -15 --1 -%s If you run across one let me no, but I don't have it right now.~ -%s I don't by dreams.~ -%s Maybe in the future, but not into that right now.~ -%s Kind of strapped right now, try later.~ -%s Prices aren't up for discussion.~ -%s Here ya go.~ -%s Hmm...Here's %d for it.~ -0 -6 -14013 -32 -14082 --1 -1 -24 -0 -0 -#14004~ -14036 -14037 -14038 -14039 --1 -2.00 -0.50 -2 -3 -4 -10 --1 -%s I Do not have that My Child. Pray and It will come.~ -%s I fear you do not carry such an item with you..you must have more faith...then will the gods reward you.~ -%s I do not trade in mortal goods...I am sorry my child.~ -%s My vows do not permit me to carry such wealth...wealth is for the sinfull.~ -%s You must donate more than that to gain such a blessing.~ -%s Take this and live a blessed life my child.~ -%s For such an object I can give you %d.~ -0 -6 -14017 -32 -14083 --1 -1 -24 -0 -0 -#14005~ -14016 -14017 --1 -1.20 -0.80 -2 -3 -4 -10 --1 -%s Don't have that in my spell book..yet.~ -%s Got to see it before I'll buy it.~ -%s Got to be magic or I don't buy.~ -%s Can't aford that, us wizards aren't rich.~ -%s No credit!~ -%s %d up front...no financing.~ -%s I need that here's %d~ -0 -6 -14011 -0 -14084 --1 -1 -24 -0 -0 -#14006~ -14018 -14019 --1 -2.00 -0.50 -10 -17 -23 --1 -%s Sorry, I sell water, only water.~ -%s You may think you have that, but you don't.~ -%s I only buy liquid, that's it.~ -%s Water's down lately, can't buy that much..sorry.~ -%s Sorry, I need gold not dreams, and you only have dreams.~ -%s Enjoy. Did you know water is one of the 4 elements?~ -%s Here's %d. Nice doing business with you.~ -0 -6 -14012 -0 -14085 --1 -1 -24 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#14000~ +14022 +14023 +-1 +1.20 +0.80 +5 +6 +7 +-1 +%s Go somewhere else ya bum, I aint got tat.~ +%s Get a brain, you don't got tat.~ +%s Whata ya tinking? I don't want dat.~ +%s I'm broke, try later.~ +%s What'a ya thinking, I can gives the stuff away???~ +%s Tanks, anything else I can getcha?~ +%s Not bad I can use dis.~ +0 +7 +14014 +8 +14079 +-1 +0 +24 +0 +0 +#14001~ +14032 +14033 +14034 +14035 +-1 +1.20 +0.85 +17 +19 +-1 +%s Go somewhere else will ya? We only got food and drink here.~ +%s I'm only buying thinks you got, not stuff you aint.~ +%s Wada ya tink I am, a general store? I don't want tat.~ +%s Shoot wish I had that kind of doe.~ +%s I aint given dis stuff away, go beg'n somewhere else.~ +%s Tanks I'm gona hit ya for %d we don't have a tab here.~ +%s I'll give ya %d for it, take it or leave it.~ +0 +6 +14016 +0 +14080 +-1 +1 +24 +0 +0 +#14002~ +14024 +14025 +14026 +14027 +14028 +14029 +14030 +14031 +14031 +-1 +1.20 +0.90 +9 +-1 +%s You see that here? Go somewhere else.~ +%s You blind? I don't by things in your imagination.~ +%s Armor, dats it. Anything else you go out the door.~ +%s Too rich for my blood.~ +%s Sure how bout I give you the shop too. Go get a job.~ +%s Thanks. Anything else I can get ya?~ +%s %d up front. Take it or leave it.~ +0 +6 +14015 +0 +14081 +-1 +1 +24 +0 +0 +#14003~ +14020 +14021 +-1 +1.50 +0.80 +8 +18 +20 +1 +15 +-1 +%s If you run across one let me no, but I don't have it right now.~ +%s I don't by dreams.~ +%s Maybe in the future, but not into that right now.~ +%s Kind of strapped right now, try later.~ +%s Prices aren't up for discussion.~ +%s Here ya go.~ +%s Hmm...Here's %d for it.~ +0 +6 +14013 +32 +14082 +-1 +1 +24 +0 +0 +#14004~ +14036 +14037 +14038 +14039 +-1 +2.00 +0.50 +2 +3 +4 +10 +-1 +%s I Do not have that My Child. Pray and It will come.~ +%s I fear you do not carry such an item with you..you must have more faith...then will the gods reward you.~ +%s I do not trade in mortal goods...I am sorry my child.~ +%s My vows do not permit me to carry such wealth...wealth is for the sinfull.~ +%s You must donate more than that to gain such a blessing.~ +%s Take this and live a blessed life my child.~ +%s For such an object I can give you %d.~ +0 +6 +14017 +32 +14083 +-1 +1 +24 +0 +0 +#14005~ +14016 +14017 +-1 +1.20 +0.80 +2 +3 +4 +10 +-1 +%s Don't have that in my spell book..yet.~ +%s Got to see it before I'll buy it.~ +%s Got to be magic or I don't buy.~ +%s Can't aford that, us wizards aren't rich.~ +%s No credit!~ +%s %d up front...no financing.~ +%s I need that here's %d~ +0 +6 +14011 +0 +14084 +-1 +1 +24 +0 +0 +#14006~ +14018 +14019 +-1 +2.00 +0.50 +10 +17 +23 +-1 +%s Sorry, I sell water, only water.~ +%s You may think you have that, but you don't.~ +%s I only buy liquid, that's it.~ +%s Water's down lately, can't buy that much..sorry.~ +%s Sorry, I need gold not dreams, and you only have dreams.~ +%s Enjoy. Did you know water is one of the 4 elements?~ +%s Here's %d. Nice doing business with you.~ +0 +6 +14012 +0 +14085 +-1 +1 +24 +0 +0 +$~ diff --git a/lib/world/shp/15.shp b/lib/world/shp/15.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/15.shp +++ b/lib/world/shp/15.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/150.shp b/lib/world/shp/150.shp index 310e47b..102c1d1 100644 --- a/lib/world/shp/150.shp +++ b/lib/world/shp/150.shp @@ -1,55 +1,55 @@ -CircleMUD v3.0 Shop File~ -#15019~ -15012 -3050 -3052 --1 -1.20 -0.30 -2 -3 -4 -10 --1 -%s But I have no such thing for sale.~ -%s But you do not have this item.~ -%s I have no interest in that.~ -%s I am sorry, but I can not afford such a valuable item.~ -%s But you can not afford that item.~ -%s It will cost you %d coins.~ -%s Here, you shall have %d coins for it.~ -2 -6 -15019 -40 -15052 --1 -2 -8 -20 -28 -#15022~ -15019 -15020 --1 -1.10 -0.90 --1 -%s Je suis tres desole, mais je n'ai pas ca.~ -%s Mais, je n'achete pas!~ -%s Mais, je n'achete pas!~ -%s Mais, je n'achete pas!~ -%s Si vous n'avez d'argent, vous ne pouvez p'acheter!~ -%s Ca coute %d piece d'or, s'il vous plait.~ -%s %d piece d'or.~ -0 -6 -15022 -0 -15005 --1 -6 -23 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#15019~ +15012 +3050 +3052 +-1 +1.20 +0.30 +2 +3 +4 +10 +-1 +%s But I have no such thing for sale.~ +%s But you do not have this item.~ +%s I have no interest in that.~ +%s I am sorry, but I can not afford such a valuable item.~ +%s But you can not afford that item.~ +%s It will cost you %d coins.~ +%s Here, you shall have %d coins for it.~ +2 +6 +15019 +40 +15052 +-1 +2 +8 +20 +28 +#15022~ +15019 +15020 +-1 +1.10 +0.90 +-1 +%s Je suis tres desole, mais je n'ai pas ca.~ +%s Mais, je n'achete pas!~ +%s Mais, je n'achete pas!~ +%s Mais, je n'achete pas!~ +%s Si vous n'avez d'argent, vous ne pouvez p'acheter!~ +%s Ca coute %d piece d'or, s'il vous plait.~ +%s %d piece d'or.~ +0 +6 +15022 +0 +15005 +-1 +6 +23 +0 +0 +$~ diff --git a/lib/world/shp/16.shp b/lib/world/shp/16.shp index 774ea8e..fd09655 100644 --- a/lib/world/shp/16.shp +++ b/lib/world/shp/16.shp @@ -1,42 +1,42 @@ -CircleMUD v3.0 Shop File~ -#1600~ -1600 -701 -702 -703 -705 -706 -707 -708 -709 -710 -711 -712 -713 -714 -715 --1 -1.50 -0.50 -5lifecutter -9silver -12silver --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s Sorry, I don't stock that item.~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -1619 -0 -1627 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#1600~ +1600 +701 +702 +703 +705 +706 +707 +708 +709 +710 +711 +712 +713 +714 +715 +-1 +1.50 +0.50 +5lifecutter +9silver +12silver +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s Sorry, I don't stock that item.~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +1619 +0 +1627 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/169.shp b/lib/world/shp/169.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/169.shp +++ b/lib/world/shp/169.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/17.shp b/lib/world/shp/17.shp index 0f517b0..dec4265 100644 --- a/lib/world/shp/17.shp +++ b/lib/world/shp/17.shp @@ -1,2 +1,2 @@ -CircleMUD v3.0 Shop File~ -$~ +CircleMUD v3.0 Shop File~ +$~ diff --git a/lib/world/shp/175.shp b/lib/world/shp/175.shp index 5c63017..5fa6984 100644 --- a/lib/world/shp/175.shp +++ b/lib/world/shp/175.shp @@ -1,37 +1,37 @@ -CircleMUD v3.0 Shop File~ -#17500~ -17500 -17501 -17502 -17506 --1 -2.00 -0.50 -10 -3 -1 -2 -8 -18 -6 -4 -12 --1 -%s Your eyes fool you child. I have that item not.~ -%s You have that item not, child.~ -%s I have no need of that item.~ -%s I apologise, but I have not the coin for such an item.~ -%s Unfortunately, you have not enough money.~ -%s You may have it. My price is %d coins.~ -%s Thankyou! Here is %d coins for your trouble.~ -0 -6 -17500 -0 -17502 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#17500~ +17500 +17501 +17502 +17506 +-1 +2.00 +0.50 +10 +3 +1 +2 +8 +18 +6 +4 +12 +-1 +%s Your eyes fool you child. I have that item not.~ +%s You have that item not, child.~ +%s I have no need of that item.~ +%s I apologise, but I have not the coin for such an item.~ +%s Unfortunately, you have not enough money.~ +%s You may have it. My price is %d coins.~ +%s Thankyou! Here is %d coins for your trouble.~ +0 +6 +17500 +0 +17502 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/18.shp b/lib/world/shp/18.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/18.shp +++ b/lib/world/shp/18.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/186.shp b/lib/world/shp/186.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/186.shp +++ b/lib/world/shp/186.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/187.shp b/lib/world/shp/187.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/187.shp +++ b/lib/world/shp/187.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/19.shp b/lib/world/shp/19.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/19.shp +++ b/lib/world/shp/19.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/2.shp b/lib/world/shp/2.shp index 8aa78c0..475450c 100644 --- a/lib/world/shp/2.shp +++ b/lib/world/shp/2.shp @@ -1,315 +1,315 @@ -CircleMUD v3.0 Shop File~ -#221~ -190 -26738 -31621 -31619 -31542 -31620 -351 --1 -1.20 -0.80 -10 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -182 -0 -221 --1 -0 -28 -0 -0 -#225~ -30821 -30820 -28324 -27168 -26300 -179 -165 -308 --1 -1.50 -0.50 -17 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -109 -0 -225 --1 -0 -28 -0 -0 -#234~ -162 -32209 -25763 -163 -25761 -108 --1 -1.30 -0.60 -22 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -106 -0 -234 --1 -0 -28 -0 -0 -#238~ -107 -106 -140 -166 -167 -168 -169 -170 -126 -122 -129 -119 -105 --1 -1.10 -0.90 -9 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -158 -0 -238 --1 -0 -28 -0 -0 -#264~ -114 -111 -110 -32429 -27190 -27217 -27200 --1 -1.30 -0.70 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -124 -0 -264 --1 -0 -28 -0 -0 -#268~ -30416 -30410 -30125 -30401 -29505 -5448 --1 -2.00 -0.50 -9fur -11fur --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -101 -0 -268 --1 -0 -28 -0 -0 -#277~ -5030 -5032 -5028 -5026 -5027 -31566 -181 -182 -183 -184 -26103 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for th~ -0 -6 -111 -0 -277 --1 -0 -28 -0 -0 -#278~ -2505 -3015 -6018 -6023 -6024 -27175 -29504 -14034 -315 -180 --1 -1.30 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -188 -0 -278 --1 -0 -28 -0 -0 -#280~ -112 -109 -27130 -2504 -27520 -27131 -27132 --1 -1.40 -0.60 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -187 -0 -280 --1 -0 -28 -0 -0 -#281~ -133 -132 -131 -130 -30905 -31607 -5000 --1 -1.30 -0.70 -15 -1 -12 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -102 -0 -281 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#221~ +190 +26738 +31621 +31619 +31542 +31620 +351 +-1 +1.20 +0.80 +10 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +182 +0 +221 +-1 +0 +28 +0 +0 +#225~ +30821 +30820 +28324 +27168 +26300 +179 +165 +308 +-1 +1.50 +0.50 +17 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +109 +0 +225 +-1 +0 +28 +0 +0 +#234~ +162 +32209 +25763 +163 +25761 +108 +-1 +1.30 +0.60 +22 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +106 +0 +234 +-1 +0 +28 +0 +0 +#238~ +107 +106 +140 +166 +167 +168 +169 +170 +126 +122 +129 +119 +105 +-1 +1.10 +0.90 +9 +11 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +158 +0 +238 +-1 +0 +28 +0 +0 +#264~ +114 +111 +110 +32429 +27190 +27217 +27200 +-1 +1.30 +0.70 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +124 +0 +264 +-1 +0 +28 +0 +0 +#268~ +30416 +30410 +30125 +30401 +29505 +5448 +-1 +2.00 +0.50 +9fur +11fur +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +101 +0 +268 +-1 +0 +28 +0 +0 +#277~ +5030 +5032 +5028 +5026 +5027 +31566 +181 +182 +183 +184 +26103 +-1 +1.20 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that~ +0 +6 +111 +0 +277 +-1 +0 +28 +0 +0 +#278~ +2505 +3015 +6018 +6023 +6024 +27175 +29504 +14034 +315 +180 +-1 +1.30 +0.90 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +188 +0 +278 +-1 +0 +28 +0 +0 +#280~ +112 +109 +27130 +2504 +27520 +27131 +27132 +-1 +1.40 +0.60 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +187 +0 +280 +-1 +0 +28 +0 +0 +#281~ +133 +132 +131 +130 +30905 +31607 +5000 +-1 +1.30 +0.70 +15 +1 +12 +5 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +102 +0 +281 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/20.shp b/lib/world/shp/20.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/20.shp +++ b/lib/world/shp/20.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/200.shp b/lib/world/shp/200.shp index c882a78..886d36b 100644 --- a/lib/world/shp/200.shp +++ b/lib/world/shp/200.shp @@ -1,37 +1,37 @@ -CircleMUD v3.0 Shop File~ -#20040~ -20007 -20012 -20013 -20014 -20020 -20015 -20017 -20021 -20022 -20023 --1 -1.20 -0.80 -9fur -12fur -11fur --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -20007 -0 -20040 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#20040~ +20007 +20012 +20013 +20014 +20020 +20015 +20017 +20021 +20022 +20023 +-1 +1.20 +0.80 +9fur +12fur +11fur +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +20007 +0 +20040 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/201.shp b/lib/world/shp/201.shp index 8c7726a..2e93eed 100644 --- a/lib/world/shp/201.shp +++ b/lib/world/shp/201.shp @@ -1,30 +1,30 @@ -CircleMUD v3.0 Shop File~ -#20100~ -20117 -20118 -20119 -20197 -20115 --1 -1.00 -0.20 -8cushion --1 -%s I don't sell that!~ -%s I can't buy something which you haven't got!~ -%s I don't need that stuff.~ -%s I seem to have... ran out of money.~ -%s You must have forgotten to bring enough money with you.~ -%s That will cost you %d coins.~ -%s I'll give you %d coins for that.~ -0 -2 -20105 -0 -20150 --1 -7 -19 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#20100~ +20117 +20118 +20119 +20197 +20115 +-1 +1.00 +0.20 +8cushion +-1 +%s I don't sell that!~ +%s I can't buy something which you haven't got!~ +%s I don't need that stuff.~ +%s I seem to have... ran out of money.~ +%s You must have forgotten to bring enough money with you.~ +%s That will cost you %d coins.~ +%s I'll give you %d coins for that.~ +0 +2 +20105 +0 +20150 +-1 +7 +19 +0 +0 +$~ diff --git a/lib/world/shp/211.shp b/lib/world/shp/211.shp index 0cbe36a..185c943 100644 --- a/lib/world/shp/211.shp +++ b/lib/world/shp/211.shp @@ -1,2 +1 @@ $~ - diff --git a/lib/world/shp/22.shp b/lib/world/shp/22.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/22.shp +++ b/lib/world/shp/22.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/220.shp b/lib/world/shp/220.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/220.shp +++ b/lib/world/shp/220.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/232.shp b/lib/world/shp/232.shp index 8717672..0d510b0 100644 --- a/lib/world/shp/232.shp +++ b/lib/world/shp/232.shp @@ -1,137 +1,137 @@ -CircleMUD v3.0 Shop File~ -#23200~ -3052 -3050 -3051 -3053 --1 -1.50 -0.75 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23200 -2 -23229 --1 -0 -28 -0 -0 -#23201~ -23202 -23203 -23204 -23205 -23206 -23207 --1 -1.20 -0.80 --1 -%s Sorry, I don'u stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23201 -0 -23274 --1 -0 -28 -0 -0 -#23202~ -23208 -23209 -23210 -23211 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23202 -0 -23280 --1 -0 -28 -0 -0 -#23203~ -23212 -23213 -23214 -23215 -23216 -23217 --1 -1.70 -0.70 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23203 -0 -23240 --1 -0 -28 -0 -0 -#23257~ -23218 -23219 -23220 -23221 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23207 -0 -23257 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#23200~ +3052 +3050 +3051 +3053 +-1 +1.50 +0.75 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +23200 +2 +23229 +-1 +0 +28 +0 +0 +#23201~ +23202 +23203 +23204 +23205 +23206 +23207 +-1 +1.20 +0.80 +-1 +%s Sorry, I don'u stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +23201 +0 +23274 +-1 +0 +28 +0 +0 +#23202~ +23208 +23209 +23210 +23211 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +23202 +0 +23280 +-1 +0 +28 +0 +0 +#23203~ +23212 +23213 +23214 +23215 +23216 +23217 +-1 +1.70 +0.70 +5 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +23203 +0 +23240 +-1 +0 +28 +0 +0 +#23257~ +23218 +23219 +23220 +23221 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +23207 +0 +23257 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/233.shp b/lib/world/shp/233.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/233.shp +++ b/lib/world/shp/233.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/234.shp b/lib/world/shp/234.shp index 7082691..0cd70f8 100644 --- a/lib/world/shp/234.shp +++ b/lib/world/shp/234.shp @@ -1,65 +1,65 @@ -CircleMUD v3.0 Shop File~ -#23400~ -23400 -23401 -23402 -23405 -23406 -23407 -23408 -23409 --1 -3.00 -0.80 -15 -19 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23400 -0 -23423 --1 -0 -28 -0 -0 -#23401~ -23422 -23423 -23424 -23425 -23426 -23427 -23428 -23429 --1 -4.00 -0.50 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23410 -0 -23471 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#23400~ +23400 +23401 +23402 +23405 +23406 +23407 +23408 +23409 +-1 +3.00 +0.80 +15 +19 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +23400 +0 +23423 +-1 +0 +28 +0 +0 +#23401~ +23422 +23423 +23424 +23425 +23426 +23427 +23428 +23429 +-1 +4.00 +0.50 +11 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +23410 +0 +23471 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/235.shp b/lib/world/shp/235.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/235.shp +++ b/lib/world/shp/235.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/236.shp b/lib/world/shp/236.shp index 5b31a07..4893b77 100644 --- a/lib/world/shp/236.shp +++ b/lib/world/shp/236.shp @@ -1,142 +1,142 @@ -CircleMUD v3.0 Shop File~ -#23601~ -23601 --1 -1.60 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I sell what my master and I make. I don't want your petty items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23601 -0 -23604 --1 -0 -28 -0 -0 -#23602~ --1 -2.30 -0.90 --1 -%s My master doesn't make those.~ -%s You don't seem to have that.~ -%s I don't buy!~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23602 -0 -23605 -23604 --1 -0 -28 -0 -0 -#23603~ --1 -3.70 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't buy !~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -23603 -0 -23606 --1 -0 -28 -0 -0 -#23604~ --1 -4.00 -0.70 -8[^foil & gold|titanium|iron] & METAL --1 -%s That is not one of the items I manufacture.~ -%s You don't seem to have that.~ -%s Sorry - I can't use that for anything, can I ?~ -%s That's to much. I don't have that kind of gold.~ -%s Leave - before I slap you out of here.~ -%s That'll be %d coins, thanks.~ -%s If you give me that, I'll give you %d coins.~ -0 -6 -23609 -2 -23612 --1 -8 -20 -0 -0 -#23605~ --1 -4.00 -0.80 -8[gold|titanium|iron] & METAL --1 -%s WHAT DID YOU SAY ?!?~ -%s SORRY, DIDN'T HEAR YOU. CAN YOU REPEAT THAT ?~ -%s HEY - YOU THINK I'M STUPID ?~ -%s HUH ?~ -%s A WHAT ? I DIDN'T QUITE GET THAT...~ -%s GIVE ME %d COINS AND ITS YOURS.~ -%s I'LL TAKE THAT - HERE'S %d COINS FOR YOU.~ -0 -2 -23610 -2 -23615 --1 -8 -20 -0 -0 -#23606~ --1 -2.60 -0.97 -12rock -8ruby | emerald -8gold & foil -12stone | headstone --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -2 -23611 -2 -23616 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#23601~ +23601 +-1 +1.60 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I sell what my master and I make. I don't want your petty items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +23601 +0 +23604 +-1 +0 +28 +0 +0 +#23602~ +-1 +2.30 +0.90 +-1 +%s My master doesn't make those.~ +%s You don't seem to have that.~ +%s I don't buy!~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +23602 +0 +23605 +23604 +-1 +0 +28 +0 +0 +#23603~ +-1 +3.70 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't buy !~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +23603 +0 +23606 +-1 +0 +28 +0 +0 +#23604~ +-1 +4.00 +0.70 +8[^foil & gold|titanium|iron] & METAL +-1 +%s That is not one of the items I manufacture.~ +%s You don't seem to have that.~ +%s Sorry - I can't use that for anything, can I ?~ +%s That's to much. I don't have that kind of gold.~ +%s Leave - before I slap you out of here.~ +%s That'll be %d coins, thanks.~ +%s If you give me that, I'll give you %d coins.~ +0 +6 +23609 +2 +23612 +-1 +8 +20 +0 +0 +#23605~ +-1 +4.00 +0.80 +8[gold|titanium|iron] & METAL +-1 +%s WHAT DID YOU SAY ?!?~ +%s SORRY, DIDN'T HEAR YOU. CAN YOU REPEAT THAT ?~ +%s HEY - YOU THINK I'M STUPID ?~ +%s HUH ?~ +%s A WHAT ? I DIDN'T QUITE GET THAT...~ +%s GIVE ME %d COINS AND ITS YOURS.~ +%s I'LL TAKE THAT - HERE'S %d COINS FOR YOU.~ +0 +2 +23610 +2 +23615 +-1 +8 +20 +0 +0 +#23606~ +-1 +2.60 +0.97 +12rock +8ruby | emerald +8gold & foil +12stone | headstone +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +2 +23611 +2 +23616 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/237.shp b/lib/world/shp/237.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/237.shp +++ b/lib/world/shp/237.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/238.shp b/lib/world/shp/238.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/238.shp +++ b/lib/world/shp/238.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/239.shp b/lib/world/shp/239.shp index ea11139..2458a4d 100644 --- a/lib/world/shp/239.shp +++ b/lib/world/shp/239.shp @@ -1,41 +1,41 @@ -CircleMUD v3.0 Shop File~ -#23900~ -23902 -23900 -23901 -23903 -23904 -23910 -23911 -23912 -23913 --1 -1.50 -0.60 -5 -9 -15 -19 -17 -11 -3 -4 --1 -%s I can't find any of that, perhaps you would want something else?~ -%s You don't have one of them, wanna buy one?~ -%s I'm sorry but I don't buy that, no shelf space.~ -%s I'm sorry but I can't afford that, business has been really bad.~ -%s You are too poor, would you like some of my money?~ -%s That'll be %d coins, would you like me to wrap that up for you?~ -%s I'll give you %d coins for that and one of my best smiles.~ -0 -4 -23918 -0 -23900 --1 -0 -23 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#23900~ +23902 +23900 +23901 +23903 +23904 +23910 +23911 +23912 +23913 +-1 +1.50 +0.60 +5 +9 +15 +19 +17 +11 +3 +4 +-1 +%s I can't find any of that, perhaps you would want something else?~ +%s You don't have one of them, wanna buy one?~ +%s I'm sorry but I don't buy that, no shelf space.~ +%s I'm sorry but I can't afford that, business has been really bad.~ +%s You are too poor, would you like some of my money?~ +%s That'll be %d coins, would you like me to wrap that up for you?~ +%s I'll give you %d coins for that and one of my best smiles.~ +0 +4 +23918 +0 +23900 +-1 +0 +23 +0 +0 +$~ diff --git a/lib/world/shp/240.shp b/lib/world/shp/240.shp index 4084a5c..01f62dd 100644 --- a/lib/world/shp/240.shp +++ b/lib/world/shp/240.shp @@ -1,92 +1,92 @@ -CircleMUD v3.0 Shop File~ -#24000~ -24005 -24008 -24010 -24014 -24022 -24018 --1 -9.00 -0.50 -15purse -5axe -9loincloth -5hatchet -9brass --1 -%s You seeing things boy?~ -%s You stupid or what?~ -%s I don't want that.~ -%s I'm broke, come back later.~ -%s You seeing things boy?~ -%s That's %d, now go away~ -%s Here's %d, now go home!~ -0 -6 -24027 -0 -24012 --1 -0 -28 -0 -0 -#24001~ -24011 -24012 -24013 -24019 -24020 -24021 -24025 --1 -5.00 -0.50 -19meat -19fish -1lantern -15pouch -15purse -9cape --1 -%s I'm out of that.~ -%s Look again you idiot~ -%s I don't want that.~ -%s I'm broke~ -%s How do you plan on paying for that?~ -%s That's %d!~ -%s Here's %d coins!~ -0 -6 -24028 -0 -24031 --1 -0 -28 -0 -0 -#24002~ --1 -20.00 -0.20 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -24029 -7 -24029 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#24000~ +24005 +24008 +24010 +24014 +24022 +24018 +-1 +9.00 +0.50 +15purse +5axe +9loincloth +5hatchet +9brass +-1 +%s You seeing things boy?~ +%s You stupid or what?~ +%s I don't want that.~ +%s I'm broke, come back later.~ +%s You seeing things boy?~ +%s That's %d, now go away~ +%s Here's %d, now go home!~ +0 +6 +24027 +0 +24012 +-1 +0 +28 +0 +0 +#24001~ +24011 +24012 +24013 +24019 +24020 +24021 +24025 +-1 +5.00 +0.50 +19meat +19fish +1lantern +15pouch +15purse +9cape +-1 +%s I'm out of that.~ +%s Look again you idiot~ +%s I don't want that.~ +%s I'm broke~ +%s How do you plan on paying for that?~ +%s That's %d!~ +%s Here's %d coins!~ +0 +6 +24028 +0 +24031 +-1 +0 +28 +0 +0 +#24002~ +-1 +20.00 +0.20 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +0 +24029 +7 +24029 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/241.shp b/lib/world/shp/241.shp index 0772e0a..c33bd6b 100644 --- a/lib/world/shp/241.shp +++ b/lib/world/shp/241.shp @@ -1,31 +1,31 @@ -CircleMUD v3.0 Shop File~ -#24100~ -24120 -24121 -24122 -24123 -24124 -24125 --1 -2.00 -0.50 -0 --1 -%s I'm sorry, but I don't have that right now!~ -%s I don't want to buy anything from you.~ -%s I don't want to buy anything from you.~ -%s I don't want to buy anything from you.~ -%s You don't have the money, stranger.~ -%s That will cost you %d coins. Enjoy your drink.~ -%s I don't want to buy anything from you.~ --1 -7 -24107 -0 -24121 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#24100~ +24120 +24121 +24122 +24123 +24124 +24125 +-1 +2.00 +0.50 +0 +-1 +%s I'm sorry, but I don't have that right now!~ +%s I don't want to buy anything from you.~ +%s I don't want to buy anything from you.~ +%s I don't want to buy anything from you.~ +%s You don't have the money, stranger.~ +%s That will cost you %d coins. Enjoy your drink.~ +%s I don't want to buy anything from you.~ +-1 +7 +24107 +0 +24121 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/242.shp b/lib/world/shp/242.shp index 4efc79c..cd57ed8 100644 --- a/lib/world/shp/242.shp +++ b/lib/world/shp/242.shp @@ -1,145 +1,145 @@ -CircleMUD v3.0 Shop File~ -#24200~ -24217 -24218 -24219 --1 -1.10 -0.90 --1 -%s I don't have that!.~ -%s I see no such thing.~ -%s I don't buy, I only sell!~ -%s BUG, Please report.~ -%s You can't afford that!~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -1 -6 -24205 -0 -24223 --1 -6 -22 -0 -0 -#24201~ -24209 -24210 -24211 -24212 -24213 -24214 -24215 --1 -1.10 -0.90 --1 -%s I don't have that!.~ -%s I see no such thing.~ -%s I don't buy, I only sell!~ -%s BUG, Please report.~ -%s You can't afford that!~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -1 -6 -24206 -0 -24224 --1 -6 -22 -0 -0 -#24202~ -24295 -24296 -24297 --1 -1.10 -0.90 --1 -%s I don't have that!.~ -%s I see no such thing.~ -%s I don't buy, I only sell!~ -%s BUG, Please report.~ -%s You can't afford that!~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -0 -6 -24211 -0 -24238 --1 -0 -28 -0 -0 -#24203~ -24291 -24292 -24293 -24294 -24295 -24296 -24297 -24203 -24202 -24201 -24200 --1 -1.10 -0.90 --1 -%s I don't have that!.~ -%s I see no such thing.~ -%s I don't buy, I only sell!~ -%s BUG, Please report.~ -%s You can't afford that!~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -0 -6 -24207 -0 -24231 --1 -0 -28 -0 -0 -#24204~ -24291 -24292 -24293 -24294 -24295 -24200 -24201 -24202 -24203 --1 -1.10 -0.90 --1 -%s I don't have that!.~ -%s I see no such thing.~ -%s I don't buy, I only sell!~ -%s BUG, Please report.~ -%s You can't afford that!~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -0 -6 -24213 -0 -24276 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#24200~ +24217 +24218 +24219 +-1 +1.10 +0.90 +-1 +%s I don't have that!.~ +%s I see no such thing.~ +%s I don't buy, I only sell!~ +%s BUG, Please report.~ +%s You can't afford that!~ +%s Fine, that'll be %d gold pieces.~ +%s Bug, please report (%d).~ +1 +6 +24205 +0 +24223 +-1 +6 +22 +0 +0 +#24201~ +24209 +24210 +24211 +24212 +24213 +24214 +24215 +-1 +1.10 +0.90 +-1 +%s I don't have that!.~ +%s I see no such thing.~ +%s I don't buy, I only sell!~ +%s BUG, Please report.~ +%s You can't afford that!~ +%s Fine, that'll be %d gold pieces.~ +%s Bug, please report (%d).~ +1 +6 +24206 +0 +24224 +-1 +6 +22 +0 +0 +#24202~ +24295 +24296 +24297 +-1 +1.10 +0.90 +-1 +%s I don't have that!.~ +%s I see no such thing.~ +%s I don't buy, I only sell!~ +%s BUG, Please report.~ +%s You can't afford that!~ +%s Fine, that'll be %d gold pieces.~ +%s Bug, please report (%d).~ +0 +6 +24211 +0 +24238 +-1 +0 +28 +0 +0 +#24203~ +24291 +24292 +24293 +24294 +24295 +24296 +24297 +24203 +24202 +24201 +24200 +-1 +1.10 +0.90 +-1 +%s I don't have that!.~ +%s I see no such thing.~ +%s I don't buy, I only sell!~ +%s BUG, Please report.~ +%s You can't afford that!~ +%s Fine, that'll be %d gold pieces.~ +%s Bug, please report (%d).~ +0 +6 +24207 +0 +24231 +-1 +0 +28 +0 +0 +#24204~ +24291 +24292 +24293 +24294 +24295 +24200 +24201 +24202 +24203 +-1 +1.10 +0.90 +-1 +%s I don't have that!.~ +%s I see no such thing.~ +%s I don't buy, I only sell!~ +%s BUG, Please report.~ +%s You can't afford that!~ +%s Fine, that'll be %d gold pieces.~ +%s Bug, please report (%d).~ +0 +6 +24213 +0 +24276 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/243.shp b/lib/world/shp/243.shp index 0f638d4..ee7167e 100644 --- a/lib/world/shp/243.shp +++ b/lib/world/shp/243.shp @@ -1,79 +1,79 @@ -CircleMUD v3.0 Shop File~ -#24300~ -24306 --1 -2.00 -0.40 -5 --1 -%s I only sell ski passes wink!~ -%s I don't buy stuff!~ -%s I don't buy stuff!~ -%s I don't buy stuff!~ -%s Hey man, get some more cash!~ -%s That'll be %d bucks dude.~ -%s I don't buy stuff!~ -0 -6 -24308 -0 -24392 --1 -0 -28 -0 -0 -#24301~ -24302 -24303 -24305 --1 -2.00 -0.50 -0 --1 -%s What you see is what I've got!~ -%s I don't buy stuff!~ -%s I don't buy stuff!~ -%s I don't buy stuff!~ -%s Sorry, but you can't afford it!~ -%s That'll be %d bucks dude.~ -%s I don't buy stuff!~ -0 -6 -24306 -0 -24399 --1 -0 -28 -0 -0 -#24302~ -24307 -24308 -24309 -24310 --1 -2.00 -0.50 -0 --1 -%s Sorry, but I don't have any!~ -%s Used food? No thanks!~ -%s Used food? No thanks!~ -%s Used food? No thanks!~ -%s Sorry, but you can't afford it!~ -%s That shall be %d dollars.~ -%s Used food? No thanks!~ -0 -6 -24305 -0 -24361 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#24300~ +24306 +-1 +2.00 +0.40 +5 +-1 +%s I only sell ski passes wink!~ +%s I don't buy stuff!~ +%s I don't buy stuff!~ +%s I don't buy stuff!~ +%s Hey man, get some more cash!~ +%s That'll be %d bucks dude.~ +%s I don't buy stuff!~ +0 +6 +24308 +0 +24392 +-1 +0 +28 +0 +0 +#24301~ +24302 +24303 +24305 +-1 +2.00 +0.50 +0 +-1 +%s What you see is what I've got!~ +%s I don't buy stuff!~ +%s I don't buy stuff!~ +%s I don't buy stuff!~ +%s Sorry, but you can't afford it!~ +%s That'll be %d bucks dude.~ +%s I don't buy stuff!~ +0 +6 +24306 +0 +24399 +-1 +0 +28 +0 +0 +#24302~ +24307 +24308 +24309 +24310 +-1 +2.00 +0.50 +0 +-1 +%s Sorry, but I don't have any!~ +%s Used food? No thanks!~ +%s Used food? No thanks!~ +%s Used food? No thanks!~ +%s Sorry, but you can't afford it!~ +%s That shall be %d dollars.~ +%s Used food? No thanks!~ +0 +6 +24305 +0 +24361 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/244.shp b/lib/world/shp/244.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/244.shp +++ b/lib/world/shp/244.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/245.shp b/lib/world/shp/245.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/245.shp +++ b/lib/world/shp/245.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/246.shp b/lib/world/shp/246.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/246.shp +++ b/lib/world/shp/246.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/247.shp b/lib/world/shp/247.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/247.shp +++ b/lib/world/shp/247.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/248.shp b/lib/world/shp/248.shp index b9c3ab4..32e0ace 100644 --- a/lib/world/shp/248.shp +++ b/lib/world/shp/248.shp @@ -1,167 +1,167 @@ -CircleMUD v3.0 Shop File~ -#24800~ -24801 -3020 -3021 -3023 -24806 -7211 -6000 --1 -1.30 -0.40 -5 -6 -7 -0 -0 --1 -%s Sorry, I don't have that weapon.~ -%s Sorry, you don't seem to have that...~ -%s I don't buy such an item, try some other shop.~ -%s Sorry, that's a too expensive weapon for me, try in Thewston.~ -%s Get some money if you wanna buy something...~ -%s Ok, I'll charge you %d coins for it.~ -%s Here you are, I'll give you %d coins for it.~ -2 -6 -24804 -0 -24811 --1 -0 -28 -0 -0 -#24801~ -3042 -3086 -3076 -24802 -6002 -24807 -24808 --1 -2.00 -0.50 -9 -0 -0 -0 -0 --1 -%s Sorry, I don't have that armour.~ -%s Sorry, you don't seem to have that.~ -%s I don't buy such a item, try some other shop.~ -%s Sorry, that's a too expensive armour for me, try in Thewston.~ -%s Get some money if you like to buy something...~ -%s Ok, that'll be %d coins, please.~ -%s Here you are, I'll give you %d coins for it.~ -0 -6 -24805 -0 -24810 --1 -0 -28 -0 -0 -#24802~ -3050 -3051 -24809 -24810 -24811 -24812 --1 -1.05 -0.15 -2 -3 -4 -10 -0 --1 -%s To bad, I don't seem to have that item.~ -%s Sorry, I don't buy something you don't have.~ -%s Sorry that's not my part of business...~ -%s Sorry, that's a too expensive item for me, try in Thewston.~ -%s Get lost punk! You don't have that much money.~ -%s That'll be %d coins!~ -%s I'll give you about %d coins for it.~ -0 -6 -24806 -0 -24814 --1 -0 -28 -0 -0 -#24803~ -24813 -24814 -24815 -24816 -24817 -7208 --1 -1.50 -0.40 -1 -15 -16 -21 -8 --1 -%s Sorry, I'm unfortunatly out of that for the moment.~ -%s You don't seem to be a honest man, maybe I should call the guards?~ -%s I don't trade in that kind of objects.~ -%s Sorry, I'm out of cash, try in Thewston, or give it to me. :-)~ -%s You seem to have been robbed if you thought you had that kind of money? ~ -%s That'll be %d coins, please...~ -%s I'll give you about %d coins for it, here you go...~ -0 -6 -24807 -0 -24813 --1 -0 -28 -0 -0 -#24804~ -3102 -24818 -24819 -24820 --1 -2.00 -0.90 -17 -19 -0 -0 -0 --1 -%s It's very noisy in here, what did you say you wanted to buy?~ -%s You don't seem to be a honest man, maybe I should call the guards?~ -%s I don't trade in that kind of objects.~ -%s Sorry, I'm out of cash, try in Thewston, or give it to me for free...:-)~ -%s Are you drunk or what ??? - NO CREDIT!~ -%s That'll be - say %d coins.~ -%s I'll give you about %d coins for it, here you go...~ -0 -6 -24808 -0 -24816 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#24800~ +24801 +3020 +3021 +3023 +24806 +7211 +6000 +-1 +1.30 +0.40 +5 +6 +7 +0 +0 +-1 +%s Sorry, I don't have that weapon.~ +%s Sorry, you don't seem to have that...~ +%s I don't buy such an item, try some other shop.~ +%s Sorry, that's a too expensive weapon for me, try in Thewston.~ +%s Get some money if you wanna buy something...~ +%s Ok, I'll charge you %d coins for it.~ +%s Here you are, I'll give you %d coins for it.~ +2 +6 +24804 +0 +24811 +-1 +0 +28 +0 +0 +#24801~ +3042 +3086 +3076 +24802 +6002 +24807 +24808 +-1 +2.00 +0.50 +9 +0 +0 +0 +0 +-1 +%s Sorry, I don't have that armor.~ +%s Sorry, you don't seem to have that.~ +%s I don't buy such a item, try some other shop.~ +%s Sorry, that's a too expensive armor for me, try in Thewston.~ +%s Get some money if you like to buy something...~ +%s Ok, that'll be %d coins, please.~ +%s Here you are, I'll give you %d coins for it.~ +0 +6 +24805 +0 +24810 +-1 +0 +28 +0 +0 +#24802~ +3050 +3051 +24809 +24810 +24811 +24812 +-1 +1.05 +0.15 +2 +3 +4 +10 +0 +-1 +%s To bad, I don't seem to have that item.~ +%s Sorry, I don't buy something you don't have.~ +%s Sorry that's not my part of business...~ +%s Sorry, that's a too expensive item for me, try in Thewston.~ +%s Get lost punk! You don't have that much money.~ +%s That'll be %d coins!~ +%s I'll give you about %d coins for it.~ +0 +6 +24806 +0 +24814 +-1 +0 +28 +0 +0 +#24803~ +24813 +24814 +24815 +24816 +24817 +7208 +-1 +1.50 +0.40 +1 +15 +16 +21 +8 +-1 +%s Sorry, I'm unfortunatly out of that for the moment.~ +%s You don't seem to be a honest man, maybe I should call the guards?~ +%s I don't trade in that kind of objects.~ +%s Sorry, I'm out of cash, try in Thewston, or give it to me. :-)~ +%s You seem to have been robbed if you thought you had that kind of money? ~ +%s That'll be %d coins, please...~ +%s I'll give you about %d coins for it, here you go...~ +0 +6 +24807 +0 +24813 +-1 +0 +28 +0 +0 +#24804~ +3102 +24818 +24819 +24820 +-1 +2.00 +0.90 +17 +19 +0 +0 +0 +-1 +%s It's very noisy in here, what did you say you wanted to buy?~ +%s You don't seem to be a honest man, maybe I should call the guards?~ +%s I don't trade in that kind of objects.~ +%s Sorry, I'm out of cash, try in Thewston, or give it to me for free...:-)~ +%s Are you drunk or what ??? - NO CREDIT!~ +%s That'll be - say %d coins.~ +%s I'll give you about %d coins for it, here you go...~ +0 +6 +24808 +0 +24816 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/25.shp b/lib/world/shp/25.shp index 78b265a..9df45f8 100644 --- a/lib/world/shp/25.shp +++ b/lib/world/shp/25.shp @@ -1,61 +1,61 @@ -CircleMUD v3.0 Shop File~ -#2505~ -2504 -2545 -2546 -3010 -3100 -3101 --1 -2.10 -0.50 -19 -17 --1 -%s Haven't got that in storage, try LIST!~ -%s You can't sell what you don't HAVE!~ -%s Sorry, I'm not a fence.~ -%s I'd love to buy it, I just can't spare the coinage~ -%s Bah, come back when you can pay!~ -%s That'll be %d coins -- thank you.~ -%s I'll give ya %d coins for that!~ -0 -6 -2505 -112 -2518 --1 -0 -28 -0 -0 -#2506~ -3050 -3051 -3053 --1 -2.50 -0.30 -2 -3 -4 -10 --1 -%s Say again?~ -%s You don't have that, try INVENTORY!~ -%s What do I look like, a fence?~ -%s Sorry, I just can't afford such a costly item.~ -%s You can't afford it!~ -%s You're getting a bargain for that at only %d!~ -%s I guess I could give ya %d for that.~ -0 -6 -2506 -112 -2519 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#2505~ +2504 +2545 +2546 +3010 +3100 +3101 +-1 +2.10 +0.50 +19 +17 +-1 +%s Haven't got that in storage, try LIST!~ +%s You can't sell what you don't HAVE!~ +%s Sorry, I'm not a fence.~ +%s I'd love to buy it, I just can't spare the coinage~ +%s Bah, come back when you can pay!~ +%s That'll be %d coins -- thank you.~ +%s I'll give ya %d coins for that!~ +0 +6 +2505 +112 +2518 +-1 +0 +28 +0 +0 +#2506~ +3050 +3051 +3053 +-1 +2.50 +0.30 +2 +3 +4 +10 +-1 +%s Say again?~ +%s You don't have that, try INVENTORY!~ +%s What do I look like, a fence?~ +%s Sorry, I just can't afford such a costly item.~ +%s You can't afford it!~ +%s You're getting a bargain for that at only %d!~ +%s I guess I could give ya %d for that.~ +0 +6 +2506 +112 +2519 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/250.shp b/lib/world/shp/250.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/250.shp +++ b/lib/world/shp/250.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/251.shp b/lib/world/shp/251.shp index b3830c7..e76da8d 100644 --- a/lib/world/shp/251.shp +++ b/lib/world/shp/251.shp @@ -1,30 +1,30 @@ -CircleMUD v3.0 Shop File~ -#25100~ -25100 -25106 -25108 -25101 -25104 --1 -1.50 -0.50 -5 --1 -%s We don't sell that, filthy human!~ -%s You don't have one, human!~ -%s We don't want those. Get lost!~ -%s We can't afford that! Get it outta here!~ -%s You don't have the money, moron!~ -%s That'll be %d coins, human.~ -%s We'll give you %d coins for that.~ -0 -5 -25114 -0 -25123 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#25100~ +25100 +25106 +25108 +25101 +25104 +-1 +1.50 +0.50 +5 +-1 +%s We don't sell that, filthy human!~ +%s You don't have one, human!~ +%s We don't want those. Get lost!~ +%s We can't afford that! Get it outta here!~ +%s You don't have the money, moron!~ +%s That'll be %d coins, human.~ +%s We'll give you %d coins for that.~ +0 +5 +25114 +0 +25123 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/252.shp b/lib/world/shp/252.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/252.shp +++ b/lib/world/shp/252.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/253.shp b/lib/world/shp/253.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/253.shp +++ b/lib/world/shp/253.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/254.shp b/lib/world/shp/254.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/254.shp +++ b/lib/world/shp/254.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/255.shp b/lib/world/shp/255.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/255.shp +++ b/lib/world/shp/255.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/256.shp b/lib/world/shp/256.shp index c81d00b..cf33d91 100644 --- a/lib/world/shp/256.shp +++ b/lib/world/shp/256.shp @@ -1,54 +1,54 @@ -CircleMUD v3.0 Shop File~ -#25601~ -25600 -25601 -25608 -25609 -25610 --1 -1.10 -0.90 --1 -%s We didn't grow any of those this year.~ -%s You don't have that!~ -%s I won't buy that!~ -%s I can't buy that!~ -%s You can't buy that!~ -%s Ok, %d coins please!~ -%s Ok, %d coins please!~ -2 -2 -25610 -0 -25639 --1 -8 -22 -0 -0 -#25602~ -25619 -25620 -25621 --1 -1.10 -0.90 --1 -%s Could you repeat that please?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s But you haven't the money!~ -%s Ok, %d gold please.~ -%s Ok, %d gold please.~ -1 -6 -25612 -0 -25634 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#25601~ +25600 +25601 +25608 +25609 +25610 +-1 +1.10 +0.90 +-1 +%s We didn't grow any of those this year.~ +%s You don't have that!~ +%s I won't buy that!~ +%s I can't buy that!~ +%s You can't buy that!~ +%s Ok, %d coins please!~ +%s Ok, %d coins please!~ +2 +2 +25610 +0 +25639 +-1 +8 +22 +0 +0 +#25602~ +25619 +25620 +25621 +-1 +1.10 +0.90 +-1 +%s Could you repeat that please?~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s But you haven't the money!~ +%s Ok, %d gold please.~ +%s Ok, %d gold please.~ +1 +6 +25612 +0 +25634 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/257.shp b/lib/world/shp/257.shp index 4d75a42..a2027b5 100644 --- a/lib/world/shp/257.shp +++ b/lib/world/shp/257.shp @@ -1,497 +1,497 @@ -CircleMUD v3.0 Shop File~ -#25700~ -25750 -25752 -25753 -25757 --1 -1.15 -0.15 -2 -3 -4 --1 -%s Sorry, but like, I haven't got exactly that item.~ -%s Maybe if you had one of those...~ -%s I don't get into that funky stuff, man.~ -%s That is too expensive for me!~ -%s You don't got the green!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -1 -6 -25700 -0 -25735 --1 -0 -28 -0 -0 -#25702~ -25722 -25751 -25752 -25790 --1 -1.50 -0.40 -10 -2scroll --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I don't buy THAT... Try another shop.~ -%s I can't afford such a strong potion.~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -1 -6 -25724 -0 -25717 --1 -0 -28 -0 -0 -#25703~ -25734 -25736 --1 -1.30 -0.40 -9 --1 -%s I haven't got that kind of boots!~ -%s You don't carry those boots!~ -%s I only buy boots.~ -%s I can't afford such a great pair of boots!~ -%s sorry, but NO CREDIT!~ -%s That costs just %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25707 -0 -25733 --1 -0 -28 -0 -0 -#25704~ -25760 -25761 -25762 -25763 --1 -2.00 -0.50 -22 --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I only buy boats.. Go away!~ -%s That is too expensive for me - Try a wizard!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -1 -6 -25706 -0 -25710 --1 -0 -28 -0 -0 -#25705~ -25704 -25764 --1 -1.20 -0.90 -17 --1 -%s Sorry pal, I have not got that kind of drink.~ -%s Okay, but let me see it first.~ -%s I only buy drinks.~ -%s I can't afford such a drink.~ -%s This drink is too expensive for you.~ -%s Here is your drink, I'll take %d gold coins.~ -%s What a fine deal, you get %d gold coins.~ -1 -6 -25746 -0 -25789 --1 -0 -28 -0 -0 -#25706~ -25765 -25779 --1 -2.00 -0.80 -17 --1 -%s Sorry, that isn't on my list of things I can sell.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, but here, no money means no goods!~ -%s That will be %d coins, please. Thank you.~ -%s Here, you can have %d coins for that.~ -1 -6 -25709 -0 -25709 --1 -0 -28 -0 -0 -#25707~ -25702 -25703 -25712 -25713 --1 -2.00 -0.50 --1 -%s No such - try list!~ -%s No buying, buddy.~ -%s No buying, buddy.~ -%s No buying, buddy.~ -%s No flow! Hit the road!~ -%s That'll be %d coins, buddy.~ -%s Here, you can have %d coins for that.~ -1 -6 -25740 -0 -25732 --1 -0 -28 -0 -0 -#25708~ -25740 -25741 -25742 -25743 -25744 --1 -1.50 -0.50 -9 --1 -%s Sorry, I don't have that -- try list!~ -%s Sorry, I don't buy armor from outsiders.~ -%s Sorry, I don't buy armor from outsiders.~ -%s Sorry, I don't buy armor from outsiders.~ -%s Sorry, but here, no money means no armor!~ -%s That will be %d coins, please. Thank you.~ -%s Here, you can have %d coins for that.~ -1 -6 -25704 -0 -25700 --1 -0 -28 -0 -0 -#25709~ -25713 -25714 --1 -1.10 -0.90 --1 -%s It's very noisy in here, what did you say you wanted to buy?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Are you drunk or what?? - NO CREDIT!~ -%s That'll be - say %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25742 -56 -25724 --1 -0 -28 -0 -0 -#25710~ -25730 -25731 -25732 -25733 --1 -1.50 -0.50 -1 -9 -15 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25702 -0 -25762 --1 -0 -28 -0 -0 -#25711~ -25720 -25721 -25723 -25724 -25725 --1 -1.10 -0.50 -5 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25703 -0 -25763 --1 -0 -28 -0 -0 -#25712~ -25701 -25738 -25739 --1 -1.70 -0.50 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25743 -0 -25731 -25715 --1 -0 -28 -0 -0 -#25713~ -25700 -25737 --1 -1.50 -0.80 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25744 -88 -25719 --1 -0 -28 -0 -0 -#25714~ -25709 -25710 -25711 --1 -2.00 -0.50 -19 --1 -%s What did you say you wanted to buy?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Oh, bugger off, NO CREDIT!~ -%s That'll be - say %d coins.~ -%s Here, you can have %d coins for that.~ -1 -6 -25701 -0 -25716 --1 -0 -28 -0 -0 -#25715~ -25766 -25767 -25768 -25769 --1 -1.50 -0.50 -9 --1 -%s Thorry, I don't thell those.~ -%s Sorry, Ducky, I don't buy those.!~ -%s Can't help, you there, love.~ -%s Can't afford to buy that, sweety.~ -%s You can't afford that, but maybe for a favor...~ -%s Thank you SO much, lovey, DO come again.~ -%s Come back anytime!~ -1 -6 -25716 -0 -25786 --1 -0 -28 -0 -0 -#25716~ -25770 -25771 --1 -1.50 -0.50 -9 --1 -%s Nope.~ -%s Nope.~ -%s Nope.~ -%s Nope.~ -%s Nope.~ -%s Nope.~ -%s Nope.~ -1 -6 -25729 -84 -25767 --1 -0 -28 -0 -0 -#25717~ -25772 -25773 -25774 --1 -1.50 -0.50 -15 --1 -%s Sorry, can't.~ -%s Sorry, can't.~ -%s I only offer carts and the like.~ -%s I can't afford that.~ -%s You can't afford that.~ -%s Thank you.~ -%s Thanks.~ -1 -6 -25790 -0 -25753 --1 -0 -28 -0 -0 -#25720~ --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -2 -25713 -88 -25720 --1 -0 -28 -0 -0 -#25734~ -25787 -25788 -25789 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -25799 -0 -25734 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#25700~ +25750 +25752 +25753 +25757 +-1 +1.15 +0.15 +2 +3 +4 +-1 +%s Sorry, but like, I haven't got exactly that item.~ +%s Maybe if you had one of those...~ +%s I don't get into that funky stuff, man.~ +%s That is too expensive for me!~ +%s You don't got the green!~ +%s That'll be %d coins, please.~ +%s You'll get %d coins for it!~ +1 +6 +25700 +0 +25735 +-1 +0 +28 +0 +0 +#25702~ +25722 +25751 +25752 +25790 +-1 +1.50 +0.40 +10 +2scroll +-1 +%s Haven't got that on storage - try list!~ +%s You don't seem to have that.~ +%s I don't buy THAT... Try another shop.~ +%s I can't afford such a strong potion.~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s You'll get %d coins for it!~ +1 +6 +25724 +0 +25717 +-1 +0 +28 +0 +0 +#25703~ +25734 +25736 +-1 +1.30 +0.40 +9 +-1 +%s I haven't got that kind of boots!~ +%s You don't carry those boots!~ +%s I only buy boots.~ +%s I can't afford such a great pair of boots!~ +%s sorry, but NO CREDIT!~ +%s That costs just %d coins.~ +%s Here, you can have %d coins for that.~ +1 +6 +25707 +0 +25733 +-1 +0 +28 +0 +0 +#25704~ +25760 +25761 +25762 +25763 +-1 +2.00 +0.50 +22 +-1 +%s Haven't got that on storage - try list!~ +%s You don't seem to have that.~ +%s I only buy boats.. Go away!~ +%s That is too expensive for me - Try a wizard!~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s You'll get %d coins for it!~ +1 +6 +25706 +0 +25710 +-1 +0 +28 +0 +0 +#25705~ +25704 +25764 +-1 +1.20 +0.90 +17 +-1 +%s Sorry pal, I have not got that kind of drink.~ +%s Okay, but let me see it first.~ +%s I only buy drinks.~ +%s I can't afford such a drink.~ +%s This drink is too expensive for you.~ +%s Here is your drink, I'll take %d gold coins.~ +%s What a fine deal, you get %d gold coins.~ +1 +6 +25746 +0 +25789 +-1 +0 +28 +0 +0 +#25706~ +25765 +25779 +-1 +2.00 +0.80 +17 +-1 +%s Sorry, that isn't on my list of things I can sell.~ +%s Sorry, I don't buy from outsiders.~ +%s Sorry, I don't buy from outsiders.~ +%s Sorry, I don't buy from outsiders.~ +%s Sorry, but here, no money means no goods!~ +%s That will be %d coins, please. Thank you.~ +%s Here, you can have %d coins for that.~ +1 +6 +25709 +0 +25709 +-1 +0 +28 +0 +0 +#25707~ +25702 +25703 +25712 +25713 +-1 +2.00 +0.50 +-1 +%s No such - try list!~ +%s No buying, buddy.~ +%s No buying, buddy.~ +%s No buying, buddy.~ +%s No flow! Hit the road!~ +%s That'll be %d coins, buddy.~ +%s Here, you can have %d coins for that.~ +1 +6 +25740 +0 +25732 +-1 +0 +28 +0 +0 +#25708~ +25740 +25741 +25742 +25743 +25744 +-1 +1.50 +0.50 +9 +-1 +%s Sorry, I don't have that -- try list!~ +%s Sorry, I don't buy armor from outsiders.~ +%s Sorry, I don't buy armor from outsiders.~ +%s Sorry, I don't buy armor from outsiders.~ +%s Sorry, but here, no money means no armor!~ +%s That will be %d coins, please. Thank you.~ +%s Here, you can have %d coins for that.~ +1 +6 +25704 +0 +25700 +-1 +0 +28 +0 +0 +#25709~ +25713 +25714 +-1 +1.10 +0.90 +-1 +%s It's very noisy in here, what did you say you wanted to buy?~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s Are you drunk or what?? - NO CREDIT!~ +%s That'll be - say %d coins.~ +%s Here, you can have %d coins for that.~ +1 +6 +25742 +56 +25724 +-1 +0 +28 +0 +0 +#25710~ +25730 +25731 +25732 +25733 +-1 +1.50 +0.50 +1 +9 +15 +-1 +%s Haven't got that on storage - try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s If you have no money, you'll have to go!~ +%s That'll be %d coins.~ +%s Here, you can have %d coins for that.~ +1 +6 +25702 +0 +25762 +-1 +0 +28 +0 +0 +#25711~ +25720 +25721 +25723 +25724 +25725 +-1 +1.10 +0.50 +5 +-1 +%s Haven't got that on storage - try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s If you have no money, you'll have to go!~ +%s That'll be %d coins.~ +%s Here, you can have %d coins for that.~ +1 +6 +25703 +0 +25763 +-1 +0 +28 +0 +0 +#25712~ +25701 +25738 +25739 +-1 +1.70 +0.50 +-1 +%s Haven't got that on storage - try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s If you have no money, you'll have to go!~ +%s That'll be %d coins.~ +%s Here, you can have %d coins for that.~ +1 +6 +25743 +0 +25731 +25715 +-1 +0 +28 +0 +0 +#25713~ +25700 +25737 +-1 +1.50 +0.80 +-1 +%s Haven't got that on storage - try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s If you have no money, you'll have to go!~ +%s That'll be %d coins.~ +%s Here, you can have %d coins for that.~ +1 +6 +25744 +88 +25719 +-1 +0 +28 +0 +0 +#25714~ +25709 +25710 +25711 +-1 +2.00 +0.50 +19 +-1 +%s What did you say you wanted to buy?~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s Oh, bugger off, NO CREDIT!~ +%s That'll be - say %d coins.~ +%s Here, you can have %d coins for that.~ +1 +6 +25701 +0 +25716 +-1 +0 +28 +0 +0 +#25715~ +25766 +25767 +25768 +25769 +-1 +1.50 +0.50 +9 +-1 +%s Thorry, I don't thell those.~ +%s Sorry, Ducky, I don't buy those.!~ +%s Can't help, you there, love.~ +%s Can't afford to buy that, sweety.~ +%s You can't afford that, but maybe for a favor...~ +%s Thank you SO much, lovey, DO come again.~ +%s Come back anytime!~ +1 +6 +25716 +0 +25786 +-1 +0 +28 +0 +0 +#25716~ +25770 +25771 +-1 +1.50 +0.50 +9 +-1 +%s Nope.~ +%s Nope.~ +%s Nope.~ +%s Nope.~ +%s Nope.~ +%s Nope.~ +%s Nope.~ +1 +6 +25729 +84 +25767 +-1 +0 +28 +0 +0 +#25717~ +25772 +25773 +25774 +-1 +1.50 +0.50 +15 +-1 +%s Sorry, can't.~ +%s Sorry, can't.~ +%s I only offer carts and the like.~ +%s I can't afford that.~ +%s You can't afford that.~ +%s Thank you.~ +%s Thanks.~ +1 +6 +25790 +0 +25753 +-1 +0 +28 +0 +0 +#25720~ +-1 +1.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +2 +25713 +88 +25720 +-1 +0 +28 +0 +0 +#25734~ +25787 +25788 +25789 +-1 +1.20 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +25799 +0 +25734 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/258.shp b/lib/world/shp/258.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/258.shp +++ b/lib/world/shp/258.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/259.shp b/lib/world/shp/259.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/259.shp +++ b/lib/world/shp/259.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/26.shp b/lib/world/shp/26.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/26.shp +++ b/lib/world/shp/26.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/260.shp b/lib/world/shp/260.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/260.shp +++ b/lib/world/shp/260.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/261.shp b/lib/world/shp/261.shp index c07fb9c..d81e105 100644 --- a/lib/world/shp/261.shp +++ b/lib/world/shp/261.shp @@ -1,34 +1,34 @@ -CircleMUD v3.0 Shop File~ -#26100~ -26107 -26108 -26109 -26110 -26111 -26112 -26113 -26114 -26115 --1 -2.00 -0.50 -17 --1 -%s We don't that on tap, sorry!~ -%s Check your possessions, you don't have that.~ -%s I don't care for those types of goods.~ -%s I can't afford something that great!~ -%s You can't afford it, you damn lush!~ -%s That'll cost you %d coins, please.~ -%s You'll get %d coins for that.~ -1 -7 -26116 -0 -26129 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#26100~ +26107 +26108 +26109 +26110 +26111 +26112 +26113 +26114 +26115 +-1 +2.00 +0.50 +17 +-1 +%s We don't that on tap, sorry!~ +%s Check your possessions, you don't have that.~ +%s I don't care for those types of goods.~ +%s I can't afford something that great!~ +%s You can't afford it, you damn lush!~ +%s That'll cost you %d coins, please.~ +%s You'll get %d coins for that.~ +1 +7 +26116 +0 +26129 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/262.shp b/lib/world/shp/262.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/262.shp +++ b/lib/world/shp/262.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/263.shp b/lib/world/shp/263.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/263.shp +++ b/lib/world/shp/263.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/264.shp b/lib/world/shp/264.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/264.shp +++ b/lib/world/shp/264.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/265.shp b/lib/world/shp/265.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/265.shp +++ b/lib/world/shp/265.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/266.shp b/lib/world/shp/266.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/266.shp +++ b/lib/world/shp/266.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/267.shp b/lib/world/shp/267.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/267.shp +++ b/lib/world/shp/267.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/268.shp b/lib/world/shp/268.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/268.shp +++ b/lib/world/shp/268.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/269.shp b/lib/world/shp/269.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/269.shp +++ b/lib/world/shp/269.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/27.shp b/lib/world/shp/27.shp index 2b2f97a..6b550a2 100644 --- a/lib/world/shp/27.shp +++ b/lib/world/shp/27.shp @@ -1,68 +1,68 @@ -CircleMUD v3.0 Shop File~ -#2707~ -2700 -2703 -2714 -2767 -2750 -2751 -2752 -2753 -2754 -2755 -2756 -2757 -2758 -2759 -2760 -2761 -2747 -2741 -2763 -2764 --1 -1.50 -0.80 -15 -1 -5 -8 -10 -12 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20 -21 -22 -23 --1 -%s We don't have any of that here.~ -%s You know, its easier to sell something if you actually have it.~ -%s Sorry, thats of no use to me.~ -%s I'm afraid I don't have the money right now.~ -%s You need to save a little more for that.~ -%s You can have that for %d coins.~ -%s I can afford %d coins for that.~ -0 -6 -2703 -0 -2707 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#2707~ +2700 +2703 +2714 +2767 +2750 +2751 +2752 +2753 +2754 +2755 +2756 +2757 +2758 +2759 +2760 +2761 +2747 +2741 +2763 +2764 +-1 +1.50 +0.80 +15 +1 +5 +8 +10 +12 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21 +22 +23 +-1 +%s We don't have any of that here.~ +%s You know, its easier to sell something if you actually have it.~ +%s Sorry, thats of no use to me.~ +%s I'm afraid I don't have the money right now.~ +%s You need to save a little more for that.~ +%s You can have that for %d coins.~ +%s I can afford %d coins for that.~ +0 +6 +2703 +0 +2707 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/270.shp b/lib/world/shp/270.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/270.shp +++ b/lib/world/shp/270.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/271.shp b/lib/world/shp/271.shp index 1a82676..80a2ee2 100644 --- a/lib/world/shp/271.shp +++ b/lib/world/shp/271.shp @@ -1,268 +1,268 @@ -CircleMUD v3.0 Shop File~ -#27100~ -27178 -27177 -27176 -27175 --1 -1.20 -0.20 --1 -%s Don't got none, don't want none!~ -%s You don't seem to have one of those.~ -%s I don't want anything of yours.~ -%s Too rich for my blood!~ -%s You're too stinking poor to afford it.~ -%s That'll be %d coins and your firstborn child please!~ -%s I don't buy.~ -2 -6 -27148 -0 -27142 --1 -0 -28 -0 -0 -#27111~ -27207 --1 -1.20 -0.20 --1 -%s I don't sell any of those!~ -%s Nothing is refundable, have a nice day.~ -%s Nothing is refundable, have a nice day.~ -%s Nothing is refundable, have a nice day.~ -%s Go buy something you can afford.~ -%s That comes to %d coins. Now get lost! Heheh.~ -%s I don't buy.~ -2 -6 -27123 -0 -27281 --1 -0 -28 -0 -0 -#27112~ -27209 -27224 --1 -1.20 -0.10 -2 -3 -4 --1 -%s I offer no such thing! Try list.~ -%s You lack the item in question.~ -%s I buy the tools of magicians only.~ -%s The price of this is beyond my means.~ -%s You can't afford to purchase this!~ -%s %d coins, thank you.~ -%s You'll have %d coins for that.~ -2 -6 -27130 -0 -27112 --1 -0 -28 -0 -0 -#27121~ -27123 -27121 -27120 -27119 -27118 -27117 -27116 -27115 --1 -1.20 -0.20 --1 -%s I never palmed that thing, try list.~ -%s That seems to be absent from your belongings.~ -%s I don't buy, I accept charity. Fork it over!~ -%s How about if I just steal it instead?~ -%s You beggar! You can't afford that.~ -%s Here ye go, pal. That'll be %d coins.~ -%s I don't buy.~ -2 -7 -27121 -1 -27121 --1 -0 -28 -0 -0 -#27122~ -27193 -27192 -27191 -27180 --1 -1.20 -0.20 -12 --1 -%s I don't carry that.~ -%s Even if you had one of those, I doubt I would want it.~ -%s I don't need to buy those - I'm a witch! Muaha!~ -%s I'd buy it, but I just fed my dragon and am broke!~ -%s You'll need more gold than that!~ -%s Good choice, my pretty! %d coins please.~ -%s Ahh! Just the thing I needed. Have %d coins.~ -2 -6 -27127 -0 -27234 --1 -0 -28 -0 -0 -#27146~ -27142 -27141 -27140 -27139 --1 -1.20 -0.20 -5 --1 -%s I do not forge that weapon, try list.~ -%s You seem fresh out of those.~ -%s My art is purely offensive. Try somewhere else.~ -%s Ah! I haven't seen the like of that in years! I cannot afford it.~ -%s You haven't the means to pay for this.~ -%s A fine selection for %d coins.~ -%s Here you are, %d coins. Now be off.~ -2 -6 -27133 -0 -27146 --1 -0 -28 -0 -0 -#27147~ -27167 -27166 -27165 -27164 -27163 --1 -1.20 -0.20 -9 --1 -%s I don't carry that.~ -%s Hm. Smoke another one and check your inventory.~ -%s I'm not interested in such things.~ -%s The price for that is outrageous! Away with you.~ -%s That seems to be out of your price range.~ -%s That comes to %d coins. Enjoy.~ -%s I'll give you %d coins for that.~ -2 -6 -27132 -0 -27147 --1 -0 -28 -0 -0 -#27148~ -27129 -27128 -27127 -27126 -27124 -27125 -27122 --1 -1.20 -0.40 --1 -%s You'll have to make that yourself, never heard of it.~ -%s You don't seem to have one.~ -%s Be on your way loafer, I don't buy.~ -%s Not for those prices.~ -%s You can't afford my hearty drink and meals!~ -%s A solid %d coins down on the bar, friend.~ -%s I don't buy.~ -2 -5 -27120 -0 -27148 --1 -0 -28 -0 -0 -#27150~ -27133 -27217 --1 -1.20 -0.50 --1 -%s None of those here! Try list.~ -%s I don't buy!~ -%s I'd rather eat half-cooked chihuahua for a month than buy that.~ -%s I don't buy.~ -%s You cannot afford this.~ -%s The bill is %d coins.~ -%s I don't buy.~ -2 -6 -27131 -0 -27150 --1 -0 -28 -0 -0 -#27153~ -27132 -27131 -27130 --1 -1.20 -0.20 --1 -%s Yo! Um, we don't sell that.~ -%s We don't buy, and you have none. I see a problem there.~ -%s I don't want for anything. Be on your way, peddler.~ -%s Not buying none, nope.~ -%s You haven't enough gold for it.~ -%s That'll be %d coins.~ -%s I'm not interested.~ -2 -2 -27128 -0 -27153 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#27100~ +27178 +27177 +27176 +27175 +-1 +1.20 +0.20 +-1 +%s Don't got none, don't want none!~ +%s You don't seem to have one of those.~ +%s I don't want anything of yours.~ +%s Too rich for my blood!~ +%s You're too stinking poor to afford it.~ +%s That'll be %d coins and your firstborn child please!~ +%s I don't buy.~ +2 +6 +27148 +0 +27142 +-1 +0 +28 +0 +0 +#27111~ +27207 +-1 +1.20 +0.20 +-1 +%s I don't sell any of those!~ +%s Nothing is refundable, have a nice day.~ +%s Nothing is refundable, have a nice day.~ +%s Nothing is refundable, have a nice day.~ +%s Go buy something you can afford.~ +%s That comes to %d coins. Now get lost! Heheh.~ +%s I don't buy.~ +2 +6 +27123 +0 +27281 +-1 +0 +28 +0 +0 +#27112~ +27209 +27224 +-1 +1.20 +0.10 +2 +3 +4 +-1 +%s I offer no such thing! Try list.~ +%s You lack the item in question.~ +%s I buy the tools of magicians only.~ +%s The price of this is beyond my means.~ +%s You can't afford to purchase this!~ +%s %d coins, thank you.~ +%s You'll have %d coins for that.~ +2 +6 +27130 +0 +27112 +-1 +0 +28 +0 +0 +#27121~ +27123 +27121 +27120 +27119 +27118 +27117 +27116 +27115 +-1 +1.20 +0.20 +-1 +%s I never palmed that thing, try list.~ +%s That seems to be absent from your belongings.~ +%s I don't buy, I accept charity. Fork it over!~ +%s How about if I just steal it instead?~ +%s You beggar! You can't afford that.~ +%s Here ye go, pal. That'll be %d coins.~ +%s I don't buy.~ +2 +7 +27121 +1 +27121 +-1 +0 +28 +0 +0 +#27122~ +27193 +27192 +27191 +27180 +-1 +1.20 +0.20 +12 +-1 +%s I don't carry that.~ +%s Even if you had one of those, I doubt I would want it.~ +%s I don't need to buy those - I'm a witch! Muaha!~ +%s I'd buy it, but I just fed my dragon and am broke!~ +%s You'll need more gold than that!~ +%s Good choice, my pretty! %d coins please.~ +%s Ahh! Just the thing I needed. Have %d coins.~ +2 +6 +27127 +0 +27234 +-1 +0 +28 +0 +0 +#27146~ +27142 +27141 +27140 +27139 +-1 +1.20 +0.20 +5 +-1 +%s I do not forge that weapon, try list.~ +%s You seem fresh out of those.~ +%s My art is purely offensive. Try somewhere else.~ +%s Ah! I haven't seen the like of that in years! I cannot afford it.~ +%s You haven't the means to pay for this.~ +%s A fine selection for %d coins.~ +%s Here you are, %d coins. Now be off.~ +2 +6 +27133 +0 +27146 +-1 +0 +28 +0 +0 +#27147~ +27167 +27166 +27165 +27164 +27163 +-1 +1.20 +0.20 +9 +-1 +%s I don't carry that.~ +%s Hm. Smoke another one and check your inventory.~ +%s I'm not interested in such things.~ +%s The price for that is outrageous! Away with you.~ +%s That seems to be out of your price range.~ +%s That comes to %d coins. Enjoy.~ +%s I'll give you %d coins for that.~ +2 +6 +27132 +0 +27147 +-1 +0 +28 +0 +0 +#27148~ +27129 +27128 +27127 +27126 +27124 +27125 +27122 +-1 +1.20 +0.40 +-1 +%s You'll have to make that yourself, never heard of it.~ +%s You don't seem to have one.~ +%s Be on your way loafer, I don't buy.~ +%s Not for those prices.~ +%s You can't afford my hearty drink and meals!~ +%s A solid %d coins down on the bar, friend.~ +%s I don't buy.~ +2 +5 +27120 +0 +27148 +-1 +0 +28 +0 +0 +#27150~ +27133 +27217 +-1 +1.20 +0.50 +-1 +%s None of those here! Try list.~ +%s I don't buy!~ +%s I'd rather eat half-cooked chihuahua for a month than buy that.~ +%s I don't buy.~ +%s You cannot afford this.~ +%s The bill is %d coins.~ +%s I don't buy.~ +2 +6 +27131 +0 +27150 +-1 +0 +28 +0 +0 +#27153~ +27132 +27131 +27130 +-1 +1.20 +0.20 +-1 +%s Yo! Um, we don't sell that.~ +%s We don't buy, and you have none. I see a problem there.~ +%s I don't want for anything. Be on your way, peddler.~ +%s Not buying none, nope.~ +%s You haven't enough gold for it.~ +%s That'll be %d coins.~ +%s I'm not interested.~ +2 +2 +27128 +0 +27153 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/272.shp b/lib/world/shp/272.shp index e6413c5..77dbebd 100644 --- a/lib/world/shp/272.shp +++ b/lib/world/shp/272.shp @@ -1,86 +1,86 @@ -CircleMUD v3.0 Shop File~ -#27234~ --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27127 -0 -27234 --1 -0 -28 -0 -0 -#27259~ -27162 -27161 -27160 -27159 -27158 -27157 -27156 --1 -3.00 -0.50 -8 --1 -%s None of those available.~ -%s You seem to lack one of those yourself.~ -%s I deal in gems only.~ -%s I cannot afford this precious thing you carry.~ -%s You have not the gold to buy this.~ -%s That will be %d coins.~ -%s You'll have %d coins for it.~ -2 -6 -27126 -0 -27259 --1 -0 -28 -0 -0 -#27282~ -27168 -27138 -27137 -27136 -27135 -27134 --1 -1.20 -0.20 -15 -16 -17 -21 --1 -%s I don't carry those in stock. Try list.~ -%s My eyesight is poor, but I can't see as you have one.~ -%s I don't buy those. Try another shop!~ -%s My store is too humble to afford this.~ -%s I don't accept down payments. Come back with more gold!~ -%s That comes to %d coins.~ -%s I'll give you %d coins for that.~ -2 -6 -27134 -0 -27282 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#27234~ +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +27127 +0 +27234 +-1 +0 +28 +0 +0 +#27259~ +27162 +27161 +27160 +27159 +27158 +27157 +27156 +-1 +3.00 +0.50 +8 +-1 +%s None of those available.~ +%s You seem to lack one of those yourself.~ +%s I deal in gems only.~ +%s I cannot afford this precious thing you carry.~ +%s You have not the gold to buy this.~ +%s That will be %d coins.~ +%s You'll have %d coins for it.~ +2 +6 +27126 +0 +27259 +-1 +0 +28 +0 +0 +#27282~ +27168 +27138 +27137 +27136 +27135 +27134 +-1 +1.20 +0.20 +15 +16 +17 +21 +-1 +%s I don't carry those in stock. Try list.~ +%s My eyesight is poor, but I can't see as you have one.~ +%s I don't buy those. Try another shop!~ +%s My store is too humble to afford this.~ +%s I don't accept down payments. Come back with more gold!~ +%s That comes to %d coins.~ +%s I'll give you %d coins for that.~ +2 +6 +27134 +0 +27282 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/273.shp b/lib/world/shp/273.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/273.shp +++ b/lib/world/shp/273.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/275.shp b/lib/world/shp/275.shp index 83366b2..b0b2701 100644 --- a/lib/world/shp/275.shp +++ b/lib/world/shp/275.shp @@ -1,319 +1,319 @@ -CircleMUD v3.0 Shop File~ -#27500~ -350 -352 --1 -1.05 -0.15 -2 --1 -%s Terribly sorry, I don't have one of those, but I have a poem about one. Would you like to hear it?~ -%s Don't you know Goethe knows all? Sell me something you have.~ -%s Get a clue! Try the store next door. Non-poets can't stand them.~ -%s I've spent all my money to feed all the hungry artists in the world. I can't afford that.~ -%s Sorry, you can't afford that, but you can afford a copy of 'Goethe: the poet's early years' (autographed version).~ -%s That will cost you %d coins. And with that fine purchase you recieve a free copy of 'Goethe: Mere Genius or God.'~ -%s Money is but transient ether. I will buy it for %d coins.~ -0 -6 -27500 -0 -27581 --1 -0 -28 -0 -0 -#27501~ -4103 -6106 --1 -1.20 -0.05 -4 -10 --1 -%s I beg your pardon sir, but I do not seem to have that right now.~ -%s I see no such item on your person kind sir.~ -%s Sorry, sir, but I do not buy anything of that sort.~ -%s Sorry, but I do not seem to be in a position to buy that item.~ -%s I do not mean to be rude, but you cannot afford that item.~ -%s Kind sir, that will be %d coins and thank you for your patronage.~ -%s Oh, thank you for the opportunity to buy from you.~ -0 -6 -27501 -0 -27513 --1 -0 -28 -0 -0 -#27502~ -332 -351 -353 -354 --1 -1.05 -0.15 -3 -4 -15 -0 -0 --1 -%s I don't have that item...better try again sometime later.~ -%s I might be old, but I'm not stupid. You don't have that item.~ -%s I have no interest in anything like that, go try somewhere else.~ -%s Sorry, but buying that item would put me over my budget.~ -%s Come back after you get a job to earn some money to buy that!~ -%s That will be %d coins.~ -%s Thank you for helping enlarge my collection, here are %d coins.~ -0 -6 -27502 -0 -27568 --1 -0 -28 -0 -0 -#27510~ -300 -301 -302 --1 -2.00 -0.01 --1 -%s Oops, I forgot to order more, please don't tell Sam.~ -%s I might be from Indiana, but you can't put a cow in my lap!~ -%s HA HA, now why would I want something like that?~ -%s Everytime Sam goes on a date, he leaves me with no money to buy anything!~ -%s Sorry, but only Mr. Peterson's allowed to run up a tab anymore.~ -%s That will be %d coins.~ -%s Here are %d coins, wait until Sam hears about what I bought.~ -0 -6 -27510 -0 -27583 --1 -0 -28 -0 -0 -#27558~ -27503 -27504 -27505 -27506 -27528 -27507 -27514 -27529 --1 -2.00 -0.10 -5 -9 -16 -18 -21 --1 -%s Sorry, but that item hasn't been unloaded from the trucks yet.~ -%s Like, stop wasting my time with things you don't have!~ -%s You can't return something that you can't buy here!~ -%s Sorry, the store's going through financial difficulties now.~ -%s Look, I've got better things to do than talking to dead beats!~ -%s That will be %d coins, thank you and come again!~ -%s Here is your %d coins for your item.~ -0 -6 -27558 -0 -27597 --1 -0 -28 -0 -0 -#27562~ -27516 -27521 -310 --1 -2.00 -0.01 --1 -%s Sorry, I don't have that right now.~ -%s What the hell's wrong with you, boy...you blind?!~ -%s This is a fish store...you can't expect me to buy that!~ -%s Sorry, business is bad, so I can't buy that right now.~ -%s If you want that, you'd better come back with some money.~ -%s That will be %d coins.~ -%s Here are %d coins.~ -0 -6 -27562 -0 -27507 --1 -0 -28 -0 -0 -#27563~ -27510 -27511 -27519 -322 -324 -320 -321 -323 -325 --1 -2.00 -0.10 -5 --1 -%s What are you, blind? Can't you see I don't have that right now?!~ -%s Do you think I'm blind!? Get out of here, you con artist!~ -%s I don't buy that sh*t!~ -%s Sorry, but all my money went into bailing me out of jail!~ -%s Get out of here, you no good bum, come back when you get some money!~ -%s Pssst, I'll let you have it for %d coins.~ -%s You got yourself a deal.~ -0 -6 -27563 -0 -27517 --1 -0 -28 -0 -0 -#27564~ -27520 -27521 -27522 -27526 -27527 -27523 -27524 -27525 --1 -2.00 -0.50 --1 -%s Yrros, ew era tuo fo taht thgir won.~ -%s Ouy tog ot eb gniddik, ouy t'nod evah taht meti.~ -%s Ew od ton yub gnihtyna tuohtiw tpiecer, hcihw ew t'nod evig.~ -%s I t'nod yub yna smeti, os ti t'nseod rettam taht m'I ekorb!~ -%s Ouy dlouhs peek retteb kcart to ruoy yenom esuac' ruoy ekorb!~ -%s Taht lliw eb %d snioc.~ -%s S'taht elbissopmi esuac' I t'nod yub gnihtyna.~ -0 -6 -27564 -0 -27518 --1 -0 -28 -0 -0 -#27576~ -3061 -361 --1 -2.00 -0.50 -22 --1 -%s I don't have that! Try list!~ -%s Show me one and I'll buy it! You don't have one!~ -%s Sorry, that thing doesn't look like it floats too well!~ -%s That's such a fine vessel... too bad, I can't afford it.~ -%s Har! No free rides here! Come back when you have more money!~ -%s That'll be %d coins, matie. Happy sailing.~ -%s I'll give you %d coins for that fine craft.~ -0 -6 -27576 -0 -27501 --1 -0 -28 -0 -0 -#27577~ -340 -341 -342 -343 -344 -346 -370 -371 -375 -376 -380 -381 -385 -386 --1 -2.00 -0.50 -9 --1 -%s Haven't got that on storage -- try list!~ -%s You don't seem to have that.~ -%s I only buy armors.. Go away!~ -%s That is too expensive for me - Try a wizard!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -27577 -0 -27567 --1 -0 -28 -0 -0 -#27579~ -25620 -26114 -27531 -30821 --1 -2.00 -0.50 --1 -%s Sorry, I don't have that -- try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Friend, you don't seem to have enough money for that.~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -27579 -0 -27512 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#27500~ +350 +352 +-1 +1.05 +0.15 +2 +-1 +%s Terribly sorry, I don't have one of those, but I have a poem about one. Would you like to hear it?~ +%s Don't you know Goethe knows all? Sell me something you have.~ +%s Get a clue! Try the store next door. Non-poets can't stand them.~ +%s I've spent all my money to feed all the hungry artists in the world. I can't afford that.~ +%s Sorry, you can't afford that, but you can afford a copy of 'Goethe: the poet's early years' (autographed version).~ +%s That will cost you %d coins. And with that fine purchase you recieve a free copy of 'Goethe: Mere Genius or God.'~ +%s Money is but transient ether. I will buy it for %d coins.~ +0 +6 +27500 +0 +27581 +-1 +0 +28 +0 +0 +#27501~ +4103 +6106 +-1 +1.20 +0.05 +4 +10 +-1 +%s I beg your pardon sir, but I do not seem to have that right now.~ +%s I see no such item on your person kind sir.~ +%s Sorry, sir, but I do not buy anything of that sort.~ +%s Sorry, but I do not seem to be in a position to buy that item.~ +%s I do not mean to be rude, but you cannot afford that item.~ +%s Kind sir, that will be %d coins and thank you for your patronage.~ +%s Oh, thank you for the opportunity to buy from you.~ +0 +6 +27501 +0 +27513 +-1 +0 +28 +0 +0 +#27502~ +332 +351 +353 +354 +-1 +1.05 +0.15 +3 +4 +15 +0 +0 +-1 +%s I don't have that item...better try again sometime later.~ +%s I might be old, but I'm not stupid. You don't have that item.~ +%s I have no interest in anything like that, go try somewhere else.~ +%s Sorry, but buying that item would put me over my budget.~ +%s Come back after you get a job to earn some money to buy that!~ +%s That will be %d coins.~ +%s Thank you for helping enlarge my collection, here are %d coins.~ +0 +6 +27502 +0 +27568 +-1 +0 +28 +0 +0 +#27510~ +300 +301 +302 +-1 +2.00 +0.01 +-1 +%s Oops, I forgot to order more, please don't tell Sam.~ +%s I might be from Indiana, but you can't put a cow in my lap!~ +%s HA HA, now why would I want something like that?~ +%s Everytime Sam goes on a date, he leaves me with no money to buy anything!~ +%s Sorry, but only Mr. Peterson's allowed to run up a tab anymore.~ +%s That will be %d coins.~ +%s Here are %d coins, wait until Sam hears about what I bought.~ +0 +6 +27510 +0 +27583 +-1 +0 +28 +0 +0 +#27558~ +27503 +27504 +27505 +27506 +27528 +27507 +27514 +27529 +-1 +2.00 +0.10 +5 +9 +16 +18 +21 +-1 +%s Sorry, but that item hasn't been unloaded from the trucks yet.~ +%s Like, stop wasting my time with things you don't have!~ +%s You can't return something that you can't buy here!~ +%s Sorry, the store's going through financial difficulties now.~ +%s Look, I've got better things to do than talking to dead beats!~ +%s That will be %d coins, thank you and come again!~ +%s Here is your %d coins for your item.~ +0 +6 +27558 +0 +27597 +-1 +0 +28 +0 +0 +#27562~ +27516 +27521 +310 +-1 +2.00 +0.01 +-1 +%s Sorry, I don't have that right now.~ +%s What the hell's wrong with you, boy...you blind?!~ +%s This is a fish store...you can't expect me to buy that!~ +%s Sorry, business is bad, so I can't buy that right now.~ +%s If you want that, you'd better come back with some money.~ +%s That will be %d coins.~ +%s Here are %d coins.~ +0 +6 +27562 +0 +27507 +-1 +0 +28 +0 +0 +#27563~ +27510 +27511 +27519 +322 +324 +320 +321 +323 +325 +-1 +2.00 +0.10 +5 +-1 +%s What are you, blind? Can't you see I don't have that right now?!~ +%s Do you think I'm blind!? Get out of here, you con artist!~ +%s I don't buy that sh*t!~ +%s Sorry, but all my money went into bailing me out of jail!~ +%s Get out of here, you no good bum, come back when you get some money!~ +%s Pssst, I'll let you have it for %d coins.~ +%s You got yourself a deal.~ +0 +6 +27563 +0 +27517 +-1 +0 +28 +0 +0 +#27564~ +27520 +27521 +27522 +27526 +27527 +27523 +27524 +27525 +-1 +2.00 +0.50 +-1 +%s Yrros, ew era tuo fo taht thgir won.~ +%s Ouy tog ot eb gniddik, ouy t'nod evah taht meti.~ +%s Ew od ton yub gnihtyna tuohtiw tpiecer, hcihw ew t'nod evig.~ +%s I t'nod yub yna smeti, os ti t'nseod rettam taht m'I ekorb!~ +%s Ouy dlouhs peek retteb kcart to ruoy yenom esuac' ruoy ekorb!~ +%s Taht lliw eb %d snioc.~ +%s S'taht elbissopmi esuac' I t'nod yub gnihtyna.~ +0 +6 +27564 +0 +27518 +-1 +0 +28 +0 +0 +#27576~ +3061 +361 +-1 +2.00 +0.50 +22 +-1 +%s I don't have that! Try list!~ +%s Show me one and I'll buy it! You don't have one!~ +%s Sorry, that thing doesn't look like it floats too well!~ +%s That's such a fine vessel... too bad, I can't afford it.~ +%s Har! No free rides here! Come back when you have more money!~ +%s That'll be %d coins, matie. Happy sailing.~ +%s I'll give you %d coins for that fine craft.~ +0 +6 +27576 +0 +27501 +-1 +0 +28 +0 +0 +#27577~ +340 +341 +342 +343 +344 +346 +370 +371 +375 +376 +380 +381 +385 +386 +-1 +2.00 +0.50 +9 +-1 +%s Haven't got that on storage -- try list!~ +%s You don't seem to have that.~ +%s I only buy armors.. Go away!~ +%s That is too expensive for me - Try a wizard!~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s You'll get %d coins for it!~ +0 +6 +27577 +0 +27567 +-1 +0 +28 +0 +0 +#27579~ +25620 +26114 +27531 +30821 +-1 +2.00 +0.50 +-1 +%s Sorry, I don't have that -- try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s Friend, you don't seem to have enough money for that.~ +%s That'll be %d coins.~ +%s Here, you can have %d coins for that.~ +0 +6 +27579 +0 +27512 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/276.shp b/lib/world/shp/276.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/276.shp +++ b/lib/world/shp/276.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/277.shp b/lib/world/shp/277.shp index 5f12c9c..efb9d6f 100644 --- a/lib/world/shp/277.shp +++ b/lib/world/shp/277.shp @@ -1,186 +1,186 @@ -CircleMUD v3.0 Shop File~ -#27705~ -27711 -27712 --1 -1.00 -1.00 -0 -12 -15 -21 -1 -10 -13 -16 -22 -2 -8 -11 -17 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -0 -27718 -0 -27705 --1 -0 -28 -0 -0 -#27707~ -27709 -27747 --1 -1.00 -1.00 -9 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -27720 -0 -27707 --1 -0 -28 -0 -0 -#27721~ -27703 -27710 -27716 -27730 -27735 -27736 -27740 -27742 -27732 --1 -1.20 -0.80 -12 -15 -21 -1 -10 -13 -16 -19 -22 -2 -8 -17 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -27719 -0 -27721 --1 -0 -28 -0 -0 -#27744~ -27718 -27719 -27720 -27723 -27724 -27726 -27727 -27728 -27729 -27733 -27734 -27738 -27739 -27741 -27743 -27745 -27746 -27721 -27722 -27725 -27731 -27737 -27744 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -27733 -0 -27744 -27716 --1 -0 -28 -0 -0 -#27758~ -27749 -27753 -27755 -27757 -27748 -27752 -27754 -27756 -27750 --1 -1.00 -1.00 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -27734 -0 -27758 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#27705~ +27711 +27712 +-1 +1.00 +1.00 +0 +12 +15 +21 +1 +10 +13 +16 +22 +2 +8 +11 +17 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +0 +27718 +0 +27705 +-1 +0 +28 +0 +0 +#27707~ +27709 +27747 +-1 +1.00 +1.00 +9 +5 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +5 +27720 +0 +27707 +-1 +0 +28 +0 +0 +#27721~ +27703 +27710 +27716 +27730 +27735 +27736 +27740 +27742 +27732 +-1 +1.20 +0.80 +12 +15 +21 +1 +10 +13 +16 +19 +22 +2 +8 +17 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +5 +27719 +0 +27721 +-1 +0 +28 +0 +0 +#27744~ +27718 +27719 +27720 +27723 +27724 +27726 +27727 +27728 +27729 +27733 +27734 +27738 +27739 +27741 +27743 +27745 +27746 +27721 +27722 +27725 +27731 +27737 +27744 +-1 +1.20 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +27733 +0 +27744 +27716 +-1 +0 +28 +0 +0 +#27758~ +27749 +27753 +27755 +27757 +27748 +27752 +27754 +27756 +27750 +-1 +1.00 +1.00 +11 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +27734 +0 +27758 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/278.shp b/lib/world/shp/278.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/278.shp +++ b/lib/world/shp/278.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/279.shp b/lib/world/shp/279.shp index 7303e99..e4dd57f 100644 --- a/lib/world/shp/279.shp +++ b/lib/world/shp/279.shp @@ -1,86 +1,86 @@ -CircleMUD v3.0 Shop File~ -#27943~ -5473 -15012 -6110 -27943 -27988 -351 --1 -1.75 -0.55 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27943 -32 -27943 --1 -8 -20 -8 -20 -#27971~ -3101 -3010 -3308 -27971 -27985 --1 -3.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27971 -34 -27971 --1 -6 -18 -6 -18 -#27998~ -27998 -27996 -27905 -27908 -27915 --1 -1.50 -0.50 -9chain -11pearl --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't affore that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -27998 -0 -27998 --1 -8 -20 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#27943~ +5473 +15012 +6110 +27943 +27988 +351 +-1 +1.75 +0.55 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +27943 +32 +27943 +-1 +8 +20 +8 +20 +#27971~ +3101 +3010 +3308 +27971 +27985 +-1 +3.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +27971 +34 +27971 +-1 +6 +18 +6 +18 +#27998~ +27998 +27996 +27905 +27908 +27915 +-1 +1.50 +0.50 +9chain +11pearl +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't affore that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +27998 +0 +27998 +-1 +8 +20 +0 +0 +$~ diff --git a/lib/world/shp/28.shp b/lib/world/shp/28.shp index a9ca4c5..4b994ea 100644 --- a/lib/world/shp/28.shp +++ b/lib/world/shp/28.shp @@ -1,28 +1,28 @@ -CircleMUD v3.0 Shop File~ -#2800~ -2803 -2804 -2805 --1 -1.20 -0.80 -15 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -2802 -0 -2803 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#2800~ +2803 +2804 +2805 +-1 +1.20 +0.80 +15 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +2802 +0 +2803 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/280.shp b/lib/world/shp/280.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/280.shp +++ b/lib/world/shp/280.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/281.shp b/lib/world/shp/281.shp index 54e1a24..5626851 100644 --- a/lib/world/shp/281.shp +++ b/lib/world/shp/281.shp @@ -1,29 +1,29 @@ -CircleMUD v3.0 Shop File~ -#28100~ -28115 -28116 -28117 --1 -1.15 -0.80 -17 -19 --1 -%s Ummm, I don't have such things here.~ -%s Hmm, do you have such a thing?~ -%s Unfortunately I don't buy those.~ -%s Hah, that's way too expensive for me.~ -%s Mmm, you need some more gold to buy this, fellow.~ -%s Okay, %d gold coins. Thanks.~ -%s Okay, I'll give you %d gold coins for it.~ -2 -6 -28104 -0 -28106 --1 -8 -24 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#28100~ +28115 +28116 +28117 +-1 +1.15 +0.80 +17 +19 +-1 +%s Ummm, I don't have such things here.~ +%s Hmm, do you have such a thing?~ +%s Unfortunately I don't buy those.~ +%s Hah, that's way too expensive for me.~ +%s Mmm, you need some more gold to buy this, fellow.~ +%s Okay, %d gold coins. Thanks.~ +%s Okay, I'll give you %d gold coins for it.~ +2 +6 +28104 +0 +28106 +-1 +8 +24 +0 +0 +$~ diff --git a/lib/world/shp/282.shp b/lib/world/shp/282.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/282.shp +++ b/lib/world/shp/282.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/283.shp b/lib/world/shp/283.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/283.shp +++ b/lib/world/shp/283.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/284.shp b/lib/world/shp/284.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/284.shp +++ b/lib/world/shp/284.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/285.shp b/lib/world/shp/285.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/285.shp +++ b/lib/world/shp/285.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/286.shp b/lib/world/shp/286.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/286.shp +++ b/lib/world/shp/286.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/287.shp b/lib/world/shp/287.shp index 2c1cd78..eb87af4 100644 --- a/lib/world/shp/287.shp +++ b/lib/world/shp/287.shp @@ -1,245 +1,245 @@ -CircleMUD v3.0 Shop File~ -#28700~ -28720 -28713 -28721 -28722 --1 -1.15 -0.15 --1 -%s Sorry, I haven't got exactly that item.~ -%s Even if you had that, I wouldn't want it.~ -%s I don't buy anything from Midgaarders.~ -%s Tell Pippin! I ain't supposed to buy!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s Tell Pippin! I ain't supposed to buy!~ -1 -7 -28700 -2 -28728 --1 -5 -24 -0 -0 -#28703~ -28739 -28738 -28735 -28734 -28733 -28737 -28730 -321 -324 --1 -1.50 -0.50 -5 -9 --1 -%s Nope. Don't make that here.~ -%s Maybe I'd buy it, but you don't have it.~ -%s Keep it. I have no use for it.~ -%s I am sorry, but I have bought too much already.~ -%s You need to pay for that, my friend.~ -%s All right. That'll be %d coins.~ -%s Fine. Here are %d crowns.~ -1 -7 -28703 -2 -28719 --1 -5 -18 -0 -0 -#28704~ -28750 -28736 -28749 -323 -342 --1 -1.50 -0.40 --1 -%s I haven't made any of those lately.~ -%s I think I could live without one of those.~ -%s I won't buy that.~ -%s I only buy wood, from John the Lumberjack.~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s Oops...a bug! I don't buy.~ -1 -7 -28704 -2 -28714 --1 -5 -18 -0 -0 -#28705~ -28746 -28745 -28744 -28742 -309 -337 -332 -331 --1 -3.50 -0.10 -1 -2 -3 -4 -5 -8 -9 -10 -12 -15 -16 -17 -19 -21 -22 --1 -%s Don't have one. Get lost!~ -%s Take a look in your pack again, Sherlock!~ -%s No. Don't buy it!~ -%s Not enough cash! Go soak your head!~ -%s Sorry, but NO CREDIT!~ -%s Gimme %d coins!~ -%s I'll give you a whole %d coins for that.~ -1 -7 -28705 -0 -28720 --1 -9 -17 -0 -0 -#28706~ -28756 -28755 -28754 -28753 -351 --1 -2.00 -0.50 -1 --1 -%s I don't see that here. Do you?~ -%s Well, my friend, perhaps you hallucinate?~ -%s I buy only things that bubble and fizz.~ -%s Too expensive for THIS wizard.~ -%s Alas, you are too poor to buy that.~ -%s That'll be %d coins, please.~ -%s Here. I pay you %d coins. Is that enough?~ -0 -7 -28706 -2 -28730 --1 -5 -12 -13 -18 -#28707~ -28752 -28751 -28727 -386 -371 -376 -381 --1 -1.20 -0.90 --1 -%s Sorry...don't have that.~ -%s I don't buy anything.~ -%s I don't buy anything.~ -%s I don't buy anything.~ -%s This fine armor is too costly for you.~ -%s Wear it in good health! That will be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -7 -28707 -2 -28729 --1 -6 -22 -0 -0 -#28708~ -310 -28789 --1 -2.00 -0.50 --1 -%s I know not the recipe for that.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, but here, no money means no goods!~ -%s %d coins, please. Don't talk with your mouth full.~ -%s Here, you can have %d coins for that.~ -2 -7 -28708 -2 -28731 --1 -3 -16 -0 -0 -#28709~ -28760 -28759 -28758 -28757 -352 -350 --1 -1.50 -0.50 -2 -16 -21 --1 -%s The goblins must have stolen that.~ -%s Sorry, you don't have that to sell.~ -%s This is a library, not a general store.~ -%s Would you donate it?~ -%s I'm sorry, but you can't afford that.~ -%s That'll be %d crowns.~ -%s Here are %d crowns. Thank you very much.~ -2 -7 -28709 -2 -28724 --1 -5 -19 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#28700~ +28720 +28713 +28721 +28722 +-1 +1.15 +0.15 +-1 +%s Sorry, I haven't got exactly that item.~ +%s Even if you had that, I wouldn't want it.~ +%s I don't buy anything from Midgaarders.~ +%s Tell Pippin! I ain't supposed to buy!~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s Tell Pippin! I ain't supposed to buy!~ +1 +7 +28700 +2 +28728 +-1 +5 +24 +0 +0 +#28703~ +28739 +28738 +28735 +28734 +28733 +28737 +28730 +321 +324 +-1 +1.50 +0.50 +5 +9 +-1 +%s Nope. Don't make that here.~ +%s Maybe I'd buy it, but you don't have it.~ +%s Keep it. I have no use for it.~ +%s I am sorry, but I have bought too much already.~ +%s You need to pay for that, my friend.~ +%s All right. That'll be %d coins.~ +%s Fine. Here are %d crowns.~ +1 +7 +28703 +2 +28719 +-1 +5 +18 +0 +0 +#28704~ +28750 +28736 +28749 +323 +342 +-1 +1.50 +0.40 +-1 +%s I haven't made any of those lately.~ +%s I think I could live without one of those.~ +%s I won't buy that.~ +%s I only buy wood, from John the Lumberjack.~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s Oops...a bug! I don't buy.~ +1 +7 +28704 +2 +28714 +-1 +5 +18 +0 +0 +#28705~ +28746 +28745 +28744 +28742 +309 +337 +332 +331 +-1 +3.50 +0.10 +1 +2 +3 +4 +5 +8 +9 +10 +12 +15 +16 +17 +19 +21 +22 +-1 +%s Don't have one. Get lost!~ +%s Take a look in your pack again, Sherlock!~ +%s No. Don't buy it!~ +%s Not enough cash! Go soak your head!~ +%s Sorry, but NO CREDIT!~ +%s Gimme %d coins!~ +%s I'll give you a whole %d coins for that.~ +1 +7 +28705 +0 +28720 +-1 +9 +17 +0 +0 +#28706~ +28756 +28755 +28754 +28753 +351 +-1 +2.00 +0.50 +1 +-1 +%s I don't see that here. Do you?~ +%s Well, my friend, perhaps you hallucinate?~ +%s I buy only things that bubble and fizz.~ +%s Too expensive for THIS wizard.~ +%s Alas, you are too poor to buy that.~ +%s That'll be %d coins, please.~ +%s Here. I pay you %d coins. Is that enough?~ +0 +7 +28706 +2 +28730 +-1 +5 +12 +13 +18 +#28707~ +28752 +28751 +28727 +386 +371 +376 +381 +-1 +1.20 +0.90 +-1 +%s Sorry...don't have that.~ +%s I don't buy anything.~ +%s I don't buy anything.~ +%s I don't buy anything.~ +%s This fine armor is too costly for you.~ +%s Wear it in good health! That will be %d coins.~ +%s Here, you can have %d coins for that.~ +0 +7 +28707 +2 +28729 +-1 +6 +22 +0 +0 +#28708~ +310 +28789 +-1 +2.00 +0.50 +-1 +%s I know not the recipe for that.~ +%s Sorry, I don't buy from outsiders.~ +%s Sorry, I don't buy from outsiders.~ +%s Sorry, I don't buy from outsiders.~ +%s Sorry, but here, no money means no goods!~ +%s %d coins, please. Don't talk with your mouth full.~ +%s Here, you can have %d coins for that.~ +2 +7 +28708 +2 +28731 +-1 +3 +16 +0 +0 +#28709~ +28760 +28759 +28758 +28757 +352 +350 +-1 +1.50 +0.50 +2 +16 +21 +-1 +%s The goblins must have stolen that.~ +%s Sorry, you don't have that to sell.~ +%s This is a library, not a general store.~ +%s Would you donate it?~ +%s I'm sorry, but you can't afford that.~ +%s That'll be %d crowns.~ +%s Here are %d crowns. Thank you very much.~ +2 +7 +28709 +2 +28724 +-1 +5 +19 +0 +0 +$~ diff --git a/lib/world/shp/288.shp b/lib/world/shp/288.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/288.shp +++ b/lib/world/shp/288.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/289.shp b/lib/world/shp/289.shp index 79a1c77..70e349b 100644 --- a/lib/world/shp/289.shp +++ b/lib/world/shp/289.shp @@ -1,129 +1,129 @@ -CircleMUD v3.0 Shop File~ -#28900~ -28917 -28918 -28919 --1 -1.10 -0.90 --1 -%s I don't know how to make one of those!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s I don't give 'em away free, you know!~ -%s That's %d gold.~ -%s We don't *buy* drinks...we sell 'em!~ -1 -6 -28921 -0 -28913 --1 -1 -24 -0 -0 -#28901~ -28917 -28918 -28919 --1 -1.10 -0.90 --1 -%s I don't know how to make one of those!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s I don't give 'em away free, you know!~ -%s That's %d gold.~ -%s We don't *buy* drinks...we sell 'em!~ -1 -6 -28920 -0 -28921 --1 -1 -24 -0 -0 -#28902~ -28917 -28918 -28919 --1 -1.10 -0.90 --1 -%s I don't know how to make one of those!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s We don't *buy* drinks...we sell 'em!~ -%s I don't give 'em away free, you know!~ -%s That's %d gold.~ -%s We don't *buy* drinks...we sell 'em!~ -1 -6 -28915 -0 -28928 --1 -1 -24 -0 -0 -#28903~ -28917 -28918 -28919 --1 -1.10 -0.90 --1 -%s Say again, friend?~ -%s Thanks, but no thanks.~ -%s Thanks, but no thanks.~ -%s Thanks, but no thanks.~ -%s No tabs, friend. Sorry.~ -%s That's %d gold.~ -%s We don't *buy* drinks...we sell 'em!~ -1 -6 -28914 -0 -28920 --1 -1 -24 -1 -24 -#28904~ --1 -1.10 -0.90 -3 -4 -8 -10 -2 --1 -%s Don't have one, but I think I might be able to find one...~ -%s You have one? Really? Let me see!~ -%s I'm not interested. Anything else?~ -%s Too rich for my blood!~ -%s Perhaps you should go visit the bank first...~ -%s That's just %d coins, cash in advance.~ -%s I'll take that for %d coins, thank you!~ -1 -6 -28919 -0 -28927 --1 -1 -24 -1 -24 -$~ +CircleMUD v3.0 Shop File~ +#28900~ +28917 +28918 +28919 +-1 +1.10 +0.90 +-1 +%s I don't know how to make one of those!~ +%s We don't *buy* drinks...we sell 'em!~ +%s We don't *buy* drinks...we sell 'em!~ +%s We don't *buy* drinks...we sell 'em!~ +%s I don't give 'em away free, you know!~ +%s That's %d gold.~ +%s We don't *buy* drinks...we sell 'em!~ +1 +6 +28921 +0 +28913 +-1 +1 +24 +0 +0 +#28901~ +28917 +28918 +28919 +-1 +1.10 +0.90 +-1 +%s I don't know how to make one of those!~ +%s We don't *buy* drinks...we sell 'em!~ +%s We don't *buy* drinks...we sell 'em!~ +%s We don't *buy* drinks...we sell 'em!~ +%s I don't give 'em away free, you know!~ +%s That's %d gold.~ +%s We don't *buy* drinks...we sell 'em!~ +1 +6 +28920 +0 +28921 +-1 +1 +24 +0 +0 +#28902~ +28917 +28918 +28919 +-1 +1.10 +0.90 +-1 +%s I don't know how to make one of those!~ +%s We don't *buy* drinks...we sell 'em!~ +%s We don't *buy* drinks...we sell 'em!~ +%s We don't *buy* drinks...we sell 'em!~ +%s I don't give 'em away free, you know!~ +%s That's %d gold.~ +%s We don't *buy* drinks...we sell 'em!~ +1 +6 +28915 +0 +28928 +-1 +1 +24 +0 +0 +#28903~ +28917 +28918 +28919 +-1 +1.10 +0.90 +-1 +%s Say again, friend?~ +%s Thanks, but no thanks.~ +%s Thanks, but no thanks.~ +%s Thanks, but no thanks.~ +%s No tabs, friend. Sorry.~ +%s That's %d gold.~ +%s We don't *buy* drinks...we sell 'em!~ +1 +6 +28914 +0 +28920 +-1 +1 +24 +1 +24 +#28904~ +-1 +1.10 +0.90 +3 +4 +8 +10 +2 +-1 +%s Don't have one, but I think I might be able to find one...~ +%s You have one? Really? Let me see!~ +%s I'm not interested. Anything else?~ +%s Too rich for my blood!~ +%s Perhaps you should go visit the bank first...~ +%s That's just %d coins, cash in advance.~ +%s I'll take that for %d coins, thank you!~ +1 +6 +28919 +0 +28927 +-1 +1 +24 +1 +24 +$~ diff --git a/lib/world/shp/290.shp b/lib/world/shp/290.shp index 68abcab..6607881 100644 --- a/lib/world/shp/290.shp +++ b/lib/world/shp/290.shp @@ -1,27 +1,27 @@ -CircleMUD v3.0 Shop File~ -#29000~ -29009 -29010 -29011 --1 -1.10 -0.90 --1 -%s I don't seem to have anything like that. Sorry.~ -%s I'm sorry, I don't purchase goods.~ -%s I'm sorry, I don't purchase goods.~ -%s I'm sorry, I don't purchase goods.~ -%s If I gave you credit, Cookie Monster would ruin me.~ -%s That will be %d coins. I sincerely hope you enjoy it.~ -%s I'm sorry, I don't purchase goods.~ -0 -7 -29006 -0 -29018 --1 -0 -24 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#29000~ +29009 +29010 +29011 +-1 +1.10 +0.90 +-1 +%s I don't seem to have anything like that. Sorry.~ +%s I'm sorry, I don't purchase goods.~ +%s I'm sorry, I don't purchase goods.~ +%s I'm sorry, I don't purchase goods.~ +%s If I gave you credit, Cookie Monster would ruin me.~ +%s That will be %d coins. I sincerely hope you enjoy it.~ +%s I'm sorry, I don't purchase goods.~ +0 +7 +29006 +0 +29018 +-1 +0 +24 +0 +0 +$~ diff --git a/lib/world/shp/291.shp b/lib/world/shp/291.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/291.shp +++ b/lib/world/shp/291.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/292.shp b/lib/world/shp/292.shp index d392809..251655e 100644 --- a/lib/world/shp/292.shp +++ b/lib/world/shp/292.shp @@ -1,197 +1,197 @@ -CircleMUD v3.0 Shop File~ -#29200~ -29202 -29208 -29209 -352 -350 --1 -1.20 -0.50 --1 -%s I can't find that...it must be out of print!~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s You don't have enough money!~ -%s That will run you %d coins.~ -%s I don't buy.~ -0 -7 -29203 -0 -29247 --1 -0 -24 -0 -0 -#29201~ -29214 -29217 -29243 -29244 -29245 --1 -1.20 -0.50 -9 -5 --1 -%s We don't have any of those, Sugar.~ -%s Are you sure you have one, handsome?~ -%s I don't buy those, darling.~ -%s I'm a little strapped--how about a gift?~ -%s Perhaps later, when you've more cash, honey.~ -%s That's %d coins, love.~ -%s Here's %d coins, friend.~ -0 -7 -29211 -0 -29243 --1 -0 -24 -0 -0 -#29202~ -29218 -29219 -29220 -29221 -29222 --1 -1.30 -0.80 --1 -%s I've never heard of that...what species is it?~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s If you come back with more money, I may consider selling it.~ -%s That's %d coins...can I wrap it up for you?~ -%s I don't buy.~ -0 -7 -29215 -0 -29254 --1 -0 -24 -0 -0 -#29203~ -29211 -29212 -29213 -29210 --1 -1.40 -0.80 -9 -5 -3 -4 -10 --1 -%s I don't know if we have those...take a look around!~ -%s Is this a joke? I don't see one.~ -%s I don't buy those. Call me picky.~ -%s I don't have enough money for that. Try a collector.~ -%s Why not come back with more money?~ -%s That's %d coins.~ -%s Here's %d coins.~ -0 -7 -29224 -0 -29239 --1 -0 -24 -0 -0 -#29204~ -29205 -29207 -29240 -29241 -29242 --1 -1.10 -0.90 --1 -%s I didn't grow any of those this season, sorry.~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s You don't have enough money...sorry.~ -%s That costs %d coins.~ -%s I don't buy.~ -0 -1 -29252 -0 -29352 --1 -0 -24 -0 -24 -#29205~ -29248 -29249 -29250 -0 -0 --1 -1.10 -0.90 --1 -%s How do you mix one of those?~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s No bar tabs. Pay in advance, bub.~ -%s That's %d gold.~ -%s I don't buy.~ -0 -7 -29205 -0 -29246 --1 -0 -24 -0 -0 -#29206~ -29248 -29249 -29250 -0 -0 --1 -1.10 -0.90 --1 -%s How do you mix one of those?~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s No bar tabs. Pay in advance, bub.~ -%s That's %d gold.~ -%s I don't buy.~ -0 -7 -29254 -0 -29265 --1 -0 -24 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#29200~ +29202 +29208 +29209 +352 +350 +-1 +1.20 +0.50 +-1 +%s I can't find that...it must be out of print!~ +%s I don't buy.~ +%s I don't buy.~ +%s I don't buy.~ +%s You don't have enough money!~ +%s That will run you %d coins.~ +%s I don't buy.~ +0 +7 +29203 +0 +29247 +-1 +0 +24 +0 +0 +#29201~ +29214 +29217 +29243 +29244 +29245 +-1 +1.20 +0.50 +9 +5 +-1 +%s We don't have any of those, Sugar.~ +%s Are you sure you have one, handsome?~ +%s I don't buy those, darling.~ +%s I'm a little strapped--how about a gift?~ +%s Perhaps later, when you've more cash, honey.~ +%s That's %d coins, love.~ +%s Here's %d coins, friend.~ +0 +7 +29211 +0 +29243 +-1 +0 +24 +0 +0 +#29202~ +29218 +29219 +29220 +29221 +29222 +-1 +1.30 +0.80 +-1 +%s I've never heard of that...what species is it?~ +%s I don't buy.~ +%s I don't buy.~ +%s I don't buy.~ +%s If you come back with more money, I may consider selling it.~ +%s That's %d coins...can I wrap it up for you?~ +%s I don't buy.~ +0 +7 +29215 +0 +29254 +-1 +0 +24 +0 +0 +#29203~ +29211 +29212 +29213 +29210 +-1 +1.40 +0.80 +9 +5 +3 +4 +10 +-1 +%s I don't know if we have those...take a look around!~ +%s Is this a joke? I don't see one.~ +%s I don't buy those. Call me picky.~ +%s I don't have enough money for that. Try a collector.~ +%s Why not come back with more money?~ +%s That's %d coins.~ +%s Here's %d coins.~ +0 +7 +29224 +0 +29239 +-1 +0 +24 +0 +0 +#29204~ +29205 +29207 +29240 +29241 +29242 +-1 +1.10 +0.90 +-1 +%s I didn't grow any of those this season, sorry.~ +%s I don't buy.~ +%s I don't buy.~ +%s I don't buy.~ +%s You don't have enough money...sorry.~ +%s That costs %d coins.~ +%s I don't buy.~ +0 +1 +29252 +0 +29352 +-1 +0 +24 +0 +24 +#29205~ +29248 +29249 +29250 +0 +0 +-1 +1.10 +0.90 +-1 +%s How do you mix one of those?~ +%s I don't buy.~ +%s I don't buy.~ +%s I don't buy.~ +%s No bar tabs. Pay in advance, bub.~ +%s That's %d gold.~ +%s I don't buy.~ +0 +7 +29205 +0 +29246 +-1 +0 +24 +0 +0 +#29206~ +29248 +29249 +29250 +0 +0 +-1 +1.10 +0.90 +-1 +%s How do you mix one of those?~ +%s I don't buy.~ +%s I don't buy.~ +%s I don't buy.~ +%s No bar tabs. Pay in advance, bub.~ +%s That's %d gold.~ +%s I don't buy.~ +0 +7 +29254 +0 +29265 +-1 +0 +24 +0 +0 +$~ diff --git a/lib/world/shp/293.shp b/lib/world/shp/293.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/293.shp +++ b/lib/world/shp/293.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/294.shp b/lib/world/shp/294.shp index a39fba3..222c90a 100644 --- a/lib/world/shp/294.shp +++ b/lib/world/shp/294.shp @@ -1,130 +1,130 @@ -CircleMUD v3.0 Shop File~ -#29400~ -29405 -29406 -29407 -29408 --1 -1.10 -0.90 --1 -%s I haven't made any of those lately, but I'll consider it.~ -%s I don't buy used leather. Try a pawnshop.~ -%s I don't buy used leather. Try a pawnshop.~ -%s I don't buy used leather. Try a pawnshop.~ -%s You can't afford this. I'm sorry.~ -%s That will cost you %d gold coins.~ -%s I don't buy used leather. Try a pawnshop.~ -1 -7 -29402 -0 -29441 --1 -8 -17 -0 -0 -#29401~ -29409 -29410 -29411 --1 -1.30 -0.70 -8 --1 -%s I don't have any of those!~ -%s Are you sure you have one of those?~ -%s Yes, but do you have any valuble gems or jewels?~ -%s I'd love to, but tomorrow the rent is due.~ -%s We don't have a layaway plan, sorry.~ -%s That will run %d gold coins.~ -%s How about %d gold coins?~ -0 -7 -29403 -0 -29436 --1 -8 -17 -8 -17 -#29402~ -29412 -29413 -29414 --1 -1.10 -0.90 --1 -%s Whah kind of ammynal iz dat?~ -%s I sells meats. I no buyz meats.~ -%s I sells meats. I no buyz meats.~ -%s I sells meats. I no buyz meats.~ -%s Gold coinz! I ownly take gold coins!~ -%s That costses you %d golds.~ -%s I sells meats. I no buyz meats.~ -1 -6 -29404 -0 -29435 --1 -7 -18 -7 -18 -#29403~ -29415 -29416 -29417 -29418 --1 -1.20 -0.80 --1 -%s I don't have that.~ -%s You don't have that.~ -%s I don't buy those.~ -%s I won't buy that.~ -%s You can't buy that.~ -%s That's %d gold.~ -%s Here's %d gold.~ -1 -6 -29409 -0 -29450 --1 -8 -17 -8 -17 -#29404~ -29419 -29420 -29421 --1 -1.10 -0.90 --1 -%s I don't have that on tap, putz!~ -%s I only buy from the distributor, dwick!~ -%s I only buy from the distributor, dwick!~ -%s I only buy from the distributor, dwick!~ -%s Get some cash, you flaming newbie!~ -%s Gimme %d gold first!~ -%s I only buy from the distributor, dwick!~ -1 -6 -29408 -0 -29452 --1 -1 -24 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#29400~ +29405 +29406 +29407 +29408 +-1 +1.10 +0.90 +-1 +%s I haven't made any of those lately, but I'll consider it.~ +%s I don't buy used leather. Try a pawnshop.~ +%s I don't buy used leather. Try a pawnshop.~ +%s I don't buy used leather. Try a pawnshop.~ +%s You can't afford this. I'm sorry.~ +%s That will cost you %d gold coins.~ +%s I don't buy used leather. Try a pawnshop.~ +1 +7 +29402 +0 +29441 +-1 +8 +17 +0 +0 +#29401~ +29409 +29410 +29411 +-1 +1.30 +0.70 +8 +-1 +%s I don't have any of those!~ +%s Are you sure you have one of those?~ +%s Yes, but do you have any valuble gems or jewels?~ +%s I'd love to, but tomorrow the rent is due.~ +%s We don't have a layaway plan, sorry.~ +%s That will run %d gold coins.~ +%s How about %d gold coins?~ +0 +7 +29403 +0 +29436 +-1 +8 +17 +8 +17 +#29402~ +29412 +29413 +29414 +-1 +1.10 +0.90 +-1 +%s Whah kind of ammynal iz dat?~ +%s I sells meats. I no buyz meats.~ +%s I sells meats. I no buyz meats.~ +%s I sells meats. I no buyz meats.~ +%s Gold coinz! I ownly take gold coins!~ +%s That costses you %d golds.~ +%s I sells meats. I no buyz meats.~ +1 +6 +29404 +0 +29435 +-1 +7 +18 +7 +18 +#29403~ +29415 +29416 +29417 +29418 +-1 +1.20 +0.80 +-1 +%s I don't have that.~ +%s You don't have that.~ +%s I don't buy those.~ +%s I won't buy that.~ +%s You can't buy that.~ +%s That's %d gold.~ +%s Here's %d gold.~ +1 +6 +29409 +0 +29450 +-1 +8 +17 +8 +17 +#29404~ +29419 +29420 +29421 +-1 +1.10 +0.90 +-1 +%s I don't have that on tap, putz!~ +%s I only buy from the distributor, dwick!~ +%s I only buy from the distributor, dwick!~ +%s I only buy from the distributor, dwick!~ +%s Get some cash, you flaming newbie!~ +%s Gimme %d gold first!~ +%s I only buy from the distributor, dwick!~ +1 +6 +29408 +0 +29452 +-1 +1 +24 +0 +0 +$~ diff --git a/lib/world/shp/295.shp b/lib/world/shp/295.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/295.shp +++ b/lib/world/shp/295.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/296.shp b/lib/world/shp/296.shp index 707d7b8..fe0d97a 100644 --- a/lib/world/shp/296.shp +++ b/lib/world/shp/296.shp @@ -1,27 +1,27 @@ -CircleMUD v3.0 Shop File~ -#29659~ -29600 -29602 -29603 --1 -1.50 -0.10 --1 -%s I'm sorry *BEEP* but I do not have that item.~ -%s Please do not stuff that in my *BEEP* coin slot.~ -%s Please do not stuff that in my *BEEP* coin slot.~ -%s Please do not stuff that in my *BEEP* coin slot.~ -%s Please insert *BEEP* additional coins.~ -%s *WHIRR* *KACHUNK* %d coins. Have a nice *BEEP* day.~ -%s *WHIRR* *KACHUNK* %d coins. Have a nice *BEEP* day.~ -0 -6 -29604 -0 -29608 --1 -1 -24 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#29659~ +29600 +29602 +29603 +-1 +1.50 +0.10 +-1 +%s I'm sorry *BEEP* but I do not have that item.~ +%s Please do not stuff that in my *BEEP* coin slot.~ +%s Please do not stuff that in my *BEEP* coin slot.~ +%s Please do not stuff that in my *BEEP* coin slot.~ +%s Please insert *BEEP* additional coins.~ +%s *WHIRR* *KACHUNK* %d coins. Have a nice *BEEP* day.~ +%s *WHIRR* *KACHUNK* %d coins. Have a nice *BEEP* day.~ +0 +6 +29604 +0 +29608 +-1 +1 +24 +0 +0 +$~ diff --git a/lib/world/shp/298.shp b/lib/world/shp/298.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/298.shp +++ b/lib/world/shp/298.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/299.shp b/lib/world/shp/299.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/299.shp +++ b/lib/world/shp/299.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/3.shp b/lib/world/shp/3.shp index e916ff4..b81da3c 100644 --- a/lib/world/shp/3.shp +++ b/lib/world/shp/3.shp @@ -1,54 +1,54 @@ -CircleMUD v3.0 Shop File~ -#351~ -28753 -14037 -29105 -12027 -2545 --1 -2.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -186 -0 -351 --1 -0 -28 -0 -0 -#361~ -25757 -25752 -25750 --1 -2.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -185 -0 -361 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#351~ +28753 +14037 +29105 +12027 +2545 +-1 +2.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +186 +0 +351 +-1 +0 +28 +0 +0 +#361~ +25757 +25752 +25750 +-1 +2.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +185 +0 +361 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/300.shp b/lib/world/shp/300.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/300.shp +++ b/lib/world/shp/300.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/301.shp b/lib/world/shp/301.shp index 563a6b6..6ccfe8e 100644 --- a/lib/world/shp/301.shp +++ b/lib/world/shp/301.shp @@ -1,128 +1,128 @@ -CircleMUD v3.0 Shop File~ -#30100~ -30135 -30136 -30140 --1 -3.00 -0.10 --1 -%s I'm sorry but I could not find that particular item.~ -%s Please do not stuff that in my coin slot.~ -%s Please do not stuff that in my coin slot.~ -%s Go away.~ -%s Please insert additional coins.~ -%s That comes to about %d coins. Have a awesome day, Eh?~ -%s That also comes to %d coins. Have a cool day, Eh?~ -1 -7 -30118 -0 -30104 --1 -1 -24 -0 -0 -#30101~ -30136 -30140 -30141 -30152 -30151 --1 -1.20 -0.80 --1 -%s I can't find that...it must be out of stock.~ -%s I don't buy from people.~ -%s I don't buy from people.~ -%s I don't buy from people.~ -%s You don't have enough money! Come back later.~ -%s That will run you %d coins. Here you are.~ -%s I don't buy.~ -0 -5 -30139 -0 -30245 --1 -5 -12 -13 -22 -#30102~ -30140 -30141 --1 -1.20 -0.80 --1 -%s I'm sorry, I can nae help you there.~ -%s Are you sure you have one of those?~ -%s Dream on, dude!~ -%s How about as a gift?~ -%s Perhaps later, when you've got enough money, my friend.~ -%s That's %d coins.~ -%s Here's %d coins.~ -0 -7 -30140 -0 -30169 --1 -0 -24 -0 -0 -#30103~ -30116 -30126 -30111 --1 -6.30 -0.80 --1 -%s I've never heard of that...what is it?~ -%s I don't see the goods, neighbour.~ -%s I don't buy that junk.~ -%s I'm a little short on the moolah, know what I mean?~ -%s If you come back with more money, I may consider selling it...to you.~ -%s That's %d coins...can I wrap it up for you?~ -%s Here's %d for that.~ -0 -7 -30141 -0 -30141 --1 -0 -24 -0 -0 -#30104~ -30137 -30138 -30139 --1 -1.10 -0.90 --1 -%s How do you mix one of those?~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s No bar tabs. Pay in advance, bub.~ -%s That's %d gold.~ -%s I don't buy.~ -0 -7 -30142 -0 -30166 --1 -0 -24 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#30100~ +30135 +30136 +30140 +-1 +3.00 +0.10 +-1 +%s I'm sorry but I could not find that particular item.~ +%s Please do not stuff that in my coin slot.~ +%s Please do not stuff that in my coin slot.~ +%s Go away.~ +%s Please insert additional coins.~ +%s That comes to about %d coins. Have a awesome day, Eh?~ +%s That also comes to %d coins. Have a cool day, Eh?~ +1 +7 +30118 +0 +30104 +-1 +1 +24 +0 +0 +#30101~ +30136 +30140 +30141 +30152 +30151 +-1 +1.20 +0.80 +-1 +%s I can't find that...it must be out of stock.~ +%s I don't buy from people.~ +%s I don't buy from people.~ +%s I don't buy from people.~ +%s You don't have enough money! Come back later.~ +%s That will run you %d coins. Here you are.~ +%s I don't buy.~ +0 +5 +30139 +0 +30245 +-1 +5 +12 +13 +22 +#30102~ +30140 +30141 +-1 +1.20 +0.80 +-1 +%s I'm sorry, I can nae help you there.~ +%s Are you sure you have one of those?~ +%s Dream on, dude!~ +%s How about as a gift?~ +%s Perhaps later, when you've got enough money, my friend.~ +%s That's %d coins.~ +%s Here's %d coins.~ +0 +7 +30140 +0 +30169 +-1 +0 +24 +0 +0 +#30103~ +30116 +30126 +30111 +-1 +6.30 +0.80 +-1 +%s I've never heard of that...what is it?~ +%s I don't see the goods, neighbour.~ +%s I don't buy that junk.~ +%s I'm a little short on the moolah, know what I mean?~ +%s If you come back with more money, I may consider selling it...to you.~ +%s That's %d coins...can I wrap it up for you?~ +%s Here's %d for that.~ +0 +7 +30141 +0 +30141 +-1 +0 +24 +0 +0 +#30104~ +30137 +30138 +30139 +-1 +1.10 +0.90 +-1 +%s How do you mix one of those?~ +%s I don't buy.~ +%s I don't buy.~ +%s I don't buy.~ +%s No bar tabs. Pay in advance, bub.~ +%s That's %d gold.~ +%s I don't buy.~ +0 +7 +30142 +0 +30166 +-1 +0 +24 +0 +0 +$~ diff --git a/lib/world/shp/302.shp b/lib/world/shp/302.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/302.shp +++ b/lib/world/shp/302.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/303.shp b/lib/world/shp/303.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/303.shp +++ b/lib/world/shp/303.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/304.shp b/lib/world/shp/304.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/304.shp +++ b/lib/world/shp/304.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/305.shp b/lib/world/shp/305.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/305.shp +++ b/lib/world/shp/305.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/306.shp b/lib/world/shp/306.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/306.shp +++ b/lib/world/shp/306.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/307.shp b/lib/world/shp/307.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/307.shp +++ b/lib/world/shp/307.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/308.shp b/lib/world/shp/308.shp index 4b6294a..9308cd2 100644 --- a/lib/world/shp/308.shp +++ b/lib/world/shp/308.shp @@ -1,150 +1,150 @@ -CircleMUD v3.0 Shop File~ -#30842~ -30816 -30817 --1 -1.50 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30831 -0 -30842 --1 -0 -28 -0 -0 -#30845~ -30818 -30819 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30829 -0 -30845 --1 -0 -28 -0 -0 -#30846~ -29105 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30828 -0 -30846 --1 -0 -28 -0 -0 -#30849~ -343 -371 -376 -381 --1 -1.50 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30837 -0 -30849 --1 -0 -28 -0 -0 -#30852~ -330 -331 -332 -339 -376 --1 -1.50 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30833 -0 -30852 --1 -0 -28 -0 -0 -#30854~ -30820 -30821 --1 -1.50 -0.90 --1 -%s Sorry, I don't stock that item.~ -%s You dpn't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -30832 -0 -30854 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#30842~ +30816 +30817 +-1 +1.50 +0.90 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +30831 +0 +30842 +-1 +0 +28 +0 +0 +#30845~ +30818 +30819 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +30829 +0 +30845 +-1 +0 +28 +0 +0 +#30846~ +29105 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +30828 +0 +30846 +-1 +0 +28 +0 +0 +#30849~ +343 +371 +376 +381 +-1 +1.50 +0.90 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +30837 +0 +30849 +-1 +0 +28 +0 +0 +#30852~ +330 +331 +332 +339 +376 +-1 +1.50 +0.90 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +30833 +0 +30852 +-1 +0 +28 +0 +0 +#30854~ +30820 +30821 +-1 +1.50 +0.90 +-1 +%s Sorry, I don't stock that item.~ +%s You dpn't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +30832 +0 +30854 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/309.shp b/lib/world/shp/309.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/309.shp +++ b/lib/world/shp/309.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/31.shp b/lib/world/shp/31.shp index 909d31e..62ecbc5 100644 --- a/lib/world/shp/31.shp +++ b/lib/world/shp/31.shp @@ -1,27 +1,27 @@ -CircleMUD v3.0 Shop File~ -#3100~ -3100 -3101 -3102 --1 -1.10 -0.90 --1 -%s I haven't got such a drink.~ -%s I see no such thing.~ -%s I do not buy, would you like a drink?~ -%s BUG, Please report.~ -%s You can't afford such a fine drink, try the Grubby Inn.~ -%s Fine, that'll be %d gold pieces.~ -%s Bug, please report (%d).~ -0 -6 -3100 -0 -3106 --1 -6 -22 -23 -24 -$~ +CircleMUD v3.0 Shop File~ +#3100~ +3100 +3101 +3102 +-1 +1.10 +0.90 +-1 +%s I haven't got such a drink.~ +%s I see no such thing.~ +%s I do not buy, would you like a drink?~ +%s BUG, Please report.~ +%s You can't afford such a fine drink, try the Grubby Inn.~ +%s Fine, that'll be %d gold pieces.~ +%s Bug, please report (%d).~ +0 +6 +3100 +0 +3106 +-1 +6 +22 +23 +24 +$~ diff --git a/lib/world/shp/310.shp b/lib/world/shp/310.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/310.shp +++ b/lib/world/shp/310.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/311.shp b/lib/world/shp/311.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/311.shp +++ b/lib/world/shp/311.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/312.shp b/lib/world/shp/312.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/312.shp +++ b/lib/world/shp/312.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/313.shp b/lib/world/shp/313.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/313.shp +++ b/lib/world/shp/313.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/314.shp b/lib/world/shp/314.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/314.shp +++ b/lib/world/shp/314.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/315.shp b/lib/world/shp/315.shp index e49c84c..003e8de 100644 --- a/lib/world/shp/315.shp +++ b/lib/world/shp/315.shp @@ -1,907 +1,907 @@ -CircleMUD v3.0 Shop File~ -#31500~ -31530 -31531 --1 -1.50 -0.00 -19steak -17ale --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31506 -0 -31504 --1 -0 -28 -0 -0 -#31501~ -31538 -31537 -31536 -31535 --1 -2.00 -0.50 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31512 -0 -31518 --1 -0 -28 -0 -0 -#31502~ -31539 -31540 -31541 -31542 --1 -1.50 -0.50 -10 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31511 -0 -31516 --1 -0 -28 -0 -0 -#31503~ -31543 -31544 -31545 -320 --1 -1.50 -0.80 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -7 -31515 -1 -31526 --1 -0 -28 -0 -0 -#31504~ -31546 -31547 -31548 -31549 -31550 -31551 -31552 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31509 -0 -31507 --1 -0 -28 -0 -0 -#31505~ -12001 -370 -31315 --1 -1.50 -0.80 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31513 -0 -31521 --1 -0 -28 -0 -0 -#31506~ -31553 -31554 --1 -1.50 -0.50 -15 -1 -12 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31516 -0 -31527 --1 -0 -28 -0 -0 -#31507~ -31555 -31556 -350 -352 --1 -1.50 -0.50 -2 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31545 -0 -31557 --1 -0 -28 -0 -0 -#31508~ -31557 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31547 -0 -31564 --1 -0 -28 -0 -0 -#31509~ -31519 -31558 -31559 --1 -1.50 -0.50 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31548 -0 -31572 --1 -0 -28 -0 -0 -#31510~ -31560 -31561 -31562 -31563 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31546 -0 -31556 --1 -0 -28 -0 -0 -#31511~ -31564 -31565 -31566 --1 -1.50 -0.50 -8 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31542 -0 -31561 --1 -0 -28 -0 -0 -#31512~ -31567 -31568 -31569 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31544 -0 -31559 --1 -0 -28 -0 -0 -#31513~ -31573 -31574 -31575 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31519 -0 -31532 --1 -0 -28 -0 -0 -#31514~ -31570 -31571 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31517 -0 -31530 --1 -0 -28 -0 -0 -#31515~ -31576 -31577 -31586 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -7 -31518 -0 -31531 --1 -0 -28 -0 -0 -#31516~ -31585 -31566 --1 -1.20 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31520 -0 -31533 --1 -0 -28 -0 -0 -#31517~ -31587 -31588 -31589 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31521 -0 -31534 --1 -0 -28 -0 -0 -#31518~ -31590 -31591 -31592 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31522 -0 -31535 --1 -0 -28 -0 -0 -#31519~ -381 -386 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31528 -0 -31541 --1 -0 -28 -0 -0 -#31520~ -31578 -31579 -31580 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31524 -0 -31537 --1 -0 -28 -0 -0 -#31521~ -31581 -31582 -31583 -31584 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31523 -0 -31536 --1 -0 -28 -0 -0 -#31522~ -31595 -31594 -31593 --1 -1.50 -0.80 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31526 -0 -31539 --1 -0 -28 -0 -0 -#31523~ -31597 -31596 --1 -1.50 -0.80 -12 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31525 -0 -31538 --1 -0 -28 -0 -0 -#31524~ -31524 -31598 --1 -1.50 -0.80 -11 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31534 -0 -31547 --1 -0 -28 -0 -0 -#31525~ -31599 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31539 -0 -31552 --1 -0 -28 -0 -0 -#31526~ -375 -31315 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31538 -0 -31551 --1 -0 -28 -0 -0 -#31527~ --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31537 -0 -31550 --1 -0 -28 -0 -0 -#31528~ --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31536 -0 -31549 --1 -0 -28 -0 -0 -#31529~ -31606 -31605 -31604 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31533 -0 -31546 --1 -0 -28 -0 -0 -#31530~ -31608 -31607 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31532 -0 -31545 --1 -0 -28 -0 -0 -#31531~ -31610 -31609 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31531 -0 -31544 --1 -0 -28 -0 -0 -#31532~ -31612 -31611 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31530 -0 -31543 --1 -0 -28 -0 -0 -#31533~ -31613 -31615 -31614 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31529 -0 -31542 --1 -0 -28 -0 -0 -#31534~ -31618 -31617 -31616 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31535 -0 -31548 --1 -0 -28 -0 -0 -#31535~ -31621 -31620 -31619 --1 -1.34 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31540 -0 -31553 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#31500~ +31530 +31531 +-1 +1.50 +0.00 +19steak +17ale +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31506 +0 +31504 +-1 +0 +28 +0 +0 +#31501~ +31538 +31537 +31536 +31535 +-1 +2.00 +0.50 +11 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31512 +0 +31518 +-1 +0 +28 +0 +0 +#31502~ +31539 +31540 +31541 +31542 +-1 +1.50 +0.50 +10 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31511 +0 +31516 +-1 +0 +28 +0 +0 +#31503~ +31543 +31544 +31545 +320 +-1 +1.50 +0.80 +5 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +7 +31515 +1 +31526 +-1 +0 +28 +0 +0 +#31504~ +31546 +31547 +31548 +31549 +31550 +31551 +31552 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31509 +0 +31507 +-1 +0 +28 +0 +0 +#31505~ +12001 +370 +31315 +-1 +1.50 +0.80 +9 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31513 +0 +31521 +-1 +0 +28 +0 +0 +#31506~ +31553 +31554 +-1 +1.50 +0.50 +15 +1 +12 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31516 +0 +31527 +-1 +0 +28 +0 +0 +#31507~ +31555 +31556 +350 +352 +-1 +1.50 +0.50 +2 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31545 +0 +31557 +-1 +0 +28 +0 +0 +#31508~ +31557 +-1 +1.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31547 +0 +31564 +-1 +0 +28 +0 +0 +#31509~ +31519 +31558 +31559 +-1 +1.50 +0.50 +9 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31548 +0 +31572 +-1 +0 +28 +0 +0 +#31510~ +31560 +31561 +31562 +31563 +-1 +1.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31546 +0 +31556 +-1 +0 +28 +0 +0 +#31511~ +31564 +31565 +31566 +-1 +1.50 +0.50 +8 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31542 +0 +31561 +-1 +0 +28 +0 +0 +#31512~ +31567 +31568 +31569 +-1 +1.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31544 +0 +31559 +-1 +0 +28 +0 +0 +#31513~ +31573 +31574 +31575 +-1 +1.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31519 +0 +31532 +-1 +0 +28 +0 +0 +#31514~ +31570 +31571 +-1 +1.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31517 +0 +31530 +-1 +0 +28 +0 +0 +#31515~ +31576 +31577 +31586 +-1 +1.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +7 +31518 +0 +31531 +-1 +0 +28 +0 +0 +#31516~ +31585 +31566 +-1 +1.20 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31520 +0 +31533 +-1 +0 +28 +0 +0 +#31517~ +31587 +31588 +31589 +-1 +1.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31521 +0 +31534 +-1 +0 +28 +0 +0 +#31518~ +31590 +31591 +31592 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31522 +0 +31535 +-1 +0 +28 +0 +0 +#31519~ +381 +386 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31528 +0 +31541 +-1 +0 +28 +0 +0 +#31520~ +31578 +31579 +31580 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31524 +0 +31537 +-1 +0 +28 +0 +0 +#31521~ +31581 +31582 +31583 +31584 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31523 +0 +31536 +-1 +0 +28 +0 +0 +#31522~ +31595 +31594 +31593 +-1 +1.50 +0.80 +9 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31526 +0 +31539 +-1 +0 +28 +0 +0 +#31523~ +31597 +31596 +-1 +1.50 +0.80 +12 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31525 +0 +31538 +-1 +0 +28 +0 +0 +#31524~ +31524 +31598 +-1 +1.50 +0.80 +11 +9 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31534 +0 +31547 +-1 +0 +28 +0 +0 +#31525~ +31599 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31539 +0 +31552 +-1 +0 +28 +0 +0 +#31526~ +375 +31315 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31538 +0 +31551 +-1 +0 +28 +0 +0 +#31527~ +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31537 +0 +31550 +-1 +0 +28 +0 +0 +#31528~ +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31536 +0 +31549 +-1 +0 +28 +0 +0 +#31529~ +31606 +31605 +31604 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31533 +0 +31546 +-1 +0 +28 +0 +0 +#31530~ +31608 +31607 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31532 +0 +31545 +-1 +0 +28 +0 +0 +#31531~ +31610 +31609 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31531 +0 +31544 +-1 +0 +28 +0 +0 +#31532~ +31612 +31611 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31530 +0 +31543 +-1 +0 +28 +0 +0 +#31533~ +31613 +31615 +31614 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31529 +0 +31542 +-1 +0 +28 +0 +0 +#31534~ +31618 +31617 +31616 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31535 +0 +31548 +-1 +0 +28 +0 +0 +#31535~ +31621 +31620 +31619 +-1 +1.34 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31540 +0 +31553 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/316.shp b/lib/world/shp/316.shp index 7d4c2d0..314d23f 100644 --- a/lib/world/shp/316.shp +++ b/lib/world/shp/316.shp @@ -1,424 +1,424 @@ -CircleMUD v3.0 Shop File~ -#31600~ -31625 -31624 -31622 --1 -1.50 -0.80 -55 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31615 -112 -31607 --1 -0 -28 -0 -0 -#31601~ -31623 -31626 -31627 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too ppor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31624 -112 -31610 --1 -0 -28 -0 -0 -#31605~ -31620 -31621 -31619 --1 -1.50 -0.80 -10 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31625 -112 -31605 --1 -0 -28 -0 -0 -#31606~ -31628 -31629 -31630 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31626 -112 -31606 --1 -0 -28 -0 -0 -#31622~ -31636 -31637 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31617 -88 -31622 --1 -0 -28 -0 -0 -#31625~ -31631 -31632 -31633 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -31616 -88 -31625 --1 -0 -28 -0 -0 -#31629~ -31638 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31618 -0 -31629 --1 -0 -28 -0 -0 -#31630~ -31642 -31643 -31644 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -31627 -56 -31630 --1 -0 -28 -0 -0 -#31631~ -31639 -31640 -31641 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31623 -0 -31631 --1 -0 -28 -0 -0 -#31640~ -31645 -31646 -31647 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31629 -56 -31640 --1 -0 -28 -0 -0 -#31642~ -31648 -31649 -31650 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -31628 -56 -31642 --1 -0 -28 -0 -0 -#31651~ -31659 -31660 -31661 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31631 -104 -31651 --1 -0 -28 -0 -0 -#31652~ -31656 -31657 -31658 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31632 -104 -31652 --1 -0 -28 -0 -0 -#31653~ -31651 -31655 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31633 -104 -31653 --1 -0 -28 -0 -0 -#31654~ -31652 -31653 -31654 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -31614 -104 -31654 --1 -0 -28 -0 -0 -#31660~ -31662 -31663 -31664 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -31634 -40 -31660 --1 -0 -28 -0 -0 -#31663~ -31665 -31666 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -5 -31612 -56 -31663 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#31600~ +31625 +31624 +31622 +-1 +1.50 +0.80 +55 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31615 +112 +31607 +-1 +0 +28 +0 +0 +#31601~ +31623 +31626 +31627 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too ppor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31624 +112 +31610 +-1 +0 +28 +0 +0 +#31605~ +31620 +31621 +31619 +-1 +1.50 +0.80 +10 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31625 +112 +31605 +-1 +0 +28 +0 +0 +#31606~ +31628 +31629 +31630 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31626 +112 +31606 +-1 +0 +28 +0 +0 +#31622~ +31636 +31637 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31617 +88 +31622 +-1 +0 +28 +0 +0 +#31625~ +31631 +31632 +31633 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +5 +31616 +88 +31625 +-1 +0 +28 +0 +0 +#31629~ +31638 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31618 +0 +31629 +-1 +0 +28 +0 +0 +#31630~ +31642 +31643 +31644 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +5 +31627 +56 +31630 +-1 +0 +28 +0 +0 +#31631~ +31639 +31640 +31641 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31623 +0 +31631 +-1 +0 +28 +0 +0 +#31640~ +31645 +31646 +31647 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31629 +56 +31640 +-1 +0 +28 +0 +0 +#31642~ +31648 +31649 +31650 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +5 +31628 +56 +31642 +-1 +0 +28 +0 +0 +#31651~ +31659 +31660 +31661 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31631 +104 +31651 +-1 +0 +28 +0 +0 +#31652~ +31656 +31657 +31658 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31632 +104 +31652 +-1 +0 +28 +0 +0 +#31653~ +31651 +31655 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31633 +104 +31653 +-1 +0 +28 +0 +0 +#31654~ +31652 +31653 +31654 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +31614 +104 +31654 +-1 +0 +28 +0 +0 +#31660~ +31662 +31663 +31664 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +5 +31634 +40 +31660 +-1 +0 +28 +0 +0 +#31663~ +31665 +31666 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +5 +31612 +56 +31663 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/317.shp b/lib/world/shp/317.shp index 85f4e59..bcc6199 100644 --- a/lib/world/shp/317.shp +++ b/lib/world/shp/317.shp @@ -1,79 +1,79 @@ -CircleMUD v3.0 Shop File~ -#31700~ -301 --1 -1.28 -0.80 -12 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -7 -31701 -0 -31734 --1 -0 -28 -0 -0 -#31701~ -31721 -31722 -31723 -31724 --1 -1.80 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31717 -0 -31718 --1 -0 -28 -0 -0 -#31702~ -31725 -31726 -31727 -31728 -31729 --1 -1.67 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -31720 -0 -31725 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#31700~ +301 +-1 +1.28 +0.80 +12 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +7 +31701 +0 +31734 +-1 +0 +28 +0 +0 +#31701~ +31721 +31722 +31723 +31724 +-1 +1.80 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31717 +0 +31718 +-1 +0 +28 +0 +0 +#31702~ +31725 +31726 +31727 +31728 +31729 +-1 +1.67 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +31720 +0 +31725 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/318.shp b/lib/world/shp/318.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/318.shp +++ b/lib/world/shp/318.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/319.shp b/lib/world/shp/319.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/319.shp +++ b/lib/world/shp/319.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/32.shp b/lib/world/shp/32.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/32.shp +++ b/lib/world/shp/32.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/320.shp b/lib/world/shp/320.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/320.shp +++ b/lib/world/shp/320.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/321.shp b/lib/world/shp/321.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/321.shp +++ b/lib/world/shp/321.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/322.shp b/lib/world/shp/322.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/322.shp +++ b/lib/world/shp/322.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/323.shp b/lib/world/shp/323.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/323.shp +++ b/lib/world/shp/323.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/324.shp b/lib/world/shp/324.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/324.shp +++ b/lib/world/shp/324.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/325.shp b/lib/world/shp/325.shp index 172898c..c408936 100644 --- a/lib/world/shp/325.shp +++ b/lib/world/shp/325.shp @@ -1,220 +1,220 @@ -CircleMUD v3.0 Shop File~ -#32503~ -32514 -32515 -32516 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32504 -0 -32503 --1 -0 -28 -0 -0 -#32504~ -32559 -32560 -32561 --1 -1.50 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32546 -0 -32504 --1 -0 -28 -0 -0 -#32516~ --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32505 -0 -32577 --1 -0 -0 -0 -0 -#32517~ -32527 -32528 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32515 -0 -32517 --1 -0 -28 -0 -0 -#32519~ -32562 -32563 -32564 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32547 -0 -32531 -32519 --1 -0 -28 -0 -0 -#32521~ -3050 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32506 -0 -32512 --1 -0 -28 -0 -0 -#32522~ -32565 -32566 -32567 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32548 -0 -32522 --1 -0 -28 -0 -0 -#32529~ -32570 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32551 -0 -32529 --1 -0 -28 -0 -0 -#32544~ -32525 -32506 -32570 --1 -1.50 -0.80 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -32512 -0 -32544 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#32503~ +32514 +32515 +32516 +-1 +1.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +32504 +0 +32503 +-1 +0 +28 +0 +0 +#32504~ +32559 +32560 +32561 +-1 +1.50 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +32546 +0 +32504 +-1 +0 +28 +0 +0 +#32516~ +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +32505 +0 +32577 +-1 +0 +0 +0 +0 +#32517~ +32527 +32528 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +32515 +0 +32517 +-1 +0 +28 +0 +0 +#32519~ +32562 +32563 +32564 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +32547 +0 +32531 +32519 +-1 +0 +28 +0 +0 +#32521~ +3050 +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +32506 +0 +32512 +-1 +0 +28 +0 +0 +#32522~ +32565 +32566 +32567 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +32548 +0 +32522 +-1 +0 +28 +0 +0 +#32529~ +32570 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +32551 +0 +32529 +-1 +0 +28 +0 +0 +#32544~ +32525 +32506 +32570 +-1 +1.50 +0.80 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +32512 +0 +32544 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/326.shp b/lib/world/shp/326.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/326.shp +++ b/lib/world/shp/326.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/33.shp b/lib/world/shp/33.shp index ed9d36b..b5f1cca 100644 --- a/lib/world/shp/33.shp +++ b/lib/world/shp/33.shp @@ -1,80 +1,80 @@ -CircleMUD v3.0 Shop File~ -#3301~ -3300 -3301 -3308 -3309 -3310 --1 -1.10 -0.90 --1 -%s We didn't grow any of those this year.~ -%s You don't have that!~ -%s I won't buy that!~ -%s I can't buy that!~ -%s You can't buy that!~ -%s Ok, %d coins please!~ -%s Ok, %d coins please!~ -2 -6 -3304 -0 -3350 --1 -8 -22 -0 -0 -#3302~ -3032 -3037 -3038 -3039 --1 -1.10 -0.90 --1 -%s Could you repeat that please?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s But you haven't the money!~ -%s Ok, %d gold please.~ -%s Ok, %d gold please.~ -2 -6 -3301 -0 -3345 --1 -8 -22 -0 -0 -#3303~ -3319 -3320 -3321 --1 -1.20 -0.80 --1 -%s I don't know how to make one of those!~ -%s We don't *buy* drinks... we sell 'em!~ -%s We don't *buy* drinks... we sell 'em!~ -%s We don't *buy* drinks... we sell 'em!~ -%s I don't give 'em away free, you know!~ -%s That's %d gold.~ -%s We don't *buy* drinks... we sell 'em!~ -2 -6 -3314 -0 -3357 --1 -11 -18 -20 -22 -$~ +CircleMUD v3.0 Shop File~ +#3301~ +3300 +3301 +3308 +3309 +3310 +-1 +1.10 +0.90 +-1 +%s We didn't grow any of those this year.~ +%s You don't have that!~ +%s I won't buy that!~ +%s I can't buy that!~ +%s You can't buy that!~ +%s Ok, %d coins please!~ +%s Ok, %d coins please!~ +2 +6 +3304 +0 +3350 +-1 +8 +22 +0 +0 +#3302~ +3032 +3037 +3038 +3039 +-1 +1.10 +0.90 +-1 +%s Could you repeat that please?~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s But you haven't the money!~ +%s Ok, %d gold please.~ +%s Ok, %d gold please.~ +2 +6 +3301 +0 +3345 +-1 +8 +22 +0 +0 +#3303~ +3319 +3320 +3321 +-1 +1.20 +0.80 +-1 +%s I don't know how to make one of those!~ +%s We don't *buy* drinks... we sell 'em!~ +%s We don't *buy* drinks... we sell 'em!~ +%s We don't *buy* drinks... we sell 'em!~ +%s I don't give 'em away free, you know!~ +%s That's %d gold.~ +%s We don't *buy* drinks... we sell 'em!~ +2 +6 +3314 +0 +3357 +-1 +11 +18 +20 +22 +$~ diff --git a/lib/world/shp/345.shp b/lib/world/shp/345.shp index 0cbe36a..185c943 100644 --- a/lib/world/shp/345.shp +++ b/lib/world/shp/345.shp @@ -1,2 +1 @@ $~ - diff --git a/lib/world/shp/346.shp b/lib/world/shp/346.shp index 0cbe36a..185c943 100644 --- a/lib/world/shp/346.shp +++ b/lib/world/shp/346.shp @@ -1,2 +1 @@ $~ - diff --git a/lib/world/shp/35.shp b/lib/world/shp/35.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/35.shp +++ b/lib/world/shp/35.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/36.shp b/lib/world/shp/36.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/36.shp +++ b/lib/world/shp/36.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/37.shp b/lib/world/shp/37.shp index 0f517b0..dec4265 100644 --- a/lib/world/shp/37.shp +++ b/lib/world/shp/37.shp @@ -1,2 +1,2 @@ -CircleMUD v3.0 Shop File~ -$~ +CircleMUD v3.0 Shop File~ +$~ diff --git a/lib/world/shp/38.shp b/lib/world/shp/38.shp index 0f517b0..dec4265 100644 --- a/lib/world/shp/38.shp +++ b/lib/world/shp/38.shp @@ -1,2 +1,2 @@ -CircleMUD v3.0 Shop File~ -$~ +CircleMUD v3.0 Shop File~ +$~ diff --git a/lib/world/shp/39.shp b/lib/world/shp/39.shp index 9f3c973..c431f96 100644 --- a/lib/world/shp/39.shp +++ b/lib/world/shp/39.shp @@ -1,240 +1,240 @@ -CircleMUD v3.0 Shop File~ -#3900~ -3952 -3951 -3983 --1 -1.10 -0.90 --1 -%s I don't have me none o' dat!~ -%s You don't got none o' dat!~ -%s I don't have no uses for dat stuff.~ -%s I can't buy dat! You think me be made o' money?~ -%s You ain't got dat sort o' money? You think me be stupid?~ -%s Gimme %d moneys!~ -%s I give you %d moneys for dat.~ -0 -6 -3917 -0 -3900 -3901 -3902 -3903 -3904 -3905 -3906 -3907 -3908 -3909 -3910 -3911 -3912 -3913 -3914 -3915 -3916 -3917 -3918 -3919 -3920 -3921 -3922 -3923 -3924 -3925 -3926 -3927 -3928 -3929 -3930 -3931 -3932 -3933 -3934 -3935 -3936 -3937 -3938 -3939 -3940 -3941 -3942 -3944 -3943 -3945 -3946 -3947 -3948 -3949 -3950 -3951 -3952 -3953 -3954 -3955 -3956 -3957 -3958 -3959 -3960 -3961 -3962 -3963 -3964 -3965 -3966 -3967 -3968 -3969 -3970 -3971 -3972 -3973 -3974 -3975 -3976 -3977 -3978 -3979 -3980 -3981 -3982 -3983 -3984 -3985 -3986 -3987 -3988 -3989 -3990 -3991 -3992 -3993 -3994 -3995 -3996 -3997 -3998 -3999 --1 -0 -28 -0 -0 -#3901~ -3921 -3922 --1 -2.00 -0.00 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -3971 -0 -3940 --1 -0 -28 -0 -0 -#3902~ -3999 -3925 -3926 -3928 -3929 -3930 -3994 -3995 -3927 --1 -2.00 -0.50 -5 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s Get your cheap self out of my shop.~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -3955 -0 -3957 --1 -0 -28 -0 -0 -#3903~ -3946 -3965 -3957 -3984 -3956 --1 -2.00 -0.50 -9 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -3973 -0 -3972 --1 -0 -28 -0 -0 -#3904~ -3932 -3933 -3934 -3935 -3936 -3937 --1 -2.00 -0.50 -3 -10 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -3956 -0 -3966 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#3900~ +3952 +3951 +3983 +-1 +1.10 +0.90 +-1 +%s I don't have me none o' dat!~ +%s You don't got none o' dat!~ +%s I don't have no uses for dat stuff.~ +%s I can't buy dat! You think me be made o' money?~ +%s You ain't got dat sort o' money? You think me be stupid?~ +%s Gimme %d moneys!~ +%s I give you %d moneys for dat.~ +0 +6 +3917 +0 +3900 +3901 +3902 +3903 +3904 +3905 +3906 +3907 +3908 +3909 +3910 +3911 +3912 +3913 +3914 +3915 +3916 +3917 +3918 +3919 +3920 +3921 +3922 +3923 +3924 +3925 +3926 +3927 +3928 +3929 +3930 +3931 +3932 +3933 +3934 +3935 +3936 +3937 +3938 +3939 +3940 +3941 +3942 +3944 +3943 +3945 +3946 +3947 +3948 +3949 +3950 +3951 +3952 +3953 +3954 +3955 +3956 +3957 +3958 +3959 +3960 +3961 +3962 +3963 +3964 +3965 +3966 +3967 +3968 +3969 +3970 +3971 +3972 +3973 +3974 +3975 +3976 +3977 +3978 +3979 +3980 +3981 +3982 +3983 +3984 +3985 +3986 +3987 +3988 +3989 +3990 +3991 +3992 +3993 +3994 +3995 +3996 +3997 +3998 +3999 +-1 +0 +28 +0 +0 +#3901~ +3921 +3922 +-1 +2.00 +0.00 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +3971 +0 +3940 +-1 +0 +28 +0 +0 +#3902~ +3999 +3925 +3926 +3928 +3929 +3930 +3994 +3995 +3927 +-1 +2.00 +0.50 +5 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s Get your cheap self out of my shop.~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +3955 +0 +3957 +-1 +0 +28 +0 +0 +#3903~ +3946 +3965 +3957 +3984 +3956 +-1 +2.00 +0.50 +9 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +3973 +0 +3972 +-1 +0 +28 +0 +0 +#3904~ +3932 +3933 +3934 +3935 +3936 +3937 +-1 +2.00 +0.50 +3 +10 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +3956 +0 +3966 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/40.shp b/lib/world/shp/40.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/40.shp +++ b/lib/world/shp/40.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/41.shp b/lib/world/shp/41.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/41.shp +++ b/lib/world/shp/41.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/42.shp b/lib/world/shp/42.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/42.shp +++ b/lib/world/shp/42.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/43.shp b/lib/world/shp/43.shp index 738ea76..3e04bb4 100644 --- a/lib/world/shp/43.shp +++ b/lib/world/shp/43.shp @@ -1,78 +1,78 @@ -CircleMUD v3.0 Shop File~ -#4300~ -4311 -4312 -4313 -4316 --1 -1.50 -0.90 --1 -%s Our hunters don't kill that.~ -%s You ain't got that item.~ -%s I only sell!~ -%s I'm low on cash at the moment, come back later.~ -%s Come back later, when you have enough money!~ -%s Thank you have a nice day.~ -%s Thank you have a nice day.~ -0 -6 -4309 -0 -4385 --1 -0 -28 -0 -0 -#4301~ -4314 -4315 -4317 --1 -1.50 -0.90 --1 -%s Sorry, I don't make that.~ -%s You don't have that.~ -%s I don't want that.~ -%s I don't seem to have that much.~ -%s Not enough money there.~ -%s Thank you, come again.~ -%s Thank you, come again.~ -0 -6 -4310 -0 -4386 --1 -0 -28 -0 -0 -#4302~ -4318 -4319 -4320 --1 -2.00 -0.50 --1 -%s That's not in stock.~ -%s You don't have that.~ -%s I don't want that item.~ -%s I don't have THAT much money!~ -%s You don't have enough money for that.~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -4311 -0 -4387 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#4300~ +4311 +4312 +4313 +4316 +-1 +1.50 +0.90 +-1 +%s Our hunters don't kill that.~ +%s You ain't got that item.~ +%s I only sell!~ +%s I'm low on cash at the moment, come back later.~ +%s Come back later, when you have enough money!~ +%s Thank you have a nice day.~ +%s Thank you have a nice day.~ +0 +6 +4309 +0 +4385 +-1 +0 +28 +0 +0 +#4301~ +4314 +4315 +4317 +-1 +1.50 +0.90 +-1 +%s Sorry, I don't make that.~ +%s You don't have that.~ +%s I don't want that.~ +%s I don't seem to have that much.~ +%s Not enough money there.~ +%s Thank you, come again.~ +%s Thank you, come again.~ +0 +6 +4310 +0 +4386 +-1 +0 +28 +0 +0 +#4302~ +4318 +4319 +4320 +-1 +2.00 +0.50 +-1 +%s That's not in stock.~ +%s You don't have that.~ +%s I don't want that item.~ +%s I don't have THAT much money!~ +%s You don't have enough money for that.~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +4311 +0 +4387 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/44.shp b/lib/world/shp/44.shp index 0f517b0..dec4265 100644 --- a/lib/world/shp/44.shp +++ b/lib/world/shp/44.shp @@ -1,2 +1,2 @@ -CircleMUD v3.0 Shop File~ -$~ +CircleMUD v3.0 Shop File~ +$~ diff --git a/lib/world/shp/45.shp b/lib/world/shp/45.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/45.shp +++ b/lib/world/shp/45.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/46.shp b/lib/world/shp/46.shp index 0f517b0..dec4265 100644 --- a/lib/world/shp/46.shp +++ b/lib/world/shp/46.shp @@ -1,2 +1,2 @@ -CircleMUD v3.0 Shop File~ -$~ +CircleMUD v3.0 Shop File~ +$~ diff --git a/lib/world/shp/50.shp b/lib/world/shp/50.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/50.shp +++ b/lib/world/shp/50.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/51.shp b/lib/world/shp/51.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/51.shp +++ b/lib/world/shp/51.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/52.shp b/lib/world/shp/52.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/52.shp +++ b/lib/world/shp/52.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/53.shp b/lib/world/shp/53.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/53.shp +++ b/lib/world/shp/53.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/54.shp b/lib/world/shp/54.shp index 760fe9f..d384477 100644 --- a/lib/world/shp/54.shp +++ b/lib/world/shp/54.shp @@ -1,511 +1,511 @@ -CircleMUD v3.0 Shop File~ -#5405~ -5467 -5468 -5469 --1 -1.10 -0.90 -17 --1 -%s I don't know how to make one of those!~ -%s I don't *buy* drinks... we sell 'em!~ -%s I don't *buy* drinks... we sell 'em!~ -%s I don't *buy* drinks... we sell 'em!~ -%s I don't give 'em away free, you know!~ -%s That's %d gold.~ -%s I don't *buy* drinks... we sell 'em!~ -1 -6 -5405 -0 -5402 --1 -0 -28 -0 -0 -#5410~ -5440 -5441 -5442 -5443 -5445 -5491 --1 -1.10 -0.90 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -5410 -0 -5535 --1 -0 -28 -0 -0 -#5411~ -5434 -5435 -5436 -5437 -5438 -5439 --1 -1.50 -0.40 -1 -15 -19 -13 -8 --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I don't buy THAT... Try another shop.~ -%s I can't afford such a treasure.~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -5411 -0 -5528 --1 -0 -28 -0 -0 -#5413~ -5446 -5447 -5448 -5449 -5450 -5451 -5452 -5453 -5454 -5455 --1 -1.05 -0.15 --1 -%s Sorry, I haven't got exactly that item.~ -%s You don't seem to have that.~ -%s I don't buy such items.~ -%s That is too expensive for me!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -5413 -0 -5514 --1 -0 -28 -0 -0 -#5414~ -5456 -5457 -5458 -5459 -5460 --1 -1.30 -0.90 --1 -%s I've never heard of that... what kind of vegetable is it?~ -%s I don't buy.~ -%s I don't buy.~ -%s I don't buy.~ -%s If you come back with more money, I may consider selling it.~ -%s That's %d coins... can I wrap it up for you?~ -%s I don't buy.~ -0 -6 -5414 -0 -5515 --1 -0 -28 -0 -0 -#5415~ -5461 -5462 -5463 --1 -1.10 -0.90 -19 --1 -%s I didn't kill any of those this season, sorry.~ -%s I don't buy that.~ -%s I don't buy that.~ -%s I don't buy that when I don't have the money.~ -%s That costs money. Something you don't have... sorry.~ -%s That costs %d coins.~ -%s Here are %d coins, thank you for your business.~ -0 -6 -5415 -0 -5522 --1 -0 -28 -0 -0 -#5416~ -5415 -5416 -5417 -5418 -5419 -5420 -5421 --1 -1.30 -0.50 -9 --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I only buy armours.. Go away!~ -%s That is too expensive for me - Try a wizard!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -2 -6 -5416 -40 -5529 --1 -0 -28 -0 -0 -#5417~ -5403 -5404 -5405 -5406 -5407 -5408 -5409 -5410 -5411 -5412 -5413 -5414 --1 -1.30 -0.40 -5 --1 -%s I haven't got that kind of a weapon~ -%s You don't carry that weapon~ -%s I only buy weapons.~ -%s I can't afford such a great weapon~ -%s Sorry, but NO CREDIT~ -%s That just costs %d coins.~ -%s Here is %d coins for that.~ -0 -6 -5417 -0 -5536 --1 -0 -28 -0 -0 -#5418~ -5464 -5465 --1 -2.00 -0.50 -19 --1 -%s Sorry buddy, I don't sell that.~ -%s Why don't you sell something you own?~ -%s I don't buy such items!~ -%s That is much to valuable for you to let go!~ -%s No money. Off with ya then!~ -%s That will be %d gold.~ -%s Here is %d gold for that.~ -0 -6 -5418 -0 -5432 --1 -6 -12 -13 -20 -#5433~ --1 -2.00 -0.50 -2 -3 -4 -8 --1 -%s Don't have one, but I think I might be able to find one...~ -%s You have one? Really? Let me see!~ -%s I'm not interested. Anything else?~ -%s Too rich for my blood!~ -%s Perhaps you should go visit the bank first...~ -%s That's just %d coins, cash in advance.~ -%s I'll take that for %d coins, thank you!~ -2 -6 -5433 -8 -5403 -5404 -5405 -5406 -5407 -5408 -5409 -5410 -5414 -5415 -5416 -5417 -5418 -5419 -5420 -5421 -5422 -5424 -5425 -5426 -5427 -5428 -5429 -5430 -5434 -5435 -5436 -5437 -5438 -5439 -5440 -5441 -5442 -5444 -5445 -5446 -5447 -5448 -5449 -5450 -5451 -5452 -5453 -5454 -5455 -5456 -5460 -5461 -5462 -5463 -5464 --1 -0 -28 -0 -0 -#5465~ -3060 -3061 --1 -1.20 -0.90 -22 --1 -%s Sorry pal, I have not got that kind of ship.~ -%s Ok, but let me see it first.~ -%s I only trade ships.~ -%s I can't afford such a nice ship.~ -%s This ship is too expensive for you.~ -%s Here is your ship, I'll take %d gold coins.~ -%s What a fine deal, you get %d gold coins.~ -0 -6 -5465 -0 -5542 --1 -6 -22 -0 -0 -#5466~ -5487 -5488 -5489 --1 -1.20 -0.50 -9 -5 --1 -%s Havn't got that in storage, try LIST!~ -%s You can't sell what you dont HAVE!~ -%s Sorry, I'm not a fence.~ -%s I'd love to buy it, I just can't spare the coinage~ -%s Bah, come back when you can pay!~ -%s That'll be %d coins -- thank you.~ -%s I'll give ya %d coins for that!~ -0 -6 -5466 -0 -5544 --1 -0 -28 -0 -0 -#5479~ -5470 -5471 -5472 -5473 -5474 --1 -1.20 -0.80 -10 --1 -%s We don't have any of those, Sugar.~ -%s Are you sure you have one, handsome?~ -%s I don't buy those, darling.~ -%s I'm a little strapped -- how about a gift?~ -%s Perhaps later, when you've more cash, honey.~ -%s That's %d coins, love.~ -%s Here's %d coins, friend.~ -0 -6 -5479 -0 -5523 --1 -7 -17 -0 -0 -#5480~ -5478 -5479 -5480 -5481 -5482 --1 -1.80 -0.50 -11 -12 -3 -4 --1 -%s Sorry buddy, I don't sell that.~ -%s Why don't you sell something you own?~ -%s I don't buy that kind of crap!~ -%s That is much to valuable for you to let go!~ -%s No money. I killed my mother for less.~ -%s That will be %d gold.~ -%s Here is %d gold for that.~ -0 -6 -5480 -0 -5524 --1 -0 -12 -13 -20 -#5483~ -5475 -5476 -5477 --1 -1.30 -0.70 --1 -%s It's very noisy in here, what did you say you wanted to buy?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Are you drunk or what ?? - NO CREDIT!~ -%s That'll be - say %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -5483 -0 -5538 --1 -0 -28 -0 -0 -#5484~ -5422 -5423 -5424 -5425 -5426 -5427 -5428 -5429 -5430 -5431 -5432 -5433 --1 -1.10 -0.50 -9 --1 -%s Havn't got that in storage, try LIST!~ -%s You can't sell what you dont HAVE!~ -%s Sorry, I'm not a fence.~ -%s I'd love to buy it, I just can't spare the coinage~ -%s Bah, come back when you can pay!~ -%s That'll be %d coins -- thank you.~ -%s I'll give ya %d coins for that!~ -0 -6 -5484 -0 -5537 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#5405~ +5467 +5468 +5469 +-1 +1.10 +0.90 +17 +-1 +%s I don't know how to make one of those!~ +%s I don't *buy* drinks... we sell 'em!~ +%s I don't *buy* drinks... we sell 'em!~ +%s I don't *buy* drinks... we sell 'em!~ +%s I don't give 'em away free, you know!~ +%s That's %d gold.~ +%s I don't *buy* drinks... we sell 'em!~ +1 +6 +5405 +0 +5402 +-1 +0 +28 +0 +0 +#5410~ +5440 +5441 +5442 +5443 +5445 +5491 +-1 +1.10 +0.90 +-1 +%s Haven't got that on storage - try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s If you have no money, you'll have to go!~ +%s That'll be %d coins.~ +%s Here, you can have %d coins for that.~ +0 +6 +5410 +0 +5535 +-1 +0 +28 +0 +0 +#5411~ +5434 +5435 +5436 +5437 +5438 +5439 +-1 +1.50 +0.40 +1 +15 +19 +13 +8 +-1 +%s Haven't got that on storage - try list!~ +%s You don't seem to have that.~ +%s I don't buy THAT... Try another shop.~ +%s I can't afford such a treasure.~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s You'll get %d coins for it!~ +0 +6 +5411 +0 +5528 +-1 +0 +28 +0 +0 +#5413~ +5446 +5447 +5448 +5449 +5450 +5451 +5452 +5453 +5454 +5455 +-1 +1.05 +0.15 +-1 +%s Sorry, I haven't got exactly that item.~ +%s You don't seem to have that.~ +%s I don't buy such items.~ +%s That is too expensive for me!~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s You'll get %d coins for it!~ +0 +6 +5413 +0 +5514 +-1 +0 +28 +0 +0 +#5414~ +5456 +5457 +5458 +5459 +5460 +-1 +1.30 +0.90 +-1 +%s I've never heard of that... what kind of vegetable is it?~ +%s I don't buy.~ +%s I don't buy.~ +%s I don't buy.~ +%s If you come back with more money, I may consider selling it.~ +%s That's %d coins... can I wrap it up for you?~ +%s I don't buy.~ +0 +6 +5414 +0 +5515 +-1 +0 +28 +0 +0 +#5415~ +5461 +5462 +5463 +-1 +1.10 +0.90 +19 +-1 +%s I didn't kill any of those this season, sorry.~ +%s I don't buy that.~ +%s I don't buy that.~ +%s I don't buy that when I don't have the money.~ +%s That costs money. Something you don't have... sorry.~ +%s That costs %d coins.~ +%s Here are %d coins, thank you for your business.~ +0 +6 +5415 +0 +5522 +-1 +0 +28 +0 +0 +#5416~ +5415 +5416 +5417 +5418 +5419 +5420 +5421 +-1 +1.30 +0.50 +9 +-1 +%s Haven't got that on storage - try list!~ +%s You don't seem to have that.~ +%s I only buy armors.. Go away!~ +%s That is too expensive for me - Try a wizard!~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s You'll get %d coins for it!~ +2 +6 +5416 +40 +5529 +-1 +0 +28 +0 +0 +#5417~ +5403 +5404 +5405 +5406 +5407 +5408 +5409 +5410 +5411 +5412 +5413 +5414 +-1 +1.30 +0.40 +5 +-1 +%s I haven't got that kind of a weapon~ +%s You don't carry that weapon~ +%s I only buy weapons.~ +%s I can't afford such a great weapon~ +%s Sorry, but NO CREDIT~ +%s That just costs %d coins.~ +%s Here is %d coins for that.~ +0 +6 +5417 +0 +5536 +-1 +0 +28 +0 +0 +#5418~ +5464 +5465 +-1 +2.00 +0.50 +19 +-1 +%s Sorry buddy, I don't sell that.~ +%s Why don't you sell something you own?~ +%s I don't buy such items!~ +%s That is much to valuable for you to let go!~ +%s No money. Off with ya then!~ +%s That will be %d gold.~ +%s Here is %d gold for that.~ +0 +6 +5418 +0 +5432 +-1 +6 +12 +13 +20 +#5433~ +-1 +2.00 +0.50 +2 +3 +4 +8 +-1 +%s Don't have one, but I think I might be able to find one...~ +%s You have one? Really? Let me see!~ +%s I'm not interested. Anything else?~ +%s Too rich for my blood!~ +%s Perhaps you should go visit the bank first...~ +%s That's just %d coins, cash in advance.~ +%s I'll take that for %d coins, thank you!~ +2 +6 +5433 +8 +5403 +5404 +5405 +5406 +5407 +5408 +5409 +5410 +5414 +5415 +5416 +5417 +5418 +5419 +5420 +5421 +5422 +5424 +5425 +5426 +5427 +5428 +5429 +5430 +5434 +5435 +5436 +5437 +5438 +5439 +5440 +5441 +5442 +5444 +5445 +5446 +5447 +5448 +5449 +5450 +5451 +5452 +5453 +5454 +5455 +5456 +5460 +5461 +5462 +5463 +5464 +-1 +0 +28 +0 +0 +#5465~ +3060 +3061 +-1 +1.20 +0.90 +22 +-1 +%s Sorry pal, I have not got that kind of ship.~ +%s Ok, but let me see it first.~ +%s I only trade ships.~ +%s I can't afford such a nice ship.~ +%s This ship is too expensive for you.~ +%s Here is your ship, I'll take %d gold coins.~ +%s What a fine deal, you get %d gold coins.~ +0 +6 +5465 +0 +5542 +-1 +6 +22 +0 +0 +#5466~ +5487 +5488 +5489 +-1 +1.20 +0.50 +9 +5 +-1 +%s Havn't got that in storage, try LIST!~ +%s You can't sell what you dont HAVE!~ +%s Sorry, I'm not a fence.~ +%s I'd love to buy it, I just can't spare the coinage~ +%s Bah, come back when you can pay!~ +%s That'll be %d coins -- thank you.~ +%s I'll give ya %d coins for that!~ +0 +6 +5466 +0 +5544 +-1 +0 +28 +0 +0 +#5479~ +5470 +5471 +5472 +5473 +5474 +-1 +1.20 +0.80 +10 +-1 +%s We don't have any of those, Sugar.~ +%s Are you sure you have one, handsome?~ +%s I don't buy those, darling.~ +%s I'm a little strapped -- how about a gift?~ +%s Perhaps later, when you've more cash, honey.~ +%s That's %d coins, love.~ +%s Here's %d coins, friend.~ +0 +6 +5479 +0 +5523 +-1 +7 +17 +0 +0 +#5480~ +5478 +5479 +5480 +5481 +5482 +-1 +1.80 +0.50 +11 +12 +3 +4 +-1 +%s Sorry buddy, I don't sell that.~ +%s Why don't you sell something you own?~ +%s I don't buy that kind of crap!~ +%s That is much to valuable for you to let go!~ +%s No money. I killed my mother for less.~ +%s That will be %d gold.~ +%s Here is %d gold for that.~ +0 +6 +5480 +0 +5524 +-1 +0 +12 +13 +20 +#5483~ +5475 +5476 +5477 +-1 +1.30 +0.70 +-1 +%s It's very noisy in here, what did you say you wanted to buy?~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s Are you drunk or what ?? - NO CREDIT!~ +%s That'll be - say %d coins.~ +%s Here, you can have %d coins for that.~ +0 +6 +5483 +0 +5538 +-1 +0 +28 +0 +0 +#5484~ +5422 +5423 +5424 +5425 +5426 +5427 +5428 +5429 +5430 +5431 +5432 +5433 +-1 +1.10 +0.50 +9 +-1 +%s Havn't got that in storage, try LIST!~ +%s You can't sell what you dont HAVE!~ +%s Sorry, I'm not a fence.~ +%s I'd love to buy it, I just can't spare the coinage~ +%s Bah, come back when you can pay!~ +%s That'll be %d coins -- thank you.~ +%s I'll give ya %d coins for that!~ +0 +6 +5484 +0 +5537 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/55.shp b/lib/world/shp/55.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/55.shp +++ b/lib/world/shp/55.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/555.shp b/lib/world/shp/555.shp index 0cbe36a..185c943 100644 --- a/lib/world/shp/555.shp +++ b/lib/world/shp/555.shp @@ -1,2 +1 @@ $~ - diff --git a/lib/world/shp/56.shp b/lib/world/shp/56.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/56.shp +++ b/lib/world/shp/56.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/57.shp b/lib/world/shp/57.shp index d5d0796..aa06b01 100644 --- a/lib/world/shp/57.shp +++ b/lib/world/shp/57.shp @@ -1,28 +1,28 @@ -CircleMUD v3.0 Shop File~ -#5713~ -5700 -5708 -5798 -5730 --1 -2.00 -0.50 --1 -%s Feck off, i don't have that!~ -%s You don't have that feckin' item.~ -%s Feck off, I don't trade in such pieces of crap!~ -%s I can't afford that!~ -%s You're too feckin' poor!~ -%s That'll be %d coins, now feck off!~ -%s I'll give you %d coins for that.~ -0 -6 -5713 -0 -5713 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#5713~ +5700 +5708 +5798 +5730 +-1 +2.00 +0.50 +-1 +%s Feck off, i don't have that!~ +%s You don't have that feckin' item.~ +%s Feck off, I don't trade in such pieces of crap!~ +%s I can't afford that!~ +%s You're too feckin' poor!~ +%s That'll be %d coins, now feck off!~ +%s I'll give you %d coins for that.~ +0 +6 +5713 +0 +5713 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/6.shp b/lib/world/shp/6.shp index b7b7d8f..9b14fc6 100644 --- a/lib/world/shp/6.shp +++ b/lib/world/shp/6.shp @@ -1,68 +1,68 @@ -CircleMUD v3.0 Shop File~ -#634~ -635 -636 -637 -638 -639 -640 -641 --1 -1.25 -0.75 --1 -%s Sorry, I don't serve that.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s This is not a homeless shelter, you've got to pay.~ -%s Let me see, with my 25 percent tip, that comes to %d coins please.~ -%s I'll give you %d coins for that.~ -0 -4 -634 -0 -634 --1 -7 -22 -0 -0 -#635~ -600 -602 -617 -634 --1 -2.00 -0.20 -1 -4 -5 -8 -9 -10 -11 -15 -19 -17 -21 --1 -%s oh you know what would be a little better?~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s This is not a homeless shelter, you've got to pay.~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -4 -635 -0 -635 --1 -7 -22 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#634~ +635 +636 +637 +638 +639 +640 +641 +-1 +1.25 +0.75 +-1 +%s Sorry, I don't serve that.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s This is not a homeless shelter, you've got to pay.~ +%s Let me see, with my 25 percent tip, that comes to %d coins please.~ +%s I'll give you %d coins for that.~ +0 +4 +634 +0 +634 +-1 +7 +22 +0 +0 +#635~ +600 +602 +617 +634 +-1 +2.00 +0.20 +1 +4 +5 +8 +9 +10 +11 +15 +19 +17 +21 +-1 +%s oh you know what would be a little better?~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s This is not a homeless shelter, you've got to pay.~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +4 +635 +0 +635 +-1 +7 +22 +0 +0 +$~ diff --git a/lib/world/shp/60.shp b/lib/world/shp/60.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/60.shp +++ b/lib/world/shp/60.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/61.shp b/lib/world/shp/61.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/61.shp +++ b/lib/world/shp/61.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/62.shp b/lib/world/shp/62.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/62.shp +++ b/lib/world/shp/62.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/63.shp b/lib/world/shp/63.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/63.shp +++ b/lib/world/shp/63.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/64.shp b/lib/world/shp/64.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/64.shp +++ b/lib/world/shp/64.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/7.shp b/lib/world/shp/7.shp index 0f517b0..dec4265 100644 --- a/lib/world/shp/7.shp +++ b/lib/world/shp/7.shp @@ -1,2 +1,2 @@ -CircleMUD v3.0 Shop File~ -$~ +CircleMUD v3.0 Shop File~ +$~ diff --git a/lib/world/shp/70.shp b/lib/world/shp/70.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/70.shp +++ b/lib/world/shp/70.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/71.shp b/lib/world/shp/71.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/71.shp +++ b/lib/world/shp/71.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/72.shp b/lib/world/shp/72.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/72.shp +++ b/lib/world/shp/72.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/73.shp b/lib/world/shp/73.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/73.shp +++ b/lib/world/shp/73.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/74.shp b/lib/world/shp/74.shp index 0f517b0..dec4265 100644 --- a/lib/world/shp/74.shp +++ b/lib/world/shp/74.shp @@ -1,2 +1,2 @@ -CircleMUD v3.0 Shop File~ -$~ +CircleMUD v3.0 Shop File~ +$~ diff --git a/lib/world/shp/75.shp b/lib/world/shp/75.shp index 291cc8c..1ef1124 100644 --- a/lib/world/shp/75.shp +++ b/lib/world/shp/75.shp @@ -1,114 +1,114 @@ -CircleMUD v3.0 Shop File~ -#7500~ -7521 -7522 -7520 --1 -1.20 -0.80 -8 -5 -19 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You can't afford my drinks! Get out!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7522 -0 -7522 --1 -1 -28 -0 -0 -#7501~ -7587 -7588 --1 -1.20 -0.80 -15 -1 -11 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7588 -0 -7588 --1 -6 -23 -0 -0 -#7502~ -7507 -7508 -7509 -7510 --1 -1.20 -0.80 -19 -15 --1 -%s Sorry, I only stock the best food in town.~ -%s You don't seem to have that.~ -%s I don't want that!~ -%s I can't afford that!~ -%s Sorry, no charity.~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7589 -0 -7589 --1 -7 -23 -0 -0 -#7503~ -7590 -7537 -7506 --1 -1.20 -0.80 -3 -10 -2 -4 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor! Get out of here you bum!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7590 -0 -7590 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#7500~ +7521 +7522 +7520 +-1 +1.20 +0.80 +8 +5 +19 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You can't afford my drinks! Get out!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +7522 +0 +7522 +-1 +1 +28 +0 +0 +#7501~ +7587 +7588 +-1 +1.20 +0.80 +15 +1 +11 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +7588 +0 +7588 +-1 +6 +23 +0 +0 +#7502~ +7507 +7508 +7509 +7510 +-1 +1.20 +0.80 +19 +15 +-1 +%s Sorry, I only stock the best food in town.~ +%s You don't seem to have that.~ +%s I don't want that!~ +%s I can't afford that!~ +%s Sorry, no charity.~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +7589 +0 +7589 +-1 +7 +23 +0 +0 +#7503~ +7590 +7537 +7506 +-1 +1.20 +0.80 +3 +10 +2 +4 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor! Get out of here you bum!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +7590 +0 +7590 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/78.shp b/lib/world/shp/78.shp index af9234e..5133627 100644 --- a/lib/world/shp/78.shp +++ b/lib/world/shp/78.shp @@ -1,56 +1,56 @@ -CircleMUD v3.0 Shop File~ -#7801~ -7803 -7804 -7805 -7806 -7807 -7808 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7802 -0 -7820 --1 -0 -28 -0 -0 -#7802~ -7809 -7810 -7811 -7812 --1 -2.00 -0.50 --1 -%s Sorry, I don't stock that item.~ -%s You don't seem to have that.~ -%s I don't trade in such items.~ -%s I can't afford that!~ -%s You are too poor!~ -%s That'll be %d coins, thanks.~ -%s I'll give you %d coins for that.~ -0 -6 -7803 -0 -7822 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#7801~ +7803 +7804 +7805 +7806 +7807 +7808 +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +7802 +0 +7820 +-1 +0 +28 +0 +0 +#7802~ +7809 +7810 +7811 +7812 +-1 +2.00 +0.50 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +7803 +0 +7822 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/shp/79.shp b/lib/world/shp/79.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/79.shp +++ b/lib/world/shp/79.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/83.shp b/lib/world/shp/83.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/83.shp +++ b/lib/world/shp/83.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/86.shp b/lib/world/shp/86.shp index 0f517b0..dec4265 100644 --- a/lib/world/shp/86.shp +++ b/lib/world/shp/86.shp @@ -1,2 +1,2 @@ -CircleMUD v3.0 Shop File~ -$~ +CircleMUD v3.0 Shop File~ +$~ diff --git a/lib/world/shp/9.shp b/lib/world/shp/9.shp index ede8ae5..185c943 100644 --- a/lib/world/shp/9.shp +++ b/lib/world/shp/9.shp @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/shp/90.shp b/lib/world/shp/90.shp index 0f517b0..dec4265 100644 --- a/lib/world/shp/90.shp +++ b/lib/world/shp/90.shp @@ -1,2 +1,2 @@ -CircleMUD v3.0 Shop File~ -$~ +CircleMUD v3.0 Shop File~ +$~ diff --git a/lib/world/shp/96.shp b/lib/world/shp/96.shp index be9e962..99de4a3 100644 --- a/lib/world/shp/96.shp +++ b/lib/world/shp/96.shp @@ -1,28 +1,28 @@ -CircleMUD v3.0 Shop File~ -#9600~ -9615 -9606 -9604 --1 -1.20 -0.70 -10 --1 -%s I don't carry that, fool!~ -%s You don't have that. Check your inventory.~ -%s I trade in only what I sell.~ -%s Er...I don't seem to have the funds for that item.~ -%s What are you trying to pull! You can't pay for that!~ -%s Really? Ok! That's...%d coins.~ -%s Against my better judgement, I'll pay %d coins.~ -0 -6 -9603 -0 -9600 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#9600~ +9615 +9606 +9604 +-1 +1.20 +0.70 +10 +-1 +%s I don't carry that, fool!~ +%s You don't have that. Check your inventory.~ +%s I trade in only what I sell.~ +%s Er...I don't seem to have the funds for that item.~ +%s What are you trying to pull! You can't pay for that!~ +%s Really? Ok! That's...%d coins.~ +%s Against my better judgement, I'll pay %d coins.~ +0 +6 +9603 +0 +9600 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/trg/0.trg b/lib/world/trg/0.trg index 7c16485..db8a2e2 100644 --- a/lib/world/trg/0.trg +++ b/lib/world/trg/0.trg @@ -67,9 +67,9 @@ Tutorial II Guard Greet - 24~ * This is a N S road so only greet players arriving from the south. if %direction% == south && %actor.is_pc% wait 1 sec - emote snaps to attention. + emote snaps to attention. wait 1 sec - say Admittance to the city is 10 coins. + say Admittance to the city is 10 coins. end ~ #5 @@ -92,10 +92,10 @@ if %amount% >= 10 unlock gateway wait 1 sec open gateway - wait 10 sec - close gateway + wait 10 sec + close gateway wait 1 sec - lock gateway + lock gateway * Else they gave too few! be nice and refund them. else say only %amount% coins, I require 10. @@ -109,9 +109,9 @@ shake~ * By Rumble of The Builder Academy tbamud.com 9091 * Numeric Arg: 2 means in character's carried inventory. * Command trigs do not work for level 33 and above. -* There are 20 possible answers that the Magic Eight Ball can give. -* Of these, nine are full positive, two are full negative, one is -* mostly positive, three are mostly negative, and five are abstentions. +* There are 20 possible answers that the Magic Eight Ball can give. +* Of these, nine are full positive, two are full negative, one is +* mostly positive, three are mostly negative, and five are abstentions. * * Check arguments if they match. /= checks abbreviations. set argcheck 'ball 'eightball @@ -123,13 +123,13 @@ if %argcheck.contains('%arg%)% switch %random.20% * Send the answer! %self% is the 8ball, or whatever the trig is attached to. * Only the actor sees the answer. - * Case is what we are trying to match. Does %random.20% == 1? + * Case is what we are trying to match. Does %random.20% == 1? case 1 - %send% %actor% %self.shortdesc% reveals the answer: Outlook Good + %send% %actor% %self.shortdesc% reveals the answer: Outlook Good * We are done with this case so check the next one. break case 2 - %send% %actor% %self.shortdesc% reveals the answer: Outlook Not So Good + %send% %actor% %self.shortdesc% reveals the answer: Outlook Not So Good break case 3 %send% %actor% %self.shortdesc% reveals the answer: My Reply Is No @@ -144,19 +144,19 @@ if %argcheck.contains('%arg%)% %send% %actor% %self.shortdesc% reveals the answer: Ask Again Later break case 7 - %send% %actor% %self.shortdesc% reveals the answer: Most Likely + %send% %actor% %self.shortdesc% reveals the answer: Most Likely break case 8 %send% %actor% %self.shortdesc% reveals the answer: Cannot Predict Now break case 9 - %send% %actor% %self.shortdesc% reveals the answer: Yes + %send% %actor% %self.shortdesc% reveals the answer: Yes break case 10 %send% %actor% %self.shortdesc% reveals the answer: Yes, definitely break case 11 - %send% %actor% %self.shortdesc% reveals the answer: Better Not Tell You Now + %send% %actor% %self.shortdesc% reveals the answer: Better Not Tell You Now break case 12 %send% %actor% %self.shortdesc% reveals the answer: It Is Certain @@ -171,13 +171,13 @@ if %argcheck.contains('%arg%)% %send% %actor% %self.shortdesc% reveals the answer: Concentrate And Ask Again break case 16 - %send% %actor% %self.shortdesc% reveals the answer: Signs Point To Yes + %send% %actor% %self.shortdesc% reveals the answer: Signs Point To Yes break case 17 - %send% %actor% %self.shortdesc% reveals the answer: My Sources Say No + %send% %actor% %self.shortdesc% reveals the answer: My Sources Say No break case 18 - %send% %actor% %self.shortdesc% reveals the answer: Without A Doubt + %send% %actor% %self.shortdesc% reveals the answer: Without A Doubt break case 19 %send% %actor% %self.shortdesc% reveals the answer: Reply Hazy, Try Again @@ -193,7 +193,7 @@ if %argcheck.contains('%arg%)% done * The actor didn't use the command shake with arg ball or eightball. else - * Return 0 allows the command to continue through to the MUD. The player will + * Return 0 allows the command to continue through to the MUD. The player will * get the Huh!?! response or the shake social if you have one. return 0 end @@ -206,8 +206,8 @@ The gate is opened from~ * A basic guard bribe trigger. Trigs 4, 5, 7, 8. * This is required to close the gate after someone opens it from the other * side. -wait 5 sec -close gate +wait 5 sec +close gate wait 1 sec lock gate ~ @@ -219,8 +219,8 @@ leaves north.~ * A basic guard bribe trigger. Trigs 4, 5, 7, 8. * This is required to close the gate after the guard is bribed and someone * leaves to the north. -wait 5 sec -close gate +wait 5 sec +close gate wait 1 sec lock gate ~ @@ -260,25 +260,25 @@ end Tutorial Quest 1317 - Completion~ 0 j 100 ~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Quest Trigs 9-12. If the player returns the right object reward them. -if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 47 - set solved_tutorial_quest_zone_0 1 - remote solved_tutorial_quest_zone_0 %actor.id% - %purge% %object% - dance - wait 1 sec - say Thank you, %actor.name%. - nop %actor.exp(50)% - nop %actor.gold(50)% - say finally, now I can get some answers. - wait 1 sec - emote shakes the magic eight ball vigorously. - wait 1 sec - emote does not seem too pleased with his answer. -else - say I don't want that! - junk %object.name% +* By Rumble of The Builder Academy tbamud.com 9091 +* Quest Trigs 9-12. If the player returns the right object reward them. +if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 47 + set solved_tutorial_quest_zone_0 1 + remote solved_tutorial_quest_zone_0 %actor.id% + %purge% %object% + dance + wait 1 sec + say Thank you, %actor.name%. + nop %actor.exp(50)% + nop %actor.gold(50)% + say finally, now I can get some answers. + wait 1 sec + emote shakes the magic eight ball vigorously. + wait 1 sec + emote does not seem too pleased with his answer. +else + say I don't want that! + junk %object.name% end ~ #12 @@ -308,18 +308,18 @@ end Restorative Comfy Bed 1401 - Heal~ 1 b 100 ~ -* By Rumble of The Builder Academy tbamud.com 9091 -* Healing Bed Trigs 13-15. Heals those who sleep on it. -set room_var %actor.room% -set target_char %room_var.people% -while %target_char% - set tmp_target %target_char.next_in_room% - if %target_char.varexists(laying_in_comfy_bed_14)% - %damage% %target_char% -10 - %send% %target_char% You feel refreshed from sleeping in the comfy bed. - end - set target_char %tmp_target% -done +* By Rumble of The Builder Academy tbamud.com 9091 +* Healing Bed Trigs 13-15. Heals those who sleep on it. +set room_var %actor.room% +set target_char %room_var.people% +while %target_char% + set tmp_target %target_char.next_in_room% + if %target_char.varexists(laying_in_comfy_bed_14)% + %damage% %target_char% -10 + %send% %target_char% You feel refreshed from sleeping in the comfy bed. + end + set target_char %tmp_target% +done ~ #15 Restorative Comfy Bed 1401 - Wake~ @@ -360,7 +360,7 @@ Door Example~ 2 c 100 move~ * Example by Falstar for room 14520 -* The following trigger is designed to reveal a trapdoor leading down when +* The following trigger is designed to reveal a trapdoor leading down when * Player types 'Move Chest' * * The following ARGument determines what can be MOVEd ('move' Command inserted @@ -386,9 +386,9 @@ if %arg% == chest %door% 14521 up room 14520 %door% 14521 up description A wooden ladder leads up into a storeroom. %door% 14521 up key 14500 - * IMPORTANT: Note reverse of direction in both the commands and extra - * descriptions and room numbers it can be very easy to get lost here and - * probably get your adventurer lost too. Finally set up what happens when + * IMPORTANT: Note reverse of direction in both the commands and extra + * descriptions and room numbers it can be very easy to get lost here and + * probably get your adventurer lost too. Finally set up what happens when * adventurer tries to move anything else and end the trigger else %send% %actor% Move what ?! @@ -400,7 +400,7 @@ end * %door% 23667 east flags abcd * %door% 23667 east key 23634 * %door% 23667 east name vault -* %door% 23667 east room 23668 +* %door% 23667 east room 23668 * else * %send% %actor% Pull what ?! * end @@ -410,13 +410,13 @@ Switch Echo Example~ 2 g 100 ~ * By Rumble of The Builder Academy tbamud.com 9091 -* Since this is an ENTER trigger we must put a wait in here +* Since this is an ENTER trigger we must put a wait in here * so it doesn't fire before the player enters the room wait 1 switch %random.4% case 1 * only the person (actor) entering the room will see this. - %send% %actor% You trip over a root as you walk into the room. + %send% %actor% You trip over a root as you walk into the room. * everyone in the room except the actor will see this. %echoaround% %actor% %actor.name% trips on a root while walking into the room. * everyone in the room will see this. @@ -425,7 +425,7 @@ switch %random.4% %zoneecho% %self.vnum% %actor.name% is a clutz. break case 2 - %send% %actor% You strut into the room. + %send% %actor% You strut into the room. %echoaround% %actor% %actor.name% Seems to have a big head.. %echo% A strong breeze kicks some leaves up into the air. break @@ -466,9 +466,9 @@ Rumble's Spy~ * By Rumble of The Builder Academy tbamud.com 9091 * Arguments: * means all speech will trigger this. * This will echo all speech to Rumble. -%at% rumble say %actor.name% says, '%speech%' +%at% rumble say %actor.name% says, '%speech%' 1 * doesn't work: -%at% rumble %echo% %actor.name% says, '%speech%' +%at% rumble mecho %actor.name% says, '%speech%' 2 ~ #21 Transform Example~ @@ -504,7 +504,7 @@ elseif %anumber% > 90 * The second condition %anumber% > 90 is true. emote shrinks down to the size of a mouse. say Squeak squeak squeak! - * If the first elseif condition was also false, the program looks for the + * If the first elseif condition was also false, the program looks for the * next one. elseif %anumber% < 10 * Here's a tricky one. If %anumber% equals 5, the program will already have @@ -518,18 +518,18 @@ else * Note that else has no condition. emote disappears in a cloud of blue smoke. %purge% %self% - * For that to happen, all of this must be true: %anumber% is not five. - * %anumber% is not greater than 90. %anumber% is not less than 10. If all + * For that to happen, all of this must be true: %anumber% is not five. + * %anumber% is not greater than 90. %anumber% is not less than 10. If all * those conditions are met, the mob will disappear in a cloud of blue smoke. * Finally, please don't forget the all-important... end -* Ends are good. They tell the program when the if-block is over. After any of -* the above sets of commands runs, the program skips to the next end. +* Ends are good. They tell the program when the if-block is over. After any of +* the above sets of commands runs, the program skips to the next end. * -* We could have omitted the else. If we had, and none of the conditions had +* We could have omitted the else. If we had, and none of the conditions had * been met, no commands in the if-block would run. However, there can never be * more than one else. There is only one default. There must always be the same -* number of if's and end's. We could have had any number of ifelses, from zero +* number of if's and end's. We could have had any number of ifelses, from zero * on up. To summarize, here is the basic format of an if-block: * if (condition) * (commands) @@ -574,7 +574,7 @@ done ~ #24 Room While Teleport Example~ -2 b 100 +2 bg 100 ~ * By Rumble of The Builder Academy tbamud.com 9091 * Target the first person or mob in the room. @@ -689,13 +689,13 @@ if %actor.canbeseen% && %actor.is_pc% %echo% WEIGHT: %actor.weight% * Objects TSTAT 28, Rooms TSTAT 29, Text TSTAT 30, Special TSTAT 31. * - * equipment positions: 0-18 or light, rfinger, lfinger, neck1, neck2, - * body, head, legs, feet, hands, arms, shield, about, waist, rwrist, + * equipment positions: 0-18 or light, rfinger, lfinger, neck1, neck2, + * body, head, legs, feet, hands, arms, shield, about, waist, rwrist, * lwrist, wield, hold, inv * This example will check wield 16 if %actor.eq(wield)% eval wield %actor.eq(wield)% - %echo% WIELDING ID: %wield.id%, NAME: %wield.name%, SHORTDESC: %wield.shortdesc%, TIMER:: %wield.timer%, TYPE: %wield.type%, VAL0: %wield.val0%, VAL1: %wield.val1%, VAL2: %wield.val2%, VAL3: %wield.val3%, VNUM: %wield.vnum%, + %echo% WIELDING ID: %wield.id%, NAME: %wield.name%, SHORTDESC: %wield.shortdesc%, TIMER:: %wield.timer%, TYPE: %wield.type%, VAL0: %wield.val0%, VAL1: %wield.val1%, VAL2: %wield.val2%, VAL3: %wield.val3%, VNUM: %wield.vnum%, %echo% CARRIED_BY: %wield.carried_by%, NEXT_IN_LIST: %wield.next_in_list%, WORN_BY: %wield.worn_by%, WEIGHT: %wield.weight%, COST: %wield.cost%, COST_PER_DAY: %wield.cost_per_day% end end @@ -737,7 +737,7 @@ Room Variables Example~ * By Rumble of The Builder Academy tbamud.com 9091 * A listing and demonstration of all room variables. %echo% CONTENTS: %self.contents% -%echo% NORTH: %self.north% %self.north(vnum)% +%echo% NORTH: %self.north% %self.north(vnum)% %echo% SOUTH: %self.south% %self.south(key)% %echo% SOUTH: %self.south% %self.south(vnum)% %echo% EAST: %self.east% %self.east(bits)% @@ -817,11 +817,11 @@ if !%has_it% break end done - end + end set i %next% done end -* +* if %has_it% say %actor.name% has that special item. else @@ -836,7 +836,7 @@ quote~ eval w1max %random.21% eval w2max %random.21% eval w3max %random.21% -eval w4max %random.21% +eval w4max %random.21% eval w5max %random.11% eval w6max %random.21%l set w1[1] rapid @@ -1234,7 +1234,7 @@ Random Equipment Scatter and Teleport~ wait 1 sec %send% %actor% You feel you must not have been worthy when a powerful force hurls you back through the gates. wait 2 sec -eval stunned %actor.hitp% -1 +eval stunned %actor.hitp% -1 %damage% %actor% %stunned% eval num %random.99% + 20300 %teleport% %actor% %num% @@ -1244,14 +1244,14 @@ while %actor.inventory% while %item.contents% set stolen %item.contents.vnum% %echo% purging %item.contents.shortdesc% in container. - %purge% %item.contents% + %purge% %item.contents% eval num %random.99% + 2300 %at% %num% %load% obj %stolen% done end set item_to_purge %actor.inventory% set stolen %item.vnum% - %purge% %item_to_purge% + %purge% %item_to_purge% eval num %random.99% + 2300 %at% %num% %load% obj %stolen% done @@ -1262,11 +1262,11 @@ while %i% < 18 set stolen %item.vnum% set item_to_purge %%actor.eq(%i%)%% %send% %actor% You drop %item.shortdesc% - %purge% %item_to_purge% + %purge% %item_to_purge% eval num %random.99% + 20300 %at% %num% %load% obj %stolen% end - eval i %i% + 1 + eval i %i% + 1 done %force% %actor% look ~ @@ -1295,7 +1295,7 @@ Container with Personal Key~ * By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/ * Container script for use with no key if !%actor.is_pc% - return 0 + return 0 halt end * @@ -1335,7 +1335,7 @@ switch %cmd% case fingerprint if %arg% != open if %arg% != close - %send% %actor% You must type either: + %send% %actor% You must type either: %send% %actor% fingerprint open %send% %actor% or %send% %actor% fingerprint close @@ -1458,7 +1458,7 @@ if %self.worn_by% * Detaching trig since gun is out of ammo. detach 45 %self.id% halt - end + end * We also have to define the victim. set victim %actor.fighting% * Send the messages and do the damage. @@ -1524,7 +1524,7 @@ if %item% %purge% %item% else %echo% can't purge %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory because it may be a unique item. - end + end else %echo% I can't find %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory. %echo% I can't find an item in %actor.name%'s inventory. @@ -1536,7 +1536,7 @@ Object Command Assemble~ join~ * By Rumble of The Builder Academy tbamud.com 9091 * Assemble an orb onto a staff to make a new item. Trig attached to obj 189 -set currentroom %self.room% +set currentroom %self.room% * Make sure they are in room 133 with the 2 objects. if %currentroom.vnum(133)% if %actor.inventory(189)% && %actor.inventory(191)% @@ -1568,16 +1568,16 @@ Eval and Set Example~ 2 d 100 test~ * By Rumble of The Builder Academy tbamud.com 9091 -* This is a speech trig RHELP TRIGEDIT ROOM SPEECH n, say 'test' to activate. +* This is a speech trig @RHELP TRIGEDIT ROOM SPEECH@n, say 'test' to activate. * There is much confusion about the difference between set and eval. So this is * the simplest way I can think of to explain it (assume %actor.level% = 34): * * Set stores the variable and will not process it until called. -* In the example below %set_variable% will contain '34 + 1' +* In the example below %set_variable% will contain '34 + 1' set set_variable %actor.level% + 1 %echo% Set Variable: %set_variable% * -* Eval immediately evaluates the variable. +* Eval immediately evaluates the variable. * In the example below %eval_variable% will contain '35' eval eval_variable %actor.level% + 1 %echo% Eval Variable: %eval_variable% @@ -1778,7 +1778,7 @@ say Hey! You don't belong here! emote mumbles, 'Now what was that spell...' wait 1 sec * Senile old guard casts random spells on intruders. -* Don't cast if incapacitated +* Don't cast if incapacitated if %self.hitp% > 0 switch %random.17% case 1 @@ -1868,7 +1868,7 @@ if %actor.is_pc% wait 1 sec * Check the actors sex. if %actor.sex% == male - say Good day sir, what would you like? + say Good day sir, what would you like? elseif %actor.sex% == female wait 1 sec say Good day maam, what can I get you? @@ -2143,7 +2143,7 @@ if %spellname% == magic missile return 0 else %echo% %self.name%s shield spell doesn't protect %self.himher% from %actor.name%'s %spellname%. - * Return 1 allows the trigger to continue and the spell to work. It is not needed + * Return 1 allows the trigger to continue and the spell to work. It is not needed * since this is the normal return state of a trigger. return 1 end @@ -2340,7 +2340,7 @@ push~ if %pushed_red% set pushed_yellow 1 global pushed_yellow - else + else set reset_buttons 1 end elseif %arg% == green @@ -2436,21 +2436,21 @@ if %actor.is_pc% && %actor.level% < 3 halt end if !%actor.eq(light)% - Say you really shouldn't be wandering these parts without a light source %actor.name%. + say you really shouldn't be wandering these parts without a light source %actor.name%. shake %load% obj 50 give generic %actor.name% halt end if !%actor.eq(rfinger)% || !%actor.eq(lfinger)% - Say did you lose one of your rings? + say did you lose one of your rings? sigh %load% obj 51 give generic %actor.name% halt end if !%actor.eq(neck1)% || !%actor.eq(neck2)% - Say you lose everything don't you? + say you lose everything don't you? roll %load% obj 53 give generic %actor.name% @@ -2463,62 +2463,62 @@ if %actor.is_pc% && %actor.level% < 3 halt end if !%actor.eq(head)% - Say protect that noggin of yours, %actor.name%. + say protect that noggin of yours, %actor.name%. %load% obj 56 give generic %actor.name% halt end if !%actor.eq(legs)% - Say why do you always lose your pants %actor.name%? + say why do you always lose your pants %actor.name%? %load% obj 57 give generic %actor.name% halt end if !%actor.eq(feet)% - Say you can't go around barefoot %actor.name%. + say you can't go around barefoot %actor.name%. %load% obj 58 give generic %actor.name% halt end if !%actor.eq(hands)% - Say need some gloves %actor.name%? + say need some gloves %actor.name%? %load% obj 59 give generic %actor.name% halt end if !%actor.eq(arms)% - Say you must be freezing %actor.name%. + say you must be freezing %actor.name%. %load% obj 60 give generic %actor.name% halt end if !%actor.eq(shield)% - Say you need one of these to protect yourself %actor.name%. + say you need one of these to protect yourself %actor.name%. %load% obj 61 give generic %actor.name% halt end if !%actor.eq(about)% - Say you are going to catch a cold %actor.name%. + say you are going to catch a cold %actor.name%. %load% obj 62 give generic %actor.name% halt end if !%actor.eq(waist)% - Say better use this to hold your pants up %actor.name%. + say better use this to hold your pants up %actor.name%. %load% obj 63 give generic %actor.name% halt end if !%actor.eq(rwrist)% || !%actor.eq(lwrist)% - Say misplace something? + say misplace something? smile %load% obj 65 give generic %actor.name% halt end if !%actor.eq(wield)% - Say without a weapon you will be Fido food %actor.name%. + say without a weapon you will be Fido food %actor.name%. %load% obj 66 give generic %actor.name% halt @@ -2585,7 +2585,7 @@ set text[51] Do illiterate people get the full effect of Alphabet Soup? set text[52] Did you ever notice that when you blow in a dog's face, he gets mad at you, but when you take him on a car ride, he sticks his head out the window? set text[53] My mind works like lightning one brilliant flash and it is gone. set text[54] 100,000 sperm and you were the fastest? -set text[55] A closed mouth gathers no foot. +set text[55] A closed mouth gathers no foot. set text[56] Someday, we'll all look back on this, laugh nervously and change the subject. set text[57] A diplomat is someone who can tell you to go to hell in such a way that you will look forward to the trip. set text[58] All generalizations are false, including this one. @@ -2594,47 +2594,47 @@ set text[60] What was the best thing BEFORE sliced bread? set text[61] All stressed out and no one to choke. set text[62] Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes. set text[63] Better to understand a little than to misunderstand a lot. -set text[64] Bills travel through the mail at twice the speed of checks. +set text[64] Bills travel through the mail at twice the speed of checks. set text[65] Do NOT start with me. You will NOT win. set text[66] Don't be irreplaceable; if you can't be replaced, you can't be promoted. set text[67] Don't piss me off! I'm running out of places to hide the bodies. set text[68] Don't take life too seriously, you won't get out alive. set text[69] Duct tape is like the force, it has a light side and a dark side and it holds the universe together. set text[70] Eagles may soar, but weasels don't get sucked into jet engines. -set text[71] Ever stop to think, and forget to start again? +set text[71] Ever stop to think, and forget to start again? set text[72] Forget world peace. Visualize using your turn signal. set text[73] Give me ambiguity or give me something else. set text[74] Why do people with closed minds always open their mouths? set text[75] He who laughs last thinks slowest. set text[76] I didn't say it was your fault, Relsqui. I said I was going to blame you. -set text[77] I don't suffer from insanity. I enjoy every minute of it. +set text[77] I don't suffer from insanity. I enjoy every minute of it. set text[78] I feel like I'm diagonally parked in a parallel universe. -set text[79] I just got lost in thought. It was unfamiliar territory. +set text[79] I just got lost in thought. It was unfamiliar territory. set text[80] I need someone really bad. Are you really bad? set text[81] I poured Spot remover on my dog. Now he's gone. set text[82] I used to be indecisive. Now I'm not sure. -set text[83] I used to have a handle on life, and then it broke. -set text[84] If ignorance is bliss, you must be orgasmic. +set text[83] I used to have a handle on life, and then it broke. +set text[84] If ignorance is bliss, you must be orgasmic. set text[85] Some people are alive only because it's illegal to kill them. set text[86] It is far more impressive when others discover your good qualities without your help. set text[87] It may be that your sole purpose in life is simply to serve as a warning to others. set text[88] Never mess up an apology with an excuse. set text[89] Okay, who put a stop payment on my reality check? set text[90] Of course I don't look busy... I did it right the first time. -set text[91] Quantum mechanics: The dreams stuff is made of. -set text[92] Save your breath. You'll need it to blow up your date! +set text[91] Quantum mechanics: The dreams stuff is made of. +set text[92] Save your breath. You'll need it to blow up your date! set text[93] Smith & Wesson: The original point and click interface. set text[94] Some days you are the bug, some days you are the windshield. set text[95] Some drink at the fountain of knowledge. Others just gargle. -set text[96] The early bird may get the worm, but the second mouse gets the cheese. -set text[97] The only substitute for good manners is fast reflexes. +set text[96] The early bird may get the worm, but the second mouse gets the cheese. +set text[97] The only substitute for good manners is fast reflexes. set text[98] The problem with the gene pool is that there is no lifeguard. set text[99] Remember my name - you'll be screaming it later. set text[100] The severity of the itch is inversely proportional to the ability to reach it. set text[101] Very funny Scotty, now beam down my clothes. -set text[102] Why is abbreviation such a long word? +set text[102] Why is abbreviation such a long word? set text[103] Why isn't phonetic spelled the way it sounds? -set text[104] You're just jealous because the voices are talking to me and not you! +set text[104] You're just jealous because the voices are talking to me and not you! set text[105] The proctologist called, they found your head. set text[106] Everyone has a photographic memory; some just don't have film. set text[107] Try not to let your mind wander. It is too small to be out by itself. @@ -2659,7 +2659,7 @@ set text[125] More people are killed annually by donkeys than die in air crashe set text[126] A 'jiffy' is an actual unit of time for 1/100th of a second. set text[127] Does your train of thought have a caboose? set text[128] Money isn't made out of paper, it's made out of cotton. -set text[129] I got out of bed for this? +set text[129] I got out of bed for this? set text[130] You, you and you: panic. The rest of you, come with me. set text[131] Stress is when you wake up screaming and you realize you haven't fallen asleep yet. set text[132] I'm not your type. I'm not inflatable. @@ -2692,7 +2692,7 @@ set text[158] I don't approve of political jokes...I've seen too many of them g set text[159] I love being married. It's so great to find that one special person you want to annoy for the rest of your life. set text[160] I am a nobody, nobody is perfect, therefore I am perfect. set text[161] Everyday I beat my own previous record for number of consecutive days I've stayed alive. -set text[162] If carrots are so good for the eyes, how come I see so many dead rabbits on the highway? +set text[162] If carrots are so good for the eyes, how come I see so many dead rabbits on the highway? set text[163] Welcome To Shit Creek - Sorry, We're Out of Paddles! set text[164] How come we choose from just two people to run for president and 50 for Miss America? set text[165] Ever notice that people who spend money on beer, cigarettes, and lottery tickets are always complaining about being broke and not feeling well? @@ -2780,7 +2780,7 @@ Mob Act - 98 Teleporter Give~ 0 e 0 steps out of space and time.~ * By Rumble of The Builder Academy tbamud.com 9091 -if %actor.is_pc% +if %actor.is_pc% if !%actor.eq(*)% %load% obj 50 %actor% light %load% obj 51 %actor% rfinger diff --git a/lib/world/trg/1.trg b/lib/world/trg/1.trg index 3994684..e989451 100644 --- a/lib/world/trg/1.trg +++ b/lib/world/trg/1.trg @@ -86,7 +86,7 @@ Mob Greet Hannibal - 140~ if %actor.is_pc% wait 1 sec if %actor.sex% == male - say Good day sir, what would you like? + say Good day sir, what would you like? elseif %actor.sex% == female wait 1 sec say Good day maam, what can I get you? @@ -331,7 +331,7 @@ Mob Greet Baker - 187~ if %actor.is_pc% wait 1 sec say best bread in town. - wait 1 sec + wait 1 sec if %actor.sex% == male emote slams some dough down onto the counter. elseif %actor.sex% == female @@ -670,7 +670,7 @@ if %actor.is_pc% eval stolen %item_to_steal.vnum% eval name %item_to_steal.name% %load% obj %stolen% - %purge% %item_to_steal% + %purge% %item_to_steal% wait 2 sec * Lets go sell it to Morgan using its first keyword. down @@ -688,107 +688,107 @@ end Questmaster Greet - 3~ 0 g 100 ~ -* By Rumble of The Builder Academy builderacademy.net 9091 -* Part of a timed quest to kill a mob or find an object. Trigs 138-144. +* By Rumble of The Builder Academy builderacademy.net 9091 +* Part of a timed quest to kill a mob or find an object. Trigs 138-144. * A simple automated quest so only let players earn up to 50 questpoints. -if %actor.is_pc% && %actor.questpoints% < 50 - wait 2 sec - * Check to see if they are not on a zone 1 quest. - if !%actor.varexists(on_quest_zone_1)% - say Welcome %actor.name%, are you interested in a simple quest? - else - *get the values from the player variable - extract day 1 %actor.on_quest_zone_1% - extract hour 2 %actor.on_quest_zone_1% - * Set this value to the number of mud hours in a mud day - set HOURS_IN_DAY 24 - * Compare the values to the current time - * (Your hours per day and days per year vary on each mud.) - * (You may also want to check for 'time.year') - eval current_ticks (%time.day%/%HOURS_IN_DAY%)+%time.hour% - eval start_ticks (%day%/%HOURS_IN_DAY%)+%hour% - *find out the time difference in ticks - eval ticks_passed %current_ticks%-%start_ticks% - *check if 10 ticks (~10 mins) have passed - if %ticks_passed% > 10 - rdelete on_quest_zone_1 %actor.id% - say Welcome %actor.name%, are you interested in a simple quest? - else - say How is your quest going %actor.name%, do you have a quest token or the quest mobs head for me? - end - end +if %actor.is_pc% && %actor.questpoints% < 50 + wait 2 sec + * Check to see if they are not on a zone 1 quest. + if !%actor.varexists(on_quest_zone_1)% + say Welcome %actor.name%, are you interested in a simple quest? + else + *get the values from the player variable + extract day 1 %actor.on_quest_zone_1% + extract hour 2 %actor.on_quest_zone_1% + * Set this value to the number of mud hours in a mud day + set HOURS_IN_DAY 24 + * Compare the values to the current time + * (Your hours per day and days per year vary on each mud.) + * (You may also want to check for 'time.year') + eval current_ticks (%time.day%/%HOURS_IN_DAY%)+%time.hour% + eval start_ticks (%day%/%HOURS_IN_DAY%)+%hour% + *find out the time difference in ticks + eval ticks_passed %current_ticks%-%start_ticks% + *check if 10 ticks (~10 mins) have passed + if %ticks_passed% > 10 + rdelete on_quest_zone_1 %actor.id% + say Welcome %actor.name%, are you interested in a simple quest? + else + say How is your quest going %actor.name%, do you have a quest token or the quest mobs head for me? + end + end end ~ #139 Questmaster Quest Assignment - 3~ 0 d 1 *~ -* By Rumble of The Builder Academy builderacademy.net 9091 -* Part of a timed quest to kill a mob or find an object. Trigs 138-144. +* By Rumble of The Builder Academy builderacademy.net 9091 +* Part of a timed quest to kill a mob or find an object. Trigs 138-144. if %actor% == %self% halt end -if %actor.varexists(on_quest_zone_1)% - *get the values from the player variable - extract day 1 %actor.on_quest_zone_1% - extract hour 2 %actor.on_quest_zone_1% - * Set this value to the number of mud hours in a mud day - set HOURS_IN_DAY 24 - * Compare the values to the current time - * (Your hours per day and days per year vary on each mud.) - * (You may also want to check for 'time.year') - eval current_ticks (%time.day%/%HOURS_IN_DAY%)+%time.hour% - eval start_ticks (%day%/%HOURS_IN_DAY%)+%hour% - *find out the time difference in ticks - eval ticks_passed %current_ticks%-%start_ticks% - *check if 10 ticks (~10 mins) have passed - if %ticks_passed% > 10 - rdelete on_quest_zone_1 %actor.id% - else - halt - end -end -if %actor.questpoints% > 50 - halt -end +if %actor.varexists(on_quest_zone_1)% + *get the values from the player variable + extract day 1 %actor.on_quest_zone_1% + extract hour 2 %actor.on_quest_zone_1% + * Set this value to the number of mud hours in a mud day + set HOURS_IN_DAY 24 + * Compare the values to the current time + * (Your hours per day and days per year vary on each mud.) + * (You may also want to check for 'time.year') + eval current_ticks (%time.day%/%HOURS_IN_DAY%)+%time.hour% + eval start_ticks (%day%/%HOURS_IN_DAY%)+%hour% + *find out the time difference in ticks + eval ticks_passed %current_ticks%-%start_ticks% + *check if 10 ticks (~10 mins) have passed + if %ticks_passed% > 10 + rdelete on_quest_zone_1 %actor.id% + else + halt + end +end +if %actor.questpoints% > 50 + halt +end * This loop goes through the entire string of words the actor says. .car is the -* word and .cdr is the remaining string. -eval word %speech.car% -eval rest %speech.cdr% -while %word% - * Check to see if the word is yes or an abbreviation of yes. - if yes /= %word% - say Very well %actor.name%. Would you like to find an object or hunt a mobile? - halt - end - * Pick a room from 100 to 365. - eval loadroom 99 + %random.265% - if mobile /= %word% || hunt /= %word% - * Load the mob in the random room picked above. - %at% %loadroom% %load% m 15 - say Go kill the quest mob and bring me its head %actor.name%. You only have 10 minutes! - * Load an object on the player that counts down from 10 minutes. - %load% obj 16 %actor% inv - %send% %actor% %self.name% gives you the quest timer. - %echoaround% %actor% %self.name% gives %actor.name% the quest timer. - set on_quest_zone_1 %time.day% %time.hour% - remote on_quest_zone_1 %actor.id% - halt - elseif object /= %word% || find /= %word% - say Go find the quest token and return it to me. You only have 10 minutes %actor.name%! - %load% o 15 - %at% %loadroom% drop quest_token_zone_1 - %load% obj 16 %actor% inv - %send% %actor% %self.name% gives you the quest timer. - %echoaround% %actor% %self.name% gives %actor.name% the quest timer. - set on_quest_zone_1 %time.day% %time.hour% - remote on_quest_zone_1 %actor.id% - halt - end - * End of the loop we need to take the next word in the string and save the - * remainder for the next pass. - set word %rest.car% - set rest %rest.cdr% +* word and .cdr is the remaining string. +eval word %speech.car% +eval rest %speech.cdr% +while %word% + * Check to see if the word is yes or an abbreviation of yes. + if yes /= %word% + say Very well %actor.name%. Would you like to find an object or hunt a mobile? + halt + end + * Pick a room from 100 to 365. + eval loadroom 99 + %random.265% + if mobile /= %word% || hunt /= %word% + * Load the mob in the random room picked above. + %at% %loadroom% %load% m 15 + say Go kill the quest mob and bring me its head %actor.name%. You only have 10 minutes! + * Load an object on the player that counts down from 10 minutes. + %load% obj 16 %actor% inv + %send% %actor% %self.name% gives you the quest timer. + %echoaround% %actor% %self.name% gives %actor.name% the quest timer. + set on_quest_zone_1 %time.day% %time.hour% + remote on_quest_zone_1 %actor.id% + halt + elseif object /= %word% || find /= %word% + say Go find the quest token and return it to me. You only have 10 minutes %actor.name%! + %load% o 15 + %at% %loadroom% drop quest_token_zone_1 + %load% obj 16 %actor% inv + %send% %actor% %self.name% gives you the quest timer. + %echoaround% %actor% %self.name% gives %actor.name% the quest timer. + set on_quest_zone_1 %time.day% %time.hour% + remote on_quest_zone_1 %actor.id% + halt + end + * End of the loop we need to take the next word in the string and save the + * remainder for the next pass. + set word %rest.car% + set rest %rest.cdr% done ~ #140 @@ -812,7 +812,7 @@ Quest 10 min Purge - 15, 16, 17~ ~ * By Rumble of The Builder Academy tbamud.com 9091 * Part of a timed quest to kill a mob or find an object. Trigs 138-144. -* Attached to quest objects 15-17. Purges itself 10 minutes after loading if +* Attached to quest objects 15-17. Purges itself 10 minutes after loading if * player does not finish the quest. * Make sure timer is being carried by a player. if %self.carried_by% @@ -820,7 +820,7 @@ if %self.carried_by% if %actor.is_pc% %send% %actor% Your quest time has run out. Try again. * Delete the on quest variable so they can try again. - rdelete on_quest_zone_1 %actor.id% + rdelete on_quest_zone_1 %actor.id% end end * Purge the timer. @@ -856,7 +856,7 @@ end wait 1 sec * If they had the head or the token. if %object.vnum% == 15 || %object.vnum% == 17 - rdelete on_quest_zone_1 %actor.id% + rdelete on_quest_zone_1 %actor.id% say Well done, %actor.name%. * Give them 50 gold and experience. Delete the on quest variable and purge. nop %actor.exp(50)% @@ -877,7 +877,7 @@ Quest Mob Loads Head - 15~ ~ * By Rumble of The Builder Academy tbamud.com 9091 * Part of a timed quest to kill a mob or find an object. Trigs 138-144. -* This is a load instead of a death trig because I want the head to purge 10 +* This is a load instead of a death trig because I want the head to purge 10 * minutes after loading. %load% obj 17 ~ @@ -909,7 +909,7 @@ set actor %random.char% * only continue if an actor is defined. if %actor% * If they have lost more than half their hitpoints heal them. - if %actor.hitp% < %actor.maxhitp% / 2 + if %actor.hitp% < %actor.maxhitp% / 2 wait 1 sec tell %actor.name% You are injured, let me help. wait 2 sec @@ -985,26 +985,26 @@ emote %string% Angel Receives Treats - 207~ 0 j 100 ~ -* By Rumble of The Builder Academy tbamud.com 9091 -* A simple receive trig if you give the dog food she will eat it. If you give -* her dog treats she will follow you. Everything else she drops. -if %object.type% == FOOD - wait 1 sec - emote swallows %object.shortdesc% without even chewing. - wait 1 sec - emote looks up at %actor.name%, hoping for some more. - if %object.vnum% == 164 - wait 1 sec - mfollow %actor% - end +* By Rumble of The Builder Academy tbamud.com 9091 +* A simple receive trig if you give the dog food she will eat it. If you give +* her dog treats she will follow you. Everything else she drops. +if %object.type% == FOOD + wait 1 sec + emote swallows %object.shortdesc% without even chewing. + wait 1 sec + emote looks up at %actor.name%, hoping for some more. + if %object.vnum% == 164 + wait 1 sec + mfollow %actor% + end if %object.vnum% == 172 halt end - %purge% %object% -else - wait 1 s - drop %object.name.car% -end + %purge% %object% +else + wait 1 s + drop %object.name.car% +end ~ #153 Angel Follows Masters Commands - 207~ @@ -1024,7 +1024,7 @@ if %self.master% == %actor% break case down sit - emote lies down. + emote lies down. wait 3 sec stand break @@ -1036,7 +1036,7 @@ if %self.master% == %actor% emote growls at %speech.cdr.name% menacingly. mkill %speech.cdr% else - emote looks around for someone to attack. + emote looks around for someone to attack. end break case rollover @@ -1164,7 +1164,7 @@ Puppy plays - 191~ ~ * By Rumble of The Builder Academy tbamud.com 9091 if %actor.vnum% == 207 - wait 1 sec + wait 1 sec emote growls playfully at %actor.name%, crouching down into a mock attack position. elseif %actor.is_pc% wait 1 sec @@ -1216,7 +1216,7 @@ set actor %random.char% * only continue if an actor is defined. if %actor.is_pc% * check if they are hurt. - if %actor.hitp% < %actor.maxhitp% + if %actor.hitp% < %actor.maxhitp% * heal them their level in hitpoints. %damage% %actor% -%actor.level% end @@ -1349,7 +1349,7 @@ elseif %cmd.mudcommand% == buy halt end * - if %actor.questpoints% < %quest_item_cost% + if %actor.questpoints% < %quest_item_cost% tell %actor.name% You don't have enough questpoints for that. else %load% obj %quest_item% %actor% inv @@ -1368,12 +1368,12 @@ Questpoint Setter - 44~ questpoints~ * By Rumble of The Builder Academy tbamud.com 9091 * Questpoint setter. For STAFF only! Make sure player has nohassle off. -* Make sure name matches a player, purge mobs or use 0.name if you have -* troubles. +* Make sure name matches a player, purge mobs or use 0.name if you have +* troubles. * Usage: questpoints <#> if !%actor.is_pc% || %actor.level% < 32 %send% %actor% Only human staff can use this. -else +else set victim %arg.car% if %victim.is_pc% set questpoints %arg.cdr% @@ -1402,7 +1402,7 @@ wa~ * By Rumble of The Builder Academy tbamud.com 9091 if !%actor.has_item(83)% && %cmd.mudcommand% == wake nop %actor.pos(sitting)% - %send% %actor% As you slowly regain consciousness you hear a shuffling of feet outside the door. + %send% %actor% As you slowly regain consciousness you hear a shuffling of feet outside the door. wait 30 sec %echo% Two shadows pass in front of your cell. Glancing under the door you see a set of dirty manacled feet pause outside. A scrap of paper falls to the ground and is quickly kicked under the door. A grunt is heard as a set of booted feet soon follow pushing the captive that had stopped. %load% obj 83 @@ -1765,7 +1765,7 @@ set text[5] You should just name your third kid Baby. Trust me -- it'll save y set text[6] You can have many different jobs and still be lazy. set text[7] I enjoy the great taste of Duff. Yes, Duff is the only beer for me. Smooth, creamy Duff . . . zzzzzzzzzzzzz. set text[8] You can get free stuff if you mention a product in a magazine interview. Like Chips Ahoy! cookies. -set text[9] You may think it's easier to de-ice your windshield with a flamethrower, but there are repercussions. Serious repercussions. +set text[9] You may think it's easier to de-ice your windshield with a flamethrower, but there are repercussions. Serious repercussions. set text[10] There are some things that just aren't meant to be eaten. set text[11] The intelligent man wins his battles with pointed words. I'm sorry -- I meant sticks. Pointed sticks. set text[12] There are way too many numbers. The world would be a better place if we lost half of them -- starting with 8. I've always hated 8. @@ -1867,7 +1867,7 @@ set txt[1] the judge will do some things to you which are thought to be terrifyi set txt[2] what are the benefits of a stoic life? It is an ancient and honorable package of advice on how to stay out of the clutches of those who are trying to get you on the hook, trying to give you a feeling of obligation, trying to get moral leverage. set txt[3] There can be no such thing as being the "victim" of another. You can only be a "victim" of yourself. set txt[4] Show me a man who though sick is happy, who though in danger is happy, who though in prison is happy, and I'll show you a Stoic. -set txt[5] remember you are an actor in a drama of such sort as the Author chooses - if short, then in a short one. If long, then in a long one. If it be his pleasure that you should enact a poor man, or a cripple, or a ruler, see that you act it well. +set txt[5] remember you are an actor in a drama of such sort as the Author chooses - if short, then in a short one. If long, then in a long one. If it be his pleasure that you should enact a poor man, or a cripple, or a ruler, see that you act it well. set txt[6] Things that are not within our own power, not without our Will, can by no means be either good or evil. set txt[7] For it is better to die of hunger, exempt from fear and guilt, than to live in affluence with perturbation. set txt[8] Lameness is an impediment to the leg, but not to the Will. Say this to yourself with regard to everything that happens. For you will find such things to be an impediment to something else, but not truly to yourself. @@ -1924,17 +1924,17 @@ Socrates - 17~ ~ * Socrates - M17 - T183 By Rumble eval max %random.14% -set txt[1] Let him that would move the world, first move himself. -set txt[2] Employ your time in improving yourself by other men's writings, so that you shall gain easily what others have labored hard for. +set txt[1] Let him that would move the world, first move himself. +set txt[2] Employ your time in improving yourself by other men's writings, so that you shall gain easily what others have labored hard for. set txt[3] No evil can befall a good man set txt[4] You alone are in possession of the fundamental freedom of shaping your own attitude about what is going on. -set txt[5] He is richest who is content with the least, for content is the wealth of nature. -set txt[6] And in knowing that you know nothing, that makes you the smartest of all. -set txt[7] To find yourself, think for yourself -set txt[8] My belief is that to have no wants is divine -set txt[9] I know nothing except the fact of my ignorance -set txt[10] By all means get married, If you get a good wife you'll become happy; If you get a bad one, you'll become a philosopher -set txt[11] As for me, all I know is that I know nothing. +set txt[5] He is richest who is content with the least, for content is the wealth of nature. +set txt[6] And in knowing that you know nothing, that makes you the smartest of all. +set txt[7] To find yourself, think for yourself +set txt[8] My belief is that to have no wants is divine +set txt[9] I know nothing except the fact of my ignorance +set txt[10] By all means get married, If you get a good wife you'll become happy; If you get a bad one, you'll become a philosopher +set txt[11] As for me, all I know is that I know nothing. set txt[12] We have devised a series of operating signals. The second one says "yes," "go," "concur," "execute," "good." For this we use any two of anything - the most efficient signal except for the single beat "no" signal. set txt[13] Honor is often what remains after faith, love, and hope are lost. set txt[14] It is the wise leader who comes to the conclusion that he can't be had if he can't be made to feel guilty. @@ -1949,27 +1949,27 @@ Plato - 21~ * Plato - M21 - T184 By Rumble eval max %random.22% set txt[1] Wise men speak because they have something to say; Fools because they have to say something -set txt[2] Those who are too smart to engage in politics are punished by being governed by those who are dumber. -set txt[3] This I know - that I know nothing. -set txt[4] They do certainly give very strange, and newfangled, names to diseases. -set txt[5] The measure of a man is what he does with power. -set txt[6] The greatest wealth is to live content with little. -set txt[7] The man who makes everything that leads to happiness depend upon himself, and not upon other men, has adopted the very best plan for living happily. +set txt[2] Those who are too smart to engage in politics are punished by being governed by those who are dumber. +set txt[3] This I know - that I know nothing. +set txt[4] They do certainly give very strange, and newfangled, names to diseases. +set txt[5] The measure of a man is what he does with power. +set txt[6] The greatest wealth is to live content with little. +set txt[7] The man who makes everything that leads to happiness depend upon himself, and not upon other men, has adopted the very best plan for living happily. set txt[8] For a man to conquer himself is the first and noblest of all victories. -set txt[9] And now I depart hence condemned by you to suffer the penalty of death, and they, too, go their ways condemned by the truth to suffer the penalty of villainy and wrong; and I must abide by my award - let them abide by theirs. -set txt[10] Be kind, for everyone you meet is fighting a harder battle. -set txt[11] Necessity, who is the mother of invention. -set txt[12] You can discover more about a person in an hour of play than in a year of conversation. -set txt[13] When men speak ill of you, live so as nobody may believe them. -set txt[14] Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws. +set txt[9] And now I depart hence condemned by you to suffer the penalty of death, and they, too, go their ways condemned by the truth to suffer the penalty of villainy and wrong; and I must abide by my award - let them abide by theirs. +set txt[10] Be kind, for everyone you meet is fighting a harder battle. +set txt[11] Necessity, who is the mother of invention. +set txt[12] You can discover more about a person in an hour of play than in a year of conversation. +set txt[13] When men speak ill of you, live so as nobody may believe them. +set txt[14] Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws. set txt[15] One of the penalties for refusing to participate in politics is that you end up being governed by your inferiors. set txt[16] The life which is unexamined is not worth living. set txt[17] Death is not the worst than can happen to men. set txt[18] Never discourage anyone...who continually makes progress, no matter how slow. -set txt[19] Ignorance, the root and the stem of every evil. -set txt[20] No human thing is of serious importance. -set txt[21] Courage is simply endurance of the soul. -set txt[22] Courage must be exercised in the presence of fear. +set txt[19] Ignorance, the root and the stem of every evil. +set txt[20] No human thing is of serious importance. +set txt[21] Courage is simply endurance of the soul. +set txt[22] Courage must be exercised in the presence of fear. set speech %%txt[%max%]%% eval speech %speech% say %speech% @@ -1994,18 +1994,18 @@ set txt[11] It is the mark of an educated mind to be able to entertain a thought set txt[12] Man perfected by society is the best of all animals; he is the most terrible of all when he lives without law, and without justice. set txt[13] I have gained this by philosophy: that I do without being commanded what others do only from fear of the law. set txt[14] It is possible to fail in many ways...while to succeed is possible only in one way. -set txt[15] In poverty and other misfortunes of life, true friends are a sure refuge. The young they keep out of mischief; to the old they are a comfort and aid in their weakness, and those in the prime of life they incite to noble deeds. -set txt[16] Happiness is the meaning and the purpose of life, the whole aim and end of human existence. -set txt[17] He who is to be a good ruler must have first been ruled. -set txt[18] There was never a genius without a tincture of madness. -set txt[19] Those who educate children well are more to be honored than parents, for these only gave life, those the art of living well. -set txt[20] Those that know, do. Those that understand, teach. -set txt[21] I count him braver who overcomes his desires than him who conquers his enemies; for the hardest victory is over self. -set txt[22] The unfortunate need people who will be kind to them; the prosperous need people to be kind to. -set txt[23] Youth is easily deceived, because it is quick to hope. -set txt[24] Teaching is the highest form of understanding. +set txt[15] In poverty and other misfortunes of life, true friends are a sure refuge. The young they keep out of mischief; to the old they are a comfort and aid in their weakness, and those in the prime of life they incite to noble deeds. +set txt[16] Happiness is the meaning and the purpose of life, the whole aim and end of human existence. +set txt[17] He who is to be a good ruler must have first been ruled. +set txt[18] There was never a genius without a tincture of madness. +set txt[19] Those who educate children well are more to be honored than parents, for these only gave life, those the art of living well. +set txt[20] Those that know, do. Those that understand, teach. +set txt[21] I count him braver who overcomes his desires than him who conquers his enemies; for the hardest victory is over self. +set txt[22] The unfortunate need people who will be kind to them; the prosperous need people to be kind to. +set txt[23] Youth is easily deceived, because it is quick to hope. +set txt[24] Teaching is the highest form of understanding. set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habit -set txt[26] Courage is a man's ability to handle fear. +set txt[26] Courage is a man's ability to handle fear. set speech %%txt[%max%]%% eval speech %speech% say %speech% @@ -2017,33 +2017,33 @@ Confucius - 23~ * By Rumble of The Builder Academy tbamud.com 9091 * Confucius - M23 - T186 By Rumble set max %random.27% -set txt[1] Before you embark on a journey of revenge, dig two graves. -set txt[2] Everything has its beauty but not everyone sees it. -set txt[3] Forget injuries, never forget kindnesses. -set txt[4] It does not matter how slowly you go so long as you do not stop. -set txt[5] Respect yourself and others will respect you. -set txt[6] Study the past if you would define the future. +set txt[1] Before you embark on a journey of revenge, dig two graves. +set txt[2] Everything has its beauty but not everyone sees it. +set txt[3] Forget injuries, never forget kindnesses. +set txt[4] It does not matter how slowly you go so long as you do not stop. +set txt[5] Respect yourself and others will respect you. +set txt[6] Study the past if you would define the future. set txt[7] The superior man, when resting in safety, does not forget that danger may come. When in a state of security he does not forget the possibility of ruin. When all is orderly, he does not forget that disorder may come. -set txt[8] What the superior man seeks is in himself; what the small man seeks is in others. -set txt[9] Wheresoever you go, go with all your heart. -set txt[10] By nature, men are nearly alike; by practice, they get to be wide apart. -set txt[11] A man who has committed a mistake and doesn't correct it, is committing another mistake. -set txt[12] If you know, to recognize that you know, If you don't know, to realize that you don't know: That is knowledge. -set txt[13] Never hesitate to ask a lesser person. -set txt[14] People with virtue must speak out; People who speak are not all virtuous. -set txt[15] What you do not wish upon yourself, extend not to others. -set txt[16] We take great pains to persuade other that we are happy than in endeavoring to think so ourselves. -set txt[17] Better a diamond with a flaw than a pebble without. -set txt[18] The people may be made to follow a path of action, but they may not be made to understand it. -set txt[19] The superior man is modest in his speech, but exceeds in his actions. -set txt[20] The superior man...does not set his mind either for anything, or against anything; what is right he will follow. -set txt[21] To go beyond is as wrong as to fall short. -set txt[22] Virtue is not left to stand alone. He who practices it will have neighbors. -set txt[23] What the superior man seeks is in himself. What the mean man seeks is in others. -set txt[24] What you do not want done to yourself, do not do to others. -set txt[25] When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge. +set txt[8] What the superior man seeks is in himself; what the small man seeks is in others. +set txt[9] Wheresoever you go, go with all your heart. +set txt[10] By nature, men are nearly alike; by practice, they get to be wide apart. +set txt[11] A man who has committed a mistake and doesn't correct it, is committing another mistake. +set txt[12] If you know, to recognize that you know, If you don't know, to realize that you don't know: That is knowledge. +set txt[13] Never hesitate to ask a lesser person. +set txt[14] People with virtue must speak out; People who speak are not all virtuous. +set txt[15] What you do not wish upon yourself, extend not to others. +set txt[16] We take great pains to persuade other that we are happy than in endeavoring to think so ourselves. +set txt[17] Better a diamond with a flaw than a pebble without. +set txt[18] The people may be made to follow a path of action, but they may not be made to understand it. +set txt[19] The superior man is modest in his speech, but exceeds in his actions. +set txt[20] The superior man...does not set his mind either for anything, or against anything; what is right he will follow. +set txt[21] To go beyond is as wrong as to fall short. +set txt[22] Virtue is not left to stand alone. He who practices it will have neighbors. +set txt[23] What the superior man seeks is in himself. What the mean man seeks is in others. +set txt[24] What you do not want done to yourself, do not do to others. +set txt[25] When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge. set txt[26] In any prisoner situation when you are communicating with a fellow prisoner be sure to agree about a danger signal first. Second make a cover story in case you are caught, and third, you need to decide on a backup communication system. -set txt[27] The superior man understands what is right; the inferior man understands what is accepted by a majority. +set txt[27] The superior man understands what is right; the inferior man understands what is accepted by a majority. eval speech %%txt[%max%]%% say %speech% ~ @@ -2081,7 +2081,7 @@ set txt[25] Wittgenstein is known for, "If it comes easy, it ain't worth a damn. set txt[26] Fr. Marius recalls someone remarking, "The important thing is not what they've made of you, but what you made of what they've made of you." set txt[27] It was only when I lay there on the rotting prison straw that I sensed within myself the first stirrings of good. Gradually it was disclosed to me that the line separating good and evil passes not between states nor between classes nor between political parties, but right through every human heart, through all human hearts. And that is why I turn back to the years of my imprisonment and say, "Bless you, prison, for having been a part of my life." set txt[28] my rules are: BACK US: Don't Bow in public, stay off the Air, admit no Crimes, never Kiss them goodbye, Unity over Self. Never negotiate for yourself but only for us all. Not less than significant pain should cause you to submit. -set txt[29] The lecture-room of the philosopher is a hospital, students ought not to walk out of it in pleasure, but in pain. +set txt[29] The lecture-room of the philosopher is a hospital, students ought not to walk out of it in pleasure, but in pain. set txt[30] I knew I could contain material - so long as they didn't know I knew it. set txt[31] Opportunities don't roll in as a saturating fog bank. They come as incidents. And you need spontaneity and instinct to capture them. set txt[32] Society's main objective is to instill virtue in its citizenry and that specific laws are a secondary concern. @@ -2211,9 +2211,9 @@ if %actor.is_pc% if %actor.varexists(TBA_greeting)% say Welcome back %actor.name%. Read through these rooms whenever you need a refresher. else - say Welcome to The Builder Academy %actor.name%. + say Welcome to The Builder Academy %actor.name%. wait 1 sec - say Within this zone you can learn all the immortal commands and how to build. + say Within this zone you can learn all the immortal commands and how to build. wait 2 sec say This zone is like a newbie zone, except for gods. All you have to do is walk through the zone and read every room description. wait 3 sec @@ -2233,7 +2233,7 @@ Stayalive idleout bracelet - 88~ * By Rumble of The Builder Academy tbamud.com 9091 eval actor %self.worn_by% if %actor% - %send% %actor% n + %send% %actor% @n end ~ #196 @@ -2255,11 +2255,11 @@ say Good Job, you made it. wait 2 sec say Now I would suggest that you practice what you have learned. wait 2 sec -say Check your title under RWHO n. A vnum should be listed there, if not mudmail Rumble for one. +say Check your title under @RWHO@n. A vnum should be listed there, if not mudmail Rumble for one. wait 2 sec -say Just type RGOTO VNUM n and type redit to modify your room. +say Just type @RGOTO VNUM@n and type redit to modify your room. wait 2 sec -say Once you complete your room come back to these hallways by typing RGOTO 3 n. +say Once you complete your room come back to these hallways by typing @RGOTO 3@n. wait 3 sec beam %actor.name% ~ @@ -2268,7 +2268,7 @@ TBA Give Suggestions - 21~ 0 g 100 ~ wait 2 sec -say The best advice for new builders is under RHELP SUGGESTIONS n. +say The best advice for new builders is under @RHELP SUGGESTIONS@n. ~ #199 TBA Welcome - 18~ diff --git a/lib/world/trg/100.trg b/lib/world/trg/100.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/100.trg +++ b/lib/world/trg/100.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/101.trg b/lib/world/trg/101.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/101.trg +++ b/lib/world/trg/101.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/104.trg b/lib/world/trg/104.trg index 107c1f8..eea3924 100644 --- a/lib/world/trg/104.trg +++ b/lib/world/trg/104.trg @@ -115,9 +115,9 @@ if %actor.is_pc% say Hello there young one. wait 2 sec say I am the village elder, the oldest and wisest of them all. - wait 4 sec + wait 4 sec say %actor.name%, if you bring me back the item from the center of the maze, I will reward you with great riches and power. - wait 4 sec + wait 4 sec say Will you accept my quest? Will you go to the center of the maze and retrieve the sacred item? end end @@ -175,7 +175,7 @@ if %object.vnum% == 10429 wait 2 s %send% %actor% %self.name% hands you the coins, you feel a slight surge of energy. %echoaround% %actor% %self.name% rummages through a bag and pulls out a couple coins. - wait 2 s + wait 2 s %echoaround% %actor% %self.name% hands the coins to %actor.name% , a small light emits from the coins. nop %actor.gold(150)% nop %actor.exp(400)% @@ -262,12 +262,12 @@ if %actor.is_pc% wait 2s %send% %actor% You begin to feel your self lose sight of the room. %echoaround% %actor% %actor.name%'s eyes shut and %actor.heshe% slumps over. - %actor.pos(Sleeping)% + nop %actor.pos(sleeping)% wait 3s - %echoaround% %actor% Strange words can be heard comeing from somewhere, and %actor.name%'s body floats into the air and vanishes. + %echoaround% %actor% Strange words can be heard coming from somewhere, and %actor.name%'s body floats into the air and vanishes. wait 1s %teleport% %actor% 10424 - %lag% %actor.name% 200 + nop %actor.wait(200)% end ~ #10499 diff --git a/lib/world/trg/106.trg b/lib/world/trg/106.trg index 338e390..485faf7 100644 --- a/lib/world/trg/106.trg +++ b/lib/world/trg/106.trg @@ -1,26 +1,26 @@ -#10600 -Armourer - 10634~ -0 g 100 -~ -if %actor.is_pc% - if %actor.sex% == male - say Good day to ya sir, my friend to the east has my wares for sale, we have a partnership. - chuckle - elseif %actor.sex% == female - say Good day to ya maam, my friend to the east has my wares for sale, we have a partnership. - smirk - end -end -~ -#10601 -Near Death Trap - 10650~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 1 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% The Gods pity you enough to allow you to survive. -~ -$~ +#10600 +Armorer - 10634~ +0 g 100 +~ +if %actor.is_pc% + if %actor.sex% == male + say Good day to ya sir, my friend to the east has my wares for sale, we have a partnership. + chuckle + elseif %actor.sex% == female + say Good day to ya maam, my friend to the east has my wares for sale, we have a partnership. + smirk + end +end +~ +#10601 +Near Death Trap - 10650~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 1 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 5 sec +%send% %actor% The Gods pity you enough to allow you to survive. +~ +$~ diff --git a/lib/world/trg/107.trg b/lib/world/trg/107.trg index b2b81e8..055d06c 100644 --- a/lib/world/trg/107.trg +++ b/lib/world/trg/107.trg @@ -1,28 +1,28 @@ -#10700 -Vault Throw - 10737~ -2 c 100 -en~ -if %cmd.mudcommand% == enter && vault /= %arg% - %send% %actor% As you attempt to enter the vault an unseen spirit throws you from the room. - %send% %actor% You are damaged by the fall. - %echoaround% %actor% %actor.name% tries to enter the vault and is instead thrown out of the room, by some unseen force. - %teleport% %actor% 10719 - %damage% %actor% 20 - %force% %actor% look - %echoaround% %actor% %actor.name% is thrown into the room. -else - %send% %actor% Enter what?! -end -~ -#10701 -Near Death Trap Sink Hole - 10773~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% The Gods pity you enough to allow you to survive. -~ -$~ +#10700 +Vault Throw - 10737~ +2 c 100 +en~ +if %cmd.mudcommand% == enter && vault /= %arg% + %send% %actor% As you attempt to enter the vault an unseen spirit throws you from the room. + %send% %actor% You are damaged by the fall. + %echoaround% %actor% %actor.name% tries to enter the vault and is instead thrown out of the room, by some unseen force. + %teleport% %actor% 10719 + %damage% %actor% 20 + %force% %actor% look + %echoaround% %actor% %actor.name% is thrown into the room. +else + %send% %actor% Enter what?! +end +~ +#10701 +Near Death Trap Sink Hole - 10773~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 5 sec +%send% %actor% The Gods pity you enough to allow you to survive. +~ +$~ diff --git a/lib/world/trg/11.trg b/lib/world/trg/11.trg index b618dec..288adbe 100644 --- a/lib/world/trg/11.trg +++ b/lib/world/trg/11.trg @@ -200,19 +200,19 @@ end 1 c 1 draw~ if %arg% == bracelet - %send% %actor% CYou attempt to draw on the power of %self.shortdesc%. n - %echoaround% %actor% C%actor.name% attempts to draw on the power of %self.shortdesc%. n + %send% %actor% @CYou attempt to draw on the power of %self.shortdesc%.@n + %echoaround% %actor% @C%actor.name% attempts to draw on the power of %self.shortdesc%.@n wait 1 s if %self.timer% == 0 eval give %actor.maxmove% - %actor.move% eval percent (%give% * 8) / 10 eval power %actor.move(%percent%)% set %power% - %send% %actor% CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. n - %echoaround% %actor% C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. n + %send% %actor% @CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. @n + %echoaround% %actor% @C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. @n otimer 20 else - %send% %actor% cAlas, the power of %self.shortdesc% has not yet recovered. n + %send% %actor% @cAlas, the power of %self.shortdesc% has not yet recovered.@n end end return 0 @@ -710,7 +710,7 @@ case default %send% %actor% %Self.name% damaged itself trying to go %nextdir%. if %damage% eval damage %self.damage%+10 -else +else set damage 10 end global damage @@ -1052,23 +1052,23 @@ global mrc global llc global lmc global lrc -%echo% n _______________ -%echo% n| %ulc%_ Y%UL1% %ulc%_ %umc%_ Y%UM1% %umc%_ %urc%_ Y%UR1% %urc%_ n | -%echo% n| %ulc%| | %umc%| | %urc%| | n| -%echo% n| Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2% n| -%echo% n| %ulc%| u%ULn% n %ulc%| %umc%| u%UMn% n %umc%| %urc%| u%URn% n %urc%| n| -%echo% n| %ulc%|_ Y%UL3% %ulc%_| %umc%|_ Y%UM3% %umc%_| %urc%|_ Y%UR3% %urc%_| n| -%echo% n| %mlc% _ Y%ML1% %mlc%_ %mmc%_ Y%MM1% %mmc%_ %mrc%_ Y%MR1% %mrc%_ n | -%echo% n| %mlc%| | %mmc%| | %mrc%| | n| -%echo% n| Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2% n| -%echo% n| %mlc%| u%MLn% n %mlc%| %mmc%| u%MMn% n %mmc%| %mrc%| u%MRn% n %mrc%| n| -%echo% n| %mlc%|_ Y%ML3% %mlc%_| %mmc%|_ Y%MM3% %mmc%_| %mrc%|_ Y%MR3% %mrc%_| n| -%echo% n| %llc% _ Y%LL1% %llc%_ %lmc%_ Y%LM1% %lmc%_ %lrc%_ Y%LR1% %lrc%_ n| -%echo% n| %llc%| | %lmc%| | %lrc%| | n| -%echo% n| Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2% n| -%echo% n| %llc%| u%LLn% n %llc%| %lmc%| u%LMn% n %lmc%| %lrc%| u%LRn% n %lrc%| n| -%echo% n| %llc%|_ Y%LL3% %llc%_| %lmc%|_ Y%LM3% %lmc%_| %lrc%|_ Y%LR3% %lrc%_| n| -%echo% n|_______________| +%echo% @n _______________ +%echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n | +%echo% @n| %ulc%| | %umc%| | %urc%| |@n| +%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n| +%echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n| +%echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n| +%echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n | +%echo% @n| %mlc%| | %mmc%| | %mrc%| |@n| +%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n| +%echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n| +%echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n| +%echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n| +%echo% @n| %llc%| | %lmc%| | %lrc%| |@n| +%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n| +%echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n| +%echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n| +%echo% @n|_______________| ~ #1140 dealer say new game~ @@ -1076,11 +1076,11 @@ dealer say new game~ new game~ wait 1s if %actor.varexists(ffplaying)% - %send% %actor% GYou are already playing a game. n - %send% %actor% GIf you forfeit, you will lose the cards you've won. n - %send% %actor% GYour opponent will keep the cards they've won. n - %send% %actor% GSay forfeit to accept this and end the game. n - %send% %actor% GSay continue to carry on with your current game. n + %send% %actor% @GYou are already playing a game.@n + %send% %actor% @GIf you forfeit, you will lose the cards you've won.@n + %send% %actor% @GYour opponent will keep the cards they've won.@n + %send% %actor% @GSay forfeit to accept this and end the game.@n + %send% %actor% @GSay continue to carry on with your current game.@n elseif %playing% %echo% Sorry, I'm already playing a game. else @@ -1325,23 +1325,23 @@ global %cardpos%4 show board~ 2 c 100 show~ -%echo% n _______________ -%echo% n| %ulc%_ Y%UL1% %ulc%_ %umc%_ Y%UM1% %umc%_ %urc%_ Y%UR1% %urc%_ n | -%echo% n| %ulc%| | %umc%| | %urc%| | n| -%echo% n| Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2% n| -%echo% n| %ulc%| u%ULn% n %ulc%| %umc%| u%UMn% n %umc%| %urc%| u%URn% n %urc%| n| -%echo% n| %ulc%|_ Y%UL3% %ulc%_| %umc%|_ Y%UM3% %umc%_| %urc%|_ Y%UR3% %urc%_| n| -%echo% n| %mlc% _ Y%ML1% %mlc%_ %mmc%_ Y%MM1% %mmc%_ %mrc%_ Y%MR1% %mrc%_ n | -%echo% n| %mlc%| | %mmc%| | %mrc%| | n| -%echo% n| Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2% n| -%echo% n| %mlc%| u%MLn% n %mlc%| %mmc%| u%MMn% n %mmc%| %mrc%| u%MRn% n %mrc%| n| -%echo% n| %mlc%|_ Y%ML3% %mlc%_| %mmc%|_ Y%MM3% %mmc%_| %mrc%|_ Y%MR3% %mrc%_| n| -%echo% n| %llc% _ Y%LL1% %llc%_ %lmc%_ Y%LM1% %lmc%_ %lrc%_ Y%LR1% %lrc%_ n| -%echo% n| %llc%| | %lmc%| | %lrc%| | n| -%echo% n| Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2% n| -%echo% n| %llc%| u%LLn% n %llc%| %lmc%| u%LMn% n %lmc%| %lrc%| u%LRn% n %lrc%| n| -%echo% n| %llc%|_ Y%LL3% %llc%_| %lmc%|_ Y%LM3% %lmc%_| %lrc%|_ Y%LR3% %lrc%_| n| -%echo% n|_______________| +%echo% @n _______________ +%echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n | +%echo% @n| %ulc%| | %umc%| | %urc%| |@n| +%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n| +%echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n| +%echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n| +%echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n | +%echo% @n| %mlc%| | %mmc%| | %mrc%| |@n| +%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n| +%echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n| +%echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n| +%echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n| +%echo% @n| %llc%| | %lmc%| | %lrc%| |@n| +%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n| +%echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n| +%echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n| +%echo% @n|_______________| ~ #1144 new trigger~ @@ -1349,8 +1349,8 @@ new trigger~ test~ %echo% var is %var% %echo% var2 is %var2% -%echo% coloured var is Y%var% n +%echo% colored var is @Y%var%@n set col Y -%echo% var coloured var is %col%%var% n +%echo% var colored var is %col%%var%@n ~ $~ diff --git a/lib/world/trg/115.trg b/lib/world/trg/115.trg index 1aaea21..0914b1b 100644 --- a/lib/world/trg/115.trg +++ b/lib/world/trg/115.trg @@ -1,10 +1,10 @@ -#11523 -Man Trigger~ -0 g 100 -~ -if %actor.is_pc% - wait 5 - Say "Run, Run, Fast, Fast, Get Out Of Here !! " -end -~ -$~ +#11523 +Man Trigger~ +0 g 100 +~ +if %actor.is_pc% + wait 5 + say "Run, Run, Fast, Fast, Get Out Of Here !! " +end +~ +$~ diff --git a/lib/world/trg/117.trg b/lib/world/trg/117.trg index c727bcd..bfa630a 100644 --- a/lib/world/trg/117.trg +++ b/lib/world/trg/117.trg @@ -195,7 +195,7 @@ shoot~ if %actor.fighting% && !%arg% set arg %actor.fighting% end -if !%arg% +if !%arg% %send% %actor% Shoot Who? halt else @@ -216,7 +216,7 @@ set i %next% done if %quiver% %force% %actor% take arrow quiver -end +end if %actor.inventory(11728)% %damage% %arg% 10 %send% %actor% You fire your arrow at your opponent. @@ -242,7 +242,7 @@ else end if %actor.inventory(11730)% %damage% %arg% 30 - %send% %actor% WThe arrow makes a bright flash of light as it strikes your opponent! n + %send% %actor% @WThe arrow makes a bright flash of light as it strikes your opponent!@n %purge% %actor.inventory(11730)% switch %random.4% case 1 @@ -281,7 +281,7 @@ else end ~ #11714 -Chieftan Attacks You - 11709~ +Chieftain Attacks You - 11709~ 0 g 100 ~ * This trigger has been exported 'as is'. This means that vnums @@ -414,7 +414,7 @@ wait 2s wait 2s %send% %actor% %self.name% says: Or you can find the password to get into the Empresss Chamber. Every Official has one letter of the nine letter password memorized. You must track down the hidden officials and get the letter from them. wait 2s -%send% %actor% %self.name% says: I know that the letters of the people still here are recorded on something that all of the councilors have in their office Try searching whatever that may be. +%send% %actor% %self.name% says: I know that the letters of the people still here are recorded on something that all of the councilors have in their office Try searching whatever that may be. wait 2s %send% %actor% %self.name% says: The letters will also be out of order. You must find the document that says: what the word is once you get all the letters. Im sure the missing Officials will give you a subtle hint when you find them. %send% %actor% %self.name% says: Then, speak the password in front of Verno, the guard, and you know how to take it from there! Good luck! By the way, my letter is A. @@ -497,7 +497,7 @@ Give Ring - 11723~ * in this file are not changed, and will have to be edited by hand. * This zone was number 117 on The Builder Academy, so you * should be looking for 117xx, where xx is 00-99. -If %object.vnum% == 11700 +if %object.vnum% == 11700 %purge% %object% say Oh, thank you, now I can finally go back! %echo% %self.name% Runs out of the tower screaming with joy! @@ -584,7 +584,7 @@ if %actor.is_pc% %send% %actor% %self.name% gives you a small stone. %load% obj 11730 %actor% inv say Regrettably, your request must be denied. - Wait 1s + wait 1s %echo% Suddenly, the doors slam shut behing you! %door% 11720 south flags d wait 1s @@ -595,18 +595,18 @@ if %actor.is_pc% %at% 11709 %purge% wait 2s say It seems to me That my council has failed to serve me right - Wait 1s - Say This city is now mine. Those who oppose me will be vanquished! - Wait 2s + wait 1s + say This city is now mine. Those who oppose me will be vanquished! + wait 2s %echo% %self.name% pulls out a gigantic claw that she kept hidden before. - Wait 2s - Say You will be the first. Good bye, %actor.name%! + wait 2s + say You will be the first. Good bye, %actor.name%! %echo% %self.name% lunges at you, aiming to slice you in two! - Wait 1s + wait 1s %echo% suddenly, the door opens, and a bright flash of light consumes the entire room, blinding both you and %self.name%! - Wait 3s + wait 3s %send% %actor% You wake up at the entrance to Los Torres, and everything seems normal for some reason. What the heck happened?? - %send% %actor% g+ n bQUEST COMPLETE n g+ n + %send% %actor% @g+@n@bQUEST COMPLETE@n@g+@n %teleport% %actor% 11701 end ~ diff --git a/lib/world/trg/118.trg b/lib/world/trg/118.trg index 2f5b8c8..b07fd4f 100644 --- a/lib/world/trg/118.trg +++ b/lib/world/trg/118.trg @@ -131,7 +131,7 @@ if %cmd.mudcommand% == close && eye /= %arg% && %arg% %echoaround% %actor% %actor.name% suddenly appears in a haze of mist. %send% %actor% You close the eye. wait 1 s -%send% %actor% A hazy mist swirls up and around you, blurring your vision for a second before clearing away. +%send% %actor% A hazy mist swirls up and around you, blurring your vision for a second before clearing away. wait 1 s %force% %actor% look %purge% %self% @@ -205,12 +205,12 @@ if %object.vnum% == 11807 eval num %num% + 1 if %actor.varexists(zn118_birddone)% eval num %num% + 1 - if %actor.varexists(zn118_ridleydone)% + if %actor.varexists(zn118_ridleydone)% eval num %num% + 1 if %actor.varexists(zn118_knifedone)% eval num %num% + 1 if %actor.varexists(zn118_tunneldone)% - eval num %num% + 1 + eval num %num% + 1 if %actor.varexists(zn118_ruthdone)% eval num %num% + 1 if %actor.varexists(zn118_thindone)% @@ -340,7 +340,7 @@ break done ~ #11814 -(02) colouring message~ +(02) coloring message~ 0 gh 100 ~ if %actor.is_pc% @@ -485,7 +485,7 @@ if %object.vnum% == 11807 wait 1 s say Yes, there is something I could write in that... wait 1 s - say but would you do me a favour first? + say but would you do me a favor first? wait 2 s say My father keeps a little bird locked away... wait 2 s @@ -847,7 +847,7 @@ if %object.vnum% == 11807 wait 3 s emote turns his attention back to the twirling journal. wait 2 s - say You do realise shadow-person... that this quest of yours will destroy me? + say You do realize shadow-person... that this quest of yours will destroy me? wait 3 s say Indeed, not just myself, but all who dwell here. wait 2 s @@ -930,15 +930,23 @@ emote gasps for air. 0 d 100 *~ if %actor.varexists(zn118_runningstart)% - %speech% - wait 1 - if %self.room.vnum% == 11831 - rdelete zn118_runningstart %actor.id% - set zn118_runningquest 1 - remote zn118_runningquest %actor.id% - wait 1 s - tell %actor.name% Thank you for getting me out of there. - follow self + if %speech.contains(msend)% || %speech.contains(mecho)% || %speech.contains(mechoaround)% || %speech.contains(mdoor)% || %speech.contains(mforce)% || %speech.contains(mload)% || %speech.contains(mpurge)% || %speech.contains(mteleport)% + %force% %actor% gos I just attempted to cheat by abusing a script. + elseif %speech.contains(mdamage)% || %speech.contains(mzoneecho)% || %speech.contains(masound)% || %speech.contains(dg_affect)% || %speech.contains(dg_cast)% || %speech.contains(mat)% || %speech.contains(mtransform)% || %speech.contains(mhunt)% + %force% %actor% gos I just attempted to cheat by abusing a script. + elseif %speech.contains(mremember)% || %speech.contains(mforget)% || %speech.contains(mgoto)% || %speech.contains(mkill)% || %speech.contains(mjunk)% || %speech.contains(mfollow)% + %force% %actor% gos I just attempted to cheat by abusing a script. + else + %speech% + wait 1 + if %self.room.vnum% == 11831 + rdelete zn118_runningstart %actor.id% + set zn118_runningquest 1 + remote zn118_runningquest %actor.id% + wait 1 s + tell %actor.name% Thank you for getting me out of there. + follow self + end end end ~ @@ -1129,7 +1137,7 @@ if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% == %force% %actor% take arrow quiver end * - * Checks for the first item in inventory that is one of the + * Checks for the first item in inventory that is one of the * specified arrows and sets its vnum as the one to be used. * eval inv %actor.inventory% @@ -1175,9 +1183,9 @@ if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% == * set dice %random.3% eval finaldam ((%dice% * %dam%) + %bonus%) - %echo% Hits for total of %finaldam%. + %echo% Hits for total of %finaldam%. * - * If the actor has an arrow in inventory, and there are + * If the actor has an arrow in inventory, and there are * people in the room specified, one of three random things * happens - Actor shoots but misses, Actor shoots and damages, * Actor shoots, damages, but loses the arrow. @@ -1521,21 +1529,21 @@ if %speech% == start eval z %1% eval 1 %3% eval 3 %z% - + break case 2 emote swaps the third cup with the second cup. eval z %2% eval 2 %3% eval 3 %z% - + break case 3 emote switches the second cup with the first cup. eval z %2% eval 2 %1% eval 1 %z% - + break case 4 emote slides the first cup to third place. @@ -1543,21 +1551,21 @@ if %speech% == start eval 1 %2% eval 2 %3% eval 3 %z% - + break case 5 emote moves the second cup to the third position. eval z %2% eval 2 %3% eval 3 %z% - + break case 6 emote moves the second cup into first place. eval z %2% eval 2 %1% eval 1 %z% - + break case 7 emote moves the third cup into the first position. @@ -1565,11 +1573,11 @@ if %speech% == start eval 3 %2% eval 2 %1% eval 1 %z% - + break default %echo% Something is broken, please report. - + break done eval tries %tries% - 1 @@ -1735,7 +1743,7 @@ if %cmd.mudcommand% == look || %cmd.mudcommand% == examine set align with a dark tinge of evil else set align with a purity of goodness - end + end if %actor.class% == Cleric set class healer elseif %actor.class% == Warrior @@ -2019,7 +2027,7 @@ elseif %object.vnum% == 11807 wait 2 s nop %actor.exp(10000)% give journal %actor.name% - drop journal + drop journal rdelete zn118_ruthwrite %actor.id% set zn118_ruthdone 1 remote zn118_ruthdone %actor.id% @@ -2104,13 +2112,13 @@ different corpses loaded~ ~ %teleport% %self% 11800 if %self.vnum% == 11830 - %at% 11895 xx118trig118xx wload obj 11856 + %at% 11895 xx118trig118xx elseif %self.vnum% == 11831 - %at% 11838 xx118trig118xx wload obj 11857 + %at% 11838 xx118trig118xx elseif %self.vnum% == 11832 - %at% 11849 xx118trig118xx wload obj 11858 + %at% 11849 xx118trig118xx elseif %self.vnum% == 11839 - %at% 11848 xx118trig118xx wload obj 11869 + %at% 11848 xx118trig118xx end ~ #11865 @@ -2128,7 +2136,15 @@ end room obeys mob trigger~ 2 c 100 xx118trig118xx~ -%arg% +if %actor.vnum% == 11830 + %load% obj 11856 +elseif %actor.vnum% == 11831 + %load% obj 11857 +elseif %actor.vnum% == 11832 + %load% obj 11858 +elseif %actor.vnum% == 11839 + %load% obj 11869 +end ~ #11867 (11) Ridley responds to asking~ @@ -2582,13 +2598,13 @@ elseif %object.vnum% == 11807 wait 2 s nop %actor.exp(10000)% give journal %actor.name% - drop journal + drop journal rdelete zn118_scarredwrite %actor.id% set zn118_scarreddone 1 remote zn118_scarreddone %actor.id% wait 1 s %load% obj 11868 - say Do me one more favour? + say Do me one more favor? wait 1 s give book %actor.name% drop book @@ -2659,7 +2675,7 @@ if %self.name% /= %arg% else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . + %send% %actor% . if %actor.varexists(zn118_ridleydone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . Riddles to speak what couldn't be said %send% %actor% . uncover the truth within @@ -2672,7 +2688,7 @@ if %self.name% /= %arg% else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . + %send% %actor% . if %actor.varexists(zn118_tunneldone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . The mind offers the chance for desperate escapes, %send% %actor% . any place other than here. @@ -2685,59 +2701,59 @@ if %self.name% /= %arg% else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . + %send% %actor% . if %actor.varexists(zn118_thindone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . Surrender means giving up all that you are, %send% %actor% . forfeit if you cannot pay. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end + end if %actor.varexists(zn118_mutedone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . Silence is screaming its rage to the void, %send% %actor% . run inside if you can't run away. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . + %send% %actor% . if %actor.varexists(zn118_runningdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . I showed you with actions, %send% %actor% . and with words between words. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end + end if %actor.varexists(zn118_angrydone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . I lashed out and fought you, %send% %actor% . as a creature that hurts. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . + %send% %actor% . if %actor.varexists(zn118_blinddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . How to show you a monster where you saw a man? %send% %actor% . Tell you I hated the one that you loved? else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end + end if %actor.varexists(zn118_weepingdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . How to deny whose eyes I see in the mirror? %send% %actor% . Disown what I'm bound to with blood. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . + %send% %actor% . if %actor.varexists(zn118_scarreddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . Ah time, the great healer, will pale the scars, %send% %actor% . my book sealed and returned to its shelf. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - - end + end if %actor.varexists(zn118_gravedone)% %send% %actor% . The ghosts shall be buried, I choose to forget, %send% %actor% . and learn to forgive myself. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end - %send% %actor% . + %send% %actor% . else return 0 end diff --git a/lib/world/trg/12.trg b/lib/world/trg/12.trg index 7537f9b..d606b27 100644 --- a/lib/world/trg/12.trg +++ b/lib/world/trg/12.trg @@ -12,13 +12,13 @@ Calculator By Mordecai~ *~ * By Mordecai if %actor.is_pc% - Return 0 - Eval sum %speech% - Eval test1 "%speech%" - Eval test %test1.strlen% - Eval che %sum%/1 - If %che% == %sum% - %echo% WComputing results... n + return 0 + eval sum %speech% + eval test1 "%speech%" + eval test %test1.strlen% + eval che %sum%/1 + if %che% == %sum% + %echo% @WComputing results...@n if (%speech%/===) if (%sum%==1) set sum Yes @@ -26,41 +26,41 @@ if %actor.is_pc% set sum No end end - Eval st 2+%test% - Eval o . - Eval sumslen "%sum% - Eval len %st% - (%sumslen.strlen%-2) - If %len% > 0 - Eval dif (%len%/2) - While %y.strlen% < %st% - Eval o .%o% - Eval y %o% - Eval m ?%m% - Eval p %m% - If %dif% == %y.strlen% - Eval wid1 %p% + eval st 2+%test% + eval o . + eval sumslen "%sum% + eval len %st% - (%sumslen.strlen%-2) + if %len% > 0 + eval dif (%len%/2) + while %y.strlen% < %st% + eval o .%o% + eval y %o% + eval m ?%m% + eval p %m% + if %dif% == %y.strlen% + eval wid1 %p% end done end eval opt1 8 + %test% eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5 - %echo% WWizzzzzzzzzz.... n + %echo% @WWizzzzzzzzzz....@n if (%opt1%-2) == (%opt2%) - %echo% c...%y%... n - %echo% c: C..%y%.. c: n - %echo% c: C: G %speech% C : c: n - %echo% c: C:.%y%.: c: n - %echo% c: C: %wid1% G %sum% C%wid1% : c: n - %echo% c: C:.%y%.: c: n - %echo% c:..%y%..: n + %echo% @c...%y%...@n + %echo% @c:@C..%y%..@c:@n + %echo% @c:@C:@G %speech% @C :@c:@n + %echo% @c:@C:.%y%.:@c:@n + %echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n + %echo% @c:@C:.%y%.:@c:@n + %echo% @c:..%y%..:@n else - %echo% r....%y%... n - %echo% r: R...%y%.. r: n - %echo% r: R: G %speech% R : r: n - %echo% r: R:..%y%.: r: n - %echo% r: R: %wid1% G %sum% R%wid1% : r: n - %echo% r: R:..%y%.: r: n - %echo% r:...%y%..: n + %echo% @r....%y%...@n + %echo% @r:@R...%y%..@r:@n + %echo% @r:@R:@G %speech% @R :@r:@n + %echo% @r:@R:..%y%.:@r:@n + %echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n + %echo% @r:@R:..%y%.:@r:@n + %echo% @r:...%y%..:@n end end end @@ -132,7 +132,7 @@ en~ if %cmd.mudcommand% == enter && portal /= %arg% wait 1 %send% %actor% A whirl of white light falls into your eyes, you fall into a huge water fall. - %echoaround% %actor% A whirl of white light falls into %actor.name% eyes, and %actor.heshe% falls into a huge water fall that appears under %actor.hisher% feet. + %echoaround% %actor% A whirl of white light falls into %actor.name% eyes, and %actor.heshe% falls into a huge water fall that appears under %actor.hisher% feet. %teleport% %actor% 3001 wait 1 %force% %actor% look @@ -143,72 +143,72 @@ Object Affects Example~ 1 n 100 ~ * By Rumble of The Builder Academy tbamud.com 9091 -if %self.affects(BLIND)% +if %self.affects(BLIND)% %echo% This object is affected with blind. -end -if %self.affects(INVIS)% +end +if %self.affects(INVIS)% %echo% This object is affected with invisibility. -end -if %self.affects(DET-ALIGN)% +end +if %self.affects(DET-ALIGN)% %echo% This object is affected with detect alignment. -end -if %self.affects(DET-INVIS)% +end +if %self.affects(DET-INVIS)% %echo% This object is affected with detect invisibility. -end -if %self.affects(DET-MAGIC)% +end +if %self.affects(DET-MAGIC)% %echo% This object is affected with detect magic. -end -if %self.affects(SENSE-LIFE)% +end +if %self.affects(SENSE-LIFE)% %echo% This object is affected with sense life. -end -if %self.affects(WATWALK)% +end +if %self.affects(WATWALK)% %echo% This object is affected with water walk. -end -if %self.affects(SANCT)% +end +if %self.affects(SANCT)% %echo% This object is affected with sanctuary. -end -if %self.affects(GROUP)% +end +if %self.affects(GROUP)% %echo% This object is affected with group. -end -if %self.affects(CURSE)% +end +if %self.affects(CURSE)% %echo% This object is affected with curse. -end -if %self.affects(INFRA)% +end +if %self.affects(INFRA)% %echo% This object is affected with infravision. -end -if %self.affects(POISON)% +end +if %self.affects(POISON)% %echo% This object is affected with poison. -end -if %self.affects(PROT-EVIL)% +end +if %self.affects(PROT-EVIL)% %echo% This object is affected with protection from evil. -end -if %self.affects(PROT-GOOD)% +end +if %self.affects(PROT-GOOD)% %echo% This object is affected with protection from good. -end -if %self.affects(SLEEP)% +end +if %self.affects(SLEEP)% %echo% This object is affected with sleep. -end -if %self.affects(NO_TRACK)% +end +if %self.affects(NO_TRACK)% %echo% This object is affected with no track. -end -if %self.affects(FLYING)% +end +if %self.affects(FLYING)% %echo% This object is affected with flying. -end -if %self.affects(SCUBA)% +end +if %self.affects(SCUBA)% %echo% This object is affected with scuba. -end -if %self.affects(SNEAK)% +end +if %self.affects(SNEAK)% %echo% This object is affected with sneak. -end -if %self.affects(HIDE)% +end +if %self.affects(HIDE)% %echo% This object is affected with hide. -end -if %self.affects(UNUSED)% +end +if %self.affects(UNUSED)% %echo% This object is affected with unused. -end -if %self.affects(CHARM)% +end +if %self.affects(CHARM)% %echo% This object is affected with charm. -end +end ~ #1206 (1207) Capturing~ @@ -226,46 +226,46 @@ end eval forest_sounds %random.25% switch %forest_sounds% case 1 - %echo% gThe gently chirping of crickets peacefully resonate across the forest. n + %echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n break case 2 - %echo% A haze of yfir Wefl yies n dart inbetween some ancient cedars. + %echo% A haze of @yfir@Wefl@yies@n dart in between some ancient cedars. break case 3 - %echo% DA thick fog drifts in, dampening the moss. n + %echo% @DA thick fog drifts in, dampening the moss.@n break case 4 - %echo% DThe area is surrounded by a visually impeneratable mist. n + %echo% @DThe area is surrounded by a visually impeneratable mist.@n break case 5 - %echo% DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it. n + %echo% @DThe gray haze starts to glow a dim silvery shade as the moonlight strikes it.@n break case 6 - %echo% DThe damp fallen clouds swirl slightly in an eddying wind. n + %echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n break case 7 - %echo% DThe thick brume shifts and ebbs away slightly. n + %echo% @DThe thick brume shifts and ebbs away slightly.@n break case 8 - %echo% A hushed whispering sound seems to emanate from the patch of rt wo ra wd rs wt ro wo rl ws n. + %echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n. break case 9 - %echo% The largest rt wo ra wd rs wt ro wo rl n yawns openly and mumbles something to one of its friends. + %echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends. break case 10 - %echo% Like a diminutive choir, the patch of rt wo ra wd rs wt ro wo rl ws n let loose a high-pitched song of peace. + %echo% Like a diminutive choir, the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n let loose a high-pitched song of peace. break case 11 %echo% From the east, tiny voices talk amongst themselves in their own plant-like language. break case 12 - %echo% The patch of rt wo ra wd rs wt ro wo rl ws n sway synchronisingly in the silver moonlight. + %echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight. break case 13 %echo% The peaceful chirping of bird-song floats down from above. break case 14 - %echo% gA piping little note sings down to you from above. n + %echo% @gA piping little note sings down to you from above.@n break case 15 %echo% The tweeting of a newly born bird calling to its mother echoes around the forest. @@ -277,28 +277,28 @@ switch %forest_sounds% %echo% The sound of ruffling and the snapping of small twigs reaches your ears. break case 18 - %echo% gA rapid chattering drifts down from the giant trees to the northeast. n + %echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n break case 19 %echo% With inequable grace, a snowy white owl ghosts in on silent wings. break case 20 - %echo% A dblack Dbat n flutters across the forest, high above. + %echo% A @dblack @Dbat@n flutters across the forest, high above. break case 21 - %echo% gA relaxed nattering can be heard in the top of a tree to the south. n + %echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n break case 22 - %echo% A hedgehog slowly wanders inbetween some trees and out of view. + %echo% A hedgehog slowly wanders in between some trees and out of view. break case 23 %echo% A faint wind breathes in from all directions, steeping the mists. break case 24 - %echo% A rr ya bi gn cb mo rw n-colored butterfly floats across the clearing. + %echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing. break case 25 - %echo% A strange Yglowing wluminescence n drifts off to the north, fading into the damp fog. + %echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog. break default break @@ -339,61 +339,61 @@ end Actor Pref Checking~ 2 q 100 ~ -if %actor.pref(BRIEF)% +if %actor.pref(BRIEF)% %send% %actor% You have BRIEF on. end if %actor.pref(COMPACT)% %send% %actor% You have COMPACT on. end -if %actor.pref(NO_SHOUT)% +if %actor.pref(NO_SHOUT)% %send% %actor% You have NO_SHOUT on. end if %actor.pref(NO_TELL)% %send% %actor% You have NO_TELL on. end -if %actor.pref(D_HP)% +if %actor.pref(D_HP)% %send% %actor% You have D_HP on. end if %actor.pref(D_MANA)% %send% %actor% You have D_MANA on. end -if %actor.pref(D_MOVE)% +if %actor.pref(D_MOVE)% %send% %actor% You have D_MOVE on. end if %actor.pref(AUTOEX)% %send% %actor% You have AUTOEX on. end -if %actor.pref(NO_HASS)% +if %actor.pref(NO_HASS)% %send% %actor% You have NO_HASS on. end if %actor.pref(QUEST)% %send% %actor% You have QUEST on. end -if %actor.pref(SUMN)% +if %actor.pref(SUMN)% %send% %actor% You have SUMN on. end if %actor.pref(NO_REP)% %send% %actor% You have NO_REP on. end -if %actor.pref(LIGHT)% +if %actor.pref(LIGHT)% %send% %actor% You have LIGHT on. end if %actor.pref(C1)% %send% %actor% You have C1 on. end -if %actor.pref(NO_WIZ)% +if %actor.pref(NO_WIZ)% %send% %actor% You have NO_WIZ on. end if %actor.pref(L1)% %send% %actor% You have L1 on. end -if %actor.pref(L2)% +if %actor.pref(L2)% %send% %actor% You have L2 on. end if %actor.pref(NO_AUC)% %send% %actor% You have NO_AUC on. end -if %actor.pref(NO_GOS)% +if %actor.pref(NO_GOS)% %send% %actor% You have NO_GOS on. end if %actor.pref(RMFLG)% @@ -402,13 +402,13 @@ end if %actor.pref(D_AUTO)% %send% %actor% You have D_AUTO on. end -if %actor.pref(CLS)% +if %actor.pref(CLS)% %send% %actor% You have CLS on. end if %actor.pref(BLDWLK)% %send% %actor% You have BLDWLK on. end -if %actor.pref(AFK)% +if %actor.pref(AFK)% %send% %actor% You have AFK on. end if %actor.pref(AUTOLOOT)% @@ -417,13 +417,13 @@ end if %actor.pref(AUTOGOLD)% %send% %actor% You have AUTOGOLD on. end -if %actor.pref(AUTOSPLIT)% +if %actor.pref(AUTOSPLIT)% %send% %actor% You have AUTOSPLIT on. end if %actor.pref(AUTOSAC)% %send% %actor% You have AUTOSAC on. end -if %actor.pref(AUTOASSIST)% +if %actor.pref(AUTOASSIST)% %send% %actor% You have AUTOASSIST on. end ~ @@ -473,7 +473,7 @@ if %cmd% == go set p_dir %arg% extract px 1 %playerco% extract py 2 %playerco% - set [%py%][%px%] g\* n + set [%py%][%px%] @g\*@n switch %p_dir% case right if %px%!=10 @@ -522,7 +522,7 @@ if %cmd% == go eval holech %%[%py%][%px%]%% if %holech%/=@@ if !(%chase%>0) - set alert MYou fall into a bottomless pit! n + set alert @MYou fall into a bottomless pit!@n unset points set nextlev 0 global nextlev @@ -543,14 +543,14 @@ if %cmd% == go global points eval exo (%nextlev%*950) nop %actor.exp(%exo%)% - set [%py%][%px%] c. n + set [%py%][%px%] @c.@n global [%py%][%px%] eval prize_count (%prize_count%)+1 set winner [%prize_count%] if %prize_count%>=%numofprizes% eval nextlev (%nextlev%)+1 global nextlev - set winner YYou Win!!! n Moving to level %nextlev%. + set winner @YYou Win!!!@n Moving to level %nextlev%. set px 10 set py 10 set ax 1 @@ -577,22 +577,22 @@ if %cmd% == go eval spec_prize [%random.10%][%random.10%] global spec_prize else - set %spec_prize% yY n + set %spec_prize% @yY@n eval spec_prize global spec_prize end end if %sizem% - set [%py%][%px%] GO n + set [%py%][%px%] @GO@n unset sizem else - set [%py%][%px%] Go n + set [%py%][%px%] @Go@n set sizem 1 global sizem end extract ax 1 %animal% extract ay 2 %animal% - set [%ay%][%ax%] r\* n + set [%ay%][%ax%] @r\*@n if !%dir_chosen% set dir_chosen 1 if %px%>%ax% @@ -665,7 +665,7 @@ if %cmd% == go set animal %ax% %ay% global animal end - eval [%ay%][%ax%] Ra n + eval [%ay%][%ax%] @Ra@n eval ch_3 %%[%py%][%px%]%% set ch_3 %ch_3% if %ch_3.contains(a)% @@ -685,7 +685,7 @@ if %cmd% == go set py 10 %force% %actor% createnewgame else - set alert You have been eaten by the Ranimal n. + set alert You have been eaten by the @Ranimal@n. set points 0 global points set nextlev 0 @@ -731,26 +731,26 @@ if %cmd% == go if %cht%>0 set chy You can FLY and chase the animal %cht% more times. end - set snd %send% %actor% n + set snd %send% %actor% @n %force% %actor% cls %snd% ) \\ / ( %snd% /\|\\ )\\_/( /\|\\ %snd% \* / \| \\ (/\\\|/\\) / \| \\ \* %snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\| %snd% \| '\^\` \| \\\|/ '\^\` \| - %snd% \| \| V level: %levlev% \| Dir: C %arg% n - %snd% \| %printrow10% \| M@@ n = Bottomless Pit \| Points: Y%points% n - %snd% \| %printrow9% \| yY n = Power Up \| Exp: C%exx% n - %snd% \| %printrow8% \| Wp n = Prize \| AMU: %dedu% - %snd% \| %printrow7% \| Go n = You \| - %snd% \| %printrow6% \| Ra n = Animal \| - %snd% \| %printrow5% \| cTo Move Type: n \| - %snd% \| %printrow4% \| Cgo n\| + %snd% \| \| V level: %levlev% \| Dir: @C %arg%@n + %snd% \| %printrow10% \| @M@@@n = Bottomless Pit \| Points: @Y%points%@n + %snd% \| %printrow9% \| @yY@n = Power Up \| Exp: @C%exx%@n + %snd% \| %printrow8% \| @Wp@n = Prize \| AMU: %dedu% + %snd% \| %printrow7% \| @Go@n = You \| + %snd% \| %printrow6% \| @Ra@n = Animal \| + %snd% \| %printrow5% \| @cTo Move Type:@n \| + %snd% \| %printrow4% \| @Cgo @n\| %snd% \| %printrow3% \| \| - %snd% \| %printrow2% \| BCost of AMU exp per MV n \| - %snd% \| %printrow1% \| BIf you have exp. n \| + %snd% \| %printrow2% \| @BCost of AMU exp per MV@n \| + %snd% \| %printrow1% \| @BIf you have exp.@n \| %snd% \| \| \| - %snd% \| \| NEEDED: R%numop% n HAVE: G%przc% n \| + %snd% \| \| NEEDED: @R%numop%@n HAVE: @G%przc%@n \| %snd% \| .______________________\|______________________. \| %snd% \|' l /\\ / \\\\ \\ /\\ l \`\| %snd% \* l / V )) V \\ l \* @@ -807,8 +807,8 @@ eval animal 1 1 global animal eval playerco 10 10 global playerco -set [1][1] ra n -set [10][10] Go n +set [1][1] @ra@n +set [10][10] @Go@n global [1][1] global [10][10] eval numofprizes 0 @@ -823,25 +823,25 @@ while (%ww%>1) eval n %ww% eval row %random.10% eval r_col (%random.3%-1) - set [%n%][1] c. n + set [%n%][1] @c.@n global [%n%][1] - set [%n%][2] c. n + set [%n%][2] @c.@n global [%n%][2] - set [%n%][3] c. n + set [%n%][3] @c.@n global [%n%][3] - set [%n%][4] c. n + set [%n%][4] @c.@n global [%n%][4] - set [%n%][5] c. n + set [%n%][5] @c.@n global [%n%][5] - set [%n%][6] c. n + set [%n%][6] @c.@n global [%n%][6] - set [%n%][7] c. n + set [%n%][7] @c.@n global [%n%][7] - set [%n%][8] c. n + set [%n%][8] @c.@n global [%n%][8] - set [%n%][9] c. n + set [%n%][9] @c.@n global [%n%][9] - set [%n%][10] c. n + set [%n%][10] @c.@n global [%n%][10] if (%r_col%) while (%r_col%<3) @@ -850,7 +850,7 @@ while (%ww%>1) if !(%posis%/=[%n%][%jj%]) eval numofprizes %numofprizes%+1 global numofprizes - eval [%n%][%jj%] Wp n + eval [%n%][%jj%] @Wp@n global [%n%][%jj%] set posis %posis% [%n%][%jj%] end @@ -866,13 +866,13 @@ if (%r_ttt%>0) eval j9 %random.10% eval cer %%[%j9%][%j8%]%% if !(%cer%/=p) - eval [%j9%][%j8%] M\@@ n + eval [%j9%][%j8%] @M\@@@n global [%j9%][%j8%] end done end if !(%[10][10]%/=p) - set [10][10] c. n + set [10][10] @c.@n global [10][10] end ~ @@ -894,12 +894,12 @@ while %self.varexists(%j%)% done eval j %j%+1 done -%echo% yO===============SCORE======BOARD=====================O n +%echo% @yO===============SCORE======BOARD=====================O@n wait 1 %echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O set i 1 set j 1 -while %self.varexists(%j%)% +while %self.varexists(%j%)% eval r %%self.%j%%% eval nam %r.car% extract ll 2 %r% @@ -932,7 +932,7 @@ while %self.varexists(%j%)% if %d%<9 set d 0%j% end - %echo% \| g%d% n: w%nam% n %sp%\| c%ll% n \| y%points% n \| W%exp% n + %echo% \|@g%d%@n: @w%nam%@n %sp%\| @c%ll%@n \| @y%points%@n \| @W%exp%@n eval j %j%+1 done %echo% O=#==================================================O @@ -988,7 +988,7 @@ Multiple Command Example Trig~ 2 c 100 t~ if %cmd% == test - * Careful not to use Arguments * or this trig will freeze you. + * Careful not to use Arguments * or this trig will freeze you. * set the first arg set command %arg.car% * set the rest of the arg string @@ -1006,45 +1006,45 @@ end Roomflag Test Trigger~ 2 g 100 ~ -if %self.roomflag(DARK)% - %echo% This is a dark room. -end -if %self.roomflag(DEATH)% - %echo% This is a death trap - goodbye! -end -if %self.roomflag(NO_MOB)% - %echo% Mobiles cannot enter this room. -end -if %self.roomflag(INDOORS)% - %echo% This room is indoors. -end -if %self.roomflag(PEACEFUL)% - %echo% You can't kill anything in this room. -end -if %self.roomflag(NO_TRACK)% - %echo% You cannot track anything through this room. -end -if %self.roomflag(NO_MAGIC)% - %echo% You cannot cast spells in here! -end -if %self.roomflag(TUNNEL)% - %echo% This room is a narrow tunnel. -end -if %self.roomflag(PRIVATE)% - %echo% This is a private room. -end -if %self.roomflag(GODROOM)% - %echo% Only Gods can enter this room. -end -if %self.roomflag(HOUSE)% - %echo% This is a house. -end -if %self.roomflag(HCRSH)% - %echo% This is a house which will crash-save. -end -if %self.roomflag(ATRIUM)% - %echo% This is an atrium for a house. -end +if %self.roomflag(DARK)% + %echo% This is a dark room. +end +if %self.roomflag(DEATH)% + %echo% This is a death trap - goodbye! +end +if %self.roomflag(NO_MOB)% + %echo% Mobiles cannot enter this room. +end +if %self.roomflag(INDOORS)% + %echo% This room is indoors. +end +if %self.roomflag(PEACEFUL)% + %echo% You can't kill anything in this room. +end +if %self.roomflag(NO_TRACK)% + %echo% You cannot track anything through this room. +end +if %self.roomflag(NO_MAGIC)% + %echo% You cannot cast spells in here! +end +if %self.roomflag(TUNNEL)% + %echo% This room is a narrow tunnel. +end +if %self.roomflag(PRIVATE)% + %echo% This is a private room. +end +if %self.roomflag(GODROOM)% + %echo% Only Gods can enter this room. +end +if %self.roomflag(HOUSE)% + %echo% This is a house. +end +if %self.roomflag(HCRSH)% + %echo% This is a house which will crash-save. +end +if %self.roomflag(ATRIUM)% + %echo% This is an atrium for a house. +end ~ #1221 Test Trigger~ @@ -1105,7 +1105,7 @@ if %arg% == drawer %load% obj 7711 %echo% The small drawer appears to be nothing more than a mere crack underneath the %echo% desk. The only thing that gives it away is the small keyhole that winks at you - %echo% upon closer inspection. + %echo% upon closer inspection. else return 0 end @@ -1114,9 +1114,9 @@ end autolook for (rm 1269) Elaseth's Oubliette~ 2 g 100 ~ -%echo% n -%echo% n -%echo% DWelcome to hell. Next time heed the gods, they don't play games. n +%echo% @n +%echo% @n +%echo% @DWelcome to hell. Next time heed the gods, they don't play games.@n ~ #1269 harp~ @@ -1245,19 +1245,19 @@ Deal a single card from a deck~ deal~ switch %random.4% case 1 - set col + set col set suit Diamond break case 2 - set col + set col set suit Heart break case 3 - set col + set col set suit Club break case 4 - set col + set col set suit Spade break default @@ -1418,19 +1418,19 @@ elseif %cmd% == deal %echo% while begins. switch %random.4% case 1 - set col + set col set suit Diamonds break case 2 - set col + set col set suit Hearts break case 3 - set col + set col set suit Clubs break case 4 - set col + set col set suit Spades break default @@ -1480,7 +1480,7 @@ Damage trigger~ eval num_hitp %actor.hitp%/2 %echo% half hitp = %num_hitp% eval rx %%random.%num_hitp%%% -%echo% rx %rx% +%echo% rx %rx% %damage% %actor% %rx% ~ #1286 @@ -1513,7 +1513,7 @@ remote spech %world_global.id% ~ set fire %random.900% wait %fire% sec -%echo% bThe fire crackles softly in the fireplace. n +%echo% @bThe fire crackles softly in the fireplace.@n ~ #1289 (1209) Taylors Random Office Noises~ @@ -1522,19 +1522,19 @@ wait %fire% sec set office_noises %random.5% switch %office_noises% case 1 - %echo% bLoud footsteps can be heard coming from the hall outside. n + %echo% @bLoud footsteps can be heard coming from the hall outside.@n break case 2 - %echo% bThe sound of thunder echoes in from outside. n + %echo% @bThe sound of thunder echoes in from outside.@n break case 3 - %echo% bA large book falls off the desk, hitting the floor with a loud thud. n + %echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n break case 4 - %echo% bTalking can be heard coming from outside the door. n + %echo% @bTalking can be heard coming from outside the door.@n break case 5 - %echo% bThe sound of chirping birds flows in though the window. n + %echo% @bThe sound of chirping birds flows in though the window.@n break default break @@ -1545,7 +1545,7 @@ actor.eq(*) test~ 0 g 100 ~ if !%actor.eq(*)% - Say you are wearing nothing! + say you are wearing nothing! else say you are wearing something. end @@ -1724,11 +1724,11 @@ Quest object loader~ ~ context %actor.id% say object vnum: %object.vnum% - + set answer_yes say Yes, I want that object :) set answer_no say I already have that object ! set answer_reward say There you go. Here's an object for you. Thanks! - + if (%object.vnum% == 1301) if (%zone_12_object1%) %answer_no% @@ -1769,17 +1769,17 @@ else say I do not want that object! return 0 end - -if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%) + +if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%) %answer_reward% eval zone_12_reward_number %actor.zone_12_reward_number%+1 - + * cap this to a max of 12 rewards. if %zone_12_reward_number%>12 set zone_12_reward_number 12 end remote zone_12_reward_number %actor.id% - + * make sure all objects from 3016 and upwards have 'reward' as an alias eval loadnum 3015+%zone_12_reward_number% %load% o %loadnum% diff --git a/lib/world/trg/120.trg b/lib/world/trg/120.trg index d0ca44b..4347672 100644 --- a/lib/world/trg/120.trg +++ b/lib/world/trg/120.trg @@ -4,7 +4,7 @@ Near Death Trap Lions - 12017~ ~ * Near Death Trap stuns actor wait 1 sec -set stunned %actor.hitp% +set stunned %actor.hitp% %damage% %actor% %stunned% wait 5 sec %send% %actor% The lions grow bored once you stop struggling and leave you to die. @@ -101,24 +101,24 @@ end Room Zone Number~ 2 bg 100 ~ -set room %room.vnum% -eval number %room.strlen% -switch %number% - case 3 - set zone %room.charat(1)% - break - case 4 - set 1st %room.charat(1)% - set 2nd %room.charat(2)% - set zone %1st%%2nd% - break - case 5 - set 1st %room.charat(1)% - set 2nd %room.charat(2)% - set 3rd %room.charat(3)% - set zone %1st%%2nd%%3rd% - break -done -%echo% Room #%room.vnum% is part of zone: %zone% +set room %room.vnum% +eval number %room.strlen% +switch %number% + case 3 + set zone %room.charat(1)% + break + case 4 + set 1st %room.charat(1)% + set 2nd %room.charat(2)% + set zone %1st%%2nd% + break + case 5 + set 1st %room.charat(1)% + set 2nd %room.charat(2)% + set 3rd %room.charat(3)% + set zone %1st%%2nd%%3rd% + break +done +%echo% Room #%room.vnum% is part of zone: %zone% ~ $~ diff --git a/lib/world/trg/13.trg b/lib/world/trg/13.trg index ce96dbe..9f30bc4 100644 --- a/lib/world/trg/13.trg +++ b/lib/world/trg/13.trg @@ -7,11 +7,11 @@ if %actor.is_pc% && %actor.level% == 1 if %actor.varexists(mortal_greeting_for_TBA)% say Welcome back %actor.name%. Tell someone level 32 or above when you complete the application. else - say Welcome to The Builder Academy %actor.name%. + say Welcome to The Builder Academy %actor.name%. wait 2 sec say If you are interested in learning how to build, or want to teach others, then you have come to the right place. wait 2 sec - say Please fill out the application at: geocities.com/buildersacademy/ +say Please fill out the application at: http://tbamud.com set mortal_greeting_for_TBA 1 remote mortal_greeting_for_TBA %actor.id% end @@ -22,7 +22,7 @@ Give Suggestions - 1302~ 0 g 100 ~ wait 2 sec -say The best advice for new builders is under RHELP SUGGESTIONS n. +say The best advice for new builders is under @RHELP SUGGESTIONS@n. ~ #1302 Finish Redit Hallway - 1304~ @@ -33,9 +33,9 @@ say Good Job. That's the first form of OLC (on-line-creation) everyone learns. wait 2 sec say Now I would suggest that you practice what you have learned. wait 2 sec -say Check your title under RWHO n. A vnum should be listed there, if not mudmail Rumble for one. +say Check your title under @RWHO@n. A vnum should be listed there, if not mudmail Rumble for one. wait 2 sec -say Just type RGOTO VNUM n and type redit to modify your room. +say Just type @RGOTO VNUM@n and type redit to modify your room. wait 2 sec say Once you think you have it complete go ahead and move on to the next hallway. wait 3 sec @@ -45,7 +45,7 @@ beam %actor.name% CAPITAL LETTERS (1301)~ 0 c 0 CAPITAL~ -%send% %actor% RSocrates tells you, 'Good job, that is correct. Be on the lookout for more of those.' n +%send% %actor% @RSocrates tells you, 'Good job, that is correct. Be on the lookout for more of those.'@n ~ #1304 Sanct check on enter~ @@ -72,9 +72,9 @@ if %actor.is_pc% say Welcome back %actor.name%. Read through these rooms whenever you need a refresher. * First greeting, give them instructions. else - say Welcome to The Builder Academy %actor.name%. + say Welcome to The Builder Academy %actor.name%. wait 1 sec - say Within this zone you can learn all the immortal commands and how to build. + say Within this zone you can learn all the immortal commands and how to build. wait 2 sec say This zone is like a newbie zone, except for gods. All you have to do is walk through the zone and read every room description. wait 3 sec @@ -96,19 +96,23 @@ Trial Vnum Assigner - 1332~ tbalim~ * By Rumble of The Builder Academy tbamud.com 9091 * Trial vnum assigner. For STAFF only! Make sure player has nohassle off. -* Make sure name matches a player, purge mobs or use 0.name if you have +* Make sure name matches a player, purge mobs or use 0.name if you have * troubles. They are given an assigner in the mortal start room. * Usage: tbalim player vnum | purge -if !%actor.is_pc% || %actor.level% < 30 +if !%actor.is_pc% || %actor.level% < 32 %send% %actor% Only human staff can use this limiter. -else +else set victim %arg.car% if %victim.is_pc% if purge /= %arg.cdr% && %victim.has_item(1332)% %send% %actor% %arg.car%'s assigner has been %arg.cdr%'d. eval TBA_trial_vnum %victim.TBA_trial_vnum% - (2 * %victim.TBA_trial_vnum%) - remote TBA_trial_vnum %victim.id% + if %TBA_trial_vnum% < 0 + remote TBA_trial_vnum %victim.id% + end %purge% %victim.inventory(1332)% + elseif purge /= %arg.cdr% + %send% %actor% They do not have a trial vnum assigner for you to purge. else set TBA_trial_vnum %arg.cdr% remote TBA_trial_vnum %victim.id% @@ -137,7 +141,7 @@ while %actor.inventory% while %item.contents% eval stolen %item.contents.vnum% %echo% purging %item.contents.shortdesc% in container. - %purge% %item.contents% + %purge% %item.contents% eval num %random.99% + 100 %at% %num% %load% obj %stolen% done @@ -145,7 +149,7 @@ while %actor.inventory% eval item_to_purge %%actor.inventory(%item.vnum%)%% eval stolen %item.vnum% %echo% purging %item.shortdesc%. - %purge% %item_to_purge% + %purge% %item_to_purge% eval num %random.99% + 100 %at% %num% %load% obj %stolen% done @@ -157,10 +161,10 @@ Eat, look, read, candy~ if look /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && candy /= %arg% && %arg% || look /= %cmd.mudcommand% && candy /= %arg% && %arg% * eval color %random.3% -set col[1] \ W -set col[2] \ R -set col[3] \ M -* n +set col[1] \@W +set col[2] \@R +set col[3] \@M +*@n eval colors %%col[%color%]%% * eval heart %random.15% @@ -182,7 +186,7 @@ set love[15] Cutie Pie eval candy %%love[%heart%]%% * %send% %actor% Written on the candy is: -%send% %actor% %colors% %candy% \ n +%send% %actor% %colors% %candy% \@n * elseif eat /= %cmd.mudcommand% && heart /= %arg% && %arg% || eat /= %cmd.mudcommand% && candy /= %arg% && %arg% * @@ -238,21 +242,21 @@ Room Door Example~ move~ *%door% < direction> < field> [value] *Used for adding, deleting, and modifying doors in room #vnum. -*Direction determines which door is being changed, and can be north, south, east, west, up, or down. -*If the door does not exist first, a new door will be created. +*Direction determines which door is being changed, and can be north, south, east, west, up, or down. +*If the door does not exist first, a new door will be created. *Field is what property of the door is being changed. Valid fields are: * *purge - remove the exit in the direction specified - no value needed *description - value will become the new exit description *flags - value will be the new door flags bitvector as defined here: -* a - Exit is a door that can be opened and closed. -* b - The door is closed. -* c - The door is locked. -* d - The door is pick-proof. +* a - Exit is a door that can be opened and closed. +* b - The door is closed. +* c - The door is locked. +* d - The door is pick-proof. *key - value is the vnum of the key to the door in this direction *name - value is the name of the door in the specified direction *room - value is the vnum of the room this direction leads to - + *Example by Falstar for room 14520 *The following trigger is designed to reveal a trapdoor leading down when Player types 'Move Chest' * @@ -353,7 +357,7 @@ wait 1 switch %random.3% case 1 * only the person entering the room will see this. - %send% %actor% You trip over a root as you walk into the room. + %send% %actor% You trip over a root as you walk into the room. * everyone in the room except the actor will see this. %echoaround% %actor% %actor.name% trips on a root walking into the room. * everyone in the room will see this. @@ -362,7 +366,7 @@ switch %random.3% %zoneecho% %self.vnum% %actor.name% is a clutz. break case 2 - %send% %actor% You strut into the room. + %send% %actor% You strut into the room. %echoaround% %actor% %actor.name% Seems to have a big head.. %echo% A strong breeze kicks some leaves up into the air. break @@ -439,7 +443,7 @@ if !%has_it% set next_in_bag %in_bag.next_in_list% %echo% %next_in_bag.vnum% if %in_bag.vnum%==1300 - %echo% has it in bag + %echo% has it in bag set has_it 1 break end @@ -448,7 +452,7 @@ if !%has_it% set i %next% done end -* +* if %has_it% say %actor.name% has that special item. else @@ -633,7 +637,7 @@ if %object.vnum% == 1300 say Thank you %actor.name%! wait 1 sec tell %actor.name% Here is a small reward for your hard work! - %echo% %self.name% thanks %actor.name% + %echo% %self.name% thanks %actor.name% kiss %actor.name% %purge% app %load% obj 1301 @@ -674,84 +678,84 @@ Mobile Random Example~ *(Alan Menken / Howard Ashman) *Steve Martin * -%echo% %self.name% sings, When I was young and just a bad little kid, +%echo% %self.name% sings, When I was young and just a bad little kid, wait 3 sec -%echo% %self.name% sings, My momma noticed funny things I did. +%echo% %self.name% sings, My momma noticed funny things I did. wait 3 sec -%echo% %self.name% sings, Like shootin' puppies with a BB-Gun. +%echo% %self.name% sings, Like shootin' puppies with a BB-Gun. wait 3 sec -%echo% %self.name% sings, I'd poison guppies, and when I was done, +%echo% %self.name% sings, I'd poison guppies, and when I was done, wait 3 sec -%echo% %self.name% sings, I'd find a pussy-cat and bash in it's head. +%echo% %self.name% sings, I'd find a pussy-cat and bash in it's head. wait 3 sec -%echo% %self.name% sings, That's when my momma said... +%echo% %self.name% sings, That's when my momma said... wait 3 sec %echo% A chorus from above sings, 'What did she say?' wait 3 sec -%echo% %self.name% sings, She said my boy I think someday +%echo% %self.name% sings, She said my boy I think someday wait 3 sec -%echo% %self.name% sings, You'll find a way +%echo% %self.name% sings, You'll find a way wait 3 sec -%echo% %self.name% sings, To make your natural tendencies pay... +%echo% %self.name% sings, To make your natural tendencies pay... wait 6 sec -%echo% %self.name% sings, You'll be a dentist. +%echo% %self.name% sings, You'll be a dentist. wait 3 sec -%echo% %self.name% sings, You have a talent for causing things pain! +%echo% %self.name% sings, You have a talent for causing things pain! wait 3 sec -%echo% %self.name% sings, Son, be a dentist. +%echo% %self.name% sings, Son, be a dentist. wait 3 sec -%echo% %self.name% sings, People will pay you to be inhumane! +%echo% %self.name% sings, People will pay you to be inhumane! wait 3 sec -%echo% %self.name% sings, You're temperment's wrong for the priesthood, +%echo% %self.name% sings, You're temperment's wrong for the priesthood, wait 3 sec -%echo% %self.name% sings, And teaching would suit you still less. +%echo% %self.name% sings, And teaching would suit you still less. wait 3 sec -%echo% %self.name% sings, Son, be a dentist. +%echo% %self.name% sings, Son, be a dentist. wait 3 sec -%echo% %self.name% sings, You'll be a success. +%echo% %self.name% sings, You'll be a success. wait 6 sec -%echo% A chorus from above sings, "Here he is folks, the leader of the plaque." +%echo% A chorus from above sings, "Here he is folks, the leader of the plaque." wait 3 sec -%echo% A chorus from above sings, "Watch him suck up that gas. Oh My God!" +%echo% A chorus from above sings, "Watch him suck up that gas. Oh My God!" wait 3 sec -%echo% A chorus from above sings, "He's a dentist and he'll never ever be any good." +%echo% A chorus from above sings, "He's a dentist and he'll never ever be any good." wait 3 sec -%echo% A chorus from above sings, "Who wants their teeth done by the Marqui DeSade?" +%echo% A chorus from above sings, "Who wants their teeth done by the Marqui DeSade?" wait 6 sec -%echo% An innocent dental patient screams, "Oh, that hurts! Wait! I'm not numb!" -%echo% %self.name% sings, "Eh, Shut Up! Open Wide! Here I Come!" +%echo% An innocent dental patient screams, "Oh, that hurts! Wait! I'm not numb!" +%echo% %self.name% sings, "Eh, Shut Up! Open Wide! Here I Come!" wait 6 sec -%echo% %self.name% sings, I am your dentist. +%echo% %self.name% sings, I am your dentist. wait 3 sec -%echo% %self.name% sings, And I enjoy the career that I picked. +%echo% %self.name% sings, And I enjoy the career that I picked. wait 3 sec -%echo% %self.name% sings, I'm your dentist. +%echo% %self.name% sings, I'm your dentist. wait 3 sec -%echo% %self.name% sings, And I get off on the pain I inflict! +%echo% %self.name% sings, And I get off on the pain I inflict! wait 6 sec -%echo% %self.name% sings, When I start extracting those mollars +%echo% %self.name% sings, When I start extracting those mollars wait 3 sec -%echo% %self.name% sings, Girls, you'll be screaming like holy rollers +%echo% %self.name% sings, Girls, you'll be screaming like holy rollers wait 6 sec -%echo% %self.name% sings, And though it may cause my patients distress. +%echo% %self.name% sings, And though it may cause my patients distress. wait 3 sec -%echo% %self.name% sings, Somewhere...Somewhere in heaven above me... +%echo% %self.name% sings, Somewhere...Somewhere in heaven above me... wait 3 sec -%echo% %self.name% sings, I know...I know that my momma's proud of me. +%echo% %self.name% sings, I know...I know that my momma's proud of me. wait 3 sec -%echo% %self.name% sings, "Oh, Momma..." +%echo% %self.name% sings, "Oh, Momma..." wait 6 sec -%echo% %self.name% sings, 'Cause I'm a dentist... +%echo% %self.name% sings, 'Cause I'm a dentist... wait 3 sec -%echo% %self.name% sings, And a success! +%echo% %self.name% sings, And a success! wait 6 sec -%echo% %self.name% sings, "Say ahh..." +%echo% %self.name% sings, "Say ahh..." wait 3 sec -%echo% %self.name% sings, "Say AHhhh..." +%echo% %self.name% sings, "Say AHhhh..." wait 3 sec -%echo% %self.name% sings, "Say AAARRRHHHH!!!" +%echo% %self.name% sings, "Say AAARRRHHHH!!!" wait 3 sec -%echo% %self.name% sings, "Now Spit!" +%echo% %self.name% sings, "Now Spit!" %purge% %self% ~ #1332 @@ -968,7 +972,7 @@ set text[51] Do illiterate people get the full effect of Alphabet Soup? set text[52] Did you ever notice that when you blow in a dog's face, he gets mad at you, but when you take him on a car ride, he sticks his head out the window? set text[53] My mind works like lightning one brilliant flash and it is gone. set text[54] 100,000 sperm and you were the fastest? -set text[55] A closed mouth gathers no foot. +set text[55] A closed mouth gathers no foot. set text[56] Someday, we'll all look back on this, laugh nervously and change the subject. set text[57] A diplomat is someone who can tell you to go to hell in such a way that you will look forward to the trip. set text[58] All generalizations are false, including this one. @@ -977,47 +981,47 @@ set text[60] What was the best thing BEFORE sliced bread? set text[61] All stressed out and no one to choke. set text[62] Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes. set text[63] Better to understand a little than to misunderstand a lot. -set text[64] Bills travel through the mail at twice the speed of checks. +set text[64] Bills travel through the mail at twice the speed of checks. set text[65] Do NOT start with me. You will NOT win. set text[66] Don't be irreplaceable; if you can't be replaced, you can't be promoted. set text[67] Don't piss me off! I'm running out of places to hide the bodies. set text[68] Don't take life too seriously, you won't get out alive. set text[69] Duct tape is like the force, it has a light side and a dark side and it holds the universe together. set text[70] Eagles may soar, but weasels don't get sucked into jet engines. -set text[71] Ever stop to think, and forget to start again? +set text[71] Ever stop to think, and forget to start again? set text[72] Forget world peace. Visualize using your turn signal. set text[73] Give me ambiguity or give me something else. set text[74] Why do people with closed minds always open their mouths? set text[75] He who laughs last thinks slowest. set text[76] I didn't say it was your fault, Relsqui. I said I was going to blame you. -set text[77] I don't suffer from insanity. I enjoy every minute of it. +set text[77] I don't suffer from insanity. I enjoy every minute of it. set text[78] I feel like I'm diagonally parked in a parallel universe. -set text[79] I just got lost in thought. It was unfamiliar territory. +set text[79] I just got lost in thought. It was unfamiliar territory. set text[80] I need someone really bad. Are you really bad? set text[81] I poured Spot remover on my dog. Now he's gone. set text[82] I used to be indecisive. Now I'm not sure. -set text[83] I used to have a handle on life, and then it broke. -set text[84] If ignorance is bliss, you must be orgasmic. +set text[83] I used to have a handle on life, and then it broke. +set text[84] If ignorance is bliss, you must be orgasmic. set text[85] Some people are alive only because it's illegal to kill them. set text[86] It is far more impressive when others discover your good qualities without your help. set text[87] It may be that your sole purpose in life is simply to serve as a warning to others. set text[88] Never mess up an apology with an excuse. set text[89] Okay, who put a stop payment on my reality check? set text[90] Of course I don't look busy... I did it right the first time. -set text[91] Quantum mechanics: The dreams stuff is made of. -set text[92] Save your breath. You'll need it to blow up your date! +set text[91] Quantum mechanics: The dreams stuff is made of. +set text[92] Save your breath. You'll need it to blow up your date! set text[93] Smith & Wesson: The original point and click interface. set text[94] Some days you are the bug, some days you are the windshield. set text[95] Some drink at the fountain of knowledge. Others just gargle. -set text[96] The early bird may get the worm, but the second mouse gets the cheese. -set text[97] The only substitute for good manners is fast reflexes. +set text[96] The early bird may get the worm, but the second mouse gets the cheese. +set text[97] The only substitute for good manners is fast reflexes. set text[98] The problem with the gene pool is that there is no lifeguard. set text[99] Remember my name - you'll be screaming it later. set text[100] The severity of the itch is inversely proportional to the ability to reach it. set text[101] Very funny Scotty, now beam down my clothes. -set text[102] Why is abbreviation such a long word? +set text[102] Why is abbreviation such a long word? set text[103] Why isn't phonetic spelled the way it sounds? -set text[104] You're just jealous because the voices are talking to me and not you! +set text[104] You're just jealous because the voices are talking to me and not you! set text[105] The proctologist called, they found your head. set text[106] Everyone has a photographic memory; some just don't have film. set text[107] Try not to let your mind wander. It is too small to be out by itself. @@ -1042,7 +1046,7 @@ set text[125] More people are killed annually by donkeys than die in air crashe set text[126] A 'jiffy' is an actual unit of time for 1/100th of a second. set text[127] Does your train of thought have a caboose? set text[128] Money isn't made out of paper, it's made out of cotton. -set text[129] I got out of bed for this? +set text[129] I got out of bed for this? set text[130] You, you and you: panic. The rest of you, come with me. set text[131] Stress is when you wake up screaming and you realize you haven't fallen asleep yet. set text[132] I'm not your type. I'm not inflatable. @@ -1075,7 +1079,7 @@ set text[158] I don't approve of political jokes...I've seen too many of them g set text[159] I love being married. It's so great to find that one special person you want to annoy for the rest of your life. set text[160] I am a nobody, nobody is perfect, therefore I am perfect. set text[161] Everyday I beat my own previous record for number of consecutive days I've stayed alive. -set text[162] If carrots are so good for the eyes, how come I see so many dead rabbits on the highway? +set text[162] If carrots are so good for the eyes, how come I see so many dead rabbits on the highway? set text[163] Welcome To Shit Creek - Sorry, We're Out of Paddles! set text[164] How come we choose from just two people to run for president and 50 for Miss America? set text[165] Ever notice that people who spend money on beer, cigarettes, and lottery tickets are always complaining about being broke and not feeling well? @@ -1168,7 +1172,7 @@ set book default reached *wait 5 s %echo% Dr. Von Erhartz seems engrossed in reading a large leatherbound book through a battered pair %echo% of reading glasses. The title reads: %book%. -*wait 3 s +*wait 3 s %echo% The doctor looks up at you, seeming to notice you for the first time. *wait 1 s say ah %actor.name%, I was wondering when you'd drop by. @@ -1391,7 +1395,7 @@ end Mob Random Master Test~ 0 b 100 ~ -if (%actor.master%) +if (%actor.master%) eval master %self.master% if %master.fighting% say I will save you Master %master.name% @@ -1455,7 +1459,7 @@ eval name %actor.car% eval test %%name.varexists(%speech.cdr%)%% if %test% eval var %%name.%speech.cdr%%% - %echo% %name.name% has remote variable %speech.cdr% which has the + %echo% %name.name% has remote variable %speech.cdr% which has the value of '%var%'. else %echo% %name.name% doesnt have the variable %speech.cdr%. @@ -1604,7 +1608,7 @@ end if (%room.vnum% == 3166) unset getting_up end -if (%getting_up%) +if (%getting_up%) * so we know he's going from his bedroom to his throne room switch %room.vnum% case 3193 @@ -1718,7 +1722,7 @@ eval i %self.inventory% while (%i%) set next %i.next_in_list% %purge% %i% - set i %next% + set i %next% done ~ #1360 @@ -1730,7 +1734,7 @@ eval person %self.people% %echo% There are %person% people here. wait 1 sec *While there are still people in the room. -while (%person%) +while (%person%) %send% %person% You are next! %echo% I am targetting %person.name%. %echoaround% %person% %person.name% is struck by a bolt of lightning. Leaving only a pile of ash. @@ -1749,7 +1753,7 @@ Free~ Deodorant Bottle - 1391~ 1 c 7 spray~ -if %arg% +if %arg% %echoaround% %actor% %actor.name% soaks %arg% with the deodorant spray. %send% %actor% You soak %arg% with the deodorant spray. else @@ -1817,9 +1821,19 @@ if %actor.level% > 30 && %actor.varexists(TBA_trial_vnum)% * We set completed trial vnums to -#. So if negative abort. if %actor.TBA_trial_vnum% < 0 return 0 + halt end - if (%cmd.mudcommand% == redit && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%))) - %send% %actor% GOTO %actor.TBA_trial_vnum% to edit your room. + if %cmd.mudcommand% == redit + if %arg% == %actor.TBA_trial_vnum% + return 0 + if %actor.room.vnum% != %actor.TBA_trial_vnum% + %send% %actor% You can type GOTO %actor.TBA_trial_vnum% to go to your trial vnum. + end + elseif %actor.room.vnum% == %actor.TBA_trial_vnum% && !%arg% + return 0 + else + %send% %actor% You can only edit vnum %actor.TBA_trial_vnum%, eiter type GOTO %actor.TBA_trial_vnum% and then type redit, or type redit %actor.TBA_trial_vnum%. + end elseif %cmd.mudcommand% == oedit && %arg% != %actor.TBA_trial_vnum% %send% %actor% Use OEDIT %actor.TBA_trial_vnum% to modify your object. elseif %cmd.mudcommand% == medit && %arg% != %actor.TBA_trial_vnum% @@ -1832,7 +1846,7 @@ if %actor.level% > 30 && %actor.varexists(TBA_trial_vnum)% %send% %actor% You cannot enable nohassle until you finish your trial vnum. elseif %cmd.mudcommand% == buildwalk || (%cmd.mudcommand% == toggle && buildwalk /= %arg.car%) %send% %actor% You cannot enable buildwalk until you finish your trial vnum. - elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == qedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete + elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == qedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete %send% %actor% Sedit, Trigedit, Qedit, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum. elseif %cmd.mudcommand% == zpurge %send% %actor% Zpurge is not required for your trial vnum. Use 'purge' or 'purge item.' @@ -1869,7 +1883,7 @@ set food[4] 9 set food[5] 10 set food[6] 14 set food[7] 109 -set food[8] 110 +set food[8] 110 set food[9] 111 set food[10] 112 set food[11] 114 @@ -1889,7 +1903,7 @@ set food[24] 502 set food[25] 521 set food[26] 537 set food[27] 383 -set food[28] 622 +set food[28] 622 set food[29] 635 set food[30] 637 set food[31] 638 @@ -2180,15 +2194,15 @@ Rumble's Poofs~ has entered the game.~ * By Rumble of The Builder Academy tbamud.com 9091 * To generate random poofs at login just set your loadroom to wherever this -* mob is. +* mob is. eval maxpoofin %random.24% -set poofins[1] appears with a strange wooshing sound and climbs out of a pneumatic air +set poofins[1] appears with a strange wooshing sound and climbs out of a pneumatic air tube like they use at the bank. set poofins[2] thinks himself into existence. set poofins[3] soars into the room like a bird, and THWAP! right into a window. set poofins[4] crawls out of the ground gasping for air. set poofins[5] appears in a flash of blinding nothingness! -set poofins[6] falls from the sky above, screaming until he hits the ground. SPLAT! like a +set poofins[6] falls from the sky above, screaming until he hits the ground. SPLAT! like a bug on a windshield. set poofins[7] appears with a dulcet bang. set poofins[8] appears with a sonic boom. @@ -2206,7 +2220,7 @@ set poofins[19] can resist everything but temptation. set poofins[20] is searching for a near life experience. set poofins[21] walks into the room fashionably early. set poofins[22] hanglides into the room. -set poofins[23] parachutes into the room performing a perfect parachute landing fall, +set poofins[23] parachutes into the room performing a perfect parachute landing fall, except for the fact that he landed backside first. set poofins[24] does a cannonball into room, injuring himself on the hard ground. eval poofin %%poofins[%maxpoofin%]%% @@ -2262,7 +2276,7 @@ return 0 Random Mob Purge~ 2 b 100 ~ -* This script checks if anyone is in the room. If so each mob has a 50 +* This script checks if anyone is in the room. If so each mob has a 50 * percent chance of being purged 5 percent of the time. eval target %self.people% while %target% @@ -2355,7 +2369,7 @@ Command Test~ 2 c 100 l~ if %cmd.mudcommand% == look && rodent /= %arg% - return 0 + return 0 wait 2 sec %send% %actor% A soft, pleasant voice calls 'Welcome, do come inside.' else @@ -2625,7 +2639,7 @@ push~ if %pushed_red% set pushed_yellow 1 global pushed_yellow - else + else set reset_buttons 1 end elseif %arg% == green @@ -2679,7 +2693,7 @@ eval item %actor.inventory% eval item_to_purge %%actor.inventory(%item.vnum%)%% if %item_to_purge% %echo% purging %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory. - %purge% %item_to_purge% + %purge% %item_to_purge% else %echo% I cant find %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory. %echo% I cant find an item in %actor.name%'s inventory. @@ -2689,14 +2703,14 @@ end Room Command Detach Example~ 2 c 100 detach~ -Detach 1388 %self.id% +detach 1388 %self.id% %echo% detached ~ #1389 FREE~ 1 c 7 join~ -eval currentroom %self.room% +eval currentroom %self.room% if ((%currentroom.vnum% == 1233) && (%actor.inventory(1315)%) && (%actor.inventory(1316)%)) %echo% room check correct: %currentroom.vnum% %purge% %actor.inventory(1316)% @@ -2744,19 +2758,19 @@ free~ 1 c 2 shake~ * Numeric Arg: 2 means in character's carried inventory -* There are 20 possible answers that the Magic Eight Ball can give. -* Of these, nine are full positive, two are full negative, one is -* mostly positive, three are mostly negative, and five are abstentions. +* There are 20 possible answers that the Magic Eight Ball can give. +* Of these, nine are full positive, two are full negative, one is +* mostly positive, three are mostly negative, and five are abstentions. * if ball /= %arg% || eightball /= %arg% %echoaround% %actor% %actor.name% shakes the magic eight ball vigorously. %send% %actor% You shake the magic eight ball vigorously. switch %random.20% case 1 - %send% %actor% The magic eight ball reveals the answer: Outlook Good + %send% %actor% The magic eight ball reveals the answer: Outlook Good break case 2 - %send% %actor% The magic eight ball reveals the answer: Outlook Not So Good + %send% %actor% The magic eight ball reveals the answer: Outlook Not So Good break case 3 %send% %actor% The magic eight ball reveals the answer: My Reply Is No @@ -2771,19 +2785,19 @@ if ball /= %arg% || eightball /= %arg% %send% %actor% The magic eight ball reveals the answer: Ask Again Later break case 7 - %send% %actor% The magic eight ball reveals the answer: Most Likely + %send% %actor% The magic eight ball reveals the answer: Most Likely break case 8 %send% %actor% The magic eight ball reveals the answer: Cannot Predict Now break case 9 - %send% %actor% The magic eight ball reveals the answer: Yes + %send% %actor% The magic eight ball reveals the answer: Yes break case 10 %send% %actor% The magic eight ball reveals the answer: Yes, definitely break case 11 - %send% %actor% The magic eight ball reveals the answer: Better Not Tell You Now + %send% %actor% The magic eight ball reveals the answer: Better Not Tell You Now break case 12 %send% %actor% The magic eight ball reveals the answer: It Is Certain @@ -2798,13 +2812,13 @@ if ball /= %arg% || eightball /= %arg% %send% %actor% The magic eight ball reveals the answer: Concentrate And Ask Again break case 16 - %send% %actor% The magic eight ball reveals the answer: Signs Point To Yes + %send% %actor% The magic eight ball reveals the answer: Signs Point To Yes break case 17 - %send% %actor% The magic eight ball reveals the answer: My Sources Say No + %send% %actor% The magic eight ball reveals the answer: My Sources Say No break case 18 - %send% %actor% The magic eight ball reveals the answer: Without A Doubt + %send% %actor% The magic eight ball reveals the answer: Without A Doubt break case 19 %send% %actor% The magic eight ball reveals the answer: Reply Hazy, Try Again @@ -2971,7 +2985,7 @@ while %target% * Don't let the bunny kill players or itself. if ((%target.vnum% != -1) && (%target.name% != %self.name%)) * Do the deed with a little pause in between. - emote hops towards %target.name% and looks up innocently. + emote hops towards %target.name% and looks up innocently. wait 2 sec emote strikes with lightning speed, decapitating %target.name%. * bye bye. diff --git a/lib/world/trg/130.trg b/lib/world/trg/130.trg index 44b0dac..9f88728 100644 --- a/lib/world/trg/130.trg +++ b/lib/world/trg/130.trg @@ -165,12 +165,12 @@ elseif %arg% == set if %actor.eq(17)% if !%actor.varexists(set_life_counter)% set set_life_counter 1 - remote set_life_counter %actor.id% + remote set_life_counter %actor.id% end if %actor.set_life_counter% < 14 eval setReturn %self.room% eval setReturn %setReturn.vnum% - eval return_room_staff %setReturn% + eval return_room_staff %setReturn% eval set_life_counter %actor.set_life_counter% + 1 set set_counter 0 remote set_life_counter %actor.id% @@ -203,7 +203,7 @@ elseif %arg% == return end else %send% %actor% Huh?!? Who?!? What?!? -end +end ~ #13003 recall staff drop~ @@ -263,7 +263,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% == eval direction %%room1.%dir%(vnum)%% eval where %%room1.%dir%(room)%% * checks to see if there is a target - if !%target% + if !%target% %send% %actor% Who are you trying to shoot? halt end @@ -291,7 +291,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% == * halt * end * - * Checks for the first item in inventory that is one of the + * Checks for the first item in inventory that is one of the * specified arrows and sets its vnum as the one to be used. * eval inv %actor.inventory% @@ -344,7 +344,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% == done eval finaldam %finaldam% + %bonus% * - * If the actor has an arrow in inventory, and there are + * If the actor has an arrow in inventory, and there are * people in the room specified, one of three random things * happens - Actor shoots but misses, Actor shoots and damages, * Actor shoots, damages, but loses the arrow. @@ -352,7 +352,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% == if %arrow% if %target% * a hack of the formula used in the code to determine if something hits -* based on dexterity... +* based on dexterity... eval dex %actor.dex% eval odds %dex% * 4 if %odds% > 99 @@ -581,7 +581,7 @@ switch %random.8% %send% %actor% \@w\@0 \|=\|' '\|=\|\@n break case 4 - * Once I wasn't Then I was Now I ain't again (44) + * Once I wasn't Then I was Now I ain't again (44) %send% %actor% \@w\@0 \|=\|' '\|=\|\@n %send% %actor% \@w\@0 \|=\|' Once I wasn't '\|=\|\@n %send% %actor% \@w\@0 \|=\|' Then I was '\|=\|\@n @@ -795,7 +795,7 @@ switch %random.7% case 3 say Let's see how well you do if I pluck out your eyes! wait 1 sec - dg_cast 'blind' %actor% + dg_cast 'blindness' %actor% break case 4 say I said to 'shut up'!! @@ -828,7 +828,7 @@ Mist mob dies~ ~ * Random * Mist mob's death -* +* * %load% obj 13010 drop mist diff --git a/lib/world/trg/14.trg b/lib/world/trg/14.trg index 0cb5674..4debe21 100644 --- a/lib/world/trg/14.trg +++ b/lib/world/trg/14.trg @@ -82,13 +82,13 @@ if %amount% >= 10 * otherwise they must have given exactly 10 coins, open the gate. say thank you. wait 1 sec - unlock gate + unlock gate wait 1 sec - open gate - wait 10 sec - close gate + open gate + wait 10 sec + close gate wait 1 sec - lock gate + lock gate * else they gave too few! be nice and refund them else say only %amount% coins, I require 10. @@ -105,19 +105,19 @@ free~ free~ 0 e 0 The gate is opened from~ -wait 5 sec -close gate +wait 5 sec +close gate wait 1 sec -lock gate +lock gate ~ #1408 free~ 0 e 0 leaves north.~ wait 1 sec -close gate +close gate wait 1 sec -lock gate +lock gate ~ #1409 free~ @@ -289,21 +289,21 @@ while %start% < 12 set opening1 Upon opening the pack a strong vanilla note hits me, set opening2 A slight hint of vanilla hits me as I open the pack, set opening3 There was a slight hint of vanilla when I opened the pack, -set opening4 Opening the pack I was treated to a lovely vanilla scented +set opening4 Opening the pack I was treated to a lovely vanilla scented tobacco, -set opening5 This particular pouch smells rather sweet, possibly vanilla, +set opening5 This particular pouch smells rather sweet, possibly vanilla, set opening6 First let me say that this pouch was really sweet smelling, -set opening7 This sweet smelling pouch made me wonder about the quality of the -tobacco, -set opening8 I had a bit of trouble with the tin, +set opening7 This sweet smelling pouch made me wonder about the quality of the +tobacco, +set opening8 I had a bit of trouble with the tin, set look1 but inside was an excellent well rubbed tobacco. set look2 and inside I was treated to a nice well rubbed tobacco. set look3 but I found a nice rubbed tobacco inside. set look4 but it produced a nice pinch of reddish tobacco. set look5 yet it was filled with beautiful flakes of tobacco. -set look6 but the tobacco was too lightly packed. It was uneven and packed +set look6 but the tobacco was too lightly packed. It was uneven and packed funny into the pipe. -set look7 and I couldn't help noticing how great this would be for the room +set look7 and I couldn't help noticing how great this would be for the room note. set look8 and yet I found an excellent nugget of tobacco waiting inside. set moisture1 It was a bit wet at first, @@ -316,53 +316,53 @@ set drying1 but I let it sit on a napkin for %random.3% hours. set drying2 but I air-dried it and it turned out fine. set drying3 so I put it in a napkin for a bit to make it smokeable. set drying4 so I wrapped it in a napkin and forgot about it for a few hours. -set drying5 so being me, I tried lighting it as it was. Big mistake. My next +set drying5 so being me, I tried lighting it as it was. Big mistake. My next batch I let sit out before lighting up. set drying6 but this was easily fixed by letting it dry out on my desk. -set drying7 but I like my tobacco a bit on the wet side, so I only aired it +set drying7 but I like my tobacco a bit on the wet side, so I only aired it for 20 minutes. set drying8 and it took a while to dry, but it lit beautifully afterwards. -set mix1 A well honed mix of Virginia and Burley, this mix stood the test of +set mix1 A well honed mix of Virginia and Burley, this mix stood the test of time. -set mix2 This mix suited my briar quite well as I'd smoked plenty of +set mix2 This mix suited my briar quite well as I'd smoked plenty of Virginia/Burley in the past in it. set mix3 It was worth it, this is an excellent mix of Virginia and Burley. -set mix4 I quite enjoyed the Virginia notes inside of the Burley base of this +set mix4 I quite enjoyed the Virginia notes inside of the Burley base of this tobacco. set mix5 Your standard Virginia and Burley mixed, this particular mix stands set mix6 A pleasant Virginia/Burley, although nothing out of the ordinary. -set mix7 I could taste a strong note of Burley on this particular specimen, +set mix7 I could taste a strong note of Burley on this particular specimen, but not sure what else. set mix8 As always, this excellent blend worked well for my morning pipe. -set burn1 The burn on this batch was rather mild flavored, but not any more +set burn1 The burn on this batch was rather mild flavored, but not any more than you'd normally suspect. set burn2 Rather mild, but quite aromatic. I quite liked this pouch. -set burn3 Nice and mild, but with a slight kick to it. I was enjoying it so +set burn3 Nice and mild, but with a slight kick to it. I was enjoying it so much I went a bit too fast. -set burn4 Rather bland flavor to be honest, but I like my tobacco strong and +set burn4 Rather bland flavor to be honest, but I like my tobacco strong and my coffee black. -set burn5 A bit on the softer side as far as burn goes, but a rich, smooth +set burn5 A bit on the softer side as far as burn goes, but a rich, smooth flavor. set burn6 Great mild taste, but pretty well beginner only. -set burn7 The tobacco itself had a mild taste, but would make an excellent +set burn7 The tobacco itself had a mild taste, but would make an excellent pipe for after dessert. -set burn8 I didn't pack my pipe properly, so I didn't get to enjoy this as +set burn8 I didn't pack my pipe properly, so I didn't get to enjoy this as much as I'd have liked to. set price1 Definitely worth the price. set price2 Pretty cheap tobacco, but for good reason. -set price3 I think given the flavor and quality of the tobacco the price +set price3 I think given the flavor and quality of the tobacco the price matches up. -set price4 The price is pretty reasonable for what you're getting. It's an +set price4 The price is pretty reasonable for what you're getting. It's an excellent beginners pouch. -set price5 A nice starter-oriented price. This tobacco won't break the bank +set price5 A nice starter-oriented price. This tobacco won't break the bank and is mild enough to start with, but any true conniseur will move on soon. -set price6 With today's gas prices, I don't know why I spend so much on +set price6 With today's gas prices, I don't know why I spend so much on tobacco. Must be the addiction. set price7 Excellently priced, as usual. -set price8 This bowl really took me back to my college days when I first tried +set price8 This bowl really took me back to my college days when I first tried this mix. set openingamt 8 -set lookamt 8 +set lookamt 8 set moistureamt 6 set dryamt 8 set mixamt 8 @@ -394,7 +394,7 @@ end if %which% == 6 %echo% %opening% %look% %mix% %burn% %price% end -%echo% +%echo% eval start %start%+1 done ~ @@ -437,7 +437,7 @@ end * %teleport% %actor% 3001 * %force% %actor% look * %echoaround% %actor% %actor.name% steps through a portal. -* else +* else * %send% %actor% Enter what?! * end ~ @@ -520,7 +520,7 @@ switch %random.3% dg_cast 'harm' %actor% break case 2 - dg_cast 'magic missle' %actor% + dg_cast 'magic missile' %actor% break default say That wasn't right... @@ -836,7 +836,7 @@ if %direction% == NORTH say don't tell anyone I let you in. else say let me see your ID. - return 0 + return 0 end end * Don't let nuetrals pass diff --git a/lib/world/trg/140.trg b/lib/world/trg/140.trg index 1e9621f..3ef4827 100644 --- a/lib/world/trg/140.trg +++ b/lib/world/trg/140.trg @@ -1,7 +1,7 @@ -#14000 -new trigger~ -0 g 100 -~ -%echo% This trigger commandlist is not complete! -~ -$~ +#14000 +new trigger~ +0 g 100 +~ +%echo% This trigger commandlist is not complete! +~ +$~ diff --git a/lib/world/trg/15.trg b/lib/world/trg/15.trg index 7656735..4e6e8f6 100644 --- a/lib/world/trg/15.trg +++ b/lib/world/trg/15.trg @@ -1,10 +1,10 @@ -#1556 -Room Drop Example~ -2 h 100 -~ -if %object.type% == TRASH - %echo% No Littering! - return 0 -end -~ -$~ +#1556 +Room Drop Example~ +2 h 100 +~ +if %object.type% == TRASH + %echo% No Littering! + return 0 +end +~ +$~ diff --git a/lib/world/trg/16.trg b/lib/world/trg/16.trg index 0b357e5..28372b2 100644 --- a/lib/world/trg/16.trg +++ b/lib/world/trg/16.trg @@ -6,7 +6,7 @@ Pentagram Entry Half Damage~ * Damage the actor by 1/2 of their hitpoints on entry. wait 1 s eval num_hitp %actor.hitp%/2 -%damage% %actor% %num_hitp% +%damage% %actor% %num_hitp% %send% %actor% The searing heat is causing your skin to blister and burn. %echoaround% %actor% %actor.name% screams in pain as his skin begins to blister. %asound% You hear someone screaming in pain close by @@ -18,7 +18,7 @@ new trigger~ * By Rumble of The Builder Academy tbamud.com 9091 * Damage the actor by 1/2 of their hitpoints on exit. eval num_hitp %actor.hitp%/2 -%damage% %actor% %num_hitp% +%damage% %actor% %num_hitp% %send% %actor% As you pass through the pentagram the pain intensifies almost to the point of unconsciounsness. Then you are through. %echoaround% %actor% %actor.name% screams in agony as he steps out of the pentagram. %asound% You hear someone screaming in pain close by. diff --git a/lib/world/trg/169.trg b/lib/world/trg/169.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/169.trg +++ b/lib/world/trg/169.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/17.trg b/lib/world/trg/17.trg index cc6316c..9383f75 100644 --- a/lib/world/trg/17.trg +++ b/lib/world/trg/17.trg @@ -22,7 +22,7 @@ end Excalibur - two handed sword - 1702~ 1 c 1 ho~ -if %cmd.mudcommand% == hold +if %cmd.mudcommand% == hold %echo% You will have to remove %self.shortdesc% to hold anything else. end ~ diff --git a/lib/world/trg/175.trg b/lib/world/trg/175.trg index 5e59120..9270d78 100644 --- a/lib/world/trg/175.trg +++ b/lib/world/trg/175.trg @@ -1,177 +1,177 @@ -#17500 -All-Exit Guardian~ -0 q 100 -none~ -if %actor.is_pc% && %actor.level% < 30 - say Pass here %actor.name% not. Mistress see %actor.name% not! Begone! - return 0 -else - say Mistress see %actor.name%. Pass here %actor.name% may. - return 1 -end -~ -#17501 -Guardian Elemental~ -0 q 100 -none~ -if %direction% == north - if %actor.level%<30 - say You are not permitted to leave in that direction, %actor.name%. Trilless does not wish to see you. - return 0 - else - say You are permitted to enter, %actor.name%. Trilless will see you. - return 1 - end -end -~ -#17502 -Riddle #1~ -2 d 0 -e~ -%door% 17519 down flags a -%door% 17517 up flags a -%echo% *CLICK* -%echo% The porthole slides open! -~ -#17503 -Riddle #1 Restore~ -2 g 100 -~ -%door% 17517 u flags bcd -%door% 17519 d flags bcd -wait 1 sec -%echo% The porthole has closed! -set %porthole_opened% 0 -~ -#17504 -Spectre Greeting~ -0 g 100 -~ -%echo% Shadimar says, 'Greetings, %actor.name%. I have a message for you. -%echo% -%echo% Carcophan protects himself with riddles. You must answer them to get from room to room. -%echo% -%echo% If you have trouble with the riddle, return to this room and say 'help'. I will leave a clue here for you. -%echo% -%echo% Farewell, %actor.name%. Until we meet again.' -%echo% -%echo% %self.name% vanishes in a puff of smoke! -%echo% -%purge% spectre -~ -#17505 -Clue #1~ -2 d 0 -help~ -if %actor.vnum% != 17509 -%echo% You can hear Shadimar's voice echoing in the room: -%echo% I know not the answer to Carcophan's riddles, but this advice I give you: -%echo% Carcophan's riddles be minced and ground, -%echo% But look to the letters, and your answer be found.' -%echo% I hope this helps you on your way.' -end -~ -#17506 -No-exit room~ -2 q 100 -~ -%send% %actor% You feel no need to travel %direction%. The desert to the %direction% looks no different to where you are now. -return 0 -~ -#17507 -Riddle #2~ -2 d 1 -night~ -%send% %actor% A red light glows around you for a moment, and you feel the world shift under your feet. -%echoaround% %actor% A red light glows around %actor.name%, and after a moment %actor.himher% is gone. -%teleport% %actor% 17520 -~ -#17508 -Riddle #3~ -2 d 1 -vowel vowels~ -%door% 17521 down flags a -%door% 17520 up flags a -%echo% *CLICK* -%echo% The grate swings open! -~ -#17509 -Riddle #3 Restore~ -2 g 100 -~ -%echoaround% %actor% %actor.name% enters the chimney, and the grate closes behind %actor.himher%. -%door% 17520 up flags bcd -%door% 17521 down flags bcd -wait 1 sec -%send% %actor% The grate has closed behind you! -~ -#17510 -Riddle #4~ -2 d 1 -wind~ -%send% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs you completely. -%echoaround% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs %actor.name% completely. Just as fast the darkness recedes, and %actor.heshe% is gone. -%teleport% %actor% 17523 -~ -#17511 -Riddle #5~ -0 g 100 -~ -%echo% %self.name% cackles with glee. -wait 1 sec -%echo% %self.name% 'Answer me this riddle, fool, and an audience I shall grant you.' -%echo% 'Cannot be seen, -%echo% Cannot be felt, -%echo% Cannot be heard, -%echo% Cannot be smelt.' -wait 1 sec -%echo% %self.name% laughs with dark delight, before absorbing itself into nonexistence. -%purge% Spectre -~ -#17512 -Riddle #5 Solution~ -2 d 1 -dark darkness~ -%door% 17524 east flags a -%door% 17522 west flags a -%echo% *CLICK* -%echo% A section of darkness to the west falls away! -~ -#17513 -Carcophan's Flight~ -0 g 100 -~ -if %variable% != 1 -say Congratulations on finding me, but you'll take me not, mortal. -east -south -set %variable% 1 -end -~ -#17514 -Salamander's block~ -0 q 100 -~ -if %actor.vnum% == 17511 -return 1 -%echo% The Salamander bows respectfully before Carcophan, and allows him to pass unhindered. -elseif %actor.level%<40 -%send% %actor% The Salamander growls at you menacingly, and blocks your path. -%echoaround% %actor% The Salamander growls at %actor.name% menacingly, and blocks %actor.himher%! -return 0 -else -%send% %actor% The Salamander sneers at you, but allows you to pass on your way. -return 1 -%echoaround% %actor% The Salamander sneers at %actor.name%, but allows %actor.himher% to pass. -end -~ -#17515 -Carcophan's Death~ -0 f 100 -~ -%door% 17522 east flags a -%door% 17513 west flags a -%echo% You feel Shadimar's presence in the room. -%echo% 'Well done, %actor.name%,' Shadimar's voice echoes. 'Your way is now open.' -~ -$~ +#17500 +All-Exit Guardian~ +0 q 100 +none~ +if %actor.is_pc% && %actor.level% < 30 + say Pass here %actor.name% not. Mistress see %actor.name% not! Begone! + return 0 +else + say Mistress see %actor.name%. Pass here %actor.name% may. + return 1 +end +~ +#17501 +Guardian Elemental~ +0 q 100 +none~ +if %direction% == north + if %actor.level%<30 + say You are not permitted to leave in that direction, %actor.name%. Trilless does not wish to see you. + return 0 + else + say You are permitted to enter, %actor.name%. Trilless will see you. + return 1 + end +end +~ +#17502 +Riddle #1~ +2 d 0 +e~ +%door% 17519 down flags a +%door% 17517 up flags a +%echo% *CLICK* +%echo% The porthole slides open! +~ +#17503 +Riddle #1 Restore~ +2 g 100 +~ +%door% 17517 u flags bcd +%door% 17519 d flags bcd +wait 1 sec +%echo% The porthole has closed! +set %porthole_opened% 0 +~ +#17504 +Spectre Greeting~ +0 g 100 +~ +%echo% Shadimar says, 'Greetings, %actor.name%. I have a message for you. +%echo% +%echo% Carcophan protects himself with riddles. You must answer them to get from room to room. +%echo% +%echo% If you have trouble with the riddle, return to this room and say 'help'. I will leave a clue here for you. +%echo% +%echo% Farewell, %actor.name%. Until we meet again.' +%echo% +%echo% %self.name% vanishes in a puff of smoke! +%echo% +%purge% spectre +~ +#17505 +Clue #1~ +2 d 0 +help~ +if %actor.vnum% != 17509 +%echo% You can hear Shadimar's voice echoing in the room: +%echo% I know not the answer to Carcophan's riddles, but this advice I give you: +%echo% Carcophan's riddles be minced and ground, +%echo% But look to the letters, and your answer be found.' +%echo% I hope this helps you on your way.' +end +~ +#17506 +No-exit room~ +2 q 100 +~ +%send% %actor% You feel no need to travel %direction%. The desert to the %direction% looks no different to where you are now. +return 0 +~ +#17507 +Riddle #2~ +2 d 1 +night~ +%send% %actor% A red light glows around you for a moment, and you feel the world shift under your feet. +%echoaround% %actor% A red light glows around %actor.name%, and after a moment %actor.himher% is gone. +%teleport% %actor% 17520 +~ +#17508 +Riddle #3~ +2 d 1 +vowel vowels~ +%door% 17521 down flags a +%door% 17520 up flags a +%echo% *CLICK* +%echo% The grate swings open! +~ +#17509 +Riddle #3 Restore~ +2 g 100 +~ +%echoaround% %actor% %actor.name% enters the chimney, and the grate closes behind %actor.himher%. +%door% 17520 up flags bcd +%door% 17521 down flags bcd +wait 1 sec +%send% %actor% The grate has closed behind you! +~ +#17510 +Riddle #4~ +2 d 1 +wind~ +%send% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs you completely. +%echoaround% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs %actor.name% completely. Just as fast the darkness recedes, and %actor.heshe% is gone. +%teleport% %actor% 17523 +~ +#17511 +Riddle #5~ +0 g 100 +~ +%echo% %self.name% cackles with glee. +wait 1 sec +%echo% %self.name% 'Answer me this riddle, fool, and an audience I shall grant you.' +%echo% 'Cannot be seen, +%echo% Cannot be felt, +%echo% Cannot be heard, +%echo% Cannot be smelt.' +wait 1 sec +%echo% %self.name% laughs with dark delight, before absorbing itself into nonexistence. +%purge% Spectre +~ +#17512 +Riddle #5 Solution~ +2 d 1 +dark darkness~ +%door% 17524 east flags a +%door% 17522 west flags a +%echo% *CLICK* +%echo% A section of darkness to the west falls away! +~ +#17513 +Carcophan's Flight~ +0 g 100 +~ +if %variable% != 1 +say Congratulations on finding me, but you'll take me not, mortal. +east +south +set %variable% 1 +end +~ +#17514 +Salamander's block~ +0 q 100 +~ +if %actor.vnum% == 17511 +return 1 +%echo% The Salamander bows respectfully before Carcophan, and allows him to pass unhindered. +elseif %actor.level%<40 +%send% %actor% The Salamander growls at you menacingly, and blocks your path. +%echoaround% %actor% The Salamander growls at %actor.name% menacingly, and blocks %actor.himher%! +return 0 +else +%send% %actor% The Salamander sneers at you, but allows you to pass on your way. +return 1 +%echoaround% %actor% The Salamander sneers at %actor.name%, but allows %actor.himher% to pass. +end +~ +#17515 +Carcophan's Death~ +0 f 100 +~ +%door% 17522 east flags a +%door% 17513 west flags a +%echo% You feel Shadimar's presence in the room. +%echo% 'Well done, %actor.name%,' Shadimar's voice echoes. 'Your way is now open.' +~ +$~ diff --git a/lib/world/trg/18.trg b/lib/world/trg/18.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/18.trg +++ b/lib/world/trg/18.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/186.trg b/lib/world/trg/186.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/186.trg +++ b/lib/world/trg/186.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/187.trg b/lib/world/trg/187.trg index 9215012..4a6d9e7 100644 --- a/lib/world/trg/187.trg +++ b/lib/world/trg/187.trg @@ -1,27 +1,27 @@ -#18700 -Matrissa~ -0 g 100 -~ -if %actor.is_pc% - if %direction% == north - say Welcome, %actor.name% come enjoy yourself in our wonderful circus. - else - say Leaving so soon %actor.name%? Hope you enjoyed your visit. - end -end -~ -#18701 -croc~ -0 g 50 -~ -if %actor.is_pc% - say What do you think you are looking at punk? -end -~ -#18702 -Kablooey~ -0 g 100 -~ -say Hi there, %actor.name% pull my finger! -~ -$~ +#18700 +Matrissa~ +0 g 100 +~ +if %actor.is_pc% + if %direction% == north + say Welcome, %actor.name% come enjoy yourself in our wonderful circus. + else + say Leaving so soon %actor.name%? Hope you enjoyed your visit. + end +end +~ +#18701 +croc~ +0 g 50 +~ +if %actor.is_pc% + say What do you think you are looking at punk? +end +~ +#18702 +Kablooey~ +0 g 100 +~ +say Hi there, %actor.name% pull my finger! +~ +$~ diff --git a/lib/world/trg/19.trg b/lib/world/trg/19.trg index 253f98f..492b140 100644 --- a/lib/world/trg/19.trg +++ b/lib/world/trg/19.trg @@ -653,7 +653,7 @@ end 1 h 100 ~ eval where %self.room.vnum% -if %where% == 1982 +if %where% == 1982 wait 1 sec %echo% The ground rumbles as a heavy stone slab slides back into place in the northern wall. %door% 1982 north purge @@ -763,14 +763,14 @@ attach 1926 %self.id% quaff~ if %cmd.mudcommand% == quaff if %arg% == red -%echoaround% %actor% %actor.name%'s muscles begin to bulge enormously as %actor.heshe% quaffs a Rred vial n. +%echoaround% %actor% %actor.name%'s muscles begin to bulge enormously as %actor.heshe% quaffs a @Rred vial@n. %send% %actor% You feel your muscles beginning to bulge enormously, your whole body becoming stronger and more hardy. dg_affect %actor% str 5 24 dg_affect %actor% maxhit 100 24 dg_affect %actor% armor 20 24 %purge% %self% else -%send% %actor% Try specifying the colour. +%send% %actor% Try specifying the color. end end ~ @@ -780,14 +780,14 @@ end quaff~ if %cmd.mudcommand% == quaff if %arg% == blue -%echoaround% %actor% %actor.name%'s magical aura begins to glow brightly as %actor.heshe% quaffs a Bblue vial n. +%echoaround% %actor% %actor.name%'s magical aura begins to glow brightly as %actor.heshe% quaffs a @Bblue vial@n. %send% %actor% Your magical aura begins to glow brightly. dg_affect %actor% int 5 24 dg_affect %actor% maxmana 100 24 dg_affect %actor% wis 5 24 %purge% %self% else -%send% %actor% Try specifying the colour. +%send% %actor% Try specifying the color. end end ~ @@ -797,14 +797,14 @@ end quaff~ if %cmd.mudcommand% == quaff if %arg% == green -%echoaround% %actor% %actor.name%'s movements become unnaturally fast as %actor.heshe% quaffs a Ggreen vial n. +%echoaround% %actor% %actor.name%'s movements become unnaturally fast as %actor.heshe% quaffs a @Ggreen vial@n. %send% %actor% You feel yourself becoming unnaturally agile and stealthy. dg_affect %actor% dex 5 24 dg_affect %actor% maxmove 100 24 dg_affect %actor% invis on 24 %purge% %self% else -%send% %actor% Try specifying the colour. +%send% %actor% Try specifying the color. end end ~ @@ -913,7 +913,7 @@ set next %i.next_in_list% set next_in_bag %in_bag.next_in_list% %echo% contains: %in_bag.vnum% break - + set in_bag %next_in_bag% done set i %next% @@ -971,18 +971,18 @@ tur~ *This trig is meant to be used as part of a trio (1954, 1960, 1961) *This one is what gives you the finished product after tallying up *all the ingredients. -*If everything has been done properly, a lovely coloured potion is +*If everything has been done properly, a lovely colored potion is *the reward. Otherwise, you end up with nothing.. or a big mess ;) ************** set product 1949 -set colour colourless +set color colorless if %actor.varexists(zn19_red1)% rdelete zn19_red1 %actor.id% if %actor.varexists(zn19_red2)% rdelete zn19_red2 %actor.id% if %actor.varexists(zn19_all)% set product 1945 -set colour red +set color red end end end @@ -992,7 +992,7 @@ if %actor.varexists(zn19_blue2)% rdelete zn19_blue2 %actor.id% if %actor.varexists(zn19_all)% set product 1946 -set colour blue +set color blue end end end @@ -1002,21 +1002,21 @@ if %actor.varexists(zn19_green2)% rdelete zn19_green2 %actor.id% if %actor.varexists(zn19_all)% set product 1947 -set colour green +set color green end end end if %actor.varexists(zn19_black)% rdelete zn19_black %actor.id% set product 1952 -set colour black +set color black end eval in_bag %self.contents% if %in_bag.vnum%==1949 -%echo% A stream of %colour% fluid gushes out of the machine's nozzle into the empty vial. +%echo% A stream of %color% fluid gushes out of the machine's nozzle into the empty vial. %load% obj %product% else -%echo% A stream of %colour% fluid gushes out of the machine's nozzle and splashes all over the floor. +%echo% A stream of %color% fluid gushes out of the machine's nozzle and splashes all over the floor. end rdelete zn19_all %actor.id% %load% obj 1948 @@ -1028,14 +1028,14 @@ rdelete zn19_all %actor.id% quaff~ if %cmd.mudcommand% == quaff if %arg% == black -%echoaround% %actor% %actor.name% seems to stagger weakly as %actor.heshe% quaffs a Dblack vial. n +%echoaround% %actor% %actor.name% seems to stagger weakly as %actor.heshe% quaffs a @Dblack vial.@n %send% %actor% You suddenly feel quite weak and unwell. dg_affect %actor% maxmana -50 24 dg_affect %actor% maxmove -50 24 dg_affect %actor% maxhit -50 24 %purge% %self% else -%send% %actor% Try specifying the colour. +%send% %actor% Try specifying the color. end end ~ @@ -1125,7 +1125,7 @@ end test load~ 2 c 100 *~ -If %actor.name% == Detta +if %actor.name% == Detta return 0 else %send% %actor% An unmeasurable power holds you frozen. @@ -1254,7 +1254,7 @@ end 0 f 100 ~ eval where %self.room% -%zoneecho% %where.vnum% BWith a last mighty breath Selvetarm cries out: It is impossible! The followers of Lloth cannot be vanquished! n +%zoneecho% %where.vnum% @BWith a last mighty breath Selvetarm cries out: It is impossible! The followers of Lloth cannot be vanquished!@n %force% %actor% xxtrigxx ~ #1976 @@ -1287,7 +1287,7 @@ test while~ ~ %at% 1900 %load% obj 1901 %send% %actor% You are not worthy!! -set stunned %actor.hitp% - 1 +set stunned %actor.hitp% - 1 %damage% %actor% %stunned% eval num %random.99% + 1900 %teleport% %actor% %num% @@ -1295,7 +1295,7 @@ while %actor.inventory% eval item %actor.inventory% eval item_to_purge %%actor.inventory(%item.vnum%)%% eval stolen %item.vnum% - %purge% %item_to_purge% + %purge% %item_to_purge% eval num2 %random.99% + 1900 %at% %num2% %load% obj %stolen% done @@ -1305,11 +1305,11 @@ while %i% < 18 if %item% eval stolen %item.vnum% eval item_to_purge %%actor.eq(%i%)%% - %purge% %item_to_purge% + %purge% %item_to_purge% eval num3 %random.99% + 1900 %at% %num3% %load% obj %stolen% end - eval i %i% + 1 + eval i %i% + 1 done ~ #1980 @@ -1415,8 +1415,8 @@ if fireworks /= %arg% set col[5] M set col[6] Y set col[7] W - set colour %%col[%cx%]%% - eval colour %colour% + set color %%col[%cx%]%% + eval color %color% eval sx %random.7% set sou[1] an almighty bang set sou[2] a piercing whistle @@ -1427,7 +1427,7 @@ if fireworks /= %arg% set sou[7] a shower of sparks set sound %%sou[%sx%]%% eval sound %sound% - %echo% With %sound%, a %colour% F I R E W O R K n explodes into light. n + %echo% With %sound%, a %color% F I R E W O R K@n explodes into light.@n %purge% self else %send% %actor% Light what? diff --git a/lib/world/trg/2.trg b/lib/world/trg/2.trg index d8fd775..15d4a0a 100644 --- a/lib/world/trg/2.trg +++ b/lib/world/trg/2.trg @@ -43,7 +43,7 @@ c~ if %cmd.mudcommand% == cast && fireshield /= %arg% if %actor.class% == Magic User %echoaround% %actor% %self.shortdesc% that %actor.name% is wearing glows brightly for a moment. - %send% %actor% Your %self.shortdesc% glows brightly for a moment. + %send% %actor% Your %self.shortdesc% glows brightly for a moment. dg_cast 'armor' %actor% end eval ward_major %ward_major%+1 @@ -111,14 +111,14 @@ Crystal Ball to Locate a Mob.~ 1 c 7 locate~ * By Rumble of The Builder Academy tbamud.com 9091 -set find %arg% +set find %arg% if !%find.is_pc% - eval rname %find.room% - %send% %actor% As you gaze into the ball, it starts to glow. You see an image of %find.name% in %rname.name%. -else - %send% %actor% All that you see is a blurry haze. -end -%echoaround% %actor% %actor.name% peers into %actor.hisher% gently glowing crystal ball. + eval rname %find.room% + %send% %actor% As you gaze into the ball, it starts to glow. You see an image of %find.name% in %rname.name%. +else + %send% %actor% All that you see is a blurry haze. +end +%echoaround% %actor% %actor.name% peers into %actor.hisher% gently glowing crystal ball. ~ #206 Smelly Bum - M168~ @@ -127,6 +127,7 @@ Smelly Bum - M168~ * By Rumble of The Builder Academy tbamud.com 9091 * A trig to let people smell the bum from 1 room away. * For the first move there is no from_room so set it. +* Not working - something broke if !%from_room% eval from_room %self.room.vnum% global from_room @@ -157,13 +158,12 @@ end * eval from_room %self.room.vnum% global from_room -%echo% FROM:%from_room% TO:%inroom% ~ #207 Mob Blocks opening of chest~ 2 c 100 o~ -* By Rumble of The Builder Academy tbamud.com 9091 +* By Rumble of The Builder Academy tbamud.com 9091 * Make sure the command is open, check for any abbrev of chest if %cmd.mudcommand% == open && chest /= %arg% * findmob checks if the mob is in the room. @@ -200,24 +200,24 @@ Open a Chest once per zone reset~ 1 c 100 open~ * By Mordecai -if chest /= %arg% - * Verify that the player typed 'open chest' - * Has the player already opened this chest? - context %actor.id% - if %already_opened_chest% - %send% %actor% The chest has already been opened, and emptied. - else - * The first time! OK, open the chest. +if chest /= %arg% + * Verify that the player typed 'open chest' + * Has the player already opened this chest? + context %actor.id% + if %already_opened_chest% + %send% %actor% The chest has already been opened, and emptied. + else + * The first time! OK, open the chest. %send% %actor% You get a jar of naphthalene from an iron bound chest. %load% obj 306 %actor% inv * Remember that the player has already opened this chest until next reboot/copyover. This limits this item to only be found once per boot per player. - set already_opened_chest 1 + set already_opened_chest 1 global already_opened_chest - return 0 - end -else - * Not 'open chest' - pass control back to the command parser - return 0 + return 0 + end +else + * Not 'open chest' - pass control back to the command parser + return 0 end ~ #210 @@ -261,7 +261,7 @@ else %load% obj 184 set phoenix_deaths 0 %echo% Something in the pile of ashes glimmers brightly. -end +end * Remember the count for the next time this trig fires global phoenix_deaths ~ diff --git a/lib/world/trg/20.trg b/lib/world/trg/20.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/20.trg +++ b/lib/world/trg/20.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/200.trg b/lib/world/trg/200.trg index 2dbf4f5..d1bec83 100644 --- a/lib/world/trg/200.trg +++ b/lib/world/trg/200.trg @@ -1,7 +1,7 @@ -#20011 -Captain~ -0 g 100 -~ -say wow am i ever soaked. Im lucky to be alive I would say. -~ -$~ +#20011 +Captain~ +0 g 100 +~ +say wow am i ever soaked. Im lucky to be alive I would say. +~ +$~ diff --git a/lib/world/trg/201.trg b/lib/world/trg/201.trg index 2122c00..358cc5c 100644 --- a/lib/world/trg/201.trg +++ b/lib/world/trg/201.trg @@ -2,11 +2,11 @@ Seabreeze/Landbreeze - All Rooms~ 2 b 75 ~ -if ( %time.hour% >=7 && %time.hour% <=19) - %echo% WA seabreeze arrives from the south, bringing in the smell of salt. n +if (%time.hour% >=7 && %time.hour% <=19) + %echo% @WA seabreeze arrives from the south, bringing in the smell of salt.@n return 0 else - %echo% WA landbreeze arrives swiftly from the north. n + %echo% @WA landbreeze arrives swiftly from the north.@n return 0 end ~ @@ -14,15 +14,15 @@ end Seawaves for the Seashore~ 2 b 75 ~ -%echo% CThe waves roll onto the beach and breaks gently... n +%echo% @CThe waves roll onto the beach and breaks gently...@n return 0 ~ #20103 Seabreeze only - all~ 2 b 100 ~ -if ( %time.hour% >=7 && %time.hour% <=19) - %echo% WA seabreeze arrives from the south, bringing in the smell of salt. n +if (%time.hour% >=7 && %time.hour% <=19) + %echo% @WA seabreeze arrives from the south, bringing in the smell of salt.@n return 0 end ~ @@ -30,14 +30,14 @@ end water swelling - shallow waters~ 2 b 50 ~ -%echo% CThe waves crawl inland, swelling occasionally as an incipient wind arrives from the open ocean. n +%echo% @CThe waves crawl inland, swelling occasionally as an incipient wind arrives from the open ocean.@n return 0 ~ #20105 deep wave~ 2 b 50 ~ -%echo% WA wind howls and blows forcefully, forming froth at the surface of the dark waters. n +%echo% @WA wind howls and blows forcefully, forming froth at the surface of the dark waters.@n return 0 ~ #20106 @@ -59,10 +59,10 @@ waves + wind~ eval line %random.2% switch %line% case 1 - %echo% WHarsh, cold wind tears at you in all directions. n + %echo% @WHarsh, cold wind tears at you in all directions.@n break default - %echo% BThe waves rush in as the ocean body shifts... n + %echo% @BThe waves rush in as the ocean body shifts...@n break done ~ @@ -73,11 +73,11 @@ wind+pounding~ eval line %random.2% switch %line% case 1 - %echo% WHarsh, cold wind tears at you in all directions. n + %echo% @WHarsh, cold wind tears at you in all directions.@n return 0 break default - %echo% BThe incessant waves pounds the base of the cliff... n + %echo% @BThe incessant waves pounds the base of the cliff...@n return 0 break done @@ -90,7 +90,7 @@ test~ m 1233. %echo% There is %findobj.1233(1332664)% object of ID 1332605 in r oom 1233. -%echo% There are %findobj.1233(app)% objects of name app in room +%echo% There are %findobj.1233(app)% objects of name app in room 1233. %echo% There are %findobj.1233(apprehension)% objects of name app in room 1233. @@ -99,7 +99,7 @@ in room 1233. the crabs sleep - 20101~ 0 b 100 ~ -if ( %time.hour% <=7 || %time.hour% >=19) +if (%time.hour% <=7 || %time.hour% >=19) eval line %random.5% switch %line% case 1 @@ -110,7 +110,7 @@ if ( %time.hour% <=7 || %time.hour% >=19) default break done -else +else eval line %random.10% switch %line% case 1 @@ -133,7 +133,7 @@ end seagull sleeps/wake - 20103~ 0 b 100 ~ -if ( %time.hour% <=5 || %time.hour% >=18) +if (%time.hour% <=5 || %time.hour% >=18) south %teleport% %self% 20110 wait 2 secs @@ -204,7 +204,7 @@ end Player can't move! - 20104~ 0 c 0 *~ -If %actor.name% == Elixias +if %actor.name% == Elixias return 0 else if (%actor.sex%==male) @@ -237,49 +237,49 @@ tosses char around waters - 20132, 20140, 20141, 20142~ 2 g 100 ~ if !(%actor.varexists(breath_air)%) - %send% %actor% RGULP AIR W! You're running out of oxygen! + %send% %actor% @RGULP AIR@W! You're running out of oxygen! end switch %random.10% case 1 wait 1 secs - %send% %actor% BThe powerful and formidable currents takes tosses you Cnorth B! n - %echoaround% %actor% B %actor.name% is pulled screaming Cnorth B by the forceful currents! n + %send% %actor% @BThe powerful and formidable currents takes tosses you @Cnorth@B!@n + %echoaround% %actor% @B %actor.name% is pulled screaming @Cnorth@B by the forceful currents!@n %force% %actor% north break case 2 wait 1 secs - %send% %actor% BThe powerful and formidable currents takes tosses you Csouth B! n - %echoaround% %actor% B %actor.name% is pulled screaming Csouth B by the forceful currents! n + %send% %actor% @BThe powerful and formidable currents takes tosses you @Csouth@B!@n + %echoaround% %actor% @B %actor.name% is pulled screaming @Csouth@B by the forceful currents!@n %force% %actor% south break case 3 wait 1 secs - %send% %actor% BThe powerful and formidable currents takes tosses you Ceast B! n - %echoaround% %actor% B %actor.name% is pulled screaming Ceast B by the forceful currents! n + %send% %actor% @BThe powerful and formidable currents takes tosses you @Ceast@B!@n + %echoaround% %actor% @B %actor.name% is pulled screaming @Ceast@B by the forceful currents!@n %force% %actor% east break case 4 wait 1 secs - %send% %actor% BThe powerful and formidable currents takes tosses you Cwest B! n - %echoaround% %actor% B %actor.name% is pulled screaming Cwest B by the forceful currents! n + %send% %actor% @BThe powerful and formidable currents takes tosses you @Cwest@B!@n + %echoaround% %actor% @B %actor.name% is pulled screaming @Cwest@B by the forceful currents!@n %force% %actor% west break case 5 wait 1 secs - %send% %actor% BThe waves surges and grew to tower over you. Then they come crashing down and Cdrowns B you beneath the surface! n - %echoaround% %actor% BA gigantic wave forms and comes crashing Cdown B upon %actor.name%! n + %send% %actor% @BThe waves surges and grew to tower over you. Then they come crashing down and @Cdrowns@B you beneath the surface!@n + %echoaround% %actor% @BA gigantic wave forms and comes crashing @Cdown@B upon %actor.name%!@n %force% %actor% down break case 6 wait 1 secs - %send% %actor% BYou hit a nearby jagged reef and everything went dark... n + %send% %actor% @BYou hit a nearby jagged reef and everything went dark...@n %teleport% %actor% 20146 %damage% %actor% 100 break default wait 2 secs - %send% %actor% BUnderwater seacurrents sucks you Cdownwards B and pushes you beneath the surface! n - %echoaround% %actor% BA gigantic wave forms and comes crashing Cdown B upon %actor.name%! n + %send% %actor% @BUnderwater seacurrents sucks you @Cdownwards@B and pushes you beneath the surface!@n + %echoaround% %actor% @BA gigantic wave forms and comes crashing @Cdown@B upon %actor.name%!@n %force% %actor% down %damage% %actor% 50 break @@ -291,42 +291,42 @@ Underwater currents - 20139 20145 20144 20143~ ~ if %actor.is_pc% if !(%actor.varexists(breath_air)%) - %send% %actor% WPANIC! You ran out of oxygen and feel as if your lungs are going to burst! n + %send% %actor% @WPANIC! You ran out of oxygen and feel as if your lungs are going to burst!@n %damage% %actor% 10 else - %send% %actor% WYou hold your breath as long as you can before they escape through your mouth as bubbles... n + %send% %actor% @WYou hold your breath as long as you can before they escape through your mouth as bubbles...@n rdelete breath_air %actor.id% end eval line %random.10% switch %line% case 1 wait 1 secs - %send% %actor% BUnderwater sea currents hauls you Cnorth B! n - %echoaround% %actor% B %actor.name% is pulled Cnorth B by invisible hands! n + %send% %actor% @BUnderwater sea currents hauls you @Cnorth@B!@n + %echoaround% %actor% @B %actor.name% is pulled @Cnorth@B by invisible hands!@n %force% %actor% north break case 2 wait 1 secs - %send% %actor% BUnderwater sea currents hauls you Csouth B! n - %echoaround% %actor% B %actor.name% is pulled Csouth B by invisible hands! n + %send% %actor% @BUnderwater sea currents hauls you @Csouth@B!@n + %echoaround% %actor% @B %actor.name% is pulled @Csouth@B by invisible hands!@n %force% %actor% south break case 3 wait 1 secs - %send% %actor% BUnderwater sea currents hauls you Ceast B! n - %echoaround% %actor% B %actor.name% is pulled Ceast B by invisible hands! n + %send% %actor% @BUnderwater sea currents hauls you @Ceast@B!@n + %echoaround% %actor% @B %actor.name% is pulled @Ceast@B by invisible hands!@n %force% %actor% east break case 4 wait 1 secs - %send% %actor% BUnderwater sea currents hauls you Cwest B! n - %echoaround% %actor% B %actor.name% is pulled screaming Cwest B by the forceful currents! n + %send% %actor% @BUnderwater sea currents hauls you @Cwest@B!@n + %echoaround% %actor% @B %actor.name% is pulled screaming @Cwest@B by the forceful currents!@n %force% %actor% west break default wait 1 secs - %send% %actor% BThe currents suddenly go Cup B, and you are dragged above the surface! n - %echoaround% %actor% BThe currents drags %actor.name% Cup B n + %send% %actor% @BThe currents suddenly go @Cup@B, and you are dragged above the surface!@n + %echoaround% %actor% @BThe currents drags %actor.name% @Cup@B@n %force% %actor% up break done @@ -336,7 +336,7 @@ end Haplessness - 20146~ 2 c 100 *~ -If %actor.name% == Elixias +if %actor.name% == Elixias return 0 else %send% %actor% You are unconscious, unable to do anything... @@ -349,7 +349,7 @@ Waking up - 20146~ eval person %self.people% wait 1 sec *While there are still people in the room. -while (%person%) +while (%person%) %echo% Darkness surrounds you... set worthy_oceana 1 remote worthy_oceana %person.id% @@ -395,8 +395,8 @@ if !(%actor.varexists(receive_oceana)%) *yes you have the requirements %echo% The island trembles... wait 3 secs - %echoaround% %actor% CWater burst out from the tip of the cliff, forming a gigantic waterfall over %actor.name% n - %send% %actor% CWater burst out from the tip of the cliff, forming a gigantic waterfall over you! n + %echoaround% %actor% @CWater burst out from the tip of the cliff, forming a gigantic waterfall over %actor.name%@n + %send% %actor% @CWater burst out from the tip of the cliff, forming a gigantic waterfall over you!@n wait 4 secs wait 2 secs %send% %actor% A voice says to you, 'You are worthy of this blade, receive this gift from Leviathius - Son of Leviathan.' @@ -420,12 +420,12 @@ Sword restriction - 20111~ 1 j 100 ~ if !(%actor.varexists(receive_oceana)%) - %send% %actor% You try to wield the sword bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs n, but it freezes your hand and you hurriedly drop it onto the floor. - %echoaround% %actor% %actor.name% accidentally drops bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs n to the floor in an attempt to wield it. + %send% %actor% You try to wield the sword @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n, but it freezes your hand and you hurriedly drop it onto the floor. + %echoaround% %actor% %actor.name% accidentally drops @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n to the floor in an attempt to wield it. %force% %actor% drop oceana else %send% %actor% Energy flows into your veins as visions of the vast ocean and its interminable depths floods your vision. - %echoaround% %actor% %actor.name% looks refreshed after wielding bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs n. + %echoaround% %actor% %actor.name% looks refreshed after wielding @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n. end ~ #20123 @@ -438,23 +438,23 @@ if (%arg%==fusion) if !(%actor.hitp%>=%half_hit%) if !(%actor.mana%<50) eval %actor.mana% %actor.mana%-50 - %send% %actor% BYou weave a web of healing around you with the aid of the blade... n - %echoaround% %actor% B%actor.name% weaves a web of healing around him with the aid of %actor.hisher% bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs n. + %send% %actor% @BYou weave a web of healing around you with the aid of the blade...@n + %echoaround% %actor% @B%actor.name% weaves a web of healing around him with the aid of %actor.hisher% @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n. while (%actor.hitp%<%half_hit%) - %send% %actor% BWebs of healing fixes your scars and injuries... n + %send% %actor% @BWebs of healing fixes your scars and injuries...@n wait 1 secs %damage% %actor% -10 done - %send% %actor% BYou lost connection with the sword. n + %send% %actor% @BYou lost connection with the sword.@n else - %send% %actor% BNot enough mana to complete the transition! n - %send% %actor% BYou lost connection with the sword. n + %send% %actor% @BNot enough mana to complete the transition!@n + %send% %actor% @BYou lost connection with the sword.@n end else - %send% %actor% BThe blade refuses to heal you because you are healthy enough! n + %send% %actor% @BThe blade refuses to heal you because you are healthy enough!@n end else - %send% %actor% BThat is not a function of the blade. n + %send% %actor% @BThat is not a function of the blade.@n end ~ #20124 @@ -495,11 +495,11 @@ Gulp air! 41 40 42 32~ gulp~ if (%arg%==air) if !(%actor.varexists(breath_air)%) - %send% %actor% WYou gulp in a mouthful of air! n + %send% %actor% @WYou gulp in a mouthful of air!@n set breath_air 1 remote breath_air %actor.id% else - %send% %actor% WYou can't take in anymore! n + %send% %actor% @WYou can't take in anymore!@n end end ~ @@ -513,45 +513,45 @@ if (%arg%==aurorafall) %damage% %actor% 100 eval %actor.mana% %actor.mana%-100 eval victim %actor.fighting% -%echoaround% %actor% W%actor.name% performs Aurora Fall with %actor.hisher% bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W. n - %echoaround% %actor% W%actor.name% whirls bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W around %actor.himher% creating bf Br Co Wzen illusions of the blade. n - %send% %actor% WYou whirl bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W around you, creating bf Br Co Wsted illusions of the sacred blade. n +%echoaround% %actor% @W%actor.name% performs Aurora Fall with %actor.hisher% @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W.@n + %echoaround% %actor% @W%actor.name% whirls @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W around %actor.himher% creating @bf@Br@Co@Wzen illusions of the blade.@n + %send% %actor% @WYou whirl @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W around you, creating @bf@Br@Co@Wsted illusions of the sacred blade.@n wait 2 secs - %echo% WThe surroundings Dloose W their colours as bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W rapidly Ddrains W energy from them. n + %echo% @WThe surroundings @Dloose@W their colors as @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W rapidly @Ddrains@W energy from them.@n wait 2 secs if (%actor.fighting%) if ((%victim.is_pc%)) - %send% %actor% WYour blade refuses to kill %victim.himher%. n + %send% %actor% @WYour blade refuses to kill %victim.himher%.@n halt end - %echoaround% %actor% W%actor.name%'s movement becomes a Dblur W as %actor.himher% impales %victim.name%, inflicting bretribution W onto the enemy! n - %send% %actor% WYou put a step forward, movements becoming a Dblur W as you impale %victim.name% with your blade. n + %echoaround% %actor% @W%actor.name%'s movement becomes a @Dblur@W as %actor.himher% impales %victim.name%, inflicting @bretribution@W onto the enemy!@n + %send% %actor% @WYou put a step forward, movements becoming a @Dblur@W as you impale %victim.name% with your blade.@n set count 0 while (%count%<10) if (!(%victim.hitp%<-10) && %victim% && %actor.fighting%) eval victim %actor.fighting% - %echoaround% %actor% W%actor.name%'s bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs y e Yx Wplod Ye ys W with a thousand burst of Wb Yr bi Wl Yl Ci ba Wn bc Ye W! n - %send% %actor% WYour bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W explodes with a thousand burst of Wb Yr bi Wl Yl Ci ba Wn bc Ye W! n - %echo% Y%victim.name% screams with agony! n + %echoaround% %actor% @W%actor.name%'s @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@y e@Yx@Wplod@Ye@ys@W with a thousand burst of @Wb@Yr@bi@Wl@Yl@Ci@ba@Wn@bc@Ye@W!@n + %send% %actor% @WYour @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W explodes with a thousand burst of @Wb@Yr@bi@Wl@Yl@Ci@ba@Wn@bc@Ye@W!@n + %echo% @Y%victim.name% screams with agony!@n %damage% %victim% 100 eval count %count%+1 wait 2 else -%send% %actor% WSparks fly from your bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W and creates an impact on the ground. n -%echoaround% %actor% WSparks fly from %actor.name%'s bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W and creates an impact on the ground! n +%send% %actor% @WSparks fly from your @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W and creates an impact on the ground.@n +%echoaround% %actor% @WSparks fly from %actor.name%'s @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W and creates an impact on the ground!@n %echo% The ground trembles... eval count %count%+1 wait 2 end done end - %echoaround% %actor% WThe glow on %actor.name%'s bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W subsides... n - %send% %actor% WThe glow on your bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W subsides... n + %echoaround% %actor% @WThe glow on %actor.name%'s @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W subsides...@n + %send% %actor% @WThe glow on your @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W subsides...@n else - %send% %actor% WYou're not in the condition to use this function! n + %send% %actor% @WYou're not in the condition to use this function!@n end else - %send% %actor% WYou're not in the condition to use this function! n + %send% %actor% @WYou're not in the condition to use this function!@n end end ~ @@ -566,7 +566,7 @@ switch %random.10% case 1 switch %random.10% case 5 -%echoaround% %actor% %actor.name% finds a spiral Ws ye Wa ys rh ye Wll! n +%echoaround% %actor% %actor.name% finds a spiral @Ws@ye@Wa@ys@rh@ye@Wll!@n %send% %actor% You found a spiral shell! %load% obj 20101 %actor% inv break @@ -576,12 +576,12 @@ case 3 %load% obj 20104 %actor% inv break case 1 -%echoaround% %actor% %actor.name% finds a MP Wr Mi ms Wm S Mhe Wll! n +%echoaround% %actor% %actor.name% finds a @MP@Wr@Mi@ms@Wm S@Mhe@Wll!@n %send% %actor% You found a prism shell! %load% obj 20116 %actor% inv break default -%echoaround% %actor% %actor.name% finds a MP Wr Mi ms Wm S Mh ma Wrd! n +%echoaround% %actor% %actor.name% finds a @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrd!@n %send% %actor% You found a prism shard! %load% obj 20115 %actor% inv break @@ -593,7 +593,7 @@ case 2 %load% obj 20104 %actor% inv break case 3 -%echoaround% %actor% %actor.name% finds a spiral Ws ye Wa ys rh ye Wll! n +%echoaround% %actor% %actor.name% finds a spiral @Ws@ye@Wa@ys@rh@ye@Wll!@n %send% %actor% You found a spiral shell! %load% obj 20101 %actor% inv break @@ -614,7 +614,7 @@ if %arg%==tryny wait 2 secs say Hello %actor.name%, what brings you here this day? wait 2 secs - say I sell some stuff that you may want to buy, type Rlist n to show them. + say I sell some stuff that you may want to buy, type @Rlist@n to show them. wait 2 secs smile end @@ -705,7 +705,7 @@ CLIMB - 20109~ 2 c 100 climb~ if (%arg%==up) - %send% %actor% GYou swiftly climb up the vines. n + %send% %actor% @GYou swiftly climb up the vines.@n %echoaround% %actor% %actor.name% grabs at hanging vines and deftly climbs %actor.hisher% way to the top. %teleport% %actor% 20157 %force% %actor% look @@ -725,7 +725,7 @@ if ((%arg%==man) || (%arg%==fool)) wait 2 secs say What do you want %actor.name%? %send% %actor% 1) Talk - %send% %actor% 2) Trade MP Wr Mi ms Wm S Mh ma Wrds for MP Wr Mi ms Wm S Mhe Wlls n + %send% %actor% 2) Trade @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds for @MP@Wr@Mi@ms@Wm S@Mhe@Wlls@n %send% %actor% 3) say Can you make me some fine prism equipments? else %send% %actor% Greet who? @@ -747,20 +747,20 @@ say I will make some for you if you would just bring me some of those stuff. Numder of shards - 20106~ 0 c 100 2~ -%send% %actor% An Old Fool tells you 'Ten MP Wr Mi ms Wm S Mh ma Wrds n is the same as a single MP Wr Mi ms Wm S Mhe Wll n.' +%send% %actor% An Old Fool tells you 'Ten @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds@n is the same as a single @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n.' wait 2 secs %send% %actor% An Old Fool tells you 'Holding a single shell is way lighter than having 10 shards, and it is wise to exchange them to ease your load.' wait 2 secs -%send% %actor% An Old Fool tells you 'If you want just MTRADE n with me, and I'll exchange them for you.' +%send% %actor% An Old Fool tells you 'If you want just @MTRADE@n with me, and I'll exchange them for you.' eval i %actor.inventory% set no_of_shards 0 while (%i%) set next %i.next_in_list% if %i.vnum%==20115 eval no_of_shards %no_of_shards%+1 - set i %next% + set i %next% else - set i %next% + set i %next% end done say %actor.name%, you currently have %no_of_shards% number of prism shards in your inventory. @@ -770,7 +770,7 @@ CLIMBDOWN! - 20157~ 2 c 0 climb~ if (%arg%==down) - %send% %actor% GYou swing down the vines. n + %send% %actor% @GYou swing down the vines.@n %echoaround% %actor% %actor.name% grabs at hanging vines and swings down. %teleport% %actor% 20109 %force% %actor% look @@ -788,24 +788,24 @@ while (%i%) set next %i.next_in_list% if %i.vnum%==20115 eval no_of_shards %no_of_shards%+1 - set i %next% + set i %next% else - set i %next% + set i %next% end done if (%no_of_shards%<10) say You don't have enough shards for me to trade that many shells! else - %send% %actor% You give an Old Fool ten MP Wr Mi ms Wm S Mh ma Wrds! n - %echoaround% %actor% %actor.name% gives ten MP Wr Mi ms Wm S Mh ma Wrds n to an Old Fool. + %send% %actor% You give an Old Fool ten @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds!@n + %echoaround% %actor% %actor.name% gives ten @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds@n to an Old Fool. wait 2 secs - %send% %actor% An Old Fool gives you a MP Wr Mi ms Wm S Mhe Wll n. - %echoaround% %actor% An Old Fool gives %actor.name% a MP Wr Mi ms Wm S Mhe Wll n. + %send% %actor% An Old Fool gives you a @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n. + %echoaround% %actor% An Old Fool gives %actor.name% a @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n. set n 10 while (%n%>0) %purge% %actor.inventory(20115)% eval n %n%-1 - + done %load% obj 20116 %actor% inv end @@ -820,15 +820,15 @@ while (%i%) set next %i.next_in_list% if %i.vnum%==20116 eval no_of_shells %no_of_shells%+1 - set i %next% + set i %next% else - set i %next% + set i %next% end done if (%arg%==anklet) if (%no_of_shells%>=5) - %send% %actor% You hand the shells to the Fool, who gives you a MP Wr Mi ms Wm MA Wn Mk ml We mt n in return. - %echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a MP Wr Mi ms Wm MA Wn Mk ml We mt n. + %send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n in return. + %echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n. set n 5 while (%n%>0) %purge% %actor.inventory(20116)% @@ -841,8 +841,8 @@ if (%arg%==anklet) else if (%arg%==collar) if (%no_of_shells%>=5) - %send% %actor% You hand the shells to the Fool, who gives you a MP Wr Mi ms Wm MC Wo Ml ml Wa Mr n in return. - %echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a MP Wr Mi ms Wm MC Wo Ml ml Wa Mr n. + %send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n in return. + %echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n. set n 5 while (%n%>0) %purge% %actor.inventory(20116)% @@ -853,10 +853,10 @@ else say You do not have enough shells for me, %actor.name%. end else - if (%arg%==dress) + if (%arg%==dress) if (%no_of_shells%>=15) - %send% %actor% You hand the shells to the Fool, who gives you a MP Wr Mi ms Wm MD Wr Me ms Ws n in return. - %echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a MP Wr Mi ms Wm MD Wr Me ms Ws n. + %send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n in return. + %echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n. set n 15 while (%n%>0) %purge% %actor.inventory(20116)% @@ -882,7 +882,7 @@ say You want me to make equipments for you. wait 2 secs nod wait 2 secs -say I can make equipments out of prism shells. To do that, RCREATE n and I will make you the item. +say I can make equipments out of prism shells. To do that, @RCREATE @n and I will make you the item. %send% %actor% Prism Dress - 15 Shells %send% %actor% Prism Collar - 05 Shells %send% %actor% Prism Anklet - 05 Shells @@ -908,7 +908,7 @@ wait 5 More effects - 20147~ 2 b 100 ~ -if ( %time.hour% >=6 && %time.hour% <=17) +if (%time.hour% >=6 && %time.hour% <=17) %echo% A bird sings from the nearby tree. return 0 else @@ -922,7 +922,7 @@ new trigger~ ~ say When you sleep you have it, yet you cannot get it. wait 2 secs -say You can get the other, but it is just not solid enough. +say You can get the other, but it is just not solid enough. wait 2 secs think wait 2 secs @@ -998,8 +998,8 @@ if (%actor.fighting%) set victim %actor.fighting% %damage% %victim% 100 %force% %victim% scream - %echoaround% %actor% %actor.name%'s bDeathly bnirvana W glows n! - %send% %actor% Your bDeathly bnirvana W glows n at %victim.name%. + %echoaround% %actor% %actor.name%'s @bDeathly@bnirvana@W glows@n! + %send% %actor% Your @bDeathly@bnirvana@W glows@n at %victim.name%. end ~ #20188 @@ -1021,7 +1021,7 @@ elseif %arg% == add set worthy_oceana 1 remote worthy_oceana %actor.id% else - say Invalid command! RPlease Add n or Rdelete n? + say Invalid command! @RPlease Add@n or @Rdelete@n? end ~ #20190 @@ -1039,16 +1039,16 @@ void!~ 1 c 1 void~ %teleport% %arg% 0 -%send% %arg% CYou are swept away by a large tsunami! n +%send% %arg% @CYou are swept away by a large tsunami!@n %force% %arg% look -%echo% CA large tsunami arrives and sweeps %arg% away! n +%echo% @CA large tsunami arrives and sweeps %arg% away!@n ~ #20192 summon someone!- trans!~ 1 c 1 trans~ -%send% %arg% CA large tsunami arrives and carries you away! n -%echo% CA large tsunami arrives and tosses %arg% onto the ground! n +%send% %arg% @CA large tsunami arrives and carries you away!@n +%echo% @CA large tsunami arrives and tosses %arg% onto the ground!@n %teleport% %arg% %actor.name% %force% %arg% look ~ @@ -1057,7 +1057,7 @@ Telport Someone - Surfboard =)~ 1 c 1 teleport~ %teleport% %arg% -%echo% CA large tsunami arrives! n +%echo% @CA large tsunami arrives!@n ~ #20194 remove trig~ diff --git a/lib/world/trg/211.trg b/lib/world/trg/211.trg index 308390f..f5e4b81 100644 --- a/lib/world/trg/211.trg +++ b/lib/world/trg/211.trg @@ -14,8 +14,8 @@ eval room %self.room.vnum% + 1 switch %speech.car% case shuffle if %self.varexists(Cards_Dealt)% - %echo% n The voice is in your mind again. - %echo% c 'I'm sorry, the cards seem to be already laid out.' n + %echo% @n The voice is in your mind again. + %echo% @c 'I'm sorry, the cards seem to be already laid out.'@n halt else set deck 78 @@ -24,9 +24,9 @@ switch %speech.car% global layout set var %zone%01 emote shuffles the cards. - %echo% n %self.name% seems to speak directly to your mind. - %echo% c 'Keep shuffling until you feel the deck understands your question. n - %echo% c When you're ready, say DEAL.' n + %echo% @n %self.name% seems to speak directly to your mind. + %echo% @c 'Keep shuffling until you feel the deck understands your question.@n + %echo% @c When you're ready, say DEAL.'@n set Deck_Shuffled 1 global Deck_Shuffled while %var% < %zone%79 @@ -39,25 +39,25 @@ switch %speech.car% end case deal if !%self.varexists(Deck_Shuffled)% - %echo% n The voice is in your mind again. - %echo% c 'The cards don't seem to understand your question yet. Have you n - %echo% c SHUFFLEd?' n + %echo% @n The voice is in your mind again. + %echo% @c 'The cards don't seem to understand your question yet. Have you @n + %echo% @c SHUFFLEd?'@n halt elseif %self.varexists(Cards_Dealt)% - %echo% n The voice is in your mind again. n - %echo% c 'I'm sorry, the cards seem to be already laid out.' n + %echo% @n The voice is in your mind again.@n + %echo% @c 'I'm sorry, the cards seem to be already laid out.'@n halt else emote starts to lay out the cards. - %echo% n The voice seems to surround you now. - %echo% c 'When you're ready, please go up to start your reading. Once you n - %echo% c start, you won't be able to come back. Of course, you can always n - %echo% c come back for another reading. n + %echo% @n The voice seems to surround you now. + %echo% @c 'When you're ready, please go up to start your reading. Once you@n + %echo% @c start, you won't be able to come back. Of course, you can always@n + %echo% @c come back for another reading.@n wait 2 sec - %echo% c At each room, LOOK CARD to see the meaning. Reverse means n - %echo% c that the card laid out upsidedown which changes the meaning. n - %echo% c Don't worry about it. The card will show the reversed meaning. n - %echo% c The room name will explain what the placement of the card means.' n + %echo% @c At each room, LOOK CARD to see the meaning. Reverse means@n + %echo% @c that the card laid out upsidedown which changes the meaning.@n + %echo% @c Don't worry about it. The card will show the reversed meaning.@n + %echo% @c The room name will explain what the placement of the card means.'@n wait 1 sec %door% %self.room.vnum% up flags a emote opens the door to the stairway. @@ -67,7 +67,7 @@ switch %speech.car% eval temp %%self.varexists(%card%)%% eval hascard %temp% if %hascard% - mgoto %room% + mgoto %room% set rand %random.2% if %rand% == 1 %load% obj %zone%99 @@ -82,7 +82,7 @@ switch %speech.car% global layout set Cards_Dealt 1 global Cards_Dealt - else + else end done halt @@ -250,26 +250,26 @@ Dealer Greets~ 0 h 100 ~ wait 2 sec -%echo% n The voice of %self.name% seems to fill your head. -%echo% c 'Ahh, you have something on your mind? Let us see what the n -%echo% c cards have to say. Unfortunately, you cannot hold or shuffle n -%echo% c my cards, but concentrate on your question and say shuffle. n -%echo% c When you feel that the cards know your question, say deal and n -%echo% c I shall lay out the cards for you to examine. n +%echo% @n The voice of %self.name% seems to fill your head. +%echo% @c 'Ahh, you have something on your mind? Let us see what the@n +%echo% @c cards have to say. Unfortunately, you cannot hold or shuffle@n +%echo% @c my cards, but concentrate on your question and say shuffle.@n +%echo% @c When you feel that the cards know your question, say deal and@n +%echo% @c I shall lay out the cards for you to examine.@n wait 3 sec -%echo% c Usually I would interpret the cards for you, but that is n -%echo% c forbidden me in this space and time. All I am allowed is to n -%echo% c show you the cards and you must decide their meanings in your n -%echo% c own mind. Move from card to card. Each space and each card n -%echo% c will explain itself to you. 'LOOK CARD' in each room to see n -%echo% c the explanation. These are very simplified meanings so they n -%echo% c are very general. n +%echo% @c Usually I would interpret the cards for you, but that is@n +%echo% @c forbidden me in this space and time. All I am allowed is to@n +%echo% @c show you the cards and you must decide their meanings in your@n +%echo% @c own mind. Move from card to card. Each space and each card@n +%echo% @c will explain itself to you. 'LOOK CARD' in each room to see@n +%echo% @c the explanation. These are very simplified meanings so they@n +%echo% @c are very general.@n wait 3 sec -%echo% c Remember, this is just a game and should not be taken n -%echo% c seriously any more than you would run your life by newspaper n -%echo% c horoscopes or slips of paper from fortune-cookies. n +%echo% @c Remember, this is just a game and should not be taken@n +%echo% @c seriously any more than you would run your life by newspaper@n +%echo% @c horoscopes or slips of paper from fortune-cookies.@n wait 2 sec -%echo% c When you're ready, start by saying SHUFFLE.' n +%echo% @c When you're ready, start by saying SHUFFLE.'@n ~ #21106 Receptionist juggles appointments - M21104~ @@ -291,11 +291,11 @@ if %self.room.vnum% != %zone%02 halt end end -if %actor% == %self% +if %actor% == %self% halt end * This loop goes through the entire string of words the actor says. .car is the -* word and .cdr is the remaining string. +* word and .cdr is the remaining string. eval word %speech.car% eval rest %speech.cdr% while %word% @@ -304,7 +304,7 @@ while %word% switch %word% * Appointment starts the conversation. * Objxxx98 keeps trigger from reacting to other conversations. - * if %actor.is_pc% && + * if %actor.is_pc% && case appointment * Check to see if someone is already trying to get an appointment. if %self.has_item(%zone%98)% && !%actor.varexists(Making_Tarot_Appointment_%zone%)% @@ -328,7 +328,7 @@ while %word% eval available %available% + 1 eval readerno %readerno% + 1 set reader%readerno% Sibyl - else + else eval unreaderno %unreaderno% + 1 set unreader%unreaderno% Sibyl end @@ -338,7 +338,7 @@ while %word% eval available %available% + 1 eval readerno %readerno% + 1 set reader%readerno% Esmerelda - else + else eval unreaderno %unreaderno% + 1 set unreader%unreaderno% Esmerelda end @@ -348,7 +348,7 @@ while %word% eval available %available% + 1 eval readerno %readerno% + 1 set reader%readerno% Jaelle - else + else eval unreaderno %unreaderno% + 1 set unreader%unreaderno% Jaelle end @@ -398,7 +398,7 @@ while %word% %load% obj %zone%49 mgoto %zone%02 else - Say I'm sorry. Sibyl is with another client right now. + say I'm sorry. Sibyl is with another client right now. say Please choose one of the available readers. end end @@ -420,7 +420,7 @@ while %word% %load% obj %zone%52 mgoto %zone%02 else - Say I'm sorry. Esmerelda is with another client right now. + say I'm sorry. Esmerelda is with another client right now. say Please choose one of the available readers. end end @@ -442,7 +442,7 @@ while %word% %load% obj %zone%50 mgoto %zone%02 else - Say I'm sorry. Jaelle is with another client right now. + say I'm sorry. Jaelle is with another client right now. say Please choose one of the available readers. end end @@ -513,9 +513,9 @@ if %cmd.mudcommand% == quit || %cmd.mudcommand% == afk elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03 set office %self.room.vnum% eval endroom %office% + 10 - %echo% n %self.name%'s voice sounds reproachfully in your head. - %echo% c 'You don't seem to have time for this right now. n - %echo% c Please come back when you have more time.' n + %echo% @n %self.name%'s voice sounds reproachfully in your head. + %echo% @c 'You don't seem to have time for this right now.@n + %echo% @c Please come back when you have more time.'@n wait 1 sec %echo% %self.name% waves her hand and you find yourself outside. wait 1 sec @@ -543,21 +543,21 @@ elseif %cmd% == return || %cmd% == recall || %cmd% == teleport || %cmd.mudcomman mgoto %zone%99 %purge% quill mgoto %zone%02 - %send% %actor% n + %send% %actor% @n emote puts down the appointment book. - %send% %actor% n + %send% %actor% @n return 0 halt elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03 set office %self.room.vnum% eval endroom %office% + 10 - %echo% n %self.name%'s voice sounds reproachfully in your head. - %echo% c 'You don't seem to have time for this right now. n - %echo% c Please come back when you have more time.' n - %send% %actor% n + %echo% @n %self.name%'s voice sounds reproachfully in your head. + %echo% @c 'You don't seem to have time for this right now.@n + %echo% @c Please come back when you have more time.'@n + %send% %actor% @n %teleport% %actor% %zone%01 return 0 - %send% %actor% n + %send% %actor% @n mgoto %endroom% down mgoto %office% @@ -634,7 +634,7 @@ if get == %cmd.mudcommand% || sacrifice == %cmd.mudcommand% set testernumber 2 else set testernumber 1 - end + end set arg _%arg% eval inroom %self.room% eval obj %inroom.contents% @@ -642,7 +642,7 @@ if get == %cmd.mudcommand% || sacrifice == %cmd.mudcommand% while %obj% set next_obj %obj.next_in_list% set objlist %obj.name% - set keywordlist _%obj.name.car% + set keywordlist _%obj.name.car% set keywordrest _%obj.name.cdr% while %keywordlist% * while an object is in the room @@ -660,7 +660,7 @@ if get == %cmd.mudcommand% || sacrifice == %cmd.mudcommand% set testernumber 2 else set testernumber 1 - end + end if %tester% < %testernumber% %at% %zone%02 %load% obj %self.vnum% end diff --git a/lib/world/trg/220.trg b/lib/world/trg/220.trg index 91196ca..d71fc20 100644 --- a/lib/world/trg/220.trg +++ b/lib/world/trg/220.trg @@ -1,68 +1,68 @@ -#22000 -The Spaghetti Greet - attached to mob 22006~ -0 g 100 -~ -if (%direction% == down) - say Hey! - say You pulled my noodle! - kill %actor.name% -else -end -~ -#22001 -The Snuffins Greet - attached to mob 22001~ -0 g 100 -~ -wait 3 sec - say Oh, hello there. My name is Snuffins. - say Take a look around, I have many maps to look at. I used to travel all the time... -wait 2 sec - sigh - say That is, until I met Oreo. That horrible cat chases me everytime I try to leave this place! -wait 2 sec - say Can you help me? I'll give you my most prized possession if you do. -wait 1 sec -say Erm, 'dispose' of Oreo and bring me her collar! -~ -#22002 -Snuffins Happy - attached to mob 22001~ -0 j 100 -~ -* check to see if its the collar -if %object.vnum%==22001 - wait 1 - say Thank you very much, stranger! -smile -give cheese %actor.name% - wait 5 - junk collar -else - * bastards. Don't mess with Snuffins. - say This isn't Oreo's collar! Bring me her collar! - return 0 -end -~ -#22003 -The Sandwich Greet - attached to mob 22007~ -0 g 100 -~ -wait 1 sec -mumble -say ...they tell stories of a fantastic monster... -mumble -wait 1 sec -say ...but I wouldn't know...I can't even move... -mumble -wait 1 sec -say ...they say he's somewhere really high and cold...but I wouldn't know... -mumble -~ -#22004 -The Heat Wave - attached to room 22022~ -2 g 100 -~ -%send% %actor% @DThe intense @Rheat @Dscalds your skin!@n -%echoaround% %actor% @w%actor.name% is @rburnt @Dfrom the intense @Dheat.@n -%damage% %actor% 3 -~ -$~ +#22000 +The Spaghetti Greet - attached to mob 22006~ +0 g 100 +~ +if (%direction% == down) + say Hey! + say You pulled my noodle! + kill %actor.name% +else +end +~ +#22001 +The Snuffins Greet - attached to mob 22001~ +0 g 100 +~ +wait 3 sec + say Oh, hello there. My name is Snuffins. + say Take a look around, I have many maps to look at. I used to travel all the time... +wait 2 sec + sigh + say That is, until I met Oreo. That horrible cat chases me every time I try to leave this place! +wait 2 sec + say Can you help me? I'll give you my most prized possession if you do. +wait 1 sec +say Erm, 'dispose' of Oreo and bring me her collar! +~ +#22002 +Snuffins Happy - attached to mob 22001~ +0 j 100 +~ +* check to see if its the collar +if %object.vnum%==22001 + wait 1 + say Thank you very much, stranger! +smile +give cheese %actor.name% + wait 5 + junk collar +else + * bastards. Don't mess with Snuffins. + say This isn't Oreo's collar! Bring me her collar! + return 0 +end +~ +#22003 +The Sandwich Greet - attached to mob 22007~ +0 g 100 +~ +wait 1 sec +mumble +say ...they tell stories of a fantastic monster... +mumble +wait 1 sec +say ...but I wouldn't know...I can't even move... +mumble +wait 1 sec +say ...they say he's somewhere really high and cold...but I wouldn't know... +mumble +~ +#22004 +The Heat Wave - attached to room 22022~ +2 g 100 +~ +%send% %actor% @DThe intense @Rheat @Dscalds your skin!@n +%echoaround% %actor% @w%actor.name% is @rburnt @Dfrom the intense @Dheat.@n +%damage% %actor% 3 +~ +$~ diff --git a/lib/world/trg/232.trg b/lib/world/trg/232.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/232.trg +++ b/lib/world/trg/232.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/233.trg b/lib/world/trg/233.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/233.trg +++ b/lib/world/trg/233.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/234.trg b/lib/world/trg/234.trg index e89c84e..ea850fc 100644 --- a/lib/world/trg/234.trg +++ b/lib/world/trg/234.trg @@ -1,36 +1,36 @@ -#23400 -Open Door - 23441~ -2 c 100 -push~ -if %arg% == button - %send% %actor% You push the button, and reveal a secret door! - %echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed. - %door% 23441 west flags a - %door% 23441 west name door - %door% 23441 west room 23471 -else - %send% %actor% Push what ?! -end -~ -#23401 -Open Door - 23471~ -2 c 100 -push~ -if %arg% == button - %send% %actor% You push the button, and reveal a secret door! - %echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed. - %door% 23471 east room 23441 -else - %send% %actor% Push what ?! -end -~ -#23402 -Close Door - 23471~ -2 g 100 -~ -wait 2 sec -%door% 23471 east purge 0 -%door% 23441 west purge 0 -%echo% A wall slams down shut! -~ -$~ +#23400 +Open Door - 23441~ +2 c 100 +push~ +if %arg% == button + %send% %actor% You push the button, and reveal a secret door! + %echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed. + %door% 23441 west flags a + %door% 23441 west name door + %door% 23441 west room 23471 +else + %send% %actor% Push what ?! +end +~ +#23401 +Open Door - 23471~ +2 c 100 +push~ +if %arg% == button + %send% %actor% You push the button, and reveal a secret door! + %echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed. + %door% 23471 east room 23441 +else + %send% %actor% Push what ?! +end +~ +#23402 +Close Door - 23471~ +2 g 100 +~ +wait 2 sec +%door% 23471 east purge 0 +%door% 23441 west purge 0 +%echo% A wall slams down shut! +~ +$~ diff --git a/lib/world/trg/235.trg b/lib/world/trg/235.trg index a0fb6d3..fece4a1 100644 --- a/lib/world/trg/235.trg +++ b/lib/world/trg/235.trg @@ -1,17 +1,17 @@ -#23500 -Knight - 23500~ -0 g 100 -~ -say Get out of here before I smash you! -wait 2 sec -say I think I smell my lunch. -wait 1 sec -emote stares at you hungrily. -~ -#23503 -Teenager - 23503~ -0 g 100 -~ -say I can't find my brother, have you seen him? -~ -$~ +#23500 +Knight - 23500~ +0 g 100 +~ +say Get out of here before I smash you! +wait 2 sec +say I think I smell my lunch. +wait 1 sec +emote stares at you hungrily. +~ +#23503 +Teenager - 23503~ +0 g 100 +~ +say I can't find my brother, have you seen him? +~ +$~ diff --git a/lib/world/trg/236.trg b/lib/world/trg/236.trg index 08cd966..51245fa 100644 --- a/lib/world/trg/236.trg +++ b/lib/world/trg/236.trg @@ -32,7 +32,7 @@ if tapestries /= %arg% %door% 23667 east flags abcd %door% 23667 east key 23634 %door% 23667 east name vault - %door% 23667 east room 23668 + %door% 23667 east room 23668 else %send% %actor% Pull what ?! end @@ -240,19 +240,19 @@ Mine Crane - 23674~ enter~ * funtions set passup %echoaround% %actor% %actor.name% passes you in a basket, going up. -set passdown %echoaround% %actor% %actor.name% passes you in a basket, going down. +set passdown %echoaround% %actor% %actor.name% passes you in a basket, going down. set look wforce %actor% look - + * the crane itself if %arg% == basket if %self.vnum% == 23674 - %send% %actor% As you enter the basket, the crane starts moving. + %send% %actor% As you enter the basket, the crane starts moving. %echoaround% %actor% As %actor.name% enters the basket it starts moving upwards. wait 2 s %teleport% %actor% 23673 %passup% %look% - %send% %actor% You lean back and relax the ride, while you are lifted out of the mine. + %send% %actor% You lean back and relax the ride, while you are lifted out of the mine. wait 2 s %teleport% %actor% 23672 %passup% @@ -273,13 +273,13 @@ if %arg% == basket %send% %actor% Having arrived at the top level, you quickly jump out of the basket. %echoaround% %actor% %actor.name% quickly jumps out of the basket. else if %self.vnum% == 23622 - %send% %actor% As you sit in the basket, it lowers slowly into the mine. + %send% %actor% As you sit in the basket, it lowers slowly into the mine. %echoaround% %actor% As %actor.name% enters the basket, it lowers slowly into the mine. wait 2 s %teleport% %actor% 23670 %passdown% %look% - %send% %actor% You lean back and relax the ride, while you are slowly descending the mine. + %send% %actor% You lean back and relax the ride, while you are slowly descending the mine. wait 2 s %teleport% %actor% 23671 %passdown% @@ -307,22 +307,22 @@ end Bad Stairs Trap - 23672~ 2 g 100 ~ -* Variable definitions +* Variable definitions if %direction% == up set todir down else set todir up end - + eval temp %random.6% - + switch %temp% case 1 set slip foot set hurt hit set part head - eval damage %actor.hitp% / 2 - break + eval damage %actor.hitp% / 2 + break case 2 set slip hand set hurt strain @@ -349,10 +349,10 @@ switch %temp% break done * the actual trap part : -wait 1 +wait 1 %send% %actor% As you step %todir%, your %slip% slips and you %hurt% your %part%. OUCH! %echoaround% %actor% As %actor.name% steps %todir%, %actor.hisher% %slip% slips and %actor.heshe% %hurt%s %actor.hisher% %part%. It looks painful. - + wdamage %actor% %damage% ~ #23608 @@ -372,7 +372,7 @@ switch %random.6% default sing break -done +done ~ #23609 Poisonous Spider - NOT ATTACHED~ @@ -388,22 +388,22 @@ if %self.vnum% == 23638 return 0 %echoaround% %actor% As %actor.name% touches the pile of titanium, the bell rings. %send% %actor% As you touch the pile of titanium, the bell rings. - + wait 1 - + %echo% Some miners heard the bell, and come running as fast as they possibly can. - wait 1 - %echo% A miner has arrived. - %load% mob 23626 - wait 2 + wait 1 %echo% A miner has arrived. %load% mob 23626 wait 2 %echo% A miner has arrived. %load% mob 23626 - wait 2 - - %echo% The bell falls to the ground. + wait 2 + %echo% A miner has arrived. + %load% mob 23626 + wait 2 + + %echo% The bell falls to the ground. otransform 23639 else return 1 @@ -424,7 +424,7 @@ wait 1 * The price is 400 coins to pass. Player must 'give 400 coin leader.' if %amount% < 400 say Did you really think I was that cheap, %actor.name%. - snarl + snarl else * Context saves the global with the players ID so multiple players can bribe. context %actor.id% @@ -518,7 +518,7 @@ Near Death Trap Fall - 12684~ ~ * Near Death Trap stuns actor wait 5 sec -set stunned %actor.hitp% +set stunned %actor.hitp% %damage% %actor% %stunned% wait 5 sec %send% %actor% The Gods allow your puny existence to continue. diff --git a/lib/world/trg/237.trg b/lib/world/trg/237.trg index aab0eef..41a2e92 100644 --- a/lib/world/trg/237.trg +++ b/lib/world/trg/237.trg @@ -1,359 +1,359 @@ -#23700 -Trader Walkabout - NOT ATTACHED~ -0 ab 100 -~ -if (%self.fighting%) -halt -end -context %self.id% -eval inroom %self.room% -if (%inroom.vnum% == 23607) - set trader_leaving 1 - global trader_leaving -end - -if (%inroom.vnum% == 3036) - unset trader_leaving -end - -if %trader_leaving% - switch %inroom.vnum% -* start room 23607 - case 23607 -* Start room - need a speech here. - say We'll leave at dawn. - rest - wait until 07:00 - stand - wait 1 t - say Are you ready to find adventure, men ? - wait 6 s - say Are you ready to fight every hardheaded orc on the way ? - wait 6 s - say Don your gear, and follow 'll bring the name of Aldin to Radidan. - wait 6 s - say Let's go! - wait 1 s - south - break - case 23717 - say Be careful around here. I've heard of dragons east of here. - wait 3 s - south - break - case 3551 - say Those large people never learned to built a decent road. - emote kicks up some dust. - wait 5 s - south - break - case 3501 - west - break - case 23602 - wait 2 s -* fall through - case 23601 - case 23700 - case 23701 - case 23703 - case 23704 - case 23706 - case 23709 - case 23710 - case 23711 - case 23712 - case 23718 - case 23719 - case 23720 - case 23721 - case 23722 - case 23723 - case 23724 - case 3550 - case 3549 - case 3547 - case 3546 - case 3545 - case 3544 - case 3543 - case 3526 - case 3525 - case 3524 - case 3515 - case 3513 - case 3512 - south - break - case 23702 - case 3542 - case 3541 - case 3540 - case 3539 - case 3533 - case 3532 - case 3531 - case 3530 - case 3528 - case 3527 - case 3523 - case 3522 - case 3521 - case 3518 - case 3517 - case 3516 - case 3511 - case 3510 - case 3508 - case 3507 - case 3506 - case 3505 - case 3504 - case 3503 - case 3502 - case 3051 - case 3050 - case 3049 - case 3048 - case 3047 - case 3039 - west - break - case 3538 - case 3537 - case 3535 - case 3534 - case 3529 - case 3520 - case 3519 - case 3509 - north - break - case 23705 - case 23713 - case 23715 - case 23716 - case 3548 - case 3536 - case 3514 - east - break - default -* we dont want him roaming where he might get hurt :) - say I don't think I've ever been to this side of the city before... - wait 6 s - say I'd better go home. - wait 6 s - emote pulls a small scroll from a hidden pocket and quickly recites it. - emote disappears in a puff of smoke. - mgoto 23607 - break - done -else - switch %inroom.vnum% - case 3036 - say The negociators told me they'd meet us here. - wait 1 t - twiddle - wait 1 t - say It doesn't look like they're coming. - wait 1 - say What a pity. For them. - wait 10 s - say We'll be going home again, tomorrow morning. - wait until 07:00 - say Let's go! - wait 2 s - east - break - case 23703 - case 3541 - case 3540 - case 3539 - case 3538 - case 3532 - case 3531 - case 3530 - case 3529 - case 3527 - case 3526 - case 3522 - case 3521 - case 3520 - case 3517 - case 3516 - case 3515 - case 3510 - case 3509 - case 3507 - case 3506 - case 3505 - case 3504 - case 3503 - case 3502 - case 3501 - case 3051 - case 3050 - case 3049 - case 3048 - case 3047 - case 3039 - east - break - case 3537 - case 3536 - case 3534 - case 3533 - case 3528 - case 3519 - case 3518 - case 3508 - south - break - case 23706 - case 23715 - case 23716 - case 23717 - case 3547 - case 3535 - case 3513 - west - break - case 23602 - case 23601 - case 23700 - case 23701 - case 23702 - case 23704 - case 23705 - case 23706 - case 23709 - case 23710 - case 23711 - case 23712 - case 23713 - case 23718 - case 23719 - case 23720 - case 23721 - case 23722 - case 23723 - case 23724 - case 3551 - case 3550 - case 3549 - case 3548 - case 3546 - case 3545 - case 3544 - case 3543 - case 3542 - case 3525 - case 3524 - case 3523 - case 3514 - case 3512 - case 3511 - north - break - default -* we dont want him roaming where he might get hurt :) - say I don't think I've ever been to this side of the city before... - wait 6 - say I'd better go home. - wait 6 - emote pulls a small scroll from a hidden pocket and quickly recites it. - emote disappears in a puff of smoke. - mgoto 23607 - break - done -end -~ -#23701 -Orc Attacks Trader - NOT ATTACHED~ -0 g 100 -~ -if %actor.vnum% == 23705 - wait 1 - say YYEEHAA! I got you now, dwarf! Give me your gold and I might spare you. - wait 1 - emote charge forward, attacking the dwarven trader. - %kill% trader -else - growl %actor.name% -end -~ -#23702 -Trader Attacks Orc - 23705~ -0 h 100 -~ -if %actor.vnum%==3501 || %actor.vnum%==4401 || %actor.vnum%==4402 || %actor.vnum%==4403 - wait 1 - say DIE! Orc scum! - wait 1 - emote charge forward, attacking the orc. - %kill% orc -end -~ -#23703 -Bodyguard Yes - 23706~ -0 d 0 -Are you ready to find adventure, men ?~ -wait 1 -emote snaps to attention, and says promptly 'Yes, Sir!' -~ -#23704 -Bodyguard Yes - 23706~ -0 d 0 -Are you ready to fight every hardheaded orc on the way ?~ -wait 1 -say Yes, Sir! -~ -#23705 -Bodyguard Follow - 23706~ -0 d 0 -Don your gear, and follow me.~ -wait 1 -follow trader -~ -#23706 -Trader Cry for Help - 23705~ -0 l 90 -~ -say HELP! I'm under attack! -wait 60 s -* so he doesn't say it ALL the time :) -~ -#23707 -Bodyguard Assist - 23706~ -0 d 0 -HELP! I'm under attack!~ -wait 1 -assist trader -~ -#23708 -Trader Sac Corpse - 23705~ -0 d 0 -AAARRRGGH!!~ -wait 1 -sac corpse -~ -#23709 -Attach Test - NOT ATTACHED~ -2 g 100 -~ -wait 2 -attach 23703 %self.id% -%echo% script attached. -~ -#23710 -Test - NOT ATTACHED~ -2 p 100 -~ -%echo% actor name %actor.name% -%echo% spell number %spell% -%echo% spell name %spellname% -%echo% arg %arg% -return 0 -~ -$~ +#23700 +Trader Walkabout - NOT ATTACHED~ +0 ab 100 +~ +if (%self.fighting%) +halt +end +context %self.id% +eval inroom %self.room% +if (%inroom.vnum% == 23607) + set trader_leaving 1 + global trader_leaving +end + +if (%inroom.vnum% == 3036) + unset trader_leaving +end + +if %trader_leaving% + switch %inroom.vnum% +* start room 23607 + case 23607 +* Start room - need a speech here. + say We'll leave at dawn. + rest + wait until 07:00 + stand + wait 1 t + say Are you ready to find adventure, men ? + wait 6 s + say Are you ready to fight every hardheaded orc on the way ? + wait 6 s + say Don your gear, and follow 'll bring the name of Aldin to Radidan. + wait 6 s + say Let's go! + wait 1 s + south + break + case 23717 + say Be careful around here. I've heard of dragons east of here. + wait 3 s + south + break + case 3551 + say Those large people never learned to built a decent road. + emote kicks up some dust. + wait 5 s + south + break + case 3501 + west + break + case 23602 + wait 2 s +* fall through + case 23601 + case 23700 + case 23701 + case 23703 + case 23704 + case 23706 + case 23709 + case 23710 + case 23711 + case 23712 + case 23718 + case 23719 + case 23720 + case 23721 + case 23722 + case 23723 + case 23724 + case 3550 + case 3549 + case 3547 + case 3546 + case 3545 + case 3544 + case 3543 + case 3526 + case 3525 + case 3524 + case 3515 + case 3513 + case 3512 + south + break + case 23702 + case 3542 + case 3541 + case 3540 + case 3539 + case 3533 + case 3532 + case 3531 + case 3530 + case 3528 + case 3527 + case 3523 + case 3522 + case 3521 + case 3518 + case 3517 + case 3516 + case 3511 + case 3510 + case 3508 + case 3507 + case 3506 + case 3505 + case 3504 + case 3503 + case 3502 + case 3051 + case 3050 + case 3049 + case 3048 + case 3047 + case 3039 + west + break + case 3538 + case 3537 + case 3535 + case 3534 + case 3529 + case 3520 + case 3519 + case 3509 + north + break + case 23705 + case 23713 + case 23715 + case 23716 + case 3548 + case 3536 + case 3514 + east + break + default +* we dont want him roaming where he might get hurt :) + say I don't think I've ever been to this side of the city before... + wait 6 s + say I'd better go home. + wait 6 s + emote pulls a small scroll from a hidden pocket and quickly recites it. + emote disappears in a puff of smoke. + mgoto 23607 + break + done +else + switch %inroom.vnum% + case 3036 + say The negociators told me they'd meet us here. + wait 1 t + twiddle + wait 1 t + say It doesn't look like they're coming. + wait 1 + say What a pity. For them. + wait 10 s + say We'll be going home again, tomorrow morning. + wait until 07:00 + say Let's go! + wait 2 s + east + break + case 23703 + case 3541 + case 3540 + case 3539 + case 3538 + case 3532 + case 3531 + case 3530 + case 3529 + case 3527 + case 3526 + case 3522 + case 3521 + case 3520 + case 3517 + case 3516 + case 3515 + case 3510 + case 3509 + case 3507 + case 3506 + case 3505 + case 3504 + case 3503 + case 3502 + case 3501 + case 3051 + case 3050 + case 3049 + case 3048 + case 3047 + case 3039 + east + break + case 3537 + case 3536 + case 3534 + case 3533 + case 3528 + case 3519 + case 3518 + case 3508 + south + break + case 23706 + case 23715 + case 23716 + case 23717 + case 3547 + case 3535 + case 3513 + west + break + case 23602 + case 23601 + case 23700 + case 23701 + case 23702 + case 23704 + case 23705 + case 23706 + case 23709 + case 23710 + case 23711 + case 23712 + case 23713 + case 23718 + case 23719 + case 23720 + case 23721 + case 23722 + case 23723 + case 23724 + case 3551 + case 3550 + case 3549 + case 3548 + case 3546 + case 3545 + case 3544 + case 3543 + case 3542 + case 3525 + case 3524 + case 3523 + case 3514 + case 3512 + case 3511 + north + break + default +* we dont want him roaming where he might get hurt :) + say I don't think I've ever been to this side of the city before... + wait 6 + say I'd better go home. + wait 6 + emote pulls a small scroll from a hidden pocket and quickly recites it. + emote disappears in a puff of smoke. + mgoto 23607 + break + done +end +~ +#23701 +Orc Attacks Trader - NOT ATTACHED~ +0 g 100 +~ +if %actor.vnum% == 23705 + wait 1 + say YYEEHAA! I got you now, dwarf! Give me your gold and I might spare you. + wait 1 + emote charge forward, attacking the dwarven trader. + %kill% trader +else + growl %actor.name% +end +~ +#23702 +Trader Attacks Orc - 23705~ +0 h 100 +~ +if %actor.vnum%==3501 || %actor.vnum%==4401 || %actor.vnum%==4402 || %actor.vnum%==4403 + wait 1 + say DIE! Orc scum! + wait 1 + emote charge forward, attacking the orc. + %kill% orc +end +~ +#23703 +Bodyguard Yes - 23706~ +0 d 0 +Are you ready to find adventure, men ?~ +wait 1 +emote snaps to attention, and says promptly 'Yes, Sir!' +~ +#23704 +Bodyguard Yes - 23706~ +0 d 0 +Are you ready to fight every hardheaded orc on the way ?~ +wait 1 +say Yes, Sir! +~ +#23705 +Bodyguard Follow - 23706~ +0 d 0 +Don your gear, and follow me.~ +wait 1 +follow trader +~ +#23706 +Trader Cry for Help - 23705~ +0 l 90 +~ +say HELP! I'm under attack! +wait 60 s +* so he doesn't say it ALL the time :) +~ +#23707 +Bodyguard Assist - 23706~ +0 d 0 +HELP! I'm under attack!~ +wait 1 +assist trader +~ +#23708 +Trader Sac Corpse - 23705~ +0 d 0 +AAARRRGGH!!~ +wait 1 +sac corpse +~ +#23709 +Attach Test - NOT ATTACHED~ +2 g 100 +~ +wait 2 +attach 23703 %self.id% +%echo% script attached. +~ +#23710 +Test - NOT ATTACHED~ +2 p 100 +~ +%echo% actor name %actor.name% +%echo% spell number %spell% +%echo% spell name %spellname% +%echo% arg %arg% +return 0 +~ +$~ diff --git a/lib/world/trg/239.trg b/lib/world/trg/239.trg index 64714ac..78349e9 100644 --- a/lib/world/trg/239.trg +++ b/lib/world/trg/239.trg @@ -1,101 +1,101 @@ -#23900 -Dwarven Snow Runes - 23918~ -2 d 0 -Friend of NewHaven~ -%send% %actor% You enter the runed door. -%echoaround% %actor% The Runed Door teleports %actor.name%. -%teleport% %actor% 23919 -%force% %actor% look -%echoaround% %actor% %actor.name% is transported from the Runed Door. -~ -#23901 -Dwarven Entrance Runes - 23919~ -2 d 0 -Farewell King~ -%send% %actor% You enter the runed door. -%echoaround% %actor% The Runed Door teleports %actor.name%. -%teleport% %actor% 23918 -%force% %actor% look -%echoaround% %actor% %actor.name% is transported from the Runed Door. -~ -#23902 -Follow a Hidden Path - 23922~ -2 c 100 -fol~ -if %cmd.mudcommand% == follow && path /= %arg% - %send% %actor% You follow a hidden path. - %echoaround% %actor% %actor.name% follows the hidden path. - %teleport% %actor% 23923 - %force% %actor% look - %echoaround% %actor% %actor.name% comes from the hidden path. -end -~ -#23903 -Portal to Follow a Hidden Path - 23923~ -2 c 100 -fol~ -if %cmd.mudcommand% == follow && path /= %arg% - %send% %actor% You follow a hidden path. - %echoaround% %actor% %actor.name% follows the hidden path. - %teleport% %actor% 23922 - %force% %actor% look - %echoaround% %actor% %actor.name% comes from the hidden path. -end -~ -#23904 -Climb a Pondersoa Pine - 23925~ -2 c 100 -cli~ -if climb /= %cmd% && tree /= %arg% - %send% %actor% You climb up the ponderosa pine. - %echoaround% %actor% %actor.name% climbs up the trunk of the tree. - %teleport% %actor% 23927 - %force% %actor% look - %echoaround% %actor% %actor.name% climbs up the tree trunk. -end -~ -#23905 -Battle Story Greeting - 23917~ -0 g 100 -~ -if %actor.is_pc% - say Greetings Adventurer, I have a tale to tell, if you care to listen -end -~ -#23906 -Listen to a Battle Tale - 23917~ -0 c 100 -listen~ -%force% %actor% look newhaven -~ -#23907 -Fighting Guard Disuasion - 23923~ -0 l 50 -0~ -context %self.id% -if %already_fighting% - wait 10 sec - unset already_fighting -else - say I fight for my honor and my Priestess. - wait 10 sec - say You fight in vain, I fight for Lolth. - wait 10 sec - say The drow god Lolth will assist me in battle. - set already_fighting 1 - global already_fighting -end -~ -#23908 -Death of Drow Priestess - 23924~ -0 f 100 -~ -%echo% %self.name% screams, 'Lolth will have you yet %actor.name%.' -~ -#23909 -Hermit's Area Hints - 23929~ -0 g 100 -~ -%force% %actor% look hints -~ -$~ +#23900 +Dwarven Snow Runes - 23918~ +2 d 0 +Friend of NewHaven~ +%send% %actor% You enter the runed door. +%echoaround% %actor% The Runed Door teleports %actor.name%. +%teleport% %actor% 23919 +%force% %actor% look +%echoaround% %actor% %actor.name% is transported from the Runed Door. +~ +#23901 +Dwarven Entrance Runes - 23919~ +2 d 0 +Farewell King~ +%send% %actor% You enter the runed door. +%echoaround% %actor% The Runed Door teleports %actor.name%. +%teleport% %actor% 23918 +%force% %actor% look +%echoaround% %actor% %actor.name% is transported from the Runed Door. +~ +#23902 +Follow a Hidden Path - 23922~ +2 c 100 +fol~ +if %cmd.mudcommand% == follow && path /= %arg% + %send% %actor% You follow a hidden path. + %echoaround% %actor% %actor.name% follows the hidden path. + %teleport% %actor% 23923 + %force% %actor% look + %echoaround% %actor% %actor.name% comes from the hidden path. +end +~ +#23903 +Portal to Follow a Hidden Path - 23923~ +2 c 100 +fol~ +if %cmd.mudcommand% == follow && path /= %arg% + %send% %actor% You follow a hidden path. + %echoaround% %actor% %actor.name% follows the hidden path. + %teleport% %actor% 23922 + %force% %actor% look + %echoaround% %actor% %actor.name% comes from the hidden path. +end +~ +#23904 +Climb a Pondersoa Pine - 23925~ +2 c 100 +cli~ +if climb /= %cmd% && tree /= %arg% + %send% %actor% You climb up the ponderosa pine. + %echoaround% %actor% %actor.name% climbs up the trunk of the tree. + %teleport% %actor% 23927 + %force% %actor% look + %echoaround% %actor% %actor.name% climbs up the tree trunk. +end +~ +#23905 +Battle Story Greeting - 23917~ +0 g 100 +~ +if %actor.is_pc% + say Greetings Adventurer, I have a tale to tell, if you care to listen +end +~ +#23906 +Listen to a Battle Tale - 23917~ +0 c 100 +listen~ +%force% %actor% look newhaven +~ +#23907 +Fighting Guard Disuasion - 23923~ +0 l 50 +0~ +context %self.id% +if %already_fighting% + wait 10 sec + unset already_fighting +else + say I fight for my honor and my Priestess. + wait 10 sec + say You fight in vain, I fight for Lolth. + wait 10 sec + say The drow god Lolth will assist me in battle. + set already_fighting 1 + global already_fighting +end +~ +#23908 +Death of Drow Priestess - 23924~ +0 f 100 +~ +%echo% %self.name% screams, 'Lolth will have you yet %actor.name%.' +~ +#23909 +Hermit's Area Hints - 23929~ +0 g 100 +~ +%force% %actor% look hints +~ +$~ diff --git a/lib/world/trg/240.trg b/lib/world/trg/240.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/240.trg +++ b/lib/world/trg/240.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/241.trg b/lib/world/trg/241.trg index faaef7c..af504e6 100644 --- a/lib/world/trg/241.trg +++ b/lib/world/trg/241.trg @@ -248,7 +248,7 @@ get~ if get /= %cmd.mudcommand% && spacesuit /= %arg% && %arg% %send% %actor% You carefully lift down one of the spacesuits. %echoaround% %actor% %actor.name% carefully lifts down one of the spacesuits. - %purge% %actor.inventory(24126)% + %purge% %actor.inventory(24126)% %load% o 24126 %actor% inv else return 0 @@ -292,7 +292,7 @@ set food[4] 9 set food[5] 10 set food[6] 14 set food[7] 109 -set food[8] 110 +set food[8] 110 set food[9] 111 set food[10] 112 set food[11] 114 @@ -312,7 +312,7 @@ set food[24] 502 set food[25] 521 set food[26] 537 set food[27] 383 -set food[28] 622 +set food[28] 622 set food[29] 635 set food[30] 637 set food[31] 638 @@ -545,8 +545,8 @@ set food[257] 32527 set food[258] 32528 set grub %%food[%max%]%% eval grub %grub% -if %speech% == tea, earl grey, hot - %echo% A light flashes inside the replicator and a cup of hot earl grey tea appears. +if %speech% == tea, earl gray, hot + %echo% A light flashes inside the replicator and a cup of hot earl gray tea appears. %load% o 24129 %actor% inv elseif %speech% == tea %echo% A light flashes inside the replicator and a cup of hot tea appears. @@ -571,7 +571,7 @@ end ~ eval location %self.room% if %location.vnum% == 24128 - say tea, earl grey, hot + say tea, earl gray, hot wait 180 s end ~ @@ -585,7 +585,7 @@ if %self.vnum% == 24106 && %location.vnum% == 24133 elseif %self.vnum% == 24101 && %location.vnum% == 24132 say deck 1 elseif %self.vnum% == 24106 && %location.vnum% == 24128 - say tea, earl grey, hot + say tea, earl gray, hot wait 180 s else eval number %random.20% @@ -747,7 +747,7 @@ elseif %speech% == data09 elseif %speech% == laforge11 * %echo% A pleasant English garden comes into focus. * %teleport% all 35923 - %echo% A female voice announces, 'That program is temporarily unavailable' + %echo% A female voice announces, 'That program is temporarily unavailable' elseif %speech% == programs %echo% A female voice announces, 'The following programs exist:' %echo% A female voice announces, 'Worf01' @@ -948,7 +948,7 @@ switch %office% %echo% There is a squeaking sound emanating from a hole in the wall. break case 10 - %echo% A small grey mouse scrambles out of her hole. + %echo% A small gray mouse scrambles out of her hole. %load% m 24117 break default @@ -956,11 +956,11 @@ switch %office% done ~ #24130 -(24117) Small Grey Mouse Runs Away~ +(24117) Small Gray Mouse Runs Away~ 0 n 100 ~ wait 60 s -%echo% A small grey mouse darts back into her hole. +%echo% A small gray mouse darts back into her hole. %purge% self ~ #24131 @@ -1214,8 +1214,8 @@ switch %food% default break done -if %speech% == tea, earl grey, hot - %echo% A light flashes inside the replicator and a cup of hot earl grey tea appears. +if %speech% == tea, earl gray, hot + %echo% A light flashes inside the replicator and a cup of hot earl gray tea appears. %load% o 24129 %actor% inv elseif %speech% == tea %echo% A light flashes inside the replicator and a cup of hot tea appears. diff --git a/lib/world/trg/242.trg b/lib/world/trg/242.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/242.trg +++ b/lib/world/trg/242.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/243.trg b/lib/world/trg/243.trg index ac15671..1b23b47 100644 --- a/lib/world/trg/243.trg +++ b/lib/world/trg/243.trg @@ -1,12 +1,12 @@ -#24300 -Near Death Trap Fall - 24391~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 5 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% The Gods pity your puny existence and allow you to live. -~ -$~ +#24300 +Near Death Trap Fall - 24391~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 5 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 5 sec +%send% %actor% The Gods pity your puny existence and allow you to live. +~ +$~ diff --git a/lib/world/trg/244.trg b/lib/world/trg/244.trg index 2bb56a8..45e2d5f 100644 --- a/lib/world/trg/244.trg +++ b/lib/world/trg/244.trg @@ -1,12 +1,12 @@ -#24400 -Near Death Trap - 24411, 13, 41, 48, 51-54~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 3 sec -%send% %actor% The Gods allow your puny existence to continue. -~ -$~ +#24400 +Near Death Trap - 24411, 13, 41, 48, 51-54~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 3 sec +%send% %actor% The Gods allow your puny existence to continue. +~ +$~ diff --git a/lib/world/trg/245.trg b/lib/world/trg/245.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/245.trg +++ b/lib/world/trg/245.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/246.trg b/lib/world/trg/246.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/246.trg +++ b/lib/world/trg/246.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/247.trg b/lib/world/trg/247.trg index fd341f0..ae5e25e 100644 --- a/lib/world/trg/247.trg +++ b/lib/world/trg/247.trg @@ -1,50 +1,50 @@ -#24700 -Demilich - 24712~ -0 k 5 -~ -if %actor.is_pc% - if %actor.level% > %self.level% - %send% %actor% %self.name% tried to capture your soul. - %echoaround% %actor% %self.name% gives %actor.name% an icy cold stare. - else - %send% %actor% %self.name% sucks you into one of his gems. - %echoaround% %actor% %actor.name% disappears into one of %self.name%'s eyes. - %send% %actor% Your soul is trapped within the demilich. - %send% %actor% Slowly you feel your life-force drain away... - %teleport% %actor% 0 - * once we can modify hit/mana/move this should be set to 1/0/0 - end -end -~ -#24701 -Ghoul Bite - 24705~ -0 k 5 -~ -if %actor.is_pc% - %send% %actor% %self.name% bites you. - %echoaround% %actor% %self.name% bites %actor.name%. - dg_cast 'poison' %actor% -end -~ -#24702 -Priest Align - 24703~ -0 b 100 -~ -set actor %random.char% -if %actor.is_pc% - if %actor.fighting% - say You are commiting blasphemy! - if %actor.align% > 300 - say You, %actor.name%, follow the True Path and are blessed. - dg_cast 'bless' %actor% - elseif %actor.align% > -300 - say it is not too late for you to mend your ways. - else - emote grins and says, 'You, %actor.name%, are truly wretched.' - say Blasphemy! %actor.name%, your presence will stain this temple no more! - kill %actor.name% - end - end -end -~ -$~ +#24700 +Demilich - 24712~ +0 k 5 +~ +if %actor.is_pc% + if %actor.level% > %self.level% + %send% %actor% %self.name% tried to capture your soul. + %echoaround% %actor% %self.name% gives %actor.name% an icy cold stare. + else + %send% %actor% %self.name% sucks you into one of his gems. + %echoaround% %actor% %actor.name% disappears into one of %self.name%'s eyes. + %send% %actor% Your soul is trapped within the demilich. + %send% %actor% Slowly you feel your life-force drain away... + %teleport% %actor% 0 + * once we can modify hit/mana/move this should be set to 1/0/0 + end +end +~ +#24701 +Ghoul Bite - 24705~ +0 k 5 +~ +if %actor.is_pc% + %send% %actor% %self.name% bites you. + %echoaround% %actor% %self.name% bites %actor.name%. + dg_cast 'poison' %actor% +end +~ +#24702 +Priest Align - 24703~ +0 b 100 +~ +set actor %random.char% +if %actor.is_pc% + if %actor.fighting% + say You are commiting blasphemy! + if %actor.align% > 300 + say You, %actor.name%, follow the True Path and are blessed. + dg_cast 'bless' %actor% + elseif %actor.align% > -300 + say it is not too late for you to mend your ways. + else + emote grins and says, 'You, %actor.name%, are truly wretched.' + say Blasphemy! %actor.name%, your presence will stain this temple no more! + kill %actor.name% + end + end +end +~ +$~ diff --git a/lib/world/trg/248.trg b/lib/world/trg/248.trg index 0d98d2c..12c5111 100644 --- a/lib/world/trg/248.trg +++ b/lib/world/trg/248.trg @@ -1,12 +1,12 @@ -#24800 -Near Death Trap Fall - 24825~ -0 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 3 sec -%send% %actor% The Gods allow your puny existence to continue. -~ -$~ +#24800 +Near Death Trap Fall - 24825~ +0 g 100 +~ +* Near Death Trap stuns actor +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 3 sec +%send% %actor% The Gods allow your puny existence to continue. +~ +$~ diff --git a/lib/world/trg/249.trg b/lib/world/trg/249.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/249.trg +++ b/lib/world/trg/249.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/25.trg b/lib/world/trg/25.trg index e4ca3e8..fb43567 100644 --- a/lib/world/trg/25.trg +++ b/lib/world/trg/25.trg @@ -98,7 +98,7 @@ set actor %random.char% * only continue if an actor is defined. if %actor% * if they have lost more than half their hitpoints heal em - if %actor.hitp% < %actor.maxhitp% / 2 + if %actor.hitp% < %actor.maxhitp% / 2 wait 1 sec say You are injured, let me help. wait 2 sec diff --git a/lib/world/trg/250.trg b/lib/world/trg/250.trg index 6de861a..ffea54e 100644 --- a/lib/world/trg/250.trg +++ b/lib/world/trg/250.trg @@ -1,12 +1,12 @@ -#25000 -Near Death Trap Acid - 25042~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 3 sec -%send% %actor% The Gods allow your puny existence to continue. -~ -$~ +#25000 +Near Death Trap Acid - 25042~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 3 sec +%send% %actor% The Gods allow your puny existence to continue. +~ +$~ diff --git a/lib/world/trg/251.trg b/lib/world/trg/251.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/251.trg +++ b/lib/world/trg/251.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/252.trg b/lib/world/trg/252.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/252.trg +++ b/lib/world/trg/252.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/253.trg b/lib/world/trg/253.trg index 8c07369..2a8fe5d 100644 --- a/lib/world/trg/253.trg +++ b/lib/world/trg/253.trg @@ -1,129 +1,129 @@ -#25300 -Entry Guard Heel Click~ -0 g 75 -~ -wait 1 s -emote clicks his heels together sharply and stands up just a little more straight. -wait 2 s -say Password and name, please. -~ -#25301 -Swordfish~ -0 d 100 -Swordfish~ -wait 1 s -say You got to be kidding me. Swordfish!? That was a STUPID movie. -wait 1 s -say There is *no way* that could be this week's password. -wait 1 s -say Bob, is that this week's password? -~ -#25302 -I hate Elves~ -0 d 0 -I hate elves~ -wait 1 s -say Well now. I know diggity-darn well that ain't the password since it -say ain't a word at all but actually... -wait 2 s -wait 1 s -emote pauses a second to count. -wait 2 s -wait 1 s -say ... its actually six gilly-durn words! -wait 1 s -say But then, since you hate them durned elves much as me and Bob here, you -say pass right on through. Have a good day now, %actor.name%. -~ -#25303 -Duh~ -0 d 0 -this week~ -wait 1 s -say Fish? We're having fish? -wait 2 s -wait 1 s -mecho Bob looks around hungrily. -~ -#25304 -Duh II~ -0 d 0 -good day now~ -wait 10 s -mecho Bob twitches just slightly, like he just woke up or something. -wait 2 s -say Elves? Where's them elves? Lemme at 'em, lemme at 'em! -~ -#25305 -Slap moron~ -0 d 0 -lemme at~ -wait 2 s -emote slaps Bob on the forehead. -wait 1 s -say Shuddup, you moron. -~ -#25306 -You an elf?~ -0 g 50 -~ -wait 2 s -emote squints at you for just a moment. -wait 1 s -say You an elf? -~ -#25307 -Yep, I'm an elf~ -0 d 100 -Yes~ -wait 1 s -say Well, no offense or nothin', but I'm an elf-hater and because of that -say I'm gonna have to kill ya. Sorry. -wait 2 s -kill %actor.name% -~ -#25308 -Nope, no elves here~ -0 d 100 -No~ -wait 1 s -say Schwew! Are here I thought I was gonna have to kill ya! -wait 2 s -say You may proceed within. -wait 1 s -emote taps his heels together once and salutes. -~ -#25309 -Um, you sposed to be here?~ -0 g 10 -~ -if %actor.is_pc% - wait 1 s - say Um, hm. Uh. You sposed ta' be here? - wait 2 s - say Cause I don't think I know ya, and I'm a-sposed ta' kill anyone I don't know. - wait 2 s - emote looks decidely uncomfortable. -end -~ -#25310 -Sorry, gotta kill ya~ -0 g 10 -~ -if %actor.is_pc% - wait 2 s - say Now, I know I never seen you before. - wait 2 s - say And there was somethin' about people I ain't seen before. - wait 2 s - emote puts his hand to his chin and think real hard. - wait 5 s - emote snaps his fingers! - wait 1 s - say That's it! I'm sposed to kill ya! - wait 2 s - emote shrugs. - kill %actor.name% -end -~ -$~ +#25300 +Entry Guard Heel Click~ +0 g 75 +~ +wait 1 s +emote clicks his heels together sharply and stands up just a little more straight. +wait 2 s +say Password and name, please. +~ +#25301 +Swordfish~ +0 d 100 +Swordfish~ +wait 1 s +say You got to be kidding me. Swordfish!? That was a STUPID movie. +wait 1 s +say There is *no way* that could be this week's password. +wait 1 s +say Bob, is that this week's password? +~ +#25302 +I hate Elves~ +0 d 0 +I hate elves~ +wait 1 s +say Well now. I know diggity-darn well that ain't the password since it +say ain't a word at all but actually... +wait 2 s +wait 1 s +emote pauses a second to count. +wait 2 s +wait 1 s +say ... its actually six gilly-durn words! +wait 1 s +say But then, since you hate them durned elves much as me and Bob here, you +say pass right on through. Have a good day now, %actor.name%. +~ +#25303 +Duh~ +0 d 0 +this week~ +wait 1 s +say Fish? We're having fish? +wait 2 s +wait 1 s +mecho Bob looks around hungrily. +~ +#25304 +Duh II~ +0 d 0 +good day now~ +wait 10 s +mecho Bob twitches just slightly, like he just woke up or something. +wait 2 s +say Elves? Where's them elves? Lemme at 'em, lemme at 'em! +~ +#25305 +Slap moron~ +0 d 0 +lemme at~ +wait 2 s +emote slaps Bob on the forehead. +wait 1 s +say Shuddup, you moron. +~ +#25306 +You an elf?~ +0 g 50 +~ +wait 2 s +emote squints at you for just a moment. +wait 1 s +say You an elf? +~ +#25307 +Yep, I'm an elf~ +0 d 100 +Yes~ +wait 1 s +say Well, no offense or nothin', but I'm an elf-hater and because of that +say I'm gonna have to kill ya. Sorry. +wait 2 s +kill %actor.name% +~ +#25308 +Nope, no elves here~ +0 d 100 +No~ +wait 1 s +say Schwew! Are here I thought I was gonna have to kill ya! +wait 2 s +say You may proceed within. +wait 1 s +emote taps his heels together once and salutes. +~ +#25309 +Um, you sposed to be here?~ +0 g 10 +~ +if %actor.is_pc% + wait 1 s + say Um, hm. Uh. You sposed ta' be here? + wait 2 s + say Cause I don't think I know ya, and I'm a-sposed ta' kill anyone I don't know. + wait 2 s + emote looks decidely uncomfortable. +end +~ +#25310 +Sorry, gotta kill ya~ +0 g 10 +~ +if %actor.is_pc% + wait 2 s + say Now, I know I never seen you before. + wait 2 s + say And there was somethin' about people I ain't seen before. + wait 2 s + emote puts his hand to his chin and think real hard. + wait 5 s + emote snaps his fingers! + wait 1 s + say That's it! I'm sposed to kill ya! + wait 2 s + emote shrugs. + kill %actor.name% +end +~ +$~ diff --git a/lib/world/trg/254.trg b/lib/world/trg/254.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/254.trg +++ b/lib/world/trg/254.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/255.trg b/lib/world/trg/255.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/255.trg +++ b/lib/world/trg/255.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/256.trg b/lib/world/trg/256.trg index bca1de8..d7b81a7 100644 --- a/lib/world/trg/256.trg +++ b/lib/world/trg/256.trg @@ -1,108 +1,108 @@ -#25600 -Firetender msg~ -0 b 5 -~ -emote pokes at the coals in the fire with an iron rod. -~ -#25601 -Firetender msg II~ -0 b 5 -~ -emote grabs a few pieces of wood from a pile in the corner of the room and adds it to the fire. -~ -#25602 -Firetender Greet Female~ -0 g 100 -~ -if (%actor.sex% == MALE) - wait 1 s - say Oh my! But you cannot be in here! Ladies only, m'lord! -else - wait 1 s - say A Bath, m'lady? -end -~ -#25603 -Firetender Greet Male~ -0 g 100 -~ -if (%actor.sex% == FEMALE) - wait 1 s - emote stares at you with round eyes, aghast. - wait 1 s - say M'lady! Thou canst not enter this chamber for fear of spoiling thy virtue! - wait 1 s - say I beg thee, m'lady - please avert thine eyes and leave! -else if (%actor.sex% == MALE) - wait 1 s - say A bath for m'lord? -end -~ -#25604 -Maid Greet~ -0 g 15 -~ -wait 1 s -emote lowers her eyes and offers a quick curtsy as she busies herself with her work. -~ -#25605 -Servant Secret~ -0 g 10 -~ -if %actor.is_pc% - wait 1 s - emote looks both ways before turning to you quickly. - wait 1 s - say Shh... the Lord does not tolerate dawdling service. At least not since the Lady Penelope was taken for ransom by Mordecai. -end -~ -#25606 -Lord's Guest Goose~ -0 b 5 -~ -mecho You feel a sudden pain, a sharp pinch on your butt-cheek. -wait 1 s -mecho You look around the room, but the only other person you see is the Lord's guest -mecho and he's facing the away from you, studying a portrait on the wall. -wait 1 s -mecho What in the heck could that have been? -~ -#25607 -Lord's Guest Leave Room~ -0 q 7 -~ -if (%actor.sex% == MALE) -emote gives you a sly wink as he leaves the room. -end -~ -#25608 -Kitchen Hustle-Bustle I~ -0 b 5 -~ -mecho A servant hurries in, grabs up a platter of vegetables and hurries back out. -~ -#25609 -Kitchen Hustle-Bustle II~ -0 b 5 -~ -mecho The cook grabs a pan from a ceiling hook and begins filling it with water. -~ -#25610 -Kitchen Hustle-Bustle III~ -0 b 5 -~ -mecho A servant shuffles in quickly, grabs a small hunk of cheese for himself, then leaves just as quickly as he came. -~ -#25611 -Kitchen Hustle-Bustle IV~ -0 b 5 -~ -mecho One of the cooks throws a chunk of wood on the fire. -~ -#25612 -Kitchen Hustle-Bustle V~ -0 b 5 -~ -emote whistles a merry tune while slicing a carrot. -~ -$~ +#25600 +Firetender msg~ +0 b 5 +~ +emote pokes at the coals in the fire with an iron rod. +~ +#25601 +Firetender msg II~ +0 b 5 +~ +emote grabs a few pieces of wood from a pile in the corner of the room and adds it to the fire. +~ +#25602 +Firetender Greet Female~ +0 g 100 +~ +if (%actor.sex% == MALE) + wait 1 s + say Oh my! But you cannot be in here! Ladies only, m'lord! +else + wait 1 s + say A Bath, m'lady? +end +~ +#25603 +Firetender Greet Male~ +0 g 100 +~ +if (%actor.sex% == FEMALE) + wait 1 s + emote stares at you with round eyes, aghast. + wait 1 s + say M'lady! Thou canst not enter this chamber for fear of spoiling thy virtue! + wait 1 s + say I beg thee, m'lady - please avert thine eyes and leave! +else if (%actor.sex% == MALE) + wait 1 s + say A bath for m'lord? +end +~ +#25604 +Maid Greet~ +0 g 15 +~ +wait 1 s +emote lowers her eyes and offers a quick curtsy as she busies herself with her work. +~ +#25605 +Servant Secret~ +0 g 10 +~ +if %actor.is_pc% + wait 1 s + emote looks both ways before turning to you quickly. + wait 1 s + say Shh... the Lord does not tolerate dawdling service. At least not since the Lady Penelope was taken for ransom by Mordecai. +end +~ +#25606 +Lord's Guest Goose~ +0 b 5 +~ +mecho You feel a sudden pain, a sharp pinch on your butt-cheek. +wait 1 s +mecho You look around the room, but the only other person you see is the Lord's guest +mecho and he's facing the away from you, studying a portrait on the wall. +wait 1 s +mecho What in the heck could that have been? +~ +#25607 +Lord's Guest Leave Room~ +0 q 7 +~ +if (%actor.sex% == MALE) +emote gives you a sly wink as he leaves the room. +end +~ +#25608 +Kitchen Hustle-Bustle I~ +0 b 5 +~ +mecho A servant hurries in, grabs up a platter of vegetables and hurries back out. +~ +#25609 +Kitchen Hustle-Bustle II~ +0 b 5 +~ +mecho The cook grabs a pan from a ceiling hook and begins filling it with water. +~ +#25610 +Kitchen Hustle-Bustle III~ +0 b 5 +~ +mecho A servant shuffles in quickly, grabs a small hunk of cheese for himself, then leaves just as quickly as he came. +~ +#25611 +Kitchen Hustle-Bustle IV~ +0 b 5 +~ +mecho One of the cooks throws a chunk of wood on the fire. +~ +#25612 +Kitchen Hustle-Bustle V~ +0 b 5 +~ +emote whistles a merry tune while slicing a carrot. +~ +$~ diff --git a/lib/world/trg/257.trg b/lib/world/trg/257.trg index 540cf2e..9c94e43 100644 --- a/lib/world/trg/257.trg +++ b/lib/world/trg/257.trg @@ -1,94 +1,94 @@ -#25700 -Cleric Guildguard - 25774~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != Cleric - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#25701 -Mage Guildguard - 25773~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == north - * Stop them if they are not the appropriate class. - if %actor.class% != Magic User - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#25702 -Ranger Guildguard - 25776~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != Ranger - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#25703 -Warrior Guildguard - 25775~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != warrior - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#25704 -Thief Guildguard - 25777~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == east - * Stop them if they are not the appropriate class. - if %actor.class% != thief - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#25705 -Blood Bank - 25704~ -2 c 100 -g~ -* By Rumble -* Make sure the command is give, check for any abbrev of blood -if %cmd.mudcommand% == give && blood /= %arg% - * let the player stun themselves, they will recover. - if %actor.hitp% < 18 - %send% %actor% You try to give blood. But, the nurse refuses since you are white as a ghost and can barely stand. - %echoaround% %actor% %actor.name% tries to give blood. But, the nurse laughs in %actor.hisher% face since he is whiate as a ghost and can barely stand. - else - %send% %actor% The nurse jabs a thick needle into your arm and quickly draws a small amount of blood. She gives you a small pile of coins. - %echoaround% %actor% The nurse jabs %actor.name% in the arm and quickly draws a small amount of blood. She then gives %actor.name% a small pile of coins. - nop %actor.gold(20)% - %damage% %actor% 20 - end -else - * If it doesn't match let the command continue. - %send% %actor% Give what to who? - return 0 -end -~ -$~ +#25700 +Cleric Guildguard - 25774~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == west + * Stop them if they are not the appropriate class. + if %actor.class% != Cleric + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#25701 +Mage Guildguard - 25773~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == north + * Stop them if they are not the appropriate class. + if %actor.class% != Magic User + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#25702 +Ranger Guildguard - 25776~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == south + * Stop them if they are not the appropriate class. + if %actor.class% != Ranger + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#25703 +Warrior Guildguard - 25775~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == west + * Stop them if they are not the appropriate class. + if %actor.class% != warrior + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#25704 +Thief Guildguard - 25777~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == east + * Stop them if they are not the appropriate class. + if %actor.class% != thief + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#25705 +Blood Bank - 25704~ +2 c 100 +g~ +* By Rumble +* Make sure the command is give, check for any abbrev of blood +if %cmd.mudcommand% == give && blood /= %arg% + * let the player stun themselves, they will recover. + if %actor.hitp% < 18 + %send% %actor% You try to give blood. But, the nurse refuses since you are white as a ghost and can barely stand. + %echoaround% %actor% %actor.name% tries to give blood. But, the nurse laughs in %actor.hisher% face since he is whiate as a ghost and can barely stand. + else + %send% %actor% The nurse jabs a thick needle into your arm and quickly draws a small amount of blood. She gives you a small pile of coins. + %echoaround% %actor% The nurse jabs %actor.name% in the arm and quickly draws a small amount of blood. She then gives %actor.name% a small pile of coins. + nop %actor.gold(20)% + %damage% %actor% 20 + end +else + * If it doesn't match let the command continue. + %send% %actor% Give what to who? + return 0 +end +~ +$~ diff --git a/lib/world/trg/258.trg b/lib/world/trg/258.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/258.trg +++ b/lib/world/trg/258.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/259.trg b/lib/world/trg/259.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/259.trg +++ b/lib/world/trg/259.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/26.trg b/lib/world/trg/26.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/26.trg +++ b/lib/world/trg/26.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/260.trg b/lib/world/trg/260.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/260.trg +++ b/lib/world/trg/260.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/261.trg b/lib/world/trg/261.trg index 180a90c..1863f4a 100644 --- a/lib/world/trg/261.trg +++ b/lib/world/trg/261.trg @@ -8,7 +8,7 @@ wait 1 sec %echoaround% %actor% %actor.name% jumps into the pool of water and disappears. %teleport% %actor% 26122 wait 1 sec -nop %actor.pos(resting)% +nop %actor.pos(resting)% %echoaround% %actor% %actor.name% falls from above screaming %actor.hisher% lungs out. %actor.heshe% hits lands in the center of the bed with a soft thump! %send% %actor% You fall into the middle of a soft bed. %force% %actor% look diff --git a/lib/world/trg/262.trg b/lib/world/trg/262.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/262.trg +++ b/lib/world/trg/262.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/263.trg b/lib/world/trg/263.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/263.trg +++ b/lib/world/trg/263.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/265.trg b/lib/world/trg/265.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/265.trg +++ b/lib/world/trg/265.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/266.trg b/lib/world/trg/266.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/266.trg +++ b/lib/world/trg/266.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/267.trg b/lib/world/trg/267.trg index d597c31..cd3338e 100644 --- a/lib/world/trg/267.trg +++ b/lib/world/trg/267.trg @@ -90,7 +90,7 @@ Near Death Trap - 26744~ ~ * Near Death Trap stuns actor wait 3 sec -set stunned %actor.hitp% +set stunned %actor.hitp% %damage% %actor% %stunned% wait 3 sec %send% %actor% The Gods allow your puny existence to continue. diff --git a/lib/world/trg/268.trg b/lib/world/trg/268.trg index a8852ab..11b6a79 100644 --- a/lib/world/trg/268.trg +++ b/lib/world/trg/268.trg @@ -1,10 +1,10 @@ -#26800 -Near Death Trap Iron Maiden - 26801~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ +#26800 +Near Death Trap Iron Maiden - 26801~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +~ +$~ diff --git a/lib/world/trg/269.trg b/lib/world/trg/269.trg index c6062af..30adca2 100644 --- a/lib/world/trg/269.trg +++ b/lib/world/trg/269.trg @@ -1,9 +1,9 @@ -#26900 -Lemming Follow - 26904~ -0 g 50 -~ -if %actor.is_pc% - mfollow %actor.name% -end -~ -$~ +#26900 +Lemming Follow - 26904~ +0 g 50 +~ +if %actor.is_pc% + mfollow %actor.name% +end +~ +$~ diff --git a/lib/world/trg/27.trg b/lib/world/trg/27.trg index 72f077e..c951d88 100644 --- a/lib/world/trg/27.trg +++ b/lib/world/trg/27.trg @@ -6,13 +6,13 @@ eval rwrist %actor.eq(rwrist)% eval lwrist %actor.eq(lwrist)% if (%rwrist.vnum% == 2708) %send% %actor% A magical force seems to ebb, allowing you to pass. - + elseif (%lwrist.vnum% == 2708) %send% %actor% A magical force seems to ebb, allowing you to pass. - + elseif (%actor.varexists(Zn27_shacklepass)%) %send% %actor% A magical force seems to ebb, allowing you to pass. - + else %send% %actor% A powerful force seems to repel you, preventing you from entering. %force% %actor% sit @@ -53,7 +53,7 @@ else wait 3 s %send% %actor% The guard whispers to you 'She is most cruel, and if you can rid us of her we would be eternally grateful.' wait 2 s - %send% %actor% The guard whispers to you 'I will let you pass, though it may cost my life.' + %send% %actor% The guard whispers to you 'I will let you pass, though it may cost my life.' wait 2 s %send% %actor% The guard whispers to you 'Please do not let us down!' set Zn27_greeted 1 @@ -69,7 +69,7 @@ end (2704) Mob hums randomly~ 0 b 25 ~ -%echo% CA tiny wish n hums quietly as it gives off a fresh breeze of air. +%echo% @CA tiny wish@n hums quietly as it gives off a fresh breeze of air. ~ #2704 (2700) Mobs load and wear shackle~ @@ -133,7 +133,7 @@ end wait 1 s emote creaks as it turns to look at you. wait 2 s -emote uses Ca suspended orb of glowing water n, filling the room with a wave of light. +emote uses @Ca suspended orb of glowing water@n, filling the room with a wave of light. wait 2 s say Ah, it does not touch you... and here I thought you were the Sorceress in disguise. wait 1 s @@ -245,7 +245,7 @@ wait 1 s wait 1 s clap wait 1 s -%send% %actor% A blind child feels for your arm and grips it. +%send% %actor% A blind child feels for your arm and grips it. fol %actor.name% wait 1 s %send% %actor% A blind child tells you 'Please pat me when you want me to stop following.' @@ -274,11 +274,11 @@ wait 2 s say I think if he were here he would want you to have it though. wait 2 s say I hid it in that cupboard where you found me... in the floorboards. - + set Zn27_childquest 1 remote Zn27_childquest %actor.id% - - + + else wait 1 s follow %self% @@ -324,7 +324,7 @@ wait 2 s rdelete Zn27_shacklereject %actor.id% else return 0 -end +end ~ #2717 (2707) Room resets shacklepass~ @@ -365,7 +365,7 @@ end (2729) Wall of fire prevents fleeing/leaving~ 2 q 100 ~ -%send% %actor% RThe wall of fire burns you as you attempt unsuccessfully to pass through it. n +%send% %actor% @RThe wall of fire burns you as you attempt unsuccessfully to pass through it.@n %damage% %actor% 10 return 0 ~ @@ -375,11 +375,11 @@ return 0 ~ eval here %self.room% attach 2719 %here.id% -%echo% RThe sorceress raises her arms, creating a massive wall of flame around you. n +%echo% @RThe sorceress raises her arms, creating a massive wall of flame around you.@n wait 5 s use staff wait 8 s -%echo% RThe flames around you flicker and die, leaving a circle of ash. n +%echo% @RThe flames around you flicker and die, leaving a circle of ash.@n detach all %here.id% wait 3 s ~ @@ -479,7 +479,7 @@ end (2714) child quest on death~ 0 f 100 ~ -%echo% BA partially-petrified memlin gasps with his dying breath: My daughter... find her... in the Sandy... Tunn... n +%echo% @BA partially-petrified memlin gasps with his dying breath: My daughter... find her... in the Sandy... Tunn...@n ~ #2725 test for Tink~ @@ -530,19 +530,19 @@ if %self.carried_by% eval actor %self.carried_by% if %actor.fighting% eval victim %actor.fighting% - %echoaround% %actor% R%actor.name%'s doll suddenly opens its eyes and causes %victim.name% to shudder in pain. n - %send% %actor% RYour doll suddenly opens its eyes and causes %victim.name% to shudder in pain. n + %echoaround% %actor% @R%actor.name%'s doll suddenly opens its eyes and causes %victim.name% to shudder in pain.@n + %send% %actor% @RYour doll suddenly opens its eyes and causes %victim.name% to shudder in pain.@n %damage% %victim% 100 if (%actor.varexists(zn27_twice)%) rdelete Zn27_twice %actor.id% wait 3 s -%send% %actor% RYour doll turns its head to look at you. n +%send% %actor% @RYour doll turns its head to look at you.@n wait 1 s -%send% %actor% RYour doll says 'Thrice I have repaid my debt.' n +%send% %actor% @RYour doll says 'Thrice I have repaid my debt.'@n wait 1 s -%send% %actor% RYour doll says 'And still I await my freedom.' n +%send% %actor% @RYour doll says 'And still I await my freedom.'@n wait 1 s -%send% %actor% RThe doll suddenly transforms into a little girl and runs away.' n +%send% %actor% @RThe doll suddenly transforms into a little girl and runs away.'@n rdelete Zn27_offereddoll %actor.id% %purge% %self% elseif (%actor.varexists(zn27_once)%) @@ -583,40 +583,40 @@ end 0 f 100 ~ %load% obj 2724 -%echo% yAs the wrm collapses in death, one of its spines breaks off. n +%echo% @yAs the wrm collapses in death, one of its spines breaks off.@n ~ #2732 -(2726) shard changes colour~ +(2726) shard changes color~ 1 g 100 ~ wait 1 s if (%actor.class% == Cleric) -%echoaround% %actor% BThe shard suddenly glows blue in %actor.name%'s hand. n -%send% %actor% BThe shard suddenly glows blue in your hand, causing you to drop it. n +%echoaround% %actor% @BThe shard suddenly glows blue in %actor.name%'s hand.@n +%send% %actor% @BThe shard suddenly glows blue in your hand, causing you to drop it.@n wait 2 s %load% obj 2727 -%echo% BThe shard whispers: Healer... heal thyself. n +%echo% @BThe shard whispers: Healer... heal thyself.@n %purge% %self% elseif (%actor.class% == Magic User) -%echoaround% %actor% MThe shard suddenly glows purple in %actor.name%'s hand. n -%send% %actor% MThe shard suddenly glows purple in your hand, causing you to drop it. n +%echoaround% %actor% @MThe shard suddenly glows purple in %actor.name%'s hand.@n +%send% %actor% @MThe shard suddenly glows purple in your hand, causing you to drop it.@n wait 2 s %load% obj 2730 -%echo% MThe shard whispers: Seeker... seek thyself. n +%echo% @MThe shard whispers: Seeker... seek thyself.@n %purge% %self% elseif (%actor.class% == Thief) -%echoaround% %actor% GThe shard suddenly glows green in %actor.name%'s hand. n -%send% %actor% GThe shard suddenly glows green in your hand, causing you to drop it. n +%echoaround% %actor% @GThe shard suddenly glows green in %actor.name%'s hand.@n +%send% %actor% @GThe shard suddenly glows green in your hand, causing you to drop it.@n wait 2 s %load% obj 2729 -%echo% GThe shard whispers: Deceiver... know thyself. n +%echo% @GThe shard whispers: Deceiver... know thyself.@n %purge% %self% elseif (%actor.class% == Warrior) -%echoaround% %actor% RThe shard suddenly glows red in %actor.name%'s hand. n -%send% %actor% RThe shard suddenly glows red in your hand, causing you to drop it. n +%echoaround% %actor% @RThe shard suddenly glows red in %actor.name%'s hand.@n +%send% %actor% @RThe shard suddenly glows red in your hand, causing you to drop it.@n wait 2 s %load% obj 2728 -%echo% RThe shard whispers: Conqueror... conquer thyself. n +%echo% @RThe shard whispers: Conqueror... conquer thyself.@n %purge% %self% end ~ @@ -657,14 +657,14 @@ end (2764) Deathtrap message~ 2 g 100 ~ -%echo% You realise too late that only an empty chasm lies below. Plummeting faster and faster, you don't even have time to pray before you hit the ground! +%echo% You realize too late that only an empty chasm lies below. Plummeting faster and faster, you don't even have time to pray before you hit the ground! wait 2 s %purge% eval person %self.people% if (%person% > 0) %teleport% %actor% 2700 %force% %actor% look -%send% %actor% RIf you weren't immortal you'd have just splatted. n +%send% %actor% @RIf you weren't immortal you'd have just splatted.@n end ~ #2736 @@ -731,13 +731,13 @@ end 1 j 100 ~ if (%actor.class% == Magic User) -%send% %actor% MThe shard whispers: I am not for you, Seeker. n +%send% %actor% @MThe shard whispers: I am not for you, Seeker.@n return 0 elseif (%actor.class% == Thief) -%send% %actor% GThe shard whispers: I am not for you, Deceiver. n +%send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n return 0 elseif (%actor.class% == Warrior) -%send% %actor% RThe shard whispers: I am not for you, Conqueror. n +%send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n return 0 end ~ @@ -746,13 +746,13 @@ end 1 j 100 ~ if (%actor.class% == Magic User) -%send% %actor% MThe shard whispers: I am not for you, Seeker. n +%send% %actor% @MThe shard whispers: I am not for you, Seeker.@n return 0 elseif (%actor.class% == Cleric) -%send% %actor% BThe shard whispers: I am not for you, Healer. n +%send% %actor% @BThe shard whispers: I am not for you, Healer.@n return 0 elseif (%actor.class% == Thief) -%send% %actor% GThe shard whispers: I am not for you, Deceiver. n +%send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n return 0 end ~ @@ -761,13 +761,13 @@ end 1 j 100 ~ if (%actor.class% == Magic User) -%send% %actor% MThe shard whispers: I am not for you, Seeker. n +%send% %actor% @MThe shard whispers: I am not for you, Seeker.@n return 0 elseif (%actor.class% == Cleric) -%send% %actor% BThe shard whispers: I am not for you, Healer. n +%send% %actor% @BThe shard whispers: I am not for you, Healer.@n return 0 elseif (%actor.class% == Warrior) -%send% %actor% RThe shard whispers: I am not for you, Conqueror. n +%send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n return 0 end ~ @@ -776,13 +776,13 @@ end 1 j 100 ~ if (%actor.class% == Cleric) -%send% %actor% BThe shard whispers: I am not for you, Healer. n +%send% %actor% @BThe shard whispers: I am not for you, Healer.@n return 0 elseif (%actor.class% == Thief) -%send% %actor% GThe shard whispers: I am not for you, Deceiver. n +%send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n return 0 elseif (%actor.class% == Warrior) -%send% %actor% RThe shard whispers: I am not for you, Conqueror. n +%send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n return 0 end ~ @@ -792,7 +792,7 @@ end ~ if !(%actor.varexists(wrm)%) wait 1 s -%echo% A Rfire wrm n enters the room, squealing as the ice suddenly singes its skin. +%echo% A @Rfire wrm@n enters the room, squealing as the ice suddenly singes its skin. %load% mob 2709 %damage% wrm 1000 set wrm 1 @@ -1258,22 +1258,22 @@ wait 5 s wait 4 s say Very rarely, a Tor will suddenly fail whenever balance shifts extremely in the universe. These occasional shifts demand redirection of Imari focus, causing the power of the Tor to weaken and allowing the lifeform to awaken and emerge. wait 7 s - say The lifeform that emerges from a Tor is called a Nevim, a potent and unnatural concentration of lamen life, closest in power to the Imari themselves. + say The lifeform that emerges from a Tor is called a Nevim, a potent and unnatural concentration of lamen life, closest in power to the Imari themselves. wait 4 s - say Nevim do not feel the pull of Navi and do not perceive the greater state of the cosmos, using their powers according to their own will and wreaking havoc upon the universal balance. + say Nevim do not feel the pull of Navi and do not perceive the greater state of the cosmos, using their powers according to their own will and wreaking havoc upon the universal balance. wait 5 s say Shunned through fear and isolated from every other form of life, Nevim become bitter and angry, forces of destruction and causing much pain in an attempt to exorcise their own. wait 1 s elseif %room.vnum% == 2793 - say The second wave brings forth the Denuo, the lesser beings, the second-born who live and die without changing form, colouring the lamen that flows through them but being entirely of miru. + say The second wave brings forth the Denuo, the lesser beings, the second-born who live and die without changing form, coloring the lamen that flows through them but being entirely of miru. wait 3 s say The Khan'li, the Dynar, and myself of Memlin kind, are all examples of Denuo life. elseif %room.vnum% == 2794 say Khan'li embrace the darkness of night and the heat of summer, inheriting through their forebearer Cui a kinship with fire, which they are not harmed by, though simple water acts like acid on their skin. wait 4 s - say Black and red are their colours and they enjoy sharp points, reflective surfaces for their inclination to repel light and singular works of beauty, believing themselves superior as the firstborn. + say Black and red are their colors and they enjoy sharp points, reflective surfaces for their inclination to repel light and singular works of beauty, believing themselves superior as the firstborn. wait 4 s - say They live mainly underground or in caves, seeking to escape the occasional rains and sculpting their showy palaces into mountains. + say They live mainly underground or in caves, seeking to escape the occasional rains and sculpting their showy palaces into mountains. wait 3 s say They believe in domination of the strong over the weak and have hardly any sense of guilt or compassion, taking no pleasure in cruelty but exercising it without hesitation for the slightest benefit. wait 4 s @@ -1281,7 +1281,7 @@ elseif %room.vnum% == 2794 wait 4 s say They are passionate, ambitious, powerful, proud, single-minded and fearless. elseif %room.vnum% == 2795 - say Dynar are smaller than the Khan'li, but just as adept at fighting, extremely fast, able to contort their bodies amazingly and putting their skills to use in the construction of elaborate weapons and studying of the world. + say Dynar are smaller than the Khan'li, but just as adept at fighting, extremely fast, able to contort their bodies amazingly and putting their skills to use in the construction of elaborate weapons and studying of the world. wait 4 s say Pale-skinned, their blood is as the milky sap of trees, having slight phosphorescent properties which causes them to glow faintly in darkness. wait 3 s @@ -1488,17 +1488,17 @@ end 1 c 1 use~ if %arg% == ring - %send% %actor% C You attempt to draw on the power of %self.shortdesc%. n - %echoaround% %actor% C %actor.name% attempts to draw on the power of %self.shortdesc%. n + %send% %actor% @C You attempt to draw on the power of %self.shortdesc%. @n + %echoaround% %actor% @C %actor.name% attempts to draw on the power of %self.shortdesc%. @n wait 1 s if %self.timer% == 0 eval give %actor.maxmana% * 2 dg_affect %actor% maxmana %give% 10 - %send% %actor% C You glow with energy as %self.shortdesc% infuses you with magical potential. n - %echoaround% %actor% C %actor.name% glows with energy as %self.shortdesc% infuses %actor.himher% with magical potential. n + %send% %actor% @C You glow with energy as %self.shortdesc% infuses you with magical potential. @n + %echoaround% %actor% @C %actor.name% glows with energy as %self.shortdesc% infuses %actor.himher% with magical potential. @n otimer 20 else - %echo% c Alas, the power of %self.shortdesc% has not yet recovered. n + %echo% @c Alas, the power of %self.shortdesc% has not yet recovered. @n end end return 0 @@ -1515,8 +1515,8 @@ otimer 1 1 f 100 ~ eval actor %self.worn_by% -%send% %actor% C Your icy mana ring glows faintly blue, renewed with magical force. n n n n -%echoaround% %actor% C %actor.name%'s icy mana ring glows faintly blue, renewed with magical force. n +%send% %actor% @C Your icy mana ring glows faintly blue, renewed with magical force. @n @n @n @n +%echoaround% %actor% @C %actor.name%'s icy mana ring glows faintly blue, renewed with magical force. @n ~ #2784 test corpse purge (use with 2785)~ @@ -1640,9 +1640,9 @@ end (2729) sorceress stops orb~ 0 c 100 xxorbxx~ -%echo% RA fire elemental shrieks in terror at the sudden blast, but the Sorceress quickly raises a magical wall of fire. n +%echo% @RA fire elemental shrieks in terror at the sudden blast, but the Sorceress quickly raises a magical wall of fire.@n wait 2 s -%echo% RThe fire absorbs the blue light from the orb. n +%echo% @RThe fire absorbs the blue light from the orb.@n wait 1 s emote snarls: Where did you get that?! ~ @@ -1650,14 +1650,14 @@ emote snarls: Where did you get that?! (2779) orb destroys staff~ 1 c 100 xxorbxx~ -%echo% CA fire elemental shrieks and sizzles as a blue wave of light hits it. n +%echo% @CA fire elemental shrieks and sizzles as a blue wave of light hits it.@n wait 2 s %echo% The death cry of the Sorceress can be heard as her form materializes and slumps to the ground, dissolving into smoke. %load% obj 2773 %load% obj 2776 %load% obj 2772 wait 2 s -%echo% CA fire elemental finally withers, shrivelling into a tiny black skeleton. n +%echo% @CA fire elemental finally withers, shrivelling into a tiny black skeleton.@n %purge% %self% ~ #2797 @@ -1666,7 +1666,7 @@ wait 2 s yes~ emote smiles happily. wait 1 s -say Its like this, see... +say Its like this, see... wait 1 s emote stands up and traces a circle in the sand. wait 2 s diff --git a/lib/world/trg/270.trg b/lib/world/trg/270.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/270.trg +++ b/lib/world/trg/270.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/271.trg b/lib/world/trg/271.trg index 2599d8e..69a3d0b 100644 --- a/lib/world/trg/271.trg +++ b/lib/world/trg/271.trg @@ -309,7 +309,7 @@ switch %random.9% emote growls menacingly. break case 6 - say Decadence is the credence of the abominable. + say Decadence is the credence of the abominable. break case 7 say I look at you and get a wonderful sense of impending doom. @@ -365,7 +365,7 @@ switch %random.13% emote flips over and walks around on his hands. break case 6 - emote cartwheels around the room. + emote cartwheels around the room. break case 7 say How many ogres does it take to screw in a light bulb? diff --git a/lib/world/trg/272.trg b/lib/world/trg/272.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/272.trg +++ b/lib/world/trg/272.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/273.trg b/lib/world/trg/273.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/273.trg +++ b/lib/world/trg/273.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/274.trg b/lib/world/trg/274.trg index cdbce69..fc51347 100644 --- a/lib/world/trg/274.trg +++ b/lib/world/trg/274.trg @@ -7,11 +7,11 @@ say Blessings upon you this day, %actor.name%. The hand of God say be upon you always. Here let me heal and help you. dg_cast 'heal' %actor.name% wait 5 -dg_cast 'sanc' %actor.name% +dg_cast 'sanctuary' %actor.name% wait 5 dg_cast 'fly' %actor.name% wait 5 -say Go with God. +say Go with God. ~ #27401 Barney - 27404~ @@ -78,7 +78,7 @@ Broderick~ 0 g 100 ~ if %actor.is_pc% -Say Welcome to Saint Brigid, the hand of the Lady be upon thee. +say Welcome to Saint Brigid, the hand of the Lady be upon thee. wait 10 nod say To view my wares type 'List' to show everything i have in stock. @@ -89,7 +89,7 @@ nod wait 5 say So What'll it be? else - Say Blessings upon you this Day! + say Blessings upon you this Day! end ~ #27406 @@ -101,13 +101,12 @@ Child mob st brigid~ set actor %random.char% switch %random.4% case 1 - Say MommY!!! Daday!!! + say MommY!!! Daday!!! if %actor.sex% = man say its a mean old man! else say its a mean witch! - done - done + end %echo% the child starts crying! break case 2 @@ -122,13 +121,13 @@ switch %random.4% hug %actor.name% say Please be welcome here! break -end +done ~ #27407 Std greeting shop mobs~ 0 g 100 ~ -Say Welcome to Saint Brigid, the hand of the Lady be upon thee. +say Welcome to Saint Brigid, the hand of the Lady be upon thee. wait 10 nod say To view my wares type 'List' to show everything i have in stock. @@ -149,10 +148,10 @@ if %actor.is_pc% say Hey baby, how bout a little action and some say small bit of fun~ I am all that. elseif %actor.sex% == female - SAY Get lost you bitch... I am not into Women! + say Get lost you bitch... I am not into Women! say what a whacko pervert! else -Say Sotrry I'm not into Neuterless ones! +say Sotrry I'm not into Neuterless ones! end else say Take off you Mob Swine! diff --git a/lib/world/trg/275.trg b/lib/world/trg/275.trg index 325e612..88cfa57 100644 --- a/lib/world/trg/275.trg +++ b/lib/world/trg/275.trg @@ -1,57 +1,57 @@ -#27500 -Mage Guildguard - 27568~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == north - * Stop them if they are not the appropriate class. - if %actor.class% != magic user - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#27501 -Cleric Guildguard - 27569~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != cleric - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#27502 -Thief Guildguard - 27570~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != thief - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#27503 -Warrior Guildguard - 27571~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != warrior - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -$~ +#27500 +Mage Guildguard - 27568~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == north + * Stop them if they are not the appropriate class. + if %actor.class% != magic user + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#27501 +Cleric Guildguard - 27569~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == west + * Stop them if they are not the appropriate class. + if %actor.class% != cleric + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#27502 +Thief Guildguard - 27570~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == south + * Stop them if they are not the appropriate class. + if %actor.class% != thief + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#27503 +Warrior Guildguard - 27571~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == south + * Stop them if they are not the appropriate class. + if %actor.class% != warrior + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +$~ diff --git a/lib/world/trg/277.trg b/lib/world/trg/277.trg index edf9f49..cdea33d 100644 --- a/lib/world/trg/277.trg +++ b/lib/world/trg/277.trg @@ -1,109 +1,109 @@ -#27700 -Shire Gossip~ -0 b 40 -~ -eval one %random.22% -eval two %random.14% -eval three %random.25% -eval four %random.29% -set exclaim[1] And wouldn't you know... -set exclaim[2] By eck! -set exclaim[3] Belt up, and listen to this... -set exclaim[4] Would you Adam & Eve it?! -set exclaim[5] Blimey! -set exclaim[6] Straight up now... -set exclaim[7] Button it! Thats not what I heard! -set exclaim[8] Well, while we're chewing the fat... -set exclaim[9] Shut your cake 'ole, thats not the story! -set exclaim[10] Ah thats a load of old rubbish! -set exclaim[11] Crikey! -set exclaim[12] Codswallop! -set exclaim[13] Heres summat for you. -set exclaim[14] Wet your whistle and let me do the talking... -set exclaim[15] Flaming Nora! -set exclaim[16] Its a load of tripe mate... -set exclaim[17] Open your lug 'oles! -set exclaim[18] Heres a bit of malarky for you... -set exclaim[19] Nathen, me old china... -set exclaim[20] Lets have one for the road! -set exclaim[21] Now I'm not telling porkies! -set exclaim[22] Well this takes the biscuit... -set story[1] I heard that -set story[2] A little bird told me -set story[3] The words around that -set story[4] The actual problem was that -set story[5] Apparently -set story[6] What really happened is -set story[7] Its my humble opinion that -set story[8] The story is that -set story[9] The truth of the matter is -set story[10] He told me -set story[11] She told me -set story[12] They seemed to think -set story[13] Popular opinion is that -set story[14] If you ask me... -set person[1] the cheap git -set person[2] the grumpy old bag -set person[3] the old gaffer -set person[4] that blabbermouth -set person[5] the silly twit -set person[6] the birdbrain -set person[7] that silly slapper -set person[8] the bobby-dazzler -set person[9] the big tosser -set person[10] that foolish berk -set person[11] the toe rag -set person[12] the wee nipper -set person[13] that plonker -set person[14] the scallywag -set person[15] the tart -set person[16] the old codger -set person[17] the geezer -set person[18] the young lad -set person[19] the bloke -set person[20] that misery-guts -set person[21] the wally -set person[22] the little lass -set person[23] the clever cloggs -set person[24] that cheeky monkey -set person[25] me old mate -set did[1] went and done a runner. -set did[2] just got all brassed off. -set did[3] has gone a bit barmy. -set did[4] actually clocked him one! -set did[5] is not a full shilling. -set did[6] told her she could be a bit of alright if she tried. -set did[7] is working up to a bit of an argy-bargy. -set did[8] told him he was all mouth and no trousers. -set did[9] went and threw a wobbly. -set did[10] is nothing but aggro. -set did[11] left him all on his tod again. -set did[12] is a bit of a nutter. -set did[13] is completely crackers! -set did[14] told me he nearly popped his clogs. -set did[15] got in a bit of a cock up! -set did[16] went absolutely doole alley! -set did[17] reckons he'll come a cropper if he caries on. -set did[18] is thick as two short planks. -set did[19] had a big old bit of barney the other day. -set did[20] is daft as a brush! -set did[21] figures he lost his bottle. -set did[22] is up the swanny. -set did[23] got in a strop. -set did[24] seems a bit dodgy to me. -set did[25] went on a bender. -set did[26] figured it was a good way to make a bob or two. -set did[27] was well chuffed about it! -set did[28] was like a bull in a china shop. -set did[29] got all cheesed off! -set first %%exclaim[%one%]%% -set second %%story[%two%]%% -set third %%person[%three%]%% -set fourth %%did[%four%]%% -eval first %first% -eval second %second% -eval third %third% -eval fourth %fourth% -say %first% %second% %third% %fourth% -~ -$~ +#27700 +Shire Gossip~ +0 b 40 +~ +eval one %random.22% +eval two %random.14% +eval three %random.25% +eval four %random.29% +set exclaim[1] And wouldn't you know... +set exclaim[2] By eck! +set exclaim[3] Belt up, and listen to this... +set exclaim[4] Would you Adam & Eve it?! +set exclaim[5] Blimey! +set exclaim[6] Straight up now... +set exclaim[7] Button it! Thats not what I heard! +set exclaim[8] Well, while we're chewing the fat... +set exclaim[9] Shut your cake 'ole, thats not the story! +set exclaim[10] Ah thats a load of old rubbish! +set exclaim[11] Crikey! +set exclaim[12] Codswallop! +set exclaim[13] Heres summat for you. +set exclaim[14] Wet your whistle and let me do the talking... +set exclaim[15] Flaming Nora! +set exclaim[16] Its a load of tripe mate... +set exclaim[17] Open your lug 'oles! +set exclaim[18] Heres a bit of malarky for you... +set exclaim[19] Nathen, me old china... +set exclaim[20] Lets have one for the road! +set exclaim[21] Now I'm not telling porkies! +set exclaim[22] Well this takes the biscuit... +set story[1] I heard that +set story[2] A little bird told me +set story[3] The words around that +set story[4] The actual problem was that +set story[5] Apparently +set story[6] What really happened is +set story[7] Its my humble opinion that +set story[8] The story is that +set story[9] The truth of the matter is +set story[10] He told me +set story[11] She told me +set story[12] They seemed to think +set story[13] Popular opinion is that +set story[14] If you ask me... +set person[1] the cheap git +set person[2] the grumpy old bag +set person[3] the old gaffer +set person[4] that blabbermouth +set person[5] the silly twit +set person[6] the birdbrain +set person[7] that silly slapper +set person[8] the bobby-dazzler +set person[9] the big tosser +set person[10] that foolish berk +set person[11] the toe rag +set person[12] the wee nipper +set person[13] that plonker +set person[14] the scallywag +set person[15] the tart +set person[16] the old codger +set person[17] the geezer +set person[18] the young lad +set person[19] the bloke +set person[20] that misery-guts +set person[21] the wally +set person[22] the little lass +set person[23] the clever cloggs +set person[24] that cheeky monkey +set person[25] me old mate +set did[1] went and done a runner. +set did[2] just got all brassed off. +set did[3] has gone a bit barmy. +set did[4] actually clocked him one! +set did[5] is not a full shilling. +set did[6] told her she could be a bit of alright if she tried. +set did[7] is working up to a bit of an argy-bargy. +set did[8] told him he was all mouth and no trousers. +set did[9] went and threw a wobbly. +set did[10] is nothing but aggro. +set did[11] left him all on his tod again. +set did[12] is a bit of a nutter. +set did[13] is completely crackers! +set did[14] told me he nearly popped his clogs. +set did[15] got in a bit of a cock up! +set did[16] went absolutely doole alley! +set did[17] reckons he'll come a cropper if he caries on. +set did[18] is thick as two short planks. +set did[19] had a big old bit of barney the other day. +set did[20] is daft as a brush! +set did[21] figures he lost his bottle. +set did[22] is up the swanny. +set did[23] got in a strop. +set did[24] seems a bit dodgy to me. +set did[25] went on a bender. +set did[26] figured it was a good way to make a bob or two. +set did[27] was well chuffed about it! +set did[28] was like a bull in a china shop. +set did[29] got all cheesed off! +set first %%exclaim[%one%]%% +set second %%story[%two%]%% +set third %%person[%three%]%% +set fourth %%did[%four%]%% +eval first %first% +eval second %second% +eval third %third% +eval fourth %fourth% +say %first% %second% %third% %fourth% +~ +$~ diff --git a/lib/world/trg/278.trg b/lib/world/trg/278.trg index fd6298a..aa7d9d0 100644 --- a/lib/world/trg/278.trg +++ b/lib/world/trg/278.trg @@ -1,33 +1,33 @@ -#27800 -Sea Serpent Fireball - 27801~ -0 k 5 -~ -if %actor.is_pc% - emote utters the words, 'hisssssss'. - dg_cast 'fireball' %actor% -end -~ -#27802 -Leviathan - 27803~ -0 k 5 -~ -if %actor.is_pc% - switch %random.3% - case 1 - emote utters the words, 'transvecta aqua'. - %echo% a tidal wave smashes into %actor.name%. - %damage% %actor% 50 - break - case 2 - emote looks at you with the deepest sorrow. - break - case 3 - emote utters the words, 'transvecta talon'. - dg_cast 'cure critic' %self% - break - default - break - done -end -~ -$~ +#27800 +Sea Serpent Fireball - 27801~ +0 k 5 +~ +if %actor.is_pc% + emote utters the words, 'hisssssss'. + dg_cast 'fireball' %actor% +end +~ +#27802 +Leviathan - 27803~ +0 k 5 +~ +if %actor.is_pc% + switch %random.3% + case 1 + emote utters the words, 'transvecta aqua'. + %echo% a tidal wave smashes into %actor.name%. + %damage% %actor% 50 + break + case 2 + emote looks at you with the deepest sorrow. + break + case 3 + emote utters the words, 'transvecta talon'. + dg_cast 'cure critic' %self% + break + default + break + done +end +~ +$~ diff --git a/lib/world/trg/28.trg b/lib/world/trg/28.trg index ed673bd..2167aff 100644 --- a/lib/world/trg/28.trg +++ b/lib/world/trg/28.trg @@ -1,7 +1,7 @@ -#2800 -new trigger~ -0 g 100 -~ -%echo% This trigger commandlist is not complete! -~ -$~ +#2800 +new trigger~ +0 g 100 +~ +%echo% This trigger commandlist is not complete! +~ +$~ diff --git a/lib/world/trg/280.trg b/lib/world/trg/280.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/280.trg +++ b/lib/world/trg/280.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/281.trg b/lib/world/trg/281.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/281.trg +++ b/lib/world/trg/281.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/282.trg b/lib/world/trg/282.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/282.trg +++ b/lib/world/trg/282.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/283.trg b/lib/world/trg/283.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/283.trg +++ b/lib/world/trg/283.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/284.trg b/lib/world/trg/284.trg index 8d0457c..fe84771 100644 --- a/lib/world/trg/284.trg +++ b/lib/world/trg/284.trg @@ -1,10 +1,10 @@ -#28400 -Near Death Trap Spikes - 28499~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ +#28400 +Near Death Trap Spikes - 28499~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +~ +$~ diff --git a/lib/world/trg/285.trg b/lib/world/trg/285.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/285.trg +++ b/lib/world/trg/285.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/286.trg b/lib/world/trg/286.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/286.trg +++ b/lib/world/trg/286.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/288.trg b/lib/world/trg/288.trg index 9a4c5e7..b394dc9 100644 --- a/lib/world/trg/288.trg +++ b/lib/world/trg/288.trg @@ -30,7 +30,7 @@ eval new_current_hp %current_hp% - %dmg% eval dmgpc (%dmg% * 100) / %current_hp% if %dmgpc% == 0 set vp misses -elseif %dmgpc% <= 4 +elseif %dmgpc% <= 4 set vp scratches elseif %dmgpc% <= 8 set vp grazes @@ -75,7 +75,7 @@ switch %rand% dg_cast 'curse' %actor% break case 3 - dg_cast 'blind' %actor% + dg_cast 'blindness' %actor% break case 4 dg_cast 'earthquake' @@ -119,7 +119,7 @@ eval new_current_hp %current_hp% - %dmg% eval dmgpc (%dmg% * 100) / %current_hp% if %dmgpc% == 0 set vp misses -elseif %dmgpc% <= 4 +elseif %dmgpc% <= 4 set vp scratches elseif %dmgpc% <= 8 set vp grazes @@ -185,7 +185,7 @@ eval dmgpc (%dmg% * 100) / %current_hp% set spellname fire breath if %dmgpc% == 0 set vp misses -elseif %dmgpc% <= 4 +elseif %dmgpc% <= 4 set vp scratches elseif %dmgpc% <= 8 set vp grazes @@ -237,7 +237,7 @@ eval dmgpc (%dmg% * 100) / %current_hp% set spellname acid breath if %dmgpc% == 0 set vp misses -elseif %dmgpc% <= 4 +elseif %dmgpc% <= 4 set vp scratches elseif %dmgpc% <= 8 set vp grazes diff --git a/lib/world/trg/289.trg b/lib/world/trg/289.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/289.trg +++ b/lib/world/trg/289.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/290.trg b/lib/world/trg/290.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/290.trg +++ b/lib/world/trg/290.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/291.trg b/lib/world/trg/291.trg index 4cf825e..72d89a3 100644 --- a/lib/world/trg/291.trg +++ b/lib/world/trg/291.trg @@ -1,10 +1,10 @@ -#29100 -Near Death Trap - 29132~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ +#29100 +Near Death Trap - 29132~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +~ +$~ diff --git a/lib/world/trg/292.trg b/lib/world/trg/292.trg index 0896659..20cd4a2 100644 --- a/lib/world/trg/292.trg +++ b/lib/world/trg/292.trg @@ -1,52 +1,52 @@ -#29200 -Cleric Guildguard - 29226~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != cleric - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#29201 -Thief Guildguard - 29203~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != thief - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#29202 -Warrior Guildguard - 29228~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == east - * Stop them if they are not the appropriate class. - if %actor.class% != warrior - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#29204 -Near Death Trigger - 29267~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ +#29200 +Cleric Guildguard - 29226~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == west + * Stop them if they are not the appropriate class. + if %actor.class% != cleric + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#29201 +Thief Guildguard - 29203~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == west + * Stop them if they are not the appropriate class. + if %actor.class% != thief + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#29202 +Warrior Guildguard - 29228~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == east + * Stop them if they are not the appropriate class. + if %actor.class% != warrior + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#29204 +Near Death Trigger - 29267~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +~ +$~ diff --git a/lib/world/trg/293.trg b/lib/world/trg/293.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/293.trg +++ b/lib/world/trg/293.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/294.trg b/lib/world/trg/294.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/294.trg +++ b/lib/world/trg/294.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/295.trg b/lib/world/trg/295.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/295.trg +++ b/lib/world/trg/295.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/296.trg b/lib/world/trg/296.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/296.trg +++ b/lib/world/trg/296.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/298.trg b/lib/world/trg/298.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/298.trg +++ b/lib/world/trg/298.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/299.trg b/lib/world/trg/299.trg index 6ff9812..ed4ab66 100644 --- a/lib/world/trg/299.trg +++ b/lib/world/trg/299.trg @@ -1,10 +1,10 @@ -#29900 -Near Death Trap - 29954~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ +#29900 +Near Death Trap - 29954~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +~ +$~ diff --git a/lib/world/trg/3.trg b/lib/world/trg/3.trg index b7b6b35..a55c20f 100644 --- a/lib/world/trg/3.trg +++ b/lib/world/trg/3.trg @@ -24,7 +24,7 @@ if %actor.is_pc% say I believe the wellmaster should have something of clay that will work as a container. end else - say Good day %actor.name%. + say Good day %actor.name%. wait 1 sec emote looks around suspiciously. wait 1 sec @@ -35,7 +35,7 @@ if %actor.is_pc% say people aren't very friendly towards me since the last fire. emote looks down into the cauldron lost in thought with a grimace on her face. wait 3 sec - say But I have perfected it this time, don't listen to what they say. + say But I have perfected it this time, don't listen to what they say. wait 1 sec say Bring me some Naphthalene, Palmitite and a proper container. I will give you a sampling of my liquid fire as payment. set 3_napalm_search 1 @@ -212,21 +212,21 @@ if %actor.level% < 30 return 0 %send% %actor% The Staff of Sanctum whispers: I will not serve you! %echoaround% %actor% The Staff of Sanctum exclaims: 'I will not serve -those without honour.' +those without honor.' %purge% self else wait 1s %send% %actor% The Staff of Sanctum whispers: I was made to serve, great one! %echoaround% %actor% The Staff of Sanctus exclaims: 'I will serve you -honourable one.' +honorable one.' end ~ #314 Room Command - Anti-quit~ 2 c 100 quit~ - %send% %actor% Powerful forces keep you here. + %send% %actor% Powerful forces keep you here. ~ #315 Obj Command - No quit~ @@ -272,7 +272,7 @@ disarm %actor% Mob Fight - generic lightning bolt~ 0 k 10 ~ -dg_cast 'lightning' %actor% +dg_cast 'lightning bolt' %actor% ~ #322 Mob Fight - generic kick~ @@ -400,7 +400,7 @@ if %self.carried_by% == 0 switch %self.vnum% case 201 %damage% %actor% -10 - break + break case 202 %damage% %actor% 10 %send% %actor% Ouch, that hurt a little! @@ -479,7 +479,7 @@ if napalm /= %cmd% if %actor.fighting% && !%arg% set arg %actor.fighting% end - if !%arg% + if !%arg% %send% %actor% Throw it at Who? halt end @@ -488,12 +488,12 @@ if napalm /= %cmd% halt end %send% %actor% You throw the napalm at %arg.name%, it strikes %arg.himher% and shatters, exploding into a ball of fire consuming %arg.himher% completely. - %echoaround% %actor% %actor.name% throws the napalm at %arg.name%. It shatters and explodes into a ball of fire consuming %arg.himher%. + %echoaround% %actor% %actor.name% throws the napalm at %arg.name%. It shatters and explodes into a ball of fire consuming %arg.himher%. %asound% A large explosion is heard close by. - set stunned %arg.hitp% + set stunned %arg.hitp% %damage% %arg% %stunned% wait 5 sec - %echoaround% %arg% %arg.name% collapses to the ground as the flames die down. %arg.heshe% seems to still be alive, but barely. + %echoaround% %arg% %arg.name% collapses to the ground as the flames die down. %arg.heshe% seems to still be alive, but barely. end ~ #338 @@ -535,7 +535,7 @@ elseif %cmd.mudcommand% == buy halt end * - if %actor.gold% < %pet_cost% + if %actor.gold% < %pet_cost% tell %actor.name% You don't have enough gold for that. else * Need to load the mob, have it follow the player AND set the affect @@ -566,24 +566,24 @@ recall~ Mob Greet - Kind Soul - 13~ 0 g 100 ~ -if %actor.is_pc% +if %actor.is_pc% wait 2 sec if !%actor.eq(light)% - Say you really shouldn't be wondering these parts without a light source %actor.name%. + say you really shouldn't be wondering these parts without a light source %actor.name%. shake %load% obj 200 give light %actor.name% halt end if !%actor.eq(rfinger)% || !%actor.eq(lfinger)% - Say did you lose one of your rings? + say did you lose one of your rings? sigh %load% obj 201 give ring %actor.name% halt end if !%actor.eq(neck1)% || !%actor.eq(neck2)% - Say you lose everything don't you? + say you lose everything don't you? roll %load% obj 203 give necklace %actor.name% @@ -596,68 +596,68 @@ if %actor.is_pc% halt end if !%actor.eq(head)% - Say protect that noggin of yours, %actor.name%. + say protect that noggin of yours, %actor.name%. %load% obj 206 give helm %actor.name% halt end if !%actor.eq(legs)% - Say why do you always lose your pants %actor.name%? + say why do you always lose your pants %actor.name%? %load% obj 207 give leggings %actor.name% halt end if !%actor.eq(feet)% - Say you can't go around barefoot %actor.name%. + say you can't go around barefoot %actor.name%. %load% obj 208 give boots %actor.name% halt end if !%actor.eq(hands)% - Say need some gloves %actor.name%? + say need some gloves %actor.name%? %load% obj 209 give gloves %actor.name% halt end if !%actor.eq(arms)% - Say you must be freezing %actor.name%. + say you must be freezing %actor.name%. %load% obj 210 give sleeves %actor.name% halt end if !%actor.eq(shield)% - Say you need one of these to protect yourself %actor.name%. + say you need one of these to protect yourself %actor.name%. %load% obj 211 give shield %actor.name% halt end if !%actor.eq(about)% - Say you are going to catch a cold %actor.name%. + say you are going to catch a cold %actor.name%. %load% obj 212 give cape %actor.name% halt end if !%actor.eq(waist)% - Say better use this to hold your pants up %actor.name%. + say better use this to hold your pants up %actor.name%. %load% obj 213 give belt %actor.name% halt end if !%actor.eq(rwrist)% || !%actor.eq(lwrist)% - Say misplace something? + say misplace something? smile %load% obj 215 give wristguard %actor.name% halt end if !%actor.eq(wield)% - Say without a weapon you will be fido food %actor.name%. + say without a weapon you will be fido food %actor.name%. %load% obj 216 give weapon %actor.name% halt end if !%actor.eq(hold)% - Say this might help you %actor.name%. + say this might help you %actor.name%. %load% obj 217 give staff %actor.name% halt diff --git a/lib/world/trg/30.trg b/lib/world/trg/30.trg index 4bcb9de..942936b 100644 --- a/lib/world/trg/30.trg +++ b/lib/world/trg/30.trg @@ -2,15 +2,15 @@ Mage Guildguard - 3024~ 0 q 100 ~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != Magic User - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end +* Check the direction the player must go to enter the guild. +if %direction% == south + * Stop them if they are not the appropriate class. + if %actor.class% != Magic User + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end ~ #3001 Cleric Guildguard - 3025~ @@ -71,7 +71,7 @@ if %actor.level% < 3 else nop %actor.gold(%value%)% end -return 0 +%purge% %object% ~ #3005 Stock Thief~ @@ -163,7 +163,7 @@ Near Death Trap~ ~ * By Rumble of The Builder Academy tbamud.com 9091 * Near Death Trap stuns actor -set stunned %actor.hitp% +set stunned %actor.hitp% %damage% %actor% %stunned% %send% %actor% You are on the brink of life and death. %send% %actor% The Gods must favor you this day. @@ -223,7 +223,7 @@ eval item %inroom.contents% while %item% * Target the next item in room. In case it is picked up. set next_item %item.next_in_list% -* TODO: if %item.wearflag(take)% +* TODO: if %item.wearflag(take)% * Check for fountains and expensive items. if %item.type% != FOUNTAIN && %item.cost% <= 15 take %item.name% @@ -463,21 +463,21 @@ if %actor.is_pc% && %actor.level% < 5 halt end if !%actor.eq(light)% - Say you really shouldn't be wandering these parts without a light source %actor.name%. + say you really shouldn't be wandering these parts without a light source %actor.name%. shake %load% obj 3037 give candle %actor.name% halt end if !%actor.eq(rfinger)% || !%actor.eq(lfinger)% - Say did you lose one of your rings? + say did you lose one of your rings? sigh %load% obj 3083 give ring %actor.name% halt end if !%actor.eq(neck1)% || !%actor.eq(neck2)% - Say you lose everything don't you? + say you lose everything don't you? roll %load% obj 3082 give neck %actor.name% @@ -490,62 +490,62 @@ if %actor.is_pc% && %actor.level% < 5 halt end if !%actor.eq(head)% - Say protect that noggin of yours, %actor.name%. + say protect that noggin of yours, %actor.name%. %load% obj 3076 give cap %actor.name% halt end if !%actor.eq(legs)% - Say why do you always lose your pants %actor.name%? + say why do you always lose your pants %actor.name%? %load% obj 3080 give leggings %actor.name% halt end if !%actor.eq(feet)% - Say you can't go around barefoot %actor.name%. + say you can't go around barefoot %actor.name%. %load% obj 3084 give boots %actor.name% halt end if !%actor.eq(hands)% - Say need some gloves %actor.name%? + say need some gloves %actor.name%? %load% obj 3071 give gloves %actor.name% halt end if !%actor.eq(arms)% - Say you must be freezing %actor.name%. + say you must be freezing %actor.name%. %load% obj 3086 give sleeve %actor.name% halt end if !%actor.eq(shield)% - Say you need one of these to protect yourself %actor.name%. + say you need one of these to protect yourself %actor.name%. %load% obj 3042 give shield %actor.name% halt end if !%actor.eq(about)% - Say you are going to catch a cold %actor.name%. + say you are going to catch a cold %actor.name%. %load% obj 3087 give cape %actor.name% halt end if !%actor.eq(waist)% - Say better use this to hold your pants up %actor.name%. + say better use this to hold your pants up %actor.name%. %load% obj 3088 give belt %actor.name% halt end if !%actor.eq(rwrist)% || !%actor.eq(lwrist)% - Say misplace something? + say misplace something? smile %load% obj 3089 give wristguard %actor.name% halt end if !%actor.eq(wield)% - Say without a weapon you will be Fido food %actor.name%. + say without a weapon you will be Fido food %actor.name%. %load% obj 3021 give sword %actor.name% halt diff --git a/lib/world/trg/300.trg b/lib/world/trg/300.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/300.trg +++ b/lib/world/trg/300.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/301.trg b/lib/world/trg/301.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/301.trg +++ b/lib/world/trg/301.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/302.trg b/lib/world/trg/302.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/302.trg +++ b/lib/world/trg/302.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/303.trg b/lib/world/trg/303.trg index 8a37b2f..7d9b676 100644 --- a/lib/world/trg/303.trg +++ b/lib/world/trg/303.trg @@ -1,10 +1,10 @@ -#30300 -Near Death Trap - 30305~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 1 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ +#30300 +Near Death Trap - 30305~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 1 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +~ +$~ diff --git a/lib/world/trg/304.trg b/lib/world/trg/304.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/304.trg +++ b/lib/world/trg/304.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/305.trg b/lib/world/trg/305.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/305.trg +++ b/lib/world/trg/305.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/306.trg b/lib/world/trg/306.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/306.trg +++ b/lib/world/trg/306.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/307.trg b/lib/world/trg/307.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/307.trg +++ b/lib/world/trg/307.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/308.trg b/lib/world/trg/308.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/308.trg +++ b/lib/world/trg/308.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/309.trg b/lib/world/trg/309.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/309.trg +++ b/lib/world/trg/309.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/31.trg b/lib/world/trg/31.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/31.trg +++ b/lib/world/trg/31.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/310.trg b/lib/world/trg/310.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/310.trg +++ b/lib/world/trg/310.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/311.trg b/lib/world/trg/311.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/311.trg +++ b/lib/world/trg/311.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/312.trg b/lib/world/trg/312.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/312.trg +++ b/lib/world/trg/312.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/313.trg b/lib/world/trg/313.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/313.trg +++ b/lib/world/trg/313.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/314.trg b/lib/world/trg/314.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/314.trg +++ b/lib/world/trg/314.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/315.trg b/lib/world/trg/315.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/315.trg +++ b/lib/world/trg/315.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/316.trg b/lib/world/trg/316.trg index adfd1b4..1e3cc0c 100644 --- a/lib/world/trg/316.trg +++ b/lib/world/trg/316.trg @@ -1,113 +1,113 @@ -#31600 -Warrior Guildguard - 31600~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != warrior - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31601 -Ranger Guildguard - 31602~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != ranger - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31602 -Cleric Guildguard - 31604~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == north - * Stop them if they are not the appropriate class. - if %actor.class% != cleric - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31603 -Mage Guildguard - 31606~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == east - * Stop them if they are not the appropriate class. - if %actor.class% != magic user - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31604 -Thief Guildguard - 31608~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == north - * Stop them if they are not the appropriate class. - if %actor.class% != thief - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31605 -Death Knight Guildguard - 31610~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != death knight - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31606 -Paladin Guildguard - 31638~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop them if they are not the appropriate class. - if %actor.class% != paladin - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -#31607 -Monk guildguard - 31640~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == south - * Stop them if they are not the appropriate class. - if %actor.class% != monk - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. - end -end -~ -$~ +#31600 +Warrior Guildguard - 31600~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == south + * Stop them if they are not the appropriate class. + if %actor.class% != warrior + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#31601 +Ranger Guildguard - 31602~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == south + * Stop them if they are not the appropriate class. + if %actor.class% != ranger + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#31602 +Cleric Guildguard - 31604~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == north + * Stop them if they are not the appropriate class. + if %actor.class% != cleric + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#31603 +Mage Guildguard - 31606~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == east + * Stop them if they are not the appropriate class. + if %actor.class% != magic user + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#31604 +Thief Guildguard - 31608~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == north + * Stop them if they are not the appropriate class. + if %actor.class% != thief + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#31605 +Death Knight Guildguard - 31610~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == west + * Stop them if they are not the appropriate class. + if %actor.class% != death knight + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#31606 +Paladin Guildguard - 31638~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == west + * Stop them if they are not the appropriate class. + if %actor.class% != paladin + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +#31607 +Monk guildguard - 31640~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == south + * Stop them if they are not the appropriate class. + if %actor.class% != monk + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. + end +end +~ +$~ diff --git a/lib/world/trg/317.trg b/lib/world/trg/317.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/317.trg +++ b/lib/world/trg/317.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/318.trg b/lib/world/trg/318.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/318.trg +++ b/lib/world/trg/318.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/319.trg b/lib/world/trg/319.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/319.trg +++ b/lib/world/trg/319.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/32.trg b/lib/world/trg/32.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/32.trg +++ b/lib/world/trg/32.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/320.trg b/lib/world/trg/320.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/320.trg +++ b/lib/world/trg/320.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/321.trg b/lib/world/trg/321.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/321.trg +++ b/lib/world/trg/321.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/322.trg b/lib/world/trg/322.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/322.trg +++ b/lib/world/trg/322.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/323.trg b/lib/world/trg/323.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/323.trg +++ b/lib/world/trg/323.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/324.trg b/lib/world/trg/324.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/324.trg +++ b/lib/world/trg/324.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/325.trg b/lib/world/trg/325.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/325.trg +++ b/lib/world/trg/325.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/326.trg b/lib/world/trg/326.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/326.trg +++ b/lib/world/trg/326.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/33.trg b/lib/world/trg/33.trg index 9b56a94..05a0bb8 100644 --- a/lib/world/trg/33.trg +++ b/lib/world/trg/33.trg @@ -1,11 +1,11 @@ -#3300 -Death Trap Pit - 3372~ -2 g 100 -~ -* Near Death Trap stuns actor, then poison will almost kill them. -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -dg_affect %actor% poison on 1 -~ -$~ +#3300 +Death Trap Pit - 3372~ +2 g 100 +~ +* Near Death Trap stuns actor, then poison will almost kill them. +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +dg_affect %actor% poison on 1 +~ +$~ diff --git a/lib/world/trg/343.trg b/lib/world/trg/343.trg index 43f1776..6e39b5e 100644 --- a/lib/world/trg/343.trg +++ b/lib/world/trg/343.trg @@ -6,7 +6,7 @@ Barney script~ eval number %random.16% switch %number% case 0 - Say I love you...... + say I love you...... wait 2 say you love me..... wait 2 @@ -133,9 +133,9 @@ Drunk spirit text~ eval number %random.6% switch %number% case 0 -Say S-set me up Kenny... +say S-set me up Kenny... wait 2 -say A-an-another rwound here... +say A-an-another rwound here... wait 2 emote hics wait 2 @@ -155,7 +155,7 @@ dance break case 3 say 99 bottles of beer on the wall.... -say 99 bottles of beer... +say 99 bottles of beer... say take one down, pass it around.... say 98 bottles of beer on the wall.., break @@ -182,7 +182,7 @@ say GREETINGS HOLINESS! bow else say ===================================================== -say Hrmmmph. This area mortal is not off-limits, but please go +say Hrmmmph. This area mortal is not off-limits, but please go say to your destination quickly. Once completed, DO NOT LINGER! say ------------------------------------------------------ nod %actor.name% @@ -201,7 +201,7 @@ say Blessings upon you this day, %actor.name%. The hand of God say be upon you always. Here let me heal and help you. dg_cast 'heal' %actor.name% wait 5 -dg_cast 'sanc' %actor.name% +dg_cast 'sanctuary' %actor.name% wait 5 dg_cast 'fly' %actor.name% wait 5 diff --git a/lib/world/trg/345.trg b/lib/world/trg/345.trg index 005a2ba..8f926cd 100644 --- a/lib/world/trg/345.trg +++ b/lib/world/trg/345.trg @@ -11,7 +11,7 @@ get key start mob 34500~ wait 1 s if %direction% == West say Can you help me find my key, %actor.alias% - say I bet its somewhere in the cemetery. + say I bet its somewhere in the cemetery. say Oh what a confusing place that is. else emote looks for his key nearby. @@ -38,10 +38,10 @@ start quest 2~ ~ wait 1 s if %actor.varexists(accepted_quest_two)% - say Have you returned with the head, %actor.alias%? -Else + say Have you returned with the head, %actor.alias%? +else say Can you help me?, %actor.alias% - emote rings his hands nerviously, looking around. + emote rings his hands nerviously, looking around. end ~ #34505 @@ -52,11 +52,11 @@ say Oh good. emote looks around nervously wait 15 say A colleague and I where..ah...operating -say on a patient down in the basement when +say on a patient down in the basement when say he broke his restraints. wait 30 -say I was able to escape up to here, but -say the other doctor didn't make it. +say I was able to escape up to here, but +say the other doctor didn't make it. say I looked back just as the patient ripped say his head off. wait 30 @@ -80,7 +80,7 @@ end Quest 2 give obj. (mob 34502)~ 0 j 100 ~ -if %object.vnum( 34502 )% +if %object.vnum(34502)% wait 1 s say Thank you. say Now for your information @@ -94,12 +94,12 @@ if %object.vnum( 34502 )% say Perhaps you should go over and look around some %purge% %object% rdelete accepted_quest_two %actor.id% -Else +else return 0 wait 3 say Thats not a head! - -End + +end ~ #34508 atmosphere for rooms (Fog)~ diff --git a/lib/world/trg/346.trg b/lib/world/trg/346.trg index 0cbe36a..185c943 100644 --- a/lib/world/trg/346.trg +++ b/lib/world/trg/346.trg @@ -1,2 +1 @@ $~ - diff --git a/lib/world/trg/36.trg b/lib/world/trg/36.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/36.trg +++ b/lib/world/trg/36.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/39.trg b/lib/world/trg/39.trg index e7fda8e..05d751d 100644 --- a/lib/world/trg/39.trg +++ b/lib/world/trg/39.trg @@ -1,88 +1,88 @@ -#3900 -Gatekeeper Welcome - 3997~ -0 g 33 -~ -emote says in a bored tone, 'Welcome to Haven, stranger. Enjoy your stay.' -~ -#3901 -Mad Prisoner - 3978~ -0 c 100 -listen~ -say Diamo... Diamo, I can't reach the pile Diamo! Help me, please! -%force% %actor% look dungeon -~ -#3902 -Scream - 3975~ -0 g 100 -~ -emote screams, 'Get out of this room RIGHT NOW!' -~ -#3903 -Shop A - 3973~ -0 g 100 -~ -emote says eagerly, 'How may I help you? Hm... You look familiar. Perhaps I have heard of you. Would you be %actor.name%?' -~ -#3904 -Shop B - 3973~ -0 d 100 -yes~ -say Are you really now? -peer %actor.name% -say You could be... You look about like your friend described. -say Well in that case... they wanted me to give this to you. -give flagon %actor.name% -say He bought it from Gilles, at the bar. Drink well. -wink %actor.name% -~ -#3905 -Tia A - 3956~ -0 g 100 -~ -say A little bit more of... Oh! A customer! How may I provide thee with service? -~ -#3906 -Mithroq A - 3955~ -0 g 100 -~ -emote growls, 'What is it you want, stranger?' -~ -#3908 -Gilles A - 3971~ -0 g 100 -~ -say Would you like a drink? They are good for the thirst. -~ -#3909 -Milo A - 3957~ -0 g 25 -~ -say 200789... 200790... 200791... -emote gets a dreamy look in his eyes as he stares at his pile of glittering gold. -emote snaps to attention, finally noticing that there is a person in the room. -say Well, if it isn't %actor.name%. Your reputation preceeds you. Welcome to my humble bank. -bow %actor.name% -~ -#3910 -Yelling Woman - Not Attached~ -0 gn 100 -~ -load obj 3952 -give yelling platter -load obj 3951 -give yelling pitcher -load 3912 -give yelling spoon -~ -#3911 -Near Death Trap on the Rocks - 3975~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 6 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% You lay among the jagged rocks. -~ -$~ +#3900 +Gatekeeper Welcome - 3997~ +0 g 33 +~ +emote says in a bored tone, 'Welcome to Haven, stranger. Enjoy your stay.' +~ +#3901 +Mad Prisoner - 3978~ +0 c 100 +listen~ +say Diamo... Diamo, I can't reach the pile Diamo! Help me, please! +%force% %actor% look dungeon +~ +#3902 +Scream - 3975~ +0 g 100 +~ +emote screams, 'Get out of this room RIGHT NOW!' +~ +#3903 +Shop A - 3973~ +0 g 100 +~ +emote says eagerly, 'How may I help you? Hm... You look familiar. Perhaps I have heard of you. Would you be %actor.name%?' +~ +#3904 +Shop B - 3973~ +0 d 100 +yes~ +say Are you really now? +peer %actor.name% +say You could be... You look about like your friend described. +say Well in that case... they wanted me to give this to you. +give flagon %actor.name% +say He bought it from Gilles, at the bar. Drink well. +wink %actor.name% +~ +#3905 +Tia A - 3956~ +0 g 100 +~ +say A little bit more of... Oh! A customer! How may I provide thee with service? +~ +#3906 +Mithroq A - 3955~ +0 g 100 +~ +emote growls, 'What is it you want, stranger?' +~ +#3908 +Gilles A - 3971~ +0 g 100 +~ +say Would you like a drink? They are good for the thirst. +~ +#3909 +Milo A - 3957~ +0 g 25 +~ +say 200789... 200790... 200791... +emote gets a dreamy look in his eyes as he stares at his pile of glittering gold. +emote snaps to attention, finally noticing that there is a person in the room. +say Well, if it isn't %actor.name%. Your reputation preceeds you. Welcome to my humble bank. +bow %actor.name% +~ +#3910 +Yelling Woman - Not Attached~ +0 gn 100 +~ +load obj 3952 +give yelling platter +load obj 3951 +give yelling pitcher +load 3912 +give yelling spoon +~ +#3911 +Near Death Trap on the Rocks - 3975~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 6 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 2 sec +%send% %actor% You lay among the jagged rocks. +~ +$~ diff --git a/lib/world/trg/4.trg b/lib/world/trg/4.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/4.trg +++ b/lib/world/trg/4.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/40.trg b/lib/world/trg/40.trg index ee7038a..79dcc35 100644 --- a/lib/world/trg/40.trg +++ b/lib/world/trg/40.trg @@ -1,9 +1,9 @@ -#4000 -Snake Bite - 4000, 4001, 4053, 4102~ -0 k 5 -~ -%send% %actor% %self.name% bites you! -%echoaround% %actor% %self.name% bites %actor.name%. -dg_cast 'poison' %actor% -~ -$~ +#4000 +Snake Bite - 4000, 4001, 4053, 4102~ +0 k 5 +~ +%send% %actor% %self.name% bites you! +%echoaround% %actor% %self.name% bites %actor.name%. +dg_cast 'poison' %actor% +~ +$~ diff --git a/lib/world/trg/42.trg b/lib/world/trg/42.trg index 2953b15..f106bc8 100644 --- a/lib/world/trg/42.trg +++ b/lib/world/trg/42.trg @@ -1,21 +1,21 @@ -#4200 -King Dragon~ -0 g 100 -~ -if %actor.is_pc% - emote breathes a cloud of smoke. - 'It is to your credit that you have gotten here. - emote breathes a stream of fire! - 'But you will not defeat me! - emote roars so loud that you hear ringing! - 'Your death and destruction awaits! -end -~ -#4201 -Guard Trigger~ -0 g 100 -~ -emote rears back in surprise. -emote roars 'INTRUDERS!!!' -~ -$~ +#4200 +King Dragon~ +0 g 100 +~ +if %actor.is_pc% + emote breathes a cloud of smoke. + 'It is to your credit that you have gotten here. + emote breathes a stream of fire! + 'But you will not defeat me! + emote roars so loud that you hear ringing! + 'Your death and destruction awaits! +end +~ +#4201 +Guard Trigger~ +0 g 100 +~ +emote rears back in surprise. +emote roars 'INTRUDERS!!!' +~ +$~ diff --git a/lib/world/trg/43.trg b/lib/world/trg/43.trg index 4575d13..699793f 100644 --- a/lib/world/trg/43.trg +++ b/lib/world/trg/43.trg @@ -1,39 +1,39 @@ -#4300 -FREE~ -2 g 100 -~ -* No Script -~ -#4301 -Eskimo Baker - 4309~ -0 g 100 -~ -if %actor.is_pc% - say Welcome to the eskimo bakery, we have wonderful cold cuts. -end -~ -#4302 -Eskimo Weaponry - 4310~ -0 g 100 -~ -if %actor.is_pc% - say Whoo! It's hot in here! Oh hello, can i help you? -end -~ -#4303 -Eskimo Butcher - 4312~ -0 g 25 -~ -if %actor.is_pc% - Say Go away! I'm about to cut off his head! -end -~ -#4304 -Eskimo Outfitter - 4311~ -0 g 100 -~ -say Hello. -wait 3 -say If I can help you, feel free to ask. -~ -$~ +#4300 +FREE~ +2 g 100 +~ +* No Script +~ +#4301 +Eskimo Baker - 4309~ +0 g 100 +~ +if %actor.is_pc% + say Welcome to the eskimo bakery, we have wonderful cold cuts. +end +~ +#4302 +Eskimo Weaponry - 4310~ +0 g 100 +~ +if %actor.is_pc% + say Whoo! It's hot in here! Oh hello, can i help you? +end +~ +#4303 +Eskimo Butcher - 4312~ +0 g 25 +~ +if %actor.is_pc% + say Go away! I'm about to cut off his head! +end +~ +#4304 +Eskimo Outfitter - 4311~ +0 g 100 +~ +say Hello. +wait 3 +say If I can help you, feel free to ask. +~ +$~ diff --git a/lib/world/trg/44.trg b/lib/world/trg/44.trg index 233405a..5a5c52e 100644 --- a/lib/world/trg/44.trg +++ b/lib/world/trg/44.trg @@ -1,40 +1,40 @@ -#4400 -Secret behind shubbery~ -2 c 100 -hack~ -if thicket /= %arg% - wsend %actor% You hack through the thicket, clearing a path! - wechoaround %actor% %actor.name% hacks down the thicket, openening the path to the east. - wdoor 4410 east room 4415 - wdoor 4410 east name thicket - wait 5 s - %echo% The Thicket grows out again, magically. - wdoor 4410 east purge -else - wsend %actor% Huh ?!? -end -~ -#4401 -orc_attack_trader~ -0 g 100 -~ -if %actor.vnum% == 4105 - wait 1 - say YYEEHAA! I got you now, dwarf! Give me your gold and I might spare you. - wait 1 - emote charge forward, attacking the dwarven trader. - mkill trader -elseif %actor.is_pc% - growl %actor.name% -end -~ -#4402 -orc_death_cry~ -0 f 100 -~ -if %actor.vnum% == 4105 || %actor.vnum% == 4106 - say AAARRRGGH!! - %echo% %self.name% screams loudly and collapses on the ground. Dead. -end -~ -$~ +#4400 +Secret behind shubbery~ +2 c 100 +hack~ +if thicket /= %arg% + wsend %actor% You hack through the thicket, clearing a path! + wechoaround %actor% %actor.name% hacks down the thicket, openening the path to the east. + wdoor 4410 east room 4415 + wdoor 4410 east name thicket + wait 5 s + %echo% The Thicket grows out again, magically. + wdoor 4410 east purge +else + wsend %actor% Huh ?!? +end +~ +#4401 +orc_attack_trader~ +0 g 100 +~ +if %actor.vnum% == 4105 + wait 1 + say YYEEHAA! I got you now, dwarf! Give me your gold and I might spare you. + wait 1 + emote charge forward, attacking the dwarven trader. + mkill trader +elseif %actor.is_pc% + growl %actor.name% +end +~ +#4402 +orc_death_cry~ +0 f 100 +~ +if %actor.vnum% == 4105 || %actor.vnum% == 4106 + say AAARRRGGH!! + %echo% %self.name% screams loudly and collapses on the ground. Dead. +end +~ +$~ diff --git a/lib/world/trg/45.trg b/lib/world/trg/45.trg index c1174b3..94655cf 100644 --- a/lib/world/trg/45.trg +++ b/lib/world/trg/45.trg @@ -1,41 +1,41 @@ -#4501 -player entering room -> tell story~ -0 g 100 -~ -if %actor.is_pc% - wait 1 - say Can you help us, %actor.name%? - wait 1 - say An evil ogre holds us all hostage and blocks the road to help. - say If you slay it I'll give you all the coins we can spare. - wait 1 s - say Bring me the ears as proof. -end -~ -#4502 -player kills ogre -> load ears~ -0 f 100 -~ -* load the ears -%load% obj 4512 -~ -#4503 -player gives ears -> reward player~ -0 j 100 -~ -* check if this was indeed the ears -if %object.vnum%==4512 -wait 1 -say Thank you, %actor.name% -%send% %actor% %self.name% gives you 30 gold pieces. -%echoaround% %actor% %actor.name% is rewarded for his valor. -nop %actor.gold(30)% -wait 5 -junk ears -else -* this wasn't the ears - don't accept it -say I don't want that - bring me the ears! -return 0 -end -~ -$~ +#4501 +player entering room -> tell story~ +0 g 100 +~ +if %actor.is_pc% + wait 1 + say Can you help us, %actor.name%? + wait 1 + say An evil ogre holds us all hostage and blocks the road to help. + say If you slay it I'll give you all the coins we can spare. + wait 1 s + say Bring me the ears as proof. +end +~ +#4502 +player kills ogre -> load ears~ +0 f 100 +~ +* load the ears +%load% obj 4512 +~ +#4503 +player gives ears -> reward player~ +0 j 100 +~ +* check if this was indeed the ears +if %object.vnum%==4512 +wait 1 +say Thank you, %actor.name% +%send% %actor% %self.name% gives you 30 gold pieces. +%echoaround% %actor% %actor.name% is rewarded for his valor. +nop %actor.gold(30)% +wait 5 +junk ears +else +* this wasn't the ears - don't accept it +say I don't want that - bring me the ears! +return 0 +end +~ +$~ diff --git a/lib/world/trg/46.trg b/lib/world/trg/46.trg index 2460607..30b5107 100644 --- a/lib/world/trg/46.trg +++ b/lib/world/trg/46.trg @@ -1,79 +1,79 @@ -#4600 -Exit Anthill - 4600, 4627~ -2 c 100 -out~ -wait 2 -%send% %actor% You make your way out off the anthill -%echoaround% %actor% %actor.name% leaves out. -%teleport% %actor% 3229 -%force% %actor% look -%echoaround% %actor% %actor.name% just crawled out of the anthill. -~ -#4601 -Enter Anthill - 4601~ -1 c 100 -en~ -if %cmd.mudcommand% == enter && anthill /= %arg% - %send% %actor% You enter the anthill. - %echoaround% %actor% %actor.name% enters the anthill. - %teleport% %actor% 4600 - %force% %actor% look - %echoaround% %actor% %actor.name% just came in. - end -else - %send% %actor% enter what?! -end -~ -#4602 -Queen Cry for Help - 4633~ -0 al 100 -~ -if %attacking_queen% - return 0 -else - %echo% The queen cries out loudly, 'GUARDS! HELP ME! I'M UNDER ATTACK!' - %at% 4632 %echo% The Queen is calling for help from the east. - return 1 - set attacking_queen %actor% - global attacking_queen -end -~ -#4603 -Make Guards go East - 4632~ -0 ae 100 -The Queen is calling for help from the east.~ -wait 1 -east -~ -#4604 -Queen say Help - 4633~ -0 h 100 -~ -if (%actor.vnum% == 4632) - wait 5 - say HELP! HELP! I'm being attacked.... HEEEELP! -end -~ -#4605 -Make Guards Attack - 4632~ -0 d 0 -HELP! HELP! I'm being attacked~ -if (%actor.vnum% == 4633) - emote joins the battle! - assist queen -end -~ -#4606 -Reset attacking_queen - 4633~ -0 af 100 -~ -unset %attacking_queen% -~ -#4607 -Guard Rescue Queen - 4632~ -0 k 50 -~ -wait 1 -rescue queen -~ -$~ +#4600 +Exit Anthill - 4600, 4627~ +2 c 100 +out~ +wait 2 +%send% %actor% You make your way out off the anthill +%echoaround% %actor% %actor.name% leaves out. +%teleport% %actor% 3229 +%force% %actor% look +%echoaround% %actor% %actor.name% just crawled out of the anthill. +~ +#4601 +Enter Anthill - 4601~ +1 c 100 +en~ +if %cmd.mudcommand% == enter && anthill /= %arg% + %send% %actor% You enter the anthill. + %echoaround% %actor% %actor.name% enters the anthill. + %teleport% %actor% 4600 + %force% %actor% look + %echoaround% %actor% %actor.name% just came in. + end +else + %send% %actor% enter what?! +end +~ +#4602 +Queen Cry for Help - 4633~ +0 al 100 +~ +if %attacking_queen% + return 0 +else + %echo% The queen cries out loudly, 'GUARDS! HELP ME! I'M UNDER ATTACK!' + %at% 4632 %echo% The Queen is calling for help from the east. + return 1 + set attacking_queen %actor% + global attacking_queen +end +~ +#4603 +Make Guards go East - 4632~ +0 ae 100 +The Queen is calling for help from the east.~ +wait 1 +east +~ +#4604 +Queen say Help - 4633~ +0 h 100 +~ +if (%actor.vnum% == 4632) + wait 5 + say HELP! HELP! I'm being attacked.... HEEEELP! +end +~ +#4605 +Make Guards Attack - 4632~ +0 d 0 +HELP! HELP! I'm being attacked~ +if (%actor.vnum% == 4633) + emote joins the battle! + assist queen +end +~ +#4606 +Reset attacking_queen - 4633~ +0 af 100 +~ +unset %attacking_queen% +~ +#4607 +Guard Rescue Queen - 4632~ +0 k 50 +~ +wait 1 +rescue queen +~ +$~ diff --git a/lib/world/trg/5.trg b/lib/world/trg/5.trg index 081bf67..7e8f822 100644 --- a/lib/world/trg/5.trg +++ b/lib/world/trg/5.trg @@ -1,115 +1,115 @@ -#500 -Bunny - 500~ -0 g 100 -~ -if %actor.is_pc% - say Welcome to the Newbie Farm! - wait 1 s - say The SAY command is used to speak. Say hello to the other animals in the Newbie Farm to learn how to play. -end -~ -#501 -NOT USED~ -2 b 5 -~ -%echo% An apple falls... -wait 5 -%force% reallyweirdalias say look out! -if !%self.catched% - %echo% ...on the ground. - %load% obj 501 -end -set catched 0 -remote catched %self.id% -~ -#502 -Mouse teach scan - 502~ -0 d 100 -hello hi~ -say A mouse always SCANS before moving around, to avoid the creatures that can kill us. -~ -#503 -Catching Apple - 501~ -0 b 1 -~ -%echo% An apple falls... -if %self.eq(wield)% - wait 1 ses - %echo% With a fast sword movement, %self.name% pierces the apple in mid-air. - %load% obj 501 - wait 2 - %echo% %self.name% takes the apple from the sword. -end -~ -#504 -Rooster teach kill - 504~ -0 d 100 -hello hi~ -%send% %actor% consider rooster -%force% %actor% con rooster -wait 2 s -say You think you can KILL me? -~ -#505 -Apple purge - 501~ -1 f 100 -~ -%echo% The farmer grabs the apple and adds it to his collection. -%purge% %self% -~ -#520 -Farmer Welcome - 520~ -0 g 100 -~ -if %actor.is_pc% - say Welcome friend! Make yourself at home. -end -~ -#526 -Helen Welcome - 526~ -0 g 100 -~ -if %actor.is_pc% - wait 1 s - emote smiles warmly at you. - wait 2 s - say Good day child! -end -~ -#555 -Bat Warning - 555~ -0 g 100 -~ -if %actor.is_pc% - wait 1 s - emote flaps his wings nervously. - say Your death awaits you down there. - wait 2 s - say Turn back while you still can. -end -~ -#574 -Climb Up - 574~ -2 c 100 -climb~ -if %arg% == up - %send% %actor% You climb up. - %echoaround% %actor% %actor.name% starts climbing up out of the hole. - %teleport% %actor% 573 - %force% %actor% look - %echoaround% %actor% %actor.name% climbs out of the hole. -else - %send% %actor% Climb where?! -end -~ -#584 -Arthur Welcome - 584~ -0 d 100 -hi hello~ -say Good day neighbor! -wait 2 s -emote gestures for you to sit down. -wait 2 s -emote smiles happily. -~ -$~ +#500 +Bunny - 500~ +0 g 100 +~ +if %actor.is_pc% + say Welcome to the Newbie Farm! + wait 1 s + say The SAY command is used to speak. Say hello to the other animals in the Newbie Farm to learn how to play. +end +~ +#501 +NOT USED~ +2 b 5 +~ +%echo% An apple falls... +wait 5 +%force% reallyweirdalias say look out! +if !%self.catched% + %echo% ...on the ground. + %load% obj 501 +end +set catched 0 +remote catched %self.id% +~ +#502 +Mouse teach scan - 502~ +0 d 100 +hello hi~ +say A mouse always SCANS before moving around, to avoid the creatures that can kill us. +~ +#503 +Catching Apple - 501~ +0 b 1 +~ +%echo% An apple falls... +if %self.eq(wield)% + wait 1 ses + %echo% With a fast sword movement, %self.name% pierces the apple in mid-air. + %load% obj 501 + wait 2 + %echo% %self.name% takes the apple from the sword. +end +~ +#504 +Rooster teach kill - 504~ +0 d 100 +hello hi~ +%send% %actor% consider rooster +%force% %actor% con rooster +wait 2 s +say You think you can KILL me? +~ +#505 +Apple purge - 501~ +1 f 100 +~ +%echo% The farmer grabs the apple and adds it to his collection. +%purge% %self% +~ +#520 +Farmer Welcome - 520~ +0 g 100 +~ +if %actor.is_pc% + say Welcome friend! Make yourself at home. +end +~ +#526 +Helen Welcome - 526~ +0 g 100 +~ +if %actor.is_pc% + wait 1 s + emote smiles warmly at you. + wait 2 s + say Good day child! +end +~ +#555 +Bat Warning - 555~ +0 g 100 +~ +if %actor.is_pc% + wait 1 s + emote flaps his wings nervously. + say Your death awaits you down there. + wait 2 s + say Turn back while you still can. +end +~ +#574 +Climb Up - 574~ +2 c 100 +climb~ +if %arg% == up + %send% %actor% You climb up. + %echoaround% %actor% %actor.name% starts climbing up out of the hole. + %teleport% %actor% 573 + %force% %actor% look + %echoaround% %actor% %actor.name% climbs out of the hole. +else + %send% %actor% Climb where?! +end +~ +#584 +Arthur Welcome - 584~ +0 d 100 +hi hello~ +say Good day neighbor! +wait 2 s +emote gestures for you to sit down. +wait 2 s +emote smiles happily. +~ +$~ diff --git a/lib/world/trg/50.trg b/lib/world/trg/50.trg index a154046..1642e73 100644 --- a/lib/world/trg/50.trg +++ b/lib/world/trg/50.trg @@ -1,86 +1,86 @@ -#5000 -Near Death Trap Rickety Rope Bridge - 5062~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 4 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% You somehow survive the fall and lay among the rocks. -%send% %actor% The Gods must favor you this day. -~ -#5001 -Magic User - 5004, 5010, 5014~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#5002 -Brass Dragon Guard - 5005~ -0 q 100 -~ -* Check the direction the player must go to enter the guild. -if %direction% == west - * Stop everyone! - return 0 - %send% %actor% The guard humiliates you, and blocks your way. - %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. -end -~ -$~ +#5000 +Near Death Trap Rickety Rope Bridge - 5062~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 4 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 2 sec +%send% %actor% You somehow survive the fall and lay among the rocks. +%send% %actor% The Gods must favor you this day. +~ +#5001 +Magic User - 5004, 5010, 5014~ +0 k 10 +~ +switch %actor.level% + case 1 + case 2 + case 3 + break + case 4 + dg_cast 'magic missile' %actor% + break + case 5 + dg_cast 'chill touch' %actor% + break + case 6 + dg_cast 'burning hands' %actor% + break + case 7 + case 8 + dg_cast 'shocking grasp' %actor% + break + case 9 + case 10 + case 11 + dg_cast 'lightning bolt' %actor% + break + case 12 + dg_cast 'color spray' %actor% + break + case 13 + dg_cast 'energy drain' %actor% + break + case 14 + dg_cast 'curse' %actor% + break + case 15 + dg_cast 'poison' %actor% + break + case 16 + if %actor.align% > 0 + dg_cast 'dispel good' %actor% + else + dg_cast 'dispel evil' %actor% + end + break + case 17 + case 18 + dg_cast 'call lightning' %actor% + break + case 19 + case 20 + case 21 + case 22 + dg_cast 'harm' %actor% + break + default + dg_cast 'fireball' %actor% + break +done +~ +#5002 +Brass Dragon Guard - 5005~ +0 q 100 +~ +* Check the direction the player must go to enter the guild. +if %direction% == west + * Stop everyone! + return 0 + %send% %actor% The guard humiliates you, and blocks your way. + %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. +end +~ +$~ diff --git a/lib/world/trg/51.trg b/lib/world/trg/51.trg index b9451ea..37335cd 100644 --- a/lib/world/trg/51.trg +++ b/lib/world/trg/51.trg @@ -4,7 +4,7 @@ Near Death Trap Sacrificial Pit - 5143~ ~ * Near Death Trap stuns actor wait 4 sec -set stunned %actor.hitp% +set stunned %actor.hitp% %damage% %actor% %stunned% wait 2 sec %send% %actor% The spiders bring you to the brink of death. diff --git a/lib/world/trg/52.trg b/lib/world/trg/52.trg index 013e504..e816bb9 100644 --- a/lib/world/trg/52.trg +++ b/lib/world/trg/52.trg @@ -1,73 +1,73 @@ -#5200 -Near Death Trap Fall - 5249~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 2 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% You somehow survive the fall. -~ -#5201 -Magic User - 5200, 5201, 5209~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -$~ +#5200 +Near Death Trap Fall - 5249~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 2 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 2 sec +%send% %actor% You somehow survive the fall. +~ +#5201 +Magic User - 5200, 5201, 5209~ +0 k 10 +~ +switch %actor.level% + case 1 + case 2 + case 3 + break + case 4 + dg_cast 'magic missile' %actor% + break + case 5 + dg_cast 'chill touch' %actor% + break + case 6 + dg_cast 'burning hands' %actor% + break + case 7 + case 8 + dg_cast 'shocking grasp' %actor% + break + case 9 + case 10 + case 11 + dg_cast 'lightning bolt' %actor% + break + case 12 + dg_cast 'color spray' %actor% + break + case 13 + dg_cast 'energy drain' %actor% + break + case 14 + dg_cast 'curse' %actor% + break + case 15 + dg_cast 'poison' %actor% + break + case 16 + if %actor.align% > 0 + dg_cast 'dispel good' %actor% + else + dg_cast 'dispel evil' %actor% + end + break + case 17 + case 18 + dg_cast 'call lightning' %actor% + break + case 19 + case 20 + case 21 + case 22 + dg_cast 'harm' %actor% + break + default + dg_cast 'fireball' %actor% + break +done +~ +$~ diff --git a/lib/world/trg/53.trg b/lib/world/trg/53.trg index b0302ef..ed3e783 100644 --- a/lib/world/trg/53.trg +++ b/lib/world/trg/53.trg @@ -4,7 +4,7 @@ Near Death Trap Fall - 5307~ ~ * Near Death Trap stuns actor wait 2 sec -set stunned %actor.hitp% +set stunned %actor.hitp% %damage% %actor% %stunned% wait 2 sec %send% %actor% You somehow survive the fall. @@ -111,7 +111,7 @@ set actor %random.char% * only continue if an actor is defined. if %actor% * if they have lost more than half their hitpoints heal em - if %actor.hitp% < %actor.maxhitp% / 2 + if %actor.hitp% < %actor.maxhitp% / 2 wait 1 sec say You are injured, let me help. wait 2 sec diff --git a/lib/world/trg/54.trg b/lib/world/trg/54.trg index c307cda..c350004 100644 --- a/lib/world/trg/54.trg +++ b/lib/world/trg/54.trg @@ -151,7 +151,7 @@ set actor %random.char% * only continue if an actor is defined. if %actor% * if they have lost more than half their hitpoints heal em - if %actor.hitp% < %actor.maxhitp% / 2 + if %actor.hitp% < %actor.maxhitp% / 2 wait 1 sec say You are injured, let me help. wait 2 sec diff --git a/lib/world/trg/56.trg b/lib/world/trg/56.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/56.trg +++ b/lib/world/trg/56.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/57.trg b/lib/world/trg/57.trg index c40f5d7..c2ddc70 100644 --- a/lib/world/trg/57.trg +++ b/lib/world/trg/57.trg @@ -1,70 +1,70 @@ -#5730 -Scorpion -5730~ -0 h 100 -~ -if %actor.is_pc% - wait 2 sec - say Welcome to my parlor said the spider to the fly! - wait 2 sec - say of course, that spider is a friend of mine! - wait 2 sec - cackle - wait 2 sec - mkill %actor% -end -~ -#5733 -Assassin - NOT ATTACHED~ -0 h 100 -~ -if %actor.is_pc% - say Hello traveller! - wait 1 sec - say how are you? - wait 1 sec - say well, now that you've seen me I'll have to kill you... - wait 1 sec - mua - wait 1 sec - mkill %actor.name% -end -~ -#5734 -Crannasia - 5734~ -0 h 100 -~ -if %actor.is_pc% - wait 2 sec - say Welcome traveller - wait 4 sec - say how are you faring? - wait 4 sec - say well, regardless of that it's time for you to die! - wait 3 sec - say goodbye weakling - wait 2 sec - mua - wait 2 sec - mkill %actor% -end -~ -#5794 -Claw - NOT ATTACHED~ -1 j 100 -~ -wait 1 sec -say HEY! I won't serve you! -%purge% self -~ -#5799 -Near Death Trap Fall - 5707~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 2 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 2 sec -%send% %actor% You continue to fall... and fall... and fall. -~ -$~ +#5730 +Scorpion -5730~ +0 h 100 +~ +if %actor.is_pc% + wait 2 sec + say Welcome to my parlor said the spider to the fly! + wait 2 sec + say of course, that spider is a friend of mine! + wait 2 sec + cackle + wait 2 sec + mkill %actor% +end +~ +#5733 +Assassin - NOT ATTACHED~ +0 h 100 +~ +if %actor.is_pc% + say Hello traveller! + wait 1 sec + say how are you? + wait 1 sec + say well, now that you've seen me I'll have to kill you... + wait 1 sec + mua + wait 1 sec + mkill %actor.name% +end +~ +#5734 +Crannasia - 5734~ +0 h 100 +~ +if %actor.is_pc% + wait 2 sec + say Welcome traveller + wait 4 sec + say how are you faring? + wait 4 sec + say well, regardless of that it's time for you to die! + wait 3 sec + say goodbye weakling + wait 2 sec + mua + wait 2 sec + mkill %actor% +end +~ +#5794 +Claw - NOT ATTACHED~ +1 j 100 +~ +wait 1 sec +say HEY! I won't serve you! +%purge% self +~ +#5799 +Near Death Trap Fall - 5707~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 2 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 2 sec +%send% %actor% You continue to fall... and fall... and fall. +~ +$~ diff --git a/lib/world/trg/6.trg b/lib/world/trg/6.trg index a671497..4525f0b 100644 --- a/lib/world/trg/6.trg +++ b/lib/world/trg/6.trg @@ -1,28 +1,28 @@ -#600 -Mob Random Speak - 622~ -0 b 5 -~ -switch %random.3% - case 1 - say RAAWK! Polly wants a cracker! Polly wants a cracker! - break - case 2 - say Who's a pretty boy then? Who's a pretty boy then, RAAAAWK! - break - case 3 - say Braaaak. I'm a pretty boy. I'm a pretty boy. Braaaak. - break - default - sneeze - break -done -~ -#601 -Mob Speech Polly - 622~ -0 d 100 -pretty~ -if %actor.vnum% != %self.vnum% - say I'm a pretty boy. -end -~ -$~ +#600 +Mob Random Speak - 622~ +0 b 5 +~ +switch %random.3% + case 1 + say RAAWK! Polly wants a cracker! Polly wants a cracker! + break + case 2 + say Who's a pretty boy then? Who's a pretty boy then, RAAAAWK! + break + case 3 + say Braaaak. I'm a pretty boy. I'm a pretty boy. Braaaak. + break + default + sneeze + break +done +~ +#601 +Mob Speech Polly - 622~ +0 d 100 +pretty~ +if %actor.vnum% != %self.vnum% + say I'm a pretty boy. +end +~ +$~ diff --git a/lib/world/trg/60.trg b/lib/world/trg/60.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/60.trg +++ b/lib/world/trg/60.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/61.trg b/lib/world/trg/61.trg index ee1022e..1da18fa 100644 --- a/lib/world/trg/61.trg +++ b/lib/world/trg/61.trg @@ -1,82 +1,82 @@ -#6100 -Near Death Trap Spiders - 6131~ -2 g 100 -~ -* Near Death Trap stuns actor, then poison will almost kill them. -wait 3 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 3 sec -dg_affect %actor% poison on 1 -%send% %actor% The spiders wrap you up and leave you to die. -~ -#6101 -Magic user - 6112, 6114-6117~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#6102 -Snake Bite - 6113~ -0 k 10 -~ -%send% %actor% %self.name% bites you! -%echoaround% %actor% %self.name% bites %actor.name%. -dg_cast 'poison' %actor% -~ -$~ +#6100 +Near Death Trap Spiders - 6131~ +2 g 100 +~ +* Near Death Trap stuns actor, then poison will almost kill them. +wait 3 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 3 sec +dg_affect %actor% poison on 1 +%send% %actor% The spiders wrap you up and leave you to die. +~ +#6101 +Magic user - 6112, 6114-6117~ +0 k 10 +~ +switch %actor.level% + case 1 + case 2 + case 3 + break + case 4 + dg_cast 'magic missile' %actor% + break + case 5 + dg_cast 'chill touch' %actor% + break + case 6 + dg_cast 'burning hands' %actor% + break + case 7 + case 8 + dg_cast 'shocking grasp' %actor% + break + case 9 + case 10 + case 11 + dg_cast 'lightning bolt' %actor% + break + case 12 + dg_cast 'color spray' %actor% + break + case 13 + dg_cast 'energy drain' %actor% + break + case 14 + dg_cast 'curse' %actor% + break + case 15 + dg_cast 'poison' %actor% + break + case 16 + if %actor.align% > 0 + dg_cast 'dispel good' %actor% + else + dg_cast 'dispel evil' %actor% + end + break + case 17 + case 18 + dg_cast 'call lightning' %actor% + break + case 19 + case 20 + case 21 + case 22 + dg_cast 'harm' %actor% + break + default + dg_cast 'fireball' %actor% + break +done +~ +#6102 +Snake Bite - 6113~ +0 k 10 +~ +%send% %actor% %self.name% bites you! +%echoaround% %actor% %self.name% bites %actor.name%. +dg_cast 'poison' %actor% +~ +$~ diff --git a/lib/world/trg/62.trg b/lib/world/trg/62.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/62.trg +++ b/lib/world/trg/62.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/63.trg b/lib/world/trg/63.trg index 442f639..e00b2cf 100644 --- a/lib/world/trg/63.trg +++ b/lib/world/trg/63.trg @@ -28,7 +28,7 @@ while %i% end eval stolen %i.vnum% set next %i.next_in_list% - if %pge% + if %pge% %purge% %i% end * Don't steal mail. @@ -51,7 +51,7 @@ while %i% < 18 %load% obj %stolen% end eval i %i%+1 -done +done ~ #6301 Magic User - 6302, 6309, 6312, 6314, 6315~ diff --git a/lib/world/trg/64.trg b/lib/world/trg/64.trg index 3e9e195..8ff9c9b 100644 --- a/lib/world/trg/64.trg +++ b/lib/world/trg/64.trg @@ -1,13 +1,13 @@ -#6400 -Near Death Trap - 6406~ -0 g 100 -~ -* Near Death Trap stuns actor -wait 5 sec -%send% %actor% %self.name% cackles at your stupidity for entering %self.hisher% domain. -wait 2 sec -%send% %actor% %self.name% makes a slight gesture with %self.hisher% right hand. -set stunned %actor.hitp% -%damage% %actor% %stunned% -~ -$~ +#6400 +Near Death Trap - 6406~ +0 g 100 +~ +* Near Death Trap stuns actor +wait 5 sec +%send% %actor% %self.name% cackles at your stupidity for entering %self.hisher% domain. +wait 2 sec +%send% %actor% %self.name% makes a slight gesture with %self.hisher% right hand. +set stunned %actor.hitp% +%damage% %actor% %stunned% +~ +$~ diff --git a/lib/world/trg/65.trg b/lib/world/trg/65.trg index 5e65f17..b0132a9 100644 --- a/lib/world/trg/65.trg +++ b/lib/world/trg/65.trg @@ -1,89 +1,89 @@ -#6500 -Magic User - 6502, 09, 16~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -#6501 -Cityguard - 6500~ -0 b 50 -~ -if !%self.fighting% - set actor %random.char% - if %actor% - if %actor.is_killer% - emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!' - kill %actor.name% - elseif %actor.is_thief% - emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!' - kill %actor.name% - elseif %actor.cha% < 6 - %send% %actor% %self.name% spits in your face. - %echoaround% %actor% %self.name% spits in %actor.name%'s face. - end - if %actor.fighting% - eval victim %actor.fighting% - if %actor.align% < %victim.align% && %victim.align% >= 0 - emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!' - kill %actor.name% - end - end - end -end -~ -$~ +#6500 +Magic User - 6502, 09, 16~ +0 k 10 +~ +switch %actor.level% + case 1 + case 2 + case 3 + break + case 4 + dg_cast 'magic missile' %actor% + break + case 5 + dg_cast 'chill touch' %actor% + break + case 6 + dg_cast 'burning hands' %actor% + break + case 7 + case 8 + dg_cast 'shocking grasp' %actor% + break + case 9 + case 10 + case 11 + dg_cast 'lightning bolt' %actor% + break + case 12 + dg_cast 'color spray' %actor% + break + case 13 + dg_cast 'energy drain' %actor% + break + case 14 + dg_cast 'curse' %actor% + break + case 15 + dg_cast 'poison' %actor% + break + case 16 + if %actor.align% > 0 + dg_cast 'dispel good' %actor% + else + dg_cast 'dispel evil' %actor% + end + break + case 17 + case 18 + dg_cast 'call lightning' %actor% + break + case 19 + case 20 + case 21 + case 22 + dg_cast 'harm' %actor% + break + default + dg_cast 'fireball' %actor% + break +done +~ +#6501 +Cityguard - 6500~ +0 b 50 +~ +if !%self.fighting% + set actor %random.char% + if %actor% + if %actor.is_killer% + emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!' + kill %actor.name% + elseif %actor.is_thief% + emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!' + kill %actor.name% + elseif %actor.cha% < 6 + %send% %actor% %self.name% spits in your face. + %echoaround% %actor% %self.name% spits in %actor.name%'s face. + end + if %actor.fighting% + eval victim %actor.fighting% + if %actor.align% < %victim.align% && %victim.align% >= 0 + emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!' + kill %actor.name% + end + end + end +end +~ +$~ diff --git a/lib/world/trg/653.trg b/lib/world/trg/653.trg index 3f72b75..2f832c1 100644 --- a/lib/world/trg/653.trg +++ b/lib/world/trg/653.trg @@ -8,7 +8,7 @@ Running the Elevator~ * apartment really needed an elevator. * Thanks to Axanon for letting me look at his really nice elevator triggers. * Be prepared for errors, use at your own risk. -* Any errors are mine, any people named in this trigger are blameless! +* Any errors are mine, any people named in this trigger are blameless! * * Parnassus' Special Anti-Freeze Formula if %cmd.mudcommand% == nohassle @@ -25,7 +25,7 @@ end * commented line using CURFL instead of the one using ORDINAL . * add additional floors along with %zone% and room number of the linking room. * (Also add mention of button and display in the linking room. Set up door to the -* elevator, flagged as 2 - Pickproof door.) +* elevator, flagged as 2 - Pickproof door.) set zone 653 set maxfl 4 set totfl 5 @@ -53,7 +53,7 @@ elseif %eleroom% == %Floor3% set Curex %Floor3% elseif %eleroom% == %Floor4% set CurFl 4 - set Curex %Floor4% + set Curex %Floor4% elseif %eleroom% == %Floor0% set CurFl 0 set Curex %Floor0% @@ -66,7 +66,7 @@ if %cmd% == push else ** Thanks to Kyle for figuring out how to make this part work. eval text %%self.%elevdoor%(bits)%% - if %text.contains(LOCKED)% && !%text.contains(PICKPROOF)% + if %text.contains(LOCKED)% && !%text.contains(PICKPROOF)% %send% %actor% The elevator is already in motion. Please be patient. halt end @@ -97,7 +97,7 @@ if %cmd% == push if !%text.contains(CLOSED)% %send% %actor% The elevator is already here. halt - elseif %text.contains(LOCKED)% && !%text.contains(PICKPROOF)% + elseif %text.contains(LOCKED)% && !%text.contains(PICKPROOF)% %send% %actor% The elevator is already in use. Please wait and try again. halt end @@ -131,7 +131,7 @@ if %cmd% == push elseif %targfl% < %Curfl% set dir down eval length %Curfl% - %targfl% - else + else set dir nowhere set length 0 end @@ -151,9 +151,9 @@ if %cmd% == push %door% %Elevat% %elevdoor% purge %door% %Elevat% %elevdoor% room %Elevat% %door% %Elevat% %elevdoor% flags abc - %at% %Elevat% %echo% The elevator g*l u r c h e s* n - %at% %Elevat% %echo% n G*l u r c h e s* n - %at% %Elevat% %echo% n g*l u r c h e s* n %dir%wards. + %at% %Elevat% %echo% The elevator @g*l u r c h e s*@n + %at% %Elevat% %echo% @n @G*l u r c h e s*@n + %at% %Elevat% %echo% @n @g*l u r c h e s*@n %dir%wards. end while %length% if %dir% == up @@ -169,28 +169,28 @@ if %cmd% == push set ordinal 2nd elseif %Curfl% == 3 set ordinal 3rd - elseif %Curfl% > 3 + elseif %Curfl% > 3 set ordinal %Curfl%th - end + end wait 15 - %at% %Elevat% %echo% g *DING!* n + %at% %Elevat% %echo% @g *DING!*@n %at% %Elevat% %echo% You have reached the %ordinal% floor. * It's easier to use the following line if you have over 20 floors (instead of the 21th floor) * %at% %Elevat% %echo% You have reached floor %Curfl%. wait 5 eval length %length% - 1 if %CurFl% > %maxfl% - %echo% r Something seems to be wrong with the elevator. n - %echo% r Please try again and if there's still a problem, n - %echo% r please report this to admin. n + %echo%@r Something seems to be wrong with the elevator.@n + %echo%@r Please try again and if there's still a problem,@n + %echo%@r please report this to admin.@n set length 0 end done if %origlen% > 0 wait 2 - %at% %Elevat% %echo% nThe elevator y*s h u d d e r s* n - %at% %Elevat% %echo% n Y*s h u d d e r s* n - %at% %Elevat% %echo% n y*s h u d d e r s* n to a halt. + %at% %Elevat% %echo% @nThe elevator @y*s h u d d e r s*@n + %at% %Elevat% %echo% @n @Y*s h u d d e r s*@n + %at% %Elevat% %echo% @n @y*s h u d d e r s*@n to a halt. end wait 2 set echofl 0 @@ -202,7 +202,7 @@ if %cmd% == push eval echofl %echofl% + 1 done wait 1 - %at% %targfl% %echo% g *DING!* n + %at% %targfl% %echo% @g *DING!*@n wait 3 %door% %Tarex% %roomdoor% room %Elevat% %door% %Tarex% %roomdoor% flags a @@ -226,7 +226,7 @@ elseif %cmd.mudcommand% == look else eval text %%self.%elevdoor%(bits)%% end - if %text.contains(LOCKED)% && !%text.contains(PICKPROOF)% + if %text.contains(LOCKED)% && !%text.contains(PICKPROOF)% %send% %actor% Numbers flash across the display. The elevator is on the move. halt end diff --git a/lib/world/trg/70.trg b/lib/world/trg/70.trg index 23e51c7..46a65db 100644 --- a/lib/world/trg/70.trg +++ b/lib/world/trg/70.trg @@ -1,9 +1,9 @@ -#7000 -Snake Bite - 7006~ -0 k 10 -~ -%send% %actor% %self.name% bites you! -%echoaround% %actor% %self.name% bites %actor.name%. -dg_cast 'poison' %actor% -~ -$~ +#7000 +Snake Bite - 7006~ +0 k 10 +~ +%send% %actor% %self.name% bites you! +%echoaround% %actor% %self.name% bites %actor.name%. +dg_cast 'poison' %actor% +~ +$~ diff --git a/lib/world/trg/71.trg b/lib/world/trg/71.trg index 09e7965..408526f 100644 --- a/lib/world/trg/71.trg +++ b/lib/world/trg/71.trg @@ -1,12 +1,12 @@ -#7100 -Near Death Trap Mid-Air - 7114, 7190~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 1 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% Watch your step next time. -~ -$~ +#7100 +Near Death Trap Mid-Air - 7114, 7190~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 1 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 5 sec +%send% %actor% Watch your step next time. +~ +$~ diff --git a/lib/world/trg/72.trg b/lib/world/trg/72.trg index 2e975b8..e1bcad4 100644 --- a/lib/world/trg/72.trg +++ b/lib/world/trg/72.trg @@ -1,62 +1,62 @@ -#7200 -Magic User - 7009, 7200-7202~ -0 k 10 -~ -switch %actor.level% - case 1 - case 2 - case 3 - break - case 4 - dg_cast 'magic missile' %actor% - break - case 5 - dg_cast 'chill touch' %actor% - break - case 6 - dg_cast 'burning hands' %actor% - break - case 7 - case 8 - dg_cast 'shocking grasp' %actor% - break - case 9 - case 10 - case 11 - dg_cast 'lightning bolt' %actor% - break - case 12 - dg_cast 'color spray' %actor% - break - case 13 - dg_cast 'energy drain' %actor% - break - case 14 - dg_cast 'curse' %actor% - break - case 15 - dg_cast 'poison' %actor% - break - case 16 - if %actor.align% > 0 - dg_cast 'dispel good' %actor% - else - dg_cast 'dispel evil' %actor% - end - break - case 17 - case 18 - dg_cast 'call lightning' %actor% - break - case 19 - case 20 - case 21 - case 22 - dg_cast 'harm' %actor% - break - default - dg_cast 'fireball' %actor% - break -done -~ -$~ +#7200 +Magic User - 7009, 7200-7202~ +0 k 10 +~ +switch %actor.level% + case 1 + case 2 + case 3 + break + case 4 + dg_cast 'magic missile' %actor% + break + case 5 + dg_cast 'chill touch' %actor% + break + case 6 + dg_cast 'burning hands' %actor% + break + case 7 + case 8 + dg_cast 'shocking grasp' %actor% + break + case 9 + case 10 + case 11 + dg_cast 'lightning bolt' %actor% + break + case 12 + dg_cast 'color spray' %actor% + break + case 13 + dg_cast 'energy drain' %actor% + break + case 14 + dg_cast 'curse' %actor% + break + case 15 + dg_cast 'poison' %actor% + break + case 16 + if %actor.align% > 0 + dg_cast 'dispel good' %actor% + else + dg_cast 'dispel evil' %actor% + end + break + case 17 + case 18 + dg_cast 'call lightning' %actor% + break + case 19 + case 20 + case 21 + case 22 + dg_cast 'harm' %actor% + break + default + dg_cast 'fireball' %actor% + break +done +~ +$~ diff --git a/lib/world/trg/73.trg b/lib/world/trg/73.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/73.trg +++ b/lib/world/trg/73.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/74.trg b/lib/world/trg/74.trg index 41f67c4..291fc70 100644 --- a/lib/world/trg/74.trg +++ b/lib/world/trg/74.trg @@ -1,87 +1,87 @@ -#7400 -Willow Peace - 7403~ -2 b 100 -~ -%echo% The invigorating scent revitalizes you and fills you with peace. -wait 2 s -%echo% The dove sings sweetly making this a peaceful place to REST. -~ -#7401 -Boy - 7401~ -0 b 100 -~ -em says, 'When I get scared, I FLEE. My sister thinks it's 'cause I'm WIMPY.' -~ -#7402 -Girl Skip - 7402~ -0 bi 100 -~ -wait 9 s -em skips away, pulling up flowers as she goes. -~ -#7403 -Squat - 7403~ -0 bg 100 -~ -wait 5 s -emote yawns and says, 'You know, this work has quite an AFFECT on me.' -~ -#7404 -Dwarf - 7404~ -0 bg 100 -~ -wait 3 s -emote grumbles, 'I wouldn't have to rob graves if I had some GOLD.' -~ -#7405 -Angray Man - 7405~ -0 bg 100 -~ -wait 1 s -emote growls angrily, 'You didn't leave me any money! I have nothing in the BANK at all! -~ -#7406 -Mother - 7406~ -0 bg 100 -~ -wait 4 s -emote cries, 'Why didn't my sweet son CONSIDER his actions!' -wait 3 s -emote sobs uncontrollably. -~ -#7408 -Woman - 7408~ -0 bg 100 -~ -emote muses to herself, 'I wonder if there is a SHOP nearby, I need new shoes.' -~ -#7409 -Stern - 7409~ -0 bg 100 -~ -wait 2 s -emote grumbles, 'I have never seen such a GROUP of people here, what a busy day.' -wait 3 s -~ -#7411 -Ancient - 7411~ -0 bg 100 -~ -emote rasps, 'Are you here to visit the alchemist's tomb?' -~ -#7412 -Pickpocket - 7412~ -0 bg 100 -~ -wait 2 s -emote whispers, 'Hmmm, whats that you've got in your INVENTORY, eh?' -wait 6 s -emote lurks menacingly, glancing at your pockets now and again. -~ -#7417 -Mourner sob - 7417~ -0 bg 100 -~ -emote sobs uncontrollably. -~ -$~ +#7400 +Willow Peace - 7403~ +2 b 100 +~ +%echo% The invigorating scent revitalizes you and fills you with peace. +wait 2 s +%echo% The dove sings sweetly making this a peaceful place to REST. +~ +#7401 +Boy - 7401~ +0 b 100 +~ +em says, 'When I get scared, I FLEE. My sister thinks it's 'cause I'm WIMPY.' +~ +#7402 +Girl Skip - 7402~ +0 bi 100 +~ +wait 9 s +em skips away, pulling up flowers as she goes. +~ +#7403 +Squat - 7403~ +0 bg 100 +~ +wait 5 s +emote yawns and says, 'You know, this work has quite an AFFECT on me.' +~ +#7404 +Dwarf - 7404~ +0 bg 100 +~ +wait 3 s +emote grumbles, 'I wouldn't have to rob graves if I had some GOLD.' +~ +#7405 +Angray Man - 7405~ +0 bg 100 +~ +wait 1 s +emote growls angrily, 'You didn't leave me any money! I have nothing in the BANK at all! +~ +#7406 +Mother - 7406~ +0 bg 100 +~ +wait 4 s +emote cries, 'Why didn't my sweet son CONSIDER his actions!' +wait 3 s +emote sobs uncontrollably. +~ +#7408 +Woman - 7408~ +0 bg 100 +~ +emote muses to herself, 'I wonder if there is a SHOP nearby, I need new shoes.' +~ +#7409 +Stern - 7409~ +0 bg 100 +~ +wait 2 s +emote grumbles, 'I have never seen such a GROUP of people here, what a busy day.' +wait 3 s +~ +#7411 +Ancient - 7411~ +0 bg 100 +~ +emote rasps, 'Are you here to visit the alchemist's tomb?' +~ +#7412 +Pickpocket - 7412~ +0 bg 100 +~ +wait 2 s +emote whispers, 'Hmmm, whats that you've got in your INVENTORY, eh?' +wait 6 s +emote lurks menacingly, glancing at your pockets now and again. +~ +#7417 +Mourner sob - 7417~ +0 bg 100 +~ +emote sobs uncontrollably. +~ +$~ diff --git a/lib/world/trg/75.trg b/lib/world/trg/75.trg index 5fcb77c..12d9c8c 100644 --- a/lib/world/trg/75.trg +++ b/lib/world/trg/75.trg @@ -34,7 +34,7 @@ wait 20 s chubby man greeting~ 0 g 100 ~ -say Hello, wait here and I will see if Empress Kiona will see you. +say Hello, wait here and I will see if Empress Kiona will see you. ~ #7567 voodoo doll says out~ diff --git a/lib/world/trg/78.trg b/lib/world/trg/78.trg index 4ac4765..e8100bf 100644 --- a/lib/world/trg/78.trg +++ b/lib/world/trg/78.trg @@ -1,13 +1,13 @@ -#7804 -78one~ -0 k 100 -~ -say Ahh, mommy mommy help. -~ -#7805 -78two~ -0 f 100 -~ -say Goodbye, mommy. -~ -$~ +#7804 +78one~ +0 k 100 +~ +say Ahh, mommy mommy help. +~ +#7805 +78two~ +0 f 100 +~ +say Goodbye, mommy. +~ +$~ diff --git a/lib/world/trg/79.trg b/lib/world/trg/79.trg index c9195c2..3ba560e 100644 --- a/lib/world/trg/79.trg +++ b/lib/world/trg/79.trg @@ -1,39 +1,39 @@ -#7900 -Near Death Trap Fall- 7920~ -2 g 100 -~ -* Near Death Trap stuns actor -wait 1 sec -set stunned %actor.hitp% -%damage% %actor% %stunned% -wait 5 sec -%send% %actor% Watch your step next time. -~ -#7901 -Cityguard - 7900~ -0 b 50 -~ -if !%self.fighting% - set actor %random.char% - if %actor% - if %actor.is_killer% - emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!' - kill %actor.name% - elseif %actor.is_thief% - emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!' - kill %actor.name% - elseif %actor.cha% < 6 - %send% %actor% %self.name% spits in your face. - %echoaround% %actor% %self.name% spits in %actor.name%'s face. - end - if %actor.fighting% - eval victim %actor.fighting% - if %actor.align% < %victim.align% && %victim.align% >= 0 - emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!' - kill %actor.name% - end - end - end -end -~ -$~ +#7900 +Near Death Trap Fall- 7920~ +2 g 100 +~ +* Near Death Trap stuns actor +wait 1 sec +set stunned %actor.hitp% +%damage% %actor% %stunned% +wait 5 sec +%send% %actor% Watch your step next time. +~ +#7901 +Cityguard - 7900~ +0 b 50 +~ +if !%self.fighting% + set actor %random.char% + if %actor% + if %actor.is_killer% + emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!' + kill %actor.name% + elseif %actor.is_thief% + emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!' + kill %actor.name% + elseif %actor.cha% < 6 + %send% %actor% %self.name% spits in your face. + %echoaround% %actor% %self.name% spits in %actor.name%'s face. + end + if %actor.fighting% + eval victim %actor.fighting% + if %actor.align% < %victim.align% && %victim.align% >= 0 + emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!' + kill %actor.name% + end + end + end +end +~ +$~ diff --git a/lib/world/trg/83.trg b/lib/world/trg/83.trg index 3597f9f..e048424 100644 --- a/lib/world/trg/83.trg +++ b/lib/world/trg/83.trg @@ -4,10 +4,10 @@ Zone 83 Enter~ Enter~ if !%arg% && !%command% wait 2s - %echo% g[ Welcome to Zone 83, by Meyekul. Type ' oEnter Zone n g' to begin. ] n + %echo% @g[ Welcome to Zone 83, by Meyekul. Type '@oEnter Zone@n@g' to begin. ]@n elseif %cmd.mudcommand% == Enter && zone /= %arg% wait 1s - %echo% g[ Now Entering Zone 83... ] n + %echo% @g[ Now Entering Zone 83... ]@n wait 1s %teleport% %actor% 8301 %force% %actor% look @@ -39,13 +39,13 @@ Self-Healing on half HP~ eval repair %random.3% switch %repair% case 1 - %echo% cPirates scramble to repair their damaged ship. n + %echo% @cPirates scramble to repair their damaged ship.@n break case 2 - %echo% cPirates carry buckets of water to extinguish fires on the ship. n + %echo% @cPirates carry buckets of water to extinguish fires on the ship.@n break case 3 - %echo% cPirates rush to seal leaks in the hull of their ship. n + %echo% @cPirates rush to seal leaks in the hull of their ship.@n break done %damage% %self% -1000 @@ -130,14 +130,14 @@ switch %song% emote sings, 'They breathe!' wait 10s done - n - n - n - y**************************************************************** - y* cThese songs were written (as far as I know..) by y* - y* c oTim Schafer n c, Lead Designer of " oThe Curse of Monkey Island n c" y* - y* cI take no responsibility if he got the ideas elsewhere. :) y* - y**************************************************************** n +@n +@n +@n +@y**************************************************************** +@y* @cThese songs were written (as far as I know..) by @y* +@y* @c@oTim Schafer@n@c, Lead Designer of "@oThe Curse of Monkey Island@n@c" @y* +@y* @cI take no responsibility if he got the ideas elsewhere. :) @y* +@y****************************************************************@n ~ #8307 Cabin Boy (8307) Mops~ @@ -252,7 +252,7 @@ Near Death Trap Davy Jones' Locker - 8386~ ~ * Near Death Trap stuns actor wait 1 sec -set stunned %actor.hitp% +set stunned %actor.hitp% %damage% %actor% %stunned% wait 5 sec %send% %actor% The Gods pity you enough to allow you to survive. @@ -417,16 +417,16 @@ jump~ %echoaround% %actor% %actor.name% climbs to the edge and jumps off. %teleport% %actor% 8376 wait 1s - %send% %actor% oDown.. n + %send% %actor% @oDown..@n wait 1s - %send% %actor% oDown... n + %send% %actor% @oDown...@n wait 1s - %send% %actor% oDown you go... n + %send% %actor% @oDown you go...@n wait 1s eval halfhitp ((%actor.hitp% / 2) + 10) - %send% %actor% You slam oHARD n into the deck! - %send% %actor% You take r%halfhitp% n points of damage. - %echoaround% %actor% %actor.name% slams oHARD n into the deck! + %send% %actor% You slam @oHARD@n into the deck! + %send% %actor% You take @r%halfhitp%@n points of damage. + %echoaround% %actor% %actor.name% slams @oHARD@n into the deck! %damage% %actor% %halfhitp% else %send% %actor% Jump where? @@ -441,7 +441,7 @@ emote clears his throat. wait 3s while %beers% eval beertens %beers% / 10 - eval beerones %beers% - ( %beertens% * 10 ) + eval beerones %beers% - (%beertens% * 10) switch %beerones% case 0 unset alphabeers @@ -563,41 +563,41 @@ Chinchirorin Dice (8397)~ eval die2 %random.6% eval die3 %random.6% eval roll %die1%%die2%%die3% - %send% %actor% The dice land on o g%die1% n, o c%die2% n, o r%die3% n. - oechoaround %actor% %actor.name% rolls a o g%die1% n, o c%die2% n, o r%die3% n. + %send% %actor% The dice land on @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n. + oechoaround %actor% %actor.name% rolls a @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n. *** Check For 3 of a Kind *** if (%roll% == 111) - oechoaround %actor% It's a o g1-1-1 n! %actor.name% pays triple the bet! - %send% %actor% It's a o g1-1-1 n! You pay triple the bet! + oechoaround %actor% It's a @o@g1-1-1@n! %actor.name% pays triple the bet! + %send% %actor% It's a @o@g1-1-1@n! You pay triple the bet! halt elseif ((%die1% == %die2%) && (%die2% == %die3%)) - oechoaround %actor% o g%die1% c%die2% r%die3% n Three of a kind! %actor.name% wins triple the bet! - %send% %actor% o g%die1% c%die2% r%die3% n Three of a kind! You win triple the bet! + oechoaround %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! %actor.name% wins triple the bet! + %send% %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! You win triple the bet! halt *** Check for Storms *** elseif (%roll% == 123 || %roll% == 132 || %roll% == 213 || %roll% == 321 || %roll% == 312) - oechoaround %actor% It's a storm! o g1-2-3 n! %actor.name% pays double the bet! - %send% %actor% It's a storm! o g1-2-3 n! You pay double the bet! + oechoaround %actor% It's a storm! @o@g1-2-3@n! %actor.name% pays double the bet! + %send% %actor% It's a storm! @o@g1-2-3@n! You pay double the bet! halt elseif (%roll% == 456 || %roll% == 465 || %roll% == 546 || %roll% == 654 || %roll% == 645) - oechoaround %actor% It's a storm! o g4-5-6 n! %actor.name% wins double the bet! - %send% %actor% It's a storm! o g4-5-6 n! You win double the bet! + oechoaround %actor% It's a storm! @o@g4-5-6@n! %actor.name% wins double the bet! + %send% %actor% It's a storm! @o@g4-5-6@n! You win double the bet! halt *** Otherwise, Compute the Score *** elseif (%die1%==%die2%) - oechoaround %actor% %actor.name% scores a o g%die3% n. - %send% %actor% You score a o g%die3% n. + oechoaround %actor% %actor.name% scores a @o@g%die3%@n. + %send% %actor% You score a @o@g%die3%@n. halt elseif (%die1%==%die3%) - oechoaround %actor% %actor.name% scores a o g%die2% n. - %send% %actor% You score a o g%die2% n. + oechoaround %actor% %actor.name% scores a @o@g%die2%@n. + %send% %actor% You score a @o@g%die2%@n. halt elseif (%die2%==%die3%) - oechoaround %actor% %actor.name% scores a o g%die1% n. - %send% %actor% You score a o g%die1% n. + oechoaround %actor% %actor.name% scores a @o@g%die1%@n. + %send% %actor% You score a @o@g%die1%@n. halt else - oecho o gNo score! n + oecho @o@gNo score!@n end *** Please Do not Edit This Section *** * Written by Meyekul (meyekul@@hotmail.com) for Anywhere But Home (anywhere.wolfpaw.net:5555). diff --git a/lib/world/trg/86.trg b/lib/world/trg/86.trg index ede8ae5..185c943 100644 --- a/lib/world/trg/86.trg +++ b/lib/world/trg/86.trg @@ -1 +1 @@ -$~ +$~ diff --git a/lib/world/trg/9.trg b/lib/world/trg/9.trg index 517d4d1..49cd7a5 100644 --- a/lib/world/trg/9.trg +++ b/lib/world/trg/9.trg @@ -1,22 +1,22 @@ -#901 -snarl with glee~ -0 g 100 -~ -wait 1 s -snarl -~ -#902 -glare~ -0 g 100 -~ -wait 1 s -glare -~ -#907 -Flash Light~ -0 g 100 -~ -wait 1 s -%echo% The Mri Treasure glows with a golden aura. -~ -$~ +#901 +snarl with glee~ +0 g 100 +~ +wait 1 s +snarl +~ +#902 +glare~ +0 g 100 +~ +wait 1 s +glare +~ +#907 +Flash Light~ +0 g 100 +~ +wait 1 s +%echo% The Mri Treasure glows with a golden aura. +~ +$~ diff --git a/lib/world/trg/90.trg b/lib/world/trg/90.trg index fcf95b0..0ed0b44 100644 --- a/lib/world/trg/90.trg +++ b/lib/world/trg/90.trg @@ -30,7 +30,7 @@ while %target_char% done if %quiver% %force% %actor% take arrow quiver - end + end if %actor.inventory(9004)% eval dex_check %random.6% + 10 if %actor.dex% > %dex_check% diff --git a/lib/world/trg/96.trg b/lib/world/trg/96.trg index c8a591f..1f03104 100644 --- a/lib/world/trg/96.trg +++ b/lib/world/trg/96.trg @@ -93,10 +93,10 @@ King Challenge - 9653~ if %actor.is_pc% wait 1 s %echo% A voice booms, "Welcome traveller! You have come far to seek my Sword. - %echo% I admire your perseverance. - %echo% However, you must prove yourself one more time. - %echo% You have proven your brawn, now show me your wit! - %echo% Unless you are all brawn, in that case you may fight again. + %echo% I admire your perseverance. + %echo% However, you must prove yourself one more time. + %echo% You have proven your brawn, now show me your wit! + %echo% Unless you are all brawn, in that case you may fight again. %echo% So, which shall it be? Brains or brawn?" end ~ diff --git a/lib/world/wld/0.wld b/lib/world/wld/0.wld index 0913225..c871bbb 100644 --- a/lib/world/wld/0.wld +++ b/lib/world/wld/0.wld @@ -26,15 +26,15 @@ S #2 Welcome to the Builder Academy~ A builder is a term usually used to describe a person who designs MUD zones -for other characters to explore. Any player with motivation, ideas, and good -writing style can be a builder as well as a player. As a Builder, your job is -to create the virtual world in which players can roam around, solve puzzles, -find treasures, and gain experience. A Builder creates the rooms, objects, -mobs, shops, and triggers with which players will interact. +for other characters to explore. Any player with motivation, ideas, and good +writing style can be a builder as well as a player. As a Builder, your job is +to create the virtual world in which players can roam around, solve puzzles, +find treasures, and gain experience. A Builder creates the rooms, objects, +mobs, shops, and triggers with which players will interact. If this is something you are interested in doing then you have come to the -right place. Be warned, building is not easy and will require hard work, +right place. Be warned, building is not easy and will require hard work, patience, and the ability to take constructive criticism. - Your first task is to apply for builder status at: + Your first task is to apply for builder status at: @Cwww.tbamud.com@n When you finish and submit the application tell anyone level 32 or higher and they will advance you to begin your training. @@ -52,11 +52,11 @@ T 199 The Builder Academy~ Congratulations on your new-found immortality. Now all you need to know is how to use your new abilities. This zone describes how to create CircleMUD -areas. The intended audience is builders interested in creating new worlds. +areas. The intended audience is builders interested in creating new worlds. There are a few basic rules to understand while exploring this zone and learning how to build. Everything in @RCAPITAL LETTERS@n is something that can be further explored by typing @RCAPITAL LETTERS@n and hitting return. - + Test this out, @RHELP DISCLAIMER@n. ~ 0 8 0 0 0 0 @@ -65,6 +65,7 @@ D1 ~ 0 0 4 S +T 56 #4 The Beginning~ By simply following the different halls new builders will be taught the @@ -92,7 +93,7 @@ S The Builder Academy Implementation~ Here at The Builder Academy we try not to restrict builders with rules and regulations. But, some are required in order to make this place run smoothly. -Please realize we handle a lot of newbie builders with a very minimal staff so +Please realize we handle a lot of newbie builders with a very minimal staff so be patient, learn to use the helpfiles and have fun. Read the following help files on TBA's training process: @RHELP TRIALROOM @@ -112,18 +113,18 @@ D3 S #6 Building~ - This hallway running west to east is the route you will advance after -completing each hallway leading off to the north (if there is one) @RHELP TBAMAP@n. + This hallway running west to east is the route you will advance after +completing each hallway leading off to the north (if there is one) @RHELP TBAMAP@n. The first thing all builders need to realize is that their area is not going to be the best, and it is not going to have the best equipment or toughest mobs -in the game. All new builders want to make a piece of equipment that is better -than any other and they all want the large group of players to remember the -trials and tribulations they went through while trying to kill a mob that they +in the game. All new builders want to make a piece of equipment that is better +than any other and they all want the large group of players to remember the +trials and tribulations they went through while trying to kill a mob that they have created. If you are a veteran of any MUD, you know that the toughest mobs -have already been made, and to try to create a mob that is tougher is almost +have already been made, and to try to create a mob that is tougher is almost impossible and will only duplicate existing mobs, or throw off the balance of the game. So start out small and do not expect to create a perfect zone the -first time around. Do not make anything super-powerful. It will not be allowed +first time around. Do not make anything super-powerful. It will not be allowed and you will have to redo it, wasting everyone's time, both yours and ours. Read the following help files: @RHELP BUILDER @@ -132,26 +133,38 @@ HELP BALANCE HELP BREATHE@n ~ 0 8 0 0 0 0 +D0 +~ +~ +0 0 -1 D1 ~ ~ 0 0 7 +D2 +~ +~ +0 0 -1 D3 ~ ~ 0 0 5 +D4 +~ +~ +0 0 -1 S #7 Writing Good Descriptions~ - The following help files go into the lengthy subject of writing good + The following help files go into the lengthy subject of writing good descriptions. This will also cover proper grammar and the use of the text -editor where you enter all of your long descriptions. - The hardest part for most new builders is writing descriptions. We assume -that you are reasonably literate and know basic grammar and spelling. If -this does not describe you, we humbly suggest that you take some classes, -get a dictionary, and start learning. Proper grammar should be used at all -times. If you can write reasonably well, great! I am sure you will still -find this hallway useful. We will discuss some of the issues related to +editor where you enter all of your long descriptions. + The hardest part for most new builders is writing descriptions. We assume +that you are reasonably literate and know basic grammar and spelling. If +this does not describe you, we humbly suggest that you take some classes, +get a dictionary, and start learning. Proper grammar should be used at all +times. If you can write reasonably well, great! I am sure you will still +find this hallway useful. We will discuss some of the issues related to writing specifically for a MUD, such as: @RHELP DESCRIBING HELP YOU @@ -184,7 +197,7 @@ it is because your OLC is not set to that zone. @RSTAT SELF@n to see what your assigned to you by the staff. The zone number is then divided into VNUM's ##00 to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers are critical; they are the identities of the rooms within the game. They can be -used with "goto" to go to that room. +used with "goto" to go to that room. Now, lets look at the redit menu. Type the following: @RHELP REDIT-MENU@n That is an example of the redit menu you will see when you edit a room. Notice how each important line has an associated help topic. To learn more @@ -200,6 +213,10 @@ D3 ~ ~ 0 0 7 +D4 +~ +~ +0 0 -1 S #9 How to Use Oedit~ @@ -207,15 +224,15 @@ How to Use Oedit~ Please remember that every MUD has different ideas of balance and the basics of building you learn here should be universal, but expect limitations on objects from your MUD administration. To further help your training we have added object -standards to all values a builder can set. This way you know what values are -appropriate and will not have to redo objects because you did not know what +standards to all values a builder can set. This way you know what values are +appropriate and will not have to redo objects because you did not know what values to set. - Oedit can be used by typing "oedit <>". A zone is divided into VNUM's + Oedit can be used by typing "oedit <>". A zone is divided into VNUM's ##00 to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers -are critical; they are the identities of the objects within the game. It is +are critical; they are the identities of the objects within the game. It is a good habit to start using all VNUMs from ##00 to ##99 consecutively. Start off by checking out the oedit menu. Type @RHELP OEDIT-MENU@n -That is an example of the oedit menu you will see when you edit an object. +That is an example of the oedit menu you will see when you edit an object. Notice how each important line has an associated help topic. To learn more about it just see the appropriate help file. If this is your first experience with oedit read ALL the help files. @@ -232,8 +249,8 @@ D3 S #10 How to Use Medit~ - Next you will learn how to create mobiles with the mobile editor. Mobs are -the non-player characters within the game (NPC's). With medit you will be able + Next you will learn how to create mobiles with the mobile editor. Mobs are +the non-player characters within the game (NPC's). With medit you will be able to create a mob and modify all of its stats (statistics), flags, and settings. Mobile edit, or medit, is how you create the monsters a player can interact with. Notice I use the word interact. Every mob should not be made for just @@ -241,8 +258,8 @@ killing. There can and should be a variety. For example, one mob could be made for high experience value, another for gold, another for a unique object, another to fill a storyline, another as part of a quest. The options are limitless, especially with triggers, mobs are meant for much more than just -killing. Medit can be used by typing "medit ". - Type @RHELP MEDIT-MENU@n That is an example of the medit menu you will see +killing. Medit can be used by typing "medit ". + Type @RHELP MEDIT-MENU@n That is an example of the medit menu you will see when you edit a mobile. Each line has its own help topic you should also read. ~ 0 8 0 0 0 0 @@ -257,25 +274,25 @@ D3 S #11 How to Use Zedit~ - Zedit is what is used to load mobiles and objects into rooms. Every zone + Zedit is what is used to load mobiles and objects into rooms. Every zone goes through a zone reset, each one depending on how you set it. Upon a zone reset all rooms, mobs, and objects will reload if they are no longer present. Most new builders think mobs and objects are loaded by the "load" command. This is not how it is done. Instead you use zedit in each room you wish a -mob or object to load. This way whenever the zone resets it will execute the +mob or object to load. This way whenever the zone resets it will execute the zone commands to load all of your mobs and objects. - Zone edit, or zedit, is how you control how mobiles and objects are -integrated within the zone to create an inhabited world. Using "load obj -" does not ensure that the mob will always be there, in fact if someone -kills it or the mud reboots it will be gone. So you need to load mobs and + Zone edit, or zedit, is how you control how mobiles and objects are +integrated within the zone to create an inhabited world. Using "load obj +" does not ensure that the mob will always be there, in fact if someone +kills it or the mud reboots it will be gone. So you need to load mobs and objects through zedit. It can be used just like redit, by simply typing zedit while you are in the room you wish to edit or "zedit <>." Now, lets look at the zedit menu. @RHELP ZEDIT-MENU@n. That is an example of the zedit menu, be sure to read the related helpfiles on each menu option. Zedit contains zone settings, followed by a series of reset commands. Each -time a zone is reset, the server executes all the commands in order from -beginning to end. All zones are reset when the server first boots, and +time a zone is reset, the server executes all the commands in order from +beginning to end. All zones are reset when the server first boots, and periodically reset again while the game is running. ~ 0 8 0 0 0 0 @@ -290,16 +307,16 @@ D3 S #12 How to Use Sedit~ - Shops are stores within the mud that players can list the items for sale -and then buy or sell from. Shops are one of the more complicated aspects of -building and should not be attempted until you are comfortable with the other -forms of OLC (except trigedit). + Shops are stores within the mud that players can list the items for sale +and then buy or sell from. Shops are one of the more complicated aspects of +building and should not be attempted until you are comfortable with the other +forms of OLC (except trigedit). When you make a shop I suggest you use the shop vnum that matches the room -you wish the shop to be in. For example, say I want a shop in room 1333. I -would sedit 1333 to create that shop. Now, let us look at the sedit menu. -Type the following: @RHELP SEDIT-MENU@n. That is an example of the sedit menu -you will see when you edit a shop. Notice how each important line has an -associated help topic. To learn more about it just see the appropriate help +you wish the shop to be in. For example, say I want a shop in room 1333. I +would sedit 1333 to create that shop. Now, let us look at the sedit menu. +Type the following: @RHELP SEDIT-MENU@n. That is an example of the sedit menu +you will see when you edit a shop. Notice how each important line has an +associated help topic. To learn more about it just see the appropriate help file. If this is your first experience with sedit read ALL the help files. ~ 0 8 0 0 0 0 @@ -315,9 +332,9 @@ S #13 How to Use Trigedit~ The hall to the north will show you how to use the trigger editor. Trigedit -is the most advanced form of OLC we have to offer. It is the hardest, but also -the most rewarding. If you are looking to pour life into your mobs, enliven -your rooms or just make your objects special? This can all be done with +is the most advanced form of OLC we have to offer. It is the hardest, but also +the most rewarding. If you are looking to pour life into your mobs, enliven +your rooms or just make your objects special? This can all be done with trigedit. Have fun with the power of (minor) coding! Like all the hallways before use this hallway in conjunction with the help files: @RHELP TRIGEDIT-MENU@n and the commands @RTLIST@n and @RTSTAT@n commands. @@ -342,12 +359,12 @@ S #14 Planning~ The ideas discussed in the help files below are tried and true. Though they -may not work for everyone, they will for the majority. Learn from others -mistakes and understand the planning required to make a good zone. Building a -great zone takes many things; such as time, patience, good grammar/spelling, -knowing how to balance your zone, a lot of work, and most importantly -planning. Now this all may sound like a lot to do, but I can assure you that -with this zone, and the help of others, you can do this. +may not work for everyone, they will for the majority. Learn from others +mistakes and understand the planning required to make a good zone. Building a +great zone takes many things; such as time, patience, good grammar/spelling, +knowing how to balance your zone, a lot of work, and most importantly +planning. Now this all may sound like a lot to do, but I can assure you that +with this zone, and the help of others, you can do this. @RHELP DICTIONARY@n @RHELP WORK@n @RHELP PLANNING@n @@ -372,7 +389,7 @@ S #15 Lessons Learned and Advanced Building~ Here are a few lessons that have been passed down from builder to builder -through out the years. Take heed to these words as they have been and done +through out the years. Take heed to these words as they have been and done what you are now doing many times over. @RHELP LANCE HELP SNOWLOCK @@ -397,19 +414,19 @@ S Immortal Commands~ As an immortal you have some new commands available to you. To see all of your immortal commands simply type @RWIZHELP@n. Every command in the game -has a help entry. So the best way to learn how to use all these commands is -by simply typing @RHELP @n. This will bring up some information -about the command. For example, this is what you will see if you type +has a help entry. So the best way to learn how to use all these commands is +by simply typing @RHELP @n. This will bring up some information +about the command. For example, this is what you will see if you type @RHELP NOHASSLE@n: - + @WNOHASSLE -------->> help topic - + Usage: nohassle ---------->> what you need to type to do it. - + Toggles a flag to prevent aggressive monsters from attacking and also prevents -immortals from firing triggers. If you wish to test triggers you must turn +immortals from firing triggers. If you wish to test triggers you must turn nohassle off. -->> description - + See Also: HOLYLIGHT, ROOMFLAGS ------->> other related commands in help file. @n Now is the time to practice all of your immortal commands, make sure you @@ -430,13 +447,9 @@ D2 S #17 Overview of the MUD World~ - The first thing you need to build is a good telnet client. Everyone has -their preferences. Some work better than others. A few clients can not understand -color codes and other important special characters like the backslash. I highly -recommend ZMUD. It is even worth the 25$ registration fee. If that is too -much, download the free version. You can see an in-depth list of clients under: -@RHELP TELNET@n - + The first thing you need to build is a good telnet client. +@RHELP TELNET@n for a list. + Once you have a good client you must understand a few basics: @RHELP VIRTUAL-NUMBERS@n @RHELP TERMINOLOGY@n @@ -468,7 +481,7 @@ D2 S #19 A Quest Room~ - In this room you may be able to finish the Mob Quest Tutorial. + In this room you may be able to finish the Mob Quest Tutorial. ~ 0 8 0 0 0 0 D3 @@ -478,14 +491,14 @@ D3 S #20 Advanced Trigedit Example~ - Begin by @RSTAT GATEGUARD@n and then tstat each trigger listed to see what + Begin by @RSTAT GATEGUARD@n and then tstat each trigger listed to see what they do. This example is explained under @RHELP TRIGEDIT-ADVANCED-TUTORIAL@n. Including triggers 4, 5, 7, 8. To pay the gateguard: @RGIVE 10 COINS GUARD@n. ~ 0 24 0 0 0 0 D0 - The tutorial hallway continues. + The tutorial hallway continues. ~ gateway~ 2 46 21 @@ -502,7 +515,7 @@ these variables. The most basic usage is to set a quest as completed when the player is done. Another use would be to set something else like player_can_breathe_water and prevent a player from entering a certain room unless they have this variable set. To see what variables are set on a player -simply stat that player. @RSTAT SELF@n. +simply stat that player. @RSTAT SELF@n. ~ 0 24 0 0 0 0 D0 @@ -521,7 +534,7 @@ S #22 Quest Variables Example~ I used triggers 190 thru 192 to setup this example. Simply tstat each to see -what they do. +what they do. ~ 0 8 0 0 0 0 D3 @@ -533,7 +546,7 @@ T 189 #23 Trigger Help Files~ I have added extensive help files on every type of trigger. Please use them -and give feedback. The easiest way to get to them all is through: +and give feedback. The easiest way to get to them all is through: @RHELP TRIGEDIT-MENU@n and @RHELP TRIGEDIT-TYPE@n. There are 1000's of triggers on TBA you can use as examples. @RHELP EXAMPLES@n for a few. @RHELP TRIG-EXAMPLES@n for some advanced ones. @@ -547,58 +560,6 @@ D2 S #33 Rumble's Room~ - ...you'll find that you're not the first person who was ever confused and -frighteneed and even sickened by human behavior. You're by no means alone on -that score, you'll be excited and stimulated to know. Many, many men have been -just as troubled morally and spiritually as you are right now. Happily, some -of them kept records of their troubles. You'll learn from them-if you want to. -Just as someday, if you have something to offer, someone will learn something -from you. It's a beautiful reciprocal arrangement. ---The Catcher in the Rye -@(HELP QUOTE@) -~ -0 8 0 0 0 0 -E -july4~ - On July 4, 1776, we claimed our independence from England and Democracy was -born. Every day thousands leave their homeland to come to the "land of the -free and the home of the brave" so they can begin their American Dream. The -United States is truly a diverse nation made up of dynamic people. Each year -on July 4, Americans celebrate that freedom and indepen-dence with barbecues, -picnics, and family ga-therings. Through the Internet we are learning about -and communicat-ing with people of different nations, with different languages -and different races throughout the world. Bringing the world closer with -understanding and knowledge can only benefit all nations. We invite all -nations to celebrate with Americans online this Fourth of July. Happy -Birthday, America! -~ -E -oath~ - I do solemnly swear that I will support and defend the Constitution of the -United States against all enemies, foreign and domestic, and to bear true faith -and allegiance to the same that I take this obligation freely, without any -mental reservation or purpose of evasion, and that I will well and faithfully -discharge the duties of the office upon which I am about to enter. -~ -E -builder~ - -There is one timeless way of building. - -It is thousands of years old, and the same today as it has always been. - - The great traditional buildings of the past, the villages and tents and -temples in which man feels at home, have always been made by people who were -very close to the center of this way. It is not possible to make great -buildings, or great towns, beautiful places, places where you feel yourself, -places where you feel alive, except by following this way. And, as you will -see, this way will lead anyone who looks for it to buildings which are -themselves as ancient in their form, as the trees and hills, and as our faces -are. - --The Timeless Way of Building -~ -E -war~ War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to @@ -606,52 +567,11 @@ fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself. John Stuart Mill +@(HELP QUOTE@) ~ -E -old glory flag~ - I fly atop the world's tallest buildings. I stand watch in America's Halls -of Justice. I fly majestically over great institutions of learning. I stand -guard with the greatest military power in the world. Look up and see me! I -stand for peace, honor, truth, and justice. I stand for freedom. I am -confident, I am arrogant, I am proud. When I am flown with my banners, my head -is a little higher, my colors a little truer, I bow to no one! I am recognized -all over the world. I am worshipped, I am loved, and I am feared! I have -fought in every battle of every war for more than 200 years: Gettysburg, -Shiloh, Appomattox, San Juan Hill, the trenches of France, the Argonne Forest, -Anzio, Rome, the beaches of Normandy, Guam, Okinawa, Japan, Korea, Vietnam, the -Persian Gulf, and a score of places long forgotten by all, but those who were -there with me... I was there! I led my Soldiers, Sailors, Airmen, and -Marines. I followed them and watched over them. They loved me. I was on a -small hill in Iwo Jima. I was dirty, battle-worn, and tired. But my Soldiers -cheered me! And I was proud! I have been soiled, burned, torn, and trampled -on the streets of countries that I have helped set free. It does not hurt, for -I am invincible. I have also been soiled, burned, torn, and trampled on the -streets of my own country and, when it is by those whom I have served with in -battle-it hurts. But I shall overcome, for I am strong! I have slipped the -bonds of Earth and, from my vantage point on the Moon, I stand watch over the -uncharted new frontiers of Space. I have been a silent witness to all of -America's finest hours. But my finest hour comes when I am torn in strips to -be used as bandages for my wounded comrades on the field of battle-when I fly -at half-mast to honor my Soldiers, Sailors, Airmen, and Marines, and-when I lie -in the trembling arms of a grieving mother, at the gravesite of her fallen son -or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long -may I wave. -~ -E -Catcher Rye~ - The mark of the immature man is that he wants to die nobly for a cause, -while the mark of the mature man is that he wants to live humbly for one. ---Wilhelm Stekel - ...you'll find that you're not the first person who was ever confused and -frighteneed and even sickened by human behavior. You're by no means alone on -that score, you'll be excited and stimulated to know. Many, many men have been -just as troubled morally and spiritually as you are right now. Happily, some -of them kept records of their troubles. You'll learn from them-if you want to. -Just as someday, if you have something to offer, someone will learn something -from you. It's a beautiful reciprocal arrangement. ---The Catcher in the Rye -~ +0 8 0 0 0 0 S +T 308 #34 Pool of Images~ A broad mosaic walkway wraps around the natural hotsprings in this cavernous @@ -661,7 +581,7 @@ into the water images begin to form from out of the depths, coalescing into a vivid scene. Your heart begins to pound and your breathing becomes deeper as you watch the images taking shape in the turbulent liquid. Your mouth becomes dry as you see yourself in the watery panorama ... And time stands still for -just one moment ... As you see your future in the depths ... +just one moment ... As you see your future in the depths ... ~ 0 520 0 0 0 0 S @@ -697,9 +617,9 @@ longer online. S #89 The Prison Cell Corridor~ - This long hallway is barely wide enough for two people to walk abreast. + This long hallway is barely wide enough for two people to walk abreast. Along the Northern wall are steel doors spaced a few feet apart while the -southern wall is of cinder block construction. +southern wall is of cinder block construction. ~ 0 8 0 0 0 0 D1 @@ -817,22 +737,22 @@ T 172 #98 The End of the Beginning~ For those of you who have read this far and actually made something out of -it, Congratulations. You have the patience to become a builder and make -CircleMUD zones. If you wimped out or skipped some areas then please MUDmail -me why. @RAT POSTMASTER MAIL RUMBLE@n. Also, please MUDmail or email me any -questions, comments, concerns, or suggestions about this zone. What did I do -wrong, forget, misspell, anything! If you have something to add feel free to +it, Congratulations. You have the patience to become a builder and make +CircleMUD zones. If you wimped out or skipped some areas then please MUDmail +me why. @RAT POSTMASTER MAIL RUMBLE@n. Also, please MUDmail or email me any +questions, comments, concerns, or suggestions about this zone. What did I do +wrong, forget, misspell, anything! If you have something to add feel free to MUDmail or email me. @RHELP EMAIL@n. - + This area is a culmination of help files I have come across and my own experiences in the CircleMUD community. I thank all those before who have helped in the creation of this masterpiece. Special Thanks to Welcor, Elaseth, Manivo, Snowlock, and Lance for their additions. - + Remember, MUDding is fun! - + Respectfully, - + Rumble ~ 0 8 0 0 0 0 @@ -857,14 +777,14 @@ D2 ~ 0 0 98 E -floor~ - The stone floor is the same shade of grey as the sky and is completely plain -and unscratched. It is probably too hard for anything to leave as much as a -scratch on it. -~ -E sky winds~ Cold winds plunge ceaselessly at you from the dark, cloudless sky. ~ +E +floor~ + The stone floor is the same shade of gray as the sky and is completely plain +and unscratched. It is probably too hard for anything to leave as much as a +scratch on it. +~ S $~ diff --git a/lib/world/wld/1.wld b/lib/world/wld/1.wld index 1846c50..f9a1780 100644 --- a/lib/world/wld/1.wld +++ b/lib/world/wld/1.wld @@ -72,15 +72,15 @@ Zone 1 is linked to the following zones: 2 Sanctus II at 199 (south) ---> 206 ~ S -T 56 +T 24 #101 The Temple of the Gods~ This seems to be the highest point in the kingdom of Sanctus. It is from here that the worshipers of the gods come to pay tribute to those who have saved -them from the chaos and destruction beyond the sanctuary of the city walls. +them from the chaos and destruction beyond the sanctuary of the city walls. Large windows reach from the floor to the ceiling, giving an excellent view of the city and countryside beyond. An altar stands in the middle of the room with -a statue on each side. +a statue on each side. ~ 1 16 0 0 0 0 D2 @@ -92,18 +92,18 @@ D5 ~ 0 0 100 E -altar~ - The altar is made from black granite and has been carved into a small basin -with a high back. Almost as if it was meant to be some sort of seat. -Inscriptions in some foreign tongue are written on every square inch of the -altar. You wonder what they must say and who could have written it. -~ -E statue~ As you examine the statues more closely you realize they must resemble the two gods responsible for the creation and ongoing protection of Sanctus, Ferret and Rumble. They both radiate a strength and power that resembles the solid -white marble they were crafted from. +white marble they were crafted from. +~ +E +altar~ + The altar is made from black granite and has been carved into a small basin +with a high back. Almost as if it was meant to be some sort of seat. +Inscriptions in some foreign tongue are written on every square inch of the +altar. You wonder what they must say and who could have written it. ~ S T 158 @@ -129,7 +129,7 @@ are resolved in this room by the High Council of Clerics. They are responsible for the health of all the citizens of Sanctus and are obligated to aid anyone who is in need. A large rectangular table with thirteen chairs surrounding it fills the center of the room. A large pane window overhead admits a glowing -aura that fills the room with serenity. +aura that fills the room with serenity. ~ 1 8 0 0 0 1 D5 @@ -141,7 +141,7 @@ table~ A large sturdy oak table with two sturdy silver candelabras placed in the center. The twelve chairs on the sides are used by the councillors while the head chair, which is garnished in silver, is only used by the High Councilman. - + ~ S T 51 @@ -161,7 +161,7 @@ D5 0 0 132 E void~ - How can you look at something that does not even exist. + How can you look at something that does not even exist. ~ S #105 @@ -172,7 +172,7 @@ barrier that protects the city from the chaos of the outside world. They may also be called upon to protect the city in case of an attack. The Magi are the most revered of all the classes as they are the most powerful. But that power has a price. Only five Magi have survived. Five decorative cushions are -placed in a circle in the middle of the room. +placed in a circle in the middle of the room. ~ 1 8 0 0 0 1 D5 @@ -181,11 +181,11 @@ D5 0 0 133 E cushions~ - Each cushion is of a different color. Red, Blue, Green, Black, Yellow. -You notice two other cushions lined against the wall before a small altar. -They are Grey and Purple. Those colors symbolize the stages in the raising of + Each cushion is of a different color. Red, Blue, Green, Black, Yellow. +You notice two other cushions lined against the wall before a small altar. +They are Gray and Purple. Those colors symbolize the stages in the raising of a Magi. Few every achieve that honor. None have for the Order of the Purple -or Grey Robe. +or Gray Robe. ~ S #106 @@ -208,7 +208,7 @@ dome barrier shimmering~ created by Drakkar. The dome is used to keep balance within the city limits and allows everyone to exist in peace. Those brave enough to venture beyond the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. +collapsed and the laws of science and nature are in disorder. ~ S #107 @@ -217,7 +217,7 @@ Training Room~ thrown about by their trainers. This is where fighters come to hone their battling skills. Racks of weapons line two of the four walls. The room is filled with a smoky haze from four brass lanterns suspended from the ceiling. -The room smells of sweat and blood. +The room smells of sweat and blood. ~ 1 24 0 0 0 0 D5 @@ -232,7 +232,7 @@ strategic planning tools are placed on a large glass table with a map of the realm encased within. This is where the War Master plans how to protect the city in case of an attack. The room is a mess with maps piled high and scattered haphazardly wherever there is room. This is where the defense of the -city is run from. +city is run from. ~ 1 8 0 0 0 0 D5 @@ -240,16 +240,16 @@ D5 ~ 0 0 142 E -table~ - The table is made out of cherry. It is worn from years of use. The glass -top allows for an excellent view of the map protected within. -~ -E map~ The map is a geographic representation of Sanctus. Not even really a map, more of a scaled model. The walls and buildings of the city are raised higher than the rest of the map to give it a third dimension. Small soldiers are -scattered around the top of the table to help the War Master place his men. +scattered around the top of the table to help the War Master place his men. +~ +E +table~ + The table is made out of cherry. It is worn from years of use. The glass +top allows for an excellent view of the map protected within. ~ S #109 @@ -258,7 +258,7 @@ Thieves Retreat~ mystery and secrecy blankets the room. Dim lights cause a dancing of shadows that plays tricks on the eyes. A few of the shadows may actually be people, hidden easily in the darkness Those who have chosen the discipline of thievery -can learn invaluable skills here to further their training and wealth. +can learn invaluable skills here to further their training and wealth. ~ 1 24 0 0 0 0 D5 @@ -271,8 +271,8 @@ Scheming Room~ The masters of the underground gather here to devise their plans for the running of Sanctus. Their abilities in deception allowed them to take over the internal affairs of the city. They control the trade and finances of the city. -Many disagree with this concept but none can disagree with the results. -Thieves are masters when it comes to politics. +Many disagree with this concept but none can disagree with the results. +Thieves are masters when it comes to politics. ~ 1 8 0 0 0 0 D5 @@ -283,7 +283,7 @@ S #111 Northwest Corner of the Inner Wall~ To the north can be heard the clang and crash of the smithies in the Warriors -Quarter. To the west the barracks and the gate to the outside are visible. +Quarter. To the west the barracks and the gate to the outside are visible. The Temple of Sanctus rises above to the southeast, its single spire reaching up into the sky higher than any other building in the realm. A stone stairwell leads down to the inner city. @@ -301,7 +301,7 @@ To the east one can see the gate and a long warehouse. The Temple of Sanctus rises above to the southwest. A light breeze brings a bit of refreshment and a strange smell. Few people know, or want to know, what lies beyond the city walls and the safety of the dome. A stone stairwell leads down to the inner -city. +city. ~ 1 0 0 0 0 1 D5 @@ -329,7 +329,7 @@ of various heroes. One shows monsters of umimaginable horror rending human bodies with their fangs, tusks, and jaws. Another displays a gallant warrior in shining golden armor waving a bejewled sword high over his head, roaring a challenge to some unseen beast within a nearby cave. All are supposedly true -tales, but most have been forgotten with the passing of time. +tales, but most have been forgotten with the passing of time. ~ S #114 @@ -351,7 +351,7 @@ shimmering dome luminescent~ created by Drakkar. The dome is used to keep balance within the city limits and allows everyone to exist in peace. Those brave enough to venture beyond the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. +collapsed and the laws of science and nature are in disorder. ~ S #115 @@ -360,7 +360,7 @@ Above the Inner Wall~ invasion. All citizens are required to move within the inner city and prepare to fight. The city has never fallen to this day. To the north one can see the barracks, to the south the Hall of Clerics. A stone stairwell leads down to the -inner city. +inner city. ~ 1 0 0 0 0 1 D5 @@ -383,17 +383,17 @@ D1 ~ 0 0 100 E +man silhouette~ + The distinct outline of a human body that must have taken the brunt of the +blast when the portal imploded. You wonder what or who it might have been. +You can still see pieces of cloth and bone buried deeply into the wall inside +the shadow of the unlucky man. +~ +E hole~ You can look out over the inner wall to the western side of Sanctus. The smell of charred human remains and smoldering plaster makes your eyes water so -it is difficult to see much else through the tiny hole. -~ -E -man silhouette~ - The distinct outline of a human body that must have taken the brunt of the -blast when the portal imploded. You wonder what or who it might have been. -You can still see pieces of cloth and bone buried deeply into the wall inside -the shadow of the unlucky man. +it is difficult to see much else through the tiny hole. ~ S #117 @@ -402,7 +402,7 @@ Travelling Room~ walls are glistening white plaster with a vaulted ceiling. Powerful mages are said to be able to create portals through their arcane arts, though many die in the process. The skill is as of yet unmastered. It is rumored that the evil -Drakkar has achieved this mastery, but none have ever witnessed it. +Drakkar has achieved this mastery, but none have ever witnessed it. ~ 1 24 0 0 0 0 D3 @@ -443,7 +443,7 @@ dome radiant shimmering~ created by Drakkar. The dome is used to keep balance within the city limits and allows everyone to exist in peace. Those brave enough to venture beyond the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. +collapsed and the laws of science and nature are in disorder. ~ S #120 @@ -479,7 +479,7 @@ dome shimmering~ created by Drakkar. The dome is used to keep balance within the city limits and allows everyone to exist in peace. Those brave enough to venture beyond the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. +collapsed and the laws of science and nature are in disorder. ~ S #122 @@ -487,7 +487,7 @@ Southeastern Corner of the Inner Wall~ A glimpse of shimmering light high above in the clouds reminds one of the protecting dome that ensures oner safety. To the south the black stone of the Tower of the Magi glistens serenely. To the east you can see the Mansion of the -Magi in all its extravagance. +Magi in all its extravagance. ~ 1 0 0 0 0 1 D5 @@ -500,16 +500,16 @@ dome shimmering~ created by Drakkar. The dome is used to keep balance within the city limits and allows everyone to exist in peace. Those brave enough to venture beyond the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. +collapsed and the laws of science and nature are in disorder. ~ S #123 Closet~ Clean white linen is stacked neatly on shelves with pristine white towels, -cloths, bandages, slings, and other items used in the art of healing. +cloths, bandages, slings, and other items used in the art of healing. Apprentices rush in and out grabbing what they need to aid the wounded. Robes of fine wool hang on pegs in the back of the closet. They look like the same -robes the apprentices wear. +robes the apprentices wear. ~ 1 8 0 0 0 0 D2 @@ -521,8 +521,8 @@ S High Councillors Chambers~ The room is barren of luxuries that most people enjoy in a home. The floor, ceiling, and walls are all bright white and almost painful to look at. A bed, -table, desk, and a small personal shrine are the only furniture in the room. -Even the highest priest is not allowed the luxuries that they deserve. +table, desk, and a small personal shrine are the only furniture in the room. +Even the highest priest is not allowed the luxuries that they deserve. ~ 1 8 0 0 0 0 D2 @@ -530,26 +530,26 @@ D2 ~ 0 0 129 E -shrine~ - A beutiful shrine. It has two white marble figures facing each other with a -painting of the city below them. The two figures seem to be looking down at -the city with looks of worry and hopelessness. An unlit candle and mirror lay -on the floor beside the small shrine. -~ -E table desk chair~ The table, desk, and chair are made from solid oak of the highest quality. A thin goose down mattress and pillow are the only comfortable looking items in the room. The desk is bare and all the drawers are empty. It is as if no one -even lives here. +even lives here. +~ +E +shrine~ + A beutiful shrine. It has two white marble figures facing each other with a +painting of the city below them. The two figures seem to be looking down at +the city with looks of worry and hopelessness. An unlit candle and mirror lay +on the floor beside the small shrine. ~ S #125 Plane of the Magi~ Here, one finds themselves in a place of non-existence. The walls recede -from vision until all that is visible is a bleak greyness. Nothing can any +from vision until all that is visible is a bleak grayness. Nothing can any longer be discerned in three dimensions. The floor, ceiling, and sky all are -the same bleak grey color. It is here the Magi come to test their mystical +the same bleak gray color. It is here the Magi come to test their mystical arts. It is not a good place to get lost in. ~ 1 8 0 0 0 0 @@ -581,7 +581,7 @@ S #126 Plane of the Magi~ Any fragments of the familiar world have vanished. All around stretches -vague mists of greyness. In every direction no distance or any distinguishable +vague mists of grayness. In every direction no distance or any distinguishable landmark can be discerned. A person could easily get lost in this nothingness. It is this nothingness that helps the Magi hone their abilities before unleashing them into the real world. @@ -618,7 +618,7 @@ Healer's Room~ novices who receive injury in their adventures. For the more experienced adventurers aid can be sought, but for a price. Apprentices gowned in white robes bring water and fresh bandages to the experienced healers who aid the -wounded. +wounded. ~ 1 8 0 0 0 0 D1 @@ -632,7 +632,7 @@ Tower of Sanctum~ can best serve the gods and Sanctus to improve the safety of the realm and eventually restore order to the world that Drakkar had so horribly imbalanced. With time the High Council believes they can restore order. With the help of -the gods this may be possible. +the gods this may be possible. ~ 1 8 0 0 0 0 D0 @@ -665,7 +665,7 @@ Tower of Sanctum~ This tower was one of the first to be constructed after the temple was completed. It was made from a combination of magic and manpower. The white alabaster stone is said to still have some magical residue that benefits those -who come here to seek aid. +who come here to seek aid. ~ 1 8 0 0 0 0 D0 @@ -712,7 +712,7 @@ Home of the Magi~ to stay within the towers. The five Magi share this duty and are responsible for the safety of the Orb of Sanctum. The Orb is what was given to the Magi by the gods to sustain the protective dome. As long as the orb is safely in place -and a Magi is present to sustain it the dome will remain. +and a Magi is present to sustain it the dome will remain. ~ 1 8 0 0 0 1 D1 @@ -725,7 +725,7 @@ Tower of the Magi~ Within the halls of this tower lies the Orb of Sanctum. It is the responsibility of all to ensure its safety. Without the orb the dome would collapse and chaos would rule. The Magi have been given the honor of it placed -within these halls. The orb is rumoured to have been created by the Gods Rumble +within these halls. The orb is rumored to have been created by the Gods Rumble and Ferret. But, no one knows for sure. ~ 1 8 0 0 0 0 @@ -760,7 +760,7 @@ Tower of the Magi~ the Orb is one of balance. An oft overlooked power. Balance is what is required for the world to exist. The Orb is the last balance left in the realm. If it were to be taken all hope would be lost. Without it the city -would quickly be overrun by Drakkar and his followers. +would quickly be overrun by Drakkar and his followers. ~ 1 8 0 0 0 0 D0 @@ -794,7 +794,7 @@ Orb of Sanctum~ entire room is made of black stone that seems to absorb all light. A huge pedestal sits in the center of the room surrounded by statues of every Magi to ever live. It is up to them to protect the Orb from any who wish to steal or -cause harm to it. +cause harm to it. ~ 1 8 0 0 0 0 D3 @@ -808,7 +808,7 @@ Healers Chambers~ A stark white room that is glaringly white. A simple bed, desk, and chair are the only inhabitants. All of them are made out of wood and are polished to a glossy shine. A single window looks out over the Southern Gate. To live a -life as a Cleric is to life a life without desire and need. +life as a Cleric is to life a life without desire and need. ~ 1 8 0 0 0 1 D0 @@ -816,27 +816,27 @@ D0 ~ 0 0 128 E -bed~ - The bed is made of a sturdy pine. A thin mattress covered in a white sheet -with a down pillow overlaying it. The mattress is too thin to hold anything of -value. +window~ + Overlooking the western gate you can see the shimmering protective dome. +You hope it lasts, peace and tranquility is a good thing. +~ +E +chair~ + It's just your standard wooden chair. Uncomfortable and only real +usefulness would be as firewood. ~ E desk~ The desk is made of sturdy pine with a heavy coating of wax that was probably applied by the apprentices. A small quill and pad of paper are centered on the top of the desk. The desk has three drawers. All of them are -empty. +empty. ~ E -chair~ - It's just your standard wooden chair. Uncomfortable and only real -usefulness would be as firewood. -~ -E -window~ - Overlooking the western gate you can see the shimmering protective dome. -You hope it lasts, peace and tranquility is a good thing. +bed~ + The bed is made of a sturdy pine. A thin mattress covered in a white sheet +with a down pillow overlaying it. The mattress is too thin to hold anything of +value. ~ S #136 @@ -845,7 +845,7 @@ Kitchen~ towers occupants, but on second glance one can see that a few of the cooks are actually clerics and they are working over cauldrons of liquids that could not possibly be food. At least it does not smell like food. This must be where -they make their healing elixirs, salves, and potions. +they make their healing elixirs, salves, and potions. ~ 1 8 0 0 0 0 D0 @@ -858,7 +858,7 @@ Supply Room~ Shelves full of various ingredients required for the casting of arcane spells line all three walls. Everything from potions to pills and everything in between. Some of the jars contain strange beasts soaking in a strange -liquid. The smell of dust and strange herbs permeates the room. +liquid. The smell of dust and strange herbs permeates the room. ~ 1 8 0 0 0 1 D0 @@ -869,10 +869,10 @@ S #138 Room of the Magi~ This is a meeting room of the higher level mages who are seeking to become a -Magi. It is here they must prove themselves both physically and mentally. -Most never make it. The Magi of the Purple and Grey robes has never been +Magi. It is here they must prove themselves both physically and mentally. +Most never make it. The Magi of the Purple and Gray robes has never been achieved. The actual testing to be a Magi remains a mystery as only the Magi -themselves have witnessed it. +themselves have witnessed it. ~ 1 8 0 0 0 1 D0 @@ -899,7 +899,7 @@ dome protection~ created by Drakkar. The dome is used to keep balance within the city limits and allows everyone to exist in peace. Those brave enough to venture beyond the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. +collapsed and the laws of science and nature are in disorder. ~ S #140 @@ -907,7 +907,7 @@ Northern Gate of Sanctus~ Steel reinforced gates large enough to pass two wagons abreast are being guarded diligently. These gates are normally locked at night to ensure the safety of the city. Only the east and west gates remain open all day. The -luminescent dome encompassing the city can be seen just to the north. +luminescent dome encompassing the city can be seen just to the north. ~ 1 0 0 0 0 1 D2 @@ -924,7 +924,7 @@ dome luminescent~ created by Drakkar. The dome is used to keep balance within the city limits and allows everyone to exist in peace. Those brave enough to venture beyond the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. +collapsed and the laws of science and nature are in disorder. ~ S #141 @@ -932,7 +932,7 @@ Entrance to the Warriors Guild~ It is here the Warriors of Sanctus come to improve their training in the art of warfare. Not only does this include brute force and the taking up of arms, but also the cunning art of tactics that can decide the outcome of any battle. -A stairwell in the back of the room leads to the training room upstairs. +A stairwell in the back of the room leads to the training room upstairs. ~ 1 8 0 0 0 0 D2 @@ -950,7 +950,7 @@ Hannibal's Bar~ unrefined liquor. A noticeable blanket of dust and filth covers every inch of this local tavern. Excessive drinking is looked down upon by all in Sanctus, but the occasional drink never hurt anyone. Unless they were stupid enough to -go walking through the Thieves Quarter after a few too many. +go walking through the Thieves Quarter after a few too many. ~ 1 8 0 0 0 0 D0 @@ -1004,8 +1004,8 @@ But when Sarge retired from his service in the guild they let him keep the smithy that he created as a retirement gift. Of course the fact that they had no one that could replace him and do his quality of work was the real reason. But, Sarge would never complain. He has spent his life hammering metal into -weapons of mass destruction or armor of superior quality. It is rumoured that -has never been given a task that he could not complete. +weapons of mass destruction or armor of superior quality. It is rumored that +has never been given a task that he could not complete. ~ 1 8 0 0 0 0 D2 @@ -1019,7 +1019,7 @@ The Northern Road~ above to the north. The dull sound of hammering comes from the building to your west and no sound escapes the building to the east. The North Way splits the city of Sanctus into two Quarters. The thieves quarter in the east and the -Warriors Quarter to the west. +Warriors Quarter to the west. ~ 1 0 0 0 0 1 D0 @@ -1037,7 +1037,7 @@ Logan's Pawn~ shop. Once in a while this store is rumored to have great deals on rare equipment. It is often normal to purchase clothing with small tears and blood stains in the small of their backs, but no one ever asks questions given the -excellent prices. +excellent prices. ~ 1 8 0 0 0 0 D2 @@ -1059,10 +1059,10 @@ D2 S #149 The Leather Shop~ - The smell of tanning hides from the back of the shop is very unpleasant. -The assortment of leather goods is very extensive and they are well made. -Anyone needing some armor but does not want to give up alot of movement and -flexibility need only come here. + The smell of tanning hides from the back of the shop is very unpleasant. +The assortment of leather goods is very extensive and they are well made. +Anyone needing some armor but does not want to give up a lot of movement and +flexibility need only come here. ~ 1 8 0 0 0 0 D2 @@ -1075,7 +1075,7 @@ Thieves Retreat~ This gloomy bar has an uneasy feeling about it. Travelers pausing here should be careful as this bar is frequented by the less honorable class in Sanctus. Very few people drink here since as soon anyone inebriated is likely -to be relieved of any gold they may be carrying. The bar seems to sell alot +to be relieved of any gold they may be carrying. The bar seems to sell a lot more than just drinks as large shelves are filled with various items and equipment. ~ @@ -1091,10 +1091,10 @@ D4 S #151 Entrance to the Thieves Guild~ - A thief stands in the back infront of a stairwell. Obviously making sure no + A thief stands in the back in front of a stairwell. Obviously making sure no one goes by without his permission. The room is shabby with little furniture. Just a table and a few wooden chairs. A few expensive tapestries look out of -place hanging on the walls. +place hanging on the walls. ~ 1 8 0 0 0 0 D2 @@ -1111,7 +1111,7 @@ The Warriors Barracks~ This is where the army of Sanctus keeps the barracks for those who wish to lead a life of service to protect the city. They are all over worked and under paid. But they serve their terms with pride. You stand in the northwest -corner of the barracks. +corner of the barracks. ~ 1 8 0 0 0 0 D1 @@ -1128,7 +1128,7 @@ The Warriors Barracks~ You are in the entrance of the barracks of the army of Sanctus. This is where the army bases it's operations from. Everything they need is located within this building. Adjoining rooms are to the west and south. The warriors -avenue is just to the east. +avenue is just to the east. ~ 1 8 0 0 0 0 D1 @@ -1147,9 +1147,9 @@ S #154 The Warriors Quarter~ This junction lies in the northwest corner of the city. The warriors guild -is just to the north and the army barracks are in the building to the west. +is just to the north and the army barracks are in the building to the west. Various stores lie further along Warriors Avenue to the east. There is a fair -amount of people, mostly soldiers, going about their daily lives. +amount of people, mostly soldiers, going about their daily lives. ~ 1 0 0 0 0 1 D0 @@ -1174,7 +1174,7 @@ Warriors Avenue~ A loud ruckus to the north must be the local bar where soldiers go to relieve themselves of their worries. The cobblestone street is clean and well maintained. The buildings all around are made of wood and some are several -stories tall. +stories tall. ~ 1 0 0 0 0 1 D0 @@ -1199,7 +1199,7 @@ Warriors Avenue~ The towns only inn towers to the north. It is one of the biggest structures in Sanctus, excluding of course the temple. Many travellers go there to relax and unwind. Several small houses are to the south along this road while the -northern half seems to consist mostly of shops. +northern half seems to consist mostly of shops. ~ 1 0 0 0 0 1 D0 @@ -1274,7 +1274,7 @@ The Northern Intersection~ wetstone in the Warriors Quarter. To the east the Thieves Quarter is covered in shadows and mystery. Not a single sound escapes from that section of the city. This intersection stands upon the North Way which runs from the North Gate down -to the Temple of Sanctus. +to the Temple of Sanctus. ~ 1 0 0 0 0 1 D0 @@ -1300,7 +1300,7 @@ Thieves Avenue~ honorable class has formed a base of operations. The thieves of the city are responsible for the economic policies of the city and do a very good job. Of course they are so worried about keeping one another from stealing from the city -that they don't dare do it themselves. +that they don't dare do it themselves. ~ 1 0 0 0 0 1 D0 @@ -1325,7 +1325,7 @@ Thieves Avenue~ A few cloaked figures glide past with a skill and dexterity that are clearly reminding of the need to hold onto gold very tightly while in this quarter of the city. The thieves may run the cities finances fairly, but they could care -less about a single adventurer. +less about a single adventurer. ~ 1 0 0 0 0 1 D0 @@ -1350,7 +1350,7 @@ Thieves Avenue~ A strange smell comes from the north, the unforgettable smell of tanning hides. Must be the towns leather shop. Tall buildings to the south must be the houses of the locals. Probably shouldn't go wandering around, this place is -full of thieves as it is and it would be easy to be mistaken for one. +full of thieves as it is and it would be easy to be mistaken for one. ~ 1 0 0 0 0 1 D0 @@ -1375,7 +1375,7 @@ Thieves Avenue~ The smell of booze and smoke filters through an open door to the north. The local bar for the thieves. The town used to have only one bar until the warriors and thieves got into a huge braul and ended up burning the place to the -ground. A few citizens walk past staring at each other curiously. +ground. A few citizens walk past staring at each other curiously. ~ 1 0 0 0 0 1 D0 @@ -1400,7 +1400,7 @@ Thieves Quarter~ The guild of thieves lies just to the north while a huge warehouse rises above you to the east. Thieves Avenue makes a turn here to the south or west. This area is now in the northeastern corner of the city, in the heart of the -Thieves Quarter. A traveler would be wise to watch their purse carefully. +Thieves Quarter. A traveler would be wise to watch their purse carefully. ~ 1 0 0 0 0 1 D0 @@ -1427,7 +1427,7 @@ The Thieves' Warehouse~ lead between them, making a small maze within the building. Looks very easy to get disoreientated and lost. This is where the city keeps the majority of it's supplies. Kind of an oxymoron that the thieves of the city handle the -finances. +finances. ~ 1 8 0 0 0 0 D1 @@ -1446,9 +1446,9 @@ S #166 A Storage Room~ Wooden crates and boxes are neatly stacked into columns standing about twice -your height with rows inbetween that barely allow you to walk through. Hard to +your height with rows in between that barely allow you to walk through. Hard to believe anyone could find their way out of this place, let alone know where to -find anything. +find anything. ~ 1 8 0 0 0 0 D2 @@ -1465,7 +1465,7 @@ The Warriors Hallway~ An elaborate hallway decorated with paintings of various victorious battles the city has fought in. Sanctus has never fallen. Various weapons and suits of armor are all bolted to the floor and walls. A small doorway leads into the -bunk room to the east. The hall continues north and south. +bunk room to the east. The hall continues north and south. ~ 1 8 0 0 0 1 D0 @@ -1486,7 +1486,7 @@ The Bunk Room~ You find yourself walking between bunks where the majority of the army sleeps. Some people are already in their racks since a watch must be stood twenty four hours a day. You here someone grumbling in their sleep about how -they always get stuck with the midwatch. +they always get stuck with the midwatch. ~ 1 8 0 0 0 0 D0 @@ -1507,7 +1507,7 @@ Warriors Avenue~ The Barracks rise above the west and a small cozy home is to the east. A well-travelled road continues north and south. This appears to be the Warriors Quarter where the army of Sanctus bases it's operations. Several recruits rush -past on assignment. +past on assignment. ~ 1 0 0 0 0 1 D0 @@ -1524,7 +1524,7 @@ A Fine Home~ A fine home of Sanctus. The smell of baking bread and the sounds of a roaring fire. The house is cluttered with the usual things that makes a house look lived in. You could be happy spending the rest of your life living in a -house like this. +house like this. ~ 1 8 0 0 0 0 D0 @@ -1537,7 +1537,7 @@ A Beggars Home~ The filth in this house is disgusting, an overflowing chamber pot almost sends you immediately back out the door. This room should not even be considered a home. You can barely even stand up the ceiling is so low and -cracks in the walls let you see outside. +cracks in the walls let you see outside. ~ 1 8 0 0 0 0 D0 @@ -1550,7 +1550,7 @@ An Extravagant Home~ This house looks out of place considering it's neighbors. The pine walls are polished to a shine and the floor is made out of some strange type of cement. Cushioned chairs surround a table set for dinner with expensive dishes -and silverware. +and silverware. ~ 1 8 0 0 0 0 D0 @@ -1563,7 +1563,7 @@ A Poor Home~ The house is made from rooten timber and the floor is just bare dirt. A baking oven and a few piles of straw are the only things in the room. This must be the poorest house in the entire city, how could anyone live like this. - + ~ 1 8 0 0 0 0 D0 @@ -1595,7 +1595,7 @@ An Extravagant Home~ One of the more successful thieves of the quarter must live here. Rugs cover the entire floor. A candelabra sits in the middle of a polished oak table. A four post bed can be seen in the back of the house. Nothing like -living the good life. +living the good life. ~ 1 8 0 0 0 1 D0 @@ -1608,7 +1608,7 @@ A Cramped Home~ A large table that could sit a family of about seven fills the majority of this house. Small mattresses lay on the floor in the back of the room. Not much hope for privacy in this house. A few dolls are having a tea party in one -corner. +corner. ~ 1 8 0 0 0 1 D0 @@ -1621,7 +1621,7 @@ A Small Home~ You walk right in as if it was your own house. Don't worry about trespassing, I'm sure no one will mind. The house is very compact. The kitchen and bedrooms are not separated by any walls. This must be a house for -the poor. +the poor. ~ 1 8 0 0 0 1 D0 @@ -1633,7 +1633,7 @@ S A Clean House~ Everything is dusted, shined, waxed, and polished. This home is spotless. Well maintained it seems. Not everyone is rich enough to afford a housekeeper, -but these folks must be. You can hear a baby crying, sounds hungry. +but these folks must be. You can hear a baby crying, sounds hungry. ~ 1 8 0 0 0 1 D0 @@ -1646,7 +1646,7 @@ Thieves Avenue~ The tall warehouse holding the supplies and emergency stores of the city is to the west. The entrance looks to be a ways further north in the heart of the Thieve's Quarter. South can be seen another intersection and the northest -corner of the inner wall. +corner of the inner wall. ~ 1 0 0 0 0 1 D0 @@ -1663,7 +1663,7 @@ The Thieves Warehouse~ A pathway has been opened here to allow for small carts and wagons to pass. You can hear a few workers in the distance pushing the large crates over the dusty floor. A large box and tackle swings back and forth on a strange pulley -system above you. +system above you. ~ 1 8 0 0 0 0 D0 @@ -1680,7 +1680,7 @@ A Storage Room~ The rows of crates and boxes continue to the north and south. Everything is nailed shut, some even wrapped in chains and padlocked. Enough stores to last the city for a year must be packed away in this place. Everything is -surpringly clean and well maintained. +surpringly clean and well maintained. ~ 1 8 0 0 0 0 D0 @@ -1697,7 +1697,7 @@ The Warriors Hallway~ The hallway end abruptly at a set of double doors to the south. You can hear people talking behind the doors, but cannot discern what they are saying. The army of Sanctus is very well disciplined and your presence may not be -exactly appreciated. They do not take kindly to strangers. +exactly appreciated. They do not take kindly to strangers. ~ 1 8 0 0 0 0 D0 @@ -1718,7 +1718,7 @@ The Bunk Room~ The sound of snoring comes from a few of the dozen or so racks crammed together in this confined room. The racks are stacked four high with only a foot or two of space for someone to sit up. The mattresses are only about an -inch thick and look very uncomfortable. +inch thick and look very uncomfortable. ~ 1 8 0 0 0 0 D0 @@ -1739,7 +1739,7 @@ The Northwest Intersection~ This junction lies at an intersection of Warriors Avenue and Warriors Alley. The alley crosses the city east to west behind the homes of the local citizens. The alley is very narrow and dark as the inner city wall follows it on the -southern side. Warriors Avenue continues north and south. +southern side. Warriors Avenue continues north and south. ~ 1 0 0 0 0 1 D0 @@ -1777,7 +1777,7 @@ S Warriors Alley~ The inner city wall rises above to the south. The sound of footsteps and the rattling of armor can be heard from the guards patrolling the top of the wall. -The alley is even darker here and a person could easily hide in the shadows. +The alley is even darker here and a person could easily hide in the shadows. ~ 1 0 0 0 0 1 D1 @@ -1794,7 +1794,7 @@ Warriors Alley~ A line of houses block the way to the north. They seem to have back doors but all are bolted, locked, or nailed shut. This is definitely not the most friendly section of the city. An alley cat bolts past as a large pile of -garbage almost collapses on it. +garbage almost collapses on it. ~ 1 0 0 0 0 1 D1 @@ -1808,10 +1808,10 @@ D3 S #188 Warriors Alley~ - The alley is a little brighter here as it lies next to the Northern Road. + The alley is a little brighter here as it lies next to the Northern Road. The sound of creaking wagons and the pound of horse hooves on the dirt road become trapped between the inner city wall and the houses within the alley -making strange echoing sounds that are very distracting. +making strange echoing sounds that are very distracting. ~ 1 0 0 0 0 1 D1 @@ -1853,7 +1853,7 @@ Thieves Alley~ The alley is cluttered with debris, maybe the street sweeper doesn't even bother cleaning this place up. The sound of a fight can be heard further to the east within the alley. This is definitely the most dangerous section of -Sanctus. +Sanctus. ~ 1 0 0 0 0 1 D1 @@ -1870,7 +1870,7 @@ Thieves Alley~ The sounds of someone fighting suddenly grow louder, then stop. Seems like that dispute was settled one way or the other. The inner city wall to the south keeps the alley eternally in shadows, no matter the time of day or night. -Houses to the north have their back doors shut and locked. +Houses to the north have their back doors shut and locked. ~ 1 0 0 0 0 1 D1 @@ -1921,7 +1921,7 @@ The Northeast Intersection~ The Thieves Avenue comes to an intersection with a shady alley to the west. This intersection is at the northeast corner of the inner city wall. On top of the wall one can see some type of post where the guards watch for any trouble. -A large building to the east must be some sort of warehouse. +A large building to the east must be some sort of warehouse. ~ 1 0 0 0 0 1 D0 @@ -1939,10 +1939,10 @@ D3 S #195 Wagon Bay~ - Huge double doors have been built into the western wall of the warehouse. + Huge double doors have been built into the western wall of the warehouse. They are closed, barred, and locked with a padlock the size of your head. No one gets in or out without that key. An aisle to load and unload wagons runs -to the east. +to the east. ~ 1 8 0 0 0 0 D0 @@ -1960,9 +1960,9 @@ D2 S #196 Wagon Bay~ - A path is opened up between the crates here for wagons to load and unload. + A path is opened up between the crates here for wagons to load and unload. The floor has turned to packed dirt and traces of horse manure leave an -unpleasant smell. Three wagons fill the center of the room. All look empty. +unpleasant smell. Three wagons fill the center of the room. All look empty. A clump of mushrooms grows in the middle of the manure. They look ripe for picking. ~ @@ -1992,7 +1992,7 @@ A Work Room~ room they simply use it. This hallway has been converted into a small room for the upkeep of armor and weapons. A grindstone is in one corner. In another baskets of arrows are being sorted. A recruit is polishing some armor and a -large sack of equipment looks like it is ready to be taken to the Smithy. +large sack of equipment looks like it is ready to be taken to the Smithy. ~ 1 0 0 0 0 0 D0 @@ -2013,7 +2013,7 @@ The Mess Hall~ A dozen tables fill the room. All bare except for a few people eating before they go on their next watch. The food does not look very appetizing, but it serves it's purpose. The army has had financial problems since it's -inception. +inception. ~ 1 8 0 0 0 0 D0 diff --git a/lib/world/wld/100.wld b/lib/world/wld/100.wld index 7f75a03..4293075 100644 --- a/lib/world/wld/100.wld +++ b/lib/world/wld/100.wld @@ -1,7 +1,7 @@ #10000 Inside a Small Cabin~ As you step into the shabby cabin, the smell makes you gag. A slight haze -makes your eyes sting. Whoever lives here has no regard for cleanliness. +makes your eyes sting. Whoever lives here has no regard for cleanliness. Piles of rags lie everywhere. ~ 100 0 0 0 0 3 @@ -59,7 +59,7 @@ Along the City Wall~ As you walk by the city wall, you notice the forest is getting thicker. A slight gloom hangs over this part of the woods. You start to walk a little faster. Further to the west you can see a small clearing with something that -looks like a shack. +looks like a shack. ~ 100 0 0 0 0 3 D0 @@ -120,8 +120,8 @@ S #10005 Along the City Wall~ The forest along this part of the wall is thinnning out. Further east it -looks as if the forest disappears all together and turns into a grassy plain. -Small innocent forest creatures abound in this healthy forest. +looks as if the forest disappears all together and turns into a grassy plain. +Small innocent forest creatures abound in this healthy forest. ~ 100 0 0 0 0 3 D0 @@ -304,7 +304,7 @@ Deep Forest~ The forest is too thick to see more than a few feet. Trees and brush block the exits to the north and east. You start to wonder if someone could be spying on you. Someone could be standing behind any one of these huge trees and you -would never know. +would never know. ~ 100 0 0 0 0 3 D1 @@ -344,7 +344,7 @@ S Off the Northern Road~ The northern road is just to your east now. It seems to curve around to the north. The trees here are spaced several feet apart and you can see the -movement of wildlife in the distance. +movement of wildlife in the distance. ~ 100 0 0 0 0 3 D0 @@ -370,7 +370,7 @@ The Northern Road~ deserted. You can see a few people off in the distance to the south, close to the city. To the north you can make out what looks like a body of water in the distance. The forest is to the west and there are some plains in the distance -to the east. +to the east. ~ 100 0 0 0 0 3 D0 @@ -394,7 +394,7 @@ S Light Forest~ The forest is starting to fade away into plains. A stiff wind blows from the east. It seems a little cold for this time of year. To the north you think you -can hear the sound of rushing water. +can hear the sound of rushing water. ~ 100 0 0 0 0 3 D0 @@ -490,7 +490,7 @@ S #10023 The Northern Road~ The northern road leads right up to the edge of a vast lake. The water looks -clean and refreshing. A blanket of fog obscures what is on the other side. +clean and refreshing. A blanket of fog obscures what is on the other side. The road goes continues east to west to go around the lake. ~ 100 0 0 0 0 3 @@ -600,7 +600,7 @@ S By the River~ The river roars past you to the north. You can only leave east or west. To the east you can see the northern road and what looks like a bridge to get -across the river. +across the river. ~ 100 0 0 0 0 3 D1 @@ -669,7 +669,7 @@ Before the Plains~ The river drops off into an impressive waterfall that flows into a small lake to the east. Across the canyon you see fields of grass. A small rickety rope bridge crosses the river to the north. It looks like it might be able to -hold one person at a time. +hold one person at a time. ~ 100 0 0 0 0 3 D0 @@ -788,9 +788,9 @@ S #10039 Light Forest~ The swamp clears up a little, tall healthy trees keep the soil under your -feet firm. The river to the south must be the outlet to the massive lake. +feet firm. The river to the south must be the outlet to the massive lake. You can only leave to the north or west. It looks like swampland in both -directions. +directions. ~ 100 0 0 0 0 3 D0 @@ -805,9 +805,9 @@ S #10040 Swamp~ You walk out onto a small natural jetty sticking out into the middle of the -swamp. Fetid water surrounds you, leaving the only way out to the north. +swamp. Fetid water surrounds you, leaving the only way out to the north. Something causes ripples in the water, but is gone before you can tell what it -was. +was. ~ 100 0 0 0 0 3 D0 @@ -819,7 +819,7 @@ S Before the Plains~ You stand just north of a rope bridge, on the edge of the plains. A bog to the east looks dangerous. To the north you can continue into the plains. The -way east is blocked by the river. +way east is blocked by the river. ~ 100 0 0 0 0 3 D0 @@ -836,7 +836,7 @@ The Northern Road~ The northern road continues here, north to Dun Maura or east back toward the city. You wonder about the fabled Dun Maura, city of the minotaurs. Many stories abound about it, but you doubt half of them are true. To the south you -could enter the dense forest. +could enter the dense forest. ~ 100 0 0 0 0 3 D0 @@ -854,10 +854,10 @@ D2 S #10043 A Curve in the Northern Road~ - The road turns west around a small pond or heads south back to the city. + The road turns west around a small pond or heads south back to the city. The pond just to the north looks more like a bog than anything else. Sick and dying trees are scattered throughout it. It looks as if the area was recently -flooded. +flooded. ~ 100 0 0 0 0 3 D1 @@ -877,7 +877,7 @@ S Swamp~ You stand at the southeast corner of the pond, surrounded by swamp, except to the south and west that appear to be where the northern road works its way -around this marsh. The smell of decomposition is strong here. +around this marsh. The smell of decomposition is strong here. ~ 100 0 0 0 0 3 D0 @@ -902,7 +902,7 @@ Swamp~ You stand in the middle of the swamp, carefully testing every step as you step into the muck. It seems to be getting deeper here. Your feet sink above the ankles once in a while. Wildlife seems scarce. You wonder why anything -would live here. +would live here. ~ 100 0 0 0 0 3 D0 @@ -927,7 +927,7 @@ Swamp~ You are afraid you might lose your way in this dismal marsh. Your feet are starting to sink almost all the way up to your knees now. You wonder about the possibilities of quicksand, and all those stories you hear about people -disappearing in these swamps. +disappearing in these swamps. ~ 100 0 0 0 0 3 D0 @@ -951,7 +951,7 @@ S Swamp~ The thought of taking a wrong step and sinking to your death makes you slow down a little. To the west you think you can see some drier land. You thank -the gods above. +the gods above. ~ 100 0 0 0 0 3 D0 @@ -976,7 +976,7 @@ Swamp~ The swamp is starting to firm up underneath you. To the north you see a large crater in the ground. You wonder who the unfortunate soul was to be walking across that when it gave out. To the south and west the swamp looks -even worse. East you see the beginning of some plains. +even worse. East you see the beginning of some plains. ~ 100 0 0 0 0 3 D1 @@ -997,7 +997,7 @@ Edge of the Plains~ The plains stretch to the north and east as far as you can see. To the south you can hear the sound of rushing water. West you stare into a dismal swampland. The stories you've heard about getting lost in those plains makes -you decide to stick closer to civilization. +you decide to stick closer to civilization. ~ 100 0 0 0 0 3 D0 @@ -1017,7 +1017,7 @@ S The Northern Road~ The northern road hugs the edge of the pond to the east. The forest to the west looks too thick to bother leaving the easy travelling of this road. The -road continues north and south. +road continues north and south. ~ 100 0 0 0 0 3 D0 @@ -1033,7 +1033,7 @@ S Beside the Pond~ A small pond is just to the west. The water looks murky and unclean. To the north is more forest while east and south it looks a little swampy. Small -animals scatter as you intrude on their territory. +animals scatter as you intrude on their territory. ~ 100 0 0 0 0 3 D0 @@ -1053,7 +1053,7 @@ S Swamp~ The smell here is overpowering. The stench of stagnant water and rot makes your eyes tear. The swamp continues to the south. To the west you can see a -body of water. +body of water. ~ 100 0 0 0 0 3 D2 @@ -1069,7 +1069,7 @@ S A Small Bridge~ Someone had the common sense to put a bridge here so you would not have to walk in the muddy swamp. It feels good to be on dry ground for a change. The -bridge leads north or south. +bridge leads north or south. ~ 100 0 0 0 0 3 D0 @@ -1085,7 +1085,7 @@ S The Edge of a Sink Hole~ You walk towards the large crater and the ground underneath you starts to fall away. Luckily, you jump back before falling into this natural trap. You -look down into the sink hole and think you can see a corpse. +look down into the sink hole and think you can see a corpse. ~ 100 0 0 0 0 3 D2 @@ -1103,7 +1103,7 @@ S The Edge of the Plains~ With the swamp to the south and plains north and east you enjoy the fresh, clean, open air. A sink hole is just to the west. Someone must have walked -over it and caused it to collapse. You pity the poor adventurer. +over it and caused it to collapse. You pity the poor adventurer. ~ 100 0 0 0 0 3 D0 @@ -1120,7 +1120,7 @@ The Northern Road~ The northern road turns sharply east here. You must be getting closer to the city of Dun Maura. The road to the south leads back to the safety of the city. North is more dense forest. To the west a fresh path has been hacked -through the woods. +through the woods. ~ 100 0 0 0 0 3 D0 @@ -1140,7 +1140,7 @@ S A Turn in the Northern Road~ The northern road curves yet again to the north. You wonder why they could not just make a straight road. Then you realize the swamp probably made it -impossible. The pond is to the south and it looks like a swamp to the east. +impossible. The pond is to the south and it looks like a swamp to the east. ~ 100 0 0 0 0 3 D0 @@ -1160,7 +1160,7 @@ S Swamp~ You frown in disgust as you slosh your way through this bog. It just does not seem like a good day anymore. The swamp is dismal and smelly. The -northern road is to the west. Dry forest is north or east. +northern road is to the west. Dry forest is north or east. ~ 100 0 0 0 0 3 D0 @@ -1184,7 +1184,7 @@ S Deep Forest~ Small animals abound in this part of the forest. Most of them are too fast and too suspicious for you to see. You only hear the rustle of leaves as they -hide from you. The forest continues in all directions. +hide from you. The forest continues in all directions. ~ 100 0 0 0 0 3 D0 @@ -1203,8 +1203,8 @@ S #10060 Deep Forest~ Just to the south you see a bridge that crosses some of the swamp. Forest -surrounds you on all other sides. This part of the forest seems peaceful. -Birds chirping and small animals chattering. +surrounds you on all other sides. This part of the forest seems peaceful. +Birds chirping and small animals chattering. ~ 100 0 0 0 0 3 D0 @@ -1229,7 +1229,7 @@ Light Forest~ The forest is slowly turning into plains here. To the east you see huge fields of grass, perfectly level land that you can see for miles. South of you is a large natural crater of some sort. It looks as if the ground had recently -just given way. +just given way. ~ 100 0 0 0 0 3 D0 @@ -1249,7 +1249,7 @@ S Light Forest~ The trees here are all tall hardwoods, spread far apart so you can see for some distance. To the east the trees grow even more sparse and finally give way -to the plains. West will take you back into the thick forest. +to the plains. West will take you back into the thick forest. ~ 100 0 0 0 0 3 D0 @@ -1269,7 +1269,7 @@ S The Edge of the Plains~ The forest finally gives way to the plains here. Although the plains are perfectly level, allowing you to see for miles, one could easily get lost out -there once they lost sight of the forest. +there once they lost sight of the forest. ~ 100 0 0 0 0 3 D0 @@ -1289,7 +1289,7 @@ S Deep Forest~ You find yourself in dense woodland. Hardwood trees tower above you while small pine and fir trees hug the ground, reducing visibility. The northern road -is just south and east of here. +is just south and east of here. ~ 100 0 0 0 0 3 D0 @@ -1303,9 +1303,9 @@ D2 S #10065 The Northern Road~ - You walk along the northern road. The well-made path makes travel easy. + You walk along the northern road. The well-made path makes travel easy. The road continues north and south. To the east and west is thick forest. You -think you can see an intersection of roads to the north. +think you can see an intersection of roads to the north. ~ 100 0 0 0 0 3 D0 @@ -1337,7 +1337,7 @@ S Deep Forest~ More pine, fir and cedar trees make you push limbs aside and force your way through the underbrush. Cobwebs cling to your face and sticks keep seeming to -try to poke you in the eye. +try to poke you in the eye. ~ 100 0 0 0 0 3 D0 @@ -1357,7 +1357,7 @@ S Light Forest~ You make it to a small clearing where the trees no longer crowd you. The forest continues in all directions. To the north you think you can see the -northern road. South looks like more swamp. +northern road. South looks like more swamp. ~ 100 0 0 0 0 3 D0 @@ -1380,9 +1380,9 @@ S #10069 Light Forest~ The noise of wild animals keeps distracting you. You wonder if there are -any dangerous animals in these woods. Childhood stories of viscious minotaurs +any dangerous animals in these woods. Childhood stories of vicious minotaurs spark sudden fears. They were just stories to kep the children inside the city -walls, weren't they? +walls, weren't they? ~ 100 0 0 0 0 3 D0 @@ -1403,7 +1403,7 @@ Light Forest~ The forest is light and cheery here. You forget about all your worries and enjoy the fine scenery. Nothing to worry about here. Just a bunch of harmless little forest animals. Then again, maybe some of these animals are not so -harmless. +harmless. ~ 100 0 0 0 0 3 D0 @@ -1419,7 +1419,7 @@ S The Edge of the Plains~ Plains continue in all directions except for the forest to the west. You think of the stories about the plains of lost souls and wonder whether those -were just stories or actually true. +were just stories or actually true. ~ 100 0 0 0 0 3 D0 @@ -1435,7 +1435,7 @@ S Deep Forest~ The forest is thick with huge elms and maples. Just to the north you can make out a small road of some sort. It definitely is not the northern road -which you believe is due east of where you are. +which you believe is due east of where you are. ~ 100 0 0 0 0 3 D0 @@ -1451,7 +1451,7 @@ S A Turn in the Northern Road~ The northern road turns to the east or south from here. You notice another smaller road leading off to the north. It looks like it has been rarely used. -Which way to go? How about the one less travelled? +Which way to go? How about the one less travelled? ~ 100 0 0 0 0 3 D0 @@ -1471,7 +1471,7 @@ S The Northern Road~ The northern road continues east and west from here. To the east it must eventually turn back north to the city of minotaurs. To the west it heads back -to the city. North and south you see more forest. +to the city. North and south you see more forest. ~ 100 0 0 0 0 3 D1 @@ -1491,7 +1491,7 @@ S The Northern Road~ The road stretches to the east and west. Thick forest are to the north and south. The road seems a little less traveled through this part. You notice -fewer ruts in the road from wagons and even fewer people. +fewer ruts in the road from wagons and even fewer people. ~ 100 0 0 0 0 3 D0 @@ -1515,7 +1515,7 @@ S A Small Road~ The small road continues to the east from here. The main road lies to the west while forest stretches out in all other directions. This road looks like -it has not been used for years. +it has not been used for years. ~ 100 0 0 0 0 3 D0 @@ -1539,7 +1539,7 @@ S A Bend in the Small Road~ The road turns to the north or west from here. Forest lies to the south and the start of the plains is to the east. This road is covered with grass and -even a few small trees. It looks like no one has travelled it for years. +even a few small trees. It looks like no one has travelled it for years. ~ 100 0 0 0 0 3 D0 @@ -1563,7 +1563,7 @@ S Light Forest~ A small road lies just to the west and the plains are to the east. North and south is even more forest. It seems no one ever comes this deep into the -woods. All the animals seem to be staring at you. +woods. All the animals seem to be staring at you. ~ 100 0 0 0 0 3 D2 @@ -1580,7 +1580,7 @@ The Edge of the Plains~ The plains stretch out for miles. You actually miss the confines of the woods compared to this open vulnerability. To the north you can see a small road. You occasionally notice the sway of the grass on the plains as something, -or someone, moves stealthily through. +or someone, moves stealthily through. ~ 100 0 0 0 0 3 D0 @@ -1596,7 +1596,7 @@ S A Small Road~ The road is completely overgrown here and you can't tell which way it was meant to go. It looks like it might continue to the east, or you can enter the -forest to the south. +forest to the south. ~ 100 0 0 0 0 3 D1 @@ -1612,7 +1612,7 @@ S A Small Road~ The road here is starting to fade back into the land. Few traces actually remain that allow you to determine which way it goes. It looks like it -continues to the west and to the south. +continues to the west and to the south. ~ 100 0 0 0 0 3 D0 @@ -1636,7 +1636,7 @@ S Deep Forest~ The forest is thick and dismal. The northern road is to the east while another smaller road lies to the west. Small animals sit and stare at you -instead of running away. They must not be used to seeing trespassers. +instead of running away. They must not be used to seeing trespassers. ~ 100 0 0 0 0 3 D1 @@ -1653,7 +1653,7 @@ The Northern Road~ The northern road goes north or south from here. It seems you must be coming close to Dun Maura by now. You have been travelling forever. Fewer people seem to be on the road anymore. You are not sure if that is a good or -bad sign. +bad sign. ~ 100 0 0 0 0 3 D0 @@ -1677,7 +1677,7 @@ S Light Forest~ The trees open up into small fields. To the east you can see a small road. The road also seems to curve to the south. West is the main road to Dun Maura -or back to the safety of the city. +or back to the safety of the city. ~ 100 0 0 0 0 3 D0 @@ -1701,7 +1701,7 @@ S A Small Road~ The road turns to the east or south from here. You think to the west you can see the northern road. You look for any signs of life, but find nothing. -It seems you are deep into the wilderness where few dare go. +It seems you are deep into the wilderness where few dare go. ~ 100 0 0 0 0 3 D1 @@ -1721,7 +1721,7 @@ S A Small Road~ This road is completely overgrown here. You start to have to concentrate to keep track of where it goes. It seems to be heading to the east toward the -plains. It also goes west toward the main road. +plains. It also goes west toward the main road. ~ 100 0 0 0 0 3 D0 @@ -1741,7 +1741,7 @@ S A Small Road Into the Plains~ This small road continues on through the plains or heads back to the northern road towards the minotaur city. The confines of the forest seem to -beckon you compared to the openness of the plains. +beckon you compared to the openness of the plains. ~ 100 0 0 0 0 3 D2 @@ -1757,7 +1757,7 @@ S Deep Forest~ The forest is dark and quiet here. Few animals can be seen or heard. To the south you can make out a small road. To the north you think you can see -some sort of wall. Could it be the city of the minotaurs at last? +some sort of wall. Could it be the city of the minotaurs at last? ~ 100 0 0 0 0 3 D0 @@ -1778,7 +1778,7 @@ Deep Forest~ Thick forest surrounds you. It feels suffocating and you wonder if you may be getting a little claustrophobic. To the south you can make out the northern road. North you can just barely see some sort of wall. Definitely not nature's -work. +work. ~ 100 0 0 0 0 3 D0 @@ -1796,9 +1796,9 @@ D3 S #10090 Near the End of the Northern Road~ - At last you have almost made it to the end of the great northern road. + At last you have almost made it to the end of the great northern road. Just to the north you can see the city of the minotaurs. A great wall -surrounds the entire city. You wonder about heading back south to safety. +surrounds the entire city. You wonder about heading back south to safety. ~ 100 0 0 0 0 3 D0 @@ -1822,7 +1822,7 @@ S Light Forest~ The northern road is just west of you. To the north you can see the famed city of minotaurs. The woods here are very dark and quiet. Few creaturs seem -to live in these parts. A gloom seems to hang over this forest. +to live in these parts. A gloom seems to hang over this forest. ~ 100 0 0 0 0 3 D0 @@ -1846,7 +1846,7 @@ S Light Forest~ Although the forest seems thin in this part, you start feeling a sense of gloom and despair. The woods seem to look darker by the minute. Something is -definitely wrong with this part of the woods, but you can not tell what. +definitely wrong with this part of the woods, but you can not tell what. ~ 100 0 0 0 0 3 D1 @@ -1862,7 +1862,7 @@ S Edge of the Plains~ Barren plains stretch east and south from here. Just to the north you see the walls of a city. West you can enter a dark forest. A wind blows from the -east, bringing with it an unseasonal chill. +east, bringing with it an unseasonal chill. ~ 100 0 0 0 0 3 D0 @@ -1882,7 +1882,7 @@ S Beside the City Walls of Dun Maura~ You stand before the towering city walls of the minotaurs. The forest has been cut back away from the walls to allow good visibility for defense. The -gate of the city must be to the east. +gate of the city must be to the east. ~ 100 0 0 0 0 3 D1 @@ -1898,7 +1898,7 @@ S Beside the City Walls of Dun Maura~ The walls of the city look to be made from huge blocks of granite-like rock. You couldn't imagine any human being able to lift such things. The walls are -definite eye sores, but they serve their purpose well. +definite eye sores, but they serve their purpose well. ~ 100 0 0 0 0 3 D1 @@ -1919,7 +1919,7 @@ Before the City of Dun Maura~ You stand before the gates of the city of minotaurs. Unfortunately, the gates are closed and they look like they have been that way for quite some time. You can search the city walls east and west or head back south towards -home. +home. ~ 100 0 0 0 0 3 D1 @@ -1940,7 +1940,7 @@ Beside the City Walls of Dun Maura~ The walls tower above you. Nothing seems to be moving up there, but you can not help but wonder if someone has a bow pointed at you from above. You should probably move a little deeper into the woods away from the walls before you -find out. +find out. ~ 100 0 0 0 0 3 D1 @@ -1961,7 +1961,7 @@ Beside the City Walls of Dun Maura~ The wall of the city of minotaurs blocks you from going any further north. The gates to the city must be west from here. The forest south looks very gloomy. To the east is more of the city wall that heads out into the plains. - + ~ 100 0 0 0 0 3 D1 @@ -1977,7 +1977,7 @@ S Beside the City Walls of Dun Maura~ The plains go for miles to the south and east. The city walls of Dun Maura are directly north of you. Also to the west you can see a light forest and -what looks like the northern road in the distance. +what looks like the northern road in the distance. ~ 100 0 0 0 0 3 D2 diff --git a/lib/world/wld/101.wld b/lib/world/wld/101.wld index 421cab5..2494718 100644 --- a/lib/world/wld/101.wld +++ b/lib/world/wld/101.wld @@ -1,6 +1,6 @@ #10100 South Road Zone Description Room~ - Builder : + Builder : Zone : 101 South Road Began : 1999 Player Level : 6-8 @@ -10,7 +10,7 @@ Objects : 17 Shops : 0 Triggers : 0 Theme : The zone is a basic highway filler to link other zones. -Notes : Meant to connect a main city, Haven, and Iuel.Plains/fields +Notes : Meant to connect a main city, Haven, and Iuel.Plains/fields with the desert and mountains to the east. A river runs through it ;-). Replace all XXXX with a name of a major city. Links : 01n to a city, 10s, 37s to Haven @@ -24,7 +24,7 @@ The South Road~ You are just south of the gates to a city. A gust of warm wind blows in from the east warning you that the desert isn't far off in that direction. The road leads off to the south, and north into the capital. To the east and west -farmland stretches as far as you can see. +farmland stretches as far as you can see. ~ 101 0 0 0 0 2 D2 @@ -34,15 +34,15 @@ D2 E gates~ You are looking at the great gates of XXXX. The citywall towers before you, -there is no way you could get in, save through these huge gates. +there is no way you could get in, save through these huge gates. ~ S #10102 The South Road~ - You are walking on the south road which connects to the city of Haven. + You are walking on the south road which connects to the city of Haven. Fields stretch to the east and west while the road continues north toward the southern gate of the capital, which you can just barely see from here, and south -through the farmland. A warm wind from the east reminds you of the desert. +through the farmland. A warm wind from the east reminds you of the desert. ~ 101 0 0 0 0 2 D0 @@ -59,7 +59,7 @@ The South Road~ You are walking on the south road. A gust of warm wind from the east reminds you of the desert not too far off in that direction. The walls of a large city can be seen on the horizon to the north while farmland to the east and south has -forced the road to take a turn to the west. +forced the road to take a turn to the west. ~ 101 0 0 0 0 2 D0 @@ -231,7 +231,7 @@ The South Road~ bridge crosses the river connecting to the road on the other side while the road continues to the south from here. To the east and west grassland stretch as far as you can see. A warm wind blows in from the east as to remind you of the -desert dominating the southeastern part of the continent. +desert dominating the southeastern part of the continent. ~ 101 0 0 0 0 2 D0 @@ -248,7 +248,7 @@ The South Road~ You are walking on the south road between the city and Haven. The road continues north and west from here around a small formation of rocks. To the east, grassy plains stretch as far as you can see. And you can hear the sound of -running water greeting you from the north. +running water greeting you from the north. ~ 101 0 0 0 0 2 D0 @@ -282,7 +282,7 @@ The South Road~ You are walking on the south road between the city and Haven. The road continues north and south from here while to the east a formation of rocks blocks your view and passage. To the west grassy plains stretch as far as you -can see. A faint sound of running water can be heard coming from the north. +can see. A faint sound of running water can be heard coming from the north. ~ 101 0 0 0 0 2 D0 @@ -316,7 +316,7 @@ The South Road~ to the south. To the east, your view and path are blocked by a small formation of rocks. To the west, grassy plains stretch as far as you can see. A gust of warm wind blows down from the rocks to the east, as if to remind you that you -are still relatively close to the desert. +are still relatively close to the desert. ~ 101 0 0 0 0 2 D0 @@ -333,7 +333,7 @@ The South Road~ You are walking on the south road connecting the city with Haven in the south. The road leads off to the north and east here while to the south and west, grassy plains stretch as far as you can see. A gust of warm wind comes in -from the east, as if to remind you of the desert and the secrets it holds. +from the east, as if to remind you of the desert and the secrets it holds. ~ 101 0 0 0 0 2 D0 @@ -347,10 +347,10 @@ D1 S #10120 The South Road~ - You are walking on the south road, somewhere between the city and Haven. + You are walking on the south road, somewhere between the city and Haven. The road continues east and west from here while to the north, your view and path are blocked by a small formation of rocks. In the distance to the south -you can barely see the beginning of a seemingly ancient dense forest. +you can barely see the beginning of a seemingly ancient dense forest. ~ 101 0 0 0 0 2 D1 @@ -402,11 +402,11 @@ S The South Road~ You are walking along the south road connecting the city to the north with Haven to the south. The road is bustling with activity as travelers are going -to and from the city which is considered to be the centre of the world around +to and from the city which is considered to be the center of the world around these parts. A gust of warm wind blows in from the east, as if to remind you of the desert not too far off. You see fertile grasslands to the east and west while the road itself continues to the north and south. Just south of here you -can barely make out a small path leading off to the west. +can barely make out a small path leading off to the west. ~ 101 0 0 0 0 2 D0 @@ -424,7 +424,7 @@ The South Road~ warm wind blows in from the desert in the east, as if to remind you of its secrets. The road continues north and south here while a small trail leads off to the west. Your view to the east is dominated by fertile grasslands which are -broken by a fine yellow line in the horizon. +broken by a fine yellow line in the horizon. ~ 101 0 0 0 0 2 D0 @@ -620,12 +620,12 @@ S #10135 The South Road~ The road leads off to the south like a giant snake eating its way through the -hills in between a dense forest to the west and the mountains to the east. +hills in between a dense forest to the west and the mountains to the east. Sounds from unseen, and probably even unknown, animals can be heard from the forest to the west but at this point you see no way of entering the dense shrubs and woods preventing entrance to the adventures which are likely to be within. The wind here is a strange blend of hot dry desert air and biting cold from the -mountain glaciers. +mountain glaciers. ~ 101 0 0 0 0 2 D2 @@ -642,7 +642,7 @@ The South Road~ The road continues to the north, where it makes a turn west, and to the south, through the foothills between the mountains to the east and a dense forest to the west. Animal sounds can be heard from the forest, which at this -point is too dense to enter. +point is too dense to enter. ~ 101 0 0 0 0 4 D0 @@ -660,7 +660,7 @@ The South Road~ between a dense forest to the west, and the mountains towering over you to the east, gusts of cold wind comes in from the mountains to the east, strangling the sounds from the forest. You barely notice the small trail leading east -from here towards the mountains. +from here towards the mountains. ~ 101 0 0 0 0 4 D0 diff --git a/lib/world/wld/103.wld b/lib/world/wld/103.wld index 30fc808..be4b8b4 100644 --- a/lib/world/wld/103.wld +++ b/lib/world/wld/103.wld @@ -43,7 +43,7 @@ S Transportation Rooms~ @gThis room does not look to interesting, with its gray walls and black floor and ceiling. Two sets of stairs sit in the middle of the room, one goes up, the -other down. +other down. ~ 103 28 0 0 0 0 D4 @@ -60,7 +60,7 @@ Earth Teleporter~ @gThis room looks just like the other, it has gray walls and a black ceiling and floor. But there is one difference, in the middle of the room sits a teleporter, this device is giving off a strange light, hums constantly. A sign -is nailed onto the wall. +is nailed onto the wall. ~ 103 28 0 0 0 0 D5 @@ -72,7 +72,7 @@ S Namek Teleporter~ @gThis room looks just like the other, it has gray walls and a black ceiling and floor. But there is one difference, in the middle of the room sits a -teleporter, this device is giving off a strange light, hums constantly. +teleporter, this device is giving off a strange light, hums constantly. ~ 103 28 0 0 0 0 D4 @@ -84,7 +84,7 @@ S Kami's Lookout~ @gThe sun shines down on your face, warming up your whole body. A short fat person is kneeling here tending to a well kempt flower garden whistling happily. -Another person stands here, a tall green man with pointy ears. +Another person stands here, a tall green man with pointy ears. ~ 103 20 0 0 0 1 S @@ -111,7 +111,7 @@ T 10364 Base of Korins Tower~ @gTrees cover this area, but at the base of Korins Tower is a clearing allowing the sun in. Towards the east is a dirt path in which you cannot see -the end of. +the end of. ~ 103 16 0 0 0 3 D1 @@ -123,7 +123,7 @@ S Forest path~ @gA dirt path goes further towrds the west. The smell of death is in the air. @gTrees limit you to this single path, sounds come from the woods and area -ahead. +ahead. ~ 103 0 0 0 0 3 D1 @@ -139,7 +139,7 @@ S Forest Intersection~ @gA small clearing is here, but the path continues towards the west. And towards the north is another small clearing. A large gaping hole is in the -middle of the ground here. +middle of the ground here. ~ 103 0 0 0 0 3 D0 @@ -161,9 +161,9 @@ D5 S #10309 Gokus' House~ - @gA small cottage lies here, it is very small, and very broken looking. + @gA small cottage lies here, it is very small, and very broken looking. This is a cleared out space in the forest. @gThe house seems to make everything -feel good again, as if it has some magical feeling to it. +feel good again, as if it has some magical feeling to it. ~ 103 0 0 0 0 3 D2 @@ -175,7 +175,7 @@ S A Dark Hole~ @gThe walls are covered in a thick slime, roots pop through the ground surrounding you. @gThe walls are sleek, it seems that if one were to fall into -this hole, they would not be able to escape easily. +this hole, they would not be able to escape easily. ~ 103 1 0 0 0 3 D4 @@ -191,7 +191,7 @@ S The Base of the Dark Hole~ @gThe floor is covered in dead animal bones, and a human skeleton every now and then, strange plants grow all over the walls here. @gIt is dark, almost so -dark it makes it hard to see, the only light comes from above you. +dark it makes it hard to see, the only light comes from above you. ~ 103 1 0 0 0 3 D4 @@ -203,7 +203,7 @@ S A Forest Path~ @gA dirt path goes further towrds the west. The smell of death is in the air. @gThe trees still cover the area around the path, just limiting you to -this one spot. +this one spot. ~ 103 0 0 0 0 3 D1 @@ -219,7 +219,7 @@ S The end of the Forest~ @gThe forest is wide here, but trees are still lush and large. Creatures still inhabbit this area, and the smell of death is still strong, but not as -strong as it used to be. +strong as it used to be. ~ 103 0 0 0 0 3 D1 @@ -237,7 +237,7 @@ Forests end~ battered, like it has been through many storms. Off to the east you see a small island with an even smaller house, to the south is a large dome building marked with a -large black CC. +large black CC. ~ 103 4 0 0 0 2 D0 @@ -259,9 +259,9 @@ D3 S #10315 The Entrance to Capsul Corp~ - @gThe grass seems a little greener here, and the sun shines more brightly. + @gThe grass seems a little greener here, and the sun shines more brightly. To the south is a large entrance to the building marked with a CC. This dome -shaped building seems a lot bigger than it did before. +shaped building seems a lot bigger than it did before. ~ 103 0 0 0 0 2 D0 @@ -296,7 +296,7 @@ Entrance to the Battle Arena~ @gHere lies an intersection, here it seems that even more comotion has come about, and the smell of death lingers in the air. @qThe walls have a reddish liquid like substance splattered on them, making it kind of an uncomfortable -room. +room. ~ 103 8 0 0 0 0 D0 @@ -319,9 +319,9 @@ S #10318 Th Newbie Arena~ @gThe walls are covered in a thick pad, and the floors seem to be doubled -with some strange type of materal. The sounds of fighting echo around you. +with some strange type of materal. The sounds of fighting echo around you. @gThis room also has a random blood splatter, but the splatter here seems to be -more consistent then in the other room. +more consistent then in the other room. ~ 103 8 0 0 0 0 D3 @@ -334,7 +334,7 @@ T 10315 Vegetas Atire~ @gThis looks just like a regular room, besides the fact the it is the largest part of the building. @gLarge brass statues cover the walls, and even more -strange is the fact that not a single one seems to be touching the ground. +strange is the fact that not a single one seems to be touching the ground. ~ 103 8 0 0 0 0 D0 @@ -346,7 +346,7 @@ S Teleportation Room~ @gThis room looks just like the old teleportation rooms that took you to this planet. @gOne difference is that the teleportation unit seems to be more -technilogically advanced here, but it is hard to tell. +technilogically advanced here, but it is hard to tell. ~ 103 8 0 0 0 0 D1 @@ -365,7 +365,7 @@ shore. The smell of salt lingers in the air and the sun beats down hard on the sand. The waves echo through the thick forest to the east, although there is no entrance here. Seaguls fly overhead, adding to this beautiful scene. Hermit crabs have made this area their home, digging holes in the sand. A starfish -lies amongst the sand here and there, and small birds chirp in the forest. +lies amongst the sand here and there, and small birds chirp in the forest. This place seems to be perfect to just relax and take a break from the everyday life. @n ~ @@ -484,9 +484,9 @@ D3 S #10327 Soaring Over the Ocean~ - @gLand seems to be coming into your line of vision, only about 25 feet. + @gLand seems to be coming into your line of vision, only about 25 feet. But the salt still lingers in the air and the Seaguls fly overhead. @n @gThe -sun seems to be harsher here then it is any other part of the ocean. +sun seems to be harsher here then it is any other part of the ocean. ~ 103 0 0 0 0 8 D1 @@ -500,7 +500,7 @@ D2 S #10328 In Shallow Water~ - @gYou are now in the shallow water infront of a small island, to the north is + @gYou are now in the shallow water in front of a small island, to the north is a house with 'KAMI' in large red letters. A bald old man sits out front looking at a dirty magazine. @n ~ @@ -515,10 +515,10 @@ D3 0 10300 10327 S #10329 -Infront of Kami House~ +In front of Kami House~ @gThe small house sits here, and the old man is more visible, he is bald with -white facial hair and large sunglasses. He wears a turtle shell on his back. -@gWaves wash gentle up onto the shore, and a gentle breeze blows here. +white facial hair and large sunglasses. He wears a turtle shell on his back. +@gWaves wash gentle up onto the shore, and a gentle breeze blows here. ~ 103 16 0 0 0 1 D0 @@ -534,7 +534,7 @@ S Kami House~ @gThe house seems larger on the inside then it did on the out side, its walls are an off white, and a large couch in the center of the room. Off to the north -seems to be the kitchin, and south is back to the shore. +seems to be the kitchin, and south is back to the shore. ~ 103 8 0 0 0 0 D0 @@ -550,7 +550,7 @@ S Kami Houses Kitchen~ @gThe room smells of burnt food, a turtle is rummiging through the fridge, and whistling. This room looks like the other but has a large table in the -center of it, and counters around the edge. +center of it, and counters around the edge. ~ 103 8 0 0 0 0 D2 @@ -565,9 +565,9 @@ S #10332 Stair Closet~ @gThis room is rather small, the walls are a dark red, and the ceiling is -noticably low. +noticably low. There is a set stairs here leading up. @gA light glows through a crack in the -door at the top of the stairs. +door at the top of the stairs. ~ 103 8 0 0 0 0 D1 @@ -583,7 +583,7 @@ S Roshis' Room~ @gThe walls are covered with dirty pictures and the bed is unkempt, clothes are covering the floor and you can barely make out the wood under them. @gThe -windows lie open, letting the gentle breeze into the room. +windows lie open, letting the gentle breeze into the room. ~ 103 8 0 0 0 0 D5 @@ -595,7 +595,7 @@ S A Small Hall~ @gThe walls are close together, and the floor seems to be much nicer then the other areas of the building, it is a sleek marble and it has been freshly -shined. The hall continues to the south. +shined. The hall continues to the south. ~ 103 8 0 0 0 0 D0 @@ -611,7 +611,7 @@ S A Small Hall~ @gThe walls are close together, and the floor seems to be much nicer then the other areas of the building, it is a sleek marble and it has been freshly -shined. The hall continues to the south. +shined. The hall continues to the south. ~ 103 8 0 0 0 0 D0 @@ -644,7 +644,7 @@ A Small Kitchen~ @gThis is also one of the nicer parts of the building, the floor is marble with a rug here and there, a nice chandelier hangs from the ceiling, and the walls are covered in a nice flowered wallpaper. A table only large enough for -three sits here, and three chairs are placed comfortably around it. +three sits here, and three chairs are placed comfortably around it. ~ 103 8 0 0 0 0 D0 @@ -661,7 +661,7 @@ The Living Room~ @gThis room looks nothing like the kitchen, it has a carpeted floor, a large couch, and a huge plasma TV on the wall. Pictures of Vegeta, Bulma, and Truncks hang from the wall. A faint whistling comes from the west, adding to the -homely feeling. +homely feeling. ~ 103 8 0 0 0 0 D2 @@ -678,7 +678,7 @@ Play Room~ @gThe ground is covered in explicite silver tiles, and on the wall is another TV like the one in the Living room, but this one has a game system connected to it, and a young child with purple hair sits here playing it while -whistling. +whistling. ~ 103 28 0 0 0 0 D1 @@ -695,7 +695,7 @@ The Garden~ @gA Large arch is here, it is positioned at the start of a garden. Through the arch you are able to see a magnificent lush garden, anything you could possibly think of resides in this place, in the its center is a huge oak tree, -it provides shade for anyone who sits under it. +it provides shade for anyone who sits under it. ~ 103 16 0 0 0 3 D1 @@ -711,7 +711,7 @@ S A Garden Path~ @gOn either side of you huge plants grow, vegetables are here, and many other types of plants you have never seen before. Large rocks separate plant rows, -acting as stepping stones for someone to walk through. +acting as stepping stones for someone to walk through. ~ 103 16 0 0 0 0 D1 @@ -729,7 +729,7 @@ A Large Oak Tree~ grass, a large oak tree is growing here, shading everyone who comes into this area, the sun cannot get through the leaves of this tree, it seems to have been placed here on purpose, a magical feeling is coming from the tree, it makes -your body tingle. +your body tingle. ~ 103 16 0 0 0 3 D0 @@ -745,7 +745,7 @@ S A Garden Path~ @gOn either side of you huge plants grow, vegetables are here, and many other types of plants you have never seen before. Large rocks separate plant rows, -acting as stepping stones for someone to walk through. +acting as stepping stones for someone to walk through. ~ 103 16 0 0 0 0 D0 @@ -761,7 +761,7 @@ S A Garden Path~ @gOn either side of you huge plants grow, vegetables are here, and many other types of plants you have never seen before. Large rocks separate plant rows, -acting as stepping stones for someone to walk through. +acting as stepping stones for someone to walk through. ~ 103 16 0 0 0 0 D0 @@ -777,7 +777,7 @@ S The End of the Garden~ @gYou come to a wall, the garden has come to an end. The same plants grow here as they did on the path, the only exit is to the south. @gThe smell of roses -lingers about here, making it a warm relaxing place. +lingers about here, making it a warm relaxing place. ~ 103 16 0 0 0 0 D2 @@ -788,9 +788,9 @@ S #10346 Namekian Village~ @gHouses are scarce here, but by every house is a little farm, the trees -here are tall with a little fluff of leaves and branches at the very top. +here are tall with a little fluff of leaves and branches at the very top. There are also very few people in this village, and there are less children in -this village, it seems to be a farming village. +this village, it seems to be a farming village. ~ 103 16 0 0 0 1 D0 @@ -807,7 +807,7 @@ Namekian Village~ @gHouses are scarce here, but by every house is a little farm, the trees here are tall with a little fluff of leaves and branches at the very top. There are also very few people in this village, and there are less children in this -village, it seems to be a farming village. +village, it seems to be a farming village. ~ 103 16 0 0 0 1 D0 @@ -824,7 +824,7 @@ Namekian Village~ @gHouses are scarce here, but by every house is a little farm, the trees here are tall with a little fluff of leaves and branches at the very top. There are also very few people in this village, and there are less children in this -village, it seems to be a farming village. +village, it seems to be a farming village. ~ 103 16 0 0 0 1 D0 @@ -841,7 +841,7 @@ Namekian Village~ @gHouses are scarce here, but by every house is a little farm, the trees here are tall with a little fluff of leaves and branches at the very top. There are also very few people in this village, and there are less children in this -village, it seems to be a farming village. +village, it seems to be a farming village. ~ 103 16 0 0 0 1 D1 @@ -858,7 +858,7 @@ Namekian Village~ @gHouses are scarce here, but by every house is a little farm, the trees here are tall with a little fluff of leaves and branches at the very top. There are also very few people in this village, and there are less children in this -village, it seems to be a farming village. +village, it seems to be a farming village. ~ 103 16 0 0 0 1 D0 @@ -875,7 +875,7 @@ Namek Road~ @gThe village just comes to a complete stop and a long road starts up, the road seems to lead off to a tall mountain. The trees here are even more scarce then in the village, on the side of the road, there are many large boulders on -the side of the road. +the side of the road. ~ 103 20 0 0 0 2 D0 @@ -892,7 +892,7 @@ Namek Road~ @gThe road continues, as you near the mountain you notice it is still getting taller and taller. You wonder what the significance of the mountain could be. The boulders still line the road and there are less and less trees, the ground -seems to be harder here as well. +seems to be harder here as well. ~ 103 20 0 0 0 2 D0 @@ -908,7 +908,7 @@ S Namek Road~ @gThe mountain is straight ahead of you, it seems to be huge now, you can barely see the top of it, and yet there is a tree here and there, and the -boulders are still on the side of the road. +boulders are still on the side of the road. ~ 103 20 0 0 0 2 D0 @@ -925,7 +925,7 @@ At the Foot of the Mountain~ @gAt the base of this huge mountain there is no grass and no trees, the mountain seems to just go straight up for a ways, it seems unclimbable, for it is just like one jagged cylindrcal piller. It seems you are able to fy to the -top though. +top though. ~ 103 20 0 0 0 0 D2 @@ -941,7 +941,7 @@ S Flying Up the Mountain~ @gThe ground is a bit further down, but if you wish to reach the top it is still far away, it might be easier to go back down. @gIt seems to be getting a -little warmer the further you go up. +little warmer the further you go up. ~ 103 4 0 0 0 8 D4 @@ -958,7 +958,7 @@ T 10355 Flying Up the Mountain~ @gThe top is coming into view, but it is still a bit blurry, birds fly at this height, cawing and fluttering about. @gIt seems to be getting a little -warmer the further you go up. +warmer the further you go up. ~ 103 4 0 0 0 8 D4 @@ -975,7 +975,7 @@ T 10355 Flying Up the Mountain~ @gThe ground gets farther and farther away, the top starts to come into view but is not fully visible yet, it is still a little bit away. @gIt seems to be -getting a little warmer the further you go up. +getting a little warmer the further you go up. ~ 103 4 0 0 0 8 D4 @@ -992,7 +992,7 @@ T 10355 Flying at the Top of the Mountain~ @gThe long flight comes to and end here, the heat is almost unbearable, and the sun pounds down on you. Towards the north is a large house, with a strange -picture on the side. +picture on the side. ~ 103 4 0 0 0 8 D0 @@ -1006,10 +1006,10 @@ D5 S T 10355 #10359 -Infront of the Elders House~ - @gA large white building sits infront of you, it has a front door, and two +In front of the Elders House~ + @gA large white building sits in front of you, it has a front door, and two large horns protruding off of the top of it. Above the door is a large round -glass window. The sun shines down warming the area. +glass window. The sun shines down warming the area. ~ 103 0 0 0 0 0 D0 @@ -1026,7 +1026,7 @@ Elders House~ @gThe elders house is a really large house with a tall ceiling. There is a platform towards the back that will take you up to see him. @gThe walls are bare here, nothing but a few cobwebs here and there, but it seems to be kept -rather neat. +rather neat. ~ 103 24 0 0 0 0 D2 @@ -1043,7 +1043,7 @@ Elders Room~ @gThis is a huge room, at the front of the room sits the large round window you saw outside. In the back center of the room is the Elder. He is huge, quite possibly the largest namek you have ever seen. He sits in a huge white -chair with a Dragon Ball atop it. +chair with a Dragon Ball atop it. ~ 103 24 0 0 0 0 D5 @@ -1053,10 +1053,10 @@ D5 S #10362 Towns Entrance~ - @cTwo large pillars stand here, and connected within them is a large gate. + @cTwo large pillars stand here, and connected within them is a large gate. On either side of the gate are two large Dragons, both look so real it is eerie. The sound of voices comes from the other side of the gate, it seems there is a -town there. +town there. ~ 103 4 0 0 0 3 D1 @@ -1073,7 +1073,7 @@ T 10362 A Dirt Path~ @gThe ground has been trodden flat, it no longer looks like dirt, but rock, and it feels like it too. @gNo creatures or people seem to come here anymore, -it is just one deserted road. +it is just one deserted road. ~ 103 4 0 0 0 3 D1 @@ -1089,7 +1089,7 @@ S A Dirt Path~ @gThe ground has been trodden flat, it no longer looks like dirt, but rock, and it feels like it too. @gNo creatures or people seem to come here anymore, -it is just one deserted road. +it is just one deserted road. ~ 103 0 0 0 0 3 D2 @@ -1105,7 +1105,7 @@ S A Dirt Path~ @gThe ground has been trodden flat, it no longer looks like dirt, but rock, and it feels like it too. @gNo creatures or people seem to come here anymore, -it is just one deserted road. +it is just one deserted road. ~ 103 0 0 0 0 3 D0 @@ -1121,7 +1121,7 @@ S A Dirt Path~ @gThe long dirt path seems to be coming to an end, towards the east there is a large lake that seems to fill a large area. @gNo creatures or people seem to -come here anymore, it is just one deserted road. +come here anymore, it is just one deserted road. ~ 103 0 0 0 0 3 D0 @@ -1137,7 +1137,7 @@ S The Lake~ @BThe ground here is soft, and seems to be very fertile. The air has a strange smell to it, kind of sweet in nature yet powerful. No creatures are -here, not even a bird. +here, not even a bird. @n ~ 103 4 0 0 0 3 @@ -1156,7 +1156,7 @@ Dark Forest~ grow here, all around there are trees as far as the eye can see. But the eye cannot see in here because the tree cover is so thick the light cannot penetrate it. The air here smells stagnant and cold. Sounds fill the area, making it -impossible to think. +impossible to think. ~ 103 1 0 0 0 3 D1 @@ -1172,7 +1172,7 @@ S A Small Clearing~ @gThe trees seem to suddenly stop growing, not even grass grows here, a large cylindricle rock lies in the center of this area, it seems to be the cause of -the clearing. +the clearing. ~ 103 0 0 0 0 3 D1 @@ -1189,7 +1189,7 @@ A Short Forest Path~ @gDarkness crawls upon this are once more, the trees on either side of the path are thick, causing the area to be dark. Sounds emit from this area, causing -an eerie feeling. +an eerie feeling. ~ 103 1 0 0 0 3 D0 @@ -1205,7 +1205,7 @@ S A Large Clearing~ @gThe darkness overcomes you no more, it seems to have left this place now. The grass grows freely and stands about waist high on either side of a short -dirt path leading to a large dark cave. +dirt path leading to a large dark cave. ~ 103 0 0 0 0 3 D1 @@ -1221,7 +1221,7 @@ S Opening to a Large Cave~ @gA mild odor comes from the large opening of the cave. Moss grows wildly from its sides, and many types of mushrooms grow here as well. The inside of -the cave looks dark and moist, it seems to not have been entered in years. +the cave looks dark and moist, it seems to not have been entered in years. ~ 103 4 0 0 0 0 D0 @@ -1241,7 +1241,7 @@ S Entering The Cave~ @gThe air stagnates more as you walk in to the entrance of the cave. A torch presides on the wall here makeing only a little visible, further into the -cave you cannot see though. +cave you cannot see though. ~ 103 256 0 0 0 0 D1 @@ -1257,7 +1257,7 @@ S Dark Cave~ @gThe floor seems to steepen here, causing water to trickle down it every now and then, it also begins to get slimier, causing your feet to slip. @gIt seems -rare that anyone would ever enter such a dark dank place. +rare that anyone would ever enter such a dark dank place. ~ 103 257 0 0 0 0 D1 @@ -1273,7 +1273,7 @@ S Caves Intersection~ @gThis area seems to have a kinda of natural light to it, but it does not originate from this room, the light seems to come from the north where a large -ball of light can be seen. +ball of light can be seen. ~ 103 256 0 0 0 0 D0 @@ -1293,7 +1293,7 @@ S A Brightly Lit Cavern~ @gThe ground seems to level here, and the air in this room smells fresh and warm. A small orb lies in the middle of the cavern giving off a strange amount -of light. +of light. ~ 103 256 0 0 0 0 D2 @@ -1306,7 +1306,7 @@ T 10376 Leaveing Dark Cave~ @gThe air becomes less stagnant and more breathable, light begins to crawl back into the cave making it easier to see. @gThe sound of rabbits comes from -the outside, and the smell of flowers fills your nostrils. +the outside, and the smell of flowers fills your nostrils. ~ 103 256 0 0 0 0 D0 @@ -1322,7 +1322,7 @@ S Dark Caves Exit~ @gLight pours into the room from the large hole in the wall leading to the outside. The fresh air seems to come as a shock seeing as how there was none -inside the cave. +inside the cave. ~ 103 256 0 0 0 0 D0 @@ -1338,7 +1338,7 @@ S A Flower Field~ @gThe smell of flowers fills your nostrils, the ground is not visible throught the flowers yet it seems the there is a path to the south leading you -away from the flowers. +away from the flowers. ~ 103 0 0 0 0 2 D0 @@ -1354,7 +1354,7 @@ S Path To the Villa~ @gThis path is different from any you have seen, the stones are golden and perfectly round, and they glow beautifully. The path goes south towards a small -Villa. +Villa. ~ 103 0 0 0 0 1 D0 @@ -1367,10 +1367,10 @@ D2 0 10300 10381 S #10381 -Infront of the Villa~ +In front of the Villa~ @gA small building with what looks like graffiti on the door is here, the door is slightly ajar, the path you stand on has the same circular golden stones -as to the north. +as to the north. ~ 103 0 0 0 0 1 D0 @@ -1386,7 +1386,7 @@ S Center of the Building~ @gThis room seems to be the exact center of the Villa, it has a tall ceiling and a wooden floor that looks to have been freshly polished. @gAlthough the -room is kept neat, it seems that no one has lived here for quite some time. +room is kept neat, it seems that no one has lived here for quite some time. ~ 103 2056 0 0 0 0 D0 @@ -1409,7 +1409,7 @@ S #10383 Piccolo's Bedroom~ @gThis is a small room, with a bed only large enough for one person, there is -a small mat in the center of the room, it looks to be used for meditation. +a small mat in the center of the room, it looks to be used for meditation. ~ 103 2056 0 0 0 0 D1 @@ -1421,7 +1421,7 @@ S The Villas Kitchen~ @gThe room is small, but well lit, counters line the walls and a table sits in the center of the room, one chair is off to the corner of the room. This -room seems to be well kempt. +room seems to be well kempt. ~ 103 2056 0 0 0 0 D2 @@ -1437,7 +1437,7 @@ S A Dimly Lit Room~ @gThere seems to be little light, the only light coming in seems to be distorted by the outline of your body in the doorframe. In the center of the -room is a hole only large enough for one person to fit in at a time. +room is a hole only large enough for one person to fit in at a time. ~ 103 8 0 0 0 0 D0 @@ -1453,7 +1453,7 @@ S A Rusty Ladder~ @gThe ladder that leads downwards is old and rusty, it feels as if it could break at any time. @gThe ladder creeks under the strain you are putting on it, -flecks of rust fall to the ground as well. +flecks of rust fall to the ground as well. ~ 103 2056 0 0 0 0 D4 @@ -1468,8 +1468,8 @@ S #10387 Bottom of the Ladder~ @gThe ladder ends abruptly, this room has a small light hanging from the -ceiling, casting shadows on the walls from the boxes that cover this area. -@gThe exit to the south seems clear, but it also seems to be very small. +ceiling, casting shadows on the walls from the boxes that cover this area. +@gThe exit to the south seems clear, but it also seems to be very small. ~ 103 2056 0 0 0 0 D2 @@ -1485,7 +1485,7 @@ S A Small Hallway~ @gThe hallway isn't long at all, it is rather skinny as well. There is nothing lining the walls here, and if there were it would make it impossible to -travel. To the east is a room that seems to be full of junk. +travel. To the east is a room that seems to be full of junk. ~ 103 8 0 0 0 0 D0 @@ -1501,7 +1501,7 @@ S Storage Room~ @gThe walls of this room are covered with old robots and old weapons, along with items. There seems to be no walking space in this area, but you can see -clearly with the light hanging from the ceiling. +clearly with the light hanging from the ceiling. ~ 103 2056 0 0 0 0 D3 @@ -1511,9 +1511,9 @@ D3 S #10390 A Ruined Room~ - @gThis room seems to have been decimated by some sort of large energy. + @gThis room seems to have been decimated by some sort of large energy. Rubble lies all over the ground here, and the stone that is actually standing -has large scorch marks on it. +has large scorch marks on it. ~ 103 2048 0 0 0 0 D0 @@ -1530,7 +1530,7 @@ A Dark Room~ @gThis rooms electric supply seems to have been cut off by the destruction of the other room, but an exit to the east can still be seen. @gIt is hard to see what is happening in there, but sounds of gears and electricity come from the -room to the east. +room to the east. ~ 103 2056 0 0 0 0 D0 @@ -1546,7 +1546,7 @@ S Teleportation Room~ @gThe teleportation room sits here, the floor is made of concrete, and the walls are made of wood. A large circular object sits in the middle of the room, -glowing and humming. +glowing and humming. ~ 103 6152 0 0 0 0 D3 @@ -1558,7 +1558,7 @@ S Going To the Cave~ @gThe ground is soft and moist, it feels as though a gentle rain just fell here, it is a calm serene place, and the smell of apples lingers in the air all -around you. +around you. ~ 103 0 0 0 0 3 D0 @@ -1574,7 +1574,7 @@ S An Apple Orchard~ @gThe ground is moist here as well, and the air still smells of apples, but it is stronger here then it would be anywhere else. Apple Trees grow wildly -here, and there is no other tree to be seen. +here, and there is no other tree to be seen. ~ 103 0 0 0 0 3 D2 @@ -1590,7 +1590,7 @@ S End of an Apple Orchard~ @gThe ground is moist here as well, and the air still smells of apples, but it is stronger here then it would be anywhere else. Apple Trees grow wildly -here, and there is no other tree to be seen. To the north is a lot of brush. +here, and there is no other tree to be seen. To the north is a lot of brush. ~ 103 0 0 0 0 3 D0 @@ -1606,7 +1606,7 @@ S Start of the Brush~ @gThe orchards end marks the beginning of the brush, it is thick, but there seems to be a path leading straight through it, the sounds of people come from -the other side of the brush. +the other side of the brush. ~ 103 0 0 0 0 3 D0 @@ -1622,7 +1622,7 @@ S Path Through the Brush~ @gThe brush seems to have been cleared out in this area explicitly for walking, the brush on both sides of you looks to be dangerious. @g It looks as -if there are multiple animals caught in the brush on both sides. +if there are multiple animals caught in the brush on both sides. ~ 103 0 0 0 0 3 D0 @@ -1638,7 +1638,7 @@ S A Dangerous Path~ @gThe large pile of brush seems to have not been placed there on purpose, it seems as though it has grown there over the years, and it grows here as well, -but not as much, for it seems to have been trodden down by people. +but not as much, for it seems to have been trodden down by people. ~ 103 0 0 0 0 2 D2 @@ -1654,7 +1654,7 @@ S Journeys End Inn~ @gA large torn looking building cast shadows all over the place. A sign on the door shows you that this place has been closed for many years. The windows -are broken, and a few are just missing. +are broken, and a few are just missing. ~ 103 0 0 0 0 1 D1 diff --git a/lib/world/wld/104.wld b/lib/world/wld/104.wld index e7c3d9e..50e7940 100644 --- a/lib/world/wld/104.wld +++ b/lib/world/wld/104.wld @@ -4,16 +4,16 @@ Taylor's Zone Description Room~ @G| @WWelcome to The Country@G | @G| @WZone by Taylor@G | @G0---------------------------------------------------------------------------0 - + @r___________________________ @r/--------------------------/|\ @y+----------------+ - @r/--------------------------/ | | @y/@Y||||||||||||||||@y/ - @r/--------------------------/ | | @y/@Y||||||||||||||||@y/ - @r/--------------------------/ | | @y/@Y||||||||||||||||@y/ + @r/--------------------------/ | | @y/@Y||||||||||||||||@y/ + @r/--------------------------/ | | @y/@Y||||||||||||||||@y/ + @r/--------------------------/ | | @y/@Y||||||||||||||||@y/ @r/__________________________/| | / @y/@Y||||||||||||||||@y/ @r| @W_@r | |/ @y+----------------+ - @r| @W|@u/@n@W|@r | / - @r| _________ | / + @r| @W|@u/@n@W|@r | / + @r| _________ | / @r| |@W\\//@r|@W\\//@r| | / @r|______|@W//\\@r|@W//\\@r|_________|/ Link N from 10463 @@ -35,7 +35,7 @@ go. Birds chirp in the trees, and sounds of animals come from all around you, the sun fights its way through the leaves in the trees, and the wind tries to break through the trees, but is unsuccessful. The morning dew still sits on the forest floor, adding the this serene setting, the trees creep up towards the -sky, large branches sticking out of its trunk, blocking the sky from view. +sky, large branches sticking out of its trunk, blocking the sky from view. ~ 104 0 0 0 0 3 D0 @@ -65,7 +65,7 @@ around. The sound of laughing children comes into this part of the woods, and the forest seems to be enchanted with the spirits of these children. The trees seem to hold onto their spirits, these trees seem to be gentle, but at the same time they seem to be sinister, their branches seem to lash out and try to catch -you in their grasp. +you in their grasp. ~ 104 0 0 0 0 3 D2 @@ -81,7 +81,7 @@ touches one another, blocking off almost all sunlight. The sounds of wind are no longer heard in this place, only the whining of the trees surrounding this place. Some large branches cover this place, and multiple animal tracks are imprinted into the ground here. Towards the top of the trees, the scratching of -little squirrels feet bounces off the trees surrounding this place. +little squirrels feet bounces off the trees surrounding this place. ~ 104 0 0 0 0 3 D1 @@ -104,7 +104,7 @@ ways. Although the trees entwine above you, the area all around you is not surrounded by such trees. The wind blows through here freely, and the sun shines in from the trees around you, not letting in a lot of light though. The rustling of leaves comes to your ears in the area around you, adding to the -feeling of being uncomfortable. +feeling of being uncomfortable. ~ 104 0 0 0 0 3 D0 @@ -124,7 +124,7 @@ the destructive human hand. Plastic bottles and foam cups litter this area, along with many cardboard boxes. The sun shines in this area as though there were no trees overhead, this is not like the other parts of the forest, it is mostly clear, and it seems to have been forced to be this way. The wind -whistles through here, rustling leaves and moving branches all around. +whistles through here, rustling leaves and moving branches all around. ~ 104 0 0 0 0 3 D1 @@ -142,7 +142,7 @@ The Mazes Entrance~ stagnant smell. The walls a large marble stones, and are well made. The ground is sleek, and it has a few blood stains every now and then. For as closed in as this area is, it gives off a good amount of light, enough to illuminate your -path. +path. ~ 104 28 0 0 0 0 D0 @@ -176,7 +176,7 @@ the ground, and cover the surrounding area. A small light sits in the fort atop the tree. There is no way to go up into the fort because of a lack of a ladder, or a rope. Large plastic bottles cover the ground, and some foam coolers every now and then. A piece of broken wood lies in a large brush pile, it seems to be -connected to the brush. +connected to the brush. ~ 104 0 0 0 0 3 D2 @@ -190,7 +190,7 @@ D3 S #10409 Jaks Shack~ - @yMany items cover the wall, armour and weapons. The wall towards the back + @yMany items cover the wall, armor and weapons. The wall towards the back of the room is made of a fine polished oak, while all the other walls are made of a flimsy type of wood. The roof is also made of a fine polished oak. A desk sits at the back of the room where the items are and a Elven man sits behind it. @@ -214,7 +214,7 @@ ears. Small waves wash up on to the shore. Fish swim in the lake, adding to the beautiful scene. The ground here is softer here, making it a great place to just rest. The air is fresh, and the sounds of animals also fills your ears. Tall grass grows all around the lake, and large boulders are also here. It is -mysterious how they got here, air also has a moist smell in it. +mysterious how they got here, air also has a moist smell in it. ~ 104 20 0 0 0 3 D0 @@ -259,7 +259,7 @@ One large oak has up-rooted and fallen on an old wooden house. The house was split in half and it seems to be home to multiple animals now. Strange sounds emit from the house, and a horrid smell also comes from the house. An old rusted well sits in front of the house, it seems to have been protected from the -tree by the house. +tree by the house. ~ 104 4 0 0 0 3 D0 @@ -270,11 +270,11 @@ S #10413 Gate to Orchan~ @yA hard wooden platform lies under your feet. Straight ahead is a large -metal gate that stands open. No one is patrolling the perimeter of the gate. +metal gate that stands open. No one is patrolling the perimeter of the gate. Torches are on either side of the gate casting shadows on either side of the gate. At the top of the gate is some weird insigne, this is also on either side of the gate. At the gates entrance the wooden platform stops and the ground -turns to rock. +turns to rock. ~ 104 0 0 0 0 1 D1 @@ -292,7 +292,7 @@ A Rock Road~ little stone seems to have been placed with extreme care. Houses line the road, to the north the road continues, and it also continues to the south. Noise emits from people walking around on this road, they seem to be in a hurry, and -don't want to talk to anyone. +don't want to talk to anyone. ~ 104 0 0 0 0 1 D0 @@ -310,7 +310,7 @@ D2 S #10415 A Rock Road~ - @yThe rocky road seems to be ending here, it leads to a luxurious house. + @yThe rocky road seems to be ending here, it leads to a luxurious house. Smoke emits from the chimney, and the smell of something cooking is in the air. A sign is neatly placed on the door of the house. The steps that lead up to the house are made of pine wood, each step has been carefully cut, and carefully put @@ -348,12 +348,12 @@ D3 S #10417 Main Street~ - @yThe ground moves from the rough rock road to a smooth cobblestone road. + @yThe ground moves from the rough rock road to a smooth cobblestone road. This road is wider then the rock road, and even more people move through here. Large houses line the side of the road, and some trees are able to be seen every now and then. A sign is stuck into the ground on the side of the road, it seems to be a direction sign. A warm feeling seems to be coming from all around you. -It seems to be coming from the towns people. +It seems to be coming from the towns people. ~ 104 0 0 0 0 1 D1 @@ -371,7 +371,7 @@ Main Street~ some trees are here and there. Loads of people litter the street, some short, others tall. But every person seems to be Elven. A warm feeling comes from the area around you. The people seem to be giving this feeling off. The cobble -stone road is freshly polished and looks to be brand new. +stone road is freshly polished and looks to be brand new. ~ 104 0 0 0 0 1 D0 @@ -400,7 +400,7 @@ D2 S #10420 A Rock Road~ - @yThe road seems to get a little smoother her, but it is barely noticeable. + @yThe road seems to get a little smoother her, but it is barely noticeable. Some small trees are starting to grow up on the side of the road. A building lies to the west, it seems to be gaining a lot of attention. A small breeze blows through this part of town. Another sign has been placed neatly on the @@ -437,12 +437,12 @@ D1 0 10400 10420 S #10422 -Mic`zell's Armour Shop~ +Mic`zell's Armor Shop~ @yThis seems to be an extension of the weapon shop. The floor and the walls look the same as the other part, but the ceiling is completely different. A large red orb floats above in the rafters. It adds a red tint to everything in -the room. Lining the walls is a small assortment of armour, it seems that this -shop has just opened. Although there is not much armour, it seems to be +the room. Lining the walls is a small assortment of armor, it seems that this +shop has just opened. Although there is not much armor, it seems to be extremely expensive. @n ~ 104 8 0 0 0 1 @@ -460,7 +460,7 @@ A Rock Road~ @yThis road is unlike any of the other rock roads, each road has been carefully placed so that there are no spaces in between them. A gigantic wooden house lies to the south. It stands taller than all the others in this village. -A large golden statue of some old looking elf is in front of this house. +A large golden statue of some old looking elf is in front of this house. Beautiful pine steps are leading up to his house, and the door is nowhere to be seen, it seems it has been taken off. @n ~ @@ -498,11 +498,11 @@ D3 S #10425 Orchan Post Office~ - @yThis is a large room, and this room seems to draw a lot of people to it. + @yThis is a large room, and this room seems to draw a lot of people to it. People are giving there mail to the postmaster to send, and she is giving them their mail. There are loads of bags with mail in them, he seems to be send mail for a small fee though. The floor is also littered with paper, but this paper -is blank. +is blank. ~ 104 8 0 0 0 0 D1 @@ -516,7 +516,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D0 @@ -534,7 +534,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D1 @@ -552,7 +552,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D1 @@ -570,7 +570,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D0 @@ -588,7 +588,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D0 @@ -609,7 +609,7 @@ A Dead End~ @yThis is an entirely enclosed area. All the walls are made up of a deep red marble. The floor has many different stains all over it, and the walls have some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. +smooth texture it has had the whole time. ~ 104 8 0 0 0 0 D1 @@ -623,7 +623,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D1 @@ -641,7 +641,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D0 @@ -662,7 +662,7 @@ A Dead End~ @yThis is an entirely enclosed area. All the walls are made up of a deep red marble. The floor has many different stains all over it, and the walls have some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. +smooth texture it has had the whole time. ~ 104 8 0 0 0 0 D2 @@ -676,7 +676,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D0 @@ -697,7 +697,7 @@ A Dead End~ @yThis is an entirely enclosed area. All the walls are made up of a deep red marble. The floor has many different stains all over it, and the walls have some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. +smooth texture it has had the whole time. ~ 104 8 0 0 0 0 D2 @@ -736,7 +736,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D1 @@ -753,7 +753,7 @@ A Dead End~ @yThis is an entirely enclosed area. All the walls are made up of a deep red marble. The floor has many different stains all over it, and the walls have some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. +smooth texture it has had the whole time. ~ 104 8 0 0 0 0 D0 @@ -767,7 +767,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D0 @@ -784,7 +784,7 @@ A Dead End~ @yThis is an entirely enclosed area. All the walls are made up of a deep red marble. The floor has many different stains all over it, and the walls have some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. +smooth texture it has had the whole time. ~ 104 8 0 0 0 0 D0 @@ -798,7 +798,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D1 @@ -816,7 +816,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D0 @@ -841,7 +841,7 @@ The Monsters Den~ @yThe walls are covered with blood, and the floor is also covered with it too. Human skeletons litter the floor, and multiple animal skeletons also fill this place. The ceiling is not perfect here, and the walls are cover in -scratches, and the ceiling is cover in blood and scratches. +scratches, and the ceiling is cover in blood and scratches. ~ 104 8 0 0 0 0 D0 @@ -855,7 +855,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D0 @@ -877,7 +877,7 @@ The Center of the Maze~ gray marble. The floor is one solid marble, and the ceiling is made of another large marble stone. The walls floor and ceiling are all smooth. The light seems to bouce off the walls, a slight noise comes from the top of this room, -and a small white orb hovers in the air there. +and a small white orb hovers in the air there. ~ 104 28 0 0 0 0 D1 @@ -890,7 +890,7 @@ The Monsters Den~ @yThe walls are covered with blood, and the floor is also covered with it too. Human skeletons litter the floor, and multiple animal skeletons also fill this place. The ceiling is not perfect here, and the walls are cover in -scratches, and the ceiling is cover in blood and scratches. +scratches, and the ceiling is cover in blood and scratches. ~ 104 8 0 0 0 0 D0 @@ -915,7 +915,7 @@ A Dead End~ @yThis is an entirely enclosed area. All the walls are made up of a deep red marble. The floor has many different stains all over it, and the walls have some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. +smooth texture it has had the whole time. ~ 104 8 0 0 0 0 D1 @@ -928,7 +928,7 @@ A Dead End~ @yThis is an entirely enclosed area. All the walls are made up of a deep red marble. The floor has many different stains all over it, and the walls have some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. +smooth texture it has had the whole time. ~ 104 8 0 0 0 0 D2 @@ -941,7 +941,7 @@ A Dead End~ @yThis is an entirely enclosed area. All the walls are made up of a deep red marble. The floor has many different stains all over it, and the walls have some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. +smooth texture it has had the whole time. ~ 104 8 0 0 0 0 D3 @@ -955,7 +955,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D1 @@ -973,7 +973,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D0 @@ -991,7 +991,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D0 @@ -1013,7 +1013,7 @@ A Maze Room~ a little more blood splatter here. The floor is made up of a smaller light marble stone. There are many scratches on the ground and they seem to have been made by something in-human. The ceiling is made of the same marble, but this is -smoother, and only enough light is here to allow sight. +smoother, and only enough light is here to allow sight. ~ 104 28 0 0 0 0 D1 @@ -1030,7 +1030,7 @@ The Monsters Den~ @yThe walls are covered with blood, and the floor is also covered with it too. Human skeletons litter the floor, and multiple animal skeletons also fill this place. The ceiling is not perfect here, and the walls are cover in -scratches, and the ceiling is cover in blood and scratches. +scratches, and the ceiling is cover in blood and scratches. ~ 104 8 0 0 0 0 D2 @@ -1048,7 +1048,7 @@ The Monsters Den~ @yThe walls are covered with blood, and the floor is also covered with it too. Human skeletons litter the floor, and multiple animal skeletons also fill this place. The ceiling is not perfect here, and the walls are cover in -scratches, and the ceiling is cover in blood and scratches. +scratches, and the ceiling is cover in blood and scratches. ~ 104 8 0 0 0 0 D0 @@ -1069,7 +1069,7 @@ A Dead End~ @yThis is an entirely enclosed area. All the walls are made up of a deep red marble. The floor has many different stains all over it, and the walls have some of the same stains. The ceiling seems to be unscathed, it has the same -smooth texture it has had the whole time. +smooth texture it has had the whole time. ~ 104 8 0 0 0 0 D3 @@ -1091,12 +1091,12 @@ Taylors Immortal Resting Chamber~ @n\| |/ | Inuyasha Presents Shikon Jewle Hunt | \ / - '\ Welcome to the hunt, now go find those shards!! /' + '\ Welcome to the hunt, now go find those shards!! /' | | - | Additional information on this zone is available within. | - | To view the details on the selected topic, type LOOK, then:| - / \ - /' `\ + | Additional information on this zone is available within. | + | To view the details on the selected topic, type LOOK, then:| + / \ + /' `\ | Overview Theme Status Location Secrets Help Credits! | @n/| ____________________________________________________________ |\ @n)| / | | | \ |( @@ -1118,7 +1118,7 @@ A New Zone Description Room~ @C: @D.'. @C-*- @Y. @C-*-@D / \ @Y. ' @C: @C* @C:@D .' '. @C| @C* - @Y. @D /_,_____,_\ @Y. @C-*- @Y. ' + @Y. @D /_,_____,_\ @Y. @C-*- @Y. ' @Y` @. @w | | @C* @. @C| @Y. ` @Y. @D.. @C* @w | ---- | @C* . @Y` @D/ \ @w|---====|/`\ @Y.@D .. @@ -1133,12 +1133,12 @@ A New Zone Description Room~ @w/\_|__/\.----O-|@D______/.:@w|@D.\___@w|====--|O O| @w| v__v |--._.==|_ _ ==|-|| | _| __==| O__| @w|__||__|_|_|_|_|_|_|__|_||_|_|_:__||__:__||| -@y \_\\ \ \/- //\ -,-| __ | |`. :|| / | +@y \_\\ \ \/- //\ -,-| __ | |`. :|| / | |\`| ` _// | / _| || | | `.' ,''|`./ / |`\| \ //' | // \`| | `.' .' | |'__| \.\\`//| | \ \// \` .-' .' | '/ | - \`\// |.` ` ' /- :-' .'| '/ , // - \`| \\ | // .' / /.'| | |.'/ + \`\// |.` ` ' /- :-' .'| '/ , // + \`| \\ | // .' / /.'| | |.'/ `.\// | `| ''.' \\ .' | '_/ .` \ ' . . `'. __ / ` .__/ @c*@y===================@c*@y \// // __ _.`_/ @y|@c-F O R G O T T E N-@y| @@ -1152,7 +1152,7 @@ A New Zone Description Room~ S #10460 Path Through the Forest~ - @yThis path looks like it has been used by many travelers and creatures. + @yThis path looks like it has been used by many travelers and creatures. The earth is compact and the no shuberry grows near this place. The sky above can be seen, but it looks as if the sky fades into the trees ahead. @n ~ @@ -1217,10 +1217,10 @@ D2 S #10464 An Observation Room~ - @yThe room is not a small room, but rather vast, books are scattered all -around the floor and on the tables. This place seems as though no one has -cleaned it for months. Large tools scatter the desk off in the corner, and many -piles of papers with writing on them scatter this desk as well. The ceiling + @yThe room is not a small room, but rather vast, books are scattered all +around the floor and on the tables. This place seems as though no one has +cleaned it for months. Large tools scatter the desk off in the corner, and many +piles of papers with writing on them scatter this desk as well. The ceiling above is nothing but a thick looking glass with bars filling in for support.@n ~ 104 4 0 0 0 1 @@ -1233,32 +1233,32 @@ S Taylor's Lounge~ @WA small lamp sits in the center of the room letting off a small amount of light. A beautiful white shag carpet is covering the whole floor besides in a -small spot where there is white marble with small flecks of black in them. +small spot where there is white marble with small flecks of black in them. Directly on the wall behind the marble is a large fireplace the sinks deep into the wall. A small fire crackles in the center on the fireplace, casting a soft glow upon the walls. Pictures line the pure white walls, all are in finely made wooden frames. A freshly stained trim lies at the top of every wall. The fireplaces frame is made of small marble bricks, all are black, making the fireplace standout from the rest of the room. A window lies on the wall -opposite the fireplace, letting in a little light through the linen curtains. +opposite the fireplace, letting in a little light through the linen curtains. A large squishy looking armchair sits in the middle of the room only a few feet from the fireplace. @n ~ 104 24 0 0 0 0 E main chamber room taylors tays~ - WA small lamp sits in the center of the room letting off a small amount of + @WA small lamp sits in the center of the room letting off a small amount of light. A beautiful white shag carpet is covering the whole floor besides in a -small spot where there is white marble with small flecks of black in them. +small spot where there is white marble with small flecks of black in them. Directly on the wall behind the marble is a large fireplace the sinks deep into the wall. A small fire crackles in the center on the fireplace, casting a soft glow upon the walls. Pictures line the pure white walls, all are in finely made wooden frames. A freshly stained trim lies at the top of every wall. The fireplaces frame is made of small marble bricks, all are black, making the fireplace standout from the rest of the room. A window lies on the wall -opposite the fireplace, letting in a little light through the linen curtains. +opposite the fireplace, letting in a little light through the linen curtains. A large squishy looking armchair sits in the middle of the room only a few feet -from the firplace. n +from the firplace. @n ~ S $~ diff --git a/lib/world/wld/106.wld b/lib/world/wld/106.wld index 452d6c2..7693ccb 100644 --- a/lib/world/wld/106.wld +++ b/lib/world/wld/106.wld @@ -9,11 +9,11 @@ Mobs : 23 Objects : 41 Shops : 5 Triggers : 1 -Theme : Elcardo, a small city, where the mayor has become ill. Suncas +Theme : Elcardo, a small city, where the mayor has become ill. Suncas rebels are trying to take over the town. Their leader is sujin suncas. -Notes : Since the mayor of elcardo is very sick the citizens are not - being looked after as they should, many rebel and start their own little - groups within the city. +Notes : Since the mayor of elcardo is very sick the citizens are not + being looked after as they should, many rebel and start their own little + groups within the city. Zone: 106 was linked to the following zones: 200 Western Highway at 10609 (south) ---> 20025 175 The Cardinal Wizards at 10613 (east ) ---> 17525 @@ -25,7 +25,7 @@ S Cathedral Altar~ This is the Cathedral of Elcardo. The glowing altar stands before you. The room is very dimly lit from the blood red candles which lie before you. The -candles appear to be made out of some sort of fat. +candles appear to be made out of some sort of fat. ~ 106 8 0 0 0 0 D2 @@ -38,7 +38,7 @@ Inside the Elcardo Cathedral~ As you enter the Elcardo Cathedral a holy feeling enriches your body. The room is well lit by over a thousand holy white candles. On the far wall in front of you there hangs a large cross. The friendly Healer stands here -reading a book that appears to be the bible. +reading a book that appears to be the bible. ~ 106 8 0 0 0 0 D0 @@ -56,7 +56,7 @@ Outside the Elcardorian Cathedral~ thick oak. There are small designs all over the door, the designs appear to be from many years ago. Standing right in front of the main doors is the Executioner guarding the door quite well and watching each and every person -that is planning on entering the cathedral. +that is planning on entering the cathedral. ~ 106 8 0 0 0 0 D0 @@ -89,7 +89,7 @@ Peddler's Square~ People rush by you left and right as you stand in the intersection of Peddler's Way. The smell of freshly baked bread breezes by your nose. In the distance you can see the Executioner guarding the cathedral. A panhandler begs -the passersby for money. Some actually feel sorry for the worthless bum. +the passersby for money. Some actually feel sorry for the worthless bum. ~ 106 0 0 0 0 0 D0 @@ -116,7 +116,7 @@ casters to the east or fighters to the west. Mages and sorcerers of all kinds rush by. A large hulky Barbarian almost knocks you over. In the distance you see a strange glowing, It seems to be coming from the spell casting area. To the east you feel a strong magical presence, and to the west you can smell the -sweat of hard work. +sweat of hard work. ~ 106 0 0 0 0 0 D0 @@ -141,7 +141,7 @@ Citizens Square~ This is the poor part of Elcardo. Small dirty poor children run past you screaming their heads off. Poor men sit all over the roads begging for money it really is a sin. It is very strange, the rest of the city is well off money -wise but as soon as you get here it is very poor. +wise but as soon as you get here it is very poor. ~ 106 0 0 0 0 0 D0 @@ -184,7 +184,7 @@ Outside the South Gate of Elcardo~ A massive steel gate rests just to the north. The city of Elcardo held beyond the gate and walls. You remember rumors of the city being overthrown by a new political faction. But who listens to politics. "Poli" meaning many, -"tics" meaning blood sucking insects. +"tics" meaning blood sucking insects. ~ 106 0 0 0 0 3 D0 @@ -196,7 +196,7 @@ S Peddler's Road~ The streets are paved with a fine marble, much better looking then other city's that you've seen. The clanging of metal rings in your ears, it seems to -be comming from the north. There is a bank close to the south. +be comming from the north. There is a bank close to the south. ~ 106 0 0 0 0 0 D0 @@ -220,7 +220,7 @@ S Peddler's Road~ Tall strong men brush by you, swords hanging at their waists. They must be going to the Armor Shop which is to the north of where you are standing. To -the south you see a strange hut. +the south you see a strange hut. ~ 106 0 0 0 0 0 D0 @@ -245,7 +245,7 @@ Inside the East Gate of Elcardo~ The steel gates are held shut by two Elcardo Knights which are guarding the exit. The Elcardorian leaders try to keep strict control through the use of the knights and soldiers. But, with rumors of the Mayor falling ill many -rebels have begun to combine forces within the city walls. +rebels have begun to combine forces within the city walls. ~ 106 0 0 0 0 0 D1 @@ -259,11 +259,11 @@ D3 S #10613 Outside the East Gate of Elcardo~ - The city of Elcardo is to the west through a set of guarded steel gates. + The city of Elcardo is to the west through a set of guarded steel gates. You have been told that the city is in turmoil and on the verge of a collapse, or possible overthrowing. Many cunning politicians have plans for this city. A gravel path continues east out the gate. The north is blocked by a tall -cliff face. +cliff face. ~ 106 0 0 0 0 3 D3 @@ -274,9 +274,9 @@ S #10614 Peddler's Road~ A strong scent gets your attention right away. The smell of biscuits, bread -and home-made cookies comes from the north. You definately want to check this +and home-made cookies comes from the north. You definitely want to check this place out. To the south you see a small shop and a sign with the words Elcaro -Grocer on it. +Grocer on it. ~ 106 0 0 0 0 0 D0 @@ -299,8 +299,8 @@ S #10615 Peddler's Road~ Little elf-like people walk by you left and right, You wonder why... Then -you realize that the Magic shop is directly in front of you to the north. -There is a small sign here that says the words, Lara's Magic supplies. +you realize that the Magic shop is directly in front of you to the north. +There is a small sign here that says the words, Lara's Magic supplies. ~ 106 0 0 0 0 0 D0 @@ -321,7 +321,7 @@ Inside the West Gate of Elcardo~ The whispers of treachery and deciept fill the city streets and every passerby looks at you warily. Everyone in the city just wants peace, but the Mayor has failed to maintain order and the revolts have begun. Revolutionists -are coming forth. +are coming forth. ~ 106 0 0 0 0 0 D1 @@ -335,11 +335,11 @@ D3 S #10617 Outside the West Gate of Elcardo~ - Through the gates to the east you can see the infamous city of Elcardo. + Through the gates to the east you can see the infamous city of Elcardo. The city is known for its unstable government. The current Mayor has fallen ill and rumors abound. Everything from him being poisoned to an illness sent -from the Gods because of the Mayor's betrayal to the upkeep of the citizens. -A thick forest can be seen to the west. +from the Gods because of the Mayor's betrayal to the upkeep of the citizens. +A thick forest can be seen to the west. ~ 106 0 0 0 0 3 D1 @@ -356,7 +356,7 @@ Guild Halls~ This is the spellcaster side of the guild halls. You will find no fighter guilds in this section. To the north is the Cleric guildmaster and to the south is the Paladin guildmaster. Signs are placed over both doors stating -that the guilds are closed. +that the guilds are closed. ~ 106 0 0 0 0 0 D1 @@ -372,8 +372,8 @@ S Guild Halls~ Continuing on the spellcaster side of the halls you see a dark dreary guild, it must be the Vampire guild that is to the north. More elves walk in and out -of the guild to the south, shall you take a closer look at the Mage guild. -Signs are placed over both doors stating that the guilds are closed. +of the guild to the south, shall you take a closer look at the Mage guild. +Signs are placed over both doors stating that the guilds are closed. ~ 106 0 0 0 0 0 D1 @@ -387,11 +387,11 @@ D3 S #10620 Guild Halls~ - To the south you see a strange guild, its more like a Grove then a guild. + To the south you see a strange guild, its more like a Grove then a guild. You automatically assume that it is the Druid guild. Meanwhile, to the north you hear strange sounds unlike the other guilds. The Psionicist guild is to the north. Signs are placed over both doors stating that the guilds are -closed. +closed. ~ 106 0 0 0 0 0 D3 @@ -401,12 +401,12 @@ D3 S #10621 Guild Halls~ - You sense a strong presence of evil when you step in front of this guild. + You sense a strong presence of evil when you step in front of this guild. Shadows are everywhere and you can almost feel the fear rising in your throat. To the south you can make out the entrance to the Thieves guild in the dim light. North of here is the Warriors Guild. To the east is the safety and comfort of the Guild Halls. Signs are placed over both doors stating that the -guilds are closed. +guilds are closed. ~ 106 0 0 0 0 0 D1 @@ -424,7 +424,7 @@ Guild Halls~ It may be loud and not very peaceful but you feel strangly good that you are here. The Barbarian guild is to the north. But as you turn your head towards the south a peaceful feeling fills you body. The Ranger guild is to the south. -Signs are placed over both doors stating that the guilds are closed. +Signs are placed over both doors stating that the guilds are closed. ~ 106 0 0 0 0 0 D1 @@ -437,7 +437,7 @@ Citizens Street~ The citizens of Elcardo have grown up in a very poor state. But do not let their poverty fool you, they have spent much time training in combat since the city requires all citizens to serve in the army. Decrepit looking shacks are -closed and boarded up to the north and south of you. +closed and boarded up to the north and south of you. ~ 106 0 0 0 0 0 D1 @@ -454,7 +454,7 @@ Citizens Street~ Children run past you, high on sugar, or so you think. It is very loud in this part of Elcardo, much louder then the other parts. If it is not the screaming children that deafens you it is the mothers yelling for or at their -children. More shacks are to the north and south. +children. More shacks are to the north and south. ~ 106 0 0 0 0 0 D1 @@ -471,7 +471,7 @@ Citizens Street~ Children beg for money all around you. It is not often they see someone as rich as you in their neighborhood. You are quite annoyed that all these children are pulling at your clothes and digging in your pockets. To the north -and south are the shacks that these children live in. +and south are the shacks that these children live in. ~ 106 0 0 0 0 0 D1 @@ -488,7 +488,7 @@ Dead End~ To the north you see two teenage children guarding a shack which is reasonably nicer then the rest. The children are each holding a spear and have body paint around their eyes and on their cheeks. Each one with a look of hate -and disgust on their face. Shall you enter... +and disgust on their face. Shall you enter... ~ 106 0 0 0 0 0 D0 @@ -505,7 +505,7 @@ Pathway to the Saloon~ You are on the path towards the old Elcardo Saloon, a popular hangout for all those old Elcaro Knights. But watch out, they are quite bitter with their old age. The Saloon is a great place to glean the latest gossip from the -locals. +locals. ~ 106 0 0 0 0 0 D1 @@ -522,7 +522,7 @@ Entrance to the Saloon~ A short, very short, man is here letting people in and tossing people out of the Saloon. He doesnt look very intimidating at all. But, he must be qualified or he wouldn't have the job and be able to handle the soldiers and -rebels. +rebels. ~ 106 0 0 0 0 0 D1 @@ -540,7 +540,7 @@ Inside the Elcardo Saloon~ you were ten years old considering everyone in the room is at least twice your age. It is quite hard to breathe in here but these old timers are very use to it. You notice an odd back room with a sign on the door to the east saying Do -Not Enter. +Not Enter. ~ 106 8 0 0 0 0 D1 @@ -558,7 +558,7 @@ Center of the Saloon~ Elcardo knights and soldiers play cards all around you and reminisce about the olden days. Not quite the spot you find exciting but you wonder what is going on in that back room. An old veteran flashes his gums at you. The back room is -close to the north. +close to the north. ~ 106 8 0 0 0 0 D0 @@ -575,7 +575,7 @@ The Back Room~ The room is very dim, A few candles are lit on the walls. This is where many of the different rebellious factions in the city meet. They sometimes work together, sometimes oppose each other. It all depends which they think is -most beneficial. +most beneficial. ~ 106 9 0 0 0 0 D2 @@ -588,7 +588,7 @@ The Armor Shop~ The walls are tarnished black from soot. The sounds of clanging metal comes from a large man perfecting a silver sword. The smell of his sweat is enough to change your mind from entering this shop again, You should purchase your -weapon and get out as fast as possible. +weapon and get out as fast as possible. ~ 106 8 0 0 0 0 D1 @@ -604,7 +604,7 @@ S The Bank of Elcardo~ The bank is very clean and it feels very peaceful. There are many plaques on the walls all of which say something good about the city of Elcardo. Quite -the rich looking establishment it is. +the rich looking establishment it is. ~ 106 8 0 0 0 0 D0 @@ -614,9 +614,9 @@ D0 S #10634 The weapon shop~ - The armoury has a wide assortment of armours on the walls and in the + The armory has a wide assortment of armors on the walls and in the windows. You see helmets, shields and chain shirts to name a few. To the -south is the main street. +south is the main street. ~ 106 8 0 0 0 0 D2 @@ -633,7 +633,7 @@ Mayor's Hut~ You are having a hard time believing that this little hut belongs to the Mayor of the city. A middle-aged women informs you that the Mayor is sick in bed and is taking no visitors. You should leave. To the south is a closed -wooden door with the words "Do Not Disturb" on it. +wooden door with the words "Do Not Disturb" on it. ~ 106 12 0 0 0 0 D0 @@ -650,7 +650,7 @@ Inside the Mayor's room~ The inside of the Mayor's room is quite impressive. A tall four post bed fills the center of the room. An ornately carved dresser and desk cover the western wall. A light fragrance attempts to cover the smell of death in the -room. +room. ~ 106 8 0 0 0 0 D0 @@ -663,7 +663,7 @@ Grandma's Diner~ This is a very small diner, but it is one of the most comfortable places you've ever been in your life. Directly behind the counter you see an elderly man playing with an antique cash register. In the kitchen you see a little old -lady baking cookies and other goodies. You know you wanna have some. +lady baking cookies and other goodies. You know you wanna have some. ~ 106 8 0 0 0 0 D2 @@ -675,7 +675,7 @@ S Elcardo Grocer~ You are inside the general store. All sorts of items are stacked on shelves behind the counter, safely out of your reach. None of the items seem to be of -special interest, just your everyday requirements. +special interest, just your everyday requirements. ~ 106 8 0 0 0 0 D0 @@ -688,7 +688,7 @@ Lara's Magic Supplies~ The shop is quite small compared to the others. Shelves are filled with mason jars with pig eyes, cow tongues, and chicken brains. It is not the most pleasant sight in the world. Lara is quite the odd looking individual, wearing -all black with the Skull of Hakanda around here neck. +all black with the Skull of Hakanda around here neck. ~ 106 12 0 0 0 0 D2 @@ -701,7 +701,7 @@ Inside the Shack~ You are in the main entrance to the poor shack that was being guarded by two teenage kids. What could they possibly be guarding you wonder. There are doors to the west and east of you and also a large solid stone door to the -north. +north. ~ 106 8 0 0 0 0 D0 @@ -726,7 +726,7 @@ S Poor Barracks~ There are bunk beds all around you. Extra spears and other weapons lie in the corner of the room. Some teenage children are sleeping in the bunks while -some are choosing a weapon. Should You really be here... +some are choosing a weapon. Should You really be here... ~ 106 0 0 0 0 0 D1 @@ -739,7 +739,7 @@ Poor Barracks~ Bunk beds everywhere, clothes neatly folded in separate piles. These children look very tired and look as though they are far over-worked. A Young child quietly crys on a bunk to your left, all he really needs is some comfort. -An open hatch leads down. +An open hatch leads down. ~ 106 12 0 0 0 0 D3 @@ -755,7 +755,7 @@ S An Empty Room~ The room is very VERY small and there is almost nothing in it. The walls are very dirty and the floor is made of dirt. A shudder goes through your -spine, You can sense the hatred in this place. +spine, You can sense the hatred in this place. ~ 106 9 0 0 0 0 D4 @@ -771,9 +771,9 @@ S Chambers of Sujin Suncas~ The rebel headquarters run by Sujin Suncas is more run-down than would be expected. It appears he lacks the financial support to carry out a successful -rebellion. Rebellions never last very long once people start starving. +rebellion. Rebellions never last very long once people start starving. Perhaps that is the Mayor's strategy. A few wooden chairs are placed around an -empty table. +empty table. ~ 106 9 0 0 0 0 D2 @@ -786,7 +786,7 @@ S Entrance to the Dungeon~ The smell of old bones and rotting flesh fills your nose. There are puddles of a brownish liquid on the floor and stains of blood on the walls. The sound -of moaning rings through-out the dungeon. +of moaning rings through-out the dungeon. ~ 106 9 0 0 0 0 D0 @@ -810,7 +810,7 @@ S Death Chamber~ This cramped room has a very strong odor of decay to it. It is not pleasant at all. You wonder why the citizens of Elcardo would allow people to be -imprisoned down here in the dungeons. +imprisoned down here in the dungeons. ~ 106 9 0 0 0 0 D1 @@ -822,7 +822,7 @@ S Torture Room~ Strange devices used for torture are scattered all around the room. Why would they torture people in a dungeon, Sick SICK people. It appears that -there are some bodies still alive in here. +there are some bodies still alive in here. ~ 106 9 0 0 0 0 D3 @@ -835,7 +835,7 @@ Dungeon Hallway~ You do not feel safe at all when you are down here all alone. There are a few small candles mounted on the dungeon walls just enough light to see your own hands but thats about the only thing visible. A gaping hole in the dungeon -floor to the west looks bottomless. +floor to the west looks bottomless. ~ 106 0 0 0 0 0 D0 @@ -853,7 +853,7 @@ D3 S #10650 Body Count~ - FALLING, FELL, NEAR-DEAD! Should have read the room descriptions. + FALLING, FELL, NEAR-DEAD! Should have read the room descriptions. ~ 106 165 0 0 0 0 S @@ -863,7 +863,7 @@ Dungeon Hallway~ There are rooms and chambers to the left and right of you, this way and that way. You do not feel safe at all when you are down here all alone. There are a few small candles mounted on the dungeon walls just enough light to see your -own hands but thats about the only thing visible. +own hands but thats about the only thing visible. ~ 106 8 0 0 0 0 D0 @@ -887,7 +887,7 @@ S A Black Cell~ This is a the scariest room of all. There is no light AT ALL. You can feel your heart pounding as you look around the room trying to see if something is -here... Is alive. +here... Is alive. ~ 106 9 0 0 0 0 D1 @@ -900,7 +900,7 @@ Suncas Jail Cell.~ This large room with earthen walls has been equipped with shackles for both hands and feet. They seem to have been driven into the walls on long steel poles. A few leg shackles are scattered about the center of the room. This -appears to be a jail cell for prisoners. +appears to be a jail cell for prisoners. ~ 106 9 0 0 0 0 D3 @@ -913,7 +913,7 @@ The Guard Room~ Blood and guts are all over the floor and walls in this room. It looks as though a few prisoners escaped and came after the guards. It is even more gross that part of the guts have been eaten. They must not feed the prisoners -very well. +very well. ~ 106 8 0 0 0 0 D2 @@ -925,7 +925,7 @@ S A Path between Hannah and Elcardo~ Forests surround you, but to the east you can just make out the city of Elcardo. While to the west and north some you have heard lies the city of -Hannah. The path looks relatively empty, and unused here. +Hannah. The path looks relatively empty, and unused here. ~ 106 0 0 0 0 0 D1 @@ -942,7 +942,7 @@ A Path between Hannah and Elcardo~ This well travelled path links the cities of Elcardo and Hannah. The two cities were once strong allies until the City of Hannah started having problems with strange creatures storming the city walls. All communication between the -cities has been cut off for some time now. +cities has been cut off for some time now. ~ 106 0 0 0 0 0 D0 @@ -957,9 +957,9 @@ S #10657 Before the City of Hannah~ Just to the north can be seen a pair of barred and rusted gates, the gates -have been closed for a long time and rumours of the city within being destroyed +have been closed for a long time and rumors of the city within being destroyed or deserted abound. The city walls stretching to the east and west are crumbled -in some places, even torn down. +in some places, even torn down. ~ 106 0 0 0 0 0 D2 diff --git a/lib/world/wld/107.wld b/lib/world/wld/107.wld index 36f247a..bb8044a 100644 --- a/lib/world/wld/107.wld +++ b/lib/world/wld/107.wld @@ -9,13 +9,13 @@ Mobs : 20 Objects : 56 Shops : 2 Triggers : 1 -Theme : The zone is the town ship for the undead. Totally against the +Theme : The zone is the town ship for the undead. Totally against the living. -Notes : It could be converted into a starting town if we want. It is not - quite good enough for that right now, but close. Almost +Notes : It could be converted into a starting town if we want. It is not + quite good enough for that right now, but close. Almost everything here is !LIVING. Links : 08n - + Zone: 107 was linked to the following zones: 101 The South Road at 10740 (east ) ---> 10131 ~ @@ -28,7 +28,7 @@ cornering every angle as a fat retraction. Probably the only dry area around the lands, this clearing seems to be the only place a tired rack of bones or a blood drenched undead could probably call close to home. Dust particles float around the air in a weird sort of lingering cloud. Sounds of mourning, -creaking and shaking can be heard from as far as the eyes can see. +creaking and shaking can be heard from as far as the eyes can see. ~ 107 28 0 0 0 0 D0 @@ -54,12 +54,12 @@ D5 S #10702 Badlands~ - Moving onto highgrounds the swamp waters start to dry beneath your feet. + Moving onto highgrounds the swamp waters start to dry beneath your feet. Circles of small puddles gather water into your footwear, making them gushy and -uncomfortable. In the Badlands the skys above paint a grey ceiling that never +uncomfortable. In the Badlands the skys above paint a gray ceiling that never changes through weather. The surroundings show nothing but broken wood and moss, eminating a foul smell that gathers into your nostrils and greens your -thoughts into what may lay ahead of this damned place. +thoughts into what may lay ahead of this damned place. ~ 107 1 0 0 0 1 D0 @@ -79,7 +79,7 @@ water and dead or decaying plantlife is sobering and a good example of the frailty of life. The undead rule this world whether the living realize it or not. An old building in as bad a condition as the rest of the swamp looms overhead in the branches of a large tree. A set of stairs lead up to an dark -empty doorway. +empty doorway. ~ 107 1 0 0 0 0 D0 @@ -109,7 +109,7 @@ Badlands~ ground. Several stakes and crosses have been nailed in a circle, displaying the remains of the few living who tried to enter this deadly abyss. To the west a large tree cradles a small building in its limbs. The loud clank and -shriek of metal being shaped can be heard within. +shriek of metal being shaped can be heard within. ~ 107 1 0 0 0 0 D1 @@ -126,7 +126,7 @@ Badlands~ The howl of wind passing through the hollow dead limbs of the trees is the only sound that can be heard. Though the wind blows fervently, the clouds above do not change. The land is barren and lifeless. Pools of water and muck -appear untouched and undisturbed. Nothing living dares pass this way. +appear untouched and undisturbed. Nothing living dares pass this way. ~ 107 5 0 0 0 0 D2 @@ -143,7 +143,7 @@ Badlands~ The murky waters of the swamp rise to just below your knees. The smell is overpowering, emanating from the dead plantlife and even a few bodies that float past. The sky above remains unchanged and unmoving, as if frozen in -time. These swamps are the home to those who have foresworn life. +time. These swamps are the home to those who have foresworn life. ~ 107 1 0 0 0 0 D1 @@ -157,11 +157,11 @@ D3 S #10707 Badlands~ - The grey ceiling of clouds above stays motionless, as stagnant as the fetid + The gray ceiling of clouds above stays motionless, as stagnant as the fetid waters through which you trod. A cave can be seen leading into the bowels of the badlands. The trees and plantlife surrounding it and you are dead and on the last stages of decomposition, like everything else in this place of -damnation. +damnation. ~ 107 5 0 0 0 0 D1 @@ -180,7 +180,7 @@ only exit to the south. A large board has been erected on the northern wall. Messages are written on scattered parchments about the room, some in blood, some in even less pleasing bodily fluids. This is the meeting room of the undead where they may plot and scheme their corruption and consumption of the -living world. +living world. ~ 107 1 0 0 0 0 D2 @@ -193,7 +193,7 @@ Wetlands~ The stone remains of a ruined city are slowly being consumed by the rot and decay of the swamp. A few small stone buildings can be seen struggling to remain above the murky waters. To the north an entire building looks almost -untouched by the surrounding swamp. +untouched by the surrounding swamp. ~ 107 8 0 0 0 6 D0 @@ -211,10 +211,10 @@ Wetlands~ piercing screeches can be heard somewhere in the vicinity. As water levels rise along the dead branches, the continuing need for life around this region has diminished to an absolute null. Dead bodies of those once loved, float on -the surface waters of the wetlands getting trapped inbetween the dead and +the surface waters of the wetlands getting trapped in between the dead and rotting overgrowned weedgrass. A strange stairway of the thick fog looks solid enough to walk on. It rises high above you into a low hanging cloud of white -vapor. +vapor. ~ 107 0 0 0 0 6 D0 @@ -244,7 +244,7 @@ Wetlands~ everything within, except for a small gap in the stones to the north and south. The walls of rock are the only remains of an unkown civilization that has been buried and forgotten in the realm of the undead. To the south you can see a -faint trail that looks drier than the surrounding area. +faint trail that looks drier than the surrounding area. ~ 107 0 0 0 0 6 D0 @@ -262,7 +262,7 @@ Wetlands~ you take. The sucking sound of your footsteps is broken only by a shrill ceaseless scream in the distance. The clouds overhead are motionless. They look superficial, the only movement is that of a thin layer of fog rising off -the murky water. +the murky water. ~ 107 8 0 0 0 6 D1 @@ -278,9 +278,9 @@ S Wetlands~ The swamp gives way here to even deeper waters. A curtain of fog rises off the warm water into the cooler air, reducing visibility and attenuating any -sound. The waters are an unhealthy shade of black and grey. Making it +sound. The waters are an unhealthy shade of black and gray. Making it impossible to judge the depth or see what lies underneath. A few ripples in -the water are the only sign of life in this hell hole. +the water are the only sign of life in this hell hole. ~ 107 12 0 0 0 6 D0 @@ -297,7 +297,7 @@ Wetlands~ Dead trees covered in a black moss rise out of the swamp like skeltal fingers trying to claw their way out of their swampy graves. Large pools dark water reflect the strange unchanging sky above. Small trailers of fog rise off -the warm water and dissipate into the cool, still air. +the warm water and dissipate into the cool, still air. ~ 107 0 0 0 0 6 D1 @@ -314,7 +314,7 @@ Wetlands~ The lack of life and movement makes the dead swamp look more like a painting than reality. Filthy water, dead trees, rotting debris floating motoinless in the still waters. A large sinkhole has collapsed here. Revealing a dark -cavern below. +cavern below. ~ 107 0 0 0 0 6 D1 @@ -329,9 +329,9 @@ S #10716 Stone Ruins~ The remains of a once impressive stone structure lies collapsed all about. -Fluted columns of marble and granite stand naked with no roof to cover them. +Fluted columns of marble and granite stand naked with no roof to cover them. A once marvelous cobblestone road has been desecrated and broken by years of -neglect. The remnants of a few small buildings still remain. +neglect. The remnants of a few small buildings still remain. ~ 107 1 0 0 0 7 D1 @@ -345,11 +345,11 @@ D3 S #10717 Cave-in Tundra~ - The remains of a stone staircase lead up into an ancient stone structure. + The remains of a stone staircase lead up into an ancient stone structure. The walls, ceilings and floor changes from stone slabs constructed centuries ago to bare cavern walls of strange colors. A thin film of ice covers everything as a frozen breeze from the east keeps everything frozen. Nothing -living is in evidence. +living is in evidence. ~ 107 0 0 0 0 0 D3 @@ -369,7 +369,7 @@ S Stone Ruins~ A massive structure with steps leading up to the summit towers over the rest of the ruins. It is still in good repair and even looks slightly used. All -around the encroaching swampland is beginning to reclaim this fallen city. +around the encroaching swampland is beginning to reclaim this fallen city. ~ 107 0 0 0 0 0 D0 @@ -399,7 +399,7 @@ Stone Ruins~ of the remainder of this once beautiful city. A few other buildings remain, ready to collapse at any time. To the north and south are two such buildings. Neither have doors since the wood has rotted away decades ago, the only remains -are the stony skeletal walls and roof. +are the stony skeletal walls and roof. ~ 107 0 0 0 0 0 D0 @@ -425,7 +425,7 @@ Swampy Flats~ dead tree stumps and seems to come from several directions. The presence of so many undead have sucked the life out this land. Nothing living moves. From within these realms comes the source of the undead, and no one has yet to -discover what or where it is. +discover what or where it is. ~ 107 0 0 0 0 0 D0 @@ -445,7 +445,7 @@ towards a pseudo horizon that never seems to get brighter no matter the distance closer. Broken root arms bend and twist around each other in a static dance that lasts forever. The opaque grounds below cover stories of great wars and treason burried into the ground. Leaving behind nothing but a legend and -scattered armours collected by merchants and sold to far away realms. +scattered armors collected by merchants and sold to far away realms. ~ 107 0 0 0 0 0 D0 @@ -463,7 +463,7 @@ Swampy Flats~ unidentifiable objects float on or near the surface of the black liquid. The footing is unsure and treacherous, dangerous to anyone afraid of drowning, but nothing more than a nuisance for those that call this place home. The land of -the undead is no place for the living. +the undead is no place for the living. ~ 107 8 0 0 0 0 D0 @@ -497,7 +497,7 @@ Cave-in Tundra~ The cavern walls seem painted in strains of different colors from red to violet. All colors of the spectrum fill the room and give it a strange feeling of being in motion. The occasional tremor causes dust and small rocks to shake -loose from the ceiling and walls. +loose from the ceiling and walls. ~ 107 0 0 0 0 0 D1 @@ -513,10 +513,10 @@ S Cave-in Tundra~ Down in the tundra, the sounds of never ceasing boulders and large rocks crashing down, a descending faced cave-in wall in which you are standing now. -The colours of these rocks are as vibrant as they are large. Yellow, brown and +The colors of these rocks are as vibrant as they are large. Yellow, brown and red and all different strains of concentration, running up and down, as if painted formations. The ground below always trembling giving off an uneasy -feeling of being swallowed deeper into this tundra. +feeling of being swallowed deeper into this tundra. ~ 107 0 0 0 0 0 D0 @@ -544,7 +544,7 @@ S Cave-in Tundra~ The rocky walls form a natural dead end in this lifeless cavern. The floor consists of small rocks of every color making travel precarious at best. The -walls are striated with strange colors and shapes, almost as if painted. +walls are striated with strange colors and shapes, almost as if painted. ~ 107 0 0 0 0 0 D1 @@ -554,11 +554,11 @@ D1 S #10727 Cave-in Tundra~ - The remains of a recent collapse has opened even more of the cavern. + The remains of a recent collapse has opened even more of the cavern. Stones of random size and color cover the floor. Nothing can live in this frozen rocky grave. No moss or lichen is visible on any of the rocks. The wind howls through the empty cavern like a mother mourning for the loss of her -children. +children. ~ 107 0 0 0 0 0 D0 @@ -572,10 +572,10 @@ D2 S #10728 Cave-in Tundra~ - A chill wind from the south blows bits of ice and dirt around the cavern. + A chill wind from the south blows bits of ice and dirt around the cavern. Stalagtites hang from the ceiling, looking like large icicles. From the cavern floor rises stalagmites reach up towards their twins. A few connecting, -forming natural pillars to support this underground cavern. +forming natural pillars to support this underground cavern. ~ 107 0 0 0 0 0 D2 @@ -592,7 +592,7 @@ Cave-in Tundra~ Stalagmites and stalagtites make travel and visibility difficult. The path through the cavern weaves around natures pillars. Piles of rocks are arranged in strange patterns, their colors looking artificial. A strange presence seems -to fill the cavern. +to fill the cavern. ~ 107 0 0 0 0 0 D0 @@ -609,7 +609,7 @@ Cave-in Tundra~ The remains of a recent collapse fills the cavern. Small puddles of swamp water have begun to crystallize into ice. Rotten roots from dead trees hang down at the edge of the collapse, making an easy climb out. A chill wind from -the north flows up and out of the cavern. +the north flows up and out of the cavern. ~ 107 4 0 0 0 0 D0 @@ -627,7 +627,7 @@ Writing Iuel~ boards walls and everything inside this room, tells tales of the greatness this crypt use to possess. A bright fire burns on the furnance in the shorter corner of the room, warming the chilled bone and every fiber or muscles that -will twitch in gratefulness. +will twitch in gratefulness. ~ 107 29 0 0 0 0 D1 @@ -636,11 +636,11 @@ D1 0 0 10701 S #10732 -Central Armoury and Weaponary~ - Racks and racks and racks of standing, lying, hanging and weapons and armour +Central Armory and Weaponary~ + Racks and racks and racks of standing, lying, hanging and weapons and armor still in the middle of making are scattered everywhere in this room. A large odylic anvil gathers the attention of everything magnetic in steel and rust and -draws it to the owner of this shop. +draws it to the owner of this shop. ~ 107 20 0 0 0 0 D5 @@ -653,7 +653,7 @@ Cauldron Skyways~ Scents of sweet, sour and bitter herbs complicate your senses. It is a mixture of all that you have ever smelt before and a few new aromas that you are curious about . In the middle of this room sits a large copper cauldron -with two large rings and some engravings on the side of it. +with two large rings and some engravings on the side of it. ~ 107 28 0 0 0 0 D5 @@ -665,7 +665,7 @@ S Wisdom Revise~ Upon entering the room unseen hits and blows force you to the ground, followed by emptines... All that come to the spectre of Iuel to learn must -first forget what they already know. +first forget what they already know. ~ 107 29 0 0 0 0 D5 @@ -679,7 +679,7 @@ Drugstore~ counter, bottles of medication and strange foul looking conjures sit on the shelves of these cupboards. A strange awkward feeling as movement in this room is restricted to a limit. The pale light in the room coming from a lighten -lamp coveres the shadow of a translucent being. +lamp coveres the shadow of a translucent being. ~ 107 21 0 0 0 0 D4 @@ -693,7 +693,7 @@ The Post Office of Iuel~ allow communication between the various factions of the undead who which to conspire the overthrow of all pitiful living creatures in the realm. A large shelf divided into small boxes filled with names seems to be the extent of the -postmans ability to sort and deliver mail. +postmans ability to sort and deliver mail. ~ 107 8 0 0 0 0 D2 @@ -707,7 +707,7 @@ The Bank of Iuel~ fortune in coins and other treasures lies within. But no one is stupid enough to try and steal from this bank. The walls are crumbling into dust, debris from the ceiling lies about the floor, making an excellent skylight through -which you can see the grey unmoving clouds above. +which you can see the gray unmoving clouds above. ~ 107 0 0 0 0 0 D0 @@ -721,7 +721,7 @@ Pet Shop of Iuel~ This strange room is starkly out of place and in remarkably good condition. Cages line all the walls filled with animals. A small boy tends to them with love and devotion. The smell is what could be expected, a mix of urine, -fesces, and animals. +fesces, and animals. ~ 107 8 0 0 0 0 D3 @@ -745,8 +745,8 @@ S #10740 Entrance to Iuel~ The hill slopes downwards into what appears to be an old and abandoned city -of stone. It is starkly out of place with plains and field surrounding it. -The city appears to be sinking into the swamplands it rests upon. +of stone. It is starkly out of place with plains and field surrounding it. +The city appears to be sinking into the swamplands it rests upon. ~ 107 0 0 0 0 0 D0 @@ -763,7 +763,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 357 0 0 0 9 D1 @@ -788,7 +788,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D2 @@ -813,7 +813,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D3 @@ -838,7 +838,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D1 @@ -867,7 +867,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -892,7 +892,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D2 @@ -913,7 +913,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -934,7 +934,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D2 @@ -955,7 +955,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D4 @@ -976,7 +976,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D3 @@ -1001,7 +1001,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D4 @@ -1022,7 +1022,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1047,7 +1047,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1068,7 +1068,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1093,7 +1093,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D1 @@ -1114,7 +1114,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D1 @@ -1141,7 +1141,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1162,7 +1162,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D4 @@ -1183,7 +1183,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D4 @@ -1204,7 +1204,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1225,7 +1225,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1250,7 +1250,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D2 @@ -1267,7 +1267,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1284,7 +1284,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1305,7 +1305,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1326,7 +1326,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D4 @@ -1347,7 +1347,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1368,7 +1368,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D2 @@ -1389,7 +1389,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D4 @@ -1410,7 +1410,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1435,7 +1435,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D1 @@ -1458,7 +1458,7 @@ wetlands. Creeping vines flourish and seemingly thriving on the liquid compose that Iuel has managed to gather in it's gruesome arms. A smooth bowl carved from the fluid's weight takes center stage gathering more foul smelling liquid, attracting the strangest insects. Amplified sounds of dripping fluid can be -heard from all over. +heard from all over. ~ 107 0 0 0 0 0 D3 @@ -1470,7 +1470,7 @@ S Body Count~ The soft earth gives under your feet and you are sucked down into he sink hole. Dirt and rocks quickly fill in over your head. The weight and lack of -oxygen are slowly killing you. +oxygen are slowly killing you. ~ 107 4 0 0 0 0 S @@ -1484,7 +1484,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1510,7 +1510,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1531,7 +1531,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D2 @@ -1552,7 +1552,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D1 @@ -1577,7 +1577,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D3 @@ -1602,7 +1602,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1627,7 +1627,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1648,7 +1648,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D1 @@ -1669,7 +1669,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D1 @@ -1694,7 +1694,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1715,7 +1715,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D2 @@ -1736,7 +1736,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1761,7 +1761,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D4 @@ -1782,7 +1782,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D2 @@ -1803,7 +1803,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 @@ -1824,7 +1824,7 @@ of blood and flesh, spilt and cutt off from fallen fighters leaves this place a terrible adventuring spot. Soft walls of this sink hole crumbles slowly expanding it's diameter century over century. Absolutely no light penetrates into this cavern trapping humid coldness in the air and a nerve racking -silence. +silence. ~ 107 0 0 0 0 0 D0 diff --git a/lib/world/wld/11.wld b/lib/world/wld/11.wld index 11d6e9d..6093d6d 100644 --- a/lib/world/wld/11.wld +++ b/lib/world/wld/11.wld @@ -14,7 +14,7 @@ through it. Note that Indoor flags are deliberately set on outdoor rooms as the zone has its own trigger-run weather messages. @MSecrets:@n None yet, but there will be ;). Will keep posted. - @CNote:@n If you have any suggestions, spot any typos, bugs, or + @CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses, please mudmail me - Detta. :-) All input appreciated! You can also email me at detta@@builderacademy.net East takes you through the other zones I have built here. @@ -88,8 +88,8 @@ D3 0 0 1114 S #1104 -Stalagmitic Armoury~ - Various pieces of armour and weaponry lie embedded in the glassy walls, the +Stalagmitic Armory~ + Various pieces of armor and weaponry lie embedded in the glassy walls, the metal and ice reflecting light from all around. Frozen stalagmites protrude menacingly from the floor, formed from the dripping of hanging icicles which have since fallen and shattered, leaving tiny shards sprinkled throughout the @@ -113,7 +113,7 @@ D3 S #1105 Hall of Legends~ - Coloured murals adorn either side of this lengthy hall, their depictions + Colored murals adorn either side of this lengthy hall, their depictions those of fierce battles and strong warriors standing victorious over fallen foe. Amongst the faded illustrations are the likenesses of dragons as well as men, fighting together against some common enemy. Once undoubtedly bright and @@ -162,7 +162,7 @@ A Cold Throneroom~ breathing of lingering spirits. The towering stone walls and smooth white marble floor can be seen to have given the place a cold regal air, long before its wintery fate. Now only wisps of snow flicker here and there like tendrils -of mist, all else still and undisturbed. +of mist, all else still and undisturbed. ~ 11 8 0 0 0 0 D1 @@ -183,7 +183,7 @@ S #1108 A Frosty Dining Hall~ Stretching far to the west, this lengthy corridor is filled with a myriad of -dancing coloured lights from some nearby source. The forlorn grey of the +dancing colored lights from some nearby source. The forlorn gray of the surroundings seems almost alive with the movement, flickering here and there as though lit with hundreds of tiny candles, each shimmering with a different hue of the rainbow. @@ -205,7 +205,7 @@ A Frosty Dining Hall~ chandelier. Emptied of candles, only the shards of crystal and glass remain, each dangling from delicate silver chains and shivering slightly every time the castle reverberates with thunder, tinkling lightly in a fragile contrast to the -ominous booms, flooding the lengthy hall with a variety of speckled colours. +ominous booms, flooding the lengthy hall with a variety of speckled colors. ~ 11 24 0 0 0 0 D1 @@ -335,7 +335,7 @@ T 1136 #1115 Hall of Forgotten Arts~ In a striking tribute to craftsmanship, beautifully cut gems and jewels of -every description decorate the walls and silver-gilded ceiling of this hall. +every description decorate the walls and silver-gilded ceiling of this hall. Sapphire and azure lend their regal blue hue to the surroundings, contrasting with the pure whiteness of the blanketing snow and creamy irridescent opals that line the length of the walls. @@ -392,7 +392,7 @@ D2 S #1118 A Frosty Dining Hall~ - Shimmering swirls of coloured light twirl about the room like a flurry of + Shimmering swirls of colored light twirl about the room like a flurry of snowflakes, filling the place with a sense of fragility despite the immovable presence of the stony walls and the dark brooding tones of the wooden beams high above. An immense ceiling slopes up toward the east, illumination flooding the @@ -436,7 +436,7 @@ S #1120 The Southeast Stair~ Discreetly tucked away, this tiny winding stair is surrounded on all sides by -the sombre grey of stonework, leading both up and down, nothing can be seen of +the sombre gray of stonework, leading both up and down, nothing can be seen of the destination on either end. Only black grasping shadows and bitter wind lead the way. A subtle wooden door stands settled into the western wall. ~ @@ -481,8 +481,8 @@ D5 S #1122 The Northwest Stair~ - Cold and grey, pieces of old dust and debris stir in the disturbed air, -floating along with snowflakes down into the deeper parts of the stair. + Cold and gray, pieces of old dust and debris stir in the disturbed air, +floating along with snowflakes down into the deeper parts of the stair. Darkness looms overhead as well, the spiralling wooden planks leading to a higher story of the castle, as well as a lower. A subtle wooden door stands settled into the eastern wall. @@ -617,7 +617,7 @@ A Smashed Statuette~ An awesome sculpture once stood here, as evidenced by the smatterings of ruby and red beryl that still adorn the ground like drops of blood. A round metal base stands in the midst of the snow, upon which the artwork would have once -stood, apparently a tribute to one of the four locally worshipped elements. +stood, apparently a tribute to one of the four locally worshipped elements. Completely destroyed now, only the tiniest scarlet gems remain frozen in the surrounding ice, evidence of the desecrated statue that once stood proudly here. ~ @@ -702,7 +702,7 @@ that upon closing the passage beyond cannot be seen. S #1132 Upper Part of the Northeast Stair~ - Dark, dreary boards and the cool grey of stone descend into shadow below, a + Dark, dreary boards and the cool gray of stone descend into shadow below, a slight creaking echoing from beneath as though some apparition wandered invisibly here. Tiny specks of snow float in the chilled air, a sense of silence and secrecy lingering here. A subtle wooden door stands settled into @@ -722,7 +722,7 @@ D5 S #1133 Upper Part of the Northwest Stair~ - A mournful silence seems to envelop this hidden-away corner of the castle. + A mournful silence seems to envelop this hidden-away corner of the castle. A neglected wooden stair descends steeply below, a path for the resident servants to take discreetly as they went about their duties, although now it seems nothing lingers but the cobwebs. A subtle wooden door stands settled into @@ -866,7 +866,7 @@ door~ S #1140 Icicle-adorned Hall~ - Long and forlorn, the size of this hall only emphasizes its emptiness. + Long and forlorn, the size of this hall only emphasizes its emptiness. Clear jagged spikes of ice dangle from above, shimmering with light and vibration. Sparkles of frost drift wearily in the air, settling on every surface like ancient dust. @@ -929,7 +929,7 @@ S The Lady's Garderobe~ Long, snow-covered shelves run along the walls of this room, stacked with piles of neatly folded clothing. A few wooden mannequins stand half-dressed -here and there, frozen in place and ghost-like in the eerie abandoned cold. +here and there, frozen in place and ghost-like in the eerie abandoned cold. Sequins and embroidered jewels glitter through the snow and ice as though the last flickering embers of a slow dying fire. ~ @@ -1319,7 +1319,7 @@ S #1163 A Blustery Buttery~ A strange wind whips about this storage room, clinking and clanging against -the bottles and barrels that lie here, as if a ghost was rattling its chains. +the bottles and barrels that lie here, as if a ghost was rattling its chains. Powdered butts of beer stand against the walls, shrouded in deep layers of snow, and scattered shards of glass lie sprinkled across the floor, along with frozen droplets of wine. @@ -1333,7 +1333,7 @@ S #1164 Collapsing Corridor~ The ceiling of this corridor bows along the middle, stooped under the -pressure of thick ice and snow. The stone walls are silver-grey and coated with +pressure of thick ice and snow. The stone walls are silver-gray and coated with a fine sheen of dust, threads of spider webbing drifting like living tendrils from the walls. ~ @@ -1351,7 +1351,7 @@ S The Servants' Lounge~ This room appears to have been quite cozy at one point, dark hues of wood and animal furs generously adorning the place. The wood however, has become -silver-veined with frost, overhead rafters hung with glittering stalactites. +silver-veined with frost, overhead rafters hung with glittering stalactites. The furs that would have once been soft and warm, are frozen brittle, each fine hair a needle of ice. ~ @@ -1391,7 +1391,7 @@ S Seamstresses' Corner~ Pieces of clothing and fabric are hung from clotheswires, making this little corner seem sheltered and private. Here must have been where the women gathered -to sew and gossip, small stools standing powdered with snow as if cushioned. +to sew and gossip, small stools standing powdered with snow as if cushioned. Various knitting and sewing needles lie strewn about, glistening brightly amongst splinters of ice. ~ @@ -1415,7 +1415,7 @@ A Snowed-in Roasting Pit~ filled with blasting heat. Smoke and soot have been preserved in the ice-coated walls, making every surface black and glossy as ink. A large firepit lies abandoned to snow and ash, an unidentifiable carcass still suspended on a spit -above it. +above it. ~ 11 8 0 0 0 0 D0 @@ -1472,7 +1472,7 @@ S #1171 A Whispering Corridor~ Hushed and dreary, this corridor flickers subtly as if lit with blue fire, -sparkles of colour reflecting in the solid ice that coats its walls. +sparkles of color reflecting in the solid ice that coats its walls. Whispering echoes travel down the length of this tunnel, stirring the few tufts of plant life that grow amongst the cracked stone, cobwebs fluttering forlornly. ~ @@ -1531,7 +1531,7 @@ S #1174 Priest's Chamber~ This pale, spacious room is filled with a holy glow, sparkling facets of ice -casting rays of brightness about the place as if lit by celestial lights. +casting rays of brightness about the place as if lit by celestial lights. Silver threads of cobweb and dust dance lazily in the breeze, catching the light and glimmering like strands of angel's hair. ~ @@ -1550,7 +1550,7 @@ Treasury~ Thick white snow shrouds this entire room, as if to conceal the treasures beneath. Piles of gold and gems glint subtly beneath their icy veil, glowing warmly like dying embers. Rich hues of ruby and emerald dance in the light, -rays of prismic colour washing over the walls. +rays of prismic color washing over the walls. ~ 11 8 0 0 0 0 D1 @@ -1628,7 +1628,7 @@ S Lower Part of the Southwest Stair~ Curving stone walls hide any view of the upper stair, only strange shadows can be seen casting their darkness upon the stone floor. The creaking of the -castle's foundation echoes loudly in this space, the stones grey and bent as old +castle's foundation echoes loudly in this space, the stones gray and bent as old men, complaining at the weight and bitter cold. ~ 11 8 0 0 0 0 @@ -1643,7 +1643,7 @@ D4 S #1181 Misty Dungeon~ - The forlorn grey of this corridor is made even more despondent by the cool + The forlorn gray of this corridor is made even more despondent by the cool droplets of mist that float aimlessly here. The ground is shiny with translucent puddles of ice, and specks of dust sparkle amongst the darkness like tiny stars in an ocean of cold, black hopelessness. @@ -1704,7 +1704,7 @@ S #1184 A Haunted Prison Cell~ Soft whispering voices waft through the air here, stirring shadows and -glimmers of light that writhe upon the icy walls as if trying to escape. +glimmers of light that writhe upon the icy walls as if trying to escape. Gentle breezes shift unnaturally in the near silence, as if ancient ghosts were still breathing in the darkness, or pacing away the time. ~ diff --git a/lib/world/wld/115.wld b/lib/world/wld/115.wld index 385ce34..6b12234 100644 --- a/lib/world/wld/115.wld +++ b/lib/world/wld/115.wld @@ -5,7 +5,7 @@ trees, plump bushes, and an assortment of fine flowers And grass. But to the north there is a building that looks almost like an old church. There is also a faint sound of water running near by . Here lies a dirt path leading to the north. To the east is a small garden. To the west there are trees and a -forested path. +forested path. ~ 115 32768 0 0 0 3 D0 @@ -32,12 +32,12 @@ Objects : 24 Shops : 0 Triggers : 1 Theme : A monastery being attacked by monsters, monks attempt to defend themselves. -Notes : From room 11500 to the north is the monestary/church, to the east is a small - garden with a stream. To the west there is a forest until about room 11547 +Notes : From room 11500 to the north is the monestary/church, to the east is a small + garden with a stream. To the west there is a forest until about room 11547 which north of that lies the battlegrounds. Path going all the way around the monastery. This zone includes a link to the Doom Priest Guild with guildmaster and guildguard. - + Zone: 115 was linked to the following zones: 200 Western Highway at 11500 (south) ---> 20003 ~ @@ -46,7 +46,7 @@ S Monastery Entrance~ This seems to be an old abandoned monastery. It has a very distinct smell of dust and rotting wood.. The floor is made of marble, and cracked. The -walls of wood are faded and beginning to rot and fall apart. +walls of wood are faded and beginning to rot and fall apart. ~ 115 32776 0 0 0 0 D0 @@ -62,7 +62,7 @@ S The Center of Monastery~ Once entered, there is a feeling as if being warded off by some unknown power. This room looks as the one before it. There are exits to the north, -south, east, and west. +south, east, and west. ~ 115 32776 0 0 0 0 D0 @@ -107,7 +107,7 @@ Passage To The North~ This room also has a yellowish tint about it, and the same taste and smell that fills the rest of the monastery. There are two finely decorated statues of knights on the eastern and western sides of this room. There is also a -heavy oak table resting on a rug in the middle of the room. +heavy oak table resting on a rug in the middle of the room. ~ 115 32776 0 0 0 0 D0 @@ -123,7 +123,7 @@ S Passage To The North~ The room is decorated finely with a silk rug and a comfy looking chair, though it is beginning to rot, by the fire place. When looking around there is -a large bat perched on the black mantle piece above the fireplace. +a large bat perched on the black mantle piece above the fireplace. ~ 115 32776 0 0 0 0 D0 @@ -140,7 +140,7 @@ Under The Monestary~ This room is decorated with an elegant silk rug and a chandelier hanging from the middle of the roof. A few rats scatter at your approach. This place hasn't been inhabited by humans for quite some time. The hallway continues to -the north and south. +the north and south. ~ 115 32937 0 0 0 0 D4 @@ -153,7 +153,7 @@ S Passage To The North~ Upon entering this room it is obvious that it is someones personal library. This room is extremely organized and clean all the way around. There are exits -to the north and south. +to the north and south. ~ 115 32776 0 0 0 0 D0 @@ -171,7 +171,7 @@ Masters Chamber~ also of extravagent tastes, there is a large silk rug and a king sized bed with silk sheets and a large burning fire. This room is very clean and cozy looking. You feel as if you could use a rest in the bed until it is noticed -what already occupies it. There is an exit to the south. +what already occupies it. There is an exit to the south. ~ 115 9 0 0 0 0 D2 @@ -185,14 +185,14 @@ rug~ E bed~ You notice a large green figure sleeping in the bed. There are the words -Polar The Great etched perfectly on the headboard. +Polar The Great etched perfectly on the headboard. ~ S #11509 Passage to the East~ Upon entering this room it is noticable that the room has a red tint to it and the room itself is worn and somewhat abandoned. There is no furniture or -wall hangings in this room. There are exits to the east and west. +wall hangings in this room. There are exits to the east and west. ~ 115 32776 0 0 0 0 D1 @@ -208,7 +208,7 @@ S Passage to the East~ This room has no suprises it looks the same as the one before it except for a couple of rats that seem to be quite aware of the unknown presence. There -are exits to the west and a door to the east. +are exits to the west and a door to the east. ~ 115 32776 0 0 0 0 D1 @@ -224,7 +224,7 @@ S Eastern Room~ Upon entering this room it is known that it is poorly lit and there is an awfull smell comming from the far corner of this room. There is an exit to the -west. +west. ~ 115 9 0 0 0 0 D3 @@ -235,8 +235,8 @@ S #11512 Passage To The West~ There is a strange slight purple tint to the room. A strange prescence can -be felt, but not seen. This room contains a few chairs and a large table. -There are exits to the east and west. +be felt, but not seen. This room contains a few chairs and a large table. +There are exits to the east and west. ~ 115 32776 0 0 0 0 D1 @@ -253,7 +253,7 @@ Passage To The West~ Upon entering this room you feel as if you are floating in mid air because when looking down there is nothing to be seen except darkness. The floor can not be seen but it can be felt. (IS THIS A DREAM OR WHAT). There are exits to -the east and west. +the east and west. ~ 115 32776 0 0 0 0 D1 @@ -267,14 +267,14 @@ door~ E look floor~ The floor isn't there or is it there is no way to know where it may drop -off. +off. ~ S #11514 Dark Room~ Upon entering this room there is nothing but pure darkness and about ten feet away a pair of red glowing eyes that occupy the dark room. There is an -exit to the east. +exit to the east. ~ 115 9 0 0 0 0 D1 @@ -286,7 +286,7 @@ S Forested Path~ The path is bordered by a row of tall elms to the north and south. Through the trees to the north you can see the southern wall of an old monastery. To -the east and west the path continues. +the east and west the path continues. ~ 115 32768 0 0 0 3 D0 @@ -306,7 +306,7 @@ S A Forested Path~ The trees along the path guide you further to the east or west. To the north is an old building that looks like a church. The roof of the church is -sagging, and looks about ready to collapse. +sagging, and looks about ready to collapse. ~ 115 32768 0 0 0 0 D0 @@ -326,7 +326,7 @@ S By the Monastery~ The wall turns abruptly to the south here into what looks like an entrance. The walls here look to have been recently chipped and scratched from someone -trying to scale them. +trying to scale them. ~ 115 32768 0 0 0 0 D2 @@ -340,9 +340,9 @@ D3 S #11518 By the Monastery~ - The trees have grown up against the southern wall of the monastery here. + The trees have grown up against the southern wall of the monastery here. Flowers and other bushes line the monastery wall, but are slowly being consumed -by weeds and grass. +by weeds and grass. ~ 115 32768 0 0 0 0 D1 @@ -364,7 +364,7 @@ A Forested Path~ and grass. But to the north there is a building that looks almost like an old church. The grassy lange you travel between the trees is overgrown and untended. The remains of some nice flowers and shrubs are barely visible -through the grass. A large wall can be seen to the north. +through the grass. A large wall can be seen to the north. ~ 115 32768 0 0 0 0 D0 @@ -383,8 +383,8 @@ S #11520 By the Monastery~ There are some trees here, and flowers with a few patches of moss and grass. -But to the north there is a building that looks almost like an old church. -The church wall is chipped and cracked in several places. +But to the north there is a building that looks almost like an old church. +The church wall is chipped and cracked in several places. ~ 115 32768 0 0 0 0 D1 @@ -404,7 +404,7 @@ S A Forested Path~ The path opens up into a clearing with the trees still bordering it. Small creatures are wandering about and many different sounds can be heard. There -appears to be another building farther to the north. +appears to be another building farther to the north. ~ 115 32768 0 0 0 0 D0 @@ -422,9 +422,9 @@ D3 S #11522 A Path~ - Here lies many different trees which line the path in every direction. + Here lies many different trees which line the path in every direction. There is a thicket with many prickly thorns that impail your skin as you walk -through. There are many noises that are heard, but not seen. +through. There are many noises that are heard, but not seen. ~ 115 32768 0 0 0 0 D0 @@ -468,7 +468,7 @@ S Path To The North~ The relative calm and quiet seems out of place here. Very little noise and movement is evident, strange considering the number of wildlife normally -occurring in these woods. +occurring in these woods. ~ 115 32768 0 0 0 0 D0 @@ -488,7 +488,7 @@ S A Forested Path~ This section of the forest is very quiet, there are no sounds or movement. There is utter silence The presence of fear consumes all around. The path -turns to the north along the western wall of the church. +turns to the north along the western wall of the church. ~ 115 32768 0 0 0 0 D0 @@ -504,7 +504,7 @@ S A Forested Path~ This part of the forest seems very odd. There are small noises coming from behind a few of the bushes and there are many different noises. It seems -almost like there is a war breaking out behind the bushes. +almost like there is a war breaking out behind the bushes. ~ 115 32768 0 0 0 0 D0 @@ -522,9 +522,9 @@ D2 S #11527 Path To The North~ - The path continues north and south weaving in between trees and bushes. + The path continues north and south weaving in between trees and bushes. The Monastery wall to the east rises above you several spans. The concrete -wall though old appears to be in good condition. +wall though old appears to be in good condition. ~ 115 32768 0 0 0 0 D0 @@ -548,7 +548,7 @@ S A Forest Trail~ The forest floor consists mostly of fallen branches, small saplings, and a scattering of acorns that crunch underfoot. The tall elms, maples, and oaks -reach magnificently into the sky. +reach magnificently into the sky. ~ 115 32768 0 0 0 0 D0 @@ -568,7 +568,7 @@ S A Forested Path~ This area of the forest seems awfully quiet except for some faint sounds of grunting and metal clanging in the distance. There is little sign of life -around but there is a building to be noticed farther to the north. +around but there is a building to be noticed farther to the north. ~ 115 32768 0 0 0 0 D0 @@ -589,7 +589,7 @@ A Large Oak~ A tall oak dominates all the trees in this area. Its massive trunk and limbs have left no room for other trees to grow in a large circle of grass and moss. To the south you can see several vines slowly climbing up the monastery -wall. +wall. ~ 115 32768 0 0 0 0 D0 @@ -609,7 +609,7 @@ S Along the Monastery Wall~ The Monastery wall to the south curves around to the east. Various vines and flowers haved scaled the walls and are now covering the wall about two -spans high. A small path can be seen to the north. +spans high. A small path can be seen to the north. ~ 115 32768 0 0 0 0 D0 @@ -625,7 +625,7 @@ S Path To The East~ The forest ends against a metal fence to the north. Beyone it lays an open field. No gate or opening in the fence is visible. It looks too high and -dangerous to attempt to climb. +dangerous to attempt to climb. ~ 115 32768 0 0 0 0 D1 @@ -646,7 +646,7 @@ Path To The East~ The metal fence to the north runs up against the Monastery wall to the east. A small gap lies between the two, just wide enough to squeeze through. The forest to the south is relatively clear with a huge tree dominating the area. - + ~ 115 32772 0 0 0 0 D0 @@ -668,7 +668,7 @@ The Garden~ about the garden and a faint stream-like sound becoming more apparent. There is a large oak tree standing in the middle of the garden, with a little white bird pirched on the lowest branch observing you with enthusiasm. There are -exits to the north, east, and west. +exits to the north, east, and west. ~ 115 32768 0 0 0 0 D0 @@ -702,10 +702,10 @@ D2 S #11536 The Garden~ - This section of the garden appears to be more colorful than the last. + This section of the garden appears to be more colorful than the last. There are many multi-colored flowers here, as well as beautiful grass. The faint sound of rushung water isn't very faint any more it is becoming very -distinct. There are exits to the north, east, and west. +distinct. There are exits to the north, east, and west. ~ 115 32768 0 0 0 0 D0 @@ -728,7 +728,7 @@ a bed of water. This section of the garden appears to be the main irrigation system for the entire garden. There are pipes that run underground from the stream that lies here. There are small fish swimming around back and forth in the stream. One of the fish get up enough courage to swim up and nibble on -your toe. There are exits to the north and west. +your toe. There are exits to the north and west. ~ 115 32768 0 0 0 0 D0 @@ -741,14 +741,14 @@ D3 0 0 11536 E fish~ - The fish swimms away so fast you cant catch a glimpse of him. + The fish swimms away so fast you cant catch a glimpse of him. ~ S #11538 The Garden~ This section of the garden looks a little mistreated. The plants look worn and withered . The grass is brown and dry. And there are no signs of life -here. To the north is the southern wall of the monestary. +here. To the north is the southern wall of the monestary. ~ 115 32768 0 0 0 0 D2 @@ -764,7 +764,7 @@ S The Garden~ This part of the garden is very withered and looks as if it hasn't gotten any water for a very long time. The monestary's southern wall lies to the -north. +north. ~ 115 32768 0 0 0 0 D1 @@ -784,7 +784,7 @@ S Beside the Fence~ This small trail between the metal fence and Monastery wall is very cramped, leaving little room to maneuver. On the other side of the fence to the west -you can see a wide open field. A few vultures circle above it. +you can see a wide open field. A few vultures circle above it. ~ 115 32768 0 0 0 0 D0 @@ -800,7 +800,7 @@ S Beside the Monastery Wall~ The block stone wall of the monastery rises sharply above you to the west. The large stone blocks are held together with a white mortar and are extremely -smooth and well built. The path continues north and south. +smooth and well built. The path continues north and south. ~ 115 32768 0 0 0 0 D0 @@ -817,7 +817,7 @@ A Narrow Path~ The gap between the wall and fence narrows even more to the north, making movement even more difficult. The black steel pole fence to the east resembles a weapons stand filled with small sharpened spears intertwined together with -wire. +wire. ~ 115 32768 0 0 0 0 D0 @@ -833,7 +833,7 @@ S A Narrow Path~ The Monastery wall continues north and south and the fence paralleling it on the opposite side of you. This path looks unused and is being consumed by -weeds. To the north the path turns east. +weeds. To the north the path turns east. ~ 115 32768 0 0 0 0 D0 @@ -849,7 +849,7 @@ S A Turn in the Narrow Path~ The path turns east and south from here. The northern wall of the monastery just to the southeast. A black metal fence to the west blocks access to an -open field. +open field. ~ 115 32768 0 0 0 0 D1 @@ -865,7 +865,7 @@ S Behind The Monestary~ This area seems to be calm and quiet. The monestary is directly to the south, although there is no exit on this side of the large building. There are -faint sounds of birds chirping in the distance. +faint sounds of birds chirping in the distance. ~ 115 32768 0 0 0 0 D1 @@ -879,7 +879,7 @@ D3 E monastery~ The monastery is made of large stone blocks that have been mortarred -together. The roof is of green tiles and is covered with tar. +together. The roof is of green tiles and is covered with tar. ~ S #11546 @@ -888,7 +888,7 @@ Behind The Monestary~ This appears to be a private place for the people that occupied the monestary. There are parts of gardens mix matched around as if someone has been looking for something. There are small gardening tools scattered about as if everyone -left in a rush. +left in a rush. ~ 115 32768 0 0 0 0 D1 @@ -914,7 +914,7 @@ S Entrance to the Battlegrounds~ This area seems to be an entrance to a very old building ressembling the monastery but older in many ways. It looks as if this building wasn't quite -completed before it was ransacked by someone. +completed before it was ransacked by someone. ~ 115 32772 0 0 0 2 D0 @@ -934,7 +934,7 @@ S A Turn in the Path~ A large building to the northwest looks like it may have been built at the same time as the monastery to the west. Except, it is much smaller and in even -worse condition. The path forks here going east, west, and south. +worse condition. The path forks here going east, west, and south. ~ 115 32768 0 0 0 0 D1 @@ -952,9 +952,9 @@ D3 S #11549 Path To The East~ - A metal fence runs east and west before a large open field to the north. + A metal fence runs east and west before a large open field to the north. It seems to stretch to an old building to the west. The open field beyond is -littered with objects that are not quite discernable from here. +littered with objects that are not quite discernable from here. ~ 115 32768 0 0 0 0 D1 @@ -975,7 +975,7 @@ Entering the Battlegrounds~ You work your way into a collapsed building. The roof and walls have all collapsed, leaving only the frame and part of the southern wall and roof standing. What looks like a trampled battlefield can be seen to the north, -east, and west. +east, and west. ~ 115 32780 0 0 0 0 D0 @@ -1000,7 +1000,7 @@ Along the Southern Fence~ The corpse of a monk is impaled upon the black steel fencing to the south. Several other unidentifiable corpses litter the grassy field. A few rats scatter as you disturb their eating. The battle must have been recent since -none of the corpses have yet begun to bloat. +none of the corpses have yet begun to bloat. ~ 115 32776 0 0 0 0 D0 @@ -1020,7 +1020,7 @@ S Along the Southern Fence~ Among the corpses of monks lays a few other humanoids. Upon closer examination you can see the remains of a troll, riddled with makeshift spears -that seem to have been crafted from gardening tools. +that seem to have been crafted from gardening tools. ~ 115 32768 0 0 0 0 D0 @@ -1038,9 +1038,9 @@ D3 S #11553 The Southeastern Corner of the Battlefield~ - The monks have quite a body count here. Corpses litter the grassy field. + The monks have quite a body count here. Corpses litter the grassy field. Several vultures hiss and take flight at your disturbance. The cool air mists -over several of the bodies that are still warm. +over several of the bodies that are still warm. ~ 115 32768 0 0 0 0 D0 @@ -1056,7 +1056,7 @@ S Along the Eastern Fence~ A large corpse of a centaur is surrounded by a dozen dead monks. It looks like a lucky monk managed inflict a mortally wounding blow with a shovel to the -head of the giant beast. The shovel is still embedded in the centaurs head. +head of the giant beast. The shovel is still embedded in the centaurs head. ~ 115 32768 0 0 0 0 D0 @@ -1075,8 +1075,8 @@ S #11555 The Battlegrounds~ Corpses of monks lay about the field, several renderred limb from limb by a -very powerful foe. A few makeshift weapons lay scattered uselessly about. -The monks of Omega never were known for their fighting abilities. +very powerful foe. A few makeshift weapons lay scattered uselessly about. +The monks of Omega never were known for their fighting abilities. ~ 115 32768 0 0 0 0 D0 @@ -1100,7 +1100,7 @@ S The Battlegrounds~ The grassy field has been trampled and plowed into an earthen mess. Large hoofprints and unnaturally large footprints are evident in the freshly turned -earth. Some outlined in blood. +earth. Some outlined in blood. ~ 115 32768 0 0 0 0 D0 @@ -1124,7 +1124,7 @@ S The Battlegrounds~ The corpses of a few slimy green or yellow orcs are scattered among the monk corpses. It seems the monks were able to hold their own against the smaller -and less intelligent orcs. +and less intelligent orcs. ~ 115 32768 0 0 0 0 D0 @@ -1149,7 +1149,7 @@ The Western Fence~ The remains of several monks lay dismembered and still steaming in the cool air. One monk twitches occasionally. Seemingly to deny his fate. More death and murder is everwhere except to the west where a tall metal fence blocks the -way. +way. ~ 115 32768 0 0 0 0 D0 @@ -1169,7 +1169,7 @@ S A Fenced in Path~ The tall black metal fence to the east and west look insurmountable. The trampled grass is splotched with blood, and even some body parts. A few -corpses line the fence to the west. +corpses line the fence to the west. ~ 115 32768 0 0 0 0 D0 @@ -1185,7 +1185,7 @@ S A Fenced in Path~ A wailing cry of someone in anguish, or the last throes of life pierces the chill air. Everything goes deathly silent afterwards, the cry echoes off the -monastery and small building to the east over the fence. +monastery and small building to the east over the fence. ~ 115 32768 0 0 0 0 D0 @@ -1201,7 +1201,7 @@ S A Fenced in Path~ The smell of a recent battle fills this path although a stiff breeze is desperately trying to dissipate it. The tall black fence on both sides looks -to have been the last attempted escape of a few soon to be corpses. +to have been the last attempted escape of a few soon to be corpses. ~ 115 32768 0 0 0 0 D0 @@ -1217,7 +1217,7 @@ S A Fenced in Path~ The black metal fence to the east and west guide you to the north or south. The stamped grass is streaked with blood and even a few bodyparts. A few -pieces of broken equipment and weapons is scattered about. +pieces of broken equipment and weapons is scattered about. ~ 115 32768 0 0 0 0 D0 @@ -1234,7 +1234,7 @@ A Fenced in Dead End~ The black metal fence blocks all exits except to the north. A dismembered corpse is impaled upon one of the metal fence posts. The grass is trampled here from a recent battle. This looks like it may have been the location of a -last stand. +last stand. ~ 115 32768 0 0 0 0 D0 @@ -1244,9 +1244,9 @@ D0 S #11564 The Western Fence~ - The remains of more monks and a few goblins lay about the grassy field. + The remains of more monks and a few goblins lay about the grassy field. Trails of blood and limbs seem to head to the east towards what must have been -the culmination of the battle. +the culmination of the battle. ~ 115 32768 0 0 0 0 D0 @@ -1267,7 +1267,7 @@ The Western Fence~ The remains of several monks lay dismembered and still steaming in the cool air. One monk twitches occasionally. Seemingly to deny his fate. More death and murder is everwhere except to the west where a tall metal fence blocks the -way. +way. ~ 115 32768 0 0 0 0 D0 @@ -1287,7 +1287,7 @@ S The Battlegrounds~ A trail of blood and body parts leads towards the east. You are just about in the center of the battlefield. The body count is highest here and you find -it hard to believe so many monks have died. +it hard to believe so many monks have died. ~ 115 32768 0 0 0 0 D0 @@ -1311,7 +1311,7 @@ S The Center of the Battlegrounds~ A pile of dead monks surround a large centaur corpse. The monks seem to have overwhelmed the beast by sure numbers, and the majority seem to have died -in the attempt. The battlefield stretches around you in all directions. +in the attempt. The battlefield stretches around you in all directions. ~ 115 32768 0 0 0 0 D0 @@ -1335,7 +1335,7 @@ S The Battlegrounds~ The smell of death and blood intermingle with the even more rotten smell from the goblin and troll corpses. The monks seem to have faired well in this -part of the battlefield. +part of the battlefield. ~ 115 32768 0 0 0 0 D0 @@ -1360,7 +1360,7 @@ Along the Eastern Fence~ The tall black fencing to the east is built just along the western wall of the Monastery of Omega. Supposedly a safe haven from evil, it seems that holds true no longer. Corpses of innocent monks give proof of the reality of this -Cruel World. +Cruel World. ~ 115 32768 0 0 0 0 D0 @@ -1380,7 +1380,7 @@ S Along the Eastern Fence~ A large corpse of a centaur is surrounded by a dozen dead monks. It looks like a lucky monk managed inflict a mortally wounding blow with a shovel to the -head of the giant beast. The shovel is still embedded in the centaurs head. +head of the giant beast. The shovel is still embedded in the centaurs head. ~ 115 32768 0 0 0 0 D0 @@ -1399,8 +1399,8 @@ S #11571 The Battlegrounds~ Corpses of monks lay about the field, several renderred limb from limb by a -very powerful foe. A few makeshift weapons lay scattered uselessly about. -The monks of Omega never were known for their fighting abilities. +very powerful foe. A few makeshift weapons lay scattered uselessly about. +The monks of Omega never were known for their fighting abilities. ~ 115 32768 0 0 0 0 D0 @@ -1424,7 +1424,7 @@ S The Battlegrounds~ The grassy field has been trampled and plowed into an earthen mess. Large hoofprints and unnaturally large footprints are evident in the freshly turned -earth. Some outlined in blood. +earth. Some outlined in blood. ~ 115 32768 0 0 0 0 D0 @@ -1448,7 +1448,7 @@ S The Battlegrounds~ The corpses of a few slimy green or yellow orcs are scattered among the monk corpses. It seems the monks were able to hold their own against the smaller -and less intelligent orcs. +and less intelligent orcs. ~ 115 32768 0 0 0 0 D0 @@ -1473,7 +1473,7 @@ The Western Fence~ The remains of several monks lay dismembered and still steaming in the cool air. One monk twitches occasionally. Seemingly to deny his fate. More death and murder is everwhere except to the west where a tall metal fence blocks the -way. +way. ~ 115 32768 0 0 0 0 D0 @@ -1493,7 +1493,7 @@ S The Northwestern Corner of the Battlefield~ The smell of vile monsters and feces fills this part of the open field. A few corpses of goblins and a troll seem to be the source. Monks lay scattered -and broken all about them. +and broken all about them. ~ 115 32768 0 0 0 0 D1 @@ -1509,7 +1509,7 @@ S Along the Northern Fence~ The black metal fence to the north is covered in blood and bits of the poor monks who tried to flee over the tall fence. A few are even impaled into and -on the fence. The gory battlefiled continues all around. +on the fence. The gory battlefiled continues all around. ~ 115 32768 0 0 0 0 D1 @@ -1530,7 +1530,7 @@ Along the Northern Fence~ The corpse of a monk is impaled upon the black steel fencing to the north. Several other unidentifiable corpses litter the grassy field. A few rats scatter as you disturb their eating. The battle must have been recent since -none of the corpses have yet begun to bloat. +none of the corpses have yet begun to bloat. ~ 115 32768 0 0 0 0 D1 @@ -1550,7 +1550,7 @@ S Along the Northern Fence~ Among the corpses of monks lays a few other humanoids. Upon closer examination you can see the remains of a troll, riddled with makeshift spears -that seem to have been crafted from gardening tools. +that seem to have been crafted from gardening tools. ~ 115 32768 0 0 0 0 D1 @@ -1568,9 +1568,9 @@ D3 S #11579 The Northeastern Corner of the Battlefield~ - The monks have quite a body count here. Corpses litter the grassy field. + The monks have quite a body count here. Corpses litter the grassy field. Several vultures hiss and take flight at your disturbance. The cool air mists -over several of the bodies that are still warm. +over several of the bodies that are still warm. ~ 115 32768 0 0 0 0 D2 @@ -1586,7 +1586,7 @@ S Behind The Monestary~ To the west is the monestary. There is a strong fragrance of earth and flowers upon entering this room. A small trail of blood leading to the south. -There are many different plants here and a few animals rummaging for food. +There are many different plants here and a few animals rummaging for food. ~ 115 32768 0 0 0 0 D0 @@ -1604,14 +1604,14 @@ D2 E look blood~ This trail of blood leads to the south and appears to be getting thicker and -thicker the farther south it goes. +thicker the farther south it goes. ~ S #11581 Behind The Monestary~ A row of corn to the west blocks out the rest of the garden. The wall to the east leaves a narrow path to walk upon. Small drops of blood can be seen -on some dead leaves and grass. +on some dead leaves and grass. ~ 115 32768 0 0 0 0 D0 @@ -1629,14 +1629,14 @@ D2 E look sky~ There is a very large creature sitting about the clouds blowing ice down on -you and the surrounding area. +you and the surrounding area. ~ S #11582 Behind The Monestary~ A brush pile of twigs and dead leaves has been stacked against the Monastery wall to the west. A pile of the leaves are matted down and covered in blood as -if a wounded animal rested there. +if a wounded animal rested there. ~ 115 32768 0 0 0 0 D0 @@ -1654,14 +1654,14 @@ D2 E look blood~ The trail can still be distinguished from the dirt, and seems to be running -south. +south. ~ S #11583 Behind the Monastery~ A trail of footprints and hoofprints have pounded the ground into a nice trail here. An assortment of garden tools are lined up against the eastern -wall of the Monastery. +wall of the Monastery. ~ 115 32768 0 0 0 0 D0 @@ -1678,14 +1678,14 @@ D2 0 0 11584 E look blood~ - The trail has been lost and it is not known which way it runs. + The trail has been lost and it is not known which way it runs. ~ S #11584 Behind The Monestary~ An orchard opens up to the east while the Monastery wall hugs close to the west. A small path travels north and south along the wall. Tools of gardening -are scattered about the ground in disorder. +are scattered about the ground in disorder. ~ 115 32768 0 0 0 0 D0 @@ -1707,7 +1707,7 @@ Behind The Monestary~ menacing grass scattered all about . The room itself seems to be moving but after examining it closely the cause is known, the grass itself is moving about the room. The church is directly to the west, and the blood trail runs to the -east. +east. ~ 115 32768 0 0 0 0 D0 @@ -1721,14 +1721,14 @@ D1 E look grass~ The grass here is very odd it moves around and seems to shift right under -your feet. +your feet. ~ S #11586 An Apple Orchard~ Apple trees in distinct rows fill this part of the garden. Although they are small and young they still bear fruit. Several baskets of apples lay -about, full of rotting apples. +about, full of rotting apples. ~ 115 32768 0 0 0 0 D0 @@ -1754,7 +1754,7 @@ Behind The Monestary~ scattered about uprooted as if someone drug something about the room. The blood trail is lying on the ground pointing to the east. The smell here is of death, there is a foul odor that occupies this room. There are no signs of -what could be causing the smell here. +what could be causing the smell here. ~ 115 32768 0 0 0 0 D0 @@ -1774,7 +1774,7 @@ S A Small Garden~ This area seems to be well tended and one of the more beautiful parts of the entire garden. A blood trail seems to end here and it is now clear what the -awful smell was. +awful smell was. ~ 115 32768 0 0 0 0 D0 @@ -1790,7 +1790,7 @@ S Edge of the Stream~ The bank of the stream is very steep, it looks as if some of the stream has actually worked its way underground. The bank you stand on no longer seems -very safe. +very safe. ~ 115 32768 0 0 0 0 D0 @@ -1809,8 +1809,8 @@ S #11590 In the Garden~ Several plots have been measured out and seem to have been assigned to -different people. Some contain corn, beans, lettuce, and other edibles. -Others seem to be nothing more than flower beds. +different people. Some contain corn, beans, lettuce, and other edibles. +Others seem to be nothing more than flower beds. ~ 115 32768 0 0 0 0 D2 @@ -1826,7 +1826,7 @@ S In the Garden~ Several garden plots are evenly spaced and are now about ready to be harvested. Large squash and pumpkins are ripe for the picking. To the west -you see the monastery while the garden stretches in all other directions. +you see the monastery while the garden stretches in all other directions. ~ 115 32768 0 0 0 0 D0 @@ -1850,7 +1850,7 @@ S Between Corn Rows~ Tall rows of corn block out your surroundings. The rough leaves and thick stalks makes travel difficult unless you continue with the rows which are -planted north to south. +planted north to south. ~ 115 32768 0 0 0 0 D0 @@ -1874,7 +1874,7 @@ S Between the Corn Rows~ The corn looks ready to be picked. The golden tassles sprouting from the cobs is just starting to turn brown. A faint trickling can be heard to the -east, most likely a stream. +east, most likely a stream. ~ 115 32768 0 0 0 0 D0 @@ -1898,7 +1898,7 @@ S An Apple Orchard~ Small apple trees are evenly spaced and look almost identical to each other. Each bears an assortment of apples, some ripe, some almost ripe. The ground is -littered with fallen apples that are beginning to rot. +littered with fallen apples that are beginning to rot. ~ 115 32768 0 0 0 0 D0 @@ -1920,9 +1920,9 @@ D3 S #11595 The Edge of the Stream~ - The stream drops several feet into a much deeper and narrower stream bed. + The stream drops several feet into a much deeper and narrower stream bed. Trout can be seen swimming lazily in the deeper water. To the west a small -orchard fills the garden east of the Monastery. +orchard fills the garden east of the Monastery. ~ 115 32768 0 0 0 0 D0 @@ -1942,7 +1942,7 @@ S The Edge of a Stream~ The stream sparkles and looks crystal clear. The water appears untainted and beckons to be drunk. The bank on the opposite side is extremely steep and -looks impossible to jump across without getting soaked. +looks impossible to jump across without getting soaked. ~ 115 32768 0 0 0 0 D0 @@ -1962,7 +1962,7 @@ S The Edge of the Stream~ The soft gurgling of the stream is very peaceful and soothing. A small irrigation ditch cuts into the garden and feeds water into several other -man-made ditches. +man-made ditches. ~ 115 32768 0 0 0 0 D0 @@ -1982,7 +1982,7 @@ S The Edge of a Stream~ The garden is planted right up to the edge of a small stream that provides irrigation for the many plots of vegetables and trees. The stream flows slowly -and is only a few feet deep. +and is only a few feet deep. ~ 115 32768 0 0 0 0 D2 @@ -1996,10 +1996,10 @@ D3 S #11599 The Doom Priest Guild~ - The room is plastered in shadows making everything difficult to see. -Various scrolls, books, and containers are filling bookshelfs on every wall. + The room is plastered in shadows making everything difficult to see. +Various scrolls, books, and containers are filling bookshelfs on every wall. Some are even overflowing into piles on the floor. This looks like a room of -magical studies. +magical studies. ~ 115 0 0 0 0 0 D4 diff --git a/lib/world/wld/117.wld b/lib/world/wld/117.wld index 3dda493..c5263e7 100644 --- a/lib/world/wld/117.wld +++ b/lib/world/wld/117.wld @@ -6,12 +6,12 @@ Dysprosic's Zone Description Room~ Alignment: mostly neutral (:200 thorugh 200) Theme: a community made of two towers (not based on LOTR :P) with one building containing shops, apartments for the members of the government and the -supreme council and the other containing apartments for citizens. +supreme council and the other containing apartments for citizens. Plot: The government of Lost Torres is being unusually corrupt and ruthless to its citizens. You must meet with a councillor and free the people of Los -Torres. +Torres. There will be about 60 rooms in the area, around 30 mobs and approximately 40 -objects. +objects. Dysprosic ~ @@ -21,7 +21,7 @@ S Pathway~ This pathway leads to Los Torres. It is laid with white stone and is lined with flowers of all colors. The path takes you through a small forest of red -leaved trees. The towers are visible to the north. +leaved trees. The towers are visible to the north. ~ 117 4 0 0 0 3 D0 @@ -30,17 +30,17 @@ D0 0 11700 11702 E trees tree~ - The trees are skinny with beautiful red leaves. + The trees are skinny with beautiful red leaves. ~ E flowers flower path~ The path is lined with exotic flowers planted in the ground. There seems to -be something glimmering in the soil. +be something glimmering in the soil. ~ E soil ground~ The soil is a nice dark brown for all the flowers. A ring is laying in the -dirt. +dirt. ~ S T 11701 @@ -49,7 +49,7 @@ Entrance to Tower #1(Shops and Executive Offices)~ The entrance to the first tower lies here. It is a large archway where guards seem to be checking citizens as they enter. There is a pathway that leads east to the second and seemingly taller tower. This tower seems to be -much wider than the other tower though. +much wider than the other tower though. ~ 117 0 0 0 0 1 D0 @@ -68,7 +68,7 @@ E tower~ The tower is very large, standing about 7-10 stories high as it looks from the ground. Inside it are many people scuttling around the shops and -restaurants. +restaurants. ~ S #11703 @@ -79,7 +79,7 @@ is 'Defender's Dream', an armor shop with strong looking protective gear on display. There is an orchestra playing in the center of the lobby, with many people sitting down at benches to listen to the majestic music. Up above are the houses and offices of the members of the community government There are some -pews lined around the center where the Orchestra plays. +pews lined around the center where the Orchestra plays. ~ 117 8 0 0 0 0 D0 @@ -104,12 +104,12 @@ D4 0 11700 11707 E display~ - There are many fancy armors on display at 'Defender's Dream'. + There are many fancy armors on display at 'Defender's Dream'. ~ E orchestra~ There is a full orchestra at the center of the lobby. They are playing a -song that seems to relax the soul and fit the scenery quite well. +song that seems to relax the soul and fit the scenery quite well. ~ S T 11702 @@ -134,13 +134,13 @@ floor~ E chandelier~ The chandelier is humongous and made of diamonds with brass candle holders. -It illuminates the room with a pretty patterned shadow. +It illuminates the room with a pretty patterned shadow. ~ E table tables~ The tables are round and are suitable for 4 people to sit at. Theyr rather boring at the top but are very intricately cut at the bottim, making it look -like a roman column. +like a roman column. ~ S #11705 @@ -148,7 +148,7 @@ Pathway~ The white path continues onward just outside of the red forest. It leads from one tower of Los Torres to the next. The path has been travelled on by numerous people though it is still in very good shape. The forest seems endless -when peered into from here. This area seems like a nice place to relax. +when peered into from here. This area seems like a nice place to relax. ~ 117 0 0 0 0 1 D1 @@ -163,18 +163,18 @@ E Path~ The white path has been kept up nicely for it's usage. There are some spots from people walking on it repeatedly. The brick is nicely layed in a diagonal -fashion. +fashion. ~ E towers~ The towers are tall and they seem to overlook all of the red forest surrounding it. They are made of a gray stone and have many windows in the -walls. +walls. ~ E forest~ The forest is seemingly endless from here. The creatures make all sorts of -pleasant noises and rustle around in the foliage. +pleasant noises and rustle around in the foliage. ~ S #11706 @@ -184,7 +184,7 @@ for drapes, lace for carpet and red stained lace for the countertop where Cassandra Lacela stands. She probably has a drink or two when no one is looking. In the back of the room is a large wine rack in which all her stock is kept. She seems to have a lot of wines. There is a lace rug laid on the floor -in a sloppy manner. +in a sloppy manner. ~ 117 136 0 0 0 0 D2 @@ -197,7 +197,7 @@ trapdoor~ 2 11718 11752 E lace~ - It's everywhere! Ahhh!!!! + It's everywhere! Ahhh!!!! ~ E wine rack~ @@ -209,7 +209,7 @@ S Entrance to Council Officing~ The platform above the lobby marks the entrance to the offices to all of the government officials. The echoing marble floor leads to a large marble -staircase that will take you up even further into the governmental section. +staircase that will take you up even further into the governmental section. ~ 117 12 0 0 0 0 D0 @@ -235,7 +235,7 @@ D5 E marble floor staircase~ The floor is made with a black marble that echoes when walked on. It sort of -leads people to the large marble staircase leading upward. +leads people to the large marble staircase leading upward. ~ S #11708 @@ -243,7 +243,7 @@ Gertrude's Office~ The office reeks of an overwhelming perfume stench, probably caused by the open perfume bottle on the desk. Papers on the desk are all messed up and the telephone is making a beeping noise because its off the hook. Apparently the -person who works here has no intention of being disturbed. +person who works here has no intention of being disturbed. ~ 117 8 0 0 0 0 D2 @@ -253,7 +253,7 @@ D2 E perfume desk papers telephone~ The desk contains an open bottle of perfume, a messy pile of papers, and a -telephone that is off the hook. +telephone that is off the hook. ~ S T 11726 @@ -263,7 +263,7 @@ Lesalie's Office~ The large desk in one corner has papers stacked all nice and neat, and the computer on the desk of highest quality. The floor is a peach colored carpet immediately after the wooden door. The wall is painted an off white color, with -pictures of people hanging in various places. +pictures of people hanging in various places. ~ 117 8 0 0 0 0 D3 @@ -273,17 +273,17 @@ D3 E door~ The door is made of wood and has been left open for people to come in and out -as they please. +as they please. ~ E wall pictures~ The wall has been painted a nice off-white color all around the square room. -It is dotted with hanging framed pictures of people that Lesalie knows. +It is dotted with hanging framed pictures of people that Lesalie knows. ~ E desk computer~ The desk has papers neatly stacked papers in one corner, and a high quality -computer on one side. The desk seems larger than most other desks. +computer on one side. The desk seems larger than most other desks. ~ S T 11723 @@ -293,7 +293,7 @@ Phel's Office~ green border at the ceiling. The ceiling has an elaborate fan which blows a nice breeze. The desk in the center of the room is circular, complete with a nice computer, a telephone, some paperwork, and decorations. The floor is made -of marble just like the corridor. +of marble just like the corridor. ~ 117 8 0 0 0 0 D1 @@ -303,16 +303,16 @@ D1 E celing fan~ The smooth celing has an elaborate fan in the center which blows a soothing -breeze in the room. +breeze in the room. ~ E desk paperwork decorations computer telephone~ The desk in the center of the room is circular, complete with a nice -computer, a telephone, some paperwork, and decorations. +computer, a telephone, some paperwork, and decorations. ~ E wall border~ - The wall is painted tan with a dark green border around the celing. + The wall is painted tan with a dark green border around the celing. ~ S T 11725 @@ -321,7 +321,7 @@ Council Corridor~ The room has a constant echoing sound due to people walking up and down the black marble stairs. The side by side staircases lead both up a floor and down a floor. There are wooden doors here that lead to some of the officials -offices. +offices. ~ 117 8 0 0 0 0 D0 @@ -346,12 +346,12 @@ D5 0 11700 11707 E doors~ - The doors in the room lead to some of the officials' offices. + The doors in the room lead to some of the officials' offices. ~ E stairs marble~ The black marble tiling echoes as people walk on it. It sort of makes a path -to two marble staircases that lead both up and down. +to two marble staircases that lead both up and down. ~ S #11712 @@ -359,7 +359,7 @@ Miranda's Office~ The room is totally out of order. It looks like there was some sort of struggle here! The desk is broken in half, with papers scattering all over the floor. The wall has been beaten in and cracked, with the window in the back -being broken as well. +being broken as well. ~ 117 8 0 0 0 0 D2 @@ -369,11 +369,11 @@ D2 E window~ The window has been broken, making a cold breeze swift in. Shards of glass -hang around its edges. +hang around its edges. ~ E desk~ - The desk has been ripped apart! + The desk has been ripped apart! ~ E wall~ @@ -381,17 +381,17 @@ wall~ ~ E papers~ - The papers are scattered across the floor in a disastrous manner. + The papers are scattered across the floor in a disastrous manner. ~ S T 11723 #11713 Cecille's Office~ - The first notable thing about this office is that it is unusually dark. + The first notable thing about this office is that it is unusually dark. There are no windows to give light, so all that is there to brighten up is a small lamp on the corner of the desk. The drawers of the desk are open and contain a small amount of stacked papers. The walls are painted a dark cobalt -blue and the floor is of a green thick carpeting. +blue and the floor is of a green thick carpeting. ~ 117 8 0 0 0 0 D3 @@ -400,17 +400,17 @@ D3 0 11700 11711 E desk lamp drawers papers~ - On the desk is a small lamp that provides little light to this dark room. -The drawers are partially filled with neatly stacked papers and folders. + On the desk is a small lamp that provides little light to this dark room. +The drawers are partially filled with neatly stacked papers and folders. ~ S T 11724 #11714 Johanes's Office~ - The room is very small compared to the other offices in the tower. + The room is very small compared to the other offices in the tower. Actually, its quite cramped in here! The desk is hardly a desk at all; it has papers stuffed messily into files on one side and a tiny work space on the other -side. +side. ~ 117 8 0 0 0 0 D1 @@ -420,7 +420,7 @@ D1 E desk papers files~ The tiny desk has papers stuffed into files in a disorganized manner, and -minimal work space. +minimal work space. ~ S T 11723 @@ -430,7 +430,7 @@ Upper Council Corridor~ usually have a bigger say in what happens to the city, but not nearly as a powerful judgment as the Empress, who is above. The marble pathway ends halfway through here and changes instantly into an ivory pathway, and the staircase -leading up is ivory, unlike the marble staircase leading down. +leading up is ivory, unlike the marble staircase leading down. ~ 117 8 0 0 0 0 D0 @@ -456,7 +456,7 @@ D5 E marble ivory stairs staircases~ The psort of path is made of marble and ivory, with a marble staircase -leading down and an ivory staircase leading up. +leading down and an ivory staircase leading up. ~ S #11716 @@ -464,7 +464,7 @@ Luther's Office~ The room is surprisingly bare minus a desk and some governmental paperwork. Most of Luthers belongings are in cardboard boxes and suitcases as if he were to leave. Everything else is totally bare. The walls are white, the ceiling is -white and bumpy, and the window isnt anything special. +white and bumpy, and the window isn't anything special. ~ 117 24 0 0 0 0 D2 @@ -473,12 +473,12 @@ D2 0 11700 11715 E desk papers~ - The desk is bare minus a few articles of paperwork. + The desk is bare minus a few articles of paperwork. ~ E suitcases boxes~ The boxes and suitcases in the corner of the room are all packed with -Luther's belongings. +Luther's belongings. ~ S #11717 @@ -486,8 +486,8 @@ Visconti's Office~ A really, really big desk is the most profound thing about the room. It has intricately cut patterns on the sides and contains many drawers, filled with papers galore! There is an extremely cool looking imperial tiling, and the -walls are painted white, except for one red wall which gives a major accent. -This guy has style! +walls are painted white, except for one red wall which gives a major accent. +This guy has style! ~ 117 8 0 0 0 0 D3 @@ -496,13 +496,13 @@ D3 0 11700 11715 E desk papers~ - The desk is very large and it has exquisite carved patterns on the sides. -It is filled with paperwork galore! + The desk is very large and it has exquisite carved patterns on the sides. +It is filled with paperwork galore! ~ E walls~ The walls are painted white, except for a dark red wall that gives a really -nice accent into the room. +nice accent into the room. ~ S T 11723 @@ -511,7 +511,7 @@ Thedoric's Office~ Red scrolls containing the writings and beliefs of Thedoric the powerful adorn the walls. The paper filled desk is colored red and so are the curtains that shade the rather large window. The floor is also made of a red wood like -the desk, or maybe like the trees... +the desk, or maybe like the trees... ~ 117 8 0 0 0 0 D1 @@ -521,16 +521,16 @@ D1 E desk papers floor~ The floor is made of the same red wood as the paper filled desk is. It's -also quite similar to the wood that the trees outside give... +also quite similar to the wood that the trees outside give... ~ E curtains window~ - The rather large window has been shaded with grand red curtains. + The rather large window has been shaded with grand red curtains. ~ E scrolls~ The wall is adorned with red scrolls containing the writings and beliefs of -Thedoric. +Thedoric. ~ S T 11722 @@ -540,7 +540,7 @@ Empress's Corridor~ Empress must have some fondness for ivory! There is a red carpet path leading to a very large and exquisite door. The carped has been barricaded by gold posts dotting the edges linked with a rope made of velvet. The corners of the -room are filled in with quarters of Mediterranean columns. +room are filled in with quarters of Mediterranean columns. ~ 117 8 0 0 0 0 D0 @@ -554,17 +554,17 @@ D5 E carpet velvet posts~ The red carpet is barred off by golden posts linked together with velvet -rope. +rope. ~ E doors~ The doors to the north are very large, exquisitely styled and make a huge creaking sound when opened. A creaking sound that echoes throughout the entire -tower. +tower. ~ E corners colums~ - The corners are filled in with Mediterranean sytled column quarters. + The corners are filled in with Mediterranean sytled column quarters. ~ S #11720 @@ -574,7 +574,7 @@ tile surprisingly doesnt make a sound when it is walked on. The ceiling is strangely high compared to the ceiling in the corridor. The walls are draped with tapestries and beam lights that blare down and make a circle of light around the ivory desk in the middle. The desk is accompanied by a very large -ivory colored swivel chair. +ivory colored swivel chair. ~ 117 24 0 0 0 0 D2 @@ -583,13 +583,13 @@ grand~ 0 11700 11719 E ceiling~ - The ceiling is strangely high, almost out of sight! + The ceiling is strangely high, almost out of sight! ~ E desk chair~ The ivory desk is very nice, and so is the ivory colored chair. It's only ivory colored, though. It wouldn't be very comfy to sit in an ivory chair now, -would it? +would it? ~ E walls tapestries~ @@ -598,7 +598,7 @@ walls tapestries~ E lights~ The lights are scattered at the top edges of the walls and point down to make -a circle of light around the desk and the chair. +a circle of light around the desk and the chair. ~ S #11721 @@ -608,7 +608,7 @@ than the other parts of the path. The sides are spruced with red trees like the ones in the forest. The sounds of animals rustling in foliage is louder for some strange reason. Citizens continue to walk past doing their own things and occasionally tripping on the various cracks in the path. There seems to be a -path to the south past the trees. +path to the south past the trees. ~ 117 0 0 0 0 1 D1 @@ -626,12 +626,12 @@ D3 E trees forest~ The forest is seemingly endless from here. The sound of animals rustling in -the forest is obscenely louder here. +the forest is obscenely louder here. ~ E path cracks~ The pathway that is usually nicely tidy isn't so much over here. There are -cracks in the path that are making the citizens unwillingly trip. +cracks in the path that are making the citizens unwillingly trip. ~ S #11722 @@ -643,7 +643,7 @@ gigantic tree in the northeast corner. It is no ordinary tree around here, for the leaves are green! The people gather around this mysterious tree and wonder why it could be such a bizarre color. There are many brown footprints along the white tile, and the forest is still visible from here. The sound of rummaging -animals has been greatly overpowered by the sound of chatting people. +animals has been greatly overpowered by the sound of chatting people. ~ 117 0 0 0 0 1 D0 @@ -660,21 +660,21 @@ tree~ around it, sit next to it, they have lunch, all sorts of stuff. The leaves are a strange color of green and the bark is brown. It is extremely large even compared to the trees in the Red Forest. It seems to be about half the height -of the tower to the north. +of the tower to the north. ~ E stumps~ There are stumps along the edge of the park that are made so people can sit -on them. +on them. ~ E citizens tourists~ - There are many gathering citizens and tourists of Los Torres in the plaza. + There are many gathering citizens and tourists of Los Torres in the plaza. ~ E tile footprints path~ The white tile path is covered in brown footprints from the dirty boots and -shoes of people. +shoes of people. ~ S T 11715 @@ -683,7 +683,7 @@ Pathway~ This pathway is the junction between the plaza and the second tower. The forest is only slightly visible from here, and the tile of the path is clean and beautiful flowers line the sides. The looming gray stone tower is to the north -and the town plaza is to the south. +and the town plaza is to the south. ~ 117 4 0 0 0 1 D0 @@ -697,8 +697,8 @@ D2 E path flowers~ The white tile path is clean swept and lined with gorgeous exotic flowers, -including some rred n, some yyellow n, and some ggreen n and a small amount -of bblue n ones. +including some @rred@n, some @yyellow@n, and some @ggreen@n and a small amount +of @bblue@n ones. ~ S T 11716 @@ -723,16 +723,16 @@ D2 E tower windows~ The tower stands high and is made of a dark gray colored stone. Windows made -of crystal clear glass appear occasionally on the wall. +of crystal clear glass appear occasionally on the wall. ~ E path~ - The white path ceases here, looking neat and tidy. + The white path ceases here, looking neat and tidy. ~ E archway~ The archway is made of a dark gray stone and isn't to impressive. The gate -underneath it leads into all the houses of the citizens of Los Torres. +underneath it leads into all the houses of the citizens of Los Torres. ~ S #11725 @@ -759,13 +759,13 @@ D3 0 11700 11727 E carpet pattern~ - The plush carpet is red with a bizarre pattern along the edges. + The plush carpet is red with a bizarre pattern along the edges. ~ E celing lights~ The celing is smoothed nicely and painted a nice tan that miixed well with the red carpet. There are circular lights scattered across that blare making -this room very, very bright. +this room very, very bright. ~ E desk~ @@ -776,13 +776,13 @@ marked "Ring for service. " E armchairs tables~ There are very comfortable looking armchairs colored red that sircle around -small wooden tables and the grand fireplace on the north wall. +small wooden tables and the grand fireplace on the north wall. ~ E fireplace~ The fireplace is large and made of a tan colored stone, like the walls and the celing. The fire roars and crackles warming the entire room. One of the -tiles on the side of the fireplace is kind of loose. +tiles on the side of the fireplace is kind of loose. ~ S T 11717 @@ -790,7 +790,7 @@ T 11717 Behind the Fireplace~ The fireplace opened up and made a small passageway! It's pretty bare made of gray stone, and it has a bunch of ash particles in the air. It looks like -the outside is just to the north. +the outside is just to the north. ~ 117 264 0 0 0 0 D0 @@ -806,7 +806,7 @@ S Bottom of the Staircase~ The staircase in the middle of the room spirals upward throughout the edge of the tower, leading to several platforms along the way to the top. There are -some exits to residences on this floor as well. +some exits to residences on this floor as well. ~ 117 8 0 0 0 0 D0 @@ -827,14 +827,14 @@ D4 0 11700 11728 E Staircase~ - The staircase spirals up to the top of the tower. + The staircase spirals up to the top of the tower. ~ S #11728 Second Floor~ The staircase continues upward throughout the edge of the tower. The staircase continues both upwards and downwards. There is a large round rug -spread over the center of the floor. +spread over the center of the floor. ~ 117 8 0 0 0 0 D0 @@ -855,19 +855,19 @@ D5 0 11700 11727 E staircase~ - The spiral staircase continues up a floor and down a floor. + The spiral staircase continues up a floor and down a floor. ~ E rug~ The rug is spread over the center of the floor, giving the room some -atmosphere. +atmosphere. ~ S #11729 Laundry Room~ This is where most of the citizen's laundry is done. There is a large washer and dryer set next to an even bigger pile of bagged clothes. Each bag has their -own tag showing where the laundry should go when it's finished. +own tag showing where the laundry should go when it's finished. ~ 117 8 0 0 0 0 D2 @@ -876,11 +876,11 @@ D2 0 11700 11728 E bags tags~ - The bags of laundry have tags saying where they go when they are done. + The bags of laundry have tags saying where they go when they are done. ~ E washer dryer~ - There is a large rumbling washer and dryer set. + There is a large rumbling washer and dryer set. ~ S #11730 @@ -888,7 +888,7 @@ Chef's Room~ The room has the heavy stench of onions and peppers to it. There is an unusually large kitchen area totally stocked with pots, pans, and cooking ingredients. There is a sofa outside of the kitchen, where the chef probably -sleeps. +sleeps. ~ 117 8 0 0 0 0 D0 @@ -898,19 +898,19 @@ D0 E kitchen pots pans ingredients~ The kitchen area is very abnormally large and is filled with pots and pans. -There are also some cooking ingredients visible in open cupboards. +There are also some cooking ingredients visible in open cupboards. ~ E sofa~ There is a big sofa soutside of the kitchen, where the chef presumably -sleeps. +sleeps. ~ S #11731 Third Floor~ The staircase continues upward once more, and still goes. There are some ceiling lights here as it is rather dark. There is a square rug in the middle of -the floor. +the floor. ~ 117 8 0 0 0 0 D0 @@ -931,11 +931,11 @@ D5 0 11700 11728 E rug floor~ - The square rug in the muddle of the floor gives the room a chic look. + The square rug in the muddle of the floor gives the room a chic look. ~ E lights~ - The lights on the ceiling light the room up quite a bit. + The lights on the ceiling light the room up quite a bit. ~ S #11732 @@ -943,7 +943,7 @@ Dojo~ This room has been fashioned into a Martial Arts training area. There is a large mirror on the far wall and railings on the side walls. There is a large mat on the ground where pupils can practice and stretch. There are long -flourescent lights lining the ceiling that make a slight humming sound. +flourescent lights lining the ceiling that make a slight humming sound. ~ 117 0 0 0 0 0 D2 @@ -952,28 +952,28 @@ D2 0 11700 11731 E mat~ - This is a large yellow mat that students can practice what they know on. + This is a large yellow mat that students can practice what they know on. ~ E lights~ Large flourescent lights line the ceiling and make a quiet humming noise as -they light the room. +they light the room. ~ E mirror~ There is a really big mirror that stretches all across the far wall of the -room. +room. ~ E railing~ - Railings are on the side walls so that students can stretch easily. + Railings are on the side walls so that students can stretch easily. ~ S #11733 Standard Residence~ This is just a plain old regular residence. There is a bed in the corner, a living area with some sofas, and a kitchen area that has a few pots and pans in -the sink. This is pretty standard living. +the sink. This is pretty standard living. ~ 117 8 0 0 0 0 D0 @@ -982,12 +982,12 @@ D0 0 11700 11731 E bed~ - The bed is made nicely and tucked away in the corner of the room. + The bed is made nicely and tucked away in the corner of the room. ~ E sofas living~ There is a cozy looking living area with a couple of sofas gathered around a -coffee table. +coffee table. ~ E kitchen pots pans~ @@ -998,7 +998,7 @@ S Fourth Floor~ Yet again, the stairs lead upward. This is the fourth floor, and there are an unusually large amount of windows in this room. There is another circular -rug in the center of the room. +rug in the center of the room. ~ 117 0 0 0 0 0 D0 @@ -1019,11 +1019,11 @@ D5 0 11700 11731 E rug~ - The people in this tower must like their rugs. + The people in this tower must like their rugs. ~ E staircase~ - More stairs, more stairs... The stairs can take you down or up. + More stairs, more stairs... The stairs can take you down or up. ~ S #11735 @@ -1031,7 +1031,7 @@ Classroom~ This is a standard school classroom for the children here. There currently are no kids in here at the moment, though it is still very messy. There is a chalk covered green chalkboard and there are turned over desks. There are also -a ton of muddy footprints leading to the exit. +a ton of muddy footprints leading to the exit. ~ 117 8 0 0 0 0 D2 @@ -1040,24 +1040,24 @@ D2 0 11700 11734 E footprints~ - A ton of muddy children's footprints lead to the exit. + A ton of muddy children's footprints lead to the exit. ~ E chalkboard ~ The chalkboard is green and covered with chalk. In some spots, there are -crude drawings of flowers and clouds, and in others it's just a scribble. +crude drawings of flowers and clouds, and in others it's just a scribble. ~ E desks~ Some of the desks in the classroom have been chaotically trned over for some -reason. +reason. ~ S #11736 Playpen~ Little kids... Everywhere! Little kids here, little kids there, they're running around and being really chaotic! Somebody, make them stop! Lots of -them are tackling each other to the ground or playing tag. +them are tackling each other to the ground or playing tag. ~ 117 8 0 0 0 0 D0 @@ -1066,14 +1066,14 @@ D0 0 11700 11734 E children kids~ - The kids are behaving chaotically and are pretty much everywhere you look. + The kids are behaving chaotically and are pretty much everywhere you look. ~ S #11737 Fifth Floor~ This is a very tall tower! The end must be near, for there is a small amount of light coming from the exit up. Yet another square rug is placed in the -center of the floor. +center of the floor. ~ 117 8 0 0 0 0 D0 @@ -1094,12 +1094,12 @@ D5 0 11700 11734 E rug~ - Hmm, a square rug on the floor... How original... + Hmm, a square rug on the floor... How original... ~ E staircase~ The stairway seems to be getting lighter as it goes upward. Perhaps the top -of the tower is near? +of the tower is near? ~ S #11738 @@ -1108,7 +1108,7 @@ Library~ in here. There are books stacked on wooden shelves all over the place, and there are some people browsing through them. A wooden desk near the exit is where people bring their books to check out of the library, though they should -be brought back. +be brought back. ~ 117 0 0 0 0 0 D2 @@ -1118,23 +1118,23 @@ D2 E bookshelves citizens~ The wooden bookshelves all over the place hold a ton of books. Citizens are -browsing through them, looking for what they want. +browsing through them, looking for what they want. ~ E desk~ - Citizens bring books they've found here to check out and read for a bit. + Citizens bring books they've found here to check out and read for a bit. ~ E dust~ - Amazingly, there isn't any! + Amazingly, there isn't any! ~ S #11739 Bathroom~ - This could possibly be the worst location for the bathroom in the world... -There are urinals on the left wall with dividers inbetween them, and there are + This could possibly be the worst location for the bathroom in the world... +There are urinals on the left wall with dividers in between them, and there are toilet stalls at the rear with blue paint. There are sinks on the east wall, -though most of them have an 'out of order' sign attached to them. +though most of them have an 'out of order' sign attached to them. ~ 117 0 0 0 0 0 D0 @@ -1144,23 +1144,23 @@ D0 E sinks~ There are sinks on the east wall, some of them have yellow pot-it-notes with -'out of order' written on them attached. +'out of order' written on them attached. ~ E stalls toilet~ - Toilet stalls are on the rear wall with blue paint on them. + Toilet stalls are on the rear wall with blue paint on them. ~ E urinals dividers~ - On the west wall are urinals with dividers inbetween them, so nobody can -sneak a peek, even if they wanted to. + On the west wall are urinals with dividers in between them, so nobody can +sneak a peek, even if they wanted to. ~ S #11740 Sixth Floor~ This is the final floor inside the tower, the top is just above. Light pours in from the exit up. There isn't a rug in the center of the floor, but -instead, a small statue dedicated to Thedoric, of all people. +instead, a small statue dedicated to Thedoric, of all people. ~ 117 0 0 0 0 0 D0 @@ -1181,20 +1181,20 @@ D5 0 11700 11737 E light stairway~ - The stairway up leads to the top, where all the light is coming from. -Downstairs the rooms are a bit darker. + The stairway up leads to the top, where all the light is coming from. +Downstairs the rooms are a bit darker. ~ E statue thedoric~ In the center of the room is a small statue dedicated to Thedoric, who is -doing a dramatic pose. By the looks of it, he hasn't really done anything. +doing a dramatic pose. By the looks of it, he hasn't really done anything. ~ S #11741 Standard Residence~ This is just a plain old regular residence. There is a bed in the corner, a living area with some sofas, and a kitchen area that has a few pots and pans in -the sink. This is pretty standard living. +the sink. This is pretty standard living. ~ 117 0 0 0 0 0 D2 @@ -1203,7 +1203,7 @@ D2 0 11700 11740 E bed~ - The bed is made nicely and tucked away in the corner of the room. + The bed is made nicely and tucked away in the corner of the room. ~ E kitchen pots pans~ @@ -1212,14 +1212,14 @@ kitchen pots pans~ E sefas living~ There is a cozy looking living area with a couple of sofas gathered around a -coffee table. +coffee table. ~ S #11742 Empty Room~ Strange... This room is totally empty... The walls are painted white along with the ceiling and the floor, and there isn't anything special about the -window... Maybe someone is going to move in soon? +window... Maybe someone is going to move in soon? ~ 117 0 0 0 0 0 D0 @@ -1228,11 +1228,11 @@ D0 0 11700 11740 E walls ceiling floor~ - The walls, ceiling and floor are all painted white. + The walls, ceiling and floor are all painted white. ~ E window~ - There isn't anything special about this window... + There isn't anything special about this window... ~ S #11743 @@ -1241,7 +1241,7 @@ Top of the Tower~ Visconti's planning, though Thedoric takes all the credit. That must be what the statue downstairs is for. There are little extended balconies to relax on to the north and to the south. Other than that, the only place left to go is -all the way back down. +all the way back down. ~ 117 0 0 0 0 1 D0 @@ -1258,18 +1258,18 @@ D5 0 11700 11740 E balconies~ - To the north and the south are extended balconies to the tower. + To the north and the south are extended balconies to the tower. ~ E stairs~ - The stairs only lead back down into the tower. + The stairs only lead back down into the tower. ~ S #11744 North Balcony~ The balcony is a stone extension of the top of the tower. This place is very calm and there is an endless view of red trees from here. The forest seems like -it has so many mysteries... +it has so many mysteries... ~ 117 0 0 0 0 1 D2 @@ -1284,7 +1284,7 @@ relaxing E balcony~ The balcony is a stone extension of the tower. It is made of pewter and has -a large railing surrounding it to prevent anyone from falling. +a large railing surrounding it to prevent anyone from falling. ~ S #11745 @@ -1292,7 +1292,7 @@ South Balcony~ The south balcony is an extension from the top of the tower. From here the town below is visible. Citizens are talking, though the noise doesn't seem to echo all the way up to here. There are a couple chairs here so that people can -relax in them and take in the view. +relax in them and take in the view. ~ 117 0 0 0 0 1 D0 @@ -1302,7 +1302,7 @@ D0 E view citizens town~ The the entire outside town of Los Torres is visible from here. Talking -citizens are noticable, but the sound doesn't reach up this far. +citizens are noticable, but the sound doesn't reach up this far. ~ E chairs~ @@ -1313,7 +1313,7 @@ S Standard Residence~ This is just a plain old regular residence. There is a bed in the corner, a living area with some sofas, and a kitchen area that has a few pots and pans in -the sink. This is pretty standard living. +the sink. This is pretty standard living. ~ 117 0 0 0 0 0 D2 @@ -1322,12 +1322,12 @@ D2 0 11700 11727 E bed~ - The bed is made nicely and tucked away in a corner of the room. + The bed is made nicely and tucked away in a corner of the room. ~ E living sofas~ There is a cozy looking living area with a couple sofas gathered around a -coffee table. +coffee table. ~ E kitchen pots pans~ @@ -1339,7 +1339,7 @@ Artist's Residence~ This is obviously where an artist lives. There are paintings and empty canvases hung up everywhere within the room. The room itself isn't painted much except for paint splashes from mistakes. The bed in the corner of the room is -rather small but it seems cozy. +rather small but it seems cozy. ~ 117 8 0 0 0 0 D0 @@ -1349,11 +1349,11 @@ D0 E paintings canvases~ There are paintings and canvases along the walls. There are splashes of -paint behind the art that are the wall's only decorations. +paint behind the art that are the wall's only decorations. ~ E bed~ - The bed is very small, though it looks very cozy. + The bed is very small, though it looks very cozy. ~ S #11748 @@ -1377,7 +1377,7 @@ End of Secret Path~ The little path behind the tower stops here. Red trees surround everywhrere except for the tiny row to the south. The light is totally blocked out from the thick canopy, and so is any vision upward. It is now clear why this spot isn't -visible from the towers. +visible from the towers. ~ 117 0 0 0 0 3 D2 @@ -1388,13 +1388,13 @@ S #11751 Defender's Dream~ Defender's Dream is a store dealing with armor and weapons. There are all -sorts of things on display from a large grey sword to a blue helm with a face +sorts of things on display from a large gray sword to a blue helm with a face mask. There is a sign that says 'Items on display are for DISPLAY ONLY, DO NOT TOUCH' The floor is a white tile which has been stained with many footprints from all the shoppers. The ceiling is painted a rather alarming shade of red that makes people jump when they see it for the first time. The walls are painted of a scene as if the room is at the top of a mountain and all below and -around is a large green forest and a blue sky with clouds. +around is a large green forest and a blue sky with clouds. ~ 117 136 0 0 0 0 D3 @@ -1404,17 +1404,17 @@ D3 E display sign~ The weapons and armor on display are rather nice. A sign hangs near the -display that says 'Items on display are for DISPLAY ONLY, DO NOT TOUCH'. +display that says 'Items on display are for DISPLAY ONLY, DO NOT TOUCH'. ~ E celind~ The celing is painted a shade of red that is way too bright for it's own -good. It makes most people jump when they see it. +good. It makes most people jump when they see it. ~ E floor footprints~ The white tile floor has been stained with muddy footprints from all the -shoppers that have browsed around the store. +shoppers that have browsed around the store. ~ S T 11711 @@ -1425,11 +1425,11 @@ are barrels that were supposed to be used for wine, but apparently have never been used since last year! The stone walls are all wet and moldy, and there is fingus growing on some patches of the floor. Cobwebs are present in every nook and cranny of the room. It seems like nobody has kept this place tidy in quite -some time! +some time! ~ 117 521 0 0 0 0 D4 - Lacela's Winery is above you. + Lacela's Winery is above you. ~ trapdoor~ 2 11718 11706 @@ -1437,20 +1437,20 @@ E barrels~ The wooden barrels are the source of the wine like stench in the room. At first glance they seemed empty, though since it's so dark it's hard to see -anything. The barrels are actually filled with a dark red blood! +anything. The barrels are actually filled with a dark red blood! ~ E cobwebs~ The amount of cobwebs in the room is ridiculous! They are present in every -nook and cranny you can see. +nook and cranny you can see. ~ E mold walls~ - The walls are filthy and covered in mold. + The walls are filthy and covered in mold. ~ E fungus fungi floors~ - The floos have patches of fungi growing on them. + The floos have patches of fungi growing on them. ~ S #11753 @@ -1460,7 +1460,7 @@ torn down red trees and flattened red grass with leaves and twigs crunching on the ground. The noises of animals running around are now followed by noises of things attacking animals, and making them run around. One stump off of the 'path' is rather large compared to the other tree stumps. There is a blockade -of trees that seems to block any further movement. +of trees that seems to block any further movement. ~ 117 68 0 0 0 3 D0 @@ -1474,13 +1474,13 @@ blockade~ E stump~ The stump is rather grand in comparison with the other stumps on the trail. -It is wide and has thousands of little rings signifying that it was very old. -The tree that was cut down must have been just as obscure as this stump. +It is wide and has thousands of little rings signifying that it was very old. +The tree that was cut down must have been just as obscure as this stump. ~ E foliage twigs leaves trees~ The scenery is completely filled with twigs, trees, stumps, leaves and other -foliage. All of which seem to have an appropriate shade of red to them. +foliage. All of which seem to have an appropriate shade of red to them. ~ S T 11710 @@ -1490,7 +1490,7 @@ The Red Forest~ before the blockade. This seems to be some sort of hideout for a faction within the community. A sign etched into a tree trunk reads 'Red Assassins'. The tree trunks stretch up for a long distance and suddenly disappear within an -impossibly thick canopy. +impossibly thick canopy. ~ 117 1 0 0 0 3 D0 @@ -1509,12 +1509,12 @@ E trees~ The trees stretch up for a really long distance. The red canopy of leaves suddenly swallows them up without a trace. One of the trees is engraved with -'Red Assassins' in the bark. +'Red Assassins' in the bark. ~ E path~ The path is scattered with red stumps, broken trigs and red leaves. It is -more visible than the path outside the blockade of trees. +more visible than the path outside the blockade of trees. ~ S #11755 @@ -1523,7 +1523,7 @@ A Sudden End~ the path and the forest seems to be getting somewhat darker. The trees on the side of the path are withered away and a bit dead but the source of the problem is not clear. There is a small squirrel's nest in the branches of a lively tree -placed over a peculiar patch of yellow sand on the ground. +placed over a peculiar patch of yellow sand on the ground. ~ 117 65 0 0 0 3 D1 @@ -1537,22 +1537,22 @@ sand~ E path~ The path is stumpless and clear, except when it comes to a rather sudden end. -It leads to the peculiar patch of sand below a lively tree. +It leads to the peculiar patch of sand below a lively tree. ~ E sand~ There is a small and out of place patch of yellow sand at the end of the -path. It seems to have no important purpose here. +path. It seems to have no important purpose here. ~ E nest~ The nest is made of tiny leaves and placed cutely in the brances of a still -living tree. It is so close you could reach out and touch it. +living tree. It is so close you could reach out and touch it. ~ E trees~ The trees are somewhat withered away and dead. The source of this is -unclear. +unclear. ~ S T 11713 @@ -1574,7 +1574,7 @@ D4 E sand~ The pile of sand in the back leads to a hole which can be used to exit the -cave. +cave. ~ S #11757 @@ -1583,7 +1583,7 @@ Alcove in the Forest~ blocking the way forth, except for a small hole in the 'wall'. The pathway outside Los Torres is visible from here! The 'wall' is enforced with rocks and covered with leaves to hide it from anyone seeing it. The hole is strategically -placed to maybe spy on anyone walking past. +placed to maybe spy on anyone walking past. ~ 117 0 0 0 0 3 D3 @@ -1594,7 +1594,7 @@ E wall trees hedges hole~ The passage is stopped by a wall of trees. Or more like leaves and trees covering a stone wall with a hole in it. The hole seems like it would be used -to spy on people or maybe fire something at them! +to spy on people or maybe fire something at them! ~ S #11758 @@ -1603,7 +1603,7 @@ The Basement~ The only light that the room has is from the gaping hole made in the floor of The Turkey's Gobble by the chandelier. The floor is dry, though rough and there are cobwebs EVERYWHERE from the celing to the foor. The room is totally bare -otherwise. +otherwise. ~ 117 12 0 0 0 0 D4 @@ -1613,12 +1613,12 @@ D4 E cobwebs~ Cobwebs are in every direction of the room, I mean, everywhere. It is -impossible to move without touching 20 cobwebs. It's that bad. +impossible to move without touching 20 cobwebs. It's that bad. ~ E hole~ There is a large hole in the celing from the Chandelier breaking through the -floor of The Turkey's Gobble. +floor of The Turkey's Gobble. ~ S #11759 @@ -1626,8 +1626,8 @@ In a Mysterious Cave~ The cave leads in further and the light gets dimmer and dimmer with each foot inward. There isn't much here to look at other than a gray rock wall and a couple of stalactices. There is a wooden wall with a door that has a barred -window to the east. There are moaning sounds coming from inside the door. -There is a putrid smell of urine in this room. +window to the east. There are moaning sounds coming from inside the door. +There is a putrid smell of urine in this room. ~ 117 73 0 0 0 0 D1 @@ -1642,12 +1642,12 @@ E wall door~ The wall to the east is made of splintery dark wood. There is a door in the wall that has barred windows and a rusty looking handle. There is a smell of -urine and excrement... Also the bitter smell of blood! +urine and excrement... Also the bitter smell of blood! ~ E stalactices~ The stalactites drip water from the celing making an annoying sound with each -drop. +drop. ~ S #11760 @@ -1655,10 +1655,10 @@ Prison Cell~ Smells of urine and excrement coming from a small pile in the corner fill the room. There is a machine here that is pumping blood from the ground! There are barrels of blood stacked next to it in a pyramid-like fashion. The room is -formed by an ending in the cave with the wall to separate it from the rest. +formed by an ending in the cave with the wall to separate it from the rest. From the celing to the floor is a damp solution, making the entire room slippery. There are some stray red roots protruding from the celing, giving a -clue that this place must be fairly close to the ground. +clue that this place must be fairly close to the ground. ~ 117 4 0 0 0 0 D3 @@ -1668,17 +1668,17 @@ door~ E machine barrels~ The machine is pumping blood from the ground, somehow, then storing the blood -into wooden barrels that are stacked next to the machine like a pyramid. +into wooden barrels that are stacked next to the machine like a pyramid. ~ E roots~ There are red roots from the celing that are dripping blood! Is that what -the machine is pumping?! +the machine is pumping?! ~ E pile excement urine pee poop~ There is a small pile of excrement and a puddle of urine in the far corner of -the room. The smell of the pile is unbearable! +the room. The smell of the pile is unbearable! ~ S $~ diff --git a/lib/world/wld/118.wld b/lib/world/wld/118.wld index 33cdde6..ce614c5 100644 --- a/lib/world/wld/118.wld +++ b/lib/world/wld/118.wld @@ -1,14 +1,14 @@ #11800 Detta's [Dollhouse] Description Room~ @BTheme:@n This zone is a little abstract, more a sort of Alice-in-Wonderland - experience that revolves around a strange dollhouse in -an antique shop. The idea is to get out once you're in, which basically entails + experience that revolves around a strange dollhouse in +an antique shop. The idea is to get out once you're in, which basically entails completing the quest... a series of mini-quests. Note that to get any sense of this zone, you pretty much need to start in the room down from here, and nohassle needs to be off. ;) @GPlayers:@n Mainly for players around level 10-ish, this zone is primarily -neutral with a couple evil places and a couple good ones. Its been designed as -mostly a puzzle-solving, quest area, but opportunity for xp to be gained as +neutral with a couple evil places and a couple good ones. Its been designed as +mostly a puzzle-solving, quest area, but opportunity for xp to be gained as well, as each completed quest gives 10,000 xp. @RLocation:@n The only concrete location in the zone is the beginning room which is a London street leading into an antiques shop. @@ -34,82 +34,137 @@ D5 ~ 0 0 11899 E -17~ - Once you are returned to the antique shop, a young woman will approach you -with an interest in the journal. If you give it to her she will exchange it for -a fiery bloodstone amulet. This amulet has the power to move you to a safe -place whenever you use it. This can however, only be used about once every 20 -minutes, as the amulet needs to recharge itself. +14~ + In room 11859 you can find the angry girl. She will attack you instantly +when you walk in and the key to completing this quest is to let her tire herself +out attacking you while keeping both her and yourself alive. Once you let her +wear herself out she will apologize and ask for a hug, give it to her and she +will suddenly be a lot more receptive to writing in the journal. ~ E -16~ - The ghostly girl can be found in room 11848 and is the last mob that must be -approached. If you approach her before completing every one of the other quests -she will remind you of this. If they are already completed and you give her the -journal she will make the request that you kill her and bury the corpse in the -room. Once you do this, her invisible spirit will complete the last entry in -the journal for you, and you will be returned to the antique shop where the -entire quest started. +12~ + In room 11844 is the emaciated girl, mumbling away absent-mindedly to +herself. To trigger this quest, as with almost all the others; just give her +the journal. She will give a little speech about sacrifice before asking you to +make the ultimate one, and handing you a hotdog. Now, not being any ordinary +hotdog, eating it will take a huge chunk out of your hps. If it doesn't kill +you she will hand you another one, reminding you that the sacrifice is death. +Once you have eaten enough of them to render you incapacitated, she will heal +you and explain that it was your willingness to make the sacrifice that she +wanted. Giving her the journal at any time after this point will cause her to +write in it for you. ~ E -15~ - The scarred child hangs out in room 11872 (Inside the Gazebo), giving her the -journal will launch her into a speech about her own lost story. Choked by the -pines she says it is, and the only way to get it back is to burn them down and -recover the pages from the ashes. With this task set, she gives you a -flickering candle and asks you to return all the pages to her. There are five -pines throughout the zone and all must be burned down to retrieve the right -amount of pages. In rooms (11850, 11849, 11848, 11820, 11837) is where they can -all be found. As long as you have the candle somewhere on your person, typing -BURN PINES will set the trees on fire. They will burn for about three minutes -before leaving nothing but a black page. Return all five pages to the girl and -she will offer to write in the journal. Once this is done, she will also give -you the completed book and ask you to return it to the house somewhere, just as -a favour to her. +11~ + If you enter room 11870 (The Bunkbed Room) you will hear a child's voice +telling you to "crawl in here". The command crawl will cause you to crawl under +the bed and enter room 11871 where the hiding girl is. Giving her the journal +will make her ask you for three things... Three corpses in particular. +The corpse of a fish (the red trout - mobvnum: 11830, objvnum: 11856) +The corpse of a bird (the taildove - mobvnum: 11831, objvnum: 11857) +The corpse of a toad (the vile toad - mobvnum: 11832, objvnum: 11858) +Once you have brought her all three of those things she will apologize and ask +for one further thing... a secret that Ridley guards. +If you go to Ridley and ask her a question with the word secret in it she will +consent to give it to you. +Once you have this item, just return to the hiding girl, give it to her and +she will offer to write in the journal for you... give it to her and the job +is done. ~ E -13~ - The silent girl can be found in room 11852, and is silent for one major -reason - her lips have been stitched together. She will indicate this when you -give her the journal, hopefully providing the hint that she wants something done -about it. Examining her will offer the idea that you have to cut them, and with -no ordinary sword. The sword you need is the sword of words (obj 11835), which -Ridley gives you upon completion of her quest. If you have it, just type cut, -and the stitching will weaken enough to allow her to speak, and agree to write -in the journal. +09~ + The weeping girl is found in room 11864. As with all of the quests, giving +her the journal is what triggers it. She will explain that she is upset because +she can no longer spend time in her garden because of the monster there. The +quest then is to find is search out the garden west of the porch (room 11846) +until you see a hideous looking creature. Kill it, return to the weeping girl +and give her the journal, and she will write in it for you. As a side note, +examining the mirror in the room with her will give you some dynamic information +on your character ;) ~ E -10~ - The fidgety girl hangs out in room 11863 and is a pretty unstable character. -Once you give her the journal she'll ask you to play a game with her... If you -win three times she'll write in the book for you. The bad part? Every time you -lose she slashes her arm with frustration, if she does that three times without -healing she'll die. Its a simple cup and ball game though, so hopefully not too -difficult.. She just puts the ball under a random cup, and then randomly mixes -them around. If you pick the right cup you win. She keeps track of your score -and once you have won three times (it does not have to be concurrently), just -give her the journal again. +08~ + The blind girl can be found in room 11854. Giving her the journal triggers +her giving you a pair of eyes and telling you to examine the walls. All you +have to do is wear the eyes, examine the walls as she says, and say aloud the +word you see written there. If its correct she'll agree to write in the +journal. ~ E -6~ - The tunnel-man can be found in room 11831, once you give him the journal he -asks you to enter the tunnel and destroy some of the secrets there. Typing -ENTER will put you through the vortex and into another area where secrets are -roaming wildly in the form of dark figures. Once you've killed fifteen of them, -the tunnel-man will accept the journal and write in it. He'll also tell you of -how many you've killed if you hand the journal to him before you've killed all -fifteen. +07~ + The running girl can be found running up and down inside the tunnel in room +11831. She moves fast, so the only way to really interact with her is to follow +her.. Which will take you on a bit of a spammy ride. As soon as you give her +the journal however, she will come to a halt and tell you that all she wants is +to be taken out of there. She agrees to write in it if you will show her the +way out and agrees to do whatever you say. The key here is that she does just +that, whatever you speak she does... So if you say north, she moves north etc. +All you have to do is lead her with speech to the vortex and through it. Once +on the other side she will happily write in the journal when you give it to her. +~ +E +05~ + Ridley can be found playing with alphabet blocks in room 11836. If you give +her the journal she'll launch into a little speech and finally decide to write +in it if you bring her three things. She'll give you a black box and ask for a +fruit, a flower, and a flying thing, and for you to return them in the box. +The fruit is obj 11828 and loads in room 11837. +The flower is obj 11832 and loads in room 11831. +And the flying thing is a little mob (11821) that basically wanders all over. +The trick to giving her this thing is to type CAPTURE INSECT in the same room as +it. This will then let you put it in the box with the rest of the things. +Once all three things are in the box, just give it to her, and she'll write in +the journal as well as giving you a sword that you'll need for later. ;) +Oh, the insect will escape from you after a while, so make sure to put it in the box if you don't want to lose it. +~ +E +04~ + The coloring child is super easy to deal with, she is in room 11809 and just +wants a red crayon. Give her the journal as always to trigger the quest, then +find the red crayon in room 11812 (where the playing child is). Once you give +her the crayon she'll accept the journal and write in it. +~ +E +03~ + The playing child can be found in room 11812 (Their Room), once you give her +the journal she will hand it back and tell you she wants you to release the bird +kept in the house. She'll also give you a key (referred to as Pin) so that you +can unlock the cage. You'll find the bird inside a cage in room 11818, just +unlock the cage and take the bird out to release it. Then the playing child +will write in the journal when you give it to her. Additionally, the key she +gave you will open the door that The Way to the Middle leads to from The +Crossroads. +~ +E +02~ + Okay, this is basically the main point of the zone. When you are teleported +by the dollshouse you find yourself in a room with a girl who gives you an eye. +If you OPEN EYE you will continue with the quest, CLOSE EYE to hightail it out +of there. For those who continue on, they will be teleported to a crossroads +and given a journal. The basic idea behind the journal is that its empty when +you start off, the only way to get it filled is to give it to the various mobs +you find, and complete their mini quests to get them to write in it. The goal +is to find all those mobs, get them all to write in it, and complete the +journal. :) +~ +E +01~ + Once you enter the Antique shop, the saleswoman should greet you. The main +item to look out for here is of course the dollshouse ;). Looking at it or +examining it should trigger some prompts from the saleswoman as to the doll that +came with it. Removing the doll from the dollshouse will cause you to be +teleported, essentially triggering your quest within the zone. ~ E spoilers~ Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you really have to look there are a few little neat zone inclusions listed here to spoil your zone exploring pleasure. Just type look and then the number to look -at each one (look 1 for example). +at each one (look 1 for example). 01: The Antique Shop 02: The Journal Quest 03: The Playing Child -04: The Colouring Child +04: The Coloring Child 05: Ridley 06: The Tunnel-man 07: The Running Girl @@ -125,126 +180,71 @@ at each one (look 1 for example). 17: The Fiery Bloodstone Amulet ~ E -01~ - Once you enter the Antique shop, the saleswoman should greet you. The main -item to look out for here is of course the dollshouse ;). Looking at it or -examining it should trigger some prompts from the saleswoman as to the doll that -came with it. Removing the doll from the dollshouse will cause you to be -teleported, essentially triggering your quest within the zone. +6~ + The tunnel-man can be found in room 11831, once you give him the journal he +asks you to enter the tunnel and destroy some of the secrets there. Typing +ENTER will put you through the vortex and into another area where secrets are +roaming wildly in the form of dark figures. Once you've killed fifteen of them, +the tunnel-man will accept the journal and write in it. He'll also tell you of +how many you've killed if you hand the journal to him before you've killed all +fifteen. ~ E -02~ - Okay, this is basically the main point of the zone. When you are teleported -by the dollshouse you find yourself in a room with a girl who gives you an eye. -If you OPEN EYE you will continue with the quest, CLOSE EYE to hightail it out -of there. For those who continue on, they will be teleported to a crossroads -and given a journal. The basic idea behind the journal is that its empty when -you start off, the only way to get it filled is to give it to the various mobs -you find, and complete their mini quests to get them to write in it. The goal -is to find all those mobs, get them all to write in it, and complete the -journal. :) +10~ + The fidgety girl hangs out in room 11863 and is a pretty unstable character. +Once you give her the journal she'll ask you to play a game with her... If you +win three times she'll write in the book for you. The bad part? Every time you +lose she slashes her arm with frustration, if she does that three times without +healing she'll die. Its a simple cup and ball game though, so hopefully not too +difficult.. She just puts the ball under a random cup, and then randomly mixes +them around. If you pick the right cup you win. She keeps track of your score +and once you have won three times (it does not have to be concurrently), just +give her the journal again. ~ E -03~ - The playing child can be found in room 11812 (Their Room), once you give her -the journal she will hand it back and tell you she wants you to release the bird -kept in the house. She'll also give you a key (referred to as Pin) so that you -can unlock the cage. You'll find the bird inside a cage in room 11818, just -unlock the cage and take the bird out to release it. Then the playing child -will write in the journal when you give it to her. Additionally, the key she -gave you will open the door that The Way to the Middle leads to from The -Crossroads. +13~ + The silent girl can be found in room 11852, and is silent for one major +reason - her lips have been stitched together. She will indicate this when you +give her the journal, hopefully providing the hint that she wants something done +about it. Examining her will offer the idea that you have to cut them, and with +no ordinary sword. The sword you need is the sword of words (obj 11835), which +Ridley gives you upon completion of her quest. If you have it, just type cut, +and the stitching will weaken enough to allow her to speak, and agree to write +in the journal. ~ E -04~ - The colouring child is super easy to deal with, she is in room 11809 and just -wants a red crayon. Give her the journal as always to trigger the quest, then -find the red crayon in room 11812 (where the playing child is). Once you give -her the crayon she'll accept the journal and write in it. +15~ + The scarred child hangs out in room 11872 (Inside the Gazebo), giving her the +journal will launch her into a speech about her own lost story. Choked by the +pines she says it is, and the only way to get it back is to burn them down and +recover the pages from the ashes. With this task set, she gives you a +flickering candle and asks you to return all the pages to her. There are five +pines throughout the zone and all must be burned down to retrieve the right +amount of pages. In rooms (11850, 11849, 11848, 11820, 11837) is where they can +all be found. As long as you have the candle somewhere on your person, typing +BURN PINES will set the trees on fire. They will burn for about three minutes +before leaving nothing but a black page. Return all five pages to the girl and +she will offer to write in the journal. Once this is done, she will also give +you the completed book and ask you to return it to the house somewhere, just as +a favor to her. ~ E -05~ - Ridley can be found playing with alphabet blocks in room 11836. If you give -her the journal she'll launch into a little speech and finally decide to write -in it if you bring her three things. She'll give you a black box and ask for a -fruit, a flower, and a flying thing, and for you to return them in the box. -The fruit is obj 11828 and loads in room 11837. -The flower is obj 11832 and loads in room 11831. -And the flying thing is a little mob (11821) that basically wanders all over. -The trick to giving her this thing is to type CAPTURE INSECT in the same room as -it. This will then let you put it in the box with the rest of the things. -Once all three things are in the box, just give it to her, and she'll write in -the journal as well as giving you a sword that you'll need for later. ;) -Oh, the insect will escape from you after a while, so make sure to put it in the box if you don't want to lose it. +16~ + The ghostly girl can be found in room 11848 and is the last mob that must be +approached. If you approach her before completing every one of the other quests +she will remind you of this. If they are already completed and you give her the +journal she will make the request that you kill her and bury the corpse in the +room. Once you do this, her invisible spirit will complete the last entry in +the journal for you, and you will be returned to the antique shop where the +entire quest started. ~ E -07~ - The running girl can be found running up and down inside the tunnel in room -11831. She moves fast, so the only way to really interact with her is to follow -her.. Which will take you on a bit of a spammy ride. As soon as you give her -the journal however, she will come to a halt and tell you that all she wants is -to be taken out of there. She agrees to write in it if you will show her the -way out and agrees to do whatever you say. The key here is that she does just -that, whatever you speak she does... So if you say north, she moves north etc. -All you have to do is lead her with speech to the vortex and through it. Once -on the other side she will happily write in the journal when you give it to her. -~ -E -08~ - The blind girl can be found in room 11854. Giving her the journal triggers -her giving you a pair of eyes and telling you to examine the walls. All you -have to do is wear the eyes, examine the walls as she says, and say aloud the -word you see written there. If its correct she'll agree to write in the -journal. -~ -E -09~ - The weeping girl is found in room 11864. As with all of the quests, giving -her the journal is what triggers it. She will explain that she is upset because -she can no longer spend time in her garden because of the monster there. The -quest then is to find is search out the garden west of the porch (room 11846) -until you see a hideous looking creature. Kill it, return to the weeping girl -and give her the journal, and she will write in it for you. As a side note, -examining the mirror in the room with her will give you some dynamic information -on your character ;) -~ -E -11~ - If you enter room 11870 (The Bunkbed Room) you will hear a child's voice -telling you to "crawl in here". The command crawl will cause you to crawl under -the bed and enter room 11871 where the hiding girl is. Giving her the journal -will make her ask you for three things... Three corpses in particular. -The corpse of a fish (the red trout - mobvnum: 11830, objvnum: 11856) -The corpse of a bird (the taildove - mobvnum: 11831, objvnum: 11857) -The corpse of a toad (the vile toad - mobvnum: 11832, objvnum: 11858) -Once you have brought her all three of those things she will apologize and ask -for one further thing... a secret that Ridley guards. -If you go to Ridley and ask her a question with the word secret in it she will -consent to give it to you. -Once you have this item, just return to the hiding girl, give it to her and -she will offer to write in the journal for you... give it to her and the job -is done. -~ -E -12~ - In room 11844 is the emaciated girl, mumbling away absent-mindedly to -herself. To trigger this quest, as with almost all the others; just give her -the journal. She will give a little speech about sacrifice before asking you to -make the ultimate one, and handing you a hotdog. Now, not being any ordinary -hotdog, eating it will take a huge chunk out of your hps. If it doesn't kill -you she will hand you another one, reminding you that the sacrifice is death. -Once you have eaten enough of them to render you incapacitated, she will heal -you and explain that it was your willingness to make the sacrifice that she -wanted. Giving her the journal at any time after this point will cause her to -write in it for you. -~ -E -14~ - In room 11859 you can find the angry girl. She will attack you instantly -when you walk in and the key to completing this quest is to let her tire herself -out attacking you while keeping both her and yourself alive. Once you let her -wear herself out she will apologize and ask for a hug, give it to her and she -will suddenly be a lot more receptive to writing in the journal. +17~ + Once you are returned to the antique shop, a young woman will approach you +with an interest in the journal. If you give it to her she will exchange it for +a fiery bloodstone amulet. This amulet has the power to move you to a safe +place whenever you use it. This can however, only be used about once every 20 +minutes, as the amulet needs to recharge itself. ~ S #11801 @@ -254,12 +254,12 @@ shape. Smooth walls glow faintly, a gentle light pulsing from the polished white floor. Vague muffled noises can be heard from very far away, the border of the room shimmering transparantly now and again and allowing glimpses of other places. There are no windows, no doors or exits, but then it seems that -not much here actually exists at all. +not much here actually exists at all. ~ 118 24 0 0 0 0 E gentle light~ - Smoothly dome-shaped and a subtle cream colour, this melon-sized light sends + Smoothly dome-shaped and a subtle cream color, this melon-sized light sends pulses of light spreading out over the whole room. ~ S @@ -269,25 +269,25 @@ A Dusty Antiques Shop~ sparkling particles of dust. Cobwebs flutter in the darker corners of the ceiling beams, weary wood panelling flaking slightly with dried paint. Various old and forgotten items lie cluttered around the place, even the shop counter is -cracked and sagging beyond repair. +cracked and sagging beyond repair. ~ 118 24 0 0 0 0 D3 The sound of splashing puddles and car engines can be heard, a cool draft -wafting from the damp, grey street outside. +wafting from the damp, gray street outside. ~ ~ 0 0 11899 E -shop counter~ - It looks almost as if someone had a fit of rage and pounded on it, a long -black crack running along its length so that it barely holds up its own weight. +sparkling particles dust~ + These silver specks dance carelessly in the gentle wafts of air, turning and +sparkling like tiny stars in each shaft of light. ~ E -old forgotten items~ - Old-fashioned children's toys seem to make up the bulk of the items here, -tiny china dolls and wooden cars. Some delicate jewellry boxes can be spied -glinting from the higher shelves, along with crystal ornaments of many kinds. +cobwebs darker corners ceiling beams~ + Fine silvery threads mark the perpetual residence of spiders in these dark +parts of the room. Some of the older webs are dimmed and gray with time, +flapping like indignant hands trying to shoo visitors away. ~ E weary wood panelling dried paint~ @@ -296,15 +296,15 @@ to brighten it up. However the paint has been left to flake and peel away, leaving the walls looking even more ghastly. ~ E -cobwebs darker corners ceiling beams~ - Fine silvery threads mark the perpetual residence of spiders in these dark -parts of the room. Some of the older webs are dimmed and grey with time, -flapping like indignant hands trying to shoo visitors away. +old forgotten items~ + Old-fashioned children's toys seem to make up the bulk of the items here, +tiny china dolls and wooden cars. Some delicate jewellry boxes can be spied +glinting from the higher shelves, along with crystal ornaments of many kinds. ~ E -sparkling particles dust~ - These silver specks dance carelessly in the gentle wafts of air, turning and -sparkling like tiny stars in each shaft of light. +shop counter~ + It looks almost as if someone had a fit of rage and pounded on it, a long +black crack running along its length so that it barely holds up its own weight. ~ S #11803 @@ -312,7 +312,7 @@ Entrance to a Grand House~ Darkly polished wood flooring sparkles beautifully as both natural and artificial light dance across the surface. It appears this is the entrance to a rather grand house, large adjacent rooms are openly visible and soft woodwind -music echoes off the distant walls and ceiling. +music echoes off the distant walls and ceiling. ~ 118 8 0 0 0 0 D0 @@ -322,13 +322,13 @@ D0 0 0 11810 D1 Bright, cheery light almost blinds the view of this large room. The smell of -spices and a subtle waft of heat come from this direction. +spices and a subtle waft of heat come from this direction. ~ ~ 0 0 11816 D2 The hallway continues on, soft glowing light filling the pale walls and a -leafy plant only just visible in the corner. +leafy plant only just visible in the corner. ~ ~ 0 0 11804 @@ -345,7 +345,7 @@ A Bright Hallway~ along this long north to south corridor. Two oriental parasols stand decoratively in the corners, the rest of the substantial floor left open and spotlessly clean. A subtle perfumed scent fills the air, creating a peaceful -sleepy atmosphere. +sleepy atmosphere. ~ 118 8 0 0 0 0 D0 @@ -364,18 +364,18 @@ E two oriental parasols~ These delicately feminine parasols are designed to shade the effects of the sun, being used here however for simple ornamental purposes. The intricate -floral pattern and woven lace making them stunning decorations. +floral pattern and woven lace making them stunning decorations. ~ S T 11808 #11805 A Little Nursery~ This room appears to be below ground level, horizontal windows running all -around the upper edges of the walls, half obscured with outside grasses. +around the upper edges of the walls, half obscured with outside grasses. Bright fluorescent light illuminates the place, tiny children's chairs placed -neatly next to bookshelves full of brightly coloured books. A little plastic +neatly next to bookshelves full of brightly colored books. A little plastic teaparty set sits carefully arranged on a round table, and several metal cars -sparkle from where they sit lined against the southern wall. +sparkle from where they sit lined against the southern wall. ~ 118 8 0 0 0 0 D0 @@ -397,32 +397,32 @@ a hall, the green leaves of some tall plant just in view. ~ 0 0 11804 E -horizontal windows~ - These little windows are trimmed with lacey curtains, a few purple flowers -nodding lazily just outside. +tiny children's chairs~ + These vibrantly colored plastic chairs sit low to the ground, just perfect +for young children and toddlers. ~ E -several metal cars~ - These little cars have smoothly rounded edges, and are too large for a young -child to swallow, glistening brightly in every colour of the rainbow they look -as if they'd be almost irresistable to play with. +bookshelves brightly colored books~ + These books are mostly educational, reading and writing as well as +mathematical titles display themselves proudly. One shelf holds an assortment +of Disney and fantasy stories, and yet another holds several coloring books. ~ E little plastic teaparty set round table~ A low plastic table holds an assortment of pretty little cups and saucers, make believe biscuits made out of cardboard sit almost too perfectly in a plate -on the little lacey tablecloth. +on the little lacey tablecloth. ~ E -bookshelves brightly coloured books~ - These books are mostly educational, reading and writing as well as -mathematical titles display themselves proudly. One shelf holds an assortment -of Disney and fantasy stories, and yet another holds several colouring books. +several metal cars~ + These little cars have smoothly rounded edges, and are too large for a young +child to swallow, glistening brightly in every color of the rainbow they look +as if they'd be almost irresistable to play with. ~ E -tiny children's chairs~ - These vibrantly coloured plastic chairs sit low to the ground, just perfect -for young children and toddlers. +horizontal windows~ + These little windows are trimmed with lacey curtains, a few purple flowers +nodding lazily just outside. ~ S #11806 @@ -431,7 +431,7 @@ A Concrete Corridor~ the equally concrete walls glisten cheerfully. The hall seems to drone gently as the sound of churning laundry echoes along the unyielding walls and ceiling. Little oily handprints smudge here and there on the otherwise clean surfaces, -and one or two toys lie recently dropped. +and one or two toys lie recently dropped. ~ 118 8 0 0 0 0 D1 @@ -453,16 +453,16 @@ furniture settled against the near wall. ~ 0 0 11805 E -oily handprints~ - These are very small handprints indeed, and freshly made, perhaps those of a -very young child, or a baby just learning to walk. -~ -E toys~ These toys look a little out of place in such tidy surroundings, little lego bricks and a jigsaw puzzle piece lie dropped along the center of the floor, as though someone carried a pile of toys too large for their arms and lost a few -along the way. +along the way. +~ +E +oily handprints~ + These are very small handprints indeed, and freshly made, perhaps those of a +very young child, or a baby just learning to walk. ~ S #11807 @@ -471,7 +471,7 @@ A Baby's Room~ other, a changing table and a toy box occupy the space against the wall, a high window letting in natural lighting that cascades gently along the sky-blue walls. A little music box plays quietly, filling the room with tinkling melody -that echoes vibrantly off the hard floor and walls. +that echoes vibrantly off the hard floor and walls. ~ 118 8 0 0 0 0 D0 @@ -481,19 +481,9 @@ wall amidst scattered toys. ~ 0 0 11806 E -music box~ - The shape of a little piano, this clear plastic music box tinkles gently with -the sleepy tune of Twinkle Twinkle Little Star. -~ -E -high window~ - Green grasses obscure much of the view, little yellow dandelions growing in -what seems to be a neglected part of the garden outside. -~ -E -toy box~ - Little toys spill out of this brightly coloured but unremarkable box, the odd -stuffed arm of a doll or teddybear amongst little lego bricks and crayons. +tall wooden cot~ + This little cot is somewhat reminiscent of a cage, the long wooden bars +painted a cheerful white but covered with smudgy handprints. ~ E changing table~ @@ -501,9 +491,19 @@ changing table~ table is stocked with all things necessary for, well, changing nappies. ~ E -tall wooden cot~ - This little cot is somewhat reminiscent of a cage, the long wooden bars -painted a cheerful white but covered with smudgy handprints. +toy box~ + Little toys spill out of this brightly colored but unremarkable box, the odd +stuffed arm of a doll or teddybear amongst little lego bricks and crayons. +~ +E +high window~ + Green grasses obscure much of the view, little yellow dandelions growing in +what seems to be a neglected part of the garden outside. +~ +E +music box~ + The shape of a little piano, this clear plastic music box tinkles gently with +the sleepy tune of Twinkle Twinkle Little Star. ~ S #11808 @@ -536,11 +536,11 @@ S #11809 A Little Girl's Room~ A little low bed sits snugly in the corner, covered with pale pink flowery -quilting. The walls are a bright sunshine colour, delicate hanging ornaments +quilting. The walls are a bright sunshine color, delicate hanging ornaments casting flecks of light from the high window spiralling around the room. Small fluffs blow quickly across the hard floor from the corridor outside, giving the somewhat uncomfortable impression that little insects are darting in and out of -the flickering shadows. +the flickering shadows. ~ 118 8 0 0 0 0 D0 @@ -550,9 +550,9 @@ contrasting with the coziness of this little room. ~ 0 0 11808 E -high window~ - Tall grasses can be seen waving just slightly above window level, indicating -that this room is below ground. +low bed~ + This child's bed is made from a light colored wood that has been smoothly +polished, tiny little pieces of glitter have been stuck to it as decoration. ~ E delicate hanging ornaments~ @@ -560,9 +560,9 @@ delicate hanging ornaments~ long crystal spiral plays with any light as it twirls. ~ E -low bed~ - This child's bed is made from a light coloured wood that has been smoothly -polished, tiny little pieces of glitter have been stuck to it as decoration. +high window~ + Tall grasses can be seen waving just slightly above window level, indicating +that this room is below ground. ~ S #11810 @@ -570,7 +570,7 @@ A Bright Hallway~ Hardwood flooring reflects the streams of light from the south, a small neatly woven rug lessening the effect, but even the amber walls seem to shine almost white. A few family photos decorate the walls, the rest of this spacious -area left pleasingly uncluttered. +area left pleasingly uncluttered. ~ 118 8 0 0 0 0 D2 @@ -586,17 +586,17 @@ carpeted stairs leading upward.. ~ 0 0 11811 E +small neatly woven rug~ + This little rug has been delicately woven from fine materials, dark greens +and blues backing a purplish flower pattern that stands out vibrantly in the +otherwise stark surroundings. +~ +E few family photos~ These neatly framed pictures look to be recent snapshots of the family here. A solemn unshaven man and a starry-eyed young woman hold two tiny children on their laps. The small girl has her arm around what presumably is her baby -brother, both smiling toothlessly. -~ -E -small neatly woven rug~ - This little rug has been delicately woven from fine materials, dark greens -and blues backing a purplish flower pattern that stands out vibrantly in the -otherwise stark surroundings. +brother, both smiling toothlessly. ~ S #11811 @@ -605,7 +605,7 @@ A Carpeted Hallway~ heat source. Soft lighting illuminates the cream walls and thick carpeting. A subtle orange glow comes from several plugged in nightlights, flickering gently almost like firelight, and the lingering smell of aromatic candles dances in the -air. +air. ~ 118 8 0 0 0 0 D0 @@ -633,22 +633,22 @@ subtle light at the bottom of the stairs. ~ 0 0 11810 E +sign~ + @BMUM AND DAD'S ROOM@n +~ +E nightlights~ These small plastic lights give off just enough illumination for walking around without bumping into things. ~ -E -sign~ - @BMUM AND DAD'S ROOM@n -~ S #11812 Their Room~ A gloriously large room has been carefully decorated with dark wood furniture and rich tones of burgundy and red. A delicate chandelier casts sparkling -flecks of light dancing over the softly coloured walls and lush cream carpet. +flecks of light dancing over the softly colored walls and lush cream carpet. A large double bed stands centrally against the northern wall, neatly made with -slippery satiny quilts and plump pillows. +slippery satiny quilts and plump pillows. ~ 118 8 0 0 0 0 D3 @@ -658,10 +658,9 @@ doorknob decorated with paintings of flowers. door red wood~ 1 0 11811 E -delicate chandelier~ - This pretty little light fixture has been made from glass beads and pendants -dangling from delicate metal chains. The resulting effect is one of a brilliant -shimmering dome of light. +slippery satiny quilts plump pillows~ + These soft padded blankets and pillows are covered with a shimmering red +fabric, the same rich color as a deep glass of wine. ~ E large double bed~ @@ -669,9 +668,10 @@ large double bed~ four-poster bed, large enough for two adults to sleep comfortably. ~ E -slippery satiny quilts plump pillows~ - These soft padded blankets and pillows are covered with a shimmering red -fabric, the same rich colour as a deep glass of wine. +delicate chandelier~ + This pretty little light fixture has been made from glass beads and pendants +dangling from delicate metal chains. The resulting effect is one of a brilliant +shimmering dome of light. ~ S #11813 @@ -680,7 +680,7 @@ A Spotless Bathroom~ walls. A pale blue counter top is neatly covered with various bottles of cleansers and lotions. Against the northern wall, a rather large and deep bath is surrounded with a pretty blue shower curtain, and a little oil burner stands -next to the sink, filling the room with the fragrance of lavender. +next to the sink, filling the room with the fragrance of lavender. ~ 118 8 0 0 0 0 D1 @@ -690,14 +690,9 @@ slightly askew as if the locking mechanism has been sabotaged. door~ 1 0 11811 E -various bottles cleansers lotions~ - Amongst these relatively unremarkable supplies are the visible brand names of -moisturisers and perfumes, most of them half-used. -~ -E -large deep bath~ - Sparkling white, this bathtub looks almost as if it is never used at all, -except for the big opened bottle of bubble bath that sits to the side. +little oil burner~ + This small cermaic pot holds a basin full of sweet smelling oil, a flickering +candle beneath it heating the liquid and filling the air with the aroma. ~ E pretty blue shower curtain~ @@ -705,9 +700,14 @@ pretty blue shower curtain~ jumping dolphins making up the rest of the scenery. ~ E -little oil burner~ - This small cermaic pot holds a basin full of sweet smelling oil, a flickering -candle beneath it heating the liquid and filling the air with the aroma. +large deep bath~ + Sparkling white, this bathtub looks almost as if it is never used at all, +except for the big opened bottle of bubble bath that sits to the side. +~ +E +various bottles cleansers lotions~ + Amongst these relatively unremarkable supplies are the visible brand names of +moisturisers and perfumes, most of them half-used. ~ S #11814 @@ -715,7 +715,7 @@ A Little Airing Cupboard~ Heat shimmers lazily in the air from the large metal pipes that run through this cupboard, making it almost stiflingly hot. The smell of fresh, warm fabric fills the air from the various piles of quilts, blankets and towels that fill -each wooden shelf. +each wooden shelf. ~ 118 8 0 0 0 0 D2 @@ -736,7 +736,7 @@ The Recreation Room~ appearance. Soft lamp shades glow from every corner, and a few brightly lit electronic games stand against the walls. A large stereo system hums quietly with unused volume, and a dart board hangs amidst several pinholes on the -northern wall. +northern wall. ~ 118 8 0 0 0 0 D2 @@ -746,9 +746,15 @@ furniture. ~ 0 0 11805 E -soft lamp shades~ - These shades are made from cream-coloured tassled fabric, the kind that shows -any speck of dust, only these are in absolutely pristine condition. +dart board~ + Seemingly well used, this circular board is filled with hundreds and hundreds +of tiny black holes, a great deal of them within the bullseye. +~ +E +large stereo system~ + This jet-black system blinks quietly with dozens of little green lights. +Two massive speakers stand either side of it, practically prickling with the +static of potential sound. ~ E electronic games~ @@ -756,24 +762,18 @@ electronic games~ facility, amongst the various flashing lights pinball and pacman can be seen. ~ E -large stereo system~ - This jet-black system blinks quietly with dozens of little green lights. -Two massive speakers stand either side of it, practically prickling with the -static of potential sound. -~ -E -dart board~ - Seemingly well used, this circular board is filled with hundreds and hundreds -of tiny black holes, a great deal of them within the bullseye. +soft lamp shades~ + These shades are made from cream-colored tassled fabric, the kind that shows +any speck of dust, only these are in absolutely pristine condition. ~ S #11816 A Cheery Kitchen~ - Warm and friendly colours decorate this whole room, soft amber walls + Warm and friendly colors decorate this whole room, soft amber walls complimenting gentle reddish tones in the wood counter tops and cupboards. The hard flooring is somewhat darker, laid in long wooden strips and polished until gleaming. The smell of spices and fresh baking bread fills the air, along with -the fading aroma of burning citrus candles. +the fading aroma of burning citrus candles. ~ 118 8 0 0 0 0 D1 @@ -795,7 +795,7 @@ A Grand Living Room~ in natural light and fresh breezes from outside, and tranquil music can be heard playing softly from nearby. Rich mahogany sofas padded with black leather stand against the eastern wall and a glass cabinet full of crystal stands to the north -along with three small steps continuing on. +along with three small steps continuing on. ~ 118 8 0 0 0 0 D0 @@ -817,15 +817,15 @@ with smells of cooking. ~ 0 0 11816 E -righ mahogany sofas~ - Carefully sculpted wooden frames hold a luxurious array of padded leather -cushions, the smooth black texture of the sofa looking comfortable and inviting. -~ -E glass cabinet crystal~ Smooth glassy shelves hold an array of crystal ornaments, tiny glittering swans and teddy bears sparkling in rows. ~ +E +righ mahogany sofas~ + Carefully sculpted wooden frames hold a luxurious array of padded leather +cushions, the smooth black texture of the sofa looking comfortable and inviting. +~ S #11818 The Music Room~ @@ -833,7 +833,7 @@ The Music Room~ delicate curtains whispering in the wind. Soft music plays from an elaborate sound system, and several cd racks are lined up against the wall. Rich burgundy carpet covers the whole of the floor, deep blood-red in stark contrast to the -pale cream coloured walls. +pale cream colored walls. ~ 118 8 0 0 0 0 D2 @@ -850,12 +850,12 @@ piano the most commonly featured kind. S #11819 A Big Wooden Patio~ - A glorious mountain scene spreads infinitely in every direction, greying + A glorious mountain scene spreads infinitely in every direction, graying peaks and crystal snow sparkling along the horizon, dotted here and there with dark green pine trees. This open patio is made of dark burgundy wood, coated with glossy sealant so that it shines as though marble. Creeping plants wind their way around each wooden post, bright fuschia and pink clematus flowers -blossming abundantly. +blossming abundantly. ~ 118 0 0 0 0 5 D1 @@ -877,7 +877,7 @@ A Large Outdoor Swimming Pool~ steam filling the air around this pool. Shallow at one end, it gradually grows deeper, a small metal ladder attached to the side at the deepest end. Green, blooming plants grow all around, large trees overhanging so that their trailing -branches caress the water with each breeze. +branches caress the water with each breeze. ~ 118 0 0 0 0 6 D0 @@ -893,33 +893,33 @@ music coming from within. ~ 0 0 11819 E -small metal ladder~ - This simple ladder is fastened to the side of the pool, enabling swimmers to -climb either in or out. +large trees~ + These gently swaying trees appear to be weeping willows, long trailing stems +hanging gracefully down from the bent trunks. ~ E green blooming plants~ Amongst the assorted flowers and greenery, hibiscus and clematus can be seen, -large red and magenta blossoms splashing colourfully through the green. +large red and magenta blossoms splashing colorfully through the green. ~ E -large trees~ - These gently swaying trees appear to be weeping willows, long trailing stems -hanging gracefully down from the bent trunks. +small metal ladder~ + This simple ladder is fastened to the side of the pool, enabling swimmers to +climb either in or out. ~ S #11821 Way to the Beginning~ To the east stands the large oak door of an impressive and beautiful house. -Vast mountainside slopes continually upward, the greying peaks topped with white +Vast mountainside slopes continually upward, the graying peaks topped with white clouds. Soft open breeze carries the green scent of growth and life, new grass and dark fragrant pine trees. Beautiful untouched landscape spans all around, -the grassy paths sparkling softly with a sprinkling of fresh dewy tears. +the grassy paths sparkling softly with a sprinkling of fresh dewy tears. ~ 118 4 0 0 0 5 D1 This large oakdoor is as magnificent as the expensive house that lies beyond -it, carved with beautiful patterning and polished until smooth and glossy. +it, carved with beautiful patterning and polished until smooth and glossy. ~ oakdoor~ 1 0 11803 @@ -938,7 +938,7 @@ leaves like scarlet tears, the ghostly wind hushing as it drifts restlessly here and there. The place has an air of quiet acceptance, and yet the air is uneasy, warm and soft one moment before changing to frosty chill the next. Little sparks flicker randomly in the air, murmuring as they linger, only to fade and -die like half spoken words. +die like half spoken words. ~ 118 0 0 0 0 2 D0 @@ -979,8 +979,8 @@ breathtakingly cold. To the north, a wooden door guards the way. 118 0 0 0 0 1 D0 This painted wooden door is relatively unnoteworthy, apart from its bright -blue colour. Time and dampness are already making their presence known through -the creeps of dark moulds that begin to infest the wood. +blue color. Time and dampness are already making their presence known through +the creeps of dark moulds that begin to infest the wood. ~ door~ 2 11823 11825 @@ -1031,7 +1031,7 @@ A Small Front Porch~ This small porch is cluttered with various coats and jackets hung against the walls. Scattered shoes are half heartedly flung onto and beneath the provided shoe rack, scrapes of dried mud and dirt darkening the faded yellow floor. A -slightly mouldy wooden door stands to the south, apparently the way outside. +slightly mouldy wooden door stands to the south, apparently the way outside. ~ 118 8 0 0 0 0 D1 @@ -1042,8 +1042,8 @@ furniture and wooden shelving. 0 0 11833 D2 This painted wooden door is relatively unnoteworthy, apart from its bright -blue colour. Time and dampness are already making their presence known through -the creeps of dark moulds that begin to infest the wood. +blue color. Time and dampness are already making their presence known through +the creeps of dark moulds that begin to infest the wood. ~ door~ 2 11823 11823 @@ -1064,7 +1064,7 @@ Top of the Stairs~ of cooking wafting from below. The carpet is pulled up in places, exposing a few little tacks that look painful to step on, a few half bent nails lying off to the sides as if renovation is being done here. Fresh breeze drafts in from -an window to the west, allowing a clear view out onto the street. +an window to the west, allowing a clear view out onto the street. ~ 118 8 0 0 0 0 D1 @@ -1075,7 +1075,7 @@ hallway from the descending stairs. 0 0 11827 D3 This large wooden window looks as though it is normally propped open, chips -of paint peeling off the window frame around. +of paint peeling off the window frame around. ~ window~ 1 0 11839 @@ -1096,7 +1096,7 @@ A Banistered Hallway~ slightly at the edges where it meets the wall. A wooden banister runs along the western side, guarding a potentially nasty slip down the stairs, and a single light hangs here, dark blotches visible on the light shade where various bugs -have been attracted to an untimely death. +have been attracted to an untimely death. ~ 118 8 0 0 0 0 D0 @@ -1135,7 +1135,7 @@ A Modest Bathroom~ Cramped but cheery, this little bathroom is laid with blue and white tiles, the deep bathtub surrounded by a pale bule shower curtain. A small frosted window looks out over the back garden, the glass pane propped up slightly so -that fresh air drifts around the room. +that fresh air drifts around the room. ~ 118 0 0 0 0 0 D2 @@ -1155,7 +1155,7 @@ Their Room~ A faded floral wallpaper lines the pale walls, a single lampshade hanging from the ceiling, casting a soft glow around the room. Dark wood furniture stands either side of the large double bed, a thick flowery quilt spread neatly -over it and several pillows propped against the headboard. +over it and several pillows propped against the headboard. ~ 118 8 0 0 0 0 D3 @@ -1175,8 +1175,8 @@ S A Banistered Hallway~ A long wooden railing runs along the western side of this hallway, simply carved posts standing far enough apart to allow a good view of the stairs -stretching beneath. The light coloured carpet is a bit worn, old stains and -fraying edges indicating its long overdue replacement. +stretching beneath. The light colored carpet is a bit worn, old stains and +fraying edges indicating its long overdue replacement. ~ 118 8 0 0 0 0 D0 @@ -1208,9 +1208,9 @@ S A Girl's Bedroom~ Pale pink, the walls are decorated with large stickers of cartoon characters. Lacey rose curtains blow gently in the wind, bright twirling suncatchers -capturing any rays of light and scattering them dancing around the room. -Little wooden dressers stand against the western wall, colourfully handpainted -with images from Bambi and Snow White. +capturing any rays of light and scattering them dancing around the room. +Little wooden dressers stand against the western wall, colorfully handpainted +with images from Bambi and Snow White. ~ 118 8 0 0 0 0 D3 @@ -1220,15 +1220,15 @@ paint peeling from its surface. door~ 1 0 11830 E -stickers cartoon characters wooden dressers images~ - Various depictions of Disney characters cover most of the wooden surfaces, -brightly and carefully hand-painted, although smudged with little fingerprints. -~ -E twirling suncatchers~ These pretty little suncatchers are made from long spirals of glass, attached to a silver thread and hung from the ceiling to twirl in the stirring air. ~ +E +stickers cartoon characters wooden dressers images~ + Various depictions of Disney characters cover most of the wooden surfaces, +brightly and carefully hand-painted, although smudged with little fingerprints. +~ S T 11834 #11832 @@ -1236,7 +1236,7 @@ A Boy's Bedroom~ Light shades of pastel blue coat the walls, the southern wall sloping strangely where it allows room for the stairs beneath. Brown carpet lines the flooring here, barely noticeable as the room is almost entirely filled with the -space of the bed and dresser alone. +space of the bed and dresser alone. ~ 118 8 0 0 0 0 D0 @@ -1245,16 +1245,16 @@ D0 door~ 1 0 11830 E -bed~ - Just a regular wooden bed, this little piece of furniture stands tucked as -closely against the wall as it can get, made with blue bedding. -~ -E dresser~ Made of plain, unfinished wood, this small dresser looks as if it were thrown together by hand, pressed tightly into the corner so as to take up the least amount of room. ~ +E +bed~ + Just a regular wooden bed, this little piece of furniture stands tucked as +closely against the wall as it can get, made with blue bedding. +~ S #11833 A Cozy Living Room~ @@ -1263,7 +1263,7 @@ beige, light sandy carpet covering the floor and tan armchairs settled into the western corners. A television stands here though it does not look often used, and a hanging light fixture casts the room in a warm subtle glow. Several family photos can be seen lining the walls, along with various cross-stitchings -and paintings. +and paintings. ~ 118 8 0 0 0 0 D0 @@ -1279,23 +1279,23 @@ shoes and coats. ~ 0 0 11825 E -television~ - This television is covered in a very fine layer of dust, indicating that it -has not been turned on for some time though it is large and prominent in the -room. +cross-stitchings paintings~ + These little works of art are obviously amateur but nonetheless very pretty, +portrayals of flowers and landscapes are the main subject, with one elaborate +stitching of a tiger placed in clear view. ~ E several family photos~ These smiling portraits display a young man, and a woman holding a baby along with four small children gathered around her. The older girl and boy look to be about seven, whereas the younger two girls are barely out of their toddler -years, one sucking contendedly on a dummy. +years, one sucking contendedly on a dummy. ~ E -cross-stitchings paintings~ - These little works of art are obviously amateur but nonetheless very pretty, -portrayals of flowers and landscapes are the main subject, with one elaborate -stitching of a tiger placed in clear view. +television~ + This television is covered in a very fine layer of dust, indicating that it +has not been turned on for some time though it is large and prominent in the +room. ~ S #11834 @@ -1304,7 +1304,7 @@ A Homey Kitchen~ the oven as the smells of fresh baking fill the air. Long wooden counters stand all the way around the room, a few plates stacked next to the metal sink. A large window looks out onto the back garden, the sound of gentle breezes -tinkling a windchime drifting through the house. +tinkling a windchime drifting through the house. ~ 118 8 0 0 0 0 D2 @@ -1323,7 +1323,7 @@ highchair pulled around it. Floral patterned walls are almost completely covered up with the drawings done by little children, the odd smudge or little handprint darkening the pale walls. Golden light streams from the overhead hanging lamps, an open window in the northern door displaying a beautiful view -of the garden. +of the garden. ~ 118 8 0 0 0 0 D0 @@ -1345,7 +1345,7 @@ An Empty Garage~ ghosts. There is not much here but concrete floor and wooden walls, a few dusty pieces of broken furniture discarded and left to rot in the shadows. The air is musty and chill, the low moaning of the wind echoing forlonly along the bare -walls. +walls. ~ 118 9 0 0 0 0 D1 @@ -1359,7 +1359,7 @@ A Large Flowering Garden~ fruits, the sweet smell of honeysuckle and gooseberries ebbing and flowing with the breeze. A row of bright yellow daffodils dance innocently to the east like golden bursts of sunfire, dark red roses spreading like a wound to the west, -scarlet petals dripping slowly onto the ground as the flowers wilt. +scarlet petals dripping slowly onto the ground as the flowers wilt. ~ 118 0 0 0 0 1 D0 @@ -1376,9 +1376,9 @@ A Treehouse Camp~ Crumbling bark and rustling leaves surround this little enclosure. Once a mighty tree, there is little now left but a hollow shell, slow decay beginning to claim even this. Old blankets have been fastened to some of the breaking -branches, coloured chalk pictures drawn here and there on the wood, and a large +branches, colored chalk pictures drawn here and there on the wood, and a large bundle of leaves carpets the ground, obviously meant to make this little -treecamp more comfortable. +treecamp more comfortable. ~ 118 8 0 0 0 0 D2 @@ -1393,12 +1393,12 @@ On the Roof of the Garage~ there where unfortunate birds have tried to land. All around, the rooftops of little brick houses can be seen, wisps of smoke unfurling lazily in the crisp air. Distant smokestacks rise high above the horizon, the twinkling of car -headlights passing through the shadowy air like shooting stars. +headlights passing through the shadowy air like shooting stars. ~ 118 0 0 0 0 1 D1 This large wooden window looks as though it is normally propped open, chips -of paint peeling off the window frame around. +of paint peeling off the window frame around. ~ window~ 1 0 11826 @@ -1408,7 +1408,7 @@ A Cluttered Front Porch~ A small closet stands to the west, packed full with hanging jackets and coats of various sizes. Scattered shoes in various states of disrepair lie kicked about, pieces of tape sticking out here and there from the more ragged ones, -streaks of mud and dirt darkening the scuffed floor. +streaks of mud and dirt darkening the scuffed floor. ~ 118 8 0 0 0 0 D1 @@ -1425,10 +1425,10 @@ D3 S #11841 The Livingroom~ - Light grey carpet has been worn almost bare and black where the constant + Light gray carpet has been worn almost bare and black where the constant passage of dirty feet has left its mark. The wallpapered wall is stained with the oily marks of handprints and is made to look even dingier by the lack of -proper lighting, just a dim yellow glow illuminating the place. +proper lighting, just a dim yellow glow illuminating the place. ~ 118 8 0 0 0 0 D1 @@ -1454,7 +1454,7 @@ The Livingroom~ of noise and light. The walls and carpet are dimmed with more than just shadow, disrepair and neglect leaving them worn and filthy. Pieces of food and mud are mingled together and tangled disgustingly in the unravelling fabric of the -floor. +floor. ~ 118 8 0 0 0 0 D0 @@ -1469,9 +1469,9 @@ S #11843 The Office~ The wall to the north has been crudely formed from wooden panelling, nailed -together to form a temporary kind of barrier between this room and the next. +together to form a temporary kind of barrier between this room and the next. Three desks stand against the walls, each holding various pieces of electronic -equipment and stationary supplies. +equipment and stationary supplies. ~ 118 8 0 0 0 0 D1 @@ -1486,7 +1486,7 @@ one lights the room. The floor is sticky with some sort of food residue, various dried and mouldy pieces scattered about the place. Even large objects have been kicked to the perimeters of the room, empty cereal boxes and souring milk cartons, pencils, hairbrushes, and cutlery all jumbled together with the -dirt. +dirt. ~ 118 8 0 0 0 0 D1 @@ -1507,7 +1507,7 @@ A Messy Kitchen~ A vile smell fills the air, like rotting fish and a thick slime covers the sink and soggy dishclothes alike. Dirty kitchen plates are stacked in fungating piles or simply dropped on the floor in places, pieces of broken ceramic brushed -to the sides amidst rusty streaks of blood. +to the sides amidst rusty streaks of blood. ~ 118 8 0 0 0 0 D1 @@ -1539,7 +1539,7 @@ S A Massive Garden~ A little concrete pathway leads to the east and the small porch there, long grasses dried brown by the dry climate. Only the flourishing yellow heads of -dandelions brighten the place with colour. +dandelions brighten the place with color. ~ 118 0 0 0 0 2 D0 @@ -1558,8 +1558,8 @@ S #11848 A Massive Garden~ A rusty toolshed stands here, blocked up with various pieces of equipment and -broken bicycles. The grasses too seem stained with the colour of bleeding -metal, the copper colour making the place seem even more dry and desert-like. +broken bicycles. The grasses too seem stained with the color of bleeding +metal, the copper color making the place seem even more dry and desert-like. ~ 118 0 0 0 0 2 D2 @@ -1577,7 +1577,7 @@ A Massive Garden~ Young trees are just beginning to flourish here, frail branches waving uncertainly in the air, tiny seedlings and leaves wafting dreamily about. The hard ground is slightly cracked, blistering with dryness benath the thick matted -carpet of dead and dying grass. +carpet of dead and dying grass. ~ 118 0 0 0 0 2 D1 @@ -1595,7 +1595,7 @@ By the Gazebo~ A beautiful wooden gazebo stands to the south, a large house standing further off to the east surrounded by flat brown grasses. Few flowers grow here, only scattered weeds and a few dark shrubs, most of the land too dry to support much -growth. +growth. ~ 118 0 0 0 0 2 D0 @@ -1613,11 +1613,11 @@ D2 S #11851 In the Basement~ - Cool white walls enclose this room, greyed with the markings of children's -handprints and smudged crayon colours. Thin grey carpeting covers this whole + Cool white walls enclose this room, grayed with the markings of children's +handprints and smudged crayon colors. Thin gray carpeting covers this whole open area, the large room extending off to the north and to the east. Pieces of food have scattered down from the stairs to the south, sticky black masses of -unidentifiable substance staining the floor. +unidentifiable substance staining the floor. ~ 118 8 0 0 0 0 D0 @@ -1642,7 +1642,7 @@ A Furnace Room~ The floor here is hard and unfinished, the jagged surface flickering with dark shadows from the furnace flame that dances here. Smooth metal panelling contains the fire, a small grid allowing the light and heat to fill the room, -large pipes carrying the warmth to the rest of the house. +large pipes carrying the warmth to the rest of the house. ~ 118 8 0 0 0 0 D1 @@ -1655,7 +1655,7 @@ In the Basement~ The air is chill here, an uncomfortable feeling of lingering presence permeating the air. Dark, sticky stains blacken the carpet, piles and piles of dirty laundry scattered about. The smell of must and mould fills the place, and -some other disgusting scent, metallic and nauseating. +some other disgusting scent, metallic and nauseating. ~ 118 8 0 0 0 0 D0 @@ -1678,14 +1678,14 @@ S #11854 A Girl's Bedroom~ Cement walls have been painted white here, although the paint looks almost as -if it has been rubbed away in places, leaving the cold stone-grey surface bare. +if it has been rubbed away in places, leaving the cold stone-gray surface bare. Shelving along the walls hold various little stuffed animals and toys, as well as a plastic radio that crackles as it plays some old, worn tape of panpipe music. A window on the western wall lets in a cool draft, wafting away a strong ammonia and chlorine smell, and a subtler metallic one. The carpet is light in places, contrasting noticeably with the darker patches of dirt as if it had been bleached in areas, and a streak of bloodied fingerprints smears the eastern -wall. +wall. ~ 118 8 0 0 0 0 D1 @@ -1699,7 +1699,7 @@ A Cold Bathroom~ linoleum floor is stained with different blends of disgusting looking substances, and the room stinks as if it has never been cleaned. The flickering light strip has had all the light bulbs but one removed, the dim glow mercifully -casting much of the sight here in shadow. +casting much of the sight here in shadow. ~ 118 8 0 0 0 0 D2 @@ -1714,7 +1714,7 @@ crude structure of wood panelling and hanging blankets separates the small square-ish area from the rest of the room, allowing for some privacy and seclusion although no doors or solid walls seal it off. A television set flickers dimly in the shadows, unwatched but left to buzz continually, as if there was a need -to fill the place with constant noise. +to fill the place with constant noise. ~ 118 8 0 0 0 0 D3 @@ -1727,7 +1727,7 @@ A Dimly-lit Sitting Room~ The walls here are rougly panelled with wood, giving it a somewhat cozy feel despite the coldness of the hard flooring. This appears to be a kind of reading area for children, a few cushions lie strewn about, as well as several well-used -children's books, and an old television set buzzes quietly to itself. +children's books, and an old television set buzzes quietly to itself. ~ 118 8 0 0 0 0 D2 @@ -1744,7 +1744,7 @@ The Crawl-space~ The ceiling dips very low here, just high enough for a small child to walk whilst stooping. Several thick wooden beams run crisscrossed along the ceiling, supporting the floor above, and metal heating and water pipes run like veins in -and out of the structure. +and out of the structure. ~ 118 9 0 0 0 0 D0 @@ -1765,7 +1765,7 @@ Storage in the Crawl-space~ A single broken lightbulb hangs here, pieces of sharp glass scattered along the freezing floor. A pingpong table has been turned on its side to separate this half of the crawl-space from the other. This side seemingly dedicated to -the storage of various items and foods. +the storage of various items and foods. ~ 118 9 0 0 0 0 D0 @@ -1778,7 +1778,7 @@ A Play Area in the Crawl-space~ The concrete walls have been painted bright white here, making the space look a little more cheery despite the coldness. Hand-drawn cartoon characters decorate most of the surfaces, various toys lying scattered about or set up in -various stages of play. +various stages of play. ~ 118 9 0 0 0 0 D1 @@ -1794,9 +1794,9 @@ S A Play Area in the Crawl-space~ A large metal pole stands in the center of this room, supporting the network of wooden beams overhead. A low thrumming sound vibrates through the whole -place as heat and water flow throuh the many pipes to the rest of the house. +place as heat and water flow throuh the many pipes to the rest of the house. It is very dark in this corner of the room, the brightness of the toys and -cartoon drawings contrasting with the sinister feel of the shadows. +cartoon drawings contrasting with the sinister feel of the shadows. ~ 118 9 0 0 0 0 D0 @@ -1809,7 +1809,7 @@ A Dark Hallway~ A large jagged hole gapes in the eastern wall, and the railing has been pulled from its place and left dangling at the side of the stairs. The carpet is thick and padded but beginning to fray in places, exposing sharp nails -beneath. +beneath. ~ 118 9 0 0 0 0 D0 @@ -1818,7 +1818,7 @@ D0 0 0 11865 D1 A dark door is attached crookedly with metal hinges, several slashes carved -through the surface; exposing the pale inner wood like glowing wounds. +through the surface; exposing the pale inner wood like glowing wounds. ~ door~ 1 0 11863 @@ -1836,12 +1836,12 @@ A Little Book Closet~ This tiny closet is stacked with shelves as high as the ceiling, a vague smell of must and mould wafting in the otherwise stagnant air. Yellowing and torn books are strewn haphazardly here and there, most covered with a thick -layer of cobwebs and dust. +layer of cobwebs and dust. ~ 118 9 0 0 0 0 D3 A dark door is attached crookedly with metal hinges, several slashes carved -through the surface; exposing the pale inner wood like glowing wounds. +through the surface; exposing the pale inner wood like glowing wounds. ~ door~ 1 0 11862 @@ -1851,7 +1851,7 @@ A Filthy Bathroom~ The floor looks as though it used to be blue tiles, a disgusting yellow grunge making it appear more green and filling the air with a revolting acrid smell. The toilet and counters look as though they have never been cleaned, -ugly stains and sticky grime covering almost every surface. +ugly stains and sticky grime covering almost every surface. ~ 118 8 0 0 0 0 D1 @@ -1864,7 +1864,7 @@ A Dark Hallway~ A single lightbulb flickers quietly here without a light shade, the stark ripples of light contrasting with the dark shadows that creep in from the rest of the surroundings. Streaked with grime, it is hard to separate the darkness -of the walls from the dirt. +of the walls from the dirt. ~ 118 8 0 0 0 0 D0 @@ -1889,8 +1889,8 @@ A Boy's Bedroom~ One wall of this room has been painted a deep navy blue, glow-in-the-dark stickers of stars and planets liberally decorating it, and a space-themed border runs around the top of the walls. Scattered lego bricks are embedded into the -grey carpet, various lego spacecraft in the works or completed, hanging from -invisible thread and lego stands. +gray carpet, various lego spacecraft in the works or completed, hanging from +invisible thread and lego stands. ~ 118 8 0 0 0 0 D3 @@ -1901,9 +1901,9 @@ S #11867 Their Room~ A large double bed stands in the center of the room, covered with slippery -quilts the deep colour of fresh blood. Dark wooden furniture accessorizes the +quilts the deep color of fresh blood. Dark wooden furniture accessorizes the rest of the room, piles of dirty laundry strewn all over the floor and draped -over the various furnishings. +over the various furnishings. ~ 118 8 0 0 0 0 D1 @@ -1931,10 +1931,10 @@ S #11869 The Bunkbed Room~ A horrible smell of souring milk and unwashed bedclothes is strong in the -air, the lighting dim and grey where most of the lightbulbs have been removed, +air, the lighting dim and gray where most of the lightbulbs have been removed, only one remaining in its socket. The room is long and wide, filled with as many beds and dressers as it can hold, what little remaining floorspace filled -with dirty laundry and piles of rubbish. +with dirty laundry and piles of rubbish. ~ 118 8 0 0 0 0 D1 @@ -1952,7 +1952,7 @@ The Bunkbed Room~ moisture and moulds that are beginning to thrive off the dampness and sugar-backed papering. The wall appears cracked beneath, a long split working its way up to the ceiling where a pretty unicorn border contrasts the ugly -darkness of the rest of the room. +darkness of the rest of the room. ~ 118 8 0 0 0 0 D3 @@ -1965,21 +1965,21 @@ T 11869 #11871 Under the Bed~ This small space is neatly concealed from the outside world, bed above and -grey carpet below, the gap around blocked on side by a wall and covered with +gray carpet below, the gap around blocked on side by a wall and covered with hanging blankets on the other. Everything seems suspended and silent here, only the occasional flicker of a creeping insect running across the floor, and the creaking of footsteps seems to disturb the stillness. The only way to get out -seems to be to crawl through the small gap. +seems to be to crawl through the small gap. ~ 118 9 0 0 0 0 S T 11869 #11872 Inside the Gazebo~ - This rosy coloured gazebo is fenced around with pretty lattice-work, five + This rosy colored gazebo is fenced around with pretty lattice-work, five posts supporting the domed hexagonal roof. Various climbing flowers crawl up the sides, most of them drying in the heat, filling the air with a condensed -perfume scent. +perfume scent. ~ 118 4 0 0 0 0 D0 @@ -1994,8 +1994,8 @@ into a bright phosphorescent blue, shining almost blindingly as if the fingers had smeared radioactive liquid instead of the original substance. It is not the only area that is glowing however, much of the wall covered in faded blue splotches or perhaps more disturbingly, smudged letters and words. The -naturally grey carpet is now luminous blue, brighter splashes here and there as -if some glowing paintball gun had been liberally used to decorate the place. +naturally gray carpet is now luminous blue, brighter splashes here and there as +if some glowing paintball gun had been liberally used to decorate the place. ~ 118 8 0 0 0 0 D1 @@ -2007,9 +2007,9 @@ T 11843 #11874 On the Tip of a Hill~ The ground here is made of pale pink rock, droplets of dew condensing and -trickling along the grassless ground, making it glisten and shine even more. +trickling along the grassless ground, making it glisten and shine even more. The surface slopes gently upward to the south, curving again abruptly down so -that only horizon can be seen. +that only horizon can be seen. ~ 118 0 0 0 0 4 D1 @@ -2026,7 +2026,7 @@ T 11834 On the Tip of a Hill~ The soft beige stone here has been worn until it is completely smooth, giving it an almost purposefully polished appearance. The gently curving surfaces are -flawless and almost reflective, covered in a fine sheen of moisture. +flawless and almost reflective, covered in a fine sheen of moisture. ~ 118 0 0 0 0 4 D2 @@ -2041,8 +2041,8 @@ S #11876 A Sloping Ridge~ A prominent crest curves around from the east to the west, a deep purplish -colour veining through the rock as though mineral rich waters once ran in -rivulets here, the tinted surface eroded until glossy and flawless. +color veining through the rock as though mineral rich waters once ran in +rivulets here, the tinted surface eroded until glossy and flawless. ~ 118 0 0 0 0 4 D0 @@ -2065,8 +2065,8 @@ S #11877 A Sloping Ridge~ The land slants upward gently, only to slope deeply downward toward the -south, rosy hues of purple mixing with the cool grey. Splotches of deeper -colour blossom here and there, permanent stains on the smooth stony canvas. +south, rosy hues of purple mixing with the cool gray. Splotches of deeper +color blossom here and there, permanent stains on the smooth stony canvas. ~ 118 0 0 0 0 4 D0 @@ -2088,10 +2088,10 @@ D3 S #11878 A Sloping Ridge~ - The rock becomes deep maroon in colour here, encrustations of salt powdering + The rock becomes deep maroon in color here, encrustations of salt powdering its surface as if brine water flowed through here at some point. Perfectly eroded, the chalk-like blemishes are all that spoil the smoothness, dulling the -natural shine of the stone. +natural shine of the stone. ~ 118 0 0 0 0 4 D1 @@ -2104,7 +2104,7 @@ A Sloping Ridge~ Deep purple stone rises gently before slanting steeply down to the south here, a faint vibration throbbing through the rock from some unseen source. A feeling of heat rises in the air, the very surface of the stone hot to the touch -as if warmed from within. +as if warmed from within. ~ 118 0 0 0 0 4 D3 @@ -2116,7 +2116,7 @@ S A Grave Plain~ The ground here is level and unblemished, fine soil ribbed slightly where the breeze has stirred it. No grass, rocks, or other features of any kind can be -seen, just the ground untouched and bare like a vast sandy canvas. +seen, just the ground untouched and bare like a vast sandy canvas. ~ 118 0 0 0 0 2 D0 @@ -2137,7 +2137,7 @@ A Grave Plain~ Flat and unmarked, the land stands blankly all around like some massive piece of unused parchment. Void of all plantlife and rockery, the only things noticeable are the slight ripples that work through the fine earth with each -breeze. +breeze. ~ 118 0 0 0 0 2 D0 @@ -2155,9 +2155,9 @@ D3 S #11882 A Grave Plain~ - Tawny-coloured prarie stretches far to the north, an unbroken canvas of + Tawny-colored prarie stretches far to the north, an unbroken canvas of smooth, pale soil. Gentle heat wafts from all around, a thick muggy humidity -lingering in the air and coating everything in sight with a subtle sheen. +lingering in the air and coating everything in sight with a subtle sheen. ~ 118 0 0 0 0 2 D0 @@ -2178,7 +2178,7 @@ Dark Grasses~ Dark soil is spread in furrows here, tall black grasses standing unyielding and stubborn against the breezes, almost more like the spines of cacti than any green flora. A deep shadow shrouds the place in gloom, the atmosphere clinging -and moist. +and moist. ~ 118 0 0 0 0 2 D0 @@ -2202,7 +2202,7 @@ S Dark Grasses~ The sandy soil is veined and crinkled like a withering autumn leaf, just as crisp and dry though the surrounding air is hot and humid. Thick black grasses -stand rigidly, covered with a slick shine of moisture. +stand rigidly, covered with a slick shine of moisture. ~ 118 0 0 0 0 2 D2 @@ -2234,7 +2234,7 @@ S Dark Grasses~ Long wiry grasses stand here and there, black and withered up like old trees, too weary to stand tall. The soft sandy soil is dark and ribbed, alive with the -dancing shadows of the swaying plant life. +dancing shadows of the swaying plant life. ~ 118 0 0 0 0 2 D0 @@ -2250,7 +2250,7 @@ S Dark Grasses~ Sinewy grasses stand stiffly here and there upon the brown ridged land, glossy with moisture and shining like black stalactites of oil. An oppressive -heat lingers in this place, a greasy film of wetness covering everything. +heat lingers in this place, a greasy film of wetness covering everything. ~ 118 0 0 0 0 2 D0 @@ -2274,7 +2274,7 @@ S Dark Grasses~ Tendrils of shadow sway and snake over the dark soil as the stiff grasses bend reluctantly to the wafting air. Sticky and claustrophobic, the damp -atmosphere seems to smother everything, filling the place with a tangy odour. +atmosphere seems to smother everything, filling the place with a tangy odour. ~ 118 0 0 0 0 2 D1 @@ -2290,7 +2290,7 @@ S Dark Grasses~ Bleak and sinister, only the weaving snake-like shadows of the coiled grasses seem to infuse this place with any life. Muggy and clinging the air seems -almost to coat everything with slime. +almost to coat everything with slime. ~ 118 0 0 0 0 2 D0 @@ -2304,9 +2304,9 @@ D1 S #11890 Dark Grasses~ - Dark, gloomy land stretches around, gently rippled by the wandering air. + Dark, gloomy land stretches around, gently rippled by the wandering air. Sinewy grasses whisper mournfully, bent and stiff as though aging black ghosts -that haunt the place. +that haunt the place. ~ 118 0 0 0 0 2 D0 @@ -2322,7 +2322,7 @@ S A Grave Plain~ Bland, unbroken land continues on to the north, shades of soft taupe glistening and stirring gently as the currents of air move, warmer air rising -from the ground itself as if some heat source lay somewhere far beneath. +from the ground itself as if some heat source lay somewhere far beneath. ~ 118 0 0 0 0 2 D0 @@ -2340,9 +2340,9 @@ D2 S #11892 A Grave Plain~ - Natural landscape stretches out widely here, fine, fawn-coloured soil spread + Natural landscape stretches out widely here, fine, fawn-colored soil spread like gently rippled icing over the flat terrain. A subtle heat stirs the air, -making it shimmer and shift slightly as though part of some mirage. +making it shimmer and shift slightly as though part of some mirage. ~ 118 0 0 0 0 2 D0 @@ -2363,7 +2363,7 @@ A Grave Plain~ Soft sandy ground levels out here, stretching far to the south in one continuous plane. The air is warm and humid, the sticky atmosphere smelling vaguely of salt as if this were at the side of some ocean, though there is no -sound of waves to be heard. +sound of waves to be heard. ~ 118 0 0 0 0 2 D0 @@ -2390,26 +2390,26 @@ Once you have counted them all, type look next ~ 118 24 0 0 0 0 E -next~ -How many F's did you get? -The answer is that there are 6 :) -Most people only count three as the brain does not process the F in the word of -PS. if you are really stuck, type LOOK TWO, to see exactly where the F's are -~ -E two 2~ @y@RF@yINISHED @RF@yILES ARE THE RE- SULT O@RF@y YEARS O@RF@y SCIENTI@RF@y- IC STUDY COMBINED WITH THE EXPERIENCE O@RF@y YEARS...@n ~ +E +next~ +How many F's did you get? +The answer is that there are 6 :) +Most people only count three as the brain does not process the F in the word of +PS. if you are really stuck, type LOOK TWO, to see exactly where the F's are +~ S #11895 By a Gentle Stream~ A babbling stream curves gently around here, the glassy surface broken with smooth pebbles and the falling petals from nearby trees. Clear mountain breezes wash cleanly over the land, filling the atmosphere with a peaceful, serene -feeling; a beautiful jagged view of the mountainsides spreading out below. +feeling; a beautiful jagged view of the mountainsides spreading out below. ~ 118 0 0 0 0 5 D2 @@ -2421,7 +2421,7 @@ T 11866 #11896 A Quiet Place~ Warm and softly dim, nothing here can be made out into any solid shape or -form. All around, distant watery colours and murmuring sounds fade and grow, +form. All around, distant watery colors and murmuring sounds fade and grow, all the world pulsing as if a giant heart beat. Everything of the normal world becomes jaded and still, only a vague awareness lingering of the ability to 'awaken'. @@ -2433,7 +2433,7 @@ T 11856 #11897 A Quiet Place~ Warm and softly dim, nothing here can be made out into any solid shape or -form. All around, distant watery colours and murmuring sounds fade and grow, +form. All around, distant watery colors and murmuring sounds fade and grow, all the world pulsing as if a giant heart beat. Everything of the normal world becomes jaded and still, only a vague awareness lingering of the ability to 'awaken'. @@ -2443,12 +2443,12 @@ S T 11899 #11899 A Street Corner~ - This long grey street is wet with puddles from the nearly constant rain here, + This long gray street is wet with puddles from the nearly constant rain here, the splashing sound of cars driving past and the cooing of pigeons as they -flutter overhead almost all there is to be heard. It seems mostly deserted, the -few people to be seen scurrying quickly about, faces down as they rush to their -destinations. All seems dim and dreary, the only warmth is the subtle glow of -light coming from a shop to the east. +flutter overhead is almost all there is to be heard. It seems mostly deserted, +the few people to be seen scurrying quickly about, faces down as they rush to +their destinations. All seems dim and dreary, the only warmth is the subtle +glow of light coming from a shop to the east. ~ 118 0 0 0 0 1 D1 diff --git a/lib/world/wld/12.wld b/lib/world/wld/12.wld index e23773f..153a8c8 100644 --- a/lib/world/wld/12.wld +++ b/lib/world/wld/12.wld @@ -2,7 +2,7 @@ The Meeting Room Of The Gods~ The meeting room is plain and very simple. A circular table sits in the middle of the room, lit by some unseen light source. There are many chairs -around the table, all empty. The Immortal Board Room is to the north. +around the table, all empty. The Immortal Board Room is to the north. ~ 12 8 0 0 0 0 D0 @@ -46,7 +46,7 @@ D0 S #1204 The Immortal Board Room~ - The main hang out of the Gods, the Immortal Board Room is the place to be. + The main hang out of the Gods, the Immortal Board Room is the place to be. Gods exchange messages here most every day. The eastern foyer is to the south. ~ 12 8 0 0 0 0 @@ -57,11 +57,11 @@ The Gods' Meeting Room is located to the south. 0 -1 34308 E original~ - The main hang out of the Gods, the Immortal Board Room is the place to be. + The main hang out of the Gods, the Immortal Board Room is the place to be. Gods exchange messages here most every day. The mortal board room is to the east and the meeting room for the gods is to the south. To the north is the Gods' Inn and to the west is a post office for Gods. In the northeast corner -you spot a small staircase leading upwards. +you spot a small staircase leading upwards. ~ S #1205 @@ -113,8 +113,8 @@ D3 S #1291 The Builders' Board Room~ - The Builder Academy zone begins in room 3. @RGOTO 3@n to begin your -training or if you need a refresher. TBA zone should be able to teach anyone, + The Builder Academy zone begins in room 3. @RGOTO 3@n to begin your +training or if you need a refresher. TBA zone should be able to teach anyone, no matter how new, the basics of building. The southern foyer is to the east. ~ 12 8 0 0 0 0 @@ -138,9 +138,9 @@ S #1293 The Halls Of Justice~ You are standing in a magnificent marble hall, the only exit is back to the -north. Statues of Karileena the goddess of Honour and Justice, are lining the +north. Statues of Karileena the goddess of Honor and Justice, are lining the walls. You realize this is where the exalted gods meet to discuss what course of -action to take against offenders in the realms. +action to take against offenders in the realms. ~ 12 8 0 0 0 0 D2 diff --git a/lib/world/wld/120.wld b/lib/world/wld/120.wld index f34ddb3..e8c0c06 100644 --- a/lib/world/wld/120.wld +++ b/lib/world/wld/120.wld @@ -31,12 +31,12 @@ trapdoor~ E pencils pencil~ An ordinary #2 lead pencil. Judging by the teeth marks on the shaft, the -user should see a dentist very soon! +user should see a dentist very soon! ~ E scorecards~ The cards all have been filled in with the judges evaluations of today's -combatants. It seems that Sparticus is having a good day. +combatants. It seems that Sparticus is having a good day. ~ S #12002 @@ -62,8 +62,8 @@ S The West Side Of The Commoner's Seating Area~ This is the western side commoner's seating area. There are row upon row of rough wooden benches bolted to the floor. There is stadium garbage -everywhere and the smell makes you want to puke. Stairs lead up to Caesar's -private box, a small ramp leads down to the playing field and a hallway +everywhere and the smell makes you want to puke. Stairs lead up to Caesar's +private box, a small ramp leads down to the playing field and a hallway leads south. ~ 120 0 0 0 0 1 @@ -86,7 +86,7 @@ E seats benches~ The benches are made of rough cut lumber that has dried and split over time. You would probably get splinters if sat on them. The words 'BURT WAS HERE' have -been carved into one of the benches with exquisite care. +been carved into one of the benches with exquisite care. ~ S #12004 @@ -110,7 +110,7 @@ There is an acrid smell coming from that direction. E marks scratches~ They look like they form the words "Onivel Cinemod Semaj" But you could be -mistaken. +mistaken. ~ S #12005 @@ -119,7 +119,7 @@ The Abandoned Gate~ blocking your way and judging by the amount of rust and foliage growing on the bars, it hasn't been open for years. Looking through the gate at the barren landscape that lies beyond, you can see why. A dirt road leads off to the east, -and a store is directly south. +and a store is directly south. ~ 120 0 0 0 0 1 D1 @@ -133,7 +133,7 @@ You can barely make out a storefront through the foliage. ~ 0 -1 12006 D3 -The gate has been permanently rusted shut and is further secured by a large +The gate has been permanently rusted shut and is further secured by a large chain and padlock. Don't even bother THINKING about trying to open it. ~ gate~ @@ -141,7 +141,7 @@ gate~ E gate~ The gate has been permanently rusted shut and is further secured by a large -chain and padlock. Don't even bother THINKING about trying to open it. +chain and padlock. Don't even bother THINKING about trying to open it. ~ S #12006 @@ -159,7 +159,7 @@ You can see a city gate to the north. ~ 0 -1 12005 D2 -There is a very secure looking door blocking your progress. +There is a very secure looking door blocking your progress. ~ door~ 2 12034 12007 @@ -167,7 +167,7 @@ E swords weapons armor halberds whips~ Titus has enough hardware in here to outfit a large army. Maybe that's why he has a lucrative contract to sell weapons to the Emperor's armies for -outrageous prices. +outrageous prices. ~ S #12007 @@ -179,14 +179,14 @@ years. The only exit is through a door to the north. ~ 120 9 0 0 0 0 D0 -Through the piles of weapons, you can see a door leading north to the rest of +Through the piles of weapons, you can see a door leading north to the rest of the store. ~ door~ 2 12034 12006 E weapons swords crates armor weapon sword crate~ - There are literally thousands of each. Take your pick. + There are literally thousands of each. Take your pick. ~ S #12008 @@ -208,7 +208,7 @@ landscape country~ You can see the entire city of Rome from here. The buildings housing the Roman government are to the east. To the south east, off in the distance, is the massive aqueduct and further in that direction lies the Mountain of the -Gods. +Gods. ~ S #12009 @@ -239,16 +239,16 @@ chariot~ You see a two wheeled open cart which is obviously meant to be pulled by horses. The flaming paint-job and the large '01' stenciled on the side identify the chariot as belonging to Drucilis 'Lightning-whip' Octavious, a favorite -driver of the masses. +driver of the masses. ~ E driver~ - The driver is too busy changing a wheel on his chariot to notice you. + The driver is too busy changing a wheel on his chariot to notice you. ~ E gladiator~ He is a big muscular man with lots of armor. He sizes you up and decides -that you aren't worth his time or trouble. +that you aren't worth his time or trouble. ~ S #12010 @@ -265,7 +265,7 @@ the games. ~ 0 -1 12009 D4 -You see a set of steps leading up into the spectator stands. +You see a set of steps leading up into the spectator stands. ~ ~ 0 -1 12003 @@ -274,7 +274,7 @@ gladiator~ He is in the final stages of a charge against his opponent... THUD! CLANG! CRASH!!!!... Judging from the blood and the amount of distance that now separates the gladiators head from the rest of his body, you can safely assume -that this was the final combat of his life. +that this was the final combat of his life. ~ S #12011 @@ -298,7 +298,7 @@ Rows of stone bleachers lie to the west. E leech leeches~ DISGUSTING! Each is about the size of matchbox and very slimy. You are VERY -glad that you have access to a cleric! +glad that you have access to a cleric! ~ S #12012 @@ -348,7 +348,7 @@ You hazard a guess that a bedroom lies in that direction. E furnishings furniture~ The furniture that you see is very simple and plain. It is made of rough -hewn wood and fastened together with nails. It looks very uncomfortable. +hewn wood and fastened together with nails. It looks very uncomfortable. ~ S #12014 @@ -366,14 +366,14 @@ You see the living quarters to the north. 0 -1 12013 E laundry wash clothing~ - It smells of sweat and is covered with mud. + It smells of sweat and is covered with mud. ~ S #12015 The Noblemans' Box~ - These are the 'better' seats used primarily by the upper class of Rome. + These are the 'better' seats used primarily by the upper class of Rome. There is a large seating area to the east and a staircase leading up here. The -view of the chariot track is pretty good. +view of the chariot track is pretty good. ~ 120 0 0 0 0 0 D1 @@ -419,7 +419,7 @@ look around you, and all you see is tawny fur and gaping jaws... it is too late to run, too late to hide. Twelve lions rip you and your belongings into a gory mass of bloodied leather, bronze, and bone. - What's that old saying? + What's that old saying? Cats killed the curious? Something like that, I'm sure... ~ 120 12 0 0 0 0 @@ -489,7 +489,7 @@ stomach are strongly suggesting that you use it. ~ 120 8 0 0 0 0 D3 -The living quarters lie in that direction. Why don't you stop pussyfooting +The living quarters lie in that direction. Why don't you stop pussyfooting around and go that way??!! Please? ~ ~ @@ -497,7 +497,7 @@ around and go that way??!! Please? E roll paper~ Hey!! This is first-class stuff!! - White Cloud brand with lotion. The -roll is about half-used. +roll is about half-used. ~ E hole toilet~ @@ -505,7 +505,7 @@ hole toilet~ pool black water about 2 feet below the surface of the ground. As you lean closer to get a better look, your nose catches a concentrated dose of the fragrant aroma wafting upwards. Your stomach decides that it has had enough of -this shoddy treatment and you puke until it is empty. +this shoddy treatment and you puke until it is empty. ~ S #12021 @@ -562,10 +562,10 @@ You see hundreds, perhaps thousands of people. S #12024 The East Entrance To The Coliseum~ - You are standing at the east entrance to the Coliseum. There are people -everywhere, apparently in a mad rush to get in. A statue of Tiberius, an -Emperor of a time long since passed, stands here looking out over the crowd. -There is a passage to the north, the ticket booth is to the south and a gate + You are standing at the east entrance to the Coliseum. There are people +everywhere, apparently in a mad rush to get in. A statue of Tiberius, an +Emperor of a time long since passed, stands here looking out over the crowd. +There is a passage to the north, the ticket booth is to the south and a gate opening to the city lies to the east. ~ 120 4 0 0 0 1 @@ -586,7 +586,7 @@ There are VERY long lines standing outside the ticket booth. 0 -1 12025 E statue tiberius~ - The statue of Tiberius, made of iron, stands here. + The statue of Tiberius, made of iron, stands here. ~ S #12025 @@ -594,7 +594,7 @@ The Ticket Booth~ Long lines are standing here, waiting to buy tickets. There are three vendors working furiously. Ticket stubs litter the ground and you can see that the people are getting very impatient. There is a large, open cashbox -here. Main entrances to the Coliseum are to the north and west. +here. Main entrances to the Coliseum are to the north and west. ~ 120 8 0 0 0 0 D0 @@ -612,7 +612,7 @@ cashbox~ It is a shame that the exchange rate for Roman money is so low. What amounts to a fortune in Rome isn't even worth one gold coin. The contents of the box add up to about... Well forget it. It isn't worth your time or trouble to -carry it around. +carry it around. ~ S #12026 @@ -640,7 +640,7 @@ The road leads west towards the highway. E structure~ That would probably be the Coliseum. There are a few good matches scheduled -for today. +for today. ~ S #12027 @@ -678,23 +678,23 @@ E trees tree shrubs shrub plants plant~ All of the plants, trees and shrubs are perfectly trimmed, without so much as a dead leaf anywhere to be seen. You welcome the shade that they give from the -harsh sun above. +harsh sun above. ~ E Neptune~ The statue of Neptune is made of pure jade and is holding a crystal trident. It is sitting in the center of a small pond which has hundreds of beautiful fish -swimming in it. +swimming in it. ~ E Jupiter~ A statue made of pure gold depicts Jupiter sitting on his throne. The throne -looks like it is made of silver. +looks like it is made of silver. ~ E Venus~ Venus, the Roman goddess of beauty and knowledge is displayed in a all of her -splendor. +splendor. ~ S #12028 @@ -715,17 +715,17 @@ You see a well manicured path that winds through the estate. E furniture~ You hope to eventually be able to own a piece of furniture just like these -someday. These are only dreams, of course. +someday. These are only dreams, of course. ~ E windows~ They are intricate and the scenes that they depict cast honor on several of -the gods. +the gods. ~ E floor tile~ Very expensive! A lot of master craftsmen labored long and hard to produce -such a work of art. +such a work of art. ~ S #12029 @@ -747,11 +747,11 @@ Nero Drive continues in that direction. 0 -1 12030 E road~ - The road is wide and very muddy. + The road is wide and very muddy. ~ E gate~ - The gate is made of solid iron and is well maintained. + The gate is made of solid iron and is well maintained. ~ S #12030 @@ -833,13 +833,13 @@ aqueduct and buildings of the Roman government. E aqueduct~ To the southeast, off in the distance, stands a large stone structure that is -used to channel water into the city. +used to channel water into the city. ~ E vendor vendors~ There are several sidewalk vendors here, selling fresh fruits and vegetables, home baked goods, fine jewelry and other items. Most of the items for sale are -of very high quality. +of very high quality. ~ S #12033 @@ -924,7 +924,7 @@ gate~ 2 -1 -1 E gate~ - The gate appears to be closed and locked against intruders. + The gate appears to be closed and locked against intruders. ~ S #12036 @@ -952,23 +952,23 @@ door wooden~ 2 12035 12037 E flowers plants flower plant~ - The plants contribute to a very relaxing atmosphere. + The plants contribute to a very relaxing atmosphere. ~ E bookcase books~ The books are very old and contain the wisdom of wise men from throughout the -entire Roman empire. They appear to be collecting dust. +entire Roman empire. They appear to be collecting dust. ~ E documents decrees paperwork document decree papers paper~ The documents are all written on reed scrolls made in Egypt and have been -sealed with wax. +sealed with wax. ~ E desk~ The desk is made of solid walnut and gold inlay. It is exquisitely carved with superior craftsmanship, the likes of which has rarely been seen. It was -probably brought to Rome from Gaul. +probably brought to Rome from Gaul. ~ S #12037 @@ -1032,8 +1032,8 @@ There are large crowds of people in that direction. 0 -1 12032 E crowds people~ - It looks like some kind of bizarre or festival is occurring to the west. -There are hundreds of people of all classes shopping, talking or eating. + It looks like some kind of bizarre or festival is occurring to the west. +There are hundreds of people of all classes shopping, talking or eating. ~ S #12040 @@ -1065,13 +1065,13 @@ sign~ E aqueduct~ The aqueduct is a massive stone structure that channels water into Rome from -the Mountain of the Gods. During the rainy season, it is filled to the top. -However, due to recent drought, the water level appears to be very low. +the Mountain of the Gods. During the rainy season, it is filled to the top. +However, due to recent drought, the water level appears to be very low. ~ E telescope~ If it were operational, it would offer a spectacular view of the Mountain of -the Gods. Unfortunately, it appears to have been vandalized. +the Gods. Unfortunately, it appears to have been vandalized. ~ S #12041 @@ -1107,7 +1107,7 @@ E slime algae~ Due to the availability of moisture and nutrients, a green, viscous slime has grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. +way to drip on you. ~ S #12042 @@ -1142,7 +1142,7 @@ You see the south gate through the door. E fog mist~ This is some really strange stuff! You have never seen anything this color -before. Your legs are totally obscured from the knee down. +before. Your legs are totally obscured from the knee down. ~ S #12043 @@ -1155,7 +1155,7 @@ and an exit leads south to the foyer. ~ 120 8 0 0 0 0 D1 -There is a sign on the door that says: MUNICIPAL COURT OF ROME. It appears +There is a sign on the door that says: MUNICIPAL COURT OF ROME. It appears to be open. ~ ~ @@ -1216,11 +1216,11 @@ The steps terminate onto Clay Avenue. 0 -1 12046 E statue statues~ - There is really nothing noteworthy about them. + There is really nothing noteworthy about them. ~ E stairs stairway steps~ - The stairs are immaculately polished and made of white marble. + The stairs are immaculately polished and made of white marble. ~ S #12046 @@ -1254,12 +1254,12 @@ There are some white marble steps leading up. E mountain~ Off to the southwest, you can see a huge mountain that is partially obscured -by the haze. It is rumored that the gods reside there and protect the city. +by the haze. It is rumored that the gods reside there and protect the city. ~ E stone structure aqueduct~ You see a massive stone structure, built several centuries ago, that is used -to channel water into the city. +to channel water into the city. ~ S #12047 @@ -1309,7 +1309,7 @@ E slime algae~ Due to the availability of moisture and nutrients, a green viscous slime has grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. +way to drip on you. ~ S #12049 @@ -1325,13 +1325,13 @@ wand... Possibly the one responsible for the explosion a few minutes ago. He removes a jeweler's loupe from his eye as he turns around. 'How in the name of Merlin did you get in here??!! ' he asks. 'Oh, nevermind! Since you are here, you can serve as witnesses to the final test of the new mages' spell: -"ectowatt". ' With this he makes a magical gesture and a paladin appears. +"ectowatt". ' With this he makes a magical gesture and a paladin appears. Crossing his fingers, Froboz waves the wand his direction and what happens next is incredible! The Paladin is enveloped in what appears to be a small, well contained, thermonuclear explosion. When the smoke clears you can see that the paladin and all of equipment has been reduced to a large pile of flaming cinders. Froboz throws his head back and cackles with insane glee. 'Now, my -young friends, what can I do for you? ', he asks. +young friends, what can I do for you? ', he asks. ~ 120 8 0 0 0 0 D3 @@ -1342,22 +1342,22 @@ door~ E cinders ashes pile~ The ashes are a very fine grayish white powder that seems to be the only -worldly remains of Froboz's "test specimens". +worldly remains of Froboz's "test specimens". ~ E workbench workbenches tubes beakers crucibles dishes~ These are all tools of great power. You cannot even begin to understand what -any of this stuff does. +any of this stuff does. ~ S #12050 The Courtroom~ - You stand inside of a large courtroom in which common civil disputes and + You stand inside of a large courtroom in which common civil disputes and criminal matters are decided. There is a judge's bench and a witness stand on the far side of the room and a jury's box along side. The Emperor's seal is prominently displayed on the wall behind the judge's stand, reminding all -who enter that he is an extension of his highness. There is a door, possibly -leading to the judge's chambers, to the east and the waiting room is to the +who enter that he is an extension of his highness. There is a door, possibly +leading to the judge's chambers, to the east and the waiting room is to the west. ~ 120 8 0 0 0 0 @@ -1378,21 +1378,21 @@ The waiting room lies in that direction. 0 -1 12043 E seal~ - The seal of the Emperor is mounted above the judge's stand. + The seal of the Emperor is mounted above the judge's stand. ~ E bench stand box jury~ You see large wooden structures that are designed to separate the judge, jury and witnesses from the rest of the courtroom. They are made of polished oak and -are strictly functional. +are strictly functional. ~ S #12051 The East Gate Of Rome~ - You are standing inside of the eastern gate of Rome. There are two tall -spires built into the city wall, from which the guards can see the whole -eastern side of the city. The gate is currently open and to the east, -there is a heavily used road, made of packed clay, that leads out of Rome. + You are standing inside of the eastern gate of Rome. There are two tall +spires built into the city wall, from which the guards can see the whole +eastern side of the city. The gate is currently open and to the east, +there is a heavily used road, made of packed clay, that leads out of Rome. Another road leads westward into the city. ~ 120 0 0 0 0 1 @@ -1409,7 +1409,7 @@ The clay street leads into the city. E gate~ The gate is fabricated from iron and has been designed to keep intruders out -of the city. +of the city. ~ E spires towers~ @@ -1419,9 +1419,9 @@ manned by the city guards. They are made of stone and stand about 40 feet tall. S #12052 A Mountain Path~ - You stand on a small trail that leads up and down. It has recently been + You stand on a small trail that leads up and down. It has recently been raining and there are small puddles everywhere. You are just below the -clouds and the view of the surrounding countryside is breathtaking. +clouds and the view of the surrounding countryside is breathtaking. ~ 120 0 0 0 0 5 D4 @@ -1436,7 +1436,7 @@ The trail leads down. 0 -1 12056 E trail~ - The mountain trail is a little muddy, due to the recent rains. + The mountain trail is a little muddy, due to the recent rains. ~ S #12054 @@ -1472,7 +1472,7 @@ E slime algae~ Due to the availability of moisture and nutrients, a green, viscous slime has grown and covered the everything with a slippery coating. It seems to go out of -its way to drip on you. +its way to drip on you. ~ S #12055 @@ -1491,11 +1491,11 @@ E papers documents~ There are hundreds of pages of petitions, lawsuits and court orders sitting on the desk. One particularly interesting case involves a nobleman, a slave and -a roll of toilet paper. +a roll of toilet paper. ~ E tombs books~ - The books are very large and filled with Roman legal precedent. + The books are very large and filled with Roman legal precedent. ~ S #12056 @@ -1518,12 +1518,12 @@ You see a small trail, leading down. 0 -1 12059 E trail path~ - The path is a little muddy, possibly due to a recent thundershower. + The path is a little muddy, possibly due to a recent thundershower. ~ E tree trees vegetation~ All of the vegetation is lush, green and in full bloom. You wish that you -could take the time to stop and enjoy it properly. +could take the time to stop and enjoy it properly. ~ S #12057 @@ -1560,12 +1560,12 @@ E slime algae~ Due to the availability of moisture and nutrients, a green, viscous slime has grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. +way to drip on you. ~ S #12058 The Valley Of The Gods~ - You stand in a tranquil valley at the base of a large mountain. A quiet + You stand in a tranquil valley at the base of a large mountain. A quiet stream, with fruit trees growing along its banks, winds its way peacefully through the valley and enters a large stone structure that lies to the west. There are birds singing and every now and then a ripple breaks the surface @@ -1586,21 +1586,21 @@ E trees fruit~ The fruit trees, nourished by the fertile ground at the edge of the stream and sustained by the brilliant sunshine, line the banks of the stream and are -laden with fruit. +laden with fruit. ~ E fish~ - A variety of species swims peacefully in the cool, clear water. + A variety of species swims peacefully in the cool, clear water. ~ E stream brook~ A stream of the clearest, cleanest water that you have ever seen winds its -way through the valley. +way through the valley. ~ S #12059 A Mountain Path~ - You are standing on a path that leads up through a stand of large trees. + You are standing on a path that leads up through a stand of large trees. Everything is green and it seems like eternal spring - this is Mother Nature at her finest. It is possible to descend into a tranquil valley from here. ~ @@ -1618,7 +1618,7 @@ The path widens out into a tranquil valley. E trees~ The trees are old and tower hundreds of feet above the ground. If you stand -still and listen carefully, you can hear the birds singing. +still and listen carefully, you can hear the birds singing. ~ S #12060 @@ -1640,7 +1640,7 @@ D1 E cells cell~ You can see small and very cramped cells which are filthy. You shiver and -vow to never do anything that would cause you to become a resident. +vow to never do anything that would cause you to become a resident. ~ S #12061 @@ -1671,8 +1671,8 @@ D1 S #12063 The General Store~ - You are standing in the only general store of Rome. The walls and shelves -are covered with all of the various items required by Roman citizens and + You are standing in the only general store of Rome. The walls and shelves +are covered with all of the various items required by Roman citizens and stalwart adventurers. Clay Avenue lies to the south. ~ 120 8 0 0 0 0 diff --git a/lib/world/wld/125.wld b/lib/world/wld/125.wld index 0bac0d3..6b892c0 100644 --- a/lib/world/wld/125.wld +++ b/lib/world/wld/125.wld @@ -24,9 +24,9 @@ Objects : 22 Shops : 4 Triggers : 1 Theme : A city that was slaughtered by orcs, goblins, and trolls. -Notes : The remaining citizens are hiding out in the temple while the - city guards are trying to clean up the streets. - +Notes : The remaining citizens are hiding out in the temple while the + city guards are trying to clean up the streets. + Zone: 125 was linked to the following zones: 106 Elcardo at 12500 (south) ---> 10657 ~ @@ -72,7 +72,7 @@ S Main Street~ You are walking along the main street of the City of Hannah. As you look at the beautifully designed buildings which line the street, you expect hundreds -of townspeople to appear going about their daily chores. +of townspeople to appear going about their daily chores. ~ 125 0 0 0 0 0 D0 @@ -88,7 +88,7 @@ S Main Street~ You are walking along the main street of the City of Hannah. As you look at the beautifully designed buildings which line the street, you expect hundreds -of townspeople to appear going about their daily chores. +of townspeople to appear going about their daily chores. ~ 125 0 0 0 0 0 D0 @@ -134,7 +134,7 @@ S Main Street~ You are walking along the main street of the City of Hannah. As you look at the beautifully designed buildings which line the street, you expect hundreds -of townspeople to appear going about their daily chores. +of townspeople to appear going about their daily chores. ~ 125 0 0 0 0 0 D0 @@ -150,7 +150,7 @@ S Main Street~ You are walking along the main street of the City of Hannah. As you look at the beautifully designed buildings which line the street, you expect hundreds -of townspeople to appear going about their daily chores. +of townspeople to appear going about their daily chores. ~ 125 0 0 0 0 0 D0 @@ -165,11 +165,11 @@ S #12507 Intersection of Main Street and High Street~ You have come upon yet another intersection. To the south you see main -street and the Temple of Hannah. High Street runs east and west from here. +street and the Temple of Hannah. High Street runs east and west from here. You are still amazed at the carnage that must have taken place here a long time age as skeletal remains are shoveled up into large piles everywhere. Someone or something must really care about this city to be working so hard to clean -it. +it. ~ 125 0 0 0 0 0 D1 @@ -189,7 +189,7 @@ S High Street~ You are walking along the northern most street in the City of Hannah. The area is a total disaster scene. Armor and skeletal remains are strewn about. -It looks as if whatever battle happened here focused through this area. +It looks as if whatever battle happened here focused through this area. ~ 125 0 0 0 0 0 D1 @@ -205,7 +205,7 @@ S High Street~ You are walking along the northern most street in the City of Hannah. The area is a total disaster scene. Armor and skeletal remains are strewn about. -It looks as if whatever battle happened here focused through this area. +It looks as if whatever battle happened here focused through this area. ~ 125 0 0 0 0 0 D1 @@ -221,7 +221,7 @@ S Intersection of Onyx Avenue and High Street ~ You have come to a large vacated intersection. Debris lays about everywhere and the area is a total wreck. A sign here reads that Onyx Avenue leads to the -south while High Street leads east. +south while High Street leads east. ~ 125 0 0 0 0 0 D1 @@ -237,7 +237,7 @@ S Onyx Avenue~ You are walking along an avenue carved of pure onyx. Even though it is in disrepair you can tell at one time this was a grand avenue. You walk carefully -as the onyx is very slick. +as the onyx is very slick. ~ 125 0 0 0 0 0 D0 @@ -253,7 +253,7 @@ S Onyx Avenue~ You are walking along an avenue carved of pure onyx. Even though it is in disrepair you can tell at one time this was a grand avenue. You walk carefully -as the onyx is very slick. +as the onyx is very slick. ~ 125 0 0 0 0 0 D0 @@ -269,7 +269,7 @@ S Onyx Avenue~ You are walking along an avenue carved of pure onyx. Something is different here than any other area along the avenue. As you look around you notice a -hidden alley to the east. +hidden alley to the east. ~ 125 0 0 0 0 0 D0 @@ -289,7 +289,7 @@ S Onyx Avenue~ You are walking along an avenue carved of pure onyx. Even though it is in disrepair you can tell at one time this was a grand avenue. You walk carefully -as the onyx is very slick. +as the onyx is very slick. ~ 125 0 0 0 0 0 D0 @@ -305,7 +305,7 @@ S Onyx Avenue~ You are walking along an avenue carved of pure onyx. Even though it is in disrepair you can tell at one time this was a grand avenue. You walk carefully -as the onyx is very slick. +as the onyx is very slick. ~ 125 0 0 0 0 0 D0 @@ -320,7 +320,7 @@ S #12516 Intersection of Onyx Avenue and Trenton Street~ You have come upon a desolate intersection. A lonely sign reads that Onyx -Avenue leads to the north as Trenton Avenue leads to the east. +Avenue leads to the north as Trenton Avenue leads to the east. ~ 125 0 0 0 0 0 D0 @@ -336,7 +336,7 @@ S Trenton Avenue~ You are walking along a crumbling avenue. It appears someone or something is trying to clean up the area as several large piles of debris are swept up -into heaps of trash. +into heaps of trash. ~ 125 0 0 0 0 0 D1 @@ -352,7 +352,7 @@ S Trenton Avenue~ You are walking along a crumbling avenue. It appears someone or something is trying to clean up the area as several large piles of debris are swept up -into heaps of trash. +into heaps of trash. ~ 125 0 0 0 0 0 D1 @@ -368,7 +368,7 @@ S Trenton Avenue~ You are walking along a crumbling avenue. It appears someone or something is trying to clean up the area as several large piles of debris are swept up -into heaps of trash. +into heaps of trash. ~ 125 0 0 0 0 0 D1 @@ -384,7 +384,7 @@ S Trenton Avenue~ You are walking along a crumbling avenue. It appears someone or something is trying to clean up the area as several large piles of debris are swept up -into heaps of trash. +into heaps of trash. ~ 125 0 0 0 0 0 D1 @@ -400,7 +400,7 @@ S Intersection of Trenton Avenue and Plexus Street~ You have come upon what appears to have once been a busy intersection. A sign says that Plexus Avenue leads to the north while Trenton Avenue leads -west. +west. ~ 125 0 0 0 0 0 D0 @@ -417,7 +417,7 @@ Plexus Street~ This avenue appears to be a lot cleaner than the rest. Some of the shops and restaurants that line the street seem to have been cleaned up and look as if you could start a business here. Whomever has been working here has -obviously spent many a day here. +obviously spent many a day here. ~ 125 0 0 0 0 0 D0 @@ -434,7 +434,7 @@ Plexus Street~ This avenue appears to be a lot cleaner than the rest. Some of the shops and restaurants that line the street seem to have been cleaned up and look as if you could start a business here. Whomever has been working here has -obviously spent many a day here. +obviously spent many a day here. ~ 125 0 0 0 0 0 D0 @@ -448,8 +448,8 @@ D2 S #12524 Plexus Street~ - You are traveling along Plexus Street but you notice something different. -As you look around the area you suddenly notice a hidden alley to the west. + You are traveling along Plexus Street but you notice something different. +As you look around the area you suddenly notice a hidden alley to the west. ~ 125 0 0 0 0 0 D0 @@ -470,7 +470,7 @@ Plexus Street~ This avenue appears to be a lot cleaner than the rest. Some of the shops and restaurants that line the street seem to have been cleaned up and look as if you could start a business here. Whomever has been working here has -obviously spent many a day here. +obviously spent many a day here. ~ 125 0 0 0 0 0 D0 @@ -487,7 +487,7 @@ Plexus Street~ This avenue appears to be a lot cleaner than the rest. Some of the shops and restaurants that line the street seem to have been cleaned up and look as if you could start a business here. Whomever has been working here has -obviously spent many a day here. +obviously spent many a day here. ~ 125 0 0 0 0 0 D0 @@ -503,7 +503,7 @@ S Intersection of High Street and Plexus Avenue~ You have come upon another intersection. This one isn't as large as all the other intersections but it still looks as if it were well used. A sign here -says High Street leads to the west while Plexus Avenue leads south. +says High Street leads to the west while Plexus Avenue leads south. ~ 125 0 0 0 0 0 D2 @@ -520,7 +520,7 @@ Entrance to the Temple~ You have entered the Temple of Hannah. This room looks completely untouched as if the carnage that happened to the town never happened. Whomever attacked this town obviously did not reach this area. You are startled to hear voices. -Human voices coming from further within the temple! +Human voices coming from further within the temple! ~ 125 12 0 0 0 0 D0 @@ -536,7 +536,7 @@ S High Street~ You are walking along the northern most street in the City of Hannah. The area is a total disaster scene. Armor and skeletal remains are strewn about. -It looks as if whatever battle happened here focused through this area. +It looks as if whatever battle happened here focused through this area. ~ 125 0 0 0 0 0 D1 @@ -552,7 +552,7 @@ S High Street~ You are walking along the northern most street in the City of Hannah. The area is a total disaster scene. Armor and skeletal remains are strewn about. -It looks as if whatever battle happened here focused through this area. +It looks as if whatever battle happened here focused through this area. ~ 125 0 0 0 0 0 D1 @@ -567,7 +567,7 @@ S #12531 A dark, hidden alley ~ You have entered an area that you probably shouldn't have. It is very dark -here and you hear all kinds of weird noises. +here and you hear all kinds of weird noises. ~ 125 1 0 0 0 0 D1 @@ -582,7 +582,7 @@ S #12532 A dark, hidden alley ~ You have entered an area that you probably shouldn't have. It is very dark -here and you hear all kinds of weird noises. +here and you hear all kinds of weird noises. ~ 125 1 0 0 0 0 D1 @@ -597,7 +597,7 @@ S #12533 A dark, hidden alley ~ You have entered an area that you probably shouldn't have. It is very dark -here and you hear all kinds of weird noises. +here and you hear all kinds of weird noises. ~ 125 1 0 0 0 0 D1 @@ -612,7 +612,7 @@ S #12534 A dark, hidden alley ~ You have entered an area that you probably shouldn't have. It is very dark -here and you hear all kinds of weird noises. +here and you hear all kinds of weird noises. ~ 125 5 0 0 0 0 D1 @@ -628,7 +628,7 @@ S A hall in the Temple~ Pictures of ex-mayors line the walls. A few townspeople wonder around here chatting with one another. You notice that the hallway ends in the next room -and splits off into two directions. +and splits off into two directions. ~ 125 8 0 0 0 0 D0 @@ -644,7 +644,7 @@ S An intersection inside the Temple of Hannah~ Townspeople walk about and you notice a few guards here and there. People glance at you as they walk past. You notice several holy men standing in a -small circle chanting. The hallway leads to the east and west from here. +small circle chanting. The hallway leads to the east and west from here. ~ 125 8 0 0 0 0 D1 @@ -664,7 +664,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -680,7 +680,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -696,7 +696,7 @@ S A corner in a hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D0 @@ -712,7 +712,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D0 @@ -733,7 +733,7 @@ A beautifully manicured courtyard~ Large rose bushes line the walkway as small birds chirp around the courtyard. A row of benches sit on either side of the walkway as citizens of the town sit about talking with each other. You notice a shaded empty bench -beneath a large pin oak tree that looks like a nice place to take a break. +beneath a large pin oak tree that looks like a nice place to take a break. ~ 125 8 0 0 0 0 D0 @@ -749,7 +749,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D0 @@ -773,7 +773,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -789,7 +789,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -805,7 +805,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -821,7 +821,7 @@ S A corner in the hallway in the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -837,7 +837,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D0 @@ -853,7 +853,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -869,7 +869,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -885,7 +885,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -901,7 +901,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -917,7 +917,7 @@ S A corner in the hallway in the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D2 @@ -933,7 +933,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D0 @@ -949,7 +949,7 @@ S A corner in the hallway in the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D0 @@ -965,7 +965,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -981,7 +981,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -997,7 +997,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -1013,7 +1013,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -1029,7 +1029,7 @@ S A grand hallway inside the Temple of Hannah~ Large chandeliers hang from vaulted ceilings here dimly lighting the area. As you walk along the plush red carpets mingling with the townspeople, you hear -people laughing and chatting as if they are completely relaxed. +people laughing and chatting as if they are completely relaxed. ~ 125 8 0 0 0 0 D1 @@ -1045,7 +1045,7 @@ S Temple Hannah Market Place~ Citizens and peasants move about the area laughing and socializing as they attend to their daily chores. The air is filled with the smell of freshly -baked bread coming from the bakery in the near-vicinity. +baked bread coming from the bakery in the near-vicinity. ~ 125 8 0 0 0 0 D0 @@ -1061,7 +1061,7 @@ S Temple Hannah Market Place~ Citizens and peasants move about the area laughing and socializing as they attend to their daily chores. The air is filled with the smell of freshly -baked bread coming from the bakery in the near-vicinity. +baked bread coming from the bakery in the near-vicinity. ~ 125 8 0 0 0 0 D0 @@ -1082,7 +1082,7 @@ Hannah Bakery~ You have entered a nicely decorated bakery. Loaves of breads are displayed around the bakery in a caring way. You see a large case filled with cookies and other sweet baked goods. Mikel the baker smiles at you and asks if he may -help you. +help you. ~ 125 12 0 0 0 0 D3 @@ -1094,7 +1094,7 @@ S Temple Hannah Market Place~ Citizens and peasants move about the area laughing and socializing as they attend to their daily chores. The air is filled with the smell of freshly -baked bread coming from the bakery in the near-vicinity. +baked bread coming from the bakery in the near-vicinity. ~ 125 8 0 0 0 0 D0 @@ -1113,7 +1113,7 @@ S #12564 Temporary Housing~ Since the city was ransacked everyone has taken up temporary refuge in the -temple. Bunks line the walls and mattresses litter the floors. +temple. Bunks line the walls and mattresses litter the floors. ~ 125 12 0 0 0 0 D1 @@ -1125,7 +1125,7 @@ S Temple Hannah Market Place~ Citizens and peasants move about the area laughing and socializing as they attend to their daily chores. The air is filled with the smell of freshly -baked bread coming from the bakery in the near-vicinity. +baked bread coming from the bakery in the near-vicinity. ~ 125 8 0 0 0 0 D0 @@ -1141,7 +1141,7 @@ S Temple Hannah Market Place~ Citizens and peasants move about the area laughing and socializing as they attend to their daily chores. The air is filled with the smell of freshly -baked bread coming from the bakery in the near-vicinity. +baked bread coming from the bakery in the near-vicinity. ~ 125 12 0 0 0 0 D0 @@ -1163,10 +1163,10 @@ D3 S #12567 Taber's Butcher Shop~ - Large cabinets display juicy cuts of the finest meats you've ever seen. + Large cabinets display juicy cuts of the finest meats you've ever seen. You notice a short fat man with a bloodstained apron on put down a large cleaver and approach you smiling. He uncovers another cabinet and asks if he -may help you in any way. +may help you in any way. ~ 125 8 0 0 0 0 D1 @@ -1178,7 +1178,7 @@ S Temple of Hannah General Store and Goods~ You have entered a large general store. Lots of new equipment hangs about the walls as if begging you to buy it. The shopkeeper turns and smiles at you -then returns to his work. +then returns to his work. ~ 125 8 0 0 0 0 D3 @@ -1191,7 +1191,7 @@ Temple of Hannah Health Services ~ You have entered a room full of sick and injured people. Teams of doctors and nurses move about the room at a rapid pace trying to treat everyone. It is very cool here and although it is hectic you feel like you start to relax a -little. +little. ~ 125 8 0 0 0 0 D2 @@ -1205,7 +1205,7 @@ Check Station in the Temple~ checking people as the pass through. You notice one poor soul who was trying to sneak a weapon in brutally beaten and slain before you. Suddenly one of the warriors turn towards you and motions you forward. Several more guards enter -the room from the guard barracks to the east. +the room from the guard barracks to the east. ~ 125 8 0 0 0 0 D0 @@ -1225,7 +1225,7 @@ S A hall in the Temple~ Pictures of ex-mayors line the walls. A few townspeople wonder around here chatting with one another. You notice that the hallway ends in the next room -and splits off into two directions. +and splits off into two directions. ~ 125 8 0 0 0 0 D0 @@ -1243,7 +1243,7 @@ A hall in the Temple~ able to see the destruction that has occurred in the city. The town is in complete ruins. As you look below you see Assassins attacking Korreds and orcs wondering aimlessly through out town. You wonder to yourself if this town will -ever be the way it once was. +ever be the way it once was. ~ 125 8 0 0 0 0 D0 @@ -1260,7 +1260,7 @@ Temple Guards' Barracks~ Beds full of slumbering guards line the walls as several guards walk around tending to their daily business. You notice an arena at the far end of the barracks where several guards are sparring with each other. A guard notices -you and start to move towards you. +you and start to move towards you. ~ 125 8 0 0 0 0 D3 diff --git a/lib/world/wld/130.wld b/lib/world/wld/130.wld index 2f28194..da837a5 100644 --- a/lib/world/wld/130.wld +++ b/lib/world/wld/130.wld @@ -24,7 +24,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -37,7 +37,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -62,7 +62,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -75,7 +75,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -96,7 +96,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -113,7 +113,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -130,7 +130,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -147,7 +147,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -160,7 +160,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -173,7 +173,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -186,7 +186,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -203,7 +203,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -220,7 +220,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -241,7 +241,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -258,7 +258,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -279,7 +279,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -296,7 +296,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -317,7 +317,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -334,7 +334,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -351,7 +351,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -372,7 +372,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -385,7 +385,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -398,7 +398,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -419,7 +419,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -440,7 +440,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -461,7 +461,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -478,7 +478,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -495,7 +495,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -512,7 +512,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -529,7 +529,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -542,7 +542,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -563,7 +563,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -576,7 +576,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -597,7 +597,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -610,7 +610,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -627,7 +627,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -644,7 +644,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -657,7 +657,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -674,7 +674,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -691,7 +691,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -708,7 +708,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -725,7 +725,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -742,7 +742,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -759,7 +759,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -776,7 +776,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -793,7 +793,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -810,7 +810,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -827,7 +827,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -848,7 +848,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -869,7 +869,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -886,7 +886,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -899,7 +899,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -920,7 +920,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -937,7 +937,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -950,7 +950,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -967,7 +967,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -984,7 +984,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1001,7 +1001,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1022,7 +1022,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1039,7 +1039,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1064,7 +1064,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1077,7 +1077,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1094,7 +1094,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1111,7 +1111,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1124,7 +1124,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1145,7 +1145,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1162,7 +1162,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1183,7 +1183,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1200,7 +1200,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1213,7 +1213,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1226,7 +1226,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1243,7 +1243,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1256,7 +1256,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1273,7 +1273,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1294,7 +1294,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1315,7 +1315,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1336,7 +1336,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1353,7 +1353,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1366,7 +1366,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1379,7 +1379,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1395,7 +1395,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1415,7 +1415,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1435,7 +1435,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1446,7 +1446,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1462,7 +1462,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1482,7 +1482,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1501,7 +1501,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1513,7 +1513,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1533,7 +1533,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1561,7 +1561,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1588,7 +1588,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1600,7 +1600,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1615,7 +1615,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1635,7 +1635,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1671,7 +1671,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1686,7 +1686,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 @@ -1701,7 +1701,7 @@ In the Mist~ clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. As the wisps part, the path appears briefly but always seeming in a different direction. Nothing is stable yet the mist is -constant. A pungent odor, like that of death itself, assails your nostrils. +constant. A pungent odor, like that of death itself, assails your nostrils. There is no alternative but to plunge ahead. ~ 130 9 0 0 0 0 diff --git a/lib/world/wld/140.wld b/lib/world/wld/140.wld index a2efd99..57470eb 100644 --- a/lib/world/wld/140.wld +++ b/lib/world/wld/140.wld @@ -3,7 +3,7 @@ The Edge of the Desert~ In front of you there is a huge sand storm raging. The wind gusts behind and to either side, blowing the dust into a blinding cloud. The howling of the gusts and your own foot steps are all you can hear. To your left a steep -outcropping of rock blocks your way. +outcropping of rock blocks your way. ~ 140 0 0 0 0 2 D0 @@ -30,8 +30,8 @@ Objects : 45 Shops : 7 Triggers : 0 Theme : A city of Wyverns. -Notes : - +Notes : + Zone: 125 was linked to the following zones: 90 Oasis at 14000 (west ) ---> 9031 ~ @@ -40,7 +40,7 @@ S The edge of the desert.~ You stand on the edge of a huge expanse of sand and rock. Behind you the wind gusts blowing sand up into a blinding cloud. In front of you a huge whirl -wind of sand rages obscuring your vision. +wind of sand rages obscuring your vision. ~ 140 0 0 0 0 2 D0 @@ -60,7 +60,7 @@ S The edge of the desert.~ You stand on the edge of a huge expanse of sand and rock. Behind you the wind gusts blowing sand up into a blinding cloud. In front of you a huge whirl -wind of sand rages obscuring your vision. +wind of sand rages obscuring your vision. ~ 140 0 0 0 0 2 D0 @@ -81,7 +81,7 @@ The edge of the desert.~ In front of you there is a huge sand storm raging. The wind gusts behind and to either side, blowing the dust into a blinding cloud. The howling of the gusts and your own foot steps are all you can hear. To your right a steep -outcropping of rock blocks your way. +outcropping of rock blocks your way. ~ 140 0 0 0 0 2 D0 @@ -100,7 +100,7 @@ spinning in place. Where you are standing the grains of sand and rock blast your skin and the heat of the sun is almost unbearable. You wonder how big that storm out there really is? Behind you the dust still rises in blinding clouds. To your right you find a large smooth face of sand polished stone -obstructing your path. +obstructing your path. ~ 140 0 0 0 0 2 D0 @@ -122,7 +122,7 @@ The blasted sands.~ spinning in place. Where you are standing the grains of sand and rock blast your skin and the heat of the sun is almost unbearable. You wonder how big that storm out there really is? Behind you the dust still rises in blinding -clouds. +clouds. ~ 140 0 0 0 0 2 D0 @@ -148,7 +148,7 @@ The blasted sands.~ spinning in place. Where you are standing the grains of sand and rock blast your skin and the heat of the sun is almost unbearable. You wonder how big that storm out there really is? Behind you the dust still rises in blinding -clouds. +clouds. ~ 140 0 0 0 0 2 D0 @@ -175,7 +175,7 @@ spinning in place. Where you are standing the grains of sand and rock blast your skin and the heat of the sun is almost unbearable. You wonder how big that storm out there really is? Behind you the dust still rises in blinding clouds. To your left you find a large smooth face of sand polished stone -obstructing your path. +obstructing your path. ~ 140 0 0 0 0 2 D0 @@ -197,7 +197,7 @@ The blasted sands.~ where you are going. Your skin burns from the heat of the sun somewhere above you. You wonder if you will be able to breathe if this storm gets any worse. To your left cold rock blocks your way as far as you can reach in any -direction. +direction. ~ 140 0 0 0 0 2 D0 @@ -267,7 +267,7 @@ The blasted sands.~ where you are going. Your skin burns from the heat of the sun somewhere above you. You wonder if you will be able to breathe if this storm gets any worse. To your right cold rock blocks your way as far as you can reach in any -direction. +direction. ~ 140 0 0 0 0 2 D0 @@ -288,7 +288,7 @@ The Blasted sands.~ You stand before a low line of hills. Sand dunes and jagged chimneys of rock dominate the land before you and to either side. You can see the heat rising in shimmering tendrils from the hills to the north, East, and West. A -cloud of dust and sand rises into the air to the south. +cloud of dust and sand rises into the air to the south. ~ 140 0 0 0 0 2 D0 @@ -309,7 +309,7 @@ The Blasted sands.~ You stand before a low line of hills. Sand dunes and jagged chimneys of rock dominate the land before you and to either side. You can see the heat rising in shimmering tendrils from the hills to the north, East, and West. A -cloud of dust and sand rises into the air to the south. +cloud of dust and sand rises into the air to the south. ~ 140 0 0 0 0 2 D0 @@ -334,7 +334,7 @@ The Blasted sands.~ You stand before a low line of hills. Sand dunes and jagged chimneys of rock dominate the land before you and to either side. You can see the heat rising in shimmering tendrils from the hills to the north, East, and West. A -cloud of dust and sand rises into the air to the south. +cloud of dust and sand rises into the air to the south. ~ 140 0 0 0 0 2 D0 @@ -359,7 +359,7 @@ The blasted Sands.~ You stand before a low line of hills. Sand dunes and jagged chimneys of rock dominate the land before you and to either side. You can see the heat rising in shimmering tendrils from the hills to the north, East, and West. A -cloud of dust and sand rises into the air to the south. +cloud of dust and sand rises into the air to the south. ~ 140 0 0 0 0 2 D0 @@ -380,7 +380,7 @@ The bad lands.~ You are surrounded by red hot rock and sand. To the north the hills rise even higher. To the south a desert of swirling sand and dust awaits more hopeless wanderers. The wind gusts, moaning mournfully in your ears. To the -left you find yourself looking down a sheer cliff of red veined stone. +left you find yourself looking down a sheer cliff of red veined stone. ~ 140 0 0 0 0 4 D1 @@ -396,7 +396,7 @@ S The bad lands.~ You are surrounded by red hot rock and sand. To the north the hills rise even higher. To the south a desert of swirling sand and dust awaits more -hopeless wanderers. The wind gusts, moaning mournfully in your ears. +hopeless wanderers. The wind gusts, moaning mournfully in your ears. ~ 140 0 0 0 0 4 D0 @@ -420,7 +420,7 @@ S The bad lands.~ You are surrounded by red hot rock and sand. To the north the hills rise even higher. To the south a desert of swirling sand and dust awaits more -hopeless wanderers. The wind gusts, moaning mournfully in your ears. +hopeless wanderers. The wind gusts, moaning mournfully in your ears. ~ 140 0 0 0 0 4 D0 @@ -463,7 +463,7 @@ The bad lands.~ descend to a desert of blowing sand and dust. To the North a slope descends into the largest vortex of blowing wind and dust you have ever seen. The wind roars and the sun beats down on you making you wonder if anything could -possibly survive out here. +possibly survive out here. ~ 140 4 0 0 0 4 D0 @@ -485,7 +485,7 @@ The bad lands~ descend to a desert of blowing sand and dust. To the North a slope descends into the largest vortex of blowing wind and dust you have ever seen. The wind roars and the sun beats down on you making you wonder if anything could -possibly survive out here. +possibly survive out here. ~ 140 4 0 0 0 4 D0 @@ -503,11 +503,11 @@ D2 S #14022 Edge of the storm.~ - You are in the outer edge of a giant tornado of swirling sand and dust. + You are in the outer edge of a giant tornado of swirling sand and dust. The winds pull you to the North and East making it impossible to go in any other direction. The roar of the storm and the sound of your heart in your ears is deafening. The blowing sand scours your exposed skin causing you to -hunch your shoulders and seek shelter from the storm. +hunch your shoulders and seek shelter from the storm. ~ 140 0 0 0 0 2 D0 @@ -521,8 +521,8 @@ D1 S #14023 Edge of the storm.~ - You are in the outer edge of a giant tornado of swirling sand and dust. -The roar of the storm and the sound of your heart in your ears is deafening. + You are in the outer edge of a giant tornado of swirling sand and dust. +The roar of the storm and the sound of your heart in your ears is deafening. The blowing sand scours your exposed skin causing you to hunch your shoulders and seek shelter from the storm. You vaguely wonder how you are going to find your way through this stuff, and if you are strong enough to fight the winds. @@ -547,8 +547,8 @@ D3 S #14024 Edge of the storm.~ - You are in the outer edge of a giant tornado of swirling sand and dust. -The roar of the storm and the sound of your heart in your ears is deafening. + You are in the outer edge of a giant tornado of swirling sand and dust. +The roar of the storm and the sound of your heart in your ears is deafening. The blowing sand scours your exposed skin causing you to hunch your shoulders and seek shelter from the storm. You vaguely wonder how you are going to find your way through this stuff, and if you are strong enough to fight the winds. @@ -573,11 +573,11 @@ D3 S #14025 Edge of the storm.~ - You are in the outer edge of a giant tornado of swirling sand and dust. -The roar of the storm and the sound of your heart in your ears is deafening. + You are in the outer edge of a giant tornado of swirling sand and dust. +The roar of the storm and the sound of your heart in your ears is deafening. The blowing sand scours your exposed skin causing you to hunch your shoulders and seek shelter from the storm. The winds pull you to the north and west -making it impossible to go in any other directions. +making it impossible to go in any other directions. ~ 140 0 0 0 0 2 D0 @@ -594,7 +594,7 @@ In the storm.~ Stepping into this part of the vortex you stumble and almost lose your balance. Clouds of choking dust and sand fill your nostrils and throat making it almost impossible to breathe. The wind pulls you to the North and West -While to the South you can feel the same natural forces ravaging the land. +While to the South you can feel the same natural forces ravaging the land. ~ 140 0 0 0 0 2 D0 @@ -616,7 +616,7 @@ In the storm.~ step into this part of the storm. Unfortunately the power of the gusts is still so strong that you don't dare raise your head to see what may be in that direction. The tornado pulls you to the East and West and you can tell there -is no better weather to the South. +is no better weather to the South. ~ 140 0 0 0 0 2 D0 @@ -642,7 +642,7 @@ In the storm.~ step into this part of the storm. Unfortunately the power of the gusts is still so strong that you don't dare raise your head to see what may be in that direction. The tornado pulls you to the East and West and you can tell there -is no better weather to the South. +is no better weather to the South. ~ 140 0 0 0 0 2 D0 @@ -666,7 +666,7 @@ S In the storm.~ The storm is quite powerful here. To the East it seems like it might be dropping off while powerful winds pull you to the North and South. Everything -around you seems to be made of heat, pain, and deafening sound. +around you seems to be made of heat, pain, and deafening sound. ~ 140 0 0 0 0 2 D0 @@ -687,7 +687,7 @@ In the storm.~ The fury of the tempest buffets you from all around here. However their is a definite drop in the force of the gusts to the east. To the North and South, the winds pull you toward more blinding sunscorched desert. While to the west -you find yourself unable to fight through the power of the storm. +you find yourself unable to fight through the power of the storm. ~ 140 0 0 0 0 2 D0 @@ -709,7 +709,7 @@ The eye of the storm.~ harsh sun beating down from a clear blue sky. On all sides you can see the towering walls of wind and sand that are the funnel of this tornado. You wonder what could be on the other side of those walls and if you should go back -into them to find out. +into them to find out. ~ 140 0 0 0 0 2 D0 @@ -735,7 +735,7 @@ The eye of the storm.~ harsh sun beating down from a clear blue sky. On all sides you can see the towering walls of wind and sand that are the funnel of this tornado. You wonder what could be on the other side of those walls and if you should go back -into them to find out. +into them to find out. ~ 140 0 0 0 0 2 D0 @@ -760,7 +760,7 @@ In the storm.~ The fury of the tempest buffets you from all around here. However their is a definite drop in the force of the gusts to the east. To the North and South, the winds pull you toward more blinding sunscorched desert. While to the west -you find yourself unable to fight through the power of the storm. +you find yourself unable to fight through the power of the storm. ~ 140 0 0 0 0 2 D0 @@ -778,7 +778,7 @@ D3 S #14034 In the storm.~ - This section of the tempest seems to have a hollow echoing sound to it. + This section of the tempest seems to have a hollow echoing sound to it. Cold rock walls block your way to the north and East, while powerful winds pull you to the South and West. You wonder if you will ever return from this trek. ~ @@ -797,7 +797,7 @@ In the storm.~ The full might of the tornado can be felt here. You can't tell whether it is your imagination or not, but it seems like there is a moaning sound coming from the North. However all you can really think about is the horrible heat -and roar of the Storm. +and roar of the Storm. ~ 140 0 0 0 0 2 D0 @@ -820,9 +820,9 @@ S #14036 In the storm.~ You are becoming tired of the constant force of the wind and sand upon your -clothes and skin. For all its force, the wind does not cool you off a bit. +clothes and skin. For all its force, the wind does not cool you off a bit. The storm continues to rage around you, but there seems to be a drop in the -gusts to the South. +gusts to the South. ~ 140 0 0 0 0 2 D1 @@ -843,7 +843,7 @@ In the storm.~ You stand in the midst of the storm's wrath. Strong gusts of wind push you to the South and East. The force of the storm is so strong to the West that you can't move in that direction. To the North, you encounter smooth stone -walls. The sound of sand scratching on rock fills your ears. +walls. The sound of sand scratching on rock fills your ears. ~ 140 0 0 0 0 2 D1 @@ -857,11 +857,11 @@ D2 S #14038 A huge cave.~ - You are standing in the middle of a large dry cave of old sand stone. + You are standing in the middle of a large dry cave of old sand stone. Small piles of sand cover the floor from the storm outside. Bits of light reflect off the walls from small crystals imbedded in the rock wall. The wind -moans through the cavern, echoing down the tunnel that opens to the north. -While the Storm rages Outside to the South. +moans through the cavern, echoing down the tunnel that opens to the north. +While the Storm rages Outside to the South. ~ 140 5 0 0 0 0 D0 @@ -878,7 +878,7 @@ A large tunnel~ It is very dark here and all you can make out is the tunnel openings to the North and South. A low groaning sound echos through the rocky caverns here, and somewhere far above you can hear the flap of leathery wings. The rock of -the walls is dull and unremarkable. +the walls is dull and unremarkable. ~ 140 5 0 0 0 0 D0 @@ -912,7 +912,7 @@ Intersection of Claw and Scale.~ of Here, While Claw Road is to the North. To the South is the City Entrance. The large reptilian citizens of this city move by you paying no attention to the insignificant creature in their domain. The stone of this place is the -same dull gray as the outer tunnels. What a drab place to live. +same dull gray as the outer tunnels. What a drab place to live. ~ 140 4 0 0 0 1 D0 @@ -939,7 +939,7 @@ a building is to the North, While the wall of the cavern stretches above your range of sight to the South. To the East it looks as if there are some large gates set into the stone wall there. Some very large and well armored wyverns stand in front of the gates: guards? The citizens keep their heads down as -they walk through this part of the city, as if not wanting to be recognized. +they walk through this part of the city, as if not wanting to be recognized. ~ 140 0 0 0 0 1 D1 @@ -954,10 +954,10 @@ S #14043 Intersection of Scale and Fang.~ You are standing before a huge set of bronze gates. To the North Fang -street runs the length of the city, while Scale way goes back to the West. +street runs the length of the city, while Scale way goes back to the West. Two huge wyverns stand in front of the gates to the East. One of them raises a giant claw and motions you to move on. You realize that all the citizens of -the city have disappeared leaving you alone before these massive creatures. +the city have disappeared leaving you alone before these massive creatures. ~ 140 0 0 0 0 1 D0 @@ -980,7 +980,7 @@ of one of the long low structures that seem to pass as buildings here. To the South the smooth wall of the cavern forms a natural boundary to the city. The road runs East and West to intersections. As you are looking around one of the city guards plods by and gives you a glare from deep-set red eyes. You begin -to wonder if you should be here at all. +to wonder if you should be here at all. ~ 140 0 0 0 0 1 D1 @@ -998,7 +998,7 @@ Intersection of Scale and Spike.~ are coming and going from a natural cave to the West. You have to press back into the wall to the South not to be trampled. Spike Road runs to the north, And Scale way extends to the East. This entire city is very quiet as if the -wyverns are communicating through some other means than speech. +wyverns are communicating through some other means than speech. ~ 140 0 0 0 0 1 D0 @@ -1020,7 +1020,7 @@ Spike road.~ city guards. To the East is the door to one of the city's many low buildings. A sign with a picture of a black staff covered in flames hangs over the door. The citizens seem to shy away from the door as if in fear. Now what could make -these huge beings afraid? +these huge beings afraid? ~ 140 0 0 0 0 1 D0 @@ -1042,7 +1042,7 @@ Intersection of Storm and Spike.~ cavern. A small room is off to the west set into the wall itself. A tiny wyvern child peeks at you from around a corner and then pulls its head back when it sees you looking at it. There seems to be a store of some sort to the -South East. +South East. ~ 140 0 0 0 0 1 D0 @@ -1067,7 +1067,7 @@ Storm street.~ This part of the city seems relatively quiet. A few citizens walk by but most of the traffic seems to be to the East at a large intersection. To the west there is a small cave cut into the wall of the main cavern, While the -walls of buildings form the North and South sides of the street. +walls of buildings form the North and South sides of the street. ~ 140 0 0 0 0 1 D1 @@ -1085,7 +1085,7 @@ Intersection of Storm and Claw.~ stream by you on all sides. To the north you can see the fronts of two of the low buildings you assume to be stores. A gust of wind from the south blows the musky sent of the inhabitants of this city to you, reminding you of what an -alien society you are really in. +alien society you are really in. ~ 140 0 0 0 0 1 D0 @@ -1110,7 +1110,7 @@ Claw road.~ You are standing on a section of Claw road that seems empty of oficial activity. The road runs North and South, While to the East and West you see the backs of the low stone buildings that these wyverns seem to favor. The -citizens still ignore you as if you weren't even there. +citizens still ignore you as if you weren't even there. ~ 140 0 0 0 0 1 D0 @@ -1127,7 +1127,7 @@ Storm street.~ This is an empty stretch of Storm street. The street runs to the East and West to Fang street and Claw road. With nothing else to look at you glance up to where the roof of the huge city cavern should be. Far above the darkness -continues and you wonder just how large this cavern really is? +continues and you wonder just how large this cavern really is? ~ 140 0 0 0 0 1 D1 @@ -1145,7 +1145,7 @@ Intersection of Storm and Fang.~ cave opening off the main cavern. To the North west and South west are more of the long low buildings of the city. You find yourself having to jump aside to avoid being crushed by a pair of workers carrying a long package by you. A -third citizen walks by and glares at you but says nothing. +third citizen walks by and glares at you but says nothing. ~ 140 0 0 0 0 1 D0 @@ -1172,7 +1172,7 @@ South East a set of huge bronze gates are guarded by two fierce looking wyverns. To the West a sign hangs over the front door to a shop. The sign has a picture of a dragon diving into a barrel. Many citizens enter and leave the building. One of them leaves carrying a huge barrel. He bumps into you and -sends you sprawling, but doesn't seem to notice. +sends you sprawling, but doesn't seem to notice. ~ 140 0 0 0 0 1 D0 @@ -1193,7 +1193,7 @@ Fang street.~ You are walking along an empty stretch of Fang street. The citizens seem to take little interest in this part of the city. There looks to be a small cave cut into the rock wall to the North east. There is a flash of movement from -the street ahead of you and then it vanishes. Is someone following you? +the street ahead of you and then it vanishes. Is someone following you? ~ 140 0 0 0 0 1 D0 @@ -1211,7 +1211,7 @@ Intersection of Wing and Fang.~ small caves that dot the sides of this huge cavern. Looking to the North you can see a line of buildings running from East to West. The streets here are larger and the buildings are more ornate. Perhaps this is a more affluent part -of the city? +of the city? ~ 140 0 0 0 0 1 D0 @@ -1238,7 +1238,7 @@ street hold their long necks up in the air importantly. Far to the North you can see a gigantic arch leading into blackness. It looks as though the buildings to the north are the last line of shops in the main cavern. You begin to wonder how these creatures were able to build such a large city when -there seems to be no craftsman among them. +there seems to be no craftsman among them. ~ 140 0 0 0 0 1 D1 @@ -1256,7 +1256,7 @@ Intersection of Wing and Claw.~ buildings with signs hanging over their front doors. Directly north you can clearly see that the cavern wall opens into a long high tunnel. In the center of the square is a large statue of Ferret the mighty Dragon. The people that -pass by all bow respectfully to the image of the all-mighty God. +pass by all bow respectfully to the image of the all-mighty God. ~ 140 0 0 0 0 1 D0 @@ -1284,7 +1284,7 @@ two stores on either side of the road. To the west a sign hangs over the storefront with the picture of a dragon's claw dripping gold and jewels from it. To the East there is a sign with a dragon breathing flames and dripping blood. Citizens walk in out of both stores still saying nothing to you or -anyone else. +anyone else. ~ 140 0 0 0 0 1 D0 @@ -1309,7 +1309,7 @@ Wing way.~ You are walking along an empty stretch of Wing way. There is a rather large cave opening to the West. A guard marches by and growls at you deep in its throat. Apparently this part of the city is off limits to most people. The -street itself is hemmed in by the sides of buildings to the North and South. +street itself is hemmed in by the sides of buildings to the North and South. ~ 140 0 0 0 0 1 D1 @@ -1324,10 +1324,10 @@ S #14060 Intersection of Wing and Spike.~ You are standing outside what you now recognize to be a Wyvern house. To -the North of you Guards are patrolling the street with unusual intensity. +the North of you Guards are patrolling the street with unusual intensity. What could be of such value? To the South and East you can look all the way down the streets to the opposite cavern walls. With the size of the citizens -it's no wonder they have such a large home. +it's no wonder they have such a large home. ~ 140 0 0 0 0 1 D0 @@ -1351,7 +1351,7 @@ S Spike road.~ This side of the city seems to be the residential district. Citizens quietly walk by in all directions. There looks to be a small cave off to the -north west from here. +north west from here. ~ 140 0 0 0 0 1 D0 @@ -1370,7 +1370,7 @@ few minutes only heavily armed guards have gone by. The decorative air of some of the larger buildings is gone. To the North the Road turns East to what might be the front of a store. Something flies above you in the darkness blowing the sent of ancient dust and mold to you but when you look to see what -it is nothing is there. +it is nothing is there. ~ 140 0 0 0 0 1 D0 @@ -1389,7 +1389,7 @@ peeking at you from the entrance to a wyvern cave. The stones here glisten with moisture from a small spring that falls from the roof and into a pool at the side of the street. Looking South you can see all the way to the end of Spike, where the guards headquarters is. To the East is the front of a shop -where several youths practice wielding weapons. +where several youths practice wielding weapons. ~ 140 0 0 0 0 1 D1 @@ -1413,7 +1413,7 @@ claw slashing downward at a figure in full plate armor on it. To the East is the end of Claw road, while to the west is one of the small residential caves these reptiles seem to live in. A guard wearing a huge crested helm plods by and spits at your feet. There is a distinct feeling of menace about this -place. +place. ~ 140 0 0 0 0 1 D1 @@ -1438,7 +1438,7 @@ in a second cavern. The citizens and youth of the city walk around you over the pitted gray paving stones paying no attention to the pitiful creature that has invaded their privacy. Looking South you can see some sort of statue in a small plaza. Dragon drive extends East and West, while Claw road goes further -South toward the entrance to the cavern. +South toward the entrance to the cavern. ~ 140 0 0 0 0 1 D0 @@ -1461,10 +1461,10 @@ S #14066 Claw road.~ You are walking along the Northern end of Claw road. A few of the guards -seem to be congregating around the front of two buildings north of you. +seem to be congregating around the front of two buildings north of you. Directly in front of you is an arched entrance into a long tunnel. Young wyverns enter and leave the tunnel and you can hear the sounds of combat far to -the North. For your sake you hope they keep ignoring you. +the North. For your sake you hope they keep ignoring you. ~ 140 0 0 0 0 1 D0 @@ -1485,7 +1485,7 @@ dull gray of the stones around you suddenly seems very depressing. You wonder why there are so few reflective surfaces in this wealthy metropolis? To the north West a large tunnel opens up easily accommodating several 15 foot long citizens abreast. East and West Dragon drive runs the width of the main city -cavern. +cavern. ~ 140 0 0 0 0 1 D1 @@ -1506,7 +1506,7 @@ Intersection of Dragon and Fang.~ You are standing at one of the corners of the main cavern. To the East is a small wyvern house. Fang street runs the length of the city to the South, While to the West you can see two stores and a large cave opening in the North -wall. This city seems so inhospitable should you keep traveling here? +wall. This city seems so inhospitable should you keep traveling here? ~ 140 0 0 0 0 1 D1 @@ -1527,7 +1527,7 @@ Fang street.~ You are walking along Fang street. It may be your imagination but all the citizens around here seem to be carrying weapons or wearing some kind of armor. The road you are on runs north and South following the curve of the main -cavern. +cavern. ~ 140 0 0 0 0 1 D0 @@ -1547,7 +1547,7 @@ picture of a huge wyvern picking up a human and taking a big bite out of him. Many young wyverns are coming and going from a huge cavern to the north. The sounds of battle and magic can be heard from that direction as well as chanting. The smell of roasting meet comes from the door to the West and your -mouth begins to water. To the South is the End of Claw road. +mouth begins to water. To the South is the End of Claw road. ~ 140 0 0 0 0 1 D0 @@ -1571,7 +1571,7 @@ and think except that In a chamber to the East and a room up a flight of stone stairs the sounds of battle can be heard. To the West there is a small glowing chamber that emanates a feeling of magical energy. The citizens and youth who walk through here all bow respectfully to the statuary, acknowledging their -long lost ancestors as they pass by. +long lost ancestors as they pass by. ~ 140 112 0 0 0 1 D0 @@ -1605,9 +1605,9 @@ Battle.~ other with claw and tooth for best advantage. Some of the older adolescents use traditional claw sabers to fence, While others practice dodging their foes' attacks as quickly as possible. Despite the best efforts of the trainees the -gray stone floor is splattered with blood from accidental cuts and gashes. +gray stone floor is splattered with blood from accidental cuts and gashes. The room itself is a round arena filled with practice dummies and targets. A -huge plaque on one wall holds the names of all the graduates of the guild. +huge plaque on one wall holds the names of all the graduates of the guild. ~ 140 0 0 0 0 1 D3 @@ -1625,7 +1625,7 @@ in a while a bolt of fire or energy blasts forth and eradicates one of the targets in the center of the room. Standing at the front of the room is a large statue of their dragon God. Smoke from burning braziers fills the room with a musky scent and candles cast a flickering glow on the smooth stone -walls. +walls. ~ 140 0 0 0 0 1 D1 @@ -1639,7 +1639,7 @@ Shadows.~ to the light you can see figures grouped around tables and standing within small alcoves around the room. As you get a better view of the interior of the room you are aware of all the eyes, seen and unseen that focus on you. The -urge to climb out of this chamber to some place well-lighted is very strong. +urge to climb out of this chamber to some place well-lighted is very strong. ~ 140 96 0 0 0 1 D4 @@ -1656,7 +1656,7 @@ offer instruction in mounted combat, the wyverns seem to be having trouble mastering the concept. Off to one side is a statue to the founder of the knights, Khelben, Lord of the Elements. Set off in a depression in the floor is a old wyvern repairing the dented training armors of the students. These -warriors look very professional. +warriors look very professional. ~ 140 0 0 0 0 1 D5 @@ -1670,7 +1670,7 @@ The Temple of Wyverns.~ room stands an altar to their dragon god. Several clerics in training gesture and chant with holy symbols and books of wisdom in hand. Despite the combative nature of wyverns, this room feels peaceful, an odd feeling given the general -air of this city. +air of this city. ~ 140 24 0 0 0 1 D0 @@ -1694,7 +1694,7 @@ S The Viewing.~ You are standing in a small room of polished blue and silver stone. This is the holy viewing room where gods and mortals write their messages to each -other. In one corner a priest stands looking at the board. +other. In one corner a priest stands looking at the board. ~ 140 0 0 0 0 1 D2 @@ -1707,7 +1707,7 @@ The Gathering.~ This is the city's gathering room. The room is filled with benches and a podium at the front of the hall. In one corner a few old city officials are discussing some point of judicial law in hushed tones, while at one side of the -hall a few citizens examine the board for news. +hall a few citizens examine the board for news. ~ 140 0 0 0 0 1 D1 @@ -1740,7 +1740,7 @@ bar. A few patrons are sipping from tankards of ale while others feast on huge portions of roasted meets. There is a sign hanging over the bar that reads, "Eat drink and be merry. Thieves will become part of the menu. " The room is dimly lit making it difficult to see the faces of those in the room. You -vaguely think that this would be a good place for an ambush. +vaguely think that this would be a good place for an ambush. ~ 140 0 0 0 0 1 D1 @@ -1781,11 +1781,11 @@ S #14083 The Dragon's Breath.~ This cluttered shop is filled with the symbols of various gods and -goddesses. Featured prominently are the symbols of Rumble and Telemacos. +goddesses. Featured prominently are the symbols of Rumble and Telemacos. Shelves and cabinets are everywhere. They are filled with potions, salves, and magical tomes. There is a sign hanging from the center of the roof. It says, "Anyone wishing to remove the items of this shop are welcome to them. They -will need them to recover from the beating they will receive from the owner. +will need them to recover from the beating they will receive from the owner. Please pay for all items and have a nice day. " ~ 140 0 0 0 0 1 @@ -1826,10 +1826,10 @@ S The great cave.~ This is the great cave of Wyverns. The walls here have been carved with the family history of the royal line of this city. Large wyverns stand everywhere -looking at you with distaste, "What are you doing here? " One of them asks. +looking at you with distaste, "What are you doing here? " One of them asks. The roof is polished gray rock set with crystals and precious stones. To the West the gates look like a good way to get out of here, something you are -continually thinking about now. +continually thinking about now. ~ 140 0 0 0 0 1 D0 @@ -1849,8 +1849,8 @@ S The Great Cave.~ This is the great cave of Wyverns. The walls here have been carved with the family history of the royal line of this city. Large wyverns stand everywhere -looking at you with distaste, "What are you doing here? " One of them asks. -The roof is polished gray rock set with crystals and precious stones. +looking at you with distaste, "What are you doing here? " One of them asks. +The roof is polished gray rock set with crystals and precious stones. ~ 140 0 0 0 0 1 D0 @@ -1866,8 +1866,8 @@ S The Great Cave.~ This is the great cave of Wyverns. The walls here have been carved with the family history of the royal line of this city. Large wyverns stand everywhere -looking at you with distaste, "What are you doing here? " One of them asks. -The roof is polished gray rock set with crystals and precious stones. +looking at you with distaste, "What are you doing here? " One of them asks. +The roof is polished gray rock set with crystals and precious stones. ~ 140 0 0 0 0 1 D1 @@ -1883,10 +1883,10 @@ S The Great Cave.~ This is the great cave of Wyverns. The walls here have been carved with the family history of the royal line of this city. Large wyverns stand everywhere -looking at you with distaste, "What are you doing here? " One of them asks. +looking at you with distaste, "What are you doing here? " One of them asks. The roof is polished gray rock set with crystals and precious stones. To the North a natural opening in the rock leads to a second chamber. All you can see -within are the backs of worshiping Wyverns. +within are the backs of worshiping Wyverns. ~ 140 0 0 0 0 1 D0 @@ -1905,10 +1905,10 @@ S #14090 The High Cavern of Wyverns.~ This chamber is draped in the trappings of the royal house of Wyverns. A -huge throne stands in one corner on a platform made of polished silver. -Wyverns kneel all around the chamber bowing their necks toward the throne. +huge throne stands in one corner on a platform made of polished silver. +Wyverns kneel all around the chamber bowing their necks toward the throne. The room is lit by a huge glowing gem set in the roof. You wonder what kind of -wealth it would take to create such a chamber. +wealth it would take to create such a chamber. ~ 140 0 0 0 0 1 D2 @@ -1922,7 +1922,7 @@ Guards' Cave.~ walls marking maps of the city with small red pins. Clerks and citizens waiting their turn to register complaints stand in the center of this natural cavern. There is a large arch to the North, which wyverns enter and leave one -at a time. To the East a second smaller arch leads back on to Scale way. +at a time. To the East a second smaller arch leads back on to Scale way. ~ 140 0 0 0 0 1 D0 @@ -1940,7 +1940,7 @@ Wyvern Watch Central.~ couch sits against the North wall and tapestries of legendary wyverns cover the walls. The room is lit only by a single candle over the couch. The light flickers making it look as if the pictures on the wall are coming to life. To -the south an arch leads back into the waiting area. +the south an arch leads back into the waiting area. ~ 140 0 0 0 0 1 D2 @@ -1954,9 +1954,9 @@ A wyvern cave.~ the main cavern. The sides of the structure are lined with long low couches for the wyverns to rest on. Set in one wall there is an altar to the household gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. +the room with a smoke hole at the peek of the domed roof to clear the air. There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. +seem to need very much to live comfortably. ~ 140 0 0 0 0 1 D3 @@ -1970,9 +1970,9 @@ A wyvern cave.~ the main cavern. The sides of the structure are lined with long low couches for the wyverns to rest on. Set in one wall there is an altar to the household gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. +the room with a smoke hole at the peek of the domed roof to clear the air. There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. +seem to need very much to live comfortably. ~ 140 0 0 0 0 1 D1 @@ -1986,9 +1986,9 @@ A wyvern cave.~ the main cavern. The sides of the structure are lined with long low couches for the wyverns to rest on. Set in one wall there is an altar to the household gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. +the room with a smoke hole at the peek of the domed roof to clear the air. There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. +seem to need very much to live comfortably. ~ 140 0 0 0 0 1 D1 @@ -2002,9 +2002,9 @@ A wyvern cave.~ the main cavern. The sides of the structure are lined with long low couches for the wyverns to rest on. Set in one wall there is an altar to the household gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. +the room with a smoke hole at the peek of the domed roof to clear the air. There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. +seem to need very much to live comfortably. ~ 140 0 0 0 0 1 D3 @@ -2018,9 +2018,9 @@ A wyvern cave.~ the main cavern. The sides of the structure are lined with long low couches for the wyverns to rest on. Set in one wall there is an altar to the household gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. +the room with a smoke hole at the peek of the domed roof to clear the air. There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. +seem to need very much to live comfortably. ~ 140 0 0 0 0 1 D3 @@ -2034,9 +2034,9 @@ A wyvern cave.~ the main cavern. The sides of the structure are lined with long low couches for the wyverns to rest on. Set in one wall there is an altar to the household gods with a candle burning on it. There is a cooking hearth in the center of -the room with a smoke hole at the peek of the domed roof to clear the air. +the room with a smoke hole at the peek of the domed roof to clear the air. There are no decorations or other pieces of furniture. These wyverns don't -seem to need very much to live comfortably. +seem to need very much to live comfortably. ~ 140 0 0 0 0 1 D1 diff --git a/lib/world/wld/150.wld b/lib/world/wld/150.wld index 41c2763..87b2073 100644 --- a/lib/world/wld/150.wld +++ b/lib/world/wld/150.wld @@ -28,7 +28,7 @@ The King's Road thins out a bit into a lane just to the west. E traveller~ The traveller smiles cheerfully and calls 'hello' when you greet him, but -continues on his way. The traveller is in excellent condition. +continues on his way. The traveller is in excellent condition. ~ S #15001 @@ -70,7 +70,7 @@ S On The King's Road Outside A Castle~ You are standing on the King's Road. Before you is a large Castle, evidently built not so much for strength as for beauty. -It is not totally without defences, though, for it is surrounded +It is not totally without defenses, though, for it is surrounded by a deep moat, and its windows are just narrow slits for archers to shoot through. To the north there is a drawbridge across the moat. @@ -108,14 +108,14 @@ You see the King's Road. E whirls whirl moat~ You can't see much, but it seems that something beneath the surface is -creating them. +creating them. ~ S #15005 The Kitchen~ You are in the Kitchen. Lots of helpers hurry to do the Chief Cook's bidding, and there is a wonderful smell that makes you feel very hungry. -All around the room, there are shelves with different kinds of cooking +All around the room, there are shelves with different kinds of cooking gear stacked on them. There is an exit to the north, and one to the east; both leading to small passages. ~ @@ -209,12 +209,12 @@ The stairs are old, but in good repair. They lead up into the tower. 0 -1 15034 E stairs~ - The stairs are old, but in good repair. They lead up into the tower. + The stairs are old, but in good repair. They lead up into the tower. ~ S #15010 The Small Passage~ - You are standing in a small passage, that is clearly intended + You are standing in a small passage, that is clearly intended mainly for the servants of the Castle. The passage leads north and south. ~ @@ -232,7 +232,7 @@ You hear the clanging of pots, and smell cooking meat. S #15011 The Great Hall~ - You are standing in the south-west end of the Great Hall. It + You are standing in the south-west end of the Great Hall. It is truly vast; the roof is so high above your head, that it seems no closer than the clouds outside. The roof is beautifully painted, by someone who must have been a true master. The hall is very large, @@ -254,7 +254,7 @@ roof paintings paint~ The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful evil Wizard Tharoecon. +the powerful evil Wizard Tharoecon. ~ S #15012 @@ -293,7 +293,7 @@ roof paintings paint~ The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful evil Wizard Tharoecon. +the powerful evil Wizard Tharoecon. ~ S #15013 @@ -320,7 +320,7 @@ roof paintings paint~ The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful, evil Wizard Tharoecon. +the powerful, evil Wizard Tharoecon. ~ S #15014 @@ -363,7 +363,7 @@ You see the passage continue. S #15016 The Great Hall~ - You are standing in the north-west end of the Great Hall. It + You are standing in the north-west end of the Great Hall. It is truly vast; the roof is so high above your head, that it seems no closer than the clouds outside. The roof is beautifully painted, by someone who must have been a true master. The hall is very large, @@ -392,14 +392,14 @@ roof paintings paint~ The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful evil Wizard Tharoecon. +the powerful evil Wizard Tharoecon. ~ S #15017 By The Throne In The Great Hall~ You are standing by the King's huge ivory throne. The throne is, to an even greater degree than the Hall itself, a masterpiece. It is -intricately and beautifully carved, and it seems to be made out of a +intricately and beautifully carved, and it seems to be made out of a single block of ivory, though you shiver at the thought of meeting the animal that died to yield a piece of that size. The Hall continues to the east, west and south. @@ -425,12 +425,12 @@ roof paintings paint~ The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful evil Wizard Tharoecon. +the powerful evil Wizard Tharoecon. ~ E throne ivory~ It is large and very beautiful. The carvings are mainly of animals and magic -beasts. +beasts. ~ S #15018 @@ -464,7 +464,7 @@ roof paintings paint~ The paintings on the roof depict the great heroes and gods. One of the gods is fairly heavy-bellied and incredibly hairy, with a massive beard. Also among them are the great enemies and wrongdoers, such as the evil Goddess Yochlol and -the powerful evil Wizard Tharoecon. +the powerful evil Wizard Tharoecon. ~ S #15019 @@ -616,11 +616,11 @@ The stairs lead up to the second floor. E stairs stair~ Made out of marble, and as all the rest of the Castle made primarily for -beauty and with great skill. +beauty and with great skill. ~ E pillar pillars tree trees~ - Very nice. Squirrels and little birds all over. + Very nice. Squirrels and little birds all over. ~ S #15026 @@ -638,7 +638,7 @@ door wood~ E bed~ The beds all look comfortable, despite the fact that this is just the -servants' place. +servants' place. ~ S #15027 @@ -656,7 +656,7 @@ door~ 1 15009 15022 E bed~ - Looks very comfortable indeed. + Looks very comfortable indeed. ~ S #15028 @@ -673,7 +673,7 @@ door large heavy~ 1 -1 15023 E bunk bunks~ - They look a bit hard, but you could sleep in them. + They look a bit hard, but you could sleep in them. ~ S #15029 @@ -697,7 +697,7 @@ The stairs down lead into darkness. E stairs stair staircase~ They seem to be made of granite, and stretch down into a more dimly lit area -than where you come from. +than where you come from. ~ S #15030 @@ -811,7 +811,7 @@ S #15036 By The Treasure Room~ You are standing by a great iron door. The door is very large, and -seems very solid indeed. There is a sign posted by it. +seems very solid indeed. There is a sign posted by it. ~ 150 8 0 0 0 0 D1 @@ -835,7 +835,7 @@ S The Great Treasury~ As you enter this room, you are astonished by the riches that are stowed away here; not so much in gold, but paintings, tapestries, -skillful carvings and sculptures all over the vast room. You realise, +skillful carvings and sculptures all over the vast room. You realize, however, that most of these things are too well known to be sold anywhere, without branding yourself as a thief, and condemning yourself to instant death at the hands of the Royal Guard. @@ -849,14 +849,14 @@ door large steel~ E painting paintings carving carvings sculptures tapestries~ It seems they are stored here temporarily to enable changing of the -decoration in the Castle on a regular basis. +decoration in the Castle on a regular basis. ~ S #15038 The Guest Wing~ You have arrived at the part of the Castle where prominent guests are housed. To the east there is a large, ornamented -door, and a somewhat smaller one leads north. +door, and a somewhat smaller one leads north. ~ 150 8 0 0 0 0 D0 @@ -931,7 +931,7 @@ To the east you see the stage. S #15042 By The Stage~ - Before you you see the stage. It is large enough for some 40 + Before you you see the stage. It is large enough for some 40 musicians to play on at the same time. The Ball Room continues to the west and north. ~ @@ -974,7 +974,7 @@ You see the living room of the suite. 0 -1 15039 E bed~ - Large, comfortable, bolstered... Invites you to sleep in it. + Large, comfortable, bolstered... Invites you to sleep in it. ~ S #15045 @@ -1063,12 +1063,12 @@ The stairs lead a long way up to the top of the Tower. 0 -1 15054 E stairs~ - The stairs are made out of granite, and seem solid enough. + The stairs are made out of granite, and seem solid enough. ~ S #15049 The Grand Staircase~ - You are standing on a great staircase, that leads up and down. To + You are standing on a great staircase, that leads up and down. To the east, there is a large oak door, and a corridor leads south. ~ 150 8 0 0 0 0 @@ -1095,7 +1095,7 @@ The stairs lead down to the first floor of the Castle. E stairs~ The stairs are made of marble, and there are pillars carved in the likenesses -of trees with little animals running up and down the trunks. +of trees with little animals running up and down the trunks. ~ S #15050 @@ -1118,7 +1118,7 @@ door large oak~ E fire fireplace~ The fire is built out of logs, and seems to be able to burn for quite a while -longer. +longer. ~ E table~ @@ -1126,7 +1126,7 @@ table~ ~ E chairs~ - The chairs are arranged around the fireplace. + The chairs are arranged around the fireplace. ~ S #15051 @@ -1147,21 +1147,21 @@ There is a large and cosy room to the west. E books book shelf shelves bookshelf bookshelves~ Most of the books seem worn, as if thoroughly studied. The King evidently is -interested in keeping himself educated. +interested in keeping himself educated. ~ E bed~ Seems nice enough to sleep in, though you would never dare to, since it is a -Royal Bed! +Royal Bed! ~ E history midgaard~ - A dry tome, filled with boring knowledge. + A dry tome, filled with boring knowledge. ~ E magic~ - Beginner? This book goes beyond most of what YOU know about magic anyway. -But then, there are levels of magical knowledge, it seems. + Beginner? This book goes beyond most of what YOU know about magic anyway. +But then, there are levels of magical knowledge, it seems. ~ S #15052 @@ -1179,18 +1179,18 @@ The stairs go down the tower. 0 -1 15034 E table~ - On the table are various objects, all very strange-looking. + On the table are various objects, all very strange-looking. ~ E candle~ - Small, uninteresting... A candle that is as normal as can be. + Small, uninteresting... A candle that is as normal as can be. ~ S #15053 The Top Of The Tower~ You have arrived at the top of the tower. This tower is pretty -uninteresting, and seems made purely for reasons of defence and -guarding. The windows are slits for bowmen, very narrow on the +uninteresting, and seems made purely for reasons of defense and +guarding. The windows are slits for bowmen, very narrow on the outward side and broad inwards to allow a wide shooting angle. The only evident exit is down the stairs again. ~ @@ -1202,7 +1202,7 @@ The stairs go down to the second floor. 0 -1 15049 E window slit~ - As you look out the windows, you are granted a view of the countryside. + As you look out the windows, you are granted a view of the countryside. ~ S #15054 @@ -1217,7 +1217,7 @@ end of the King's Road. The only exit you can see is down again. 150 8 0 0 0 0 D0 To the north, the tall White Mountains have their highest peaks. -The mountaintops disappear in the white clouds, far above the +The mountaintops disappear in the white clouds, far above the plains. The sight of those high, far mountains fills you with a desire to scale them, to see the world from that vantage. ~ @@ -1276,7 +1276,7 @@ to you is that there must be an important prisoner kept in one of the cells through the south door. The decorations of the room are sparse, merely a table, a chair, and a deck of cards. A stairwell has been built into the western wall -and it leads upwards. +and it leads upwards. ~ 150 8 0 0 0 0 D2 @@ -1293,12 +1293,12 @@ A small stairwell built into the western wall of the room leads upwards. E table cards deck~ There is a deck of cards on the table in a small pile. There is one card -lying on the floor however. +lying on the floor however. ~ E card floor~ The card on the floor seems to be the Ace of Spades... A bad card to find -indeed. What could be the bad luck brought about by this discovery? +indeed. What could be the bad luck brought about by this discovery? ~ S #15057 @@ -1357,7 +1357,7 @@ door cell~ 2 15017 15057 E hole~ - The hole is much too small for you to clamber through. + The hole is much too small for you to clamber through. ~ S #15059 @@ -1420,7 +1420,7 @@ as you realize that mankind has not passed this way for some time. The fading trail you are on appears to have been so little used that it has almost completely grown over with vegitation -from the woods here. +from the woods here. The faded trail appears to lead north and east. ~ 150 0 0 0 0 4 @@ -1444,7 +1444,7 @@ as you realize that mankind has not passed this way for some time. The fading trail you are on appears to have been so little used that it has almost completely grown over with vegitation -from the woods here. +from the woods here. The faded trail appears to lead west and south. To the south a strange eerie silence seems to hang in the air, almost blocking out all the sounds that you can hear from the north and east. @@ -1514,7 +1514,7 @@ a small path splits away from the main road and leads off to the west. The woods around the village seem to be pressing inwards towards you as if the village hides a secret which they do not want to be spread about. - There is another house standing on the east side of the road. + There is another house standing on the east side of the road. ~ 150 0 0 0 0 2 D0 @@ -1723,13 +1723,13 @@ The Circle Of Stones~ You are at the edge of a circle of seven large monolith-like stones. Each stone towers over your head and appears to be at least double your height. The stones are made of a dark black material, almost black in -colour. +color. In the center of the ring of stones, you can see a black circular mirror-like disk on the ground. The surface is highly reflective and almost appears to be rippling. The trees surrounding the circle tower far above your heads blocking out the sky. A strange glow seems to be emanating from each stone, almost green -in colour. This glow provides enough light for you to see with even +in color. This glow provides enough light for you to see with even though the sky above has been blotted out. ~ 150 8 0 0 0 1 diff --git a/lib/world/wld/16.wld b/lib/world/wld/16.wld index 7a2a01e..918a511 100644 --- a/lib/world/wld/16.wld +++ b/lib/world/wld/16.wld @@ -27,10 +27,10 @@ Objects : 21 Shops : 1 Triggers : 1 Theme : Medieval -Plot : The zone is based off the theme of Camelot. Based off the theme - of Camelot, king arthur, the knights, the round table merlin, +Plot : The zone is based off the theme of Camelot. Based off the theme + of Camelot, king arthur, the knights, the round table merlin, etc. Only reachable by teleport. Originally started with zone 16 - and 17, ran out of room so also used a few rooms in zone 7. zone + and 17, ran out of room so also used a few rooms in zone 7. zone 7 is now used for extra rooms where needed. Zone 16 is linked to the following zones: 7 Camelot at 1600 (south) ---> 775 @@ -55,7 +55,7 @@ East Lane~ Another tower rises above the battlements to the south. This one is positioned over the main gate. More guards and lookouts are keeping watch above you. They must be awaiting an attack, but who or what could make it -across that lake? +across that lake? ~ 16 0 0 0 0 0 D0 @@ -71,7 +71,7 @@ S Courtyard~ You hear a loud clashing of metals from the north where an open door leads into a smoke filled room. The courtyard extends to the south and west while to -the east a path runs along the castle wall. +the east a path runs along the castle wall. ~ 16 0 0 0 0 0 D0 @@ -276,11 +276,11 @@ D3 S #1613 Meeting Room~ - Several knights sit around a rickety table on unstable chairs that look -like they will shatter to pieces at any minute from the weight of the -knights and their armor. They are quietly discussing the last battle they -were in. You catch a few words about the walking dead and some invincible -foe. + Several knights sit around a rickety table on unstable chairs that look +like they will shatter to pieces at any minute from the weight of the +knights and their armor. They are quietly discussing the last battle they +were in. You catch a few words about the walking dead and some invincible +foe. ~ 16 8 0 0 0 0 D1 @@ -523,7 +523,7 @@ D2 0 0 1602 E sign~ - Blacksmith closed, by order of the King. + Blacksmith closed, by order of the King. ~ S #1628 @@ -533,7 +533,7 @@ apprentices are busy constructing a suit of armor for a knight. Various pieces of armor are here in varying states of repair. There is a large weapons rack on the eastern wall. To the west is Knight's Way. The smith looks at you and says, 'Can't you read? I'm closed. All my work is done for the king's army -now.' +now.' ~ 16 8 0 0 0 0 D0 @@ -560,7 +560,7 @@ Main Hall~ Doors to the east and west are open and you see people waiting patiently inside. The hall continues north and south. A noble walks from one room to the other muttering about not being told the truth and being treated like a -commoner. +commoner. ~ 16 8 0 0 0 0 D0 @@ -686,7 +686,7 @@ S #1637 Knights' Quarters~ The knights' barracks continues to the north and south. More cots and suits -of armor fill the room. Several knights are healing from their war wounds. +of armor fill the room. Several knights are healing from their war wounds. The only conversation is in hushed tones. ~ 16 8 0 0 0 0 @@ -840,11 +840,11 @@ THE PENTAGRAM. - Merlin S #1646 Northeast Tower~ - Across the lake you see the city of Bellau Woods. It looks so peaceful -from here and you wonder how these guards can stand up here for hours on -end without falling asleep. A guard whispers something to one of the -lookouts, you catch a couple words, something about putting you to work in -the army. + Across the lake you see the city of Bellau Woods. It looks so peaceful +from here and you wonder how these guards can stand up here for hours on +end without falling asleep. A guard whispers something to one of the +lookouts, you catch a couple words, something about putting you to work in +the army. ~ 16 0 0 0 0 0 D5 @@ -854,10 +854,10 @@ D5 S #1647 North Tower~ - Guards stare across the lake, ignoring you. You try to figure out what -they are staring at, but all you see are open fields and a decrepit stone -tower. Nothing threatening. You try to strike up a conversation with the -guards, but they ignore you. + Guards stare across the lake, ignoring you. You try to figure out what +they are staring at, but all you see are open fields and a decrepit stone +tower. Nothing threatening. You try to strike up a conversation with the +guards, but they ignore you. ~ 16 0 0 0 0 0 D5 @@ -868,7 +868,7 @@ S #1648 Hidden Room~ Dust covers the floor, except for a few footprints that lead to the center of -the room and disappear. The rest of the room is empty, the walls are bare. +the room and disappear. The rest of the room is empty, the walls are bare. ~ 16 8 0 0 0 0 D2 @@ -882,10 +882,10 @@ door~ S #1649 Open Field~ - Only a few peasants and farmers are working the fields here. They all + Only a few peasants and farmers are working the fields here. They all stop occasionally and look to the north in fear as if they expect the devil -himself to suddenly appear. The fields are neglected and it seems they are -just now starting to prepare it for planting. +himself to suddenly appear. The fields are neglected and it seems they are +just now starting to prepare it for planting. ~ 16 0 0 0 0 0 D0 @@ -954,7 +954,7 @@ S #1653 North Lane~ Two guards are whispering softly. You try to sneak up on them to hear what -they are saying. You just catch a couple of words. "We cannot keep this up. +they are saying. You just catch a couple of words. "We cannot keep this up. We will all be dead soon." Then they see you and order you to move on. ~ 16 0 0 0 0 0 @@ -1005,9 +1005,9 @@ D3 S #1656 North Lane~ - The stone walls to the north and south are expertly crafted and are -almost seamless. It would almost seem that this castle was built with the -help of some very powerful magic. + The stone walls to the north and south are expertly crafted and are +almost seamless. It would almost seem that this castle was built with the +help of some very powerful magic. ~ 16 0 0 0 0 0 D1 @@ -1037,9 +1037,9 @@ D3 S #1658 North Lane~ - The dirt lane is once again blocked on both sides by stone walls. A -chimney juts out of the southern wall and heat waves make the rocks around -it shimmer as if alive. + The dirt lane is once again blocked on both sides by stone walls. A +chimney juts out of the southern wall and heat waves make the rocks around +it shimmer as if alive. ~ 16 0 0 0 0 0 D1 @@ -1053,10 +1053,10 @@ D3 S #1659 North Lane~ - The wall turns to the east, forcing you to follow. At the intersection -of the north and west walls a small tower sits above you on the -battlements. Several figures are keeping a sharp look out. You wonder for -what? + The wall turns to the east, forcing you to follow. At the intersection +of the north and west walls a small tower sits above you on the +battlements. Several figures are keeping a sharp look out. You wonder for +what? ~ 16 0 0 0 0 0 D1 @@ -1211,10 +1211,10 @@ D5 0 0 1666 E murals~ - You look at a mural of Saint George and the Dragon. George's armor -gleams in the sun, and from his lance flies his standard. George signals -the dragon and charges across the verdant green. The dragon raises its -serpentine head and inhales a mighty breath. George and mount thunder + You look at a mural of Saint George and the Dragon. George's armor +gleams in the sun, and from his lance flies his standard. George signals +the dragon and charges across the verdant green. The dragon raises its +serpentine head and inhales a mighty breath. George and mount thunder though the tall grass. The dragon- You snap out of your vision ~ S @@ -1234,14 +1234,14 @@ murals~ You look at the mural of Lancelot, Guinevere and Arthur on a picnic. A page arrives and hands Arthur a scroll. Arthur reads the scroll and mounts his charger, racing back along the road. Lancelot turns to mount his charger, but a -feminine hand restrains him, beckoning to the cool shade under the oaks. +feminine hand restrains him, beckoning to the cool shade under the oaks. Lancelot turns to face Guinevere- You snap out of your vision. ~ S #1669 West Lane~ The inner western wall of Camelot rises above you with a tower at its peak. -Few people are walking the streets and even fewer are even acknowledging you. +Few people are walking the streets and even fewer are even acknowledging you. Why is everyone so reclusive? ~ 16 0 0 0 0 0 @@ -1384,7 +1384,7 @@ S #1678 A Wide Dirt Path~ The path branches to the north and you hear some loud growling. More noises -are coming from the west. It almost sounds like a battle is being fought. +are coming from the west. It almost sounds like a battle is being fought. Through the fog to the south you finally can see the island and what appears to be a castle built on it. ~ @@ -1421,7 +1421,7 @@ Battle Field~ More mutilated bodies are scattered across the field and vultures are starting to gather. Strange, the decayed corpses seem to be untouched by the vultures, rats and other scavengers that feast on the fresher fare on this -battlefield. +battlefield. ~ 16 0 0 0 0 0 D1 @@ -1452,10 +1452,10 @@ D3 S #1682 Battle Field~ - More bodies clutter the path and you carefully pick your way around -them. Blood mixed with the dirt from the path covers your boots and the -stench is beginning to overwhelm you. The path continues east and west. -The lake to the south has a slight tinge of red too it. + More bodies clutter the path and you carefully pick your way around +them. Blood mixed with the dirt from the path covers your boots and the +stench is beginning to overwhelm you. The path continues east and west. +The lake to the south has a slight tinge of red too it. ~ 16 0 0 0 0 0 D1 @@ -1502,9 +1502,9 @@ D3 S #1685 Foothills~ - You work your way through the foothills towards the tower to the -north. Bodies are everywhere, most of them from the army. Hard to -believe the number of casualties those zombies inflicted. + You work your way through the foothills towards the tower to the +north. Bodies are everywhere, most of them from the army. Hard to +believe the number of casualties those zombies inflicted. ~ 16 4 0 0 0 0 D0 @@ -1518,10 +1518,10 @@ D2 S #1686 Sitting Room~ - Another room for the nobles to hang out and relax. It would seem -that's all they do. Several plump chairs line the walls and a few tables -are loaded with papers. Some of those papers have elaborate writing on -them. + Another room for the nobles to hang out and relax. It would seem +that's all they do. Several plump chairs line the walls and a few tables +are loaded with papers. Some of those papers have elaborate writing on +them. ~ 16 8 0 0 0 0 D2 @@ -1587,9 +1587,9 @@ D2 S #1691 Study~ - This room is secluded from the rest of the castle and the thick walls -keep all sound from reaching this part of the castle. Shelves line both -walls and a desk, lamp and chair are to the west. + This room is secluded from the rest of the castle and the thick walls +keep all sound from reaching this part of the castle. Shelves line both +walls and a desk, lamp and chair are to the west. ~ 16 8 0 0 0 0 D3 @@ -1632,8 +1632,8 @@ S #1694 Northwest Tower~ Guards are keeping a sharp lookout to the northwest, towards a decrepit -looking tower. Fields stretch towards the south where the farmers, -peasants and serfs cultivate the fertile fields. +looking tower. Fields stretch towards the south where the farmers, +peasants and serfs cultivate the fertile fields. ~ 16 0 0 0 0 0 D5 @@ -1643,7 +1643,7 @@ D5 S #1695 West Lane~ - The lane continues north towards some towers or south to the western gate. + The lane continues north towards some towers or south to the western gate. You sense strange powers radiating from the towers to the northeast, as if they were alive. The dirt lane turns into cobblestone to the south. ~ @@ -1696,7 +1696,7 @@ S #1698 Bedroom~ This small room is overcrowded with a small decrepit looking bed, a small -desk and various bookshelves that teeter from the weight of countless books. +desk and various bookshelves that teeter from the weight of countless books. The room looks more like a study than a bedroom. The desk is covered with papers and notes that someone hastily scribbled down. ~ diff --git a/lib/world/wld/169.wld b/lib/world/wld/169.wld index 58df5ed..ea799b9 100644 --- a/lib/world/wld/169.wld +++ b/lib/world/wld/169.wld @@ -4,7 +4,7 @@ Gibberling Caves - Tanto~ gradually heading up a hilly trail to a mountain, wherein lies a large tribe of bloodthirsty gibberlings. The area starts out in room 16999 (where it connects to the south road) and continues eastward to a mountain cave where you finally -battle the gibberling chieftain and shaman. +battle the gibberling chieftain and shaman. ~ 169 0 0 0 0 2 S @@ -13,7 +13,7 @@ A Mountain Trail~ Thick vegetation to the north and south restricts your passage to moving east or west along the trail. You can see the footprints of small animals and something else, here in the dirt. This trail must be used more often than you -suspected at first glance. +suspected at first glance. ~ 169 0 0 0 0 2 D1 @@ -32,7 +32,7 @@ the trees. Brisk mountain breezes are blowing in from the east, from where you can just barely make out a few peaks through the treetops. The ground to the south begins a steep drop away from the hills you are walking across, forming a valley, however the trees to the north and south are too thick for travel -anyway. +anyway. ~ 169 0 0 0 0 2 D1 @@ -49,7 +49,7 @@ A Small Clearing~ You are in a small dirt clearing along the trail, which you can see continues to the east and west. The sounds of rustling leaves, and small animals in the brush scurrying about reminds you that dangerous creatures could -be lurking nearby in the shadows, waiting for you to rest until they strike. +be lurking nearby in the shadows, waiting for you to rest until they strike. ~ 169 0 0 0 0 2 D1 @@ -66,7 +66,7 @@ A Mountain Trail Ends~ The trail leading back west to the South Road comes to an abrupt end here, and the brush is too dense to head north or south. The only way to continue farther into the trees, is to climb a steep BANK covered in vines and tree -roots, up into the hilly regions to the east. +roots, up into the hilly regions to the east. ~ 169 0 0 0 0 4 D3 @@ -82,7 +82,7 @@ bank~ To your east lies a steep bank of dirt, covered in twisted vines and gnarled roots from the trees growing atop the hill. It looks like you can easily get a foothold, and climb the roots up the bank without too much trouble or injury. - + ~ S #16905 @@ -91,7 +91,7 @@ A Rocky Hill~ moist soil below, but a tangled mass of vines and roots mingled with the hard soil makes a naturul ladder of sorts, so you would have no trouble climbing down. A small path to the south seems to have been intentionally cleared for -travel through the unlevel terrain. +travel through the unlevel terrain. ~ 169 0 0 0 0 5 D2 @@ -109,7 +109,7 @@ A Craggy Slope~ which look like they could have taken many an adventurer off the side of the cliff with them, over time. Howling winds occasionally sweep down from the eastern mountains, further weathering the stones of the slope, and blowing a -few more pebbles over the edge. +few more pebbles over the edge. ~ 169 0 0 0 0 5 D0 @@ -129,7 +129,7 @@ east. To the north is a solid wall of rock, reaching at least 30 feet above your head, while to your south is the edge of the cliff, and from your vantage point, it's apparent that you probably wouldn't survive a fall from this height. The face of the rock appears to have enough deep, natural grooves to -use as footholds, if you were to decide to climb it. +use as footholds, if you were to decide to climb it. ~ 169 0 0 0 0 5 D3 @@ -144,9 +144,9 @@ S #16908 A Mountainside~ You are under an outcropping slab of stone, supported firmly by a few large -boulders, which provides a momentary rest from the harsh eastern winds. +boulders, which provides a momentary rest from the harsh eastern winds. However because of the amount of rocks blocking your path here, you can only -travel north, or down, to a narrow cliff. +travel north, or down, to a narrow cliff. ~ 169 0 0 0 0 5 D0 @@ -162,7 +162,7 @@ S A Mountainside~ The view is great from this vantage point, and if you look to the north-east, you can see more mountains on the horizon. Ths South Road is also -slighty visible as a small line in the trees, far down to the west. +slightly visible as a small line in the trees, far down to the west. ~ 169 0 0 0 0 5 D1 @@ -196,7 +196,7 @@ A Mountainside~ The misty, mountain air howls and whips around your head, as you navigate through the rocky terrain, which is almost barren save for a few small plants here and there. Small humanoid footprints in the soil, trace a winding trail -up the western face of the mountain, continuing eastward. +up the western face of the mountain, continuing eastward. ~ 169 0 0 0 0 5 D3 @@ -213,7 +213,7 @@ A Rocky Cliff~ You are at the slippery edge of a short cliff, that tilts downward, away from a large cave which lies to the east, in the side of the mountain. As harsh winds blow past you bearing a fine mist, it would probably be wise to -continue onward, rather than stay here. +continue onward, rather than stay here. ~ 169 0 0 0 0 5 D1 @@ -231,7 +231,7 @@ A Rocky Cliff Outside A Cave Entrance~ rock ground beneath your feet, while small rocks and pebbles litter the surface, making the cliff even more dangerous. Through the deafening sound of the gusts in your ears, a kind of chattering noise, or perhaps even voices, -hauntingly fades in and out of existence... Or was it just the wind? +hauntingly fades in and out of existence... Or was it just the wind? ~ 169 0 0 0 0 5 D1 @@ -246,7 +246,7 @@ E cave opening entrance hole~ The cave is basically a great, yawning, orifice in the rocky face of the mountain, resembling the mouth of some great beast, daring you to enter and -meet your doom. +meet your doom. ~ S #16914 @@ -270,7 +270,7 @@ animal corpse~ It is the mangled, half-eaten corpse, of some poor, hapless creature, torn apart and left in the dirt. Maggots are greedily feasting on what remains of the animals' flesh, while the fur, heavily caked with dried blood, sticks to -the bones. +the bones. ~ S #16915 @@ -279,7 +279,7 @@ A Dark Cave~ from the jagged ceiling above, from which many stalagmites hang, deliberately chopped and broken to make travel easier. Many small footprints blanket the dirt floor, accompanied by a powerful, musky aroma of wild beasts, or so it -would appear. +would appear. ~ 169 8 0 0 0 0 D1 @@ -295,7 +295,7 @@ S A Dark Cave~ Your path is restricted to travelling east or west from here, which would definitely be advisable by the hungry looks you get from every hideous -gibberling passing through. +gibberling passing through. ~ 169 8 0 0 0 0 D1 @@ -309,12 +309,12 @@ D3 S #16917 A Dark Cave~ - This room is thick with the dog-like smell of gibberlings, going about thier -daily routine, making weapons and eating, which are two of thier favorite + This room is thick with the dog-like smell of gibberlings, going about their +daily routine, making weapons and eating, which are two of their favorite hobbies. In this narrow section of the cave, it's a marvel to watch so many of these crazed, ill-mannered beasts exist in such a small area. There is barely even room to manuever here, so they simply rush through, trampling anything in -thier path. +their path. ~ 169 8 0 0 0 0 D2 @@ -332,8 +332,8 @@ A Wide Tunnel~ the gibberlings emerging from all directions, across the especially jagged surface of the ground, which is pock marked by pits and large stones strewn across the area. The room looks like it's been through at least one cave in, -or a collapse, perhaps the gibberlings just dug thier way through after being -trapped in the cave by enemies long ago. +or a collapse, perhaps the gibberlings just dug their way through after being +trapped in the cave by enemies long ago. ~ 169 8 0 0 0 0 D0 @@ -354,7 +354,7 @@ A Wide Tunnel~ Assorted bones and rocks litter the ground here, as well as a few pools of dried blood, and even a few broken weapons from previous battles. However, the gibberlings, who pass through this room daily, seem to have no trouble at all -navigating the tunnel. +navigating the tunnel. ~ 169 8 0 0 0 0 D0 @@ -370,7 +370,7 @@ bones stones rocks~ Many small, crushed, and cracked bones and skulls lie here, among the rocks. You can only guess that they may have been gibberlings who died in the cave, or others, who unwittingly stumbled upon this nest of depraved creatures, only to -die an agonizing, pitiless death, at the hands of thier barbaric attackers. +die an agonizing, pitiless death, at the hands of their barbaric attackers. ~ S #16920 @@ -379,7 +379,7 @@ A Stony Corridor~ entrance of the main living area for the tribe, as you can see it is cleaner than the northern rooms as well. A few clay pots and other handmade tools lie on makeshift shelves dug into the walls, affirming this as a room of daily -importance. +importance. ~ 169 8 0 0 0 0 D0 @@ -396,7 +396,7 @@ A Stony Corridor~ You are at a junction in the stone corridor, which has openings north, west and east from here. You smell a faint aroma of food to the east, and gibberlings coming from that direction appear to be even more rambunctious and -energetic than usual. +energetic than usual. ~ 169 8 0 0 0 0 D0 @@ -417,13 +417,13 @@ A Stony Corridor~ You are standing at the eastern end of a cold, dark hallway of sorts, as you inhale the thick aroma of a gibberling feast nearby. The smell is definitely of meat, and even now, bits of refuse, bone, and small portions of meat litter -the ground around your feet. +the ground around your feet. ~ 169 8 0 0 0 0 D0 You see a large, wooden door in the cave wall, with a rounded opening set in the center, from which you can smell an aroma of meat wafting out into the -corridor. +corridor. ~ door~ 1 0 16923 @@ -437,11 +437,11 @@ The Feeding Room~ This putrid-smelling cavern is obviously some kind of dining area for the gibberlings that inhabit this area. Stacks of assorted meat are heaped in corners here, most of which have already been partially eaten and thrown back -into the pile. +into the pile. ~ 169 8 0 0 0 0 D2 - You see a large wooden door set in the cave wall. + You see a large wooden door set in the cave wall. ~ door~ 1 0 16922 @@ -451,7 +451,7 @@ A Wet Corner~ You are in a small, wet, open crevice in the cave wall, as you notice a rising stench and mist, wafting up from a hole leading downward into the lower chamber of the tunnels, from which you can hear the unmistakable sounds of a -torture chamber. +torture chamber. ~ 169 8 0 0 0 0 D3 @@ -465,7 +465,7 @@ D5 E hole~ The hole appears to be wide enough for many people to travel through at -once. +once. ~ S #16925 @@ -474,7 +474,7 @@ The Torture Pit~ through this blood-soaked section of the caves. A primitive torture chamber has been constructed here using heavy iron chains, hooked onto pulleys across the ceiling, a few pairs of shackles nailed into the walls, and various sharp -iron and steel makeshift instruments. +iron and steel makeshift instruments. ~ 169 8 0 0 0 0 D0 @@ -490,11 +490,11 @@ S The Torture Pit~ As uncontrollable and savage as the gibberlings may be, they are not completely without reason. Indeed they comprehend the immense pain they -inflict on thier victims, and they revel in it. Here you see a large dugout +inflict on their victims, and they revel in it. Here you see a large dugout section of the cave, the floor drenched in blood and littered with various body parts, cold, sharp instruments lining the stone walls, while horrible sounds of anguish, escape the lips of dying and dismembered animals and unlucky -travellers. +travellers. ~ 169 8 0 0 0 0 D2 @@ -507,7 +507,7 @@ A Stuffy Chamber~ The hallway to the east comes to an abrupt halt here. This portion of the cave must be used for a sleeping area, as you can tell by the numerous makeshift cots of animal hides lying about. A shabby rope ladder swinging from -a hole in the stone ceiling, beckons you to explore further. +a hole in the stone ceiling, beckons you to explore further. ~ 169 8 0 0 0 0 D1 @@ -521,13 +521,13 @@ D4 E ladder~ It's a surprisingly sturdy looking makeshift, braided, rope ladder, swinging -from an opening in the ceiling above your head. +from an opening in the ceiling above your head. ~ E hides cots~ Animal hides are piled up in the corners, obviously meant for use as blankets during cold nights spent on the hard, cold, cave floors. Strangely -the heads of the animals have not been removed from the hides. +the heads of the animals have not been removed from the hides. ~ S #16928 @@ -536,7 +536,7 @@ A Makeshift Landing~ to the south. The only other exit is down into a hole in the floor. The continuous inhuman sounds of gibberlings shrieking, howling and chattering echo of the walls, making this seem more like some kind of demonic tomb for the -undead, than a mere cave. +undead, than a mere cave. ~ 169 8 0 0 0 0 D2 @@ -550,7 +550,7 @@ D5 E hole~ It's a hole in the stone floor, reaching down into a lower level. What did -you expect? +you expect? ~ S #16929 @@ -562,7 +562,7 @@ judging by the amount of gibberling traffic that must cross it's meager length daily. A smell of decaying flesh wafting out of the chasm, affirms the death of many a gibberling who died, either after falling from the bridge, or during periodic breaks in the ropes, which appear to have been repaired numerous -times. +times. ~ 169 8 0 0 0 0 D0 @@ -583,14 +583,14 @@ same thickness as a pine tree, planted in deep holes dug into the stone floor. E chasm~ It is too deep and dark, to see much more than what appears to be a -bottomless pit, reaching far into the subterranean regions. +bottomless pit, reaching far into the subterranean regions. ~ S #16930 A Stony Landing~ This rocky precipice overlooks a deep chasm to the north. Almost cone-like in shape, the ground builds upward to another hole high in the south wall, that -appears to be the entrance to another level of the cave. +appears to be the entrance to another level of the cave. ~ 169 8 0 0 0 0 D0 @@ -610,13 +610,13 @@ small windows bored into the eastern stone wall of the cave. This room has been meticulously maintained and is unusually clean, compared to the rest of the caverns you've been to thus far, and to the north lies a large crudely constructed wooden door. The only other exit, besides the door, is a large -hole in the floor, west of the doorway. +hole in the floor, west of the doorway. ~ 169 8 0 0 0 0 D0 The door is unusually wide, and cut to fit the somewhat irregular shape of -the hole it is set in, which is simply a large hole dug into the stone wall. -There is writing on it. +the hole it is set in, which is simply a large hole dug into the stone wall. +There is writing on it. ~ door, wood~ 1 0 16932 @@ -628,7 +628,7 @@ E read door~ You cannot make out the writing on the door, which appears to be gibberish, however a crude painted image above the writing leads you to beleive this must -be the throne room. +be the throne room. ~ S #16932 @@ -638,12 +638,12 @@ fierce and merciless king of the gibberlings, commander of the unrelenting, maniacal, gibberling horde, who is feared across the realm. Elvish, dwarf and human stretched hides and other various gifts to the king, from blood-drenched gibberling raids line the walls, while the bones of a mighty giant, killed in -battle, irreverently form the throne itself. +battle, irreverently form the throne itself. ~ 169 8 0 0 0 0 D2 The door is unusually wide, and cut to fit the somewhat irregular shape of -the hole it is set in, which is simply a large hole dug into the stone wall. +the hole it is set in, which is simply a large hole dug into the stone wall. ~ door, wood~ 1 0 16931 @@ -656,14 +656,14 @@ hides skins~ The stretched and dried skins of warriors and adventurers killed in battle, adorn the throne itself, as well as many of the walls in the room. The heads have not been removed, as the gibberlings wish to preserve the indescribable -horror frozen in the faces of thier many victims, when they die. +horror frozen in the faces of their many victims, when they die. ~ E throne bones giant~ The gibberling throne is crafted from the bones of a slain giant, who met his fate at the hands of gibberling raiders years ago in battle. The bones are bound together by the dried sinew of a dragon, and the seat is covered with -various hides skinned from all the myriad races. +various hides skinned from all the myriad races. ~ S #16935 @@ -672,7 +672,7 @@ A Secret Chamber~ room. The air is thin here, as if this room has been locked, and undisturbed for a very long time. Each turn you make, seems to result in more dust rising, and spiderwebs clinging to your form, as small rodents and insects scurry away -into the dark corners. +into the dark corners. ~ 169 8 0 0 0 0 D1 @@ -688,7 +688,7 @@ somehow it seems just right. You are surrounded by the 4 hide walls of a tent, large enough for a living quarters, but little room for luxuries. The floor is flat, yet consists only of a flat, woven mat, lain over the soft soil beneath. From the east, you can feel a slight breeze, from an open flap in the tent, -which acts as the door. +which acts as the door. ~ 169 584 0 0 0 0 D1 @@ -702,7 +702,7 @@ Tanto's Yard~ formidable fence made from many oak trees planted in rows, and bound together by thick vines growing, intertwined with the trees themselves. A few stone benches are placed near the south end of the yard, next to a small, well-tended -garden, filled with strange looking fruits and herbs. +garden, filled with strange looking fruits and herbs. ~ 169 512 0 0 0 0 D3 @@ -714,17 +714,17 @@ trees fence vines~ The living fence surrounding Tanto's yard is a masterpiece, which took much time, and careful attention to make. Stout trees grown seemingly impossibly close together, linked by a growing trellis of green and purple vines climbing -thier length, and the tangled mass of hardy roots , extending their protection -a few feet into the yard from each direction. +their length, and the tangled mass of hardy roots , extending their protection +a few feet into the yard from each direction. ~ E stone benches~ There are two, magnificent stone benches, which appear to have been crafted -by a very skilled artist, portraying on thier mottled surfaces, a chiseled +by a very skilled artist, portraying on their mottled surfaces, a chiseled rendition of some great battle, between the immortal Tanto, and an endless horde of monstrous warriors. The top of each bench is a single rectangular stone slab, supported by four stone legs, shaped like the hind legs of a lion, -or griffon. +or griffon. ~ S #16999 @@ -732,7 +732,7 @@ A Mountain Trail~ You are on a small, obscure, trail, connected to the South Road to the west, and marked by many booted footprints in the soft soil. A gust of cold wind is blowing in from the east, and you think you can make out rocky mountains in the -distance, if you look through the fog to the east. +distance, if you look through the fog to the east. ~ 169 0 0 0 0 0 D1 diff --git a/lib/world/wld/17.wld b/lib/world/wld/17.wld index 9af976e..8a79f86 100644 --- a/lib/world/wld/17.wld +++ b/lib/world/wld/17.wld @@ -28,10 +28,10 @@ Objects : 13 Shops : 0 Triggers : 0 Theme : Medieval -Plot : The zone is based off the theme of Camelot. Based off the theme - of Camelot, king arthur, the knights, the round table merlin, +Plot : The zone is based off the theme of Camelot. Based off the theme + of Camelot, king arthur, the knights, the round table merlin, etc. Only reachable by teleport. Originally started with zone 16 - and 17, ran out of room so also used a few rooms in zone 7. zone + and 17, ran out of room so also used a few rooms in zone 7. zone 7 is now used for extra rooms where needed. Zone 17 is linked to the following zones: 7 Camelot at 1700 (north) ---> 775 @@ -57,11 +57,11 @@ Zone 17 is linked to the following zones: S #1701 East Lane~ - A battlement above the main gate towers over you to the north. You are -on a lane that parallels the eastern wall of this fortress. You can follow -it to the south or enter the courtyard to the west. Out in the courtyard -you see a couple groups of people talking amongst themselves. Maybe they -can give you some answers to what's going on. + A battlement above the main gate towers over you to the north. You are +on a lane that parallels the eastern wall of this fortress. You can follow +it to the south or enter the courtyard to the west. Out in the courtyard +you see a couple groups of people talking amongst themselves. Maybe they +can give you some answers to what's going on. ~ 17 0 0 0 0 0 D2 @@ -210,10 +210,10 @@ D1 S #1709 Center Lane~ - Just to the north is an entrance into the castle. A few people are -walking along the lane to the north and south but they don't seem to have -a purpose other than to be pacing, obviously waiting for something or -someone. + Just to the north is an entrance into the castle. A few people are +walking along the lane to the north and south but they don't seem to have +a purpose other than to be pacing, obviously waiting for something or +someone. ~ 17 0 0 0 0 0 D0 @@ -227,10 +227,10 @@ D2 S #1710 Horse Stall~ - You open the gate and step in with one of the massive war horses. It -looks at you and you start to get the feeling that you shouldn't be -bothering this impressive horse. A bin of grain and half a bale of hay -lie on the floor. + You open the gate and step in with one of the massive war horses. It +looks at you and you start to get the feeling that you shouldn't be +bothering this impressive horse. A bin of grain and half a bale of hay +lie on the floor. ~ 17 8 0 0 0 0 D3 @@ -241,7 +241,7 @@ S #1711 Stables~ You stand in the vast stables of Camelot. Row upon row of stalls greet your -eye. Smells of horse, sweat, and fresh straw combine into an unpleasant mix. +eye. Smells of horse, sweat, and fresh straw combine into an unpleasant mix. ~ 17 8 0 0 0 0 D0 @@ -263,10 +263,10 @@ D3 S #1712 Horse Stall~ - You open the gate and step in with one of the massive war horses. It -looks at you and you start to get the feeling that you shouldn't be -bothering this impressive horse. A bin of grain and half a bale of hay -lie on the floor. + You open the gate and step in with one of the massive war horses. It +looks at you and you start to get the feeling that you shouldn't be +bothering this impressive horse. A bin of grain and half a bale of hay +lie on the floor. ~ 17 8 0 0 0 0 D1 @@ -276,9 +276,9 @@ D1 S #1713 Group of Ladies~ - You perk up your ears and listen in on the group of ladies. You -overhear ".. It is terrible. The poor girl was captured on her way to -her wedding by that foul Mordred. Her father has offered a considerable + You perk up your ears and listen in on the group of ladies. You +overhear ".. It is terrible. The poor girl was captured on her way to +her wedding by that foul Mordred. Her father has offered a considerable sum for her safe return. I think my Gawaine can surely claim it.. " ~ 17 8 0 0 0 0 @@ -354,7 +354,7 @@ Abbey~ You enter a small temple of prayer. You don't see the usual aisles of chairs or benches, the floors are covered with numerous mats. They must worship by kneeling on them, how strange. A few monks tend to the various candles -surrounding the room. +surrounding the room. ~ 17 8 0 0 0 0 D0 @@ -368,10 +368,10 @@ D2 S #1718 Practice Yard~ - Several knights are here practicing the arts of combat. All of them -look to be very proficient. Several squires and lackeys look on in -concentration, trying to memorize the complex forms the masterful knights -use to try to overcome each other. + Several knights are here practicing the arts of combat. All of them +look to be very proficient. Several squires and lackeys look on in +concentration, trying to memorize the complex forms the masterful knights +use to try to overcome each other. ~ 17 0 0 0 0 0 D0 @@ -385,10 +385,10 @@ D2 S #1719 Scottish Clansmen~ - You stare around in horror at what once must have been some sort of -dance hall or large meeting place. It has now been taken over by all -these Scottish warriors. It must be hard times if the King is seeking -help from these ruffians. + You stare around in horror at what once must have been some sort of +dance hall or large meeting place. It has now been taken over by all +these Scottish warriors. It must be hard times if the King is seeking +help from these ruffians. ~ 17 8 0 0 0 0 D0 @@ -419,10 +419,10 @@ D2 S #1721 Battlements~ - You stand atop the battlements over the main gate, looking across the -lake at the small ferry on the shore waiting to carry travellers across. -Several Archers and guards keep a sharp lookout as if they are expecting -a full scale siege at any moment. + You stand atop the battlements over the main gate, looking across the +lake at the small ferry on the shore waiting to carry travellers across. +Several Archers and guards keep a sharp lookout as if they are expecting +a full scale siege at any moment. ~ 17 0 0 0 0 0 D5 @@ -433,9 +433,9 @@ S #1722 Southeast Tower~ You reach the top of the stairs and stare across the lake and down onto -Bellau City to the east and a thick forest to the south. The lake around -the castle is smooth as glass and reflects an inverse image of the castle. -The stairs lead back down. +Bellau City to the east and a thick forest to the south. The lake around +the castle is smooth as glass and reflects an inverse image of the castle. +The stairs lead back down. ~ 17 0 0 0 0 0 D5 @@ -457,9 +457,9 @@ D5 S #1724 Open Field~ - Another pair of oxen are pulling a plow with a farmer walking behind -them. The farmer stares at you in disgust as you walk by. These people -don't seem to be very happy about working in these fields. + Another pair of oxen are pulling a plow with a farmer walking behind +them. The farmer stares at you in disgust as you walk by. These people +don't seem to be very happy about working in these fields. ~ 17 0 0 0 0 0 D0 @@ -492,10 +492,10 @@ D2 S #1726 East Lane~ - You walk down a back alley with the castle wall to the east and a -building to the west. The shadows are deep in this corner of the castle -and it seems like the beggars and unlawful merchants have taken over this -area. + You walk down a back alley with the castle wall to the east and a +building to the west. The shadows are deep in this corner of the castle +and it seems like the beggars and unlawful merchants have taken over this +area. ~ 17 0 0 0 0 0 D0 @@ -557,9 +557,9 @@ D3 S #1730 Main Hall~ - This hallway continues north and south. Open double doors to the east -allow you to hear the clatter of utensils and a drone of conversations -coming through the doorway. Sounds like a feast is being held. + This hallway continues north and south. Open double doors to the east +allow you to hear the clatter of utensils and a drone of conversations +coming through the doorway. Sounds like a feast is being held. ~ 17 8 0 0 0 0 D0 @@ -573,9 +573,9 @@ D2 S #1731 Stairs~ - A set of stairs wind in a spiral out of sight up into the second level -of the castle. The stairs are spotless and torches are placed close -together illuminating every corner of the room. + A set of stairs wind in a spiral out of sight up into the second level +of the castle. The stairs are spotless and torches are placed close +together illuminating every corner of the room. ~ 17 8 0 0 0 0 D3 @@ -626,9 +626,9 @@ D4 S #1734 Center Lane~ - A few people are exiting and entering an open doorway into the castle -to the north. They look to be mostly nobles and servants. All of the -common folk must be out working the fields. A tall wall is to the west. + A few people are exiting and entering an open doorway into the castle +to the north. They look to be mostly nobles and servants. All of the +common folk must be out working the fields. A tall wall is to the west. ~ 17 0 0 0 0 0 D0 @@ -656,7 +656,7 @@ S #1736 Stables~ Stable hands are busy currying animals, shoeing horses, and feeding the -magnificant chargers of Camelot. Light filters in through the rafters. You +magnificent chargers of Camelot. Light filters in through the rafters. You wonder how easy it would be to sneak one of these animals out. You quickly discard the idea when you see one of the stable hands skillfully playing with a small dagger, tossing it 10 feet in the air, catching it by the blade and then @@ -696,9 +696,9 @@ S #1738 Room of Ladies~ Oh yes, it is here that the virginal maidens of the court reside, pining -away for their knights who travel far and wide on Arthurs missions. The -main activity here is tapestry making, and presently there are three tapestries -under construction. +away for their knights who travel far and wide on Arthurs missions. The +main activity here is tapestry making, and presently there are three tapestries +under construction. ~ 17 8 0 0 0 0 D0 @@ -777,11 +777,11 @@ D2 S #1742 Abbey~ - More monks are here but they seem to be more interested in studying -their books than worship. Tables line both walls with books stacked on -every available part of the floor. They must be in charge of recording -current events. If you want to find out what's wrong with these people, -this would be the best place to start. + More monks are here but they seem to be more interested in studying +their books than worship. Tables line both walls with books stacked on +every available part of the floor. They must be in charge of recording +current events. If you want to find out what's wrong with these people, +this would be the best place to start. ~ 17 8 0 0 0 0 D0 @@ -812,10 +812,10 @@ D2 S #1744 Scottish Clansmen~ - These hardened warriors seem oblivious to the fact that they will -probably die next battle. You have to admit they are throwing one hell -of a party though. You just wish so much brawling wasn't involved. -A chair goes flying past your head. + These hardened warriors seem oblivious to the fact that they will +probably die next battle. You have to admit they are throwing one hell +of a party though. You just wish so much brawling wasn't involved. +A chair goes flying past your head. ~ 17 8 0 0 0 0 D0 @@ -978,8 +978,8 @@ S South Lane~ Another seedy looking merchant walks up to you offering a guaranteed position at the Round Table. All you need to do is purchase the Holy Grail -from him and present it to the king. The merchant pulls out a tin cup you -saw a beggar using not ten minutes ago and asks for 2000000 gold. +from him and present it to the king. The merchant pulls out a tin cup you +saw a beggar using not ten minutes ago and asks for 2000000 gold. ~ 17 0 0 0 0 0 D1 @@ -1174,9 +1174,9 @@ D3 S #1765 Tourney Yard~ - You watch the orange knight fly and land with a sickening crash on the -yard. The black knight circles and raises his lance in a salute to -Arthur. A few people cheer, but most seem to be preoccupied. + You watch the orange knight fly and land with a sickening crash on the +yard. The black knight circles and raises his lance in a salute to +Arthur. A few people cheer, but most seem to be preoccupied. ~ 17 0 0 0 0 0 D0 @@ -1390,7 +1390,7 @@ S #1777 A Dark Trail~ The remains of an old wagon and the corpses of a couple of merchants lie on -the side of the path. Those rumours about robbers and thieves hiding in these +the side of the path. Those rumors about robbers and thieves hiding in these woods must be true. You check the contents of your purse then move on. The lake still blocks the north and the forest doesn't look very safe to the south. ~ @@ -1424,11 +1424,11 @@ D3 S #1779 A Dark Trail~ - The forest is beginning to thin and you can see that the water to the -north is part of a massive lake with a large island in the middle of it. -A fortress sits on the island looking impregnable. The trail continues -east and west with the south still too thick to be worth travelling -through. + The forest is beginning to thin and you can see that the water to the +north is part of a massive lake with a large island in the middle of it. +A fortress sits on the island looking impregnable. The trail continues +east and west with the south still too thick to be worth travelling +through. ~ 17 0 0 0 0 0 D1 @@ -1442,11 +1442,11 @@ D3 S #1780 A Dark Trail~ - The trees are changing from crowded pines into scattered maple and -birch. Birds fly limb to limb and a few squirrels race across the forest -floor. The lake to the north stretches for almost a mile before reaching -the island. The trail is opening up into a road once more and you see -people walking along it to the west. + The trees are changing from crowded pines into scattered maple and +birch. Birds fly limb to limb and a few squirrels race across the forest +floor. The lake to the north stretches for almost a mile before reaching +the island. The trail is opening up into a road once more and you see +people walking along it to the west. ~ 17 0 0 0 0 0 D1 @@ -1461,7 +1461,7 @@ S #1781 A Light Forest~ The forest is giving way to cultivated fields where serfs are working hard to -produce food for those who live on the island across the lake to the north. +produce food for those who live on the island across the lake to the north. The trail continues east and west, into the fields or back towards the forest. ~ 17 0 0 0 0 0 @@ -1477,9 +1477,9 @@ S #1782 A Cultivated Field~ The fields to the south stretch for miles. Several kinds of animals are -being led to pasture, including some sheep and cows. Peasants are toiling -in the dirt and mud, planting crops. The lake extends to the north and the -path goes east and west. +being led to pasture, including some sheep and cows. Peasants are toiling +in the dirt and mud, planting crops. The lake extends to the north and the +path goes east and west. ~ 17 0 0 0 0 0 D1 @@ -1494,7 +1494,7 @@ S #1783 A Cultivated Field~ You have to stop as a shepherd pushes a flock of sheep in front of you. How -rude! You don't see how these people travel back and forth from the island. +rude! You don't see how these people travel back and forth from the island. There must be a ferry somewhere, but you can't see it. ~ 17 0 0 0 0 0 @@ -1510,9 +1510,9 @@ S #1784 A Cultivated Field~ More peasants are plowing and planting the vast plain of fields that lay -before you. It would almost look like they are trying to build up a stock -of food, maybe they're expecting a siege. The fields continue along the -path to the east and west. +before you. It would almost look like they are trying to build up a stock +of food, maybe they're expecting a siege. The fields continue along the +path to the east and west. ~ 17 0 0 0 0 0 D1 @@ -1572,7 +1572,7 @@ S #1788 Dressing Room~ Several ladies are trying on various dresses and gowns, trying to find the -perfect dress to seduce one of the many famous knights of the round table. +perfect dress to seduce one of the many famous knights of the round table. Little do they realize that they will probably be the ones that get used. ~ 17 8 0 0 0 0 @@ -1601,8 +1601,8 @@ S #1790 Court of Camelot~ The whole world seems like a much better place here, where friendship -thrives and the high ideals of chivalry breathe. You have a commanding -vantage of the Tourney Yard of Camelot to the north from here. +thrives and the high ideals of chivalry breathe. You have a commanding +vantage of the Tourney Yard of Camelot to the north from here. ~ 17 0 0 0 0 0 D0 @@ -1652,7 +1652,7 @@ Practice Yard~ A single knight is challenging three others simultaneously in the most impressive sword battle you have ever seen. This knight expertly disarms all three knights within seconds. Your jaw drops in admiration. The knight bows -deeply and all the squires cheer, 'Lancelot, Lancelot!' +deeply and all the squires cheer, 'Lancelot, Lancelot!' ~ 17 0 0 0 0 0 D0 @@ -1663,7 +1663,7 @@ S #1794 Scottish Clansmen~ A large table is filled with food and ale. A very large Scotsman glares at -you, making you decide not to help yourself to any of the ale or food. +you, making you decide not to help yourself to any of the ale or food. Everyone is cursing, joking and laughing as if there will be no tomorrow.... ~ 17 8 0 0 0 0 @@ -1674,9 +1674,9 @@ D0 S #1795 Southwest Tower~ - You climb the stairs up to the tower and look around at the impressive -view. Guards solemnly stand their watch, keeping an eye out for the -farmers and peasants tending the fields over the lake to the west. + You climb the stairs up to the tower and look around at the impressive +view. Guards solemnly stand their watch, keeping an eye out for the +farmers and peasants tending the fields over the lake to the west. ~ 17 0 0 0 0 0 D5 @@ -1712,9 +1712,9 @@ S #1797 Beautiful Hall~ The hall continues east and west with another set of double doors to the -north. You stare with your mouth open at the fancy drawings and the thick -fur rug you walk across. You would be set for life if you could sell just -one of them. +north. You stare with your mouth open at the fancy drawings and the thick +fur rug you walk across. You would be set for life if you could sell just +one of them. ~ 17 8 0 0 0 0 D0 @@ -1755,7 +1755,7 @@ S #1799 Open Field~ A herd of cows are grazing on a small hill, most of them lying down. Must be -it's going to rain. The trail turns north along the shoreline of the lake. +it's going to rain. The trail turns north along the shoreline of the lake. You still can't see any possible way to reach the island. ~ 17 0 0 0 0 0 diff --git a/lib/world/wld/175.wld b/lib/world/wld/175.wld index fa3ae5c..a7c6c45 100644 --- a/lib/world/wld/175.wld +++ b/lib/world/wld/175.wld @@ -1,6 +1,6 @@ #17500 The Cardinal Wizards Zone Description Room~ - Builder : + Builder : Zone : 175 Cardinal Wizards Began : 2000 Player Level : 18-22 @@ -26,7 +26,7 @@ S A Gravel Path~ The path beneath you is made of loose gravel, and travels both north and east. To the north a large complex is visible, with a tower peaking into the -sky to the northwest. To the south lies a granite castle. +sky to the northwest. To the south lies a granite castle. ~ 175 0 0 0 0 0 D0 @@ -42,13 +42,13 @@ S A Dead End~ The path halts suddenly here at the base of what at first glance looks like a cliff. But upon closer examination, the cliff is revealed to be part of a -wall that extends to the east and west as far as the eye can see. +wall that extends to the east and west as far as the eye can see. ~ 175 0 0 0 0 0 D0 Looking closer at the sheer wall before you, it becomes obvious that there is a finely constructed door here, designed to merge seamlessly into the -northern wall. +northern wall. ~ door hidden~ 2 17500 17503 @@ -62,11 +62,11 @@ The Wizard's Mansion~ You are in a richly decorated room, with thick carpet under your feet and tapestries hanging from the walls. To the west lies a staircase, and to the east you can hear the gurgling of water. On the north wall hangs a curious -quicksilver mirror. +quicksilver mirror. ~ 175 8 0 0 0 0 D0 -The mirror is a grey stone frame the size of a door set against the wall. Within it, a vertical pool of quicksilver ripples gently, held in place by some magical means. +The mirror is a gray stone frame the size of a door set against the wall. Within it, a vertical pool of quicksilver ripples gently, held in place by some magical means. ~ ~ 0 0 17515 @@ -89,9 +89,9 @@ To the west lies the base of a staircase. 0 0 17516 E mirror~ - The mirror is a grey stone frame the size of a door set against the wall. + The mirror is a gray stone frame the size of a door set against the wall. Within it, a vertical pool of quicksilver ripples gently, held in place by some -magical means. +magical means. ~ S #17504 @@ -99,7 +99,7 @@ An Indoor River~ The carpet here comes to an abrupt halt as some hidden mechanism pumps water into the hallway and sends it flowing to the east, where it quickly becomes rapid and hostile. On the north wall is a large tapestry, which -appears suspiciously door-like. +appears suspiciously door-like. ~ 175 8 0 0 0 0 D0 @@ -122,7 +122,7 @@ S A Tight Space~ You are in a tight space behind a tapestry. It is cramped, cold, dark, and smells of moist, moldy stone. The only thing of intrest is an inscription on -the wall. +the wall. ~ 175 265 0 0 0 0 D2 @@ -133,9 +133,9 @@ tapestry~ S #17506 The River Quickens~ - The absurd indoor river quickens now, and you realise that you cannot hope + The absurd indoor river quickens now, and you realize that you cannot hope to make your way back upstream. The brick walls around you become coarse and -poorly cut as you move downstream. +poorly cut as you move downstream. ~ 175 72 0 0 0 6 D1 @@ -148,7 +148,7 @@ S A Bend in the River~ Here the river bends, and continues onwards to the north. The walls continue to deteriorate closer towards that of a cavern, and you can see what -looks like daylight ahead to the north. +looks like daylight ahead to the north. ~ 175 8 0 0 0 0 D0 @@ -161,7 +161,7 @@ S The River Continues~ The river continues onwards to the north from here, and you can definitely see what looks like the exit of a cave's mouth up ahead. The walls have -degenerated into uncut stone. +degenerated into uncut stone. ~ 175 8 0 0 0 6 D0 @@ -174,7 +174,7 @@ S A Bend to the East~ You leave the cave entrance only to find yourself outside in the wilderness. However, the banks of the river are too steep to climb, and you are forced -along a tight bend to the east. +along a tight bend to the east. ~ 175 0 0 0 0 6 D1 @@ -187,7 +187,7 @@ S Out on the Lake~ The river pours into a lake here, and the water stills. To the north lies a shimmering white light, and far to the east you can see a door-sized mirror -hovering vertically above the water. +hovering vertically above the water. ~ 175 0 0 0 0 6 D0 @@ -210,7 +210,7 @@ Trilless's Sanctuary.~ You are surrounded by a shimmering white light in all directions but down. Beneath you, water laps gently through the void of brightness, and to the south you hear the sounds of a lake. To the west, you can hear the muffled bickering -of two guards. +of two guards. ~ 175 0 0 0 0 6 D2 @@ -227,7 +227,7 @@ S The Mirror on the Lake~ To the south rises a large ivory doorframe, carved with ethereal runes and symbols. Within the frame ripples quicksilver, and your warped reflection -stares back at you. The mirror could be easily walked through. +stares back at you. The mirror could be easily walked through. ~ 175 0 0 0 0 6 D2 @@ -246,8 +246,8 @@ The Guardian Room~ the four cardinal directions lies a door, and only the northern is even remotely earthly in appearance. The west wall has a carved obsidian doorframe attached, pure blackness inside. The east is the inverse of the first, a -carved ivory frame with glowing white light. The south has a grey stone frame, -and liquid quicksilver ripples gently on the surface. +carved ivory frame with glowing white light. The south has a gray stone frame, +and liquid quicksilver ripples gently on the surface. ~ 175 8 0 0 0 0 D1 @@ -270,7 +270,7 @@ S #17514 The Flowing River~ The river soon turns out to become to powerful an opponent to battle, and it -unceremoniously forces you back to the east. +unceremoniously forces you back to the east. ~ 175 0 0 0 0 6 D1 @@ -283,7 +283,7 @@ S Inside the Mirror~ Nothing but rippling liquid reflection makes up the existence of the world. Beneath your feet, up above, and to either side all you can see is your own -reflection, warped into odd contorted shapes. +reflection, warped into odd contorted shapes. ~ 175 8 0 0 0 0 D2 @@ -296,7 +296,7 @@ S The Base of the Stairs~ The room around you is rich, luxuriant, and very, very black. A stairwell leads upwards into the level above, and a small sign is attached to the rail. -To the east you can see the entrance to the wizards mansion. +To the east you can see the entrance to the wizards mansion. ~ 175 0 0 0 0 0 D1 @@ -311,8 +311,8 @@ The stairwell winds upwards above you into a foyer. 0 0 17517 E read sign~ - My Tower of Evil lies above. All tresspassers will be killed on sight. -Turn back now, or face my wrath. + My Tower of Evil lies above. All tresspassers will be killed on sight. +Turn back now, or face my wrath. - Carcophan ~ S @@ -321,7 +321,7 @@ The Foyer of the Tower~ You are in a foyer. The floor, walls, and ceiling are black, with the occasional blood red splash of a rug or a tapestry. There is a desk to the west that you could easily fit behind. The stairwell continues up before coming to -an abrubt halt at the ceiling. +an abrubt halt at the ceiling. ~ 175 8 0 0 0 0 D3 @@ -342,7 +342,7 @@ D5 0 0 17516 E ceiling porthole stairwell~ - There is a small porthole covering the ascent of the stairwell. + There is a small porthole covering the ascent of the stairwell. There is an inscription written on the porthole: I am the end of every life, and the beginning of every end. What am I? ~ @@ -351,7 +351,7 @@ T 17502 #17518 Behind the Desk~ The desk is cluttered with papers and records, but nothing is of exceptional -notice here. +notice here. ~ 175 8 0 0 0 0 D1 @@ -364,9 +364,9 @@ T 17505 Outside~ The porthole at your feet is surrounded as far as the eye can see by a vast desert in the grips of eternal night. The stars and moon provide enough light -to see by. Before you lies a rock carved with what looks like crude poetry. +to see by. Before you lies a rock carved with what looks like crude poetry. You see no reason to explore the desert. It's absolutely empty as far as the -eye can see, and probably further. +eye can see, and probably further. ~ 175 8 0 0 0 0 D0 @@ -407,7 +407,7 @@ Call the Dark! Call the Black! Bringsie forth, I call it back!" - + - Trickster ~ E @@ -425,7 +425,7 @@ The Forge.~ This room looks to be an oversized forge. An anvil larger then you are stands in the center of the room, and several huge smithy weapons adorn the walls. The chimeny to the forge looks safe to climb, but a large grate blocks -your path upwards. +your path upwards. ~ 175 0 0 0 0 0 D4 @@ -456,7 +456,7 @@ T 17508 The Windy Chimney~ By some trick of placement, a gale blows up the chimney from below. The rushing air howls and wails, pulling and pushing at anything not fixed to the -wall. Above you is another grate, with a plaque fixed in the center. +wall. Above you is another grate, with a plaque fixed in the center. ~ 175 0 0 0 0 0 D5 @@ -479,7 +479,7 @@ Deeper Within the Darkness~ You are surrounded on all sides by deep, black, malign darkness. You can see nothing whatsoever beyond the outer limit of your light's glow. But to the south you can hear an echo, as if there is more space in that direction than in -the others. +the others. ~ 175 9 0 0 0 0 D1 @@ -502,7 +502,7 @@ Within the Darkness~ You are surrounded on all sides by deep, black, malign darkness. You can see nothing whatsoever beyond the outer limit of your light's glow. But to the north you can hear an echo, as if there is more space in that direction than in -the others. +the others. ~ 175 9 0 0 0 0 D0 @@ -515,7 +515,7 @@ Carcophan's Study~ You are standing inside what looks to be a large tent in the middle of a desert. A small fire burns giving off light, and comfortable pillows lie scattered across the ground. There is a desk in one corner, with papers and -pens scattered across it. +pens scattered across it. ~ 175 0 0 0 0 0 D1 @@ -527,7 +527,7 @@ S Before a Cliff Face~ The gravel path continues east and west along the cliff face that towers above you, too steep to climb. It stretches to the east and west just north of -the path. +the path. ~ 175 0 0 0 0 0 D1 @@ -539,7 +539,7 @@ S Before a Cliff Face~ The gravel path looks out of place at the base of this cliff with an open field to the south. A turn in the path can be seen to the east while the city -of Elcardo is visible to the west. +of Elcardo is visible to the west. ~ 175 0 0 0 0 0 D1 diff --git a/lib/world/wld/18.wld b/lib/world/wld/18.wld index 8c46ccb..97ada07 100644 --- a/lib/world/wld/18.wld +++ b/lib/world/wld/18.wld @@ -1,9 +1,9 @@ #1800 Nuclear Wasteland~ - Thick layers of slightly radioactive cumulus prevent any light from -coming through. Heaps of fire-blackened human bones and skulls are -scattered amid shattered concrete and fire-gutted cars. Something is -scratched onto the hood of one of the burnt cars. + Thick layers of slightly radioactive cumulus prevent any light from +coming through. Heaps of fire-blackened human bones and skulls are +scattered amid shattered concrete and fire-gutted cars. Something is +scratched onto the hood of one of the burnt cars. ~ 18 4 0 0 0 0 D0 @@ -34,8 +34,8 @@ S #1801 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings ~ 18 0 0 0 0 0 @@ -55,8 +55,8 @@ S #1802 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings ~ 18 0 0 0 0 0 @@ -76,8 +76,8 @@ S #1803 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings. ~ 18 0 0 0 0 0 @@ -97,8 +97,8 @@ S #1804 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings. ~ 18 0 0 0 0 0 @@ -118,8 +118,8 @@ S #1805 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings. ~ 18 0 0 0 0 0 @@ -139,8 +139,8 @@ S #1806 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings. ~ 18 0 0 0 0 0 @@ -160,8 +160,8 @@ S #1807 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings. ~ 18 0 0 0 0 0 @@ -181,8 +181,8 @@ S #1808 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings. ~ 18 0 0 0 0 0 @@ -202,8 +202,8 @@ S #1809 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings. ~ 18 0 0 0 0 0 @@ -223,8 +223,8 @@ S #1810 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings. ~ 18 0 0 0 0 0 @@ -244,8 +244,8 @@ S #1811 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings. ~ 18 0 0 0 0 0 @@ -265,8 +265,8 @@ S #1812 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The path east +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The path east is blocked by collapsed buildings. ~ 18 0 0 0 0 0 @@ -281,9 +281,9 @@ D3 S #1813 Resistance Force Headquarters~ - This army lives in a eternal state of war, a few soldiers are sleeping -on the floor around you. Weapons still in hand. Some of them don't even -look old enough to shave. + This army lives in a eternal state of war, a few soldiers are sleeping +on the floor around you. Weapons still in hand. Some of them don't even +look old enough to shave. ~ 18 0 0 0 0 0 D0 @@ -297,9 +297,9 @@ D3 S #1814 Resistance Force Headquarters~ - Two children sit here watching a fire flickering in the blown out case + Two children sit here watching a fire flickering in the blown out case of an old television set, they are covered in dirt and grime. They look -hopeless. +hopeless. ~ 18 0 0 0 0 0 D0 @@ -335,14 +335,14 @@ D3 0 0 1840 E slogans wall east~ - Live free or die. + Live free or die. ~ S #1816 Resistance Force Headquarters~ The wounded are stretched out before you, it looks like they are losing this war. Even in their worst hour some still seem to have hope. Another slogan is -on the east wall. +on the east wall. ~ 18 0 0 0 0 0 D0 @@ -366,7 +366,7 @@ S Resistance Force Headquarters~ More of the wounded are being cared for here. A few of them look up at you hopefully as you pass. They are becoming desperate and need all the help they -can get. +can get. ~ 18 0 0 0 0 0 D2 @@ -382,7 +382,7 @@ S Nuclear Wasteland~ The nuclear tundra continues in all directions but to the south, which is blocked by a river overflowing with dead fish, animals, and human remains. The -smell is sickening. +smell is sickening. ~ 18 0 0 0 0 0 D0 @@ -401,8 +401,8 @@ S #1826 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -426,8 +426,8 @@ S #1827 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -451,8 +451,8 @@ S #1828 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -476,8 +476,8 @@ S #1829 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -501,8 +501,8 @@ S #1830 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -526,8 +526,8 @@ S #1831 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -551,8 +551,8 @@ S #1832 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -576,8 +576,8 @@ S #1833 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -601,8 +601,8 @@ S #1834 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -626,8 +626,8 @@ S #1835 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -651,8 +651,8 @@ S #1836 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -676,8 +676,8 @@ S #1837 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -700,9 +700,9 @@ D3 S #1838 Resistance Force Headquarters~ - Your eyes sting from the haze of smoke as you enter the Guerilla -hideout. A pair of German Shephards sniff you urgently, then ignore you. -The Guerilla Officer waves you on. + Your eyes sting from the haze of smoke as you enter the Guerilla +hideout. A pair of German Shephards sniff you urgently, then ignore you. +The Guerilla Officer waves you on. ~ 18 0 0 0 0 0 D0 @@ -720,9 +720,9 @@ door~ S #1839 Resistance Force Headquarters~ - Soldiers are standing here in precise rows. It looks like they are -getting ready for an invasion. They look at you with a glimmer of hope -in their eyes that maybe you'll help them. + Soldiers are standing here in precise rows. It looks like they are +getting ready for an invasion. They look at you with a glimmer of hope +in their eyes that maybe you'll help them. ~ 18 0 0 0 0 0 D0 @@ -741,8 +741,8 @@ S #1840 Resistance Force Headquarters~ More soldiers are here preparing for an invasion. They look already -defeated. Some children stand close by, carrying equipment, weapons and -ammo for the troops. +defeated. Some children stand close by, carrying equipment, weapons and +ammo for the troops. ~ 18 0 0 0 0 0 D0 @@ -762,7 +762,7 @@ S Resistance Force Headquarters~ The wounded are being tended for here. Some who are beyond help are being led outside to fight their final battle. Better to die fighting than slowly in -a hospital bed. +a hospital bed. ~ 18 0 0 0 0 0 D0 @@ -782,7 +782,7 @@ S Resistance Force Headquarters~ More wounded are gathered here. Any who are no longer fit to fight or carry equipment are being led outside. Easier to dispose of a body in a battle field -than having to remove them from here to prevent the spread of disease. +than having to remove them from here to prevent the spread of disease. ~ 18 0 0 0 0 0 D0 @@ -800,9 +800,9 @@ D2 S #1843 Resistance Force Headquarters~ - Computers line the walls and technicians are punching away at -keyboards. They seem to be trying to decipher something on their -screens. To the north you hear people arguing. + Computers line the walls and technicians are punching away at +keyboards. They seem to be trying to decipher something on their +screens. To the north you hear people arguing. ~ 18 0 0 0 0 0 D0 @@ -816,10 +816,10 @@ D2 S #1844 Resistance Force Headquarters~ - A map of the area lays on a large table in the middle of the room. -Several officers are looking over the map and listening intently to every -word that one man tells them. The leader of this force is standing over -the map giving orders. + A map of the area lays on a large table in the middle of the room. +Several officers are looking over the map and listening intently to every +word that one man tells them. The leader of this force is standing over +the map giving orders. ~ 18 0 0 0 0 0 D2 @@ -831,7 +831,7 @@ S Nuclear Wasteland~ The nuclear tundra continues in all directions but to the south, which is blocked by a river overflowing with dead fish, animals, and human remains. A -thick black smoke enshrouds everything. +thick black smoke enshrouds everything. ~ 18 0 0 0 0 0 D0 @@ -850,8 +850,8 @@ S #1851 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -875,8 +875,8 @@ S #1852 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -900,8 +900,8 @@ S #1853 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -921,8 +921,8 @@ S #1854 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -946,8 +946,8 @@ S #1855 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -971,8 +971,8 @@ S #1856 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -996,8 +996,8 @@ S #1857 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -1021,8 +1021,8 @@ S #1858 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -1046,8 +1046,8 @@ S #1859 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -1071,8 +1071,8 @@ S #1860 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -1096,8 +1096,8 @@ S #1861 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -1121,8 +1121,8 @@ S #1862 Nuclear Wasteland~ Thick layers of slightly radioactive cumulus, black as iron, prevent any -light from coming through. Heaps of fire-blackened human bones and skulls -are scattered amid shattered concrete and fire-gutted cars. The nuclear +light from coming through. Heaps of fire-blackened human bones and skulls +are scattered amid shattered concrete and fire-gutted cars. The nuclear desert continues in all directions ~ 18 0 0 0 0 0 @@ -1145,9 +1145,9 @@ D3 S #1863 Nuclear Wasteland~ - You walk between two toppled sky scrapers, a path leads north and -south. You see the remains of a playground, the outlines of playing -children are flash-burned into the concrete. + You walk between two toppled sky scrapers, a path leads north and +south. You see the remains of a playground, the outlines of playing +children are flash-burned into the concrete. ~ 18 0 0 0 0 0 D0 @@ -1163,7 +1163,7 @@ S Entrance~ The fallen sky scrapers are closing the path to the north, but you see a open door, partially covered by a large granite slab with some writing on it. It is -unreadable. +unreadable. ~ 18 0 0 0 0 0 D0 @@ -1178,8 +1178,8 @@ S #1865 Cyberdyne Building~ A massive office lays in ruins, dozens of computers are in ruins. Once -precisely cluttered cubicles are shredded and blocking all paths except to -the north or south. +precisely cluttered cubicles are shredded and blocking all paths except to +the north or south. ~ 18 0 0 0 0 0 D0 @@ -1193,9 +1193,9 @@ D2 S #1866 Cyberdyne Building~ - You walk deeper into the complex, past broken security cameras and -through open security doors. Not a single sound reaches your ears. Not -much point on walking to the end of this building, is there? + You walk deeper into the complex, past broken security cameras and +through open security doors. Not a single sound reaches your ears. Not +much point on walking to the end of this building, is there? ~ 18 0 0 0 0 0 D0 @@ -1209,9 +1209,9 @@ D2 S #1867 Cyberdyne Building~ - More computers and technical gadgetry lie throughout the room. All -broken and useless. Charred human bodies still sit at the desks, the -building was almost thick enough to save them. + More computers and technical gadgetry lie throughout the room. All +broken and useless. Charred human bodies still sit at the desks, the +building was almost thick enough to save them. ~ 18 0 0 0 0 0 D0 @@ -1225,10 +1225,10 @@ D2 S #1868 Cyberdyne Building~ - You work your way deeper into the complex, less and less damage is -evident. Except for the fact that every piece of electronic equipment is -fried beyond repair. A few bodies lay in the middle of the room. Strange, -they should have survived the blast this deep in the building. + You work your way deeper into the complex, less and less damage is +evident. Except for the fact that every piece of electronic equipment is +fried beyond repair. A few bodies lay in the middle of the room. Strange, +they should have survived the blast this deep in the building. ~ 18 32768 0 0 0 0 D0 @@ -1242,9 +1242,9 @@ D2 S #1869 Cyberdyne Building~ - Besides from some small fires caused by the computers in the room, this -area was unaffected by the blast. But there are still bodies laying -everywhere. + Besides from some small fires caused by the computers in the room, this +area was unaffected by the blast. But there are still bodies laying +everywhere. ~ 18 32768 0 0 0 0 D0 @@ -1260,7 +1260,7 @@ S Cyberdyne Lab~ You enter through a large door that was blasted open into a huge lab with mechanical wonders from this era. All seem to powerless and unused for quiet -some time. +some time. ~ 18 32768 0 0 0 0 D2 @@ -1272,7 +1272,7 @@ S Skynet Storage~ There are rows upon rows of naked human bodies, hanging on steel racks suspended from the ceiling. They are all absolutely identical. All are -Terminators. +Terminators. ~ 18 0 0 0 0 0 D3 @@ -1282,9 +1282,9 @@ D3 S #1875 Nuclear Wasteland~ - The nuclear tundra continues to the north and east the south is blocked -by a river overflowing with dead fish, animals and human bodies. To the -west is the open ocean, dead fish line the beach for miles. + The nuclear tundra continues to the north and east the south is blocked +by a river overflowing with dead fish, animals and human bodies. To the +west is the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1317,9 +1317,9 @@ D2 S #1877 Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. + Sky scrapers, shattered by some unimaginable force, lay in rubble all +around you. The nuclear tundra continues in all directions but west, +which is blocked by the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1337,9 +1337,9 @@ D2 S #1878 Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. + Sky scrapers, shattered by some unimaginable force, lay in rubble all +around you. The nuclear tundra continues in all directions but west, +which is blocked by the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1357,9 +1357,9 @@ D2 S #1879 Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. + Sky scrapers, shattered by some unimaginable force, lay in rubble all +around you. The nuclear tundra continues in all directions but west, +which is blocked by the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1377,9 +1377,9 @@ D2 S #1880 Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. + Sky scrapers, shattered by some unimaginable force, lay in rubble all +around you. The nuclear tundra continues in all directions but west, +which is blocked by the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1397,9 +1397,9 @@ D2 S #1881 Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. + Sky scrapers, shattered by some unimaginable force, lay in rubble all +around you. The nuclear tundra continues in all directions but west, +which is blocked by the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1417,9 +1417,9 @@ D2 S #1882 Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. + Sky scrapers, shattered by some unimaginable force, lay in rubble all +around you. The nuclear tundra continues in all directions but west, +which is blocked by the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1437,9 +1437,9 @@ D2 S #1883 Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. + Sky scrapers, shattered by some unimaginable force, lay in rubble all +around you. The nuclear tundra continues in all directions but west, +which is blocked by the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1457,9 +1457,9 @@ D2 S #1884 Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. + Sky scrapers, shattered by some unimaginable force, lay in rubble all +around you. The nuclear tundra continues in all directions but west, +which is blocked by the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1477,9 +1477,9 @@ D2 S #1885 Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. + Sky scrapers, shattered by some unimaginable force, lay in rubble all +around you. The nuclear tundra continues in all directions but west, +which is blocked by the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1497,9 +1497,9 @@ D2 S #1886 Nuclear Wasteland~ - Sky scrapers, shattered by some unimaginable force, lay in rubble all -around you. The nuclear tundra continues in all directions but west, -which is blocked by the open ocean, dead fish line the beach for miles. + Sky scrapers, shattered by some unimaginable force, lay in rubble all +around you. The nuclear tundra continues in all directions but west, +which is blocked by the open ocean, dead fish line the beach for miles. ~ 18 0 0 0 0 0 D0 @@ -1517,10 +1517,10 @@ D2 S #1887 Nuclear Wasteland~ - The nuclear tundra continues in all directions but west, which is -blocked by the open ocean. A massive building in ruins still partially -stands to the north. A massive marble sign is laying on it's side in -front of it. + The nuclear tundra continues in all directions but west, which is +blocked by the open ocean. A massive building in ruins still partially +stands to the north. A massive marble sign is laying on it's side in +front of it. ~ 18 0 0 0 0 0 D0 @@ -1543,8 +1543,8 @@ tarnished with age and abuse. S #1888 Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs + A bizarre world designed by machines for machines continues to the +north. The architecture is alien, without such human basics as doorknobs and lighting. ~ 18 0 0 0 0 0 @@ -1559,8 +1559,8 @@ door~ S #1889 Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs + A bizarre world designed by machines for machines continues to the +north. The architecture is alien, without such human basics as doorknobs and lighting. ~ 18 0 0 0 0 0 @@ -1575,8 +1575,8 @@ D2 S #1890 Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs + A bizarre world designed by machines for machines continues to the +north. The architecture is alien, without such human basics as doorknobs and lighting. ~ 18 0 0 0 0 0 @@ -1591,8 +1591,8 @@ D2 S #1891 Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs + A bizarre world designed by machines for machines continues to the +north. The architecture is alien, without such human basics as doorknobs and lighting. ~ 18 0 0 0 0 0 @@ -1607,8 +1607,8 @@ D2 S #1892 Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs + A bizarre world designed by machines for machines continues to the +north. The architecture is alien, without such human basics as doorknobs and lighting. ~ 18 0 0 0 0 0 @@ -1623,8 +1623,8 @@ D2 S #1893 Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs + A bizarre world designed by machines for machines continues to the +north. The architecture is alien, without such human basics as doorknobs and lighting. ~ 18 0 0 0 0 0 @@ -1639,8 +1639,8 @@ D2 S #1894 Skynet~ - A bizarre world designed by machines for machines continues to the -north. The architecture is alien, without such human basics as doorknobs + A bizarre world designed by machines for machines continues to the +north. The architecture is alien, without such human basics as doorknobs and lighting. ~ 18 0 0 0 0 0 @@ -1655,10 +1655,10 @@ D2 S #1895 Skynet~ - Before you is a time displacement generator with 2 enormous chrome -rings, one inside the other, suspended over a circular hole in the center -of the floor, freely floating on humming magnetic fields. You smell a -strong odor of ozone. + Before you is a time displacement generator with 2 enormous chrome +rings, one inside the other, suspended over a circular hole in the center +of the floor, freely floating on humming magnetic fields. You smell a +strong odor of ozone. ~ 18 0 0 0 0 0 D0 @@ -1672,10 +1672,10 @@ D2 S #1896 Skynet Laboratories~ - A massive machine press fills the room floor to ceiling. Still warm -feeder pipes from all directions connect to the press. The plates have an -indentation in the shape of a man. Gleaming drops of what appears to be -mercury are scattered on the floor. + A massive machine press fills the room floor to ceiling. Still warm +feeder pipes from all directions connect to the press. The plates have an +indentation in the shape of a man. Gleaming drops of what appears to be +mercury are scattered on the floor. ~ 18 0 0 0 0 0 D1 diff --git a/lib/world/wld/186.wld b/lib/world/wld/186.wld index 06dc415..57f33f1 100644 --- a/lib/world/wld/186.wld +++ b/lib/world/wld/186.wld @@ -274,7 +274,7 @@ A shadowed stairway leading down. E sign stairs stairway~ The sign next to the stairs says: If you are below level 7 and alone, or -below level 4 then bugger off! Or else don't blame me if you die... +below level 4 then bugger off! Or else don't blame me if you die... ~ S #18620 @@ -334,7 +334,7 @@ S A Corner In The Hallway~ You can hear creatures moving all around you... and it is not a comforting sound at all. The furnishing is nothing to speak of -either, plain grey brick walls with green fungus (or something) +either, plain gray brick walls with green fungus (or something) growing on them. ~ 186 9 0 0 0 0 @@ -458,7 +458,7 @@ D5 E portal floor~ It looks as if you could go down into it... But you can't be sure of where -you will end up, or if you can get back. +you will end up, or if you can get back. ~ S #18630 @@ -659,7 +659,7 @@ writing words~ E wall~ There is a crude picture of a man with the head of a bull with some writing -next to it. +next to it. ~ S #18640 @@ -681,7 +681,7 @@ The hall extends to the south where it seems to lighten somewhat. E statue~ Upon closer inspection you see that the statue has a small plaque affixed to -it. The face looks remarkably familiar also. +it. The face looks remarkably familiar also. ~ E plaque nameplate name~ @@ -781,7 +781,7 @@ door~ 1 -1 18603 E floor design~ - It appears to be the Crest of the Harlequin Guild. + It appears to be the Crest of the Harlequin Guild. ~ S #18645 @@ -804,7 +804,7 @@ Back down the south staircase. 0 -1 18647 E staircase stair stairs~ - They are constructed of smooth, beautiful marble. + They are constructed of smooth, beautiful marble. ~ S #18646 @@ -826,7 +826,7 @@ door~ 1 -1 18603 E floor design~ - It appears to be the crest of the Harlequin Guild. + It appears to be the crest of the Harlequin Guild. ~ S #18647 @@ -860,7 +860,7 @@ An open air balcony. 0 -1 18645 E staircase stair stairs~ - They are constructed of smooth, beautiful marble. + They are constructed of smooth, beautiful marble. ~ S $~ diff --git a/lib/world/wld/187.wld b/lib/world/wld/187.wld index 27011bd..312d888 100644 --- a/lib/world/wld/187.wld +++ b/lib/world/wld/187.wld @@ -3,7 +3,7 @@ Circus Path~ This well beaten path leads south through a field of tall grass. The sounds of music and laughter can be heard off in the distance. The top of a large tent can be seen to the south. The path continues south with the western -highway to the north. +highway to the north. ~ 187 0 0 0 0 2 D2 @@ -48,8 +48,8 @@ Circus Path~ This well travelled dirt path turns towards the west. The sounds of the circus to the southwest can be heard. The laughter of children can be heard over the sounds of the field. A large colorful tent can be seen off in the -distance to the southeast, with its multi-colored flags blowing in the wind. -The path continues to the west and leads off to the north. +distance to the southeast, with its multi-colored flags blowing in the wind. +The path continues to the west and leads off to the north. ~ 187 0 0 0 0 2 D0 @@ -65,7 +65,7 @@ S Circus Path~ This well beaten path travels south towards the circus grounds. The sounds can be heard a bit louder here. A few people can be seen now as more of the -circus comes into view. The path leads south as well as to the east. +circus comes into view. The path leads south as well as to the east. ~ 187 0 0 0 0 2 D1 @@ -80,9 +80,9 @@ S #18704 Circus Path~ The path gets a little wider here as the circus grounds are coming closer. -A small line can be seen to the south as people line up to enter the circus. -The sounds of the circus are in full swing, bringing a smile to your face. -The path continues to the north as well as to the south. +A small line can be seen to the south as people line up to enter the circus. +The sounds of the circus are in full swing, bringing a smile to your face. +The path continues to the north as well as to the south. ~ 187 4 0 0 0 2 D0 @@ -99,7 +99,7 @@ Circus Entrance~ The dirt path ends at the entrance to the circus. A small arch has been built here to keep the line going in an orderly fashion. There is a welcomer here, welcoming you to the Circus of Wonders. The path continues to the north -and west through the arch. +and west through the arch. ~ 187 0 0 0 0 2 D0 @@ -117,7 +117,7 @@ Circus Area~ fro from the many game stalls and stands that are set up along this path. The the sounds of the circus are all around you. There is a game stall directly to the north and a game stall to the south too. The path continues to the west -and to the east. +and to the east. ~ 187 0 0 0 0 2 D0 @@ -139,9 +139,9 @@ D3 S #18707 Circus Game Stall~ - You have entered a small game stall there is an attendant standing here. -The attendant urges you to take a wack at the mole. It's free so why not! -The only way out is to the south. + You have entered a small game stall there is an attendant standing here. +The attendant urges you to take a wack at the mole. It's free so why not! +The only way out is to the south. ~ 187 8 0 0 0 0 D2 @@ -151,10 +151,10 @@ D2 S #18708 Circus Game Stall~ - You are standing in yet another game stall that seems to line this path. + You are standing in yet another game stall that seems to line this path. There is a attendent standing here, smiling at you. She urges you to take you -best shot at hitting the small chick. It is free so why not give it a try. -The only exit is to the north. +best shot at hitting the small chick. It is free so why not give it a try. +The only exit is to the north. ~ 187 8 0 0 0 0 D0 @@ -167,7 +167,7 @@ Circus Area~ This path runs through the area of the circus. There are stalls lining this well worn path. Sounds of music can be heard from all around. The path leads to a game stall to the north and continues east and west to other parts of the -circus. +circus. ~ 187 0 0 0 0 0 D0 @@ -187,7 +187,7 @@ S Circus Game Stall~ This game stall features the game of The Game Beat the Old Man. There is a wicked man standing watch over all that enter this stall. Maybe this is not a -game that one should be playing. The only exit is to the south. +game that one should be playing. The only exit is to the south. ~ 187 8 0 0 0 0 D2 @@ -200,7 +200,7 @@ Circus Area~ The sounds of the circus are at full swing here, music and laughter filling the air. To the north you see a dark colored tent with lights flickering inside. A small sign hangs on the flap of the tent. The path continues on to -the south and east. +the south and east. ~ 187 0 0 0 0 2 D0 @@ -222,13 +222,13 @@ sign~ S #18712 Seer's Tent~ - Candle light dances on the walls giving an eerie feel to this tent. + Candle light dances on the walls giving an eerie feel to this tent. Looking around the room it is easy to tell that some sort of mystical activity goes on here. In the center of the room you notice a small round table upon which a clear glass globe sits in the middle. Strange cards are strewn over the table, the images on them are nothing you can recognize. A sign hangs crookedly from the edge of the table. The only way out is back to the south -where you entered this tent. +where you entered this tent. ~ 187 0 0 0 0 0 D2 @@ -246,7 +246,7 @@ Circus Area~ it you could swear you hear a whisper of some sort. The voice is indescribable, neither male or female and you can't make out what it is saying. The path continues on to the north and to the east you can make out a shape of -a small tent. +a small tent. ~ 187 0 0 0 0 0 D0 @@ -262,7 +262,7 @@ S North of the Circus~ The path is very narrow and the few people that are here have trouble passing without bumping each other. You can hear faint animal noises that are -carried along by the wind. The path leads to the west and south. +carried along by the wind. The path leads to the west and south. ~ 187 0 0 0 0 2 D2 @@ -279,7 +279,7 @@ Center of Freaks~ Strange noises fill the air, such as you have never heard. Directly north there is a run down shack, boards missing and windows broken. The door is off its hinges and hangs precariously by what looks to be a nail. The path -continues on to the south from here. +continues on to the south from here. ~ 187 0 0 0 0 2 D0 @@ -301,7 +301,7 @@ Old Shack~ the floor and broken glass everywhere. The floor is rotted and the smell of something that you can not place fills the air. There is something here..... But where? There is a small door leading west to a dark room and to the south -you may leave back to the path. +you may leave back to the path. ~ 187 0 0 0 0 0 D2 @@ -318,7 +318,7 @@ Old Shack~ This cramped room is quiet a mess. A faint smell of rot and decay lingers in the air held captive by the fact there is no window to release it. A small cage has been toppled over in the corner, looking as if something just made an -escape from its tiny confines. The only way out is back to the east. +escape from its tiny confines. The only way out is back to the east. ~ 187 0 0 0 0 0 D1 @@ -331,7 +331,7 @@ Circus Area~ You are heading south on the circus path. Off in the near distance you can see the Big Top and a few animal cages. You can still hear the sounds of laughter and singing all around you. The path continues to the south and -north. +north. ~ 187 0 0 0 0 2 D0 @@ -347,7 +347,7 @@ S Circus Area~ To the south one can see the Big Top much clearer now. Off to the east one can see a few animal cages. One hears the sounds of animals and the sounds of -the Big Top. The path continues to the south and north. +the Big Top. The path continues to the south and north. ~ 187 0 0 0 0 0 D0 @@ -364,7 +364,7 @@ Circus Area~ A massive tent can be seen a short distance away. Loud noises fill the air... Laughter, singing and animals. To the east you see some animal cages and to the southeast you see the massive tent with its banners flying wildly in -the wind. The path runs northerly from here. +the wind. The path runs northerly from here. ~ 187 0 0 0 0 2 D0 @@ -381,7 +381,7 @@ Animal Cage Area~ All around you are animal cages, evidence that the big top is close to you. Lions, elephants and monkeys can be heard though you are not certain where the sound comes from. The sounds seem to echo and meld together creating a -frightful noise. +frightful noise. ~ 187 0 0 0 0 2 D0 @@ -399,10 +399,10 @@ D3 S #18722 Monkey Cage~ - You have entered the monkey cage, their screeching is almost deafening. + You have entered the monkey cage, their screeching is almost deafening. The cage is filled with vines and branches so that they can excersize and the monkies swing and hop from branch to branch above you. A few sit lazily upon -the ground stuffing their faces with food the keeper brought to them. +the ground stuffing their faces with food the keeper brought to them. ~ 187 0 0 0 0 0 D2 @@ -415,7 +415,7 @@ Animal Cage Area~ Large animal cages are all around you here. To the north kitten like mewlings can be heard while to the south the cage is quiet, only the stench catches your attention. To the west you see the Big Top and westerly will take -you further down the path. +you further down the path. ~ 187 0 0 0 0 2 D0 @@ -453,7 +453,7 @@ Animal Cage~ as well as a few piles of fruits. The smell here is not pleasant, but you imagine if the elephants were actually in the cage it would be worse. A lone baby elephant is sleeping on one of the piles of hay waiting for its mother to -return from the act in the circus. +return from the act in the circus. ~ 187 0 0 0 0 0 D0 @@ -467,7 +467,7 @@ Entrance to the Big Top~ colorful banner has been placed over the entrance and on each side of the banner red and white pennants flap wildly in the breeze. Laughter and cheering fills the air as well as the occasional roar of lions. You can enter the big -top to the east and to the south you see an elaboratly decorated wagon. +top to the east and to the south you see an elaboratly decorated wagon. ~ 187 0 0 0 0 2 D1 @@ -484,7 +484,7 @@ D3 0 0 18723 E banner~ - Welcome to the Circus of Wonders! + Welcome to the Circus of Wonders! ~ S #18727 @@ -493,7 +493,7 @@ Inside the Big Top~ costumes can be seen most everywhere handing out small trinkets to the children. You can hear the ringmaster calling out the next act from here, looking closer a high wire is visible to the southeast. The bleachers are to -the south and the exit of the Big Top is to the west. +the south and the exit of the Big Top is to the west. ~ 187 0 0 0 0 0 D2 @@ -513,7 +513,7 @@ rings where the acts take place. Vendors walk the aisles selling various novelties. A few clowns have made their way up to the seating area to give the children a thrill. Laughter sails through the air almost as gracefully as the man on the trapeze. To the east you can see the main event in the center ring, -while to the north will lead you back to the entrance. +while to the north will lead you back to the entrance. ~ 187 0 0 0 0 0 D0 @@ -531,7 +531,7 @@ Inside the Big Top~ are present, you must have just missed them, or will that act be next? Best not linger to find out! To the north is another ring where you can see elephants parading around. To the south you see a highwire with a man -tottering upon it and back to the west is the seating area. +tottering upon it and back to the west is the seating area. ~ 187 0 0 0 0 0 D0 @@ -550,10 +550,10 @@ S #18730 Inside the Big Top~ A very tall highwire dominates this ring, a young man on a bicycle rides -precariously on a thin rope as he holds a long rod in his hands for balance. +precariously on a thin rope as he holds a long rod in his hands for balance. One miscalculation and his fate is sealed, hence the look of extreme concentration on his face. You can hear the crowd gasp for breath as he -teeters back and forth. +teeters back and forth. ~ 187 0 0 0 0 0 D0 @@ -568,7 +568,7 @@ if they were puppies that had yet to be house broken. One elephant sits on a round object, its trunk held proudly in the air. A group of them look as if they are playing follow the leader walking around the large circle. While yet another has a young beautiful girl riding gingerly on its back. To the south -you can see the main ring and further south you can make out a highwire. +you can see the main ring and further south you can make out a highwire. ~ 187 0 0 0 0 0 D2 @@ -580,7 +580,7 @@ S Inside the Big Top~ You are standing inside the Big Top. The sounds of the circus are in full swing here. Laughing and cheer can be heard all around you. There is an exit -to the north. +to the north. ~ 187 0 0 0 0 0 D0 @@ -595,7 +595,7 @@ paintings. A claw foot table drapped with a red silk table cloth stands in the middle of the floor. A black velvet high back chair rests in the corner along side a small yet intricately carved table. This must be the ringmasters private quarters for only he could afford such luxury in the circus. The door -to the north is the only exit. +to the north is the only exit. ~ 187 0 0 0 0 0 D0 diff --git a/lib/world/wld/19.wld b/lib/world/wld/19.wld index 7ad4b6a..594a3f6 100644 --- a/lib/world/wld/19.wld +++ b/lib/world/wld/19.wld @@ -1,20 +1,20 @@ #1900 Detta's [Spider Swamp] Description Room~ - @BTheme:@n This zone is a recreation of the Spider Swamp within -Forgotten Realms (Dungeons & Dragons). It is basically a hot, fetid + @BTheme:@n This zone is a recreation of the Spider Swamp within +Forgotten Realms (Dungeons & Dragons). It is basically a hot, fetid swampland inhabited with spiders, bullywugs, and lizardfolk, with a submerged palace called Lost Ajhuutal in the Northern part. Have made liberal use of exit/extra descrips here, so examine at will. :) - @GPlayers:@n Geared towards mid/high level players of around 15-20, -there are smaller mobs to kill here if you feel like braving the aggressive + @GPlayers:@n Geared towards mid/high level players of around 15-20, +there are smaller mobs to kill here if you feel like braving the aggressive stronger ones ;-). It is also a fairly evil area, with some limitations on what -you can use and access as a good player here. Some equipment/money to be +you can use and access as a good player here. Some equipment/money to be gained, big bad guy to be slaughtered, and lots of xp. @RLocation:@n Well the area itself is completely swampish, though at the southern part it could easily be joined to a river or lake, and a more foresty area would blend seamlessly into the eastern area. @MSecrets:@n Yes there are some :-), type LOOK SPOILERS to reveal all. - @CNote:@n If you have any suggestions, spot any typos, bugs, or + @CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses, please mudmail me - Detta. :-) All input appreciated! You can also email me at detta@@builderacademy.net East takes you through the other zones I have built here. @@ -38,7 +38,7 @@ spoilers~ Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you really have to look there are a few little neat zone inclusions listed here to spoil your zone exploring pleasure. Just type look and then the number to look -at each one (look 1 for example). +at each one (look 1 for example). 1: The Leviathan 2: Spider Cocoons 3: The Dark Candleholder @@ -51,7 +51,7 @@ series of messages goes off and then the leviathan mob emerges. If you move more than one room away in the middle of fighting the creature it will disappear again, reloading fully restored. This is just the framework so far for a little quest I'm creating around it. Ooh, additionally the room that the leviathan -loads in will only let you leave 90% of the time due to slippery mud. +loads in will only let you leave 90% of the time due to slippery mud. ~ E 2~ @@ -64,7 +64,7 @@ the cocoon visibly move to everyone else (as immortal you can also use the goto command). To open one of these cocoons another player must have a fire torch (object 1905) and type burn. This will set it on fire and release the trapped mob or player. If a trapped player is not freed within about 5 minutes he/she -will die. +will die. ~ E 3~ @@ -77,7 +77,7 @@ and the voice will kindly remind you of your doom, as you are now essentially trapped. However, dropping the candle like a good mudder will cause a drow spirit to reveal herself, explaining that she will open the way if you call on the name of Eilistraee. Naturally, saying the word Eilistraee causes the spirit -to vanish and the passage out to reopen.. Albeit for a limited time. +to vanish and the passage out to reopen.. Albeit for a limited time. ~ E 4~ @@ -89,16 +89,16 @@ into the machine before pouring, you'll get a potion, otherwise the mixture just pours onto the floor. There are three books scattered throughout the zone with the recipes of each potion in, but for now I'll just put them here. -Red potion (enhances physical strength) - -fang (1900), egg (1908), blood (1951). -Blue potion (enhances magical strength) - -gland (1934), tongue (1950), blood (1951). -Green potion (enhances dexterity & moves) - -weed (1901), hide (1923), blood (1951). -Once the ingredients for one potion are inside, they must be mixed, +Red potion (enhances physical strength) - +fang (1900), egg (1908), blood (1951). +Blue potion (enhances magical strength) - +gland (1934), tongue (1950), blood (1951). +Green potion (enhances dexterity & moves) - +weed (1901), hide (1923), blood (1951). +Once the ingredients for one potion are inside, they must be mixed, an empty vial placed into the contraption and the mixture poured out. -If any combination of ingredients other than those listed are combined, -a black potion will be produced which lowers all three attributes. +If any combination of ingredients other than those listed are combined, +a black potion will be produced which lowers all three attributes. ~ S #1901 @@ -106,68 +106,68 @@ Muddy Crossroads~ An old broken crossroads sign stands wearily here, half rotted with fungus and the general decay of time. It appears as though there were indeed paths here long ago, but water has saturated the ground, leaving nothing but -featureless mud. +featureless mud. ~ 19 0 0 0 0 2 D0 The ground seems to slope downwards in this direction, making it look -potentially difficult or impossible to get back up. +potentially difficult or impossible to get back up. ~ ~ 0 0 1907 D1 Thick sloshing mud seems to get thicker, slightly churning mud bubbling -further toward the east. +further toward the east. ~ ~ 0 0 1902 D2 The ground appears to get slightly drier and firmer, traces of brown -struggling plant life marking the way south. +struggling plant life marking the way south. ~ ~ 0 0 1999 D3 A great rock casts a dreary shadow over the way west, colder air wafting from -this direction. +this direction. ~ ~ 0 0 1903 E fungus~ These tiny sprouting mushrooms are typical swamp flora, thriving on the damp -rotting wood of the abandoned sign. +rotting wood of the abandoned sign. ~ E old broken crossroads sign~ This old splintered sign has long lost any visible markings, black rivulets of ink staining the rotting wood that stands uselessly here, just a remnant of -past inhabitants. +past inhabitants. ~ S #1902 Squelching Ground~ Slick with moisture, the ground is unnaturally swollen and soft. The slightest weight leaves deep imprints that quickly well back up with sloshing -mud and the few sickly bits of plant life that grow here. +mud and the few sickly bits of plant life that grow here. ~ 19 0 0 0 0 2 D0 The ground dips suddenly, substantial flooding and algae rendering it very -slippery indeed. +slippery indeed. ~ ~ 0 0 1910 D3 The ground looks well trodden to this direction, wet mud packed fairly firmly -and an old piece of wood can be seen protruding from the ground. +and an old piece of wood can be seen protruding from the ground. ~ ~ 0 0 1901 E sickly bits plant life~ Limp and miserable, these plants look as though they are barely surviving on -what little nourishment and sunlight the swamp provides. +what little nourishment and sunlight the swamp provides. ~ S T 1907 @@ -177,24 +177,24 @@ Shadow of a Great Rock~ A massive rock towers from the ground to the north, overhanging at the top and casting the boggy ground in shadow. The air is cooler here, the stone itself emitting an almost unnatural chill in contrast to the warmth of the -surroundings. +surroundings. ~ 19 1 0 0 0 2 D1 The ground seems flatter and more stable toward this direction, an upright -wooden stick breaking the smoothness of the horizon. +wooden stick breaking the smoothness of the horizon. ~ ~ 0 0 1901 D2 - The ground becomes an almost unnatural red colour, glimpses of something -sparkling winking in and out like stars amongst the mud. + The ground becomes an almost unnatural red color, glimpses of something +sparkling winking in and out like stars amongst the mud. ~ ~ 0 0 1905 D3 Shimmering air indicates that the heat increases to this direction, the sound -of slight bubbling coming from further to the west. +of slight bubbling coming from further to the west. ~ ~ 0 0 1904 @@ -203,7 +203,7 @@ massive rock stone~ This great stone looks almost as though it were part of a statue that has long sunk irretrievably into the swamp. A faint glow surrounds it, and an unnatural coldness fills the air as if this place were somehow connected with -some evil magic. +some evil magic. ~ S T 1971 @@ -211,24 +211,24 @@ T 1971 Drowned Land~ Water pools slightly deeper here, the mud beneath bubbling slightly with the heat of some underground current. Large blisters swell from the ground, popping -with a hiss and releasing hot, swirling steam into the foggy air. +with a hiss and releasing hot, swirling steam into the foggy air. ~ 19 0 0 0 0 2 D0 It looks as though a large log has sunk into the area to the north, making it -at least stable to walk on. +at least stable to walk on. ~ ~ 0 0 1909 D1 Cold air wafts eerily from this direction, a great rock towering visibly -above the watery ground. +above the watery ground. ~ ~ 0 0 1903 D2 - The soil seems to become more copper-coloured toward the south, a slight -smell of metal and rust carrying on the air. + The soil seems to become more copper-colored toward the south, a slight +smell of metal and rust carrying on the air. ~ ~ 0 0 1906 @@ -238,58 +238,58 @@ T 1971 Bloodied Soil~ Scarlet stains blossom here and there like spreading wounds in the soil, giving the impression that this place has not recovered from some ancient -battle. Glimpses of metal can be seen half-buried in the ground, the armour and -weapons of some long-decayed army. +battle. Glimpses of metal can be seen half-buried in the ground, the armor and +weapons of some long-decayed army. ~ 19 0 0 0 0 2 D0 A darkness and chill seem to emanate from this direction, a great rock -breaking the horizon far to the north. +breaking the horizon far to the north. ~ ~ 0 0 1903 D3 Red, metallic water trickles constantly from this direction, a vile smell -wafting on the western air. +wafting on the western air. ~ ~ 0 0 1906 E -glimpses metal armour weapons~ - Small pieces of weaponry and armour protrude from the ground like shrapnel, +glimpses metal armor weapons~ + Small pieces of weaponry and armor protrude from the ground like shrapnel, so deeply rusted and swallowed in mud that they are practically irretrievable -and are obviously of no further use for warring. +and are obviously of no further use for warring. ~ E scarlet stains~ These large dark patches in the mud glisten slightly crimson in any light, -the faded blood stains of many fallen warriors. +the faded blood stains of many fallen warriors. ~ S T 1971 #1906 Crimson Waters~ - Old rusted weapons and armour lie half rotted in scattered pools of slime. -The rust has leached into the water, discolouring it deep red and filling the + Old rusted weapons and armor lie half rotted in scattered pools of slime. +The rust has leached into the water, discoloring it deep red and filling the air with the overwhelming stench of decay and the sickly metallic scent of -blood. +blood. ~ 19 0 0 0 0 2 D0 A rhythmic blast of heat comes from this direction, cloudy steam obscuring -the view of what lies beyond. +the view of what lies beyond. ~ ~ 0 0 1904 D1 Red soil sprinkles the eastern path, silver glinting metals sparkling here -and there in the distance. +and there in the distance. ~ ~ 0 0 1905 D3 A putrid smell wafts on the western air, the smell of death, and deep waters -ripple in the restless breeze. +ripple in the restless breeze. ~ ~ 0 0 1912 @@ -297,22 +297,22 @@ E scattered pools slime~ These slippery pools are coated with floating algae and slime of various organic kinds. The water is presumably toxic as it is so saturated with rust -and rot that it glints scarlet in the light. +and rot that it glints scarlet in the light. ~ E -old rusted weapons armour rotted~ +old rusted weapons armor rotted~ These battered pieces of metal and algae-encrusted leather are all that is left of an obviously mighty battle. There are no corpses to be found, all that died presumably devoured by creatures here or rotted long before these metals -began to rust. +began to rust. ~ S T 1971 #1907 Slippery Slope~ - Slick with mud, the ground is incredibly hard to walk on without slipping. + Slick with mud, the ground is incredibly hard to walk on without slipping. Sloping steeply down from the south, thin rivulets of water trickle their way -lazily down, accumulating in a watery pool at the base. +lazily down, accumulating in a watery pool at the base. ~ 19 0 0 0 0 2 D2 @@ -322,7 +322,7 @@ D2 0 0 -1 D3 Rocky spikes break up the horizon line, gaping like the open jaw of some -predatory creature. +predatory creature. ~ ~ 0 0 1908 @@ -337,31 +337,31 @@ T 1971 Scattered Rocks~ Small jagged peaks protrude from the marshy ground, providing a solid but treacherous path for walking. Thin layers of slime glisten on the sharp rocks, -along with various other old and unidentifiable stains. +along with various other old and unidentifiable stains. ~ 19 0 0 0 0 2 D0 More scattered broken rocks can be seen trailing off to the north, water -deepening steadily around them. +deepening steadily around them. ~ ~ 0 0 1915 D1 A little pool can be see glistening off to the east, and the solid path -curves around steadily to the south where the ground rises. +curves around steadily to the south where the ground rises. ~ ~ 0 0 1907 D2 A massive piece of broken stone rises from the ground in this direction, it appears to have once stood upright, torn from the jagged base here and -overturned by some unimaginable force. +overturned by some unimaginable force. ~ ~ 0 0 1924 D3 The thick smell of swamp fungus and rotting wood saturates the breeze, an -overturned tree's skeletal branches grasping at the air. +overturned tree's skeletal branches grasping at the air. ~ ~ 0 0 1909 @@ -369,13 +369,13 @@ E thin layers slime old unidentifiable stains~ The slick green coating of algae is obvious over all of these rocks, decaying plant slime as well as darker and more ominous stains paint the jagged surfaces -various shades of red and black. +various shades of red and black. ~ E small jagged peaks sharp rocks~ These rocks look almost like the remnants of a huge embedded boulder or statue that has been broken away by some massive force. Firmly entrenched in -the mud, the rough-edged base spikes out like several rows of teeth. +the mud, the rough-edged base spikes out like several rows of teeth. ~ S T 1971 @@ -384,18 +384,18 @@ Rotting Branch~ Blue and green mould carpets this large crumbling branch, half sunk into the soil it nevertheless is so large that it almost completely blocks further advancement. Tiny fungi sprinkle the rotting wood and surrounding mud, products -of its continuing decomposition. +of its continuing decomposition. ~ 19 0 0 0 0 2 D1 Little stony peaks rise from the slippery mud here, providing a somewhat -stable, albeit dangerous footpath. +stable, albeit dangerous footpath. ~ ~ 0 0 1908 D2 Waves of steamy heat cascade on the shimmering air from this direction, the -sound of simmering water and mud bubbling continously. +sound of simmering water and mud bubbling continously. ~ ~ 0 0 1904 @@ -403,7 +403,7 @@ E blue green mould tiny fungi~ These dark creeping moulds cover the wood in an almost velvety texture, little swamp mushrooms sprouting here and there, feeding off of the damp and -rot. +rot. ~ S T 1971 @@ -412,18 +412,18 @@ Flooded Waterway~ This deep ditch looks as though it may once have been a rushing river, though now it is just a watery bog, its high sloping sides sodden with slime from rotting vegetation and the wild overgrowth of algae and desperate creeping swamp -vines. +vines. ~ 19 0 0 0 0 2 D0 The way to the north grows darker and deeper, a strange ominous feeling -hanging over the area like an invisible shadow. +hanging over the area like an invisible shadow. ~ ~ 0 0 1911 D2 The ground seems to become muddier and softer, but the sloping sides of this -ditch level out into flatter land. +ditch level out into flatter land. ~ ~ 0 0 1902 @@ -433,25 +433,25 @@ T 1971 Dark Waters~ The water here is so dark that nothing can be seen beneath the single layer of scum that floats everywhere. Insects dart quickly here and there, apparently -fleeing from the more ominous shadows that slide just beneath the surface. +fleeing from the more ominous shadows that slide just beneath the surface. ~ 19 4 0 0 0 2 D2 The way south looks very slippery indeed, difficult to climb out of but not -impossible. +impossible. ~ ~ 0 0 1910 E ominous shadows~ Dark rippling shadows stir unnaturally beneath the water, the movements of -some hidden creature no doubt. +some hidden creature no doubt. ~ E insects~ These simple swamp insects flit so fast it is hard to see them properly, tiny and plated with defensive exoskeletons they pause only to feed on the smaller -zooplankton in the water. +zooplankton in the water. ~ S T 1908 @@ -461,18 +461,18 @@ Ditch of the Dead~ Forlorn water swirls slowly in this forsaken riverbed, churning as though stirred by some unseen current. Strange things surface with the movement, glimpses of shiny metal and splintered bone are all that mark this place as the -grave it has become. +grave it has become. ~ 19 0 0 0 0 2 D0 The vast splayed roots of a giant tree stand upturned in the air, blocking -any view of what lies beyond. +any view of what lies beyond. ~ ~ 0 0 1913 D1 Red waters leach slowly from this direction, polluting the soil and filling -the air with an eye-watering metallic scent. +the air with an eye-watering metallic scent. ~ ~ 0 0 1906 @@ -480,12 +480,12 @@ E splintered bone~ Pieces of decaying bone are all that remain of any organic corpses, bleached almost white from the alkaline water here and stripped by predators of all flesh -that hadn't rotted away naturally. +that hadn't rotted away naturally. ~ E glimpses shiny metal~ Old broken pieces of weapons and shields float in shards amongst the bubbling -water, stirring as though in some cauldron of death. +water, stirring as though in some cauldron of death. ~ S T 1971 @@ -495,24 +495,24 @@ Toppled Tree~ of an attacking spider. Almost as thick as branches they are hard and brittle as though this tree died years ago. Dark streaks marr the wood, evidence perhaps of long past lightning storms, or the use of powerful magic in this -area. +area. ~ 19 0 0 0 0 2 D0 This giant tree's trunk continues on into the north, sloping slightly -downward as it becomes increasingly submerged in the mud. +downward as it becomes increasingly submerged in the mud. ~ ~ 0 0 1914 D2 - A foul smell wafts on the discoloured air, water bubbling and simmering away -to the south. + A foul smell wafts on the discolored air, water bubbling and simmering away +to the south. ~ ~ 0 0 1912 D5 The bark of the trunk has rotted away, leaving a gaping hole that leads into -the hollow trunk. +the hollow trunk. ~ ~ 0 0 1918 @@ -520,7 +520,7 @@ E dark streaks~ These are charred areas in the wood that have burnt in strange patterns. It looks as though it may indeed be the work of lightning, though evil magic is -more likely considering these whereabouts. +more likely considering these whereabouts. ~ S T 1970 @@ -529,30 +529,30 @@ T 1971 Scorched Trunk~ This massive trunk has been half swallowed by the gurgling ground, only the huge reaching branches hold it from complete submersion. Black unnatural burn -marks weave their way like rotting vines all along the ancient bark. +marks weave their way like rotting vines all along the ancient bark. ~ 19 0 0 0 0 2 D0 Huge splaying branches reach out in every direction, preventing further -advancement. +advancement. ~ ~ 0 0 -1 D1 Huge splaying branches reach out in every direction, preventing further -advancement. +advancement. ~ ~ 0 0 -1 D2 The giant grasping roots of the tree can be seen reaching darkly into the -air. +air. ~ ~ 0 0 1913 D3 Huge splaying branches reach out in every direction, preventing further -advancement. +advancement. ~ ~ 0 0 -1 @@ -560,7 +560,7 @@ E black unnatural burn marks rotting vines~ These strange and ominous markings appear almost to have been designed, not just the random streaks of lightning or fire. The evils of lethal magic are -almost certainly at work here. +almost certainly at work here. ~ S T 1971 @@ -568,26 +568,26 @@ T 1971 Stony Path~ All around the murky water simmers and bubbles, releasing terrible stench into the air as it laps around this small trail of island rocks, the only path -through this watery part of the swamp. +through this watery part of the swamp. ~ 19 0 0 0 0 2 D2 The trail of jagged rocks continues to the south, the stones becoming suddenly larger and less natural as though broken off from some designed -stonework. +stonework. ~ ~ 0 0 1908 D3 - Dark discoloured water churns gently in the breeze, the slippery algae-laden -surface glinting with each ripple. + Dark discolored water churns gently in the breeze, the slippery algae-laden +surface glinting with each ripple. ~ ~ 0 0 1916 E small trail island rocks~ These little rocks stick up like stalagmites from the muddy and unstable -ground, perilous but weight-supporting enough to act as a trail. +ground, perilous but weight-supporting enough to act as a trail. ~ S T 1971 @@ -595,18 +595,18 @@ T 1971 Puddle of Algae~ Various slimes of green, brown and red slide across the surface of this muddy water. Plant life of various kinds tangle and intertwine into each other -beneath the water, making it very easy to become caught. +beneath the water, making it very easy to become caught. ~ 19 0 0 0 0 2 D1 The bleak surface of the dark water is broken here and there with the peak of -a jagged rock, leading off further to the east. +a jagged rock, leading off further to the east. ~ ~ 0 0 1915 D3 Pieces of wood protrude from the ground to the west, a large dark hole -visibly gaping through the mud. +visibly gaping through the mud. ~ ~ 0 0 1917 @@ -617,31 +617,31 @@ Buried Tree~ A flat area of bark protrudes slightly from the sopping ground here, a gaping hole leading into darkness beneath, as though some hollow tree has become buried just below the surface, the sound of thick mud dripping within a concealed space -below. +below. ~ 19 0 0 0 0 2 D0 Thin, mossy trees wave wearily, blocking any further view of what lies to the -north. +north. ~ ~ 0 0 1921 D1 - Dark discoloured water churns gently in the breeze, the slippery algae-laden -surface glinting with each ripple. + Dark discolored water churns gently in the breeze, the slippery algae-laden +surface glinting with each ripple. ~ ~ 0 0 1916 D3 A small battered bridge can be seen further off to the west, though no body -of water appears to be present. +of water appears to be present. ~ ~ 0 0 1922 D5 Broken, splintered wood gapes widely around this mud-slicked hole. It appears a tree has become submerged within the ground, the contents of its -hollow trunk just beyond the scope of normal vision. +hollow trunk just beyond the scope of normal vision. ~ ~ 0 0 1920 @@ -649,7 +649,7 @@ E bark gaping hole darkness~ Broken, splintered wood gapes widely around this mud-slicked hole. It appears a tree has become submerged within the ground, the contents of its -hollow trunk just beyond the scope of normal vision. +hollow trunk just beyond the scope of normal vision. ~ S T 1970 @@ -659,18 +659,18 @@ Within the Roots~ Dark and dank with the smell of decay, the rotting wood all around makes this place even more miserable. The floor slants slightly downward to the north, and each movement makes it dip a little more as if the swamp were threatening to -consume it whole. +consume it whole. ~ 19 9 0 0 0 0 D0 The long hollow trunk of the tree continues, nothing but the smell of rotting -wood and thick mud giving any clues as to what lies beyond the darkness. +wood and thick mud giving any clues as to what lies beyond the darkness. ~ ~ 0 0 1919 D4 Above, the grasping roots of this upturned tree can be seen clawing like -brittle fingers at the foggy air. +brittle fingers at the foggy air. ~ ~ 0 0 1913 @@ -681,18 +681,18 @@ Hollow Trunk~ and treacherously slippery. The roof of the trunk curves sharply around, so low as to give the place a smothering claustrophobic feel. Little worms and maggots wriggle their way through the fungating bark, making the enclosure seem to crawl -revoltingly. +revoltingly. ~ 19 9 0 0 0 0 D0 The trunk dips even lower, creaking sounds and the smell of mouldy damp -wafting from the darkness ahead. +wafting from the darkness ahead. ~ ~ 0 0 1920 D2 The trunk slopes upwards, the grasping tendrils of roots can be seen further -ahead in this direction, clawing at the foggy air. +ahead in this direction, clawing at the foggy air. ~ ~ 0 0 1918 @@ -700,7 +700,7 @@ E worms maggots~ These little creatures are gorging on the filth and decay that coats this dying tree, it seems almost that every scavenging insect in the place as homed -in on this location. +in on this location. ~ S #1920 @@ -708,18 +708,18 @@ Submerged~ Completely beneath ground level, drips of mud trickly slowly down the walls from a large hole in the ceiling. It seems as though extra weight in this part of the submerged tree would sink it very quickly, the wood moaning and groaning -at any extra burden. +at any extra burden. ~ 19 9 0 0 0 0 D2 The wood enclosure seems to slope vaguely upwards, trickling mud running in -rivulets from the south and gathering in a small puddle here. +rivulets from the south and gathering in a small puddle here. ~ ~ 0 0 1919 D4 Shafts of vague light and a relatively fresh breath of air from this -direction indicate that it likely leads to open ground. +direction indicate that it likely leads to open ground. ~ ~ 0 0 1917 @@ -730,24 +730,24 @@ Straggling Trees~ stunted willows. Swaying miserably in the slight breeze, their bark seems to creak and groan, swamp moss spreading slowly as if to consume them. Thin grasses lean pathetically against the lanky trunks, almost like weary children -clinging to their mothers. +clinging to their mothers. ~ 19 4 0 0 0 3 D0 A large gathering of trees can be seen extending to the north, a small gap -opening the way. +opening the way. ~ ~ 0 0 1955 D1 The gaping hollow of an old, crumbling tree shrouds everything that lies to -the east in darkness. +the east in darkness. ~ ~ 0 0 1951 D2 Thick mud sloshes lazily around the massive submerged trunk of a tree, its -roots sticking high into the air further south. +roots sticking high into the air further south. ~ ~ 0 0 1917 @@ -760,7 +760,7 @@ E moss grasses~ The plant life here is abundant but miserable looking, as though there is constant competition to survive, nutrients being scavenged by almost every form -of life imaginable. +of life imaginable. ~ S T 1971 @@ -773,13 +773,13 @@ here though the presence of this ancient bridge indicates that once there did. 19 4 0 0 0 2 D1 The sloping curve of a buried tree can be seen, rising like another small -wooden bridge out of the watery ground. +wooden bridge out of the watery ground. ~ ~ 0 0 1917 D3 A little, broken path extends its way through the soggy, marshy grounds that -lie to the west. +lie to the west. ~ ~ 0 0 1923 @@ -789,18 +789,18 @@ T 1971 Sunken Road~ Beneath the shallow murky water, a layer of hard stone winds smoothly along, no naturally formed path and an indication that long ago these grounds saw dry -land, though now the smooth road is pitted with fungus and shelled creatures. +land, though now the smooth road is pitted with fungus and shelled creatures. ~ 19 0 0 0 0 2 D0 The ground slopes downward, jagged rocks standing like little islands amongst -the murky waters. +the murky waters. ~ ~ 0 0 1925 D1 A jumbled collection of stone and brick are somehow still clinging to each -other, forming a bridge that extends to the east. +other, forming a bridge that extends to the east. ~ ~ 0 0 1922 @@ -808,14 +808,14 @@ E fungus~ This is the same miserable organism that grows abundantly on every surface on sight, flat and sickly green, they are just another indication that the entire -place is rotting. +place is rotting. ~ E shelled creatures~ Little snails, and the encrustations of crabs and mollusks decorate the -surfaces with their coloured remains. It is impossible to tell which of these +surfaces with their colored remains. It is impossible to tell which of these are alive and which are long dead, most seem perfectly content to stay -completely motionless. +completely motionless. ~ S T 1971 @@ -823,7 +823,7 @@ T 1971 Peak of the Rock~ All around, the misty smog of the swampland rises, blocking what may have been a spectacular view if not for the waves of heat that cause the air to -shimmer and swim, making everything seem eerily unreal. +shimmer and swim, making everything seem eerily unreal. ~ 19 0 0 0 0 2 D0 @@ -841,12 +841,12 @@ Rising Water~ The ground slopes lower here, deeper water gurgling around the various rock crevices and jagged stones that break the surface. To the east and the west, large cavernous mouths protrude, though the hollows within appear to be -underwater. +underwater. ~ 19 0 0 0 0 2 D0 A sunken path leads treacherously to the north, looking as though it was -originally a continuation of the same path that extends to the south. +originally a continuation of the same path that extends to the south. ~ ~ 0 0 1928 @@ -857,13 +857,13 @@ The open mouth of a cavern gapes, ominously black and silent. Slanted vaguely do 0 0 1926 D2 A submerged pathway winds its way gradually up to the south, curving around -just out of sight. +just out of sight. ~ ~ 0 0 1923 D3 A dark opening gurgles slightly with the sound of water sloshing its way -around rocks, agitated with some unseen movement. +around rocks, agitated with some unseen movement. ~ ~ 0 0 1927 @@ -872,66 +872,66 @@ T 1971 #1926 Flooded Cave~ Scarce light penetrates the dark waters of this cavern, but what little can -be seen is slick with swamp slime and mosses, the odd glittering piece of armour -shining like stars from the inky depths below. +be seen is slick with swamp slime and mosses, the odd glittering piece of armor +shining like stars from the inky depths below. ~ 19 13 0 0 0 9 D3 Open air breathes gently from the west, natural light rippling vaguely on the -surface of the breaking waters. +surface of the breaking waters. ~ ~ 0 0 1925 D5 An even darker cave can be seen through the swirling mud and algae below, the -same sparkling pieces of metal sliding in and out of view. +same sparkling pieces of metal sliding in and out of view. ~ ~ 0 0 1954 E -glittering armour~ +glittering armor~ Once in a while, something shiny moves to the surface, lingering just long enough to reveal itself as a piece of warrior's equipment before sinking back -down into the deep. +down into the deep. ~ S #1927 Underwater Enclosure~ Sharp rocks protrude dangerously and invisibly from the darkness, muddy water swirling about and creating the apparent illusion of dark shadows and shapes -swimming cautiously about. +swimming cautiously about. ~ 19 13 0 0 0 9 D1 Murky water and spiked rocks travel in a vague north to south path just -outside the enclosure. +outside the enclosure. ~ ~ 0 0 1925 S #1928 Sunken Road~ - Small pieces of coloured glass glint up from beneath the water, broken bits + Small pieces of colored glass glint up from beneath the water, broken bits of slate and chunks of stone mixing with the wreckage to create an unstable surface for walking on, the slick overgrowth of plant life making it even more -treacherous. +treacherous. ~ 19 0 0 0 0 2 D0 The path continues wet and treacherous to the north, smooth paved surfaces -crumbled into broken pieces of stone and grit. +crumbled into broken pieces of stone and grit. ~ ~ 0 0 1934 D2 The ground seems to tilt slightly downward, the sound of bubbling, rushing -water swirling around the island rocks that stick up. +water swirling around the island rocks that stick up. ~ ~ 0 0 1925 D3 The eerie sound of echoing droplets and gently murmuring water are all that -come from the cavernous mouth in this direction. +come from the cavernous mouth in this direction. ~ ~ 0 0 1929 @@ -942,24 +942,24 @@ A Great Cavern~ Water trickles lazily into this vast cavern, covering the rock floor with an inch or two of sloshing muck. The great stone walls have been excavated roughly, leaving sharp spikes and serrated areas that look almost deliberately -made. +made. ~ 19 9 0 0 0 0 D0 The dark depths of the cavern don't reveal much visually, but the sound of -running water can be heard more intensely. +running water can be heard more intensely. ~ ~ 0 0 1932 D1 The open air swirls hazily around, mist and humidity wafting in from the hot -sticky swamp atmosphere. +sticky swamp atmosphere. ~ ~ 0 0 1928 D3 A subtle flickering light comes from this direction, sly shadows darting in -and out of existance along the stone walls. +and out of existance along the stone walls. ~ ~ 0 0 1930 @@ -967,20 +967,20 @@ S #1930 A Great Cavern~ Light flickers eerily throughout this cave, apparently emanating from small -torches that have been placed in the natural cavernous cracks and crevices. +torches that have been placed in the natural cavernous cracks and crevices. Dark green moss carpets the floor, squishing loudly with saturated water when -stepped on. +stepped on. ~ 19 8 0 0 0 0 D0 The ground continues somewhat smoother to the north, dark cool stone curving -around to form the continuing wall. +around to form the continuing wall. ~ ~ 0 0 1931 D1 Sloshing mud and jagged stone surfaces are all that reveal themselves in the -few shafts of light cast this way. +few shafts of light cast this way. ~ ~ 0 0 1929 @@ -990,24 +990,24 @@ Cavernous Gates~ Two large bamboo gates stand imposingly to the north, bright glowing light visible within and large flickering shadows creeping through the gaps of them. The rest of the cavern has been rather deliberately smoothed from the look of -it, as if to make a somewhat grander impression. +it, as if to make a somewhat grander impression. ~ 19 9 0 0 0 0 D0 Tall bamboo gates stand here, a rough rope wrapped around them and attached -with what looks like a wooden padlock. +with what looks like a wooden padlock. ~ bamboogates~ 1 1906 1933 D1 The sound of rushing water echoes loudly off the rough rocky surfaces that -continue to the east. +continue to the east. ~ ~ 0 0 1932 D2 Gentle flickering light, cascades through the shadows from this part of the -cavern, the subtle scent of green mosses wafting on the air. +cavern, the subtle scent of green mosses wafting on the air. ~ ~ 0 0 1930 @@ -1017,18 +1017,18 @@ A Great Cavern~ A large fissure in the side of the wall here lets in a continuous stream of trickling water. Dribbling noisily along the projecting rocks, the sound echoes as if a large stream gushed through this place, the sounds of rushing water -amplifying along the stone walls and floor. +amplifying along the stone walls and floor. ~ 19 9 0 0 0 0 D2 A subtle scent of fresh air wafts from the south, the sound of birds and -outside wild life echoing in what appears to be the entrance to this cave. +outside wild life echoing in what appears to be the entrance to this cave. ~ ~ 0 0 1929 D3 Very soft flickering light and smoothly sanded stone create a somewhat more -finished appearance in this part of the cavern. +finished appearance in this part of the cavern. ~ ~ 0 0 1931 @@ -1036,34 +1036,34 @@ S #1933 A Primitive Throne Room~ A great fire burns in the middle of this room, giving off the horrible stench -of some cooking flesh. Bits and pieces of broken armour and swords are hung +of some cooking flesh. Bits and pieces of broken armor and swords are hung here and there as decoration for the walls, along with various animal and humanoid skulls. At the far north end, several swords have been tied together and bent to form a crude jewelled throne. To the south, two large bamboo gates -stand, guardians to the way out. +stand, guardians to the way out. ~ 19 12 0 0 0 0 D2 Tall bamboo gates stand here, a rough rope wrapped around them and attached -with what looks like a wooden padlock. +with what looks like a wooden padlock. ~ bamboogates~ 1 1906 1931 E great fire~ This raging fire seems to be kept continually going, the sickly smell of -flesh and burning leather wafting in the smokey air around it. +flesh and burning leather wafting in the smokey air around it. ~ E -pieces broken armour decoration walls~ +pieces broken armor decoration walls~ Glittering pieces of broken and bent metal embed the walls like jewels, no -doubt serving the secondary purpose of displaying the vanquishing of foes. +doubt serving the secondary purpose of displaying the vanquishing of foes. ~ E swords crude jewelled throne~ These rather beautiful swords have been carelessly bent and fastened together -to form a slightly unusual but attractive throne, coloured gems sparkling in the -hilts and firelight reflecting off the still shiny metal. +to form a slightly unusual but attractive throne, colored gems sparkling in the +hilts and firelight reflecting off the still shiny metal. ~ S #1934 @@ -1071,24 +1071,24 @@ Mirey Path~ Water flows slowly down this submerged path, agitating particles of dirt and sand so that everything beneath the surface is cloudy. Only the feel of laid stone and grit indicates the path that lies here, a slight mist hovering over -the surface of the muggy water. +the surface of the muggy water. ~ 19 0 0 0 0 2 D0 A small enclosure can be seen to the north, tiny wisps of smoke escaping into -the air. +the air. ~ ~ 0 0 1936 D1 A little greenish cave opens to the east, the forlorn sound of dripping water -coming from within. +coming from within. ~ ~ 0 0 1935 D2 The land slants gradually down, water trickling amongst cloudy particles of -grit and swirling masses of plant life. +grit and swirling masses of plant life. ~ ~ 0 0 1928 @@ -1098,12 +1098,12 @@ T 1971 Dripping Cave~ Dank and cold, the sound of continuous dripping makes this place seem even more miserable. Thin layers of green slime coat the walls, and a few organic -encrustations higher up show that at one time water flooded this cave. +encrustations higher up show that at one time water flooded this cave. ~ 19 9 0 0 0 0 D3 Slight wisps of mist swirl just inside from the gaping entrance to the west, -the sound of lazily trickling water coming from outside. +the sound of lazily trickling water coming from outside. ~ ~ 0 0 1934 @@ -1112,21 +1112,21 @@ T 1971 #1936 Cluttered Campsite~ A rudimentary shelter has been constructed here, various stiff reeds roped -together, grasses thatched together to make a somewhat waterproof ceiling. +together, grasses thatched together to make a somewhat waterproof ceiling. Wisps of smoke and glowing embers cling to life as the recently used campfire slowly dies away. Various cooking utensils and simple clay pots lie soiled and -strewn about. +strewn about. ~ 19 0 0 0 0 2 D2 Muddy, grimey water swirls lazily away, stirring up the gravelly ground as it -trickles noisily. +trickles noisily. ~ ~ 0 0 1934 D3 Taller grasses sway gently in the air, a faint sound of droplets echoing can -be heard, as though some hidden cave lies beneath. +be heard, as though some hidden cave lies beneath. ~ ~ 0 0 1937 @@ -1134,13 +1134,13 @@ E rudimentary shelter stiff reeds~ This primitive enclosure is of only basic use in shielding rainfall and heavy winds. Open on one side, it seems for the most part abandoned, as though the -creatures who made it only gather here for certain occasions. +creatures who made it only gather here for certain occasions. ~ E cooking utensils simple clay pots~ These recently used tools have been dumped on the ground with pieces of flesh still clinging to them, the smell of rotting is almost unbearable and flies buzz -almost frantically around the filthy surfaces. +almost frantically around the filthy surfaces. ~ S T 1971 @@ -1148,12 +1148,12 @@ T 1971 Grassy Hole~ Tall grasses wave slowly in the air, drops of moisture trickling down their lengths and echoing slightly as they hit rock surface below. A deep black hole -gapes widely in the ground, concealed perfectly until almost falling into it. +gapes widely in the ground, concealed perfectly until almost falling into it. ~ 19 0 0 0 0 2 D0 Copious amounts of smoke fill the air thickly, staining the ground and plant -life darkly black and blocking any further view. +life darkly black and blocking any further view. ~ ~ 0 0 1943 @@ -1166,7 +1166,7 @@ air and the roped walls of some structure only just visible through the grasses. D5 Nothing can be seen within the dark recesses of this hole, just a chill feeling as though something unnatural lingers, and the sound of droplets hitting -stone. +stone. ~ ~ 0 0 1938 @@ -1177,18 +1177,18 @@ Rainy Chasm~ Hardly any natural light penetrates this darkness, just the continuous sound of dripping and trickling water all around. The stoney chill of the surrounding rock seems to pierce through everything, feeling almost supernatural in its -strength. +strength. ~ 19 13 0 0 0 0 D0 Bright light shines from the larger cavern to the north, sending flickering -shadows all around and the choking smell of smoke. +shadows all around and the choking smell of smoke. ~ ~ 0 0 1939 D4 Shafts of natural light trickle down from amidst waving grasses, little drops -of water drip down, collecting in rivulets along the ceiling. +of water drip down, collecting in rivulets along the ceiling. ~ ~ 0 0 1937 @@ -1198,30 +1198,30 @@ T 1971 Firelit Cavern~ A great fire burns steadily here, smoke billowing around the ceiling and escaping through a small hole. Dancing light casts flickering shadows all about -the room, piles of dried bracken and wood nearby to keep the fire fueled. +the room, piles of dried bracken and wood nearby to keep the fire fueled. ~ 19 8 0 0 0 0 D0 A smallish, moss-covered cavern yawns widely to the north, the wafting smoke -making it difficult to see much else. +making it difficult to see much else. ~ ~ 0 0 1940 D1 A slight scratching sound can be heard coming from the cavern to the east, -and a makeshift gate of reeds has been fastened across its entrance. +and a makeshift gate of reeds has been fastened across its entrance. ~ ~ 0 0 1941 D2 A faint natural glow comes from this part of the cavern, trickling water -echoing loudly as it drips onto the stone. +echoing loudly as it drips onto the stone. ~ ~ 0 0 1938 D3 A rather sickening smell of raw and cooking meat wafts on the western air, -scattered leaves covering the contents of the cave beyond. +scattered leaves covering the contents of the cave beyond. ~ ~ 0 0 1942 @@ -1232,12 +1232,12 @@ Nesting Grounds~ Cozy piles of green mosses and dried grass form a thick layer of bedding on the floor here. Gentle heat wafts from the room to the south, filling the place with shimmering warm air. Several large eggs lie nestled here and there, -partially covered with the grasses. +partially covered with the grasses. ~ 19 8 0 0 0 0 D2 Bright flickering fire sends shadows dancing all around, a curtain of smoke -veiling anything that lies beyond. +veiling anything that lies beyond. ~ ~ 0 0 1939 @@ -1248,12 +1248,12 @@ Hatchery~ Thin reeds have been tied across the exit to the west, acting as a miniature gate to prevent the young ones from wandering out. Little bits of meat are left rotting about the floor, and bits of broken egg-shell are scattered about, the -few intact eggs rocking gently as though about to hatch. +few intact eggs rocking gently as though about to hatch. ~ 19 8 0 0 0 0 D3 Bright flickering fire sends shadows dancing all around, a curtain of smoke -ve iling anything that lies beyond. +ve iling anything that lies beyond. ~ ~ 0 0 1939 @@ -1264,12 +1264,12 @@ Stone Larder~ Cool stone shelves support large slabs of raw flesh while smoke wafts lazily in from the east, slowly cooking smaller pieces that hang from hooks in the ceiling. In the corner, large leaves cover what appears to be the half -butchered corpse of some unidentifiable animal. +butchered corpse of some unidentifiable animal. ~ 19 8 0 0 0 0 D1 Bright flickering fire sends shadows dancing all around, a curtain of smoke -ve iling anything that lies beyond. +ve iling anything that lies beyond. ~ ~ 0 0 1939 @@ -1280,30 +1280,30 @@ Smokey Path~ Creeping plants and mosses cover the slimey broken slate that makes up this abandoned path. From a large crack in the ground, dark smoke billows slowly up into the sky, shrouding the place in darkness and creating the claustrophobic -feeling of being unable to breathe. +feeling of being unable to breathe. ~ 19 1 0 0 0 2 D0 The water runs deeper to the north, shimmering fog wafting restlessly and -clouding any further view. +clouding any further view. ~ ~ 0 0 1945 D1 A well-travelled way lies to the east, stalks of reeds having obviously been -brushed aside. +brushed aside. ~ ~ 0 0 1944 D2 Tall grasses swish in the heavy air, the sound of trickling water echoing -strangely from some area of the ground. +strangely from some area of the ground. ~ ~ 0 0 1937 D3 A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1950 @@ -1315,24 +1315,24 @@ Wetlands~ Tall reeds poke slightly above the surface of this murmuring pool, soft mud giving easily beneath and sending clouds of darkness up into the water. Broken stalks litter the bottom, and deep footprints can be seen imprinted in the -watery ground, indicating that this way is well travelled. +watery ground, indicating that this way is well travelled. ~ 19 0 0 0 0 2 D0 Deep waters and eerie blue mists swirl silently around, both almost purposely -hiding the way from view. +hiding the way from view. ~ ~ 0 0 1946 D1 A muddy path of slate stretches to the east, reeds and other plantlife -rustling with the movements of small animals. +rustling with the movements of small animals. ~ ~ 0 0 1965 D3 The way west is shrouded from view by a black cloud of hot billowing smoke, -the air almost stiflingly warm. +the air almost stiflingly warm. ~ ~ 0 0 1943 @@ -1343,30 +1343,30 @@ Eerie Wetlands~ Strange mist hovers just above the surface of the high murky waters here, clouding everything so that only ghosts and shadows can be seen moving about in the periphery of vision. The air is hot and stifling, but the cloudy moisture -leaves a bone-chilling cold on every surface. +leaves a bone-chilling cold on every surface. ~ 19 0 0 0 0 2 D0 Some sort of entrance can be seen through the brush, a black stair descending -into darkness. +into darkness. ~ ~ 0 0 1976 D1 Swirling blue mist, and a chill moisture drift about the air, algae-infested -waters stirring silently. +waters stirring silently. ~ ~ 0 0 1946 D2 A wave of heat shimmers from the south, dark smoke wafting its way up into -the muggy air. +the muggy air. ~ ~ 0 0 1943 D3 A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1949 @@ -1376,24 +1376,24 @@ T 1971 Eerie Wetlands~ A deadly silence seems to settle here, even the sounds of cricket chirpings die away as the bluish haze around this place swirls ever thicker. The water -slides easily, thick algae blocking any view as to what lies beneath. +slides easily, thick algae blocking any view as to what lies beneath. ~ 19 0 0 0 0 2 D2 A well travelled way lies to the south, broken reeds and muddy footprints -left as recent evidence. +left as recent evidence. ~ ~ 0 0 1944 D3 Stifling air wafts from the east, the chill of swamp moisture clinging to -everything it touches. +everything it touches. ~ ~ 0 0 1945 D5 The way down is impossibly black, deep cold water offering no hint of what -lies beneath the stirring surface. +lies beneath the stirring surface. ~ ~ 0 0 1947 @@ -1403,12 +1403,12 @@ T 1971 Absolute Darkness~ The water is much colder at this depth, every movement sending mud and plant life swirling about. The blackness seems all-encompassing, nothing visible in -any direction, just the slimey touch of unseen creatures brushing past. +any direction, just the slimey touch of unseen creatures brushing past. ~ 19 13 0 0 0 9 D4 Faint shafts of natural light penetrate the darkness, the stalks of gently -swaying reeds only just visible through the murkiness. +swaying reeds only just visible through the murkiness. ~ ~ 0 0 1946 @@ -1427,24 +1427,24 @@ T 1994 Endless Marshlands~ The swamp seems to stretch almost endlessly to the west, far off shapes and shadows potentially only the product of imagination. Almost untouched, the -quiet water and still reeds can be seen for miles. +quiet water and still reeds can be seen for miles. ~ 19 0 0 0 0 2 D1 Chilly air breezes from the west, damp and clinging miserably to everything -like a cold sweat. +like a cold sweat. ~ ~ 0 0 1945 D2 A vast and confusing landscape stretches to the south, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1950 D3 A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1952 @@ -1454,24 +1454,24 @@ T 1971 Endless Marshlands~ Far off into the distant west, the same landscape can be seen that is visible here. Desperate creeping plant life, hovering insects and scummy algae-infested -water appears to be all there is. +water appears to be all there is. ~ 19 0 0 0 0 2 D0 A vast and confusing landscape stretches to the north, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1949 D1 Dark smoke snakes its way through the air, staining everything around it -black, nearby grasses withering with the heat. +black, nearby grasses withering with the heat. ~ ~ 0 0 1943 D3 A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1953 @@ -1481,12 +1481,12 @@ T 1971 Crumbling Oak~ This ancient oak tree has long since decayed into little more than a shell. Sharp spokes of wood stick up like a thorny crown where the higher parts of the -tree have snapped away, presumably buried deep within the surrounding mud. +tree have snapped away, presumably buried deep within the surrounding mud. ~ 19 13 0 0 0 0 D3 Tall, thin trees weave hypnotically in the wind, the croaks and chirps of -various wildlife filling the air. +various wildlife filling the air. ~ ~ 0 0 1921 @@ -1495,24 +1495,24 @@ S Endless Marshlands~ Deep muddy water sloshes about with every disturbance, bending reeds swish wearily back and forth, and almost eternally around in the swirling mists -everything seems to look exactly the same. +everything seems to look exactly the same. ~ 19 4 0 0 0 2 D1 A vast and confusing landscape stretches to the east, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1953 D2 A vast and confusing landscape stretches to the south, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1952 D3 A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1953 @@ -1522,24 +1522,24 @@ T 1971 Endless Marshlands~ Deep muddy water sloshes about with every disturbance, bending reeds swish wearily back and forth, and almost eternally around in the swirling mists -everything seems to look exactly the same. +everything seems to look exactly the same. ~ 19 4 0 0 0 2 D0 A vast and confusing landscape stretches to the north, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1950 D1 A vast and confusing landscape stretches to the east, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1953 D3 A vast and confusing landscape stretches far to the west, heavy fog making it -difficult to see any straight path through. +difficult to see any straight path through. ~ ~ 0 0 1952 @@ -1549,13 +1549,13 @@ T 1971 Air-Filled Cavern~ A large bubble of air is trapped within this cave, creating the illusion that this place is above ground, although swirling mud and grasses can be seen -dancing in the water just around the opening. +dancing in the water just around the opening. ~ 19 13 0 0 0 0 D4 Dark swirling waters block most of the upper cavern from sight, minimal light penetrates the surface, bits of floating debris making it hard to see what lies -beyond. +beyond. ~ ~ 0 0 1926 @@ -1563,26 +1563,26 @@ S #1955 Opening in a Circle of Trees~ All around, the ancient and brittle bark of dying trees fills all view, the -odd green shoot of a struggling youngster colouring the gloominess, and the +odd green shoot of a struggling youngster coloring the gloominess, and the scent of new plant life freshening the air, even as fungi consume the rotting -elders. +elders. ~ 19 0 0 0 0 3 D1 Swaying branches trail leisurely over the murky waters, the sounds of -rustling and crow's screeching carrying on the air. +rustling and crow's screeching carrying on the air. ~ ~ 0 0 1957 D2 The trees grow thinner to the south, a large tree stump can be seen vaguely -off to the southeast, and even further south a large rock breaks the horizon. +off to the southeast, and even further south a large rock breaks the horizon. ~ ~ 0 0 1921 D3 Gnarled black tree branches stick rigidly out into the air like the upturned -spears of some dark army. +spears of some dark army. ~ ~ 0 0 1956 @@ -1593,18 +1593,18 @@ Circle of Trees~ Tall dark trunks emerge from the sloshing mud, fragile and crooked with age, slimy swamp algae covering them with slick green ooze. Spindly desperate branches grasp blindly at the air like the skeletal fingers of some long buried -giant. +giant. ~ 19 0 0 0 0 3 D0 Thick, brittle treetrunks continue on and around to the north, the sounds of -wildlife crunching through the leaves. +wildlife crunching through the leaves. ~ ~ 0 0 1962 D1 The trees seem to grow more sparse, what looks like a clearing veers off to -the southeast. +the southeast. ~ ~ 0 0 1955 @@ -1613,20 +1613,20 @@ T 1971 #1957 Circle of Trees~ The fluttering of wings disturbs the still air every now and again and the -mournful screeching of crows can be heard from the swaying branches above. +mournful screeching of crows can be heard from the swaying branches above. Most of the trees here are dead, only one or two trailing green leaves into the -watery surroundings. +watery surroundings. ~ 19 0 0 0 0 3 D0 A vast array of dried branches forms a canopy overhead, a mighty tree -standing proudly to the north, even as it decays. +standing proudly to the north, even as it decays. ~ ~ 0 0 1958 D3 It becomes more visible to the west, trees giving way to what looks like a -clearing. +clearing. ~ ~ 0 0 1955 @@ -1641,13 +1641,13 @@ moss coats nearly the entire trunk, as though the bog were trying to reclaim it. 19 0 0 0 0 3 D0 Tangled tree roots stretch out to the north, creeping through the treacherous -mud as though grasping for safety. +mud as though grasping for safety. ~ ~ 0 0 1959 D2 The sound of snapping twigs and squawking birds comes from the south, the -continuing treeline rustling with unseen movement. +continuing treeline rustling with unseen movement. ~ ~ 0 0 1957 @@ -1658,7 +1658,7 @@ Circle of Trees~ The mud here is dangerously sticky, only the buried weaving roots of the surrounding trees acting as footholds. It seems as though the brittle wood moans gently, complaining at the cruelty of the wind, restless breezes scurrying -here and there as though being chased. +here and there as though being chased. ~ 19 0 0 0 0 3 D2 @@ -1711,7 +1711,7 @@ T 1971 Circle of Trees~ Pale green saplings sway gently in the breeze, struggling for life though they seem to be well-tended. Leaning in on each other, their green waving -branches seem to rustle uncomfortably, whispering quietly with each other. +branches seem to rustle uncomfortably, whispering quietly with each other. ~ 19 0 0 0 0 3 D0 @@ -1737,7 +1737,7 @@ T 1971 Circle of Trees~ A patch of red flashes in and out of vision through the thick dark cluster of trunks. The beautiful crimson leaves of a black gum tree seem almost to light -the area as a burning fire illuminates night. +the area as a burning fire illuminates night. ~ 19 0 0 0 0 3 D0 @@ -1760,7 +1760,7 @@ Place of Worship~ carpeting the floor. A massive stone altar stands within a small clearing here, enclosed within the trunks of the surrounding trees. A smoking fire lingers here, some burned carcass giving off the smell of cooked flesh. Before the -altar, a large metal grid is embedded into the ground. +altar, a large metal grid is embedded into the ground. ~ 19 0 0 0 0 3 D0 @@ -1781,7 +1781,7 @@ T 1971 Drizzling Path~ Rivulets of muddy water trickle lazily across the broken pieces of stone that make up this old path, creeping algae and swamp slime give it a carpeted look, -tinting both the stone and the water slightly green. +tinting both the stone and the water slightly green. ~ 19 0 0 0 0 2 D1 @@ -1800,10 +1800,10 @@ S T 1971 #1965 Pool of Mud~ - The grey surface of slate paving stones can barely be seen beneath the + The gray surface of slate paving stones can barely be seen beneath the surface of these dark waters. Small fish dart nervously about, hiding instantly at the sight of any shadow, and bulrushes sway gently, spreading ripples -throughout the pool. +throughout the pool. ~ 19 4 0 0 0 6 D1 @@ -1820,7 +1820,7 @@ T 1971 Bend in an Ancient Path~ Water sloshes noisily down this path which slopes downward to the west, coated slightly with the glassy sheen of an inch or two of clear running water, -the carefully laid mosaic stones and coloured glass can clearly be seen. +the carefully laid mosaic stones and colored glass can clearly be seen. ~ 19 0 0 0 0 2 D0 @@ -1845,7 +1845,7 @@ T 1971 Place of Meeting~ A small campfire flickers lazily in this paved circular area. Several smooth rocks are placed strategically all around the center as if making up some sort -of seating. Beside the fire, a crude wooden platform has been erected. +of seating. Beside the fire, a crude wooden platform has been erected. ~ 19 0 0 0 0 2 D0 @@ -1877,7 +1877,7 @@ T 1921 Wooden Shelter~ Several dead branches have been roped together with vines to make this small shelter. Several reeds and grasses have been used to patch up the gaps, and the -whole structure has been coated with a layer of mud. +whole structure has been coated with a layer of mud. ~ 19 13 0 0 0 0 D2 @@ -1891,7 +1891,7 @@ A Cozy Hut~ Some sort of underground heat seems to warm this little hut, the cracked stone floor feeling slightly warm to the touch. Bundles of hollow reeds have been used to create small tables, upon which dried grasses and leaves are heaped -like bedding. +like bedding. ~ 19 13 0 0 0 0 D2 @@ -1905,7 +1905,7 @@ A Dank Prison~ The walls drip mournfully with muddy water that trickles slowly from the ceiling grid. A large sacrificial slab stands in the center of the room, covered with gruesome stains. Various metal instruments hang from the walls, -along with the well-used chains of past unfortunate prisoners here. +along with the well-used chains of past unfortunate prisoners here. ~ 19 13 0 0 0 0 D4 @@ -1918,7 +1918,7 @@ A Large Hut~ A huge straw mat covers the ground here, decorated with various tribal paints to display images of royalty and wealth. Gold and silver glint here and there like stars in the dark clay walls, and a large cushioned chair sits against the -eastern wall. +eastern wall. ~ 19 12 0 0 0 0 D3 @@ -1937,7 +1937,7 @@ Trophy Room~ shadows creep along the lower shelves which hold a variety of humanoid and animal skulls. Small piles of teeth and claws sprinkle the perimeter of the floor, and it can only be assumed that these trophies are all that remain of -past enemies. +past enemies. ~ 19 8 0 0 0 0 D1 @@ -1950,11 +1950,11 @@ D4 0 0 1972 S #1974 -Jumbled Armoury~ +Jumbled Armory~ A rough walkway has been cleared through the piles of dented and rusting -armour that lie here. Miscellaneous scavenged shields and pieces of equipment +armor that lie here. Miscellaneous scavenged shields and pieces of equipment lie scattered around in varying states of decay or repair. A few finer pieces -hang along the wall, ready for use. +hang along the wall, ready for use. ~ 19 8 0 0 0 0 D1 @@ -1984,7 +1984,7 @@ Palace Entrance~ A grand obsidian stair slopes gradually down into darkness and the submerged palace of Lost Ajhuutal. Creeping swamp plants and mosses glow slightly where they touch the black stone, almost pulsing as though they were the living veins -of the structure itself. +of the structure itself. ~ 19 13 0 0 0 0 D2 @@ -2001,7 +2001,7 @@ Webbed Corridor~ Fine silvery filaments of cobweb wave gently in the subtle musty breeze that stirs here. Beads of moisture condense on the cool black stone of the walls, rivulets of water gathering and trickling like sweat in the suffocating -humidity. +humidity. ~ 19 9 0 0 0 0 D1 @@ -2022,7 +2022,7 @@ Damaged Passageway~ Great claw-like gashes mark the walls here, the aftermath of some great struggle. Broken pieces of the floor lie gathering dust and large dark stains have corroded the passage as though splashed with acid or burnt by some powerful -magic. +magic. ~ 19 9 0 0 0 0 D0 @@ -2043,7 +2043,7 @@ Blood-Spattered Corridor~ Dark red splatters fleck the wall and floors here, filling the air with the metallic and unmistakeable stench of congealing blood. New stains freshly cover the old, years of lost struggles painted about the room with all that remains of -the unfortunate victims. +the unfortunate victims. ~ 19 9 0 0 0 0 D1 @@ -2064,7 +2064,7 @@ Halls of the Aranea~ A few ancient trinkets glitter here, actually embedded into the walls with crystallised webbing. The decaying skull of a humanoid can also be spotted here and there through the drifting strands of cottony thread, apparently the trophy -of a past conquest. +of a past conquest. ~ 19 9 0 0 0 0 D0 @@ -2085,7 +2085,7 @@ Halls of the Aranea~ Dark and glistening with some sort of saliva-like ooze, hundreds of primitive carvings have been intricately woven into the cold, dripping stone walls, most depicting various battles including the capture of the mighty leviathan and the -destruction of Fallorain's army. +destruction of Fallorain's army. ~ 19 9 0 0 0 0 D1 @@ -2106,7 +2106,7 @@ Zanassu's Altar~ Cold and unwelcoming, it is impossible to tell if the crystal patterns around this room are frost or the intricate webbings of spiders. A great stone altar stands here, steps making it possible to actually stand upon it. To the north, -a great black gate stands, barring the way further into the palace. +a great black gate stands, barring the way further into the palace. ~ 19 8 0 0 0 0 D2 @@ -2120,7 +2120,7 @@ T 1948 Palace of Lost Ajhuutal~ Dark menacing shadows jump erratically from the corners and flit swiftly along the walls as rows of torches light the room with flickering firelight, -cold stone and slate paving the chilly corridor. +cold stone and slate paving the chilly corridor. ~ 19 156 0 0 0 0 D1 @@ -2139,7 +2139,7 @@ T 1942 Palace of Lost Ajhuutal~ A cool and unnatural breeze wafts through this part of the hall, almost seeming to whisper words as it sighs along the jagged crooks and crevices in the -cavernous wall, wisps of silk glistening as they stir. +cavernous wall, wisps of silk glistening as they stir. ~ 19 137 0 0 0 0 D0 @@ -2160,7 +2160,7 @@ T 1944 Palace of Lost Ahjuutal~ Damp and miserable, the black surroundings are nonetheless regal to behold, tall black columns supporting the increasingly high ceiling and every surface -sparkling with tiny dark jewels as though starlit. +sparkling with tiny dark jewels as though starlit. ~ 19 137 0 0 0 0 D1 @@ -2182,7 +2182,7 @@ Palace of Lost Ahjuutal~ victorious battles and weaponry woven by some magic into the crimson and scarlet strands. The taste for luxury is further evidenced here by the use of many hundred mandora spider furs to cover the substantial floor with lush velvety -carpeting. +carpeting. ~ 19 137 0 0 0 0 D0 @@ -2203,7 +2203,7 @@ Palace of Lost Ahjuutal~ The air is sticky and oppressive here although almost too cold to be so humid. Slight viscuous moisture coats the floors and walls alike, making the naturally dark surroundings glimmer in places as though tiny eyes twinkled in -and out of existance. +and out of existance. ~ 19 137 0 0 0 0 D1 @@ -2223,7 +2223,7 @@ S Palace of Lost Ahjuutal~ Strange and intricate carvings of combat scenes as well as writings line the cavernous walls, both runes and some unfathomable language darken the place -further with the lingering and heady presence of evil magic. +further with the lingering and heady presence of evil magic. ~ 19 137 0 0 0 0 D0 @@ -2243,10 +2243,10 @@ T 1944 #1989 Weaponry of the Spider Demon~ Glittering silvery metal runs in natural veins through the rock in this room, -naturally complementing the selection of fine weaponry to be found within. +naturally complementing the selection of fine weaponry to be found within. Functional and ornamental swords alike hang proudly displayed upon the walls, with central glass cases containing elegant two-handed blades as well as -jewelled maces. +jewelled maces. ~ 19 137 0 0 0 0 D3 @@ -2261,7 +2261,7 @@ of them shifting slightly now and again as though the contents moved. A towering bookshelf on the western side of the room holds ancient looking scrolls and pieces of parchment as well as large bound books that lie almost unseen beneath layers of dust. At the northern end, a large fire crackles quietly, -giving off copious amounts of sickly smelling smoke. +giving off copious amounts of sickly smelling smoke. ~ 19 136 0 0 0 0 D3 @@ -2275,7 +2275,7 @@ Torture Chamber~ room, bloody bits of frayed rope left scattered across it. Flickering light from a red hot fireplace casts the dingy room in shadows, intermittently illuminating a selection of terrifying metal instruments that decorate the -stained walls. +stained walls. ~ 19 8 0 0 0 0 D3 @@ -2287,7 +2287,7 @@ S Sticky Passage~ The walls glisten with crystallised strands of cobweb, slightly sticky slime glistening as it oozes down the walls, collecting in slippery puddles and -droplets on the dark floor that sparkle almost like stars. +droplets on the dark floor that sparkle almost like stars. ~ 19 9 0 0 0 0 D0 @@ -2308,7 +2308,7 @@ Spider Lair~ New and old cobwebs coat the walls, fluttering in layers like some kind of eerie wallpaper. A slight rustling echoes all throughout this dreary cavern, and on closer inspection thousands of tiny spiders can be seen scuttling across -the ceiling and drifting on webbed strands through the musty air. +the ceiling and drifting on webbed strands through the musty air. ~ 19 13 0 0 0 0 D1 @@ -2323,7 +2323,7 @@ Food Storage~ and drink. Fermenting pails of wine stand covered in the corners and dried meats and herbs hang, slightly swaying from the ceiling. The unmistakeable smell of aging cheese fills the air along with the pungently sweet scent of -ripening fruits. +ripening fruits. ~ 19 9 0 0 0 0 D1 @@ -2336,9 +2336,9 @@ Place of Plunder~ Dancing light from several wall-hung torches keeps the whole room aglow as if with sunfire. Gold and silver alike generously line the walls and floor as if some incredible heat simply melted the treasure into the structure all at once. -Sparkling jewels and gems of many colours glitter from assorted piles like +Sparkling jewels and gems of many colors glitter from assorted piles like bundles of freshly picked flowers, left scattered around the many ornamental -chests as though for casual decoration. +chests as though for casual decoration. ~ 19 136 0 0 0 0 D1 @@ -2347,13 +2347,13 @@ D1 0 0 1988 S #1996 -Regal Armoury~ +Regal Armory~ The ghostly figures of several wooden mannikins stand eerily in this -dimly-lit room, display stands for various sets and pieces of armour. Coats of +dimly-lit room, display stands for various sets and pieces of armor. Coats of mail glisten beautifully from the shadowy corners, fine mesh and dark admantite alike being woven into regal pieces adorned with gems. Elaborate helmets and visors stand encased within crystal columns, and glittering shields shine from -the walls like moonlight. +the walls like moonlight. ~ 19 137 0 0 0 0 D1 @@ -2369,7 +2369,7 @@ spider crystallised into the floor. Black, thorny spines protrude here and there from the jagged walls, twitching now and again as though some magic has rendered the structure alive. Even the beautiful maroon carpet has been utterly spoiled, ugly patches of old and drying blood left almost proudly displayed, -tainting the air with a sickly metallic scent. +tainting the air with a sickly metallic scent. ~ 19 13 0 0 0 0 D2 @@ -2383,7 +2383,7 @@ Cocooned Cell~ Dank and cold, old rusted chains hang mostly unused from the walls. Various nets and cruel-looking traps litter the area, and an unbearable smell of rotting food and waste fills the room. Spider-spun cocoons lie freely about the floor -or attached to the wall, some opened whereas others seem almost to writhe. +or attached to the wall, some opened whereas others seem almost to writhe. ~ 19 9 0 0 0 0 D3 @@ -2396,7 +2396,7 @@ Withered Grasses~ The air here is smotheringly warm, humidity condensing in the air and drifting away to join the wandering mist that swirls forlornly about. Tall withered grasses whisper amongst themselves as they bend, almost seeming to -deliberately make way for passage. +deliberately make way for passage. ~ 19 0 0 0 0 2 D0 diff --git a/lib/world/wld/2.wld b/lib/world/wld/2.wld index f1b3c7f..fdde647 100644 --- a/lib/world/wld/2.wld +++ b/lib/world/wld/2.wld @@ -62,7 +62,7 @@ Thieves Avenue~ This avenue passes between the inner city wall and the warehouse. The warehouse is made from sturdy timber with a set of wide double doors that appear to open outwards. Wagon tracks lead right up to the warehouse. This must be -where traders come to unload their supplies. +where traders come to unload their supplies. ~ 2 0 0 0 0 1 D0 @@ -79,7 +79,7 @@ The Thieves Warehouse~ You are close to the southern end of the storeroom. Smaller adjoining rooms are to the south and east. The financial holdings of the city are said to be hidden somewhere within this building. Of course only a fool would try to -steal from a bunch of thieves. +steal from a bunch of thieves. ~ 2 8 0 0 0 1 D0 @@ -101,7 +101,7 @@ The Workers Room~ unloading, and sorting through all the supply crates live in this single room. Mattresses that are shredded to pieces by rats and mice line one wall. A small washbasin, stool and bench are the only other luxuries these overworked brutes -own. +own. ~ 2 8 0 0 0 1 D0 @@ -119,10 +119,10 @@ D3 S #204 A Meeting Room~ - Benches face toward the west wall where a large map has been pinned up. -This is where the lieutenants of the army relay their plans to the sargeants to + Benches face toward the west wall where a large map has been pinned up. +This is where the lieutenants of the army relay their plans to the sergeants to carry them out. You can work your way between the benches to the south, east, -or north. +or north. ~ 2 8 0 0 0 1 D0 @@ -143,7 +143,7 @@ The Galley~ Everything shines a bright silver. Any recruits who misbehave are sent here to polish the kitchen. A small scullery filled with messy pots gives the room a charred smell. Large ovens line the east wall and are cold for the time -being. +being. ~ 2 8 0 0 0 1 D0 @@ -313,7 +313,7 @@ The Northern Temple Circle~ The road makes a sharp turn here, heading to the south. One can see an intersection just up ahead. A set of stone stairs leads up into the northeastern lookout tower of the inner city wall. From there guards can -oversee the entire Thieves Quarter. +oversee the entire Thieves Quarter. ~ 2 0 0 0 0 1 D2 @@ -334,7 +334,7 @@ Thieves Avenue~ Wagons of supplies and loud mouthed traders pass by, looking travelers over to see if they might be able to swindle some of your gold. Most look with disappointment as everyone knows few adventurers are rich these days. The -avenue follows along the inner city wall to the north and south. +avenue follows along the inner city wall to the north and south. ~ 2 0 0 0 0 1 D0 @@ -352,7 +352,7 @@ A Hallway~ ceiling. Small chandeliers hang just above your head. This fancy hall belongs in a mansion, not a warehouse. Several benches line the walls. It almost looks like some type of waiting room the thieves use to impress would be -traders. +traders. ~ 2 8 0 0 0 1 D0 @@ -369,7 +369,7 @@ A Washroom~ A large washbasin meant for washing clothes, a few pots, and even a hand pump with fresh running water are kept in this room. Too bad none of the workers seem to have ever touched any of them. Leave it to the thieves to hire -workers to do any manual labor. +workers to do any manual labor. ~ 2 8 0 0 0 1 D0 @@ -407,7 +407,7 @@ Training Room~ Although the majority of people believe the army is just good for fighting and winning wars few people realize that recruits go through some educational training as well. They are taught the basics of reading and writing and -strategy to help them become better fighters and better citizens. +strategy to help them become better fighters and better citizens. ~ 2 8 0 0 0 1 D0 @@ -428,7 +428,7 @@ Warriors Avenue~ The building to the west is made out of stone, sealed with mortar. It must have taken years to construct it. The inner city wall to the east is made of the same material. That must have been one of the many foul jobs given to new -recruits. +recruits. ~ 2 0 0 0 0 1 D0 @@ -443,7 +443,7 @@ S #220 The Western Temple Circle~ This circle lies within the western sector of the inner city, beside the -Temple of Sanctus. The tall reinforced western wall rises high into the air. +Temple of Sanctus. The tall reinforced western wall rises high into the air. Few people roam the streets and the area has a very peaceful feeling. The sound of muttering voices seems to be coming from within or on top of the wall to the west. @@ -463,7 +463,7 @@ Ingrid's Potions~ A foul smelling yellow mist hugs the floor. Billowing around the floor as one works their way to the counter. Several kettles are boiling over woodless fires that put off no smoke. The yellow fog overflows the top of one of the -kettles, giving the room an awful aroma. +kettles, giving the room an awful aroma. ~ 2 8 0 0 0 1 D0 @@ -475,7 +475,7 @@ S Post Office~ Piles of mail are stacked in every nook and cranny of this small room. The postal service of Sanctus is heavily overworked it seems. Somewhere amidst the -piles of mail someone can be heard snoring. Maybe not overworked, just lazy. +piles of mail someone can be heard snoring. Maybe not overworked, just lazy. ~ 2 8 0 0 0 1 D0 @@ -488,7 +488,7 @@ Northern Temple Entrance~ This appears to be the northernmost entrance to the temple. Hundreds of small lit candles surround the place in a blanket of light. A soft humming noise can be heard coming from within the depths of the temple. An adventurous -traveler would certainly be drawn to go and have a look. +traveler would certainly be drawn to go and have a look. ~ 2 0 0 0 0 1 D0 @@ -503,9 +503,9 @@ S #224 The Bank of Sanctus~ A man dressed in rich clothes and wearing a set of spectacles appears to be -tediously counting a few thousand coins spread out on the table before him. +tediously counting a few thousand coins spread out on the table before him. This bank is well known for the security it enforces to ensure safe storage of -the cities gold. +the cities gold. ~ 2 8 0 0 0 1 D0 @@ -536,7 +536,7 @@ The Eastern Temple Circle~ The inner city wall rises above to the east. The sound of armor clanking can be heard as some guards must be making their rounds on top of the wall. This road winds around the Temple of Sanctus allowing one to enter from either the -north or south. +north or south. ~ 2 0 0 0 0 1 D0 @@ -553,7 +553,7 @@ Thieves Avenue~ Few people roam this section of the city, the avenue gets its name for obvious reasons and most people are too wary of their gold to chance an encounter with a pickpocket. A large warehouse to the east and the inner city -wall to the west guides the avenue to the north or south. +wall to the west guides the avenue to the north or south. ~ 2 0 0 0 0 1 D0 @@ -570,7 +570,7 @@ A Meeting Room~ A large board is nailed to the eastern wall. A blank sheet of paper covers the board. A bunch of chairs and benches are arranged in rows facing the board. Looks like someone is preparing for a meeting. Maybe you can sit in -and learn a few things. +and learn a few things. ~ 2 8 0 0 0 1 D0 @@ -591,7 +591,7 @@ A Meeting Room~ A large board is nailed to the western wall. Various numbers are scratched haphazardly all over it. The type of writing that only the person who made it can really comprehend what it means. This must be where some of the planning -for the city takes place. +for the city takes place. ~ 2 8 0 0 0 1 D0 @@ -612,7 +612,7 @@ The Generals Room~ This is where the higher ups meet to decide on policies and rules within the army. Many sleepless nights have always been spent in this room during small skirmishes that almost break out into an all out war. Chairs line the walls -and a large table fills the center of the room. +and a large table fills the center of the room. ~ 2 8 0 0 0 1 D0 @@ -625,7 +625,7 @@ T 207 The Latrine~ The smell is disgusting, a recruit needs to clean this place up soon. A couple of pots lie on the floor and a bucket of water sits on the table. Very -rudimentary, but functional, which seems to be the unsung motto of the army. +rudimentary, but functional, which seems to be the unsung motto of the army. ~ 2 8 0 0 0 1 D0 @@ -638,7 +638,7 @@ Warriors Avenue~ This avenue is just north of the center of the western half of Sanctus where the Warriors Quarter and Clerics Quarters meet. The Western Road runs from the temple to the west gate. Very few people are about, mostly just soldiers on -patrol. +patrol. ~ 2 0 0 0 0 1 D0 @@ -655,7 +655,7 @@ The Western Temple Circle~ To the south one see the western gate to leave the inner city. The Temple of Sanctus can only be entered from the north or south. A small shed of some sort has been erected to the east. It was recently made from wood and appears to -have been constructed in a hurry. +have been constructed in a hurry. ~ 2 0 0 0 0 1 D0 @@ -729,9 +729,9 @@ S #237 A Waiting Room~ The room is made entirely from white marble inlaid with gold. Columns of -white marble rise up to the ceiling which looks to be pure hammered gold. +white marble rise up to the ceiling which looks to be pure hammered gold. Several cushions and benches line the walls to allow a place for people to wait -before the daily services. +before the daily services. ~ 2 8 0 0 0 1 D2 @@ -760,7 +760,7 @@ S The Eastern Temple Circle~ The western gate of the inner city wall is just to the south where one can venture out into the city. The Tower of Sanctus shines brightly, its white -marble reflecting all light that strikes it. The Tower is rumoured to be a +marble reflecting all light that strikes it. The Tower is rumored to be a combination of magic and perfect architecture. ~ 2 0 0 0 0 1 @@ -799,7 +799,7 @@ The Vault~ A huge locked safe is built into the southern wall. The kind you would expect in a bank, not in a warehouse. The vault looks impossible to pick and considering who made it you bet only the person with the key could ever get -into it. A large ornate rug covers the floor. +into it. A large ornate rug covers the floor. ~ 2 8 0 0 0 1 D0 @@ -812,7 +812,7 @@ The Counting Room~ Strange tools sit on tables in the back of the room. They must be some sort of coin counting apparatus. Unfortunately, no money has been left out. Even under the tables and in the corners. The room is very clean and organized just -right. If you moved something I bet people would know. +right. If you moved something I bet people would know. ~ 2 8 0 0 0 1 D0 @@ -825,7 +825,7 @@ The West Gate~ The dome can be seen just to the west. The gate standing here is normally kept open, the tall wooden beams are reinforced with metal bars. Guards can be heard high above, lookouts to warn in the case of an attack. The town looks -very safe and secure from here. +very safe and secure from here. ~ 2 0 0 0 0 1 D1 @@ -842,7 +842,7 @@ dome~ created by Drakkar. The dome is used to keep balance within the city limits and allows everyone to exist in peace. Those brave enough to venture beyond the dome do so at their own risk. Beyond the dome the scale of balance has -collapsed and the laws of science and nature are in disorder. +collapsed and the laws of science and nature are in disorder. ~ S #244 @@ -850,7 +850,7 @@ The Western Road~ The road leads directly from the Temple to the western gate. To the north one can see the Warriors Barracks and to the south the Hall of Clerics. The road consists of hard packed dirt with a few ruts from wagons. The hustle and -bustle of the city can be heard all around. +bustle of the city can be heard all around. ~ 2 0 0 0 0 1 D1 @@ -884,7 +884,7 @@ The Western Intersection~ This road leads west to the gate or east to the Temple of Sanctus. The Temple is where people go to pray to the gods, they are guaranteed safety within certain rooms of the temple. A safe haven is very rare in the realm -these days. That is why Sanctus was created. +these days. That is why Sanctus was created. ~ 2 0 0 0 0 1 D0 @@ -927,7 +927,7 @@ The Western Road~ This is the beginning of the Western Road that leads from the Temple of Sanctus to the western gate and beyond the protection of the dome. Few people travel beyond the dome because they fear the gateways between worlds may open -at anytime. Only brave adventurers dare travel far beyond the city walls. +at anytime. Only brave adventurers dare travel far beyond the city walls. ~ 2 0 0 0 0 1 D0 @@ -991,7 +991,7 @@ The Center of Sanctus~ This open space seems to be the exact center of the city of Sanctus. From this spot is where Rumble and Ferret began restoring order to the world. Many tales abound about this fabled temple and its founders. Most are just that, -tales, but many hold truths beyond what even the storytellers realize. +tales, but many hold truths beyond what even the storytellers realize. ~ 2 24 0 0 0 1 D0 @@ -1019,7 +1019,7 @@ S Inside the Temple of Sanctus~ The fluted columns of white marble laced with gold are enough to make anyone's mouth gape. The workmanship required to create this place must have -been unbelievable. Must be the rumours that it was created by the gods are +been unbelievable. Must be the rumors that it was created by the gods are true. Several benches can be seen to the north. The sound of running water can be heard to the west. To the south people can be seen, busy in prayer, while to the east a small room lies, full of several people gossiping. @@ -1044,10 +1044,10 @@ D3 S #253 The Social Board Room~ - It is here the people of Sanctus come to discuss anything and everything. -This board is used for no other reason than to socialize with one another. + It is here the people of Sanctus come to discuss anything and everything. +This board is used for no other reason than to socialize with one another. Various boards can be found throughout the realm. This one can be viewed by -anyone. +anyone. ~ 2 8 0 0 0 1 D3 @@ -1060,7 +1060,7 @@ The Western Road~ This road connects the Temple of Sanctus with the eastern gate to allow easy travelling for those wishing to visit the temple from the farmlands. The farmlands are known to be one of the most stable regions outside the protection -of the dome. +of the dome. ~ 2 0 0 0 0 1 D0 @@ -1085,7 +1085,7 @@ Under the Inner Wall~ This passage through the inner city wall is reminiscent of of a tunnel. The wall is so thick that no matter the time of day shadows still lurk everywhere under here. A portculis is built into the ceiling high above. Must be the -controls for it are on top of it. +controls for it are on top of it. ~ 2 0 0 0 0 1 D1 @@ -1102,7 +1102,7 @@ The Eastern Intersection~ This intersection stands on the Eastern Road that travels from the east gate to the Temple of Sanctus. North lies the Thieves Quarter while to the South one can enter the Magi's Quarter. This road bustles with activity as people go -about their daily lives. +about their daily lives. ~ 2 0 0 0 0 1 D0 @@ -1144,7 +1144,7 @@ The Eastern Road~ This road passes along the Eastern Road. The gate lies to the east while the entire city spreads out to the west. The safety of the city is preferred by almost everyone. But, some people choose to live outside the east gate where -there are very few troubles or mishaps. +there are very few troubles or mishaps. ~ 2 0 0 0 0 1 D1 @@ -1161,7 +1161,7 @@ The Eastern Gate~ The dome stretches out further than usual here, covering some sections of the residential district. This area is known for it's relative safety. Very few problems arise from beyond the east gate. The city of Sanctus lies to the west. -To the east one can see the remains of an old gatehouse. +To the east one can see the remains of an old gatehouse. ~ 2 0 0 0 0 1 D3 @@ -1175,11 +1175,11 @@ D4 S #260 The High Councillor's Chambers~ - A large but simple room with plaster walls and a ceiling of wooden beams. + A large but simple room with plaster walls and a ceiling of wooden beams. Seven beds are arranged side by side along one wall while seven desks with chairs a writing pad, inkpen and ink blotter. This is where the high councillors spend their nights. They live a life without possession or -desires. +desires. ~ 2 8 0 0 0 1 D2 @@ -1191,8 +1191,8 @@ S A Bathroom~ The natural scent of the room is masked by an abundance of flowers growing in small pots lining the walls. A large wooden box crafted like a chair with a -hole cut in the top must be the only bathroom in the entire Hall of Clerics. -You can hear something moving around below you. +hole cut in the top must be the only bathroom in the entire Hall of Clerics. +You can hear something moving around below you. ~ 2 8 0 0 0 1 D2 @@ -1205,7 +1205,7 @@ Clerics Avenue~ To the north one can leave the Clerics Quarter and either continue to the Warriors Quarter, go east into the Temple of Sanctus or west to the western gate. A large building and the inner city wall on each side of this north south -street leaves little room for walking. +street leaves little room for walking. ~ 2 0 0 0 0 1 D0 @@ -1243,7 +1243,7 @@ The Town Grocer~ Chunks of ice lie in crates of sawdust to cool the perishable items. Fruit and vegetable stands line both walls. This shop seems to carry everything, except bread and meat. Must be the baker, butcher, and grocer have an -understanding. +understanding. ~ 2 8 0 0 0 1 D3 @@ -1256,7 +1256,7 @@ A Room of Prayer~ Decorative cushions are arranged in neat rows for people to kneel and pray on. Several candles line the walls. Large murals dominate the wall and ceiling above a small altar. Those who are feeling pious may come here to give -thanks to their gods. +thanks to their gods. ~ 2 8 0 0 0 1 D0 @@ -1273,7 +1273,7 @@ Inside the Temple of Sanctus~ This is the main passage through the temple. Small rooms to each side are unusually quiet. It appears people are in prayer inside. The center of the temple lies to the north. The white marble floor, walls, and ceilings of the -temple are spotless. +temple are spotless. ~ 2 8 0 0 0 1 D0 @@ -1313,9 +1313,9 @@ S #268 The Town Furrier~ Aromatic candles line one wall over a rack of fur hides. Must be the -Furrier is trying to blanket the disgusting smell from the tanning process. +Furrier is trying to blanket the disgusting smell from the tanning process. This guy can make almost anything from a good fur hide. He is very skilled and -his prices are not too outrageous. +his prices are not too outrageous. ~ 2 8 0 0 0 1 D1 @@ -1325,10 +1325,10 @@ D1 S #269 The Eastern Temple Circle~ - The smell of tanned hides and flowers comes from the west, how strange. + The smell of tanned hides and flowers comes from the west, how strange. This circle lies just inside the market center of Sanctus. The stores have all taken up shop surrounding the Temple. They originally were afraid the outer -city could be overrun, but now they are just too lazy to move. +city could be overrun, but now they are just too lazy to move. ~ 2 0 0 0 0 1 D0 @@ -1350,7 +1350,7 @@ Magi Avenue~ the south . To the north one can leave the Magi's Quarter and travel along the Eastern Road or head further north into the Thieves Quarter. This Quarter of the city is very well maintained, decorative streetlamps line both sides of the -wide street. +wide street. ~ 2 0 0 0 0 1 D0 @@ -1367,7 +1367,7 @@ A Sleeping Chamber~ Three sets of beds and closets are all colored differently. One Blue, one Green, and one Yellow. The closets are filled with robes and small sandals, all of the same three colors. You have trespassed on three of the five orders -of the Master Magi. +of the Master Magi. ~ 2 8 0 0 0 1 D2 @@ -1380,7 +1380,7 @@ A Sleeping Chamber~ Two Large down filled beds crowd the room. Large closets occupy the northern walls. Filled with robes of Red and Black. The floor is covered in a thick maroon run that cushions your every step. The Master Magi must live in -this room. Better not be caught trespassing. +this room. Better not be caught trespassing. ~ 2 8 0 0 0 1 D2 @@ -1393,9 +1393,9 @@ T 55 A Study~ Bookshelves line the western wall, reaching well above your head. A small ladder is built into the center to allow people to reach the top. A few chairs -and cushions allow comfortable places to relax and peruse the many novels. +and cushions allow comfortable places to relax and peruse the many novels. Light from lanterns hanging overhead fills the room as if it was broad -daylight. +daylight. ~ 2 0 0 0 0 1 D0 @@ -1416,7 +1416,7 @@ The Kitchen~ The smell of fresh stew makes your stomach grumle uncomfortably. Several overweight cooks are sampling their favorite dishes as they prepare for the next meal. They look at you just daring you to try and take some of their food -that they spent hours preparing. +that they spent hours preparing. ~ 2 0 0 0 0 1 D0 @@ -1437,7 +1437,7 @@ Clerics Avenue~ The building to the west is the Hall of Clerics where the High Council holds audience with any who request it. To the east the inner city wall looks about as impenetrable as any wall ever seen. Clerics Avenue continues north and -south. +south. ~ 2 0 0 0 0 1 D0 @@ -1454,7 +1454,7 @@ The Western Temple Circle~ An expensive looking shop to the east looks extremely out of place. A sign displayed in one window depicts several precious gems and minerals. The Temple Circle continues north and south. The cobblestone streets are bordered by the -inner city wall to the west and various stores and shops to the east. +inner city wall to the west and various stores and shops to the east. ~ 2 0 0 0 0 1 D0 @@ -1475,7 +1475,7 @@ The Town Jeweler~ Display cases of very nice looking gems sit in the back of the room behind some steel bars. Must be the jeweler has had problems with thieves. Several nuggets of strange minerals are display on shelves all around. Lucky is the -individual who can find some of these valuable items to sell. +individual who can find some of these valuable items to sell. ~ 2 8 0 0 0 1 D3 @@ -1485,7 +1485,7 @@ D3 S #278 The Butcher~ - Slabs of meat are suspended from hooks hanging from the rafters overhead. + Slabs of meat are suspended from hooks hanging from the rafters overhead. Everything from rabbit, to cow, to goodness knows what. One of the pieces looks an awful lot like a cat. Any meat a person may need, this guy sells it. Blood covers the counter and the small cutting area behind it. @@ -1518,7 +1518,7 @@ The Bakery~ Everything is covered in dust, or actually maybe that is flour. A hefty woman behind the counter is pounding relentlessly on a stubborn hunk of dough. Those arms on her are similar to those of the smithy. Various baked goods fill -the entire room. Baked fresh daily of course. +the entire room. Baked fresh daily of course. ~ 2 8 0 0 0 1 D2 @@ -1536,7 +1536,7 @@ The General Store~ Various types of hardware needed by any wanna be adventurer fill bins and buckets around the store. The items look second hand, but they would all serve their purpose. A few other customers wander the store. They can't seem to find -what they are looking for either. +what they are looking for either. ~ 2 0 0 0 0 1 D1 @@ -1548,7 +1548,7 @@ S The Eastern Temple Circle~ A large shop to the west displays a few packs, some lanterns, and even some mining equipment. The cobblestone road is blocked to the east by the inner city -wall and several stores crowd against the Temple of Sanctus to the west. +wall and several stores crowd against the Temple of Sanctus to the west. ~ 2 8 0 0 0 1 D0 @@ -1569,7 +1569,7 @@ Magi Avenue~ The streetlamps glow an unnatural white, upon closer examination it becomes obvious that they must be magical in nature since no oil you've ever seen burns that color. The beautiful cobblestone road meanders north and south. The Magi -Mansion to the east looks glorious. +Mansion to the east looks glorious. ~ 2 0 0 0 0 1 D0 @@ -1586,7 +1586,7 @@ The Reading Room~ A large bookshelf is overburdened and looking about ready to collapse from the hundreds of volumes of books it holds. These are the chronicles of the Magi. Within them they hold the secrets of their mystical art. A large sign -above the bookshelf warns anyone from attempting to touch the books. +above the bookshelf warns anyone from attempting to touch the books. ~ 2 8 0 0 0 1 D0 @@ -1607,7 +1607,7 @@ The Dining Room~ A large table with a silk cloth is set for the next meal. Sparkling silverware and spotless wine glasses all fill the majestic table. Enough for seven settings. Two of the place settings are turned upside down. Servants -rush about their work around you. +rush about their work around you. ~ 2 8 0 0 0 1 D0 @@ -1628,7 +1628,7 @@ The Aundience Chamber~ This is the room where the High Council meets with any who bring forth problems. The High Council will then vote and decide on a way to settle the matter. Their word is final and none ever disobey them. They are respected -for their intelligence and wisdom. +for their intelligence and wisdom. ~ 2 0 0 0 0 1 D0 @@ -1645,7 +1645,7 @@ A Long Hallway~ Citizens may ask advice of the High Council in settling disputes among each other. The Hall is the only form of justice within the city besides the army. Everyone respects the High Council for their devotion and wisdom towards what -is right. +is right. ~ 2 0 0 0 0 1 D0 @@ -1677,7 +1677,7 @@ D2 S #289 The Southern Temple Circle~ - This circle appears to be the southeastern intersection of the inner city. + This circle appears to be the southeastern intersection of the inner city. The south and west inner city walls merge here. A set of stone stairs lead up into a small lookout post high above. The street turns here, wrapping around the Temple of Sanctus. @@ -1804,7 +1804,7 @@ The Southern Temple Circle~ shops were moved within the inner city years ago. All the shops seem to do good business and the overall wealth of the city seems to be geared mostly to the middle class. Only a few have achieved poverty or great wealth within the -city. +city. ~ 2 0 0 0 0 1 D0 @@ -1825,7 +1825,7 @@ Magi Avenue~ The stark inner city wall to the west bears a sharp contrast to the luxurious mansion to the east. The magi have trained hard to become very powerful within the city and have begun living the life that shows it. Unlike the clerics who -do not believe in worldly possessions the Magi surround themselves with it. +do not believe in worldly possessions the Magi surround themselves with it. ~ 2 0 0 0 0 1 D0 @@ -1842,7 +1842,7 @@ An Elegant Hall~ The walls are covered in some sort of drawing that stretches from floor to ceiling. It depicts a battle with the Master Magi obliterating hundreds of demons by calling down lightning and hurling fireballs. The demons look -vaguely familiar, like something you remember from a dream. +vaguely familiar, like something you remember from a dream. ~ 2 8 0 0 0 1 D0 @@ -1859,7 +1859,7 @@ A Bunk Room~ Small beds circle the room, a large table sits at their center. This is where the servants and students sleep and, from the looks of the table and what is on it, gamble. The table is full of chips and various headed die. A deck -of cards lies in the center of the table waiting to be dealt. +of cards lies in the center of the table waiting to be dealt. ~ 2 8 0 0 0 1 D0 @@ -1876,7 +1876,7 @@ A Waiting Room~ Several chairs are arranged in a half-circle facing an open door to the south. The citizens of Sanctus come here to settle disputes by seeking the guidance of the High Council. The High Council has come to be the law of the -land here. +land here. ~ 2 8 0 0 0 1 D0 diff --git a/lib/world/wld/20.wld b/lib/world/wld/20.wld index 9aa6249..4b2573d 100644 --- a/lib/world/wld/20.wld +++ b/lib/world/wld/20.wld @@ -2,8 +2,8 @@ Entrance~ The lighted passageway continues to the north where you can hear loud cheering and the sounds of battle. The walls are covered with posters -announcing future bouts in the arena with some of the famous gladiators. -One poster catches your eye as it is written in blood red ink. +announcing future bouts in the arena with some of the famous gladiators. +One poster catches your eye as it is written in blood red ink. ~ 20 0 0 0 0 0 D0 @@ -114,7 +114,7 @@ Gladiators Cells~ There is noise everywhere produced by the equipment of death, here a sword is being sharpened, there someone is heating metal plates to be used on fallen gladiators, to see if they are dead, here rods are produced, there whips to -encourage unwilling participants. +encourage unwilling participants. ~ 20 0 0 0 0 0 D0 @@ -137,8 +137,8 @@ S #2004 Training Room~ These rooms are set aside by the Lanistas to train the gladiators. The -various moves and attacks seem to be more for looks than anything else. -Gladiators always have to play to the crowd. +various moves and attacks seem to be more for looks than anything else. +Gladiators always have to play to the crowd. ~ 20 0 0 0 0 0 D3 @@ -150,7 +150,7 @@ S Training Room~ More gladiators spar and tussle back and forth across the room. Sawdust and dirt covers the floor. Everything in the room is spartan and dull. The only -thing extravagant is a few bits of the gladiators weaponry and armor. +thing extravagant is a few bits of the gladiators weaponry and armor. ~ 20 0 0 0 0 0 D1 @@ -163,7 +163,7 @@ Gladiators Cells~ As unattractive as being a Gladiator may sound, a gladiator's life takes on new meaning. First, his status is now voluntary rather than involuntary. He also becomes a member of a cohesive group that is known for its courage, good -morale, and absolute fidelity to their master to the point of death. +morale, and absolute fidelity to their master to the point of death. ~ 20 0 0 0 0 0 D0 @@ -185,9 +185,9 @@ door~ S #2007 Training Room~ - The Lanistas are hard at work preparing their gladiators for the big show. + The Lanistas are hard at work preparing their gladiators for the big show. Many are scarred gladiator veterans themselves and know very well how to please -the crowd. +the crowd. ~ 20 0 0 0 0 0 D3 @@ -199,7 +199,7 @@ S Training Room~ A Lanistas demonstrates a few moves to a gladiator who is just learning the ropes. The motivation to learn is high since failing at this usually costs -someone their life or limbs. +someone their life or limbs. ~ 20 0 0 0 0 0 D1 @@ -236,8 +236,8 @@ S #2010 Training Room~ A lone gladiator here is on the verge of a breakdown. He is faced with -either fighting to the death in the arena or being hung for not fighting. -Either way death is assured with time. +either fighting to the death in the arena or being hung for not fighting. +Either way death is assured with time. ~ 20 0 0 0 0 0 D3 @@ -248,8 +248,8 @@ S #2011 Gladiators Room~ A Gladiator devotes himself body and soul to the owner of his troupe or -lanista by swearing an oath "to endure branding, chains, flogging or death -by the sword" and to do whatever the master ordered. +lanista by swearing an oath "to endure branding, chains, flogging or death +by the sword" and to do whatever the master ordered. ~ 20 0 0 0 0 0 D1 @@ -259,7 +259,7 @@ D1 S #2012 Gladiators Cells~ - No doubt it was thought too dangerous to allow private citizens to own + No doubt it was thought too dangerous to allow private citizens to own and train gladiators who could be easily turned into a private army for revolutionary purposes. Therefore, with very few exceptions, gladiators are under the control and ownership of the emperor. @@ -285,7 +285,7 @@ S #2013 Gladiators Room~ A Gladiator devotes himself body and soul to the owner of his troupe or -lanista by swearing an oath "to endure branding, chains, flogging or death +lanista by swearing an oath "to endure branding, chains, flogging or death by the sword" and to do whatever the master ordered. ~ 20 0 0 0 0 0 @@ -297,7 +297,7 @@ S #2014 Retiarii Cell~ This room is set aside for the retiarii who fight with a net, a spiked -trident and a dagger. The floor is lined with straw and a smelly pot sits +trident and a dagger. The floor is lined with straw and a smelly pot sits in the corner. How could anyone live in these conditions? ~ 20 0 0 0 0 0 @@ -309,7 +309,7 @@ S #2015 Gladiators Cells~ The gladiators life becomes a model of military discipline and through -courageous behavior he is also now capable of achieving honor similar to +courageous behavior he is also now capable of achieving honor similar to that enjoyed by Roman soldiers on the battlefield. ~ 20 0 0 0 0 0 @@ -332,9 +332,9 @@ door~ S #2016 Murmillones Cell~ - This room is set aside for the murmillones, so called from the fish -ornament on their helmets. Each murmillo is armed with a short, thick -sword, an oblong shield and leg and arm shields of metal. A smelly pot + This room is set aside for the murmillones, so called from the fish +ornament on their helmets. Each murmillo is armed with a short, thick +sword, an oblong shield and leg and arm shields of metal. A smelly pot sits in the corner. ~ 20 0 0 0 0 0 @@ -347,7 +347,7 @@ S Retiarii Cell~ This is where the retiarii wait to be brought up to the arena for their bouts. Most of them are dressed up in funny armor and look like common -thieves. +thieves. ~ 20 0 0 0 0 0 D1 @@ -358,8 +358,8 @@ S #2018 Gladiators Cells~ Gladiators are owned by a person called a lanista and are trained in the -lanistas school. Training involves the learning of a series of figures -which are broken down into various phases. The training of gladiators has +lanistas school. Training involves the learning of a series of figures +which are broken down into various phases. The training of gladiators has been taken over by the state. ~ 20 0 0 0 0 0 @@ -382,7 +382,7 @@ door~ S #2019 Murmillones Cell~ - This is where the murmillones wait to be brought up to the arena for + This is where the murmillones wait to be brought up to the arena for their bouts. Most of them are dressed up in funny armor and look like common thieves. ~ @@ -396,7 +396,7 @@ S Samnites Cell~ This is where the Samnites wait to be brought up to the arena for their bouts. Most of them are dressed up in funny armor and look like common -thieves. +thieves. ~ 20 0 0 0 0 0 D1 @@ -431,7 +431,7 @@ S Thracian Cell~ This is where the Thracians wait to be brought up to the arena for their bouts. Most of them are dressed up in funny armor and look like common -thieves. +thieves. ~ 20 0 0 0 0 0 D3 @@ -441,10 +441,10 @@ door~ S #2023 Ostrich Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. + This is where the exotic animals for the arena games are kept until +needed. Straw lines the floor and the animals' refuse is thick on the floor. +The animals are starved before the games so they will be crazed and +aggressive. ~ 20 0 0 0 0 0 D1 @@ -455,8 +455,8 @@ S #2024 Prisons~ These dungeons are damp, dark and reek of some unidentifiable source. All -the victims to be led into the arena are kept down here until their fight. -Those that do not fight are killed. +the victims to be led into the arena are kept down here until their fight. +Those that do not fight are killed. ~ 20 0 0 0 0 0 D0 @@ -478,10 +478,10 @@ door~ S #2025 Animal Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. + This is where the exotic animals for the arena games are kept until +needed. Straw lines the floor and the animals' refuse is thick on the floor. +The animals are starved before the games so they will be crazed and +aggressive. ~ 20 0 0 0 0 0 D3 @@ -491,10 +491,10 @@ door~ S #2026 Elephant Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. + This is where the exotic animals for the arena games are kept until +needed. Straw lines the floor and the animals' refuse is thick on the floor. +The animals are starved before the games so they will be crazed and +aggressive. ~ 20 0 0 0 0 0 D1 @@ -506,7 +506,7 @@ S Prisons~ The smell of refuse is strong here, coming mostly from behind the closed doors to the east and west. The prisons continue north and south with a long -hallway of cells. +hallway of cells. ~ 20 0 0 0 0 0 D0 @@ -528,10 +528,10 @@ door~ S #2028 Giraffe Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. + This is where the exotic animals for the arena games are kept until +needed. Straw lines the floor and the animals' refuse is thick on the floor. +The animals are starved before the games so they will be crazed and +aggressive. ~ 20 0 0 0 0 0 D3 @@ -541,10 +541,10 @@ door~ S #2029 Lion Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. + This is where the exotic animals for the arena games are kept until +needed. Straw lines the floor and the animals' refuse is thick on the floor. +The animals are starved before the games so they will be crazed and +aggressive. ~ 20 0 0 0 0 0 D1 @@ -556,7 +556,7 @@ S Prisons~ Doors to the east and west lead to the prison cells. You hear growling and snarling in both directions. The prisons continue north and south with no end -in sight. +in sight. ~ 20 0 0 0 0 0 D0 @@ -578,10 +578,10 @@ door~ S #2031 Animal Cell~ - This is where the exotic animals for the arena games are kept until -needed. Straw lines the floor and the animals' refuse is thick on the floor. -The animals are starved before the games so they will be crazed and -aggressive. + This is where the exotic animals for the arena games are kept until +needed. Straw lines the floor and the animals' refuse is thick on the floor. +The animals are starved before the games so they will be crazed and +aggressive. ~ 20 0 0 0 0 0 D3 @@ -593,7 +593,7 @@ S Prisons~ The Prison to the south is full of activity while to the north you see a trail of blood. You also notice light filtering in from the north penetrating -the gloom. +the gloom. ~ 20 0 0 0 0 0 D0 @@ -607,9 +607,9 @@ D2 S #2033 Prisons~ - The prison continues north out the back entrance of the amphitheater and + The prison continues north out the back entrance of the amphitheater and south deeper into the prisons. A trail of blood leads east. Wheelbarrow -treadmarks are visible in the blood. +treadmarks are visible in the blood. ~ 20 0 0 0 0 0 D0 @@ -629,7 +629,7 @@ S Training Room~ Another practice room the Lanistas set aside for their gladiators. The competition is intense and good gladiators can make their owners very wealthy -and famous. +and famous. ~ 20 0 0 0 0 0 D1 @@ -639,10 +639,10 @@ door~ S #2035 Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages + This arena was built solely for gladiatorial duels between mages. The +air in this room seems to be charged and you can feel the powerful residue +of forces that have been unleashed during previous battles. The walls glow +with a faint phosphorescent light, making the paintings of various mages locked in battle along the walls seem alive. ~ 20 0 0 0 0 0 @@ -657,10 +657,10 @@ D2 S #2036 Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages + This arena was built solely for gladiatorial duels between mages. The +air in this room seems to be charged and you can feel the powerful residue +of forces that have been unleashed during previous battles. The walls glow +with a faint phosphorescent light, making the paintings of various mages locked in battle along the walls seem alive. ~ 20 0 0 0 0 0 @@ -679,10 +679,10 @@ D3 S #2037 Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages + This arena was built solely for gladiatorial duels between mages. The +air in this room seems to be charged and you can feel the powerful residue +of forces that have been unleashed during previous battles. The walls glow +with a faint phosphorescent light, making the paintings of various mages locked in battle along the walls seem alive. ~ 20 0 0 0 0 0 @@ -697,10 +697,10 @@ D3 S #2038 Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages + This arena was built solely for gladiatorial duels between mages. The +air in this room seems to be charged and you can feel the powerful residue +of forces that have been unleashed during previous battles. The walls glow +with a faint phosphorescent light, making the paintings of various mages locked in battle along the walls seem alive. ~ 20 0 0 0 0 0 @@ -719,10 +719,10 @@ D2 S #2039 Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages + This arena was built solely for gladiatorial duels between mages. The +air in this room seems to be charged and you can feel the powerful residue +of forces that have been unleashed during previous battles. The walls glow +with a faint phosphorescent light, making the paintings of various mages locked in battle along the walls seem alive. ~ 20 0 0 0 0 0 @@ -745,10 +745,10 @@ D3 S #2040 Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages + This arena was built solely for gladiatorial duels between mages. The +air in this room seems to be charged and you can feel the powerful residue +of forces that have been unleashed during previous battles. The walls glow +with a faint phosphorescent light, making the paintings of various mages locked in battle along the walls seem alive. ~ 20 0 0 0 0 0 @@ -767,10 +767,10 @@ D3 S #2041 Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages + This arena was built solely for gladiatorial duels between mages. The +air in this room seems to be charged and you can feel the powerful residue +of forces that have been unleashed during previous battles. The walls glow +with a faint phosphorescent light, making the paintings of various mages locked in battle along the walls seem alive. ~ 20 0 0 0 0 0 @@ -785,10 +785,10 @@ D1 S #2042 Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages + This arena was built solely for gladiatorial duels between mages. The +air in this room seems to be charged and you can feel the powerful residue +of forces that have been unleashed during previous battles. The walls glow +with a faint phosphorescent light, making the paintings of various mages locked in battle along the walls seem alive. ~ 20 0 0 0 0 0 @@ -811,10 +811,10 @@ D3 S #2043 Mages Arena~ - This arena was built solely for gladiatorial duels between mages. The -air in this room seems to be charged and you can feel the powerful residue -of forces that have been unleashed during previous battles. The walls glow -with a faint phosphorescent light, making the paintings of various mages + This arena was built solely for gladiatorial duels between mages. The +air in this room seems to be charged and you can feel the powerful residue +of forces that have been unleashed during previous battles. The walls glow +with a faint phosphorescent light, making the paintings of various mages locked in battle along the walls seem alive. ~ 20 0 0 0 0 0 @@ -829,11 +829,11 @@ D3 S #2044 Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. + This room was made especially for gladiatorial bouts between thieves. Pillars of black marble and widely spaced torches cause shadows to dance wildly around the room. A thief could easily practice his skills in hiding and backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? +walls, which one of them isn't a drawing? ~ 20 0 0 0 0 0 D1 @@ -847,11 +847,11 @@ D2 S #2045 Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. + This room was made especially for gladiatorial bouts between thieves. Pillars of black marble and widely spaced torches cause shadows to dance wildly around the room. A thief could easily practice his skills in hiding and backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? +walls, which one of them isn't a drawing? ~ 20 0 0 0 0 0 D1 @@ -869,11 +869,11 @@ D3 S #2046 Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. + This room was made especially for gladiatorial bouts between thieves. Pillars of black marble and widely spaced torches cause shadows to dance wildly around the room. A thief could easily practice his skills in hiding and backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? +walls, which one of them isn't a drawing? ~ 20 0 0 0 0 0 D2 @@ -887,11 +887,11 @@ D3 S #2047 Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. + This room was made especially for gladiatorial bouts between thieves. Pillars of black marble and widely spaced torches cause shadows to dance wildly around the room. A thief could easily practice his skills in hiding and backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? +walls, which one of them isn't a drawing? ~ 20 0 0 0 0 0 D0 @@ -913,11 +913,11 @@ D3 S #2048 Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. + This room was made especially for gladiatorial bouts between thieves. Pillars of black marble and widely spaced torches cause shadows to dance wildly around the room. A thief could easily practice his skills in hiding and backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? Are you ready to Rumble? +walls, which one of them isn't a drawing? Are you ready to Rumble? ~ 20 0 0 0 0 0 D0 @@ -939,11 +939,11 @@ D3 S #2049 Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. + This room was made especially for gladiatorial bouts between thieves. Pillars of black marble and widely spaced torches cause shadows to dance wildly around the room. A thief could easily practice his skills in hiding and backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? +walls, which one of them isn't a drawing? ~ 20 0 0 0 0 0 D0 @@ -961,11 +961,11 @@ D3 S #2050 Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. + This room was made especially for gladiatorial bouts between thieves. Pillars of black marble and widely spaced torches cause shadows to dance wildly around the room. A thief could easily practice his skills in hiding and backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? +walls, which one of them isn't a drawing? ~ 20 0 0 0 0 0 D0 @@ -979,11 +979,11 @@ D1 S #2051 Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. + This room was made especially for gladiatorial bouts between thieves. Pillars of black marble and widely spaced torches cause shadows to dance wildly around the room. A thief could easily practice his skills in hiding and backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? +walls, which one of them isn't a drawing? ~ 20 0 0 0 0 0 D0 @@ -1001,11 +1001,11 @@ D3 S #2052 Thieves Arena~ - This room was made especially for gladiatorial bouts between thieves. + This room was made especially for gladiatorial bouts between thieves. Pillars of black marble and widely spaced torches cause shadows to dance wildly around the room. A thief could easily practice his skills in hiding and backstabbing in such a room. Life size drawings of famous thieves cover the -walls, which one of them isn't a drawing? +walls, which one of them isn't a drawing? ~ 20 0 0 0 0 0 D0 @@ -1022,7 +1022,7 @@ Clerics Arena~ This arena was made specifically for gladiatorial matches between clerics. The room is well-lit by some unseen source from high above. Though clerics are usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. +clerics from the past hang on all the walls. ~ 20 0 0 0 0 0 D1 @@ -1039,7 +1039,7 @@ Clerics Arena~ This arena was made specifically for gladiatorial matches between clerics. The room is well-lit by some unseen source from high above. Though clerics are usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. +clerics from the past hang on all the walls. ~ 20 0 0 0 0 0 D1 @@ -1060,7 +1060,7 @@ Clerics Arena~ This arena was made specifically for gladiatorial matches between clerics. The room is well-lit by some unseen source from high above. Though clerics are usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. +clerics from the past hang on all the walls. ~ 20 0 0 0 0 0 D2 @@ -1077,7 +1077,7 @@ Clerics Arena~ This arena was made specifically for gladiatorial matches between clerics. The room is well-lit by some unseen source from high above. Though clerics are usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. +clerics from the past hang on all the walls. ~ 20 0 0 0 0 0 D0 @@ -1098,7 +1098,7 @@ Clerics Arena~ This arena was made specifically for gladiatorial matches between clerics. The room is well-lit by some unseen source from high above. Though clerics are usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. Are you ready to Rumble? +clerics from the past hang on all the walls. Are you ready to Rumble? ~ 20 0 0 0 0 0 D0 @@ -1123,7 +1123,7 @@ Clerics Arena~ This arena was made specifically for gladiatorial matches between clerics. The room is well-lit by some unseen source from high above. Though clerics are usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. +clerics from the past hang on all the walls. ~ 20 0 0 0 0 0 D0 @@ -1148,7 +1148,7 @@ Clerics Arena~ This arena was made specifically for gladiatorial matches between clerics. The room is well-lit by some unseen source from high above. Though clerics are usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. +clerics from the past hang on all the walls. ~ 20 0 0 0 0 0 D0 @@ -1165,7 +1165,7 @@ Clerics Arena~ This arena was made specifically for gladiatorial matches between clerics. The room is well-lit by some unseen source from high above. Though clerics are usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. +clerics from the past hang on all the walls. ~ 20 0 0 0 0 0 D0 @@ -1186,7 +1186,7 @@ Clerics Arena~ This arena was made specifically for gladiatorial matches between clerics. The room is well-lit by some unseen source from high above. Though clerics are usually thought of as healers they can also be deadly opponents. Murals of -clerics from the past hang on all the walls. +clerics from the past hang on all the walls. ~ 20 0 0 0 0 0 D0 @@ -1202,9 +1202,9 @@ S Warriors Arena~ This large dome-ceiling room has been set aside for gladiatorial fights between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. +smoky haze from the torches sputtering in brackets lining the walls. Paintings of famous battles and past gladiators cover the room floor to -ceiling. +ceiling. ~ 20 0 0 0 0 0 D1 @@ -1220,7 +1220,7 @@ S Warriors Arena~ This large dome-ceiling room has been set aside for gladiatorial fights between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. +smoky haze from the torches sputtering in brackets lining the walls. Paintings of famous battles and past gladiators cover the room floor to ceiling. ~ @@ -1242,7 +1242,7 @@ S Warriors Arena~ This large dome-ceiling room has been set aside for gladiatorial fights between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. +smoky haze from the torches sputtering in brackets lining the walls. Paintings of famous battles and past gladiators cover the room floor to ceiling. ~ @@ -1260,7 +1260,7 @@ S Warriors Arena~ This large dome-ceiling room has been set aside for gladiatorial fights between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. +smoky haze from the torches sputtering in brackets lining the walls. Paintings of famous battles and past gladiators cover the room floor to ceiling. ~ @@ -1282,7 +1282,7 @@ S Warriors Arena~ This large dome-ceiling room has been set aside for gladiatorial fights between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. +smoky haze from the torches sputtering in brackets lining the walls. Paintings of famous battles and past gladiators cover the room floor to ceiling. Are you ready to Rumble? ~ @@ -1308,7 +1308,7 @@ S Warriors Arena~ This large dome-ceiling room has been set aside for gladiatorial fights between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. +smoky haze from the torches sputtering in brackets lining the walls. Paintings of famous battles and past gladiators cover the room floor to ceiling. ~ @@ -1334,7 +1334,7 @@ S Warriors Arena~ This large dome-ceiling room has been set aside for gladiatorial fights between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. +smoky haze from the torches sputtering in brackets lining the walls. Paintings of famous battles and past gladiators cover the room floor to ceiling. ~ @@ -1352,7 +1352,7 @@ S Warriors Arena~ This large dome-ceiling room has been set aside for gladiatorial fights between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. +smoky haze from the torches sputtering in brackets lining the walls. Paintings of famous battles and past gladiators cover the room floor to ceiling. ~ @@ -1374,7 +1374,7 @@ S Warriors Arena~ This large dome-ceiling room has been set aside for gladiatorial fights between warriors of great strength and weapon-skills. The room has a slight -smoky haze from the torches sputtering in brackets lining the walls. +smoky haze from the torches sputtering in brackets lining the walls. Paintings of famous battles and past gladiators cover the room floor to ceiling. ~ @@ -1390,8 +1390,8 @@ D3 S #2071 Main Arena~ - The arena continues east and south. The walls are too steep and sloped -inward to climb to the north or west. The crowd above starts yelling at + The arena continues east and south. The walls are too steep and sloped +inward to climb to the north or west. The crowd above starts yelling at you to begin fighting soon or they would send in some real gladiators. ~ 20 0 0 0 0 0 @@ -1408,7 +1408,7 @@ S Main Arena~ The floor of the arena is covered with a fine sand. The crowd cheers in anticipation of the fighting and bloodshed. The sound is deafening and -definitely distracting. +definitely distracting. ~ 20 0 0 0 0 0 D0 @@ -1432,7 +1432,7 @@ S Main Arena~ The crowd is deafening and the heat stifling. The sand is baking underneath your feet. This is where the gladiators fight to the death for the pleasure of -the citizens of Rome. +the citizens of Rome. ~ 20 0 0 0 0 0 D0 @@ -1446,8 +1446,8 @@ D1 S #2074 Main Arena~ - The arena floor is slick with blood and other bodily fluids that make -your stomach turn. Above you is the Imperial Box where Emperor Titus + The arena floor is slick with blood and other bodily fluids that make +your stomach turn. Above you is the Imperial Box where Emperor Titus commands the fights of the arena. ~ 20 0 0 0 0 0 @@ -1466,8 +1466,8 @@ D3 S #2075 Main Arena~ - You stand in the center of the arena. The crowd starts to calm down -and silence blankets the arena as everyone waits in anticipation. Are + You stand in the center of the arena. The crowd starts to calm down +and silence blankets the arena as everyone waits in anticipation. Are you ready to Rumble? ~ 20 0 0 0 0 0 @@ -1491,7 +1491,7 @@ S #2076 Main Arena~ Thousands of battles and even more deaths have colored the sand on the -arena floor a sickly brown. Slaves are dumping fresh sand over the +arena floor a sickly brown. Slaves are dumping fresh sand over the stains, but it doesn't seem to be helping. ~ 20 0 0 0 0 0 @@ -1527,8 +1527,8 @@ D3 S #2078 Main Arena~ - The walls slope inwards above you making them impossible to scale. -The heat and noise of the crowd is very aggravating. Your foot sinks + The walls slope inwards above you making them impossible to scale. +The heat and noise of the crowd is very aggravating. Your foot sinks into a puddle of blood from the last person who came into this arena. ~ 20 0 0 0 0 0 @@ -1548,7 +1548,7 @@ S #2079 Main Arena~ Prisoners can fight for their freedom here to become gladiators and make -some good money or, even better, become a famous gladiator and be held in +some good money or, even better, become a famous gladiator and be held in awe by all the citizens of Rome. ~ 20 0 0 0 0 0 @@ -1562,9 +1562,9 @@ D3 0 0 2076 S #2080 -Roman Ampitheatre~ - The arena below you is empty right now, but from the shouting of the -crowd you expect the games are about to begin. The crowd that seems to +Roman Ampitheater~ + The arena below you is empty right now, but from the shouting of the +crowd you expect the games are about to begin. The crowd that seems to be more of a mob than anything else is growing impatient. ~ 20 0 0 0 0 0 @@ -1578,13 +1578,13 @@ D2 0 0 2095 S #2081 -Roman Ampitheatre~ - The amphitheater is a microcosm of Roman society. The seating -arrangements reflect the stratification of Roman society. The emperor -has a special box for himself and his family. Senators and knights sit in -their own special section. Soldiers are separated from civilians, married -men, from bachelors. Boys and their tutors sit together. Women, except -for the Vestal Virgins who sit in the best seats with religious officials, +Roman Ampitheater~ + The amphitheater is a microcosm of Roman society. The seating +arrangements reflect the stratification of Roman society. The emperor +has a special box for himself and his family. Senators and knights sit in +their own special section. Soldiers are separated from civilians, married +men, from bachelors. Boys and their tutors sit together. Women, except +for the Vestal Virgins who sit in the best seats with religious officials, sit with the poorest men in the top tier. ~ 20 0 0 0 0 0 @@ -1601,7 +1601,7 @@ S Imperial Box~ The emperor sits on his lavish throne, watching the bouts that he has provided for his people so they will look upon him with favor. The Vestal -Virgins sit to both sides of the emperor fanning themselves from the +Virgins sit to both sides of the emperor fanning themselves from the oppressive heat. ~ 20 0 0 0 0 0 @@ -1616,11 +1616,11 @@ D3 S #2083 Roman Amphitheater~ - Certain criminals are executed here by being given to the wild beasts -or are forced to fight to the death as gladiators. It also represents the -domination of Rome over its enemies: prisoners of war are either executed -or forced to fight each other as gladiators. But for the professional -gladiator it is also a place of redemption, in which one can overcome death + Certain criminals are executed here by being given to the wild beasts +or are forced to fight to the death as gladiators. It also represents the +domination of Rome over its enemies: prisoners of war are either executed +or forced to fight each other as gladiators. But for the professional +gladiator it is also a place of redemption, in which one can overcome death by victory or by stoically accepting it. ~ 20 0 0 0 0 0 @@ -1636,7 +1636,7 @@ S #2084 Roman Amphitheater~ Several slaves walk into the arena with barrows of sand to cover over the -blood stains and prepare for the next bout. The populace is once again +blood stains and prepare for the next bout. The populace is once again getting restless. ~ 20 0 0 0 0 0 @@ -1653,8 +1653,8 @@ S Roman Amphitheater~ Slaves, that had been forced to exhaust themselves helping to finish building the very amphitheater in which they are to die, are pushed into the -arena. As the mob screams, howls and roars, barred doors are lifted, -releasing man-eating lions and tigers who have not been fed for quite a time. +arena. As the mob screams, howls and roars, barred doors are lifted, +releasing man-eating lions and tigers who have not been fed for quite a time. ~ 20 0 0 0 0 0 D0 @@ -1670,11 +1670,11 @@ S Roman Amphitheater~ At last this fighting seems to have gone on long enough to satisfy, momentarily, the mob. The few survivors retire to get their laurel crowns, -their bags of gold and to anticipate the adulation of Rome. Squads of +their bags of gold and to anticipate the adulation of Rome. Squads of little men run into the arena with ropes and metal hooks to drag the bodies of the -dead and wounded to a mortuary cell where valuable weapons and armour are +dead and wounded to a mortuary cell where valuable weapons and armor are retrieved and sorted out. The gasping, bleeding, groaning and wounded are -finished off. The bodies are then piled into carts to be taken and flung +finished off. The bodies are then piled into carts to be taken and flung into a nameless common grave. ~ 20 0 0 0 0 0 @@ -1690,13 +1690,13 @@ S #2087 Roman Amphitheater~ Flashing swords, the clash of steel, and the first wounds arouse the -passions, the hatred and the desperate fury of the gladiators and inflame -the blood-lust of the mob. The shouts and yells and screams of the -onlookers grow to a huge, roaring crescendo of sound as one Samnite after -another go down with their stomachs gashed open or their necks spouting -blood and one Thracian after another crumbles with a Samnite sword through -his chest. Reinforcements are rushed in to restore the balance and to add -to the pile of bleeding, writhing bodies on the sand-strewn floor. +passions, the hatred and the desperate fury of the gladiators and inflame +the blood-lust of the mob. The shouts and yells and screams of the +onlookers grow to a huge, roaring crescendo of sound as one Samnite after +another go down with their stomachs gashed open or their necks spouting +blood and one Thracian after another crumbles with a Samnite sword through +his chest. Reinforcements are rushed in to restore the balance and to add +to the pile of bleeding, writhing bodies on the sand-strewn floor. ~ 20 0 0 0 0 0 D0 @@ -1710,13 +1710,13 @@ D2 S #2088 Roman Amphitheater~ - Another fanfare of trumpets announces the entry of two teams of 24 -gladiators in charge of two renowned trainers, themselves former gladiators -who, scarred and maimed, have somehow survived with their glory from many a -combat. According to tradition, 24 men heavily armed as the ancient -Samnites, Rome's oldest enemies, face 24 lightly clad and lightly armed -'Thracians,' each with exposed chests. Both teams march smartly up to face -the Emperor in his resplendent Imperial Box to shout as one man: 'Hail, + Another fanfare of trumpets announces the entry of two teams of 24 +gladiators in charge of two renowned trainers, themselves former gladiators +who, scarred and maimed, have somehow survived with their glory from many a +combat. According to tradition, 24 men heavily armed as the ancient +Samnites, Rome's oldest enemies, face 24 lightly clad and lightly armed +'Thracians,' each with exposed chests. Both teams march smartly up to face +the Emperor in his resplendent Imperial Box to shout as one man: 'Hail, Caesar. Those about to die salute you.' ~ 20 0 0 0 0 0 @@ -1731,10 +1731,10 @@ D3 S #2089 Roman Amphitheater~ - A tremendous fanfare of trumpets follows the entrance of the Emperor. -The Games begin. It is the turn of the gladiators, men trained for battle, -sworn to the gladiators' oath to suffer death by fire, in chains, under -the lash or by the sword as their master might decide and to obey as a + A tremendous fanfare of trumpets follows the entrance of the Emperor. +The Games begin. It is the turn of the gladiators, men trained for battle, +sworn to the gladiators' oath to suffer death by fire, in chains, under +the lash or by the sword as their master might decide and to obey as a true gladiator should. ~ 20 0 0 0 0 0 @@ -1749,13 +1749,13 @@ D3 S #2090 Roman Amphitheater~ - You walk under a spread of canvas which sailors of the fleet have slung -as a partial roof from masts all around the amphitheater's rim, to serve -as a shield against the sun. It makes a hothouse of the upper seats. -After the solemn, long procession of civic dignitaries, priests and -performers, together with images of the gods, the entry of the Emperor -Titus across the floor of the arena is the signal for renewed frenzied -applause from the restive crowd. + You walk under a spread of canvas which sailors of the fleet have slung +as a partial roof from masts all around the amphitheater's rim, to serve +as a shield against the sun. It makes a hothouse of the upper seats. +After the solemn, long procession of civic dignitaries, priests and +performers, together with images of the gods, the entry of the Emperor +Titus across the floor of the arena is the signal for renewed frenzied +applause from the restive crowd. ~ 20 0 0 0 0 0 D1 @@ -1769,10 +1769,10 @@ D3 S #2091 Roman Amphitheater~ - The first rows are filled with senators, priests, augurs, magistrates, -and other officials of distinction. Up to the first 17 rows are crammed -with the worthy citizens of wealth and standing. Above them and entirely -filling the second and third rows up to the very top is the mob making up + The first rows are filled with senators, priests, augurs, magistrates, +and other officials of distinction. Up to the first 17 rows are crammed +with the worthy citizens of wealth and standing. Above them and entirely +filling the second and third rows up to the very top is the mob making up the great mass of the inhabitants of the Imperial City. ~ 20 0 0 0 0 0 @@ -1787,10 +1787,10 @@ D3 S #2092 Roman Amphitheater~ - The whole amphitheater and the lavish shows held in it are arranged to -keep the populace of this city amused. Excitable and noisy, the crowds -near-animal instincts and passions, unrestrained by education, good manners -or breeding, are squashed promiscuously together, men, women and children, + The whole amphitheater and the lavish shows held in it are arranged to +keep the populace of this city amused. Excitable and noisy, the crowds +near-animal instincts and passions, unrestrained by education, good manners +or breeding, are squashed promiscuously together, men, women and children, crying, shouting and sweating in a deafening crescendo of noise. ~ 20 0 0 0 0 0 @@ -1805,9 +1805,9 @@ D1 S #2093 Roman Amphitheater~ - It is here the Romans hold their gladiatorial games, with man against -man or man against beast. Trap doors in the floor allow famous gladiators -to make grand entrances, or to allow the Caesar to spring animals into the + It is here the Romans hold their gladiatorial games, with man against +man or man against beast. Trap doors in the floor allow famous gladiators +to make grand entrances, or to allow the Caesar to spring animals into the arena. The Colosseum looks like it could hold about 50,000 spectators. ~ 20 0 0 0 0 0 @@ -1823,8 +1823,8 @@ S #2094 Roman Amphitheater~ You have entered a great oval amphitheater, also known as the Colosseum. -Crowds of people pour in through the entrance, pushing, shoving and -scrambling to fill the top half of the immense number of seats looking down +Crowds of people pour in through the entrance, pushing, shoving and +scrambling to fill the top half of the immense number of seats looking down on the huge arena. It looks like the whole of Rome is here. ~ 20 0 0 0 0 0 @@ -1843,8 +1843,8 @@ D5 S #2095 Roman Amphitheater~ - Thousands of people are crowded together, pushing, shoving, trying to -find the best view of the arena below. A bout must be getting started soon. + Thousands of people are crowded together, pushing, shoving, trying to +find the best view of the arena below. A bout must be getting started soon. Gladiators fight for money or in order to compensate for crimes they have committed. The money is good and the adoration of the people of Rome is even better. @@ -1862,7 +1862,7 @@ S #2096 Mortuary Cell~ The losers of various bouts in the arena are piled high while slaves sort -through the corpses, retrieving the weapons and armor for a future battle. +through the corpses, retrieving the weapons and armor for a future battle. Flies are everywhere and you gag at the stench. ~ 20 0 0 0 0 0 @@ -1875,7 +1875,7 @@ S Outside the Amphitheater~ The amphitheater towers above you to the south and you stare at the impressive Roman architecture. The smell of death hangs heavy in the air. So many -gladiators have fought and died in this place. +gladiators have fought and died in this place. ~ 20 0 0 0 0 0 D0 @@ -1891,7 +1891,7 @@ S Common Grave~ A massive hole has been dug here to dump all the corpses from the arena fights. A few beggars scrounge through the corpses looking for valuables. The -stench is overpowering. +stench is overpowering. ~ 20 0 0 0 0 0 D2 @@ -1901,11 +1901,11 @@ D2 S #2099 Trophy Room~ - Trophies line the walls of all the famous gladiators. You notice five -medals hanging inside a glass case. Four of them are for the strongest -gladiators of each class; Mage, Thief, Warrior and Cleric. The fifth is + Trophies line the walls of all the famous gladiators. You notice five +medals hanging inside a glass case. Four of them are for the strongest +gladiators of each class; Mage, Thief, Warrior and Cleric. The fifth is for the strongest gladiator alive, no matter what class. Do you think you -could compete for and win one of them? A sign listing the rules of the +could compete for and win one of them? A sign listing the rules of the arena is posted here. ~ 20 0 0 0 0 0 @@ -1915,19 +1915,19 @@ D1 0 0 2000 E godsign sign~ - This arena is not meant for random player killing of anyone within, + This arena is not meant for random player killing of anyone within, but was instead made for players to challenge and fight against each other -to see who is the strongest. Players can challenge each other in any of -the arenas. The strongest of each class will be awarded a medal, or if +to see who is the strongest. Players can challenge each other in any of +the arenas. The strongest of each class will be awarded a medal, or if he/she is the strongest of all classes he/she will also receive the -gladiators medal. There will only be one medal for each class and the -gladiators medal. Who ever holds a medal MUST meet all challenges, within -one day of the challenge, or forfeit their right to keep it. Do not make -the gods interfere. If you can't meet a challenge for whatever reason, -simply give up the medal and win it back at another time. If you are -going to be gone for more than a week, junk the medal and inform the gods -so other players can compete for it. Player looting and Player stealing -is NOT allowed. Matches can be played to the death or the first to flee. +gladiators medal. There will only be one medal for each class and the +gladiators medal. Who ever holds a medal MUST meet all challenges, within +one day of the challenge, or forfeit their right to keep it. Do not make +the gods interfere. If you can't meet a challenge for whatever reason, +simply give up the medal and win it back at another time. If you are +going to be gone for more than a week, junk the medal and inform the gods +so other players can compete for it. Player looting and Player stealing +is NOT allowed. Matches can be played to the death or the first to flee. Either way the loser, if he has the medal, must give it to the winner. The gods will give out the medals to the first champions. After that we expect the players to handle it. diff --git a/lib/world/wld/200.wld b/lib/world/wld/200.wld index 6370b22..c348452 100644 --- a/lib/world/wld/200.wld +++ b/lib/world/wld/200.wld @@ -1,6 +1,6 @@ #20000 Western Highway Zone Description Room~ - Builders : Talandra + Builders : Talandra Zone : 200 Western Highway Began : 1998 Player Level : 3-7 @@ -11,9 +11,9 @@ Shops : 1 Triggers : 0 Theme : The zone is a basic highway filler to link other zones. Plot : It will be low level and easy due to its proximity to the newbie - zone. Generally friendly wildlife, travellers. Mostly forest. + zone. Generally friendly wildlife, travellers. Mostly forest. Links : 01e to a major city - + Zone: 200 was linked to the following zones: 37 Capital sewer system at: 20001 (north) ---> 3746 115 Monestary Omega at: 20003 (north) ---> 11500 @@ -29,7 +29,7 @@ Western Highway~ You are on the Western Highway east of here you can see the gates of the Capital while to the west the highway continues. A gravelled path leads northward, away from this boring highway, towards some rocks a bit further -north. +north. ~ 200 32768 0 0 0 2 D3 @@ -40,8 +40,8 @@ S #20002 Western Highway~ You continue along the western highway. The city gates of the Capital can -be seen to the east. The highway stretches from the west towards the gates. -A light forest to the north of pines and small saplings looks peaceful. +be seen to the east. The highway stretches from the west towards the gates. +A light forest to the north of pines and small saplings looks peaceful. ~ 200 32768 0 0 0 2 D1 @@ -57,7 +57,7 @@ S Western Highway~ As you walk along the Western Highway you notice a small path leading off to the south as well as the highway continuing off to the east and west. The -forest to the north seems to thin out a little allowing entrance. +forest to the north seems to thin out a little allowing entrance. ~ 200 32768 0 0 0 2 D1 @@ -73,7 +73,7 @@ S Western Highway~ You continue your way along the western highway. It stretches east, back to the Capital and west deeper into the wilderness, plains to the south and thick -forest to the north. +forest to the north. ~ 200 32768 0 0 0 2 D1 @@ -89,7 +89,7 @@ S Western Highway~ As you move a long the western highway you notice that it continues to the west as well as to the east. The forest to the north looks peaceful and -inviting, though it seems too dense to enter. +inviting, though it seems too dense to enter. ~ 200 32768 0 0 0 2 D1 @@ -105,7 +105,7 @@ S Western Highway~ Standing along the western highway you notice the forest to the northwest has thinned out and a large wooden building with smoke trailing out of a stone -chimney is visible between the trees. +chimney is visible between the trees. ~ 200 32768 0 0 0 2 D1 @@ -119,10 +119,10 @@ D3 S #20007 Western Highway~ - The wester highway passes infront of a large wooden building. The building + The wester highway passes in front of a large wooden building. The building is in disrepair, with shingles lying on the ground and a porch that looks like it could collapse any second. A faded sign swings on rusty hinges that squeak -annoyingly. +annoyingly. ~ 200 32768 0 0 0 2 D0 @@ -146,7 +146,7 @@ S Western Highway~ Moving along the western highway you see that the highway continues to the west and to the east. To the northeast a wooden building can be seen set back -a little ways in the forest. +a little ways in the forest. ~ 200 32768 0 0 0 2 D1 @@ -162,7 +162,7 @@ S Western Highway~ Walking along the western highway you notice trees all around you except for to the east and west where the road continues on and to the south where the -trees open up into a barren plain. +trees open up into a barren plain. ~ 200 32768 0 0 0 2 D1 @@ -178,7 +178,7 @@ S Western Highway~ As you continue along the western highway you notice a road heading to the south while the highway continues on to the east and to the west. The road -heads south through the plains. +heads south through the plains. ~ 200 32768 0 0 0 2 D1 @@ -198,7 +198,7 @@ S Western Highway~ As you walk along you notice that the trees have thinned out to the northwest to allow entry into the forest. The plains to the south appear -barren. The highway continues onto the west and east. +barren. The highway continues onto the west and east. ~ 200 32768 0 0 0 2 D1 @@ -235,7 +235,7 @@ Western Highway~ The highway consists of hard packed dirt, making travel very easy. A warm breeze blows to you from over the plains to the south. It carries a slight hint of smoke with it, civilization must be near. To the north a thick forest -blocks your view. +blocks your view. ~ 200 32768 0 0 0 2 D1 @@ -252,7 +252,7 @@ Western Highway~ As you move along the Western Highway you see in the distance a village to the Southwest. To the north a thick grove of pines lays in deep shadow while to the south an open plain is broken by a few scattered hills. The highway -continues on to the west and east. +continues on to the west and east. ~ 200 32768 0 0 0 2 D1 @@ -288,7 +288,7 @@ S Western Highway~ As you venture along the Western Highway you notice a village far in the distance to the southeast. The highway continues east or west. To the west -the sound of rushing water can be heard. +the sound of rushing water can be heard. ~ 200 32768 0 0 0 2 D1 @@ -305,7 +305,7 @@ Western Highway~ The Western Highway ends abruptly at a collapsed bridge. A raging river flows beneath it slowly washing the remains of the bridge away. Debris and sand has been scattered everywhere. The river must have overflown and washed -the bridge away. +the bridge away. ~ 200 32768 0 0 0 2 D1 @@ -318,7 +318,7 @@ Dirt Road~ You venture on a small, dirt road through the woods. It looks well travelled. It seems to lead on to the north as well as to the south, where you can see the Western Highway. The thick forest continues on both sides of the -dirt road. +dirt road. ~ 200 32768 0 0 0 2 D0 @@ -334,7 +334,7 @@ S Dirt Road~ Moving along the small dirt road the tall trees on each side prevent you from seeing very far. A few small animals scamper here and there around your -feet. The road continues to the north and south. +feet. The road continues to the north and south. ~ 200 32768 0 0 0 2 D0 @@ -351,7 +351,7 @@ Dirt Road~ The dirt road becomes more rough further to the north. It seems less travelled in that direction. The thick coniferous forest seems to be starting to thin out into a variety of hard woods. Young maple trees seem to be -dominating this part of the forest. +dominating this part of the forest. ~ 200 32768 0 0 0 2 D0 @@ -368,7 +368,7 @@ Dirt Road~ As you move along the dirt road you notice the trees have grown in closer to the path, hanging around you. Thick underbrush has begun to form to the sides and the road looks unkept. It is slowly being consumed by the forest around -it. +it. ~ 200 32768 0 0 0 2 D0 @@ -384,7 +384,7 @@ S Dirt Road~ The sounds of wildlife fill the woods. Birds, squirrels, and other unseen animals stay just out of sight. They seem unused to travellers and are very -wary. The trees continue to thin to the north. +wary. The trees continue to thin to the north. ~ 200 32768 0 0 0 2 D0 @@ -400,7 +400,7 @@ S Dirt Road~ The dirt path almost disappears in a section of thick brush and young saplings. The path is barely distinguishable from the rest of the overgrowth. -The smell of the forest is very strong. +The smell of the forest is very strong. ~ 200 32768 0 0 0 2 D0 @@ -416,7 +416,7 @@ S Dirt Road~ The dirt path widens and seems to be pushing the forest and underbrush back. The path continues north and south between the columns of thick trees and -brush. +brush. ~ 200 32768 0 0 0 2 D0 @@ -433,7 +433,7 @@ Dirt Road~ Several fallen trees block the path to the north. They appear to have been cut down and fallen over the path, as if to block it. The smell of fresh pine must mean they were cut recently. Through the brush and trees to the north you -can just barely make out what looks like a gate and a city wall. +can just barely make out what looks like a gate and a city wall. ~ 200 32768 0 0 0 2 D2 @@ -445,7 +445,7 @@ S Dirt Road~ As you venture on a small, dirt road you can see the western highway to the north and the dirt road continuing to the south. The forest around the road -diminishes to plains the further south you travel. +diminishes to plains the further south you travel. ~ 200 32768 0 0 0 2 D0 @@ -462,7 +462,7 @@ Dirt Road~ Moving along the dirt road you see that the road leads to the west and also to the north. Tall fields of wild grass, weeds, and other small brush borderw the road. The fields have grown to about waist height and could be used easily -to conceal oneself within. The grass sways gently in the breeze. +to conceal oneself within. The grass sways gently in the breeze. ~ 200 32768 0 0 0 2 D0 @@ -480,7 +480,7 @@ Dirt Road~ and fro. The road continues to the south and east. The sharp bend here goes around a huge pile of rocks to the southeast. The remains of a stone wall runs through the middle of the pile. Once used to mark out boundaries between land -owners. Now it seems no one is farming on these plains. +owners. Now it seems no one is farming on these plains. ~ 200 32768 0 0 0 2 D1 @@ -498,7 +498,7 @@ Dirt Road~ north. The plains are overgrown and should be farmed, especially since it is so close to the Capital. Instead they appear empty and deserted. Very little sign of travel or civilization can be seen, except for a plume of smoke rising -far to the west. +far to the west. ~ 200 32768 0 0 0 2 D0 @@ -513,8 +513,8 @@ S #20030 Dirt Road~ As you continue along the road you notice that the road continues to the -north and also to the south. The grassy plains sway gently in the breeze. -Occasionally the grass will rustle as some animal flees at your approach. +north and also to the south. The grassy plains sway gently in the breeze. +Occasionally the grass will rustle as some animal flees at your approach. ~ 200 32768 0 0 0 2 D0 @@ -530,7 +530,7 @@ S Dirt Road~ Moving on the road you notice the foliage seems to be growing over the road in places. You guess the road isn't used very often. The road continues off -to the north and south. +to the north and south. ~ 200 32768 0 0 0 2 D0 @@ -547,7 +547,7 @@ Dirt Road~ As you venture further you spot a few small flowers growing here and there on the road. The road continues to the north and south. To the north a field of swaying grass stretches to a forest in the distance. South the plain gives -way to a light forest. +way to a light forest. ~ 200 32768 0 0 0 2 D0 @@ -563,7 +563,7 @@ S Dirt Road~ Moving along the road you notice that the road continues the the east and north. The road curves around a large steep hill to the south. The hill looks -somewhat unnatural, and out of place. +somewhat unnatural, and out of place. ~ 200 32768 0 0 0 2 D0 @@ -579,7 +579,7 @@ S Dirt Road~ You make your way on the dirt road. The road seems to continue to the west and south. You stand alongside a steep hill covered in grass and moss. The -hill rises so steeply above you that you doubt it could be climbed. +hill rises so steeply above you that you doubt it could be climbed. ~ 200 32768 0 0 0 2 D2 @@ -595,7 +595,7 @@ S Dirt Road~ As you move along the small, dirt road you see the road continues to the north and south. A large hill directly to the west looms above you. Strange, -when the rest of the rolling hills around here are so small. +when the rest of the rolling hills around here are so small. ~ 200 32768 0 0 0 2 D0 @@ -611,7 +611,7 @@ S Dirt Road~ The brush grows a bit thicker here but is still passable. A few tiny animals seem to be taking refuge in some of the small bushes to the side of the -road. The road continues off to the north and south. +road. The road continues off to the north and south. ~ 200 32768 0 0 0 2 D0 @@ -627,7 +627,7 @@ S Dirt Road~ Moving along the dirt road you notice that it continues to the north and south. The brush is broken up by small trees which seem to grow even thicker -further south. To the north the road opens up into the plains. +further south. To the north the road opens up into the plains. ~ 200 32768 0 0 0 2 D0 @@ -643,7 +643,7 @@ S Dirt Road~ You make your way on the dirt road. You notice the road leads to the north. The road bends to the west into a dense forest. Their seems to be an absence -of wildlife in this area, the forest is strangely silent. +of wildlife in this area, the forest is strangely silent. ~ 200 32768 0 0 0 2 D0 @@ -653,10 +653,10 @@ D0 S #20039 Narrow Path~ - You are following a well travelled branch off the Western Highway. + You are following a well travelled branch off the Western Highway. Somewhere in the distance to the south-west you can make out some small streaks of smoke, as if coming from the chimneys in a small village, while to the -north you see the busy Western Highway. +north you see the busy Western Highway. ~ 200 32768 0 0 0 2 D0 @@ -666,7 +666,7 @@ D0 S #20040 Sairith's Trading Post~ - The building is covered in dust and everything is slick from animal fat. + The building is covered in dust and everything is slick from animal fat. The horrible stench from the tanning and curing of the hides fills your nostrils. Pelts and various types of clothing hang from the walls and rafters. A man behind the counter grins diff --git a/lib/world/wld/201.wld b/lib/world/wld/201.wld index 7d0fc05..959b477 100644 --- a/lib/world/wld/201.wld +++ b/lib/world/wld/201.wld @@ -14,7 +14,7 @@ another human character and ask for an imm to help ;) ~ 201 8 0 0 0 0 D5 - A small ladder leads to the bottom. + A small ladder leads to the bottom. ~ ~ 0 20100 20104 @@ -24,7 +24,7 @@ At the Entrance of a Gloomy Forest~ To the north is a dull, lifeless forest where the vegetation is densely thick and impassable. Shadows play in the darkness of these woods and no sound could be heard from within the trees. The only exit is a narrow path that leads to -the south. +the south. ~ 201 0 0 0 0 3 D2 @@ -38,46 +38,46 @@ T 20144 On a Cliff by a Lighthouse~ The cliff stands high from the sea below it, like a big giant at the edge of the coast. Grasses sprout randomly around the area. Looming from the west is -an old lighthouse, and to the east a path leads towards a T-Junction. +an old lighthouse, and to the east a path leads towards a T-Junction. ~ 201 0 0 0 0 4 D1 - The road splits into a T-junction. + The road splits into a T-junction. ~ ~ 0 20100 20103 D3 - A lighthouse stands solemnly over the cliff, watching over the seas. + A lighthouse stands solemnly over the cliff, watching over the seas. ~ door west~ 2 20199 20104 E grasses grass~ - Tiny patches of green grass can be found growing randomly in this area. + Tiny patches of green grass can be found growing randomly in this area. ~ S T 20101 #20103 At a T-Junction by a Slope~ The path is covered with lots of dust, which leads to the north, west and the -south. Northwards, the path leads to the entrance of a dark, ominous forest. +south. Northwards, the path leads to the entrance of a dark, ominous forest. To the west, it continues to a silhouette of a tall building while to the south -the path descends steeply to a sandy beach. +the path descends steeply to a sandy beach. ~ 201 4 0 0 0 2 D0 - A narrow path leads to a gloomy looking forest. + A narrow path leads to a gloomy looking forest. ~ ~ 0 20100 20101 D2 - A slope leads down to a small sandy beach. + A slope leads down to a small sandy beach. ~ ~ 0 20100 20105 D3 The gradient ascends towards an old lighthouse - worn down by weathering and -age. +age. ~ ~ 0 20100 20102 @@ -88,8 +88,8 @@ T 20144 In a Lighthouse~ The walls are made of rough granite and there are no windows at all, so light cannot enter this place. Thick layers of dust have settled on the floor, but -fresh footprints proves that it might not be really abandoned after all. -Please @RCLOSE DOOR@n after exiting to prevent players from entering. +fresh footprints proves that it might not be really abandoned after all. +Please @RCLOSE DOOR@n after exiting to prevent players from entering. ~ 201 8 0 0 0 0 D1 @@ -104,18 +104,18 @@ door~ 0 20100 20100 E footprints prints foot~ - The footprints are still fresh. + The footprints are still fresh. ~ E dust~ - It is powdery-looking and grey in colour. + It is powdery-looking and gray in color. ~ S #20105 On the Coast of Konolua Beach @Y[DIG]@n~ - The beach begins here - filled with grains and grains of coarse, dry sand. + The beach begins here - filled with grains and grains of coarse, dry sand. To the north is an upward going slope that ascends sharply. To the west you can -see the shore and to the south and east the coast continues on. +see the shore and to the south and east the coast continues on. ~ 201 0 0 0 0 2 D0 @@ -140,8 +140,8 @@ Konolua Seashore 0 20100 20106 E sand grain grains~ - Coarse grains of sand fills this beach. They are a rich yellow colour and -are rough in texture. + Coarse grains of sand fills this beach. They are a rich yellow color and +are rough in texture. ~ S T 20101 @@ -151,7 +151,7 @@ On a Sandy Shore @Y[DIG]@n~ Here is the edge of the beach, where the shore merges with the shallow waters. The beach stretches all the way to the east, while to the west and south the water eventually leads to the sea. A cliff stands tall as an obstacle -to the North. +to the North. ~ 201 0 0 0 0 2 D1 @@ -174,11 +174,11 @@ T 20102 T 20128 #20107 In Shallow Waters @B[DIVE]@n~ - Beyond the shore, the waters are a clear green with a tinge of ocean blue. + Beyond the shore, the waters are a clear green with a tinge of ocean blue. Floating pieces of broken wood swims lazily here, moving to the rhythm of the waves. The beach lies to the east, while the deeper waters are generally to the west and south. A solid, sturdy rock cliff prevents movement to the north and -west. +west. ~ 201 4 0 0 0 6 D1 @@ -194,7 +194,7 @@ In the Deep Ocean E wood~ Broken pieces of wood, dark-brown in texture from having soaked in the water -for too long, floats around here. +for too long, floats around here. ~ S T 20104 @@ -205,11 +205,11 @@ Konolua Seacoast @Y[DIG]@n~ Some trees scatter around the beach, swaying occasionally in the breeze. To the north is a cliff, densely covered with vines and other form of parasitic plants. Against it is a small delapidated house - its windows are near falling -apart. To the south the beach gently descends to the shore. +apart. To the south the beach gently descends to the shore. ~ 201 0 0 0 0 2 D0 - A small house has been built here. + A small house has been built here. ~ door~ 2 20113 20150 @@ -231,13 +231,13 @@ Konolua Beach E tree trees~ The trees have broad leaves that can provide shade from the sun in the -morning. +morning. ~ E cliff~ The cliff stands tall at a good 45 feet skywards. Covered with plenty of vegetation, it looks like a guards standing the coast protecting the shores from -danger. +danger. ~ S T 20103 @@ -248,7 +248,7 @@ Konolua Seacoast @Y[DIG] @G[CLIMB]@n~ The smooth sandy beach terminates to the east, where a collection of rocks and scree litters the area. Continuing to the west and south, the beach continues on. To the north a cliff stands firm, hindering any movement in that -direction. +direction. ~ 201 0 0 0 0 2 D1 @@ -270,7 +270,7 @@ E cliff~ The cliff stands tall at a good 45 feet skywards. Covered with plenty of vegetation, it looks like a guards standing the coast protecting the shores from -danger. +danger. ~ S T 20103 @@ -283,7 +283,7 @@ On a Rocky Part of Konolua Seacoast @Y[DIG]@n~ that had came of the nearby cliff are left here. Because of this, lots of crabs and other creatures had made their home under the rocks where predators such as seagulls cannot find them. A small trial free of rocks leads to the west and -south. +south. ~ 201 0 0 0 0 5 D2 @@ -304,7 +304,7 @@ T 20144 In Shallow Waters~ The water is not deep here, and it is slightly greener than to the south, where it eventually leads to the wide ocean. Bubbles are formed when the waves -retreat from the shore, and bob non-chalantly on the waves. +retreat from the shore, and bob non-chalantly on the waves. ~ 201 4 0 0 0 6 D0 @@ -330,7 +330,7 @@ In the Deep Ocean E bubbles bubble~ Tiny bubbles are trapped in the foam created when the waves hit the shore and -retreat. +retreat. ~ S T 20101 @@ -339,7 +339,7 @@ T 20104 By the Seashore @Y[DIG]@n~ Soft, white sand lines the shore, forming a clear line between the deserted beach and the azure, blue sea. The beach extends to the north and east, while -to the west and south shoal water merges the land and the sea together. +to the west and south shoal water merges the land and the sea together. ~ 201 0 0 0 0 2 D0 @@ -368,9 +368,9 @@ T 20101 T 20128 #20113 By the Seashore @Y[DIG]@n~ - The elongated beach stretches to the far east and to the north and west. + The elongated beach stretches to the far east and to the north and west. Being closer to the sea, the winds are generally stronger here. Sand dunes line -the beach, forming adjacent to the direction of the wind. +the beach, forming adjacent to the direction of the wind. ~ 201 0 0 0 0 2 D0 @@ -401,7 +401,7 @@ T 20128 By the Seashore @Y[DIG]@n~ The empty shore holds nothing in sight accept for infinite grains of soft, white sand. Northwards takes you inland, while going east or west will take you -to another shore of Konolua beach. Southwards takes you into the sea. +to another shore of Konolua beach. Southwards takes you into the sea. ~ 201 0 0 0 0 2 D0 @@ -431,7 +431,7 @@ T 20128 By a Seashore @Y[DIG]@n~ Narrowing to the east, where a tall arch stands like a gate, is a small sand path leading into the ocean. The beach continues north and west, and southwards -leads to the beginning of the ocean. +leads to the beginning of the ocean. ~ 201 0 0 0 0 2 D0 @@ -458,7 +458,7 @@ E arch~ The arch is connected to the cliff north of here. Standing outstretched like a large gate it leads to a narrow sandy path that seems to lead to an nearby -island not far from Konolua beach. +island not far from Konolua beach. ~ S T 20101 @@ -468,7 +468,7 @@ In Shallow Waters~ Greenish blue water symbolises shallow waters. It is clear, and the objects beneath the surface can be seen as wavering shapes. Northwards leads the way back to the shores of Konolua Beach, and to the west and south is the entrance -to the ocean. +to the ocean. ~ 201 4 0 0 0 6 D0 @@ -497,7 +497,7 @@ T 20104 In Shallow Waters~ Beneath the surface of the ocean corals and seaweed sleeps. Water sprawls onto the beach before subsiding. Konolua beach is to the north,while to the -south the waters lead you deeper into the ocean. +south the waters lead you deeper into the ocean. ~ 201 4 0 0 0 6 D0 @@ -527,7 +527,7 @@ T 20104 In Shallow Waters~ Shoal water links the shore north of here to the sea beyond the south, where it eventually leads to an open ocean. To the east and west are more are shallow -waters, which lines the edge of Konolua beach. +waters, which lines the edge of Konolua beach. ~ 201 4 0 0 0 6 D0 @@ -556,7 +556,7 @@ T 20104 In Shallow Waters~ The skin of the water refracts light from the surface, forming illusions of light dancing on the sandbed. To the north is the shore of Konolua beach while -going to the south will take you to the ocean. +going to the south will take you to the ocean. ~ 201 4 0 0 0 6 D0 @@ -586,7 +586,7 @@ T 20104 In Shallow Waters~ A soft wind blows as the waves meekly moves towards the shore. The water here is relatively deep, and currents are quite powerful here. To the north is -the safety of the seashore. +the safety of the seashore. ~ 201 4 0 0 0 7 D0 @@ -616,7 +616,7 @@ T 20101 In Deep Waters~ The water is rather deep here, for the gradient of the ground plunges to great depths. Northwards leads to shallower waters, while to the southwest as a -spread of ocean. +spread of ocean. ~ 201 4 0 0 0 7 D0 @@ -642,9 +642,9 @@ S T 20105 #20122 On a Sandy Path~ - The sandy path is made up of coarse sand, a deep yellow colour - wet from the -waves coming from the east. To the north is a grey, solemn cliff guarding -Konolua beach while the path continues south. + The sandy path is made up of coarse sand, a deep yellow color - wet from the +waves coming from the east. To the north is a gray, solemn cliff guarding +Konolua beach while the path continues south. ~ 201 4 0 0 0 2 D1 @@ -668,7 +668,7 @@ T 20103 On a Sandy Path~ Stranded in the middle of the sea is a small narrow path leading to the south and the north. To the east and west are bodies of water, where the waves are -coming in and lapping at the pathway. +coming in and lapping at the pathway. ~ 201 4 0 0 0 2 D0 @@ -697,7 +697,7 @@ T 20101 A Narrow Sandy Path~ Here is a very distinct route, being a sandy path in the middle of the wide ocean leading to the north and the east. The waves lap teasingly at the road, -as if they were going to swallow it up anytime. +as if they were going to swallow it up anytime. ~ 201 4 0 0 0 2 D0 @@ -726,7 +726,7 @@ T 20107 On a Sandy Pathway~ The waters around this area are strong and agressive, threatening to swallow the sandy pathway here which leads to the west and the south. Southwards, an -arch stands like an entrance to a small island in the middle of the sea. +arch stands like an entrance to a small island in the middle of the sea. ~ 201 4 0 0 0 2 D0 @@ -756,7 +756,7 @@ A Small Island in the Sea~ This island is surrounded by highly dangerous waves, pounding against the sides of the small island with utmost fury. To the north is a stone arch, where a route starts and ends at Konolua beach. To the south the the land twists and -turns with ascending gradient. +turns with ascending gradient. ~ 201 0 0 0 0 2 D0 @@ -783,10 +783,10 @@ S T 20107 #20127 At the Base of a Small Cliff~ - The path twists to the east, where it leads to the peak of the island. + The path twists to the east, where it leads to the peak of the island. Below the layers of stone of this area is a small cave, created by the constant erosion by the sea waves. To the north the route is less steep as it descends -to the base of cliff. +to the base of cliff. ~ 201 0 0 0 0 2 D0 @@ -815,7 +815,7 @@ T 20107 At the Peak of the Cliff~ The wind is strong here, and below the waves are hungrily eroding the base of the cliff. Sleeping beneath the waters are lots of hidden reefs, and falling -over the edge would mean instand death. +over the edge would mean instand death. ~ 201 4 0 0 0 5 D3 @@ -829,7 +829,7 @@ T 20108 An Isolated Part of the Island~ The island is deserted here, and the only things that could be found here are some logs - swept ashore by the waves. The land continues to the north, while -to the other directions are bodies of water. +to the other directions are bodies of water. ~ 201 4 0 0 0 2 D0 @@ -865,7 +865,7 @@ S In the Deep Ocean~ The waves here are strong, large bodies of water rising and sinking as if the ocean itself were breathing and alive. To the northeast are safer waters, while -going south and west will take you deeper into the ocean. +going south and west will take you deeper into the ocean. ~ 201 0 0 0 0 7 D0 @@ -891,7 +891,7 @@ S T 20105 #20132 In the Middle of the Ocean~ - The ocean stretches as far as you can see, lying below the vast sky above. + The ocean stretches as far as you can see, lying below the vast sky above. Giant waves reaches high up and comes crashing down upon you, forcing you beneath the ocean surface. Underwater currents tries to pull you under and the frigid cold wind merciless @@ -929,7 +929,7 @@ T 20126 In the Deep Ocean~ The wind whips the ocean until froth appears from the surface, and the waves retaliate by becoming more violent. Safe waters are to the east and north, -while going south and west will only lead you deeper into the ocean. +while going south and west will only lead you deeper into the ocean. ~ 201 0 0 0 0 0 D0 @@ -959,7 +959,7 @@ In the Deep Waters~ In the distance to the northeast is Konolua beach, a small island in the middle of the sea. Here, the waves are fierce and hungry, reaching out at you in an attempt you swallow you. To the north, are shallow waters, while -everywhere else are large bodies of ocean. +everywhere else are large bodies of ocean. ~ 201 0 0 0 0 7 D0 @@ -987,7 +987,7 @@ T 20105 In the Ocean~ The ocean is a deep blue, and the waves here are strong. It is impossible to look into the depths of the ocean, for the shifting bodies of the sea makes it -difficult to. To the north you can descry a small island. +difficult to. To the north you can descry a small island. ~ 201 0 0 0 0 7 D0 @@ -1016,7 +1016,7 @@ T 20105 In the Ocean~ The wind tears and howls, inflicting its wrath against you and the vast ocean. North are safer and much calmer waters, while to the other directions -the ocean continues. +the ocean continues. ~ 201 0 0 0 0 7 D0 @@ -1045,7 +1045,7 @@ T 20105 In the Ocean~ The water is a deep blue color and looks threateningly deep. Howling winds come in all direction, invoking the rage of the waves. To the north the sea is -calmer, while to the east, south and west the ocean continues. +calmer, while to the east, south and west the ocean continues. ~ 201 0 0 0 0 7 D0 @@ -1073,8 +1073,8 @@ T 20105 Underwater~ You are beneath the surface of the ocean. The currents under here are strong, pulling and forcing you to go deeper. The depths of the sea is great. -It is deep, so deep that there is only inky darkness at the bottom. -Surrounding you are nothing, just lots and lots of seawater... +It is deep, so deep that there is only inky darkness at the bottom. +Surrounding you are nothing, just lots and lots of seawater... ~ 201 0 0 0 0 0 D0 @@ -1107,7 +1107,7 @@ T 20117 T 20125 #20140 In the Middle of the Ocean~ - The ocean stretches as far as you can see, lying below the vast sky above. + The ocean stretches as far as you can see, lying below the vast sky above. Giant waves reaches high up and comes crashing down upon you, forcing you beneath the ocean surface. Underwater currents tries to pull you under and the frigid cold wind merciless @@ -1140,7 +1140,7 @@ T 20124 T 20126 #20141 In the Middle of the Ocean~ - The ocean stretches as far as you can see, lying below the vast sky above. + The ocean stretches as far as you can see, lying below the vast sky above. Giant waves reaches high up and comes crashing down upon you, forcing you beneath the ocean surface. Underwater currents tries to pull you under and the frigid cold wind merciless @@ -1173,7 +1173,7 @@ T 20124 T 20126 #20142 In the Middle of the Ocean~ - The ocean stretches as far as you can see, lying below the vast sky above. + The ocean stretches as far as you can see, lying below the vast sky above. Giant waves reaches high up and comes crashing down upon you, forcing you beneath the ocean surface. Underwater currents tries to pull you under and the frigid cold wind merciless @@ -1208,8 +1208,8 @@ T 20126 Underwater~ You are beneath the surface of the ocean. The currents under here are strong, pulling and forcing you to go deeper. The depths of the sea is great. -It is deep, so deep that there is only inky darkness at the bottom. -Surrounding you are nothing, just lots and lots of seawater... +It is deep, so deep that there is only inky darkness at the bottom. +Surrounding you are nothing, just lots and lots of seawater... ~ 201 0 0 0 0 0 D0 @@ -1244,8 +1244,8 @@ T 20117 Underwater~ You are beneath the surface of the ocean. The currents under here are strong, pulling and forcing you to go deeper. The depths of the sea is great. -It is deep, so deep that there is only inky darkness at the bottom. -Surrounding you are nothing, just lots and lots of seawater... +It is deep, so deep that there is only inky darkness at the bottom. +Surrounding you are nothing, just lots and lots of seawater... ~ 201 0 0 0 0 0 D0 @@ -1280,8 +1280,8 @@ T 20117 Underwater~ You are beneath the surface of the ocean. The currents under here are strong, pulling and forcing you to go deeper. The depths of the sea is great. -It is deep, so deep that there is only inky darkness at the bottom. -Surrounding you are nothing, just lots and lots of seawater... +It is deep, so deep that there is only inky darkness at the bottom. +Surrounding you are nothing, just lots and lots of seawater... ~ 201 0 0 0 0 0 D0 @@ -1314,9 +1314,9 @@ T 20125 T 20117 #20146 In Oblivion~ - You are floating in unconsciousness... Your head hurts, your mind rears. + You are floating in unconsciousness... Your head hurts, your mind rears. You try to move, your movements are hindered. Darkness surrounds you from all -sides, and there appear to be nothing here. +sides, and there appear to be nothing here. ~ 201 1 0 0 0 0 S @@ -1324,9 +1324,9 @@ T 20118 T 20119 #20147 On a Sandy Bay~ - The bay is a coast wenched between two cliffs, sandwiched in the middle. + The bay is a coast wenched between two cliffs, sandwiched in the middle. Covered with washed up pieces of broken wood and miscellaneous junk items dumped -onto it, the area is fully of rubbish peeking out from the sand. +onto it, the area is fully of rubbish peeking out from the sand. ~ 201 0 0 0 0 2 D0 @@ -1342,7 +1342,7 @@ D3 E wood junk~ The litter the beach, making it unsightly. Several organic items are -decaying already. +decaying already. ~ S T 20104 @@ -1352,7 +1352,7 @@ On a Sandy bay~ The cliff are on three sides, and the only visible exit is to the south. It appears to be empty, and heavily populated by tropical plants and vicious vines. Speckles of broken rocks and stones lie here, and several marks are shown in the -sand. +sand. ~ 201 0 0 0 0 2 D2 @@ -1362,12 +1362,12 @@ D2 E sand marks~ Lines leading to the area against the north cliff suggests that something has -been dragged there. +been dragged there. ~ E north cliff~ Marks leading to the north cliff suggests that something has been dragged -there. Perhaps Rsearch ning for something will uncover a treasure box? +there. Perhaps @Rsearch@ning for something will uncover a treasure box? ~ S T 20121 @@ -1377,7 +1377,7 @@ T 20144 At the Scene of a Shipwreck~ The shore ends here, prodding out of the sand are many jagged rocks. Broken wooden planks are here, as well as a ship, torn by ocean reefs and left -discarded here. +discarded here. ~ 201 0 0 0 0 2 D1 @@ -1389,7 +1389,7 @@ E ship shipwreck~ This ship did not survived the cruel test of the stormy seas and hiding reefs. Wrecked apart, the massive wooden structure is decaying, along with the -stuff inside. +stuff inside. ~ S T 20104 @@ -1397,7 +1397,7 @@ T 20104 In a Small Cozy House~ The room is plain and simple without many furniture. Resting against the north wall is a sizeable bed, and beside it is a wooden cupboard. To the south -a carpet has been carefully placed there. +a carpet has been carefully placed there. ~ 201 12 0 0 0 0 D2 @@ -1409,11 +1409,11 @@ S In a Small Underwater Tunnel @C[SURFACE]@n~ Light filters from the surface, refracted to form ghostly figures that dance in the water. The only exit out is to surface, or to go deeper into the tunnel -north. +north. ~ 201 360 0 0 0 9 D0 - The circular tunnel leads north. + The circular tunnel leads north. ~ ~ 0 20100 20152 @@ -1423,7 +1423,7 @@ T 20131 In a Underwater Tunnel @C[SURFACE]@n~ The tunnel is made out of granite, with tiny pieces of glowing stones that lights the way in this tunnel. It continues to the south, but it is possible to -surface here. +surface here. ~ 201 360 0 0 0 0 D2 @@ -1436,7 +1436,7 @@ T 20132 In a Secret Cove @B[DIVE]@n~ This is the entrance and the exit of the hidden cove, naturally build within the cliff itself. There is a pool of water to the southern edge of the wall, -and to the north the cove continues. +and to the north the cove continues. ~ 201 633 0 0 0 0 D0 @@ -1450,7 +1450,7 @@ In a Tunnel of A Cove~ The sound of dripping water echoes in the tunnel of the cove. The walls here are nearly empty, with pieces of glowing minerals etched into them. The tunnel continues west - where you see a small room, upwards to another room and south -to the exit/entrance of the cove. +to the exit/entrance of the cove. ~ 201 632 0 0 0 0 D2 @@ -1472,7 +1472,7 @@ S A Room in the Cliff~ This room measures five feet high and eight feet wide, the walls bare except for glowing minerals in them. Hidden from the outside world and carefully -concealed in a cliff, this place would make a great hideout. +concealed in a cliff, this place would make a great hideout. ~ 201 632 0 0 0 0 D1 @@ -1484,7 +1484,7 @@ S A Room in the Cliff~ This room measures five feet high and eight feet wide, the walls bare except for glowing minerals in them. Hidden from the outside world and carefully -concealed in a cliff, this place would make a great hideout. +concealed in a cliff, this place would make a great hideout. ~ 201 632 0 0 0 0 D5 @@ -1496,7 +1496,7 @@ S On top of a Cliff @G[CLIMB]@n~ Tropical trees populates the cliff to the east and west, only a small dirt trial leads to the north towards a hut with no door. To get to base level you -will have to @GCLIMB DOWN@n the vines to arrive on a beach. +will have to @GCLIMB DOWN@n the vines to arrive on a beach. ~ 201 0 0 0 0 0 D0 @@ -1512,7 +1512,7 @@ In a Small Wooden hut~ The hut is made from different lengths and types of wood, and the roof - tropical, broad leaves attached in a circular shape. The floor is a carpet of nicely trimmed, green grass. Towards the south is a narrow dirt route which -leads outside. +leads outside. ~ 201 0 0 0 0 0 D2 diff --git a/lib/world/wld/211.wld b/lib/world/wld/211.wld index 2e5f227..1700664 100644 --- a/lib/world/wld/211.wld +++ b/lib/world/wld/211.wld @@ -2,16 +2,16 @@ Parna's Tarot Zone Description Room~ This area is trying to recreate the Tarot zone I built for Smaug. The purpose is to have a way of Tarot fortune-telling online. It has been repeated -twice to allow different people to have their futures told at the same time. +twice to allow different people to have their futures told at the same time. It's a specialized sort of area that, in my experience, most people will stay away from, some people will visit occasionally and a few people may visit constantly. There is, of course, no way of telling what the ratio will be on -any given mud. - +any given mud. + If you have diagonal exits, please remove the corner rooms and use the diagonal exits instead. - There are a lot of triggers to try to keep people from blocking the zone. + There are a lot of triggers to try to keep people from blocking the zone. Please adjust these to your own mud. The food and drink in room 21102 are self replicating. For each bokolyi or @@ -48,7 +48,7 @@ door~ 1 0 21102 E fence picket~ - It's a normal-looking, pointed-slat fence covered with fresh white paint. + It's a normal-looking, pointed-slat fence covered with fresh white paint. The entrance is an open, oval trellis, covered with red roses. ~ E @@ -66,11 +66,11 @@ flowerbeds. ~ E sign brass bright~ - w - w Sibyl, Esmerelda and Jaelle - w - w Tarot Readings - n + @w +@w Sibyl, Esmerelda and Jaelle +@w +@w Tarot Readings +@n ~ S #21102 @@ -105,7 +105,7 @@ door~ E paintings~ These are the sort of pictures with a young woman standing, looking pensively -at a forest, field or ocean. She wears a long dress that blows in the wind. +at a forest, field or ocean. She wears a long dress that blows in the wind. Her long hair, covered with a floppy hat, blows around also. ~ E @@ -125,7 +125,7 @@ magazines ~ magazines that you'd find in a doctor's office waiting room. There are issues Reader's Digest, Sports Illustrated, Entertainment Weekly and a few other familiar names. Are Time and Fortune here because they're popular or are they -some sort of joke? +some sort of joke? ~ S #21103 diff --git a/lib/world/wld/22.wld b/lib/world/wld/22.wld index 4352b10..9d86e7a 100644 --- a/lib/world/wld/22.wld +++ b/lib/world/wld/22.wld @@ -1,9 +1,9 @@ #2200 Entrance~ - A huge tower rises above you, the once massive portcullis has rusted -away. You wonder how this tower still stands after all these years. High -above in the tower a light flashes. Do you dare enter? Words are chiseled -into a tablet beside the entrance. + A huge tower rises above you, the once massive portcullis has rusted +away. You wonder how this tower still stands after all these years. High +above in the tower a light flashes. Do you dare enter? Words are chiseled +into a tablet beside the entrance. ~ 22 4 0 0 0 0 D0 @@ -27,8 +27,8 @@ Objects : 23 Shops : 2 Triggers : 5 Theme : A tower of the undead. -Plot : An XP zone loaded with mobs. Several different levels with a - hidden dungeon and captured princess. +Plot : An XP zone loaded with mobs. Several different levels with a + hidden dungeon and captured princess. Notes : My FIRST zone! Links : 00s ~ @@ -38,7 +38,7 @@ T 2203 A Dark Hallway~ The passage almost immediately starts to slope upwards, You see strange drawings and symbols carved into the stone walls. A sudden gust of wind -carries the smell of rotting flesh to you. +carries the smell of rotting flesh to you. ~ 22 8 0 0 0 0 D1 @@ -53,10 +53,10 @@ S T 2203 #2202 A Dark Hallway~ - The symbols and drawings continue along the stone wall, the dusty -remains of what might have been paintings and tapestries cover the floor. -The stench grows worse the deeper you enter, maybe you should turn back -now. + The symbols and drawings continue along the stone wall, the dusty +remains of what might have been paintings and tapestries cover the floor. +The stench grows worse the deeper you enter, maybe you should turn back +now. ~ 22 8 0 0 0 0 D1 @@ -74,7 +74,7 @@ A Dark Hallway~ More carvings symbols and even some crude drawings cover the stone block passageway top to bottom. If only you could understand them. The dark hallway curves to the east and south. The walls made from mortar and stone crumble at -the touch and are covered in dust and grime. +the touch and are covered in dust and grime. ~ 22 8 0 0 0 0 D2 @@ -120,9 +120,9 @@ D3 S #2206 A Dark Hallway~ - More bodies litter the floor as you delicately step your way over and -around them. The smell is almost unbearable and you hardly even notice -the symbols and carvings anymore. + More bodies litter the floor as you delicately step your way over and +around them. The smell is almost unbearable and you hardly even notice +the symbols and carvings anymore. ~ 22 8 0 0 0 0 D0 @@ -140,10 +140,10 @@ D3 S #2207 A Dark Hallway~ - The hallway still climbs upward and it seems to be getting hotter the -higher you go. You feel the walls starting to close in on you. You -wonder whether or not it's a good idea to continue. Another hallway leads -to the south. + The hallway still climbs upward and it seems to be getting hotter the +higher you go. You feel the walls starting to close in on you. You +wonder whether or not it's a good idea to continue. Another hallway leads +to the south. ~ 22 8 0 0 0 0 D1 @@ -161,9 +161,9 @@ D3 S #2208 A Dark Hallway~ - You stumble over yet another corpse and almost fall on a couple dozen -rats having a feast on the unfortunate victim. Far off in the distance -you hear screams. A passage also leads to the south. + You stumble over yet another corpse and almost fall on a couple dozen +rats having a feast on the unfortunate victim. Far off in the distance +you hear screams. A passage also leads to the south. ~ 22 8 0 0 0 0 D1 @@ -181,11 +181,11 @@ D3 S #2209 A Dark Hallway~ - Whoever carved all these symbols must have had alot of time on his hands. + Whoever carved all these symbols must have had a lot of time on his hands. The screams you heard earlier seem to intensify. Upon closer examination those -symbols don't seem to be carved, but scratched or clawed into the stone. +symbols don't seem to be carved, but scratched or clawed into the stone. Chunks of flesh and fingernails can be seen in the scratches, all oozing with -blood. +blood. ~ 22 8 0 0 0 0 D0 @@ -205,7 +205,7 @@ S A Dark Hallway~ Still climbing upwards you start to wonder what could possibly be worth climbing to the top of this tower. The screams stop with an unnatural -abruptness. +abruptness. ~ 22 8 0 0 0 0 D0 @@ -221,7 +221,7 @@ S A Dark Hallway~ The heat seems to be getting even worse the higher you climb. Once again you hear screams, but a different voice this time. A hot breeze carries with -it the smell of smoke and something even more unpleasant. +it the smell of smoke and something even more unpleasant. ~ 22 8 0 0 0 0 D0 @@ -235,9 +235,9 @@ D2 S #2212 A Dark Hallway~ - A corpse that is in it's final state of decay tries reaching for your -leg as you walk by. One swift kick and it's head goes rolling away, but -the hand still reaches for you. + A corpse that is in it's final state of decay tries reaching for your +leg as you walk by. One swift kick and it's head goes rolling away, but +the hand still reaches for you. ~ 22 8 0 0 0 0 D1 @@ -254,7 +254,7 @@ A Dark Hallway~ The screams start up once again. It sounds like someone is getting tortured. That or they have simply gone mad. The walls, floor, and ceiling seem to be getting closer together. The darkness seems to deepen and cloak -everything in shadows. +everything in shadows. ~ 22 8 0 0 0 0 D1 @@ -270,7 +270,7 @@ S A Dark Hallway~ A part of the wall has collapsed here and you see a small hole in the outer wall. Looking out you can see a city far below. A fog has set in about the -tower and the shrouds the city enough so you cannot name it. +tower and the shrouds the city enough so you cannot name it. ~ 22 8 0 0 0 0 D2 @@ -286,7 +286,7 @@ S Stairs~ A set of steep stairs lead upward with no apparent end. The screams seem louder in that direction. The stone and mortar walls are damp and small -trickles of water run down from somewhere above. +trickles of water run down from somewhere above. ~ 22 8 0 0 0 0 D0 @@ -300,9 +300,9 @@ D4 S #2216 Hidden Room~ - You push aside a tapestry that is in your way and look at the room. -Unlike the rest of this decrepit tower this room is in excellent shape -and looks to be used as a study with books lining the walls. + You push aside a tapestry that is in your way and look at the room. +Unlike the rest of this decrepit tower this room is in excellent shape +and looks to be used as a study with books lining the walls. ~ 22 8 0 0 0 0 D2 @@ -314,7 +314,7 @@ S Hidden Room~ You push aside a tapestry and enter a room filled with scrolls, potions, books and other assorted items. The smell of rot and decay is not evident -here. Instead, everything is covered in a fine layer of powdery dust. +here. Instead, everything is covered in a fine layer of powdery dust. ~ 22 8 0 0 0 0 D2 @@ -326,7 +326,7 @@ S Red Hallway~ Several corpses are burning on the floor around you. The smell is nauseating and your eyes water from the acrid smoke. You become disorientated -and can barely see any exits through the smoke. +and can barely see any exits through the smoke. ~ 22 8 0 0 0 0 D1 @@ -341,9 +341,9 @@ S T 2202 #2219 Red Hallway~ - Smoke fills this passage and you can only see a couple feet infront of you. + Smoke fills this passage and you can only see a couple feet in front of you. The passage seems to glow a strange reddish color further to the west. The red -glow is scattered by the smoke and seems to pulse with a life of its own. +glow is scattered by the smoke and seems to pulse with a life of its own. ~ 22 8 0 0 0 0 D1 @@ -360,7 +360,7 @@ T 2202 Red Hallway~ The smoke clears slightly but the heat is unbearable, you hear strange noises to the south or you can walk through the smoke to the west. An eerie -red glow is barely visible through the heavy smoke. +red glow is barely visible through the heavy smoke. ~ 22 8 0 0 0 0 D2 @@ -375,9 +375,9 @@ S T 2202 #2221 Red Hallway~ - This is where all that heat is coming from. The walls are warm to the -touch and you feel a hot draft pushing you to the north. You can continue -into the heat to the south. + This is where all that heat is coming from. The walls are warm to the +touch and you feel a hot draft pushing you to the north. You can continue +into the heat to the south. ~ 22 8 0 0 0 0 D0 @@ -392,8 +392,8 @@ S #2223 A Green Hallway~ Something is amiss. The walls are definitely alive and pulsing, you feel -like you're being watched. Will you go up to the south or down to the east. -Either way the hall looks dangerous. +like you're being watched. Will you go up to the south or down to the east. +Either way the hall looks dangerous. ~ 22 8 0 0 0 0 D1 @@ -409,7 +409,7 @@ S A Green Hallway~ The algae covered walls seem to glow even brighter in this area. The Hallway continues east or west. Movement in your periphery makes you look for -something that is no longer there. +something that is no longer there. ~ 22 8 0 0 0 0 D1 @@ -426,7 +426,7 @@ A Green Hallway~ The climb continues to the west or down to the south. The walls almost seem to pulse with a life of their own. The green fungus on the walls glows a strange lime-green color. The smell of fresh cut flowers seems ironic in a -place like this. +place like this. ~ 22 8 0 0 0 0 D2 @@ -442,7 +442,7 @@ S A Red Hallway~ The stench of burnt flesh and hair assails your nostrils. You can continue north or go back south and flee this area. The heat is still bareable, but is -getting even worse. +getting even worse. ~ 22 8 0 0 0 0 D0 @@ -458,7 +458,7 @@ S Stairs~ A hot breeze blows into this otherwise cool room. A set of stone stairs lead up to the next level of the tower. The exit to the east is the source of -the hot breeze and also an eerie red glow. +the hot breeze and also an eerie red glow. ~ 22 8 0 0 0 0 D1 @@ -475,7 +475,7 @@ A Red Hallway~ The walls and floors glow from the heat they radiate. How could anything live here. You see a massive pile of bones against the wall. The bones appear to be humanoid, but are scorched and scattered apart so it is difficult to -tell. +tell. ~ 22 8 0 0 0 0 D0 @@ -497,7 +497,7 @@ A Red Hallway~ Heat radiates from the stone hallway all around you. It continues to the south or you can flee from the heat to the north. A flickering glow that must come from an open flame somewhere further down the hall causes shadows to dance -along the stone and mortar walls. +along the stone and mortar walls. ~ 22 8 0 0 0 0 D0 @@ -511,9 +511,9 @@ D2 S #2230 A Green Hallway~ - The algae covered walls seem to glow and for the first time you can -clearly see your surroundings. The passage climbs to the south or heads -back down to the north. + The algae covered walls seem to glow and for the first time you can +clearly see your surroundings. The passage climbs to the south or heads +back down to the north. ~ 22 8 0 0 0 0 D0 @@ -540,7 +540,7 @@ S Stairs~ The strange glowing algae begins to recede here and you can begin to make out the stone walls, floor, and ceiling. A stone staircase leads up to the -second level of the tower. +second level of the tower. ~ 22 8 0 0 0 0 D1 @@ -556,7 +556,7 @@ S A Green Hallway~ The hall continues up to the north or down to the south. There is also an exit west but you can't see where it leads. The slime of algea, fungus, and -various other forms of mold make travel difficult and treacherous. +various other forms of mold make travel difficult and treacherous. ~ 22 8 0 0 0 0 D0 @@ -576,7 +576,7 @@ S A Red Hallway~ Small smokeless flames spurt from between cracks in the floor and walls. To the north the heat and flames seem to intensify. A cooler breeze to the east -beckons you. +beckons you. ~ 22 8 0 0 0 0 D0 @@ -592,7 +592,7 @@ S A Red Hallway~ The heat is starting to become bothersome, making it hard to move and breathe. The red glow of what must be fire comes from the west. Back east -awaits a cooler and safer haven. +awaits a cooler and safer haven. ~ 22 8 0 0 0 0 D1 @@ -608,7 +608,7 @@ S A Red Hallway~ The walls glow faintly and you see patches of fire to the west. You can also leave to the east. The strange fire does not seem to have any fuel and -burns an even stranger blue green flame. +burns an even stranger blue green flame. ~ 22 8 0 0 0 0 D1 @@ -622,9 +622,9 @@ D3 S #2237 A Red Hallway~ - The walls here are just starting to glow from the heat. You hurry on -since standing still would probably get you burned. The heat continues -from the west or you can get away from it to the north. + The walls here are just starting to glow from the heat. You hurry on +since standing still would probably get you burned. The heat continues +from the west or you can get away from it to the north. ~ 22 8 0 0 0 0 D0 @@ -640,7 +640,7 @@ S A Green Hallway~ A decomposing human skull floats by as you climb upward. You can continue up to the east or head back to the north. The sound of running water echoes -off the walls. +off the walls. ~ 22 8 0 0 0 0 D0 @@ -654,9 +654,9 @@ D1 S #2239 A Green Hallway~ - More corpses lie everywhere. Maybe it's your imagination but some of -them seem to twitch or move slightly. You can continue up to the east -or go down to the west. + More corpses lie everywhere. Maybe it's your imagination but some of +them seem to twitch or move slightly. You can continue up to the east +or go down to the west. ~ 22 8 0 0 0 0 D1 @@ -673,7 +673,7 @@ A Green Hallway~ A decomposing corpse suddenly stands up and walks by you. This is really unnerving. The story behind this tower and its inhabitants is still a mystery. It will take a thorough search to root out the evil that caused this pitiful -downfall. +downfall. ~ 22 8 0 0 0 0 D1 @@ -687,9 +687,9 @@ D3 S #2241 A Green Hallway~ - More and more of the corpses begin to move the higher you climb. You -feel out of place with all of these undead creatures. The climb -continues to the north or you can head down to the west. + More and more of the corpses begin to move the higher you climb. You +feel out of place with all of these undead creatures. The climb +continues to the north or you can head down to the west. ~ 22 8 0 0 0 0 D0 @@ -705,7 +705,7 @@ S Bloody Stairs~ Bodies are stacked along the walls and the floor is slick with blood. You hear screams and groans of pain coming from the south. Paintings line the -stairwell, depicting scenes of a great battle with undead foes. +stairwell, depicting scenes of a great battle with undead foes. ~ 22 8 0 0 0 0 D2 @@ -721,7 +721,7 @@ S Bloody Hallway~ The floors are slick with blood and unidentifiable body parts. Screams come from both east and west or you can flee to the north and south. The once fine -adornments to the hallway have all been torn down and shredded. +adornments to the hallway have all been torn down and shredded. ~ 22 8 0 0 0 0 D0 @@ -743,9 +743,9 @@ D3 S #2244 Bloody Hallway~ - More prisoners are shackled everywhere. A fire burns in a hearth with -hot irons laid into it. Various tools lay everywhere that make you cringe -just thinking about their purpose. + More prisoners are shackled everywhere. A fire burns in a hearth with +hot irons laid into it. Various tools lay everywhere that make you cringe +just thinking about their purpose. ~ 22 8 0 0 0 0 D2 @@ -755,9 +755,9 @@ D2 S #2245 Bloody Hallway~ - Prisoners are shackled to the walls all around you. Most of them seem -dead or at least unconscious. Who could do such things? You hear a -death cry to the north. + Prisoners are shackled to the walls all around you. Most of them seem +dead or at least unconscious. Who could do such things? You hear a +death cry to the north. ~ 22 8 0 0 0 0 D0 @@ -773,7 +773,7 @@ S Bloody Hallway~ Screams seem to be echoing off the walls from the north and south. Bodies are stacked everywhere continuing to the east and west. The smell of death -fills this part of the hallway. +fills this part of the hallway. ~ 22 8 0 0 0 0 D0 @@ -798,7 +798,7 @@ Torture Chamber~ Prisoners are shackled against the wall and various tools of torture are laid negligently on the floor. You should leave back south. But, something compels you to stay and see the atrocities performed on the helpless souls -within. +within. ~ 22 8 0 0 0 0 D2 @@ -810,7 +810,7 @@ S Waiting Room~ Dozens of prisoners are chained together, waiting for their turn. They all look broken and death lingers in their eyes. They look beyond hope and may as -well already be dead. +well already be dead. ~ 22 8 0 0 0 0 D0 @@ -822,7 +822,7 @@ S Torture Chamber~ Prisoners are shackled against the walls. Most of them are dead. Your only choice is to head back south. Various body parts, intestines, and other -unidentifiable body parts lay neatly at the prisoners feet. +unidentifiable body parts lay neatly at the prisoners feet. ~ 22 8 0 0 0 0 D2 @@ -834,7 +834,7 @@ S Bloody Hallway~ More bodies line the walls. Screams and moans of eternal pain come from the north or the bodies continue to the west. A once fine oaken table has been -hacked to pieces and scattered about the room. +hacked to pieces and scattered about the room. ~ 22 8 0 0 0 0 D0 @@ -848,9 +848,9 @@ D3 S #2251 Empty Hallway~ - The floor and walls are layered in dust without any sign of disturbance -for what must have been years. You can exit north towards the screams or -south into the abandoned hallway. + The floor and walls are layered in dust without any sign of disturbance +for what must have been years. You can exit north towards the screams or +south into the abandoned hallway. ~ 22 8 0 0 0 0 D0 @@ -867,7 +867,7 @@ A Steel Ladder~ A ladder goes straight up into blackness or you can go south into a dusty hallway. The ladder is sloped at a very slight angle and looks sturdy enough to hold one person at a time. The steel steps are extremely rusted, but very -thick and wide. +thick and wide. ~ 22 8 0 0 0 0 D2 @@ -882,9 +882,9 @@ S #2253 A Wooden Ladder~ A wooden later leads up into darkness. The rungs are dry and cracked, but -still look strong. An empty hallway to the south is the only other exit. +still look strong. An empty hallway to the south is the only other exit. Several paintings on the wall show the tower in its golden days. It has fallen -a long ways since then. +a long ways since then. ~ 22 8 0 0 0 0 D2 @@ -900,7 +900,7 @@ S Stairs~ A constant draft of hot air rushes up the stairs. The spiral stone steps make it difficult to see very far ahead. An exit to the east opens into an -empty hallway. +empty hallway. ~ 22 8 0 0 0 0 D1 @@ -914,9 +914,9 @@ D5 S #2255 Empty Hallway~ - Nothing living has been in these halls for a long time, yet you still -feel like someone is watching you. The hallway continues east and west -or you can go north. + Nothing living has been in these halls for a long time, yet you still +feel like someone is watching you. The hallway continues east and west +or you can go north. ~ 22 8 0 0 0 0 D0 @@ -936,7 +936,7 @@ S Empty Hallway~ The dust is thick and the air stale. Nothing living has been through here in ages. You can exit north towards the screams or follow the passage east or -west. +west. ~ 22 8 0 0 0 0 D0 @@ -956,7 +956,7 @@ S Empty Hallway~ The hallway continues east and west. The dust swirls up behind you as you walk, leaving a clear marking of your passage. A few other traces of passage -are marked by the scattered dust. +are marked by the scattered dust. ~ 22 8 0 0 0 0 D1 @@ -970,9 +970,9 @@ D3 S #2258 Empty Hallway~ - The dust kicked up by your passage seems to find its way into everything. + The dust kicked up by your passage seems to find its way into everything. Your clothes have developed a fine layer of the dust and your throat, nose, and -lungs seem filled with a chalky film. +lungs seem filled with a chalky film. ~ 22 8 0 0 0 0 D0 @@ -992,7 +992,7 @@ S Stairs~ A crumbling stairwell leads down into darkness. The steps are cracked and fall apart when you put any sizeable force upon them. They seem treacherous, -but passable. An empty hallway to the west looks far more inviting. +but passable. An empty hallway to the west looks far more inviting. ~ 22 8 0 0 0 0 D3 @@ -1008,7 +1008,7 @@ S A Dark Hallway~ You try to look further ahead into the hallway but there is hardly any light. You think it continues to the east and south. The sound of echoing -footsteps can be heard in the distance. +footsteps can be heard in the distance. ~ 22 8 0 0 0 0 D1 @@ -1024,7 +1024,7 @@ S A Dark Hallway~ More bodies litter the floors here. Strange they seem to be stacked neatly and inventoried. The hall continues south and west. You notice a small window -in the east wall that looks out into a clouded valley. +in the east wall that looks out into a clouded valley. ~ 22 8 0 0 0 0 D2 @@ -1040,7 +1040,7 @@ S A Lighted Hallway~ The spotless hallway continues both east and south. A cold wind blows from the south. Strange how this hallway seems so clean compared to the rest of the -tower. Maybe some life does exist within these walls. +tower. Maybe some life does exist within these walls. ~ 22 8 0 0 0 0 D1 @@ -1057,7 +1057,7 @@ A Lighted Hallway~ The floor and walls are spotless. A cold draft comes from the west or you can go south. The floor, walls, and ceilings are freshly cleaned. Not a speck of dust can be seen anywhere. A pristine white glow is reflected on every -surface from an overhead lamp. +surface from an overhead lamp. ~ 22 8 0 0 0 0 D2 @@ -1073,7 +1073,7 @@ S A Dark Hallway~ The walls around you seem to absorb light and sound. Bodies are stacked neatly against both walls. The hall continues north and south. A small -collapse in one of the walls shows nothing but darkness on the other side. +collapse in one of the walls shows nothing but darkness on the other side. ~ 22 8 0 0 0 0 D0 @@ -1104,7 +1104,7 @@ S A Lighted Hallway~ The clean and bright hallway continues north and south. A brisk breeze from the south seems very refreshing and out of place. Paintings along the wall -display a gathering, most likely a feast, within the tower centuries ago. +display a gathering, most likely a feast, within the tower centuries ago. ~ 22 8 0 0 0 0 D0 @@ -1118,9 +1118,9 @@ D2 S #2267 A Lighted Hallway~ - This is a change. Lamps line both walls and the floor is swept. But -who in their right mind would live here? The hallway continues north and -south. + This is a change. Lamps line both walls and the floor is swept. But +who in their right mind would live here? The hallway continues north and +south. ~ 22 8 0 0 0 0 D0 @@ -1134,10 +1134,10 @@ D2 S #2268 Ladder~ - A ladder leads down into darkness and the hallway continues to the north. + A ladder leads down into darkness and the hallway continues to the north. An entire section of the wall is missing and opens into a hidden inner wall of the tower. Their is neither a floor nor ceiling within, just a long drop to -whatever lay below. +whatever lay below. ~ 22 8 0 0 0 0 D0 @@ -1153,7 +1153,7 @@ S A Long Ramp~ A long ramp leads up into the next level of the tower. A wheelbarrow holds several corpses in it off to one side. A hallway is to the north. The -barrow's front wheel is broken, making it unuseable. +barrow's front wheel is broken, making it unuseable. ~ 22 8 0 0 0 0 D0 @@ -1170,7 +1170,7 @@ Spiral Staircase~ Before you is an intricate spiral staircase that winds up. A cold wind comes down from somewhere above. To the north is a hallway. The stairs are carved out of what appears to be granite and are still in excellent condition -compared to the rest of the tower. +compared to the rest of the tower. ~ 22 8 0 0 0 0 D0 @@ -1187,7 +1187,7 @@ A Wooden Ladder~ A ladder leads down into darkness or you can exit north into a brightly lit hallway. An old wooden ladder leads down into the darkness. The remains of a stairway can be seen below. The ladder must have been a substitute after a -recent collapse of the stairs. +recent collapse of the stairs. ~ 22 8 0 0 0 0 D0 @@ -1203,7 +1203,7 @@ S A Hall of Corpses~ The tracks continue to the south. To the east more bodies are piled high. The walls here are paneled with what used to be polished pine boards. Now they -are warped and rotting, along with the rest of the tower. +are warped and rotting, along with the rest of the tower. ~ 22 8 0 0 0 0 D1 @@ -1219,7 +1219,7 @@ S A Hall of Corpses~ Wheelbarrow tracks weave around the bodies littering the floor towards the west. Several of the corpses occasionally twitch or try to rise. They seem to -be transitioning from death to undeath. +be transitioning from death to undeath. ~ 22 8 0 0 0 0 D2 @@ -1236,7 +1236,7 @@ A Cold Hallway~ You feel like you're being watched and that just makes you shiver even more. The hall continues south or east. The feeling of unseen eyes comes from every direction. The wooden paneling in this part of the tower has collapsed leaving -dozens of possible unseen hideouts. The hall continues south or east. +dozens of possible unseen hideouts. The hall continues south or east. ~ 22 8 0 0 0 0 D1 @@ -1252,7 +1252,7 @@ S A Cold Hallway~ You can't be sure but you think you hear someone singing to the south. You could also go west but that sounds like such a pretty voice. You seem to have -heard stories about a tantalizing voice like this, but who cares. +heard stories about a tantalizing voice like this, but who cares. ~ 22 8 0 0 0 0 D2 @@ -1268,7 +1268,7 @@ S Ramp~ The tracks lead up a steep ramp into the next level of the tower. More bodies litter the floor and the hall to the north. The wooden ramp sags -slightly as you walk over it. +slightly as you walk over it. ~ 22 8 0 0 0 0 D0 @@ -1282,9 +1282,9 @@ D4 S #2277 A Hall of Corpses~ - Bodies line both walls and are piled almost to the ceiling. You see a -trail of blood where someone must have used a wheelbarrow to move the -corpses. The tracks lead north, higher into the tower. + Bodies line both walls and are piled almost to the ceiling. You see a +trail of blood where someone must have used a wheelbarrow to move the +corpses. The tracks lead north, higher into the tower. ~ 22 8 0 0 0 0 D0 @@ -1300,7 +1300,7 @@ S A Cold Hallway~ The wood panelled walls which were damp with dew are now covered in a light frost. The unnatural chill in this area is unnerving. The hallway continues -north and south. +north and south. ~ 22 8 0 0 0 0 D0 @@ -1315,8 +1315,8 @@ S #2279 Ladder~ A ladder leads up towards that beautiful singing. You almost lose your -balance and fall as you climb two rungs at a time. Who cares where else -you can go, just go up to that beautiful voice. +balance and fall as you climb two rungs at a time. Who cares where else +you can go, just go up to that beautiful voice. ~ 22 8 0 0 0 0 D0 @@ -1332,7 +1332,7 @@ S Ramp~ More bodies litter this room. A ramp leads down or a corpse filled hallway is to the north. The ramp is about ready to collapse. The sagging wood creaks -with the slightest pressure. +with the slightest pressure. ~ 22 8 0 0 0 0 D0 @@ -1348,7 +1348,7 @@ S Staircase~ The stairs wind down out of sight below you leaving the only other exit to the north. The wooden panels covering the stone walls has completely -collapsed. +collapsed. ~ 22 8 0 0 0 0 D0 @@ -1364,7 +1364,7 @@ S Hall of Rebirth~ Wheelbarrow tracks lead to the east. The person pushing it must have been either drunk or incompetent. The tracks veer back and forth running into the -walls in several places. +walls in several places. ~ 22 8 0 0 0 0 D1 @@ -1379,8 +1379,8 @@ S #2283 Hall of Rebirth~ The wheelbarrow lays on it's side in front of you. It's contents dumped -negligently to mix with the rest of the corpses that lay everywhere. You -hear moaning and chanting to the south. You can't see past the bodies to +negligently to mix with the rest of the corpses that lay everywhere. You +hear moaning and chanting to the south. You can't see past the bodies to the north. ~ 22 8 0 0 0 0 @@ -1399,9 +1399,9 @@ D3 S #2284 A Hallway~ - The singing to the south brings tears to your eyes as it suddenly -changes pitch to sorrow and grief. You charge on hardly even noticing -another room to the north. + The singing to the south brings tears to your eyes as it suddenly +changes pitch to sorrow and grief. You charge on hardly even noticing +another room to the north. ~ 22 8 0 0 0 0 D0 @@ -1436,7 +1436,7 @@ S Hall of Rebirth~ A man dressed all in black has his back turned to you and is chanting strange words and making wild gestures. A corpse suddenly rises at his -command. You should flee to the north. +command. You should flee to the north. ~ 22 8 0 0 0 0 D0 @@ -1446,10 +1446,10 @@ D0 S #2287 A Damsel in Distress~ - Before you sits a long blonde-haired woman with her back turned to -you. You kneel behind her and tell her your name and that you will rescue -her. But then she turns towards you and you see the ugliest face to ever -plague a human body. + Before you sits a long blonde-haired woman with her back turned to +you. You kneel behind her and tell her your name and that you will rescue +her. But then she turns towards you and you see the ugliest face to ever +plague a human body. ~ 22 8 0 0 0 0 D0 @@ -1459,9 +1459,9 @@ D0 S #2288 Spiral Staircase~ - A staircase leads up and winds out of view far above. You finally see + A staircase leads up and winds out of view far above. You finally see that strange flickering light. You can go up to investigate or return -south. +south. ~ 22 8 0 0 0 0 D2 @@ -1477,7 +1477,7 @@ S A Collapsing Room~ A strong wind blasts you as you enter an empty room. The wind comes from the east where the entire wall and half the floor has fallen to the ground -below. This room is the highest in the tower that still remains. +below. This room is the highest in the tower that still remains. ~ 22 8 0 0 0 0 D2 @@ -1488,9 +1488,9 @@ S #2290 Vampires Lair~ A massive chamber opens up before you, the walls lined with torches are -flickering from the wind blowing in through a gaping hole in the east -wall. A coffin lays in the middle of the room. You hear a fluttering of -wings to the east. +flickering from the wind blowing in through a gaping hole in the east +wall. A coffin lays in the middle of the room. You hear a fluttering of +wings to the east. ~ 22 8 0 0 0 0 D5 @@ -1501,8 +1501,8 @@ S #2291 Rumbles Dungeon~ You stare up at the ladder that was retracted and is now about 10 feet above -your head. There is no turning back now. The hall continues east and west. -A large cell fills the entire room just to the north. +your head. There is no turning back now. The hall continues east and west. +A large cell fills the entire room just to the north. ~ 22 8 0 0 0 0 D1 @@ -1516,9 +1516,9 @@ D3 S #2292 Rumbles Dungeon~ - Your footsteps echo off the walls as you plod along. This place is -heavily guarded and looks to be impossible to escape from. What kind of -prisoner could need this much protection. + Your footsteps echo off the walls as you plod along. This place is +heavily guarded and looks to be impossible to escape from. What kind of +prisoner could need this much protection. ~ 22 8 0 0 0 0 D0 @@ -1534,7 +1534,7 @@ S Rumbles Dungeon~ The smells of death and decay are not evident in the basement of the tower. This safe haven seems strangely peaceful, yet an evil presence can be detected -through the cell to the east. +through the cell to the east. ~ 22 8 0 0 0 0 D0 @@ -1550,7 +1550,7 @@ S Rumbles Dungeon~ The walls here are newly reinforced by what appears to be a second layer of mortar and stone freshly laid. The passage is clean and well kept. Guards -patrol these halls constantly. +patrol these halls constantly. ~ 22 8 0 0 0 0 D1 @@ -1565,8 +1565,8 @@ S #2295 Rumbles Dungeon~ To the south is a huge metal door. A large lock and chains make it -impossible to open. The door glows with a faint aura. There is also a -sign here with crossed lightning bolts above it. +impossible to open. The door glows with a faint aura. There is also a +sign here with crossed lightning bolts above it. ~ 22 8 0 0 0 0 D1 @@ -1583,9 +1583,9 @@ D3 0 0 2294 E sign~ - Within this cell is the lord of this tower. His powers are almost -equal to that of the God's. While within this warded room his powers -are that of only a mortal. But Beware, DO NOT let him escape his cell. + Within this cell is the lord of this tower. His powers are almost +equal to that of the God's. While within this warded room his powers +are that of only a mortal. But Beware, DO NOT let him escape his cell. RUMBLE ~ S @@ -1593,7 +1593,7 @@ S Rumbles Dungeon~ An unnerving feeling of evil eminates from the cell to the southwest. A strange glow seems to be coming from within it. Some form of magical -enchantment maybe. The walls are heavily reinforced and recently erected. +enchantment maybe. The walls are heavily reinforced and recently erected. ~ 22 8 0 0 0 0 D2 @@ -1609,7 +1609,7 @@ S Rumbles Dungeon~ To the west is a reinforced cell, with no door in evidence. The cell seems to be the only other structure in this hidden basement and must contain someone -of great importance to be so heavily guarded. +of great importance to be so heavily guarded. ~ 22 8 0 0 0 0 D0 @@ -1625,7 +1625,7 @@ S Rumbles Dungeon~ Guards pace back and forth around the cell. Seemingly waiting for someone or something to break through those impenetrable walls. The guards are heavily -armored and look well trained. +armored and look well trained. ~ 22 8 0 0 0 0 D0 @@ -1640,8 +1640,8 @@ S #2299 Dungeon Cell~ The cell is made completely of metal, a soft aura also surrounds it, extra -protection to hold those with special powers within. It looks impenetrable. -The perfect prison for the worst type of prisoner. +protection to hold those with special powers within. It looks impenetrable. +The perfect prison for the worst type of prisoner. ~ 22 136 0 0 0 0 D0 diff --git a/lib/world/wld/220.wld b/lib/world/wld/220.wld index a76172f..a44c8c2 100644 --- a/lib/world/wld/220.wld +++ b/lib/world/wld/220.wld @@ -7,14 +7,14 @@ @WRooms@n : Approximately 24 @WMobs@n : 9 unique mobs @WObjects@n : 4 -@WAlignment@n : All mobs will have a good alignment, except for the +@WAlignment@n : All mobs will have a good alignment, except for the icemonster and Oreo the cat. -@WTheme@n : Imagine a huge, giant-sized kitchen, in which utensils are - about as tall as the average man. Its complete with a fridge +@WTheme@n : Imagine a huge, giant-sized kitchen, in which utensils are + about as tall as the average man. Its complete with a fridge and oven to explore, counters, and even a mouse hole. -@WPlot@n : Snuffins the mouse is sick of being tormented by his rival, - Oreo the cat. It's the player's job to help save Snuffins. - Other than that, there isn't much. It's a big kitchen with +@WPlot@n : Snuffins the mouse is sick of being tormented by his rival, + Oreo the cat. It's the player's job to help save Snuffins. + Other than that, there isn't much. It's a big kitchen with kitchen-like things. :) ~ 220 520 0 0 0 0 @@ -22,16 +22,16 @@ E theme~ Imagine a huge, giant-sized kitchen, in which utensils are about as tall as the average man. Its complete with a fridge and oven to explore, counters, and -even a mouse hole. +even a mouse hole. ~ S #22001 @WThe Open Doorway@n~ - @yThe gigantic door is, thankfully, already wide open. Smells -wafting in from the north are highly @Gun@gpl@Gea@gsa@Gnt@y, and everything -around is tremendous in size. The temperature is agreeable, though -definitely on the @rwarm@y side. The cavernous room looks to be some -sort of...@Wkitchen@y.@n + @yThe gigantic door is, thankfully, already wide open. Smells +wafting in from the north are highly @Gun@gpl@Gea@gsa@Gnt@y, and everything +around is tremendous in size. The temperature is agreeable, though +definitely on the @rwarm@y side. The cavernous room looks to be some +sort of...@Wkitchen@y.@n ~ 220 8 0 0 0 0 D0 @@ -42,10 +42,10 @@ D0 S #22002 @WBeneath the Big Chair@w~ - @yA gigantic chair with black, @Dsteel legs @ystands here. It is -pulled away from the table slightly, and you can hardly see over -the @cpale blue @ycushion. A refrigerator is visible to the east, as -well as an enormous table to the north. Also, ominous clouds of + @yA gigantic chair with black, @Dsteel legs @ystands here. It is +pulled away from the table slightly, and you can hardly see over +the @cpale blue @ycushion. A refrigerator is visible to the east, as +well as an enormous table to the north. Also, ominous clouds of dust seem to stir, almost as if they were alive...@n ~ 220 8 0 0 0 0 @@ -78,16 +78,16 @@ staggering! @n E steel legs~ There are colossal nailheads riveted into each of the four legs. If one was -very, very careful, it looks as though he might be able to climb up... +very, very careful, it looks as though he might be able to climb up... ~ S #22003 @WUnderneath the Table@w~ - @yLooking up, the kitchen table forms a ceiling high above. It -blocks all light, and even with a lantern, the strange shadows -lurking about are scarcely visible. Whispers seem to come from -all directions, while clouds of dust dance noxiously by. To the -east, the oven door is left open. It looks like an easy climb + @yLooking up, the kitchen table forms a ceiling high above. It +blocks all light, and even with a lantern, the strange shadows +lurking about are scarcely visible. Whispers seem to come from +all directions, while clouds of dust dance noxiously by. To the +east, the oven door is left open. It looks like an easy climb from here.@n ~ 220 9 0 0 0 0 @@ -106,15 +106,15 @@ D2 S #22004 @WOutside the Mouse Hole@w~ - @yAn over-sized mousetrap with a piece of @yrotted @Ycheese@y sits just -outside a large hole about as tall as a human man. A tiny @wg@yl@Yo@Ww@y is -coming from the inside, though it is impossible to make anything out. -To the west, a monstrous looking cat watches the space you occupy + @yAn over-sized mousetrap with a piece of @yrotted @Ycheese@y sits just +outside a large hole about as tall as a human man. A tiny @wg@yl@Yo@Ww@y is +coming from the inside, though it is impossible to make anything out. +To the west, a monstrous looking cat watches the space you occupy intently, as if it were waiting for something or someone to appear.@n ~ 220 8 0 0 0 0 D0 - There is a flame dancing inside, but nothing else is visible. + There is a flame dancing inside, but nothing else is visible. ~ ~ 0 0 22005 @@ -127,20 +127,20 @@ D2 ~ 0 0 22003 D3 - A large cat prowls, guarding its space. + A large cat prowls, guarding its space. ~ ~ 0 0 22006 S #22005 @WSnuffins' Dwelling@n~ - @yEverything inside is, refreshingly, average-sized. A spartan -twin bed covered in thick blankets is pushed to the side, while a -large, cherrywood desk dominates most of the room. Candles burning -atop it give off an aesthetic vanilla scent and just enough heat to -keep the room at a comfortable temperature. One of the walls is -decorated with family @Dphotos @yportraying a happy group of mice. The -presence of numerous @Wbooks@y, @Ymaps @yand @gglobes @yhints at a person who + @yEverything inside is, refreshingly, average-sized. A spartan +twin bed covered in thick blankets is pushed to the side, while a +large, cherrywood desk dominates most of the room. Candles burning +atop it give off an aesthetic vanilla scent and just enough heat to +keep the room at a comfortable temperature. One of the walls is +decorated with family @Dphotos @yportraying a happy group of mice. The +presence of numerous @Wbooks@y, @Ymaps @yand @gglobes @yhints at a person who enjoys travel.@n ~ 220 24 0 0 0 0 @@ -152,41 +152,41 @@ E books~ The books laying around are all thick and ancient looking. Upon closer inspection, it seems like they're all books on history or geography. There are -several atlases, as well. +several atlases, as well. ~ E diary~ @WDay @W39 : @n@n I am trapped. My punishment for leaving home so early to travel the world has come back to bite me in the butt. I had only planned to stay in this place for a night, merely to rest before I continued my journey, -but it seems as if I've met my match in the devilcat named @DO@Wre@Do@n. +but it seems as if I've met my match in the devilcat named @DO@Wre@Do@n. ~ E desk~ This desk is cluttered with paperwads and chewed-up pens. A thick book is -pulled open, and looks to be a kind of @Ddiary@n. +pulled open, and looks to be a kind of @Ddiary@n. ~ E photos walls pictures~ A happy mouse family is depicted in the many pictures along the walls. One of the most @Ceye-catching@n is the image of a young mouse at a theme park, -wearing what looks to be a set of plastic @yhuman ears@n over his head. -@WStr@wan@Dge@n... +wearing what looks to be a set of plastic @yhuman ears@n over his head. +@WStr@wan@Dge@n... ~ E maps globes~ Several different-size globes sit around the room, and maps are spread out in various places. Comically large thumbtacks are placed on random locations over the world. Cities like @CVe@cni@Cce@n, @RNe@Ww Yo@Brk@n, @yR@Yom@ye@n and @GTo@gky@Go@n are circled in -bold @Rred@n. +bold @Rred@n. ~ S #22006 @WThe Cat Corner@n~ - @yThis corner of the kitchen is littered with tell-tale furballs -and pieces of kitty kibble. A plush @rred @Rcushion @ylies in the furthest -corner of the room, and a collection of multi-colored jingle balls -and squeaky toys are scattered around it. A food-and-water bowl + @yThis corner of the kitchen is littered with tell-tale furballs +and pieces of kitty kibble. A plush @rred @Rcushion @ylies in the furthest +corner of the room, and a collection of multi-colored jingle balls +and squeaky toys are scattered around it. A food-and-water bowl lies empty, @Gmold @ycreeping over it.@n ~ 220 8 0 0 0 0 @@ -196,16 +196,16 @@ D1 0 0 22004 E pendant collar~ - The name @DO@WRE@DO@n is engraved into a silver pendant. + The name @DO@WRE@DO@n is engraved into a silver pendant. ~ S #22007 @WThe Back Door@n~ - @yThe dust settled on the ground here is thick, so much that you can -see deep paw prints smudged into the layer of muck. Pieces of kitty -kibble are thrown randomly, and a ray of @Yl@yi@wg@ch@Ct@y falls curiously over this -spot. A mousehole is nearby to the west. Paint peels off the door, -which is blocked by a heavy @Dpackage@y.@n + @yThe dust settled on the ground here is thick, so much that you can +see deep paw prints smudged into the layer of muck. Pieces of kitty +kibble are thrown randomly, and a ray of @Yl@yi@wg@ch@Ct@y falls curiously over this +spot. A mousehole is nearby to the west. Paint peels off the door, +which is blocked by a heavy @Dpackage@y.@n ~ 220 8 0 0 0 0 D2 @@ -224,9 +224,9 @@ package~ S #22008 @WOn the Oven Door@n~ - @yThe oven door has been left open, and bits of @Dfilth @ycrawl along -the steel. An unpleasant smell fills the stuffy air, and heat waves -blow in from the east. A string of @Rspaghetti @yis dangling from the + @yThe oven door has been left open, and bits of @Dfilth @ycrawl along +the steel. An unpleasant smell fills the stuffy air, and heat waves +blow in from the east. A string of @Rspaghetti @yis dangling from the top of the oven. @GGross!@n ~ 220 8 0 0 0 0 @@ -258,14 +258,14 @@ D4 E spaghetti string~ A wet spaghetti noodle swings back and forth. It is pretty thick, and -doesn't look like it would break easily. Maybe it could be climbed... +doesn't look like it would break easily. Maybe it could be climbed... ~ S #22009 @WThe Phone@n~ - @yA tremendous phone seems to have fallen off the hook, and rests -here on its side. The buttons are huge, each one as big as your head. -A dial tone blares from one of the speakers, and a @RPOWER@y light blinks + @yA tremendous phone seems to have fallen off the hook, and rests +here on its side. The buttons are huge, each one as big as your head. +A dial tone blares from one of the speakers, and a @RPOWER@y light blinks angrily. The @Wcord@y is very thick and spirals upward.@n ~ 220 0 0 0 0 0 @@ -282,15 +282,15 @@ D4 E cord~ The pale @Wwhite@n cord is thick and springy. If a person grabbed on, he -could probably climb it fairly high. +could probably climb it fairly high. ~ S #22010 @WBefore the Fridge@w~ - @yMultiple @Dsticky notes @yand pictures are posted on the outside of -the fridge door. It is cracked open, making it easy to see inside -and climb up the racks on the inside of it. The smell of rotten -food is thick and choking. A lightbulb high above you flickers + @yMultiple @Dsticky notes @yand pictures are posted on the outside of +the fridge door. It is cracked open, making it easy to see inside +and climb up the racks on the inside of it. The smell of rotten +food is thick and choking. A lightbulb high above you flickers incessantly, and there is some mumbling coming from up high.@n ~ 220 8 0 0 0 0 @@ -312,19 +312,19 @@ D4 E sticky notes~ A sticky note tacked onto the fridge reads @WDon't forget to take the cat -out. Call mouse exterminator when you get home@n. Weird. +out. Call mouse exterminator when you get home@n. Weird. ~ E photos~ An autographed photo of @MBritney @CSpears@n reads @WTo Hank, love Britney -xoxo@n. +xoxo@n. ~ S #22011 @WPile of Boxes@n~ - @yA pile of @Bmail @ypostmarked ages ago sits on the @cpale blue @ychair -cushion. The packages are tall, brown and lumpy. The way they -are situated seems ideal for climbing. The side of the cushion + @yA pile of @Bmail @ypostmarked ages ago sits on the @cpale blue @ychair +cushion. The packages are tall, brown and lumpy. The way they +are situated seems ideal for climbing. The side of the cushion is torn, and fluff spills out of it.@n ~ 220 8 0 0 0 0 @@ -342,15 +342,15 @@ staggering! @n E packages mail~ The lumpy, brown packages have angry, red circles surrounding the addresses. -One has @BHappy Birthday @WHank@n written on it. +One has @BHappy Birthday @WHank@n written on it. ~ S #22012 @RInside the Oven@n~ - @yIt feels like a sauna in here! The temperature is uncomfortably -@Rhot@y and @Rhumid@y, and heat waves @Db@wl@Wu@Dr@y your vision slightly. Thick -layers of oven @Dscum@y, @ggrease@y and ancient @Gfood@y ingredients coat all -four walls. To the back, pulsing heat rods glow a @Rvibrant @Yorange + @yIt feels like a sauna in here! The temperature is uncomfortably +@Rhot@y and @Rhumid@y, and heat waves @Db@wl@Wu@Dr@y your vision slightly. Thick +layers of oven @Dscum@y, @ggrease@y and ancient @Gfood@y ingredients coat all +four walls. To the back, pulsing heat rods glow a @Rvibrant @Yorange @ycolor, dimly lighting the oven. Steel beams form a baking rack above.@n ~ 220 8 0 0 0 0 @@ -362,10 +362,10 @@ D3 S #22013 @WOn the Counter@n~ - @yThe counterspace here is mostly taken up by a large, spiral -datebook that is flipped open to a random @Dpage@y. A tall @Dpen@y is -leaning precariously against one of the walls, though beads of ink -stream down its sides. The corners of the counter are crawling + @yThe counterspace here is mostly taken up by a large, spiral +datebook that is flipped open to a random @Dpage@y. A tall @Dpen@y is +leaning precariously against one of the walls, though beads of ink +stream down its sides. The corners of the counter are crawling with dust and spiderwebs.@n ~ 220 8 0 0 0 0 @@ -382,21 +382,21 @@ D5 E page datebook book spiral~ A scribbled message reminds whoever it was meant for to take out the cat- -but the date it is written on was at least two years ago! +but the date it is written on was at least two years ago! ~ E pen~ Visible through the rivulets of ink dripping down, the words @WHank's Auto -Repair@n are painted onto the pen in small caps. +Repair@n are painted onto the pen in small caps. ~ S #22014 @WChopped Vegetables@n~ - @yThis place has an enormous cutting board, at least a foot high -off the counter. A rather terrifying @DChef's knife@y is sunk halfway -into a rotted @Rtomato@y, and carrot slices are piled into a tower on -the corner of the cutting board. The stench from other @gvegetables@y -make the area smell terrible. Looking @Ddown@y, a kitchen drawer is + @yThis place has an enormous cutting board, at least a foot high +off the counter. A rather terrifying @DChef's knife@y is sunk halfway +into a rotted @Rtomato@y, and carrot slices are piled into a tower on +the corner of the cutting board. The stench from other @gvegetables@y +make the area smell terrible. Looking @Ddown@y, a kitchen drawer is slightly cracked open.@n ~ 220 8 0 0 0 0 @@ -418,34 +418,34 @@ it. @n 0 0 22016 E chef knife~ - This gigantic @DChef's knife@n is covered in rust and cobwebs. + This gigantic @DChef's knife@n is covered in rust and cobwebs. ~ E other vegetables~ @gMoldy@n bits of celery, piles of cheese gone bad and stinking potato -slices appear to have been sitting for ages. They're hardly recognizable! +slices appear to have been sitting for ages. They're hardly recognizable! ~ S #22015 @WThe Sink@n~ - @yThe sink is filled halfway with smelly water. Capsized boats, -plastic forks, spoons and thin saucers float around on the surface. -There are metal utensils sunk to the bottom, though they are covered + @yThe sink is filled halfway with smelly water. Capsized boats, +plastic forks, spoons and thin saucers float around on the surface. +There are metal utensils sunk to the bottom, though they are covered in @Ggreen @gmold@y. Unrecognizable chunks of food are also drifting past.@n ~ 220 8 0 0 0 6 D2 - DA big cutting board lies to the south. n +@DA big cutting board lies to the south. @n ~ ~ 0 0 22014 S #22016 @WInside of a Drawer@n~ - @yThis kitchen drawer has all the utensils. Heavy metal forks, -knives and spoons are organized into a plastic brown tray. It -smells musty, like it hasn't been aired out in a long time. -Cobwebs are forming over the various utensils, and dust is building + @yThis kitchen drawer has all the utensils. Heavy metal forks, +knives and spoons are organized into a plastic brown tray. It +smells musty, like it hasn't been aired out in a long time. +Cobwebs are forming over the various utensils, and dust is building in the darker corners.@n ~ 220 9 0 0 0 0 @@ -456,11 +456,11 @@ D4 S #22017 @WInside the Fridge@w~ - @yA gallon-sized jug of @Wmilk@y dominates this space, though there -are a bunch of boxes and jars in the space surrounding it. -The colorful labels resemble towers to form a kind of city around the -milk, with a main 'road' leading east to what lies behind. A jar -of mustard has been knocked over and left as it is, so some places + @yA gallon-sized jug of @Wmilk@y dominates this space, though there +are a bunch of boxes and jars in the space surrounding it. +The colorful labels resemble towers to form a kind of city around the +milk, with a main 'road' leading east to what lies behind. A jar +of mustard has been knocked over and left as it is, so some places are @Ggreen @ywhere there should be @Yyellow@y.@n ~ 220 8 0 0 0 0 @@ -481,20 +481,20 @@ D5 0 0 22010 E milk~ - Curiously, there seem to be creatures moving about inside the milk jug. -Odd sounds are coming from it. Better keep away... + Curiously, there seem to be creatures moving about inside the milk jug. +Odd sounds are coming from it. Better keep away... ~ S #22018 @WBehind the Milk@w~ - @yEverything just stops, and this area is mostly empty except -for an upturned @Dlid@y in the corner. The flickering lightbulb is -here, making the room warm and @Wblindingly @Ybright@y. A strong smell + @yEverything just stops, and this area is mostly empty except +for an upturned @Dlid@y in the corner. The flickering lightbulb is +here, making the room warm and @Wblindingly @Ybright@y. A strong smell of generic @Ccleaner @ylingers in the air, much like a hospital.@n ~ 220 24 0 0 0 0 D3 -@DA city made out of pasta boxes, baking soda boxes and jelly jars lies west. +@DA city made out of pasta boxes, baking soda boxes and jelly jars lies west. @n ~ ~ @@ -502,16 +502,16 @@ D3 E lid~ The tin lid reads @BCreamy@W-@BBrand @WMayo! @n A gray growth is forming on -the rim. +the rim. ~ S #22019 @WThe @WF@Cr@ce@we@Dz@Ce@Wr@n~ - @yThis first part of the freezer is empty, for the most part. A -thick layer of soft, spongy ice coats the floor and walls around -you. Ominous tracks lead to the east, and you can hear a maddening -@c-@Cdrip@c-@Wdrip@c-@Cdrip@c- @ysound coming from there. A half-eaten @Mpopsicle -@ylies covered in torn wrapping to the side, a fine layer of ice + @yThis first part of the freezer is empty, for the most part. A +thick layer of soft, spongy ice coats the floor and walls around +you. Ominous tracks lead to the east, and you can hear a maddening +@c-@Cdrip@c-@Wdrip@c-@Cdrip@c- @ysound coming from there. A half-eaten @Mpopsicle +@ylies covered in torn wrapping to the side, a fine layer of ice crawling over it.@n ~ 220 8 0 0 0 0 @@ -529,11 +529,11 @@ D5 S #22020 @WLair of the @CIce@Dm@Bo@Dn@Bs@Dt@Be@Dr@n~ - @yThe temperature is freezing, and even the icicles around you -seem to shiver amidst the cold. @DBoxes @yof frozen dinners long past -their expiration date are piled about, and an @Cice rack @ysits against -one ice-covered wall. The floor is dangerously slippery here, as -something liquid is leaking from the frosted ceiling high above. A + @yThe temperature is freezing, and even the icicles around you +seem to shiver amidst the cold. @DBoxes @yof frozen dinners long past +their expiration date are piled about, and an @Cice rack @ysits against +one ice-covered wall. The floor is dangerously slippery here, as +something liquid is leaking from the frosted ceiling high above. A large bulb toward the back spreads plenty of @Ylight@y.@n ~ 220 8 0 0 0 0 @@ -548,25 +548,25 @@ liquid ceiling~ Something up there is probably broken, because a steady drip of liquid is splattering onto the ground below and freezing almost immediately. As a result, a frozen stalactite from the ceiling reaches down to a stalagmite -building on the floor. +building on the floor. ~ E boxes frozen dinners~ Boxes of frozen deserts, kids' meals and microwaveable lasagna form colorful towers. The expiration dates seem to all have been at least a year ago, sometimes more! The tempting pictures of a gigantic @Dfudge @ybrownie@n sure -look tempting, though. +look tempting, though. ~ E icerack rack~ Huge cubes of ice fill in the squares of a @mpurple@n icerack. They're big -enough to stand on or make cool ice sculptures out of. +enough to stand on or make cool ice sculptures out of. ~ S #22021 @WOn Top of the Stove: @RFirst Burner@n~ - @yA vast stove stretches out to the north and east. A coil is -here, though it is rusted over and probably hasn't been used a + @yA vast stove stretches out to the north and east. A coil is +here, though it is rusted over and probably hasn't been used a long while. The steel top of the stove is coated in @Dgrime@y.@n ~ 220 8 0 0 0 0 @@ -587,9 +587,9 @@ D5 S #22022 @WOn Top of the Stove: @RSecond Burner@n~ - @RWhoa!! @yA glowing coil is here, so hot that it is almost melting -in some places. Someone probably forgot to turn this burner off. -The heat is completely overwhelming, and the air is very stuffy. + @RWhoa!! @yA glowing coil is here, so hot that it is almost melting +in some places. Someone probably forgot to turn this burner off. +The heat is completely overwhelming, and the air is very stuffy. Thick spots of grossly cooked grime bubble close to the coil.@n ~ 220 8 0 0 0 0 @@ -607,9 +607,9 @@ S T 22004 #22023 @WOn Top of the Stove: @RThird Burner@n~ - @yRust crawls over an unused metal coil. This one is smaller -than the rest and surrounded by thick layers of stove scum and -grime. Chunks of molded food have fallen beneath the coil, and + @yRust crawls over an unused metal coil. This one is smaller +than the rest and surrounded by thick layers of stove scum and +grime. Chunks of molded food have fallen beneath the coil, and a nasty smell pollutes the stuffy air here.@n ~ 220 8 0 0 0 0 @@ -624,10 +624,10 @@ D3 S #22024 @WOn Top of the Stove: @RFourth Burner@n~ - @yA @rrusted@y metal pot is sitting on the burner here. Thick, -stinking liquid spills over the edge of the pot in @Gch@gu@Gnks@y, and -the lid has fallen off. There are noises coming from within, -strange, wet-sounding @Gglop@y-@gglop@y-@Dglops@y. The smell in this area + @yA @rrusted@y metal pot is sitting on the burner here. Thick, +stinking liquid spills over the edge of the pot in @Gch@gu@Gnks@y, and +the lid has fallen off. There are noises coming from within, +strange, wet-sounding @Gglop@y-@gglop@y-@Dglops@y. The smell in this area is rank and overpowering.@n ~ 220 8 0 0 0 0 @@ -658,13 +658,13 @@ D2 E dinner set food~ A mold-filled cup sits next to a plate, which is covered in spiderwebs and -ants. The forks and knives sitting around it are completely rusted over. +ants. The forks and knives sitting around it are completely rusted over. ~ E ants~ A colony of ants appears to be feeding from this spot. The large creatures are all walking in strict, complex lines that lead on and off the table, to -some unknown location. +some unknown location. ~ S $~ diff --git a/lib/world/wld/232.wld b/lib/world/wld/232.wld index 25d6114..7d4271f 100644 --- a/lib/world/wld/232.wld +++ b/lib/world/wld/232.wld @@ -38,9 +38,9 @@ Rooms : 84 Mobs : 9 Objects : 26 Shops : 7 -Triggers : -Theme : -Plot : +Triggers : +Theme : +Plot : Links : 18n, 31w, 43s ~ S @@ -49,7 +49,7 @@ Terringham road~ You walk along a finely made road. The surface of the road is very smooth, it looks like someone took their time to make traveling easy. The smell of fresh baked bread seems to be coming from the north. To the west you see a -large fountain. +large fountain. ~ 232 0 0 0 0 1 D0 @@ -70,7 +70,7 @@ Terringham road~ This road travels east and west, it is so well built that it feels like you are walking on air. The buildings to the north and south have great Murals on them. You stand back to look at the lovely pictures and wonder where it all -happened. +happened. ~ 232 0 0 0 0 1 D1 @@ -86,13 +86,13 @@ mural murals~ You see pictures of great Dragons killing horrible monsters. You also see Warriors and Thieves killing monsters that attacked some town. The Wizards and Clerics are behind the warriors, casting their spells. They glow as they -attempt to cast. You see in small writing, the words Bellau wood. +attempt to cast. You see in small writing, the words Bellau wood. ~ S #23203 Terringham road~ This well pathed road seems to have a split in it. You can go east, west or -south. To the north is a wall. You can see a gate to the far east. +south. To the north is a wall. You can see a gate to the far east. ~ 232 0 0 0 0 1 D1 @@ -111,7 +111,7 @@ S #23204 Terringham road~ You have come to a cross road. To the east you see a large gate. To the -north, south and west you see a large stretch of road. +north, south and west you see a large stretch of road. ~ 232 0 0 0 0 1 D0 @@ -135,7 +135,7 @@ S East gate~ You see a large gate here, with 2 guard shacks standing just inside of the gates. The guards here make it a point to keep mean old nasty mobs from coming -inside. +inside. ~ 232 0 0 0 0 1 D3 @@ -163,7 +163,7 @@ S Star trail~ You come to a T intersection. The north and south follow the eastern wall. You get an uneasy feeling from the west, but it somehow calls to you. The way -west is well lit. +west is well lit. ~ 232 0 0 0 0 1 D0 @@ -183,7 +183,7 @@ S A clean alley~ You enter an alley way which seems to be very clean. There are murals on the wall of Gang fights. The pictures are excellently done. You wonder if this is -the place for you! +the place for you! ~ 232 148 0 0 0 0 D0 @@ -198,8 +198,8 @@ S #23209 A clean alley~ This room looks to be in great condition. It is hard to believe that an -alley way would be kept up this well. Everything seems to be in its place. -Even the lighting here is decent. You hear some noise coming from the north. +alley way would be kept up this well. Everything seems to be in its place. +Even the lighting here is decent. You hear some noise coming from the north. ~ 232 64 0 0 0 0 D0 @@ -214,7 +214,7 @@ S #23210 A ladder well going UP~ In this room you see a large ladder leading up. The ladder looks very strong -and is mounted sturdily in the wall. You wonder what could be above you. +and is mounted sturdily in the wall. You wonder what could be above you. ~ 232 192 0 0 0 0 D2 @@ -226,7 +226,7 @@ S Star trail~ You are just past the mini crossroads. You can hear birds chirping and see cats roaming the streets looking for somthing to eat. There are only two exits -that you can see one going north and the other going South. +that you can see one going north and the other going South. ~ 232 0 0 0 0 1 D0 @@ -240,7 +240,7 @@ D2 S #23212 Star trail~ - This small section of town is depicted with a mural of the towns history. + This small section of town is depicted with a mural of the towns history. When you walk through the town you get a feeling of profound pride that your little town has done so well in the years since it was created. The only exits are North and South . @@ -258,7 +258,7 @@ S #23213 Star trail~ This is the northeastern corner of the city. It is very quiet here and has a -drawing on the group. The only exits are West and South. +drawing on the group. The only exits are West and South. ~ 232 0 0 0 0 1 D2 @@ -291,7 +291,7 @@ Rumble road~ You are walking down a long paved street. There are small pictures on the wall that looks like they have been drawn on by children. To the west you can hear the distant shouts of guards on duty. The only other exit that you can see -is to the East. +is to the East. ~ 232 0 0 0 0 0 D1 @@ -307,7 +307,7 @@ S Rumble road~ You see patrolmen walking down the long street watching for any infractions of the law. You can hear the steps of armored boots clinking on the ground to -the West. The only other exit is to the East. +the West. The only other exit is to the East. ~ 232 0 0 0 0 0 D1 @@ -323,7 +323,7 @@ S Terringham avenue~ You are walking down a street that is the bustel of activity. Guards patrol the street. To the North is the Nothern Gate. Other exits lead to the South, -East and West. +East and West. ~ 232 0 0 0 0 1 D0 @@ -347,7 +347,7 @@ S North gate~ You come to the northgate. There are two guard posts here protecting the entrance to the city. These guards look very strong and should not be messed -with. +with. ~ 232 0 0 0 0 1 D2 @@ -359,7 +359,7 @@ S Rumble road~ You can hear the sounds of guards barking orders and the sounds of opening gates to the north east. The only discenable exits are to the east and the -west. +west. ~ 232 0 0 0 0 1 D1 @@ -375,7 +375,7 @@ S Rumble road~ The granite paved street looks like it stretches on for miles. The walls to the north and south side looms in front of you with no way to leave except east -or west. +or west. ~ 232 0 0 0 0 1 D1 @@ -390,7 +390,7 @@ S #23221 Rumble road~ The smooth paved street glides on towards the northwest corner of town. To -the north you see a tall wall, while there are exits east, west and south. +the north you see a tall wall, while there are exits east, west and south. ~ 232 0 0 0 0 1 D1 @@ -410,7 +410,7 @@ S An Alley way~ You have entered a well kept Alley way. You see no signs of rats, not even trash cans. This is not your average Alley way. The lighting here seems a bit -mystical. You hear some chatter from the south. +mystical. You hear some chatter from the south. ~ 232 196 0 0 0 0 D0 @@ -426,7 +426,7 @@ S An Alley way~ You see a beautifully decorated stair well leading up. You can hear noises coming from up above, as if a meeting is in order. You wonder what could be -going on here. +going on here. ~ 232 192 0 0 0 0 D0 @@ -438,7 +438,7 @@ S Rumble road~ This is the northwest corner of town. It looks well maintained for as little traffic as this street would normally have. To the south you can travel down -the western wall and to the east you go towards the Northern gate. +the western wall and to the east you go towards the Northern gate. ~ 232 0 0 0 0 1 D1 @@ -453,7 +453,7 @@ S #23225 West drive~ You are walking along the west wall of the spectacular city. The walls are -whitewashed and very smooth with no artistic talent to them at all. +whitewashed and very smooth with no artistic talent to them at all. ~ 232 0 0 0 0 1 D0 @@ -469,7 +469,7 @@ S West drive~ This street is a simple granite street that is so smooth it feels like walking on air. The walls are very tall and have little on them that would not -give you any indication of where you are located. +give you any indication of where you are located. ~ 232 0 0 0 0 1 D0 @@ -485,7 +485,7 @@ S West drive~ The street here is rough and ragged, it looks like this isn't a very nice area of the street. The walls of the buildings have writing on it. The only -exits are to the North and the South. +exits are to the North and the South. ~ 232 0 0 0 0 0 D0 @@ -502,7 +502,7 @@ West drive~ The street is ragged looking as though it has had a lot of use lately. The walls are lined with magical figures of prominence. To the east is the Magic shop and to the South you hear some guards muttering, the only other discernable -exit is to the North. +exit is to the North. ~ 232 0 0 0 0 0 D0 @@ -522,7 +522,7 @@ S Magic shop~ This is a wizards dream shop. There are shelves of scrolls and potions all throughout this room. The items here are not limited to mages alone. A recall -is recommended for everyone, so don't hesitate to buy them. +is recommended for everyone, so don't hesitate to buy them. ~ 232 8 0 0 0 1 D3 @@ -556,7 +556,7 @@ S #23231 West gate~ You have entered an area that is guarded well. There are two guard shacks -here, just inside of the gate. The guards watch you suspiciously. +here, just inside of the gate. The guards watch you suspiciously. ~ 232 0 0 0 0 1 D1 @@ -568,7 +568,7 @@ S West drive~ This is the southwestern corner of the city, the road appears to be untouched. There are no paintings and no wagons lining the streets. You can go -East or North. +East or North. ~ 232 0 0 0 0 1 D0 @@ -583,7 +583,7 @@ S #23233 West drive~ You walk along a curvy street. The street reminds you very much like a maze -that is hard to navigate through. The exits go West and South. +that is hard to navigate through. The exits go West and South. ~ 232 0 0 0 0 0 D2 @@ -599,7 +599,7 @@ S West drive~ This is a continuation on the long maze. The walls are covered by branches that hang down in your face. It doesn't look like any caretakers come this way. -The exits go North and West. +The exits go North and West. ~ 232 0 0 0 0 1 D0 @@ -616,7 +616,7 @@ West drive~ This street is very confusing and you don't know where you are going. The street is paved with the same shiny surface as the rest of the town except here it looks more for the lower classes of civilians in the city. The exits are -East and South. +East and South. ~ 232 0 0 0 0 0 D1 @@ -632,7 +632,7 @@ S West drive~ The street continues turning in an unorthodoxed manner. Some branches hang down and some you must push out of the way. The only exits that you can see are -North and East. +North and East. ~ 232 0 0 0 0 1 D0 @@ -647,7 +647,7 @@ S #23237 South park~ The road here seems to fade out. To the east you can see the road, and to -the west you notice that a jungle or something starts to form. +the west you notice that a jungle or something starts to form. ~ 232 0 0 0 0 1 D1 @@ -663,7 +663,7 @@ S South park~ This is a straight road with a few curves. The road doesn't look completely done, maybe it isn't. To the North you can hear some clanging. The only other -exits are to the East and West. +exits are to the East and West. ~ 232 0 0 0 0 1 D0 @@ -681,9 +681,9 @@ D3 S #23239 A side road~ - You hear alot of clanging to the north. Someone seems to be making + You hear a lot of clanging to the north. Someone seems to be making something. You also hear the sound of someone chopping up wood.... Which is a -weird sound to hear in the City. +weird sound to hear in the City. ~ 232 0 0 0 0 1 D0 @@ -698,7 +698,7 @@ S #23240 Weapons Shop~ You see many arms hung up along the wall. Some items glow and attract the -attention of everyone. The prices are steep for the glowing items. +attention of everyone. The prices are steep for the glowing items. ~ 232 8 0 0 0 1 D2 @@ -710,7 +710,7 @@ S South park~ This is a long stretch of highway. The pavement is cracking here under great strain. The sun seems to beat down more on this part of town than the others. -Available exits are to the east and west. +Available exits are to the east and west. ~ 232 0 0 0 0 1 D1 @@ -725,8 +725,8 @@ S #23242 Terringham way~ This looks as though it is the main street with exits going all directions. -To the South you hear boots clanging on the ground and orders being shouted. -The other exits are to the East, West and South. +To the South you hear boots clanging on the ground and orders being shouted. +The other exits are to the East, West and South. ~ 232 0 0 0 0 1 D0 @@ -761,7 +761,7 @@ S #23244 South park~ The long street continues. Both sides of the street are lined with small -saplings recently planted. The only exits are to the East and the West. +saplings recently planted. The only exits are to the East and the West. ~ 232 0 0 0 0 0 D1 @@ -775,9 +775,9 @@ D3 S #23245 South park~ - The street widens here. There are room for 3 carts going by each other. + The street widens here. There are room for 3 carts going by each other. The street is well maintained by a street worker that is here cleaning up the -street. The only exits are to the East and the West. +street. The only exits are to the East and the West. ~ 232 0 0 0 0 1 D1 @@ -793,7 +793,7 @@ S South park~ The street is cracked a bit here. Also the street has some red on it. It looks like there has been blood spilled here before and someone didn't do there -job to clean it up. The other exits are East and West. +job to clean it up. The other exits are East and West. ~ 232 0 0 0 0 1 D1 @@ -808,7 +808,7 @@ S #23247 South park~ You are standing at the SouthEastern corner of the city. The walls are high -and almost metallic smooth. The only exits you can see are North and West. +and almost metallic smooth. The only exits you can see are North and West. ~ 232 0 0 0 0 1 D0 @@ -824,7 +824,7 @@ S Star trail~ The street is narrow and has no marks of travel on it. The building walls have pictures that stand out more than normal paintings do. The only exits you -can see are North and South. +can see are North and South. ~ 232 0 0 0 0 1 D0 @@ -840,14 +840,14 @@ picture pictures mural~ You see a great battle in a cathedral. At a closer glance, you can tell the battle was taken place in Midgaard. Drakkar the evil immortal seems to be standing on the alter and destroying everything in sight, with his minions -standing at his side. +standing at his side. ~ S #23249 Star trail~ There is a great wall which looks unpassable on the east. To the west you see some houses, but the access is blocked off to you. To the north you can see -the main street leading from the east gate. To the south you see a trail. +the main street leading from the east gate. To the south you see a trail. ~ 232 0 0 0 0 1 D0 @@ -862,7 +862,7 @@ S #23250 An alley~ This is not your typical alley. This alley seems to be peaceful and glows -with a brilliant blue. You notice a sign on a wall. +with a brilliant blue. You notice a sign on a wall. ~ 232 20 0 0 0 1 D0 @@ -882,7 +882,7 @@ S An alley~ This place seems so peaceful. You seem to be able to rest here without any hassles. To the west is the don room, to the north is your exit back to the -city. +city. ~ 232 16 0 0 0 1 D0 @@ -899,7 +899,7 @@ Don room~ This where all the items come when players don the equipment they have. All items here are up for grabs. Feel free to take what you need. Please don't take everything, let the others get some equipment too. If there are 3 swords -here.. Don't take all 3, you can't use 3 swords. Please be curtious. +here.. Don't take all 3, you can't use 3 swords. Please be curtious. ~ 232 20 0 0 0 1 D1 @@ -910,7 +910,7 @@ S #23253 The board room~ This is where the mortal board sits. Please read this board everyday. It -may contain new information. Feel free to make notes on this board. +may contain new information. Feel free to make notes on this board. ~ 232 24 0 0 0 1 D0 @@ -923,7 +923,7 @@ Terringham way~ You are standin in a small section of town just south of the fountain. The buildings to either side are quite striking as they have been painted with pictures of dragons fighting knights. The only noticeable exits are to the -north and south. +north and south. ~ 232 0 0 0 0 1 D0 @@ -938,7 +938,7 @@ S #23255 Terringham way~ This is the main street. To the south is the gates. There is a crossroads -which lead to one of the off streets. The last exit is North. +which lead to one of the off streets. The last exit is North. ~ 232 0 0 0 0 1 D0 @@ -957,8 +957,8 @@ S #23256 A side street~ You hear the sound of clanging to the north, as if someone is making -something. You notice that it seems very warm here. This definately would not -be a good place to rest, if need be. +something. You notice that it seems very warm here. This definitely would not +be a good place to rest, if need be. ~ 232 0 0 0 0 1 D0 @@ -971,10 +971,10 @@ D3 0 0 23255 S #23257 -The armoury~ - You see manaquines wearing all different kinds of armour. They range from +The armory~ + You see manaquines wearing all different kinds of armor. They range from leather to full plate. If you need a special item, you have to ask for it. It -is not displayed in the open. +is not displayed in the open. ~ 232 152 0 0 0 1 D2 @@ -985,8 +985,8 @@ S #23258 Terringham street~ This room has a certain glow about it, it seems to show it has some -importance. To the South you see a sign over the exit that says Board room. -You can see a large fountain to the east. +importance. To the South you see a sign over the exit that says Board room. +You can see a large fountain to the east. ~ 232 0 0 0 0 1 D1 @@ -1005,7 +1005,7 @@ S #23259 Terringham street~ The road here leads east and west. The walls to the north and south, sport -some fabulous pictures. +some fabulous pictures. ~ 232 0 0 0 0 1 D0 @@ -1024,14 +1024,14 @@ E wall picture~ You see fabulous pictures of dragons in flight and a group of people in full armor gear. You notice some of these people.. You spot out Springfire, -Gunthar, Buffy, Lilly, Angel, and Blaze. +Gunthar, Buffy, Lilly, Angel, and Blaze. ~ S #23260 Terringham street~ The road here continues to the east and west. The walls seem to be untouched, and the lighting here seems to be a bit poor. It looks as if someone -tried to rush their job. +tried to rush their job. ~ 232 0 0 0 0 1 D1 @@ -1047,7 +1047,7 @@ S Terringham avenue~ This room glows with a brilliant bright light. The walls here have beautiful paintings on them. To the south you notice a large fountain. To the west you -see the Bank of Terringham. +see the Bank of Terringham. ~ 232 0 0 0 0 1 D0 @@ -1066,14 +1066,14 @@ E wall walls paintings~ The pictures here are of great warriors trying to guard a city from a band of orcs. The orcs out number the warriors, but the warriors are putting up a good -fight. +fight. ~ S #23262 Terringham Bank~ There is an Atm here where you can store your gold. The Gods recommend that you use this bank often. We would hate to see an accident and you rejoin the -game with no money. The commands are easy. Dep $$$$. With $$$$. Or Bal. +game with no money. The commands are easy. Dep $$$$. With $$$$. Or Bal. ~ 232 12 0 0 0 1 D1 @@ -1104,7 +1104,7 @@ S #23264 Terringham avenue~ The smooth easy going road continues north to south. You notice exits to the -east and west. Which path shall you take? +east and west. Which path shall you take? ~ 232 0 0 0 0 1 D0 @@ -1128,7 +1128,7 @@ S Terringham avenue~ You are travelling down a granite paved street. The surrounding buildings have paintings of the towns greatest heros. The only visible exits are to the -north and south. +north and south. ~ 232 0 0 0 0 1 D0 @@ -1142,8 +1142,8 @@ D2 S #23266 An Alley~ - You hear something moving behind you, but cannot see anything or anyone. -You hear noises coming from the east. + You hear something moving behind you, but cannot see anything or anyone. +You hear noises coming from the east. ~ 232 0 0 0 0 1 D1 @@ -1159,7 +1159,7 @@ S Guild row~ You see a bright blue light coming from the north. There is emptiness coming from the south. You can guess that these are the cleric guilds and the thieves -guild. +guild. ~ 232 0 0 0 0 1 D0 @@ -1177,9 +1177,9 @@ D3 S #23268 Entrance to the Cleric Guild~ - The clerics may come here to practice thier skills when they have the need to + The clerics may come here to practice their skills when they have the need to expand their skills. The guildmaster awaits your arrival, please don't -hesitate. +hesitate. ~ 232 0 0 0 0 1 D2 @@ -1193,9 +1193,9 @@ D4 S #23269 Entrance to the Thieves Guild.~ - The Thieves may come here to practice thier skills when they have the need to + The Thieves may come here to practice their skills when they have the need to expand their skills. The guildmaster awaits your arrival, please don't -hesitate. +hesitate. ~ 232 0 0 0 0 1 D0 @@ -1210,7 +1210,7 @@ S #23270 Guild row~ You have found the path to the warriors guild and the mages guild. Which -path do you take to reach your guildmaster? +path do you take to reach your guildmaster? ~ 232 0 0 0 0 1 D0 @@ -1228,9 +1228,9 @@ D2 S #23271 Entrance to the Warriors Guild~ - The warriors may come here to practice thier skills when they have the need + The warriors may come here to practice their skills when they have the need to expand their fighting skills and swordmanship. The guildmaster awaits your -arrival, please don't hesitate. +arrival, please don't hesitate. ~ 232 0 0 0 0 1 D2 @@ -1244,9 +1244,9 @@ D4 S #23272 Entrance to the Mage Guild~ - Mages may come here to practice thier skills when they have the need to + Mages may come here to practice their skills when they have the need to expand their knowledge in the lores of Arcane. The guildmaster awaits your -arrival, please don't hesitate. +arrival, please don't hesitate. ~ 232 0 0 0 0 1 D0 @@ -1262,7 +1262,7 @@ S Bread crumb road~ Your mind is pulled away from the look of the granite street and is pulled to the east where you can smell the best baked goods you can remember. The only -other way to go is to the south. +other way to go is to the south. ~ 232 0 0 0 0 0 D1 @@ -1278,7 +1278,7 @@ S The Bakery~ You have entered the right room, if you are hungry. There is a large glass counter, surrounding this place. You see all sorts of breads, pies and cakes. -Which would you like for your travel. +Which would you like for your travel. ~ 232 136 0 0 0 1 D3 @@ -1288,8 +1288,8 @@ D3 S #23275 An Alley~ - You enter a very clean alley. There is nothing here polluting the roads. -You hear faint noises coming for the west. To the east is Terringham road. + You enter a very clean alley. There is nothing here polluting the roads. +You hear faint noises coming for the west. To the east is Terringham road. ~ 232 0 0 0 0 1 D1 @@ -1304,7 +1304,7 @@ S #23276 Clerics Guild~ The Cleric Guildsmaster is here waiting to help you. This room has a very -peaceful feeling about it. You feel enlightened when you enter here. +peaceful feeling about it. You feel enlightened when you enter here. ~ 232 156 0 0 0 1 D5 @@ -1316,7 +1316,7 @@ S Thieves Guild~ You enter a room and notice it is empty. You walk around with caution, knowing that something is afoot. You listen carefully and Turn about real -fast.... Your Guildmaster slips out of the Darkness. +fast.... Your Guildmaster slips out of the Darkness. ~ 232 28 0 0 0 1 D5 @@ -1326,10 +1326,10 @@ D5 S #23278 Warriors guild~ - There are alot of training dummies in this room. You see a very large + There are a lot of training dummies in this room. You see a very large warrior practicing on these dummies. He does not look like the type to be messed with. The Warrior stops his training and advances towards you with a -friendly smile, "Fresh meat" he says calmly. +friendly smile, "Fresh meat" he says calmly. ~ 232 28 0 0 0 1 D5 @@ -1341,7 +1341,7 @@ S Mages Guild~ This room is filled with books. The air smells of different reagants, and mixed components. This is a mage's dream house. Your guild master sits behind -a large desk studying a book. +a large desk studying a book. ~ 232 28 0 0 0 1 D5 @@ -1353,7 +1353,7 @@ S General Store~ Ahhh, this is a great place to be for everyone. Almost everything you need to go adventuring with is in here. You have your sacks and bags and lanterns -all right here. Please come in and shop around. +all right here. Please come in and shop around. ~ 232 8 0 0 0 1 D3 @@ -1365,7 +1365,7 @@ S The Pet shop~ This room is full of different animals and beasts. They range from all different sizes and prices. All the pets seem to be very well trained. A large -muscular man is going around feeding all of the pets. +muscular man is going around feeding all of the pets. ~ 232 156 0 0 0 0 D2 diff --git a/lib/world/wld/233.wld b/lib/world/wld/233.wld index cc7ace7..88efb64 100644 --- a/lib/world/wld/233.wld +++ b/lib/world/wld/233.wld @@ -3,7 +3,7 @@ Dragon Plains~ A huge outstretch of sand is before you. You notice a few scattered trees and plants that should have been dead long ago. A lot of the leaves on the trees are missing. They appear to have been torn off. Several large foot -prints linger in the sand. +prints linger in the sand. ~ 233 132 0 0 0 2 D1 @@ -12,7 +12,7 @@ D1 0 0 23301 E credits info~ - Builder : + Builder : Zone : 233 Dragon Plains Began : 1998 Player Level : 15-17 @@ -21,8 +21,8 @@ Mobs : 24 Objects : 28 Shops : 0 Triggers : 0 -Theme : -Plot : +Theme : +Plot : Links : 00 Map : 02 ~ @@ -31,7 +31,7 @@ S Dragon Plains~ As you continue walking through the dry plains, you feel your feet sinking into the sand, making it difficult for you to walk. You can see a small stream -to the south. But is it really there, or is it a mirage? +to the south. But is it really there, or is it a mirage? ~ 233 64 0 0 0 2 D1 @@ -52,7 +52,7 @@ A Small Stream~ You have come to a small stream filled with crystal blue water. You look into the water and see several small pebbles drifting through the current of the stream. You look ahead to see where the stream ends, and notice that it -disappears into the ground. +disappears into the ground. ~ 233 256 0 0 0 7 D0 @@ -65,7 +65,7 @@ Dragon Plains~ You hear a few twigs crunch under your feet. You look down just in time to see the sand swallow the wood. There is a slight incline here, causing some drifts of sand to roll across your feet. You feel the wind pick up as you -continue on your way. +continue on your way. ~ 233 0 0 0 0 2 D0 @@ -86,7 +86,7 @@ A Huge Footprint~ You have stepped inside the footprint of a very large creature! You see sand begin to fill in the large hole, threatening to trap you inside. The sides of the huge hole are sturdy enough to climb out of, but you'd better -hurry before you get burried alive. +hurry before you get burried alive. ~ 233 64 0 0 0 2 D2 @@ -98,7 +98,7 @@ S Sand Drift~ You find yourself standing on a small sand drift. It's almost as big as a hill, but not as steep. Some dried up leaves lay at your feet, waiting to be -blown away in the wind. You hear some birds singing in the distance. +blown away in the wind. You hear some birds singing in the distance. ~ 233 4 0 0 0 2 D1 @@ -118,7 +118,7 @@ S Dragon Plains~ Sand dances around before you, almost hypnotizing you. You feel some grains blow through your hair, making your head tingle with relaxation. There is a -large tumbleweed being blown around by the breeze. +large tumbleweed being blown around by the breeze. ~ 233 0 0 0 0 2 D0 @@ -134,7 +134,7 @@ S Dragon Plains~ You feel a light mist of sand hit your face. You close your eyes, shielding yourself from the flying grains. You notice some small footprints in the sand. -They are much too small to be ones of a dragon. What could they be from? +They are much too small to be ones of a dragon. What could they be from? ~ 233 128 0 0 0 2 D1 @@ -150,7 +150,7 @@ S Skeleton Shack~ You have come to a small shack made from bones of several creatures that are long dead. The smell of decay fills your nostrils, almost making you gag. A -light covering of animal skin is on the the roof to help keep the rain out. +light covering of animal skin is on the the roof to help keep the rain out. ~ 233 0 0 0 0 2 D0 @@ -164,10 +164,10 @@ D1 S #23309 Skeleton Shack~ - As you enter the horrid smelling shack, you look at your surroundings. + As you enter the horrid smelling shack, you look at your surroundings. There is not much here to look at. Just some broken furniture and scattered bones laying about the floor. There are no windows, just beams of light -creeping in through the cracks between the bones. +creeping in through the cracks between the bones. ~ 233 320 0 0 0 0 D3 @@ -179,7 +179,7 @@ S An Abandoned Well~ An old rusted up well stands before you. There is no possible way that you could get any water out of here, not that anyone would want to. The bottom of -the well is crawling with large black beetles. Watch out, one might escape! +the well is crawling with large black beetles. Watch out, one might escape! ~ 233 0 0 0 0 2 D1 @@ -195,7 +195,7 @@ S Dragonscale Tunnel~ You have entered a straight tunnel made from the scales of a dragon. The tunnel holds in a lot of heat, making it difficult for you to breathe. The -tunnel continues to the east. +tunnel continues to the east. ~ 233 4 0 0 0 0 D1 @@ -212,7 +212,7 @@ Dragonscale Tunnel~ As you step further into the tunnel, the smell of mildew fills your lungs. The stench almost knocks you over. You look down at your feet and notice that you are walking on hollowed out skulls. They crunch and crackle under your -weight. +weight. ~ 233 0 0 0 0 0 D1 @@ -228,7 +228,7 @@ S Dragonscale Tunnel~ The feeling of death creeps over you as you continue walking on the skull path through the hot, sticky tunnel. Sweat begins to drip off your face. A -tall glass of water would be great right about now. +tall glass of water would be great right about now. ~ 233 0 0 0 0 0 D1 @@ -244,7 +244,7 @@ S Dragonscale Tunnel~ As you continue walking, horrible images fill your mind. You look around at all the bones around you and you begin to wonder how all these creatures died, -and if any of them were human. The tunnel continues to the east. +and if any of them were human. The tunnel continues to the east. ~ 233 0 0 0 0 0 D1 @@ -260,7 +260,7 @@ S Dragonscale Tunnel~ You can see the end of the tunnel just up ahead to the east. You feel a bit relieved as you feel the temperature begin to drop, and you are able to breathe -once again. +once again. ~ 233 64 0 0 0 0 D1 @@ -276,7 +276,7 @@ S Dragonscale Tunnel~ You have reached the end of the tunnel. Feeling a bit overwhelmed, you stumble out of the tunnel and fall onto the sand. You feel your body begin to -sink into the sand. Struggling would do you no good. +sink into the sand. Struggling would do you no good. ~ 233 0 0 0 0 2 D2 @@ -292,7 +292,7 @@ S Sand Warp~ You begin to feel your body falling through the sand. Numerous sticks scratch at you, leaving swelling marks on your skin. Grains of sand slip -through your fingers, giving you nothing to hold on to. +through your fingers, giving you nothing to hold on to. ~ 233 320 0 0 0 0 D0 @@ -308,7 +308,7 @@ S Sand Warp~ As your helpless body continues to fall, images of death scream through your mind. You begin to wonder whats at the end of the sand warp. Dust from the -sand fills your lungs, almost choking you. +sand fills your lungs, almost choking you. ~ 233 0 0 0 0 0 D0 @@ -324,7 +324,7 @@ S Sand Warp~ You're falling through the air at a tremendous speed. All of a sudden you begin to slow down. You feel yourself hit a hard metal floor. A very loud -banging sound echos throughout the room. Where could you have gone? +banging sound echos throughout the room. Where could you have gone? ~ 233 0 0 0 0 0 D0 @@ -340,7 +340,7 @@ S Dragon Cave~ As you stand up and brush layers of sand off yourself, you look around at your surroundings. You appear to be in some sort of cave. You'd better be -careful. +careful. ~ 233 64 0 0 0 0 D1 @@ -356,7 +356,7 @@ S Dragon Cave~ Several small lights have been attatched to the cold stone walls, enabling you to see. The floor at your feet is damp, making you feel cold. You begin -to feel that you're not alone. +to feel that you're not alone. ~ 233 0 0 0 0 0 D1 @@ -373,7 +373,7 @@ Dragon Cave~ As you continue making your way through the cave, you begin hearing scratching noises coming from a narrow tunnel in the ceiling. Several images pass through your mind as you wonder whats causing the loud scratching sound. - + ~ 233 128 0 0 0 0 D0 @@ -388,8 +388,8 @@ S #23323 Dragon Cave~ An enormous nest of spiders blocks your way! They cover the ceiling and -walls. As you look up at the tunnel you se more spiders entering the cave. -Maybe you'd better turn back while you still can. +walls. As you look up at the tunnel you se more spiders entering the cave. +Maybe you'd better turn back while you still can. ~ 233 0 0 0 0 0 D1 @@ -405,7 +405,7 @@ S Dragon Cave~ One getting past the nest, you breathe a sigh of relief. That was a close call. Maybe it would be wise to turn around and leave before you get killed. -Only the bravest of adventurers dare go on from here. +Only the bravest of adventurers dare go on from here. ~ 233 256 0 0 0 0 D0 @@ -421,7 +421,7 @@ S Dragon Cave~ The light before you slowly starts to fade. Your shadow dances on the wall around you, making you look somewhat deformed. You hear a soft ticking noise -to the south. +to the south. ~ 233 0 0 0 0 0 D0 @@ -437,7 +437,7 @@ S Dragon Cave~ As the ticking noise gets louder, you being searching for an exit out the cave. Maybe you shouldn't have come here. A cold chill rushes down your back, -almost paralyzing you. +almost paralyzing you. ~ 233 0 0 0 0 0 D0 @@ -453,7 +453,7 @@ S Dragon Cave~ You're standing on the bottom of an old crumbling staircase. There isn't much light here, so be careful. The stairs lead up into the darkness. Who -knows whats lurking up there, waiting to attack you. +knows whats lurking up there, waiting to attack you. ~ 233 0 0 0 0 0 D0 @@ -469,7 +469,7 @@ S Crumbling Staircase~ You begin walking up the crumbling staircase. Theres an old rotted railing here, but it most likely wouldn't support your weight. Everything around you -suddenly goes quiet. Maybe too quiet. +suddenly goes quiet. Maybe too quiet. ~ 233 0 0 0 0 0 D2 @@ -485,7 +485,7 @@ S Crumbling Staircase~ Flickering lights dance over the walls all around you, making you feel like you're in a dream. The soft ticking noise that once left has returned. The -ticking sound fills your ears. A strange coldness comes over your body. +ticking sound fills your ears. A strange coldness comes over your body. ~ 233 0 0 0 0 0 D0 @@ -502,7 +502,7 @@ An Empty Room~ As you reach the top of the stairs, you look around to find yourself in a small room. Several inches of sand covers the ground, making the room very dusty. You see a small beam of light coming from a narrow hole in the floor. -It may be big enough for you to fall through. Watch your step. +It may be big enough for you to fall through. Watch your step. ~ 233 64 0 0 0 0 D2 @@ -518,7 +518,7 @@ S A Hole~ Oops! You obviously weren't watching where you were going. You have fallen into the hole! Shards of wood poke at your sides, causing you to freeze in -pain. A large cloud of dust looms over your head. +pain. A large cloud of dust looms over your head. ~ 233 0 0 0 0 0 D1 @@ -534,7 +534,7 @@ S A Hole~ You stand up, struggling to get out of the hole. You're able to grab onto a large board and pull yourself out. Maybe from now on you'll pay closer -attention to where you're walking. +attention to where you're walking. ~ 233 256 0 0 0 0 D1 @@ -550,7 +550,7 @@ S Secret Passage~ You found a secret passageway tucked into a wall. You push on the door, allowing it to open. You see a narrow set of wooden steps leading downwards. -You wonder where they go. Theres only one way to find out. +You wonder where they go. Theres only one way to find out. ~ 233 64 0 0 0 0 D0 @@ -566,7 +566,7 @@ S Secret Passage~ You begin decending down the rickety stairs, hoping you don't fall through some of the rotted wood. You can see your breath in front of you, but for some -odd reason, the air doesnt feel the slightest bit cold. +odd reason, the air doesnt feel the slightest bit cold. ~ 233 0 0 0 0 0 D0 @@ -580,10 +580,10 @@ D3 S #23335 Secret Passage~ - As you step off the last step, you look around at your surroundings. + As you step off the last step, you look around at your surroundings. Everything is covered in a thick layer of dust. You see a broken table stashed away under the stairs. The only things its good for now is the fire. There is -a small walkway to the west. +a small walkway to the west. ~ 233 0 0 0 0 0 D1 @@ -597,10 +597,10 @@ D3 S #23336 A Narrow Walkway~ - The walkway is just barely big enough for one person to squeeze through. + The walkway is just barely big enough for one person to squeeze through. As you push yourself through the narrow opening, a small pile of dust falls into your hair and around your face, making you sneeze. You seem to have -entered a long hallway, but where does it lead? +entered a long hallway, but where does it lead? ~ 233 0 0 0 0 0 D1 @@ -616,8 +616,8 @@ S Hall of Lost Souls~ As you step into the hallway, a weird feeling takes over your body. You are suddenly frozen in terror as your ears are filled with screams. Just ahead of -you, you begin to see an apparition appear. You can see right through it. -Maybe you are imagining its presence. +you, you begin to see an apparition appear. You can see right through it. +Maybe you are imagining its presence. ~ 233 0 0 0 0 0 D1 @@ -633,7 +633,7 @@ S Hall of Lost Souls~ Several images fill your mind. You begin to wonder where all the screaming is coming from, or if its really even there. You can hear the echo of your -footsteps ricochetting down the long hallway. +footsteps ricochetting down the long hallway. ~ 233 0 0 0 0 0 D0 @@ -649,7 +649,7 @@ S Hall of Lost Souls~ As you step down into the hard floor, you hear a splashing sound. You look down and see that you are standing in a puddle, but it doesn't look like water. -It almost looks like blood. You suddenly feel disgusted. +It almost looks like blood. You suddenly feel disgusted. ~ 233 64 0 0 0 0 D0 @@ -665,7 +665,7 @@ S Hall of Lost Souls~ You sense that the hall will soon come to an end. The thick dark puddle remains on the floor, sticking to your feet. You pick up the pace and start -walking a little faster, in a hurry the leave this horrid place. +walking a little faster, in a hurry the leave this horrid place. ~ 233 0 0 0 0 0 D0 @@ -681,7 +681,7 @@ S Hall of Lost Souls~ As you had expected, the hall comes to an end here. You stand at yet another stairway leading down. As you look down the stairs, you see some -torches attached to the wall. A few of them look about ready to burn out. +torches attached to the wall. A few of them look about ready to burn out. ~ 233 0 0 0 0 0 D0 @@ -699,7 +699,7 @@ A Darkened Stairwell~ nothing for you to hold onto if the stairs decided to give way. There are several cobwebs above you, some getting into your hair. The stairs moan under your weight. You'd better move a little faster unless you want to fall to your -death. +death. ~ 233 0 0 0 0 0 D2 @@ -717,7 +717,7 @@ A Darkened Stairwell~ nothing for you to hold onto if the stairs decided to give way. There are several cobwebs above you, some getting into your hair. The stairs moan under your weight. You'd better move a little faster unless you want to fall to your -death. +death. ~ 233 0 0 0 0 0 D0 @@ -733,7 +733,7 @@ S A Darkened Stairwell~ As you continue walking down the stairs, you begin feeling the temperature drop. You can see your breath in front of you, then watch it disappear into -the darkness. You begin to wonder if you're all alone in here. +the darkness. You begin to wonder if you're all alone in here. ~ 233 320 0 0 0 0 D0 @@ -749,7 +749,7 @@ S A Darkened Stairwell~ As you get closer to the bottom of the stairs you notice there is a large gap in the stairwell. You might be able to jump across it, but if for some -reason you don't make the jump, you might not survive to try again. +reason you don't make the jump, you might not survive to try again. ~ 233 64 0 0 0 0 D1 @@ -765,7 +765,7 @@ S A Darkened Stairwell~ As you get closer to the bottom of the stairs you notice there is a large gap in the stairwell. You might be able to jump across it, but if for some -reason you don't make the jump, you might not survive to try again. +reason you don't make the jump, you might not survive to try again. ~ 233 0 0 0 0 0 D1 @@ -781,7 +781,7 @@ S A Hole in the Stairs~ You have come to a large hole in the stairwell. There seems to be atleast six steps missing. You look into the hole, but see the darkness that awaits -your arrival. You take a deep breath and get ready for the jump. +your arrival. You take a deep breath and get ready for the jump. ~ 233 0 0 0 0 0 D1 @@ -796,8 +796,8 @@ S #23348 A Hole in the Stairs~ As you begin feeling yourself flying through the air, you keep your eyes on -the bottom section of the stairs. They are slowly coming closer to you. -Maybe you'll make the jump after all! +the bottom section of the stairs. They are slowly coming closer to you. +Maybe you'll make the jump after all! ~ 233 0 0 0 0 0 D1 @@ -814,7 +814,7 @@ A Hole in the Stairs~ You feel your body crash onto the first step that comes into view. Your legs fall from the stairwell and hang in the emptiness below you. You feel your heart pounding in your chest as you struggle to pull yourself up. The -step your holding onto begins to move! +step your holding onto begins to move! ~ 233 0 0 0 0 0 D1 @@ -834,7 +834,7 @@ S Darkness~ You feel your fingers slipping away from the board as your helpless body begins falling through the air. You are too frozen by terror to scream. Is -this the end? +this the end? ~ 233 64 0 0 0 0 D0 @@ -850,7 +850,7 @@ S A Darkened Stairwell~ You made the jump! Your head spins, making you feel quite dizzy. Maybe it would be wise to sit here for a moment and rest. A strange noise fills the -room as if a swarm of insects is nearby. +room as if a swarm of insects is nearby. ~ 233 0 0 0 0 0 D1 @@ -868,7 +868,7 @@ Darkness~ bunch of cobwebs surround you, almost swallowing you. A light suddenly comes on, showing you your surroundings. The walls around you are made from skeletons. Not just humans, but creatures as well. You begin feeling sick to -your stomach, wishing you never would have come here. +your stomach, wishing you never would have come here. ~ 233 0 0 0 0 0 D0 @@ -884,7 +884,7 @@ S A Large Empty Room~ As you take your last step off the stairwell you find yourself standing in a large empty room with nothing inside of it. You scratch your head in -confusion, wondering why you havent seen anyone else around. +confusion, wondering why you havent seen anyone else around. ~ 233 0 0 0 0 0 D0 @@ -900,7 +900,7 @@ S A Large Empty Room~ You walk deeper into the room, looking for any sign of life. You see nothing but dust. It's remarkable how large this room is. You see a small -walkway to the east. +walkway to the east. ~ 233 0 0 0 0 0 D0 @@ -917,7 +917,7 @@ Skeleton Tunnel~ As your body is gently set onto the ground, you find yourself standing in a small skeleton tunnel. Several lights shine through the empty eye sockets of the creatures that once were. You take a deep breath and continue on your way. - + ~ 233 0 0 0 0 0 D1 @@ -933,7 +933,7 @@ S Skeleton Tunnel~ Some small bones line the floor beneath you. You hear them snap and crackle under your weight. You begin to shiver from the cold. Maybe if you could find -a torch, you could use it to warm yourself up. +a torch, you could use it to warm yourself up. ~ 233 0 0 0 0 0 D1 @@ -949,7 +949,7 @@ S A Large Empty Room~ You walk deeper into the room, looking for any sign of life. You see nothing but dust. It's remarkable how large this room is. You see a small -walkway to the east. +walkway to the east. ~ 233 0 0 0 0 0 D1 @@ -965,7 +965,7 @@ S A Small Walkway~ The walkway is very well lit. You can see that it leads back out into the plains. You suddenly feel relieved, knowing you made it out of the cave alive. - + ~ 233 0 0 0 0 0 D1 @@ -979,9 +979,9 @@ D3 S #23359 Skeleton Tunnel~ - As you continue walking through the tunnel, you notice a small window. + As you continue walking through the tunnel, you notice a small window. It's barely large enough for a small child to squeeze through. The light of -the day streams down into the tunnel, showing you more of whats ahead. +the day streams down into the tunnel, showing you more of whats ahead. ~ 233 0 0 0 0 0 D1 @@ -997,7 +997,7 @@ S A Small Walkway~ The walkway is very well lit. You can see that it leads back out into the plains. You suddenly feel relieved, knowing you made it out of the cave alive. - + ~ 233 0 0 0 0 0 D2 @@ -1013,7 +1013,7 @@ S Skeleton Tunnel~ Some small bones line the floor beneath you. You hear them snap and crackle under your weight. You begin to shiver from the cold. Maybe if you could find -a torch, you could use it to warm yourself up. +a torch, you could use it to warm yourself up. ~ 233 0 0 0 0 0 D1 @@ -1029,7 +1029,7 @@ S Skeleton Tunnel~ You have come to the end of the tunnel. It was much shorter than you had expected it to be. There is a small door way to the south. It appears to be -leading outside. +leading outside. ~ 233 0 0 0 0 0 D1 @@ -1045,7 +1045,7 @@ S Dragon Plains~ You find yourself back in the plains. Numerous sticks are scattered around in the dirt here. There might be enough to gather and make a small fire. It -even looks as if other travellers have camped out here before. +even looks as if other travellers have camped out here before. ~ 233 0 0 0 0 2 D0 @@ -1061,7 +1061,7 @@ S Dragon Plains~ Miles of sand stretch out before you. You see several small trees that should have been dead long ago. The land here is very dry and humid. You -begin to wonder how anything could possibly grow here. +begin to wonder how anything could possibly grow here. ~ 233 128 0 0 0 2 D0 @@ -1077,7 +1077,7 @@ S Dragon Plains~ Miles of sand stretch out before you. You see several small trees that should have been dead long ago. The land here is very dry and humid. You -begin to wonder how anything could possibly grow here. +begin to wonder how anything could possibly grow here. ~ 233 0 0 0 0 2 D0 @@ -1093,7 +1093,7 @@ S Dragon Plains~ Miles of sand stretch out before you. You see several small trees that should have been dead long ago. The land here is very dry and humid. You -begin to wonder how anything could possibly grow here. +begin to wonder how anything could possibly grow here. ~ 233 0 0 0 0 2 D0 @@ -1109,7 +1109,7 @@ S Dragon Plains~ Miles of sand stretch out before you. You see several small trees that should have been dead long ago. The land here is very dry and humid. You -begin to wonder how anything could possibly grow here. +begin to wonder how anything could possibly grow here. ~ 233 0 0 0 0 2 D0 @@ -1125,7 +1125,7 @@ S Dragon Plains~ The plains seems to stretch out forever. You begin to wonder if the endless amounts of sand will ever cease. You feel a small breeeze pick up, threatening -to blow some sand in your eyes. +to blow some sand in your eyes. ~ 233 0 0 0 0 2 D1 @@ -1141,7 +1141,7 @@ S Sand Drift~ You have stepped into a rather large drift of sand. The pile comes up to your knees, making it very difficult for you to walk. It will take a bit of a -struggle to get free. +struggle to get free. ~ 233 0 0 0 0 2 D1 @@ -1157,7 +1157,7 @@ S Sand Drift~ You continue tredging through the rather large drift. Inching along, you feel your legs begin to itch. Your feet seem to be going deeper into the sand. -How is that possible? +How is that possible? ~ 233 0 0 0 0 2 D0 @@ -1173,7 +1173,7 @@ S A Small Path~ The path leads into a doorway that is almost completely buried in the sand. No tracks are visible along the beaten path and there is nothing but sand as -far as the eye can see. +far as the eye can see. ~ 233 0 0 0 0 2 D0 @@ -1189,7 +1189,7 @@ S A Small Path~ The path begins to narrow, making it difficult to keep your footing. Maybe you would be better off walking through the sand. The sand on both sides is -very fine and makes strange sounds as you walk on it. +very fine and makes strange sounds as you walk on it. ~ 233 0 0 0 0 2 D0 @@ -1205,7 +1205,7 @@ S A Small Path~ There are several sticks on the ground beneath your feet. You hear many of them snapping and crunching under your weight. Many of the sticks have large -thorns that look dangerous. Be careful not to fall. +thorns that look dangerous. Be careful not to fall. ~ 233 0 0 0 0 2 D1 @@ -1221,7 +1221,7 @@ S A Small Path~ You have come to a small path in the sand. It doesn't appaear to lead anywhere special, but it sure beats walking through the sand. The path is out -of place amongst the sand dunes. +of place amongst the sand dunes. ~ 233 0 0 0 0 2 D1 @@ -1237,7 +1237,7 @@ S Dragon Plains~ The sand seems to find its way into everything. The small grains seem to vary in color and texture from almost white to a light brown. Strange bits of -scales seem to be intermixed. +scales seem to be intermixed. ~ 233 0 0 0 0 2 D1 @@ -1258,7 +1258,7 @@ Sand Drift~ As you make your way through the last of the drift, you lose your balance and fall to the ground. Grains of sand get shoved into your teeth, making you feel sick to your stomach. Maybe you should start watching where you're -walking. +walking. ~ 233 0 0 0 0 2 D1 @@ -1274,7 +1274,7 @@ S Sand Drift~ You continue tredging through the rather large drift. Inching along, you feel your legs begin to itch. Your feet seem to be going deeper into the sand. -How is that possible? +How is that possible? ~ 233 0 0 0 0 2 D1 @@ -1290,7 +1290,7 @@ S Dragon Plains~ You decide to start heading in a new direction, in hopes to find other beings, like yourself, creeping around. It would be easy to become lost or -disoriented. +disoriented. ~ 233 0 0 0 0 2 D0 @@ -1306,7 +1306,7 @@ S Dragon Plains~ As you continue walking, you begin to see some sand lifting up from the ground, swirling around in the wind. It appears to be almost dancing. The -rumors about dust devils may be true. +rumors about dust devils may be true. ~ 233 0 0 0 0 2 D0 @@ -1321,8 +1321,8 @@ S #23380 Dragon Plains~ The sand feels squishy under your feet. The heat seems to penetrate -everything to its core. The parched and dreary land is barren and scarred. -It hardly seems able to support any life. +everything to its core. The parched and dreary land is barren and scarred. +It hardly seems able to support any life. ~ 233 0 0 0 0 2 D2 @@ -1334,7 +1334,7 @@ S Dragon Plains~ As you continue walking through the plains, you look around at your surroundings. To the west you can see some sort of burial ground. Maybe you -should go have a look. +should go have a look. ~ 233 0 0 0 0 2 D1 @@ -1350,7 +1350,7 @@ S Indian Burial Ground~ You have entered an old indian burial ground. You suddenly feel light headed and not quite yourself. Many small pebbles are on the ground, marking -grave sites. Be careful not to step on one! +grave sites. Be careful not to step on one! ~ 233 0 0 0 0 2 D1 @@ -1367,7 +1367,7 @@ Indian Burial Ground~ As you walk deeper into the grounds, you begin seeing several scattered bones lying around. You wonder how they could have gotten here. You begin looking around, then you see the reason. Numerous footprints from several -large dragons have been smashed into the dirt, crushing some of the graves. +large dragons have been smashed into the dirt, crushing some of the graves. ~ 233 0 0 0 0 2 D1 @@ -1383,7 +1383,7 @@ S Indian Burial Ground~ You begin to feel like your no longer alone. In the distance you can hear the thundering footsteps of a very large dragon. Maybe it would be best to -leave before you turn into someones lunch. +leave before you turn into someones lunch. ~ 233 0 0 0 0 2 D0 @@ -1399,7 +1399,7 @@ S Indian Burial Ground~ You are coming towards the exit of the burial grounds. You begin to wonder where all the dragons are. The exit is coming up to the east. Strange piers -and poles stick up out of the ground in the distance. +and poles stick up out of the ground in the distance. ~ 233 0 0 0 0 2 D1 @@ -1414,8 +1414,8 @@ S #23386 Gates leading out of the Burial Grounds~ You have come to the exit of the burial grounds. Just up ahead to the east -you can see a large water hole. You begin to wonder if its really there. -Stories of mirages abound in the taverns. +you can see a large water hole. You begin to wonder if its really there. +Stories of mirages abound in the taverns. ~ 233 0 0 0 0 2 D1 @@ -1431,7 +1431,7 @@ S Dragon Plains~ You once again find yourself walking through the plains. Just up ahead to the east you can see a fairly large water hole. Maybe you could get a drink -there. +there. ~ 233 0 0 0 0 2 D0 @@ -1451,7 +1451,7 @@ S Water Hole~ You have come to a large water hole. It's almost the size of a small pond. The water looks clean and drinkable. Sparse vegetation surrounds the limited -water supply. +water supply. ~ 233 0 0 0 0 2 D2 @@ -1467,7 +1467,7 @@ S Water Hole~ As you stand at the side of the water hole, you look into the depths of the water thinking about yout long lost childhood. So many old memories flood your -mind, making you feel light headed. +mind, making you feel light headed. ~ 233 0 0 0 0 2 D0 @@ -1483,7 +1483,7 @@ S Water Hole~ You have come to the end of the water hole. The water on this end looks rather murky and wouldn't be very good for drinking. Something must have -stirred it up recently. +stirred it up recently. ~ 233 0 0 0 0 2 D1 @@ -1498,8 +1498,8 @@ S #23391 Dragon Plains~ As you walk away from the hole, you look around at your surroundings. In -the distance you can see a few buildings. What are buildings doing here? -They appear to have been destroyed. +the distance you can see a few buildings. What are buildings doing here? +They appear to have been destroyed. ~ 233 0 0 0 0 2 D0 @@ -1515,7 +1515,7 @@ S Dragon Plains~ You continue making your way through the plains. To the north you can see the remains of a ransacked village. Wisps of smoke still rise up from the -charred remains of what must have been houses. +charred remains of what must have been houses. ~ 233 0 0 0 0 2 D0 @@ -1530,9 +1530,9 @@ S #23393 Ransacked Village~ As you enter the remains of a village, you look around at the damage. You -can see several large footprints in the dirt, most likely from a dragon. +can see several large footprints in the dirt, most likely from a dragon. Piles of rubble are everywhere. You can see a skeleton under one of the piles. - + ~ 233 0 0 0 0 2 D0 @@ -1549,7 +1549,7 @@ Ransacked Village~ As you continue walking through the remains of the village, horrid visions race through your mind. You see several people, probably ones who lived in this village, being eaten by the dragons. You begin feeling sick to your -stomach. +stomach. ~ 233 0 0 0 0 2 D1 @@ -1563,9 +1563,9 @@ D2 S #23395 Ransacked Village~ - You walk past several small buildings that have been smashed into dust. + You walk past several small buildings that have been smashed into dust. You feel that you're at the end of the village. You can see the plains to the -east. +east. ~ 233 0 0 0 0 2 D1 @@ -1581,7 +1581,7 @@ S Dragon Plains~ Feeling exhausted from your long journey, you begin day dreaming. Thoughts of battles that took place here fill your mind. You realize how lucky you are -to still be alive. +to still be alive. ~ 233 0 0 0 0 2 D1 @@ -1597,7 +1597,7 @@ S Dragon Plains~ You see some small footprints in the sand by your feet. Maybe you are not here alone. No other signs of life exist and the footprints are quickly being -covered by the blowing sand. +covered by the blowing sand. ~ 233 0 0 0 0 2 D2 @@ -1613,7 +1613,7 @@ S Dragon Plains~ The plains seem to be ending and the sand a sparse grass is now broken by small trees and shrubs. The heat seems to lessen and a cooler breeze rustles -through the vegetation. +through the vegetation. ~ 233 0 0 0 0 2 D0 @@ -1629,7 +1629,7 @@ S Dragon Plains~ As you enter the last bit of the plains, you turn around and look at how far you've come. You feel a great sense of accomplishment. Maybe the journey -wasn't so bad after all. +wasn't so bad after all. ~ 233 0 0 0 0 2 D0 diff --git a/lib/world/wld/234.wld b/lib/world/wld/234.wld index 1bad871..dcccf26 100644 --- a/lib/world/wld/234.wld +++ b/lib/world/wld/234.wld @@ -1,8 +1,8 @@ #23400 Newbie School~ - Welcome. We hope you have alot of fun here. Please go down to start your + Welcome. We hope you have a lot of fun here. Please go down to start your training. When you have finished the school, you can go down, and fight in the -combat arena. Good Luck! +combat arena. Good Luck! ~ 234 152 0 0 0 0 D5 @@ -20,8 +20,8 @@ Mobs : 12 Objects : 36 Shops : 2 Triggers : 3 -Theme : -Plot : +Theme : +Plot : Links : 00, 72u Map : 30 ~ @@ -30,7 +30,7 @@ S Newbie School~ Following these halls will lead you to rooms that will teach you some of the basics commands that will be very useful for your journeys here in the realm of -Time Warp. Please continue East. +Time Warp. Please continue East. ~ 234 152 0 0 0 0 D1 @@ -47,7 +47,7 @@ Newbie School~ Typing @RLOOK@n either in small case, upper case, or mixed will allow you to see the Room name and Room Description also any players or Monsters or items. You also can just type @RL@n to view the room. Please continue North or South -to read more on commands. After you are done, continue East. +to read more on commands. After you are done, continue East. ~ 234 152 0 0 0 0 D0 @@ -73,7 +73,7 @@ Newbie School~ type Look, you can see the available exits. Closed Doors or Gates will not display an exit, until you open them. Read the room descriptions for hints in finding hidden exits. There is a curtain on the north wall swaying slightly as -if air is flowing in from somewhere. +if air is flowing in from somewhere. ~ 234 152 0 0 0 0 D0 @@ -86,7 +86,7 @@ D2 0 0 23402 E curtain~ - A beautiful set of curtains is blocking your view to the north. + A beautiful set of curtains is blocking your view to the north. ~ S #23404 @@ -95,7 +95,7 @@ Newbie School~ game, and can help you easily identify certain things like, boards, atms, mobs, corpses, you bleeding... Etc etc. You can also talk in different colors and make your title colorful. Type @RHELP ANSI@n @nto view how to do this, and to -get a list of the colors. +get a list of the colors. ~ 234 152 0 0 0 0 D0 @@ -108,8 +108,8 @@ Newbie School~ To see who is currently playing in Time Warp type @R WHO. @n This will give you a display of both the Visible immortals and Mortals. It will also tell you the class and race of a player and if they belong to a guild or clan. It will -also let you know if a player is currently away from thier PC. Typing @R AFK -@n will toggle this Display. +also let you know if a player is currently away from their PC. Typing @R AFK +@n will toggle this Display. ~ 234 152 0 0 0 0 D1 @@ -123,9 +123,9 @@ D3 S #23406 Newbie School~ - @RCommands @nwill bring up a list of available commands that you can use. + @RCommands @nwill bring up a list of available commands that you can use. This will show game commands, typing @RSocials @nwill show you actions that you -can use. +can use. ~ 234 152 0 0 0 0 D0 @@ -154,7 +154,7 @@ only the gold from the defeated mobs. Autoloot overrides autogold, so you will still take items. @RAutosplit @nwill split your gold from a defeated mob and disperse it to all the people within your group. All these commands are toggles, so you can turn them on or off at will. Type @RTOGGLE @nto see all -the available toggles that you can turn on or off. +the available toggles that you can turn on or off. ~ 234 152 0 0 0 0 D2 @@ -169,7 +169,7 @@ the set wimpy. For example if you type wimpy 10 you will flee from combat if you fall below 10 hitpoints. Flee is not guaranteed. You can fail from fleeing, but it will continue to flee if possible. Make sure you keep an eye on your hitpoints. A scroll of Recall will save you if you feel your wimpy -won't. +won't. ~ 234 152 0 0 0 0 D0 @@ -187,7 +187,7 @@ as well as all other channels that you belong to. You can also do more commands that sleeping will not allow you to do, but some commands require you to be standing. Resting does not heal hitpoints as fast as sleeping, but will restore movement points just as fast. Being Drunk and sleeping increases the -Rate of Mana point rejuvenation. +Rate of Mana point rejuvenation. ~ 234 152 0 0 0 0 D3 @@ -205,7 +205,7 @@ Newbie School~ show you mobs in rooms within two paces of the room you are in. It will not show you mobs in a room with a closed door. Scan will also let you see if a Player is within 2 spaces of you. Scan will not work around corners, it only -works in a straight line. +works in a straight line. ~ 234 152 0 0 0 0 D3 @@ -220,7 +220,7 @@ S #23411 Newbie School~ @RWhere@n will display all players that are currently in your zone. It will -not tell you where they are, just that they are within the same zone as you. +not tell you where they are, just that they are within the same zone as you. ~ 234 152 0 0 0 0 D0 @@ -243,10 +243,10 @@ S #23412 Newbie School~ To equip and unequip items the following commands will be needed. @RWear -@nputs armour on the appropriate body part. @RHold @nlets you hold onto a +@nputs armor on the appropriate body part. @RHold @nlets you hold onto a light, as well as some weapons. @RWield @nequips your main weapon. Shields will be considered a wearable. To unequip items just @RRemove @nthe item you -want, use specific names such as remove sword. +want, use specific names such as remove sword. ~ 234 152 0 0 0 0 D2 @@ -272,7 +272,7 @@ Newbie School~ @REmote @ncommand. For example emote hops about happily. Will display yourname hops about happily to everyone in the same room as you. @RGemote @nwill allow you to send socials to the entire game. For example Gemote -smiles, displays Gossip yourname smiles happily, to the entire mud. +smiles, displays Gossip yourname smiles happily, to the entire mud. ~ 234 152 0 0 0 0 D1 @@ -289,7 +289,7 @@ Newbie School~ In some instances you may need to know what time of day it is. For example buying items from a store that has only day time hours, and/or gates that lock at nightfall, and unlock at sunrise. To view the time and date, type @RTime@n. - + ~ 234 152 0 0 0 0 D0 @@ -314,7 +314,7 @@ Newbie School~ You can send any items you do not want to a specified place, known as a donation room. Please @RDonate @n any unwanted items. The short name for this is @RDon@n. Not all items will make it to the donation room so don't use it -for a storage place. +for a storage place. ~ 234 152 0 0 0 0 D2 @@ -327,7 +327,7 @@ Newbie School~ We have enabled @RAuctions @non this mud. You can auction any item you have in your inventory. This will send a message to all players stating what item and price you are auctioning off. This auctioneer will give three chances for -someone to bid on the item. Then the auction will be complete. +someone to bid on the item. Then the auction will be complete. ~ 234 152 0 0 0 0 D0 @@ -343,7 +343,7 @@ contain important information, code changes that will effect you, or maybe upcoming quests. Another feature for you to view is the @RMOTD@n. You can type MOTD or can view it when you log onto the game. This part is automatic, but you can view it at any time. If you have any problems Please type @RBUG@n -and your message so we may correct the problem. +and your message so we may correct the problem. ~ 234 152 0 0 0 0 D1 @@ -362,7 +362,7 @@ the Mob. The @RConsider@n command will let you know how well matched you are to the mob. Typing @RCon@n mobname will display this info. You can consider another player, especially if you are not in town and you are wondering if you can take on another player. Pkilling is not allowed in Town or in the newbie -school/zone area. +school/zone area. ~ 234 152 0 0 0 0 D0 @@ -382,7 +382,7 @@ group. To follow someone, type @RFollow Playername@n or you can type @RFol Playername@n. If you enable Autoassist, you will automatically fight when your partner fights. However this won't work if a spell is cast first. To view the stats of your party, type @RGroup@n this will display level, hit/mana/movement -points. To talk to your party so noone else can hear you, type @RGT@n. +points. To talk to your party so noone else can hear you, type @RGT@n. ~ 234 152 0 0 0 0 D0 @@ -397,10 +397,10 @@ S #23421 Newbie School~ @REQ@n lets you see what you have equipped. To see what you have in your -Inventory type @Rinv@n. This will be useful if you want to sell some items. +Inventory type @Rinv@n. This will be useful if you want to sell some items. The @RScore@n allows you to check your stats, ac, class, money, time you have spent in the game and also what you are affected by, such as a strength, bless, -armor spell. The short cut for this is @RSC@n. +armor spell. The short cut for this is @RSC@n. ~ 234 152 0 0 0 0 D0 @@ -427,9 +427,9 @@ you find the guildmaster that supports your class, you will find that he can train you. To see how you can be trained, type @RPractice@n. This will give you a list of skills and/or spells that you can learn. This will also tell you how many practice points you have. Train as much as you can until you cannot -train anymore for that Skill/spell, this will make your fail rate decrease. +train anymore for that Skill/spell, this will make your fail rate decrease. You gain Practice Points when you level, but you may not gain skills/spells -each level. +each level. ~ 234 152 0 0 0 0 D3 @@ -443,7 +443,7 @@ Newbie Shop~ @RList@n. To buy an item type @RBuy #1@n. Or you can use the Item name, if there is multiple items with the same name, use the # method. To buy multiple items such as 5 rations of food, you would type @RBuy 5 #2@n. To sell items in -your inventory just type @RSell item@n. +your inventory just type @RSell item@n. ~ 234 152 0 0 0 0 D1 @@ -461,7 +461,7 @@ message, go to the postmaster and type @RMail recipient@n. If I wanted to send mail to Rumble, I would type @RMail Rumble@n. Just type your massage in, and then on a new line type /s to save and send the mail. To receive mail, go to the postmaster and type @RReceive mail@n. Sending mail will cost you 150 gold. - + ~ 234 152 0 0 0 0 D0 @@ -479,7 +479,7 @@ Newbie School~ put your knowledge to the test. To the east and west are some practice mobs for you test your skills and commands. Going down will send you down into the Newbie zone, which was designed for you to hone your skills and make your way -to the next experience level. Good Luck! +to the next experience level. Good Luck! ~ 234 156 0 0 0 0 D1 @@ -503,7 +503,7 @@ S The Fight~ Here are some simple mobs for you to fight and to learn your basic skills. They should not be difficult. But, be sure to set your wimpy and be ready to -flee. +flee. ~ 234 8 0 0 0 0 D3 @@ -515,7 +515,7 @@ S The Fight~ A few pathetic mobs are here to practice on. Be sure to consider all mobs before attacking them. This way you will know how likely it is you will win or -flee. +flee. ~ 234 8 0 0 0 0 D1 @@ -529,7 +529,7 @@ Arena~ looking forward to a good fight. Remember to CON the mobs.. Some mobs may be a bit too tough for you. Fighting in here until you are level 5 is recommended, however you can roam around anytime you like. Be careful though, -because outside of this zone, some mobs will attack you! +because outside of this zone, some mobs will attack you! ~ 234 8 0 0 0 0 D1 @@ -553,7 +553,7 @@ S Arena~ Here is a fountain that you can fill up your Goatskin. The water is crystal clear, but the surrounding walls are very musky. The fountain looks clean and -safe to drink from. +safe to drink from. ~ 234 8 0 0 0 0 D1 @@ -569,7 +569,7 @@ S Arena~ The smell of death is all around you. You can hear tiny pitter patter of footsteps to the east, west and south. You could be mistaken, but you think -you see little red eyes watching you. +you see little red eyes watching you. ~ 234 8 0 0 0 0 D1 @@ -587,14 +587,14 @@ D3 E eyes~ When you lean over to try to see the eyes, you hear something scurry off, and -tiny squeek of laughter. +tiny squeek of laughter. ~ S #23431 Arena~ Little footprints head in all directions. A small mouse hole is in the base of the northern wall. The sounds of little footsteps echo throughout the -arena. +arena. ~ 234 8 0 0 0 0 D1 @@ -614,7 +614,7 @@ S Arena~ The stench here seems to be of a different origin... As if it was human instead of creature. Did someone you know, not make it far enough? They -probably didn't use the CON command! +probably didn't use the CON command! ~ 234 8 0 0 0 0 D1 @@ -633,7 +633,7 @@ S #23433 Arena~ A loud wailing can be heard to the distant south. It sounds almost like an -animal crying. The arena continues in all directions except to the north. +animal crying. The arena continues in all directions except to the north. ~ 234 8 0 0 0 0 D1 @@ -653,7 +653,7 @@ S Arena~ This room has a peaceful feeling. You feel as though you can rest here without anything bothering you. You feel refreshed in this room. Safe rooms -are a blessing to troubled adventurers. +are a blessing to troubled adventurers. ~ 234 24 0 0 0 0 D2 @@ -669,7 +669,7 @@ S Arena~ The sounds of battle echo through out the hall. The air is thin within this arena, maybe it gives the creatures an advantage in combat??? A knocked over -sign is lying here. +sign is lying here. ~ 234 8 0 0 0 0 D0 @@ -688,14 +688,14 @@ E sign~ Be courteous to other players. If there is a player in a room and there are mobs. Do not attack the mobs, unless you ask the player, or the player is -asleep. Offenders will be punished. +asleep. Offenders will be punished. ~ S #23436 Arena~ This room seems to be darker than the rest of the arena. You can make out little red eyes following your every movement. They seem to stay just far -enough away to hide themselves from view. +enough away to hide themselves from view. ~ 234 9 0 0 0 0 D0 @@ -719,7 +719,7 @@ S Arena~ Everything echo's in this room, the clanging of swords, ring through your head.. The clanging of armor is continuous. Not a good place to be if you -have a headache. +have a headache. ~ 234 8 0 0 0 0 D0 @@ -743,7 +743,7 @@ S Arena~ The ground here seems to be really soft. A closer examination, suggests that there are creatures that live underground. The holes are too small for -you to enter. +you to enter. ~ 234 8 0 0 0 0 D0 @@ -766,7 +766,7 @@ S #23439 Arena~ This is an odd room, it has a tree growing in the center. This is the only -tree in the arena, and it looks to be in good health. How can this be so? +tree in the arena, and it looks to be in good health. How can this be so? ~ 234 8 0 0 0 0 D0 @@ -788,14 +788,14 @@ D3 E tree~ This Tree is magical. The fallen leaves off of this tree provides some -nourishment. +nourishment. ~ S #23440 Arena~ This is a typical room in the arena. It is clear of everything except the occasional wandering mob. The air has a stench of death and blood is -splattered everywhere. +splattered everywhere. ~ 234 8 0 0 0 0 D0 @@ -819,7 +819,7 @@ S Arena~ The wall here has something scratched into it. You also see a small stone sticking out of the wall, the rest of the wall is smooth. To the north you -notice a fountain. Nothing else of interest is here. +notice a fountain. Nothing else of interest is here. ~ 234 8 0 0 0 0 D0 @@ -836,7 +836,7 @@ D2 0 0 23442 E wall scratched stone~ - The little stone screams, Push the button. + The little stone screams, Push the button. ~ S T 23400 @@ -844,7 +844,7 @@ T 23400 Arena~ The ground seems a bit grainy here. It is like wet sand. Wet from blood. How would the inside of an Arena get sand in it? This is obviously not a -normal area. +normal area. ~ 234 8 0 0 0 0 D0 @@ -864,7 +864,7 @@ S Arena~ A grainy wet sand sticks to everything. It is a dark, almost red, brown from the blood that is pooled about the room. The amount of death involved has -left a lingering smell. +left a lingering smell. ~ 234 8 0 0 0 0 D0 @@ -888,7 +888,7 @@ S Arena~ The temperature in this room seems to have increased. There is no cool wind at all. You can hear the hissing of mobs all around you. Their beady eyes are -all that is visible as they circle in the darkness. +all that is visible as they circle in the darkness. ~ 234 8 0 0 0 0 D0 @@ -912,7 +912,7 @@ S Arena~ The sand sticks to the bottom of your feet and smells metallic. The sand is scattered and piled in various ways as if people have struggled in a fight -here. +here. ~ 234 8 0 0 0 0 D0 @@ -936,7 +936,7 @@ S Arena~ The sand covers a few dismembered body parts. A few bleached white bones stick out a odd angles as if someone was trying to create a design. They seem -to have failed. +to have failed. ~ 234 8 0 0 0 0 D0 @@ -960,7 +960,7 @@ S Arena~ The ground here is sandy, but very firm. You can hear the sound of water to the south west. The sand seems to give way to a more solid rock floor that -slopes up. +slopes up. ~ 234 8 0 0 0 0 D0 @@ -984,7 +984,7 @@ S Arena~ The musky smell seems to be very light in this section of the arena. The whole atmosphere seems to have changed. The wall here seems to be in better -shape than the rest of the Arena. How odd. +shape than the rest of the Arena. How odd. ~ 234 8 0 0 0 0 D0 @@ -1004,7 +1004,7 @@ S Inside Lake~ You enter some shallow water. You barely splash around as you move. The water level barely covers the bottom of your feet. You can see some ripples -forming in the southwest. +forming in the southwest. ~ 234 8 0 0 0 7 D0 @@ -1024,7 +1024,7 @@ S Inside Lake~ You sink knee deep into water. This will make it hard for you to flee rapidly. There are some wakes coming from the south. You wonder if you -disturbed something. +disturbed something. ~ 234 8 0 0 0 7 D0 @@ -1046,9 +1046,9 @@ D3 S #23451 Inside Lake~ - The water in this lake seems oddly warm. It is almost as if............. + The water in this lake seems oddly warm. It is almost as if............. The color of this @Ylake@n is undeterminable. However, you do notice a small -wake coming from the south east. +wake coming from the south east. ~ 234 8 0 0 0 7 D0 @@ -1072,7 +1072,7 @@ S Indoor Lake~ You splash into some water. It seems as if there is a lake within this arena. How did this Lake get here? It must have been made by someone or -something. This is definately not natural. +something. This is definitely not natural. ~ 234 8 0 0 0 7 D0 @@ -1096,7 +1096,7 @@ S Arena~ You seem to be on a bank of a cavern lake. The path here is somewhat narrow. You almost have to walk sideways. Looking down the cliff you can see -little nests. +little nests. ~ 234 8 0 0 0 0 D0 @@ -1117,15 +1117,15 @@ D3 0 0 23454 E nest~ - These nests are snug in the dirt. Trying to remove them seems impossible. -This looks like a breeding ground. + These nests are snug in the dirt. Trying to remove them seems impossible. +This looks like a breeding ground. ~ S #23454 Arena~ The terrain here is rocky and a tad bit sandy. To the east there is a large rigged boulder which almost blocks your way. The rock is slick from water and -blood. +blood. ~ 234 8 0 0 0 0 D0 @@ -1149,7 +1149,7 @@ S Arena~ There is nothing here but sand and some bones. You cannot make out what type of creature they come from. It could be human, a really short and -deformed one. +deformed one. ~ 234 8 0 0 0 0 D0 @@ -1168,9 +1168,9 @@ S #23456 Arena~ Crunch, Crunch, Crunch. You cannot take a step without stepping on some -bones. The bones break everytime you step on them. Some of these bones seem +bones. The bones break every time you step on them. Some of these bones seem to have been here for a very long time. Some of them are beneath the large -rocks that occupy this space also. +rocks that occupy this space also. ~ 234 8 0 0 0 0 D0 @@ -1191,7 +1191,7 @@ Arena~ The beach and the rocks merge together here. You can see that the rocks form a breaking point for the water. During a high tide, the water seems to come up to this point. Hopefully you won't be in the middle of combat when it -rises. +rises. ~ 234 8 0 0 0 0 D0 @@ -1215,7 +1215,7 @@ S Arena~ The path here leads north and gets very narrow. There is water coming from the east. The bank here is very travel worn, you can't make out a single set -of tracks. +of tracks. ~ 234 8 0 0 0 0 D0 @@ -1239,7 +1239,7 @@ S Indoor Lake~ You sink down in the water to your chest. It is a little bit difficult to move here. Fighting here would be a bad mistake. The current of the water is -coming from the east. +coming from the east. ~ 234 8 0 0 0 0 D0 @@ -1263,7 +1263,7 @@ S Inside Lake~ The waters current is coming from the east. It is almost as if something is trying to force the water in every direction you walk. You can hear a faint -splash coming from the east. +splash coming from the east. ~ 234 8 0 0 0 0 D0 @@ -1287,7 +1287,7 @@ S The Source~ You see ripples generating here in the center of this lake. This leads you to believe that there must be something alive in here. You hear an odd noise. - + ~ 234 8 0 0 0 7 D0 @@ -1311,7 +1311,7 @@ S In the Lake~ You fall waist deep into the water. You can feel a small current trying to push you to the east. A rock wall to the east is worn smooth from years of -erosion. +erosion. ~ 234 8 0 0 0 0 D0 @@ -1331,7 +1331,7 @@ S Arena~ You sink down into water that is about 6 feet deep. You have a wall to your east and south. You could swear that something moved passed your leg. You can -see green moss floating all around you. +see green moss floating all around you. ~ 234 8 0 0 0 0 D0 @@ -1347,7 +1347,7 @@ S Arena~ This room is about half sand and half water. There seems to be quite a lot of ripples coming from the north. It is a lot for an indoor lake. If you -concentrate close enough, you could swear the ground is moving. +concentrate close enough, you could swear the ground is moving. ~ 234 8 0 0 0 0 D0 @@ -1369,7 +1369,7 @@ Arena~ the grass, but does not seem to drown the grass. The grass however has been trampled on, many of times. This is a good sign that something lives around here. You see a large rope dangling from the ceiling. It looks strong enough -to support you. +to support you. ~ 234 8 0 0 0 0 D0 @@ -1393,7 +1393,7 @@ S Arena~ You wade up to your ankles in water. The inside lake seems to get its source from the south. A small trickle of water seems to come from underneath -the wall. +the wall. ~ 234 8 0 0 0 0 D0 @@ -1412,9 +1412,9 @@ S #23467 Arena~ A trail here leads right into the wall. How strange, there is no way to go -through the wall. It is as if someone forgot to finish building in here. +through the wall. It is as if someone forgot to finish building in here. None the less, this room has 3 other exits and is big enough to be in combat. - + ~ 234 8 0 0 0 0 D0 @@ -1434,7 +1434,7 @@ S Arena~ The rock here is very flat, smooth and shiny. It seems to be made from a fine polished marble. Something here catches the light and reflects back at -you. +you. ~ 234 8 0 0 0 0 D0 @@ -1454,7 +1454,7 @@ S Arena~ A pool of blood fills the center of the room. The scent of death is in the air. Hopefully you can overcome the sensation and fight your way to victory -and fame. +and fame. ~ 234 8 0 0 0 0 D0 @@ -1470,7 +1470,7 @@ S A Hidden Room~ Congratulations, you have found the Hidden room. Always be on the look out for key phrases or words that may be further explored. Please continue back to -the main Hallway. +the main Hallway. ~ 234 152 0 0 0 0 D2 @@ -1481,7 +1481,7 @@ S #23471 A Hidden Store~ You enter a small, cluttered room which is filled with shelves of boots and -pants. There are various types of items ranging from leather to plate mail. +pants. There are various types of items ranging from leather to plate mail. ~ 234 152 0 0 0 0 D1 @@ -1493,9 +1493,9 @@ T 23401 T 23402 #23472 A Small Room~ - The room ends abruptly with no way out except back down into the arena. + The room ends abruptly with no way out except back down into the arena. High overhead, out of reach, a trapdoor to leads to freedom out of this newbie -training nightmare. +training nightmare. ~ 234 12 0 0 0 0 D5 diff --git a/lib/world/wld/235.wld b/lib/world/wld/235.wld index 71b1a9c..6beab0f 100644 --- a/lib/world/wld/235.wld +++ b/lib/world/wld/235.wld @@ -2,7 +2,7 @@ Mine Entrance~ You step into the entrance of the mine. Everything around you is dusty and smells of mildew. Some large boulders line the entrance, making you crawl over -them. The inside of the mine looks dark and dangerous. +them. The inside of the mine looks dark and dangerous. ~ 235 0 0 0 0 0 D2 @@ -11,7 +11,7 @@ D2 0 0 23501 E info credits~ - Builder : + Builder : Zone : 235 Dwarven Mines Began : 1998 Player Level : 10-14 @@ -20,8 +20,8 @@ Mobs : 12 Objects : 12 Shops : 0 Triggers : 2 -Theme : -Plot : +Theme : +Plot : Links : 00, 99 Map : 01 ~ @@ -30,7 +30,7 @@ S Dwarven Mines~ As you enter the mine, you notice several dwarves hard at work. They look at you with narrow eyes as you walk past them. The dust in here is extremely -thick, making it difficult for you to breathe. +thick, making it difficult for you to breathe. ~ 235 0 0 0 0 0 D0 @@ -45,7 +45,7 @@ S #23502 Dwarven Mines~ The dust seems to go get thicker here as it threatens to choke the life out -of you. You stumble over a large boulder, almost falling flat on your face! +of you. You stumble over a large boulder, almost falling flat on your face! ~ 235 0 0 0 0 0 D1 @@ -65,7 +65,7 @@ S Cove~ You find yourself standing in a small cove. It's quite dusty here, but the air is much more breatheable. Someone could easily hide in here and perhaps -never be found. +never be found. ~ 235 0 0 0 0 0 D0 @@ -77,7 +77,7 @@ S Dwarven Mines~ The air seems a lot lighter as you walk deeper into the cold mines. You reach out and feel the walls at your sides. They are cold and damp, but where -could the water be coming from? +could the water be coming from? ~ 235 0 0 0 0 0 D1 @@ -93,7 +93,7 @@ S Dwarven Mines~ The air seems a lot lighter as you walk deeper into the cold mines. You reach out and feel the walls at your sides. They are cold and damp, but where -could the water be coming from? +could the water be coming from? ~ 235 0 0 0 0 0 D1 @@ -109,7 +109,7 @@ S Dwarven Mines~ The temperature seems to drop quite a few degrees as you get deeper into the mine. You can hear some water dripping onto the ground before you. It's most -likely leaking from the roof. +likely leaking from the roof. ~ 235 0 0 0 0 0 D0 @@ -125,7 +125,7 @@ S Dwarven Mines~ You feel your feet sink into a small puddle, but it doesn't feel like water. It's much to thick. As you look more closely, you see that you have stepped -into a puddle of blood! How gross! +into a puddle of blood! How gross! ~ 235 0 0 0 0 0 D2 @@ -142,7 +142,7 @@ Dwarven Mines~ As you step out of the gooey puddle, you continue making your way through the mines. As you look to your left you can see small streaks of gold running through the rocks. If someone tried chipping out the gold, they would most -likely cause an avalanche. +likely cause an avalanche. ~ 235 0 0 0 0 0 D1 @@ -156,9 +156,9 @@ D3 S #23509 Dwarven Mines~ - The mine seems to expand here, allowing more travelers to pass through. + The mine seems to expand here, allowing more travelers to pass through. There are several small pebbles lying about the ground. Be careful not to trip -over one! +over one! ~ 235 0 0 0 0 0 D1 @@ -172,9 +172,9 @@ D2 S #23510 Dwarven Mines~ - You feel your feet suddenly get drenched as you step into a small stream. + You feel your feet suddenly get drenched as you step into a small stream. What a funny place to have a stream! How could it have gotten here? Maybe the -mine workers built it so they can drink from it. +mine workers built it so they can drink from it. ~ 235 0 0 0 0 0 D0 @@ -190,7 +190,7 @@ S Stream~ The stream gets a little deeper here, causing the water to rise to your ankles. You feel a chill rush through your entire body, then continue on your -way. +way. ~ 235 0 0 0 0 0 D0 @@ -206,7 +206,7 @@ S Stream~ The stream comes to an end here, leaving you on dry ground. As you look at the end of the stream, you notice that it disappears into the wall. How could -that be? It couldn't have just vanished into the stones! +that be? It couldn't have just vanished into the stones! ~ 235 0 0 0 0 0 D1 @@ -221,8 +221,8 @@ S #23513 Dwarven Mines~ The mine seems to bend here, heading off towards the south. Huge chunks of -rock are lying on the ground. Probably left there from some of the workers. -How messy these little people are! +rock are lying on the ground. Probably left there from some of the workers. +How messy these little people are! ~ 235 0 0 0 0 0 D0 @@ -238,7 +238,7 @@ S Dwarven Mines~ You begin feeling alone as you get deeper into the mines. Everything around you is terribly quiet. Maybe too quiet. You suddenly get the feeling like -you're being watched. +you're being watched. ~ 235 0 0 0 0 0 D0 @@ -269,7 +269,7 @@ S Dwarven Mines~ The smell and haze of coal engulfs your senses, almost making you choke and stinging your eyes. The air is very thick and dirty, almost black. But how -could the air be black? +could the air be black? ~ 235 0 0 0 0 0 D1 @@ -289,7 +289,7 @@ S Dwarven Mines~ Chicken! You took the easy way out. You'd better hope your friends don't find out or else you may never live it down. Flee and run away, yet live -another day. +another day. ~ 235 0 0 0 0 0 D0 @@ -305,7 +305,7 @@ S Dark Tunnel~ You have stepped into what appears to be a tunnel. There is no light here. The only way a person would be able to see to get through this jungle would be -with a torch or some other light source. +with a torch or some other light source. ~ 235 1 0 0 0 0 D1 @@ -320,8 +320,8 @@ S #23519 Dark Tunnel~ Several large boulders cover the ground. As you look closely, you can see a -smashed skeleton. The dwarf must have gotten killed during an avalanche. -Don't let the same thing happen to you. +smashed skeleton. The dwarf must have gotten killed during an avalanche. +Don't let the same thing happen to you. ~ 235 1 0 0 0 0 D1 @@ -337,7 +337,7 @@ S Dark Tunnel~ As you continue making your way through the dirty little tunnel, you notice several smears of blood on the walls. Most likely from past adventurers that -were not lucky enough to survive. +were not lucky enough to survive. ~ 235 1 0 0 0 0 D1 @@ -353,7 +353,7 @@ S Dark Tunnel~ You can see the end of the tunnel just up ahead to the east. You suddenly feel relieved. You made it through alive! That's something to be very proud -of. +of. ~ 235 1 0 0 0 0 D1 @@ -368,8 +368,8 @@ S #23522 Dark Tunnel~ You're standing at the end of the tunnel. The mine takes a turn here -heading towards the south. The conditions ahead look much more promising. -Perhaps you will have an easier journey now. But then again, maybe not. +heading towards the south. The conditions ahead look much more promising. +Perhaps you will have an easier journey now. But then again, maybe not. ~ 235 1 0 0 0 0 D2 @@ -386,7 +386,7 @@ Dwarven Mines~ The mine is actually quite clean here. The smell could be better, but it's not the worst you have smelled, so why complain? To the north you can see a dark tunnel. Perhaps you should stay away from it. It's only for the bravest -of souls. +of souls. ~ 235 0 0 0 0 0 D0 @@ -406,7 +406,7 @@ S Dead End~ Oops! You have ran into a dead end! If you had been looking before you moved ahead you never would have ended up here! If you don't start paying -closer attention to where you're going, you won't be likely to survive. +closer attention to where you're going, you won't be likely to survive. ~ 235 0 0 0 0 0 D3 @@ -418,7 +418,7 @@ S Dwarven Mines~ The rocks from the ceiling begin to crumble and fall all around you. You feel some dust and small pebbles hit your head and a few larger rocks crash -down around you. You'd better get out of here! +down around you. You'd better get out of here! ~ 235 0 0 0 0 0 D0 @@ -434,7 +434,7 @@ S Dwarven Mines~ Run! Huge boulders are falling all around you. If you stick around, you're sure to be killed. The dust and debris is starting to grow thick. Waiting -around could be fatal. +around could be fatal. ~ 235 0 0 0 0 0 D1 @@ -450,7 +450,7 @@ S Dwarven Mines~ Whew! That was a close call. One more minute in that rock slide and you would be dead meat. The path ahead of you seems pretty clear. Theres a few -sticks lying on the ground. What would sticks be doing in a mine? +sticks lying on the ground. What would sticks be doing in a mine? ~ 235 0 0 0 0 0 D0 @@ -464,10 +464,10 @@ D3 S #23528 Dwarven Mines~ - As you continue walking, you feel the temperature begin to slowly rise. + As you continue walking, you feel the temperature begin to slowly rise. Little beads of sweat form on your forehead, making you wish you had a cool cloth. The air around you is getting harder to breathe, most likely do to the -increase in the temperature. +increase in the temperature. ~ 235 0 0 0 0 0 D1 @@ -487,7 +487,7 @@ S Dwarven Mines~ You begin panting heavily as you continue making your way through the mines. How could anyone survive in these temperatures? The rock walls that surround -you are bone dry. You notice that a few of them are giving off steam. +you are bone dry. You notice that a few of them are giving off steam. ~ 235 0 0 0 0 0 D0 @@ -504,7 +504,7 @@ Dwarven Mines~ You start to get the feeling that you have been walking through these dirty mines forever. Everything is begining to look the same. All the rocks have the same formation and seem to be moving towards you. Is this really happening -or is it a mirage? +or is it a mirage? ~ 235 0 0 0 0 0 D1 @@ -520,7 +520,7 @@ S Dwarven Mines~ There is a torch here, hanging from the wall. It gives off just enough light to let you see where the walls are. The mine continues to the east and -west. +west. ~ 235 0 0 0 0 0 D1 @@ -536,7 +536,7 @@ S Dwarven Mines~ The mine curves here, heading off towards the north. The ground at your feet is very rough. A person could easily fall and get hurt if they weren't -watching where they were going. +watching where they were going. ~ 235 0 0 0 0 0 D0 @@ -552,7 +552,7 @@ S Dwarven Mines~ Darkness is ahead of you. As you look at the walls surrounding you, you notice your shadow dancing on the rocks. You look much larger and tougher this -way. +way. ~ 235 0 0 0 0 0 D0 @@ -568,7 +568,7 @@ S Narrow Path~ You have come to a narrow path burried deep within the mines. The path is only big enough for one person to go through at a time. If you dare enter, -you'd better be prepared. +you'd better be prepared. ~ 235 256 0 0 0 0 D0 @@ -584,7 +584,7 @@ S Narrow Path~ A sense of dread creeps over you as you step deeper onto the path. Some loose pebbles wiggle around under your feet, threatening to trip you. Be -careful not to fall! +careful not to fall! ~ 235 0 0 0 0 0 D1 @@ -600,7 +600,7 @@ S Narrow Path~ The rocks at your sides have moved closer together, making it almost impossible for you to get through. There is a small opening you could force -yourself through if you're feeling lucky. +yourself through if you're feeling lucky. ~ 235 0 0 0 0 0 D1 @@ -620,7 +620,7 @@ S Dusty Room~ Your body pushes through the narrow opening and falls on the floor in a large dusty room. There is no way out of here, except to turn around and go -back through the narrow hole. +back through the narrow hole. ~ 235 0 0 0 0 0 D3 @@ -632,7 +632,7 @@ S Narrow Path~ The path curves here, bending around some large boulders. Some of the boulders have been split in half, others have large chip marks from where other -adventurers have tried to break them up. Maybe that isn't such a good idea. +adventurers have tried to break them up. Maybe that isn't such a good idea. ~ 235 0 0 0 0 0 D0 @@ -648,7 +648,7 @@ S Narrow Path~ The path comes to an abrupt end here. To the west you can see a large pile of boulders which you will have to either climb over, or turn around and go -back. +back. ~ 235 0 0 0 0 0 D0 @@ -664,7 +664,7 @@ S Boulder Heap~ You begin making your way up the enormous pile. Will there even be a way out past this pile? Guess you'll have to take that chance and find out the -hard way. +hard way. ~ 235 0 0 0 0 0 D1 @@ -680,7 +680,7 @@ S Boulder Heap~ The large rocks shift under your weight. Be careful! The last thing this mine needs is another corpse. The entire cave seems to be close to collapse. - + ~ 235 0 0 0 0 0 D1 @@ -695,7 +695,7 @@ S #23542 Boulder Heap~ The boulders seem to be getting smaller, but less sturdy. Don't look down -or you might lose your balance and fall. The fall does not look survivable. +or you might lose your balance and fall. The fall does not look survivable. ~ 235 0 0 0 0 0 D0 @@ -716,7 +716,7 @@ Boulder Heap~ You find yourself standing at the top of the heap, looking down into the mines. You feel like you're playing king of the mountain. Just like you did when you were a child. There is a narrow passageway to the west. Maybe you -can squeeze through it. +can squeeze through it. ~ 235 0 0 0 0 0 D2 @@ -732,7 +732,7 @@ S Narrow Passageway~ You have come to a small passageway. It doesn't look like you could fit through here, but you could try. Maybe with enough squeezing you could slide -through. +through. ~ 235 0 0 0 0 0 D0 @@ -748,7 +748,7 @@ S Narrow Passageway~ You begin forcing yourself through the hole. Rocks are scratching at your sides, and dust is falling into your hair and eyes. Is this really worth all -this trouble? +this trouble? ~ 235 0 0 0 0 0 D2 @@ -765,7 +765,7 @@ Dwarven Mines~ Your body falls out from the passageway and lands on the floor with a loud *THUD*. Your sides ache from the scratches you encountered. You made it through though, maybe thats a good thing. But then again, it could mean -trouble. +trouble. ~ 235 0 0 0 0 0 D1 @@ -781,7 +781,7 @@ S Dwarven Mines~ As you continue making your way through the mines, you begin hearing the sound of rushing water coming from the west. The air seems moist and fresh -with a cool breeze. +with a cool breeze. ~ 235 0 0 0 0 0 D1 @@ -818,7 +818,7 @@ S Waterfall Slide~ The current of the water starts pulling you down the large slide. You notice some small lights attatched to the ceiling, allowing you to see water -gushing past you at a tremendous speed. +gushing past you at a tremendous speed. ~ 235 0 0 0 0 0 D0 @@ -834,7 +834,7 @@ S Waterfall Slide~ A light spray of mist hits your face as you continue traveling down the waterfall. The temperature seems to be dropping, causing the water to become -colder. Maybe this ride wasn't such a good idea after all. +colder. Maybe this ride wasn't such a good idea after all. ~ 235 0 0 0 0 0 D2 @@ -850,7 +850,7 @@ S Waterfall Slide~ There is a sharp bend here. You feel your drenched body suddenly get jerked towards the west. You feel your rear end starting to get sore from the rocky -bottom of the waterfall. +bottom of the waterfall. ~ 235 0 0 0 0 0 D3 @@ -866,7 +866,7 @@ S Drop Off~ AHHHHH!!! You feel your helpless body falling through the air, passing large rocks that have been against the walls for some time. You look down and -see the end is near. There is a large pile of rocks just below! +see the end is near. There is a large pile of rocks just below! ~ 235 0 0 0 0 0 D1 @@ -880,9 +880,9 @@ D5 S #23553 Pile of Illusions~ - The rocks below you seem to fade away and show the waterfall once again. + The rocks below you seem to fade away and show the waterfall once again. You feel your heart pounding heavily in your chest. That was too close for -comfort! +comfort! ~ 235 0 0 0 0 0 D2 @@ -896,9 +896,9 @@ D4 S #23554 Watefall Slide~ - The end of the waterfall is near. You can see an exit to the south. + The end of the waterfall is near. You can see an exit to the south. You're clothes begin drying off, leaving you feeling cold and just about dead. -Maybe next time you should take the whimps way out. +Maybe next time you should take the whimps way out. ~ 235 0 0 0 0 0 D0 @@ -914,7 +914,7 @@ S Exit from the Waterfall~ As you get to the end of the waterfall, you look back at the death trap and thank your lucky stars that you're still alive. The mines seem to continue to -the south from here. +the south from here. ~ 235 0 0 0 0 0 D0 @@ -930,7 +930,7 @@ S Dwarven Mines~ You begin walking away from the waterfall, looking at your surroundings ahead of you. The mines continue to the east. Just up ahead you can see a -small intersection. Which path will you choose? +small intersection. Which path will you choose? ~ 235 0 0 0 0 0 D0 @@ -946,7 +946,7 @@ S Dwarven Mines~ Everything around you seems to quiet down, making you feel like you're all alone in these dusty mines. The walls are in bad need of repair. If they -don't get fixed soon they might collapse and kill someone, maybe you! +don't get fixed soon they might collapse and kill someone, maybe you! ~ 235 0 0 0 0 0 D1 @@ -963,7 +963,7 @@ Intersection~ You're standing in the middle of a small intersection. The ground at your feet is slick and very worn. To the northwest you can see a waterfall, what a beautiful sight! What is south from here is uncertain. Guess you will have to -explore and find out. +explore and find out. ~ 235 0 0 0 0 0 D0 @@ -983,7 +983,7 @@ S Dwarven Mines~ You skip down a few stairs and walk deeper into the mines. The dust here is awful! It's so thick you can barely breathe. A thin layer of dust is covering -the walls and floor. +the walls and floor. ~ 235 0 0 0 0 0 D1 @@ -999,7 +999,7 @@ S Hole in the Floor~ There is a large hole in the floor here. You could easily climb down into it. You notice a ladder suspended from the floor. Apparently you aren't the -only one who's thought of making that trip. The mines continue to the east. +only one who's thought of making that trip. The mines continue to the east. ~ 235 0 0 0 0 0 D1 @@ -1017,9 +1017,9 @@ D5 S #23561 Dwarven Mines~ - You sneak down the side of the boulder heap. Make sure no one sees you. + You sneak down the side of the boulder heap. Make sure no one sees you. You see an enormous hole in the ground to the west. Maybe you could hide in -there. +there. ~ 235 0 0 0 0 0 D1 @@ -1035,7 +1035,7 @@ S Cove~ You find yourself standing in a small abandoned cove. There isn't much here to look at, just a few stray cobwebs dangling from the dirty walls. You notice -a few scattered pebbles lying about the floor. +a few scattered pebbles lying about the floor. ~ 235 0 0 0 0 0 D0 @@ -1047,7 +1047,7 @@ S Hole in the Floor~ You begin climbing down through the floor. Darkness surrounds you, making you feel alone. The ladder you're holding onto is made from rope and some old -rotted boards. It could easily break, so be careful! +rotted boards. It could easily break, so be careful! ~ 235 0 0 0 0 0 D4 @@ -1064,7 +1064,7 @@ Hole in the Floor~ The ladder comes to a sudden end. You are forced to jump the rest of the way down. As you land on the ground, you feel a shooting pain rush up your legs. The dust that was looming in the air seems to have vanished. Don't -complain. +complain. ~ 235 0 0 0 0 0 D1 @@ -1088,7 +1088,7 @@ S Tunnel~ You're walking through a narrow tunnel. In the distance to the east you can hear the shouts of several dwarves training for battle. You must be close to -the battlefield. +the battlefield. ~ 235 0 0 0 0 0 D1 @@ -1104,7 +1104,7 @@ S Tunnel~ You find yourself standing in a small intersection. To the east you can see the dwarven battlefield. Blood stains the tunnel ahead. To your south you can -see more of the mines. +see more of the mines. ~ 235 0 0 0 0 0 D1 @@ -1124,7 +1124,7 @@ S Dwarven Mines~ As you continue walking through the mines, you can hear the shouts of dwarven soilders preparing for battle. To the north is a small intersection. -The mines continue to the south. +The mines continue to the south. ~ 235 0 0 0 0 0 D0 @@ -1138,7 +1138,7 @@ Dwarven Battlefield~ you. This must be just a practice battlefield. You notice that the floor is made from concrete and it's heavily stained with blood. There are several torches hanging from the wall, illuminating the room with a soft glow. The -soilders barracks are to the south. +soilders barracks are to the south. ~ 235 0 0 0 0 0 D0 @@ -1156,7 +1156,7 @@ Battlefield Gates~ ceiling, and are perhaps the best part of the mines. By far the most beautiful. By the looks of it, the gate has never been closed. You can hear men shouting and grunting inside. There is an aide room to the east. The -battlefield is to the south. Enter with care. +battlefield is to the south. Enter with care. ~ 235 128 0 0 0 0 D1 @@ -1177,7 +1177,7 @@ Aide Room~ This is where the dwarven soilders come for aide when they are hurt in battle. There is a long shelf up against the southern wall piles high with bandages and splints. There is a faint odor of blood in here. It almost makes -you gag. +you gag. ~ 235 0 0 0 0 0 D3 @@ -1224,7 +1224,7 @@ Stairwell~ A small stone stairwell stands before you, covered in dust. You notice some fresh footprints on the steps. Doesn't anyone clean in here? The stairs look fairly sturdy, but are extrememly uneven. Someone could easily fall and break -their neck. +their neck. ~ 235 0 0 0 0 0 D1 @@ -1236,7 +1236,7 @@ S Enormous Hole~ There is an emormous hole before you. It's not very deep, but you would most likely get hurt if you attempted to walk through it. The mines continue -to the north, west, and south. +to the north, west, and south. ~ 235 0 0 0 0 0 D0 @@ -1251,7 +1251,7 @@ S #23584 Dwarven Mines~ You begin to feel very lost. The only sounds you hear are those of your own -footsteps. To the south is a large hole. The mines continue to the north. +footsteps. To the south is a large hole. The mines continue to the north. ~ 235 0 0 0 0 0 D0 @@ -1265,9 +1265,9 @@ D2 S #23585 Barracks~ - You're standing in the soilders barracks. Several bunks line the walls. + You're standing in the soilders barracks. Several bunks line the walls. There is a thin layer of dust on the floor. All the bunks are made, but you -wonder when this room was last swept. The training room is to the south. +wonder when this room was last swept. The training room is to the south. ~ 235 0 0 0 0 0 D0 @@ -1282,8 +1282,8 @@ S #23586 Soilders Training Room~ This room is quite large. It would have to be to hold all of the soilders. -There are numerous torches dangling from the stone walls, lighting the room. -There is a small passageway to the south. Where could it lead? +There are numerous torches dangling from the stone walls, lighting the room. +There is a small passageway to the south. Where could it lead? ~ 235 0 0 0 0 0 D0 @@ -1301,9 +1301,9 @@ D2 S #23587 Battlefield Entrance~ - You're standing in the doorway leading out onto the dwarven battlefield. + You're standing in the doorway leading out onto the dwarven battlefield. You see numerous soldiers fighting and training. There are small pools of -blood on the ground. You suddenly feel sick to your stomach. +blood on the ground. You suddenly feel sick to your stomach. ~ 235 0 0 0 0 0 D0 @@ -1319,7 +1319,7 @@ S Battlefield~ As you step out into the battlefield, you notice everyone turn and look at you. Perhaps coming here was a bad idea. Now you might not make it back out -alive. +alive. ~ 235 0 0 0 0 0 D1 @@ -1335,7 +1335,7 @@ S Battlefield~ You're standing in the middle of the battlefield, looking around at everything around you. The ground at your feet is solid, but it's not concrete -anymore. It looks like dirt heavily stained with blood. How gross! +anymore. It looks like dirt heavily stained with blood. How gross! ~ 235 0 0 0 0 0 D2 @@ -1351,7 +1351,7 @@ S Battlefield~ You have come to the end of the battlefield. You feel a bit relieved knowing that you made it out alive. There is a small path to the south. It -looks like it's leading towards the end of the mines. +looks like it's leading towards the end of the mines. ~ 235 0 0 0 0 0 D0 @@ -1367,7 +1367,7 @@ S Marble Path~ As your feet step down on to the marble path, everything around you gets quiet. The only sound you hear is the sound of your footsteps crunching along -on the path. The path continues to the south. +on the path. The path continues to the south. ~ 235 0 0 0 0 0 D0 @@ -1382,9 +1382,9 @@ S #23592 Marble Path~ You begin to feel like you're walking on a chess board. The marble at your -feet is white and swirled with shades of grey. Some are so dark they look +feet is white and swirled with shades of gray. Some are so dark they look black. The swirls almost hypnotize you. The path continues to the north and -west. +west. ~ 235 0 0 0 0 0 D0 @@ -1400,7 +1400,7 @@ S Marble Path~ As you continue walking along the path, you begin remembering past adventures you've had. You realize how lucky you are to be alive. You can see -the exit to the mines to the west. +the exit to the mines to the west. ~ 235 0 0 0 0 0 D1 @@ -1415,8 +1415,8 @@ S #23595 Marble Path~ There is a small intersection here. To the north there is a small -passageway. Where could it lead? To the west is the exit out of the mines. -Which path will you choose? +passageway. Where could it lead? To the west is the exit out of the mines. +Which path will you choose? ~ 235 0 0 0 0 0 D0 @@ -1437,7 +1437,7 @@ Passageway~ As you step into the small passageway, you notice there are paths leading in all sorts of directions. To the southwest you can see the ending of the mines. To the southeast is the dwarven battlefield. The shouts of the soilders fill -your ears. To the south is a tunnel leading out of the mines. +your ears. To the south is a tunnel leading out of the mines. ~ 235 0 0 0 0 0 D0 @@ -1457,7 +1457,7 @@ S Dwarven Mines~ You come to an abrupt hault. There is an enormous hole in the floor to the north. You will have to jump over it. You see a small passageway to the east. -Where could it lead? +Where could it lead? ~ 235 0 0 0 0 0 D0 @@ -1474,7 +1474,7 @@ Stairwell~ You have come to the end of the marble path and find yourself standing at the bottom of a wooden stairwell. Half of the wood looks rotted and should have fallen apart years ago. Be careful! The exit is just up ahead to the -west. +west. ~ 235 0 0 0 0 0 D1 @@ -1491,7 +1491,7 @@ Exit out of the Mines~ You're standing at the back of the mines in a narrow doorway. The air here is rather musty smelling. The smell just about makes you gag. You notice some burned out torches hanging from the wall. They are covered in dust. They must -not have been used in a while. +not have been used in a while. ~ 235 0 0 0 0 0 D5 diff --git a/lib/world/wld/236.wld b/lib/world/wld/236.wld index 5da344f..9549c7e 100644 --- a/lib/world/wld/236.wld +++ b/lib/world/wld/236.wld @@ -10,8 +10,8 @@ Mobs : 28 Objects : 42 Shops : 6 Triggers : 17 -Theme : -Plot : +Theme : +Plot : Links : 00, 99 Map : 00 Zone 236 is linked to the following zones: @@ -24,7 +24,7 @@ Entrance to the Tradehalls~ You're standing in front of a large gateway into the mountain. The portal is large enough for several carriages to go through it at once. It's very nice masonry work and you can't help thinking about how old it looks. A sign has -been posted near the entrance. +been posted near the entrance. ~ 236 0 0 0 0 5 D0 @@ -47,11 +47,11 @@ sign~ | | | The Trade Halls | | | - | AR AR = Armourer | + | AR AR = Armorer | | | | | WP--+--+# WP = Weaponsmith | | | | - | SW--+-TR SW = Stonewright | + | SW--+-TR SW = Stonewright | | | | | + TR = Travellers rest | | | @@ -86,7 +86,7 @@ D1 0 0 23603 D2 A large stone portal, rising from the cave floor and in a wide arch above -you. In the middle the arch is more than 20' high. +you. In the middle the arch is more than 20' high. ~ portal~ 1 0 23601 @@ -100,7 +100,7 @@ Travellers rest.~ This corner is a quiet resting spot, where a couple of bunks makes for complimentary meds. You feel quite safe here, and expect to get a good rest. To your west the tradehalls extend, and north you see a narrow platform, -inaccesible from here. +inaccesible from here. ~ 236 12 0 0 0 0 D3 @@ -114,7 +114,7 @@ The stonewrights stall~ rock, have benn spread evenly. Behind a particularly large and square block, the stonewrights' assistant has set up a stall, selling large rocks for headstones and the like. He also has a selection of smaller stones, refined -into fine jewelry. To the east you can go back in the main trading hall. +into fine jewelry. To the east you can go back in the main trading hall. ~ 236 8 0 0 0 0 D1 @@ -124,14 +124,14 @@ D1 E blocks block stone rock~ It doesn't look like the bloacks of rock come from these walls. They seem to -have been moved here with might. +have been moved here with might. ~ S #23605 The weaponsmiths stall~ The weaponsmiths assistant has set up a stall here, selling the weaponsmiths produce. He offers a selection of blunt and edged weapons, making sure you -leave before you use them. You can leave to the east. +leave before you use them. You can leave to the east. ~ 236 8 0 0 0 0 D1 @@ -140,12 +140,12 @@ D1 0 0 23607 S #23606 -The Armourers Stall~ +The Armorers Stall~ You are in the corner of the cave, which the dwarves have decided to use as a -trade area. In this, the farthest corner from the entrance, some shining armour -has been laid out on an old sack. Behind it, the assistant to the armoursmith +trade area. In this, the farthest corner from the entrance, some shining armor +has been laid out on an old sack. Behind it, the assistant to the armorsmith is getting ready to display his merchandise to you. To get back to the center -of the trade halls, you must go south. +of the trade halls, you must go south. ~ 236 8 0 0 0 0 D2 @@ -153,10 +153,10 @@ D2 ~ 0 0 23607 E -sack armour armor~ - The different pieces of armour have been strewed all over the ground here, +sack armor armor~ + The different pieces of armor have been strewed all over the ground here, but it might be an unwise idea to try to just pick it up. Theft is not looked -lightly upon in the dwarven kingdom. +lightly upon in the dwarven kingdom. ~ S #23607 @@ -167,7 +167,7 @@ certain the ceiling high above you have been touched by a dwarfs pickaxe in the past. The floor is rock, and there is rock above and around you. You are also certain the dwarfs can monitor you here from hidden holes in the rockface. To your west and north there are stalls set up by the traders, while to the east -you can try to enter the dwarven city itself. You can leave to the south. +you can try to enter the dwarven city itself. You can leave to the south. ~ 236 8 0 0 0 0 D0 @@ -192,10 +192,10 @@ On a narrow platform~ You are standing on a narrow platform outside a wooden door. The platform has been hewn out of the rock in the northeastern corner of the cave. There is only one way onto the platform, and that is from the center of the trade halls. -You feel very exposed as you walk the last couple of feet towards the door. +You feel very exposed as you walk the last couple of feet towards the door. The door itself is about ten feet wide and fifteen feet tall, making it a huge portal to the dwarves. However it is still quite easy to defend, and you -realize they might not want you inside. +realize they might not want you inside. ~ 236 264 0 0 0 0 D1 @@ -210,17 +210,17 @@ D3 S #23610 Entrance to Aldin, City of the Dwarves~ - You are standing in a domed cave, which obviously serves as a portcullis. + You are standing in a domed cave, which obviously serves as a portcullis. To your west, a rather large gate opens to the trade halls, and to your east a smaller stone door blocks your entry into the heart of Aldin. This cave obviously has been set up, so the guards have a place to check people before -they leave the trade halls and enter the city itself. You realise with sudden -brutality the guards are stopping anyone who isn't dwarven... +they leave the trade halls and enter the city itself. You realize with sudden +brutality the guards are stopping anyone who isn't dwarven... ~ 236 8 0 0 0 0 D1 This small runed door is made of stone, and it seems to have been there forever. - + ~ door stone~ 1 23642 23611 @@ -236,8 +236,8 @@ Passing by the workshops~ almost deafened by the sounds from the nearby workshops. It seems all of the things traded in the trade halls come from these workshops. To your south the weaponsmith is working and east of here the armor smith is preparing more -armours for sale. You can leave the city by going west from here, or go deeper -into it by heading north. +armors for sale. You can leave the city by going west from here, or go deeper +into it by heading north. ~ 236 8 0 0 0 0 D0 @@ -264,9 +264,9 @@ At Torgs' smithy~ The dwarves are very proud of their fine weaponry. Rods of several different metals have been laid on shelves along the south wall, ready to go into the forge. The forege itself has been set in the east wall, accesible -from both here and the armourers smithy just north and east of here. The walls +from both here and the armorers smithy just north and east of here. The walls are blackened wth soot from many years of smoke from the large forge. A -strange contraption makes sure the bellows keep the heat at its peak. +strange contraption makes sure the bellows keep the heat at its peak. ~ 236 8 0 0 0 0 D0 @@ -280,13 +280,13 @@ eastern wall. A small stream in the corner makes a small milling wheel turn, which in turn makes the bellows blow. It is obvious to you that the reason for putting the forge here is that small stream. It runs from a hole in the cave wall about three feet up, into a hole in the corner. A small basin suggests the -stream is used to temper the steel in, too. +stream is used to temper the steel in, too. ~ E rods metal~ Long rods of differently alloyed metal hang here. On the floor next to them, bars of lead have been lain down. Also a barrel sits here, full to the edge -with leather strips for handles. +with leather strips for handles. ~ S #23613 @@ -296,12 +296,12 @@ mountain. The walls around you are made with some of the finest masonry you have ever witnessed. To your south you can hear the clanging of iron against iron from the forges, and from your east comes the crisp sound of chisel against rock. It sounds if someone is making gravestones. To the north a -small portal shields the living areas from the noise of the workshops. +small portal shields the living areas from the noise of the workshops. ~ 236 8 0 0 0 0 D0 A small arched doorway, not much more than four feet across, and about 6 feet -tall leads into the dwarven city. +tall leads into the dwarven city. ~ portal~ 0 0 23617 @@ -316,18 +316,18 @@ D2 E portal~ A small, arched doorway, not much more than four feet across and about 6 feet -tall, leads into the dwarven city. +tall, leads into the dwarven city. ~ S #23614 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway turns a perfect right angle turn to the north and east here. Perfect -walls block your progress to the west and south. +walls block your progress to the west and south. ~ 236 8 0 0 0 1 D0 @@ -344,12 +344,12 @@ S #23615 At Ralfs' smithy~ Upon entering the smithy you immidiately discover the reason for all the -noise in the area. All the armours made here are full-body armours. When +noise in the area. All the armors made here are full-body armors. When struck by Ralf, they make about as much noise, as a churchbell. The forge is set in the south wall, and on the northern and eastern wall, several -half-finished armours have been lain on shelves. In a crate near the eastern +half-finished armors have been lain on shelves. In a crate near the eastern wall, different straps and thongs of leather are stored - nothing of use until -they've been applied to an armour. +they've been applied to an armor. ~ 236 8 0 0 0 0 D3 @@ -359,20 +359,20 @@ D3 E crate~ A wooden crate about one by two feet. It contains strips of leather used for -the armours made here. +the armors made here. ~ E forge~ The forge has been set in sotnes and is extremely hot. On the other side of -the fire, you notice the weaponsmiths' smithy. +the fire, you notice the weaponsmiths' smithy. ~ S #23616 At the stonewrights.~ Large rocks, the size of headstones sit on the ground in nice rows. A -sudden realisation grabs you, as you see them for what they really are. +sudden realisation grabs you, as you see them for what they really are. Tombstones. And many of them too. But there's also a shelf with some much -finer art. +finer art. ~ 236 8 0 0 0 0 D3 @@ -397,13 +397,13 @@ shelf~ A wide shelf has been made from the stone wall. And you notice it has been made by removing the surrounding rock piece by piece. A labour with no end, it seems. On it a couple of small gemstones have been laid, along with a -handwritten sign: HANDS OFF! +handwritten sign: HANDS OFF! ~ S #23617 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor, and the light helps you to not think of the terrible weight of the mountain above you. To @@ -418,7 +418,7 @@ The hallway continues. 0 0 23619 D2 A small arched doorway, not much more than four feet across, and about 6 feet -tall leads out of the dwarven city, towards the trade halls. +tall leads out of the dwarven city, towards the trade halls. ~ portal~ 0 0 23613 @@ -430,18 +430,18 @@ The hallway continues. E portal~ A small arched doorway, not much more than four feet across, and about 6 feet -tall leads out of the dwarven city, towards the trade halls. +tall leads out of the dwarven city, towards the trade halls. ~ S #23618 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway splits here and branches north, east and west. To your south another -perfect wall blocks passage. +perfect wall blocks passage. ~ 236 8 0 0 0 1 D0 @@ -463,12 +463,12 @@ S #23619 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway leads west and east here. Perfect walls block your progress north and -south. +south. ~ 236 8 0 0 0 0 D1 @@ -485,12 +485,12 @@ S #23620 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway turns a perfect right angle turn to the north and west here. Perfect -walls block your progress to the east and south. +walls block your progress to the east and south. ~ 236 8 0 0 0 1 D0 @@ -507,12 +507,12 @@ S #23621 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway leads north and south here. Perfect walls block your progress west and -east. +east. ~ 236 8 0 0 0 1 D0 @@ -530,15 +530,15 @@ S Dwarven mines~ You are standing in a comparatively large room deep inside the dwarven mountain. The walls around you seem to be chipped directly from the -surrounding rock, and you immidiately realise you're standing on the edge of +surrounding rock, and you immidiately realize you're standing on the edge of the dwarven mines. Also the large hole in the floor, with ladders leading into darkness might have given you a clue. To your north a wooden door with a sturdy lock blocks your exit, while you may descend into the mines by going -down. A large crane has a very large basket hanging from it over the hole here. +down. A large crane has a very large basket hanging from it over the hole here. ~ 236 8 0 0 0 5 D0 -A wooden door, almost always closed to keep the noise from the mines in. +A wooden door, almost always closed to keep the noise from the mines in. ~ door wooden~ 1 23626 23629 @@ -551,25 +551,25 @@ E walls~ The walls are the same rock as the surrounding city. You notice, however, that these walls doesn't consist of blocks of stone. The room's more likely -been dug out of the mountain. +been dug out of the mountain. ~ E crane large~ A large crane made from wood, seemingly made to hoist large amounts of ore and stone from the mine. You think you might be able to fit in the basket -currently hanging here. +currently hanging here. ~ E basket~ A large basket, it looks sturdy enough to carry a ton of rock at once. It -should be able to carry you with all your belongings without any problems. +should be able to carry you with all your belongings without any problems. ~ S T 23606 #23623 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The @@ -595,7 +595,7 @@ have spent very little time decorating their dwellings. In this, for dwarven measures quite large home, a bed has been set along one wall, a table with two small chairs by another, and a small stove in the farthest corner. To the east a small portal, about three feet tall, leads into darkness, and north of here a -wooden door leads out to the hallway. +wooden door leads out to the hallway. ~ 236 8 0 0 0 1 D0 @@ -605,7 +605,7 @@ door~ 1 0 23631 D1 A small portal leads into total darkness. You might be able to squeeze your -way through. +way through. ~ portal~ 0 0 23625 @@ -613,9 +613,9 @@ S #23625 In a closet~ Wow, do you feel stupid now. You've only just managed to crawl through the -portal before you realise the place you've fought so hard to get into is +portal before you realize the place you've fought so hard to get into is nothing but a wardrobe for the dwarfs living in this home. The only way out -is back west. +is back west. ~ 236 521 0 0 0 1 D3 @@ -630,11 +630,11 @@ The dwarven city~ spring halfway up the south wall into a masonry basin. What the basin can't hold runs over the edge and through a hole in the floor. You pause once again to marvel at the cleverness of the stonewright who made this once upon a time. -You can leave the well by going north. +You can leave the well by going north. ~ 236 8 0 0 0 1 D0 -Up north you see the nice, but also quite boring masonry of the hallways. +Up north you see the nice, but also quite boring masonry of the hallways. ~ ~ 0 0 23632 @@ -642,12 +642,12 @@ S #23627 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway leads north and south here. Perfect walls block your progress west and -east. From your northeast you hear the sound of bubbling water. +east. From your northeast you hear the sound of bubbling water. ~ 236 8 0 0 0 1 D0 @@ -664,12 +664,12 @@ S #23628 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. To your east the tunnel widens and looks more used than the ones to the south and -north. Another perfect wall blocks the way west. +north. Another perfect wall blocks the way west. ~ 236 8 0 0 0 1 D0 @@ -691,12 +691,12 @@ S #23629 The dwarven city~ The hallway has widened to about twice the width it had earlier. The walls -are a show of fine masonry, and the grey marble rocks have been worked so +are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to read the sign above the door to the south. It says 'Beware Of Falling Rocks - Use Helmets In The Mine' The wide hallway continues to the west -and east, and from behind the door to the south you can hear miners at work. +and east, and from behind the door to the south you can hear miners at work. ~ 236 8 0 0 0 1 D1 @@ -718,12 +718,12 @@ S #23630 The dwarven city~ The hallway has widened to about twice the width it had earlier. The walls -are a show of fine masonry, and the grey marble rocks have been worked so +are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light makes you feel safe. To the east and west the wide hallway continues, to the south narrows down a little, and to the north a perfect wall blocks your -progress. +progress. ~ 236 8 0 0 0 1 D1 @@ -746,11 +746,11 @@ S The dwarven city~ The underground hallway is wide enough for six people to walk next to each other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light makes you feel safe. The wide hallway continues in all directions except -south, where you see a wooden door. +south, where you see a wooden door. ~ 236 8 0 0 0 1 D0 @@ -778,7 +778,7 @@ S The dwarven city~ The underground hallway is wide enough for six people to walk next to each other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light makes you feel safe. The wide hallway continues to your west and gets a little @@ -805,13 +805,13 @@ S #23633 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway continues north and south here and a somewhat wider hallway leads west. A perfect wall blocks your progress to the east. West of here you hear the -sound of bubbling water. +sound of bubbling water. ~ 236 8 0 0 0 1 D0 @@ -833,12 +833,12 @@ S #23634 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway leads north and south here. Perfect walls block your progress west and -east. +east. ~ 236 8 0 0 0 1 D0 @@ -856,7 +856,7 @@ S A dwarven home~ A truly unremarkable room, a bed in one corner, and a portal leading back to the living area to the east is all that's here. The floor, walls, and ceiling -are also unremarkable. +are also unremarkable. ~ 236 8 0 0 0 1 D1 @@ -872,7 +872,7 @@ portal open up to the west, letting you peek into the sleeping chamber, whaile this living area is barren a devoid of anything that might have given you a clue about who lives here. You guess, however, from the size of the furniture, that you've once again entered a dwarven home. A wooden door leads north from -here. +here. ~ 236 0 0 0 0 0 D0 @@ -890,11 +890,11 @@ S The dwarven city~ The underground hallway is wide enough for six people to walk next to each other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light makes you feel safe. The wide hallway continues north and south, the east and -west being blocked by perfect walls. +west being blocked by perfect walls. ~ 236 8 0 0 0 1 D0 @@ -914,7 +914,7 @@ A dwarven home~ stone ceiling. A small bed has been set in one corner, and a table with small chairs around it in another. Judging from the smell, the dwarf who lives here doesn't care too much for water, not for taking baths, anyway.. A wooden door -leads north from here. +leads north from here. ~ 236 8 0 0 0 1 D0 @@ -929,7 +929,7 @@ A dwarven home~ ceiling. A small bed has been set in one corner, and a table with small chairs around it in another. Judging from the smell, the dwarf who lives here doesn't care too much for water, not for taking baths, anyway.. A wooden door leads -north from here. +north from here. ~ 236 8 0 0 0 1 D0 @@ -941,12 +941,12 @@ S #23640 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway leads north and south here. Perfect walls block your progress west and -east. +east. ~ 236 8 0 0 0 1 D0 @@ -963,12 +963,12 @@ S #23641 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway turns a perfect right angle turn to the south and east here. Perfect -walls block your progress to the west and north. +walls block your progress to the west and north. ~ 236 8 0 0 0 1 D1 @@ -985,12 +985,12 @@ S #23642 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway leads east and west here. Perfect walls block your progress north and -south. +south. ~ 236 8 0 0 0 1 D1 @@ -1008,11 +1008,11 @@ S The dwarven city~ The underground hallway is wide enough for six people to walk next to each other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light makes you feel safe. The wide hallway continues north and east of here, and a -somewhat narrower hallway leads west. To the south you see a wooden door. +somewhat narrower hallway leads west. To the south you see a wooden door. ~ 236 8 0 0 0 1 D0 @@ -1040,11 +1040,11 @@ S The dwarven city~ The underground hallway is wide enough for six people to walk next to each other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light makes you feel safe. East of here, the hallway narrows down a bit, but -continues to the west and north. A perfect wall stops you from going north. +continues to the west and north. A perfect wall stops you from going north. ~ 236 8 0 0 0 1 D1 @@ -1066,12 +1066,12 @@ S #23645 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway continues to the east, and widens a bit to the west. North and south -are wooden doors. +are wooden doors. ~ 236 8 0 0 0 1 D0 @@ -1098,12 +1098,12 @@ S #23646 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway leads east and west here, and to the south you see a wooden door, while -north a perfect wall blocks your progress. +north a perfect wall blocks your progress. ~ 236 8 0 0 0 1 D1 @@ -1125,18 +1125,18 @@ S #23647 The dwarven city~ You are standing in an underground hallway, deep inside the mountain. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light helps you to not think of the terrible weight of the mountain above you. The hallway turns a perfect right angle turn to the west and south here. A perfect wall blocks your progress to the east. You could, on the other hand, go north -into a small dark opening in the north wall. +into a small dark opening in the north wall. ~ 236 8 0 0 0 1 D0 -You can't see much inthere, but you realise you'll have to crawl on your hands -and knees to get through. +You can't see much in there, but you realize you'll have to crawl on your hands +and knees to get through. ~ opening~ 0 0 23654 @@ -1152,20 +1152,20 @@ The hallway continues. 0 0 23646 E opening dark wall~ - You can't see much inthere, but you realise you'll have to crawl on your -hands and knees to get through. + You can't see much in there, but you realize you'll have to crawl on your +hands and knees to get through. ~ S #23648 The dwarven city~ The underground hallway is wide enough for six people to walk next to each other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light makes you feel safe. To your west a block of pure white marble blocks the hallway. A short inspection reveals it to be a thick magical doorway. A light -push makes it turn aside. You can also follow the wide hallway to the east. +push makes it turn aside. You can also follow the wide hallway to the east. ~ 236 8 0 0 0 1 D1 @@ -1176,7 +1176,7 @@ The wide hallway continues. D3 A large white marble block, obviously magically enchanted, opens to let people through. You're quite certain, though, that if your intent is to destry the -kingdom, the doors would remain shut... Letting noone in. +kingdom, the doors would remain shut... Letting noone in. ~ marble~ 2 0 23655 @@ -1185,11 +1185,11 @@ S The dwarven city~ The underground hallway is wide enough for six people to walk next to each other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light makes you feel safe. The wide hallway continues to your west and east, while -to the north and south perfect walls block your path. +to the north and south perfect walls block your path. ~ 236 8 0 0 0 1 D1 @@ -1207,11 +1207,11 @@ S The dwarven city~ The underground hallway is wide enough for six people to walk next to each other here, and the stone floor has evidently been walked by many feet. The -walls are a show of fine masonry, and the grey marble rocks have been worked so +walls are a show of fine masonry, and the gray marble rocks have been worked so perfectly, that you wouldn't be able to put even the tip of your knife between two stones. Every three feet a torch lights up the corridor and the light makes you feel safe. The wide tunnel turns a perfect right angle here, going -west and south. Perfect walls block your path to the north and east. +west and south. Perfect walls block your path to the north and east. ~ 236 8 0 0 0 1 D2 @@ -1229,7 +1229,7 @@ S A dwarven nobles' home~ You're standing in the sleeping room of a dwarven noble. So much is obvious from the rich decoration of the walls, the larger than average bed and the -large ironbound chest in the corner. +large ironbound chest in the corner. ~ 236 8 0 0 0 1 D1 @@ -1246,7 +1246,7 @@ and the furniture looks almost comfortable. After dwarven standards this is very luxurious - some might even call it ostentatious, had it been part of the general vocabulary of the dwarves. Since it isn't, they simply refer to it as 'the ministers house'. A portal leads to the sleeping room to the west, while a -wooden door leads back south. +wooden door leads back south. ~ 236 8 0 0 0 1 D2 @@ -1266,7 +1266,7 @@ The tool shed.~ every single tool and every single piece of furniture is covered by dust. It seems the small door to the east only blocks the worst of the wind, not the dust or the insects. You don't see anything of value, but at least you are out -of the terrible draft from the tunnel outside. +of the terrible draft from the tunnel outside. ~ 236 73 0 0 0 1 D1 @@ -1278,13 +1278,13 @@ S #23654 In a drafty tunnel.~ You are crawling on hands and knees in a small tunnel. Up north you see a -faint outline of the tunnels opening. You realise the light coming from the +faint outline of the tunnels opening. You realize the light coming from the opening is daylight from the outside. South the tunnel ends in the dwarven city. You seem to be in one of the tunnels the dwarves had to make to permit enough air to enter their city for them to breathe. The walls are smooth as only the dwarves can make them, and a strong wind pushes at you from the north. In the west wall a small wooden door leads to what you guess must be the -dwarves' best suggestion of a tool shed. +dwarves' best suggestion of a tool shed. ~ 236 265 0 0 0 1 D0 @@ -1294,13 +1294,13 @@ You might be able to fight the wind, and move further north into the tunnel. 0 0 23669 D2 You can see the lights of the dwarven city. They all burn on the air let in -through this hole. +through this hole. ~ ~ 0 0 23647 D3 A wooden door leads into some old store room you think could contain old junk, -the dwarves just wanted to forget. +the dwarves just wanted to forget. ~ door wooden~ 1 0 23653 @@ -1314,7 +1314,7 @@ against him, since he alone controls the trade of iron and gold from the dwarven kingdom. So right now you're standing at the gate to the dwarven court, waiting to be inspected by the kings' watch. To your east a large white marble block serves as a gate and to the east a just as large black granite -slap serves the same purpose. +slap serves the same purpose. ~ 236 8 0 0 0 1 D0 @@ -1325,7 +1325,7 @@ You see the guards' barracks. D1 A large white marble block, obviously magically enchanted, opens to let people through. You're quite certain, though, that if your intent is to destry the -kingdom, the doors would remain shut... Letting noone in. +kingdom, the doors would remain shut... Letting noone in. ~ marble white~ 2 0 23648 @@ -1336,7 +1336,7 @@ You see the guards' barracks. 0 0 23658 D3 A large black granite slab, which seem to function as a gate, can be pushed -aside here. +aside here. ~ granite black~ 2 0 23660 @@ -1347,7 +1347,7 @@ The barracks~ time. The smell of dwarven sweat hangs in the air in these rooms, thick as a curtain. The line of beds along the west wall and the small boxes set in front bears witness of strong disciplin. This is a place for the best of the -fighters among the dwarves - The kings' guard. +fighters among the dwarves - The kings' guard. ~ 236 8 0 0 0 1 D0 @@ -1367,7 +1367,7 @@ The barracks~ time. The smell of dwarven sweat hangs in the air in these rooms, thick as a curtain. The line of beds along the west wall and the small boxes set in front bears witness of strong disciplin. This is a place for the best of the -fighters among the dwarves - The kings' guard. +fighters among the dwarves - The kings' guard. ~ 236 8 0 0 0 1 D2 @@ -1382,7 +1382,7 @@ The barracks~ time. The smell of dwarven sweat hangs in the air in these rooms, thick as a curtain. The line of beds along the west wall and the small boxes set in front bears witness of strong disciplin. This is a place for the best of the -fighters among the dwarves - The kings' guard. +fighters among the dwarves - The kings' guard. ~ 236 8 0 0 0 1 D0 @@ -1402,7 +1402,7 @@ The barracks~ time. The smell of dwarven sweat hangs in the air in these rooms, thick as a curtain. The line of beds along the west wall and the small boxes set in front bears witness of strong disciplin. This is a place for the best of the -fighters among the dwarves - The kings' guard. +fighters among the dwarves - The kings' guard. ~ 236 8 0 0 0 1 D0 @@ -1415,14 +1415,14 @@ S At the court~ You have entered the court of the dwarven king. East of here a large black granite slab magically bars the exit, and while a light touch currently makes -it turn aside, you realise quickly that the door can be sealed airtight by +it turn aside, you realize quickly that the door can be sealed airtight by removing the spells from the slab To your west a brightly lit corridor with -intricant decoration leads towards the throne room. +intricant decoration leads towards the throne room. ~ 236 8 0 0 0 1 D1 A large granite slab, black as night, blocks your path. It seems to be -hovering just barely of the ground, making it easy to turn aside. +hovering just barely of the ground, making it easy to turn aside. ~ granite black~ 2 0 23655 @@ -1437,7 +1437,7 @@ At the court~ You're standing before a decorated wooden door to the west. South and east of here the corridor continues, but to the north a very nicely decorated wall blacks you path. The door to your west is ajar, and through it you can see the -sleeping room of the royal dwarven family. +sleeping room of the royal dwarven family. ~ 236 8 0 0 0 1 D1 @@ -1460,7 +1460,7 @@ S Royal sleeping room~ You are in a room, about twenty by thirty feet, which is totally dominated by s couple of very large beds. This obviously is where the royal family -sleep, when they sleep. A wooden door leads back east. +sleep, when they sleep. A wooden door leads back east. ~ 236 8 0 0 0 1 D1 @@ -1474,7 +1474,7 @@ At the court~ The intricantly carved tunnel leads south and north here. To your west a wooden and very nice door leads to the ministery of trade, the most important part of the dwarven kingdom. To your east a portal open up to the shrine of -Welcor, the dwarven deity. South you spot the throne room. +Welcor, the dwarven deity. South you spot the throne room. ~ 236 8 0 0 0 1 D0 @@ -1503,7 +1503,7 @@ Ministry of trade~ The office of the minister of trade is a comfortable one. Some of the funrniture is mansized, enabling both parts to sit back and relax when the important trade regulations are being discussed. Currently, though no great -discussion is taking place and nothing of much interest can be found here. +discussion is taking place and nothing of much interest can be found here. ~ 236 8 0 0 0 1 D1 @@ -1515,11 +1515,11 @@ S #23666 Shrine of Welcor~ You are standing in front of stone altar, made from marble. Or at least -you think it's marble. The colour of the stone makes you think it is a large +you think it's marble. The color of the stone makes you think it is a large fire, changed into solid rock. The altar is square, but even as you watch it, -the colours seem to shift a bit, as if the stone were made from suspended +the colors seem to shift a bit, as if the stone were made from suspended flames. In front of a the altar a silver chain shows just how near you're -supposed to go. +supposed to go. ~ 236 8 0 0 0 1 D3 @@ -1529,16 +1529,16 @@ portal~ 0 0 23663 E chain silver~ - A thin silver chain seems to enter the rock on both sides of the altar. + A thin silver chain seems to enter the rock on both sides of the altar. There are no hooks or rings, the chain simply continues into the rock. A strong magical field protects the chain, and no matter how you try, you can't seem to -cross it. +cross it. ~ E altar marble fire~ Tha altar is about 3' tall, 6' wide and 2' deep. It's just out of reach on the other side of the silver chain, and on it, an extremely beautiful hammer has -been put. +been put. ~ S #23667 @@ -1546,9 +1546,9 @@ At the Dwarven Court~ You have entered the throne room of the dwarven king. Along the south wall rich tapestries hang, the only extravagant thing in the whole complex. In front of you, the throne has been set up, with steps leading up to a seat in -about the height if your chest. You realise the throne has the obvious +about the height if your chest. You realize the throne has the obvious consequence that everyone has to look up, and consequently feel very small, -when adressing the king. +when adressing the king. ~ 236 8 0 0 0 1 D0 @@ -1558,22 +1558,22 @@ The court continues. 0 0 23663 E tapestries~ - You wonder, could there be anything behind these heavy tapestries? + You wonder, could there be anything behind these heavy tapestries? ~ E throne chair seat dwarven~ The Throne has been cut of black marble, and decorated with jade. In the -seat the king seem almost divine. +seat the king seem almost divine. ~ S T 23603 T 23602 #23668 The dwarven treasury~ - The fabled dwarven treasury is at your feet. Gold, platinum and silver. + The fabled dwarven treasury is at your feet. Gold, platinum and silver. Gemstones of different fashion, different kinds. The loot is so large you can't grasp it all, ad decide to concentrate on the nearest corner to get an -overview. This is what you think can be translated into real money later. +overview. This is what you think can be translated into real money later. ~ 236 8 0 0 0 1 D3 @@ -1588,7 +1588,7 @@ In a drafty tunnel~ city, or the other way. North the opening to the outside is very close, while to the south you can barely make out the light from the torches within the dwarven city. A strong draft tries to push you deeper into the tunnel, -pressing on from the north. +pressing on from the north. ~ 236 265 0 0 0 1 D0 @@ -1609,7 +1609,7 @@ down there are. The echoes from below you suggest, however, that you are perched about halfway up (or down) a drop of several hundred feet. Around you, large wooden bracers, probably made from oak, support the mountain walls, making the journey downwards safe from falling stone. You may continue up or -down the ladder. +down the ladder. ~ 236 265 0 0 0 0 D4 @@ -1628,7 +1628,7 @@ In the mines~ The ladders continue, both up and down. Once in a while baskets are lowered past you into the mine. Always when one goes down, another goes up, past you. You stare downwards, hoping to make out some sort of bottom below you. You -have no such luck. +have no such luck. ~ 236 9 0 0 0 5 D4 @@ -1647,7 +1647,7 @@ In the mines~ You are getting weary. This ladder seems to go on forever. Looking up, you see nothing but darkness, and looking down, nothing more can be seen. It seems the ladders aren't so used anymore, since the baskets that are lowered into the -mine can carry more than just gold and rocks. +mine can carry more than just gold and rocks. ~ 236 841 0 0 0 5 D4 @@ -1665,11 +1665,11 @@ T 23607 #23673 In the mines~ Standing on a ladder, inside a huge mountain, you're quite happy the dwarves -seem to have supported thier mine well. Wooden bracers, the size of your leg +seem to have supported their mine well. Wooden bracers, the size of your leg support the walls around you. This helps comfort you a bit, however you are certain there is a long walk to get to the top of this ladder. But a very brief fall to the bottom. Baskets pass you by sometimes, some with metals, -others with people in them. +others with people in them. ~ 236 841 0 0 0 5 D4 @@ -1690,7 +1690,7 @@ leads up through a large hole in the ceiling. From the same hole a large basket is hanging from a thick rope. Around you is the uneven rockface, you can't avoid when mining after precious metals. A ragged opening in the northern wall leads into the darkness of the mines. An extremely large basket -is hanging from a rope through the opening in the ceiling. +is hanging from a rope through the opening in the ceiling. ~ 236 9 0 0 0 5 D0 @@ -1706,7 +1706,7 @@ The ladder stretches farther than you can see. E basket crane~ A large basket, it looks sturdy enough to carry a ton of rock at once. It -should be able to carry you with all your belongings without any problems. +should be able to carry you with all your belongings without any problems. ~ S T 23606 @@ -1716,13 +1716,13 @@ In the mines~ stone walls and wooden bracers. However, at this point you have to be careful. Just north of here, a deep hole leads into deepest darkness, leaving no doubt you'd die if you fell in. A small shelf along the east wall lets you walk -past it, but walk carefully. The slightest slip would cost you your life. -You may also go south from here. +past it, but walk carefully. The slightest slip would cost you your life. +You may also go south from here. ~ 236 9 0 0 0 5 D0 You may be able to cross the pit to the north by walking along the eastern -wall. But be careful - a fall into the darkness would surely kill you. +wall. But be careful - a fall into the darkness would surely kill you. ~ ~ 0 0 23676 @@ -1751,9 +1751,9 @@ The mines stretch into darkness. ~ 0 0 23675 D5 -You throw a small stone into the pit and wait to hear it strike. And wait. +You throw a small stone into the pit and wait to hear it strike. And wait. And wait. Carefully you choose another rock, a bit larger this time, and throw -it in. Again you wait. This pit is DEEP. Don't go there. +it in. Again you wait. This pit is DEEP. Don't go there. ~ ~ 0 0 23684 @@ -1763,7 +1763,7 @@ In the mines~ The mine walls has been supported by large wooden bracers here, and as far as you can see, the dwarves has struck another vein of ore, leading east from here. The original tunnel continues north and south from here, while a side -tunnel branches off, following the new vein eastwards. +tunnel branches off, following the new vein eastwards. ~ 236 9 0 0 0 5 D0 @@ -1788,7 +1788,7 @@ In the mines~ themselves. The mine tunnel in which you're standing has been supported by bracers made from solid oak. The face of the rock bears the markings of many a pick, and the mine continues northward, following the vein deeper into the -mountain. You may go south too, but tread carefully. +mountain. You may go south too, but tread carefully. ~ 236 265 0 0 0 5 D0 @@ -1807,7 +1807,7 @@ At a dead end in the mines.~ The mine tunnel ends here. The ore vein can be seen as a glimmering vertical stripe at about chest height. Various mining tools and drills suggest you've just arrived at a bad time, seeing no one mining the ore. The tunnel -continues south from here. +continues south from here. ~ 236 9 0 0 0 5 D2 @@ -1821,7 +1821,7 @@ In the side tunnels~ This side tunnel isn't as large as the main mine tunnel just west of here. Also it twists and turns to follow the ore vein. The reddish-brown and silvery white color on the walls suggest an ore with both titanium and iron. The -tunnel continue south and west from here you see the main tunnel. +tunnel continue south and west from here you see the main tunnel. ~ 236 9 0 0 0 5 D2 @@ -1840,7 +1840,7 @@ In the side tunnels~ The mine tunnel splits here, going east, north and south. This part of the tunnel is unsupported and you feel a little unsafe, considering the chance of a cave-in. All over the mine floor large rocksa have been left where they fell, -and you feel moreare about to fall down. +and you feel moreare about to fall down. ~ 236 9 0 0 0 5 D0 @@ -1867,7 +1867,7 @@ tools used, and on the arms swinging the picks. Currently no one is mining, but you think it is just a question of time before someone shows up. A small bell has been connected to the small pile of ore that's stacked here. You immidiately realize that as soon as you touch the pile, the miners will be on -your neck. The tunnel leads north from here. +your neck. The tunnel leads north from here. ~ 236 9 0 0 0 5 D0 @@ -1878,10 +1878,10 @@ The tunnel leads north from here. S #23683 In the side tunnels~ - This is where the dwarves get thir iron for the tempered steel plate armours -you saw at the armourers stall in the trade halls. The ore is so fine you can + This is where the dwarves get thir iron for the tempered steel plate armors +you saw at the armorers stall in the trade halls. The ore is so fine you can actually see the glimmer of iron, not just the reddish lump you see everywhere -else. The tunnel leads west from here. +else. The tunnel leads west from here. ~ 236 9 0 0 0 5 D3 @@ -1906,9 +1906,9 @@ Falling......~ G H H - - - Your scream is stopped suddenly, as you hit the side of the pit, + + + Your scream is stopped suddenly, as you hit the side of the pit, smashing your skull. Your body continues to fall, for several minutes, hitting the sides of the pit, until it is reduced to a bloody pulp, bearing no resemblance to a person. @@ -1918,14 +1918,14 @@ S T 23617 #23685 At the end of the tunnel~ - Standing on the edge of a ledge, high above a ragged ravine, you realise you + Standing on the edge of a ledge, high above a ragged ravine, you realize you have nowhere to go except back through the tunnel. The only other option is to -jump... +jump... ~ 236 64 0 0 0 5 D2 A small tunnel opens up in the side of the mountain. The walls are perfectly -smooth and a strong draft at the entrance makes you onder where it all goes. +smooth and a strong draft at the entrance makes you onder where it all goes. ~ ~ 0 0 23669 diff --git a/lib/world/wld/237.wld b/lib/world/wld/237.wld index 4b7bd09..b68596f 100644 --- a/lib/world/wld/237.wld +++ b/lib/world/wld/237.wld @@ -3,10 +3,10 @@ On a well used road in the mountains.~ The twenty feet wide road is narrowed in from a deep fall to your west, and a steep climb to your east. The road clings to the mountain as if it was afraid to fall to the depths beyond its edge. There isn't much chance of that, -however, since the road is being repaired whereever it is needed as soon as it +however, since the road is being repaired wherever it is needed as soon as it is needed. The dwarves are interested in trade, and without roads there will be no trade. The road continues southward, while north of here you see a cave -opening. +opening. ~ 237 0 0 0 0 5 D0 @@ -29,10 +29,10 @@ Mobs : 12 Objects : 20 Shops : 0 Triggers : 11 -Theme : -Plot : -Links : 24, 26, 29 - +Theme : +Plot : +Links : 24, 26, 29 + Zone 237 is linked to the following zones: 236 Aldin at 23700 (north) ---> 23601 ~ @@ -40,7 +40,7 @@ E view east~ The view is excellent from uphere. You have a splendid view over the mountains, and you think they're sooo beautiful... They do, however get boring -eventually. +eventually. ~ S #23701 @@ -49,7 +49,7 @@ On a well used road through the mountains~ east a steep mountainside blocks any view, while to the west a just as steep drop leads into certain death. The road is quite wide and heavily used by carridges, soldiers and the occasional road worker. North from here you see -some sort of opening in the mountain. +some sort of opening in the mountain. ~ 237 0 0 0 0 5 D0 @@ -68,7 +68,7 @@ down on what was once the road just south of here. The road has been reconstructed, leading around the boulder. A vertical rock wall to your east keeps you from going that way. However a set of steps has been hacked into the stone of the boulder to the south, allowing you to get to the small wooden -building on top of it. +building on top of it. ~ 237 0 0 0 0 5 D0 @@ -91,7 +91,7 @@ leads east and south from here. It is about fifteen feet wide here, but just north and est of here there is nothing, except empty air. To your southeast you see the reason for going so near the edge; A colossal rock has once tumbled down the mountain, and hit the road where it lay once - close to the side of -the mountain. +the mountain. ~ 237 0 0 0 0 5 D1 @@ -108,7 +108,7 @@ A well used road near certain death.~ The road leads north and south from here. To your east a colossal rock has dropped where the road once were. This part of the road has been made around it, and is therefore a little narrower. This also means you are walking -dangerously close to the edge of a cliff, several hundred feet high. +dangerously close to the edge of a cliff, several hundred feet high. ~ 237 32768 0 0 0 5 D0 @@ -128,7 +128,7 @@ edge - so close in fact, that if you were to walk on the outer stones, you would surely fall to your death if you slipped. To your northeast you see an enourmous boulder, about the size of a house which totally blocks the road where it once were, near the side of the cliff. The road continues north and -east around the boulder. +east around the boulder. ~ 237 32768 0 0 0 5 D0 @@ -149,7 +149,7 @@ of here, totally obstructing the path. It seems the dwarves has decided to make the road go around the boulder rather than to take it apart. On the top of the boulder you can see a small wooden building, which seem to house some kind of lookout post. The rockface to both north and east is smooth, and -cannot be climbed here, though. +cannot be climbed here, though. ~ 237 32768 0 0 0 5 D2 @@ -169,7 +169,7 @@ shelves, or an occasional turn eastwards. This is where the dwarven lookout is doing just that, keeping an eye out for orc raiding parties, or others trying to invade the city of the dwarves. Not only does the lookout have a good view. He alos has some switches on the northern wall of the cabin. From what you can -decpiher of the labels, they set off different traps on the road below. +decpiher of the labels, they set off different traps on the road below. ~ 237 8 0 0 0 0 D5 @@ -193,7 +193,7 @@ On the stone stairs.~ These steps have been made for dwarven hands and feet, and you are slipping several times. As you raise your eyes, you see the small wooden cabin, the dwarves has built on top of the boulder. Just below you, the road is ready to -accept the offer of your falling body, should you slip. +accept the offer of your falling body, should you slip. ~ 237 0 0 0 0 0 D4 @@ -213,7 +213,7 @@ To your east a smooth stone wall blocks any movement, while to your west a just as smooth fall lets you move very fast - for a short while. High on the eastern cliffwall, some logs have been fastened with boards and a thick rope leads northward from here. You hope noone pulls the rope while you're standing -here. +here. ~ 237 32768 0 0 0 5 D0 @@ -230,12 +230,12 @@ On a road in the mountains.~ The road has started getting steeper. You are walking on a paved road in a montain area - This can only be dwarf work. And it is, of course. The road has obviously been built to facilitate trade between the dwarves and the men of the -realm. Also it has been built to keep those not welcome to the dwarves out. +realm. Also it has been built to keep those not welcome to the dwarves out. Several rocks has been set behind a plank high on the smooth rock wall to your east. A thick rope leads northwards, so whoever pulls the rope starts a rockslide onto YOU! And you can't even escape westwards, without falling a hundred feet to the valley below. You'd better move on, north ar south from -here. +here. ~ 237 32768 0 0 0 5 D0 @@ -253,7 +253,7 @@ On a road in the mountains.~ north and south from here, and rises somewhat to the north. East of here a smooth rock wall blocks any access, while west the road stops at the edge of the shelf along the mountain, letting you fall several hundred feet to the -bottom, should you go outthere. +bottom, should you go outthere. ~ 237 32768 0 0 0 5 D0 @@ -272,7 +272,7 @@ north and south from here, and rises somewhat to the north. East of here a smooth rock wall blocks any access, while west the road stops at the edge of the shelf along the mountain, letting you fall several hundred feet to the bottom, should you go outthere. South of here a promontory from the main -mountain makes the road turn. +mountain makes the road turn. ~ 237 32768 0 0 0 5 D0 @@ -290,7 +290,7 @@ On a road passing the promontory.~ around a promontory just east of here, while letting you fall to your death if you step one step off the ledge south or west of here. This also means that you can go into the foothills of the promontory, by leaving east or continue -into the mountains by going north. +into the mountains by going north. ~ 237 32768 0 0 0 5 D0 @@ -310,7 +310,7 @@ magnificent. The road has climbed above the foothils below you and you can see as far as the eastern highway, where it twists through the fields and forests. You figure you must be high indeed as you know the distance to be nearly a days travel. The well-tended road is impossible close to the edge here, and you -watch your step carefully, so as to not fall from the ledge. +watch your step carefully, so as to not fall from the ledge. ~ 237 32768 0 0 0 5 D1 @@ -330,7 +330,7 @@ comfortably, while making the horses' hooves get a grip too. It leads east and west from here, rising sharply to the west, and falling just as sharply to the east from here. All thoughts of leaving the path are forgotten as you look over the southern edge into a deep valley and north a blank rock wall blocks -your progress. The road is obviously the only way ahead. +your progress. The road is obviously the only way ahead. ~ 237 32768 0 0 0 5 D1 @@ -349,7 +349,7 @@ through foothills, while to the west it rises sharply and follows the side of the cliff. The path once continued east too, but that path has been buried by a landslide. Though the way looks unstable and dangerous, it should still be passable. The road itself has been seen to recently, and not a single stone is -out of place. +out of place. ~ 237 32768 0 0 0 5 D1 @@ -371,7 +371,7 @@ On a paved road through foothills~ chest laid down side by side over the hills, that seem to grow steadily to the north. The road is well-tended, not a single bit of grass peeks out from the cracks. The road leads north and south here, and being the only interesting -thing around here, you decide to stick to it. +thing around here, you decide to stick to it. ~ 237 32768 0 0 0 4 D0 @@ -391,7 +391,7 @@ all the signs of decomposition and breakdown caused by frostbite. The road is free from that and also cleared of leaves and large rocks. The Dwarves have long ago learned to be meticulous about their work, making a name in the stone and steel business. You decide to stay on the north and south leading road, -while watching the scenery around from a distance. +while watching the scenery around from a distance. ~ 237 32768 0 0 0 4 D0 @@ -409,7 +409,7 @@ On a paved road through low foothills~ cross from the forested area to your south and towards the timber line. The road is rising slightly towards the north, heading into the mountain range you can see to your far north. The road leaves no doubt about its origin, made -from granite, and tended beyond belief, it's a masterpiece in itself. +from granite, and tended beyond belief, it's a masterpiece in itself. ~ 237 32768 0 0 0 4 D0 @@ -423,12 +423,12 @@ D2 S #23721 On a paved road through low foothills~ - The paved road you're currently on continues south and north from here. + The paved road you're currently on continues south and north from here. Far in the distance to your north you see the granite slabs cut a path through the green grass of the foothills before ascending the mountains, while to the south it continues over a hill toward the eastern highway. The road itself is an exhibition of engineering in itself. Totally smooth, and perfectly -straight. Just what any dwarf would want to show off with. +straight. Just what any dwarf would want to show off with. ~ 237 32768 0 0 0 4 D0 @@ -447,7 +447,7 @@ north of here. South of here however, the road leads through open, flat grassland towards the Eastern highway. If you focus hard, you are able to see the T-crossing where the trade route meets the Highway. The granite road feels comfortably smooth to walk on, so you are certain the hills to your north are -easily crossed with this kind of foundation. +easily crossed with this kind of foundation. ~ 237 32768 0 0 0 4 D0 @@ -461,12 +461,12 @@ D2 S #23723 On a paved road through grasslands.~ - The road stretches for miles and miles northward, but only few southward. + The road stretches for miles and miles northward, but only few southward. Some hills just north of here block your view, but you are certain the road will continue in a just as straight line beyond this false horizon as it does southward, across the plains. The grasslands around you are unsafe, as several places quicksand is hidden under a thin layer of grass. After a short -consideration you decide to stay on the road. +consideration you decide to stay on the road. ~ 237 32768 0 0 0 2 D0 @@ -481,13 +481,13 @@ S #23724 On a paved road through grasslands.~ You take an extra look as you step out on this road. Obviously built and -tended for by dwarves, the road is like nothing you have ever seen before. +tended for by dwarves, the road is like nothing you have ever seen before. Granite slabs lined up so perfectly that not even a single straw of grass grows between any two slabs, and all smooth like a rock from the sea. And the road continues in a perfectly straight line north from here, towards the kingdom of the dwarves and the capital Aldin. The occasional trader comes here, and some hide a smile as they see your amazement. South of here the man-made eastern -highway leads towards a city. +highway leads towards a city. ~ 237 32768 0 0 0 2 D0 @@ -497,11 +497,11 @@ D0 S #23725 Crossing the Landslide~ - The loose rock, gravel, and sand makes travelling extremely treacherous. + The loose rock, gravel, and sand makes travelling extremely treacherous. Large boulders jut out erradicately between patches of sand loose gravel. The possibility of another landslide seems imminent. The landslide slopes downwards to the east. Leading towards a deep chasm. To the north the -landslide rises steeply above you, looking almost impossible to climb. +landslide rises steeply above you, looking almost impossible to climb. ~ 237 4 0 0 0 0 D0 @@ -519,9 +519,9 @@ D3 S #23726 Crossing the Landslide~ - The remains of the landslide empty into a deep chasm further to the east. + The remains of the landslide empty into a deep chasm further to the east. The sheer walls of granite from the chasm begin to block out portions of the -sky. The further east you travel the deeper into the chasm you will be. +sky. The further east you travel the deeper into the chasm you will be. ~ 237 0 0 0 0 0 D3 @@ -531,9 +531,9 @@ D3 S #23727 Climbing Up the Landslide~ - The perilous task of climbing up the landslide may actually be worth it. + The perilous task of climbing up the landslide may actually be worth it. Just to the north, at the top, you can see some old ruins uncovered by the -recent avalanche. Now if you can only find the footing to climb up to it. +recent avalanche. Now if you can only find the footing to climb up to it. ~ 237 0 0 0 0 0 D0 @@ -550,7 +550,7 @@ Nearing the Top of the Landslide~ From here you have an excellent view of the realm. You can catch a glimpse of a desert to the south, the city of Eldorado to the southeast. To the west you can vaguely catch glimpses of the plains through a jagged mountain range. -North and east a fresh wind blows in off from the ocean. +North and east a fresh wind blows in off from the ocean. ~ 237 0 0 0 0 0 D0 @@ -566,7 +566,7 @@ S The Top of the Landslide~ Finally at the top. The loose rock, dirt, and sand has given way, revealing a strange doorway made of ancient stone. Strange symbols, almost worn away -with age, decorate the door and walls. The door is cracked open slightly. +with age, decorate the door and walls. The door is cracked open slightly. Unidentifiable tracks, made from blood, lead down into the passageway ~ 237 0 0 0 0 0 diff --git a/lib/world/wld/238.wld b/lib/world/wld/238.wld index 9728d87..62fa2ef 100644 --- a/lib/world/wld/238.wld +++ b/lib/world/wld/238.wld @@ -11,8 +11,8 @@ Mobs : 15 Objects : 29 Shops : 0 Triggers : 16 -Theme : -Plot : +Theme : +Plot : Links : 75 Map : 00 ~ @@ -23,11 +23,11 @@ Before the lake~ This small patch of land lies before a grand lake. A large crystal castle can be seen far in the distance towards the middle of the lake. Many small footprints can be seen laying about the trail that has lead you to this marvel -of castles. +of castles. ~ 238 4 0 0 0 0 D0 - As you look north you notice that there is nothing but water. + As you look north you notice that there is nothing but water. ~ ~ 0 0 23802 @@ -39,7 +39,7 @@ Looking south you see an area leading into the fog. E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23802 @@ -49,22 +49,22 @@ Under the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 64 0 0 0 6 D0 - Looking north is nothing but water. + Looking north is nothing but water. ~ ~ 0 0 23817 D1 - As you look east you see water. + As you look east you see water. ~ ~ 0 0 23803 D2 Upon looking south you notice a large patch of ground. Scattered about are -many small footprints and claw marks. +many small footprints and claw marks. ~ ~ 0 0 23801 @@ -76,7 +76,7 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 6 D0 @@ -85,12 +85,12 @@ Looking north nothing but fog can be seen ~ 0 0 23816 D1 -As you look east you see water. +As you look east you see water. ~ ~ 0 0 23804 D3 -As you look west you see more water. +As you look west you see more water. ~ ~ 0 0 23802 @@ -102,28 +102,28 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 -Nothing but fog can be seen to the north. +Nothing but fog can be seen to the north. ~ ~ 0 0 23815 D1 -As you look east you see nothing but water. +As you look east you see nothing but water. ~ ~ 0 0 23805 D3 -As you look west you see nothing but water. +As you look west you see nothing but water. ~ ~ 0 0 23803 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23805 @@ -133,11 +133,11 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 -Nothing but fog and mist can be seen in the distance. +Nothing but fog and mist can be seen in the distance. ~ ~ 0 0 23814 @@ -154,7 +154,7 @@ As you look west you see more water. E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23806 @@ -164,16 +164,16 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 64 0 0 0 6 D0 -Upon looking north you see nothing but tons of water. +Upon looking north you see nothing but tons of water. ~ ~ 0 0 23813 D1 -As you look east you see nothing but sickening water. +As you look east you see nothing but sickening water. ~ ~ 0 0 23807 @@ -185,7 +185,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23807 @@ -195,28 +195,28 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 6 D0 -Fog and mist can be seen in the distance. +Fog and mist can be seen in the distance. ~ ~ 0 0 23812 D1 -As you look west you see yet more water. +As you look west you see yet more water. ~ ~ 0 0 23808 D3 -As you look west you see more water. +As you look west you see more water. ~ ~ 0 0 23806 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23808 @@ -226,28 +226,28 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 -Fog and mist are the only things to be seen in the distance. +Fog and mist are the only things to be seen in the distance. ~ ~ 0 0 23811 D1 -As you look east you see a small patch of land. +As you look east you see a small patch of land. ~ ~ 0 0 23809 D3 -As you look west you see more water. +As you look west you see more water. ~ ~ 0 0 23807 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23809 @@ -256,21 +256,21 @@ Patch of land~ mist that covers the outside of the lake making it unreachable. You cannot even see where you come from on the shore side of the lake. It may be too late to turn back. Sand covers the ground here with a small patch of square shaped -grass in the center of the small island. +grass in the center of the small island. ~ 238 32772 0 0 0 0 D0 -As you look north you see nothing but nasty water. +As you look north you see nothing but nasty water. ~ ~ 0 0 23810 D3 -As you look west you see more sickening water. +As you look west you see more sickening water. ~ ~ 0 0 23808 D5 -This seems to lead you under the island. +This seems to lead you under the island. ~ patch~ 1 0 23834 @@ -283,7 +283,7 @@ important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. +anything in the distance. ~ 238 32768 0 0 0 0 D0 @@ -296,14 +296,14 @@ As you look south you notice a small patch of dry land. ~ 0 0 23809 D3 -As you look west you see nothing but water. +As you look west you see nothing but water. ~ ~ 0 0 23811 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23811 @@ -314,7 +314,7 @@ important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. +anything in the distance. ~ 238 32768 0 0 0 0 D0 @@ -336,7 +336,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23812 @@ -347,7 +347,7 @@ important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. +anything in the distance. ~ 238 32768 0 0 0 0 D0 @@ -369,7 +369,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23813 @@ -380,7 +380,7 @@ important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. +anything in the distance. ~ 238 32768 0 0 0 0 D0 @@ -402,7 +402,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23814 @@ -413,7 +413,7 @@ important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. +anything in the distance. ~ 238 32768 0 0 0 0 D0 @@ -435,7 +435,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23815 @@ -446,7 +446,7 @@ important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. +anything in the distance. ~ 238 32768 0 0 0 0 D0 @@ -468,7 +468,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23816 @@ -479,7 +479,7 @@ important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the bottom of the lake. A thick fog covers this area making it hard to see -anything in the distance. +anything in the distance. ~ 238 32768 0 0 0 0 D0 @@ -501,7 +501,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23817 @@ -511,7 +511,7 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 @@ -523,14 +523,14 @@ D1 ~ 0 0 23816 D2 - Looking south there is water scattered over the entire area. + Looking south there is water scattered over the entire area. ~ ~ 0 0 23802 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23818 @@ -540,7 +540,7 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 @@ -558,7 +558,7 @@ D2 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23819 @@ -568,7 +568,7 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 @@ -590,7 +590,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23820 @@ -600,7 +600,7 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 @@ -622,7 +622,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23821 @@ -632,7 +632,7 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 @@ -654,7 +654,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23822 @@ -664,7 +664,7 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 @@ -686,7 +686,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23823 @@ -696,7 +696,7 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 @@ -718,7 +718,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23824 @@ -728,7 +728,7 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 @@ -750,7 +750,7 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23825 @@ -760,7 +760,7 @@ the lake can be seen small fish and a few pieces of garbage but nothing important. Also the sand at the bottom of the lake is not quite sand rather busted up crystal making it imposable to walk on the bottom of the lake. Also algae floats towards the top of the lake making it hard to see up from the -bottom of the lake. +bottom of the lake. ~ 238 32768 0 0 0 0 D0 @@ -778,15 +778,15 @@ D3 E look footprints~ You notice that these prints are different creatures. It appears that they -were drug or have drug themselves into this room and and then walked out. +were drug or have drug themselves into this room and and then walked out. ~ S #23826 In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick grey fog around everything leaving you wandering where you are + Here it is hard to see anything besides what is in the area with you. +There is thick gray fog around everything leaving you wandering where you are and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. +be moving any and it has a strange glow to it. ~ 238 32768 0 0 0 0 D2 @@ -800,10 +800,10 @@ D3 S #23827 In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick grey fog around everything leaving you wandering where you are + Here it is hard to see anything besides what is in the area with you. +There is thick gray fog around everything leaving you wandering where you are and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. +be moving any and it has a strange glow to it. ~ 238 32768 0 0 0 0 D1 @@ -821,10 +821,10 @@ D3 S #23828 In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick grey fog around everything leaving you wandering where you are + Here it is hard to see anything besides what is in the area with you. +There is thick gray fog around everything leaving you wandering where you are and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. +be moving any and it has a strange glow to it. ~ 238 32768 0 0 0 0 D1 @@ -842,10 +842,10 @@ D3 S #23829 In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick grey fog around everything leaving you wandering where you are + Here it is hard to see anything besides what is in the area with you. +There is thick gray fog around everything leaving you wandering where you are and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. +be moving any and it has a strange glow to it. ~ 238 32768 0 0 0 0 D1 @@ -863,10 +863,10 @@ D3 S #23830 In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick grey fog around everything leaving you wandering where you are + Here it is hard to see anything besides what is in the area with you. +There is thick gray fog around everything leaving you wandering where you are and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. +be moving any and it has a strange glow to it. ~ 238 32768 0 0 0 0 D1 @@ -884,10 +884,10 @@ D3 S #23831 In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick grey fog around everything leaving you wandering where you are + Here it is hard to see anything besides what is in the area with you. +There is thick gray fog around everything leaving you wandering where you are and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. +be moving any and it has a strange glow to it. ~ 238 32768 0 0 0 0 D1 @@ -905,10 +905,10 @@ D3 S #23832 In the fog~ - Here it is hard to see anything besides what is in the area with you. -There is thick grey fog around everything leaving you wandering where you are + Here it is hard to see anything besides what is in the area with you. +There is thick gray fog around everything leaving you wandering where you are and where to go. This must be some kind of magic because the fog seems to not -be moving any and it has a strange glow to it. +be moving any and it has a strange glow to it. ~ 238 32768 0 0 0 0 D1 @@ -930,7 +930,7 @@ Before the castle~ flawless and very delicate yet very strong in design. There are many small crystals poking out from the sides of the castle making it impossable to scale the wall. There is a large gate leading into the castle directly to the north. - + ~ 238 32768 0 0 0 0 D1 @@ -947,7 +947,7 @@ Under the sand~ There are large spider webs and dead insects scattered about. There is also a fowl stench that has completely closed you in. Many nasty bugs crawl around looking for a crumb of food here . There is a small tunnel leading off into the -north leading you into darkness. +north leading you into darkness. ~ 238 32768 0 0 0 0 D0 @@ -956,13 +956,13 @@ Looking north there is a small tunnel leading north ~ 0 0 23835 D4 -Leading up is a small patch of land. +Leading up is a small patch of land. ~ patch~ 1 0 23809 E look spider web~ - There are many small spiders around the room looking for a bite to eat. + There are many small spiders around the room looking for a bite to eat. ~ S #23835 @@ -971,7 +971,7 @@ Through the tunnel~ have not been used for a very long time . It looks like it was used for an escape route or maybe for someone to sneak in or out. There are many carvings in the wall nothing special but just notches. Also there are still spide webs -linning the walls. +linning the walls. ~ 238 32768 0 0 0 0 D0 @@ -979,7 +979,7 @@ D0 ~ 0 0 23836 D2 -Looking south you see a small area under a patch of grass. +Looking south you see a small area under a patch of grass. ~ ~ 0 0 23834 @@ -990,7 +990,7 @@ Through the tunnel~ have not been used for a very long time . It looks like it was used for an escape route or maybe for someone to sneak in or out. There are many carvings in the wall nothing special but just notches. Also there are still spide webs -linning the walls. +linning the walls. ~ 238 32768 0 0 0 0 D0 @@ -1009,7 +1009,7 @@ have not been used for a very long time . It looks like it was used for an escape route or maybe for someone to sneak in or out. There are many carvings in the wall nothing special but just notches. Also there are still spider webs linning the walls. There seems to be the remains of someones skull lying here -on the ground. +on the ground. ~ 238 32768 0 0 0 0 D0 @@ -1027,7 +1027,7 @@ Through the tunnel~ have not been used for a very long time . It looks like it was used for an escape route or maybe for someone to sneak in or out. There are many carvings in the wall nothing special but just notches. Also there are still spide webs -linning the walls. +linning the walls. ~ 238 32768 0 0 0 0 D0 @@ -1045,7 +1045,7 @@ Through the tunnel~ have not been used for a very long time . It looks like it was used for an escape route or maybe for someone to sneak in or out. There are many carvings in the wall nothing special but just notches. Also there are still spide webs -linning the walls. +linning the walls. ~ 238 32768 0 0 0 0 D0 @@ -1063,7 +1063,7 @@ Through the tunnel~ have not been used for a very long time . It looks like it was used for an escape route or maybe for someone to sneak in or out. There are many carvings in the wall nothing special but just notches. Also there are still spider webs -linning the walls. +linning the walls. ~ 238 32768 0 0 0 0 D2 @@ -1077,7 +1077,7 @@ Entrance to the castle~ There are many bloody and smelly heads hanging from the walls as if there were some king of crazed monster living here mutilating anything that steps in his way. The heads appear to have been cut off with some kind of dull blade. -Blood lines the floors and mutilated body parts are scattered about. +Blood lines the floors and mutilated body parts are scattered about. ~ 238 0 0 0 0 0 D0 @@ -1104,7 +1104,7 @@ E head~ There are many heads strown across the room with many nasty smells to follow. These heads appear to have been gnawed off of the owners neck very visiously as -if torn off by animals. +if torn off by animals. ~ S #23842 @@ -1113,7 +1113,7 @@ Corpses~ lying in a big pile on the eastern wall and some without any extra limbs piled on the northern side. Also there are a pile of heads stacked up on the western wall of this room. There are many nasty smells that come from this room making -anyone who enters want to puke. +anyone who enters want to puke. ~ 238 4 0 0 0 0 D2 @@ -1124,7 +1124,7 @@ Looking south you see the entrance to the castle. E corpses~ There are many decapitated corpse strown about the room piled in all corners -of the room. +of the room. ~ S T 23839 @@ -1157,7 +1157,7 @@ Main floor hallway~ scattered about in a decorative design. Many pieces of pottery line the walls atop of many eligant tables. There are many fine pieses of art and a few sculptures scattered about making the room appear very eligant to those who -enter the castle. +enter the castle. ~ 238 8 0 0 0 0 D0 @@ -1177,7 +1177,7 @@ trapdoor~ 1 0 23841 E pottery~ - These pots are very old and fragile but very valuable. + These pots are very old and fragile but very valuable. ~ E pillar~ @@ -1186,10 +1186,10 @@ pillar~ S #23846 Outside the castle~ - This room appears to support you even though you did not think it would. -There are small trees scattered about below and a massive lake just south. + This room appears to support you even though you did not think it would. +There are small trees scattered about below and a massive lake just south. You can see small fish swimming in the lake below. As you look back you notice -that you can go up into a cubby hole which is very large. +that you can go up into a cubby hole which is very large. ~ 238 4 0 0 0 4 D0 @@ -1205,10 +1205,10 @@ Looking up you see a large room with a crystal roof and a crystal floor. S #23847 Intersection~ - The rug covered floor attracts attention to the center of the floor here. + The rug covered floor attracts attention to the center of the floor here. There is a large picture of a dragon woven into the center of the beautiful rug. There are not many decorations here except for the dragon in the center -of the rug. The dragon seems to pull you into some kind of trance. +of the rug. The dragon seems to pull you into some kind of trance. ~ 238 0 0 0 0 0 D0 @@ -1234,7 +1234,7 @@ looking west seems to lead you through the western hallway. E dragon~ Looking at this picture woven into carpet seems to put you into a trance -making it hard to believe that this picture is just a picture. +making it hard to believe that this picture is just a picture. ~ S #23848 @@ -1242,7 +1242,7 @@ Western hallway~ This room appears to be in excelent condition as well as the rooms before it. There are no decorations here or any kind of art work. There are bare walls and tiled floor. This hallway seems to not be very popular or just not -finished. +finished. ~ 238 0 0 0 0 0 D1 @@ -1261,7 +1261,7 @@ Dead end~ hallway that has lead you thus far. There are no decorations in this room and no kind of evidance of inhabitants. There are many tiles that line the floor throughout the floor seeming to form a circle. There are small markings placed -in the circle but you cannot tell what they are for or where thet come from. +in the circle but you cannot tell what they are for or where thet come from. ~ 238 0 0 0 0 0 D1 @@ -1271,7 +1271,7 @@ Looking east appears to take you to the western hallway. 0 0 23848 E statue~ - Looking at the statue you notice that it is a large statue of a wyvern. + Looking at the statue you notice that it is a large statue of a wyvern. ~ E scratch~ @@ -1283,7 +1283,7 @@ Eastern hallway~ There are many different colors about this room as if it was sprayed with paint. There are swirls and different patterns as if some kind of art. There are also some misplaced spots on the floor that appear to have dripped from the -roof. There are no spots on the roof however. +roof. There are no spots on the roof however. ~ 238 0 0 0 0 0 D1 @@ -1299,17 +1299,17 @@ Looking west shows you to the intersection. E spots~ Looking more carefully you notice that these spots appear to be some kind of -tracks leading fomr the roof to the floor. +tracks leading fomr the roof to the floor. ~ S #23851 Further on the eastern hallway~ This room appears to be the same as the last except the spots on the floor are not here. There are also some small items strewn about the floor -consisting of rat guano, bird feathers, spider webs, and cockroach shells. +consisting of rat guano, bird feathers, spider webs, and cockroach shells. There are no traces of anyone ever being here to clean this room or to have even walked through it because there is a coating of dust on the floor revealing -your tracks as you cross it. +your tracks as you cross it. ~ 238 0 0 0 0 0 D0 @@ -1332,7 +1332,7 @@ Northern hallway~ This room is about the same as the first room of this hallway very clean and well kept. There are not any smudges or any dirt stains of any kind. It almost seems that the room is magically maintained and left spotless. There -are also many tapestries in this room. +are also many tapestries in this room. ~ 238 0 0 0 0 0 D0 @@ -1349,15 +1349,15 @@ NONE~ E tapestries~ The tapestries are very elegant and well kept they are pictures of different -land scapes. +land scapes. ~ S #23855 Dead end~ This appears to be the end of the line for this hallway. There are still -very eligant pictures and other pieces of art placed about the room here. +very eligant pictures and other pieces of art placed about the room here. Just as before the room is spotlessly clean. There are no traces of anything -in this room. +in this room. ~ 238 0 0 0 0 0 D2 @@ -1368,7 +1368,7 @@ Looking south seems to lead you into the northern hallway. E pictures~ These pictures seem to be people but they are slightly blurred when you try -to focus on them. +to focus on them. ~ S #23856 @@ -1376,7 +1376,7 @@ Hidden hallway~ This area seems to have been also cleaned even though it was very well hidden. There are no traces of life and no way to get back up. There are many cobblestones linning the floor to make it appear as if the floor here was the -bottom of the fountain. +bottom of the fountain. ~ 238 0 0 0 0 0 D0 @@ -1405,7 +1405,7 @@ Looking south seems to lead you toward the beginning of the hidden hallway. E look mountain~ The mountain looks as if it may fall any second probably because this is not -the way you usually see them. +the way you usually see them. ~ E look sky~ @@ -1417,7 +1417,7 @@ Walking through the sky~ You have entered a remarkable room placed above the clouds except for the fact that you cannot walk you you have to fly. There are birds and clouds drifting about in the distance. The only thing you can see is clouds and the -blue sky above. +blue sky above. ~ 238 0 0 0 0 8 D0 @@ -1436,7 +1436,7 @@ Near the end~ You have set foot on solid ground again. The room here looks exactly the same as the first and you can see what looks like the first room ahead to the north. There are many fine pictures on the walls here. Also the floor seems -to be made of some kind of deep brown wood. +to be made of some kind of deep brown wood. ~ 238 0 0 0 0 0 D0 @@ -1455,7 +1455,7 @@ The end~ You have finally made it to the end of this god forsaken hallway. There are no more posters or and kind of decoration here just walls a floor and a ceiling, which you much appreciate. The walls, floor, and ceiling appear to be -made of wood. +made of wood. ~ 238 0 0 0 0 0 D0 @@ -1471,14 +1471,14 @@ Looking south you can see more hallway. E troll~ The troll's marking appear to be those of Lords Of Pain signifying power and -courage. +courage. ~ S #23861 Portal room~ Upon entering this room you notice a large green portal standing on the northern wall in this room shimmering in the darkness. There are no -decorations in this room but the room seems to have a green tint to it. +decorations in this room but the room seems to have a green tint to it. ~ 238 0 0 0 0 0 D2 @@ -1492,7 +1492,7 @@ Through the blue portal~ You have entered the portal and have yet to find anything but blue glowing strongly around you. You walk along whap seems to be a floor but is nothing but light from the portal. There are many small spots floating around the -portal around you. +portal around you. ~ 238 0 0 0 0 0 D0 @@ -1503,7 +1503,7 @@ Looking north appears to lead you further into the portal. E spots~ There are many small spots that appear to be some kind of smaller portals -inside of the big portal. +inside of the big portal. ~ S #23863 @@ -1522,14 +1522,14 @@ Looking north reveals another part of the portal. E spot~ Looking in for further examination you see that they are balls of energy, as -you turn back one pops you in the face OUCH!!!!! +you turn back one pops you in the face OUCH!!!!! ~ S #23864 Through the green portal~ - This room appears to have a green tint to every part of the entire room. + This room appears to have a green tint to every part of the entire room. There are green posters covering the walls and very small green spots strown -about. +about. ~ 238 0 0 0 0 0 D1 @@ -1546,7 +1546,7 @@ S Portal room~ This room has a large blue portal against the far northern wall. This room has a blue tint to the room and has no decorations or designs anywhere on the -room. The portal seems to have placed a blue aurora about the room. +room. The portal seems to have placed a blue aurora about the room. ~ 238 0 0 0 0 0 D3 @@ -1559,7 +1559,7 @@ Portal room~ This room has a large red portal placed on the northern wall and also has a tint of red thruought the entire room. There are no decorative items or any kind of other decorations. The room is very plain except for the portal -itself. +itself. ~ 238 0 0 0 0 0 D1 @@ -1571,7 +1571,7 @@ S Further in the blue portal~ There are still all the small spots floating around but the floor seems to be taking shape more now. There are no walls or a roof but the floor is -beginning to get harder and more sturdy. +beginning to get harder and more sturdy. ~ 238 0 0 0 0 0 D0 @@ -1589,7 +1589,7 @@ S Further in the blue portal~ There are still all the small spots floating around but the floor seems to be taking shape more now. There are no walls or a roof but the floor is -beginning to get harder and more sturdy. +beginning to get harder and more sturdy. ~ 238 0 0 0 0 0 D0 @@ -1608,7 +1608,7 @@ Further in the blue portal~ There are still all the small spots floating around but the floor seems to be taking shape more now. There are no walls or a roof but the floor is beginning to get harder and more sturdy. The floor appears as a solid floor -now. +now. ~ 238 0 0 0 0 0 D0 @@ -1640,7 +1640,7 @@ S Further through the red portal.~ This area appears the same as the last except for the little floating objects that cause the sparks when you bump them are very scarce here. The -floor is beginning to harden and the walls are beginning to show. +floor is beginning to harden and the walls are beginning to show. ~ 238 0 0 0 0 0 D0 @@ -1657,8 +1657,8 @@ S #23872 Far into the red portal.~ The wals here are shimmering and swirling making a beautiful mass of colors -and patterns. The walls appear to be unreachable but also right beside you. -The floor is hard and solid now just the walls appear unstable. +and patterns. The walls appear to be unreachable but also right beside you. +The floor is hard and solid now just the walls appear unstable. ~ 238 0 0 0 0 0 D0 @@ -1677,7 +1677,7 @@ Towards the end~ This area seems to be very rich in color and loaded with the small particals. There are many different colors flowing throught the the walls making it a sight to see. The spots appear to be avoiding you now saving you a -heart ache. +heart ache. ~ 238 0 0 0 0 0 D0 @@ -1696,7 +1696,7 @@ Queen plegia's room~ This room is very eligant from top to bottom. There are many decorative pieces of art in this room revealing the elegant tastes of royalty. The queens throne is perched atop a large golden square. The throne itself seems to be -made of gold and silk. +made of gold and silk. ~ 238 0 0 0 0 0 D2 @@ -1707,12 +1707,12 @@ Looking south you see the portal that you came from. E throne~ Made of solid gold linned with silk this throne appears to be a very eligant -sitting. +sitting. ~ S #23875 South road~ - You are walking through a a small trail which seems to lead to nothing. + You are walking through a a small trail which seems to lead to nothing. The road has changed here and seems to be less bright and more spooky. The area is still good and the land is fertile but the air around seems very weird. ~ @@ -1728,7 +1728,7 @@ Towards the lake~ This area seems to be very odd. There are many odd sounds and different smells. There are no animals here but you can hear the sounds of animals in the distance. There is a small fog rolling in which stretches farther to the -east. +east. ~ 238 0 0 0 0 0 D1 @@ -1747,7 +1747,7 @@ In the fog~ There is a heavy fog here which disallows you to see anything except the exits to the rooms ahead. The fog appears to be implied by some kind of magical force. The sounds of animals are no longer heard and no evidence of -life are present. +life are present. ~ 238 0 0 0 0 0 D1 @@ -1764,7 +1764,7 @@ In the fog~ There is a heavy fog here which disallows you to see anything except the exits to the rooms ahead. The fog appears to be implied by some kind of magical force. The sounds of animals are no longer heard and no evidence of -life are present. +life are present. ~ 238 0 0 0 0 0 D1 @@ -1781,7 +1781,7 @@ In the fog~ There is a heavy fog here which disallows you to see anything except the exits to the rooms ahead. The fog appears to be implied by some kind of magical force. The sounds of animals are no longer heard and no evidence of -life are present. +life are present. ~ 238 0 0 0 0 0 D1 @@ -1798,7 +1798,7 @@ S A Clearing Before the Lake~ You stand here in front of a massive lake. There are many small animals scattered about looking as if they want to get out but cannot. There are many -different smells surrounding the area. +different smells surrounding the area. ~ 238 0 0 0 0 0 D0 @@ -1817,7 +1817,7 @@ Dragons Lair~ You have entered a large room with very little decorations and no kind of art. There are claw marks and very large holes in the walls and ceiling around. The floor is very hard and seems to be composed of crystal. The roof -is also made of the same materials. +is also made of the same materials. ~ 238 0 0 0 0 0 D5 @@ -1828,7 +1828,7 @@ Looking down you see the rocks in front of the castle. E scratches~ Looking in for a closer look you see that these scratches are from some kind -of animal. +of animal. ~ S $~ diff --git a/lib/world/wld/239.wld b/lib/world/wld/239.wld index cb5c999..16a134e 100644 --- a/lib/world/wld/239.wld +++ b/lib/world/wld/239.wld @@ -6,9 +6,9 @@ into the south pass has lived to tell about it, so it is with some jest people say If you don't behave The Drow from south Pass will come get you. The few who actually know what is going on here, frow upon this saying, as they know very well that the south pass is full of all kinds of caves. Some leading no -where, some inhabited by hidious monsters. And others leading so far into the +where, some inhabited by hideous monsters. And others leading so far into the heart of the mountains that you might actually unwarily stumble upon the -inhabitants of the underdark. It is rumoured that if you should wish to access +inhabitants of the underdark. It is rumored that if you should wish to access the cities of the drow, or to slay mindflayers, this is your direct route to the underdark. Some speculate there might be other ways to get there aswell, but it has never been proven. @@ -34,15 +34,15 @@ tree~ This is a level 17 area of birds in branches of the tree. To get into the tree you must be before the tree and "climb tree" there is an one way exit to the base of the tree, and some clues to Newhaven imbeded in the outpost room. - + ~ E path~ - Area has hidden entrance into Newhaven by "follow path" on hidden trail. + Area has hidden entrance into Newhaven by "follow path" on hidden trail. Level 20 mobs called the "Dark". And secret entrance to the tree "climb tree". It is divided at the tree from level 20 area with the Dark,to level 17 area with birds in the tree and other animals level 17 on the decent into the desert -of the waypoint trail. +of the waypoint trail. ~ E newhaven~ @@ -55,19 +55,19 @@ E pass~ This area is level 20 area is between desert and first secret entrance to the NewHaven caverns (say Friends of NewHaven to enter) There are bigfoot mobs -here. +here. ~ E desert~ This area is on the north side of the Southern Mountains, it has a few loops, level 17 mobs, hidden clues and hints to NewHaven whereabouts, a false -cave with a Dwarven Sentinel. +cave with a Dwarven Sentinel. ~ E links~ This zone links north to room 9030. Build all rooms south of that connection point. Best link to zone 90 would be south to room 23904 and north -from 23904 to room 9030. +from 23904 to room 9030. ~ S #23901 @@ -76,7 +76,7 @@ Southern Desert~ To the south can be seen some hills. North is nothing but desert, sand, sun and heat. To the west can be seen some kragla birds waiting for something to die so that they may finally have a meal. Eastward dunes of sand expand as far -as the eye can see. +as the eye can see. ~ 239 0 0 0 0 2 D1 @@ -97,12 +97,12 @@ Sand Dunes of the Great Southern Desert E kragla birds~ The Kragla birds are huge black winged desert vultures. They have bald -heads, sharp beaks, black eyes and long curved talons. +heads, sharp beaks, black eyes and long curved talons. ~ E sands dunes~ The sand is an endless sea of white waves of sparkling silicon fragments -being tossed around by the merciless wind. +being tossed around by the merciless wind. ~ S #23902 @@ -110,7 +110,7 @@ Barren Hills~ The desert begins to rise here onto sloping slick rocks of slate. To the south the slopes rise gently to the Southern Mountains. North is the beginning of the desert sands. Westward and eastward are more hills all converging to -the foot of the Southern Mountains. +the foot of the Southern Mountains. ~ 239 0 0 0 0 4 D0 @@ -139,7 +139,7 @@ desert slopes sands hills~ red, orange, brown, yellow, and white in the light spectrum. The slopes form waves of golden white in countless shapes and sizes. The hills are countless black slate mini giants swimming in the sea of sand, but to where do they go? -Only they know. +Only they know. ~ S #23903 @@ -150,7 +150,7 @@ desert, the sun pounding down upon them incessantly. To the north the hills slope down to the Southern Desert. East and west the hills are very similar to those which are trodded here. Climbing these slopes is tedious and tiring on the body, mind and soul. Many adventurers have lost hope here of finding the -path to the city of NewHaven. +path to the city of NewHaven. ~ 239 0 0 0 0 4 D3 @@ -174,7 +174,7 @@ Slate Slopes~ Rocky ravines and crags surround the area. The heat of the desert penetrates to ones bowels. To the west and east are more hills. The Great Southern Desert is to the north. You can see the peaks of the Southern -Mountains high up in the wispy clouds to the south. +Mountains high up in the wispy clouds to the south. ~ 239 64 0 0 0 4 D0 @@ -198,7 +198,7 @@ Slate Gorge~ far to the north and south prevent movement there. To the east and west are fatigue generating slopes that tear at the muscles in ones legs. Some scorpions crawl under the rocks to seek shade and prey on the other denizens of -the desert that hide there. +the desert that hide there. ~ 239 0 0 0 0 4 D0 @@ -224,12 +224,12 @@ Jutted Path E denizen~ There are small spiders, beetles, centipedes, sand slugs and a few ants -crawling about the rocks. +crawling about the rocks. ~ E rocks desert~ It's way too hot to view the scenery you should find you way out of here -before you die of thirst or starvation. +before you die of thirst or starvation. ~ S #23906 @@ -238,7 +238,7 @@ A Rocky Cliff~ closer to the Southern Mountains. Far to the north and down below looms the foreboding Southern Desert. To the south the hills become peaks of the Southern Mountains. To the east and west are endless jagged hills and ravines of broken -slate. +slate. ~ 239 0 0 0 0 5 D0 @@ -271,7 +271,7 @@ desert hills peaks~ The hills are like giant black monsters swimming to some unknown beach in the sand. A vast desolance overwhelms even the more experienced adventurers. The beauty of the desert is unimaginable and astounding. The whereabouts of -the way out of this hell befudles even the most traveled veterans at times. +the way out of this hell befudles even the most traveled veterans at times. ~ E southern mountains~ @@ -282,7 +282,7 @@ plates of the world collided together during the 'Great Formation' and were pushed up out of the bowels of the ground and left here asunder. Many legends of NewHaven dwarves, drow demons, caves with riches and great battles with dragons, orcs, elephants, and horses abound the land but they have been called -'old wives tales' and dubious to the truth of such tales. +'old wives tales' and dubious to the truth of such tales. ~ S #23907 @@ -292,7 +292,7 @@ only markings to distinguish it from the rest of the hills. It has been ages since anything but birds of prey and rodents have traveled to this point. The path leads down from the hills of the Southern Mountains to the north towards the Southern Desert. It appears as if this faint trail may turn into a path -that actually goes someplace. +that actually goes someplace. ~ 239 0 0 0 0 5 D0 @@ -301,7 +301,7 @@ Jutted Path Origin ~ 0 0 23906 D2 - Trail to the ascending path. + Trail to the ascending path. ~ ~ 0 0 23912 @@ -310,7 +310,7 @@ S Entrance to a Cave~ A pile of rubble and some dead branches hide the entrance to a small cave. The opening is slightly obscured but there is just enough room that someone -might be able to squeeze thru to see what is inside if they dared. +might be able to squeeze thru to see what is inside if they dared. ~ 239 12 0 0 0 5 D2 @@ -326,10 +326,10 @@ Path to rocky cliff. S #23909 Inside a Small Cave~ - It looks like some small animals may live inside this small cave. + It looks like some small animals may live inside this small cave. Hopefully, no big and scary ones have decided to live here. Perhaps they may be coming back soon and kicking out intruders or eating them for lunch. There -is an entrance to the north and south. +is an entrance to the north and south. ~ 239 9 0 0 0 5 D0 @@ -350,12 +350,12 @@ South Pass have lived to tell about it, so it is with some jest people say If you don't behave The drow from South Pass will come get you. The few who actually know what is going on here, frow upon this saying, as they know very well that the South Pass is full of all kinds of caves. Some leading no where, -some inhabited by hidious monsters. And others leading so far into the heart of +some inhabited by hideous monsters. And others leading so far into the heart of the mountains that you might actually unwarily stumble upon the inhabitants of -the underdark. It is rumoured that if you should wish to access the cities of -the drow, or to slay mindflayers, this is your direct route to the underdark. +the underdark. It is rumored that if you should wish to access the cities of +the drow, or to slay mindflayers, this is your direct route to the underdark. Some speculate there might be other ways to get there as well, but it has never -been proven. +been proven. ~ S #23910 @@ -365,7 +365,7 @@ the sand to fly and gather into dunes at every obstacle, making the desert look like an enormous golden sea. The desert stretches far to the north, east and west, while to the south can be seen the hills and summits, marking the beginning of the Southern Mountains. One can continue their travels to the east and west -where the dunes are far enough apart to provide a path. +where the dunes are far enough apart to provide a path. ~ 239 0 0 0 0 2 D1 @@ -385,7 +385,7 @@ Drifts of Southern Desert~ equipment infiltrating their equipment and supplies of food. Scratching and drying their skin in this miserable heat. Rolling hills of sand surround the area. Impassable hills of slate are to the north and south. East and west are -more dunes of sand. +more dunes of sand. ~ 239 0 0 0 0 2 D1 @@ -404,7 +404,7 @@ sand equipment~ way out of this hell, they would know that the longer that one stays here, the more danger they are in of dying a worthless death, forgotten, without accomplishing anything. The job of an adventurer is a tough job, they must -rely on their determination and wits in order to survive. +rely on their determination and wits in order to survive. ~ S #23912 @@ -413,7 +413,7 @@ An Ascending Trail~ purple granite in the trail. It has been a long time since anyone has traveled on this path so some spots are cluttered with boulders of granite partially blocking it and other parts have wind hewn ruts that look like they were cut by -some insane sculptor who was mad at the world. +some insane sculptor who was mad at the world. ~ 239 4 0 0 0 5 D0 @@ -434,7 +434,7 @@ various sizes from avalanches ages ago. This part of the trail appears to be about halfway up the Southern Mountains and it gets steeper to the south as it travels further along the Southern Mountains. Upwards you can barely make out some sort of ledge. Slightly upward and to the west is a narrow crumbling path -that looks too risky to attempt to traverse. +that looks too risky to attempt to traverse. ~ 239 0 0 0 0 5 D0 @@ -459,9 +459,9 @@ A Desolate Precipice~ birch trees are all around but not many signs of life, reminiscent of a battlefield where both sides lost, except there are no dead bodies scattered around. North, over the ledge, the vastness of the desert spans below and -every now and then there is some movement in the shifting dunes of sand. +every now and then there is some movement in the shifting dunes of sand. Barely visible, the peak of the mountain, which is still quite a way upward -from here, is crowned by a few wisps of clouds. +from here, is crowned by a few wisps of clouds. ~ 239 196 0 0 0 5 D5 @@ -477,7 +477,7 @@ possible to side step carefully facing the steep decline to the Southern Desert below and north of here. How beautiful the desert is with its own pastels of white, orange, brown and red. The narrow ledge crumbles and every now and then rocks tumble down the sheer side so far that no one could hear the sound of -their crash at the base of the towering peak. +their crash at the base of the towering peak. ~ 239 0 0 0 0 5 D1 @@ -497,11 +497,11 @@ A Long Climb~ grabbing foot and hand holds and scaling the side of the mountain. The wind is howling around with a frost biting chill. Here rises a purple granite side of the peak, which no one has bothered to name, perhaps they will name it after an -adventurer, should they fall and die here. +adventurer, should they fall and die here. ~ 239 0 0 0 0 5 D4 - Climb to the path around the ridge. + Climb to the path around the ridge. ~ ~ 0 0 23917 @@ -517,16 +517,16 @@ Around the Peak~ winds around the mountain just below the peak. There is a desert way down below surrounded by dense woods to the south. To the west you can make out a few roads going thru the woods and to the east the trail continues with the -mountain base blocking the view directly below. +mountain base blocking the view directly below. ~ 239 0 0 0 0 5 D1 - To a deep drift of snow. + To a deep drift of snow. ~ ~ 0 0 23918 D5 - A snow covered path around the peak. + A snow covered path around the peak. ~ ~ 0 0 23916 @@ -539,35 +539,35 @@ nowhere. You wonder who would be on top of a mountain and not wearing boots in this weather. To the west is a winding path around the ridge. The trail starts again a ways off to the east near a huge tree. Below is the sheer side of the mountain and cannot be traversed. To the north is the peak of the -mountain which looks just as omnimous here as it did far below. +mountain which looks just as omnimous here as it did far below. ~ 239 4 0 0 0 5 D3 - A winding trail around the peak. + A winding trail around the peak. ~ ~ 0 0 23917 E footprint snow snowbank ~ You notice a golden plaque attached to the side of the mountain and even -though you cannot read the ancient runes you understand them somehow. +though you cannot read the ancient runes you understand them somehow. TO ENTER SAY THESE WORDS: Friend of NewHaven ~ S T 23900 #23919 A Secret Entrance to the Cavern~ - The path stops at a dwarven carved door to the secret path to NewHaven. + The path stops at a dwarven carved door to the secret path to NewHaven. It looks brand new, probably because the dwarven stone cutters cast spells on it to preserve it centuries ago. Downward, one can barely make out the stone road to the city within the mountain. It is puzzling where this door comes from and to where it leads. Only a brave explorer would be able to find out. A cautious and conservative explorer would return from whence he came and never -know what lies beyond. +know what lies beyond. ~ 239 269 0 0 0 0 D5 - Beginning of the path to the dwarven road. + Beginning of the path to the dwarven road. ~ ~ 0 0 23920 @@ -589,7 +589,7 @@ centuries and hardly worn. Who could have crafted such work? It was made with long forgotten arts and spells. Ancient lore states that it could only have been fabricated by the NewHaven dwarves of old. To the east is a mountain of some type within the immense cavern. Up, the road seems to end at a mysterious -runed door. +runed door. ~ 239 265 0 0 0 0 D1 @@ -598,7 +598,7 @@ Road to mountain of bones ~ 0 0 23921 D4 - End of the path to the Entrance. + End of the path to the Entrance. ~ ~ 0 0 23919 @@ -615,7 +615,7 @@ nature, some great act of the gods, the evil magic of a sorcerer or mage, or perhaps there are some survivors someplace, refugees that ran away and disappeared to some unknown land, unable to return to claim victory and clean up the battlefield. To the west is a wide road of some type. To the east is a -broken bridge across a bottomless chasm. +broken bridge across a bottomless chasm. ~ 239 265 0 0 0 0 D1 @@ -632,7 +632,7 @@ S #23922 Next to a Broken Bridge~ Here lies the epitome of dwarven architecture destroyed and laying in ruins. -It is a magnificent suspension bridge arching across a bottomless chasm. +It is a magnificent suspension bridge arching across a bottomless chasm. However the distal side is broken and what remains of it is hanging down the chasm in a twisted menagerie of cable, stone, mithril, and gold. The proximal side has somehow remained suspended on the west side, but droops down @@ -640,7 +640,7 @@ precariously and could tumble into the chasm at any moment. To the west there is a large gray and black heap. You notice a pile of rubble on the proximal side which doesn't seem to fit there. The rubble consist of hides, sticks, tree trunks, and bones of small animals. To the north the path delves down -into the chasm. +into the chasm. ~ 239 265 0 0 0 0 D0 @@ -659,7 +659,7 @@ rubble pile proximal hides tree~ the chasm. The path is poorly constructed, hacked and chipped and obviously not made by dwarves but by someone else. An unsure adventurer would turn back and go the way that he came, but a brave and gallant adventurer would follow -the path. +the path. ~ S T 23902 @@ -669,7 +669,7 @@ On a Hidden Path~ mountain and winds around the scattered piles in a crudely hewed tunnel into the side of the mountain. To the west is a pile of rubble consisting of hides, tree trunks, bones of small animals and rocks. East the trail continues down -the path. +the path. ~ 239 265 0 0 0 4 D0 @@ -678,7 +678,7 @@ Path to a Small Cave ~ 0 0 23909 D1 - From a hidden path of rubble to crudely hewed hallway. + From a hidden path of rubble to crudely hewed hallway. ~ ~ 0 0 23924 @@ -687,18 +687,18 @@ pile rubble hides tree trunk rocks~ There is a hidden path going to the west that can be followed. It could be dangerous, a brave adventurer would probably follow it. A more cautious adventurer would probably go back the way that he came, at least they would -know what was there. +know what was there. ~ S T 23903 #23924 Further Down the Path~ - This path is hewed crudely out of the rock of the sides of the mountain. + This path is hewed crudely out of the rock of the sides of the mountain. It is a very narrow hallway. There is a clay floor with several footprints in it, they seem to have been made by an army of some kind. It travels in an east-west direction. To the west there is a short path which turns north into a huge pile of rubble. To the east the path slopes downward towards a large -pine tree. +pine tree. ~ 239 265 0 0 0 4 D1 @@ -715,7 +715,7 @@ E clay footprints path~ The path is covered with thousands of footprints, they seem like those of orc. Probably an orc army uses this path as a shortcut to battles they fight -all around the lands. The clay is a light brown color, smooth and wet. +all around the lands. The clay is a light brown color, smooth and wet. ~ S #23925 @@ -725,7 +725,7 @@ mountain. It is a lonely pine, tall, commanding, proud, and healthy. A massive trunk is petrified from the base to up as far as one can see, but some needled limbs sway gently in the breeze far far above. To the west is a clay path with many footprints in it. To the south a wooden plank path meanders -down the slope. +down the slope. ~ 239 129 0 0 0 5 D2 @@ -734,7 +734,7 @@ D2 ~ 0 0 23926 D3 - A path from a tall ponderosa pine to a clay path. + A path from a tall ponderosa pine to a clay path. ~ ~ 0 0 23924 @@ -744,7 +744,7 @@ pine ponderosa trunk base petrified~ facilitate climbing the trunk. It is pretty high up to the branches and if someone fell down they surely would injure themselves badly. Wise judgement would tell them not to climb the tree and that it would be far too dangerous. - + ~ S T 23904 @@ -753,11 +753,11 @@ Below the Tree~ A huge ponderosa pine tree looms overhead. It stands tall and proud and was probably a leader of the trees at one time. To the north is a path of wooden planks meandering up a slight slope. South the path continues on with a turn -in the path. +in the path. ~ 239 9 0 0 0 0 D0 - Path from under the tree to the Ponderosa pine. + Path from under the tree to the Ponderosa pine. ~ ~ 0 0 23925 @@ -768,7 +768,7 @@ The path contines and then turns. 0 0 23940 D5 There is a crack in the ground with a small cave exposing some roots of the -giant tree. +giant tree. ~ ~ 0 0 23939 @@ -779,34 +779,34 @@ A Lookout Post~ cluttered floor. A few crude rows of bunks line the back wall. There is a dirty black fireplace in the center of the room. Around the walls are slits in the sides that someone could look out of. Leading up and down the tree are -small footholds someone has used to climb the tree. +small footholds someone has used to climb the tree. ~ 239 12 0 0 0 5 D4 - Ladder from outpost to up in a tree. + Ladder from outpost to up in a tree. ~ ~ 0 0 23928 D5 - Footholds down the trunk of a huge ponderosa pine tree. + Footholds down the trunk of a huge ponderosa pine tree. ~ ~ 0 0 23926 E floor~ The floor is cluttered with bones of small animals, burnt hides, broken -spears and other trash. +spears and other trash. ~ E bunks~ The bunks are empty, uncomfortable, small and unmade racks for orc messengers to rest in while off duty. There is nothing interesting about them but most -adventurers are glad that they don't have to sleep in them. +adventurers are glad that they don't have to sleep in them. ~ E fireplace burnt~ The fireplace is barely suitable for burning a few branches in for heat or -cooking. +cooking. ~ E slits~ @@ -814,7 +814,7 @@ slits~ north from the tree to a clay path which cuts off to the west. A path on the side of the mountain can be seen. Also, a zig zag trail leading down and off to the west . A medium sized desert is below and what appears to been a small -oasis. +oasis. ~ S #23928 @@ -822,11 +822,11 @@ Up in a Tree~ Perched on a branch in the tree one can see that the trunk was petrified ages ago but the branches still grow and are teeming with small animals of all types. There is a sturdy ladder going up and down the tree trunk. Another -branch goes from the trunk of the tree to the east. +branch goes from the trunk of the tree to the east. ~ 239 0 0 0 0 5 D1 - From up in a branch to out on a limb. + From up in a branch to out on a limb. ~ ~ 0 0 23929 @@ -836,7 +836,7 @@ Up higher in the tree. ~ 0 0 23936 D5 - From up in the branches to an old outpost. + From up in the branches to an old outpost. ~ ~ 0 0 23927 @@ -846,11 +846,11 @@ Out on a Branch~ Out on a branch of a giant ponderosa pine tree. The trunk is petrified but the limbs are full of pinion nuts which attracts the animals that have made this tree their home in the middle of this desolance. West is the branch is -attached to the petrified trunk of the tree. +attached to the petrified trunk of the tree. ~ 239 0 0 0 0 0 D3 - Out on a branch to the trunk of a tree. + Out on a branch to the trunk of a tree. ~ ~ 0 0 23928 @@ -861,7 +861,7 @@ A Branch in the Tree~ the birds that hop and chirp thru its limbs and branches. The sanctuary of this tree provides a resting stop for the birds on their travels and a few have decided to live here and make it their home. The petrified trunk of the -tree is west. +tree is west. ~ 239 0 0 0 0 0 D3 @@ -875,7 +875,7 @@ A Branch in the Ponderosa Pine~ Perched on a branch in the tree one can see that the trunk was petrified ages ago but the branches still grow and are teeming with small animals of all types of birds. A few larger birds search for prey all around and in the tree. -The branch is attached to the trunk east of here. +The branch is attached to the trunk east of here. ~ 239 0 0 0 0 0 D1 @@ -890,7 +890,7 @@ Out on a Branch of the Tree~ the birds that hop and chirp thru its limbs and branches. The sanctuary of this tree provides a resting stop for the birds on their travels and a few have decided to live here and make it their home. The petrified trunk of the tree -is east. +is east. ~ 239 0 0 0 0 0 D1 @@ -904,7 +904,7 @@ A Branch of the Pine Tree~ Perched on a branch in the tree one can see that the trunk was petrified ages ago but the branches still grow and are teeming with small animals of all types of birds. A few larger birds search for prey all around and in the tree. -The branch is attached to the trunk west of here. +The branch is attached to the trunk west of here. ~ 239 0 0 0 0 0 D3 @@ -917,8 +917,8 @@ S On a Ponderosa Pine Branch~ The view out on a branch of a giant ponderosa pine tree is beautiful. The trunk is petrified but the limbs are full of pinion nuts which attracts the -animals that have made this tree their home in the middle of this desolance. -Towards the west the branch is attached to the petrified trunk of the tree. +animals that have made this tree their home in the middle of this desolance. +Towards the west the branch is attached to the petrified trunk of the tree. ~ 239 0 0 0 0 0 D3 @@ -931,8 +931,8 @@ S Out on a Sturdy Branch~ The view out on a branch of a giant ponderosa pine tree is beautiful. The trunk is petrified but the limbs are full of pinion nuts which attracts the -animals that have made this tree their home in the middle of this desolance. -Towards the east the branch is attached to the petrified trunk of the tree. +animals that have made this tree their home in the middle of this desolance. +Towards the east the branch is attached to the petrified trunk of the tree. ~ 239 0 0 0 0 0 D1 @@ -1003,7 +1003,7 @@ In the Ponderosa Pine~ The crown of the tree is almost fifty metrons high and is partially petrified. The ladder goes down the trunk to other branches below. Two branches sway in the wind to the east and to the west from here. Some larger -birds perch in the crown searching the broad expanses for prey. +birds perch in the crown searching the broad expanses for prey. ~ 239 0 0 0 0 0 D1 @@ -1028,20 +1028,20 @@ The Roots of the Tree~ pine. The heart of the tree from which life sustaining minerals and water are drawn from the soil. They go deep into the side of the mountain and have supported the tree for centuries. Long fingers of the hand of the tree -grasping the earth with a tight grip in the ground upon which it stands. +grasping the earth with a tight grip in the ground upon which it stands. Often their importance and beauty are forgotten by the land walkers above, but never by the tree itself, for if not for the roots below there would be nothing -above. +above. ~ 239 385 0 0 0 0 D4 -You see the petrified trunk of a tall ponderosa pine tree. +You see the petrified trunk of a tall ponderosa pine tree. ~ ~ 0 0 23926 E story newhaven~ - The root of the tree laments it's story to you of the Legend of NewHaven. + The root of the tree laments it's story to you of the Legend of NewHaven. Greetings Adventurer I am the sole survior of the battle of the fall of NewHaven. It was in the reign of the Dwarven King Elcnir in the year of Goldleaf. The NewHaven Dwarves, Men of Adonma, Elephants of Glad, Ents of @@ -1054,7 +1054,7 @@ armies in the battlefield, destroyed them all instantly in their tracks. I was on this perimeter and my trunk and roots were petrified by the "Myst of the crack" and have stood here alone since. Now all I have is the company of birds and small creatures in my bough and I am unable to walk back to my forest of -Drenwood and my heart grows weary and homesick. +Drenwood and my heart grows weary and homesick. ~ S #23940 @@ -1065,16 +1065,16 @@ craftmanship, only mastered by the NewHaven dwarves. Ones feet bounce lightly on the trail and don't tire as easily for some reason, perhaps the road has been woven with magical spells of travelling, like they were in the days of old. North the path continues up the trail towards the mountain peak. Down -the gently winding road makes it's way to the foothills of the mountains. +the gently winding road makes it's way to the foothills of the mountains. ~ 239 0 0 0 0 4 D0 -The path turns gently northward, to a giant ponderosa pine tree. +The path turns gently northward, to a giant ponderosa pine tree. ~ ~ 0 0 23926 D5 - The path turns westwardly thru a light sloping forest. + The path turns westwardly thru a light sloping forest. ~ ~ 0 0 23941 @@ -1088,21 +1088,21 @@ still exists to this day S #23941 A Path Up the Mountain~ - The path continues up the moutain in a gentle slope with an easy climb. + The path continues up the moutain in a gentle slope with an easy climb. Some wild mountain flowers grow along the path. A few rotting trees lie broken and decaying around you. There are many patches of small trees sprouting up all around the old and decaying ones as nature regenerates itself. Up there is a turn in the path. West the path slowly dwindles into a lightly wooded area. - + ~ 239 0 0 0 0 5 D3 - The path slopes downward into some rolling hills and forests. + The path slopes downward into some rolling hills and forests. ~ ~ 0 0 23942 D4 - The path turns towards the north as it climbs up the mountain trail. + The path turns towards the north as it climbs up the mountain trail. ~ ~ 0 0 23940 @@ -1111,7 +1111,7 @@ flowers trees wild~ The flowers smell like spring. The rotting trees have lived a good life and their substance is returning to the soil, nourishing the new growths that will come in the future, giving themselves to their offspring and other wildlife in -a never-ending cycle of life and death. +a never-ending cycle of life and death. ~ S #23942 @@ -1121,16 +1121,16 @@ mountain forest. It is blanketed with a thick layer of pine needles that cushion ones steps. Birds chirp, squirrels chatter, rabbits scamper about and and an occasional deer can be seen grazing on the new grass and bark they can find as they forage for food. East the path seems to widen and is paved with -brick. West the trial winds thru the foothills. +brick. West the trial winds thru the foothills. ~ 239 0 0 0 0 4 D1 - The path winds upward thru some light forests and hills. + The path winds upward thru some light forests and hills. ~ ~ 0 0 23941 D3 - The path slopes down thru some hills. + The path slopes down thru some hills. ~ ~ 0 0 23943 @@ -1143,11 +1143,11 @@ something, causing the hairs to stand up on ones neck is here. Even brave adventures get an uneasy feelings sometimes, like they forgot something important or do they have enough supplies for their journey. East the path continues to climb thru some light woods. South the path disappears into the -sands of the desert. +sands of the desert. ~ 239 0 0 0 0 4 D1 - The path continues east thru some hills. + The path continues east thru some hills. ~ ~ 0 0 23942 @@ -1160,11 +1160,11 @@ The path is roughly hewn and not of dwarven construction but seems sturdy enough. Every few strata there is a stairwell that winds up and down the chasm. Periodically a loose rock or boulder dislodges from the side of the chasm and crashes below on the sides of the chasm walls resounding for a few -minutes then no sounds can be heard as it's course takes it from the sides. +minutes then no sounds can be heard as it's course takes it from the sides. ~ 239 269 0 0 0 4 D0 - Path along the chasm. + Path along the chasm. ~ ~ 0 0 23945 @@ -1180,16 +1180,16 @@ Further into the Chasm~ and deeper into the chasm depths and darkness to the north. The sulfuric fumes are growing stronger with each level lower. There is a thin yellow powder on the path, probably condensation of the fumes upon its surface. The path heads -deeper into the chasm to the north and climbs up the chasm to the south. +deeper into the chasm to the north and climbs up the chasm to the south. ~ 239 265 0 0 0 5 D0 - Path along the chasm. + Path along the chasm. ~ ~ 0 0 23946 D2 - Path along the side of the chasm. + Path along the side of the chasm. ~ ~ 0 0 23944 @@ -1200,21 +1200,21 @@ A Fork in the Path~ are two stone stairways, one veering off to the east and one veering off into the wall of the chasm to the west. The sides of the chasm seem to glow with a soft yellow glow, providing a dull light to see the trail. To the south the -path slopes upward and gradually climbs the chasm. +path slopes upward and gradually climbs the chasm. ~ 239 268 0 0 0 5 D1 - Path to a travelers resting spot. + Path to a travelers resting spot. ~ ~ 0 0 23959 D2 - Path climbing up the chasm. + Path climbing up the chasm. ~ ~ 0 0 23945 D3 - Stairway to a glowing cave going into the chasm wall. + Stairway to a glowing cave going into the chasm wall. ~ ~ 0 0 23947 @@ -1225,16 +1225,16 @@ A Glowing Cave~ greenish-yellow light to the entrance of a rocky cave. In the distance to the south there appears to be a fire of some kind glowing with orange, red, and bright yellow. The path is smooth and paved with purple granite blocks and a -black grout of obsidian powder. +black grout of obsidian powder. ~ 239 264 0 0 0 0 D1 - Path to along the side of the chasm. + Path to along the side of the chasm. ~ ~ 0 0 23946 D2 - Path further into the cave. + Path further into the cave. ~ ~ 0 0 23948 @@ -1246,7 +1246,7 @@ is smooth on the floor with bricks of purple granite and in a plain design, probably goblins made this or copied it from some other culture. There are hollowed out cubby holes with places for lanterns, but they are unnecessary because of the glow of the walls. The combination of colors is nauseating and -the smell here doesn't help. +the smell here doesn't help. ~ 239 392 0 0 0 4 D0 @@ -1272,7 +1272,7 @@ is smooth on the floor with bricks of purple granite and in a plain design, probably goblins made this or copied it from some other culture. There are hollowed out cubby holes with places for lanterns, but they are unnecessary because of the glow of the walls. The combination of colors is nauseating and -the smell here doesn't help. +the smell here doesn't help. ~ 239 264 0 0 0 0 D1 @@ -1292,7 +1292,7 @@ Another Part of the Cave~ stale, forboding and bleak. The floor is smooth here but the walls have jagged protusions of crystal. There are strange pattering footstep sounds coming from within the darkness around. The air has the stench of death on it's still cool -breath. +breath. ~ 239 265 0 0 0 0 D0 @@ -1308,7 +1308,7 @@ D3 ~ 0 0 23950 D5 -A dark sloping passage downwards. +A dark sloping passage downwards. ~ ~ 0 0 23964 @@ -1316,10 +1316,10 @@ S #23951 Another Part of the Cave~ Darkness is entombed within the pitch black walls of the cave. Sharp jagged -crystals of adamite, quartz, obsidian and granite are embedded in the walls. +crystals of adamite, quartz, obsidian and granite are embedded in the walls. Strange echos of pattering footsteps can be heard eminating from the darkness around. The air is thick, dry, stale and foul. It smells of death and decay -and is suffocating. +and is suffocating. ~ 239 265 0 0 0 0 D1 @@ -1337,7 +1337,7 @@ Another Part of the Cave~ adamite, but some purple quartz crystals and granite are here also. The walls are rough and sharp to the touch. The floor is smooth and hard but not slippery on the dry level floor. Soft footsteps can be heard pattering in the -darkness from obscure directions. The air here is still and stale. +darkness from obscure directions. The air here is still and stale. ~ 239 265 0 0 0 0 D0 @@ -1355,7 +1355,7 @@ Another Part of the Cave~ and purple quartz. They are sharp to the touch, but the floors have been hewn smooth and show no ruts or other wear. The air is stagnant, stale , dry and cool. Nothing could live here and yet strange patting sounds echo off the -walls and into the darkness around. +walls and into the darkness around. ~ 239 265 0 0 0 0 D0 @@ -1381,7 +1381,7 @@ Another Part of the Cave~ could live here. Yet, sounds of footsteps pattering softly on the smooth hewn floor can be heard from all around. Perhaps there are creatures lost in the caverns looking for a way out, losing hope, losing energy, no nurishment to -sustain them, lost forever in the darkness with no one to rescue them. +sustain them, lost forever in the darkness with no one to rescue them. ~ 239 265 0 0 0 0 D0 @@ -1410,7 +1410,7 @@ ruts or other wear. Soft pattering footstep can be heard echoing off the walls and into the darkness around. If someone were to get lost here they would surely die for lack of food, water, light or fresh air, Perhaps those footsteep are from lost travellers wandering thru the caves trying to find their way out. - + ~ 239 265 0 0 0 0 D2 @@ -1427,7 +1427,7 @@ Another Part of the Cave~ This part of the cave is much like the others. Stale dry air which smells of death and decay. One can hear pattering footsteps in the dark from all around. If someone were to get lost here they would surely die for lack of -food, water, light or fresh air. +food, water, light or fresh air. ~ 239 265 0 0 0 0 D1 @@ -1435,7 +1435,7 @@ D1 ~ 0 0 23955 D3 -To a dark corner of the cave. +To a dark corner of the cave. ~ ~ 0 0 23965 @@ -1443,24 +1443,24 @@ S #23957 Inside a Goblin Cave~ There is large campfire built here, probably for warmth. The smoke fills -this part of the cave and has coated the cave walls with a thick black soot. +this part of the cave and has coated the cave walls with a thick black soot. The smell in the cave is worse here, and a pile of garbage seems to be the source of the awful smell. The glow of the cave walls is less noticeable here -but you can still see by the light of the fire. +but you can still see by the light of the fire. ~ 239 264 0 0 0 0 D0 - Path to another part of the goblin cave. + Path to another part of the goblin cave. ~ ~ 0 0 23948 D2 - Path to another part of the goblin cave. + Path to another part of the goblin cave. ~ ~ 0 0 23958 D3 - Path to another part of the goblin cave. + Path to another part of the goblin cave. ~ ~ 0 0 23949 @@ -1472,7 +1472,7 @@ is smooth on the floor with bricks of purple granite and in a plain design, probably goblins made this or copied it from some other culture. There are hollowed out cubby holes with places for lanterns, but they are unnecessary because of the glow of the walls. The combination of colors is nauseating and -the smell here doesn't help. +the smell here doesn't help. ~ 239 264 0 0 0 0 D0 @@ -1483,28 +1483,28 @@ Path to another part of the goblin cave. S #23959 A Ledge on the Chasm Path~ - The path is wider here and is carved deeper into the side of the chasm. + The path is wider here and is carved deeper into the side of the chasm. There are spring fountains and benches here in this resting spot along the trail. To the east the path continues it's downward slope, while it climbs upwards to the west. There is a fine glowing powder lighting the path with a eerie orange-red glow here. A strong sulfuric smell drifts up from the chasm -below. +below. ~ 239 12 0 0 0 4 D1 - Decending path into the chasm. + Decending path into the chasm. ~ ~ 0 0 23960 D3 - Path up the chasm wall. + Path up the chasm wall. ~ ~ 0 0 23946 E spring fountains~ These fountains are dry but probably once quenched the thirst of travelers -and their beasts along the path. +and their beasts along the path. ~ S #23960 @@ -1515,16 +1515,16 @@ sulfuric odor. Every now and then sounds of dislodged rocks can be heard crashing off the sides of the chasm, then a deafening silence as they continue their endless flight through the depths below. To the west the path ascends with a dull red glow of mineral deposits from the fumes. To the east is a -gradual slope deeper into the chasm. +gradual slope deeper into the chasm. ~ 239 264 0 0 0 4 D1 - Path descending deeper into the chasm. + Path descending deeper into the chasm. ~ ~ 0 0 23961 D3 - Path ascending the chasm wall. + Path ascending the chasm wall. ~ ~ 0 0 23959 @@ -1535,17 +1535,17 @@ A Huge Gate~ runes. It is a deep black color and probably contstructed of the drow's favorite mineral, obsidian. The path has a dull red glow from some powder caked along the chasm walls. To the west the path ascends along the side of -the chasm, lit with the scarlet glow. +the chasm, lit with the scarlet glow. ~ 239 264 0 0 0 4 D2 - An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes. -There is a red rune in the center of the door which might be a keyhole. + An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes. +There is a red rune in the center of the door which might be a keyhole. ~ gate runed~ 1 23929 23962 D3 - Path ascending the side of the chasm. + Path ascending the side of the chasm. ~ ~ 0 0 23960 @@ -1553,12 +1553,12 @@ E powder glow walls~ The blood red glow comes from a fine powder, probably deposits from the sulfuric fumes drifting up from the chasm below. The red is a deep blood red -or scarlet and dimly lights the path along the chasm. +or scarlet and dimly lights the path along the chasm. ~ E gate obsidian~ - An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes. -There is a red rune in the center of the door which might be a keyhole. + An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes. +There is a red rune in the center of the door which might be a keyhole. ~ S #23962 @@ -1566,24 +1566,24 @@ An Obsidian Cave~ The entrance to the cave is eight metrons high and four metrons wide, covered with bricks of shiny black obsidian. The floor is covered with red glowing runes of drow origin and light the path. There is a huge gate to the -north. The cave continues on to the south. +north. The cave continues on to the south. ~ 239 140 0 0 0 4 D0 A huge obsidian door carved with drow runes. The door is about 8 metrons -high and there is a red rune in the center for a key. +high and there is a red rune in the center for a key. ~ gate runed~ 1 23929 23961 D2 -Towards a dim passageway. +Towards a dim passageway. ~ ~ 0 0 23963 E gate~ - An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes. -There is a red rune in the center of the door which might be a keyhole. + An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes. +There is a red rune in the center of the door which might be a keyhole. ~ S #23963 @@ -1592,11 +1592,11 @@ A Dark Passage~ and decay. There is a slight glow here coming from what looks like many footprints going in all directions on the passage floor. There is a soft light coming from the north end of the passage and darkness to the east. Strange -faint sounds of patting feet can be heard echoing from the darkness. +faint sounds of patting feet can be heard echoing from the darkness. ~ 239 268 0 0 0 2 D0 -Towards a red glow in the passage. +Towards a red glow in the passage. ~ ~ 0 0 23962 @@ -1608,24 +1608,24 @@ Towards a dark passageway. E light footprints floor~ The light comes from what looks like tracks of many footprints traveling -thru a red glowing powder thru the passage. +thru a red glowing powder thru the passage. ~ S #23964 Mouth of a Cave~ - This is a sloping passage. Downwards to a dark passage to the west. + This is a sloping passage. Downwards to a dark passage to the west. Upwards to what appears to be a cave. The air is stale and smells of death and decay. Eriee sounds of soft footsteps come from within the cave. And echoing -thru the passageway. +thru the passageway. ~ 239 265 0 0 0 0 D3 -Towards a glowing passageway. +Towards a glowing passageway. ~ ~ 0 0 23963 D4 -Towards a dark cave. +Towards a dark cave. ~ ~ 0 0 23950 @@ -1635,16 +1635,16 @@ A Dark Corner of the Cave~ The stale cool air remains stagnant and has the stench of death and decay upon it. This is a small niche of the cave with a lower ceiling than the rest of the cave. A narrow passageway leads north into the darkness and to the -east, leads into a wider area of the dark cave. +east, leads into a wider area of the dark cave. ~ 239 265 0 0 0 0 D0 -To another part of the cave. +To another part of the cave. ~ ~ 0 0 23966 D1 -To a wider part of the cave. +To a wider part of the cave. ~ ~ 0 0 23956 @@ -1653,16 +1653,16 @@ S Another Part of the Cave~ This part of the cave is not any different than the rest. Cool, dry, stale air, no food , no water, or other substanance to sustain life. Yet, sounds of -soft footsteps can be heard coming from all around. +soft footsteps can be heard coming from all around. ~ 239 269 0 0 0 0 D1 -A dark part of the cave. +A dark part of the cave. ~ ~ 0 0 23967 D2 -To a dark niche in the cave. +To a dark niche in the cave. ~ ~ 0 0 23965 @@ -1672,7 +1672,7 @@ Another Part of the Cave~ The cave has dark walls, stale air, strange sounds of footsteps coming from all around. The walls are a conglomerate of adamite and obsidian rock and an evil force seems to raditate from them. The floor has been hewn smooth by -someone and seems to have no signs of wear. +someone and seems to have no signs of wear. ~ 239 265 0 0 0 4 D0 @@ -1681,7 +1681,7 @@ A dark stale cave. ~ 0 0 23968 D3 -A dark cave. +A dark cave. ~ ~ 0 0 23966 @@ -1693,7 +1693,7 @@ the cavern here. If someone were to get lost here they would surely die for lack of food, water, fresh air, light or hope of finding a path thru the dark caverns, niches, slopes. The floor is smooth here but the walls are sharp to the touch with shards of obsidian, adamite protruding from it. Soft pattering -sounds can be heard echoing off the walls from all around. +sounds can be heard echoing off the walls from all around. ~ 239 265 0 0 0 4 D0 @@ -1707,7 +1707,7 @@ An even darker part of the cave. ~ 0 0 23967 D3 -A dark cave with a stale air of death and decay. +A dark cave with a stale air of death and decay. ~ ~ 0 0 23966 @@ -1718,11 +1718,11 @@ Another Part of the Cave~ jut out from the sides with glimmers of adamite cyrstal shards wedged in between the layers. If one were to get lost here they would surely die, no food, water, light or fresh air to sustain them for very long. Soft patting -footsteps can be heard coming from somewhere within to the south. +footsteps can be heard coming from somewhere within to the south. ~ 239 265 0 0 0 0 D0 -Towards a long dark obsidian hallway. +Towards a long dark obsidian hallway. ~ door~ 1 0 23970 @@ -1739,7 +1739,7 @@ runs north and south. There is a dark obsidian door on the north side. An opening to a dark cavern is on the south. Soft pattering sounds can be heard towards the south but inside the the hallway there are no sounds. The sounds and light seem to be absorbed by the mysterious stone the walls, ceiling, and -floor are made of. +floor are made of. ~ 239 397 0 0 0 4 D0 @@ -1747,18 +1747,18 @@ D0 door~ 1 0 23971 D2 - Door to the drow caverns. + Door to the drow caverns. ~ gate~ 1 0 23969 S #23971 South End of Slave Corridor~ - This is a long hallway with dark black stone floor, walls and ceiling. + This is a long hallway with dark black stone floor, walls and ceiling. There are several gates to prison cells on each side. Grunts, moans, and pleas of mercy can be heard coming from the cells. The air here smells of blood and sweat. There are doors on each end of the hallway leading towards unknown -destinations. +destinations. ~ 239 265 0 0 0 0 D0 @@ -1767,7 +1767,7 @@ Further down the corridor. ~ 0 0 23972 D1 -A gate to a slave chamber. +A gate to a slave chamber. ~ gate~ 1 0 23975 @@ -1776,18 +1776,18 @@ D2 door~ 1 0 23970 D3 -Gate to a slave chamber. +Gate to a slave chamber. ~ gate~ 1 0 23976 S #23972 Middle of Slave Corridor~ - This is a long hallway with dark black stone floor, walls and ceiling. + This is a long hallway with dark black stone floor, walls and ceiling. There are several gates to prison cells on each side. Grunts, moans, and pleas of mercy can be heard coming from the cells. The air here smells of blood and sweat. There are doors on each end of the hallway leading towards unknown -destinations. +destinations. ~ 239 265 0 0 0 0 D0 @@ -1796,7 +1796,7 @@ Further down the corridor. ~ 0 0 23973 D1 -Gate to a slave chamber. +Gate to a slave chamber. ~ gate~ 1 0 23977 @@ -1813,20 +1813,20 @@ gate~ S #23973 North End of Slave Corridor~ - This is a long hallway with dark black stone floor, walls and ceiling. + This is a long hallway with dark black stone floor, walls and ceiling. There are several gates to prison cells on each side. Grunts, moans, and pleas of mercy can be heard coming from the cells. The air here smells of blood and sweat. There are doors on each end of the hallway leading towards unknown -destinations. +destinations. ~ 239 265 0 0 0 0 D0 -Door to a hallway. +Door to a hallway. ~ ~ 1 0 23980 D1 -Gate to a slave chamber. +Gate to a slave chamber. ~ gate~ 1 0 23979 @@ -1836,7 +1836,7 @@ Further down the corridor. ~ 0 0 23972 D3 -Gate to a slave chamber. +Gate to a slave chamber. ~ gate~ 1 0 23974 @@ -1845,13 +1845,13 @@ S A Slave Chamber~ A large dark room is here with a gate to a passageway, a trough carved in the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. +and scraps of food in it. The smooth dark walls are made of obsidian block. The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. +in which torches burn dimly. ~ 239 265 0 0 0 0 D1 -Gate to the passageway. +Gate to the passageway. ~ gate~ 1 0 23973 @@ -1860,13 +1860,13 @@ S A Slave Chamber~ A large dark room is here with a gate to a passageway, a trough carved in the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. +and scraps of food in it. The smooth dark walls are made of obsidian block. The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. +in which torches burn dimly. ~ 239 273 0 0 0 0 D3 -Gate to the passageway. +Gate to the passageway. ~ gate~ 1 0 23971 @@ -1875,9 +1875,9 @@ S A Slave Chamber~ A large dark room is here with a gate to a passageway, a trough carved in the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. +and scraps of food in it. The smooth dark walls are made of obsidian block. The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. +in which torches burn dimly. ~ 239 265 0 0 0 0 D1 @@ -1890,13 +1890,13 @@ S A Slave Chamber~ A large dark room is here with a gate to a passageway, a trough carved in the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. +and scraps of food in it. The smooth dark walls are made of obsidian block. The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. +in which torches burn dimly. ~ 239 265 0 0 0 0 D3 -Gate to the passageway. +Gate to the passageway. ~ gate~ 1 0 23972 @@ -1905,13 +1905,13 @@ S A Slave Chamber~ A large dark room is here with a gate to a passageway, a trough carved in the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. +and scraps of food in it. The smooth dark walls are made of obsidian block. The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. +in which torches burn dimly. ~ 239 265 0 0 0 0 D1 -Gate to the passageway. +Gate to the passageway. ~ gate~ 1 0 23972 @@ -1920,13 +1920,13 @@ S A Slave Chamber~ A large dark room is here with a gate to a passageway, a trough carved in the floor, dark smooth walls and ceiling. The trough in the floor has water -and scraps of food in it. The smooth dark walls are made of obsidian block. +and scraps of food in it. The smooth dark walls are made of obsidian block. The ceiling is high above the floor and has air vents and hollowed out sections -in which torches burn dimly. +in which torches burn dimly. ~ 239 265 0 0 0 0 D3 -A gate to the passageway. +A gate to the passageway. ~ gate~ 1 0 23973 @@ -1941,16 +1941,16 @@ walls along the passage way and sharp turns along it's path. The craftmanship of the tiles and blocks of the walls are superb and no cracks can be detected between the smooth grotesque design. The dim red glow seems to be absorbed by the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. +ceiling so only a short distance can be seen down the hallway. ~ 239 268 0 0 0 0 D1 -Further down the hallway. +Further down the hallway. ~ ~ 0 0 23981 D2 -A door to another passageway. +A door to another passageway. ~ door~ 1 0 23973 @@ -1965,16 +1965,16 @@ walls along the passage way and sharp turns along it's path. The craftmanship of the tiles and blocks of the walls are superb and no cracks can be detected between the smooth grotesque design. The dim red glow seems to be absorbed by the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. +ceiling so only a short distance can be seen down the hallway. ~ 239 264 0 0 0 0 D1 -Further down the hallway. +Further down the hallway. ~ ~ 0 0 23982 D3 -Further down the hallway. +Further down the hallway. ~ ~ 0 0 23980 @@ -1989,16 +1989,16 @@ walls along the passage way and sharp turns along it's path. The craftmanship of the tiles and blocks of the walls are superb and no cracks can be detected between the smooth grotesque design. The dim red glow seems to be absorbed by the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. +ceiling so only a short distance can be seen down the hallway. ~ 239 264 0 0 0 0 D0 -Further down the hallway. +Further down the hallway. ~ ~ 0 0 23983 D3 -Further down the hallway. +Further down the hallway. ~ ~ 0 0 23981 @@ -2013,16 +2013,16 @@ walls along the passage way and sharp turns along it's path. The craftmanship of the tiles and blocks of the walls are superb and no cracks can be detected between the smooth grotesque design. The dim red glow seems to be absorbed by the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. +ceiling so only a short distance can be seen down the hallway. ~ 239 264 0 0 0 0 D2 -Further down the hallway. +Further down the hallway. ~ ~ 0 0 23982 D3 -Further down the hallway. +Further down the hallway. ~ ~ 0 0 23984 @@ -2037,16 +2037,16 @@ walls along the passage way and sharp turns along it's path. The craftmanship of the tiles and blocks of the walls are superb and no cracks can be detected between the smooth grotesque design. The dim red glow seems to be absorbed by the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. +ceiling so only a short distance can be seen down the hallway. ~ 239 264 0 0 0 0 D1 -Further down the hallway. +Further down the hallway. ~ ~ 0 0 23983 D2 -Further down the hallway. +Further down the hallway. ~ ~ 0 0 23985 @@ -2061,11 +2061,11 @@ walls along the passage way and sharp turns along it's path. The craftmanship of the tiles and blocks of the walls are superb and no cracks can be detected between the smooth grotesque design. The dim red glow seems to be absorbed by the black walls and the onyx tiles on the floor glimmer reflections from the -ceiling so only a short distance can be seen down the hallway. +ceiling so only a short distance can be seen down the hallway. ~ 239 264 0 0 0 0 D0 -Further down the hallway. +Further down the hallway. ~ ~ 0 0 23984 @@ -2082,7 +2082,7 @@ and 8 cm thick. If one fell off a supporting strand, they would not fall too far before landing on another. The strands are symetrically designed and radiate from the central chamber within the zone. One can barely make out another chamber directly in the center which is suspended in space by the -thousands of strands of spiderweb supporting it. +thousands of strands of spiderweb supporting it. ~ 239 137 0 0 0 5 D4 @@ -2093,9 +2093,9 @@ S #23999 South Pass Links Room {Crysanthia]~ This zone links north to room 9030. Build all rooms south of that -connection point. -Best link to zone 90 would be south to room 23904 and north from -23904 to room 9030 in zone 90. When implemented on CW this +connection point. +Best link to zone 90 would be south to room 23904 and north from +23904 to room 9030 in zone 90. When implemented on CW this should be edited in both rooms on other port. ~ 239 0 0 0 0 0 diff --git a/lib/world/wld/240.wld b/lib/world/wld/240.wld index 2028abc..727624c 100644 --- a/lib/world/wld/240.wld +++ b/lib/world/wld/240.wld @@ -3,7 +3,7 @@ The Southern Gate of Dun Maura~ As you walk into the shadows between the large steel gates you realize how insignificant you must look. Minotaurs walk past, most several feet taller than you. The guards here seem to be looking for an excuse to kill something, -or someone. +or someone. ~ 240 0 0 0 0 1 D0 @@ -23,7 +23,7 @@ Shops : 1 Triggers : 10 Theme : A city of proud minotaurs. Links : 00s, 37w, 47e, 84n - + Zone: 240 was linked to the following zones: 100 The Northern Highway at: 24000 (south) ---> 10096 86 Duke Kalithorn's Keep at: 24084 (north) ---> 8660 @@ -33,7 +33,7 @@ gate~ The large gates are made of wood, but are so heavily reinforced with stell that The large gates are made of wood, but are so heavily reinforced with steel that you can hardly tell. It would take someone of inhuman strength to close -them. +them. ~ S #24001 @@ -41,7 +41,7 @@ Zyanya Way~ You have heard stories that minotaurs like large buildings and open spaces which can accommodate their extended families. They tend to get on well with anyone displaying similar qualities to their own. You hope they will get along -with you. +with you. ~ 240 0 0 0 0 1 D0 @@ -57,7 +57,7 @@ S Zyanya Way~ The minotaur is one of the most powerful races. Some growing over eight feet tall. Stories of minotaurs killing humans for sport abound. But they -were all just stories, right? +were all just stories, right? ~ 240 0 0 0 0 1 D0 @@ -76,9 +76,9 @@ S #24003 Zyanya Way~ You carefully work your way along the small side street. Trying to stay out -of the way of the minotaurs. Their bodies are covered in a short dark fur. +of the way of the minotaurs. Their bodies are covered in a short dark fur. Minotaurs are not considered one of the smarter races, and tend be viewed as a -race of bullies. +race of bullies. ~ 240 0 0 0 0 1 D1 @@ -94,7 +94,7 @@ S Zyanya Way~ The minotaur is a tall muscular race. Most Minotaurs average about 8 feet tall, and weigh in excess of 400 pounds. You follow a small street along the -southern wall. To the north you see a large structure. +southern wall. To the north you see a large structure. ~ 240 0 0 0 0 1 D0 @@ -140,7 +140,7 @@ Zyanya Way~ You have heard stories that minotaurs like large buildings and open spaces which can accommodate their extended families. They tend to get on well with anyone displaying similar qualities to their own. You hope they will get along -with you. +with you. ~ 240 0 0 0 0 1 D1 @@ -154,9 +154,9 @@ D3 S #24007 Zyanya Way~ - Minotaurs are ancient creatures, dating back to the beginning of time. + Minotaurs are ancient creatures, dating back to the beginning of time. Human in body, these creatures have the heads of bulls, making them not very -well suited towards beautypageants. +well suited towards beautypageants. ~ 240 0 0 0 0 1 D1 @@ -172,7 +172,7 @@ S Zyanya Way~ You remember the horrible stories about how a minotaur can become greatly enraged and wreak havoc if provoked. You remind yourself to be very careful -around these juggernauts. +around these juggernauts. ~ 240 0 0 0 0 1 D1 @@ -188,7 +188,7 @@ S Zyanaya Way~ The average Minotaur tends to wear very little clothing because their fur provides quite a bit of warmth. They trample past you with a certain -determination that makes you feel uneasy. They all look so... Confident. +determination that makes you feel uneasy. They all look so... Confident. ~ 240 0 0 0 0 1 D0 @@ -203,9 +203,9 @@ S #24010 Whits Lane~ Minotaurs are a very honorable race. Unfortunately, they are also a violent -race because of how they value strength. This makes them very seclusive. +race because of how they value strength. This makes them very seclusive. Very rarely will a minotaur ever bee seen outside of the city. Unless they are -on a mission. +on a mission. ~ 240 0 0 0 0 1 D0 @@ -221,7 +221,7 @@ S Minotaur Home~ A large room lined with bunks stacked three high. Several large tables are in the middle of the room without any chairs. This must be where the minotaurs -come to sleep and eat. They must live a very mundane and dull life. +come to sleep and eat. They must live a very mundane and dull life. ~ 240 0 0 0 0 1 D2 @@ -235,7 +235,7 @@ D4 E table~ The table is bare and in pretty rough shape. Scratches mar the once smooth -top. +top. ~ S #24012 @@ -256,7 +256,7 @@ Minotaur Home~ This is where the minotaurs sleep and eat. That is all. A large table sits in the middle of the room and bunks line all the walls. They have no need for luxuries. A large family must live in this house. A small staircase winds its -way to the second floor. +way to the second floor. ~ 240 0 0 0 0 1 D2 @@ -270,7 +270,7 @@ D4 E table~ The table spans about three quarters of the room. Enough to seat at least -30 minotaurs. Too bad there are no chairs. +30 minotaurs. Too bad there are no chairs. ~ S #24014 @@ -278,7 +278,7 @@ Vassar Road~ From their birth, minotaurs are trained for strength, cunning, and intelligence. They believe that the weak should perish and that might proves right. It is to them, the natural process of life. The street continues north -and south. +and south. ~ 240 0 0 0 0 1 D0 @@ -294,7 +294,7 @@ S Training Grounds~ You remember the tales of battle how the Minotaurs fought ferociously and showed no mercy to their fallen adversaries, often stampeding over the dead and -dying bodies to pursue a new enemy. +dying bodies to pursue a new enemy. ~ 240 0 0 0 0 1 D0 @@ -310,7 +310,7 @@ S Training Grounds~ Minotaurs view surrender as an admission of weakness, and are likely to fight to the death regardless of the circumstances. Several minotaurs are here -sparring with their deadly look axes and pole arms. +sparring with their deadly look axes and pole arms. ~ 240 0 0 0 0 1 D0 @@ -331,7 +331,7 @@ Training Grounds~ Minotaurs are powerfully built and tower more than eight feet in height, with the head of a bull and the body of a human male. Minotaurs revere physical strength above all else, and they believe that the strong should -naturally rule the weak. +naturally rule the weak. ~ 240 0 0 0 0 1 D0 @@ -347,7 +347,7 @@ S Wasatch Lane~ Minotaurs grow up in secluded towns only with other Minotaurs. The city seems to be very chaotic and barbaric. But, this is not the case. They just -have a very different way of approaching law enforcement and society. +have a very different way of approaching law enforcement and society. ~ 240 0 0 0 0 1 D0 @@ -363,7 +363,7 @@ S Whits Lane~ The stories you hear of the minotaurs are not always good ones, you remember one specifically. Minotaurs believe themselves to be the "Master Race. " They -believe the gods chose them to control the weak and dishonorable. +believe the gods chose them to control the weak and dishonorable. ~ 240 0 0 0 0 1 D0 @@ -380,7 +380,7 @@ Market Street~ You recall the story how when provoked, these awesome warriors will fearlessly charge headlong into their foes, seeking to spill entrails with their devastating horns. This power makes Minotaurs respected and revered -fighters throughout all of the realm. +fighters throughout all of the realm. ~ 240 0 0 0 0 1 D0 @@ -396,7 +396,7 @@ S Market Street~ The city around you is a wondrous city of buildings and cobblestone streets. Though crude and utilitarian. Inhabited solely by minotaurs, it is ruled by -Zarn, the minotaur Grand Master. +Zarn, the minotaur Grand Master. ~ 240 0 0 0 0 1 D1 @@ -417,7 +417,7 @@ Market Street~ Many minotaurs are brutal savages, but they are not always mindless killers. They are ruthless, harsh, and stubborn, but they can be surprisingly intelligent. As you enter the marketplace, you realize they are a society just -like any other. +like any other. ~ 240 0 0 0 0 1 D0 @@ -463,7 +463,7 @@ Training Grounds~ You have entered into the minotaurs training area. Here minotaurs practice their various fighting styles. You could probably learn a thing or two by watching. Because of their legendary stamina and massive builds most Minotaurs -pursue a life of military service. +pursue a life of military service. ~ 240 0 0 0 0 1 D0 @@ -485,11 +485,11 @@ D3 S #24025 Training Grounds~ - Adventurer knows better then to get on the wrong side of a Minotaur. + Adventurer knows better then to get on the wrong side of a Minotaur. Minotaurs are a large strong race well known for their abillty to work days at a time with very little rest. Though they are not among the smartest of races, they are regarded for their warrior skills and even the novice adventurer knows -better then to get on the wrong side of a Minotaur. +better then to get on the wrong side of a Minotaur. ~ 240 0 0 0 0 1 D0 @@ -513,7 +513,7 @@ S Training Grounds~ Minotaurs are great fighters, but they are limited in the other occupations. They mostly keep to themselves because of their superior beliefs except during -war. If you ever had to go to war, this would be who you want as any ally. +war. If you ever had to go to war, this would be who you want as any ally. ~ 240 0 0 0 0 1 D0 @@ -534,7 +534,7 @@ Wasatch Lane~ Minotaurs frequently prize strength and prowess, and tend to prefer simple, direct solutions to problems. The majority of Minotaurs despise laziness and injustice. You wonder exactly at what their definition of laziness and -injustice would be. +injustice would be. ~ 240 0 0 0 0 1 D0 @@ -551,7 +551,7 @@ Whits Lane~ The small lane continues north and south from here. You recall even more of the stories of the minotaur way of life. The family is the blood of the culture. Without a family a Minotaur has no source for nobility, honor, or -pride. +pride. ~ 240 0 0 0 0 1 D0 @@ -565,9 +565,9 @@ D2 S #24029 Specialty Shop~ - This small shop has exotic items only made by minotaurs, for minotaurs. + This small shop has exotic items only made by minotaurs, for minotaurs. You have heard stories of some people being able to get these items through -other hands, but no minotaur ever gives up these special items willingly. +other hands, but no minotaur ever gives up these special items willingly. ~ 240 0 0 0 0 1 D2 @@ -580,7 +580,7 @@ Minotaur House~ There is something strange about this house. You can't quite figure it out, but something disturbs you. A staircase leads up. The street is to the north. A large rug covers most of the floor here. It is the first luxury you have -seen in any minotuar home. +seen in any minotuar home. ~ 240 0 0 0 0 1 D0 @@ -598,11 +598,11 @@ Grate~ E rug~ The rug seems to be covering a large grate in the floor. You wonder if you -could lift that heavy metal grate. +could lift that heavy metal grate. ~ E grate~ - A small grate is partially hidden under some dirt and blankets. + A small grate is partially hidden under some dirt and blankets. ~ S #24031 @@ -610,7 +610,7 @@ Supplies store~ Shelves are everywhere in this small shope. Crowded to overflowing, items lean against the walls, are stacked on the floor, and are even hanging from the ceiling. You wonder what kinds of things might be for sale to you. Most -minotaurs only trade with their own kind. +minotaurs only trade with their own kind. ~ 240 0 0 0 0 1 D2 @@ -623,7 +623,7 @@ Vassar Road~ Few other races are respected or feared more than the minotaurs of Dun Maura. Their minds and bodies are powerful, and they radiate auras of command and authority. No one in their right mind comes to this city with evil -intentions. +intentions. ~ 240 0 0 0 0 1 D0 @@ -637,11 +637,11 @@ D2 S #24033 Training Grounds~ - You stare at the minotaurs honrs, you start to feel sick to your stomach. + You stare at the minotaurs honrs, you start to feel sick to your stomach. Could you imagine what it would be like to be impaled by a minotaur? The -minotaurs ivory-coloured horns reach up to two feet in length. They adorn -thier horns with gold rings which represent the number of combats won in the -Arena. +minotaurs ivory-colored horns reach up to two feet in length. They adorn +their horns with gold rings which represent the number of combats won in the +Arena. ~ 240 0 0 0 0 1 D1 @@ -658,7 +658,7 @@ Training Grounds~ Minotaurs are incredibly strong and powerful. Their thick hide can take a strong beating in battle. Due to their nature, they are disliked by many other races but are tolerated because of their fierce warlike attitudes. Minotaurs -make superb warriors. +make superb warriors. ~ 240 0 0 0 0 1 D1 @@ -676,10 +676,10 @@ D3 S #24035 Training Grounds~ - Minotaurs are the largest of the races, ranging from 7-9 feet in height. -They are stronger than any other race, and almost as durable as the dwarves. + Minotaurs are the largest of the races, ranging from 7-9 feet in height. +They are stronger than any other race, and almost as durable as the dwarves. Minotaurs are very versatile. They prefer to be what they were born to be: a -Warrior! +Warrior! ~ 240 0 0 0 0 1 D2 @@ -696,7 +696,7 @@ Wasatch Lane~ Minotaurs do not look down on other races, but they rarely understand the likes of the "higher", "civilized" species. They are a very brusque and direct people and don't particularly enjoy the likes of those races that rely on -diplomacy and subterfuge to exist. +diplomacy and subterfuge to exist. ~ 240 0 0 0 0 1 D0 @@ -712,7 +712,7 @@ S The Western Gate of Dun Maura~ This gate is rarely open. Only the Southern and Eastern gates are kept open to allow travel between the city of the centaurs and the Capital. The -wilderness beyond these gate is wild and untamed. +wilderness beyond these gate is wild and untamed. ~ 240 0 0 0 0 1 D1 @@ -725,7 +725,7 @@ Whits Lane~ You arrive at the intersection before the west gate. The minotaurs around you have heads that are shaped like that of a bull and their bodies are covered with fur and their feet are cleft hooves. They have horns that grow 3-24 -inches. +inches. ~ 240 0 0 0 0 1 D0 @@ -750,7 +750,7 @@ VaQuero Road~ Few other races are respected or feared more than the minotaurs of Dun Maura. Their minds and bodies are powerful, and they radiate auras of command and authority. No one in their right mind comes to this city with evil -intentions. +intentions. ~ 240 0 0 0 0 1 D1 @@ -764,9 +764,9 @@ D3 S #24040 VaQuero Road~ - To the north you see a large, crude building. It seems that alot of + To the north you see a large, crude building. It seems that a lot of important minotaurs must reside there. It must be where the city is run from. -To the south a small stone building is heavily guarded. +To the south a small stone building is heavily guarded. ~ 240 0 0 0 0 1 D0 @@ -790,7 +790,7 @@ S VaQuero Road~ The physical presence of a minotaur is awe-inspiring. Powerful, eight-foot tall humanoids with the horned head of a bull, minotaurs have fur all over -their bodies, ranging in colour from red to brown and even black. +their bodies, ranging in color from red to brown and even black. ~ 240 0 0 0 0 1 D1 @@ -807,7 +807,7 @@ The Center of Dun Maura~ You find yourself in the heart of the city. Minotaurs are everywhere. It seem like this city is overflowing, you wonder how so many can live in such a small city. They seem oblivious to your presence, you are not sure if that is -good or bad. +good or bad. ~ 240 0 0 0 0 1 D0 @@ -829,11 +829,11 @@ D3 S #24043 VaQuero Road~ - You stare at the minotaurs honrs, you start to feel sick to your stomach. + You stare at the minotaurs honrs, you start to feel sick to your stomach. Could you imagine what it would be like to be impaled by a minotaur? The -minotaurs ivory-coloured horns reach up to two feet in length. They adorn -thier horns with gold rings which represent the number of combats won in the -Arena. +minotaurs ivory-colored horns reach up to two feet in length. They adorn +their horns with gold rings which represent the number of combats won in the +Arena. ~ 240 0 0 0 0 1 D1 @@ -850,7 +850,7 @@ VaQuero Road~ Minotaurs are incredibly strong and powerful. Their thick hide can take a strong beating in battle. Due to their nature, they are disliked by many other races but are tolerated because of their fierce warlike attitudes. Minotaurs -make superb warriors. +make superb warriors. ~ 240 0 0 0 0 1 D1 @@ -864,10 +864,10 @@ D3 S #24045 VaQuero Way~ - Minotaurs are the largest of the races, ranging from 7-9 feet in height. -They are stronger than any other race, and almost as durable as the dwarves. + Minotaurs are the largest of the races, ranging from 7-9 feet in height. +They are stronger than any other race, and almost as durable as the dwarves. Minotaurs are very versatile. They prefer to be what they were born to be: a -Warrior! +Warrior! ~ 240 0 0 0 0 1 D1 @@ -884,7 +884,7 @@ Wasatch Lane~ You arrive at the intersection before the east gate. The minotaurs around you have heads that are shaped like that of a bull and their bodies are covered with fur and their feet are cleft hooves. They have horns that grow 3-24 -inches. +inches. ~ 240 0 0 0 0 1 D0 @@ -909,7 +909,7 @@ The Eastern Gate of Dun Maura~ This gate is heavily guarded by the minotaurs. You can remember the huge battles between the minotaurs and centaurs. Some of the greatest fighters ever to clash in the great wars. Now a temporary truce has stopped the war, but how -long will it last? +long will it last? ~ 240 0 0 0 0 1 D3 @@ -920,9 +920,9 @@ S #24048 Whits Lane~ Minotaurs are a very honorable race. Unfortunately, they are also a violent -race because of how they value strength. This makes them very seclusive. +race because of how they value strength. This makes them very seclusive. Very rarely will a minotaur ever bee seen outside of the city. Unless they are -on a mission. +on a mission. ~ 240 0 0 0 0 1 D0 @@ -938,7 +938,7 @@ S Hall of Vardis~ Despite their brutal appearance, Minotaurs possess good-natured dispositions and strive to uphold justice in the name of the Glorious Vardis, their only -god. +god. ~ 240 0 0 0 0 1 D0 @@ -954,7 +954,7 @@ S Hall of Vardis~ You stand in a massive stone building. The hall continues north. This seems to be some kind of place of worship. A large statue dominates the center -of the room. It must be the minotuars sole god. +of the room. It must be the minotuars sole god. ~ 240 0 0 0 0 1 D0 @@ -978,7 +978,7 @@ S Hall of Vardis~ Minotaurs are a secluded race and are fervently religious toward their god, Vardis. Minotaurs possess good-natured dispositions and strive to uphold -justice in the name of Glorious Vardis. +justice in the name of Glorious Vardis. ~ 240 0 0 0 0 1 D0 @@ -994,7 +994,7 @@ S Vassar Road~ The physical presence of a minotaur is awe-inspiring. Powerful, eight-foot tall humanoids with the horned head of a bull, minotaurs have fur all over -their bodies, ranging in colour from red to brown and even black. +their bodies, ranging in color from red to brown and even black. ~ 240 0 0 0 0 1 D0 @@ -1010,7 +1010,7 @@ S Vorn Estate~ This is the estate of the famous minotaur Vorn. He is in charge of the cities economic stature and has supposedly been doing a great job for over 30 -years. But, few minotaurs seem to respect him. You wonder why. +years. But, few minotaurs seem to respect him. You wonder why. ~ 240 0 0 0 0 1 D0 @@ -1028,9 +1028,9 @@ D4 S #24054 Main Chamber~ - You stand in a massive room, marble pillars support a high ceiling. + You stand in a massive room, marble pillars support a high ceiling. Skylights and windows are carved intricately into the walls. This estate is a -relief compared to the crude buildings in the rest of the city. +relief compared to the crude buildings in the rest of the city. ~ 240 0 0 0 0 1 D0 @@ -1050,7 +1050,7 @@ S Waiting Room~ This is where anyone seeking an audience with Vorn must wait until called upon. The room is surprisingly empty. Either Vorn runs a tight ship or the -population must be scared of him. The main chamber is to the west. +population must be scared of him. The main chamber is to the west. ~ 240 0 0 0 0 1 D3 @@ -1063,7 +1063,7 @@ Wasatch Lane~ Minotaurs live by a Code of Honor. A Minotaur would never break his word or cause dishonor to himself. Minotaurs believe that "Might makes right. " All legal cases are settled in the Arena. The Arena is the heart of their culture. - + ~ 240 0 0 0 0 1 D0 @@ -1095,7 +1095,7 @@ S Hall of Vardis~ Minotaurs are a secluded race and are fervently religious toward their god, Vardis. Minotaurs possess good-natured dispositions and strive to uphold -justice in the name of Glorious Vardis. +justice in the name of Glorious Vardis. ~ 240 0 0 0 0 1 D1 @@ -1110,9 +1110,9 @@ S #24059 Hall of Vardis~ A huge statue dominates the center of this room. Vardis, the god of -minotaurs has been known by many names. The god of war, death, or justice. +minotaurs has been known by many names. The god of war, death, or justice. All minotaurs revere him and wait for his return to finally overthrow the -centaurs to the east. +centaurs to the east. ~ 240 0 0 0 0 1 D0 @@ -1135,14 +1135,14 @@ E statue vardis~ The statue depicts a giant centaur with horns covered with golden rings to portray an undefeated rein in the arena. He holds a massive war axe and seems -to be standing over the remains of a centaur. +to be standing over the remains of a centaur. ~ S #24060 Hall of Vardis~ Despite their brutal appearance, Minotaurs possess good-natured dispositions and strive to uphold justice in the name of the Glorious Vardis, their only -god. +god. ~ 240 0 0 0 0 1 D2 @@ -1159,7 +1159,7 @@ Vassar Road~ To the east the entrance to a large fancy building is wide open. You remember more of the minotuar history. They are intensely proud creatures, half-human and half-cow, "bovine" is just about the worst insult anyone can -hurl at a minotaur. +hurl at a minotaur. ~ 240 0 0 0 0 1 D0 @@ -1180,7 +1180,7 @@ Vorn Estate~ Though most minotaurs would rather lead a life of battle and honor some have been persuaded by the ways of other races to live a more fertile and luxurious life. This is frowned on by the society, but allowed by the Grand Master to -allow for trade. +allow for trade. ~ 240 0 0 0 0 1 D0 @@ -1204,7 +1204,7 @@ S The Main Chamber~ You work your way into the center of this fancy estate. The exit seems to be to the west while Vorn himself should be in the audience chamber to the -east. This massive chamber continues north and south. +east. This massive chamber continues north and south. ~ 240 0 0 0 0 1 D0 @@ -1229,7 +1229,7 @@ Audience Chamber~ It is here that the cities financial matters are taken care of. Vorn himself usually sits on top of a small platform at the back of the room to listen to anyone who has a reason to petition. The room is lavishly decorated -with curtains and a fine rug. +with curtains and a fine rug. ~ 240 0 0 0 0 1 D3 @@ -1246,7 +1246,7 @@ Wasatch Lane~ The small lane continues north and south from here. You recall even more of the stories of the minotaur way of life. The family is the blood of the culture. Without a family a Minotaur has no source for nobility, honor, or -pride. +pride. ~ 240 0 0 0 0 1 D0 @@ -1263,7 +1263,7 @@ Whits Lane~ Minotaurs do not look down on other races, but they rarely understand the likes of the "higher", "civilized" species. They are a very brusque and direct towards people and don't particularly enjoy the likes of those races that rely -on diplomacy and subterfuge to exist. +on diplomacy and subterfuge to exist. ~ 240 0 0 0 0 1 D0 @@ -1279,7 +1279,7 @@ S Zarn's Estate~ Stairs lead up to the Grand Masters rooms. He is the supreme power in the city. Everyone except the War Master answer to him and him alone. Only in the -time of war can his word be overran by the War Master. +time of war can his word be overran by the War Master. ~ 240 0 0 0 0 1 D1 @@ -1296,7 +1296,7 @@ Zarn's Estate~ You enter another small building attached to the end of Vardis Hall. This is where the government, if you could call it that, of the minotaurs resides. Their is only one position. The Grand Master. He is the final say in all -matters of the city. +matters of the city. ~ 240 0 0 0 0 1 D1 @@ -1316,7 +1316,7 @@ S Zarn's Estate~ Stairs lead up to Zarn's rooms where he runs the city. The Grand Master is almost always accompanied by the War Master and a few advisors that help him -make all the decisions for the city. +make all the decisions for the city. ~ 240 0 0 0 0 1 D3 @@ -1333,7 +1333,7 @@ Vassar Road~ From their birth, minotaurs are trained for strength, cunning, and intelligence. They believe that the weak should perish and that might proves right. It is to them, the natural process of life. The street continues north -and south. +and south. ~ 240 0 0 0 0 1 D0 @@ -1349,7 +1349,7 @@ S Vorn Estate~ Several minotaurs are actually wearing robes and some type of sandals here. They seem to have given up the normal minotaur life in order to pursue a more -monetary lifestyle. A spiral stairway leads up. +monetary lifestyle. A spiral stairway leads up. ~ 240 0 0 0 0 1 D1 @@ -1369,7 +1369,7 @@ S Vorn Estate~ You wonder how even a race of warriors must trade and have some sort of monetary system to keep the city healthy. The occupants of this small estate -must be in charge of all trade with the outsiders. +must be in charge of all trade with the outsiders. ~ 240 0 0 0 0 1 D1 @@ -1389,7 +1389,7 @@ S Vorn Estate~ This Vorn, the guy who owns this place must be rich. You have heard that he controls all trade with the other cities. He is well known as a conniving -salesman who always gets the best of any deal. +salesman who always gets the best of any deal. ~ 240 0 0 0 0 1 D3 @@ -1401,7 +1401,7 @@ S Wasatch Lane~ The stories you hear of the minotaurs are not always good ones, you remember one specifically. Minotaurs believe themselves to be the "Master Race. " They -believe the gods chose them to control the weak and dishonorable. +believe the gods chose them to control the weak and dishonorable. ~ 240 0 0 0 0 1 D0 @@ -1413,20 +1413,20 @@ D2 ~ 0 0 24065 D5 - A large metal cover blocks the entrance to the sewers below the city. + A large metal cover blocks the entrance to the sewers below the city. ~ sewer cover~ 1 0 24099 E sewer cover~ - A large metal sewer cover is partially open. + A large metal sewer cover is partially open. ~ S #24075 Zoa Way~ You remember the horrible stories about how a minotaur can become greatly enraged and wreak havoc if provoked. You remind yourself to be very careful -around these juggernauts. The road continues west or south. +around these juggernauts. The road continues west or south. ~ 240 0 0 0 0 1 D1 @@ -1440,9 +1440,9 @@ D2 S #24076 Zoa Way~ - Minotaurs are ancient creatures, dating back to the beginning of time. + Minotaurs are ancient creatures, dating back to the beginning of time. Human in body, these creatures have the heads of bulls, making them not very -well suited towards beautypageants. +well suited towards beautypageants. ~ 240 0 0 0 0 1 D1 @@ -1459,7 +1459,7 @@ Zoa Way~ You have heard stories that minotaurs like large buildings and open spaces which can accommodate their extended families. They tend to get on well with anyone displaying similar qualities to their own. You hope they will get along -with you. +with you. ~ 240 0 0 0 0 1 D1 @@ -1474,9 +1474,9 @@ S #24078 Zoa Way~ You carefully work your way along the small side street. Trying to stay out -of the way of the minotaurs. Their bodies are covered in a short dark fur. +of the way of the minotaurs. Their bodies are covered in a short dark fur. Minotaurs are not considered one of the smarter races, and tend be viewed as a -race of bullies. +race of bullies. ~ 240 0 0 0 0 1 D1 @@ -1493,7 +1493,7 @@ Vassar Road~ You stare around in amazement at this strange race, the Minotaur. You know the stories well. Generally sturdy, large and strong folk, they are mostly hard-working, assertive and uncompromising to the point of stubbornness, which -can manifest as belligerence, boastful pride and a hot temper. +can manifest as belligerence, boastful pride and a hot temper. ~ 240 0 0 0 0 1 D0 @@ -1516,9 +1516,9 @@ S #24080 Zoa Way~ You carefully work your way along the small side street. Trying to stay out -of the way of the minotaurs. Their bodies are covered in a short dark fur. +of the way of the minotaurs. Their bodies are covered in a short dark fur. Minotaurs are not considered one of the smarter races, and tend be viewed as a -race of bullies. +race of bullies. ~ 240 0 0 0 0 1 D1 @@ -1534,7 +1534,7 @@ S Zoa Way~ The average Minotaur tends to wear very little clothing because their fur provides quite a bit of warmth. They trample past you with a certain -determination that makes you feel uneasy. They all look so... Confident. +determination that makes you feel uneasy. They all look so... Confident. ~ 240 0 0 0 0 1 D1 @@ -1550,7 +1550,7 @@ S Zoa Way~ Minotaurs grow up in secluded towns only with other Minotaurs. The city seems to be very chaotic and barbaric. But, this is not the case. They just -have a very different way of approaching law enforcement and society. +have a very different way of approaching law enforcement and society. ~ 240 0 0 0 0 1 D1 @@ -1570,7 +1570,7 @@ injustice. You wonder exactly at what their definition of laziness and injustice would be. Minotaurs frequently prize strength and prowess, and tend to prefer simple, direct solutions to problems. The majority of Minotaurs despise laziness and injustice. You wonder exactly what their definition of -laziness and injustice would be. +laziness and injustice would be. ~ 240 0 0 0 0 1 D2 @@ -1586,7 +1586,7 @@ S The Northern Gate of Dun Maura~ The gate stands wide open and leads into a peaceful looking woods. A fresh breeze blows through the gate carrying with it the noise and smell of the -forest. A small path leads into the woods to the north. +forest. A small path leads into the woods to the north. ~ 240 0 0 0 0 1 D2 @@ -1598,7 +1598,7 @@ S Bunk Room~ Nothing but bunks crowd this room to the max. Stacked one on top of the other you wonder how anyone could live in such cramped quarters. About a -quarter of the population could probably live in this one house. +quarter of the population could probably live in this one house. ~ 240 0 0 0 0 1 D5 @@ -1610,7 +1610,7 @@ S Bunk Room~ Nothing but bunk after bunk lining the walls. They are actually built right into the walls. Three high, on right on top of the other. At least 20 -minotaurs could probably sleep in here. You see no personal items at all. +minotaurs could probably sleep in here. You see no personal items at all. ~ 240 0 0 0 0 1 D5 @@ -1622,7 +1622,7 @@ S Bunk Room~ This room also gives you a strange creepy feeling. Nothing unusual about it though. Just bunks lining the walls giving the minotaurs somewhere to sleep. -The night shift is snoring, asleep until thier next watch. +The night shift is snoring, asleep until their next watch. ~ 240 0 0 0 0 1 D5 @@ -1635,11 +1635,11 @@ Hidden Room~ You thought minotaurs were very unsecretive and incapable of any mischief. Various implements of torture lie about the room. This seems to be where the not so honorable minotaurs of the society reside. You wonder how a society of -such strict honor could allow something like this to go on. +such strict honor could allow something like this to go on. ~ 240 0 0 0 0 0 D4 - A small grate blocks the exit up. + A small grate blocks the exit up. ~ grate~ 1 0 24030 @@ -1648,7 +1648,7 @@ S Zarn's Hall~ Stairs lead down or the hall continues to the east towards the meeting room. Where Zarn runs the city. The hierarchy of minatours is simple. Their God, -the Grand Master, and finally the War Master. +the Grand Master, and finally the War Master. ~ 240 0 0 0 0 1 D1 @@ -1664,7 +1664,7 @@ S Zarn's Hall~ Stairs lead down or the hall continues to the west towards the meeting room. Where Zarn runs the city. The hierarchy of minatours is simple. Their God, -the Grand Master, and finally the War Master. +the Grand Master, and finally the War Master. ~ 240 0 0 0 0 1 D3 @@ -1681,7 +1681,7 @@ Zarn's Hall~ Just to the south you can see the meeting room where the Grand Master resides. To the east and west are stairways leading down to the Hall of Vardis. Several minotaurs are lounging around, awaiting an audience with Zarn. - + ~ 240 0 0 0 0 1 D1 @@ -1700,8 +1700,8 @@ S #24092 Advisors Room~ Several bunks line the walls where the advisors to the Grand Master sleep. -Always withing shouting distance they help Zarn run the city. To many Zarn is -just a figurehead while the advisors are the real brains. +Always within shouting distance they help Zarn run the city. To many Zarn is +just a figurehead while the advisors are the real brains. ~ 240 0 0 0 0 1 D1 @@ -1714,7 +1714,7 @@ Meeting Room of the Grand Master~ You step into a large room with windows cut into the high ceiling to allow light, and pillars to keep the ceiling from crashing down on your head. In the center of the room is a pedestal where the grand master gives audience with his -advisors. +advisors. ~ 240 0 0 0 0 1 D0 @@ -1739,7 +1739,7 @@ War Masters Chambers~ Easily the most respected of all the minotaurs, the War Master is admired almost as much as the war god himself. The title War Master is the ultimate honor to be given to any minotaur. It can only be given to a minotaur who has -been a war hero and undefeated in the arena. +been a war hero and undefeated in the arena. ~ 240 0 0 0 0 1 D3 @@ -1751,7 +1751,7 @@ S Grand Masters Chamber~ The Grand Master is the only political figure in the entire city. Some minotaurs even despise him because of this, but it was agreed that a figurehead -is necessary in order to run the city and trade with the other races. +is necessary in order to run the city and trade with the other races. ~ 240 0 0 0 0 1 D0 @@ -1763,7 +1763,7 @@ S A Bedroom~ This has to be one of the first liveable rooms you have seen in this city of stone. A large bed fills the room and even some small furniture is scattered -haphazardly in the corners. +haphazardly in the corners. ~ 240 0 0 0 0 1 D5 @@ -1774,7 +1774,7 @@ S #24097 Vorn's Chamber~ This is where the richest minotaur alive sleeps. The minotaurs are well -known for thier honesty and word. You wonder if it is possible for a minotaur +known for their honesty and word. You wonder if it is possible for a minotaur to actually be evil. If it is possible, Vorn would be a good place to start. ~ 240 0 0 0 0 1 @@ -1787,7 +1787,7 @@ S Guest Room~ This is where the special guests of the estate can stay if Vorn thinks it fit. Many people of different races and from across the realm travel to this -fabled city. If they have the money Vorn is sure to swindle them out of it. +fabled city. If they have the money Vorn is sure to swindle them out of it. ~ 240 0 0 0 0 1 D5 @@ -1799,11 +1799,11 @@ S The Sewers~ Large Iron bars block any further entrance to the sewers. A small rusty ladder leads back up into the city. You guess the minotaurs did not want -anyone wandering below them in their sewers. +anyone wandering below them in their sewers. ~ 240 0 0 0 0 0 D4 - A sewer cover leading up to the city and fresh air. + A sewer cover leading up to the city and fresh air. ~ sewer cover~ 1 0 24074 diff --git a/lib/world/wld/241.wld b/lib/world/wld/241.wld index 26964c1..2e75cdb 100644 --- a/lib/world/wld/241.wld +++ b/lib/world/wld/241.wld @@ -6,7 +6,7 @@ of things like the warp core temperature, current speed and the ship's shield specifications. The room is longer than it is wide, and it has fairly low ceilings. Computer terminals cover all the walls, and a large table built into the floor sits in the middle of the room. Located at the far end of the room is -the warp core, a large pulsating vertical tube. +the warp core, a large pulsating vertical tube. ~ 241 8 0 0 0 0 D0 @@ -36,18 +36,18 @@ maps~ -------------------------------------+----------------------------------------- | Turbolift | Ready-----Bridge - 1032 | Room 1035 1038 + 1032 | Room 1035 1038 | | | Science-----1030-----Cargo | Bridge-----Conference Lab 1029 | Bay 1031 | 1036 Room 1037 | | | - Gym-----1027-----Picard's | Turbolift - 1026 | Quarters 1028 | 1034 + Gym-----1027-----Picard's | Turbolift + 1026 | Quarters 1028 | 1034 | | | - Troi's-----1024-----Worf's | Turbolift - Quarters 1023 | Quarters 1025 | 1033 - | | - Shuttle Bay | + Troi's-----1024-----Worf's | Turbolift + Quarters 1023 | Quarters 1025 | 1033 + | | + Shuttle Bay | 1022 | | DECK 3 | DECK 4 @@ -61,12 +61,12 @@ credits info~ x---------------------------------------------------------------------x I created this zone because I'm a fan of the show Star Trek: The Next Generation. This zone features all of the main characters from the - show, and many of the items too. This zone features about 45 rooms, - and is good for players of level 26-30. Everyone except for the - ensigns, Picard, and Data are rougly a bit stronger than Jupiter. Data - and Picard are much harder, and the ensigns are easier. I have a spot + show, and many of the items too. This zone features about 45 rooms, + and is good for players of level 26-30. Everyone except for the + ensigns, Picard, and Data are rougly a bit stronger than Jupiter. Data + and Picard are much harder, and the ensigns are easier. I have a spot for a holodeck, but I haven't added anything in yet. - + Written entirely from scratch in WordPad. Feel free to edit, modify, and do what you want with this zone! x---------------------------------------------------------------------x @@ -89,7 +89,7 @@ decorations. Considering the fact that the owner is blind, it isn't at all strange to find that the room is almost completely bare, just the basics. A small personal computer sits on a desk against the western wall, in between two windows that look out into space, not that it really matters. A neatly made bed -has been placed against the northern wall. +has been placed against the northern wall. ~ 241 8 0 0 0 0 D1 @@ -102,29 +102,29 @@ S A Corridor~ This is the southern end of a long hallway. Like all of the ships internal passages, this one is well lit and pretty narrow. To the south can be heard the -continual rumbling of main engineering. +continual rumbling of main engineering. ~ 241 8 0 0 0 0 D0 - This corridor continues in a northernly direction. + This corridor continues in a northernly direction. ~ ~ 0 -1 24105 D1 The android Data's quarters are located to the east, the almost constant home -to his pet cat, Spot. +to his pet cat, Spot. ~ ~ 0 -1 24103 D2 Main engineering can be spotted to the south, one of the most important parts -of a ship who's main mission is to explore. +of a ship who's main mission is to explore. ~ ~ 0 -1 24100 D3 Geordi's Quarters lie to the west, quite a simply decorated room, for obvious -reasons. +reasons. ~ ~ 0 -1 24101 @@ -135,14 +135,14 @@ Data's Quarters~ that it was designed by an android. Some easels and paintings have been positioned along and on the northern wall, displaying Data's person expression of what he sees, which is mainly spacial phenomenon. A huge computer screen -showing a cross section of the Enterprise dominates the view to the south. -Infront of said screen is a large desk which boasts a wide array of computer -controls. What is quite perplexing is the lack of any sleeping facilities. -Data apparently, does not need to sleep the same way we do. +showing a cross section of the Enterprise dominates the view to the south. +In front of said screen is a large desk which boasts a wide array of computer +controls. What is quite perplexing is the lack of any sleeping facilities. +Data apparently, does not need to sleep the same way we do. ~ 241 8 0 0 0 0 D3 - An ordered-looking corridor lies to the west. + An ordered-looking corridor lies to the west. ~ ~ 0 -1 24102 @@ -153,11 +153,11 @@ The Brig~ prisoners are kept while onboard the Enterprise. Three fairly large cells can been seen in the southern part of the room, defended with invisible laser bars. A computer control panel is situated in the northwestern corner of the room, -which is where the force fields for the cells are controlled. +which is where the force fields for the cells are controlled. ~ 241 8 0 0 0 0 D1 - A long corridor can be spied to the east. + A long corridor can be spied to the east. ~ ~ 0 -1 24105 @@ -166,13 +166,13 @@ S A Corridor~ The rest of this well-lit corridor stretches to the north and south with many doors to the east and west along it. Very much like a tube, the light beige -walls are narrow and have been rounded, throwing all memories of earth away. +walls are narrow and have been rounded, throwing all memories of earth away. Right-angles are so 2020. You notice a tiny computer panel embedded into the -wall. +wall. ~ 241 8 0 0 0 0 D0 - The corridor heads northward, toward the turbolifts. + The corridor heads northward, toward the turbolifts. ~ ~ 0 -1 24108 @@ -188,7 +188,7 @@ D2 0 -1 24102 D3 The place where all criminals spend their time can be seen in that direction, -the Brig. +the Brig. ~ ~ 0 -1 24104 @@ -217,24 +217,24 @@ Transporter Room~ chief can control the multitude of machines that are used to give safe passage to those brave enough to risk using such an untested device. Eight round transport pads have been arranged in a circle, on a raised platform just ot the -north. +north. ~ 241 8 0 0 0 0 D0 The actual transporting chamber is located to the north. Bright white and -pale yellow lights pulse in from the north. +pale yellow lights pulse in from the north. ~ ~ 0 -1 24142 D3 - A corridor can be seen to the west, and beyond it, the Brig. + A corridor can be seen to the west, and beyond it, the Brig. ~ ~ 0 -1 24105 E controls computer terminal teleportor~ The teleportation console and controls look very complicated, but you can -work out that you have to INPUT a locations co-ordinates and then ENERGIZE. +work out that you have to INPUT a locations co-ordinates and then ENERGIZE. ~ S T 24100 @@ -245,11 +245,11 @@ School~ ship. There are a number of tables and chairs that have been positioned in an orderly fashion. Several computer consoles with an interface specially designed for a childs use on them can be seen on the tables and some larger ones -pertruding from the walls. +pertruding from the walls. ~ 241 8 0 0 0 0 D1 - A corridor lies to the east, beyond it, the second holodeck. + A corridor lies to the east, beyond it, the second holodeck. ~ ~ 0 -1 24108 @@ -260,18 +260,18 @@ A Corridor~ of the species that live onboard. Like all of the corridors, this one is well lit and not very wide. You see the holodeck's control panel beside the holodeck door, and it has some information on it. A computer screen with the map of the -Enterprise on it is located next to the turbolift entrance. +Enterprise on it is located next to the turbolift entrance. ~ 241 8 0 0 0 0 D0 You can see the turbolift to the north. New signs have been placed in all -turbolifts to prevent improper use, this includes you Wesley. +turbolifts to prevent improper use, this includes you Wesley. ~ ~ 0 -1 24110 D1 A very empty-looking holodeck lies to the east, waiting for someon to program -it. +it. ~ ~ 0 -1 24109 @@ -281,52 +281,52 @@ D2 ~ 0 -1 24105 D3 - Enterprise's school lies to the west, looking very neat and tidy. + Enterprise's school lies to the west, looking very neat and tidy. ~ ~ 0 -1 24107 E map screen~ STARSHIP ENTERPRISE - | - Turbolift | Ten Forward + | + Turbolift | Ten Forward | | | School----****----Holodeck 2 | Crusher's-----****----Security - | | Quarters | + | | Quarters | | | | Brig----****---Transporter | Sick Bay-----****-----Holodeck 4 - | Room | | + | Room | | | | | Geordi's----****----Data's | Cargo-----****-----Riker's - Quarters | Quarters | Bay | Quarters + Quarters | Quarters | Bay | Quarters | | | Engineering | Turbolift - | + | | DECK 1 | DECK 2 -------------------------------------+----------------------------------------- | | Ready-----Bridge - Turbolift | Room | + Turbolift | Room | | | | Science-----****-----Cargo | Turbolift----Bridge-----Conference Lab | Bay | Room - | | - Gym-----****-----Picard's | - | Quarters | - | | - Troi's-----****-----Worf's | - Quarters | Quarters | - | | - Shuttle Bay | + | | + Gym-----****-----Picard's | + | Quarters | + | | + Troi's-----****-----Worf's | + Quarters | Quarters | + | | + Shuttle Bay | | | - DECK 3 | DECK 4 + DECK 3 | DECK 4 ~ E holodeck computer control panel sign~ It looks like this: - + *************************************************** * * * NCC-1701-D - "ENTERPRISE" * @@ -348,15 +348,15 @@ holodeck computer control panel sign~ S #24109 Holodeck 2~ - As soon as this room is entered, the enormity of it becomes very apparent. + As soon as this room is entered, the enormity of it becomes very apparent. The room is just a large cube, with jet black walls and a yellow grid painted on the floors, the walls, and the ceiling. This is where different programs can be loaded and experienced, which seem totally real. A small instructional screen -can be seen by the door. +can be seen by the door. ~ 241 12 0 0 0 0 D3 - A corridor, and across the way, the school can be located to the west. + A corridor, and across the way, the school can be located to the west. ~ ~ 0 -1 24108 @@ -377,15 +377,15 @@ T 24127 #24110 Turbolift~ A small screen above the door reads "Deck One". The turbolift walls are a -pleasant beige and have been rounded off, making it in the shape of a tube. +pleasant beige and have been rounded off, making it in the shape of a tube. Several vertical rows of lights make this place very well lit. From here, you can access the other decks on the Enterprise. There is a small instructional -panel by the door. +panel by the door. ~ 241 8 0 0 0 0 D2 An automatic door opens to the south to reveal a long, sterile-looking -corridor. +corridor. ~ ~ 0 -1 24108 @@ -406,11 +406,11 @@ Turbolift~ been rounded off, making it in the shape of a tube. Several vertical rows of lights make this place very well lit. From here, you can access the other decks on the Enterprise. There is a small instructional panel by the door. Like a -lot of the ship, the turbolift accepts vocal commands. +lot of the ship, the turbolift accepts vocal commands. ~ 241 8 0 0 0 0 D0 - A corridor heads to the north, toward Ten Forward. + A corridor heads to the north, toward Ten Forward. ~ ~ 0 -1 24113 @@ -430,11 +430,11 @@ Cargo Bay 1~ As to be expected, this bay is gigantic with a very high ceiling and a lot of floor space for the storage most various items, usually of the non-lethal kind. There are several plastic crates and barrels with the Starfleet insignia printed -on their lids stacked up, almost right to the top. +on their lids stacked up, almost right to the top. ~ 241 8 0 0 0 0 D1 - A corridor can be seen to the east. + A corridor can be seen to the east. ~ ~ 0 -1 24113 @@ -445,72 +445,72 @@ A Corridor~ ship, not excluding this particular corridor. It isn't very wide, and the light beige walls have been rounded, making the corridor an oval shape. You notice a tiny computer panel embedded into the wall. A computer screen with the map of -the Enterprise on it is located next to the turbolift entrance. +the Enterprise on it is located next to the turbolift entrance. ~ 241 8 0 0 0 0 D0 - A beige corridor continues to the north. + A beige corridor continues to the north. ~ ~ 0 -1 24116 D1 - Commander Riker's private quarters are located to the east. + Commander Riker's private quarters are located to the east. ~ ~ 0 -1 24114 D2 A high-tech looking turbolift glides effortlessly up and down the ship to the -south. +south. ~ ~ 0 -1 24111 D3 - A rather large cargo bay is to the west. + A rather large cargo bay is to the west. ~ ~ 0 -1 24112 E map screen~ STARSHIP ENTERPRISE - | - Turbolift | Ten Forward + | + Turbolift | Ten Forward | | | School----****----Holodeck 2 | Crusher's-----****----Security - | | Quarters | + | | Quarters | | | | Brig----****---Transporter | Sick Bay-----****-----Holodeck 4 - | Room | | + | Room | | | | | Geordi's----****----Data's | Cargo-----****-----Riker's - Quarters | Quarters | Bay | Quarters + Quarters | Quarters | Bay | Quarters | | | Engineering | Turbolift - | + | | DECK 1 | DECK 2 -------------------------------------+----------------------------------------- | | Ready-----Bridge - Turbolift | Room | + Turbolift | Room | | | | Science-----****-----Cargo | Turbolift----Bridge-----Conference Lab | Bay | Room - | | - Gym-----****-----Picard's | - | Quarters | - | | - Troi's-----****-----Worf's | - Quarters | Quarters | - | | - Shuttle Bay | + | | + Gym-----****-----Picard's | + | Quarters | + | | + Troi's-----****-----Worf's | + Quarters | Quarters | + | | + Shuttle Bay | | | - DECK 3 | DECK 4 + DECK 3 | DECK 4 ~ E control panel computer screen sign~ The panel says: - + *************************************************** * * * NCC-1701-D - "ENTERPRISE" * @@ -533,11 +533,11 @@ Riker's Quarters~ around a coffee table by the eastern wall. A small partition at the northern part of the room separates his sleeping area with the rest of the room. Riker has been dimmed his room, making his romantic red lamps and purple cusions seems -more exotic and appealing. +more exotic and appealing. ~ 241 8 0 0 0 0 D3 - Cargo Bay 1 lies far to the west. + Cargo Bay 1 lies far to the west. ~ ~ 0 -1 24113 @@ -551,12 +551,12 @@ scattered around the room. A large glass window in the northern part of the room separates the doctor's office with the rest of the room. Desite the seemingly random presentation of some of the equipment, Dr. Crusher keeps everything well ordered and has a small well-trained medical staff at her -disposal. +disposal. ~ 241 8 0 0 0 0 D1 Through the small glass windows in the automatical doors, you can see a -plain-looking corridor. +plain-looking corridor. ~ ~ 0 -1 24116 @@ -569,35 +569,35 @@ sick bay can be located to the west, and looking in an easterly direction can be seen the fourth holodeck. These passages aren't very wide, and the light beige walls have been rounded, making the corridor an oval shape. You see the holodeck's control panel beside the holodeck door, and it has some information -on it. +on it. ~ 241 8 0 0 0 0 D0 The corridor continues North. A pleasantly ordered corridor heads to the -north and south. +north and south. ~ ~ 0 -1 24119 D1 - Holodeck 4 lies to the east. + Holodeck 4 lies to the east. ~ ~ 0 -1 24117 D2 - This corridor continues to the south. + This corridor continues to the south. ~ ~ 0 -1 24113 D3 One of the most important parts of the ship lies in that direction. How -could a crew survive alien invasions without a sick bay? +could a crew survive alien invasions without a sick bay? ~ ~ 0 -1 24115 E holodeck computer control panel sign~ It looks like this: - + *************************************************** * * * NCC-1701-D - "ENTERPRISE" * @@ -622,17 +622,17 @@ holodeck computer control panel sign~ S #24117 Holodeck 4 Entrance - A Narrow Alley~ - You emerge into a dark narrow alley. Tall dark brick buildings block your -way north and south. You can see that the windows on the buildings are fairly -high, and some have been boarded up. The smell from the rotting food and -garbage mixing with the foul water on the ground is unbearable. You can hear -the sounds of a bustling marketpace to the east. The archway leading out of + You emerge into a dark narrow alley. Tall dark brick buildings block your +way north and south. You can see that the windows on the buildings are fairly +high, and some have been boarded up. The smell from the rotting food and +garbage mixing with the foul water on the ground is unbearable. You can hear +the sounds of a bustling marketpace to the east. The archway leading out of the holodeck is west. ~ 241 8 0 0 0 0 D3 You think a corridor on the starship Enterprise lies to the west, but you can -never be sure on a holodeck. +never be sure on a holodeck. ~ ~ 0 -1 24116 @@ -642,11 +642,11 @@ Crusher's Quarters~ This room is dimly lit and is decorated with red and pink cushions. Several different paintings are attached to the walls and also quite a few sculptures are placed quite elegantly apon marble pillars. A neatly made bed is located by -the northern wall, in between two large windows looking out into space. +the northern wall, in between two large windows looking out into space. ~ 241 8 0 0 0 0 D1 - A slightly boring-looking corridor lies just to the east. + A slightly boring-looking corridor lies just to the east. ~ ~ 0 -1 24119 @@ -657,7 +657,7 @@ A Corridor~ passage from deck to deck and room to room. Unlike every other section of these stretches of well-lit, pale-colored hallways, one of the lights is on the blink and can't seem to decide whether it wants to be on or not. The security station -is location to the east where most of the ships weaponry is currently stored. +is location to the east where most of the ships weaponry is currently stored. ~ 241 8 0 0 0 0 D0 @@ -666,17 +666,17 @@ D0 ~ 0 -1 24121 D1 - The security center is to the east. + The security center is to the east. ~ ~ 0 -1 24120 D2 - This corridor leads to the south, toward a turbolift. + This corridor leads to the south, toward a turbolift. ~ ~ 0 -1 24116 D3 - Dr. Crusher's clean quarters are to the west. + Dr. Crusher's clean quarters are to the west. ~ ~ 0 -1 24118 @@ -689,12 +689,12 @@ onboard, the whole chamber is surounded by weaponry lockers, except the northern wall. A large glass window protects dozens of different phasers, blaster rifles and other high-tech devices of war. Three long tables surrounded by chairs stretch across the room. A top-privilege replicator stands to one side, only -the memebers of security may use it. +the memebers of security may use it. ~ 241 12 0 0 0 0 D3 Beyond the red flashing lights by the entrance to this area can be seen, a -corridor. +corridor. ~ ~ 0 -1 24119 @@ -708,11 +708,11 @@ doors with the Starfleet insignia stamped on them face south. Many round metal tables are scattered around the room, surrounded by metal chairs. A long bar spans almost the entire length of the southern part of the room, and about two dozen bar stools are sitting in front of it. It's very noisy in here, due to -all of the talking and laughing. +all of the talking and laughing. ~ 241 8 0 0 0 0 D2 - A long corridor runs south from Ten Forward, through some wooden doors. + A long corridor runs south from Ten Forward, through some wooden doors. ~ ~ 0 -1 24119 @@ -723,8 +723,8 @@ Shuttle Bay~ direct route to the ship's outer shell, when the ship is docked mind. It's quite a large room, with a very high ceiling and a lot of floor space. There are three different shuttle-crafts hovering just to the west, waiting to be -flown into the very depths of space itself. A large grey door leads into space, -becareful about opening it. +flown into the very depths of space itself. A large gray door leads into space, +becareful about opening it. ~ 241 8 0 0 0 0 D0 @@ -733,14 +733,14 @@ A corridor is North. ~ 0 -1 24124 D2 - Some very large grey doors block the view north. + Some very large gray doors block the view north. ~ -door grey doors~ +door gray doors~ 1 -1 24139 E door~ - The large grey shuttle bay door that leads into deep space. Make sure you -have a spacesuit in your inventory! + The large gray shuttle bay door that leads into deep space. Make sure you +have a spacesuit in your inventory! ~ S T 24121 @@ -756,7 +756,7 @@ made bed is partially hidden behind a curtain at the northern part of the room. ~ 241 8 0 0 0 0 D1 - A normal-looking corridor is to the east. + A normal-looking corridor is to the east. ~ ~ 0 -1 24124 @@ -766,33 +766,33 @@ A corridor~ The cylindrical corridors of this space vessel are all made from a plastic-like substance and are all colored in the same non-descript shade of beige. A very war-like chamber can be spied to the east, whereas on the -opposite side, a calming peace resides. +opposite side, a calming peace resides. ~ 241 8 0 0 0 0 D0 - This corridor continues to the north, toward the turbolift. + This corridor continues to the north, toward the turbolift. ~ ~ 0 -1 24127 D1 - Some very Klingon-like quarters can be seen to the east. + Some very Klingon-like quarters can be seen to the east. ~ ~ 0 -1 24125 D2 - The main shuttle bay lies to the south. Becareful. + The main shuttle bay lies to the south. Becareful. ~ ~ 0 -1 24122 D3 - Troi's peaceful quarters are to the west. + Troi's peaceful quarters are to the west. ~ ~ 0 -1 24123 E control panel computer screen sign~ The panel says: - + *************************************************** * * * NCC-1701-D - "ENTERPRISE" * @@ -815,56 +815,56 @@ Worf's Quarters~ Klingon crew member. A small table is sitting in the southeastern corner, and on it is a small potted plant. An impressive selection of Klingon weapons have been mounted on the northern wall, and a partition splits this room with Worf's -bedroom to the east. +bedroom to the east. ~ 241 8 0 0 0 0 D3 - A grey-looking corridor is to the west. + A gray-looking corridor is to the west. ~ ~ 0 -1 24124 S #24126 Enterprise Gym~ - You emerge into the Enterprise gym. The room is quite large, with a soft -grey floor. A set of lockers against the southern wall contain all of the -necessary equipment needed for using the gym. A thick stack of mats have been -piled high in one corner, which can be used for different activities. Captain + You emerge into the Enterprise gym. The room is quite large, with a soft +gray floor. A set of lockers against the southern wall contain all of the +necessary equipment needed for using the gym. A thick stack of mats have been +piled high in one corner, which can be used for different activities. Captain Picard likes to come here to practice his fencing. ~ 241 8 0 0 0 0 D1 Captain Picard's quarters are position right next to the gym to take -advantage of his enjoyment of fencing. +advantage of his enjoyment of fencing. ~ ~ 0 -1 24127 S #24127 A Corridor~ - You find yourself in the middle of a well lit corridor on the Enterprise. -It isn't very wide, and the light beige walls have been rounded, making the -corridor an oval shape. + You find yourself in the middle of a well lit corridor on the Enterprise. +It isn't very wide, and the light beige walls have been rounded, making the +corridor an oval shape. ~ 241 8 0 0 0 0 D0 - A corridor continues to the north, before entering the tubolifts. + A corridor continues to the north, before entering the tubolifts. ~ ~ 0 -1 24130 D1 - Captain Picard's quarters can be found to the east. + Captain Picard's quarters can be found to the east. ~ ~ 0 -1 24128 D2 - This corridor continues to the south. + This corridor continues to the south. ~ ~ 0 -1 24124 D3 Enterprise's gym is to the west, slightly less used than would be expected. -Why exercise here when you can get a good work-out in one of the holodecks? +Why exercise here when you can get a good work-out in one of the holodecks? ~ ~ 0 -1 24126 @@ -882,7 +882,7 @@ the room contains Picard's sleeping area. ~ 241 8 0 0 0 0 D3 - You see a non-descript door that leads to a corridor no doubt. + You see a non-descript door that leads to a corridor no doubt. ~ ~ 0 -1 24127 @@ -895,11 +895,11 @@ raised platform. It looks as though something (or someone) could be placed inside, hooked up to the multitude of wires and cables, and have scientific tests performed on it (or them). A complex looking computer console is facing this machine. Around the rest of the room are counterops with with the odd -computer terminal. +computer terminal. ~ 241 8 0 0 0 0 D1 - A corridor lies to the east, through clear, bullet-proof plastic. + A corridor lies to the east, through clear, bullet-proof plastic. ~ ~ 0 -1 24130 @@ -910,78 +910,78 @@ A Corridor~ the northern and southern directions. The main scientific laboratory is located to the west, caution is advised. A massive cargo bay can be seen to the east, or would be if the doors were open. A computer screen with the map of the -Enterprise on it is located next to the turbolift entrance. +Enterprise on it is located next to the turbolift entrance. ~ 241 8 0 0 0 0 D0 - A turbolift is located to the north. + A turbolift is located to the north. ~ ~ 0 -1 24132 D1 Cargo Bay 2 can be seen to hte east as a vast room, filled almost to the -ceiling with plastic crates. +ceiling with plastic crates. ~ ~ 0 -1 24131 D2 - A generally Star Trek-like corridor wanders southward. + A generally Star Trek-like corridor wanders southward. ~ ~ 0 -1 24127 D3 - The science lab can be seen to the west, through see-through doors. + The science lab can be seen to the west, through see-through doors. ~ ~ 0 -1 24129 E map screen~ STARSHIP ENTERPRISE - | - Turbolift | Ten Forward + | + Turbolift | Ten Forward | | | School----****----Holodeck 2 | Crusher's-----****----Security - | | Quarters | + | | Quarters | | | | Brig----****---Transporter | Sick Bay-----****-----Holodeck 4 - | Room | | + | Room | | | | | Geordi's----****----Data's | Cargo-----****-----Riker's - Quarters | Quarters | Bay | Quarters + Quarters | Quarters | Bay | Quarters | | | Engineering | Turbolift - | + | | DECK 1 | DECK 2 -------------------------------------+----------------------------------------- | | Ready-----Bridge - Turbolift | Room | + Turbolift | Room | | | | Science-----****-----Cargo | Turbolift----Bridge-----Conference Lab | Bay | Room - | | - Gym-----****-----Picard's | - | Quarters | - | | - Troi's-----****-----Worf's | - Quarters | Quarters | - | | - Shuttle Bay | + | | + Gym-----****-----Picard's | + | Quarters | + | | + Troi's-----****-----Worf's | + Quarters | Quarters | + | | + Shuttle Bay | | | - DECK 3 | DECK 4 + DECK 3 | DECK 4 ~ S #24131 Cargo Bay 2~ You're in the cargo bay 2 of the Enterprise. It's quite a large room, with a very high ceiling and a lot of floor space. Several hundred plastic crates and -barrels with the Starfleet insignia on them stacked right up to the ceiling. +barrels with the Starfleet insignia on them stacked right up to the ceiling. ~ 241 8 0 0 0 0 D3 - The colorless doors of the science lab lie a sort distance to the west. + The colorless doors of the science lab lie a sort distance to the west. ~ ~ 0 -1 24130 @@ -991,11 +991,11 @@ Turbolift~ A small screen above the door reads "Deck Three". The turbolift walls have been rounded off, making it in the shape of a tube. Several vertical rows of lights make this place very well lit. From here, you can access the other decks -on the Enterprise. There is a small instructional panel by the door. +on the Enterprise. There is a small instructional panel by the door. ~ 241 8 0 0 0 0 D2 - A long corridor leads toward the main shuttle bay. + A long corridor leads toward the main shuttle bay. ~ ~ 0 -1 24130 @@ -1015,12 +1015,12 @@ Turbolift~ A small screen above the door reads "Deck Four". The turbolift walls have been rounded off, making it in the shape of a tube. Several vertical rows of lights make this place very well lit. From here, you can access the other decks -on the Enterprise. There is a small instructional panel by the door. +on the Enterprise. There is a small instructional panel by the door. ~ 241 8 0 0 0 0 D1 You can see the very respectable-looking main bridge. It is forbidden for -non-crew personnel or non-ambassadors to step past this threshhold. +non-crew personnel or non-ambassadors to step past this threshhold. ~ ~ 0 0 24136 @@ -1039,7 +1039,7 @@ T 24115 Turbolift~ The turbolift walls have been rounded off, making it in the shape of a tube. Several vertical rows of lights make this place very well lit. From here, you -can access theother decks on the Enterprise. +can access theother decks on the Enterprise. ~ 241 8 0 0 0 0 S @@ -1047,42 +1047,42 @@ S Picard's Ready Room~ In Captain Picard's ready room, a long couch has been placed beside the door, while a large U shaped desk is located by the northern wall. A small computer -screen is sitting on the desk, as well as several other papers and documents. +screen is sitting on the desk, as well as several other papers and documents. A single high window beside the desk looks into space, and a fish tank is located in the northwestern corner of the room. This is where the Captain makes -all of his important decisions. +all of his important decisions. ~ 241 8 0 0 0 0 D1 - The main bridge lies to the east, where most of the action takes place. + The main bridge lies to the east, where most of the action takes place. ~ ~ 0 -1 24138 S #24136 Main Bridge - Upper Half~ - You find yourself on the upper half of the main bridge of the USS -Enterprise. Directly in front of you is a thick railing that contains many + You find yourself on the upper half of the main bridge of the USS +Enterprise. Directly in front of you is a thick railing that contains many different computer panels used for the tactical systems of the ship. The -entire southern wall is covered with computer consoles, where the ship's -main systems are controlled. Two small curved ramps on either side of the -room lead north to the lower part of the bridge, and a large circular +entire southern wall is covered with computer consoles, where the ship's +main systems are controlled. Two small curved ramps on either side of the +room lead north to the lower part of the bridge, and a large circular skylight shows the space outside the ship. ~ 241 8 0 0 0 0 D0 - The lower half of the main bridge is to the north. + The lower half of the main bridge is to the north. ~ ~ 0 -1 24138 D1 The conference room can be seen to the east. Very important meetings take -place there, obviously. +place there, obviously. ~ ~ 0 -1 24137 D3 - A smart-looking turbolift jets people all around the ship to the west. + A smart-looking turbolift jets people all around the ship to the west. ~ ~ 0 0 24133 @@ -1094,35 +1094,35 @@ about a dozen comfortable looking office chairs, one for each member of the senior staff. The entire eastern wall is covered with windows, looking out into space. Because of the vast expanse of space which is viewed eastern wall, this room appears to be very dark, which is a good atmosphere for discussing the many -important issues that are the everyday of the crew. +important issues that are the everyday of the crew. ~ 241 8 0 0 0 0 D3 - The main bridge can be seen to the west. + The main bridge can be seen to the west. ~ ~ 0 -1 24136 S #24138 Main Bridge - Lower Half~ - You find yourself on the lower half of the main bridge of the USS -Enterprise. An enormous view screen covers almost the entire northern wall, -and is currently displaying a view of the stars rushing by. Three large -chairs in the northern part of the room, in front of the railing, face the -screen. This is where the Captain, Commander Riker, and Counselor Troi sit. -Two computer consoles with built in chairs rest about ten feet in front of + You find yourself on the lower half of the main bridge of the USS +Enterprise. An enormous view screen covers almost the entire northern wall, +and is currently displaying a view of the stars rushing by. Three large +chairs in the northern part of the room, in front of the railing, face the +screen. This is where the Captain, Commander Riker, and Counselor Troi sit. +Two computer consoles with built in chairs rest about ten feet in front of the chairs, also facing the view screen. This is where the ship's pilot and information officer sit. ~ 241 8 0 0 0 0 D2 - The upper half of the main bridge is to the south. + The upper half of the main bridge is to the south. ~ ~ 0 -1 24136 D3 Captain Picard's ready room is to the west. Access is granted only on -permission by the captain. +permission by the captain. ~ ~ 0 -1 24135 @@ -1132,16 +1132,16 @@ Outer Space by the Enterprise~ You are floating in outerspace, right beside the USS Enterprise. Billions of stars glitter and sparkle from every direction, originating from the vast expanses of deep space. Without a spacesuit, one would surely perish out here. -A large grey door leads into the Enterprise's Shuttle Bay. +A large gray door leads into the Enterprise's Shuttle Bay. ~ 241 0 0 0 0 9 D0 The Shuttle Bay is North. ~ -door doors grey~ +door doors gray~ 1 -1 24122 D4 - All you can see is the massive expanse of deep space. + All you can see is the massive expanse of deep space. ~ ~ 0 -1 24140 @@ -1156,12 +1156,12 @@ direction apart from to the north, where a large red star is going super-nova. 241 0 0 0 0 9 D4 Millions upon millions of stars slowly burn and radiate their light -throughout the universe. +throughout the universe. ~ ~ 0 -1 24141 D5 - The USS Enterprise can be seen, a small distance away. + The USS Enterprise can be seen, a small distance away. ~ ~ 0 -1 24139 @@ -1171,12 +1171,12 @@ T 24107 Outer Space~ You are nearing deep-space, the cold and desolate enormity that has boggled the minds of all sentient beings since the begining of time. The USS Enterprise -can be spied, some distance away. +can be spied, some distance away. ~ 241 0 0 0 0 9 D5 Far away, the USS Enterprise can be spied. A large red planet peacefully -orbits it's dying sun. +orbits it's dying sun. ~ ~ 0 -1 24140 @@ -1189,7 +1189,7 @@ occurs. The chamber is perfectly round and quite tall, to house the round pads on the floor. Everything is the most brilliant of white, excepting the blinking red lights on the floor and the blue ones on the ceiling. When activated, the whole area flashes the same color as the walls, which only server to intensify -the bright beams. +the bright beams. ~ 241 0 0 0 0 9 D2 @@ -1204,8 +1204,8 @@ Alien World~ This part of the alien world appears to be a clearing in the middle of a mutated forest. What go for trees here are tall, circular pyramid type structures with three or four basin-like layers. The grass is purple, the sky -is a deep crimson and the clouds are a hidious yellow. A small watch-tower -stands just to the north, fallen into disrepair. +is a deep crimson and the clouds are a hideous yellow. A small watch-tower +stands just to the north, fallen into disrepair. ~ 241 0 0 0 0 0 S @@ -1220,13 +1220,13 @@ of the streets below. A hat-stand is positioned to the side of the door to the north, which has a small frosted-glass panel with an advertisement on the outside. A large cluttered desk lies underneath the window facing the door with the chair quite some distance away, looking like it's used to lean back quite -frequently. A quaint little clock hangs on the wall. +frequently. A quaint little clock hangs on the wall. ~ 241 24 0 0 0 0 E desk~ The desk is pretty cluttered. Among the many items on the desk is a -name-plaque, a circular-dial telephone and a black ink-pen. +name-plaque, a circular-dial telephone and a black ink-pen. ~ S T 24124 @@ -1242,7 +1242,7 @@ and is suited more for being left in a horizontal configuration. There are loops of metal encircling it, each with complex computer circuits and scanning equipment. To the east are four large, circular booths, about the size of a shower. Three of them contain what appear to be half-human beings, the fourth -is empty. +is empty. ~ 241 24 0 0 0 0 S diff --git a/lib/world/wld/242.wld b/lib/world/wld/242.wld index a008a5f..3af8ca5 100644 --- a/lib/world/wld/242.wld +++ b/lib/world/wld/242.wld @@ -1,7 +1,7 @@ #24200 Wall Road~ - You are walking next to the western city wall. It is built from large -grey rocks that have been fastened to each other with some kind of mortar. + You are walking next to the western city wall. It is built from large +gray rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. People are walking past you, hurrying to their destinations. To the north, you see the western bridge. ~ @@ -23,29 +23,29 @@ credits info~ x---------------------------------------------------------------------x I found the stock Southern Midgaard to be really confusing, so I decided to write a new one. This new zone features about 100 rooms, - several new shops, a theatre, and a curling rink. I've used a few + several new shops, a theater, and a curling rink. I've used a few of the old Southern Midgaard rooms and objects, but everything else is totally different. Stuff You Need to Change: ------------------------- The Chain 1. In 79.wld, find room 7914. - 2. Change the room leading down (D5) to 3135. + 2. Change the room leading down (D5) to 3135. The Southwestern Gate: - 1. In 35.wld, find room 3505. Change the room leading north (D0) + 1. In 35.wld, find room 3505. Change the room leading north (D0) to 3112. The Central Bridge/The Dump - 1. In 30.wld, find room 3025 (The Common Square). Change the room + 1. In 30.wld, find room 3025 (The Common Square). Change the room leading south (D2) to 3118. 2. In 30.wld, find room 3030 (The Dump). Change the room leading north (D0) to 3044. 3. In 30.wld, find room 3044 (Poor Alley). Add a room leading - south (D2) to room 3030 (The Dump). + south (D2) to room 3030 (The Dump). (You don't HAVE to make the above changes. They are just what I decided to do on my MUD. Place the zone wherever YOU want!) x---------------------------------------------------------------------x | Written entirely from scratch in WordPad. Feel | - | free to edit, modify, and redistribute this zone! | + | free to edit, modify, and redistribute this zone! | x---------------------------------------------------------------------x Builder : Crazyman Zone : 242 New Southern Midgaard @@ -61,31 +61,31 @@ credits info~ E maps~ SOUTHERN MIDGAARD - To Wall Road To Central Square + To Wall Road To Central Square | | Midgaard <=== [Bridge] =============[Central========== River =============> - | Bridge] + | Bridge] | | Newspaper Docks--Docks | Bank | Office | | | | | | | | - +----------+-------Southern------+---------+------+ + +----------+-------Southern------+---------+------+ | | Square | | | | Computer | Empty Clothing | (Wall Store | Store (Wall Road) | Road) - | Garden | Theatre City Hall | + | Garden | Theater City Hall | | | | | | | - +----------+--------Razor's------+---------+------+--Prison + +----------+--------Razor's------+---------+------+--Prison | | Square | | | | Empty | Empty School | - (Wall | (Wall - Road) | Police Curling Road) + (Wall | (Wall + Road) | Police Curling Road) | Cafe | Station Club | | | | | | | +----------+-----(Wall Road)-----+---------+------+ MIDGAARD CURLING CLUB - Sheet 1----Sheet 2----Sheet 3 - 3182 3185 3188 + Sheet 1----Sheet 2----Sheet 3 + 3182 3185 3188 | | | | | | Sheet 1----Sheet 2----Sheet 3 @@ -93,49 +93,49 @@ MIDGAARD CURLING CLUB | | | | | | Sheet 1----Sheet 2----Sheet 3 - 3180 3183 3186 + 3180 3183 3186 | | | | - 3177-------3178------3179 - | + 3177-------3178------3179 + | 3172----Curling-----3174-----Curling-----Coffee | Club 3173 Club 3175 Shop 3176 | Entrance 3171 -MIDGAARD THEATRE +MIDGAARD THEATER Catwalks---Catwalks---Catwalks---Catwalks 3167 3168 3169 3170 \ \ Ladder - 3166 - \ - \Back----Left----Centre----Right---Back---3164---Dressing - Stage Stage Stage Stage Stage | Room 1 3165 + 3166 + \ + \Back----Left----Center----Right---Back---3164---Dressing + Stage Stage Stage Stage Stage | Room 1 3165 3159 3160 3161 3162 3163 | | | | - 3153--3154-(Seats)-3155---3156 3157---Dressing + 3153--3154-(Seats)-3155---3156 3157---Dressing | | | Room 2 3158 - | | | + | | | 3147--3148-(Seats)-3149---3150 3151---Dressing | | | Room 3 3152 - | | | + | | | 3141--3142-(Seats)-3143---3144 3145---Dressing | | | Room 4 3146 | | | 3137------Snack Booth-----3139----------3140 - 3138 + 3138 | - Theatre | + Theater | Office 3136---Entrance ~ S #24201 Emerald Avenue~ You are on Emerald Avenue. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard +and buildings that line the road. This is obviously the newer part of +Midgaard. People are bustling about, while street vendors are trying hard to sell hotdogs and other less legal merchandise. Streetlights can be seen along the road, and you also notice the odd tree. ~ @@ -160,10 +160,10 @@ S #24202 The Southern Square~ You find yourself in the middle of the Southern Square. Tall buildings -stand all around you, blocking out much of the sunlight. A twenty foot high +stand all around you, blocking out much of the sunlight. A twenty foot high stone statue of a man stands here, surrounded by a ring of bushes and -flowers. From all around you, you can hear the bustle of daily city life in -Midgaard. The central bridge is north, leading to the old part of Midgaard. +flowers. From all around you, you can hear the bustle of daily city life in +Midgaard. The central bridge is north, leading to the old part of Midgaard. ~ 242 0 0 0 0 1 D0 @@ -192,7 +192,7 @@ a plaque, which looks like this: | | | Completed on Friday, March 29, 2002. | | | - | "The old south was a mess, | + | "The old south was a mess, | | this one is the best!" | | . . | x-----------------------------------------------x @@ -201,8 +201,8 @@ S #24203 Emerald Avenue~ You are on Emerald Avenue. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard +and buildings that line the road. This is obviously the newer part of +Midgaard. People are bustling about, while street vendors are trying hard to sell hotdogs and other less legal merchandise. Streetlights can be seen along the road, and you also notice the odd tree. ~ @@ -223,8 +223,8 @@ S #24204 Emerald Avenue~ You are on Emerald Avenue. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard +and buildings that line the road. This is obviously the newer part of +Midgaard. People are bustling about, while street vendors are trying hard to sell hotdogs and other less legal merchandise. Streetlights can be seen along the road, and you also notice the odd tree. You can see the southern docks to the north. @@ -249,8 +249,8 @@ D3 S #24205 Wall Road~ - You are walking next to the eastern city wall. It is built from large -grey rocks that have been fastened to each other with some kind of mortar. + You are walking next to the eastern city wall. It is built from large +gray rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. People are walking past you, hurrying to their destinations. To the north, you can see the southern docks. ~ @@ -270,10 +270,10 @@ D3 S #24206 Wall Road~ - You are walking next to the western city wall. It is built from large -grey rocks that have been fastened to each other with some kind of mortar. + You are walking next to the western city wall. It is built from large +gray rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. People are walking past you, hurrying to -their destinations. +their destinations. ~ 242 0 0 0 0 1 D0 @@ -292,8 +292,8 @@ S #24207 Razor's Road~ You are on Razor's Road. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard +and buildings that line the road. This is obviously the newer part of +Midgaard. People are bustling about, while street vendors are trying hard to sell hotdogs and other less legal merchandise. Streetlights can be seen along the road, and you also notice the odd tree. ~ @@ -343,14 +343,14 @@ S #24209 Razor's Road~ You are on Razor's Road. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard +and buildings that line the road. This is obviously the newer part of +Midgaard. People are bustling about, while street vendors are trying hard to sell hotdogs and other less legal merchandise. A portion of the roof juts out from the northern building, just above the door. The overhang sticks out about ten feet from the building, and is about twenty feet wide. All along the bottom edge of it are lightbulbs. A double glass door leads -north, while a few signs have been set up here on the sidewalk. You -recognize this as the entrance to the Midgaard Theatre. +north, while a few signs have been set up here on the sidewalk. You +recognize this as the entrance to the Midgaard Theater. ~ 242 0 0 0 0 1 D0 @@ -374,7 +374,7 @@ sign signs~ The signs are all the same, and they look like this: x---------------------------------------------x | | - | MIDGAARD THEATRE PRESENTS: | + | MIDGAARD THEATER PRESENTS: | | | | T H E S T R E E T V E N D O R | | F R O M H E L L | @@ -393,7 +393,7 @@ sign signs~ | | | Admission: Free | | | - | Times: Hey, for a free play, we'll put it | + | Times: Hey, for a free play, we'll put it | | on when WE want. Too bad if you | | miss it! | | | @@ -403,8 +403,8 @@ S #24210 Razor's Road~ You are on Razor's Road. The road looks brand new, as do the shops -and buildings that line the road. This is obviously the newer part of -Midgaard. People are bustling about, while street vendors are trying hard +and buildings that line the road. This is obviously the newer part of +Midgaard. People are bustling about, while street vendors are trying hard to sell hotdogs and other less legal merchandise. Streetlights can be seen along the road, and you also notice the odd tree. ~ @@ -428,10 +428,10 @@ D3 S #24211 Wall Road~ - You are walking next to the eastern city wall. It is built from large -grey rocks that have been fastened to each other with some kind of mortar. + You are walking next to the eastern city wall. It is built from large +gray rocks that have been fastened to each other with some kind of mortar. You can see a large stone entrance leading into the wall here, leading -east. People are walking past you, hurrying to their destinations. +east. People are walking past you, hurrying to their destinations. ~ 242 0 0 0 0 1 D0 @@ -449,7 +449,7 @@ D3 S #24212 Southwest Gate~ - You are walking next to the western city wall, at the southwest gate. + You are walking next to the western city wall, at the southwest gate. The gate is currently up, allowing people to freely pass. A dusty path leads south to the forest of Miden'Nir (Goblinic for 'Green Blood'). You can still see the city to the east, but if you go south, there is @@ -467,10 +467,10 @@ D1 S #24213 Wall Road~ - You are walking next to the southern city wall. It is built from large -grey rocks that have been fastened to each other with some kind of mortar. + You are walking next to the southern city wall. It is built from large +gray rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. People are walking past you, hurrying to -their destinations. +their destinations. ~ 242 0 0 0 0 1 D0 @@ -488,10 +488,10 @@ D3 S #24214 Wall Road~ - You are walking next to the southern city wall. It is built from large -grey rocks that have been fastened to each other with some kind of mortar. + You are walking next to the southern city wall. It is built from large +gray rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. People are walking past you, hurrying to -their destinations. +their destinations. ~ 242 0 0 0 0 1 D0 @@ -509,10 +509,10 @@ D3 S #24215 Wall Road~ - You are walking next to the southern city wall. It is built from large -grey rocks that have been fastened to each other with some kind of mortar. + You are walking next to the southern city wall. It is built from large +gray rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. People are walking past you, hurrying to -their destinations. +their destinations. ~ 242 0 0 0 0 1 D0 @@ -530,10 +530,10 @@ D3 S #24216 Wall Road~ - You are walking next to the southern city wall. It is built from large -grey rocks that have been fastened to each other with some kind of mortar. + You are walking next to the southern city wall. It is built from large +gray rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. People are walking past you, hurrying to -their destinations. +their destinations. ~ 242 0 0 0 0 1 D0 @@ -555,7 +555,7 @@ Southeast Gate~ gate is closed and seems to have been that way for a long time. You are walking next to the western city wall, at the southeast gate. The gate is closed, blocking all passage and seems to have been that way for a long time. - + ~ 242 0 0 0 0 1 D0 @@ -572,8 +572,8 @@ On the Central Bridge~ The central bridge is the main connection between northern and southern Midgaard. The bridge is constructed from iron support beams and concrete. It looks very solid. From below, you can see the swiftly flowing river, -leading east and west. The tall buildings of southern Midgaard dominate the -southern skyline, while you can see the huge temple of Midgaard off in the +leading east and west. The tall buildings of southern Midgaard dominate the +southern skyline, while you can see the huge temple of Midgaard off in the north. ~ 242 0 0 0 0 1 @@ -651,7 +651,7 @@ S #24223 The Computer Store~ The computer store is the only one of its kind in Cooland. This store -is very large, with very high ceilings and bright lights. Wide shelves, +is very large, with very high ceilings and bright lights. Wide shelves, twenty feet high, run the entire length of the store. Aisles run in between them. Computer parts of all kinds are neatly stacked on the shelves. Several checkouts are located beside the door. @@ -664,7 +664,7 @@ D0 S #24224 Clothing Store~ - You're in the Midgaard clothing store. It's a fairly small shop, with + You're in the Midgaard clothing store. It's a fairly small shop, with rather low ceilings. Racks of clothing totally fill the store, making it almost impossible to move. You can faintly hear some classical music being played. @@ -678,7 +678,7 @@ S #24225 South Gardens~ You leave the street and enter a beautiful garden. Tall trees of all -kinds are growing here, and a winding gravel path leads to a set of benches +kinds are growing here, and a winding gravel path leads to a set of benches in the middle. You can see flowers growing along the path. Even though you're in the middle of the city, you feel as though you're in a deep forest. As your eyes adjust to the lower light, you notice a rope softly @@ -695,10 +695,10 @@ D4 0 -1 24235 S #24226 -Midgaard Theatre~ - You find yourself inside the lobby of the Midgaard Theatre. A rich +Midgaard Theater~ + You find yourself inside the lobby of the Midgaard Theater. A rich navy blue carpet covers the floor, while expensive looking wallpaper -covers the walls. An elaborate chandelier hangs from the ceiling. A +covers the walls. An elaborate chandelier hangs from the ceiling. A small ticket booth is located near the front door. ~ 242 12 0 0 0 0 @@ -719,7 +719,7 @@ S City Hall~ You're inside the Midgaard City Hall. It's a large domed room, almost circular in shape, with a round skylight at the top, looking to the sky. -The walls are all solid wood. A large U shaped desk sits in the middle +The walls are all solid wood. A large U shaped desk sits in the middle of the room, where the secretary usually sits. A beautifully carved staircase leads up to the mayor's office. ~ @@ -737,7 +737,7 @@ S An Empty Room~ You're inside a completely empty room. The walls are barren and the floor is covered in dust. A few small tracks, most likely from rodents or -cockroaches, can be seen in the dust. +cockroaches, can be seen in the dust. ~ 242 8 0 0 0 0 D0 @@ -749,7 +749,7 @@ S An Empty Room~ You're inside a completely empty room. The walls are barren and the floor is covered in dust. A few small tracks, most likely from rodents or -cockroaches, can be seen in the dust. +cockroaches, can be seen in the dust. ~ 242 8 0 0 0 0 D0 @@ -759,7 +759,7 @@ D0 S #24230 Midgaard Public School~ - You're inside the main lobby of Cooland's only school (no, we're not + You're inside the main lobby of Cooland's only school (no, we're not counting that monkey school in Ape Village). Everything looks neat and tidy, which is surprising for a public school. You notice the odd student walking past you, giving you funny looks. @@ -801,7 +801,7 @@ S The Bank of Midgaard - Vault~ You find yourself inside the bank vault. Row upon row of stainless steel safety deposit boxes cover the walls. Three rows of extremely bright lights -shine down on you, making everything completely visible. It would be +shine down on you, making everything completely visible. It would be impossible to hide in here. ~ 242 8 0 0 0 0 @@ -814,7 +814,7 @@ S The top of the Tree~ You climb the rope, and find yourself on a wooden platform at the top of the tree. From here, you have an excellent view of Midgaard. From out -of nowhere, a thick chain falls out of the sky, right in front of your +of nowhere, a thick chain falls out of the sky, right in front of your face. It leads up into the clouds above. ~ 242 0 0 0 0 1 @@ -824,8 +824,8 @@ D5 0 -1 24225 S #24236 -Theatre Office~ - You're in the theatre office. Posters from past performances cover +Theater Office~ + You're in the theater office. Posters from past performances cover the walls, and a thick dark carpet covers the floor. An ancient looking wooden desk sits in far end of the room, covered with papers and old documents. Only a single reading lamp is on, making this room fairly @@ -838,10 +838,10 @@ D1 0 -1 24226 S #24237 -Theatre Corridor~ - You're in the main theatre corridor. The walls and ceiling have been -painted black, and the floor is also black. A dark wooden door leads south -to the main part of the theatre. +Theater Corridor~ + You're in the main theater corridor. The walls and ceiling have been +painted black, and the floor is also black. A dark wooden door leads south +to the main part of the theater. ~ 242 12 0 0 0 0 D0 @@ -855,9 +855,9 @@ D1 S #24238 Snack Booth~ - You're in the main theatre corridor, at the snack booth. A bar has been -built into the northern wall, and behind it a glass-doored fridge and a -selection of snacks can been seen. In between scenes, audience members come + You're in the main theater corridor, at the snack booth. A bar has been +built into the northern wall, and behind it a glass-doored fridge and a +selection of snacks can been seen. In between scenes, audience members come here to get some food or a drink. ~ 242 8 0 0 0 0 @@ -875,10 +875,10 @@ D3 0 -1 24237 S #24239 -Theatre Corridor~ - You're in the main theatre corridor. The walls and ceiling have been -painted black, and the floor is also black. A dark wooden door leads south -to the main part of the theatre. A set of stairs leads down the the dressing +Theater Corridor~ + You're in the main theater corridor. The walls and ceiling have been +painted black, and the floor is also black. A dark wooden door leads south +to the main part of the theater. A set of stairs leads down the the dressing rooms. ~ 242 12 0 0 0 0 @@ -897,7 +897,7 @@ D5 S #24240 Dressing Room Hallway~ - You're in the dressing room hallway, in the basement of the theatre. It's + You're in the dressing room hallway, in the basement of the theater. It's fairly narrow, with dark wallpaper covering the walls. A row of lights hangs from the ceiling. Dressing room doors can been seen all along the hallway. A wooden door leads south. @@ -918,7 +918,7 @@ D4 S #24241 Left Aisle~ - You're in the middle of the left aisle of the theatre. You can see the + You're in the middle of the left aisle of the theater. You can see the stage up ahead, with some bright lights shining on it. All along the sides of the aisle on the floor are small lights, leading the way. It's very dark in here. @@ -939,7 +939,7 @@ D2 S #24242 In the Seats~ - You're in the seats of the theatre. They're a dark red colour, and they + You're in the seats of the theater. They're a dark red color, and they feel very soft. You can see the stage, far in front of you. Except for the lights of the stage, this area is totally dark. ~ @@ -955,7 +955,7 @@ D3 S #24243 In the Seats~ - You're in the seats of the theatre. They're a dark red colour, and they + You're in the seats of the theater. They're a dark red color, and they feel very soft. You can see the stage, far in front of you. Except for the lights of the stage, this area is totally dark. ~ @@ -971,7 +971,7 @@ D3 S #24244 Right Aisle~ - You're in the middle of the right aisle of the theatre. You can see the + You're in the middle of the right aisle of the theater. You can see the stage up ahead, with some bright lights shining on it. All along the sides of the aisle on the floor are small lights, leading the way. It's very dark in here. @@ -992,7 +992,7 @@ D3 S #24245 Dressing Room Hallway~ - You're in the dressing room hallway, in the basement of the theatre. It's + You're in the dressing room hallway, in the basement of the theater. It's fairly narrow, with dark wallpaper covering the walls. A row of lights hangs from the ceiling. Dressing room doors can been seen all along the hallway. ~ @@ -1026,7 +1026,7 @@ D3 S #24247 Left Aisle~ - You're in the middle of the left aisle of the theatre. You can see the + You're in the middle of the left aisle of the theater. You can see the stage up ahead, with some bright lights shining on it. All along the sides of the aisle on the floor are small lights, leading the way. It's very dark in here. @@ -1047,7 +1047,7 @@ D2 S #24248 In the Seats~ - You're in the seats of the theatre. They're a dark red colour, and they + You're in the seats of the theater. They're a dark red color, and they feel very soft. You can see the stage, far in front of you. Except for the lights of the stage, this area is totally dark. ~ @@ -1063,7 +1063,7 @@ D3 S #24249 In the Seats~ - You're in the seats of the theatre. They're a dark red colour, and they + You're in the seats of the theater. They're a dark red color, and they feel very soft. You can see the stage, far in front of you. Except for the lights of the stage, this area is totally dark. ~ @@ -1079,7 +1079,7 @@ D3 S #24250 Right Aisle~ - You're in the middle of the right aisle of the theatre. You can see the + You're in the middle of the right aisle of the theater. You can see the stage up ahead, with some bright lights shining on it. All along the sides of the aisle on the floor are small lights, leading the way. It's very dark in here. @@ -1100,7 +1100,7 @@ D3 S #24251 Dressing Room Hallway~ - You're in the dressing room hallway, in the basement of the theatre. It's + You're in the dressing room hallway, in the basement of the theater. It's fairly narrow, with dark wallpaper covering the walls. A row of lights hangs from the ceiling. Dressing room doors can been seen all along the hallway. ~ @@ -1134,7 +1134,7 @@ D3 S #24253 Left Aisle~ - You're in the middle of the left aisle of the theatre. The stage is now + You're in the middle of the left aisle of the theater. The stage is now directly in front of you, with some stairs leading up to it. Bright lights shine all across it, making it look quite bright. ~ @@ -1154,7 +1154,7 @@ D4 S #24254 In the Seats~ - You're in the seats of the theatre. They're a dark red colour, and they + You're in the seats of the theater. They're a dark red color, and they feel very soft. You can see the stage, just in front of you. Except for the lights of the stage, this area is totally dark. ~ @@ -1170,7 +1170,7 @@ D3 S #24255 In the Seats~ - You're in the seats of the theatre. They're a dark red colour, and they + You're in the seats of the theater. They're a dark red color, and they feel very soft. You can see the stage, just in front of you. Except for the lights of the stage, this area is totally dark. ~ @@ -1186,7 +1186,7 @@ D3 S #24256 Right Aisle~ - You're in the middle of the right aisle of the theatre. The stage is now + You're in the middle of the right aisle of the theater. The stage is now directly in front of you, with some stairs leading up to it. Bright lights shine all across it, making it look quite bright. ~ @@ -1206,7 +1206,7 @@ D4 S #24257 Dressing Room Hallway~ - You're in the dressing room hallway, in the basement of the theatre. It's + You're in the dressing room hallway, in the basement of the theater. It's fairly narrow, with dark wallpaper covering the walls. A row of lights hangs from the ceiling. Dressing room doors can been seen all along the hallway. ~ @@ -1228,8 +1228,8 @@ S Dressing Room Two~ You're in dressing room number two. It's nicer than dressing rooms three and four, with a makeup counter along the northern wall, and a large comfortable -looking couch along the eastern wall. A large mirror, completely surrounded by -lightbulbs, sits against the wall behind the counter. A costume rack sits +looking couch along the eastern wall. A large mirror, completely surrounded by +lightbulbs, sits against the wall behind the counter. A costume rack sits beside the door, packed with different clothing and costumes. ~ 242 8 0 0 0 0 @@ -1242,9 +1242,9 @@ S Back Stage~ You're standing backstage. The walls have been painted black, and you can see all sorts of cables and ropes leading up here. A large thick -curtain hides most of the stage to the west. A few tools are scattered about -here, things like mops, brooms, and a vacuum cleaner. A row of four chairs -sits along the northern wall. You see a black ladder leading up to the +curtain hides most of the stage to the west. A few tools are scattered about +here, things like mops, brooms, and a vacuum cleaner. A row of four chairs +sits along the northern wall. You see a black ladder leading up to the catwalk. You see a sign hanging beside the stage entrance. ~ @@ -1260,7 +1260,7 @@ D4 E sign~ The sign says: - + QUIET! ~ S @@ -1269,7 +1269,7 @@ Left Stage~ You're on stage, at the left end. Lights shine down from above, partially blinding you. No sets are currently assembled, only a massive curtain hangs behind you. The floor is of solid wood, and makes a slight creaking sound -as you walk. You can see the entire theatre from here. An opening in the +as you walk. You can see the entire theater from here. An opening in the curtain leads west, backstage. ~ 242 8 0 0 0 0 @@ -1287,11 +1287,11 @@ D5 0 -1 24253 S #24261 -Centre Stage~ - Lights shine down from above, partially blinding you. No sets are -currently assembled, only a massive curtain hangs behind you. The floor is -of solid wood, and makes a slight creaking sound as you walk. You can see -the entire theatre from here. +Center Stage~ + Lights shine down from above, partially blinding you. No sets are +currently assembled, only a massive curtain hangs behind you. The floor is +of solid wood, and makes a slight creaking sound as you walk. You can see +the entire theater from here. ~ 242 8 0 0 0 0 D1 @@ -1305,10 +1305,10 @@ D3 S #24262 Right Stage~ - You're on stage, at the right end. Lights shine down from above, -partially blinding you. No sets are currently assembled, only a massive -curtain hangs behind you. The floor is of solid wood, and makes a slight -creaking sound as you walk. You can see the entire theatre from here. An + You're on stage, at the right end. Lights shine down from above, +partially blinding you. No sets are currently assembled, only a massive +curtain hangs behind you. The floor is of solid wood, and makes a slight +creaking sound as you walk. You can see the entire theater from here. An opening in the curtain leads east, backstage. ~ 242 8 0 0 0 0 @@ -1327,11 +1327,11 @@ D5 S #24263 Back Stage~ - You're standing backstage. The walls have been painted black, and + You're standing backstage. The walls have been painted black, and you can see all sorts of cables and ropes leading up here. A large thick -curtain hides most of the stage to the west. A few tools are scattered about -here, things like mops, brooms, and a vacuum cleaner. A large costume rack -rests here, and costumes of kinds hang from its hangers. A door leads down +curtain hides most of the stage to the west. A few tools are scattered about +here, things like mops, brooms, and a vacuum cleaner. A large costume rack +rests here, and costumes of kinds hang from its hangers. A door leads down to the dressing rooms. You notice a sign hanging near the stage entrance. ~ @@ -1347,13 +1347,13 @@ D5 E sign~ The sign says: - + QUIET! ~ S #24264 Dressing Room Hallway~ - You're in the dressing room hallway, in the basement of the theatre. It's + You're in the dressing room hallway, in the basement of the theater. It's fairly narrow, with dark wallpaper covering the walls. A row of lights hangs from the ceiling. Dressing room doors can been seen all along the hallway. ~ @@ -1373,7 +1373,7 @@ D4 S #24265 Dressing Room One~ - You're in dressing room number one. It's the largest and nicest of all of + You're in dressing room number one. It's the largest and nicest of all of the dressing rooms. A beautifully carved wooden makeup counter stands against the eastern wall, with a gigantic mirror standing above it. A soft looking recliner sits by the door, with a rack of magazines sitting beside it. A @@ -1389,8 +1389,8 @@ S #24266 Black Ladder~ You are on a black metal ladder, leading up to the catwalks. The ladder -rungs are slick with condensation and bits of rust break off in your hands. -The rungs are almost ready to collapse. +rungs are slick with condensation and bits of rust break off in your hands. +The rungs are almost ready to collapse. ~ 242 8 0 0 0 0 D4 @@ -1421,7 +1421,7 @@ D5 S #24268 Catwalk~ - You're at the top of the theatre, on the catwalks. The floor is built + You're at the top of the theater, on the catwalks. The floor is built out of steel grating, and a railing has been built out of metal bars. Everything has been painted black. From here, you have a great view of the stage, as you can see everything perfectly. @@ -1438,7 +1438,7 @@ D3 S #24269 Catwalk~ - You're at the top of the theatre, on the catwalks. The floor is built + You're at the top of the theater, on the catwalks. The floor is built out of steel grating, and a railing has been built out of metal bars. Everything has been painted black. From here, you have a great view of the stage, as you can see everything perfectly. @@ -1455,7 +1455,7 @@ D3 S #24270 Catwalk~ - You're at the top of the theatre, on the catwalks. The floor is built + You're at the top of the theater, on the catwalks. The floor is built out of steel grating, and a railing has been built out of metal bars. Everything has been painted black. From here, you have a great view of the stage, as you can see everything perfectly. @@ -1468,9 +1468,9 @@ D3 S #24271 Midgaard Curling Club Entrance Hall~ - You're in the entrance hall of the Midgaard Curling Club. A grey carpet + You're in the entrance hall of the Midgaard Curling Club. A gray carpet runs down the hallway, where it ends at a set of stairs leading up and to -the east. The walls are a pale beige colour, and an ancient looking tile +the east. The walls are a pale beige color, and an ancient looking tile ceiling is slowly rotting away. This place looks like it's at least fifty years old. ~ @@ -1487,7 +1487,7 @@ S #24272 Curling Club Entrance Stairs~ You're in the far end of the Midgaard Curling Club entrance hall. The -grey carpet ends here, and a short set of stairs leads up to east. A large +gray carpet ends here, and a short set of stairs leads up to east. A large wooden door leads north, but it's blocked off. ~ 242 12 0 0 0 0 @@ -1502,10 +1502,10 @@ D4 S #24273 Curling Club~ - You're inside the Midgaard Curling Club. A bar is located along the + You're inside the Midgaard Curling Club. A bar is located along the western wall, and several large round tables are scattered around. Each table has an ash tray on it, filled with ashes and cigarette butts. A railing -runs across the northern part of the room, and ten feet below it is the +runs across the northern part of the room, and ten feet below it is the spectators area. The wall in front of the spectators area is an enormous window, looking out onto the curling rink. A small green safe with a beer sticker on it sits in front of the railing, by the stairs leading down @@ -1525,9 +1525,9 @@ S Curling Club~ You're inside the Midgaard Curling Club. Directly behind you, on a table, sits a 60" TV. Several large round tables are scattered around, and an ash -trays sit on each one. A railing runs across the northern part of the room, -but it curves downwards here opening up to a staircase. The wall in front of -the spectators area is an enormous window, looking out onto the curling rink. +trays sit on each one. A railing runs across the northern part of the room, +but it curves downwards here opening up to a staircase. The wall in front of +the spectators area is an enormous window, looking out onto the curling rink. ~ 242 8 0 0 0 0 D1 @@ -1545,11 +1545,11 @@ D5 S #24275 Curling Club~ - You're inside the Midgaard Curling Club. Several large round tables are -scattered around. Each table has an ash tray on it, filled with ashes and -cigarette butts. A railing runs across the northern part of the room, and ten -feet below it is the spectators area. The wall in front of the spectators area -is an enormous window, looking out onto the curling rink. + You're inside the Midgaard Curling Club. Several large round tables are +scattered around. Each table has an ash tray on it, filled with ashes and +cigarette butts. A railing runs across the northern part of the room, and ten +feet below it is the spectators area. The wall in front of the spectators area +is an enormous window, looking out onto the curling rink. ~ 242 8 0 0 0 0 D1 @@ -1567,7 +1567,7 @@ Curling Club Coffee Shop~ wooden bar sits along the eastern wall, and behind it you see several tables covered with glasses, and a large stove. About a dozen tables are here, waiting for people to sit at them. Several thickly plated windows -look out onto the street to the south. The actual building looks very +look out onto the street to the south. The actual building looks very solid, as if it was made to withstand an earthquake. ~ 242 8 0 0 0 0 @@ -1601,7 +1601,7 @@ advertisements bulletin board posters~ * CURLING RESULTS * * * * Friday, March 22, 2002 * - * ____ * + * ____ * * ___\\____ * * /_________\ * * |___________| * @@ -1611,7 +1611,7 @@ advertisements bulletin board posters~ * * * Quote: "Nice take out P Diddy!" * * * - ********************************************* + ********************************************* ~ S #24278 @@ -1665,7 +1665,7 @@ advertisements bulletin board posters~ * * * Wednesday, March 27, 2002 * * * - * ____ * + * ____ * * ___\\____ * * /_________\ * * |___________| * @@ -1676,7 +1676,7 @@ advertisements bulletin board posters~ * * * No drunken antics on the ice this time! * * * - ********************************************* + ********************************************* ~ S #24280 diff --git a/lib/world/wld/243.wld b/lib/world/wld/243.wld index 48fe4a8..65d3556 100644 --- a/lib/world/wld/243.wld +++ b/lib/world/wld/243.wld @@ -26,12 +26,12 @@ info credits~ north of Midgaard. Later on, I decided to add a ski hill and under- ground temple. This zone contains about 100 rooms, 3 shops, 1 death trap, several new items, and a bunch of new mobs. In a small cave at - the southernmost part of the zone is a locked room, guarded by a + the southernmost part of the zone is a locked room, guarded by a mob. Inside the room is the "Belt of the Ancients", a good piece of - equipment. You might want to check out the difficulty of the mob - guarding the belt and ensure that he's strong enough for your MUD. + equipment. You might want to check out the difficulty of the mob + guarding the belt and ensure that he's strong enough for your MUD. You don't want players gettting good equipment too easily! :) - + Written entirely from scratch in WordPad. Feel free to edit, modify, and do what you want with this zone! x---------------------------------------------------------------------x @@ -50,11 +50,11 @@ S #24301 The Great Field Of Midgaard~ You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the east and west; +Midgaard countryside. You can see to the horizon to the east and west; you can see some hills to the north. All around you is healthy green grass and an occasional large oak tree. The sun feels wonderful on your face and a pleasant wind blows through your hair. Birds chirp quietly to themselves -and you can smell the faint scent of flowers and freshly cut grass. You +and you can smell the faint scent of flowers and freshly cut grass. You feel like you could lie down in the grass and stay here forever, surrounded by powerful beauty in all directions. You can see a large sign on the left side of the road. @@ -76,14 +76,14 @@ sign~ x------------------------------------------------x | | | <------ BigKing's Castle - West | - | | + | | x------------------------------------------------x ~ S #24302 The Great Field Of Midgaard~ You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the east and west; +Midgaard countryside. You can see to the horizon to the east and west; you can see some hills to the north. The grass is no longer cut here, and you can feel a cold wind coming from the north. The hills up ahead have a bit of snow on them. @@ -121,8 +121,8 @@ S #24304 The Great Field of Midgaard~ You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the east and west. -You find yourself at the base of a long hill that spans east and west. +Midgaard countryside. You can see to the horizon to the east and west. +You find yourself at the base of a long hill that spans east and west. The grass is no longer cut here, and you can feel a cold wind coming from the north. ~ @@ -141,8 +141,8 @@ S #24305 The Great Field Of Midgaard~ You are walking on a wide dirt path through the lush, green, fresh -Midgaard countryside. You can see to the horizon to the east and west. -You find yourself at the base of a long hill that spans east and west. +Midgaard countryside. You can see to the horizon to the east and west. +You find yourself at the base of a long hill that spans east and west. The grass is no longer cut here, and you can feel a cold wind coming from the north. ~ @@ -160,7 +160,7 @@ The field continues West. S #24306 In the Hills~ - You find yourself on a narrow path in between two hills. A bit of + You find yourself on a narrow path in between two hills. A bit of snow covers the ground here, as well as the two hills. To the north you can see a wide expanse of deep snow. You can see a very small hole leading into the eastern hill. A short wooden sign has been shoved @@ -186,9 +186,9 @@ E sign~ The sign reads: x---------------------------------x - | Beware of the strange beast | + | Beware of the strange beast | | who lives inside this hole! | - x---------------------------------x + x---------------------------------x ~ S #24307 @@ -282,9 +282,9 @@ The path continues South. S #24312 A Snowy Path~ - You find yourself in the middle of a winter storm. It's snowing heavily, -and a strong wind is blowing it all around. A huge drift of snow blocks your -way west, but a very narrow path has been shoveled east. The path has + You find yourself in the middle of a winter storm. It's snowing heavily, +and a strong wind is blowing it all around. A huge drift of snow blocks your +way west, but a very narrow path has been shoveled east. The path has several inches of snow covering it. ~ 243 0 0 0 0 2 @@ -306,8 +306,8 @@ The path continues South. S #24313 A Snowy Trail~ - You find yourself in the middle of a winter storm. It's snowing heavily, -and a strong wind is blowing it all around. Huge drifts of snow block your + You find yourself in the middle of a winter storm. It's snowing heavily, +and a strong wind is blowing it all around. Huge drifts of snow block your way north and south. You can see some old frozen steps leading up to a wooden shack to the east. ~ @@ -418,7 +418,7 @@ S Ski Hill Road~ You're on a wide shovelled road. To the west you can see a fairly high hill, which must be the Cooland Ski Hill. To the east you can see a log -cabin. +cabin. ~ 243 0 0 0 0 2 D1 @@ -454,8 +454,8 @@ The bar is West. S #24322 A Snowy Path~ - You find yourself in the middle of a winter storm. It's snowing heavily, -and a strong wind is blowing it all around. A huge drift of snow blocks your + You find yourself in the middle of a winter storm. It's snowing heavily, +and a strong wind is blowing it all around. A huge drift of snow blocks your way east, but a huge log cabin lies directly west. The path continues north. ~ 243 4 0 0 0 2 @@ -479,7 +479,7 @@ S A Snowy Path~ You find yourself in the middle of a winter storm. It's snowing heavily, and a strong wind is blowing all around. Huge snow drifts block your way to the -east, west and north. +east, west and north. ~ 243 0 0 0 0 2 D2 @@ -630,7 +630,7 @@ A cold room is West. S #24334 A Cold Intersection~ - You're at the main intersection of the Underground Temple. Dark corridors + You're at the main intersection of the Underground Temple. Dark corridors lead in all directions. The frost cracked walls are made from ancient granite stones. A thick frost covers many parts of the walls and ceiling. A darkened skeleton lies in the middle of the floor, obviously from someone who fell down @@ -943,10 +943,10 @@ The trail continues West. S #24352 Start of the newbie ski trail~ - You find yourself at the top of a ski run. The freshly groomed slope -isn't too steep, so this must be a newbie trail. You see the odd skier go -by, but this trail is fairly empty. A thick forest blocks your way north -and east. The chalet is to the southwest. A wide path (almost a road) + You find yourself at the top of a ski run. The freshly groomed slope +isn't too steep, so this must be a newbie trail. You see the odd skier go +by, but this trail is fairly empty. A thick forest blocks your way north +and east. The chalet is to the southwest. A wide path (almost a road) leads south to the ski hill's main entrance. ~ 243 0 0 0 0 2 @@ -1038,7 +1038,7 @@ The forest continues West. S #24356 Lounge~ - You're in the chalet's lounge. Various couches and Lazyoy chairs are + You're in the chalet's lounge. Various couches and Lazyoy chairs are scattered around the room. A pool table is against the western wall, and a couple dartboards are located beside it. A huge 60" TV sits on the floor against the northern wall. A large chandelier hangs from the high peaked @@ -1054,7 +1054,7 @@ The cafateria is Down. S #24357 Main Path~ - You find yourself at the top of the ski hill on a wide path. The chalet + You find yourself at the top of the ski hill on a wide path. The chalet blocks your way west, while a thick forest blocks your way east. ~ 243 0 0 0 0 2 @@ -1072,8 +1072,8 @@ S #24358 Bottom of the Newbie ski trail~ You find yourself at the bottom of a freshly groomed ski run. The run isn't -too steep, so this must be a newbie trail. You see the odd skier go by, but -thistrail is fairly empty. A thick forest blocks your way west and south. +too steep, so this must be a newbie trail. You see the odd skier go by, but +thistrail is fairly empty. A thick forest blocks your way west and south. Since there aren't any ski lifts at this hill, you'll have to walk back up. ~ 243 0 0 0 0 2 @@ -1091,7 +1091,7 @@ S #24359 Forest~ You're in a snowy forest. The vegetation isn't very thick, and you can -see the newbie trail to the west. Since this place is more hidden than the +see the newbie trail to the west. Since this place is more hidden than the open trails, snowboarders like to come here to smoke up. ~ 243 0 0 0 0 2 @@ -1120,7 +1120,7 @@ S Forest~ You're in a snowy forest. The vegetation isn't very thick, and you can see the newbie trail to the west. The chalet blocks your way east. Since this -place is more hidden than the open trails, snowboarders like to come here to +place is more hidden than the open trails, snowboarders like to come here to smoke up. ~ 243 0 0 0 0 2 @@ -1142,11 +1142,11 @@ The forest continues West. S #24361 Chalet Cafateria~ - Expensive wooden panelling and fancy carpet line the room. The ceiling is -fairly low, giving off a cozy feeling to the room. A long glass countertop is + Expensive wooden panelling and fancy carpet line the room. The ceiling is +fairly low, giving off a cozy feeling to the room. A long glass countertop is against the western wall, where hamburgers, french fries, and potato chips are -sold. Long, wide tables are lined up in the middle of the room, with about a -dozen chairs around each one. A beautifully carved double width stairway leads +sold. Long, wide tables are lined up in the middle of the room, with about a +dozen chairs around each one. A beautifully carved double width stairway leads up to the lounge. Surprisingly, this place is fairly empty. ~ 243 8 0 0 0 0 @@ -1166,8 +1166,8 @@ Chalet~ Expensive wooden panelling and fancy carpet line the room. The ceiling is fairly low, giving a cozy feeling to the room. An enourmous stone fireplace is roaring in the southern part of the room. Two couches are set against the door, -and several chairs are arranged around the fireplace. Four large tables are -lined up in the middle of the room, and you can see that the cafateria extends +and several chairs are arranged around the fireplace. Four large tables are +lined up in the middle of the room, and you can see that the cafateria extends west where you can buy your food. You can see the ski shop the north. ~ 243 8 0 0 0 0 @@ -1189,9 +1189,9 @@ The cafateria continues West. S #24363 Main Path~ - You find yourself at the top of the ski hill on a wide path. A thick forest -blocks your way east. A large wooden building is built right into the hill to -the west. Several ski racks sit outside the door, and a huge chimney is + You find yourself at the top of the ski hill on a wide path. A thick forest +blocks your way east. A large wooden building is built right into the hill to +the west. Several ski racks sit outside the door, and a huge chimney is billowing out smoke from the side of the chalet. ~ 243 0 0 0 0 2 @@ -1213,8 +1213,8 @@ The chalet is West. S #24364 Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the south. Since this place is more hidden than the + You're in a snowy forest. The vegetation isn't very thick, and you can see +the intermediate trail to the south. Since this place is more hidden than the open trails, snowboarders like to come here to smoke up. The forest thickens and blocks your way west. ~ @@ -1237,9 +1237,9 @@ The intermediate trail is South. S #24365 Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the south. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. + You're in a snowy forest. The vegetation isn't very thick, and you can see +the intermediate trail to the south. Since this place is more hidden than the +open trails, snowboarders like to come here to smoke up. ~ 243 0 0 0 0 2 D0 @@ -1266,8 +1266,8 @@ S #24366 Forest~ You're in a snowy forest. The vegetation isn't very thick, and you can -see the newbie trail to the west. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. The chalet blocks +see the newbie trail to the west. Since this place is more hidden than the +open trails, snowboarders like to come here to smoke up. The chalet blocks your way north. ~ 243 0 0 0 0 2 @@ -1290,8 +1290,8 @@ S #24367 Forest~ You're in a snowy forest. The vegetation isn't very thick, and you can -see the newbie trail to the west. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. The chalet blocks +see the newbie trail to the west. Since this place is more hidden than the +open trails, snowboarders like to come here to smoke up. The chalet blocks your way north, while you can see the main path east. ~ 243 0 0 0 0 2 @@ -1338,8 +1338,8 @@ S Intermediate ski trail~ You're at the bottom of the intermediate ski trail. A thick forest blocks your way in all directions, wait, you think you can see a narrow trail leading -west and down. except east where the trail leads up. The snow is rather deep -here, and it isn't groomed. You can see large ape-like footprints in the snow. +west and down. except east where the trail leads up. The snow is rather deep +here, and it isn't groomed. You can see large ape-like footprints in the snow. You get the feeling no one comes down here very often. ~ 243 0 0 0 0 2 @@ -1382,7 +1382,7 @@ S Intermediate ski trail~ You're on the intermediate ski trail. You can see the odd rock sticking up through the snow, and many moguls and bumps are all around. This trail is -obviously made for better skiers and snowboarders. +obviously made for better skiers and snowboarders. ~ 243 0 0 0 0 2 D0 @@ -1410,7 +1410,7 @@ S Intermediate ski trail~ You're on the intermediate ski trail. You can see the odd rock sticking up through the snow, and many moguls and bumps are all around. This trail is -obviously made for better skiers and snowboarders. +obviously made for better skiers and snowboarders. ~ 243 0 0 0 0 2 D0 @@ -1438,7 +1438,7 @@ S Intermediate ski trail~ You're on the intermediate ski trail. You can see the odd rock sticking up through the snow, and many moguls and bumps are all around. This trail is -obviously made for better skiers and snowboarders. +obviously made for better skiers and snowboarders. ~ 243 0 0 0 0 2 D0 @@ -1466,7 +1466,7 @@ S Intermediate ski trail~ You're on the intermediate ski trail. You can see the odd rock sticking up through the snow, and many moguls and bumps are all around. This trail is -obviously made for better skiers and snowboarders. +obviously made for better skiers and snowboarders. ~ 243 0 0 0 0 2 D0 @@ -1518,7 +1518,7 @@ Dark Path~ stand fully errect. The path is very narrow, again due to the thick branches. Clumps of hair can be seen all over. Now that your eyes have adjusted, you can see a low entry way into a cave to the south. Human -bones are scattered around the entrance. +bones are scattered around the entrance. ~ 243 8 0 0 0 0 D2 @@ -1547,10 +1547,10 @@ A narrow trail is North. S #24380 Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the north. Since this place is more hidden than the + You're in a snowy forest. The vegetation isn't very thick, and you can see +the intermediate trail to the north. Since this place is more hidden than the open trails, snowboarders like to come here to smoke up. The forest thickens -and completely blocks your way west and south. +and completely blocks your way west and south. ~ 243 0 0 0 0 2 D0 @@ -1566,9 +1566,9 @@ The forest continues East. S #24381 Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the north. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. + You're in a snowy forest. The vegetation isn't very thick, and you can see +the intermediate trail to the north. Since this place is more hidden than the +open trails, snowboarders like to come here to smoke up. ~ 243 0 0 0 0 2 D0 @@ -1594,9 +1594,9 @@ The forest continues West. S #24382 Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the north. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. + You're in a snowy forest. The vegetation isn't very thick, and you can see +the intermediate trail to the north. Since this place is more hidden than the +open trails, snowboarders like to come here to smoke up. ~ 243 0 0 0 0 2 D0 @@ -1622,9 +1622,9 @@ The forest continues West. S #24383 Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the north. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. + You're in a snowy forest. The vegetation isn't very thick, and you can see +the intermediate trail to the north. Since this place is more hidden than the +open trails, snowboarders like to come here to smoke up. ~ 243 0 0 0 0 2 D0 @@ -1650,9 +1650,9 @@ The forest continues West. S #24384 Forest~ - You're in a snowy forest. The vegetation isn't very thick, and you can see -the intermediate trail to the north. Since this place is more hidden than the -open trails, snowboarders like to come here to smoke up. + You're in a snowy forest. The vegetation isn't very thick, and you can see +the intermediate trail to the north. Since this place is more hidden than the +open trails, snowboarders like to come here to smoke up. ~ 243 0 0 0 0 2 D0 @@ -1703,7 +1703,7 @@ Advanced ski trail~ You're on the advanced ski trail. Icy patches abound, rocks stick out of the snow, and huge jumps and bumps sit right in the middle of the trail. The slope is very steep. This place is definitely not for beginners. A high cliff is -directly south. A large sign sits on the left side of the trail. (You should +directly south. A large sign sits on the left side of the trail. (You should read it!) ~ 243 0 0 0 0 2 @@ -1728,12 +1728,12 @@ sign~ x---------------------------------------------------------x | A MESSAGE FROM COOLAND SKI HILL | | | - | This cliff is only recommended for advanced skiers. The | - | cliff is 75 feet high, and the edge can get very icy at | - | times. Use at own risk! Again, let us remind you that | - | we shall not be held liable for any injuries incurred | + | This cliff is only recommended for advanced skiers. The | + | cliff is 75 feet high, and the edge can get very icy at | + | times. Use at own risk! Again, let us remind you that | + | we shall not be held liable for any injuries incurred | | on this property. (The cliff is our property in case | - | you were wondering.) | + | you were wondering.) | x---------------------------------------------------------x ~ S @@ -1813,7 +1813,7 @@ S Start of the advanced ski trail~ You're on the advanced ski trail. Icy patches abound, rocks stick out of the snow, and huge jumps and bumps sit right in the middle of the trail. The slope -is very steep. This place is definitely not for beginners. A thick forest +is very steep. This place is definitely not for beginners. A thick forest blocks your way west and south. ~ 243 0 0 0 0 2 @@ -1844,9 +1844,9 @@ Ski Hill Entrance~ You're at the ski hill entrance. The snow is well packed down, and pine trees line the north and south sides of the road. A large plastic banner spans the entire width of the road exclaiming, - "WELCOME TO THE COOLAND SKI HILL!" + "WELCOME TO THE COOLAND SKI HILL!" A small booth stands here, where people must buy their lift tickets to get -in. A small wooden sign has been nailed to the booth. A steel gate lies +in. A small wooden sign has been nailed to the booth. A steel gate lies west. ~ 243 68 0 0 0 2 @@ -1871,7 +1871,7 @@ sign~ | | | WE ARE NOT RESPONSIBLE FOR ANY INJURIES INCURRED ON | | THIS PROPERTY!!! USE AT OWN RISK!!! | - x---------------------------------------------------------------x + x---------------------------------------------------------------x ~ S #24393 @@ -1895,7 +1895,7 @@ S #24399 Ski Shop~ You're in a small ski shop. Skis, snowboards, and assorted winter clothing -are packed on hangers, shelves, walls, just about everywhere. A small glass +are packed on hangers, shelves, walls, just about everywhere. A small glass countertop contains various pairs of expensive ski goggles and sun glasses. ~ 243 8 0 0 0 0 diff --git a/lib/world/wld/244.wld b/lib/world/wld/244.wld index 3720b43..207cfe2 100644 --- a/lib/world/wld/244.wld +++ b/lib/world/wld/244.wld @@ -1,9 +1,9 @@ #24400 Cell A1~ You're in a small, dark, prison cell. The dark stone walls look ancient, -and are quite damp. The dirt covered floor is made of cement, and a small hole +and are quite damp. The dirt covered floor is made of cement, and a small hole in the northwestern corner of the cell serves as a toilet. There is no bed, -no chairs, and no lights. This place obviously isn't maintained anymore. A +no chairs, and no lights. This place obviously isn't maintained anymore. A sturdy iron door leads south. A small notice has been engraved in the door. ~ @@ -37,27 +37,27 @@ credits info~ | Written in 2002 by Crazyman | | www.nt.net/saarinen | x---------------------------------------------------------------------x -This zone is the jail on my MUD. Although highly unlikely, it is -possible to escape. On my MUD, I don't like throwing people into the -icebox or freezing them. When this happens, the player has no control -over anything. By putting them in a jail, the player has the -opportunity to escape, giving them control of the situation. The -locked jail cells can only be opened with a key found on the prison -guards, and since they are inaccessible by someone in a cell, a GOD or -IMP has to open the doors. Besides, a GOD or an IMP should visit the -player in jail anyway to advise them of their situation. The cell room +This zone is the jail on my MUD. Although highly unlikely, it is +possible to escape. On my MUD, I don't like throwing people into the +icebox or freezing them. When this happens, the player has no control +over anything. By putting them in a jail, the player has the +opportunity to escape, giving them control of the situation. The +locked jail cells can only be opened with a key found on the prison +guards, and since they are inaccessible by someone in a cell, a GOD or +IMP has to open the doors. Besides, a GOD or an IMP should visit the +player in jail anyway to advise them of their situation. The cell room numbers are as follows: Cell A1 - room #00 Cell A2 - room #08 Cell B1 - room #01 Cell B2 - room #09 (death trap) Cell C1 - room #02 Cell C2 - room #10 As you can see, there are five functional jail cells, as cell B2 is a -death trap. If you need more than that, I think you're being pretty +death trap. If you need more than that, I think you're being pretty mean to your players! :) -Ensure that the entrance to the jail (I have mine attached to the;my New Southern Midgaard, room # 3111) is either locked or inaccessible, -because you wouldn't want anyone to accidentally enter and be killed. I -like making the jail door accessible to everyone, that way a player -outside the jail has the chance to get in and rescue someone inside. I -have a jail bulletin board set up in the cafeteria, so you'll have to +Ensure that the entrance to the jail (I have mine attached to the;my New Southern Midgaard, room # 3111) is either locked or inaccessible, +because you wouldn't want anyone to accidentally enter and be killed. I +like making the jail door accessible to everyone, that way a player +outside the jail has the chance to get in and rescue someone inside. I +have a jail bulletin board set up in the cafeteria, so you'll have to remove it or add your own. Written entirely from scratch in WordPad. Feel free to edit, modify, and do what you want with this zone! @@ -69,15 +69,15 @@ Player Level : 30 Rooms : 57 Mobs : 2 Objects : 1 -Links : +Links : ~ S #24401 Cell B1~ You're in a small, dark, prison cell. The dark stone walls look ancient, -and are quite damp. The dirt covered floor is made of cement, and a small hole +and are quite damp. The dirt covered floor is made of cement, and a small hole in the northwestern corner of the cell serves as a toilet. There is no bed, -no chairs, and no lights. This place obviously isn't maintained anymore. A +no chairs, and no lights. This place obviously isn't maintained anymore. A sturdy iron door leads south. A small notice has been engraved in the door. ~ @@ -108,9 +108,9 @@ S #24402 Cell C1~ You're in a small, dark, prison cell. The dark stone walls look ancient, -and are quite damp. The dirt covered floor is made of cement, and a small hole +and are quite damp. The dirt covered floor is made of cement, and a small hole in the northwestern corner of the cell serves as a toilet. There is no bed, -no chairs, and no lights. This place obviously isn't maintained anymore. A +no chairs, and no lights. This place obviously isn't maintained anymore. A sturdy iron door leads south. A small notice has been engraved in the door. ~ @@ -140,8 +140,8 @@ sign notice door~ S #24403 Sprial Staircase~ - You're at the bottom of a cold metal spiral staircase. The main cell -hallway is west, while darkness leads up. You can hear dripping water from + You're at the bottom of a cold metal spiral staircase. The main cell +hallway is west, while darkness leads up. You can hear dripping water from above you. ~ 244 233 0 0 0 0 @@ -218,11 +218,11 @@ The cell hallway is West. E words sign notice door~ The scratchings look like this: - _____ ______ _____ _____ _______ _____ _____ -| | / \ \ \ / \ |\ | | / \ / \ -| / | . | | \ \ | \ \ | | \ \ -|-----\ ____/ | | | | | \ | | | ___ | | -| | / . | | | | | \ | | | \ | | + _____ ______ _____ _____ _______ _____ _____ +| | / \ \ \ / \ |\ | | / \ / \ +| / | . | | \ \ | \ \ | | \ \ +|-----\ ____/ | | | | | \ | | | ___ | | +| | / . | | | | | \ | | | \ | | |_____/ \______ |____/ \____/ | \| | \___/ \____/ ~ S @@ -257,7 +257,7 @@ The cell hallway is West. S #24407 Cafeteria~ - You're overwhelmed by the stink of rotting food. Several long wooden + You're overwhelmed by the stink of rotting food. Several long wooden tables stretch the entire length of the room, with many half destroyed chairs scattered around. At the far end of the room is a food counter, and several stainless steel food bowls are sitting on it. That must be @@ -274,9 +274,9 @@ S #24408 Cell A2~ You're in a small, dark, prison cell. The dark stone walls look ancient, -and are quite damp. The dirt covered floor is made of cement, and a small hole +and are quite damp. The dirt covered floor is made of cement, and a small hole in the northwestern corner of the cell serves as a toilet. There is no bed, -no chairs, and no lights. This place obviously isn't maintained anymore. A +no chairs, and no lights. This place obviously isn't maintained anymore. A sturdy iron door leads south. A small notice has been engraved in the door. ~ @@ -307,7 +307,7 @@ S #24409 Cell B2~ As soon as you enter the cell, the floor collapses, and you feel yourself -falling, falling deep into the ground. You finally land, and you feel both of +falling, falling deep into the ground. You finally land, and you feel both of your legs snap under your weight. As you scream out in pain, the rest of the debris from the cement floor lands on you, crushing your body. ~ @@ -321,9 +321,9 @@ S #24410 Cell C2~ You're in a small, dark, prison cell. The dark stone walls look ancient, -and are quite damp. The dirt covered floor is made of cement, and a small hole +and are quite damp. The dirt covered floor is made of cement, and a small hole in the northwestern corner of the cell serves as a toilet. There is no bed, -no chairs, and no lights. This place obviously isn't maintained anymore. A +no chairs, and no lights. This place obviously isn't maintained anymore. A sturdy iron door leads south. A small notice has been engraved in the door. ~ @@ -353,7 +353,7 @@ sign notice door~ S #24411 A Warm Room~ - As soon as you step through the door, you fall about twenty feet and land + As soon as you step through the door, you fall about twenty feet and land on a bed of red hot coals. Your body is engulfed in flames, and you quickly roast to death. ~ @@ -363,16 +363,16 @@ T 24400 #24412 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. You see a small -greasy rat scuttle through a small hole in the wall, while a long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. You see a small +greasy rat scuttle through a small hole in the wall, while a long burnt out light bulb hangs from the ceiling. You can feel an intense heat coming from an iron door to the north, while you feel an extreme coldness coming from an iron door leading south. ~ 244 233 0 0 0 0 D0 -A hot room is North. +A hot room is North. ~ door iron~ 1 -1 24411 @@ -389,7 +389,7 @@ door iron~ S #24413 A Cold Room~ - As soon as you step through the door, you fall about twenty feet and land + As soon as you step through the door, you fall about twenty feet and land hard on a sheet of ice. The room is extremely cold, and your body quickly freezes solid. ~ @@ -399,13 +399,13 @@ T 24400 #24414 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24415 @@ -418,14 +418,14 @@ S #24415 A Prison Corridor at a Staircase~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. A steel spiral staircase leads down into darkness. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24416 @@ -443,13 +443,13 @@ S #24416 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24417 @@ -462,8 +462,8 @@ S #24417 A Prison Corridor Intersection~ You're at an intersection in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 @@ -473,7 +473,7 @@ The corridor continues North. ~ 0 -1 24453 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24418 @@ -491,13 +491,13 @@ S #24418 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24419 @@ -510,13 +510,13 @@ S #24419 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24420 @@ -529,13 +529,13 @@ S #24420 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24421 @@ -548,13 +548,13 @@ S #24421 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24422 @@ -567,13 +567,13 @@ S #24422 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24423 @@ -586,8 +586,8 @@ S #24423 A Prison Corridor Intersection~ You're at a dark intersection in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 @@ -597,7 +597,7 @@ The corridor leads North. ~ 0 -1 24425 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24424 @@ -610,13 +610,13 @@ S #24424 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24420 @@ -629,13 +629,13 @@ S #24425 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24426 @@ -648,13 +648,13 @@ S #24426 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24427 @@ -667,13 +667,13 @@ S #24427 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D2 -The corridor continues South. +The corridor continues South. ~ ~ 0 -1 24426 @@ -686,13 +686,13 @@ S #24428 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24427 @@ -705,13 +705,13 @@ S #24430 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24428 @@ -724,13 +724,13 @@ S #24431 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24430 @@ -743,13 +743,13 @@ S #24432 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24431 @@ -762,13 +762,13 @@ S #24433 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24432 @@ -781,7 +781,7 @@ S #24434 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in +damp, and the dark gray paint is flaking. You notice large cracks in the old cement floor. As you wonder if it can support you, the floor gives way and you fall down a bottomless pit. ~ @@ -790,13 +790,13 @@ S #24435 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24417 @@ -809,13 +809,13 @@ S #24436 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24435 @@ -828,13 +828,13 @@ S #24437 A Prison Corridor Intersection~ You're at a dark intersection in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24436 @@ -857,13 +857,13 @@ S #24438 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24437 @@ -876,13 +876,13 @@ S #24439 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24438 @@ -895,13 +895,13 @@ S #24440 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24439 @@ -924,7 +924,7 @@ S #24441 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in +damp, and the dark gray paint is flaking. You notice large cracks in the old cement floor. As you wonder if it can support you, the floor gives way and you fall down a bottomless pit. ~ @@ -934,13 +934,13 @@ T 24400 #24442 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24443 @@ -953,13 +953,13 @@ S #24443 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24444 @@ -972,8 +972,8 @@ S #24444 A Prison Corridor at a Staircase~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. A steel spiral staircase leads up. ~ 244 233 0 0 0 0 @@ -991,13 +991,13 @@ S #24445 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24446 @@ -1010,13 +1010,13 @@ S #24446 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D0 -The corridor continues North. +The corridor continues North. ~ ~ 0 -1 24447 @@ -1034,13 +1034,13 @@ S #24447 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24448 @@ -1053,7 +1053,7 @@ S #24448 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in +damp, and the dark gray paint is flaking. You notice large cracks in the old cement floor. As you wonder if it can support you, the floor gives way and you fall down a bottomless pit. ~ @@ -1063,13 +1063,13 @@ T 24400 #24449 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24437 @@ -1082,13 +1082,13 @@ S #24450 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in -the old cement floor, and you wonder if can support you. A long burnt out +damp, and the dark gray paint is flaking. You notice large cracks in +the old cement floor, and you wonder if can support you. A long burnt out light bulb hangs from the ceiling. ~ 244 233 0 0 0 0 D1 -The corridor continues East. +The corridor continues East. ~ ~ 0 -1 24449 @@ -1101,7 +1101,7 @@ S #24451 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in +damp, and the dark gray paint is flaking. You notice large cracks in the old cement floor. As you wonder if it can support you, the floor gives way and you fall down a bottomless pit. ~ @@ -1111,7 +1111,7 @@ T 24400 #24452 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in +damp, and the dark gray paint is flaking. You notice large cracks in the old cement floor. As you wonder if it can support you, the floor gives way and you fall down a bottomless pit. ~ @@ -1121,7 +1121,7 @@ T 24400 #24453 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in +damp, and the dark gray paint is flaking. You notice large cracks in the old cement floor. As you wonder if it can support you, the floor gives way and you fall down a bottomless pit. ~ @@ -1131,7 +1131,7 @@ T 24400 #24454 A Prison Corridor~ You're in a dark corridor in the Cooland Prison. The walls are quite -damp, and the dark grey paint is flaking. You notice large cracks in +damp, and the dark gray paint is flaking. You notice large cracks in the old cement floor. As you wonder if it can support you, the floor gives way and you fall down a bottomless pit. ~ @@ -1140,9 +1140,9 @@ S T 24400 #24455 Prison Upper Level~ - You're on the upper level of the Cooland Prison. A metal spiral staircase + You're on the upper level of the Cooland Prison. A metal spiral staircase leads down into darkness. This is where the prisoners are kept. - A sign written in red lettering is attached to the wall. + A sign written in red lettering is attached to the wall. ~ 244 8 0 0 0 0 D3 @@ -1172,7 +1172,7 @@ Prison Upper Level~ You're on the upper level of the Cooland Prison. The walls are made of cinderblocks, and an immensely huge thick metal door leads west. This must be the main door that keeps the prisoners safely locked up. A small stool -sits beside the door, which is where Joe the gateguard sits. +sits beside the door, which is where Joe the gateguard sits. ~ 244 8 0 0 0 0 D1 @@ -1191,10 +1191,10 @@ Cooland Prison~ You're in the main entrance of the Cooland Prison. The walls are made of thick cinderblocks, and the floor looks like it could support a freight train. The three windows looking out onto Midgaard have thick bars across -them. An immensely huge thick metal door leads east. This must be the main -door that keeps the prisoners safely locked up. A large desk sits along the -northern wall, but it looks empty. Maybe this prison isn't maintained -anymore. +them. An immensely huge thick metal door leads east. This must be the main +door that keeps the prisoners safely locked up. A large desk sits along the +northern wall, but it looks empty. Maybe this prison isn't maintained +anymore. A sign has been attached to the wall beside the door. ~ 244 8 0 0 0 0 diff --git a/lib/world/wld/245.wld b/lib/world/wld/245.wld index dad9091..e1cff33 100644 --- a/lib/world/wld/245.wld +++ b/lib/world/wld/245.wld @@ -4,9 +4,9 @@ Entry Chamber~ granite forms the northern boundary of the area you stand upon, the wall rising high into darkness, the heights unfathomable. There is an eastern and western wall which enlose the rock upon which you stand, however to the south is nothing -but dark, open air which - from this vantage point - appears to lead nowhere. +but dark, open air which - from this vantage point - appears to lead nowhere. A steady drone from the south echoes up to you, a solid sound that sounds almost -like a very large being letting loose a sigh that doesn't end. +like a very large being letting loose a sigh that doesn't end. ~ 245 105 0 0 0 0 D1 @@ -60,9 +60,9 @@ Entry Chamber~ granite forms the northern boundary of the area you stand upon, the wall rising high into darkness, the heights unfathomable. There is an eastern and western wall which enlose the rock upon which you stand, however to the south is nothing -but dark, open air which - from this vantage point - appears to lead nowhere. +but dark, open air which - from this vantage point - appears to lead nowhere. A steady drone from the south echoes up to you, a solid sound that sounds almost -like a very large being letting loose a sigh that doesn't end. +like a very large being letting loose a sigh that doesn't end. ~ 245 105 0 0 0 0 D1 @@ -84,9 +84,9 @@ Entry Chamber~ granite forms the northern boundary of the area you stand upon, the wall rising high into darkness, the heights unfathomable. There is an eastern and western wall which enlose the rock upon which you stand, however to the south is nothing -but dark, open air which - from this vantage point - appears to lead nowhere. +but dark, open air which - from this vantage point - appears to lead nowhere. A steady drone from the south echoes up to you, a solid sound that sounds almost -like a very large being letting loose a sigh that doesn't end. +like a very large being letting loose a sigh that doesn't end. ~ 245 105 0 0 0 0 D1 @@ -108,9 +108,9 @@ Entry Chamber~ granite forms the northern boundary of the area you stand upon, the wall rising high into darkness, the heights unfathomable. There is an eastern and western wall which enlose the rock upon which you stand, however to the south is nothing -but dark, open air which - from this vantage point - appears to lead nowhere. +but dark, open air which - from this vantage point - appears to lead nowhere. A steady drone from the south echoes up to you, a solid sound that sounds almost -like a very large being letting loose a sigh that doesn't end. +like a very large being letting loose a sigh that doesn't end. ~ 245 105 0 0 0 0 D1 @@ -132,9 +132,9 @@ Entry Chamber~ granite forms the northern boundary of the area you stand upon, the wall rising high into darkness, the heights unfathomable. There is an eastern and western wall which enlose the rock upon which you stand, however to the south is nothing -but dark, open air which - from this vantage point - appears to lead nowhere. +but dark, open air which - from this vantage point - appears to lead nowhere. A steady drone from the south echoes up to you, a solid sound that sounds almost -like a very large being letting loose a sigh that doesn't end. +like a very large being letting loose a sigh that doesn't end. ~ 245 105 0 0 0 0 D2 @@ -152,7 +152,7 @@ Entry Chamber~ granite forms the northern boundary of the area you stand upon, the wall rising high into darkness, the heights unfathomable. The eastern wall angles a bit here, cutting off any movement to the south, however just east of here is a wide -open area where the stone you stand upon simply drops away to nothing. +open area where the stone you stand upon simply drops away to nothing. ~ 245 105 0 0 0 0 D0 @@ -170,8 +170,8 @@ Entry Chamber~ below. It is a straight drop, the only way down is by flying down through a host of flying beasts which seem all to eager to receive a visit. What lies below is mostly shadowed and dark, however movement can be seen all around the -perimeter of the chamber - which itself is quite vast - and in the center... -In the center lies nothing, only empty blackness. +perimeter of the chamber - which itself is quite vast - and in the center... +In the center lies nothing, only empty blackness. ~ 245 105 0 0 0 0 D0 @@ -197,8 +197,8 @@ Entry Chamber~ below. It is a straight drop, the only way down is by flying down through a host of flying beasts which seem all to eager to receive a visit. What lies below is mostly shadowed and dark, however movement can be seen all around the -perimeter of the chamber - which itself is quite vast - and in the center... -In the center lies nothing, only empty blackness. +perimeter of the chamber - which itself is quite vast - and in the center... +In the center lies nothing, only empty blackness. ~ 245 105 0 0 0 0 D0 @@ -224,8 +224,8 @@ Entry Chamber~ below. It is a straight drop, the only way down is by flying down through a host of flying beasts which seem all to eager to receive a visit. What lies below is mostly shadowed and dark, however movement can be seen all around the -perimeter of the chamber - which itself is quite vast - and in the center... -In the center lies nothing, only empty blackness. +perimeter of the chamber - which itself is quite vast - and in the center... +In the center lies nothing, only empty blackness. ~ 245 105 0 0 0 0 D0 @@ -251,7 +251,7 @@ Entry Chamber~ granite forms the northern boundary of the area you stand upon, the wall rising high into darkness, the heights unfathomable. The western wall angles a bit here, cutting off any movement to the south, however just west of here is a wide -open area where the stone you stand upon simply drops away to nothing. +open area where the stone you stand upon simply drops away to nothing. ~ 245 105 0 0 0 0 D0 @@ -269,7 +269,7 @@ Descent Into Darkness~ awe-inpsiring as to be terrifying. The Entry Chamber lies to the north, complete with its host of horrifying inhabitants who feed off the unlucky ones, much like yourself. Below you lies an open darkness, a chamber so wide that the -north wall cannot be discerned - especially in this darkness. +north wall cannot be discerned - especially in this darkness. ~ 245 105 0 0 0 0 D0 @@ -291,7 +291,7 @@ Descent Into Darkness~ awe-inpsiring as to be terrifying. The Entry Chamber lies to the north, complete with its host of horrifying inhabitants who feed off the unlucky ones, much like yourself. Below you lies an open darkness, a chamber so wide that the -north wall cannot be discerned - especially in this darkness. +north wall cannot be discerned - especially in this darkness. ~ 245 105 0 0 0 0 D0 @@ -317,7 +317,7 @@ Descent Into Darkness~ awe-inpsiring as to be terrifying. The Entry Chamber lies to the north, complete with its host of horrifying inhabitants who feed off the unlucky ones, much like yourself. Below you lies an open darkness, a chamber so wide that the -north wall cannot be discerned - especially in this darkness. +north wall cannot be discerned - especially in this darkness. ~ 245 105 0 0 0 0 D0 @@ -675,7 +675,7 @@ The Gaping Darkness~ being in this world or any other does not match up to what roils and writhes at your feet. You float above a mass of dark, swirling energy which swallows all light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. +Darkness and corrupted to add to its own evil. ~ 245 109 0 0 0 0 D0 @@ -705,7 +705,7 @@ The Gaping Darkness~ being in this world or any other does not match up to what roils and writhes at your feet. You float above a mass of dark, swirling energy which swallows all light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. +Darkness and corrupted to add to its own evil. ~ 245 109 0 0 0 0 D0 @@ -735,7 +735,7 @@ The Gaping Darkness~ being in this world or any other does not match up to what roils and writhes at your feet. You float above a mass of dark, swirling energy which swallows all light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. +Darkness and corrupted to add to its own evil. ~ 245 109 0 0 0 0 D0 @@ -765,7 +765,7 @@ The Gaping Darkness~ being in this world or any other does not match up to what roils and writhes at your feet. You float above a mass of dark, swirling energy which swallows all light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. +Darkness and corrupted to add to its own evil. ~ 245 109 0 0 0 0 D0 @@ -795,7 +795,7 @@ The Gaping Darkness~ being in this world or any other does not match up to what roils and writhes at your feet. You float above a mass of dark, swirling energy which swallows all light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. +Darkness and corrupted to add to its own evil. ~ 245 109 0 0 0 0 D0 @@ -825,7 +825,7 @@ The Gaping Darkness~ being in this world or any other does not match up to what roils and writhes at your feet. You float above a mass of dark, swirling energy which swallows all light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. +Darkness and corrupted to add to its own evil. ~ 245 109 0 0 0 0 D0 @@ -855,7 +855,7 @@ The Gaping Darkness~ being in this world or any other does not match up to what roils and writhes at your feet. You float above a mass of dark, swirling energy which swallows all light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. +Darkness and corrupted to add to its own evil. ~ 245 109 0 0 0 0 D0 @@ -885,7 +885,7 @@ The Gaping Darkness~ being in this world or any other does not match up to what roils and writhes at your feet. You float above a mass of dark, swirling energy which swallows all light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. +Darkness and corrupted to add to its own evil. ~ 245 109 0 0 0 0 D0 @@ -915,7 +915,7 @@ The Gaping Darkness~ being in this world or any other does not match up to what roils and writhes at your feet. You float above a mass of dark, swirling energy which swallows all light, all sound - everything that is anything is absorbed into this Maw of -Darkness and corrupted to add to its own evil. +Darkness and corrupted to add to its own evil. ~ 245 109 0 0 0 0 D0 @@ -941,7 +941,7 @@ D5 S #24538 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D1 @@ -963,7 +963,7 @@ D5 S #24539 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D1 @@ -989,7 +989,7 @@ D5 S #24540 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D2 @@ -1011,7 +1011,7 @@ D5 S #24541 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1037,7 +1037,7 @@ D5 S #24542 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1067,7 +1067,7 @@ D5 S #24543 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1093,7 +1093,7 @@ D5 S #24544 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1115,7 +1115,7 @@ D5 S #24545 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1141,7 +1141,7 @@ D5 S #24546 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1163,7 +1163,7 @@ D5 S #24547 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D1 @@ -1185,7 +1185,7 @@ D5 S #24548 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D1 @@ -1211,7 +1211,7 @@ D5 S #24549 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D2 @@ -1233,7 +1233,7 @@ D5 S #24550 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1259,7 +1259,7 @@ D5 S #24551 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1289,7 +1289,7 @@ D5 S #24552 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1315,7 +1315,7 @@ D5 S #24553 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1337,7 +1337,7 @@ D5 S #24554 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1363,7 +1363,7 @@ D5 S #24555 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1385,7 +1385,7 @@ D5 S #24556 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D1 @@ -1403,7 +1403,7 @@ D4 S #24557 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D1 @@ -1425,7 +1425,7 @@ D4 S #24558 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D2 @@ -1443,7 +1443,7 @@ D4 S #24559 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1465,7 +1465,7 @@ D4 S #24560 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1495,7 +1495,7 @@ D5 S #24561 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1517,7 +1517,7 @@ D4 S #24562 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1535,7 +1535,7 @@ D4 S #24563 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1557,7 +1557,7 @@ D4 S #24564 Within the Maw~ - You are surrounded by an impenetrable darkness... + You are surrounded by an impenetrable darkness... ~ 245 104 0 0 0 0 D0 @@ -1593,7 +1593,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1616,7 +1616,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D1 @@ -1635,7 +1635,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1654,7 +1654,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D1 @@ -1677,7 +1677,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1704,7 +1704,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1727,7 +1727,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D1 @@ -1750,7 +1750,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1777,7 +1777,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1800,7 +1800,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D1 @@ -1823,7 +1823,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1850,7 +1850,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1873,7 +1873,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D1 @@ -1896,7 +1896,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1923,7 +1923,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1946,7 +1946,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D1 @@ -1969,7 +1969,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -1996,7 +1996,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2019,7 +2019,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D1 @@ -2042,7 +2042,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2069,7 +2069,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2092,7 +2092,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2119,7 +2119,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2146,7 +2146,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2169,7 +2169,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D1 @@ -2192,7 +2192,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2219,7 +2219,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2242,7 +2242,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D1 @@ -2265,7 +2265,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2292,7 +2292,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2315,7 +2315,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D2 @@ -2334,7 +2334,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2357,7 +2357,7 @@ to west as far as your eyes can fathom in the darkness of the chamber. A host of undead beings scratch and claw their way about the hall, searching for any scrap of living flesh they might chew upon. Looking about, you cannot find any sort of exit from this horrid chamber whatsoever. Its fight or become one with -these awful creatures of darkness. +these awful creatures of darkness. ~ 245 105 0 0 0 0 D0 @@ -2371,7 +2371,7 @@ D3 S #24599 The Time of the Choosing~ - Hazy images waver and dance upon three of the four walls within this room. + Hazy images waver and dance upon three of the four walls within this room. On the south wall is the image of the Hall of the Damned, the contorted visages of the creatures within searching for the place you vanished to - the scent of your blood still fresh in the air. On the north wall is the image of a dark @@ -2380,7 +2380,7 @@ their haunches upon the docks, mishappen figures of grotesque origin. On the east wall is the image of a green field, the grass blowing freely in the wind, with the spires of a very familiar city within sight. This is your last chance to escape the horrors of the Nether. You may be able to overcome the Nether -Lord, however you must ask yourself - right now - will it be worth it? +Lord, however you must ask yourself - right now - will it be worth it? ~ 245 109 0 0 0 0 D0 diff --git a/lib/world/wld/246.wld b/lib/world/wld/246.wld index f036dd0..42cf796 100644 --- a/lib/world/wld/246.wld +++ b/lib/world/wld/246.wld @@ -6,7 +6,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D0 @@ -30,7 +30,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D0 @@ -55,7 +55,7 @@ Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward another smaller quay on the east side of the pool. You stand at the edge of the -dock, the blackish water lapping very near your feet. +dock, the blackish water lapping very near your feet. ~ 246 105 0 0 0 0 D0 @@ -75,7 +75,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D0 @@ -99,7 +99,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D0 @@ -128,7 +128,7 @@ Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward another smaller quay on the east side of the pool. You stand at the edge of the -dock, the blackish water lapping very near your feet. +dock, the blackish water lapping very near your feet. ~ 246 105 0 0 0 0 D0 @@ -152,7 +152,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D0 @@ -176,7 +176,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D0 @@ -205,7 +205,7 @@ Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward another smaller quay on the east side of the pool. You stand at the edge of the -dock, the blackish water lapping very near your feet. +dock, the blackish water lapping very near your feet. ~ 246 105 0 0 0 0 D0 @@ -229,7 +229,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D0 @@ -253,7 +253,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D0 @@ -282,7 +282,7 @@ Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward another smaller quay on the east side of the pool. You stand at the edge of the -dock, the blackish water lapping very near your feet. +dock, the blackish water lapping very near your feet. ~ 246 361 0 0 0 0 D0 @@ -306,7 +306,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 361 0 0 0 0 D0 @@ -330,7 +330,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D0 @@ -359,7 +359,7 @@ Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward another smaller quay on the east side of the pool. You stand at the edge of the -dock, one of the strange purplish sponge-pads just to the east. +dock, one of the strange purplish sponge-pads just to the east. ~ 246 105 0 0 0 0 D0 @@ -387,7 +387,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D1 @@ -407,7 +407,7 @@ hemming it in so that the only direction to travel is out onto - or into - the Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward -another smaller quay on the east side of the pool. +another smaller quay on the east side of the pool. ~ 246 105 0 0 0 0 D1 @@ -432,7 +432,7 @@ Pool. Near the northern edge of the quay there is a strange purplish substance floating upon the water of the Pool, almost like a lillypad but more thick and almost spongey. It criss-crosses across the Pool's surface, leading east toward another smaller quay on the east side of the pool. You stand at the edge of the -dock, the blackish water lapping very near your feet. +dock, the blackish water lapping very near your feet. ~ 246 105 0 0 0 0 D2 @@ -451,7 +451,7 @@ murky water. The docks lie to the west, it should be easy enough to hoist yourself up onto them from here. The spongey padway which crosses the surface of the pool is right next to you, however it proves impossible to get a firm grip on the squishy sunstance of the pad to haul yourself up onto it. Did -something just brush your leg under the water? +something just brush your leg under the water? ~ 246 109 0 0 0 0 D4 @@ -467,7 +467,7 @@ S On a Sponge Pad~ Your feet sink into the purple substance, getting slightly wet from water seeping over the edges and yet still it holds your weight. The padway lead -east, the docks lie to your west - blackish, smelly water surrounds you. +east, the docks lie to your west - blackish, smelly water surrounds you. ~ 246 105 0 0 0 0 D0 @@ -494,7 +494,7 @@ murky water. The docks lie to the west, it should be easy enough to hoist yourself up onto them from here. The spongey padway which crosses the surface of the pool is right next to you, however it proves impossible to get a firm grip on the squishy sunstance of the pad to haul yourself up onto it. Did -something just brush your leg under the water? +something just brush your leg under the water? ~ 246 109 0 0 0 0 D4 @@ -511,7 +511,7 @@ Treading the Pool of the Innocents~ You more splash than tread any sort of comfortable poise within this thick, murky water. The docks lie to the west, it should be easy enough to hoist yourself up onto them from here. Did something just brush your leg under the -water? +water? ~ 246 109 0 0 0 0 D4 @@ -528,7 +528,7 @@ Treading the Pool of the Innocents~ You more splash than tread any sort of comfortable poise within this thick, murky water. The docks lie to the west, it should be easy enough to hoist yourself up onto them from here. Did something just brush your leg under the -water? +water? ~ 246 109 0 0 0 0 D4 @@ -545,7 +545,7 @@ Treading the Pool of the Innocents~ You more splash than tread any sort of comfortable poise within this thick, murky water. The docks lie to the west, it should be easy enough to hoist yourself up onto them from here. Did something just brush your leg under the -water? +water? ~ 246 109 0 0 0 0 D4 @@ -563,7 +563,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -575,7 +575,7 @@ S On a Sponge Pad~ Your feet sink into the purple substance, getting slightly wet from water seeping over the edges and yet still it holds your weight. The padway leads -south and west - blackish, smelly water surrounds you. +south and west - blackish, smelly water surrounds you. ~ 246 105 0 0 0 0 D0 @@ -599,7 +599,7 @@ S On a Sponge Pad~ Your feet sink into the purple substance, getting slightly wet from water seeping over the edges and yet still it holds your weight. The padway leads -north and east - blackish, smelly water surrounds you. +north and east - blackish, smelly water surrounds you. ~ 246 105 0 0 0 0 D0 @@ -625,7 +625,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -639,7 +639,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -653,7 +653,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -667,7 +667,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -681,7 +681,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -693,7 +693,7 @@ S On a Sponge Pad~ Your feet sink into the purple substance, getting slightly wet from water seeping over the edges and yet still it holds your weight. The padway leads -south and west - blackish, smelly water surrounds you. +south and west - blackish, smelly water surrounds you. ~ 246 105 0 0 0 0 D0 @@ -717,7 +717,7 @@ S On a Sponge Pad~ Your feet sink into the purple substance, getting slightly wet from water seeping over the edges and yet still it holds your weight. The padway leads -south and north - blackish, smelly water surrounds you. +south and north - blackish, smelly water surrounds you. ~ 246 105 0 0 0 0 D0 @@ -741,7 +741,7 @@ S On a Sponge Pad~ Your feet sink into the purple substance, getting slightly wet from water seeping over the edges and yet still it holds your weight. The padway leads -south and north - blackish, smelly water surrounds you. +south and north - blackish, smelly water surrounds you. ~ 246 105 0 0 0 0 D0 @@ -765,7 +765,7 @@ S On a Sponge Pad~ Your feet sink into the purple substance, getting slightly wet from water seeping over the edges and yet still it holds your weight. The padway leads -east and north - blackish, smelly water surrounds you. +east and north - blackish, smelly water surrounds you. ~ 246 105 0 0 0 0 D0 @@ -787,7 +787,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -801,7 +801,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -815,7 +815,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -829,7 +829,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -841,7 +841,7 @@ S On a Sponge Pad~ Your feet sink into the purple substance, getting slightly wet from water seeping over the edges and yet still it holds your weight. The padway leads -east and west - blackish, smelly water surrounds you. +east and west - blackish, smelly water surrounds you. ~ 246 105 0 0 0 0 D0 @@ -863,7 +863,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -875,7 +875,7 @@ S On a Sponge Pad~ Your feet sink into the purple substance, getting slightly wet from water seeping over the edges and yet still it holds your weight. The padway leads -west, the docks lie to the east - blackish, smelly water surrounds you. +west, the docks lie to the east - blackish, smelly water surrounds you. ~ 246 105 0 0 0 0 D0 @@ -899,7 +899,7 @@ S On a Sponge Pad~ Your feet sink into the purple substance, getting slightly wet from water seeping over the edges and yet still it holds your weight. The padway leads -west, the docks lie to the east - blackish, smelly water surrounds you. +west, the docks lie to the east - blackish, smelly water surrounds you. ~ 246 105 0 0 0 0 D0 @@ -925,7 +925,7 @@ Treading the Pool of the Innocents~ firm grip on the spongey substance of the padway which floats on the surface right near you. Trying to swim in any direction on the surface of the water only gets you tired - looks like you will have to take a deep breath and make a -dive for it underwater. The Nether Docks lie to the west. +dive for it underwater. The Nether Docks lie to the west. ~ 246 109 0 0 0 0 D5 @@ -940,7 +940,7 @@ afterlife come here in supplication to the Nether Lord and his Matrons. This flat pad of stone holds hoardes of prostrate beings, all begging of the Matron for a chance to receive the blessing of the Lord so that they might gain the Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. +Matrons, you could end up one of these, begging for Eternal Rest. ~ 246 105 0 0 0 0 D1 @@ -963,7 +963,7 @@ afterlife come here in supplication to the Nether Lord and his Matrons. This flat pad of stone holds hoardes of prostrate beings, all begging of the Matron for a chance to receive the blessing of the Lord so that they might gain the Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. +Matrons, you could end up one of these, begging for Eternal Rest. ~ 246 105 0 0 0 0 D0 @@ -990,7 +990,7 @@ afterlife come here in supplication to the Nether Lord and his Matrons. This flat pad of stone holds hoardes of prostrate beings, all begging of the Matron for a chance to receive the blessing of the Lord so that they might gain the Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. +Matrons, you could end up one of these, begging for Eternal Rest. ~ 246 105 0 0 0 0 D0 @@ -1009,7 +1009,7 @@ afterlife come here in supplication to the Nether Lord and his Matrons. This flat pad of stone holds hoardes of prostrate beings, all begging of the Matron for a chance to receive the blessing of the Lord so that they might gain the Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. +Matrons, you could end up one of these, begging for Eternal Rest. ~ 246 105 0 0 0 0 D2 @@ -1032,7 +1032,7 @@ afterlife come here in supplication to the Nether Lord and his Matrons. This flat pad of stone holds hoardes of prostrate beings, all begging of the Matron for a chance to receive the blessing of the Lord so that they might gain the Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. +Matrons, you could end up one of these, begging for Eternal Rest. ~ 246 105 0 0 0 0 D0 @@ -1059,7 +1059,7 @@ afterlife come here in supplication to the Nether Lord and his Matrons. This flat pad of stone holds hoardes of prostrate beings, all begging of the Matron for a chance to receive the blessing of the Lord so that they might gain the Eternal Rest. Do not seek to cut in on those closest to the Dias of the -Matrons, you could end up one of these, begging for Eternal Rest. +Matrons, you could end up one of these, begging for Eternal Rest. ~ 246 105 0 0 0 0 D0 @@ -1083,7 +1083,7 @@ ladies' claims have ever been disproven they all stand watch against unwarranted intrusions. Some even say that it is possible that every one of these five ladies contributed to bringing the Nether Lord into being - that the Lord is somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. +center at the far east side of the Dias. ~ 246 105 0 0 0 0 D1 @@ -1107,7 +1107,7 @@ ladies' claims have ever been disproven they all stand watch against unwarranted intrusions. Some even say that it is possible that every one of these five ladies contributed to bringing the Nether Lord into being - that the Lord is somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. +center at the far east side of the Dias. ~ 246 105 0 0 0 0 D2 @@ -1127,7 +1127,7 @@ ladies' claims have ever been disproven they all stand watch against unwarranted intrusions. Some even say that it is possible that every one of these five ladies contributed to bringing the Nether Lord into being - that the Lord is somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. +center at the far east side of the Dias. ~ 246 105 0 0 0 0 D0 @@ -1155,7 +1155,7 @@ ladies' claims have ever been disproven they all stand watch against unwarranted intrusions. Some even say that it is possible that every one of these five ladies contributed to bringing the Nether Lord into being - that the Lord is somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. +center at the far east side of the Dias. ~ 246 105 0 0 0 0 D0 @@ -1183,7 +1183,7 @@ ladies' claims have ever been disproven they all stand watch against unwarranted intrusions. Some even say that it is possible that every one of these five ladies contributed to bringing the Nether Lord into being - that the Lord is somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. +center at the far east side of the Dias. ~ 246 105 0 0 0 0 D0 @@ -1207,7 +1207,7 @@ ladies' claims have ever been disproven they all stand watch against unwarranted intrusions. Some even say that it is possible that every one of these five ladies contributed to bringing the Nether Lord into being - that the Lord is somehow the spawn of all five of these things. The Lord's Throne lies dead -center at the far east side of the Dias. +center at the far east side of the Dias. ~ 246 105 0 0 0 0 D0 @@ -1226,7 +1226,7 @@ all its brilliance with the knowledge of all and none upon its seat. It sits slightly higher than the rest of the dias, backed into a niche in the stone of the cavern that surrounds the Dias, the Pool of Innocents and the Docks. It is truly the seat of power - power which must be conquered if ever you wish to -leave this place. +leave this place. ~ 246 237 0 0 0 0 D1 @@ -1244,7 +1244,7 @@ The Way~ achievements were those of fable or those of folly, only you can answer - but one thing is certain: To have entered into the Nether and returned alive is a feat that only few can lay claim to - and of those few, only a handful speak the -truth. Be well, adventurer - may you flourish in the Realm of the Living. +truth. Be well, adventurer - may you flourish in the Realm of the Living. ~ 246 108 0 0 0 0 S @@ -1252,7 +1252,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D1 @@ -1272,7 +1272,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D1 @@ -1296,7 +1296,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D2 @@ -1316,7 +1316,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1336,7 +1336,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1360,7 +1360,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1388,7 +1388,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D2 @@ -1408,7 +1408,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1432,7 +1432,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1460,7 +1460,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1488,7 +1488,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1516,7 +1516,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1540,7 +1540,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1572,7 +1572,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1600,7 +1600,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1632,7 +1632,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D2 @@ -1656,7 +1656,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1680,7 +1680,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1712,7 +1712,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1740,7 +1740,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1772,7 +1772,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1796,7 +1796,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1816,7 +1816,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1840,7 +1840,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1860,7 +1860,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1880,7 +1880,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1900,7 +1900,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -1920,7 +1920,7 @@ S Narrow Crevasse in the Pool of the Innocents~ You can sense more than see that you are now in an enclosed crevasse in the rock floor of the Pool. The water swirls and curls about your body, the touch -vaguely disgusting. +vaguely disgusting. ~ 246 109 0 0 0 0 D2 @@ -1936,7 +1936,7 @@ S Narrow Crevasse in the Pool of the Innocents~ You can sense more than see that you are now in an enclosed crevasse in the rock floor of the Pool. The water swirls and curls about your body, the touch -vaguely disgusting. +vaguely disgusting. ~ 246 105 0 0 0 0 D0 @@ -1952,7 +1952,7 @@ S Narrow Crevasse in the Pool of the Innocents~ You can sense more than see that you are now in an enclosed crevasse in the rock floor of the Pool. The water swirls and curls about your body, the touch -vaguely disgusting. +vaguely disgusting. ~ 246 105 0 0 0 0 D0 @@ -1964,7 +1964,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D1 @@ -1984,7 +1984,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D1 @@ -2008,7 +2008,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D2 @@ -2028,7 +2028,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -2052,7 +2052,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -2080,7 +2080,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -2108,7 +2108,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -2128,7 +2128,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -2152,7 +2152,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 @@ -2176,7 +2176,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D2 @@ -2196,7 +2196,7 @@ S The Pool of the Innocents~ The thick black water of the Pool slides along your body, the feel of it an oozing, mucusish sensation. It is impossible to see any further than where you -swim immediately, the water's dark colour obscuring sight almost alarmingly. +swim immediately, the water's dark color obscuring sight almost alarmingly. ~ 246 105 0 0 0 0 D0 diff --git a/lib/world/wld/247.wld b/lib/world/wld/247.wld index 9150a1c..ea7d52e 100644 --- a/lib/world/wld/247.wld +++ b/lib/world/wld/247.wld @@ -2,7 +2,7 @@ A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road, grave markers poke up out of the ground. -An iron grate is to the north. +An iron grate is to the north. ~ 247 0 0 0 0 1 D1 @@ -23,17 +23,17 @@ The tombstones to the west look a bit older than the ones to the east. E credits info~ Graveyard by Rasta (Eric Pilcher) for KallistiMUD -In spite of it being my first attempt at an area, it didn't turn out to bad. -In fact, I was a bit shocked to receive praise now and then. The area connects -to South Midgaard at the grate (sexton has key). It includes, although they -are modified, the original path amongst the evergreens and chapel that is found +In spite of it being my first attempt at an area, it didn't turn out to bad. +In fact, I was a bit shocked to receive praise now and then. The area connects +to South Midgaard at the grate (sexton has key). It includes, although they +are modified, the original path amongst the evergreens and chapel that is found in stock diku. I recommend you do the following: -Replace the name "Someone" on the tombstones (.wld file) with the names of some -of your past players, gods, or your own creative names. On Kallisti, I used -the Gods. The collesuim belonging to the Implementor. Vary the contents of the -tombstones. These are containers you can put small items in. If you have a -problem with key hoarders, consider a second entrance to the catacombs. +Replace the name "Someone" on the tombstones (.wld file) with the names of some +of your past players, gods, or your own creative names. On Kallisti, I used +the Gods. The collesuim belonging to the Implementor. Vary the contents of the +tombstones. These are containers you can put small items in. If you have a +problem with key hoarders, consider a second entrance to the catacombs. Perhaps through the sewers. Most of all, enjoy! Builder : Rasta Zone : 247 Graveyard @@ -49,7 +49,7 @@ S A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north and south through the graveyard. Both sides of the road are lined with grave markers poking up out -of the ground. +of the ground. ~ 247 0 0 0 0 1 D0 @@ -77,7 +77,7 @@ S A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north and south through the graveyard. Both sides of the road are lined with grave markers poking up out -of the ground. +of the ground. ~ 247 0 0 0 0 1 D0 @@ -105,7 +105,7 @@ S A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north and south through the graveyard. Both sides of the road are lined with grave markers poking up out -of the ground. +of the ground. ~ 247 0 0 0 0 1 D0 @@ -134,7 +134,7 @@ S In front of the Chapel~ You are on an open space before a small chapel. A gravel road leads north through the graveyard and the chapel entrance is to the south. A few flowers -have been trampled into the dirt. +have been trampled into the dirt. ~ 247 0 0 0 0 1 D0 @@ -161,18 +161,18 @@ door~ 1 -1 24704 E benches rows~ - The benches are not of the comfortable kind. + The benches are not of the comfortable kind. ~ E glass windows~ - The windows must be meant to be dark. At least they are completely clean. + The windows must be meant to be dark. At least they are completely clean. ~ S #24706 A Grave~ This area of the cemetery is relatively new. The ground seems to settle beneath your feet and the smell of freshly dug dirt hits your nostrils. The -gravel path is to the west and there are more graves to the east and south. +gravel path is to the west and there are more graves to the east and south. ~ 247 0 0 0 0 2 D1 @@ -192,14 +192,14 @@ The gravel path is to the west. 0 -1 24700 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24707 A Grave~ This area of the cemetery is relatively new. The ground seems to settle beneath your feet and the smell of freshly dug dirt hits your nostrils. The -gravel path is to the west and there are more graves to the east and south. +gravel path is to the west and there are more graves to the east and south. ~ 247 0 0 0 0 2 D1 @@ -219,14 +219,14 @@ To the west lies another cemetery plot. 0 -1 24706 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24708 The undertaker's cottage~ This is a sparsely furnished run-down shack. There's not really much of anything here at all. Sections of the wall have been scarred by what appears -to be someone trying to break out. +to be someone trying to break out. ~ 247 8 0 0 0 0 D3 @@ -239,7 +239,7 @@ S A Grave~ The graves here are kept neatly tended. The groundskeeper must take pride in his work. The gravel path is to the west and more plots lie to the north, -east and south. +east and south. ~ 247 0 0 0 0 2 D0 @@ -271,7 +271,7 @@ S A Grave~ The graves here are kept neatly tended. The groundskeeper must take pride in his work. Dark evergreen trees grow to the east. More plots lie to the -north, west and south. +north, west and south. ~ 247 0 0 0 0 2 D0 @@ -291,14 +291,14 @@ To the west lies another cemetery plot. 0 -1 24709 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24711 A Grave~ The graves here are kept neatly tended. The groundskeeper must take pride in his work. More plots lie to the north, east and south and the gravel path -lies west. +lies west. ~ 247 0 0 0 0 2 D0 @@ -322,14 +322,14 @@ The gravel path is to the west. 0 -1 24702 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24712 A Grave~ The graves here are kept neatly tended. The groundskeeper must take pride in his work. Dark evergreen trees grow east of here. More plots lie to the -north, west and south. +north, west and south. ~ 247 0 0 0 0 2 D0 @@ -349,14 +349,14 @@ To the west lies another cemetery plot. 0 -1 24711 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24713 A Grave~ The graves here are kept neatly tended. The groundskeeper must take pride in his work. Dark evergreen trees grow to the south. To the west is the -gravel path and more plots lie to the north and east. +gravel path and more plots lie to the north and east. ~ 247 0 0 0 0 2 D0 @@ -376,7 +376,7 @@ The gravel path is to the west. 0 -1 24703 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24714 @@ -386,7 +386,7 @@ dug it's way out from underneath. The grave stone itself has been knocked over and where once an epitaph appeared, there is now only claw marks. Dark evergreen trees grow to the south and east, although there is an opening to east where something has smashed through the tree limbs. More plots lie to the -north and west. +north and west. ~ 247 0 0 0 0 2 D0 @@ -410,7 +410,7 @@ A makeshift trail~ This trail seems to have been created recently. There are claw marks on the trees and broken branches litter the ground. Although the trail is dark, these markers clearly show you the path. The trail continues to the east, the -cemetery lies west. +cemetery lies west. ~ 247 4 0 0 0 3 D1 @@ -431,7 +431,7 @@ A small clearing~ all dead and bare earth covers the ground. Several of the trees have fallen over creating impassable deadfalls to the north and east. Similar dead trees have form what resembles a cave to the south. The nauseating stench of decay -drifts from somewhere and you sense a powerful evil nearby. +drifts from somewhere and you sense a powerful evil nearby. ~ 247 0 0 0 0 2 D2 @@ -449,7 +449,7 @@ S The barrow~ You have stumbled into the lair of a barrow wight and his ghoul followers. This place reeks of decay. Bones and decaying corpses are strewn about the -place, and you really hope that you don't become part of this carnage. +place, and you really hope that you don't become part of this carnage. ~ 247 9 0 0 0 0 D0 @@ -463,7 +463,7 @@ A Grave~ The graves here are slightly older than the ones to the east of the gravel path. A light fog seems to hang over this part of the cemetery and the mist sometimes seems to take humanoid forms as ghostly apparitions. The cemetery -continues to the west and south. The gravel path is back to the east. +continues to the west and south. The gravel path is back to the east. ~ 247 0 0 0 0 2 D1 @@ -483,14 +483,14 @@ To the west lies another cemetery plot. 0 -1 24719 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24719 A Grave~ A light fog seems to hang over this part of the cemetery and the mist sometimes seems to take humanoid forms as ghostly apparitions. The cemetery -continues to the west, south and east. +continues to the west, south and east. ~ 247 0 0 0 0 2 D1 @@ -510,14 +510,14 @@ To the west lies another cemetery plot. 0 -1 24720 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24720 A Grave~ A light fog seems to hang over this part of the cemetery and the mist sometimes seems to take humanoid forms as ghostly apparitions. The cemetery -continues to the east, south and west. +continues to the east, south and west. ~ 247 0 0 0 0 2 D1 @@ -537,7 +537,7 @@ To the west lies another cemetery plot. 0 -1 24762 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24721 @@ -546,7 +546,7 @@ A Grave~ path. A light fog seems to hang over this part of the cemetery and the mist sometimes seems to take humanoid forms as ghostly apparitions. The cemetery continues to the north, west and south. The gravel path is back to the east. - + ~ 247 0 0 0 0 2 D0 @@ -571,7 +571,7 @@ To the west lies another cemetery plot. 0 -1 24722 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24722 @@ -579,7 +579,7 @@ A Grave~ The fog is much more dense in this part of the cemetery and the mist seems to take humanoid forms as ghostly apparitions. You feel a rising power of some sort emanating from the southwest. The cemetery continues in all directions. - + ~ 247 0 0 0 0 2 D0 @@ -604,14 +604,14 @@ To the west lies another cemetery plot. 0 -1 24723 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24723 A Grave~ The fog is much more dense in this part of the cemetery and the mist seems to take humanoid forms as ghostly apparitions. You feel a rising power -emanating from the south. The cemetery continues in all directions. +emanating from the south. The cemetery continues in all directions. ~ 247 0 0 0 0 2 D0 @@ -636,7 +636,7 @@ To the west lies another cemetery plot. 0 -1 24763 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24724 @@ -645,7 +645,7 @@ A Grave~ path. A light fog seems to hang over this part of the cemetery and the mist sometimes seems to take humanoid forms as ghostly apparitions. The cemetery continues to the north, west and south. The gravel path is back to the east. - + ~ 247 0 0 0 0 2 D0 @@ -670,14 +670,14 @@ To the west lies another cemetery plot. 0 -1 24725 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24725 A Grave~ The fog seems much heavier in this part of the cemetery and the mist seems to take humanoid forms as ghostly apparitions. You feel a rising power -emanating from the west. The cemetery continues in all directions. +emanating from the west. The cemetery continues in all directions. ~ 247 0 0 0 0 2 D0 @@ -702,7 +702,7 @@ To the west lies another cemetery plot. 0 -1 24726 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24726 @@ -710,7 +710,7 @@ A Grave~ The fog seems to hang over this part of the cemetery and the mist seems to take humanoid forms as ghostly apparitions. There is a very strong power field of some sort emanating from a mausoleum to the west. The cemetery continues to -the north, east and south. +the north, east and south. ~ 247 0 0 0 0 2 D0 @@ -740,7 +740,7 @@ door writing~ ~ E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24727 @@ -749,7 +749,7 @@ A Grave~ path. A light fog seems to hang over this part of the cemetery and the mist sometimes seems to take humanoid forms as ghostly apparitions. Dark evergreen trees grow to the south. The cemetery continues north and west. The gravel -path is back to the east. +path is back to the east. ~ 247 0 0 0 0 2 D0 @@ -769,7 +769,7 @@ To the west lies another cemetery plot. 0 -1 24728 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24728 @@ -777,7 +777,7 @@ A Grave~ The fog seems to hang over this part of the cemetery and the mist seems to take humanoid forms as ghostly apparitions. A rising power emanates from the northwest. Dark evergreen trees grow to the south. The cemetery continues to -the north, east and west. +the north, east and west. ~ 247 0 0 0 0 2 D0 @@ -797,14 +797,14 @@ To the west lies another cemetery plot. 0 -1 24729 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24729 A Grave~ The fog seems to hang over this part of the cemetery and the mist seems to take humanoid forms as ghostly apparitions. A rising power emanates from the -north. The cemetery continues to the north, east and west. +north. The cemetery continues to the north, east and west. ~ 247 0 0 0 0 2 D0 @@ -824,14 +824,14 @@ To the west lies another cemetery plot. 0 -1 24764 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24730 The Great Tomb~ The mausoleum is made of smooth marble. It is quite cold in here but feels peaceful enough. The very walls seem to glow blue and it showers the room in a -ghostly light. There is an iron vault embedded into the west wall. +ghostly light. There is an iron vault embedded into the west wall. ~ 247 8 0 0 0 0 D1 @@ -847,7 +847,7 @@ vault~ E vault~ It looks very solid. You'd probably need something like a crowbar to open -it. +it. ~ S #24731 @@ -855,7 +855,7 @@ Inside the Vault~ You climb inside the iron vault. It is a very tight squeeze in here. You rest your hand on the north wall of the vault for support, except that your hand disappears into the darkness. This north wall must be only a clever -illusion and not really exist at all! You wonder what lies down there. +illusion and not really exist at all! You wonder what lies down there. ~ 247 13 0 0 0 0 D0 @@ -871,11 +871,11 @@ vault~ S #24732 A very dark room~ - Your feeble light source does little to penetrate the darkness in here. + Your feeble light source does little to penetrate the darkness in here. Blackness surrounds you, you can't even see the walls in this room. Even the doorway behind you seems to have disappeared. Suddenly something occurs to you that sends chills up and down your spine. You get a bad feeling that you are -not alone in here! +not alone in here! ~ 247 521 0 0 0 0 D1 @@ -890,7 +890,7 @@ Catacomb entrance~ mausoleum. You wonder when it was built, and why. Small rodents (not worth killing) run around on the floor. There is a door to the west which is pitch black in color. The hallway continues to the east, you hear a faint moaning -coming from that direction. +coming from that direction. ~ 247 9 0 0 0 0 D1 @@ -913,7 +913,7 @@ S The Catacombs~ The corridor continues both east and west. It is very dirty in here, cobwebs hang from the ceiling corners and small bones litter the floor. A -faint moaning is coming from the east. +faint moaning is coming from the east. ~ 247 9 0 0 0 0 D1 @@ -932,7 +932,7 @@ A Split in the Corridor~ There is a triple junction here, with the corridor running both east, west and south. The passage way east looks as it hasn't been disturbed for some time and cobwebs seem to grow thick in that direction. A faint moaning sound -can be heard to the south. +can be heard to the south. ~ 247 9 0 0 0 0 D1 @@ -955,7 +955,7 @@ S The Catacombs~ The corridor continues both east and west. It is very dirty in here, cobwebs hang from the ceiling corners and small bones litter the floor. A -faint moaning is coming from the west. +faint moaning is coming from the west. ~ 247 9 0 0 0 0 D1 @@ -974,7 +974,7 @@ The Catacombs~ The corridor continues both east and west. It is very dirty in here, cobwebs are everywhere and seem to be getting thicker to the east. You have a feeling that it's been a very long time since anyone has been in this part of -the catacombs. +the catacombs. ~ 247 9 0 0 0 0 D1 @@ -995,7 +995,7 @@ covered head to toe with cobwebs now. They seem to cling to your body like glue and it is impossible for you to avoid them. You've yet to notice a single spider, however. The northern wall is in ruins as if something has broken it's way through. Large blocks of stone litter the corridor. You could probably -squeeze through the hole if you so desired. +squeeze through the hole if you so desired. ~ 247 13 0 0 0 0 D1 @@ -1012,10 +1012,10 @@ S #24740 The Cobwebbed Catacomb~ This area is almost solid cobwebs. You trudge through them, trying to clear -a path. As you brush them aside you notice that you've come to a dead end. +a path. As you brush them aside you notice that you've come to a dead end. Closer examination reveals an archway to the south. But so many cobwebs cover the archway that they've formed a completely opaque door. The corridor -continues back to the west. +continues back to the west. ~ 247 9 0 0 0 0 D2 @@ -1034,7 +1034,7 @@ The Ancient Tomb~ The air is very stale in here. Cobwebs cover the walls and ceiling, however the middle of the room is relatively clear of them. In each corner of this chamber, an ancient sarcophagus lies against the wall. There is a low grinding -noise as they all start to open. The only exit is north. +noise as they all start to open. The only exit is north. ~ 247 520 0 0 0 0 D0 @@ -1047,7 +1047,7 @@ S The Catacombs~ The corridor continues both north and south. The floor is littered with broken bits of bone and small scraps of burial wrappings. You hear a distinct -moaning sound coming from the south. +moaning sound coming from the south. ~ 247 9 0 0 0 0 D0 @@ -1066,7 +1066,7 @@ The Catacombs~ The corridor continues both north and east. The floor is littered with broken bits of bone and small scraps of burial wrappings. There is an iron door to the south and a loud moaning seems to be coming from the other side of -it. +it. ~ 247 9 0 0 0 0 D0 @@ -1091,7 +1091,7 @@ The Chamber of Sorrow~ They look very moth eaten and mildewed. A black sarcophagus lies on the floor in the center of the room, and leaning over it, sobbing deeply, rests a banshee. She seems to be too interested in crying and wailing than to notice -you. The door stands to the north and there are no other exits. +you. The door stands to the north and there are no other exits. ~ 247 521 0 0 0 0 D0 @@ -1104,7 +1104,7 @@ S The Catacombs~ The corridor continues both east and west. The floor is littered with broken bits of bone and small scraps of burial wrappings. A distinct moaning -sound can be heard back to the west. +sound can be heard back to the west. ~ 247 9 0 0 0 0 D1 @@ -1123,7 +1123,7 @@ The Catacombs~ The corridor bends here and continues to the west and south. A faint moaning sound can be heard to the west. The air is very stale in here. The floor is littered with the decaying corpses of small rodents and splinters of -broken bones. +broken bones. ~ 247 9 0 0 0 0 D2 @@ -1141,7 +1141,7 @@ S The Catacombs~ The corridor splits here leaving exits to the north, east and south. The air seems hot and dry and reeks of staleness. Splinters of broken bone litter -the floor and a few cobwebs hang from the ceiling. +the floor and a few cobwebs hang from the ceiling. ~ 247 9 0 0 0 0 D0 @@ -1164,7 +1164,7 @@ S The Catacombs~ The corridor here forms a small alcove with the passageway back to the west and a warped looking hardwood door to the east. You fell chills up and down -your spine as you approach the door. You wonder what might lie behind it. +your spine as you approach the door. You wonder what might lie behind it. ~ 247 9 0 0 0 0 D1 @@ -1183,7 +1183,7 @@ The Coffers~ The floor of this room is littered with coins. Many of which have tarnished with age throughout the centuries. There must be a fortune in here and you wonder who it once belonged to. Transparent figures guard this treasure and -they don't look happy that you have found it. +they don't look happy that you have found it. ~ 247 521 0 0 0 0 D3 @@ -1196,7 +1196,7 @@ S The Catacombs~ The corridor here continues north and south. The air here is very stale and the smell of decay and dry rot reeks heavily. You wonder where exactly these -catacombs lead. +catacombs lead. ~ 247 9 0 0 0 0 D0 @@ -1215,7 +1215,7 @@ The Catacombs~ The corridor here bends and takes off to the north and west. There is a golden door to the east with a flaming skull emblazoned on it. The air is cold here and there is sort of a light draft. The air seems to seep out from the -cracks in the doorframe. +cracks in the doorframe. ~ 247 9 0 0 0 0 D0 @@ -1239,7 +1239,7 @@ The Catacombs~ There is a slight breeze in this part of the corridor. You stand in a long hall running east to west. This corridor looks ancient. Chunks of ceiling have fallen to the floor and there are small scraps of leather, bone, cloth, -and other such items strewn about. +and other such items strewn about. ~ 247 9 0 0 0 0 D1 @@ -1258,7 +1258,7 @@ The Catacombs~ There is a gentle breeze in this part of the corridor. You stand in a long hall running east to west. This corridor looks ancient. Chunks of ceiling have fallen to the floor and there are small scraps of leather, bone, cloth, -and other such items strewn about. +and other such items strewn about. ~ 247 9 0 0 0 0 D1 @@ -1277,7 +1277,7 @@ The Catacombs~ There is a strong breeze in this part of the corridor. You stand in a long hall running east to west. This corridor looks ancient. Chunks of ceiling have fallen to the floor and there are small scraps of leather, bone, cloth, -and other such items strewn about. +and other such items strewn about. ~ 247 9 0 0 0 0 D1 @@ -1297,7 +1297,7 @@ The Catacombs~ hall running east to west. The west looks very dark ahead and you can no longer see the floor in that direction. There is another passageway to the north. The there are small cracks in the walls here and the floor is littered -with debris from the ceiling. +with debris from the ceiling. ~ 247 9 0 0 0 0 D0 @@ -1322,20 +1322,20 @@ The Pit of Lost Souls~ your feet. You are falling, and you think to yourself, "Oh, no, I hit a DT". However, moments before you would have splattered to your death, a decaying corpse breaks your fall. Looking around, you see that corpses fill this room. -There are no exits. +There are no exits. ~ 247 653 0 0 0 0 E corpse body~ They look like they've been here a while. You hope you don't have to stay -here with them much longer! +here with them much longer! ~ S #24757 The Catacombs~ The corridor here stretches north to south. This area looks extremely old and the ceiling seems to want to cave in. There are larger and larger chunks -of stone that have fallen in. You wonder just how save this passageway is. +of stone that have fallen in. You wonder just how save this passageway is. ~ 247 9 0 0 0 0 D0 @@ -1381,9 +1381,9 @@ The Ancient Tomb~ You see before you an altar which rests on dais steps against the west wall. Upon the altar lies a skull on top of a pile of fine white dust. Two large rubies are placed within its eye sockets and its teeth glint of sparkling -diamonds. You do not like the way it looks back at you and seems to grin. +diamonds. You do not like the way it looks back at you and seems to grin. You feel a presence of great evil in this room and you feel that you should -turn back, before something bad happens. +turn back, before something bad happens. ~ 247 521 0 0 0 0 D1 @@ -1396,7 +1396,7 @@ S The Guardian Chamber~ You have entered what looks like a waiting room. There is a high vaulted ceiling here and an archway leads to the east. There is a faint red light -coming from the east and you hear what sounds like high voltage electricity. +coming from the east and you hear what sounds like high voltage electricity. ~ 247 521 0 0 0 0 D1 @@ -1415,7 +1415,7 @@ The Death Master's Laboratory~ You have entered the laboratory of the Death Master. He was once a high level cleric, but laughed in the face of the gods, so we put him down here for you to try and kill. Black candles provide light as the Death Master attempts -to bring life back into a once dead corpse. +to bring life back into a once dead corpse. ~ 247 521 0 0 0 0 D3 @@ -1428,7 +1428,7 @@ S A Grave~ The mist chills your bones as you enter this area, yet you feel a calm peace. Figures move through the swirling fog. The cemetery continues to the -west east and south. +west east and south. ~ 247 0 0 0 0 2 D1 @@ -1448,7 +1448,7 @@ To the west lies another cemetery plot. 0 -1 24768 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24763 @@ -1456,7 +1456,7 @@ A Grave~ The mist chills your bones as you enter this area, yet you feel a calm peace. Figures move through the swirling fog. The smooth stone wall of a mausoleum is to the south. The cemetery continues to the north, east and west. - + ~ 247 0 0 0 0 2 D0 @@ -1476,7 +1476,7 @@ To the west lies another cemetery plot. 0 -1 24767 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24764 @@ -1485,7 +1485,7 @@ A Grave~ exhale. The still calm put your thoughts at ease as you stare into the swirling fog. Dark evergreen trees grow to the south. The smooth stone wall of a mausoleum is to the north, and the cemetery continues to the east and -west. +west. ~ 247 0 0 0 0 2 D1 @@ -1500,14 +1500,14 @@ To the west lies another cemetery plot. 0 -1 24765 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24765 A Grave~ Leaves crunch beneath your feet, your breath gently turns to mist as you exhale. The still clam put your thoughts at ease as you stare into the -swirling fog. The cemetery continues to the west, north and east. +swirling fog. The cemetery continues to the west, north and east. ~ 247 0 0 0 0 2 D0 @@ -1527,7 +1527,7 @@ To the west lies another cemetery plot. 0 -1 24769 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24766 @@ -1535,7 +1535,7 @@ A Grave~ Leaves crunch beneath your feet, your breath gently turns to mist as you exhale. The still calm put your thoughts at ease as you stare into the swirling fog. The smooth stone wall of a mausoleum is to the east, and the -cemetery continues to the north, south and west. +cemetery continues to the north, south and west. ~ 247 0 0 0 0 2 D0 @@ -1555,14 +1555,14 @@ To the west lies another cemetery plot. 0 -1 24770 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24767 A Grave~ Leaves crunch beneath your feet, your breath gently turns to mist as you exhale. The still calm put your thoughts at ease as you stare into the -swirling fog. The cemetery continues in all directions. +swirling fog. The cemetery continues in all directions. ~ 247 0 0 0 0 2 D0 @@ -1587,7 +1587,7 @@ To the west lies another cemetery plot. 0 -1 24771 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24768 @@ -1595,7 +1595,7 @@ A Grave~ The cold earth and the light mist, and the pale moonlight mix to give you a cold clammy feel. A faint sweet smell of decay hangs in the air, yet you feel calm and at peace in this place. The cemetery continues to the west, east and -south. +south. ~ 247 0 0 0 0 2 D1 @@ -1615,7 +1615,7 @@ To the west lies another cemetery plot. 0 -1 24772 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24769 @@ -1623,7 +1623,7 @@ A cemetery plot~ Leaves crunch beneath your feet, your breath gently turns to mist as you exhale. The still calm puts your thoughts at ease as you stare into the swirling fog. Dark evergreen trees grow to the south and west. The cemetery -continues to the north and east. +continues to the north and east. ~ 247 0 0 0 0 2 D0 @@ -1638,7 +1638,7 @@ To the east lies another cemetery plot. 0 -1 24765 E grave stone~ - A blank stone rests here...... Maybe it will have your name on it. + A blank stone rests here...... Maybe it will have your name on it. ~ S #24770 @@ -1647,7 +1647,7 @@ A Grave~ exhale. The still calm put your thoughts at ease as you stare into the swirling fog. Dark evergreen trees grow to the west. The smooth stone wall of a mausoleum is to the east, and the cemetery continues to the north and south. - + ~ 247 0 0 0 0 2 D0 @@ -1667,7 +1667,7 @@ To the south lies another cemetery plot. 0 -1 24769 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24771 @@ -1675,7 +1675,7 @@ A Grave~ Leaves crunch beneath your feet, your breath gently turns to mist as you exhale. The still calm put your thoughts at ease as you stare into the swirling fog. Dark evergreen trees grow to the west. The cemetery continues -to the north, east and south. +to the north, east and south. ~ 247 0 0 0 0 2 D0 @@ -1695,7 +1695,7 @@ To the south lies another cemetery plot. 0 -1 24770 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S #24772 @@ -1703,7 +1703,7 @@ A Grave~ The cold earth and the light mist, and the pale moonlight mix to give you a cold clammy feel. A faint sweet smell of decay hangs in the air, yet you feel calm and at peace in this place. Dark evergreen trees grow to the west and the -cemetery continues to the east and south. +cemetery continues to the east and south. ~ 247 0 0 0 0 2 D1 @@ -1718,7 +1718,7 @@ To the south lies another cemetery plot. 0 -1 24771 E grave stone~ - Here lies Someone. R. I. P. + Here lies Someone. R. I. P. ~ S $~ diff --git a/lib/world/wld/248.wld b/lib/world/wld/248.wld index b748319..1c81f5e 100644 --- a/lib/world/wld/248.wld +++ b/lib/world/wld/248.wld @@ -7,7 +7,7 @@ Please enjoy, Gbetz@gargamel.asms.state.k12.al.us Builder : Gbetz Zone : 248 Elven Woods -Began : +Began : Player Level : 15-17 Rooms : 29 Mobs : 10 @@ -21,7 +21,7 @@ S Entrance to the Elven Forest~ Trees tower above you blocking the majority of light with their expanse canopies. A large steel reinforced wooden gate is set into a wall of wood logs -just to the north. +just to the north. ~ 248 0 0 0 0 3 D0 @@ -33,7 +33,7 @@ S Guarded Path Through the Forest~ The path runs straight through the forest from south to north. You feel yourself observed by someone. To the east you see a wooden door in a large -tree, and to the west you see a rope hanging down from a tree. +tree, and to the west you see a rope hanging down from a tree. ~ 248 0 0 0 0 3 D0 @@ -57,7 +57,7 @@ S A Guard Room~ In the north-east corner of this dimly lit room stands a large round stone table. To the east and west you can see doors. The sound of footseps can be -heard in the distance. +heard in the distance. ~ 248 8 0 0 0 3 D1 @@ -73,7 +73,7 @@ S A Guard Chief's Bedroom~ This room is apparently the chief of the elven guards bedroom. Decorations and awards line the walls. In a corner stands a large bed and there is a door -to the west. +to the west. ~ 248 8 0 0 0 3 D3 @@ -83,9 +83,9 @@ D3 S #24805 A Cellar~ - The damp earthen cellar is relatively cool. Shelves line all the walls. + The damp earthen cellar is relatively cool. Shelves line all the walls. Filled, almost to the point of collapse, with various dried foods and storage -containers. +containers. ~ 248 9 0 0 0 3 D4 @@ -97,7 +97,7 @@ S On the Platform~ You are standing on a wooden platform above the beginning of the elven forest. From here, above the tree tops, the town of Thewston is visible in the -distance. +distance. ~ 248 4 0 0 0 5 D5 @@ -109,7 +109,7 @@ S A Guarded Path Through the Forest~ The path runs straight through the forest from south to north. The forest is in good condition and looks well kept. No dead branches or brush is visible -between the trees. +between the trees. ~ 248 0 0 0 0 3 D0 @@ -125,7 +125,7 @@ S A Path Crossing~ The path splits up into four here, one in every direction. In the middle of the crossing stands a gigantic stone obelisk with some runes engraved into it. - + ~ 248 0 0 0 0 3 D0 @@ -139,14 +139,14 @@ D2 E runes obelisk stone~ If you had been an old elven sage you might have known what the runes told, -but you are not, so this means nothing to you.... +but you are not, so this means nothing to you.... ~ S #24809 A Fine Path Through the Elven Forest~ On both sides of this path is doors. Over the eastern door is a sign telling you this must be the weapon shop, and over the western door is a -similar sign telling you it's the armoury. +similar sign telling you it's the armory. ~ 248 0 0 0 0 3 D0 @@ -167,10 +167,10 @@ D3 0 -1 24811 S #24810 -The Elven Armoury~ - On the walls of this large room are fine elven armours hanging. A few other +The Elven Armory~ + On the walls of this large room are fine elven armors hanging. A few other odds and ends lay about that are required for the bending and pounding of the -armour. +armor. ~ 248 8 0 0 0 0 D3 @@ -182,7 +182,7 @@ S The Elven Weaponry~ On the counter and upon the walls hang fine weapons of elven quality. In the back you can hear the roar of the furnace and the pumping of the billows. - + ~ 248 8 0 0 0 0 D1 @@ -195,7 +195,7 @@ A Fine Path Through the Elven Forest~ On both sides of this path are doors. Over the eastern door is a sign telling you this must be the magic shop of the elven village, and over the western door is a similar sign telling you it's Quintors fine shop. To the -north the path continues. +north the path continues. ~ 248 0 0 0 0 3 D0 @@ -219,7 +219,7 @@ S Quintor's Fine Shop~ In this fine room you can see all kinds of equipment. Everything from bags to torches can bee seen on the shelves. The items are of a fair quality and -reasonably priced. +reasonably priced. ~ 248 8 0 0 0 0 D1 @@ -231,7 +231,7 @@ S The Elven Magic Shop~ As you enter this store you feel a sensation in your stomach. There is something wrong here or is it just the powers of all magic in here? All around -this room you see objects of different shapes and sizes. +this room you see objects of different shapes and sizes. ~ 248 8 0 0 0 0 D3 @@ -243,7 +243,7 @@ S The End of the Path~ On both sides of this path are doors. Over the eastern door is a sign telling you this must be the tavern of the village, and to the north you see a -large house, about two stores high. +large house, about two stores high. ~ 248 0 0 0 0 3 D0 @@ -264,7 +264,7 @@ The Tavern of Hope~ You are standing in the bar of the Tavern. The bar is set against the northern wall, old elven writings, carvings and symbols cover its top. A fireplace is built into the eastern wall, and through the door in the western -wall you se the fine path. This place really makes you feel at home. +wall you se the fine path. This place really makes you feel at home. ~ 248 8 0 0 0 0 D3 @@ -280,7 +280,7 @@ S Inside a Fine House~ A large staircase leads into a foyer in front of the house. At the top of the stairs two doors lead to the east or west into the house. The house is -well kept. +well kept. ~ 248 8 0 0 0 0 D1 @@ -304,7 +304,7 @@ S A Guard Room~ A table with chairs scattered about fills the center of the room. Along the walls are several sets of beds. Items are scattered about the table and the -room is a mess. +room is a mess. ~ 248 8 0 0 0 0 D1 @@ -316,7 +316,7 @@ S The Trophy Room of the Elven King~ The walls are covered in trophies, tapestries, paintings, and other various gifts the King has acquired during his long life. All are exquisitely made and -in good taste. +in good taste. ~ 248 8 0 0 0 0 D3 @@ -328,7 +328,7 @@ S The Grand Stairway~ The stairs are wooden with a carpet running down the center. The carpet is plush, almost like a moss which its color resembles. The house seems to be -another extension of the forest. +another extension of the forest. ~ 248 8 0 0 0 0 D4 @@ -344,7 +344,7 @@ S The Upper Floor of the House~ The corridor is lined on both sides by doors. Everything is made of wood. From the floor to the ceiling it is all well polished. Small wooden stands -break are scattered about the hall holding various flowers in vases. +break are scattered about the hall holding various flowers in vases. ~ 248 8 0 0 0 0 D0 @@ -368,7 +368,7 @@ S The Corridor~ You are standing in a corridor with wooden floor and ceiling. Door are placed in the north and south walls. Further to the east the corridor ends at -a window overlooking the forest. +a window overlooking the forest. ~ 248 8 0 0 0 0 D0 @@ -392,7 +392,7 @@ S The Library~ Book shelves line the walls of this room. In the center of the room is a large desk and some chairs. The shelves are filled with books bound in leather -and scrolls stacked high. +and scrolls stacked high. ~ 248 8 0 0 0 0 D2 @@ -404,7 +404,7 @@ S The Living Room~ A set of large padded chairs face a roaring fireplace that fills the room with its radiant heat. The wooden logs in the fire crack and sputter as the -flames consume them. +flames consume them. ~ 248 8 0 0 0 0 D0 @@ -416,7 +416,7 @@ S Falling ~ That was a mistake. You are not a bird. You fall to the ground and splat! Like a bug on a windshield. Ask a wizard to get a spatula. Perhaps your -remains will soften the fall for the next victim. +remains will soften the fall for the next victim. ~ 248 516 0 0 0 0 S @@ -425,7 +425,7 @@ T 24800 The Guards Bedroom~ This looks like an ordinary bed room with about twenty beds in it. There are no other exits than the one to the south. The beds look uncomfortable and -unkept. +unkept. ~ 248 8 0 0 0 0 D2 @@ -435,9 +435,9 @@ D2 S #24827 The Training Room~ - The middle of the room is filled with a rack of training equipment. + The middle of the room is filled with a rack of training equipment. Everything from padding to wooden weapons. The floor is wooden with sawdust to -help clean up any accidents. +help clean up any accidents. ~ 248 8 0 0 0 0 D0 @@ -449,7 +449,7 @@ S The Reception of the Tavern of Hope~ A staircase leads down to the entrance hall. A conspicous sign hangs over the counter. All the noise and excitement seems to be coming from the entrance -hall. +hall. ~ 248 12 0 0 0 0 D5 diff --git a/lib/world/wld/249.wld b/lib/world/wld/249.wld index f936668..6b8ab03 100644 --- a/lib/world/wld/249.wld +++ b/lib/world/wld/249.wld @@ -2,12 +2,12 @@ Jedi Zone Description Room~ Builder : G.Threepwood Zone : 249 Jedi Clan House - Began : - Player Level : + Began : + Player Level : Rooms : 20 Mobs : 1 Objects : 2 - Links : + Links : ~ 249 0 0 0 0 0 S @@ -34,12 +34,12 @@ sign~ S #24902 The Atrium~ - You see a great room with a wide opening in the ceiling, light -floods the room. Huge marble pillars rise on either side of you and hold -the ceiling. In the middle of the room you note a beautiful circular table -made of marble. You perceive that the Jedi member come to here to expose -their ideas. The walls are white with some inscriptions in it. You also -see a Code of Laws where can be read the JEDI's rules. To the east you + You see a great room with a wide opening in the ceiling, light +floods the room. Huge marble pillars rise on either side of you and hold +the ceiling. In the middle of the room you note a beautiful circular table +made of marble. You perceive that the Jedi member come to here to expose +their ideas. The walls are white with some inscriptions in it. You also +see a Code of Laws where can be read the JEDI's rules. To the east you see the Library, to the west the Treasury. ~ 249 72 0 0 0 0 @@ -74,8 +74,8 @@ Obligations 4 - Do not distribute clan's holy equipment; Rights 1 - Have access to the Jedi HQ; - 2 - Pick up any eq found in the donation room or in the store; - 3 - Ask others members help; + 2 - Pick up any eq found in the donation room or in the store; + 3 - Ask others members help; Punishments 1 - Desertors are punished with their lives; 2 - Killing members of this brotherhood is punished with death; @@ -86,7 +86,7 @@ Punishments ~ E inscription wall~ - May the Force be with you. + May the Force be with you. ~ S #24903 @@ -105,13 +105,13 @@ You see the Atrium. 0 -1 24902 E note~ - Scribere scribendo, dicendo dicere disces. + Scribere scribendo, dicendo dicere disces. ~ S #24904 The Treasury~ You are in a relatively small room. There are some benches and desks. -You see a big bin that seems to be impossible to open. Here is protected +You see a big bin that seems to be impossible to open. Here is protected the gold and the values of the JEDI members. To the east you get to the Atrium. ~ @@ -125,7 +125,7 @@ S #24905 The Common Hall~ You in a simple room with some pictures on the wall and on the floor. -There is a big stair made of old good oak just in front of you. +There is a big stair made of old good oak just in front of you. Where does it lead?, you inquire yourself. To the south you get to the Atrium. ~ @@ -148,9 +148,9 @@ You hear some voices and noises from there. S #24906 The High Members Hall~ - You are in the middle of a well ardornated room. Many pictures were + You are in the middle of a well ardornated room. Many pictures were drawn on the walls. Undoubtly, holy pictures. You note the existence of -three rooms adjacents to this one. You see a yellow glow coming from the +three rooms adjacents to this one. You see a yellow glow coming from the west room. What is there? ~ 249 88 0 0 0 0 @@ -177,9 +177,9 @@ You see the Kirian's Laboratory. S #24907 The Upper Floor~ - You are in the upstairs. You are positive that here you will find many -interesting things. The Force runs faster in your soul. You note a -imposing statue of an Old Jedi situated in front of you. + You are in the upstairs. You are positive that here you will find many +interesting things. The Force runs faster in your soul. You note a +imposing statue of an Old Jedi situated in front of you. To down you reach the downstairs, to the east there is a corridor, to the west you see the training center. ~ @@ -209,7 +209,7 @@ S The Corridor~ You get to a wide corridor that becomes narrower as you walk through it. The Force is more powerful in you. You note that to the east the room become -dark. There are paintings hanged on the wall. The light comes from a very +dark. There are paintings hanged on the wall. The light comes from a very small hole in the ceiling. ~ 249 72 0 0 0 0 @@ -244,16 +244,16 @@ You see the corridor. 0 0 24908 E holy~ - You note that the force is stronger in the Holy Chamber. + You note that the force is stronger in the Holy Chamber. ~ S #24910 The Holy Chamber~ - You are in a mystical atmosphere here. Your soul is in real peace and -you feel better than never before. The wall, the floor, everything is very -clear and white. You see a great pedestal and some candeladra. There is a -beautiful holy altar with a great ark on it. A Jedi Member get here to rise -his spiritual status. You understand that religion is taken serious by + You are in a mystical atmosphere here. Your soul is in real peace and +you feel better than never before. The wall, the floor, everything is very +clear and white. You see a great pedestal and some candeladra. There is a +beautiful holy altar with a great ark on it. A Jedi Member get here to rise +his spiritual status. You understand that religion is taken serious by the JEDI. A Jedi have his inicialization here during the Holy Ritual. ~ 249 88 0 0 0 0 @@ -264,7 +264,7 @@ You see the tunnel. 0 0 24909 E ark~ - It is so bright that you cannot perceive its details. + It is so bright that you cannot perceive its details. ~ E rules~ @@ -277,8 +277,8 @@ Obligations 4 - Do not distribute clan's holy equipment; Rights 1 - Have access to the Jedi HQ; - 2 - Pick up any eq found in the donation room or in the store; - 3 - Ask others members help; + 2 - Pick up any eq found in the donation room or in the store; + 3 - Ask others members help; Punishments 1 - Desertors are punished with their lives; 2 - Killing members of this brotherhood is punished with death; @@ -290,10 +290,10 @@ Punishments S #24911 The JEDI's Donation Room~ - You see a large room with many things on it. There are on the ceiling -some unknow, at least for you, hanging objects. The floor is covered with -a white painting, with many symbols. Holy symbols? Here you find equipments -and weapons that were donated by other members of the clan. + You see a large room with many things on it. There are on the ceiling +some unknow, at least for you, hanging objects. The floor is covered with +a white painting, with many symbols. Holy symbols? Here you find equipments +and weapons that were donated by other members of the clan. ~ 249 72 0 0 0 0 D2 @@ -304,9 +304,9 @@ You see the Upper Floor. S #24912 The Tablinum~ - The Upper Floor continues. But the walls become stronger. You almost -feel in jail. There is on the floor a big soft carpet ornated this many -geometric figures, you feel like stepping in a cloud. The walls are covered + The Upper Floor continues. But the walls become stronger. You almost +feel in jail. There is on the floor a big soft carpet ornated this many +geometric figures, you feel like stepping in a cloud. The walls are covered with a special paint. ~ 249 72 0 0 0 0 @@ -332,9 +332,9 @@ D3 S #24913 The Store~ - You are in small room but it is full of things. There are many shelves -filled with all sorts of boxes. You see many containers, crates and sacks -everywhere. The Jedi members' equipment can be left here save from disasters. + You are in small room but it is full of things. There are many shelves +filled with all sorts of boxes. You see many containers, crates and sacks +everywhere. The Jedi members' equipment can be left here save from disasters. Cool!! ~ 249 0 0 0 0 0 @@ -360,9 +360,9 @@ You see the Upper floor. S #24915 The Trainning Center~ - The Jedi knight's legacy is the knowlegment. Here the Jedi passes their -fighting experience to youngers. You hear some shouts and noises -from the west. To the east you see the Upper Floor, and to the west + The Jedi knight's legacy is the knowlegment. Here the Jedi passes their +fighting experience to youngers. You hear some shouts and noises +from the west. To the east you see the Upper Floor, and to the west the Jedi Arena. ~ 249 72 0 0 0 0 @@ -379,10 +379,10 @@ Wow! The Arena. S #24916 The Jedi Arena~ - You see a very large circular area where fighters and gladiators -exercise their physicals habilities. The ground is covered with sand, -compacted sand. Outside the this area, there is a sitting in which -people watch the trainment of the members. + You see a very large circular area where fighters and gladiators +exercise their physicals habilities. The ground is covered with sand, +compacted sand. Outside the this area, there is a sitting in which +people watch the trainment of the members. ~ 249 0 0 0 0 0 D1 @@ -394,9 +394,9 @@ S #24917 Kirian's Laboratory~ You are standing in a simple adorned room, but you note your -fine accomplishment. The walls and the floor are very smooth. In +fine accomplishment. The walls and the floor are very smooth. In the middle of room you see two large marble tables. On the first many -books of science an mystical arts. On the second, a collection of +books of science an mystical arts. On the second, a collection of magic objects. On the corner you see a small desk with some scrolls. A floating magic light illumines the room. Surrounded by this magic atmosphere you realize that the FORCE is strong here. @@ -410,7 +410,7 @@ You see the High Members Hall. S #24918 Sneaky's Room~ - Sneaky's room description must be setted here!! + Sneaky's room description must be setted here!! ~ 249 604 0 0 0 0 D3 @@ -421,13 +421,13 @@ You see the High Member Hall. S #24919 Threepwood's Office~ - You entered in dark room. Shadows are everywhere. The shadows seem -to move. You have the true impression that you are being beholded. You become -nervous when you see an incredible collection of daggers. A bookcase holds -many books of secret arts. You also perceive a big desk on where is found -a lot of papers and a spot of blood... What!!!! You feel something touching -your back. You turn around, and see nothing. Although the lack of -illumination you can positively realize holy inscriptions written on the + You entered in dark room. Shadows are everywhere. The shadows seem +to move. You have the true impression that you are being beholded. You become +nervous when you see an incredible collection of daggers. A bookcase holds +many books of secret arts. You also perceive a big desk on where is found +a lot of papers and a spot of blood... What!!!! You feel something touching +your back. You turn around, and see nothing. Although the lack of +illumination you can positively realize holy inscriptions written on the walls. ~ 249 604 0 0 0 0 @@ -438,19 +438,19 @@ You see the High Members Hall. 0 0 24906 E wall~ - Unum castigabis, centum emendabis. + Unum castigabis, centum emendabis. ~ E collection~ - You have never seen so many daggers. And how sharp!! Ouch! + You have never seen so many daggers. And how sharp!! Ouch! ~ E inscription~ - Qui spernit consilium, spernit auxilium. + Qui spernit consilium, spernit auxilium. ~ E blood~ - My God!! This blood is still warm!! + My God!! This blood is still warm!! ~ S $~ diff --git a/lib/world/wld/25.wld b/lib/world/wld/25.wld index 8e0305a..59eca5f 100644 --- a/lib/world/wld/25.wld +++ b/lib/world/wld/25.wld @@ -1,6 +1,6 @@ #2500 The Entrance To The Shadow Grove~ - Before you, the grove of shadows lies. Giant grey trees are all that + Before you, the grove of shadows lies. Giant gray trees are all that can be seen through the thick shadows. A great sense of both power and menace permeates the surrounding area. You have a strange urge to turn back and go back the way you've come. @@ -773,7 +773,7 @@ door wooden~ 1 -1 2531 E mirror~ - Why, someone seems to be looking back at you from the other side! + Why, someone seems to be looking back at you from the other side! ~ S #2537 @@ -873,7 +873,7 @@ E window~ Stretching out as far as the eye can see is a canopy of dark tree tops which can only be the Haon-Dor-Dark Forest. A faint light in the distance to the -northeast marks what is probably the city of Midgaard. +northeast marks what is probably the city of Midgaard. ~ S #2542 diff --git a/lib/world/wld/250.wld b/lib/world/wld/250.wld index ffc6751..2d9a9b8 100644 --- a/lib/world/wld/250.wld +++ b/lib/world/wld/250.wld @@ -4,7 +4,7 @@ An Ancient Path through the dense forest~ you have never noticed it was here before. That is until you look back and realize that the clay road is completely invisible to you from here. To the east, the path continues. It appears that the western opening you entered -through is now impassible. You are here whether you like it or not.... +through is now impassible. You are here whether you like it or not.... ~ 250 0 0 0 0 3 D1 @@ -14,7 +14,7 @@ An Ancient Path through the dense forest 0 0 25001 E credits info~ - Builder : + Builder : Zone : 250 Dragonspyre Player Level : 28-30 Rooms : 100 @@ -29,7 +29,7 @@ An Ancient Path through the dense forest~ seem to reach out to strangle you. You feel like you are utterly alone, and, if not for the mountain you can now see in the distance, would probably just recall to Midgaard. But then again, who ever said that adventuring was easy? - + ~ 250 0 0 0 0 3 D1 @@ -48,7 +48,7 @@ The End of the Ancient Path~ You finally burst free from the grasp of the wood, only to find yourself at the foot of a path. The path leads north, to the mountain which has, until now been your only beacon. Now that you can better see the ominous mountain -looming before you, you begin to rethink the idea of recalling to Midgaard. +looming before you, you begin to rethink the idea of recalling to Midgaard. ~ 250 0 0 0 0 3 D0 @@ -67,7 +67,7 @@ Path to the Mountain~ You are on a small nondescript path leading northward to the mountain. The closer you get to the mountain, the worse you feel about the whole thing. You begin to remember hearing old stories about a hidden mountain, which was, for -some unknown reason, named DragonSpyre. +some unknown reason, named DragonSpyre. ~ 250 0 0 0 0 3 D0 @@ -87,7 +87,7 @@ Path to the Mountain~ closer you get to the mountain, the worse you feel about the whole thing. The deep stench of dragon is wafting through the air now, and you are starting to feel the first tinges of dragon fear stir within you. Maybe you should go back -while you still have that option. +while you still have that option. ~ 250 0 0 0 0 3 D0 @@ -106,7 +106,7 @@ At the foot of the Mountain~ You have reached the foot of the great mountain. Here, the dragon stench is almost strong enough to disable you. The only way you are able to stand it is by ripping of a piece of cloth, and covering your mouth and nose with it as you -walk. Far above you, you see what must be the entrance to the cave. +walk. Far above you, you see what must be the entrance to the cave. ~ 250 0 0 0 0 3 D2 @@ -126,7 +126,7 @@ Climbing the Mountain~ mountain, you are actually able to think more clearly. You have encountered dragons before, and vanquished them, why should these be any different. This thought continues rolling through your mind, but as you reach the next level of -the cliff, it does little to ease your fear. +the cliff, it does little to ease your fear. ~ 250 0 0 0 0 5 D4 @@ -142,11 +142,11 @@ At the foot of the Mountain S #25007 Climbing the Mountain~ - You are now close enough to the entrance to hear the sounds from within. + You are now close enough to the entrance to hear the sounds from within. The first thing you are aware of is that the mountain itself seems to breathe. In and out goes its breath, constantly in and out. You suddenly hear footsteps approaching from all around you, and brace for combat. It takes you a few -moments to realize that the sound was your heart beating. +moments to realize that the sound was your heart beating. ~ 250 0 0 0 0 5 D4 @@ -165,7 +165,7 @@ The ledge on the Mountain~ You have reached a small ledge about one fourth of the way up the mountain. To the east is the entrance to what seems to be a small cave. The only hint as to the size of the cave are the screams that are echoing from within it, which -seem to last an eternity. +seem to last an eternity. ~ 250 0 0 0 0 5 D1 @@ -185,7 +185,7 @@ Entrance to the Cave~ around you are horrific sounds of death and fear. The walls are all stained with many differing shades of red or brown, with a few frost particles glittering on one of the walls. Even with the cloth, the smell of the dragons -is almost unbearable. +is almost unbearable. ~ 250 8 0 0 0 0 D1 @@ -204,7 +204,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D1 @@ -223,7 +223,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D1 @@ -242,7 +242,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The wall appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D1 @@ -261,7 +261,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D1 @@ -280,7 +280,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D1 @@ -299,7 +299,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D0 @@ -323,7 +323,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D0 @@ -342,7 +342,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D0 @@ -361,7 +361,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D0 @@ -380,7 +380,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D0 @@ -399,7 +399,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D1 @@ -418,7 +418,7 @@ Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you -wish you hadn't come here in the first place. +wish you hadn't come here in the first place. ~ 250 8 0 0 0 0 D1 @@ -438,7 +438,7 @@ Walking through DragonSpyre~ through DragonSpyre, the screams had been slowly dying off, and now they are no more. Normally the lack of death cries would be a welcome change, only now they have been replaced by a very eerie silence. You don't like this one bit. - + ~ 250 8 0 0 0 0 D0 @@ -455,7 +455,7 @@ S #25023 Walking through DragonSpyre~ This cave is really starting to get on your nerves. With each new step, you -hear what sounds like giggling coming from all sides, goading you onward. +hear what sounds like giggling coming from all sides, goading you onward. Daring you to learn the secrets that DragonSpyre has held for the past three hundred years. "They are only dragons. " ~ @@ -474,9 +474,9 @@ S #25024 Walking through DragonSpyre~ This cave is really starting to get on your nerves. With each new step, you -hear what sounds like giggling coming from all sides, goading you onward. +hear what sounds like giggling coming from all sides, goading you onward. Daring you to learn the secrets that DragonSpyre has held for the past three -hundred years. "They are only dragons. " To the north, the path forks. +hundred years. "They are only dragons. " To the north, the path forks. ~ 250 8 0 0 0 0 D0 @@ -678,7 +678,7 @@ S Walking through DragonSpyre~ The ground is damp here, and the air is so thick that it is almost hard to breathe. It still is not to late to go back. Now that you are closer to the -wall, you are sure that there is a door ahead and on the far eastern wall. +wall, you are sure that there is a door ahead and on the far eastern wall. "They are only dragons. I have killed many dragons before! " ~ 250 8 0 0 0 0 @@ -697,7 +697,7 @@ S Walking through DragonSpyre~ The ground is damp here, and the air is so thick that it is almost hard to breathe. It still is not to late to go back. Now that you are closer to the -wall, you are sure that there is a door ahead and on the far eastern wall. +wall, you are sure that there is a door ahead and on the far eastern wall. "They are only dragons. I have killed many dragons before! " ~ 250 8 0 0 0 0 @@ -716,7 +716,7 @@ S Walking through DragonSpyre~ The ground is damp here, and the air is so thick that it is almost hard to breathe. It still is not to late to go back. Now that you are closer to the -wall, you are sure that there is a door ahead and on the far eastern wall. +wall, you are sure that there is a door ahead and on the far eastern wall. "They are only dragons. I have killed many dragons before! " ~ 250 8 0 0 0 0 @@ -753,7 +753,7 @@ S Walking through DragonSpyre~ The ground is damp here, and the air is so thick that it is almost hard to breathe. It still is not to late to go back. On the western wall is a large -oaken door. There is a ladder leading up here. "Dragons aren't THAT scary. +oaken door. There is a ladder leading up here. "Dragons aren't THAT scary. " ~ 250 8 0 0 0 0 @@ -769,7 +769,7 @@ Walking through DragonSpyre~ appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. You can hear the sound of -running water somewhere to the north. +running water somewhere to the north. ~ 250 0 0 0 0 0 D0 @@ -789,7 +789,7 @@ Walking through DragonSpyre~ appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. To the north, the sound of water -flowing is quite loud. +flowing is quite loud. ~ 250 0 0 0 0 0 D0 @@ -810,7 +810,7 @@ appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. To the east, there is room that is continually being flushed with boiling acid from one of the higher levels. - + ~ 250 0 0 0 0 0 D0 @@ -833,7 +833,7 @@ S Walking through DragonSpyre~ You should read room descriptions more often. The acid cascades over your body, and burns the skin from the muscle, then the muscle from the bone. You -have never experienced this much pain in your entire life. +have never experienced this much pain in your entire life. ~ 250 525 0 0 0 0 S @@ -843,7 +843,7 @@ Walking through DragonSpyre~ You are at the end of the tunnel. The only exit other than the one you came in through is down. You probably shouldn't go down... It might be dangerous. But then again, you don't gain fame and fortune by being afraid of a little new -challenge, now do you? +challenge, now do you? ~ 250 0 0 0 0 0 D2 @@ -854,11 +854,11 @@ door~ S #25044 Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. + You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... +to hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D1 @@ -874,11 +874,11 @@ wall~ S #25045 Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. + You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... +to hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D1 @@ -894,11 +894,11 @@ Walking through DragonSpyre S #25046 Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. + You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... +to hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D1 @@ -914,11 +914,11 @@ Walking through DragonSpyre S #25047 Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. + You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... +to hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D0 @@ -939,11 +939,11 @@ Walking through DragonSpyre S #25048 Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. + You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... +to hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D0 @@ -959,11 +959,11 @@ Treasure Room S #25049 Walking through DragonSpyre~ - You have made it passed the white dragon, the first of your challenges. + You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin -to hope that it wasn't a baby.... +to hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D1 @@ -983,7 +983,7 @@ Treasure Room~ been collecting for quite some time. There are little bits of everything here, from broken swords, to the leg bone of a dracolich. The main thing that catches your eye is the large pile of gold resting all around the room. You -are about to claim it as your own, when you are struck from behind... +are about to claim it as your own, when you are struck from behind... ~ 250 0 0 0 0 0 D3 @@ -998,7 +998,7 @@ Walking through DragonSpyre~ you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was intact. You begin to -hope that it wasn't a baby.... +hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D1 @@ -1018,7 +1018,7 @@ Walking through DragonSpyre~ you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was intact. You begin to -hope that it wasn't a baby.... +hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D1 @@ -1038,7 +1038,7 @@ Walking through DragonSpyre~ you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was intact. You begin to -hope that it wasn't a baby.... +hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D1 @@ -1058,7 +1058,7 @@ Walking through DragonSpyre~ you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was intact. You begin to -hope that it wasn't a baby.... +hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D1 @@ -1078,7 +1078,7 @@ Walking through DragonSpyre~ you are entitled to his treasure... If you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was intact. You begin to -hope that it wasn't a baby.... +hope that it wasn't a baby.... ~ 250 0 0 0 0 0 D2 @@ -1098,7 +1098,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1118,7 +1118,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1138,7 +1138,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1158,7 +1158,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1178,7 +1178,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1198,7 +1198,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1218,7 +1218,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1238,7 +1238,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1258,7 +1258,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1278,7 +1278,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D2 @@ -1298,7 +1298,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1318,7 +1318,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1338,7 +1338,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1358,7 +1358,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1378,7 +1378,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. To the west is a large gate. +long of a distance. To the west is a large gate. ~ 250 0 0 0 0 5 D0 @@ -1403,7 +1403,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1423,7 +1423,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1443,7 +1443,7 @@ Lair of the Copper Dragon~ movement, save for the large mass at the back of the room. Out of the corner of you eye, you manage to catch a glimpse of a droplet of water "falling" from a stalagtite... It appears to have been in the same position for the past -century. You have no chance to move before the Dragon strikes. +century. You have no chance to move before the Dragon strikes. ~ 250 0 0 0 0 5 D3 @@ -1458,7 +1458,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. To the east is a large gate. +long of a distance. To the east is a large gate. ~ 250 0 0 0 0 5 D1 @@ -1478,7 +1478,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1498,7 +1498,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1523,7 +1523,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1539,11 +1539,11 @@ door~ S #25078 Treasure Room~ - All about you are the untold fortunes of many generations of families. + All about you are the untold fortunes of many generations of families. Nothing here seems to be touched by age, it is all in perfect condition. It has remained as it was many years ago when it was taken. Although the Dragon and the original families considered these items "treasure", you manage to find -little of value beside a pile of gold coins you collect. +little of value beside a pile of gold coins you collect. ~ 250 0 0 0 0 5 D0 @@ -1563,7 +1563,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1583,7 +1583,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1603,7 +1603,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1623,7 +1623,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes o for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. You have reached a dead end. +long of a distance. You have reached a dead end. ~ 250 0 0 0 0 5 D0 @@ -1638,7 +1638,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1658,7 +1658,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1678,7 +1678,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1708,7 +1708,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were i. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1728,7 +1728,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1748,7 +1748,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1768,7 +1768,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1786,7 +1786,7 @@ S Pixie King's Bedroom~ You have entered into the private quarters of the Pixie King. You can just imagine a horde of guards walking in on you, but luckily they never do. Even -so, you better make your stay here a short one. +so, you better make your stay here a short one. ~ 250 0 0 0 0 5 D1 @@ -1801,7 +1801,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1821,7 +1821,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1841,7 +1841,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D1 @@ -1860,7 +1860,7 @@ Throne room of the Pixie King~ The throne room is remarkably well kempt considering the anarchy of the Pixie hierarchy. The power of the time dragon does not seem to affect this room in the least bit. There is a humongous throne sitting at the far end of -the room. There appears to be a Pixie engulfed in it. +the room. There appears to be a Pixie engulfed in it. ~ 250 0 0 0 0 5 D3 @@ -1875,7 +1875,7 @@ Walking through DragonSpyre~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1895,7 +1895,7 @@ Approaching the end of the Hallway~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1915,7 +1915,7 @@ Approaching the end of the Hallway~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1935,7 +1935,7 @@ Approaching the end of the Hallway~ walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that -long of a distance. +long of a distance. ~ 250 0 0 0 0 5 D0 @@ -1954,7 +1954,7 @@ The End of the Hallway~ You have come to the end of the hallway. As you enter the room, you hear a slight rumbling coming from the eastern wall. You look, and see that the wall has opened to reveal a safe passage to the beginning of the cavern. There is -also an exit to the north. +also an exit to the north. ~ 250 0 0 0 0 5 D0 diff --git a/lib/world/wld/251.wld b/lib/world/wld/251.wld index d7b6da4..75285d4 100644 --- a/lib/world/wld/251.wld +++ b/lib/world/wld/251.wld @@ -23,9 +23,9 @@ credits info~ | Written in 2001 by Crazyman | x---------------------------------------------------------------------x This is the first zone I ever wrote. It's based on the original 1968 - Planet of the Apes movie. The zone is currently attached to the world + Planet of the Apes movie. The zone is currently attached to the world north of room 6090, which is just before the forest west of Midgaard. - + Written entirely from scratch in WordPad. Feel free to edit, modify, and do what you want with this zone! x---------------------------------------------------------------------x @@ -66,7 +66,7 @@ S Grassy Field~ You're on the southern edge of a large grasy field. Waist high grasses completely surround you. You can see the odd willow tree growing -amongst the grass. A dense forest is to the south. A dirt path is to the +amongst the grass. A dense forest is to the south. A dirt path is to the west. ~ 251 0 0 0 0 2 @@ -211,7 +211,7 @@ S Grassy Field~ You're in a large grassy field. Waist high grasses completely surround you. You can see the odd willow tree growing amongst the grass. The wind -occasionally sweeps across the field swaying the grass and willow gently. +occasionally sweeps across the field swaying the grass and willow gently. ~ 251 0 0 0 0 2 D0 @@ -286,7 +286,7 @@ S Dirt Path~ You are on a fairly wide dirt path. Grassy fields with huge willow trees scattered about lie to the east and west. The sun is very bright, -making it almost difficult to see. Strange, sandy coloured dome shaped +making it almost difficult to see. Strange, sandy colored dome shaped houses can be made out ahead. ~ 251 0 0 0 0 2 @@ -343,7 +343,7 @@ S Grassy Field~ You're in a large grassy field. Waist high grasses completely surround you. You can see the odd willow tree growing amongst the grass. The wind -occasionally sweeps across the field swaying the grass and willow gently. +occasionally sweeps across the field swaying the grass and willow gently. ~ 251 0 0 0 0 2 D0 @@ -370,13 +370,13 @@ S #25114 Grassy Field~ You're on the eastern edge of a large grassy field. Waist high -grasses completely surround you. A large sandy coloured building is +grasses completely surround you. A large sandy colored building is to the north. The grass has been cut around the building, and a small stack of firewood is resting beside the door. ~ 251 4 0 0 0 2 D0 -A sandy coloured building is North. +A sandy colored building is North. ~ ~ 0 -1 25119 @@ -394,7 +394,7 @@ S #25115 Grassy Field~ You're on the northwestern edge of a large grassy field. Waist high -grasses completely surround you. The back of a large sandy coloured +grasses completely surround you. The back of a large sandy colored building is directly north of you. ~ 251 0 0 0 0 2 @@ -411,7 +411,7 @@ The field continues South. S #25116 Ape Village Entrance~ - Just ahead you can see dozens of sandy coloured rounded buildings. + Just ahead you can see dozens of sandy colored rounded buildings. A small woooden guard booth has been errected on the eastern side of the road. A tall steel rod is attached to the side of the booth, and a large cloth flag attached to the top flaps in the wind. The flag has a picture @@ -442,7 +442,7 @@ S #25117 Grassy Field~ You're on the northern edge of a large grassy field. Waist high -grasses completely surround you. The back of a large sandy coloured +grasses completely surround you. The back of a large sandy colored building is directly north of you. ~ 251 0 0 0 0 2 @@ -465,8 +465,8 @@ S #25118 Grassy Field~ You're on the northeastern edge of a large grassy field. Waist high -grasses completely surround you. The back of a large sandy coloured -building is directly north of you, and another sandy coloured building +grasses completely surround you. The back of a large sandy colored +building is directly north of you, and another sandy colored building is east of you. ~ 251 0 0 0 0 2 @@ -483,8 +483,8 @@ The field continues West. S #25119 Ape Office~ - You're in a tidy office. Stacks of papers are neatly piled on a -large wooden table, while bookshelves filled with books line the + You're in a tidy office. Stacks of papers are neatly piled on a +large wooden table, while bookshelves filled with books line the walls. A large shuttered window faces south onto the grassy plains. ~ 251 8 0 0 0 0 @@ -515,7 +515,7 @@ First Level of the Wax Museum is Down. S #25121 Wax Museum~ - What a crazy place! Wax statues of cavemen line the walls, and some + What a crazy place! Wax statues of cavemen line the walls, and some are even set up in battle scenes. A large circular dirt ramp leads up to a second story. ~ @@ -531,16 +531,16 @@ The Ape Village entrance is to the East. ~ 0 -1 25122 D4 -Ape Museum, Level 2 +Ape Museum, Level 2 ~ ~ 0 -1 25120 S #25122 Ape Road South~ - You are on a well worn dirt road, in between two sandy coloured + You are on a well worn dirt road, in between two sandy colored buildings. The Wax Museum lies to the west, and the Weapons Shop is -to the east. The Town Square is to the north. +to the east. The Town Square is to the north. ~ 251 4 0 0 0 1 D0 @@ -566,7 +566,7 @@ The Wax Museum is to the West. S #25123 Ape Weapons Shop~ - This building is filthy. The dirt floors have bits of straw and leaves + This building is filthy. The dirt floors have bits of straw and leaves all over them, and old wooden barrels line the walls. A few "windows" (really just holes smashed into the walls) face the street to the north. A long counter spans the entire southern length of the room. Behind the counter @@ -587,9 +587,9 @@ Ape Road is to the West S #25124 Ape Zoo~ - You're in the northern part of a small field. In the middle of the -field is a huge bamboo cage. Inside this cage are several cavemen, who are -all climbing, screaming, and fighting each other. The apes find this to be + You're in the northern part of a small field. In the middle of the +field is a huge bamboo cage. Inside this cage are several cavemen, who are +all climbing, screaming, and fighting each other. The apes find this to be pretty exciting. ~ 251 0 0 0 0 2 @@ -625,7 +625,7 @@ The Hospital Office is to the South. S #25126 Human Cage~ - You're in a large cage. The cage stinks of rotten food and urine. A narrow + You're in a large cage. The cage stinks of rotten food and urine. A narrow window looks out onto the grassy plains to the east. Straw covers the stone floor. ~ @@ -650,9 +650,9 @@ Gorilla Training is to the East. 0 -1 25128 S #25128 -Gorilla Training Centre~ +Gorilla Training Center~ You find yourself in a large, well lit gym. Exercise machines and -weight benches are scattered around the room. Several straw dummies are +weight benches are scattered around the room. Several straw dummies are positioned against the southern walls, with arrows and spears stuck in them. The Gorilla Soldiers train here. ~ @@ -670,8 +670,8 @@ The Gorilla Bunkhouse is to the West. S #25129 Western End of Ape Lane~ - Ape Lane is the main street of Ape Village. To the northwest is a -large pond, which must be where the apes get their water. A small park + Ape Lane is the main street of Ape Village. To the northwest is a +large pond, which must be where the apes get their water. A small park lies North, and the Wax Museum is to the South. ~ 251 0 0 0 0 1 @@ -698,9 +698,9 @@ The Gorilla training ground is to the West. S #25130 Ape Village Square~ - This is the Ape Village Town Square. A large stone statue of the -greatest Ape to ever live, the Law Giver, stands in the centre of the -square on a stone pedistal. The words "Ape will never kill ape!" are + This is the Ape Village Town Square. A large stone statue of the +greatest Ape to ever live, the Law Giver, stands in the center of the +square on a stone pedistal. The words "Ape will never kill ape!" are inscribed on the pedistal. ~ 251 0 0 0 0 1 @@ -729,7 +729,7 @@ S Ape Lane East~ You're on Ape Lane East. Simian Public School is to the North, and the Weapons Shop is to the South. The place looks like a typical human town, -except for the inhabitants. +except for the inhabitants. ~ 251 0 0 0 0 1 D0 @@ -808,7 +808,7 @@ S #25134 Human Cage~ You are in a large cage. The cage stinks of rotten food. A narrow window -looks out onto the grassy plains to the east. Straw covers the stone floor. +looks out onto the grassy plains to the east. Straw covers the stone floor. ~ 251 8 0 0 0 0 D3 @@ -821,7 +821,7 @@ S Ape Pond~ You are swimming in a large pond. The water is quite calm, and lilly pads are growing all around. To the north you can see a dangerous raging whirlpool. - + ~ 251 4 0 0 0 6 D0 @@ -839,7 +839,7 @@ S Ape Pond~ You find yourself wading in shallow water. The water seems clean enough, but you probably would not want to drink from it. To the east is a clearing -leading to Ape Park. +leading to Ape Park. ~ 251 4 0 0 0 6 D0 @@ -862,7 +862,7 @@ S Ape Park~ Ape Park is popular with the Apes. While here the Apes can swim or play games. A large pond is to the west in the middle of the large clearing for -swimming. +swimming. ~ 251 0 0 0 0 2 D1 @@ -885,7 +885,7 @@ S Ape Road North~ Ape Road North is the road that leads to the Forbidden Zone. To the west is the Ape Park and what looks like a lake. To the east is Simian Public School. - + ~ 251 0 0 0 0 1 D0 @@ -929,8 +929,8 @@ Ape Road is to the West. S #25140 Cornelius and Zira's House~ - This is actually a fairly tidy ape home. A large wooden table sits in -the middle, and a large bed is at the back of the room. A large bookshelf + This is actually a fairly tidy ape home. A large wooden table sits in +the middle, and a large bed is at the back of the room. A large bookshelf contains hundreds of books dedicated to Archeology and Psychology. ~ 251 8 0 0 0 0 @@ -967,7 +967,7 @@ S Ape Pond~ You are swimming in a large pond. The water is quite calm, and lilly pads are growing all around. To the west you can see a dangerous raging whirlpool. - + ~ 251 4 0 0 0 6 D0 @@ -1017,8 +1017,8 @@ S #25144 Ape Road North~ Ape Road North is the road that leads to the Forbidden Zone. To the west is -a large pond and a park. To the east is the amphitheatre with a few apes -walking in and out. +a large pond and a park. To the east is the amphitheater with a few apes +walking in and out. ~ 251 0 0 0 0 1 D0 @@ -1027,7 +1027,7 @@ Ape Road continues North. ~ 0 -1 25149 D1 -The amphitheatre is to the East. +The amphitheater is to the East. ~ ~ 0 -1 25145 @@ -1043,8 +1043,8 @@ A large pond is to the West. 0 -1 25143 S #25145 -Ape Amphitheatre~ - You find yourself on the top level of a big amphitheatre. It's rounded, +Ape Amphitheater~ + You find yourself on the top level of a big amphitheater. It's rounded, with about 6 or 7 levels of seats. The bottom part is where Dr. Zaius and Ursus rally all the other apes. ~ @@ -1055,7 +1055,7 @@ Ape Road is to the West. ~ 0 -1 25144 D5 -The Amphitheatre stage is Down. +The Amphitheater stage is Down. ~ ~ 0 -1 25151 @@ -1064,7 +1064,7 @@ S Ape Pond~ You are swimming in a large pond. The water is quite calm, and lilly pads are growing all around. To the south you can see a dangerous raging whirlpool. - + ~ 251 4 0 0 0 6 D1 @@ -1082,7 +1082,7 @@ S Ape Pond~ You're swimming in a large pond. The water is quite calm, and lilly pads are growing all around. The water is clean and clear all the way to the -bottom. +bottom. ~ 251 4 0 0 0 6 D2 @@ -1113,7 +1113,7 @@ S Ape Road North~ Ape Road North is the road that leads to the Forbidden Zone. To the west Dr. Zaius's house, and to the east is Dr. Zaius's lab. The buildings look -rather mundane. +rather mundane. ~ 251 0 0 0 0 1 D0 @@ -1141,7 +1141,7 @@ S Dr. Zaius's Lab~ Dr. Zaius's Lab is fairly messy. Several rectangular tables are set against the walls, with test tubes and beakers littered all over. One of -the tables appears to be used in surgery, as several medical tools can +the tables appears to be used in surgery, as several medical tools can be seen on it. Dr. Zaius is fond of performing lobotomies, especially on humans. ~ @@ -1153,14 +1153,14 @@ Ape Road is to the West. 0 -1 25149 S #25151 -Amphitheatre Stage~ - Two seats are mounted into the northern wall, where Dr. Zaius and +Amphitheater Stage~ + Two seats are mounted into the northern wall, where Dr. Zaius and Ursus sit. You never noticed it before, but on the floor a small rounded trapdoor is barely visible beside the two seats. ~ 251 0 0 0 0 0 D4 -The amphitheatre seats are Up. +The amphitheater seats are Up. ~ ~ 0 -1 25145 @@ -1213,8 +1213,8 @@ S Underground Cavern~ You're at a turn in the cave. The cave goes south into darkness. To the east you can see a cave entrance, and beyond that a sandy beach beside -the ocean. You notice several wide holes in the ground, which look like -they've recently been dug up. Several old artifacts can be seen half +the ocean. You notice several wide holes in the ground, which look like +they've recently been dug up. Several old artifacts can be seen half buried in the holes. ~ 251 8 0 0 0 0 @@ -1252,8 +1252,8 @@ S Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks -your way west. The gusting winds blow sand all over you. You don't think -anything could live out here. +your way west. The gusting winds blow sand all over you. You don't think +anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1272,7 +1272,7 @@ Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. The gusting winds blow sand all over you. You don't think anything could live out here. You can see -the Ape Village to the south. +the Ape Village to the south. ~ 251 0 0 0 0 2 D0 @@ -1294,10 +1294,10 @@ S #25158 Forbidden Zone Entrance~ This is the entrance to the desert wasteland known as the Forbidden Zone. -Ape Law decrees it to be illegal to enter without permission from the Ape +Ape Law decrees it to be illegal to enter without permission from the Ape Council. Sand dunes are scattered about, and you can see the odd dead shrub. A -high cliff blocks your way to the east. The gusting winds blow sand all over -you. You don't think anything could live out here. You can see the Ape Village +high cliff blocks your way to the east. The gusting winds blow sand all over +you. You don't think anything could live out here. You can see the Ape Village to the south. ~ 251 4 0 0 0 2 @@ -1322,7 +1322,7 @@ Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks your way west. The gusting winds blow sand all over you. You don't think anything -could live out here. +could live out here. ~ 251 0 0 0 0 2 D0 @@ -1345,7 +1345,7 @@ S Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. +sand all over you. You don't think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1371,10 +1371,10 @@ The Forbidden Zone continues West. S #25161 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east. The gusting winds blow sand all over you. You don't -think anything could live out here. + You find yourself in the middle of a very hot desert. Sand dunes are +scattered about, and you can see the odd dead shrub. A high cliff blocks +your way to the east. The gusting winds blow sand all over you. You don't +think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1398,7 +1398,7 @@ Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks your way west. The gusting winds blow sand all over you. You don't think anything -could live out here. +could live out here. ~ 251 0 0 0 0 2 D0 @@ -1421,7 +1421,7 @@ S Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. +sand all over you. You don't think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1447,10 +1447,10 @@ The Forbidden Zone continues West. S #25164 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east. The gusting winds blow sand all over you. You don't -think anything could live out here. + You find yourself in the middle of a very hot desert. Sand dunes are +scattered about, and you can see the odd dead shrub. A high cliff blocks +your way to the east. The gusting winds blow sand all over you. You don't +think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1474,7 +1474,7 @@ Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks your way west. The gusting winds blow sand all over you. You don't think anything -could live out here. +could live out here. ~ 251 0 0 0 0 2 D0 @@ -1497,7 +1497,7 @@ S Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. +sand all over you. You don't think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1523,10 +1523,10 @@ The Forbidden Zone continues West. S #25167 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east. The gusting winds blow sand all over you. You don't -think anything could live out here. + You find yourself in the middle of a very hot desert. Sand dunes are +scattered about, and you can see the odd dead shrub. A high cliff blocks +your way to the east. The gusting winds blow sand all over you. You don't +think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1547,11 +1547,11 @@ The Forbidden Zone continues West. S #25168 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. High cliffs block + You find yourself in the middle of a very hot desert. Sand dunes are +scattered about, and you can see the odd dead shrub. High cliffs block your way east, west, and south, and they also stop some of the winds. You barely notice an old weather beaten stone table, which is mostly buried in -sand. You don't think anything could live out here. +sand. You don't think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1562,10 +1562,10 @@ The Forbidden Zone continues North. S #25169 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. A high cliff blocks + You find yourself in the middle of a very hot desert. Sand dunes are +scattered about, and you can see the odd dead shrub. A high cliff blocks your way to the east and west, and they also block some of the winds. You -don't think anything could live out here. +don't think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1584,7 +1584,7 @@ Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks your way west. The gusting winds blow sand all over you. You don't think anything -could live out here. +could live out here. ~ 251 0 0 0 0 2 D0 @@ -1607,7 +1607,7 @@ S Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. +sand all over you. You don't think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1633,9 +1633,9 @@ The Forbidden Zone continues West. S #25172 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds -blow sand all over you. You don't think anything could live out here. + You find yourself in the middle of a very hot desert. Sand dunes are +scattered about, and you can see the odd dead shrub. The gusting winds +blow sand all over you. You don't think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1661,10 +1661,10 @@ The Forbidden Zone continues West. S #25173 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are + You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the south. The gusting winds blow sand all over you. You don't -think anything could live out here. +your way to the south. The gusting winds blow sand all over you. You don't +think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1685,10 +1685,10 @@ The Forbidden Zone continues West. S #25174 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are + You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east. The gusting winds blow sand all over you. You don't -think anything could live out here. +your way to the east. The gusting winds blow sand all over you. You don't +think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1712,7 +1712,7 @@ Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks your way west. The gusting winds blow sand all over you. You don't think anything -could live out here. +could live out here. ~ 251 0 0 0 0 2 D0 @@ -1735,7 +1735,7 @@ S Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. The gusting winds blow -sand all over you. You don't think anything could live out here. +sand all over you. You don't think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1761,9 +1761,9 @@ The Forbidden Zone continues West. S #25177 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds -blow sand all over you. You don't think anything could live out here. + You find yourself in the middle of a very hot desert. Sand dunes are +scattered about, and you can see the odd dead shrub. The gusting winds +blow sand all over you. You don't think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1789,9 +1789,9 @@ The Forbidden Zone continues West. S #25178 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are -scattered about, and you can see the odd dead shrub. The gusting winds -blow sand all over you. You don't think anything could live out here. + You find yourself in the middle of a very hot desert. Sand dunes are +scattered about, and you can see the odd dead shrub. The gusting winds +blow sand all over you. You don't think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1817,10 +1817,10 @@ The Forbidden Zone continues West. S #25179 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are + You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the east. The gusting winds blow sand all over you. You don't -think anything could live out here. +your way to the east. The gusting winds blow sand all over you. You don't +think anything could live out here. ~ 251 0 0 0 0 2 D0 @@ -1844,7 +1844,7 @@ Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks your way west. The gusting winds blow sand all over you. You don't think anything -could live out here. +could live out here. ~ 251 0 0 0 0 2 D1 @@ -1863,7 +1863,7 @@ Forbidden Zone~ You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks your way north. The gusting winds blow sand all over you. You don't think anything -could live out here. +could live out here. ~ 251 0 0 0 0 2 D1 @@ -1884,10 +1884,10 @@ The Forbidden Zone continues West. S #25182 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are + You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the north. The gusting winds blow sand all over you. You don't -think anything could live out here. +your way to the north. The gusting winds blow sand all over you. You don't +think anything could live out here. ~ 251 0 0 0 0 2 D1 @@ -1908,10 +1908,10 @@ The Forbidden Zone continues West. S #25183 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are + You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the north. The gusting winds blow sand all over you. You don't -think anything could live out here. +your way to the north. The gusting winds blow sand all over you. You don't +think anything could live out here. ~ 251 0 0 0 0 2 D1 @@ -1932,10 +1932,10 @@ The Forbidden Zone continues West. S #25184 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are + You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. A high cliff blocks -your way to the north. The gusting winds blow sand all over you. You don't -think anything could live out here. +your way to the north. The gusting winds blow sand all over you. You don't +think anything could live out here. ~ 251 0 0 0 0 2 D1 @@ -1956,9 +1956,9 @@ The Forbidden Zone continues West. S #25185 Forbidden Zone~ - You find yourself in the middle of a very hot desert. Sand dunes are + You find yourself in the middle of a very hot desert. Sand dunes are scattered about, and you can see the odd dead shrub. High cliffs block -your way to the north and south. The gusting winds blow sand all over you. +your way to the north and south. The gusting winds blow sand all over you. You don't think anything could live out here. You can see an ocean and a sandy beach to the east. ~ @@ -2005,8 +2005,8 @@ Sandy Beach~ the coarse sand found in the Forbidden Zone. The ocean to the east stretches as far as the eye can see, and small waves gently lap on the shore. A high cliff blocks your way west. You notice a large statue -located further north. Too bad the apes don't like swimming, because -this place is perfect for it! +located further north. Too bad the apes don't like swimming, because +this place is perfect for it! ~ 251 0 0 0 0 2 D0 @@ -2026,9 +2026,9 @@ Sandy Beach~ the coarse sand found in the Forbidden Zone. The ocean to the east stretches as far as the eye can see, and small waves gently lap on the shore. A high cliff blocks your way west. A huge dark green statue is -resting right on the side of the beach. It's a woman wearing a large +resting right on the side of the beach. It's a woman wearing a large spikey crown holding a book, so it must be the ruins of the Statue of -Liberty! Damn them all to hell! +Liberty! Damn them all to hell! ~ 251 4 0 0 0 2 D2 @@ -2047,8 +2047,8 @@ Sandy Beach~ You're on a wide sandy beach. The soft sand seems much nicer than the coarse sand found in the Forbidden Zone. The ocean to the east stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west and south. Too bad the apes -don't like swimming, because this place is perfect for it! +shore. A high cliff blocks your way west and south. Too bad the apes +don't like swimming, because this place is perfect for it! ~ 251 0 0 0 0 2 D0 @@ -2062,8 +2062,8 @@ Sandy Beach~ You're on a wide sandy beach. The soft sand seems much nicer than the coarse sand found in the Forbidden Zone. The ocean to the east stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. Too bad the apes don't like -swimming, because this place is perfect for it! +shore. A high cliff blocks your way west. Too bad the apes don't like +swimming, because this place is perfect for it! ~ 251 0 0 0 0 2 D0 @@ -2082,8 +2082,8 @@ Sandy Beach~ You're on a wide sandy beach. The soft sand seems much nicer than the coarse sand found in the Forbidden Zone. The ocean to the east stretches as far as the eye can see, and small waves gently lap on the -shore. A low cave lead into the cliff to the west. Too bad the apes don't -like swimming, because this place is perfect for it! +shore. A low cave lead into the cliff to the west. Too bad the apes don't +like swimming, because this place is perfect for it! ~ 251 0 0 0 0 2 D0 @@ -2107,8 +2107,8 @@ Sandy Beach~ You're on a wide sandy beach. The soft sand seems much nicer than the coarse sand found in the Forbidden Zone. The ocean to the east stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. Too bad the apes don't like -swimming, because this place is perfect for it! +shore. A high cliff blocks your way west. Too bad the apes don't like +swimming, because this place is perfect for it! ~ 251 0 0 0 0 2 D0 @@ -2127,8 +2127,8 @@ Sandy Beach~ You're on a wide sandy beach. The soft sand seems much nicer than the coarse sand found in the Forbidden Zone. The ocean to the east stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. Too bad the apes don't like -swimming, because this place is perfect for it! +shore. A high cliff blocks your way west. Too bad the apes don't like +swimming, because this place is perfect for it! ~ 251 0 0 0 0 2 D0 @@ -2147,8 +2147,8 @@ Sandy Beach~ You're on a wide sandy beach. The soft sand seems much nicer than the coarse sand found in the Forbidden Zone. The ocean to the east stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. Too bad the apes don't like -swimming, because this place is perfect for it! +shore. A high cliff blocks your way west. Too bad the apes don't like +swimming, because this place is perfect for it! ~ 251 0 0 0 0 2 D0 @@ -2167,8 +2167,8 @@ Sandy Beach~ You're on a wide sandy beach. The soft sand seems much nicer than the coarse sand found in the Forbidden Zone. The ocean to the east stretches as far as the eye can see, and small waves gently lap on the -shore. A high cliff blocks your way west. Too bad the apes don't like -swimming, because this place is perfect for it! +shore. A high cliff blocks your way west. Too bad the apes don't like +swimming, because this place is perfect for it! ~ 251 0 0 0 0 2 D0 @@ -2206,8 +2206,8 @@ Statue of Liberty Stairs~ You're on a staircase leading up the Statue of Liberty. Back when this place wasn't wrecked, people used to come here to tour the statue and to get a nice view of New York. Now, the staircase is -full of cobwebs and many large cracks can be seen along the walls. -You can see the main observatory at the top of the stairs. +full of cobwebs and many large cracks can be seen along the walls. +You can see the main observatory at the top of the stairs. ~ 251 0 0 0 0 0 D4 @@ -2224,7 +2224,7 @@ S #25198 Statue of Liberty - Main Observatory~ You're in the main observatory of the Statue of Liberty. Several -sets of coin operated binoculars look out onto the ocean through +sets of coin operated binoculars look out onto the ocean through the long broken windows. Dirt and grime covers all of the walls. A heap of rags is on the floor towards the northern part of the room, which looks like it may be a bed. An old staircase leading diff --git a/lib/world/wld/252.wld b/lib/world/wld/252.wld index 6547fd3..c917753 100644 --- a/lib/world/wld/252.wld +++ b/lib/world/wld/252.wld @@ -7,7 +7,7 @@ way up to the entrance to the castle, hundreds of feet above you. You think you may see a bit of movement on the road, possibly a person or two up there, but from here you cannot be sure. Your choices seem to be quite limited. You can either head up the winding trail to the castle or head back into this terrible -forest, taking your chances with the many monsters which roam the trees. +forest, taking your chances with the many monsters which roam the trees. ~ 252 1 0 0 0 3 D0 @@ -36,7 +36,7 @@ S A Winding Mountain Trail~ The trail begins it's steep ascent, heading uphill toward the gates of the castle. You see no sign of light or life within. Possibly it is just an old -empty abandoned castle that doesn't warrant a look around. Possibly. +empty abandoned castle that doesn't warrant a look around. Possibly. ~ 252 1 0 0 0 3 D3 @@ -52,9 +52,9 @@ S A Winding Mountain Trail~ The trail heads west and uphill toward the castle above. You see a large turret rising high above the main entrance, it's rounded walls standing out from -the rest of the castle. You see that the gates are closed, probably locked. +the rest of the castle. You see that the gates are closed, probably locked. As you look up at the menacing castle above you, a shiver runs through your very -soul. This whole place gives you a very bad feeling. +soul. This whole place gives you a very bad feeling. ~ 252 1 0 0 0 3 D3 @@ -70,7 +70,7 @@ S A Winding Mountain Trail~ The trail heads steeply up yet again, always toward the looming castle above. You can now see the top of the turret, where bats circle constantly, as if -watching, guarding for some unseen master. +watching, guarding for some unseen master. ~ 252 1 0 0 0 3 D1 @@ -87,7 +87,7 @@ A Winding Mountain Trail~ The trail leads east toward the castle or down into the forest. You are now a good ways above the forest, high up on the trail. You see that the entire forest is enclosed by the mountains, forming a sort of prison in the form of a -forest full of horrors. What an awful place you have come to! +forest full of horrors. What an awful place you have come to! ~ 252 1 0 0 0 3 D1 @@ -102,7 +102,7 @@ S #25205 A Winding Mountain Trail~ The trail heads and west - east toward the hellish castle and west toward the -nightmarish forest. You are not really left with much a choice. +nightmarish forest. You are not really left with much a choice. ~ 252 1 0 0 0 3 D1 @@ -118,7 +118,7 @@ S A Winding Mountain Trail~ The road heads steeply up again, curving and heading toward the front gates of the castle. You are now extremely high above the forest, looking over the -tree tops. Not that you can all that far - it's pretty damn dark out there. +tree tops. Not that you can all that far - it's pretty damn dark out there. ~ 252 1 0 0 0 3 D3 @@ -135,7 +135,7 @@ A Winding Mountain Trail~ The trail continues to climb toward the castle, which is just above you only a man's height or so. To the west is the base of a set of wide stone steps which lead directly up to the front gates of the castle. The trail also leads -down from here toward the forest below. +down from here toward the forest below. ~ 252 1 0 0 0 3 D3 @@ -152,7 +152,7 @@ A Winding Mountain Trail~ You have come to the top of the trail. A wide set of stone steps, steps built into the mountain itself, leads up to the main entrance to this evil looking place. The trail heads back east, winding it's way down to the forest -below. +below. ~ 252 1 0 0 0 3 D1 @@ -168,7 +168,7 @@ S The Castle Gates~ You stand before the gates to the castle, a set of huge, iron bound, oak doors which look strong enough to hold back an entire army. A set of wide stone -steps lead down toward the trail which takes you down into the forest. +steps lead down toward the trail which takes you down into the forest. ~ 252 0 0 0 0 0 D0 @@ -187,7 +187,7 @@ way ahead. Your footsteps ring loudly, every step you take making you jump just a bit, so loud that it almost seems like you hear someone following behind you, someone who stops when you stop and walks when you walk, but looking around, you realize that you are just being foolish. The exit to this terrible, dead castle -lies south. +lies south. ~ 252 9 0 0 0 0 D0 @@ -203,12 +203,12 @@ S Echoing Hallway~ This castle radiates a strange presence, a feeling of ancient hatred, old grudges long since forgotten through the centuries. All around you, signs of -disuse are apparent, yet you get the feeling that this place is most definately +disuse are apparent, yet you get the feeling that this place is most definitely inhabited. The cobwebs which are strung through almost every archway, the dust on the floor, and the way all of the furnishings seem to have fallen into complete disrepair should give an impression of abandonment, however it seems just the opposite. High archways lead both east and west into large rooms, the -hall continues north and south. +hall continues north and south. ~ 252 0 0 0 0 0 D0 @@ -233,7 +233,7 @@ Echoing Hallway~ This long, gothic hallway runs north and south through the center of this wicked place. The ceiling, domed and sculptured rises high above you head, nearly out of sight. A small oak door lies off to you east, and wide archway -opens to the west. +opens to the west. ~ 252 0 0 0 0 0 D0 @@ -260,7 +260,7 @@ castle's heights. This must be the way to the turret you saw from the outside. East of you, a small hallway with a low ceiling runs into darkness. Looking in that direction gives you the chills, although for what reason, you have no idea. The hallway runs north to the stairs or south toward the entrance (or exit) to -the castle. +the castle. ~ 252 8 0 0 0 0 D0 @@ -280,7 +280,7 @@ S Base of Stairway~ The stairway spirals upward, twisting out of sight and into darkness. You listen for any sounds that may come from the upper reaches, but all seems quiet -for now. You may head up or go back south toward the Castle Gates. +for now. You may head up or go back south toward the Castle Gates. ~ 252 8 0 0 0 0 D2 @@ -297,7 +297,7 @@ A Side Hallway~ This small, cramped passageway leads east to what appears to be a dead end. There really is only room enough for one person to squeeze through the passage, and the feeling you had earlier is only intensifying as you head deeper into -this passage. Might it not be best to head back west? +this passage. Might it not be best to head back west? ~ 252 264 0 0 0 0 D1 @@ -313,7 +313,7 @@ S A Side Hallway~ You have reached the end of this small hallway. There is no apparent exit in any direction except back west, the way you came. There is just enough room -here for you to turn around. +here for you to turn around. ~ 252 264 0 0 0 0 D2 @@ -332,7 +332,7 @@ unused looking furniture. The walls, painted in what were obviously once bright, lifelike colors are now covered in such a layer of dust that it is hard to tell exactly what the paintings were of. It looks as if this room may have been used for entertaining guests at one time, in the castle's prime, but now it -is like all the other sections of this place - dead and lifeless. +is like all the other sections of this place - dead and lifeless. ~ 252 8 0 0 0 0 D3 @@ -350,7 +350,7 @@ received from the very walls of the room. A large stone table, large enough to seat a dozen people, is centered on the floor, webbed silver candlesticks still with wax in them, rest in the center of the table. A balcony leads off to the south, the door to this balcony wide open. The only other exit out of here is -to the east. +to the east. ~ 252 8 0 0 0 0 D1 @@ -369,7 +369,7 @@ out into the open air. The forest below you, still dark and mysterious as when you were in the thick of it, seems to waver and fade in and out of focus with the faint mist that clings to the treetops. There are no chairs or any other types of furniture here, only a wide open stretch of stone flooring. You may -exit back into the Feasting Chamber, just north of here. +exit back into the Feasting Chamber, just north of here. ~ 252 8 0 0 0 0 D0 @@ -383,7 +383,7 @@ Empty Chamber~ devoid of furnishings, decoration, or adornments of any kind. The walls have the same ancient paintings which seem to be the same in every part of this castle, but other than those old, faded scrawlings, there is nothing here. The -exit lies east. +exit lies east. ~ 252 9 0 0 0 0 D1 @@ -399,7 +399,7 @@ side. The other side of the stairs opens into an enormous room which is littered with closed coffins, all lined in perfect order. The north wall of the chamber rises three stories, strange, small niches built into the wall. Those niches look a great deal like burial vaults. Maybe it would be a good idea to -leave this room. +leave this room. ~ 252 9 0 0 0 0 D0 @@ -415,7 +415,7 @@ S Wide Stone Stairway~ The stairs head down toward the huge room below, the room filled with coffins. There does not seem to anyone in the room, at least no one that you -can see. That does not, however, mean that there is not anyone there. +can see. That does not, however, mean that there is not anyone there. ~ 252 9 0 0 0 0 D4 @@ -431,7 +431,7 @@ S Wide Stone Stairway~ These stairs continue down just a little further, into the room below which seems to be some sort of burial vault or something. You get a very ominous -feeling standing so close all those coffins. Very ominous indeed. +feeling standing so close all those coffins. Very ominous indeed. ~ 252 9 0 0 0 0 D4 @@ -448,7 +448,7 @@ Dark Stairwell~ A dark, wet, narrow flight of stairs runs down into darkness. There is a sense of desperation about this section of the castle, a sense of lingering but desperate hope. Shining your light down the steps only confirms that they go -downward farther than you can see and it is dark down there. +downward farther than you can see and it is dark down there. ~ 252 9 0 0 0 0 D3 @@ -463,8 +463,8 @@ S #25225 Vault~ The coffins surround on all sides but the north side, where the wall filled -with the crypts rises up toward the ceiling. This definately not the sort of -room you would want to hang around in for too long, not for any reason. +with the crypts rises up toward the ceiling. This definitely not the sort of +room you would want to hang around in for too long, not for any reason. ~ 252 9 0 0 0 0 D1 @@ -482,7 +482,7 @@ Vault~ ceiling, the higher reaches all obscured in shadows. You can't shake the feeling of being watched, no matter where in the room you stand. Strangely, it doesn't seem to come from the coffins which surround, but another, less obvious -source. +source. ~ 252 9 0 0 0 0 D2 @@ -501,7 +501,7 @@ feel the need to hold your breath in this room. The north wall, full of the burial niches all the way to top, seems to stare at you malevolently, as if watching your every move, waiting for the right moment. A small passage leads south off the southeast corner of the room. A long, wide stairway leads up to a -large oak door. +large oak door. ~ 252 9 0 0 0 0 D0 @@ -526,7 +526,7 @@ Vault~ The vault seems almost too quiet, even for the fact that it is indeed a vault. The small, dark passageway seems to beckon you, it being south of your current locale. You think you may even see a flicker of light coming from the -inner reaches of that passage. +inner reaches of that passage. ~ 252 9 0 0 0 0 D0 @@ -547,7 +547,7 @@ Vault~ This huge burial vault does not give you the easy feeling you have been hoping to find ever since you entered the forests below this castle. The scattered coffins, the oppressing darkness only lend to the feeling that you -have to get out of this place as soon as is possible, sooner even. +have to get out of this place as soon as is possible, sooner even. ~ 252 9 0 0 0 0 D0 @@ -567,7 +567,7 @@ up in full view now, and it is an impressive sight to beheld. The huge wall, dotted with niches the entire length up, must be at least three stories in height, possibly more, and the number of coffins which dot the floor number way over twenty. It really makes you wonder why you ever felt a need to enter this -room. +room. ~ 252 9 0 0 0 0 D0 @@ -587,7 +587,7 @@ S Candle Lit Chamber~ This small chamber holds nothing more than a few candles which burn in small iron wall sconces. This room is a joiner room to another, much larger room just -south from here. The vault is to the north. +south from here. The vault is to the north. ~ 252 8 0 0 0 0 D0 @@ -602,12 +602,12 @@ S #25232 The Lord's Chamber~ This room is blacker than the blackest pitch, blacker than the blackest -night. An ornate coffin lies against the east wall, raised up on a pedestal. +night. An ornate coffin lies against the east wall, raised up on a pedestal. A large throne-like chair rests against the south wall, velvet upholstered and ancient by the look. Next to it is a small table, which might be used to hold drinks or other such trifles. Other than that, there appears to be no other objects in this room. The exit lies north through the small passage and back -into the Vault. +into the Vault. ~ 252 9 0 0 0 0 D0 @@ -622,7 +622,7 @@ S #25233 The Lord's Coffin~ This plush velvet upholstered coffin sports a very fine looking pillow and -headrest. It looks as if the Lord most probably sleeps very well here. +headrest. It looks as if the Lord most probably sleeps very well here. ~ 252 9 0 0 0 0 D3 @@ -634,8 +634,8 @@ S Narrow Stair Passage~ This narrow, stone and mortar passageway leads down a short distance further into a hallway. You can hear the sound of dripping water and the walls seem -moist to the touch. This definately does not seem like one of the more -luxurious sections of the castle. +moist to the touch. This definitely does not seem like one of the more +luxurious sections of the castle. ~ 252 9 0 0 0 0 D4 @@ -651,7 +651,7 @@ S Dark Dripping Hallway~ This narrow hallway smells of mold and mildew. There seems to be an end to the hallway just south of here. There is a heavy iron bound door at the hall's -end. +end. ~ 252 9 0 0 0 0 D2 @@ -668,7 +668,7 @@ Dark Dripping Hallway~ You stand before a large wooden door bound in iron straps. You can hear no sounds beyond the door, however that does not necessarily mean that there is nothing there. The nasty, wet hallway runs north to the set of stairs and up -and out of this awful part of the castle. +and out of this awful part of the castle. ~ 252 9 0 0 0 0 D0 @@ -684,10 +684,10 @@ S Holding Cell~ This cold, dank, hard stoned cell must have been quite a torture chamber in it's day. The old rusty chains hanging from the wall and the iron maiden which -rests dead center give you all the indication you need to confirm that fact. +rests dead center give you all the indication you need to confirm that fact. You run your fingers along the smooth wood of the iron maiden, marvelling at how well kept and clean it is. Well kept and clean? This stuff is still being -used! +used! ~ 252 9 0 0 0 0 D0 @@ -698,7 +698,7 @@ S #25238 Winding Stairs~ The stairs wind around and around up toward the turret. The stone walls on -either side serve as your railings. +either side serve as your railings. ~ 252 9 0 0 0 0 D4 @@ -713,7 +713,7 @@ S #25239 Winding Stairs~ The stairs wind around and around up toward the turret. The stone walls on -either side serve as your railings. +either side serve as your railings. ~ 252 9 0 0 0 0 D4 @@ -728,7 +728,7 @@ S #25240 Winding Stairs~ The stairs wind around and around up toward the turret. The stone walls on -either side serve as your railings. +either side serve as your railings. ~ 252 9 0 0 0 0 D4 @@ -749,7 +749,7 @@ darkness and death. As you stand here surveying the forest below, a strange feeling of power comes over you. You feel as if the entire forest below you were at your fingertips, all there and waiting for your bidding. You shake your head and get a more grip on yourself. You come back to the current situation -you are in and reality. The fantasy was much better. +you are in and reality. The fantasy was much better. ~ 252 9 0 0 0 0 D5 diff --git a/lib/world/wld/253.wld b/lib/world/wld/253.wld index f034748..9d3591a 100644 --- a/lib/world/wld/253.wld +++ b/lib/world/wld/253.wld @@ -4,7 +4,7 @@ Main Room - Windmill~ A broken chair lies mostly in pieces in one corner, and a table with three legs lays at an angle in the middle of the floor. Stairs lead up to the upper reaches where the wheel must have been maintained when this was in working -order. +order. ~ 253 12 0 0 0 0 D2 @@ -34,7 +34,7 @@ is given to Reklan, an elf in the Elven zone, a player is rewarded. The Elven zone is not available for download on this page, however it can be downloaded on the CircleMud site, without Reklan - he was added by Dibrova after the download. If you would like a copy of the zone as we use it, please -contact Kaan via mudmail or email and request it. +contact Kaan via mudmail or email and request it. * note: This zone is intended to be a low level zone, tailored for players who are just into their 10's. The mobs here don't assist and aside from a script on two of the mobs that only runs 10% of the time @@ -46,7 +46,7 @@ S Upstairs - Windmill~ This small room, more aptly called a platform because of it size (or lack thereof) has absolutely nothing of interest. Unless you are a dust collector. -Or some kid bringing his best girl out here. +Or some kid bringing his best girl out here. ~ 253 8 0 0 0 0 D5 @@ -59,7 +59,7 @@ Guard Room~ There is absolutely nothing in this room, not even dirt, except for the two well equipped men who stand waiting for innocent folk just like yourself to blunder into this room. A metal-made flight of stairs lead down into -who-knows-where. +who-knows-where. ~ 253 4 0 0 0 0 D1 @@ -78,7 +78,7 @@ door waiting at the end. It could be something else, however, seeing as you are quite a ways from it. The walls around you, as well as the flooring you walk upon, are all completely made of steel. The effort and cost involved in the construction of a passage such as this is beyond your comprehension. What kind -of person or people decorate their walls in steel? +of person or people decorate their walls in steel? ~ 253 264 0 0 0 0 D4 @@ -92,9 +92,9 @@ D5 S #25304 Steel Clad Flight of Stairs~ - The stairs continue down toward what is definately a door at the bottom. + The stairs continue down toward what is definitely a door at the bottom. The metal which covered the walls up from here continues along these same walls. -The door ahead appears to be made of steel as well. +The door ahead appears to be made of steel as well. ~ 253 0 0 0 0 0 D4 @@ -111,7 +111,7 @@ Steel Clad Flight of Stairs~ The stairs ends here at a metal door. Beyond is most probably the person or persons responsible for the construction of this passage. You may leave this whole strange place, back up the stairs to a more stable world, or open the -door. +door. ~ 253 0 0 0 0 0 D0 @@ -130,7 +130,7 @@ walls, the spotless uniforms which the guards wear all give you the clues you need to put it together that this is a military installation of some sort. You see the letters 'MoS' emblazoned on the left breast of every guard's hauberk, but you have no clue what they signify, nor do you have much time ti think about -as the guards attack. +as the guards attack. ~ 253 0 0 0 0 0 D0 @@ -146,7 +146,7 @@ S Steel Clad Passage~ The metal walls do not stop with the Checkpoint, they continue all the way down this passage, and because you can't see the end of the passage you must -assume it's quite large. +assume it's quite large. ~ 253 8 0 0 0 0 D0 @@ -162,7 +162,7 @@ S Steel Clad Passage~ The passage continues north. There is a door on the east wall with the symbol of two swords crossed, points down on it. The letters 'MoS' are engraved -under the swords. +under the swords. ~ 253 8 0 0 0 0 D0 @@ -182,7 +182,7 @@ S Steel Clad Passage~ The passage runs north and south of you. There is a door on the east wall which has the symbol of the two swords crossed, point down and the 'MoS' -engraved underneath. +engraved underneath. ~ 253 8 0 0 0 0 D0 @@ -201,7 +201,7 @@ S #25310 Steel Clad Passage~ The passage north and south from you. A door leads east from here with the -sword sigil and the MoS under it. +sword sigil and the MoS under it. ~ 253 8 0 0 0 0 D0 @@ -221,7 +221,7 @@ S Steel Clad Passage~ The passage runs north and south from here, steel walls and ceiling still gleaming as far as your eyes can see. Doors lead east and west from here, and -just to the north a passage branches east. +just to the north a passage branches east. ~ 253 8 0 0 0 0 D0 @@ -244,7 +244,7 @@ S #25312 Steel Clad Passage~ The passage runs north and south from here. A smaller passage runs east from -here, also clad in steel. +here, also clad in steel. ~ 253 8 0 0 0 0 D0 @@ -263,7 +263,7 @@ S #25313 Steel Clad Passage~ The passage still runs north to south here, no turns or bends visible for -quite a ways. There is a door on the west wall here. +quite a ways. There is a door on the west wall here. ~ 253 0 0 0 0 0 D0 @@ -282,7 +282,7 @@ S #25314 Steel Clad Passage~ The passage runs north and south. You think that you may see the end of the -hall to your north. +hall to your north. ~ 253 0 0 0 0 0 D0 @@ -297,7 +297,7 @@ S #25315 Steel Clad Passage~ The passage runs north and south, with doors on either side of you. The end -of the corridor, in the form of a steel door, lies a ways north from here. +of the corridor, in the form of a steel door, lies a ways north from here. ~ 253 0 0 0 0 0 D0 @@ -320,7 +320,7 @@ S #25316 Steel Clad Passage~ The end of this long hallway lies just north of here. To the south, the -hallway runs for a very long ways. +hallway runs for a very long ways. ~ 253 0 0 0 0 0 D0 @@ -335,7 +335,7 @@ S #25317 Northern End of a Steel Clad Passage~ A door lies north of you, while a steel-walled passage runs south as far as -your eyes can see. +your eyes can see. ~ 253 0 0 0 0 0 D0 @@ -352,7 +352,7 @@ Steel Clad Passage~ This passage, although smaller than the main passage, still is walled in steel. It ends to the east, a ways from where you stand, at a door. A door stands to your north, and to your immediate west, the main passage runs north -and south. +and south. ~ 253 8 0 0 0 0 D1 @@ -367,7 +367,7 @@ S #25319 Steel Clad Passage~ The passage continues east toward a set of doors, or you may go back west to -the main passage. +the main passage. ~ 253 8 0 0 0 0 D1 @@ -382,7 +382,7 @@ S #25320 Steel Clad Passage~ The passage ends just east of you at a door. Doors lie north and south of -your present locale, while the passage runs west back to the main passage. +your present locale, while the passage runs west back to the main passage. ~ 253 0 0 0 0 0 D0 @@ -406,7 +406,7 @@ S Eastern End of a Steel Clad Passage~ The passage ends here at a triple set of doors. West of you, the passage runs back toward the main area. North, south, and east of you are steel doors, -all with the double sword insignia and the letters MoS. +all with the double sword insignia and the letters MoS. ~ 253 0 0 0 0 0 D0 @@ -432,7 +432,7 @@ Weapons Cache~ swords. The etching underneath reveals the meaning of the letters you saw on the door. The etching reads; Militant Order of the Sword. So this is a military compound held by the Militant Order of the Sword, but who are they, and -what is their purpose? +what is their purpose? ~ 253 8 0 0 0 0 D3 @@ -444,7 +444,7 @@ S Food Stores~ All manner of dried goods lie on shelving which runs along most of the walls of this room. A door leads north from here, or you may exit into the passage -through the west door. +through the west door. ~ 253 8 0 0 0 0 D0 @@ -458,10 +458,10 @@ door~ S #25324 Kitchen~ - This extremely basic kitchen houses a fireplace and a tub full of water. + This extremely basic kitchen houses a fireplace and a tub full of water. There are only a few utensils lying on the one table, all utensils lined up perfectly. The one thing you can say positively about this kitchen is that it -is immaculately clean. +is immaculately clean. ~ 253 8 0 0 0 0 D0 @@ -498,7 +498,7 @@ S The Head~ This room, although used for the men of the Order to relieve, is nonetheless a clean, no spotless affair with a polished steel floor. Even the seats are -polished steel which even you would feel comfortable sitting on. +polished steel which even you would feel comfortable sitting on. ~ 253 8 0 0 0 0 D1 @@ -523,7 +523,7 @@ S Bunk Room~ You stand in a large, open room with nothing but lines of cots running along the north and south walls. Every bed is made perfectly, all the sheets and -blankets on those beds are spotlessly clean. +blankets on those beds are spotlessly clean. ~ 253 0 0 0 0 0 D1 @@ -535,7 +535,7 @@ S Bunk Room~ You stand in a large, open room with nothing but lines of cots running along the north and south walls. Every bed is made perfectly, all the sheets and -blankets on those beds are spotlessly clean. +blankets on those beds are spotlessly clean. ~ 253 0 0 0 0 0 D3 @@ -547,7 +547,7 @@ S Captain's Room~ This sparse room holds only a steel desk and a single bed, which incidentally looks very uncomfortable. It looks as if the only real advantage to having your -own room is privacy. +own room is privacy. ~ 253 0 0 0 0 0 D2 @@ -558,7 +558,7 @@ S #25331 Lieutenant's Room~ This room holds only a bed and a foot locker. No pictures adorn the walls, -of course there are no windows. How do these people live like this? +of course there are no windows. How do these people live like this? ~ 253 0 0 0 0 0 D2 @@ -571,7 +571,7 @@ Sergeant's Room~ The only thing of interest in this room is the portrait on the wall of a scene in town circle. There is a gallows platform with townfolk all surrounding it cheering. The platform itself holds sixteen swinging bodies, all of them -elven. The caption underneath reads "A Day of Reckoning will come". +elven. The caption underneath reads "A Day of Reckoning will come". ~ 253 0 0 0 0 0 D0 @@ -585,7 +585,7 @@ General's Room~ sword insignia stands out most prominently, the MoS underneath, but there is an added touch. The caption underneath the symbol reads When Armageddon comes, the Human race will be the one to triumph and rule over all other races. How -quaint. +quaint. ~ 253 0 0 0 0 0 D0 @@ -598,7 +598,7 @@ The Grand Knight's Room~ The Grand Knight looks as if he may have it just a bit easier than the rest of his fellow brothers. Although this is 'Anti-Elf Deco', it still holds some wood furnishings, as well as a huge four posted feather bed. This guy must be -old and tired... +old and tired... ~ 253 0 0 0 0 0 D3 diff --git a/lib/world/wld/254.wld b/lib/world/wld/254.wld index 678217c..4d10463 100644 --- a/lib/world/wld/254.wld +++ b/lib/world/wld/254.wld @@ -6,12 +6,12 @@ must have little or no money. Dogs with only three legs, chickens clucking to and fro, all of it just seems so... Well, poor and grubby. You only have a short time to register these facts, though, as you are suddenly surrounded by a group of heavily armed men and taken to a holding cell. Holding Cell You sit in -a stinky, dirt floored holding cell, with no idea why you have been put here. +a stinky, dirt floored holding cell, with no idea why you have been put here. Obviously this village is under some sort of militaristic control, and visitors are unwelcome. The only thing to keep you occupied is the fact that the small hole in the ground used for a toilet stinks so bad that you have to keep trying to hold your breath, and every time you take in air you have to cover your mouth -with your arm and breath that way or else you'll gag. +with your arm and breath that way or else you'll gag. ~ 254 0 0 0 0 1 D1 @@ -41,7 +41,7 @@ S A Dirt Path~ A worn dirt path leads east, north and south from here. To the north and south, you can see more holding cells, to the east you see a number of huts, -tents, and outbuildings. +tents, and outbuildings. ~ 254 0 0 0 0 2 D0 @@ -66,7 +66,7 @@ A Dirt Path~ This is the end of a path which leads to the camp prisoner's holding cells, one of which is directly west of you, currently closed. To the southwest, right next to the cell, is what appears to be an outhouse. To the northwest is -another holding cell. +another holding cell. ~ 254 0 0 0 0 2 D0 @@ -86,7 +86,7 @@ S A Dirt Path~ You stand at the end of a dirt path, or as Mordecai would have it, one of the 'roads' in the village. A crude bamboo holding cell is directly west of you, -with an outhouse just north of it. To the south are more cells. +with an outhouse just north of it. To the south are more cells. ~ 254 0 0 0 0 2 D0 @@ -110,7 +110,7 @@ reach through the bars and touch it is an outhouse. Actually, all you know for sure is that it is a small square building that smells like something out of a cheap 'B' horror movie. Just the same, you assume it's an outhouse. Another clue to the small building's capacity is the tepid trail, a mini stream, of -urine which runs downhill right through the middle of this cell - EWWWWWW! +urine which runs downhill right through the middle of this cell - EWWWWWW! ~ 254 0 0 0 0 1 D1 @@ -122,7 +122,7 @@ S A Holding Cell~ This cell seems about the same as the others outside. A small building, which looks as if it might be an outhouse, lies to the south, wedged right up -against the side of the cell. +against the side of the cell. ~ 254 0 0 0 0 1 D1 @@ -137,7 +137,7 @@ cattle who haven't been outside for three months. This place smells BAD. Two holes dug in opposing corners offer incense to remember, your feet squish into the wet dirt floor, and although you consider yourself a relatively strong person, you find your gorge rising, and your inability to suppress it only -validates the fact that this place REALLY STINKS. +validates the fact that this place REALLY STINKS. ~ 254 0 0 0 0 0 D1 @@ -148,10 +148,10 @@ S #25407 An Outhouse~ This outhouse, smelly by anyone's standards, but not that bad by outhouse -standards, is a small 8x8 cubicle which allows relief to most of the village. +standards, is a small 8x8 cubicle which allows relief to most of the village. Although it IS the public poop hole, it is relatively kept up and, against your better judgement, you find yourself wanting to try it out - just for the heck of -it. +it. ~ 254 0 0 0 0 1 D1 @@ -162,7 +162,7 @@ S #25408 A Dirt Path~ This path leads north to a row of holding cells or west into a building which -looks to be an outhouse. +looks to be an outhouse. ~ 254 0 0 0 0 1 D0 @@ -177,7 +177,7 @@ S #25409 A Dirt Path~ This path leads south to a row of holding cells or west into a building which -smells SO bad, it MUST be an outhouse. +smells SO bad, it MUST be an outhouse. ~ 254 0 0 0 0 1 D2 @@ -193,7 +193,7 @@ S A Dirt Path~ This path leads T's off to the west, leading to a row of holding cells, to the east you may enter the main section of the village, and directly north and -south of you are long, low buildings which look a great deal like barracks. +south of you are long, low buildings which look a great deal like barracks. ~ 254 0 0 0 0 1 D0 @@ -216,7 +216,7 @@ S #25411 A Dirt Path~ This path leads east towards the main part of the village or west to a row of -holding cells. +holding cells. ~ 254 0 0 0 0 1 D1 @@ -232,7 +232,7 @@ S Barracks~ Long and low, this building houses all the single men and women who have chosen to fight for Mordecai's cause. Two rows of beds run the length of the -walls, both east and west, all with a matching trunk next to it. +walls, both east and west, all with a matching trunk next to it. ~ 254 0 0 0 0 1 D2 @@ -244,7 +244,7 @@ S Barracks~ This building houses all the single men and women who have chosen Mordecai as their savior and leader. Rows of beds line walls to either side, all complete -with a foot locker next to each bed. +with a foot locker next to each bed. ~ 254 0 0 0 0 0 D0 @@ -255,7 +255,7 @@ S #25414 A Dirt Path~ This path leads east to a crossing of paths (possibly the center of the -village) and west toward some low buildings and a row od holding cells. +village) and west toward some low buildings and a row od holding cells. ~ 254 0 0 0 0 1 D1 @@ -273,7 +273,7 @@ A Muddy Crossing~ in the whole town. The mud here is up past you ankles, making travel difficult, and disgusting. You catch a faint odor breezing it's way from the north, and in looking in that direction, you see why. To the north is a barn, while to the -south is a huge tent set up on a hill. +south is a huge tent set up on a hill. ~ 254 0 0 0 0 1 D0 @@ -297,7 +297,7 @@ S A Muddy Trail~ The trail does not get any better here, the mud is still deep as hell and to make matters worse, it even is beginning to smell a bit. A ways north of you is -a hay barn, to the northeast and northwest are chicken coops. +a hay barn, to the northeast and northwest are chicken coops. ~ 254 0 0 0 0 2 D0 @@ -313,7 +313,7 @@ S A Muddier Trail~ Damn this mud is deep! To both the east and west you see chicken coops, both holding a few chickens. To the north is a hay barn, which seems to be stocked -well. +well. ~ 254 0 0 0 0 2 D0 @@ -337,7 +337,7 @@ S Chicken Coop~ You stand just inside a chicken coop, ankle deep in (no pun intended) chicken shit. Little cluckers run around you pecking here and pecking there, generally -being a nuisance. +being a nuisance. ~ 254 0 0 0 0 1 D1 @@ -349,7 +349,7 @@ S Chicken Coop~ You stand just inside a chicken coop, surrounded by a bunch of annoying chickens who seem to think you are the guy that's bringing the food. By the -way, what's that on the bottom of your shoe? +way, what's that on the bottom of your shoe? ~ 254 0 0 0 0 1 D3 @@ -361,7 +361,7 @@ S Hay Barn~ This open air structure holds what appears to be the entire supply of hay for the village. Bales upon bales fill this tin roofed building, alomost to the -rafters. +rafters. ~ 254 0 0 0 0 1 D0 @@ -377,8 +377,8 @@ S Cow Barn~ This has got to be the smelliest place in Dibrova! Not even the pet shop in Jareth can compare to this. Stalls line the east wall, with a cow milling about -in each one. The floor os covered in fecal matter, obviously from the cows in -the stalls. Watch your step! +in each one. The floor is covered in fecal matter, obviously from the cows in +the stalls. Watch your step! ~ 254 0 0 0 0 1 D0 @@ -394,7 +394,7 @@ S Pasture~ This small but lush and open plot of land provides food for the cows which graze here at this time. Fenced in, this pasture's only exit is south into the -Stinky Barn. +Stinky Barn. ~ 254 0 0 0 0 1 D2 @@ -406,7 +406,7 @@ S A Dirt Trail~ This trail leads south to a huge tent set upon a hill, to the southeast you see another structure, a more permanent looking place. To the north the trail -gets very muddy. +gets very muddy. ~ 254 0 0 0 0 1 D0 @@ -423,7 +423,7 @@ A Dirt Trail~ The trail continues it's way up the hill to the tent, but also branches off both to the east and west here. To the east you see a wooden building, not a lodging, but maybe some sort of storage structure. West the trail twists and -turns, if it leads to anything, you cannot see what that might be. +turns, if it leads to anything, you cannot see what that might be. ~ 254 0 0 0 0 2 D0 @@ -461,7 +461,7 @@ Food Storage and Preparation~ baskets filled with dried vegetables and grains line the walls, while skinned animals hang above them, collecting flies and who knows what else. An area near the rear of the building looks to be seignated as the prep area with a hand pump -for water and many different kinds of spices and seasonings on shelves. +for water and many different kinds of spices and seasonings on shelves. ~ 254 0 0 0 0 2 D3 @@ -472,7 +472,7 @@ S #25427 A Twisty Turning Trail~ This trail heads through some trees to an unknown destination, but generally -in an easterly direction. +in an easterly direction. ~ 254 0 0 0 0 1 D1 @@ -489,7 +489,7 @@ A Twisty Turning Trail~ The trail ends here, at a small stone building. The entrance to the building is directly south of you, but it doesn't appear as if you will be getting in any time soon, since the door is oak bound in iron, and no apparent windows from -where you stand. +where you stand. ~ 254 0 0 0 0 1 D1 @@ -504,7 +504,7 @@ S #25429 Weapon Cache~ Various implements of destruction are stored here, just waiting for some -lucky soul to come along and abuse them. +lucky soul to come along and abuse them. ~ 254 9 0 0 0 0 D0 @@ -516,7 +516,7 @@ S A Dirt Path~ The trail continues east toward the center of the village. You begin to see tents and huts the farther east you go, these must be the permanent residences -of the village. +of the village. ~ 254 0 0 0 0 2 D1 @@ -531,7 +531,7 @@ S #25431 A Dirt Trail~ The trail heads east into the center of the village, to the north and south -of you are tents, large enough to hold a family or at a few people. +of you are tents, large enough to hold a family or at a few people. ~ 254 0 0 0 0 2 D1 @@ -546,7 +546,7 @@ S #25432 A Meeting of Two Trails~ Here the two main trails in the village meet. One of them heads west and the -other runs north to south. +other runs north to south. ~ 254 0 0 0 0 2 D0 @@ -567,7 +567,7 @@ Tent Dwelling~ This tent, roughly 10x10, serves as the primary dwelling for one of the families under Mordecai's 'care'. Four cots sit side by side along one wall and a leather chest sits in a corner, holding what you assume would be all of their -wordly belongings. +wordly belongings. ~ 254 0 0 0 0 0 D1 @@ -580,7 +580,7 @@ Tent Dwelling~ This tent, roughly 10x10, serves as the primary dwelling for one of the families under Mordecai's 'care'. Four cots sit side by side along one wall and a leather chest sits in a corner holding what you assume would all of their -worldy possessions. +worldy possessions. ~ 254 0 0 0 0 0 D3 @@ -593,7 +593,7 @@ Tent Dwelling~ This tent, roughly 10x10, serves as the primary dwelling for one of the families under Mordecai's 'care'. Four cots sit side by side along one wall and a leather chest sits in a corner holding what you assume would be all of their -worldly possessions. +worldly possessions. ~ 254 0 0 0 0 0 D3 @@ -606,7 +606,7 @@ Tent Dwelling~ This tent, roughly 10x10, serves as the primary dwelling for one of the families under Mordecai's 'care'. Four cots sit side by side along one wall, and a leather chest sits in a corner, holding what you assume would be all of -their worldly possessions. +their worldly possessions. ~ 254 0 0 0 0 0 D1 @@ -618,7 +618,7 @@ S Hut~ Made of muddy claya and straw, this small hut serves as a permanent home to a family of four. In this cramped 8x8 area, four cots and a large chest all -occupy what little living area there was. +occupy what little living area there was. ~ 254 0 0 0 0 0 D3 @@ -630,7 +630,7 @@ S Hut~ Made of muddy clay and straw, this small hut serves as a permanent home to a family of four. In this cramped 8x8 area, four cots and a large chest all -occupy what little living area there was. +occupy what little living area there was. ~ 254 0 0 0 0 0 D3 @@ -642,7 +642,7 @@ S Hut~ Made of muddy clay and straw, this small hut serves as a permanent home to a family of four. In this cramped 8x8 area, four cots and a large chest all -occupy what little living area there was. +occupy what little living area there was. ~ 254 0 0 0 0 0 D1 @@ -654,7 +654,7 @@ S Hut~ Made of muddy clay and straw, this small hut serves as a permanent home to a family of four. In this cramped 8x8 area, four cots and a large chest all -occupy what little living area there was. +occupy what little living area there was. ~ 254 0 0 0 0 1 D1 @@ -665,7 +665,7 @@ S #25441 The Trail Out of Town~ This trail leads south into the wilderness, leaving the village behind. To -the north the trail leads into the main part of the village. +the north the trail leads into the main part of the village. ~ 254 0 0 0 0 1 D0 @@ -688,7 +688,7 @@ S #25442 The Trail Out of Town~ This trail leads south into the wilderness, even now the way becomes a bit -more choked with trees. To the north you see the main part of the village. +more choked with trees. To the north you see the main part of the village. ~ 254 0 0 0 0 1 D0 @@ -707,7 +707,7 @@ S #25443 The Trail Out of Town~ You are now at the outskirts of the village. You may leave it to the south -or go back into the main section to the north. +or go back into the main section to the north. ~ 254 0 0 0 0 3 D0 @@ -719,7 +719,7 @@ S A Dusty Trail~ This trail north and south of you. South it leads to the meeting of this trail and another running west. To the north there are some tents and huts and -farther north, upon a hill, you see a few more permanent looking structures. +farther north, upon a hill, you see a few more permanent looking structures. ~ 254 0 0 0 0 1 D0 @@ -741,7 +741,7 @@ D3 S #25445 A Dusty Trail~ - The trail leads north to south, huts and tents spaced out at intervals. + The trail leads north to south, huts and tents spaced out at intervals. ~ 254 0 0 0 0 2 D0 @@ -760,9 +760,9 @@ S #25446 A Dusty Trail~ The trail leads north and south from here. North you see what appear the -main buildings for this village, possibly even Mordecai's place of dwelling. +main buildings for this village, possibly even Mordecai's place of dwelling. South of you are the many huts and tents which serve as homes for Mordecai's -people. +people. ~ 254 0 0 0 0 2 D0 @@ -787,7 +787,7 @@ A Dusty Trail~ Here you stand at the top of a large sloping hill, which slopes downward to the east. It appears as if a temple or place of worship has been erected there, you may enter it to the east. North of you are the main buildings for Mordecai, -south are the many huts and tents of the village people. +south are the many huts and tents of the village people. ~ 254 0 0 0 0 2 D0 @@ -808,7 +808,7 @@ The End of the Road~ Directly north of you looms Mordecai's home, a tall stone structure with a sloping peaked roof. It appears that he fears none of his people, for the door to his home is wide open. To the east you see another stone house, this one a -bit smaller than Mordecai's, and west of you is yet another stone house. +bit smaller than Mordecai's, and west of you is yet another stone house. ~ 254 0 0 0 0 2 D0 @@ -833,7 +833,7 @@ Outdoor Temple~ This small basin, set in an almost tranquil setting, has been fashioned into a place of worship by the people of the village. Wooden benches serving as pughs have been set into side of the hill. At the bottom of the basin, a stage -with a podium has been erected, obviously for Mordecai and his sermons. +with a podium has been erected, obviously for Mordecai and his sermons. ~ 254 0 0 0 0 3 D3 @@ -845,7 +845,7 @@ S Lieutenant Caspan's Home~ Lieutenant Caspan, Mordecai's most trusted advisor and soldier, has been granted this home in recognition of his extreme loyalty, and he doesn't appear -at all pleased to see that you have invaded his sanctuary. +at all pleased to see that you have invaded his sanctuary. ~ 254 0 0 0 0 1 D3 @@ -855,11 +855,11 @@ door~ S #25451 The Wives~ - The interior of this home smells of both stale perfume and rotten fish. + The interior of this home smells of both stale perfume and rotten fish. Mordecai keeps his favorites for the month in this home, in apparent 'luxury', treating them well for the services they render. Heaps of stained bedding lie in disarray all over the floor. Pillows, torn and in some places, bloodstained, -lie in heaped in different corners. +lie in heaped in different corners. ~ 254 8 0 0 0 0 D1 @@ -872,7 +872,7 @@ Mordecai's Home~ This is the home of the Great Mordecai? One cot, one wash basin (dry and apparently unused for the most part), and a wardrobe on the east wall are all that occupy this place. One would think a man of Mordecai's stature would have -just a bit more in the way of luxuries. +just a bit more in the way of luxuries. ~ 254 0 0 0 0 0 D1 @@ -888,7 +888,7 @@ S Penelope's Cell~ Ah, the fair Penelope, daughter of the Lord of Jareth. Such a sight to behold, in all her beauty and majesty, such a wondrous vision. And so very well -guarded! +guarded! ~ 254 0 0 0 0 0 D2 @@ -911,7 +911,7 @@ S #25455 Dark and Gloomy Tunnel~ This is the end of the tunnel. Above you, a faint light filters through -cracks in a trap door. +cracks in a trap door. ~ 254 0 0 0 0 1 D2 @@ -926,7 +926,7 @@ S #25456 A Dark and Gloomy Tunnel~ The tunnel continues along it's dark and gloomy way heading in a direction -only the maker of this place would know. +only the maker of this place would know. ~ 254 9 0 0 0 0 D0 @@ -940,7 +940,7 @@ D2 S #25457 A Dark and Gloomy Tunnel~ - Still dark. Still Gloomy. Still going. + Still dark. Still Gloomy. Still going. ~ 254 9 0 0 0 0 D0 diff --git a/lib/world/wld/255.wld b/lib/world/wld/255.wld index 0b332c7..cf9763b 100644 --- a/lib/world/wld/255.wld +++ b/lib/world/wld/255.wld @@ -1,7 +1,7 @@ #25500 Old Sailor's Home~ You enter into a small cavern about ten by ten in diameter. The flickering -light you noticed earlier comes from a campfire in the center of the floor. +light you noticed earlier comes from a campfire in the center of the floor. Crude furniture made from driftwood and rocks lies strewn about, and some raggety clothing hangs on a peg of wood jammed into a crack in the stone wall. ~ @@ -28,7 +28,7 @@ Skeleton Room~ This room looks to have been used as a sort of holding cell for crew members who commited crimes or for unwanted stowaways. A pile of human bones sits in a corner, being the only thing in the room except, of course, for the ever -lingering stale smell of death. +lingering stale smell of death. ~ 255 9 0 0 0 0 D4 @@ -37,7 +37,7 @@ D4 0 0 25514 E bones pile~ - They look like any other pile of bones you've looked through. + They look like any other pile of bones you've looked through. ~ S #25507 @@ -47,7 +47,7 @@ obscuring all except a foot or so below you. In fact, you can barely see your feet as they descend. The air around seems to much more damp than the air above, near the sea. You can hear a creaking noise, a noise made up of many different pitches, all blended into one, like a hundred grannies rocking in old -chairs all at once. +chairs all at once. ~ 255 264 0 0 0 0 D4 @@ -84,7 +84,7 @@ Crow's Nest - Main Mast~ You stand on a small round platform which encircles the top of the main mast. A set of small iron rungs lead down the mast to the deck at midships. Rigging surrounds you on all sides, but none of it looks too stable. The rope ladder -ascends up through the mists. +ascends up through the mists. ~ 255 0 0 0 0 5 D4 @@ -102,7 +102,7 @@ Gangway - Midships~ water beneath. You can hear no sound but that of the ship creaking beneath you, the crew that ran this proud ship must have long since deserted it or died trying to get it out of this cavern. The gangway runs north to south the length -of the ship. The gunwales lies east and west of you. +of the ship. The gunwales lies east and west of you. ~ 255 0 0 0 0 5 D0 @@ -147,13 +147,13 @@ D5 0 -1 25520 E hatch~ - The hatch has a handle set into it. It does not appear to be locked. + The hatch has a handle set into it. It does not appear to be locked. ~ S #25512 Gangway at Foremast~ The foremast raises from the deck here, rotted rigging still attached to -tattered sails. The ganway continues on north and south of you. +tattered sails. The ganway continues on north and south of you. ~ 255 256 0 0 0 0 D0 @@ -171,7 +171,7 @@ Forecastle~ staring you right in the face. You can now see how the ship got trapped in this cavern. It looks as if at one time this was a small cove with deep enough waters to harbor a ship. The northern wall, now a tremendous pile of rubble, -must have come down, sealing the ship in. +must have come down, sealing the ship in. ~ 255 264 0 0 0 0 D0 @@ -186,7 +186,7 @@ S #25514 Bow~ You stand at the very front of the ship. There is a small square hole -leading down from here or you may head south along the gangway. +leading down from here or you may head south along the gangway. ~ 255 264 0 0 0 0 D2 @@ -201,7 +201,7 @@ S #25515 Poopdeck~ You stand on the poop deck, the main section of the upper deck, where most of -the sailing must have been done when this craft was seaworthy. +the sailing must have been done when this craft was seaworthy. ~ 255 264 0 0 0 0 D0 @@ -217,7 +217,7 @@ S At the Wheel~ Here the huge wheel of the ship still rests in place, not a scratch or nick on it. A compass sits in its stand here as well, also still in fine condition. -You may head north along the gangway or south to the stern. +You may head north along the gangway or south to the stern. ~ 255 264 0 0 0 0 D0 @@ -231,9 +231,9 @@ D2 S #25517 Stern~ - You stand at the back of the ship, which butts up against the cavern wall. + You stand at the back of the ship, which butts up against the cavern wall. The floors here still seem to be free of any litter or debris, strange for a -ship that appears to have been stuck in one place for so long. +ship that appears to have been stuck in one place for so long. ~ 255 264 0 0 0 0 D0 @@ -243,7 +243,7 @@ D0 S #25518 Port Gunwale~ - The sides of the ship are roughly 3 ft in height. + The sides of the ship are roughly 3 ft in height. ~ 255 8 0 0 0 0 D1 @@ -253,7 +253,7 @@ D1 S #25519 Starboard Gunwale~ - The sides of the ship are roughly 3 ft in height. + The sides of the ship are roughly 3 ft in height. ~ 255 0 0 0 0 0 D3 @@ -265,7 +265,7 @@ S In a Corridor - Lower Deck~ You stand in a small, cramped corridor which runs north to south. You notice doors spaced at intervals in front and behind you, but none next to you. Doors -stand closed at the end of the hall at both ends. +stand closed at the end of the hall at both ends. ~ 255 9 0 0 0 0 D0 @@ -284,7 +284,7 @@ S #25521 In a Corridor - Lower Deck~ The corridor ends just north of you at a door. Doors flank you on both east -and west sides. +and west sides. ~ 255 9 0 0 0 0 D0 @@ -307,7 +307,7 @@ S #25522 North End of Corridor~ You stand in front of a closed door at the north end of the corridor. No -markings or signs adorn the door, so it could lead anywhere. +markings or signs adorn the door, so it could lead anywhere. ~ 255 9 0 0 0 0 D0 @@ -324,7 +324,7 @@ S In a Corridor - Lower Deck~ The corridor runs south and north from here, ending just south of you in a closed door. Doors flank either side of you, east and west, or you may go back -north. +north. ~ 255 9 0 0 0 0 D0 @@ -347,7 +347,7 @@ S #25524 South End of Corridor~ You stand at the southern end of the corridor in front of a large oak door. -You may go back north or try the door. +You may go back north or try the door. ~ 255 9 0 0 0 0 D0 @@ -365,7 +365,7 @@ Captain's Quarters~ This is easily the biggest single room on the whole lower deck of the ship, not that that is saying too much. A large, quite comfortable looking bed rests against one wall, a desk, nailed to the floor, sits at another end with a stool -similarly attached to floor. +similarly attached to floor. ~ 255 9 0 0 0 0 D0 @@ -378,7 +378,7 @@ Bunk Room~ This room is where the majority of the crew must have slept. Bunks built into the walls of this room make small alcoves for each sailor. The cushions in each have long since rotted into decay, and even the wood which fashioned these -walls looks now so rotted as not to be able hold any one man's weight. +walls looks now so rotted as not to be able hold any one man's weight. ~ 255 9 0 0 0 0 D2 @@ -390,7 +390,7 @@ S Galley and Mess Room~ All food for the ship was prepared and eaten in this room. A small but servicable kitchen is set up at one end of the room, while a long table which -benches lining either side is set up at the other side. +benches lining either side is set up at the other side. ~ 255 9 0 0 0 0 D1 @@ -402,7 +402,7 @@ S The Latrine~ This room, although unused for who knows how long, still smells the same as it must have when in operation. A small, dirty basin sits in the center of the -room, awaiting use, seeming almost to smile at you, daring you to use it. +room, awaiting use, seeming almost to smile at you, daring you to use it. ~ 255 9 0 0 0 0 D3 @@ -414,7 +414,7 @@ S Rowing Room - Starboard Side~ This long room houses a set of rotted wooden benches, all deluxe with rotted oars to match. What a joy it must have been to be down here when there was no -wind! +wind! ~ 255 9 0 0 0 0 D3 @@ -426,7 +426,7 @@ S Rowing Room - Port Side~ This room houses a set of rotted wooden benches complete with rotted oars resting on each. You can smell the sweat still in the air from the men who must -have worked their heart and soul to keep this vessel moving in calm waters. +have worked their heart and soul to keep this vessel moving in calm waters. ~ 255 9 0 0 0 0 D1 @@ -438,7 +438,7 @@ S Cave Entrance~ You stand at the entrance to a cave half way down the cliff face. You see a flickering light inside which could be a campfire, could be a lantern. It also -could be a cook fire - a cook fire to cook you! +could be a cook fire - a cook fire to cook you! ~ 255 256 0 0 0 5 D1 diff --git a/lib/world/wld/256.wld b/lib/world/wld/256.wld index d933b1b..92f883e 100644 --- a/lib/world/wld/256.wld +++ b/lib/world/wld/256.wld @@ -9,14 +9,14 @@ abducted by Mordecai (another zone available) and now the Lord weeps in mourning for his beloved daughter. Save the daughter from Mordecai and bring her back in one piece to her father, get a large pile of gold. There is some mid- to upper-level eq and mobs here, as well as some fun areas to explore. This zone -is meant to connect to Jareth. +is meant to connect to Jareth. ~ 256 512 0 0 0 0 S #25601 Cobbled Street~ - The street continues with parks and lush, well-kept grass on either side. -To the north you see the Lord's Keep, to the south the city awaits. + The street continues with parks and lush, well-kept grass on either side. +To the north you see the Lord's Keep, to the south the city awaits. ~ 256 0 0 0 0 1 D0 @@ -32,7 +32,7 @@ S Guard Tower~ This small room serves as a break room for the Lord's Guards who patrol the upper ramparts of Lords Keep. A small, stone, spiral staircase leads up to the -parapet from here, or you may leave through the door to the north. +parapet from here, or you may leave through the door to the north. ~ 256 8 0 0 0 0 D0 @@ -48,7 +48,7 @@ S Guard Tower~ This small room serves as a break room for the Lord's Guards who patrol the upper ramparts of the Keep. A steep, stone, spiral staircase leads to the -parapet from here, or you may leave through the door to the south. +parapet from here, or you may leave through the door to the south. ~ 256 8 0 0 0 0 D2 @@ -61,9 +61,9 @@ D4 0 -1 25659 S #25604 -The Armoury~ +The Armory~ All weapons used by the Lord's Guards are made, stored, and maintained here. -Racks of weapons and armor line the walls in various states of repair. +Racks of weapons and armor line the walls in various states of repair. ~ 256 8 0 0 0 0 D0 @@ -77,11 +77,11 @@ letter, unaddressed. The bits of text that aren't smudged, burnt, and smeared tell tale of the smith/mage Gabadiel's masterwork: a sword of unequalled power, and two swords that came before, discarded as 'Not quite what I was working towards'. Looking around, you notice a distinct lack of any swords. You think -you may have a motive now... +you may have a motive now... ~ E tracks dust~ - Three sets of prints lead out where the back door used to stand. + Three sets of prints lead out where the back door used to stand. ~ S #25605 @@ -89,7 +89,7 @@ Guest Room~ This beautifully furnished room features all the amenities. A satin covered four poster feather bed, paintings done in lighter hues, and a full length mirroe are just some of the luxuries. A window set into the west wall offers a -view of most of Jareth. Your only exit is to the east. +view of most of Jareth. Your only exit is to the east. ~ 256 8 0 0 0 0 D1 @@ -106,7 +106,7 @@ high on a dias perpendicular to the long table. This second table is most obviously the Lord's own dining table. An enormous, ornate fireplace commands the eastern wall, sufficient to heat the entire room and then some. You may leave through the main entrance to the north or through a set of swinging doors -leading into the kitchen to the west. +leading into the kitchen to the west. ~ 256 8 0 0 0 0 D0 @@ -124,7 +124,7 @@ Guest Room~ four poster faethered bed, delicate paintings of smiling, playing children and mountain streams, and a full length mirror are just some of the luxuries offered. A window in the west wall covered with silk drapes offers a view of -most of Jareth. Your only exit is to the east. +most of Jareth. Your only exit is to the east. ~ 256 8 0 0 0 0 D1 @@ -137,8 +137,8 @@ Guest Room~ This beautifully furnished room features all the amenities. A satin covered four poster feather bed, delicate hued paintings of flowers, sunsets, and wild animals, and a full length mirror are just some of the luxuries this room -boasts. A window covered in silk drapes commands a view of most of Jareth. -Your only exit is to the east. +boasts. A window covered in silk drapes commands a view of most of Jareth. +Your only exit is to the east. ~ 256 8 0 0 0 0 D1 @@ -150,7 +150,7 @@ S The Lord's Stables~ The main purpose of these stables is to house all of the Lord's fine mounts used by the Lord's Guard and by the Lord himself. Spaces are provided for any -visitor's steeds as well, and a stablehand is on duty at all times. +visitor's steeds as well, and a stablehand is on duty at all times. ~ 256 8 0 0 0 0 D2 @@ -162,7 +162,7 @@ S Guest Room~ This opulently furnished features all the amenities. A double feathered bed, dark oak dresser, and a water basin. A window set into the western wall offers -a view of the Alquandon River and the northern reaches of Jareth. +a view of the Alquandon River and the northern reaches of Jareth. ~ 256 8 0 0 0 0 D1 @@ -175,7 +175,7 @@ Guest Room~ This opulently furnished room features all the amenities. Double feathered bed, dark oak dresser, and a water basin for light washing. A window set into the eastern wall offers a view of the Alquandon River and the northern reaches -of Jareth. +of Jareth. ~ 256 0 0 0 0 4 D1 @@ -188,7 +188,7 @@ Bath Room~ Upon entering this room, the first thing you notice is the overwhelming botanical fragrance filling the air. Lines of bathing vessels line both north and south walls. A huge cauldron rests over a fire in the fireplace, being -constantly tended by the girls on hand. +constantly tended by the girls on hand. ~ 256 8 0 0 0 0 D1 @@ -200,7 +200,7 @@ S Bath Room~ This room features a double row of cast iron bathing vessels lining north and south walls. A huge fireplace set into the west wall constantly burns keeping -an enormous kettle of water steaming hot. Have time for a bath? +an enormous kettle of water steaming hot. Have time for a bath? ~ 256 8 0 0 0 0 D1 @@ -213,7 +213,7 @@ Guest Room~ This opulently furnished room offers all the amenities. Double feathered bed, dark oak dresser, and a water basin. A window set into the western-most wall offers a great view of the Alquandon River and some of the northern reaches -of Jareth. +of Jareth. ~ 256 8 0 0 0 0 D1 @@ -225,7 +225,7 @@ S Hallway~ You stand in a north-south running hallway which seems to run the length of the Keep. Doors line the west wall in both directions. A window set into the -east wall provides a view of a fabulous garden. +east wall provides a view of a fabulous garden. ~ 256 8 0 0 0 0 D0 @@ -245,7 +245,7 @@ S Hallway~ You stand in a north-south running hallway which seems to run the length of the Keep. Doors line the west wall in both directions. A window set into the -east wall provides the view of a fabulous garden. +east wall provides the view of a fabulous garden. ~ 256 8 0 0 0 0 D0 @@ -264,7 +264,7 @@ S #25617 Hallway~ You stand in a north-south running hallway which seeems to run the length of -the Keep. Doors line the west wall in both directions. +the Keep. Doors line the west wall in both directions. ~ 256 0 0 0 0 0 D0 @@ -285,7 +285,7 @@ Hallway~ You stand in a north-south running hallway which appears to run the length of the Keep. Doors line the western wall beginning here and running north as far as your eyes allow. Another hallway branches off to the east, and from the -smells coming from that direction, the kitchen must be that way. +smells coming from that direction, the kitchen must be that way. ~ 256 8 0 0 0 0 D0 @@ -310,7 +310,7 @@ Hallway~ You stand at the beginning of a north-south hallway, which seems to run the length of the Keep. Directly north of you, doors line the west wall, leading to what you assume would be apartments. A door to the south leads into the Grand -Reception Hall. +Reception Hall. ~ 256 8 0 0 0 0 D0 @@ -327,7 +327,7 @@ Grand Reception Hall~ A continuance of the Grand Hall, this section continues to inspire feelings of strength and goodness. A dias sits at the far eastern end of the hall, used by the Lord to address new arrivals. Doors are available in the north, south, -and east walls here, or you may leave to the west. +and east walls here, or you may leave to the west. ~ 256 8 0 0 0 0 D0 @@ -352,7 +352,7 @@ Hallway~ You stand at the beginning of a north-south running hall that seems to go the enitire length of the Keep. Just south of you, a row of doors line the western walls to the end of the hall. A door to the north allows passage back into the -main section of the Keep. +main section of the Keep. ~ 256 8 0 0 0 0 D0 @@ -367,7 +367,7 @@ S #25622 Hallway~ You stand in a north-south running hallway which seems to run the length of -the Keep. Doors line the western wall the entire length of the hall. +the Keep. Doors line the western wall the entire length of the hall. ~ 256 8 0 0 0 0 D0 @@ -387,7 +387,7 @@ S Hallway~ You stand in a north-south running hallway which seems to run the entire length of the Keep. Doors line the west wall the entire way. A door set into -the eastern wall allows entrance to the courtyard. +the eastern wall allows entrance to the courtyard. ~ 256 8 0 0 0 0 D0 @@ -411,7 +411,7 @@ S Hallway~ You stand in a north-south running hallway that seems to run the entire length of the Keep. Doors line the wall to the west, while to the east you can -view the courtyard through a window set into the wall. +view the courtyard through a window set into the wall. ~ 256 8 0 0 0 0 D0 @@ -431,7 +431,7 @@ S Hallway~ You stand in a north-south running hallway which seems to run the entire length of the Keep. Doors line the west wall and a door to the east allows -entrance to the courtyard. +entrance to the courtyard. ~ 256 8 0 0 0 0 D0 @@ -455,8 +455,8 @@ S Courtyard~ You stand in the Lord's Courtyard, a place of fun and merriment, open to all folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom, -with a walk way made from red wood chips showing the way through the trees. -The path leads north, south and east, or you may enter the Keep to the west. +with a walk way made from red wood chips showing the way through the trees. +The path leads north, south and east, or you may enter the Keep to the west. ~ 256 0 0 0 0 4 D0 @@ -481,7 +481,7 @@ Courtyard~ You stand in the Lord's Courtyard, a place of fun and merriment, open to all folk, be they Lord's guest or servant. Beautiful trees dot the yard, all im full bloom, with a walk way made from red wood chips showing you the way through -the trees. +the trees. ~ 256 0 0 0 0 4 D0 @@ -504,7 +504,7 @@ darkest night. You feel something skitter by you feet and give a small shudder at the thought of what it might be. The walls seem to have been man made, dug out of hard clay, without supports. You begin to feel a chill, and even a bit damp, although the walls themselves are not wet or even clammy, just cold. The -tunnel heads east into darkness or you may climb back out into the gazebo. +tunnel heads east into darkness or you may climb back out into the gazebo. ~ 256 265 0 0 0 0 D1 @@ -522,7 +522,7 @@ Balcony~ the lands which surround Jareth. Most of what you see is forest, but some, to the southwest is beautiful rolling hills. Looking down on the courtyard, you see guards on break, sweethearts strolling hand in hand, and common folk out -enjoying the sunshine. +enjoying the sunshine. ~ 256 0 0 0 0 1 D0 @@ -535,7 +535,7 @@ Lord's Dining Room~ A small table with six chairs, one at each head, and two on each side, sits in this room. The south wall, mostly glass, offers a fabulous view of the courtyard and much of the land south and east of the Keep's walls. You can exit -south onto the balcony, or leave to the east into the bedroom. +south onto the balcony, or leave to the east into the bedroom. ~ 256 8 0 0 0 0 D1 @@ -555,7 +555,7 @@ him. A long mirror adorns the north wall, a small basin filled with water stands next to it, and a dust brush sits on a shelf next to the mirror. Lounge chairs are resting along the south wall, although from the grooves worn in the wood from centuries of nervous pacing, most people who enter this room don't use -the chairs very often. Doors are to the east and west. +the chairs very often. Doors are to the east and west. ~ 256 8 0 0 0 0 D1 @@ -573,7 +573,7 @@ Kitchen~ the Lord's guests and servants, and of course, the Lord himself. Pots and pans hang everywhere overhead, fireplaces abound, and servants scurry to and fro in a seemingly mad and mindless frenzy. A long table off to the side seats servants -who are on their break, but currently there are none there. +who are on their break, but currently there are none there. ~ 256 8 0 0 0 0 D0 @@ -593,7 +593,7 @@ S Hallway~ Not as well traveled as the hallway to your west, this short hall provides access to the Dining Hall, the Library, and the Tea Room. Doors lead north and -south from here, and the hallway runs to the east and west. +south from here, and the hallway runs to the east and west. ~ 256 8 0 0 0 0 D0 @@ -615,11 +615,11 @@ D3 S #25634 The Tea Room~ - This room is used as an informal social room for any of the Lord's guests. + This room is used as an informal social room for any of the Lord's guests. Comfortable divans and lounge chairs are scattered about the room, and a fireplace crackles warmly in the north wall. Books lie on end tables at easy arm's length and servants enter at intervals to ask if any refreshment is -desired. +desired. ~ 256 8 0 0 0 0 D1 @@ -636,7 +636,7 @@ Lord's Garden~ The beautiful flora surrounding you makes you feel so glad, so peaceful, you wish that you could stay in its embrace forever. Such care is given to these rows of life, the keeper of this garden must be almost fanactical in their -attention. The winding path conitinues north and east from here. +attention. The winding path conitinues north and east from here. ~ 256 0 0 0 0 2 D0 @@ -656,7 +656,7 @@ the walls along with luxurious chairs. A fireplace crackles warmly in the eastern wall directly behind the Lord's desk. A small door in the south wall sits closed at present. Pleasantly surprised by the simplicity of this office, you feel that the Lord must be a kind and just man and deserves the priviledges -his title offers. A door to the west allows exit. +his title offers. A door to the west allows exit. ~ 256 8 0 0 0 0 D2 @@ -674,7 +674,7 @@ Lord's Garden~ regally in gowns of state. It almost seems life-like as you gaze upon it, such attention to detail the craftsmen put into it. The statue sits in the center of a fountain upon a dias. An inscription at the base reads; In loving memory The -stone path continues to wend it's way north, south, and west. +stone path continues to wend it's way north, south, and west. ~ 256 0 0 0 0 2 D0 @@ -694,7 +694,7 @@ S Lord's Garden~ The garden continues to awe and inspire you as you walk along it's well tended paths. Flowers of all shapes, size and color abound. The stone path -meanders east, south, and north from here. +meanders east, south, and north from here. ~ 256 0 0 0 0 2 D0 @@ -718,7 +718,7 @@ Knowing that such wonders can exist in nature lends you the realization that although at many times the world appears to be flawed, there is a balance of perfection that gives those flaws their very reason for existance. A winding stone path wends it's way through the garden, heading north and west, and a door -to your south allows entrance back into the keep. +to your south allows entrance back into the keep. ~ 256 0 0 0 0 2 D0 @@ -740,7 +740,7 @@ Library~ working library for the Lord and his retainers. Dark oak shelves line all walls and two long tables sit side by side in the center of the room. The north wall, mostly glass with a door set into the center, boasts a view of the Lord's -garden. You may leave to the south through the main door. +garden. You may leave to the south through the main door. ~ 256 8 0 0 0 0 D0 @@ -759,7 +759,7 @@ S #25641 Hallway~ The short hallway ends here, opening south into a spacious dining hall. A -door to the north leads to the library, or you may go west into the hallway. +door to the north leads to the library, or you may go west into the hallway. ~ 256 8 0 0 0 0 D0 @@ -784,7 +784,7 @@ the room are a dresser, a small wardrobe, and, curiously, a portrait delicately painted in soft hues of the Keep, sitting high upon Lord's Hill, proudly flying the standard for Jareth. A closed door blocks the entrance to the south and an archway leading into the Lord's private dining room leads west, or you may exit -the Lord's Suite to your north. +the Lord's Suite to your north. ~ 256 8 0 0 0 0 D0 @@ -805,7 +805,7 @@ Bathing Chambers~ This private room is mostly one large pool of steaming water. No fires burn here, so the water must be either kept warm underneath the pool, or must be kept hot through magical means. Whatever the case, this hot tub looks more than -inviting and if you have the guts, some casual bathing may be in order. +inviting and if you have the guts, some casual bathing may be in order. ~ 256 8 0 0 0 0 D0 @@ -818,7 +818,7 @@ Courtyard~ You stand in the Lord's Courtyard, a place of fun and merriment, open to all folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom, with a walk way made from red wood chips showing you the way through the trees -to the west and south. +to the west and south. ~ 256 0 0 0 0 4 D2 @@ -835,7 +835,7 @@ Courtyard, at the pool~ You stand in the Lord's Courtyard, a place of fun and merriment, open to all folk, be they Lord's guest or servant. A small man made pool of clear blue water is here, stocked with imported golden fish. A walk way made from red wood -chips allows passage through the trees to the north, west and south. +chips allows passage through the trees to the north, west and south. ~ 256 0 0 0 0 4 D0 @@ -856,7 +856,7 @@ Courtyard~ You stand in the Lord's Courtyard, a place of fun and merriment, open to all folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom, with a walk way made from red wood chips showing you the way through the trees -west, north, and south. +west, north, and south. ~ 256 0 0 0 0 4 D0 @@ -877,7 +877,7 @@ Guest Room~ This beautifully furnished room features all the amenities. Satin bedcovers, beautiful paintings of angels and wildlife, and an armoir are just some of the luxuries. A window draped in silk curtains in the west wall allows a view of -most of Jareth. Your only exit is to the east. +most of Jareth. Your only exit is to the east. ~ 256 8 0 0 0 0 D1 @@ -888,7 +888,7 @@ S #25648 Hallway~ You stand at the end of a north-south running hallway. Doors line the west -wall, while a set of doors in the east wall allow entrance to the courtyard. +wall, while a set of doors in the east wall allow entrance to the courtyard. ~ 256 8 0 0 0 0 D0 @@ -909,7 +909,7 @@ Courtyard~ You stand in the Lord's Courtyard, a place for fun and merriment, open to all folk, be they Lord's guest or servant. Beautiful trees dot the yard, all in full bloom. A trail made from wood chips wends its way through the trees and -around benches. +around benches. ~ 256 0 0 0 0 1 D0 @@ -932,7 +932,7 @@ wood. A low bench runs around the entire inside of the gazebo, looking very comfortable. In the center of the gazebo is a piece of wood made in the shape of an octagon with long planks of flooring running outward from it like long spokes. This looks as if it would be a good place to rest, if that is your -inclination. You may leave back into the courtyard to the west or north. +inclination. You may leave back into the courtyard to the west or north. ~ 256 0 0 0 0 4 D0 @@ -948,7 +948,7 @@ S Along the Parapet~ You stand atop the parapet which runs east to west here connecting all the guard towers. This narrow stone walkway also provides a means for defense in -times of war. +times of war. ~ 256 0 0 0 0 1 D1 @@ -964,10 +964,10 @@ D3 S #25652 Hallway~ - You stand at the northern end of a long hallway which runs north to south. -Doors line the western wall, leading to what you assume would be apartments. + You stand at the northern end of a long hallway which runs north to south. +Doors line the western wall, leading to what you assume would be apartments. To you east, a window offers a great view of the most fantastic garden you have -ever seen. +ever seen. ~ 256 8 0 0 0 0 D2 @@ -984,7 +984,7 @@ S Lord's Garden~ The garden grows right to the Keep's outer walls and over. Vines covered in beautiful flowers wreath the wall, lending a timeless look to these already -beautiful gardens. The stone path continues east and south from here. +beautiful gardens. The stone path continues east and south from here. ~ 256 0 0 0 0 2 D1 @@ -999,8 +999,8 @@ S #25654 Lord's Garden~ The garden continues straight to the outer wall of the Keep here. Looking up -you can see the top of the wall where the Lord's Guard patrols the parapet. -The winding stone path winds west and south here. +you can see the top of the wall where the Lord's Guard patrols the parapet. +The winding stone path winds west and south here. ~ 256 0 0 0 0 2 D2 @@ -1017,7 +1017,7 @@ Courtyard~ You stand in the Lord's Courtyard, a place of fun and merriment, open to all folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom, with a walk way made from red wood chips showing you the way through the trees -to the south and east, or you may enter the Keep to the west. +to the south and east, or you may enter the Keep to the west. ~ 256 0 0 0 0 4 D1 @@ -1039,7 +1039,7 @@ Stanneg Inn~ arch to the west leads to a common room where food and drink can be ordered, and a set of rickety wooden stairs lead up to the rooms are. A thread- bare rug lies in the middle of the floor, evidently well- loved by a cat or two from the -quantity of hair on it. +quantity of hair on it. ~ 256 8 0 0 0 0 D2 @@ -1052,7 +1052,7 @@ Guest Room~ This opulently furnished room offers all the amenities. Double feathered bed, dark oak dresser, water basin, and even a mirror. A window on the western wall offers a view of the River Alquandon and some of the northern reaches of -Jareth. +Jareth. ~ 256 8 0 0 0 0 D1 @@ -1067,7 +1067,7 @@ power you feel both awed and comforted. You feel that this was most probably a very proud and happy place, although for the life of you, you can't figure out what seems wrong now. To your east the Grand Reception Hall continues, to your north a stable is provided, south you see a wooden door bound in iron, and to -your west you may leave to the outside. +your west you may leave to the outside. ~ 256 8 0 0 0 0 D0 @@ -1091,7 +1091,7 @@ S North Drawbridge Guard Tower~ This is one of six guard towers which ring the upper ramparts of Lord's Keep. A parapet runs between each of the towers, encircling the Keep, and allowing for -defense in times of war. +defense in times of war. ~ 256 8 0 0 0 0 D0 @@ -1107,7 +1107,7 @@ S Along the Parapet~ You stand atop the parapet, which runs north to south here. This narrow walkway connects all the guard towers to one another and allows the Lord's Guard -to defend their Lord's home. +to defend their Lord's home. ~ 256 0 0 0 0 1 D0 @@ -1123,7 +1123,7 @@ S Northeast Guard Tower~ You stand in the northeast guard tower. A spectacular view of the forest can be seen through arrow holes in the north and east walls. The parapet continues -here to the west and south. +here to the west and south. ~ 256 8 0 0 0 1 D2 @@ -1139,7 +1139,7 @@ S Along the Parapet~ You stand atop the parapet, which runs north to south here. This narrow walkway connects all the guard towers to one another and provides a defendable -position for the Lord's Guard in times of war. +position for the Lord's Guard in times of war. ~ 256 0 0 0 0 1 D0 @@ -1157,7 +1157,7 @@ Cobbled Street~ begin at regular intervals along either side of the street. The grass is still well-kept here, but not as many people lounge on it here as there were closer to the city. Although not threatening in any way, the mood of this street seems to -get a bit gloomier with each step you take toward the keep. +get a bit gloomier with each step you take toward the keep. ~ 256 0 0 0 0 1 D0 @@ -1174,7 +1174,7 @@ Cobbled Street~ The street, wide enough now to fit five carriages side by side, continues north here toward the keep. Just north of here, you see that the street opens into a large court and turns to the east, where it enters the majestic halls of -Lord's Keep. South of you the city awaits. +Lord's Keep. South of you the city awaits. ~ 256 0 0 0 0 1 D0 @@ -1190,7 +1190,7 @@ S Lord's Court~ This court is an opulant place, reserved for the use of formally welcoming visiting royalty. Flags from all royal and noble houses fly bravely here, -welcoming all to the splendor and majesty that is Jareth and Lord's Keep. +welcoming all to the splendor and majesty that is Jareth and Lord's Keep. ~ 256 0 0 0 0 1 D1 @@ -1211,7 +1211,7 @@ here. The guards standing at attention here are afraid to even look in any direction but straight ahead and from inside the castle you hear no sounds of merriment or laughter, as is usually the case in the entryway of the Lord's Keep. The Lord's Court lies west of you, while the twin guard towers flank your -entry to the east into Lord's Keep. +entry to the east into Lord's Keep. ~ 256 0 0 0 0 1 D1 @@ -1230,7 +1230,7 @@ you see closed doorways which presumably lead into the guard towers. Above you, the spiked bottom of the portcullis peeks out from its resting position, seeming almost threatening. The Twin towers rising out of stone foundations as big as a house themselves seem to leer at you from their arrowholes inlaid in the walls. -You can proceed into the Keep to the east or leave the Keep to the west. +You can proceed into the Keep to the east or leave the Keep to the west. ~ 256 8 0 0 0 0 D0 @@ -1254,7 +1254,7 @@ S Along the Parapet~ You stand atop the parapet, which runs north to south here. This narrow walkway connects all the guard towers at Lord's Keep. It also provides a -defndable position for the Lord's Guard in times of war. +defndable position for the Lord's Guard in times of war. ~ 256 0 0 0 0 1 D0 @@ -1269,8 +1269,8 @@ S #25669 Northwest Guard Tower~ You stand inside the northwest guard tower. Narrow slits provide the means -to fire arrows from this height at any would be aggressors in times of war. -The parapet continues along to the east and south from here. +to fire arrows from this height at any would be aggressors in times of war. +The parapet continues along to the east and south from here. ~ 256 8 0 0 0 1 D1 @@ -1286,7 +1286,7 @@ S A Sloping Tunnel~ The tunnels slopes up to the north deeper into the mountain. A rather gusty breeze riffles your clothing from ahead somewhere. The claw marks in the stone -floor continue up the passage, through the darkness. +floor continue up the passage, through the darkness. ~ 256 585 0 0 0 0 D0 @@ -1302,8 +1302,8 @@ S A Sloping Tunnel~ The tunnel continues its slope upwards, and the wind blows at you even stronger yet. The claw tracks in the stone stop abruptly here, where there -seems to be a lot of unearthed dirt and stone around, heaped upon the floor. -You feel uneasy about this place. +seems to be a lot of unearthed dirt and stone around, heaped upon the floor. +You feel uneasy about this place. ~ 256 585 0 0 0 4 D2 @@ -1312,7 +1312,7 @@ D2 0 -1 25674 E dirt stone~ - It has been dug from somewhere, but where? + It has been dug from somewhere, but where? ~ E claw claws track tracks mark marks~ @@ -1321,7 +1321,7 @@ claw claws track tracks mark marks~ E floor~ The floor up ahead looks... Strange. You don't think going ahead would be a -good idea. +good idea. ~ S #25672 @@ -1329,7 +1329,7 @@ Along the Parapet~ You stand atop the parapet, which runs east to west here. The parapet runs the entire perimeter of Lord's Keep, connecting all the guard towers. It also supplies a defendable position for the Lord's Guard so that in times of war, -they can protect their Lord and his home. +they can protect their Lord and his home. ~ 256 0 0 0 0 1 D1 @@ -1346,7 +1346,7 @@ A Sloping Tunnel~ This tunnel slopes deep, down into the mountain's heart. The air feels still and uncomfortably warm, despite the closeness of the cave's entrance above you. There's a deep, musky odor in the air, and the giant claw marks continue -downwards. +downwards. ~ 256 585 0 0 0 4 D0 @@ -1363,9 +1363,9 @@ A Sloping Tunnel~ A bright light greets your eyes from the north, in direct contrast to the darkness of the tunnel overhead. You break out in a sweat due to the overwhelming warmth of the air. The musky odor has grown quite intense, -drowning out everything else in the air and making it hard to breathe. +drowning out everything else in the air and making it hard to breathe. Something in your gut begins squirming uncomfortably as you wonder what's -ahead... +ahead... ~ 256 585 0 0 0 4 D0 @@ -1395,7 +1395,7 @@ S #25676 Along the Parapet~ The parapet runs north to south here, connecting the northeast guard tower -and the southeast guard tower. +and the southeast guard tower. ~ 256 0 0 0 0 1 D0 @@ -1410,7 +1410,7 @@ S #25677 Along the Parapet~ The parapet runs north to south here, connecting the northeast guard tower to -the southeast guard tower. +the southeast guard tower. ~ 256 0 0 0 0 1 D0 @@ -1425,7 +1425,7 @@ S #25678 Along the Parapet~ The parapet runs north to south here, connecting the northeast guard tower to -the southeast guard tower. +the southeast guard tower. ~ 256 0 0 0 0 1 D0 @@ -1440,7 +1440,7 @@ S #25679 Along the Parapet~ The parapet runs north to south here, connecting the northeast guard tower to -the south east guard tower. +the south east guard tower. ~ 256 0 0 0 0 1 D0 @@ -1455,7 +1455,7 @@ S #25680 Along the Parapet~ The parapet runs north to south here, connecting the northeast guard tower to -the southeast guard tower. +the southeast guard tower. ~ 256 0 0 0 0 1 D0 @@ -1470,7 +1470,7 @@ S #25681 Along the Parapet~ The parapet runs north to south here, connecting the northeast guard tower -and the southeast guard tower. The southeast tower is directly south of you. +and the southeast guard tower. The southeast tower is directly south of you. ~ 256 0 0 0 0 1 D0 @@ -1484,9 +1484,9 @@ D2 S #25682 Southeast Guard Tower~ - This guard tower looks as if it may have seen some action in times past. + This guard tower looks as if it may have seen some action in times past. Small chunks of stone are missing around the arrow slits, and many nicks and -chunks are missing from the walls themselves. +chunks are missing from the walls themselves. ~ 256 0 0 0 0 1 D0 @@ -1501,7 +1501,7 @@ S #25683 Along the Parapet~ The parpet runs east to west here, connecting the southeast guard tower to -the southwest guard tower. The southeast tower is directly east of you. +the southwest guard tower. The southeast tower is directly east of you. ~ 256 0 0 0 0 1 D1 @@ -1516,7 +1516,7 @@ S #25684 Along the Parapet~ The parapet runs east to west here, connecting the southeastern guard tower -to the southwestern guard tower. +to the southwestern guard tower. ~ 256 0 0 0 0 1 D1 @@ -1531,7 +1531,7 @@ S #25685 Along the Parapet~ The parapet runs east to west here, connecting the southeastern guard tower -to the southwestern guard tower. +to the southwestern guard tower. ~ 256 0 0 0 0 1 D1 @@ -1546,8 +1546,8 @@ S #25686 Southwestern Guard Tower~ This looks more like a break room than a guard tower. A stack of old books -are piled in one corner, and the remains of someone's lunch sits in another. -The parapet continues to the east and to the north from here. +are piled in one corner, and the remains of someone's lunch sits in another. +The parapet continues to the east and to the north from here. ~ 256 8 0 0 0 1 D0 @@ -1563,7 +1563,7 @@ S Along the Parapet~ The parapet continues north to south here, connecting the southeastern guard tower to the southern bridge guard tower. The southeastern tower is directly -south of you. +south of you. ~ 256 0 0 0 0 1 D0 @@ -1578,7 +1578,7 @@ S #25688 Along the Parapet~ The parapet continues north to south here, connecting the southeastern guard -tower to the south bridge guard tower. +tower to the south bridge guard tower. ~ 256 0 0 0 0 1 D0 @@ -1594,7 +1594,7 @@ S Along the Parapet~ The parapet runs north to south here, connecting the southeastern guard tower to the south bridge guard tower. The south bridge guard tower is directly north -of you. +of you. ~ 256 0 0 0 0 1 D0 @@ -1608,9 +1608,9 @@ D2 S #25690 South Drawbridge Guard Tower~ - You stand atop a vantage point looking down upon the entrance to the Keep. + You stand atop a vantage point looking down upon the entrance to the Keep. This is one of six towers which ring the Keep to allow for defense in times of -war. +war. ~ 256 8 0 0 0 0 D2 @@ -1625,7 +1625,7 @@ S #25691 Wine Cellar~ This room, though as cob-webby and musty as is earthly possible, seems clean -enough. The racks are dust free and the bottles are all tended. +enough. The racks are dust free and the bottles are all tended. ~ 256 8 0 0 0 0 D1 @@ -1636,7 +1636,7 @@ S #25692 Musty Dusty Corrider~ This short corrider leads into two different rooms, one to the east and one -to the west. +to the west. ~ 256 8 0 0 0 0 D1 @@ -1655,7 +1655,7 @@ S #25693 Root Cellar~ All non-perishable foodstuffs for the Keep are kept in this room on shelves, -in crates, and stacked on pallets. +in crates, and stacked on pallets. ~ 256 8 0 0 0 0 D3 diff --git a/lib/world/wld/257.wld b/lib/world/wld/257.wld index 8465de2..41391d0 100644 --- a/lib/world/wld/257.wld +++ b/lib/world/wld/257.wld @@ -1,13 +1,13 @@ #25700 -Maris' Armoury~ - You stand in Maris' Armoury, self proclaimed finest armoury in all Jareth. +Maris' Armory~ + You stand in Maris' Armory, self proclaimed finest armory in all Jareth. An ornate but servicable looking counter makes an 'L' shape around a door which appears to lead into a rear service and holding area. Shields adorn the walls, all polished to a bright gleam, and a suit of armor stands attentively on a pedestal to the right of the counter. There is a plaque on the front of the pedestal labelling the suit to be the 'Authentic Armor worn by an Ionion Knight during the 2nd Crusade'. A sign on the front of the counter reads; Better to -die on your feet than live on your knees. +die on your feet than live on your knees. ~ 257 8 0 0 0 0 D1 @@ -35,13 +35,13 @@ choose their hometown at the main menu and unfortunately most do not choose this wondrous metropolis. Please forgive if any objs or mobs are close to Midgaard's - in my defense I say that is WAS my first zone, and I was very in the dark on how a mud -worked at all at the time. - +worked at all at the time. + Zone 257 is linked to the following zones: 258 Light Forest at 25729 (east ) ---> 25803 263 Farmlands at 25756 (west ) ---> 26300 33 Three of Swords at 25771 (north) ---> 3301 - + Links: 13n Postmaster: 83 ~ @@ -56,7 +56,7 @@ street meets another street of similar size and opens into a large sqare. To the east you see a weapons shop and to the west you see an armor shop. Quite convenient, wouldn't you say? Obviously, Maris the arms dealer thinks so, too, since his name is on both store fronts, proclaiming him the procurer of the -finest armor and weapons in all of Jareth. +finest armor and weapons in all of Jareth. ~ 257 0 0 0 0 1 D0 @@ -75,7 +75,7 @@ You see the City Proper. ~ 0 -1 25705 D3 -You see Maris' Armoury. +You see Maris' Armory. ~ ~ 0 -1 25700 @@ -87,7 +87,7 @@ manner of shops line both sides of the avenue. To the south you see Clariss' Concoctions, a brewery specializing in potions to aid the wandering adventurer. To the north you see The Bootery. It appears that to the east, the avenue opens into a large square of some kind, while to the west Floris Avenue runs -uninterrupted. +uninterrupted. ~ 257 0 0 0 0 1 D0 @@ -113,10 +113,10 @@ Floris Ave opens into a square. S #25703 Floris Ave~ - Floris Ave continues east and west, with the East Gate only a block away. + Floris Ave continues east and west, with the East Gate only a block away. To the north you may enter the Constabulary, the main office and station of Jareth's law enforcemnt professionals. To the south begins Worship Way, the -road leading to Jareth's famed Temple of All and None. +road leading to Jareth's famed Temple of All and None. ~ 257 0 0 0 0 1 D0 @@ -144,10 +144,10 @@ S Blood Bank~ This small but servicable room houses the Blood Bank, a non-profit Jareth community service set up so that wayward adevnturers who get a bit too over- -zealous in their wanderings can be treated properly in Jareth's hospital. +zealous in their wanderings can be treated properly in Jareth's hospital. Because it is a non-profit service, the room is not designed for comfort but to accomplish it's purpose. A slightly reclined chair sits in the center of the -room. +room. ~ 257 8 0 0 0 0 D1 @@ -163,7 +163,7 @@ Jareth City Proper~ around you the hustle and bustle of city life carries on, paying no notice to you whatsoever. To the north, Bourbon street continues to a dead end at the river bank, to the south Bourbon St. Offers a slew of inns and taverns, and -east and west Floris St lines itself with shops of every description. +east and west Floris St lines itself with shops of every description. ~ 257 0 0 0 0 1 D0 @@ -192,7 +192,7 @@ Floris Ave~ Floris Ave continues unabated for as far as your sight will allow. To your north you see an entrance to Maris' Weapon Shop, and to your south lies an entrance to the Kitty-Kat Club, a local fine dining and entertainment -establishment. +establishment. ~ 257 0 0 0 0 1 D0 @@ -223,7 +223,7 @@ looks to have been recently swept free of the usual clutter and debris you find on the streets of Jareth. The Jareth City Bank lies to the north, a beautiful building with worked stone, polished glass, and a great deal of copper trimming. To the south lies the entrance to the City Provisioner. Any and all foodstuffs -needed can be purchased in his shop. East and west Floris Ave continues. +needed can be purchased in his shop. East and west Floris Ave continues. ~ 257 0 0 0 0 1 D0 @@ -251,7 +251,7 @@ S The Reception~ You are standing in the reception. The staircase leads down to the entrance hall. An exit to the north leads to the Cryogenic Center. There is a small -sign on the counter. +sign on the counter. ~ 257 8 0 0 0 0 D0 @@ -281,7 +281,7 @@ The Wellmaster~ holding the cleanest, purest, and sweetest tasting water in Jareth. This is true, but mostly because it's the only shop in Jareth that sells purified water. The wellmaster stands in the center of his shop, hands on his ample belly, -waiting for your pleasure. +waiting for your pleasure. ~ 257 8 0 0 0 0 D1 @@ -300,7 +300,7 @@ Polarinus. There are all manner of nets, buckets of tar, boxes of nails, and other paraphenalia for the repair of river and sea going vessels. A cot hangs in one corner, obviously Vulcevic's bed. There is no counter or area where one would expect to get helped, so you must just wait upon the Captain for his -appearance. +appearance. ~ 257 8 0 0 0 0 D3 @@ -316,13 +316,13 @@ of an architect who takes great pride in his or her work. Stone pillars rise from four equidistant locations in the floor, tapering in the center while being wide as a full grown Gold Dragon on the tops and bottoms. The enormously high cathedral ceiling offers a beautiful stained glass rendition of the Holy Wars -which Lord Krolar led those hundred years ago against the foul Goblin Hordes. +which Lord Krolar led those hundred years ago against the foul Goblin Hordes. A line of tellers stand behind the main counter, a beautiful cherry oak work of art intricately carved and inlaid with what looks to be gold. A large iron door built into the northernmost door behind the tellers leads to what must be the vault, although this is only conjecture because at this time the door stands closed, and it looks as though it would take Dibrova's most skillful lockpick -and the strength of ten giants to open it. South is the exit to Floris Ave. +and the strength of ten giants to open it. South is the exit to Floris Ave. ~ 257 136 0 0 0 0 D2 @@ -335,7 +335,7 @@ S River St~ You stand on River St. To your north you can head south into the central part of Jareth, south is a Constable's Outpost. To the east is the Jeweler and -to the west is the Mage's Guild. +to the west is the Mage's Guild. ~ 257 0 0 0 0 1 D0 @@ -366,7 +366,7 @@ east to west, with what looks to be the town square to the east and many shops to the west. To the north is the wall of a shop with murals of gallant knights in battle and damsels in distress waving white handkerchieves. To the south is the northernmost wall of Grainy's Tavern, famous for their malt liquor and great -entertainment. +entertainment. ~ 257 0 0 0 0 1 D1 @@ -392,7 +392,7 @@ say has the best malt liquor in all of Dibrova, and to your east you see the Kitty-Kat club. The sign reads 'Fine Dining and a Great Night's Sleep! ', but from the look of the servers you can see through the windows, they serve more than bar burgers. To the south are more shops of ill repute, and the town -square opens up to the north. +square opens up to the north. ~ 257 0 0 0 0 1 D0 @@ -427,7 +427,7 @@ the hourly sales on a large abacus. This is obviously the owner of the establishment, and the man you must speak to if you wish to enjoy a meal and/or 'rest' at his fine establishment. To the south is an open doorway leading to the main dining area and a set of stairs lead upwards into what you assume would -be the 'entertainers' quarters. +be the 'entertainers' quarters. ~ 257 8 0 0 0 0 D0 @@ -451,7 +451,7 @@ Town Provisioner~ Arius the town provisioner stands smiling behind his desk as you enter, hoping to make a sale. Many shelves and racks stand all over this small shop waiting for your purchase. The only available exit is to the north, leading to -Floris Ave. +Floris Ave. ~ 257 0 0 0 0 1 D0 @@ -470,7 +470,7 @@ Clariss' Concoctions~ Here you can find all sorts of magic brews made specially by Clariss herself. There is only a small area for you to stand in, the rest is blocked off by a long counter which stretches the length of the shop. Shelves and drawers are -built into the back wall with glass vials filling every nook and cranny. +built into the back wall with glass vials filling every nook and cranny. ~ 257 140 0 0 0 0 D0 @@ -516,7 +516,7 @@ curtains seperating the 'hostess' booths' tell you that unless you like your whiskey the old fashioned way and your woman slightly used, this is not your kind of place. Most of the patrons of Jahred's look as if they'd rather stick a knife in your back than let you buy them a drink, so a friendly game of cards is -probably out of the question. +probably out of the question. ~ 257 8 0 0 0 0 D3 @@ -531,7 +531,7 @@ Granny's Quilt Shop~ looking old ladu could make it in such a rough area of town, but from the look of all the inventory she carries, she must do quite well. New, used, drab, colorful, all sorts of quilts drape over racks and hang on the walls. Most are -knit, but there are some patchwork and full length available. +knit, but there are some patchwork and full length available. ~ 257 24 0 0 0 0 D0 @@ -552,7 +552,7 @@ manner of steel work. Josef, the proprieter of this business, is reputed to do some of the best shoe work on horses and enjoys a good living from his reputation which has spread far beyond the boundaries of Jareth. He seems not to notice as you walk in, so intent on his work he seems, and almost startles -you when he asks if he can help you, without looking up. +you when he asks if he can help you, without looking up. ~ 257 8 0 0 0 0 D1 @@ -568,7 +568,7 @@ your feet after a day of intense hiking through wet swamp mud nearly make you turn tail and run from this shop. You try and hold your breath, but that requires you to first take a deep breath, so that doesn't work. Instead, you decide to give in and inhale all the sights and sounds and soon you get so used -the intense stench that you don't even notice it anymore. +the intense stench that you don't even notice it anymore. ~ 257 8 0 0 0 0 D3 @@ -596,9 +596,9 @@ The Bloated Goat~ the usually accompanies a tavern such as this. There are plenty of customers here, which seems odd to you, because only the occasional murmur or low voice is what drifts over to you, and the more of those customers that notice your -entrance into the Goat, the quieter it gets. Soon it is completely silent. +entrance into the Goat, the quieter it gets. Soon it is completely silent. Everyone is looking at you. "What'll it be? ", the bartender growls at you -from under his thick beard. +from under his thick beard. ~ 257 24 0 0 0 0 D1 @@ -621,7 +621,7 @@ road takes a turn to the west, just before what looks to be a ... Quilt shop? To your north the road continues toward the town square and other inns and bars. To your east you can peer through windows into the dining area of The Kitty-Kat club, and what you see is very enticing. To your west is The Bloated Goat, a -tavern for wayward adventurers. +tavern for wayward adventurers. ~ 257 0 0 0 0 1 D0 @@ -649,7 +649,7 @@ far too far up for you to even catch a hint of it. The floor is not a floor at all anymore, but the dirt and loam of a forest. You give a small start as you realize that there is a man standing directly before you. How could you have missed him when you first walked in? There is a large tree to your east which -looks to be hollow, and the exit into the reception room is north. +looks to be hollow, and the exit into the reception room is north. ~ 257 540 0 0 0 1 D0 @@ -687,7 +687,7 @@ S Floris Ave~ Here Floris Ave allows passage out of town through the West Gate, directly east of here. To the west, the City of Jareth awaits your pleasure. North of -you are the stables and south is the horse trader. +you are the stables and south is the horse trader. ~ 257 0 0 0 0 1 D0 @@ -720,7 +720,7 @@ class equality. All races are welcome here, no one is refused service in any establishment, or so it is said, and all forms of worship are respected. To leave the city, you need only to move east, but to enter it may prove to be a bit more difficult. Although Jareth does boast the title 'The Free City', it -does have laws and they are enforced. +does have laws and they are enforced. ~ 257 0 0 0 0 1 D1 @@ -744,7 +744,7 @@ anything in the alley, mainly because of the curve it takes, but also because it seems to be very dark. To the south is Granny's Quilt Shop, a shop that, although in a rough part of town, has nevertheless perservered and even been able to thrive on a healthy chunk of business, or so it seems from the way the -building is maintained. +building is maintained. ~ 257 0 0 0 0 1 D0 @@ -778,7 +778,7 @@ beautiful young woman wearing skirts which leave little to the imagination and tight blouses which leave even less. As your hostess shows you to your table, hands you your menu, and asks if you would like any drinks, you realize that if there is any other place in Jareth you would like to be more than where you are -now, it really doesn't matter. +now, it really doesn't matter. ~ 257 8 0 0 0 0 D0 @@ -796,7 +796,7 @@ fashioned comraderie. There are three or four tables with card games in play, one with a group of happy drunks singing along with the bard who is plucking out all the wrong chords to a popular bar tune in the realm. A long bar to your left offers a wood stool to rest on and a cold drink to quench your thirst and -you have the choice of half a dozen empty tables as well. +you have the choice of half a dozen empty tables as well. ~ 257 8 0 0 0 0 D1 @@ -809,7 +809,7 @@ S The Bootery~ Entering this shop you immediately smell the wonderful scent of freshly worked leather and oils. Shelves line the walls to your left and right and -boots of all size, make, and color await your eager feet. +boots of all size, make, and color await your eager feet. ~ 257 140 0 0 0 0 D2 @@ -821,8 +821,8 @@ S #25734 Jeweler~ Here you may purchase jewels of all sizes and shapes. A display case rests -on the far wall displaying the many fine items for sale in this shop. -Necklaces, earrings, rings, pendants, rough- and fine-cut stones abound. +on the far wall displaying the many fine items for sale in this shop. +Necklaces, earrings, rings, pendants, rough- and fine-cut stones abound. ~ 257 0 0 0 0 0 D3 @@ -835,7 +835,7 @@ Scrolls and More~ It seems the owner of this shop feels that a more psychedelic look will give the shop a bit of a mystical appeal. Pastels, mirrors, flashing lights all dazzle your eyes in an attempt to create a magical atmosphere. This must be in -hopes that the crazy colors will build a desire in you to buy, buy, buy. +hopes that the crazy colors will build a desire in you to buy, buy, buy. (scroll maker) ~ 257 8 0 0 0 0 @@ -850,7 +850,7 @@ Contracts, Ltd.~ A small desk sits diagonal in the corner of the room, other than that there is nothing but dust. A sign hanging over the eastern doorway reads: No Refunds Given. This is Final! You may leave out onto Worship Way to the west or head -east into the hire room. +east into the hire room. ~ 257 8 0 0 0 0 D1 @@ -869,7 +869,7 @@ seating, beautiful tapestries hung on every wall, and a refreshment stand for those waiting for friends to complete levels. Soft harp music comes from an unknown source, and although you may not be a big harp fan, the music is not unappealing. A doorway to the west leads to what must be the main guild area -and the exit to River St. Is east. +and the exit to River St. Is east. ~ 257 8 0 0 0 0 D1 @@ -888,7 +888,7 @@ Practice & Reading Room~ each and every spell and skill. Easy to follow directions make finding your way to the proper section for the spell or skill you would like to train in will be no problem. A partitioned off space has also been set aside for the studying of -spells and magic. +spells and magic. ~ 257 8 0 0 0 0 D0 @@ -906,9 +906,9 @@ S Mage's Guild~ This small cell has been set aside for the sole purpose of advancing those mages ready to continue with their education. An eight sided star has been -etched into the floor here, with incense burning at each of the eight points. +etched into the floor here, with incense burning at each of the eight points. At each point there reads a word which identifies one of the eight duties of all -mages. +mages. ~ 257 540 0 0 0 0 D2 @@ -926,7 +926,7 @@ buildings which stretch out for some distance. To the north runs River St, which crosses over the Alquandon River and continues to the more affluent and entertaining side of town. To the south lies more of River St and what looks to be a number of shops, while to the east, Floris Ave offers a variety of shops -which gradually give way to Jareth's city proper. +which gradually give way to Jareth's city proper. ~ 257 0 0 0 0 1 D0 @@ -957,7 +957,7 @@ temple in all Dibrova where all races and classes are welcome and all forms of worship are accepted and embraced. To the west you see the eastern wall of the Twon Provisioner's small shop, while to the east, you see the westren wall of the Cartwright's shop. North you can enter back into the hustle and bustle of -regular city traffic on Floris Ave. +regular city traffic on Floris Ave. ~ 257 0 0 0 0 1 D0 @@ -989,7 +989,7 @@ the entrance to Scrolls and More, and scroll shop, obviously. To the east is Clariss' Concoctions, the local shop where potions are brewed to aid the wandering adventurer. North you see Floris Ave crossing River St and to the south, more shops and at a cul-de-sac where the road ends, a constable's -outpost. +outpost. ~ 257 0 0 0 0 1 D0 @@ -1020,7 +1020,7 @@ await the arrival of anyone fool enough to enter their domicile. They seem almost exuberant in the way they check each other's loose armor fittings, exchange weapons for better killing power, and stretch out in anticipation of a good fight. You can't help but feel just a bit apprehensive as the group begins -their approach. +their approach. ~ 257 1 0 0 0 1 D0 @@ -1057,7 +1057,7 @@ Ranger's Guild Hall~ Here in the base of the tree, a ring of stones is set into the ground and a firepit in the center glows with hot coals. It seems the tree itself serves as a chimney for the smoke from the hot coals, but you cannot be certain of that, -because looking up into the tree, you see only darkness. +because looking up into the tree, you see only darkness. ~ 257 540 0 0 0 1 D3 @@ -1070,7 +1070,7 @@ S Floris Ave~ Floris Ave continues east to towards the East Gate and west into the center of the city. To the south is the Ranger Guild and to the north begins a -cobblestone street which leads to Lord's Keep, home of the Lord of Jareth. +cobblestone street which leads to Lord's Keep, home of the Lord of Jareth. ~ 257 0 0 0 0 1 D0 @@ -1105,7 +1105,7 @@ unfortunately a dozen of the meanest looking street toughs you've ever seen are blocking the way. They mill about, unconcerned, knowing that their sheer numbers will prevent you from any advantages. Your only chance to run like hell is now, and although a cowardly way to deal with the situation, it is -recommended. +recommended. ~ 257 1 0 0 0 1 D1 @@ -1127,8 +1127,8 @@ adds to your lust for material wealth as you survey your surroundings. All around you, the finest of all furniture and goods lay sattered haphazardly around, as if the owner of these items were not aware of their value. In one corner, a chest heaped with coins lays on it's side, while in another, a rack of -glowing, golden armour and weapons sits propped against the wall. Your only -exit is to the west. +glowing, golden armor and weapons sits propped against the wall. Your only +exit is to the west. ~ 257 524 0 0 0 0 D3 @@ -1138,11 +1138,11 @@ door~ E rack armor~ The value of that armor must be twenty times the value of any other armor in -all the land.. +all the land.. ~ E chest coins~ - There could be as much as one million gold in that chest... + There could be as much as one million gold in that chest... ~ S #25749 @@ -1169,7 +1169,7 @@ Floris Ave~ deeper into town. South is the entrance to the Cartwright, where one can buy mobile transportation enabling easier transport of larger and/or heavier loads over long distances. North is the windowless wall of the city jail, which can -be entered through the Constabulary to the northwest. +be entered through the Constabulary to the northwest. ~ 257 0 0 0 0 1 D1 @@ -1193,7 +1193,7 @@ Boardwalk~ The wooden Boardwalk continues east and west along the river. Fishermen line the river bank trying their luck while others relax on benches here enjoying the sights and sounds of the river. You can enter the Bait & Tackle to the north or -continue along the Boardwalk. +continue along the Boardwalk. ~ 257 0 0 0 0 1 D0 @@ -1216,7 +1216,7 @@ S Floris Ave~ You stand in Floris Ave, close to the west gate. The streets are a bit dirtier and worn the closer you get to the west gate. The paving is chipped, -cracked, and in some places entirely gone, making the way somewhat bumpy. +cracked, and in some places entirely gone, making the way somewhat bumpy. ~ 257 0 0 0 0 1 D1 @@ -1236,7 +1236,7 @@ The Cartwright~ your party who may slow you down for one reason or another. No actual models are inside for inspections, but many well drawn sketches of blueprints, load maximums, and actual pictures of what the product should look like are on the -walls. +walls. ~ 257 8 0 0 0 0 D0 @@ -1257,9 +1257,9 @@ distance. To the north, you can hear the faint sound of water on the move, possibly a river or lake. To the south the road cotinues offering shops on either side. To your immediate west is the Wellmaster and to the east you see Dalston Outfitters, one of many in the ever growing chain of stores which -Dalston the Wanderer began way back when he was still a strapping young man. +Dalston the Wanderer began way back when he was still a strapping young man. It is said that now his children run the franchise, and the rumor is, they do a -handsome business by being fair priced and always giving a quality product. +handsome business by being fair priced and always giving a quality product. ~ 257 0 0 0 0 1 D1 @@ -1284,7 +1284,7 @@ Dark Alley~ under ANY circumstances. All of your instincts scream at you to head east and get the hell out of here! Three street toughs lounge against the alley wall, not moving, not talking, they just stare intently at you, as if waiting for some -unseen signal. +unseen signal. ~ 257 1 0 0 0 1 D1 @@ -1304,9 +1304,9 @@ least the pride of all cities in the Known Lands. Jareth, known by some as 'The City of Freedom', was built on the auspice of racial and class equality. All races are welcome here, no one is refused service in any establishment, or so it is said, and all forms of worship are respected. To leave the city, you need -only head west. Entering, however, may prove to be a bit more difficult. +only head west. Entering, however, may prove to be a bit more difficult. Although Jareth does boast the title Free City, it does have laws and they are -enforced. +enforced. ~ 257 0 0 0 0 1 D1 @@ -1325,9 +1325,9 @@ Constable's Outpost~ main office in the center of town. Posters of known criminals hang from the walls, short descriptions of each criminal at the bottom of each. Knowing that Jareth is protected so well by these fine men and women of the City -Constabulary, you feel much more at ease about walking the streets of Jareth. +Constabulary, you feel much more at ease about walking the streets of Jareth. Whether that is because you feel you are better protected or you can better get -away with what you would like to, well, that remains to be seen. +away with what you would like to, well, that remains to be seen. ~ 257 8 0 0 0 0 D0 @@ -1341,7 +1341,7 @@ Worship Way~ This short street leads directly to the Temmple of All and None, the only temple in all Dibrova where all races and classes are welcome and all forms of worship are embraced. To the west you see the entrance to the blacksmith's and -to the east is the pet shop. +to the east is the pet shop. ~ 257 0 0 0 0 1 D0 @@ -1399,7 +1399,7 @@ stand open to you to the south. To the west is the Blood Bank, where one may donate blood to the good people of Jareth in return for a small gratuity. To the east is Contracts, Ltd. , where one may offer gold in return for the service of a professional assassin. North is Worship Way and the many shops it -offers. +offers. ~ 257 0 0 0 0 1 D0 @@ -1427,7 +1427,7 @@ S Assassin's Weaponry~ Here you may purchase the many specialty weapons avaible only to the professional killing community. All manner of weapons hang on the walls, rest -in glass display cases, and lay on shelves. +in glass display cases, and lay on shelves. ~ 257 524 0 0 0 0 D0 @@ -1447,7 +1447,7 @@ lanterns, pots and pans, you name it they have it hang on pegs on the wall or on shelves on display. Many tree-racks crowd the center of the store, in some places making pass-through impossible. You finally make it to the counter, behind which stands a clerk in a blue and green striped shirt with the Dalston -logo emblazoned on the left breast. The only exit is to the west. +logo emblazoned on the left breast. The only exit is to the west. ~ 257 8 0 0 0 1 D3 @@ -1463,7 +1463,7 @@ blockish looking counter makes an 'L' shape around the entrance to a back where (it is said) Maris keeps his cache of weapons. Many ancient weapons hang from the ceiling and walls, giving the shop a look of both nostalgia and rugged strength. A sign over the doorway leading to the backroom reads; Better to be a -Lion for a day than a sheep for a whole lifetime. +Lion for a day than a sheep for a whole lifetime. ~ 257 156 0 0 0 0 D2 @@ -1480,7 +1480,7 @@ S The Cryogenic Center~ You are standing in an impossible white sterile room with cylindrical body-length canisters lined up against the walls. The Reception is to the -south. +south. ~ 257 8 0 0 0 1 D2 @@ -1494,7 +1494,7 @@ Horse Trader~ Only a small, 8 x 8 structure, this place of business sees probably more money pass through it's coffers than the Jareth City Bank. A small desk sits in corner of the room, and a small man sits behind it waiting for you to begin -dealing on the steed of your choice. +dealing on the steed of your choice. ~ 257 0 0 0 0 0 D0 @@ -1510,11 +1510,11 @@ All furniture in the room has not been worked in any way, but allowed to keep it's natural shape. Obviously someone(s) went to great lengths to find these pieces which would allow comfort and rest without marring them in any way. You give a start as you realize that many of the seats in this room are already -taken by people who blend so well into the seats as almost seem invisible. +taken by people who blend so well into the seats as almost seem invisible. Many seem to be in meditation, while others simply relax, enjoying herbal drinks offered by others of the same kind. The entrance to the main Ranger Guild Hall lies south through an archway which shimmers with a light not unlike that of a -warm spring day. North is the exit to Floris Ave. +warm spring day. North is the exit to Floris Ave. ~ 257 8 0 0 0 0 D0 @@ -1534,7 +1534,7 @@ place where those of the more... Shall we say free-lance? Profession may purchase the tools and tricks of the trade. The small, weasel-faced man sitting here looking bored makes you think that either he is a complete moron to be here alone selling wares, or he could simply be the baddest sonofabitch (in disguise) -that you've ever laid eyes on. Take your pick. The exit is west. +that you've ever laid eyes on. Take your pick. The exit is west. ~ 257 0 0 0 0 1 D3 @@ -1553,7 +1553,7 @@ rag-bags of Jareth sleeping off their hangovers there now. To the north is a closed door. Mounted on the door is a plaque which labels the room beyond to be the Magistrate's Office. From the way voices are kept to a low murmur in this room, you figure the Magistrate must be a tough cookie, at least on his workers. -The exit to Floris Ave is south. +The exit to Floris Ave is south. ~ 257 8 0 0 0 0 D0 @@ -1579,7 +1579,7 @@ your case. A low bench suspended from chains anchored into the wall runs along the south wall. Judging from the smell, the small hole in the northeast corner of the cell is intended for you to relieve yourself. West of you, beyond the bars, is the Constabulary, where a flurry of efficient activity goes on without -intermission. +intermission. ~ 257 8 0 0 0 0 D3 @@ -1595,7 +1595,7 @@ impression that man who spends his time in this office is a man of efficiency, detail, and neatness. A map of Jareth covers most of the west wall while on the east wall hangs the many awards and plaques given to the Magistrate by the grateful people of Jareth. The north wall is mostly glass, a window offering a -beautiful view of the Alquandon River and the boardwalk on the far side. +beautiful view of the Alquandon River and the boardwalk on the far side. ~ 257 8 0 0 0 0 D2 @@ -1620,8 +1620,8 @@ map wall~ River St - Captain Wellmaster - Bourbon St. - Dalston | Vulcevic's | Outfitters | | - Jareth City River St The Bootery Maris' - Bourbon St. - Maris' - Flats | | Armoury | Weaponry + Jareth City River St The Bootery Maris' - Bourbon St. - Maris' + Flats | | Armory | Weaponry | | | | | < - - Floris Ave - Square - Floris Ave - Floris Ave - City Proper - Floris Ave... | | | | | @@ -1644,7 +1644,7 @@ S Cobbled St~ You stand on a cobbled street running north out of the town proper. To the east you may enter the stables, west is the windowless wall of the City Jail, -and south is the hustle and bustle of Floris Ave. +and south is the hustle and bustle of Floris Ave. ~ 257 0 0 0 0 1 D0 @@ -1662,7 +1662,7 @@ Stables~ Row upon row of stalls line this barn. Here you may leave your steed until your needs dictate otherwise. Great care is given to each and every animal, whether thoroughbread or jackass they receive the best of oats, a nightly sponge -bath and rub down, and twice daily they are run in the yard for excercise. +bath and rub down, and twice daily they are run in the yard for excercise. ~ 257 8 0 0 0 0 D2 @@ -1676,7 +1676,7 @@ Grigor's Bait and Tackle~ All manner of fishing paraphenalia line the walls and stack the racks here Grigor's. Grigor, being a fisherman by trade for most of his younger years, knows all the best spots on the river and all the best tackle to use. You may -exit south to the Boardwalk. +exit south to the Boardwalk. ~ 257 8 0 0 0 0 D2 @@ -1694,7 +1694,7 @@ what your personal needs might be. A practice area, wide open to those seated at the tables, allows not a place for warriors to hone their abilities to a fine, cutting edge, but it also gives those seated some entertainment watching their peers make asses of themselves while practicing new moves not quite -perfected. +perfected. ~ 257 520 0 0 0 0 D3 @@ -1711,7 +1711,7 @@ Warrior's Guild~ A huge granite throne sits in the center of the room, with what you assume would be your guildmaster seated on it. Flanked by guards on either side, both carrying spears the size of a large tree, you can't help but feel just a bit -intimidated. +intimidated. ~ 257 520 0 0 0 0 D1 @@ -1727,7 +1727,7 @@ hear seems almost like a dream. The temple, formed in the shape of a cross, allows worship at three of the four points of the cross, each devoted to an alignment, a following of belief. The fourth point is the entrance to the temple itself, which is north. A door in the wall near the temple exit allows -access to the Cleric's Guild. +access to the Cleric's Guild. ~ 257 8 0 0 0 0 D0 @@ -1746,7 +1746,7 @@ Meditation and Prayer~ inner peace before embarking upon adventures into the outside world. A row of kneeling pads line the floor along the north and south walls, allowing comfort while in prayer. A flight of stairs lead up to the Temple of All and None, and -to the west, the High Priest of Jareth. +to the west, the High Priest of Jareth. ~ 257 536 0 0 0 0 D3 @@ -1762,7 +1762,7 @@ S Cleric's Guild~ Candlebra hold scores of candles burning in devotion to the gods of Dibrova. Draped in red and purple silk tapestries, the room makes you feel both majestic -and at peace. +and at peace. ~ 257 536 0 0 0 0 D1 @@ -1779,7 +1779,7 @@ inscription reads 'This bridge dedicated to the great and wonderful people who made the notion of a free city a reality. ' It is not signed, but such metal work could only be the work of the fabled dwarven metalsmiths at Krat. North of you the boardwalk begins, south is a square and most of Jareth, and you may -enter the Alquandon River from a path leading down. +enter the Alquandon River from a path leading down. ~ 257 0 0 0 0 1 D0 @@ -1798,7 +1798,7 @@ River St~ You stand on River St, north of town, entering the arts and entertainment district of Jareth. South of you is the Bridge, north the road makes a turn to the west before a Constable's Ouptost, and east begins the Boardwalk along the -river. +river. ~ 257 0 0 0 0 1 D0 @@ -1821,7 +1821,7 @@ S Ulath Way~ Here begins Ulath Way, the northernmost road in all Jareth. A Constable's Outpost is north of you, offering protection to any in need. To the east Ulath -Way continues with the city wall to the north and River St to the south. +Way continues with the city wall to the north and River St to the south. ~ 257 0 0 0 0 1 D0 @@ -1848,7 +1848,7 @@ walls with a short description of each criminal at the bottom of each. Knowing Jareth is so well protected by the fine men and women of the City Constabulary, you feel much more at ease about walking the streets of Jareth. Whether that is because you feel that you are better protected, or simply more able to get away -with whatever it is you would like, well, that remains to be seen. +with whatever it is you would like, well, that remains to be seen. ~ 257 8 0 0 0 0 D2 @@ -1861,7 +1861,7 @@ Post Office~ This building houses a number of P.O. boxes, all lined against the east wall. Here you may post a message to any other player on the MUD or get any messages you may have waiting for you. A clerk, wearing a visor and a thumb -rubber stands behind a desk. +rubber stands behind a desk. ~ 257 8 0 0 0 0 D0 @@ -1871,10 +1871,10 @@ D0 S #25784 Hospital~ - The city keeps an efficient staff hustling about in this one room clinic. + The city keeps an efficient staff hustling about in this one room clinic. Cots line one wall, where a number of sick people lay, some resting peacefully, some moaning in pain. Here you may receive attention for any wounds you may -have incurred or simply get a 'recharge'. +have incurred or simply get a 'recharge'. ~ 257 8 0 0 0 0 D0 @@ -1887,7 +1887,7 @@ Library~ This long, low building houses some of the greatest works in the Known Lands, both fictional and nonfictional. An attendant is always on hand to help locate any works you may be looking for, and also to help those who have difficulty in -reading. +reading. ~ 257 8 0 0 0 0 D0 @@ -1900,7 +1900,7 @@ Clothing Shop~ This shop is considered to be the best in all Jareth where fashion is concerned. Franz, designer and operator of this establishment, takes a great deal of time in locating the finest materials for his garments. You see no sale -signs, which means that Franz must deserve his reputation. +signs, which means that Franz must deserve his reputation. ~ 257 8 0 0 0 0 D2 @@ -1912,7 +1912,7 @@ S Training Hall~ Many floor mats, weights, training dummies, and manuals lay about waiting to be used for training. All sorts of people train or work out in various places -around you. +around you. ~ 257 8 0 0 0 0 D0 @@ -1927,7 +1927,7 @@ room. Lights dimmed to near-darkness, smoke in a cloud hanging low over the entire room, small tables with four chairs and a dealer at each are scattered about the room. Men in dark armor stand with their arms crossed at 3 foot intervals along the walls watching and making sure no one cheats. The exit is -south, or you may sit down and try and win some fast cash. +south, or you may sit down and try and win some fast cash. ~ 257 8 0 0 0 0 D2 @@ -1943,7 +1943,7 @@ cut a rug with reckless abandon, and the music, so loud as to alomost deafen you, moves through your body and makes you want to join in. Low boothes line walls east and west, a long bar next to the bandstand offers drinks to your north, and the dance floor, smack dab in the center of the room, simply calls to -you. +you. ~ 257 8 0 0 0 0 D2 @@ -1954,7 +1954,7 @@ S #25790 Ulath Way~ Ulath Way continues east and west along the north wall. To the south, you -may enter the Post Office. +may enter the Post Office. ~ 257 0 0 0 0 1 D1 @@ -1976,7 +1976,7 @@ S #25791 Ulath Way~ The road continues east and west along the north wall. You may enter the -Hospital to the south. +Hospital to the south. ~ 257 0 0 0 0 1 D1 @@ -1998,7 +1998,7 @@ S #25792 Ulath Way~ The road continues east and west here along the north wall. You may enter -the Library to the south. +the Library to the south. ~ 257 0 0 0 0 1 D1 @@ -2021,7 +2021,7 @@ S Ulath Way~ The road continues east and west here along the north wall. To the east you see that Ulath Way makes a turn south, onto the boardwalk. Directly south of -you is the Training Hall. +you is the Training Hall. ~ 257 0 0 0 0 1 D1 @@ -2043,7 +2043,7 @@ S #25794 Boardwalk~ You stand on a wooden road which runs south along the river bank. To your -west is Ulath Way, the northernmost road in Jareth. +west is Ulath Way, the northernmost road in Jareth. ~ 257 0 0 0 0 1 D2 @@ -2061,7 +2061,7 @@ S Boardwalk ~ This short section of the boardwalk runs along the river where the Alquandon the Karafa meet. Fishermen line the bank, trying their luck, while others -lounge on benches just enjoying the sights and sounds along the river. +lounge on benches just enjoying the sights and sounds along the river. ~ 257 0 0 0 0 1 D0 @@ -2080,7 +2080,7 @@ Boardwalk~ The boardwalk makes a turn here, allowing traffic north and west, still following the course of the river. Fishermen line the river bank, trying their luck, while others just lounge on benches here, enjoying the sights and sounds -of the river. +of the river. ~ 257 0 0 0 0 1 D0 @@ -2098,7 +2098,7 @@ S Boardwalk~ The boardwalk runs east and west here along the Alqaundon, allowing fishing or relaxation, as you will. Les Franz, a well reknowned clothing shop in -Jareth, is to your north. +Jareth, is to your north. ~ 257 0 0 0 0 1 D0 @@ -2123,7 +2123,7 @@ Boardwalk~ Alquandon. Fishermen line the river bank, trying their luck, while others simply sit on benches here enjoying the sights and sounds of the river. Loud music can be heard to the north, coming from a bar and to your west you may -enter onto River St. +enter onto River St. ~ 257 0 0 0 0 1 D0 @@ -2145,7 +2145,7 @@ S #25799 The Boardwalk~ The boardwalk runs east and west along the riverbank. There is a casino to -the north and if one has the desire, on may try fishing here in the river. +the north and if one has the desire, on may try fishing here in the river. ~ 257 0 0 0 0 1 D0 diff --git a/lib/world/wld/258.wld b/lib/world/wld/258.wld index de86231..4a4079b 100644 --- a/lib/world/wld/258.wld +++ b/lib/world/wld/258.wld @@ -6,7 +6,7 @@ the road, getting more and more thick the farther east you go. A smaller road branches off to your north here, looking as if it is not a very popular road, probably made by some farmer or woodcutter who wanted easier access to his home. West you can see the walled city of Jareth, with majestic Lord's Keep sitting -high atop the tallest hill, flying Jareth's standard proudly. +high atop the tallest hill, flying Jareth's standard proudly. ~ 258 0 0 0 0 2 D0 @@ -28,9 +28,9 @@ that, if you used this zone, take the mobs and junk them and make new ones. The ones in this zone suck pretty bad - it has been on my list to redo them, but I have never actually gotten around to it - always have an excuse to do something else ;-) Enjoy! - + Replace XXXX with a town name of your choosing. - + Zone 258 is linked to the following zones: 257 Jareth Main City at 25803 (west ) ---> 25729 289 Werith's Wayhouse at 25805 (south) ---> 28900 @@ -45,7 +45,7 @@ Zone 258 is linked to the following zones: 260 Grasslands at 25850 (west ) ---> 26080 299 Abandoned Cathedral at 25872 (north) ---> 29955 265 Beach & Lighthouse at 25874 (down ) ---> 26500 - + TODO: several missing rooms/links from dibrova zone 35 ~ S @@ -53,7 +53,7 @@ S A Shady Lane~ This small two track leads into the woods from here, twisting and turning its way through the forest. To the south, you may enter onto a well travelled road -which runs east and west. +which runs east and west. ~ 258 0 0 0 0 1 D0 @@ -69,7 +69,7 @@ S A Well Travelled Road~ The main part of this road runs east to west, being wide enough to fit two carts abreast. It is obvious from the amount of cart and wagon tracks you see -that this is one of the main roads in XXXX. +that this is one of the main roads in XXXX. ~ 258 0 0 0 0 2 D1 @@ -86,7 +86,7 @@ S The City Entrance~ You stand at the eastern gate of Jareth. East leads you out into many uncharted and uncivilized lands, while to the west, the city awaits with all its -splendor and majesty. +splendor and majesty. ~ 258 0 0 0 0 2 D1 @@ -100,9 +100,9 @@ D3 S #25804 A Shady Lane~ - You are standing on a small, dusty path leading north into the forest. + You are standing on a small, dusty path leading north into the forest. South of you, the forest lightens and gives way to an open area, while to the -north, the forest only gets deeper and darker. +north, the forest only gets deeper and darker. ~ 258 0 0 0 0 3 D0 @@ -124,7 +124,7 @@ S Dirt Road~ The road runs east into the wilderness. Far off to the west you see the tops of the spires of the great city of Jareth. A large house lies south of the -path. It looks very inviting. +path. It looks very inviting. ~ 258 0 0 0 0 3 D1 @@ -138,7 +138,7 @@ D2 0 0 28900 D3 The Woodsman's Inn can be seen a short distance to the west, it appears -to be the source of the smoke. +to be the source of the smoke. ~ ~ 0 -1 25804 @@ -146,7 +146,7 @@ S #25806 Dirt Road~ The road runs east and west, with a branch going north as well. The forest -here seems more peaceful, more relaxing than the forest to the west. +here seems more peaceful, more relaxing than the forest to the west. ~ 258 0 0 0 0 3 D0 @@ -167,7 +167,7 @@ S #25807 Dirt Road~ The road bends here, turning south. This road seems to branch in many -places, leading to many different realms of XXXX. +places, leading to many different realms of XXXX. ~ 258 0 0 0 0 3 D2 @@ -185,7 +185,7 @@ S On a Wide Road~ The section of road is a bit smaller and less travelled than the one you just left, but it is easily passable just the same. The forest around you seems -alive with sound and motion. It is really quite enjoyable. +alive with sound and motion. It is really quite enjoyable. ~ 258 0 0 0 0 3 D0 @@ -201,11 +201,11 @@ S #25809 Skirting the Clearing~ The clearing still lies south of you, however the trail you follow leads away -from clearing into deeper forest in an easterly direction. +from clearing into deeper forest in an easterly direction. ~ 258 0 0 0 0 3 D1 -Huge grey mountains lie in this direction. +Huge gray mountains lie in this direction. ~ ~ 0 -1 25820 @@ -217,7 +217,7 @@ S #25810 Edge of a Clearing~ Just to the south of you, the forest opens up into a large grassy field, it's -size undeterminable. +size undeterminable. ~ 258 0 0 0 0 3 D0 @@ -240,7 +240,7 @@ S A Forest Trail~ You stand on what is now just a trail through the deep dark forest. You begin to hear the sound of animals making their way around you now that you are -far away from any kind of civilization. +far away from any kind of civilization. ~ 258 0 0 0 0 3 D0 @@ -258,7 +258,7 @@ S On the River~ The river runs east to west here, the forest trail runs to the south. To the north, you think you may see some sort of clearing, but no trail is visible form -here. South lies nothing but deep forest. +here. South lies nothing but deep forest. ~ 258 0 0 0 0 7 D2 @@ -276,7 +276,7 @@ S A Dark and Gloomy Trail~ The forest is dark, and becomes even darker the further you go in. You can hear the sound of running water to the south, possibly it leads to a place a bit -more bright and cheery than this...? +more bright and cheery than this...? ~ 258 0 0 0 0 3 D0 @@ -294,7 +294,7 @@ On the River~ It is quite dark here, with trees overhanging in many places. The river continues east and west, with a bit more light to the east. To the north, you think you may be able to see a trail, though from the looks of it, the trail is -not used much at all. +not used much at all. ~ 258 0 0 0 0 7 D0 @@ -310,10 +310,10 @@ Lighter forest and mountains in the distance. S #25815 On a Wide Road~ - The road continues north and south, the traffic seeming much heavier here. + The road continues north and south, the traffic seeming much heavier here. You feel no menace to your surroundings whatsoever, as people walk by and wave cheerily at you. Even all the little forest animals seem undisturbed and -unafraid. +unafraid. ~ 258 0 0 0 0 3 D0 @@ -331,7 +331,7 @@ S On a Wide Road~ The road makes a bend here, heading east and south. The forest around you has been neatly cleared away from the path, all manner of obstruction removed. -You must be near a large city. +You must be near a large city. ~ 258 0 0 0 0 3 D1 @@ -349,7 +349,7 @@ S A Wide Bend~ The road bends west, with another bend directly following. It also heads north for quite some distance. The road seems to be very well-kept, which makes -the travelling light and enjoyable. +the travelling light and enjoyable. ~ 258 0 0 0 0 3 D0 @@ -367,7 +367,7 @@ S A Wide Road~ The road heads straight north and south from here. People pass you by almost constantly, a flurry of activity now that you near XXXX. In fact, you can begin -to see the spires of the city to northeast. +to see the spires of the city to northeast. ~ 258 0 0 0 0 3 D0 @@ -386,7 +386,7 @@ Large Field~ You stand in a huge field of tall, brown grass. The trail, still very discernable, heads in a southerly direction. To the north, a large forest begins. Under your feet, the road is very hard-packed, as if many heavy feet -pass this way regularly. +pass this way regularly. ~ 258 0 0 0 0 2 D0 @@ -413,7 +413,7 @@ The Dark Forest~ You stomp your way through the underbrush. The dark forest gets pretty thick here, and the branches high above your head are so thick that they block out all direct sunlight. While it is much too thick to go further east, you might be -able to make your way though the forest to the south and west. +able to make your way though the forest to the south and west. ~ 258 0 0 0 0 3 D1 @@ -430,7 +430,7 @@ S Old Stone Road~ The forest trail runs north to south here, a much more travelled road to the south. Under the dirt and loose gravel you think you may be able to see some -old stones which might have formed a well used road long ago. +old stones which might have formed a well used road long ago. ~ 258 1 0 0 0 3 D0 @@ -444,16 +444,16 @@ D2 0 0 25852 E carcass body corpse carcasses bodies corpses~ - The corpses looked as if they have been pierced by a large, jagged spear. + The corpses looked as if they have been pierced by a large, jagged spear. The damage these people sustained is simply amazing. Worse, the lips on the -bodies are a light shade of blue, hinting at poison in their systems. +bodies are a light shade of blue, hinting at poison in their systems. ~ S #25822 Deep in the Forest~ There is a sickening stench here. It smells of blood and death. To the -north, you catch glimpses of daylight. To the east, you simply cannot see. -The trees are close and stifling. +north, you catch glimpses of daylight. To the east, you simply cannot see. +The trees are close and stifling. ~ 258 0 0 0 0 3 D2 @@ -468,7 +468,7 @@ S #25823 Grassy Field~ This field seems to go on forever. The trail continues north and south of -here. +here. ~ 258 0 0 0 0 2 D0 @@ -495,7 +495,7 @@ Along the Cliff~ extremely well-travelled trail, so much that it could more correctly be called a road. Most of the tracks seem to head east, so you must assume that there is something of interest in that direction, however it is hard to see over the hill -which you are slowly climbing. +which you are slowly climbing. ~ 258 0 0 0 0 5 D1 @@ -512,9 +512,9 @@ Near the Bridges~ Your trek has brought you just west of the twin bridges which lead over the ocean into the great city so near. You hear the sounds of a large city quite clearly from where you stand. It seems almost out of place, standing here in -the outdoor setting, hearing all the hustle and bustle of the city so near. +the outdoor setting, hearing all the hustle and bustle of the city so near. You may head to the toll booths just east of here, or leave to the west into the -wilderness. +wilderness. ~ 258 0 0 0 0 4 D1 @@ -531,7 +531,7 @@ Toll Booth~ You stand at the first of two toll booths which block the way onto the bridges leading into McGintey Cove. The second, just east of you, looks just as busy as this one. If you are not sure what to do next, possibly reading the -sign on the outside of the booth may give you some idea. +sign on the outside of the booth may give you some idea. ~ 258 0 0 0 0 4 D1 @@ -552,7 +552,7 @@ Between the Booths~ You stand between two toll booths, both of which block the way into the city. Take your pick, east or west. There also seems to be some sort of park to the south, and to the north is an enormous stable, where alll steeds are kept, since -none are allowed in the city. +none are allowed in the city. ~ 258 0 0 0 0 4 D0 @@ -576,7 +576,7 @@ S Eastern Toll Booth~ You stand at the easternmost toll booth which allows access to the great seaport city, McGintey Cove. If you are not quite sure how to gain access, just -read the sign posted on the outer wall of the booth. +read the sign posted on the outer wall of the booth. ~ 258 0 0 0 0 4 D1 @@ -597,7 +597,7 @@ Stables~ This building is so large, has so many rows of stalls running back into it's depths, you cannot imagine trying to find any one particular within this building. A sign is posted to your left, explaining the stable rules. The exit -is to your south. +is to your south. ~ 258 8 0 0 0 0 D2 @@ -611,7 +611,7 @@ Memorial Park~ vantage point from which to admire the city. The grass is extremely well kept, the benches all freshly painted and clean. A large sign dedicates this park to the founder of the city. You may enter back onto McGintey Road to the north, or -rest here for a while before continuing on your way. +rest here for a while before continuing on your way. ~ 258 8 0 0 0 0 D0 @@ -624,7 +624,7 @@ A Fork in the Road~ You may head east, west, or north along trails that all look to be about the same in terms of ease of travel. There looks to be a bit more traffic to the north, however the trails leading east and west don't exactly look unused -themselves. +themselves. ~ 258 0 0 0 0 3 D0 @@ -643,8 +643,8 @@ S #25832 Forest Road~ The road runs east into thick, green woodlands where it seems the trees are -almost alive from the way the playful breeze ruffles through their branches. -To the west the road splits to the north or continues its way west. +almost alive from the way the playful breeze ruffles through their branches. +To the west the road splits to the north or continues its way west. ~ 258 0 0 0 0 3 D3 @@ -655,7 +655,7 @@ S #25833 A Wide Road~ The road turns here heading east and south. It seems to run quite some way -to the east, however to the south it makes another turn. +to the east, however to the south it makes another turn. ~ 258 0 0 0 0 3 D1 @@ -672,7 +672,7 @@ Near a Cliff~ You still stand in the grassy field, however directly south of you the world seems to end! It looks as if there may be a large cliff to your south, and from the smell of things, it must lead down to the sea. To the north, the field runs -for some distance until reaching a far-off forest. +for some distance until reaching a far-off forest. ~ 258 0 0 0 0 2 D0 @@ -697,7 +697,7 @@ S A Wide Road Near the City~ XXXX lies just northeast of you, a hop, skip, and jump away. To the south is a long, wide road which is filled with traffic at all ours of the day and night, -it being the main route from XXXX to Jareth, the Free City. +it being the main route from XXXX to Jareth, the Free City. ~ 258 1 0 0 0 3 D0 @@ -714,7 +714,7 @@ S Just West of XXXX~ Just east of you lie the gates to the city of XXXX. To the south begins the way down a long, wide, and extremely well traveled road. To the north you see a -road made from aged cobblestones. +road made from aged cobblestones. ~ 258 0 0 0 0 1 D0 @@ -731,7 +731,7 @@ S A Tunnel In The Mountains~ The tunnel gets lighter to the north, presumably leading out, while to the south the passage gets smaller and smaller. A small alcove has been carved into -the east wall. +the east wall. ~ 258 1 0 0 0 1 D0 @@ -749,7 +749,7 @@ S Diminishing Trail~ The trail looks like it may be bending here, however with the way all the vegetation is growing in on the trail, it is hard to tell. It looks like the -trail may head east and north from here. +trail may head east and north from here. ~ 258 0 0 0 0 3 D0 @@ -763,14 +763,14 @@ D1 E twigs leaves bead~ The twigs and leaves have all been piled together as a makeshift bed for some -small humanoid. +small humanoid. ~ S #25855 Faint Trail~ The trail is so faint now that you can barely see it. You almost have to hope you are heading in the right direction, through openings in trees and such, -so faint is the trail. +so faint is the trail. ~ 258 0 0 0 0 3 D1 @@ -786,7 +786,7 @@ S Nearing the Maze~ The trail leads east into a huge maze made of shrubbery easily 10 feet high. It runs north and south of the path you stand on as far as your eyes can see in -either direction. Looks like a fellow could get lost in there pretty easily. +either direction. Looks like a fellow could get lost in there pretty easily. ~ 258 0 0 0 0 3 D1 @@ -801,7 +801,7 @@ S #25870 Old Stone Road~ The road runs north and south still. There is a large gate, closed, way off -to the north, a large building just beyond the gates. +to the north, a large building just beyond the gates. ~ 258 0 0 0 0 3 D0 @@ -823,7 +823,7 @@ S Cliff's Edge~ The trail still runs east to west here along the rim of the drop off, but in looking south over the edge, you see the someone has made some crude steps that -run along the wall of the cliff. +run along the wall of the cliff. ~ 258 0 0 0 0 2 D1 @@ -843,7 +843,7 @@ S Old Stone Road~ The road runs north up to a large iron gate, a gate which closes the way to what appears to be an old cathedral or church. To the south the road heads back -toward the main forest trail. +toward the main forest trail. ~ 258 0 0 0 0 3 D0 @@ -860,7 +860,7 @@ Cliff's Edge~ The trail runs right up to the edge of the cliff and T's off, running east and west from here. Looking down and over the edge of the cliff, you find that you were right about what lies at the bottom of the cliff, the sea! To the -north the trail cuts through a huge grassy field. +north the trail cuts through a huge grassy field. ~ 258 0 0 0 0 2 D0 @@ -882,7 +882,7 @@ S On a Rock Landing~ This rudely carved rock landing marks the start of a long flight of steps leading down to the sea shore. The footing looks to be treacherous at best, so -be careful! +be careful! ~ 258 0 0 0 0 5 D0 @@ -899,7 +899,7 @@ The Ambush Point~ This is a overgrown foot-trail west of the Inn. It leads west, but you would be hard pressed to follow it far. A number of bushes are trampled on and some medium sized branches have been knocked down. Obviously there has been a battle -here rather recently. +here rather recently. ~ 258 0 0 0 0 3 D1 @@ -916,7 +916,7 @@ S The Bar~ This is where people use to come and enjoy the food, drink and hospitality of the Innkeeper, but as of late, he only serves the few adventurers that manage to -survive a trip through the forest. +survive a trip through the forest. ~ 258 40 0 0 0 1 D1 @@ -928,7 +928,7 @@ S Along the Cliff~ Heading east, the trail tops a large rise, continuing it's way toward whatever lies in that direction. To the west, the trail heads it way along, not -really seeming to head anywhere. +really seeming to head anywhere. ~ 258 0 0 0 0 5 D1 @@ -948,7 +948,7 @@ you currently stand. Just east of you, sitting proudly on a large rock, almost a plateau, is the huge seaport town of McGintey Cove. The twin bridges which lead from the edge of the cliff to the city gate are the only entrance or exit from the town. The trail also runs west far into the distance, skirting the -southern edge of a huge field, which seems to go on forever. +southern edge of a huge field, which seems to go on forever. ~ 258 0 0 0 0 4 D1 @@ -963,7 +963,7 @@ S #25881 West of Town~ The road runs east toward the huge seaport atop the plateau and west, topping -a tall hill. +a tall hill. ~ 258 0 0 0 0 4 D1 @@ -980,7 +980,7 @@ S A Dark and Gloomy Trail~ The forest around you is so thick now that there is not enough light to see by. The birds you heard singing before are now quiet, all you can hear now is -the sound of your own heavy breathing. +the sound of your own heavy breathing. ~ 258 1 0 0 0 3 D0 @@ -998,7 +998,7 @@ A Dark and Gloomy Trail~ Impenetrable is the only word you could use to describe the darkness surrounding you. Trees brush against you on either side, feeling almost like they tug at your clothing. The trail seems to continue north, although it seems -much more sensible to go south. +much more sensible to go south. ~ 258 1 0 0 0 3 D0 @@ -1015,7 +1015,7 @@ S A Dead End Trail~ The path comes to an abrupt end here, as the trees close around you and make any further exploration impossible. It does seem strange, though, that a trail -through the woods would end so abruptly. +through the woods would end so abruptly. ~ 258 1 0 0 0 3 D2 @@ -1025,9 +1025,9 @@ D2 S #25885 Entrance to the Maze~ - You stand at the entrance to a hedge maze with walls twenty feet high. + You stand at the entrance to a hedge maze with walls twenty feet high. These walls run north and south from where you stand farther than you can see in -either direction. +either direction. ~ 258 0 0 0 0 4 D3 diff --git a/lib/world/wld/259.wld b/lib/world/wld/259.wld index 3210a9a..5403d33 100644 --- a/lib/world/wld/259.wld +++ b/lib/world/wld/259.wld @@ -5,7 +5,7 @@ huge house. It appears that this place must once have been a very elegant place, possibly even the home of a socialite, but why a socialite would build a home in the midst of a forest such as this is beyond your comprehension. Be careful on those steps, they are old and gray and appear to be rotted in many -places. +places. ~ 259 0 0 0 0 3 D0 @@ -34,7 +34,7 @@ This is a zone geared toward experience gain - the objs are minimal, in fact I do not believe I even included the objs file since there really wasn't anything to offer, just a two junk eqs. The exp for the mobs is jacked up to compensate for the lack of eq, as well as the gold the mobs carry. - + Links: 00e, 02n, 04w, 06s, 07 ~ S @@ -42,7 +42,7 @@ S Northeast Corner of the House~ The steps leading up to the front door lie just south of you, old wooden things that appear to be just about to fall into decay. Listening for any sound -from within the house reveals nothing, it appears that it may be deserted. +from within the house reveals nothing, it appears that it may be deserted. ~ 259 0 0 0 0 3 D2 @@ -60,7 +60,7 @@ North Side of the House~ cold feeling of dread. Every indication you get tells you that the place must be deserted, however you still have the sensation of being watched. You cannot see any sort of entrance from here, save the windows, and just in case someone -does live here, it would be best to leave those windows intact. +does live here, it would be best to leave those windows intact. ~ 259 0 0 0 0 3 D0 @@ -80,7 +80,7 @@ S Northwest Corner of the House~ You can see a set of doors laying on the ground just south of you - those must be the doors that lead into the cellar. No other entrances are visible to -you from your current vantage point. +you from your current vantage point. ~ 259 0 0 0 0 3 D1 @@ -98,7 +98,7 @@ West Side of the House - Cellar Entrance~ your feet, doors that you assume would lead to the cellar. The paint now has mostly chipped or worn away, leaving the doors a sort of dirty, brown and white and gray combo color. Leaves blow past you, the breeze which carries them -smelling of something familiar - almost like blood. +smelling of something familiar - almost like blood. ~ 259 0 0 0 0 3 D0 @@ -123,7 +123,7 @@ Southwest Corner of the House~ To the north you can see the double doors which lead the way into the cellar. The walls of the house are of chipped wood siding, the paint that once covered the walls flaking and peeling,completely gone even in some places. You cannot -see any other ways into the house from here except the cellar. +see any other ways into the house from here except the cellar. ~ 259 0 0 0 0 3 D0 @@ -141,7 +141,7 @@ South Side of the House~ of a wood such as this. This home was very obviously once a very fine home, the type which is built for politicians or persons of extreme wealth. It has long since fallen into decay - a crumbling, wasted ruin. There could be no chance -that anyone might still live here - could there? +that anyone might still live here - could there? ~ 259 0 0 0 0 3 D1 @@ -162,8 +162,8 @@ Southeast Corner of the House~ To the north, you can see the rickety steps which lead up to the front doors of this home. You have to wonder to yourself, though... Do you really wish to enter into this place? There is obviously no one living here anymore - at least -it seems that way. You hear a small skittering and a thump from within. -Probably just a rat or a squirrel. +it seems that way. You hear a small skittering and a thump from within. +Probably just a rat or a squirrel. ~ 259 0 0 0 0 3 D0 @@ -203,7 +203,7 @@ fallen along the floor, dirt and grime accumulated through the years all over the surface of the once-fine crystal. The place would be quite impressive were it not for the fact that the signs of abandonment were so clear. There is a small coat closet to the north, the main living through an entryway to the -south. +south. ~ 259 0 0 0 0 0 D0 @@ -230,7 +230,7 @@ during social functions. This was a place the butler could keep most of his serving tools and extra linens, and maybe the occasional nip of brandy when the master had his back turned. Now the shelves and racks which would have held the coats has long since fallen into ruin, a crumbling mass of splintered, rotted -wood falling in on itself. +wood falling in on itself. ~ 259 1 0 0 0 0 D2 @@ -245,7 +245,7 @@ finding their way into this large room. Business deals larger than most kings make in a year were made in this room, newlyweds made their vows and new years were brought in in this room. The torn wallpaper, the broken chandeliers, and the rotted furniture gives you a terrible feeling of sadness, a feeling of -immense regret. +immense regret. ~ 259 0 0 0 0 0 D0 @@ -268,7 +268,7 @@ that even with that dogleg, you can see most areas of the room from anywhere you might be standing. The floor, made of hard cherry wood is eaten away and rotted in many places - the footing here quite treacherous. There seems to be nothing of value left in this place, only a lingering feeling of overwhelming loss and -sadness. +sadness. ~ 259 0 0 0 0 0 D0 @@ -285,7 +285,7 @@ Main Living and Social Gathering Room~ The large dining room just to the north and more of this once-opulent room to the east, your choices are basically the same. Too much ruin, too much lost, you can understand why the old occupants of this home might never ever want to -leave. But what purpose would they serve - staying here for all eternity? +leave. But what purpose would they serve - staying here for all eternity? ~ 259 0 0 0 0 0 D0 @@ -305,7 +305,7 @@ sort. The candelabra that decorated this fine table, along with the linen has slid to the ground in a heap just next to the table. Another of the beautiful chandeliers that you are finding typical of this place hangs above the table, long trails of cobwebs streaming down from its decor. The main room is to the -east and south, the hallway to the north. +east and south, the hallway to the north. ~ 259 0 0 0 0 0 D0 @@ -329,7 +329,7 @@ fine oil paintings and sipping their brandy or whiskey, as the bright light of the chandeliers above lit the room as if it were high noon in the sun, no matter what the time of day or night. Just north of you lies a swinging door, presumably to the kitchen, for through an open way to the south lies the dining -room. +room. ~ 259 0 0 0 0 0 D0 @@ -355,9 +355,9 @@ Kitchen~ and the wild animals of the surrounding forest is the thick wooden carving table which sits dead center of this room. It is filthy, covered in rat droppings and cobwebbing so thick that you wouldn't know it was made of wood were it not for -the holes drilled deep into the far side of it where the knives were to go. +the holes drilled deep into the far side of it where the knives were to go. Steel tables line most of the walls, an old broken down cooler resting in the -northwest corner. +northwest corner. ~ 259 0 0 0 0 0 D2 @@ -367,12 +367,12 @@ D2 S #25917 Stair Landing~ - The hall in the upper level seems much more dark than the lower reaches. + The hall in the upper level seems much more dark than the lower reaches. Maybe it is the size of the lower halls - with so much room, there would be more space for the light to travel, making things seem brighter. A neutrally flowered wallpaper lines the walls here, with the same type of sconces set into the walls as downstairs. Doors lead off from this hallway at inetrvals, -presumably into bedrooms. +presumably into bedrooms. ~ 259 0 0 0 0 0 D2 @@ -389,9 +389,9 @@ Narrow Hallway~ The stairs seem solid enough, through the dust and grime which covers most of the old ratty carpeting you can see where the holes in the wood are and how few there are. Nothing is visible from here in the upper reaches, just a short -staircase and a landing at the top where a hallway heads off into darkness. +staircase and a landing at the top where a hallway heads off into darkness. You have an uneasy feeling, peering into that darkness, as if you were violating -someone's private sanctuary no matter how long ago they passed away. +someone's private sanctuary no matter how long ago they passed away. ~ 259 1 0 0 0 0 D2 @@ -410,7 +410,7 @@ being on such a wide hall as the one just south of here. There was once a plush carpet lining this hall, which you can see leads to a set of stairs, probably the way to the living quarters. The carpet is still robust in some spots, but wet and mottled, with what sort of substance it is probably best that you do not -investigate all too much. +investigate all too much. ~ 259 1 0 0 0 0 D0 @@ -429,7 +429,7 @@ an optical illusion rendered by the fact that there are open exit leading south and north from here. The entire southern wall has opened into what was a gaming room, where the men could take leave of their women in order to find a bit of sport in competing with each other. To the north is a narrow hallway leading -off in darkness. +off in darkness. ~ 259 0 0 0 0 0 D0 @@ -455,7 +455,7 @@ Gaming Room~ room, its surface torn to shreds by the forest vermin. A dicing table has fallen into wooden clumps after having its legs all rot our from beneath it. A dart board lays against the wall on the floor, askew and broken in the center -most probably by its fall from the wall where it must have hung. +most probably by its fall from the wall where it must have hung. ~ 259 0 0 0 0 0 D0 @@ -470,7 +470,7 @@ ending but more flowing into the Grand Ballroom just west of here. The way into the ballroom is strewn over withe spider webs so thick that you will certainly have to cut through them with a blade so as not to get them stuck to your clothing. A set of wooden double doors rest closed against the north wall and -to the south is a short alcove, a closed door against its west wall. +to the south is a short alcove, a closed door against its west wall. ~ 259 0 0 0 0 0 D0 @@ -498,7 +498,7 @@ well kept library. Astonished, you look around at a study which has somehow preserved itself where the rest of the house has fallen prey to time and the elements . A layer of thick dust covers the desk and the shelves which line the walls, books seem a bit crisp but other than that it all seems in perfect shape! -How astonishing! +How astonishing! ~ 259 0 0 0 0 0 D2 @@ -511,7 +511,7 @@ Alcove~ The small in the west wall seems so unobtrusive as to ask to not be noticed, in fact it almost seems out of place. The area you stand in is only wide enough for one person to stand, almost too small to turn around in. This door -obviously leads somewhere private. +obviously leads somewhere private. ~ 259 0 0 0 0 0 D0 @@ -527,7 +527,7 @@ from the tops of these six foot high windows, ragged and stained from countless years of grit and grime. The same immense chandeliers that line the ceiling in the outer hallway also ring this chamber, with an extremely large oen directly in the center. The lights in this room must have been fantastic when they were -all lit during a ball or masquerade. +all lit during a ball or masquerade. ~ 259 0 0 0 0 0 D1 @@ -541,10 +541,10 @@ Darkened Hall~ even soothing to the eye as one traveled down this hall to their room where they might sleep or love another. It is now tattered and stained by time, the flowers appearing wilted and sick, as if a plague has infested this home and -found its way into the wallpaper and into those flowers in that wallpaper. +found its way into the wallpaper and into those flowers in that wallpaper. Attempting to shine your light east and west down the hall reveals nothing except the fact that you still cannot see farther than the ten feet your light -illuminates. +illuminates. ~ 259 1 0 0 0 0 D0 @@ -568,7 +568,7 @@ as far as your outstretched arm. It gives you an uneasy sensation that anyone could be ahead or behind, watching and waiting for the perfect moment to assault you, to stab you in your back. For that matter, anyone could now be downstairs in the main hall, listening as your steps creak down this old hall. There is a -closed door to the north. +closed door to the north. ~ 259 1 0 0 0 0 D0 @@ -592,7 +592,7 @@ color that so much of this building has adopted over the time since it was left deserted. Two sconces are set into the wall on either side of the doors, marking this a bedroom fo importance, possibly even the Master Bedroom. There is a door to the south, slightly cracked open but certainly not inviting by the -looks of the darkness beyond. +looks of the darkness beyond. ~ 259 1 0 0 0 0 D1 @@ -611,7 +611,7 @@ E sconces~ These old tarnished remnants remind that at one time this place was a very fine place, not the dirty ruin you see today. How old could this place actually -be? +be? ~ S #25929 @@ -619,7 +619,7 @@ East End of the Hall~ The short jaunt that the hall made in this direction has ended at a set of doors. One lies just south, one lies north, and one lies to the east. The only one which has its door open is the one to the south. You hear a muffled banging -to the north - could it be that someone still lives here?!? +to the north - could it be that someone still lives here?!? ~ 259 1 0 0 0 0 D0 @@ -644,7 +644,7 @@ Front Steps~ Looking at the way these wooden slats bow under your weight and feeling the way the entire structure sways beneath you as you climb to the front door, you wonder if maybe this wasn't a bad idea. Better hurry up that front door and get -inside before the whole thing collapses! +inside before the whole thing collapses! ~ 259 0 0 0 0 3 D4 @@ -660,7 +660,7 @@ S Top of the Steps at the Front Door~ The doors lie just ahead, very large and very imposing. The steps still creak and groan under your weight, swaying with every step that you take no -matter how careful you are. +matter how careful you are. ~ 259 4 0 0 0 3 D3 @@ -679,7 +679,7 @@ allow an acquaintance to spend the evening. The decor does not look as if it were cheap by any means, but certainly very neutral and without any taste in one direction or another. The tattered wastes of a down comforter lie all around the bed, its mattress torn to shreds. The dresser still seems intact for the -most part, but filthy from the dirty feet of rodents scurrying about on it. +most part, but filthy from the dirty feet of rodents scurrying about on it. ~ 259 1 0 0 0 0 D2 @@ -692,7 +692,7 @@ Bedroom~ Because the door has been propped open for who knows how long, this room is a bit more run down than many of the others on this level. There is vitually nothing left of the bed which used to occupy the room, only some torn bits of -cloth and some timber which the bedframe was made from. +cloth and some timber which the bedframe was made from. ~ 259 1 0 0 0 0 D0 @@ -708,7 +708,7 @@ alabaster bathing vessel and along the north wall, a beautiful marble fireplace. The bed is, of course, in tattered ruins now, the marble fireplace stained almost beyond recognition besides the fact that it once was a fireplace and the bath tub is so stained with rot and grime that it is almost impossible to -believe that someone may have once gotten clean in it all. +believe that someone may have once gotten clean in it all. ~ 259 1 0 0 0 0 D1 @@ -723,7 +723,7 @@ master of this house, but instead find a broken window with a shutter which bangs incessantly against the wall outside. With the window open, the sound is amplified to the point of hurting your ears. This bedroom looks much like any of the other rooms on this level, quite a disaster with no hope of any type of -remod. +remod. ~ 259 1 0 0 0 0 D2 @@ -736,9 +736,9 @@ The Nursery~ You can still see a bit of the baby blue wallpaper that covered this room, the broken ribbing of a crib or playpen lies in the southwest corner. You suddenly feel such an immense surge of pity and regret at the fact that the -people of this home must have been either torn from or killed in this home. +people of this home must have been either torn from or killed in this home. They must have enjoyed a tremendous happiness while here and to have it taken -away... Such a pity. +away... Such a pity. ~ 259 1 0 0 0 0 D0 @@ -753,7 +753,7 @@ just as quickly you decide that it was most probably nothing. This must have been the room that the more important guests stayed their nights, as this room boasts its own bathing vessel and a larger bed than most of the other rooms. A large fireplace lies in the northeast corner, an amenity that all the other -rooms on this level lack, excepting the master bedroom, of course. +rooms on this level lack, excepting the master bedroom, of course. ~ 259 1 0 0 0 0 D3 @@ -765,10 +765,10 @@ S Cellar Steps~ You stand just inside the entrance to the cellar, your head still above ground, your lower body inside the darkness of the cellar. The smell that wafts -out from the area below is strong with mold, mildew, and the scent of blood. +out from the area below is strong with mold, mildew, and the scent of blood. It must be told that many an adventurer has turned from this cellar in fear, without humiliation or any feelings of inadequacies - this is not a pleasant -place. +place. ~ 259 4 0 0 0 3 D4 @@ -789,7 +789,7 @@ standing within were afraid, and has been for an eternity. Shining your light does not do anything to give you a clue as to what lies in any of the directions you may travel in. All you can see is the dirt wall on the west side with solid wooden support beams running up the walls to the ceiling, holding this old home -up. +up. ~ 259 1 0 0 0 0 D0 @@ -815,7 +815,7 @@ Cellar~ all that strong looking. The wall which it is built into is made of loose mortar and stone, roughly hewn as most cellar walls tend to be. The west wall is dirt, marking it as the west end of the cellar - you may continue no farther -west in this damp place. +west in this damp place. ~ 259 1 0 0 0 0 D0 @@ -837,7 +837,7 @@ Cellar~ around you. The smell of blood and putrid decay still surrounds you, in fact it is as strong as you have noticed it to be at any place in this cellar. An unshakeable feeling of being watched by some malevolent presence also forces its -way into your conciousness, but your limited sight tells you nothing. +way into your conciousness, but your limited sight tells you nothing. ~ 259 1 0 0 0 0 D0 @@ -858,7 +858,7 @@ Near the Wine Rack~ The way south is completely blocked by a long wooden wine rack, still partially stocked with old, dirty bottles. You can see that the cellar continues south past the rack, but the only thing you can see past the rack is -darkness - quite complete darkness. +darkness - quite complete darkness. ~ 259 1 0 0 0 0 D0 @@ -877,7 +877,7 @@ some filled, some not - from floor to ceiling. The wood the shelves were built from seems to have stood the tests of time, bowing a bit in the center from the weight of the jars, but not rotting away like so much else in this house. You can attempt to chow on some of the goods in those jars, but it isn't recommended -by the general staff here at Dibrova... +by the general staff here at Dibrova... ~ 259 1 0 0 0 0 D2 @@ -894,7 +894,7 @@ Dry Storage~ This appears to be a root cellar, a small room with a dirt floor where foodstuffs such as potatoes and beets were kept. There are, of course, no such kinds of food left here, only a few dried out huskes that could once have been -potato skins but are so hard and crusty that they would be inedible. +potato skins but are so hard and crusty that they would be inedible. ~ 259 1 0 0 0 0 D2 @@ -907,7 +907,7 @@ Cellar~ You nearly trip over a pile of old trunks which were piled here for use when the master of the house went traveling. There appears to be an open area just south of here - further travel eastward is cut off by the dirt wall of the -cellar. +cellar. ~ 259 1 0 0 0 0 D0 @@ -928,7 +928,7 @@ Cellar~ There is a small area just west of here behind the wine rack that appears to have been used as a workshop of sorts by either the master of the house or -more likely- the servants of the place. The feeling of death, the smell of blood, is -strong as ever - its still not too late to turn back. +strong as ever - its still not too late to turn back. ~ 259 1 0 0 0 0 D0 @@ -945,7 +945,7 @@ Cellar Workshop~ A thick oak table was used for puttering around and because it was made with such sturdy materials, it still remains on all four legs against the south wall of the room. A few small tools were left on the table, most of which are -useless now. +useless now. ~ 259 1 0 0 0 0 D1 diff --git a/lib/world/wld/26.wld b/lib/world/wld/26.wld index 2ebc80c..15ee75b 100644 --- a/lib/world/wld/26.wld +++ b/lib/world/wld/26.wld @@ -285,7 +285,7 @@ S #2617 The Illusion Master's Chamber~ You are in the chamber of the Master of Illusions. The walls here -are ever changing in colour and texture, as if they were reforming before +are ever changing in color and texture, as if they were reforming before your very eyes. Many splendorous treasures lie all around in heaps and piles, or at least they seem to be treasures... ~ @@ -663,7 +663,7 @@ S In The Library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and colour. The +of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. ~ @@ -693,7 +693,7 @@ S In The Library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and colour. The +of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. ~ @@ -723,7 +723,7 @@ S In The Library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and colour. The +of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. ~ @@ -753,7 +753,7 @@ S In The Library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and colour. The +of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. ~ @@ -783,7 +783,7 @@ S In The Library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and colour. The +of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. ~ @@ -813,7 +813,7 @@ S In The Library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds -of books, tomes and scrolls of every possible shape size and colour. The +of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here. ~ @@ -934,8 +934,8 @@ An Intersection~ mystical forces are pushing and pulling at each other from all around you. The sensation of being trapped, in the middle is almost tangible in the air here. - A grey tiled hallway leads south, black tiled east, white tiled west, -and a multi-coloured hallway swirling with patterns that remain just barely + A gray tiled hallway leads south, black tiled east, white tiled west, +and a multi-colored hallway swirling with patterns that remain just barely unrecognizable is to the north. ~ 26 72 0 0 0 0 @@ -961,8 +961,8 @@ D5 0 -1 2649 S #2651 -A Grey Tiled Hallway~ - You are in a grey tiled hallway leading north and south. Dim balls +A Gray Tiled Hallway~ + You are in a gray tiled hallway leading north and south. Dim balls of energy float here and there shedding a warm light, and showing the way. A feeling of peace and balance comes over you. ~ @@ -977,11 +977,11 @@ D2 0 -1 2652 S #2652 -A Grey Tiled Hallway~ - You are in a grey tiled hallway leading north and south. Dim balls +A Gray Tiled Hallway~ + You are in a gray tiled hallway leading north and south. Dim balls of energy float here and there shedding a warm light, and showing the way. A feeling of peace and balance comes over you. - Large, grey metal double doors can be seen to the south. + Large, gray metal double doors can be seen to the south. ~ 26 72 0 0 0 0 D0 @@ -990,12 +990,12 @@ D0 0 -1 2651 D2 ~ -door grey~ +door gray~ 1 -1 2653 S #2653 The Antechamber~ - You are in the antechamber of the Master Magician of the Grey Light. + You are in the antechamber of the Master Magician of the Gray Light. A feeling of strong magic floats in the air about you, almost as if you could taste the power held within these walls. Once your eyes adjust to the semi-light, you can make out a larger @@ -1004,7 +1004,7 @@ room to the south. 26 72 0 0 0 0 D0 ~ -door grey~ +door gray~ 1 -1 2652 D2 ~ @@ -1186,7 +1186,7 @@ S #2665 A Bright Hallway~ You are in a long well lit hallway leading east and west. The walls -here are a milky white colour, and glow with a warm luminescence, as does +here are a milky white color, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. ~ @@ -1203,7 +1203,7 @@ S #2666 A Bright Hallway~ You are in a long well lit hallway leading east and west. The walls -here are a milky white colour, and glow with a warm luminescence, as does +here are a milky white color, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. A huge set of double doors in finely worked ivory can be seen to the @@ -1302,14 +1302,14 @@ S #2673 A Wide Hallway~ You are in a large hallway, wide enough to accommodate several people -standing abreast. The floor here is a swirl of multicoloured patterns, in +standing abreast. The floor here is a swirl of multicolored patterns, in constant motion. - A huge, grey metal door blocks the way north, it looks quite sturdy. + A huge, gray metal door blocks the way north, it looks quite sturdy. ~ 26 72 0 0 0 0 D0 ~ -door metal grey~ +door metal gray~ 2 2593 2674 D2 ~ @@ -1319,7 +1319,7 @@ S #2674 A Wide Hallway~ You are in a large hallway, wide enough to accommodate several people -standing abreast. The floor here is a swirl of multicoloured patterns, in +standing abreast. The floor here is a swirl of multicolored patterns, in constant motion. A huge, black obsidian door blocks the way north, it looks quite sturdy. ~ @@ -1330,13 +1330,13 @@ door obsidian black~ 2 2594 2675 D2 ~ -door metal grey~ +door metal gray~ 2 2593 2673 S #2675 A Wide Hallway~ You are in a large hallway, wide enough to accommodate several people -standing abreast. The floor here is a swirl of multicoloured patterns, in +standing abreast. The floor here is a swirl of multicolored patterns, in constant motion. A huge, white ivory door blocks the way north, it looks quite sturdy. ~ @@ -1354,7 +1354,7 @@ S The Entranceway~ You are at the entrance to the audience chamber of the Grand Master of Magic. Beautiful tapestries displaying the ancient masters of lore are on -the walls, and the floor is covered with a plush multicoloured carpet, which +the walls, and the floor is covered with a plush multicolored carpet, which seems to rustle and move at the touch of your boots. ~ 26 72 0 0 0 0 @@ -1370,8 +1370,8 @@ S #2677 The Audience Chamber~ You are in a large chamber. Small bolts of energy leap from wall to -wall, crackling with power. The floor is a swirl of indeterminable colours -and patterns ever changing. Bright bursts of colour seem to explode into +wall, crackling with power. The floor is a swirl of indeterminable colors +and patterns ever changing. Bright bursts of color seem to explode into the air and fade again at random times. All this splendor plays about and draws attention to a large throne in the center of the room, it seems to be cut from a single enormous emerald. @@ -1395,13 +1395,13 @@ D3 0 -1 2679 E throne~ - The giant emerald is flawless, and must be incredibly valuable. + The giant emerald is flawless, and must be incredibly valuable. ~ S #2678 A Dressing Room~ You are in a plush dressing room. Fine garments of many styles and some -outlandish colours hang from a rack suspended in mid air at eye level. The +outlandish colors hang from a rack suspended in mid air at eye level. The only other interesting feature in the room is a large silver mirror on a finely crafted gold stand. ~ diff --git a/lib/world/wld/260.wld b/lib/world/wld/260.wld index 46835f2..7d7fb40 100644 --- a/lib/world/wld/260.wld +++ b/lib/world/wld/260.wld @@ -2,7 +2,7 @@ Grasslands~ Tall, brown grass grows all around you. These grasslands must respresent the largest open area in all of Dibrova. You can the propellor of a windmill high -above the grass off to the northwest. +above the grass off to the northwest. ~ 260 64 0 0 0 2 D0 @@ -34,16 +34,16 @@ you desire to use the Light Forest zone as well. There is a windmill in the northwest quadrant of this zone, also a zone available to download. No objs are included with this zone as it is strictly meant as a filler zone made for good exp. - + Replace XXXX with a town name of your choosing. - + Links: 91w ~ S #26001 Grasslands~ Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. +largest open area in all of Dibrova. ~ 260 64 0 0 0 2 D1 @@ -63,7 +63,7 @@ S Grasslands~ Tall, brown grass grows all around you. These grasslands must respresent the largest open area in all of Dibrova. You can see what looks to be a tall -windmill way off to the northeast. +windmill way off to the northeast. ~ 260 64 0 0 0 2 D0 @@ -89,7 +89,7 @@ S #26003 Grasslands~ Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. +largest open area in all of Dibrova. ~ 260 64 0 0 0 2 D0 @@ -138,7 +138,7 @@ Grasslands~ Tall, brown grass grows all around you. These grasslands must respresent the largest open area in all of Dibrova. You can see the top of a windmill far off in the distance to the southeast. The shimmering dome to the north envolopes -the sacred city of XXXX. +the sacred city of XXXX. ~ 260 64 0 0 0 2 D1 @@ -159,7 +159,7 @@ S #26006 Grasslands~ Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. +largest open area in all of Dibrova. ~ 260 64 0 0 0 2 D0 @@ -186,7 +186,7 @@ Grasslands~ Tall, brown grass grows all around you. These grasslands must respresent the largest open area in all of Dibrova. The shimmering dome to the north envolopes the sacred city of XXXX. To the north through the dome you can see the southern -wall protecting the city. +wall protecting the city. ~ 260 64 0 0 0 2 D1 @@ -201,7 +201,7 @@ S #26008 Grasslands~ Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. +largest open area in all of Dibrova. ~ 260 64 0 0 0 2 D0 @@ -222,7 +222,7 @@ S #26009 Grasslands~ Tall, brown grass grows all around you. These grasslands must respresent the -largest open area in all of Dibrova. +largest open area in all of Dibrova. ~ 260 64 0 0 0 2 D0 @@ -244,7 +244,7 @@ S Grasslands~ The long blades of grass seem to go on forever, making long, graceful waves in the breeze. You see the topmost section of windmill way far off to the -northwest. +northwest. ~ 260 64 0 0 0 2 D0 @@ -270,7 +270,7 @@ S #26011 Grasslands~ The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. +in the breeze. ~ 260 64 0 0 0 2 D1 @@ -291,7 +291,7 @@ S #26012 Grasslands~ The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. You can see a windmill far off to the northeast. +in the breeze. You can see a windmill far off to the northeast. ~ 260 64 0 0 0 2 D0 @@ -314,7 +314,7 @@ S #26013 Grasslands~ The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. +in the breeze. ~ 260 64 0 0 0 2 D0 @@ -341,7 +341,7 @@ Grasslands~ The long blades of grass seem to go on forever, making long, graceful waves in the breeze. What looks to be a windmill lies far off to the southwest. The shimmering dome to the north envolopes the sacred city of XXXX. To the north -through the dome you can see the southern wall protecting the city. +through the dome you can see the southern wall protecting the city. ~ 260 64 0 0 0 2 D1 @@ -364,7 +364,7 @@ Grasslands~ The long blades of grass seem to go on forever, making long, graceful waves in the breeze. You see the windmill directly southeast. The shimmering dome to the north envelopes the entire city of XXXX. Just to the north you can see the -southern gate of the city. +southern gate of the city. ~ 260 64 0 0 0 2 D1 @@ -386,7 +386,7 @@ S #26016 Grasslands~ The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. +in the breeze. ~ 260 64 0 0 0 2 D0 @@ -412,7 +412,7 @@ Grasslands~ The long blades of grass seem to go on forever, making long, graceful waves in the breeze. The shimmering dome to the north envolopes the sacred city of XXXX. To the north through the dome you can see the southern wall protecting -the city. +the city. ~ 260 64 0 0 0 2 D1 @@ -433,7 +433,7 @@ S #26018 Grasslands~ The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. +in the breeze. ~ 260 64 0 0 0 2 D0 @@ -458,7 +458,7 @@ S #26019 Grasslands~ The long blades of grass seem to go on forever, making long, graceful waves -in the breeze. +in the breeze. ~ 260 64 0 0 0 2 D0 @@ -483,7 +483,7 @@ S #26020 Grasslands~ Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. +vast grassland area, which must be hundreds of miles in length. ~ 260 64 0 0 0 2 D0 @@ -526,7 +526,7 @@ S Grasslands~ Tufts of grass as high as your waist brush against you as you traverse this vast grassland area, which must be hundreds of miles in length. You see a -windmill far off the north. +windmill far off the north. ~ 260 64 0 0 0 2 D0 @@ -550,7 +550,7 @@ S #26023 Grasslands~ Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. +vast grassland area, which must be hundreds of miles in length. ~ 260 64 0 0 0 2 D0 @@ -574,7 +574,7 @@ Grasslands~ Tufts of grass as high as your waist brush against you as you traverse this vast grassland area, which must be hundreds of miles in length. The shimmering dome to the north envolopes the sacred city of XXXX. To the north through the -dome you can see the southern wall protecting the city. +dome you can see the southern wall protecting the city. ~ 260 64 0 0 0 2 D3 @@ -588,7 +588,7 @@ Grasslands~ Tufts of grass as high as your waist brush against you as you traverse this vast grassland area, which must be hundreds of miles in length. You see a windmill directly south of you. The shimmering dome to the north envolopes the -sacred city of XXXX. +sacred city of XXXX. ~ 260 64 0 0 0 2 D1 @@ -608,7 +608,7 @@ S #26026 Grasslands~ Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. +vast grassland area, which must be hundreds of miles in length. ~ 260 64 0 0 0 2 D0 @@ -634,7 +634,7 @@ S Grasslands~ Tufts of grass as high as your waist brush against you as you traverse this vast grassland area, which must be hundreds of miles in length. The shimmering -dome to the north envolopes the sacred city of XXXX. +dome to the north envolopes the sacred city of XXXX. ~ 260 64 0 0 0 2 D1 @@ -654,7 +654,7 @@ S #26028 Grasslands~ Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. +vast grassland area, which must be hundreds of miles in length. ~ 260 64 0 0 0 2 D0 @@ -680,7 +680,7 @@ S #26029 Grasslands~ Tufts of grass as high as your waist brush against you as you traverse this -vast grassland area, which must be hundreds of miles in length. +vast grassland area, which must be hundreds of miles in length. ~ 260 64 0 0 0 2 D0 @@ -706,7 +706,7 @@ S Grasslands~ These long tufts of grass would give you a great opportunity to hide and sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. +think about it, it may be wise to watch your step. ~ 260 64 0 0 0 2 D0 @@ -731,7 +731,7 @@ S Grasslands~ These long tufts of grass would give you a great opportunity to hide and sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. +think about it, it may be wise to watch your step. ~ 260 64 0 0 0 2 D0 @@ -756,7 +756,7 @@ S Grasslands~ These long tufts of grass would give you a great opportunity to hide and sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. +think about it, it may be wise to watch your step. ~ 260 0 0 0 0 0 D0 @@ -780,7 +780,7 @@ S Grasslands~ These long tufts of grass would give you a great opportunity to hide and sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. +think about it, it may be wise to watch your step. ~ 260 64 0 0 0 2 D0 @@ -805,7 +805,7 @@ Grasslands~ These long tufts of grass would give you a great opportunity to hide and sneak up on someone, if that were something you wanted to do. Now that you think about it, it may be wise to watch your step. A windmill lies directly -west of you. +west of you. ~ 260 64 0 0 0 2 D0 @@ -830,7 +830,7 @@ Grasslands~ These long tufts of grass would give you a great opportunity to hide and sneak up on someone, if that were something you wanted to do. Now that you think about it, it may be wise to watch your step. A windmill lies far off to -the east from here. +the east from here. ~ 260 64 0 0 0 2 D0 @@ -856,7 +856,7 @@ S Grasslands~ These long tufts of grass would give you a great opportunity to hide and sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. +think about it, it may be wise to watch your step. ~ 260 64 0 0 0 2 D0 @@ -881,7 +881,7 @@ S Grasslands~ These long tufts of grass would give you a great opportunity to hide and sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. +think about it, it may be wise to watch your step. ~ 260 64 0 0 0 2 D0 @@ -902,7 +902,7 @@ S Grasslands~ These long tufts of grass would give you a great opportunity to hide and sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. +think about it, it may be wise to watch your step. ~ 260 64 0 0 0 2 D0 @@ -928,7 +928,7 @@ S Grasslands~ These long tufts of grass would give you a great opportunity to hide and sneak up on someone, if that were something you wanted to do. Now that you -think about it, it may be wise to watch your step. +think about it, it may be wise to watch your step. ~ 260 64 0 0 0 2 D0 @@ -953,7 +953,7 @@ S #26040 Grasslands~ All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. +north, east and west. To the south, you cannot see their end. ~ 260 64 0 0 0 2 D0 @@ -976,7 +976,7 @@ S #26041 Grasslands~ All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. +north, east and west. To the south, you cannot see their end. ~ 260 64 0 0 0 2 D0 @@ -999,7 +999,7 @@ S #26042 Grasslands~ All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. +north, east and west. To the south, you cannot see their end. ~ 260 64 0 0 0 2 D0 @@ -1022,7 +1022,7 @@ S #26043 Grasslands~ All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. +north, east and west. To the south, you cannot see their end. ~ 260 64 0 0 0 2 D0 @@ -1046,7 +1046,7 @@ S Grasslands~ All the way to the horizon the grasslands stretch, ending in forest to the north, east and west. To the south, you cannot see their end. A windmill lies -far off to the west from here. +far off to the west from here. ~ 260 64 0 0 0 2 D0 @@ -1066,7 +1066,7 @@ S Grasslands~ All the way to the horizon the grasslands stretch, ending in forest to the north, east and west. To the south, you cannot see their end. The windmill -lies directly east from you. +lies directly east from you. ~ 260 64 0 0 0 2 D0 @@ -1089,7 +1089,7 @@ S #26046 Grasslands~ All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. +north, east and west. To the south, you cannot see their end. ~ 260 64 0 0 0 2 D0 @@ -1112,7 +1112,7 @@ S #26047 Grasslands~ All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. +north, east and west. To the south, you cannot see their end. ~ 260 64 0 0 0 2 D0 @@ -1135,7 +1135,7 @@ S #26048 Grasslands~ All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. +north, east and west. To the south, you cannot see their end. ~ 260 64 0 0 0 2 D0 @@ -1154,7 +1154,7 @@ S #26049 Grasslands~ All the way to the horizon the grasslands stretch, ending in forest to the -north, east and west. To the south, you cannot see their end. +north, east and west. To the south, you cannot see their end. ~ 260 64 0 0 0 2 D0 @@ -1173,7 +1173,7 @@ S #26050 Grasslands~ You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. +to go is wide open grasslands. ~ 260 64 0 0 0 2 D0 @@ -1198,7 +1198,7 @@ S #26051 Grasslands~ You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. +to go is wide open grasslands. ~ 260 64 0 0 0 2 D0 @@ -1218,7 +1218,7 @@ S #26052 Grasslands~ You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. +to go is wide open grasslands. ~ 260 64 0 0 0 2 D0 @@ -1243,7 +1243,7 @@ S #26053 Grasslands~ You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. +to go is wide open grasslands. ~ 260 64 0 0 0 2 D0 @@ -1264,7 +1264,7 @@ S #26054 Grasslands~ You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. +to go is wide open grasslands. ~ 260 64 0 0 0 2 D0 @@ -1281,7 +1281,7 @@ S #26055 Grasslands~ You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. +to go is wide open grasslands. ~ 260 64 0 0 0 2 D0 @@ -1302,7 +1302,7 @@ S #26056 Grasslands~ You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. +to go is wide open grasslands. ~ 260 64 0 0 0 2 D0 @@ -1327,7 +1327,7 @@ S #26057 Grasslands~ You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. +to go is wide open grasslands. ~ 260 64 0 0 0 2 D0 @@ -1352,7 +1352,7 @@ S #26058 Grasslands~ You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. +to go is wide open grasslands. ~ 260 64 0 0 0 2 D0 @@ -1377,7 +1377,7 @@ S #26059 Grasslands~ You have any direction which you can choose to travel - any way that you wish -to go is wide open grasslands. +to go is wide open grasslands. ~ 260 64 0 0 0 2 D0 @@ -1398,7 +1398,7 @@ S #26060 Grasslands~ A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? +this beautiful field, birds singing. The calm before the storm, eh? ~ 260 9 0 0 0 3 D0 @@ -1421,7 +1421,7 @@ S #26061 Grasslands~ A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? +this beautiful field, birds singing. The calm before the storm, eh? ~ 260 9 0 0 0 3 D0 @@ -1440,7 +1440,7 @@ S #26062 Grasslands~ A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? +this beautiful field, birds singing. The calm before the storm, eh? ~ 260 9 0 0 0 3 D0 @@ -1463,7 +1463,7 @@ S #26063 Grasslands~ A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? +this beautiful field, birds singing. The calm before the storm, eh? ~ 260 9 0 0 0 3 D0 @@ -1483,7 +1483,7 @@ S Grasslands~ A more peaceful setting could not be imagined. The breeze blowing through this beautiful field, birds singing. The calm before the storm, eh? The -windmill lies directly northwest from here. +windmill lies directly northwest from here. ~ 260 9 0 0 0 3 D0 @@ -1507,7 +1507,7 @@ S Grasslands~ A more peaceful setting could not be imagined. The breeze blowing through this beautiful field, birds singing. The calm before the storm, eh? There is a -windmill way off to the northeast. +windmill way off to the northeast. ~ 260 64 0 0 0 3 D0 @@ -1530,7 +1530,7 @@ S #26066 Grasslands~ A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? +this beautiful field, birds singing. The calm before the storm, eh? ~ 260 9 0 0 0 3 D0 @@ -1550,7 +1550,7 @@ S Grasslands~ A more peaceful setting could not be imagined. The breeze blowing through this beautiful field, birds singing. The calm before the storm, eh? A small -path leads west into the woods. +path leads west into the woods. ~ 260 9 0 0 0 3 D0 @@ -1573,7 +1573,7 @@ S #26068 Grasslands~ A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? +this beautiful field, birds singing. The calm before the storm, eh? ~ 260 9 0 0 0 3 D0 @@ -1592,7 +1592,7 @@ S #26069 Grasslands~ A more peaceful setting could not be imagined. The breeze blowing through -this beautiful field, birds singing. The calm before the storm, eh? +this beautiful field, birds singing. The calm before the storm, eh? ~ 260 9 0 0 0 3 D0 @@ -1616,7 +1616,7 @@ S Grasslands~ The only thing you can see above the waving grass in any direction is a Windmill far in the distance and the forest trees which surround the area on -three sides. +three sides. ~ 260 64 0 0 0 2 D0 @@ -1640,7 +1640,7 @@ S Grasslands~ The only thing you can see above the waving grass in any direction is a Windmill far in the distance and the forest trees which surround the area on -three sides. +three sides. ~ 260 64 0 0 0 2 D0 @@ -1660,7 +1660,7 @@ S Grasslands~ The only thing you can see above the waving grass in any direction is a Windmill far in the distance and the forest trees which surround the area on -three sides. +three sides. ~ 260 64 0 0 0 2 D0 @@ -1684,7 +1684,7 @@ S Grasslands~ The only thing you can see above the waving grass in any direction is a Windmill far in the distance and the forest trees which surround the area on -three sides. +three sides. ~ 260 64 0 0 0 2 D0 @@ -1704,7 +1704,7 @@ S Grasslands~ The only thing you can see above the waving grass in any direction is a Windmill far in the distance and the forest trees which surround the area on -three sides. A windmill lies way off to the northwest. +three sides. A windmill lies way off to the northwest. ~ 260 64 0 0 0 2 D0 @@ -1728,7 +1728,7 @@ S Grasslands~ The only thing you can see above the waving grass in any direction is a Windmill far in the distance and the forest trees which surround the area on -three sides. The windmill lies directly northeast of you. +three sides. The windmill lies directly northeast of you. ~ 260 64 0 0 0 2 D0 @@ -1752,7 +1752,7 @@ S Grasslands~ The only thing you can see above the waving grass in any direction is a Windmill far in the distance and the forest trees which surround the area on -three sides. +three sides. ~ 260 64 0 0 0 2 D0 @@ -1772,7 +1772,7 @@ S Grasslands~ The only thing you can see above the waving grass in any direction is a Windmill far in the distance and the forest trees which surround the area on -three sides. +three sides. ~ 260 64 0 0 0 2 D0 @@ -1796,7 +1796,7 @@ S Grasslands~ The only thing you can see above the waving grass in any direction is a Windmill far in the distance and the forest trees which surround the area on -three sides. +three sides. ~ 260 64 0 0 0 2 D0 @@ -1820,7 +1820,7 @@ S Grasslands~ The only thing you can see above the waving grass in any direction is a Windmill far in the distance and the forest trees which surround the area on -three sides. +three sides. ~ 260 64 0 0 0 2 D0 @@ -1839,7 +1839,7 @@ S #26080 Grasslands~ Brown grass is everywhere, all around you. You may go in any direction you -please. +please. ~ 260 64 0 0 0 2 D0 @@ -1862,7 +1862,7 @@ S #26081 Grasslands~ Brown grass is everywhere, all around you. You may go in any direction you -please. +please. ~ 260 64 0 0 0 2 D0 @@ -1877,7 +1877,7 @@ S #26082 Grasslands~ Brown grass is everywhere, all around you. You may go in any direction you -please. +please. ~ 260 64 0 0 0 2 D0 @@ -1900,7 +1900,7 @@ S #26083 Grasslands~ Brown grass is everywhere, all around you. You may go in any direction you -please. +please. ~ 260 64 0 0 0 2 D0 @@ -1915,7 +1915,7 @@ S #26084 Grasslands~ Brown grass is everywhere, all around you. You may go in any direction you -please. +please. ~ 260 64 0 0 0 2 D2 @@ -1930,7 +1930,7 @@ S #26085 Grasslands~ Brown grass is everywhere, all around you. You may go in any direction you -please. The windmill lies directly north of you. +please. The windmill lies directly north of you. ~ 260 64 0 0 0 2 D0 @@ -1953,7 +1953,7 @@ S #26086 Grasslands~ Brown grass is everywhere, all around you. You may go in any direction you -please. +please. ~ 260 64 0 0 0 2 D0 @@ -1972,7 +1972,7 @@ S #26087 Grasslands~ Brown grass is everywhere, all around you. You may go in any direction you -please. +please. ~ 260 64 0 0 0 2 D0 @@ -1995,7 +1995,7 @@ S #26088 Grasslands~ Brown grass is everywhere, all around you. You may go in any direction you -please. +please. ~ 260 64 0 0 0 2 D0 @@ -2018,7 +2018,7 @@ S #26089 Grasslands~ Brown grass is everywhere, all around you. You may go in any direction you -please. +please. ~ 260 64 0 0 0 2 D0 @@ -2036,7 +2036,7 @@ Obscure Path~ west of here, you could not tell that. It seems that the continuing brush you thought was a large field is actually tree tops! The path continues east, becoming more and more enclosed as you move in that direction. To the west the -path heads uphill into a huge grassy field. +path heads uphill into a huge grassy field. ~ 260 0 0 0 0 3 D1 @@ -2052,7 +2052,7 @@ S Obscure Path~ The path continues downhill at a steep angle to the east, uphill to the west. Just east of you, you think you may see some sort of break in the trees, as the -forest you entered into seems to have come upon you quite suddenly. +forest you entered into seems to have come upon you quite suddenly. ~ 260 0 0 0 0 3 D3 diff --git a/lib/world/wld/261.wld b/lib/world/wld/261.wld index 91c9903..fe3eb1e 100644 --- a/lib/world/wld/261.wld +++ b/lib/world/wld/261.wld @@ -1,8 +1,8 @@ #26100 Foyer~ You stand at the entrance to a large home, a home almost large enough to be -called a castle. To the west a hallway runs into the interior of the castle. -North of you is a door which looks to house a coat closet. +called a castle. To the west a hallway runs into the interior of the castle. +North of you is a door which looks to house a coat closet. ~ 261 8 0 0 0 0 D0 @@ -37,7 +37,7 @@ S Closet~ Upon entering the closet, you immediately notice that it is much larger than you first thought it to be. In fact, it is immense. You cannot see the walls -in any direction, nor the ceiling. +in any direction, nor the ceiling. ~ 261 8 0 0 0 0 D2 @@ -52,7 +52,7 @@ looked to be a hallway, turns out to be a large room which has exits in all directions. A hallway runs east from here, there are open doorways to the north and south, and west there is a closed door. There is even a large, grand staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. +downward into the basement. ~ 261 8 0 0 0 0 D0 @@ -87,7 +87,7 @@ looked to be a hallway, turns out to be a large room which has exits in all directions. A hallway runs east from here, there are open doorways to the north and south, and west there is a closed door. There is even a large, grand staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. +downward into the basement. ~ 261 8 0 0 0 0 D0 @@ -122,7 +122,7 @@ looked to be a hallway, turns out to be a large room which has exits in all directions. A hallway runs east from here, there are open doorways to the north and south, and west there is a closed door. There is even a large, grand staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. +downward into the basement. ~ 261 8 0 0 0 0 D0 @@ -157,7 +157,7 @@ looked to be a hallway, turns out to be a large room which has exits in all directions. A hallway runs east from here, there are open doorways to the north and south, and west there is a closed door. There is even a large, grand staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. +downward into the basement. ~ 261 8 0 0 0 0 D0 @@ -192,7 +192,7 @@ looked to be a hallway, turns out to be a large room which has exits in all directions. A hallway runs east from here, there are open doorways to the north and south, and west there is a closed door. There is even a large, grand staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. +downward into the basement. ~ 261 8 0 0 0 0 D0 @@ -227,7 +227,7 @@ looked to be a hallway, turns out to be a large room which has exits in all directions. A hallway runs east from here, there are open doorways to the north and south, and west there is a closed door. There is even a large, grand staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. +downward into the basement. ~ 261 8 0 0 0 0 D0 @@ -262,7 +262,7 @@ looked to be a hallway, turns out to be a large room which has exits in all directions. A hallway runs east from here, there are open doorways to the north and south, and west there is a closed door. There is even a large, grand staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. +downward into the basement. ~ 261 8 0 0 0 0 D0 @@ -292,7 +292,7 @@ D5 E linen shelf shelves~ White sheets, pillow-cases, etc. Not really anything that you need, but -interesting. +interesting. ~ S #26109 @@ -302,7 +302,7 @@ looked to be a hallway, turns out to be a large room which has exits in all directions. A hallway runs east from here, there are open doorways to the north and south, and west there is a closed door. There is even a large, grand staircase leading to a higher level, not to mention a set of stairs leading -downward into the basement. +downward into the basement. ~ 261 8 0 0 0 0 D0 @@ -334,7 +334,7 @@ S Sitting Room~ This large room looks to be the main room for entertaining guests. Tables are scattered throughout the room, people seated here and there, enjoying the -day, chatting away about everything and nothing. +day, chatting away about everything and nothing. ~ 261 8 0 0 0 0 D0 @@ -355,7 +355,7 @@ Kitchen~ You have entered into a very well-equipped kitchen, one which seems so well stocked a whole town could eat here for a month and never have to get any more food. It seems strange that only one cook would be on staff for such a large -facility. +facility. ~ 261 8 0 0 0 0 D0 @@ -372,17 +372,17 @@ D3 0 0 26113 E closet~ - Nice clothes, but not your size at all. + Nice clothes, but not your size at all. ~ E desk~ - The desk is basically uninteresting, as are the papers on top of it... + The desk is basically uninteresting, as are the papers on top of it... ~ S #26112 Pantry~ This small space is cramped enough without this huge woman stuffing her face -full of anything edible she can get her hands on. +full of anything edible she can get her hands on. ~ 261 9 0 0 0 0 D2 @@ -391,13 +391,13 @@ D2 0 0 26111 E book books~ - There are lots of books about everything here! + There are lots of books about everything here! ~ S #26113 Dining Room~ A table laden with food lies in the center of this room, inviting any and all -to partake of this great bounty. +to partake of this great bounty. ~ 261 8 0 0 0 0 D1 @@ -411,9 +411,9 @@ D2 S #26114 Portrait Studio~ - This room is filled with portaits of every size and shape imaginable. + This room is filled with portaits of every size and shape imaginable. Hanging from every angle, every height, you can't help but stop and peruse all -of this fine art. A staircase leads up from here to another level. +of this fine art. A staircase leads up from here to another level. ~ 261 8 0 0 0 0 D0 @@ -432,7 +432,7 @@ S #26115 A Stairwell~ This stairwell continues up or down, you see no end or landing in your -immediate line of sight. +immediate line of sight. ~ 261 8 0 0 0 0 D4 @@ -448,7 +448,7 @@ S Stairwell~ This stairwell still continues up and down as far as your line of sight allows. Strange, this building didn't seem this tall when you saw it from the -outside. +outside. ~ 261 8 0 0 0 0 D4 @@ -463,7 +463,7 @@ S #26117 Stairwell~ Still you climb, up and up, or down and down, whichever as it may be in -relation to the direction you're heading. +relation to the direction you're heading. ~ 261 8 0 0 0 0 D4 @@ -477,9 +477,9 @@ D5 S #26118 Stairwell~ - The stairs do not seem to end, nor do they ever seem as if they will end. + The stairs do not seem to end, nor do they ever seem as if they will end. You must be in a tower on the backside of the building and that's why you never -noticed this immense height from outside. +noticed this immense height from outside. ~ 261 8 0 0 0 0 D1 @@ -498,7 +498,7 @@ S #26119 Stairwell~ The gray stone and motar walls are getting just a bit old now. Myabe if -called out for help, or just sat and waited for someone to come along...? +called out for help, or just sat and waited for someone to come along...? ~ 261 8 0 0 0 0 D4 @@ -514,7 +514,7 @@ S Stairwell~ The stairwell still goes up as far as you can see. It also still goes down as far as you can see. It's been going up forever. It's been going down -forever. Where is the top? Where is the bottom? Where?! +forever. Where is the top? Where is the bottom? Where?! ~ 261 8 0 0 0 0 D4 @@ -542,7 +542,7 @@ Bedroom~ the middle of an opulent bedroom. It's a darn good thing you landed on the bed and not on the floor, or it might've hurt! The only bad thing about this experience is that the man and woman who were in the bed seem to be just a bit -perturbed that landed on them, too. +perturbed that landed on them, too. ~ 261 8 0 0 0 0 D3 @@ -557,7 +557,7 @@ short ways. At the western end of the hallway there is a door and on the north and south sides there are doors spaced evenly apart three in each row. >From some unknown source, a soft but bright light keeps this place lit up, and from the same source, soft orchestra music plays quietly. The walls here are white -as any you've ever seen, with not a mark or mar upon them. +as any you've ever seen, with not a mark or mar upon them. ~ 261 8 0 0 0 0 D0 @@ -575,13 +575,13 @@ D3 E tapestry tapestries painting paintings~ Many of these show scenes of high magic and heroism. Just like almost every -tapestry and painting you've seen. +tapestry and painting you've seen. ~ S #26124 Hallway~ The walls still glisten white, doors still line those walls, and the music -plays on and on in accompaniment to the soft light all around you. +plays on and on in accompaniment to the soft light all around you. ~ 261 8 0 0 0 0 D0 @@ -605,7 +605,7 @@ S Spotless White Hallway~ You are at the western end of this spotlessly clean hallway. The music really is getting on your nerves now, it sounds to be the same song being played -over and over and over... Who ARE these people who live here? +over and over and over... Who ARE these people who live here? ~ 261 8 0 0 0 0 D0 @@ -629,7 +629,7 @@ S Bathroom~ You stand in a room whose only function is to house a shower stall. Seems normal enough. The only out-of-the-ordinary thing about there being a shower is -the shower itself and the occupant within. +the shower itself and the occupant within. ~ 261 8 0 0 0 0 D2 @@ -638,15 +638,15 @@ door~ 1 -1 26125 E cell cells~ - It is open, empty, and uninteresting. + It is open, empty, and uninteresting. ~ S #26127 Dragon's Lair~ You have to give a bit of a double-take as you enter into this room. The -spotlessly clean hallways you just left are replaced by cold grey walls of +spotlessly clean hallways you just left are replaced by cold gray walls of stone. The chamber itself could easily house a full grown dragon, it is so big. -As a matter of fact, it does house a full grown dragon. +As a matter of fact, it does house a full grown dragon. ~ 261 9 0 0 0 5 D1 @@ -655,12 +655,12 @@ door~ 1 0 26125 E cell cells~ - It is open, empty, and uninteresting. + It is open, empty, and uninteresting. ~ S #26128 A Dark Room~ - It is pitch black... + It is pitch black... ~ 261 9 0 0 0 0 D0 @@ -672,7 +672,7 @@ S The Bar~ Now this is your kind of place! Neon lights light your way past the band to the Bar. All your favorite drinks are on hand, anything you want, just ask Old -Marty, the bartender, who is always more than happy to get you what you need. +Marty, the bartender, who is always more than happy to get you what you need. ~ 261 8 0 0 0 0 D0 @@ -684,7 +684,7 @@ S Martin's Rest~ This room is completely empty save the man hanging by his neck from a rope tied to a support in the ceiling and the over-turned chair which you assume is -the very chair he must have used to get himself into his current situation. +the very chair he must have used to get himself into his current situation. ~ 261 8 0 0 0 0 D0 @@ -697,7 +697,7 @@ Butler's Quarters~ This must be the only normal room in the whole castle! A tidy place, as only a butler's room could be, with the bed made without a wrinkle, clothing all hung neatly in a closet alcove. Inna and Igor are lucky to have this man, this -beacon of normalcy, on staff. +beacon of normalcy, on staff. ~ 261 9 0 0 0 0 D1 @@ -712,7 +712,7 @@ S #26132 Ma & Pa's Home~ This is a simply furnished room, with a fire crackling merrily in the -fireplace, keeping time with Ma's knitting needles and Pa's wittlin' knife. +fireplace, keeping time with Ma's knitting needles and Pa's wittlin' knife. ~ 261 12 0 0 0 0 D2 @@ -724,7 +724,7 @@ S Waiting Room~ This smallish room has two comfortable looking couches to wait on. A small end table holds literature to read while passing time waiting for an audience -with the master and mistress of this place. +with the master and mistress of this place. ~ 261 8 0 0 0 0 D0 @@ -740,7 +740,7 @@ S A Hallway~ This small hallway runs north-south. To the south is the waiting room that you came from. To the north the hallway continues on, eventually opening up -into a large room. +into a large room. ~ 261 8 0 0 0 0 D0 @@ -756,7 +756,7 @@ S A Hallway~ The small hallway continues here, north to south. The waiting room lies a ways south of you and what you presume to be Inna and Igor's office or reception -room lies north. +room lies north. ~ 261 8 0 0 0 0 D0 @@ -777,13 +777,13 @@ wall~ 1 0 26138 E sculpture tapestry sculptures tapestries~ - They look nice, but aren't very valuable. + They look nice, but aren't very valuable. ~ S #26136 A Hallway~ The entance to a large room lies just north of you, while the length of the -hallway runs south into the waiting room. +hallway runs south into the waiting room. ~ 261 8 0 0 0 0 D0 @@ -809,7 +809,7 @@ Den~ fireplace. The fire is currently lit, giving you warmth and comfort, even in this strange castle. Pictures line the mantle of the fireplace, awards hang on the walls from various mage academies. These people seem to have been -socialites in their time. +socialites in their time. ~ 261 8 0 0 0 0 D2 @@ -832,7 +832,7 @@ Igor's Office~ laying about, a couple of simple games on the shelves. A great many books line the southern wall, but for the most part, they look as if they are usually unread. Seems strange that a famous illiusionist would have these sorts of -things on his office... +things on his office... ~ 261 9 0 0 0 0 D1 @@ -845,7 +845,7 @@ Inna's Office~ This quaintly decorated room holds nothing more than a small desk and a chair. Book shelves line the walls both to the south and the north. A small window in the eastern wall affords a view of the forest outside. Strangely -enough, it seems you are still on the ground floor. +enough, it seems you are still on the ground floor. ~ 261 8 0 0 0 0 D3 @@ -857,7 +857,7 @@ S Inna & Igor's Bedroom~ This seems to be your usual dark toned, wooden, old-person's bedroom set up. Lots of lace on the bed covers, pictures on the dressers of Ma and Pa, the whole -normal old person's place. Maybe these guys aren't so weird after all... +normal old person's place. Maybe these guys aren't so weird after all... ~ 261 8 0 0 0 0 D1 @@ -870,7 +870,7 @@ The Laboratory~ This laboratory has lots of stuff in it. Beakers, flasks, burners, tongs, mortars and pestles, jars filled with normal things, jars filled with abnormal things, jars filled with things you'd rather not think about... A search could -reveal many things... Inna and Igor both seem surprised to see you. +reveal many things... Inna and Igor both seem surprised to see you. ~ 261 8 0 0 0 0 D3 @@ -879,18 +879,18 @@ door~ 1 0 26135 E mortar mortars pestle pestles jar jars~ - Looks like normal, fragile lab equipment to you. + Looks like normal, fragile lab equipment to you. ~ E beaker beakers flask flasks burner burners tong tongs~ - Looks like normal, fragile lab equipment to you. + Looks like normal, fragile lab equipment to you. ~ S #26142 Entrance to a Large Home~ You stand at the entrance to a home that is not precisely huge, but -definately large by most standards. The door lies directly west of you or you -may head back along the path through the forest to the grasslands. +definitely large by most standards. The door lies directly west of you or you +may head back along the path through the forest to the grasslands. ~ 261 0 0 0 0 1 D1 @@ -922,7 +922,7 @@ S Twisty Path~ The path heads through this jumbled forest, not really seeming to lead anywhere. There are a great many leaves strewn in the path, giving you the -impression that not many people travel this way very often. +impression that not many people travel this way very often. ~ 261 0 0 0 0 3 D1 @@ -937,7 +937,7 @@ S #26145 Start of a Twisty Path~ You stand at the edge of the field and the edge of a forest. The way to the -forest is west, and the grasslands spread out to your east. +forest is west, and the grasslands spread out to your east. ~ 261 0 0 0 0 3 D1 diff --git a/lib/world/wld/262.wld b/lib/world/wld/262.wld index f097b37..596cfd7 100644 --- a/lib/world/wld/262.wld +++ b/lib/world/wld/262.wld @@ -3,10 +3,10 @@ Forest Trails Zone Description Room By Kaan~ *The Forest Trails *Modified by Kaan for Dibrova This is the same Forest that is available on the CircleMud site, a lump of same descrip rooms which work as an extremely effective connector zone off of any city. I added some mobs and eq -which are not part of the package you receive from the CircleMud download. +which are not part of the package you receive from the CircleMud download. Apologies to the original builder if I have offended at all by reposting this zone on my webpage, just thought that others might appreciate the mobs and eq as -well. +well. Links: 17s, 18se, 20e, 45n, 56esw 26233 west to 3053 26239 east to silverthorne @@ -18,7 +18,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D1 @@ -37,7 +37,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D2 @@ -58,7 +58,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more luck in not being caught in the tangled boughs and matted twigs beneath. To the north you can see the spires of a huge castle rising high above the forest -around you. +around you. ~ 262 32768 0 0 0 3 D0 @@ -76,7 +76,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D1 @@ -95,7 +95,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -124,7 +124,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -153,7 +153,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D2 @@ -172,7 +172,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -196,7 +196,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -220,7 +220,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -249,7 +249,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -278,7 +278,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -307,7 +307,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D2 @@ -326,7 +326,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -350,7 +350,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -379,7 +379,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -408,7 +408,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -432,7 +432,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -451,7 +451,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -475,7 +475,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -499,7 +499,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D1 @@ -518,7 +518,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D1 @@ -542,7 +542,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D1 @@ -561,7 +561,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -590,7 +590,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -619,7 +619,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -643,7 +643,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D1 @@ -662,7 +662,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -691,7 +691,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -720,7 +720,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -749,7 +749,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -778,7 +778,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D2 @@ -797,7 +797,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -816,7 +816,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -840,7 +840,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -869,7 +869,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -898,7 +898,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -927,7 +927,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -956,7 +956,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D2 @@ -975,7 +975,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -994,7 +994,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1018,7 +1018,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1047,7 +1047,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1071,7 +1071,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D2 @@ -1090,7 +1090,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1119,7 +1119,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1148,7 +1148,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D2 @@ -1167,7 +1167,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1191,7 +1191,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D2 @@ -1210,7 +1210,7 @@ Woods~ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more luck in not being caught in the tangled boughs and matted twigs beneath. A -large keep lies just west of here. +large keep lies just west of here. ~ 262 32768 0 0 0 3 D0 @@ -1229,7 +1229,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1258,7 +1258,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1287,7 +1287,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1316,7 +1316,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D2 @@ -1335,7 +1335,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1349,7 +1349,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1368,7 +1368,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1387,7 +1387,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1411,7 +1411,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1435,7 +1435,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 @@ -1459,7 +1459,7 @@ Woods~ As your eyes get used to the dimness, you can see a little way to either side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has the luck to slip in through some opening in the leaves far above, and still more -luck in not being caught in the tangled boughs and matted twigs beneath. +luck in not being caught in the tangled boughs and matted twigs beneath. ~ 262 32768 0 0 0 3 D0 diff --git a/lib/world/wld/263.wld b/lib/world/wld/263.wld index 25e7654..df520e6 100644 --- a/lib/world/wld/263.wld +++ b/lib/world/wld/263.wld @@ -2,7 +2,7 @@ Outside the West Gate~ You stand just outside the west gate of Jareth, fabled city of freedom and equality. The Western Road runs west from here into farmlands. To the north is -a deep, tangled forest. +a deep, tangled forest. ~ 263 0 0 0 0 2 D1 @@ -28,7 +28,7 @@ S #26301 Western Road~ Just west of you is a fork in the road, which splits northwest and southwest -from the main road. East of you is the entrance to the city of Jareth. +from the main road. East of you is the entrance to the city of Jareth. ~ 263 0 0 0 0 2 D1 @@ -45,7 +45,7 @@ Western Fork~ The road forks here, heading north and south, both directions turning west again immediately. It looks as if the northern path heads toward the mountains and some deep forest, while the southern road heads deep into the farmlands -outside Jareth. East is the entrance to the city. +outside Jareth. East is the entrance to the city. ~ 263 0 0 0 0 0 D0 @@ -63,7 +63,7 @@ D2 S #26303 DragonTooth Road~ - Currently under construction - comr bsck soon! + Currently under construction - comr bsck soon! ~ 263 0 0 0 0 0 D2 @@ -75,7 +75,7 @@ S Western Road~ The road heads west into the farmlands which feed most of Jareth. Northeast from here, you see the gates to the city of Jareth. To the south begins a long, -dusty trail which heads out into a very desolate looking plains area. +dusty trail which heads out into a very desolate looking plains area. ~ 263 0 0 0 0 2 D0 @@ -89,12 +89,12 @@ D3 S #26305 Western Road~ - The road runs east and west from here, with farmsteads lying to the west. + The road runs east and west from here, with farmsteads lying to the west. It seems that this road must be a well policed area, judging from the traffic passing you by, all with almost no regard for their safety, as if the last thing on their mind would be that they might be waylaid or attacked. Northeast from here, you see the gates to Jareth, west the road continues toward a large lake -and the many farms of this area. +and the many farms of this area. ~ 263 0 0 0 0 2 D1 @@ -109,7 +109,7 @@ S #26306 Western Road~ The road runs east and west from here. To the north, a small farm lies -nestled in a large pasture. From the smell of it, it must be a dairy farm. +nestled in a large pasture. From the smell of it, it must be a dairy farm. ~ 263 0 0 0 0 2 D0 @@ -130,7 +130,7 @@ Dairy Farm~ As you enter through the wood gates which keeps the cows from running away, you realize that if you plan to stay here for any length of time, you will need to watch your step very carefully. A barn lies to your north, to the south is -the main Western Road. +the main Western Road. ~ 263 0 0 0 0 0 D0 @@ -146,7 +146,7 @@ S Hay Barn~ Aaaahhh-Chooo! The hay from this place makes your eyes itch and your nose run. A few stalls lie along the east wall for milking, and a ladder leads up -into the loft. +into the loft. ~ 263 0 0 0 0 0 D2 @@ -162,7 +162,7 @@ S Hay Loft~ The hay and dust and heat of this room makes it almost hard for you to breathe. Hay lies stacked neatly on the west side of this room, ready to feed -the cows with. +the cows with. ~ 263 0 0 0 0 0 D5 @@ -174,7 +174,7 @@ S Western Road~ The roads runs east and west throught the many farmsteads of this area. To the west, you see a large lake, and to the south a dirt driveway leads to a -large farmhouse. +large farmhouse. ~ 263 0 0 0 0 2 D1 @@ -194,7 +194,7 @@ S Driveway~ This dirt drive leads south to a huge horse farm. This must be where all the horses for the city are raised, bred and sold at market. The drive leads south -to the farm itself or you may head north onto the Western Road. +to the farm itself or you may head north onto the Western Road. ~ 263 0 0 0 0 0 D0 @@ -210,7 +210,7 @@ S Driveway~ The drive leads south to a large dirt court in front of the home and barn of Girschwyn the Horseman. To the north drive continues until it T's off on the -Western Road. +Western Road. ~ 263 0 0 0 0 0 D0 @@ -226,7 +226,7 @@ S Dirt Court~ This dirt court is used mainly for the loading and unloading of the many fine steeds Girschwyn sells to his customers. A large barn lies to the north, -Girschwyn's home lies to the west and the fields lie directly south. +Girschwyn's home lies to the west and the fields lie directly south. ~ 263 0 0 0 0 0 D0 @@ -250,7 +250,7 @@ S Barn~ This huge edifice holds stall upon stall for the many horses Girschwyn and his team of professional stablemen raise and train. To the south is the -entrance to the fields, and west leads out into the dirt court. +entrance to the fields, and west leads out into the dirt court. ~ 263 8 0 0 0 0 D2 @@ -268,7 +268,7 @@ Pasture~ almost all of them seem to be of fine, quality stock. Better watch out, though, if Farmer Girschwyn finds you here, he may get the wrong idea. To the east is a huge field of corn which you may enter into. Be careful, though, it looks like -it would be pretty easy to get lost in there. +it would be pretty easy to get lost in there. ~ 263 0 0 0 0 2 D0 @@ -284,7 +284,7 @@ S Pasture~ This field is so immense, you cannot see the end of it to the south. Horses graze or sleep everywhere and anywhere. To the north is the dirt court, and -east is more field. +east is more field. ~ 263 0 0 0 0 2 D0 @@ -301,7 +301,7 @@ Girschwyn's Home~ This house is not the opulent horse baron's house you would have expected from a rich horse trader like Girschwyn. Instead, it is a comfortable country home, complete with worn couches and an old fireplace, which is currently not -lit. The exit from this fine home is to the east. +lit. The exit from this fine home is to the east. ~ 263 8 0 0 0 0 D1 @@ -310,14 +310,14 @@ D1 0 0 26313 E play~ - You punch out an old tune about a boy named Johnny B Good. You rock! + You punch out an old tune about a boy named Johnny B Good. You rock! ~ S #26318 Western Road~ The road heads east through the many farms of Jareth city limits. To the west is the shore of a huge lake. The path seems to split, heading around the -lake in both directions. +lake in both directions. ~ 263 0 0 0 0 2 D1 @@ -333,7 +333,7 @@ S Lake's Edge~ The road splits off here, going it's separate ways around the lake, one split heading north, one heading south. The trail also heads east through the fertile -farmlands of Jareth. +farmlands of Jareth. ~ 263 0 0 0 0 2 D0 @@ -352,7 +352,7 @@ S #26320 Lake's Edge~ The road heads west and north from here, around the lake. You see a farm to -the southwest. +the southwest. ~ 263 0 0 0 0 2 D0 @@ -368,7 +368,7 @@ S Lake's Edge~ The road heads east and west from here. Just west of you, a dock juts out into the lake. Across the road from the dock is farmstead, with rows upon rows -of wheat and corn growing in the fields just south of here. +of wheat and corn growing in the fields just south of here. ~ 263 0 0 0 0 2 D1 @@ -384,7 +384,7 @@ S Lake's Edge at the Dock~ A dock runs out into the water just north of you, most probably used for fishing. Just south of you is a moderate-sized farmstead. The road runs east -and west from here. +and west from here. ~ 263 0 0 0 0 2 D0 @@ -408,7 +408,7 @@ S Dock~ This small wooden dock seems just a bit too rickety for you to feel all that comfortable. Doesn't seem to bother Erik, though, the little guy seems -perfectly content here, swaying on this old construct. +perfectly content here, swaying on this old construct. ~ 263 0 0 0 0 2 D2 @@ -420,8 +420,8 @@ S Farmstead~ This average sized, fenced-in farm yard holds the machinery and animals needed to plow, plant, mow the fields which this farm is responsible for -maintaining. South and east of you are wheat and corn fields, respectively. -Just west of you is a house. The road is just north of you. +maintaining. South and east of you are wheat and corn fields, respectively. +Just west of you is a house. The road is just north of you. ~ 263 0 0 0 0 2 D0 @@ -444,7 +444,7 @@ S #26325 Corn Field~ Row upon row of corn surrounds you. The leaves tickle you as you brush by -them, the stalks swaying gently with the breeze. +them, the stalks swaying gently with the breeze. ~ 263 0 0 0 0 2 D3 @@ -456,7 +456,7 @@ S Wheat Field~ Looks as is the wheat crop has already been harvested for this year. The ground, strewn with mud and leaves, looks as if it has seen some large machinery -come through lately. +come through lately. ~ 263 0 0 0 0 2 D0 @@ -468,7 +468,7 @@ S Farm House~ This single story, one room home holds the main dining table, bunks, and cooking facilities for Krandle and all of his farmhands. Looks as if the wheat -and corn industry may not be the most profitable one in Jareth. +and corn industry may not be the most profitable one in Jareth. ~ 263 8 0 0 0 0 D1 @@ -494,7 +494,7 @@ S #26329 Lake's Edge~ The road turns here, heading north and east around the lake. Just north of -here, the road splits off from the lake and heads west into the farmlands. +here, the road splits off from the lake and heads west into the farmlands. ~ 263 0 0 0 0 2 D0 @@ -509,7 +509,7 @@ S #26330 Lake's Edge~ The road splits here, heading north and south around the lake, but also -heading off west into more farmland. +heading off west into more farmland. ~ 263 0 0 0 0 2 D0 @@ -529,7 +529,7 @@ S Lake's Edge~ The road makes a turn, following the lake shore, heading east and south. To the south you see that the road splits away from it's course around the lake and -heads west out into farmland. +heads west out into farmland. ~ 263 0 0 0 0 2 D1 @@ -546,7 +546,7 @@ Lake's Edge~ The road continues to twist and turn it's way around the lake shore. You may continue north and west from here. Strangely enough, a path seems to lead right into the water, and it looks as if the path continues on into the depths of the -lake. +lake. ~ 263 0 0 0 0 2 D0 @@ -561,7 +561,7 @@ S #26333 Lake's Edge~ The road turns again, running along the lake's edge. You may head east or -south from your current locale. +south from your current locale. ~ 263 0 0 0 0 2 D1 @@ -577,7 +577,7 @@ S Lake's Edge~ The road makes another turn here, allowing passage west and south from here. You think you may see a small path leading north throught the high grass and -into the forest, but you can't be sure. +into the forest, but you can't be sure. ~ 263 0 0 0 0 2 D0 @@ -598,7 +598,7 @@ Lake's Edge~ The road turns again, heading north and east. The lake you are following along seems quite large, and across on the opposite shore, you think you may see a bit of aqueduct work. This lake is most probably the water source for most of -the farmers in the area. +the farmers in the area. ~ 263 0 0 0 0 2 D0 @@ -615,7 +615,7 @@ Lake's Edge~ The road follows the shore of this large lake, twisting and turning as the lake's edge demands. You may head west or south from here. To the south, you see that the road splits away from it's travels around the lake and heads east -into the country. +into the country. ~ 263 0 0 0 0 2 D2 @@ -630,9 +630,9 @@ S #26337 Western Road~ The road runs west, heading out of the farmlands and into a more damp climate -region. East of you, the road splits, following around a large lake's edge. +region. East of you, the road splits, following around a large lake's edge. To the north, you see the last farmstead on this western edge of Jareth's City -Limits. +Limits. ~ 263 0 0 0 0 2 D0 @@ -652,8 +652,8 @@ S Farm~ The rickety, unpainted wooden fence surrounding this yard looks as if it has seen better days, assuredly. The yard is littered with debris, some of which -you probably should not even try guessing it's origin, and the smell - whoa. -There is a barn north of here, it's rickety walls barely standing. +you probably should not even try guessing it's origin, and the smell - whoa. +There is a barn north of here, it's rickety walls barely standing. ~ 263 0 0 0 0 2 D0 @@ -670,7 +670,7 @@ Smelly Barn~ Better hope you didn't wear you blue suede shoes, pal, because they are now black suede shoes if you did. The amount of excrement piled everywhere in this barn makes keeping your feet clean an impossibility. West of you is a pig yard -and east is the chicken yard. South exits into open, clean air. +and east is the chicken yard. South exits into open, clean air. ~ 263 0 0 0 0 2 D1 @@ -690,7 +690,7 @@ S Chicken Yard~ The yard here is so cluttered with chickens clucking around your feet, you almost trip and fall. All the chickens cluster around you, waiting for you to -throw them some seeds. +throw them some seeds. ~ 263 0 0 0 0 2 D3 @@ -700,9 +700,9 @@ D3 S #26341 Pig Wallows~ - This disgusting, soupy mess that is called a pig's home is beyond gross. -The pigs here roll on their back in shallow puddles, looking as pigs in... -Well, you know. Kind of makes you glad you never decided to be a farmer, eh? + This disgusting, soupy mess that is called a pig's home is beyond gross. +The pigs here roll on their back in shallow puddles, looking as pigs in... +Well, you know. Kind of makes you glad you never decided to be a farmer, eh? ~ 263 0 0 0 0 2 D1 @@ -713,9 +713,9 @@ S #26342 Western Road~ The road heads east and west. To your east, Jareth's many farmlands can be -entered, leading eventually the city itself. West of you the unknown begins. +entered, leading eventually the city itself. West of you the unknown begins. The land on either side of the road seems to be getting a bit more soft and wet, -as if you may be coming into a swampy region. +as if you may be coming into a swampy region. ~ 263 0 0 0 0 2 D1 @@ -734,7 +734,7 @@ S #26343 Western Road~ The road still heads to the east and west from here, however there is a small -path leading through some twisty, gnarled trees to your north. +path leading through some twisty, gnarled trees to your north. ~ 263 0 0 0 0 2 D0 @@ -755,7 +755,7 @@ Western Road~ The road runs east to west from you. To the east you can see a few farmsteads dotting the countryside, where the land flattens out and allows for that sort of work to be done. The way west leads toward the ever-present Dragon -Tooth Mountains, which seem to surround this whole land. +Tooth Mountains, which seem to surround this whole land. ~ 263 0 0 0 0 2 D1 @@ -772,7 +772,7 @@ Murky Path~ This path does not seem all too dry or friendly, nor do the trees which begin to be more prevalent the farther north you go. The way becomes darker from the trees that seem to close in around the path and your senses scream at you to go -back. +back. ~ 263 0 0 0 0 3 D2 @@ -785,7 +785,7 @@ Western Road~ Further and further into the mountains you travel, the maples and oaks of the farmlands giving way to evergreens and more versatile shrubbery. The path continues it's way west and east from you and a small offshoot heads south as -well. +well. ~ 263 0 0 0 0 5 D1 @@ -803,7 +803,7 @@ D3 S #26347 Gnarled and Twisty Path~ - This zone not yet complete - come again soon! + This zone not yet complete - come again soon! ~ 263 0 0 0 0 3 D2 @@ -816,7 +816,7 @@ Small Dark Path~ The path immediately leaves behind the cheery farmland and lake area to the south, becoming completely enclosed by trees and tall growth. It heads north deeper into the dark forest, but a word to the wise, south looks much more safe -and inviting. +and inviting. ~ 263 65 0 0 0 3 D2 @@ -832,7 +832,7 @@ feeling in your gut, one that can only be described as terror, the kind of terror that only nameless, faceless unknowns can inspire. Your gut tells you that ahead lies trouble, pain, and possibly death. The lake and the farmlands south of you begin to look very friendly through the trees, now. This is your -chance to turn back... +chance to turn back... ~ 263 0 0 0 0 3 D2 @@ -846,7 +846,7 @@ Rocky Path~ through the jumble of rocks and boulder which litter the way. Just south of you it looks as if the path may come to a dead end. The mountain wall rises alongside you to the east high into the clouds. There is a crack in the -mountain face just east of here. +mountain face just east of here. ~ 263 0 0 0 0 5 D0 @@ -885,7 +885,7 @@ you travel. The road is now more loose stones and pebbles scattered over large rocks and boulders rather than the hard packed dirt that was the road back in the farmlands. You see that the road crosses a natural bridge to the west, both sides of the road sloping steeply down in forestlands. There have been no rails -erected so you probably should watch your step. And watch for loose gravel! +erected so you probably should watch your step. And watch for loose gravel! ~ 263 0 0 0 0 5 D1 @@ -902,7 +902,7 @@ Western Road~ You stand at the eastern end of the long natural bridge that spans either side of a deep, dark forest. A forest who's floor lies close to five hundred feet below where you now stand. The way to the west looks precarious, at best, -the east looks much more safe. Do you REALLY think you need to go west? +the east looks much more safe. Do you REALLY think you need to go west? ~ 263 0 0 0 0 5 D1 @@ -923,7 +923,7 @@ kilter. Of course, most of the terror you feel is in your head, you have a good three feet of width, you still feel very uneasy about your current location and situation. Amazingly, you see that there is some sort of trail leading down the north and south sides of the cliff, way down deep into the dark forests below. -You would have to be insane to try and climb down that 'trail'! +You would have to be insane to try and climb down that 'trail'! ~ 263 0 0 0 0 5 D0 @@ -943,9 +943,9 @@ S Western Road~ You stand high above the rest of the world, or so it seems, standing here on this jut of rock that rises up from the forests below. To the east the rock -walkway heads toward safe, lush ground which heads toward Jareth's farmlands. +walkway heads toward safe, lush ground which heads toward Jareth's farmlands. To the west the walkway leads you deeper into a mountainous region, a region -which is, to your knowledge, largely unexplored. +which is, to your knowledge, largely unexplored. ~ 263 0 0 0 0 0 D1 @@ -960,14 +960,14 @@ S #26356 Western Road~ Just west of you is solid, safe ground, but here, where you now stand, is -definately NOT solid safe ground. You stand on a tall rock walkway which spans +definitely NOT solid safe ground. You stand on a tall rock walkway which spans between two cliff faces roughly five hundred feet apart. The walkway runs east toward the far face which seems lush with vegetation and life. The western face, which you stand very close to now, seems to be the exact opposite of the eastern face. Jumbled rock and scree litter the ground near the walkway's start, but no trace of greenery can you see anywhere. Looking down, you see that the walkway spans over very large and very dark forests, one on either -side. Caution might be advised when crossing this bridge. +side. Caution might be advised when crossing this bridge. ~ 263 0 0 0 0 5 D1 @@ -984,7 +984,7 @@ Western Road~ You stand at the western-most end of a narrow rock walkway which spans the length of a huge dark forest, miles beneath it's top. It looks safe enough for crossing, but caution might be a good idea when attempting to traverse this -precarious bridge. +precarious bridge. ~ 263 0 0 0 0 5 D1 diff --git a/lib/world/wld/264.wld b/lib/world/wld/264.wld index 9179182..54cefe8 100644 --- a/lib/world/wld/264.wld +++ b/lib/world/wld/264.wld @@ -2,7 +2,7 @@ On a Forest Slope~ Not much here. The forest slopes downward into am even darker region of forest which at this point is not in sight. To the east is a more level section -of forest where you at least have a better fighting chance. +of forest where you at least have a better fighting chance. ~ 264 1 0 0 0 3 D0 @@ -26,10 +26,10 @@ credits info~ *Banshide - by Kaan for Dibrova This zone was written using a smattering of information found on various websites regarding the mysterious Banshee and their traditional home, Banshide. -We implemented a new attack type for the mobs in this zone called EMBRACE since +We implemented a new attack type for the mobs in this zone called EMBRACE since a banshee's way of killing their victim is to embrace them and drain their life. There is some kick ass eq in there that shouldn't be easy to get and a Fountain -of Eternal Life that we made to contain a neverending supply of healing water - +of Eternal Life that we made to contain a neverending supply of healing water - water that cast cure light with every drink. By making the village so difficult to find, we felt it would keep this fountain from being abused. Entrance/Exit: 00E, 28N @@ -39,7 +39,7 @@ S On a Forest Slope~ The forest slopes gently downhill toward an unknown destination, if there even is one at the bottom of this hill. You realize that although you haven't -been in the forest that long, you are hopelessly lost. +been in the forest that long, you are hopelessly lost. ~ 264 0 0 0 0 3 D0 @@ -63,7 +63,7 @@ S In a Quiet Forest~ All around you the forest leans in and forces you to be aware of it's size and strength - it's immensity. Not a bird calls, not a creature skitters, just -the wind, creaking through the dark branches overhead. +the wind, creaking through the dark branches overhead. ~ 264 0 0 0 0 3 D0 @@ -87,7 +87,7 @@ S In a Quiet Forest~ All around you the forest leans in and forces you to be aware of it's size and strength - it's immensity. Not a bird calls, not a creature skitters, just -the wind, creaking through the dark branches overhead. +the wind, creaking through the dark branches overhead. ~ 264 0 0 0 0 3 D0 @@ -111,7 +111,7 @@ S Downhill in a Forest~ The hill now towers high above you, while still continuing for a very long distance down as well. All around you, the darkness prohibits any kind of sight -distance. Makes it kind of spooky. +distance. Makes it kind of spooky. ~ 264 1 0 0 0 3 D0 @@ -134,9 +134,9 @@ S #26405 In a Quiet Section of the Forest~ The quiet of this part of the forest gives you the creeps. At least in the -level part of the forest you could hear the occassional skitter of a squirrel, +level part of the forest you could hear the occasional skitter of a squirrel, the squak of a buzzard, even the cry of a Demon Dog was better than this -complete silence. +complete silence. ~ 264 1 0 0 0 3 D0 @@ -159,9 +159,9 @@ S #26406 In a Quiet Section of the Forest~ The quiet of this part of the forest gives you the creeps. At least in the -level part of the forest you could hear the occassional skitter of a squirrel, +level part of the forest you could hear the occasional skitter of a squirrel, the squak of a buzzard, even the cry of a Demon Dog was better than this -complete silence. +complete silence. ~ 264 1 0 0 0 3 D0 @@ -184,9 +184,9 @@ S #26407 In a Quiet Section of the Forest~ The quiet of this part of the forest gives you the creeps. At least in the -level part of the forest you could hear the occassional skitter of a squirrel, +level part of the forest you could hear the occasional skitter of a squirrel, the squak of a buzzard, even the cry of a Demon Dog was better than this -complete silence. +complete silence. ~ 264 1 0 0 0 3 D0 @@ -212,7 +212,7 @@ At the Base of a Huge Tree~ wrap your arms halfway around it's trunk. It soars high into the darkness of the forest roof and beyond, still as thick as four men at that point. You hold your light a little closer to the tree and see that it has some sort of markings -on it. Off to the west, you can see some sort of glow. +on it. Off to the west, you can see some sort of glow. ~ 264 1 0 0 0 3 D0 @@ -244,7 +244,7 @@ On Some Tangled Roots~ You stand atop a large tangle of roots which extend out from a gigantic tree, one which looks to be the oldest in this forest, if size is any indicator. You look down into the vines. It almost looks as if something is moving down there. -In fact, it appears that something is glowing to the south. +In fact, it appears that something is glowing to the south. ~ 264 1 0 0 0 3 D0 @@ -269,7 +269,7 @@ Across a Log~ This log traverses a deep ditch, one that looks like would prevent you from further travel in any direction. Down in the ditch, you see something small and shiny, although from here you cannot see exactly what the item is. Is that some -sort of glow to the east? +sort of glow to the east? ~ 264 1 0 0 0 3 D0 @@ -294,7 +294,7 @@ Through the Tree Roots~ You are now deep in the roots of the giant tree. All around you, thick roots dig into the soil of the forest feeding out it's life. Shining your light ahead, you think you may see furtive movement behind one of the vines. You may -even see some kind of light off to the north. +even see some kind of light off to the north. ~ 264 1 0 0 0 3 D0 @@ -317,7 +317,7 @@ S #26412 Heading Downhill~ The forest still heads downhill into the fell, the depths of which contain -only the devil knows what. +only the devil knows what. ~ 264 1 0 0 0 3 D0 @@ -342,7 +342,7 @@ Near a Fox's Den~ You stand near a small hole dug into the hillside. It appears that there is no one home right now, or if there is anyone home, they are being very quiet and very still. Looking around you, you realize that you may be just a little lost. -Make that a lot lost. +Make that a lot lost. ~ 264 1 0 0 0 3 D0 @@ -366,7 +366,7 @@ S Lost in the Forest~ You turn slowly in a long circle, trying to locate something, antything that gives some sort of reminder to you where you are, but all you can see in any -direction is dark, twisted trees and the hill, always leading down. +direction is dark, twisted trees and the hill, always leading down. ~ 264 1 0 0 0 3 D0 @@ -390,7 +390,7 @@ S A Faint Path~ Finally! Through the darkness and the cover of leaves which coat the entire floor of this forest, you think you see some sort of trail. It appears that the -trail leads east and west, toward something... +trail leads east and west, toward something... ~ 264 1 0 0 0 3 D0 @@ -415,7 +415,7 @@ Near a Stand of Evergreens~ This small stand of pine trees seems to be the only trees here that boast any sort of life. Although the greenery is only needles, it still gives you pause and makes you glad that at least in one part of this awful place, something -lives in accordance with nature. +lives in accordance with nature. ~ 264 1 0 0 0 3 D0 @@ -441,7 +441,7 @@ On a Large Boulder~ It reminds you that just west of you is the cliff face which leads up to where the sun is still shining, where you do not have to fear for your life every step of the way. It is easy to forget there are still places like that - at least -while you are down here. +while you are down here. ~ 264 1 0 0 0 3 D0 @@ -466,7 +466,7 @@ Just Below a Large Boulder~ A large boulder rises up out of the ground, high into the air. It seems that if you could get up on the boulder, you might get a good view of the way downhill. The only other option is to just continue down hill and hope for the -best. +best. ~ 264 1 0 0 0 3 D0 @@ -491,7 +491,7 @@ Hanging Vines~ These thick, brown, peeling vines hang down from the tree limbs high above your head. You notice that although they are peeling quite badly, the peeling seems to have been scuffed or pulled off in some spots. What kind of animal -could climb vines that high and that thin? +could climb vines that high and that thin? ~ 264 1 0 0 0 3 D0 @@ -514,8 +514,8 @@ S #26420 A Quiet Section of the Forest~ This dead calm that surrounds you does not give you an kind of easy or even -easier feeling than the parts that were noisy. In fact, it creeps you out. -Where are all the animals? +easier feeling than the parts that were noisy. In fact, it creeps you out. +Where are all the animals? ~ 264 1 0 0 0 3 D0 @@ -539,7 +539,7 @@ S Near a Rabbit Hole~ This small hole in the ground appears to be a rabbit's home, but you never know. Seems strange that a rabbit could survive in a place like this, with the -lack of greenery anywhere. +lack of greenery anywhere. ~ 264 1 0 0 0 3 D0 @@ -564,7 +564,7 @@ A Lightning Blasted Tree~ This large tree looks to have struck by lightning right dead in it's center. The huge trunk is blasted in half about twenty feet above your head. The tree was so large that when it fell, one of it's branches fell to make a natural -bridge across a large ditch. +bridge across a large ditch. ~ 264 1 0 0 0 3 D0 @@ -588,7 +588,7 @@ S Leaf Strewn Slope~ The forest slopes downhill into the hollow. Leaves cover the forest floor every inch of the way, making it impossible for you to move quietly at all. So -much for remaining inconspicuous. +much for remaining inconspicuous. ~ 264 1 0 0 0 3 D0 @@ -612,7 +612,7 @@ S Leaf Strewn Slope~ The forest slopes downhill into the hollow. Leaves cover the forest floor every inch of the way, making it impossible for you to move quietly at all. So -much for remaining inconspicuous. +much for remaining inconspicuous. ~ 264 1 0 0 0 3 D0 @@ -636,7 +636,7 @@ S An Abandoned Campsite on the Hillside~ There is a small pile of stones circled around a cold set of ashes that must have at one time been a firepit for someone or a group of someones. Or a group -of its. +of its. ~ 264 1 0 0 0 3 D0 @@ -662,7 +662,7 @@ The Dark Forest~ what was your foolhardy reason for making the trek down that cliff face in the first place. Most people with some shred of common sense wouldn't even have given it a second thought when they saw those rungs in the stone, they would've -turned right around. Maybe you should've, too. +turned right around. Maybe you should've, too. ~ 264 1 0 0 0 3 D0 @@ -688,7 +688,7 @@ The Dark Forest~ what was your foolhardy reason for making the trek down that cliff face in the first place. Most people with some shred of common sense wouldn't even have given it a second thought when they saw those rungs in the stone, they would've -turned right around. Maybe you should've, too. +turned right around. Maybe you should've, too. ~ 264 1 0 0 0 3 D0 @@ -712,7 +712,7 @@ S Heading Down a Leaf Strewn Slope~ The forest slopes continually downhill, heading into the depths of this deep valley. Whatever is down there, it can't be all that appealing, having to hide -away like this from the rest of the world. +away like this from the rest of the world. ~ 264 1 0 0 0 3 D0 @@ -736,7 +736,7 @@ S On a Hill in the Forest~ The forest slopes continually downhill, heading into the depths of this deep valley. Whatever is down there, it can't be all that appealing, having to hide -away like this from the rest of the world. +away like this from the rest of the world. ~ 264 1 0 0 0 3 D0 @@ -764,7 +764,7 @@ low, stone and mortar homes. The source of the glow you saw from back in the forest is a small street lantern mounted on a post. Although it's light would be considered meager at best out in the world above, here it seems to burn with a fierce light, one that makes you squint. You see that all along the lane -there are similiar lanterns on posts as well. +there are similiar lanterns on posts as well. ~ 264 1 0 0 0 3 D0 @@ -785,7 +785,7 @@ Voce Lane~ The lane stretches south into the village, past many low homes. You peer out along the street, but try as you might, you cannot see a single business or tavern of any sort. Strange that a village, even one in the middle of nowhere, -would not have an inn or something. +would not have an inn or something. ~ 264 1 0 0 0 2 D0 @@ -805,7 +805,7 @@ S Voce Lane~ The lane continues south through the village past many low stone homes . There is one, in fact, just east of you now. To the north is a small bit of the -lane that leads back out into the forest and back up the hill. +lane that leads back out into the forest and back up the hill. ~ 264 1 0 0 0 2 D0 @@ -825,7 +825,7 @@ S Voce Lane~ You travel through this strange village, past all the homes and wonder what sort of folk could live in such seclusion. You think you may hear a bit of -singing off to the southwest. +singing off to the southwest. ~ 264 1 0 0 0 2 D0 @@ -842,7 +842,7 @@ Voce Lane~ A smaller lane branches off to the east, one that leads to the largest building you have seen thus far in this village. The singing you have been hearing comes from that building, or at least from that general direction. The -road runs north and south from you as well. +road runs north and south from you as well. ~ 264 1 0 0 0 2 D0 @@ -863,7 +863,7 @@ Voce Lane~ The lane runs north and south through the village. A strange, singing sound comes from the northwest. It would be quite a beautiful sound were it not coming from somewhere in this dark and gloomy village deep in this dark and -sinister forest. +sinister forest. ~ 264 1 0 0 0 2 D0 @@ -879,7 +879,7 @@ S Voce Lane~ You stand near the southern end of the lane, a low stone home to your east. To the north the lane runs through the center of the village, south the lane -leads out into the forest, sloping upward out of this hollow. +leads out into the forest, sloping upward out of this hollow. ~ 264 1 0 0 0 2 D0 @@ -901,7 +901,7 @@ Voce Lane~ main part. There is a small sign here, one which catches your eye. You look ahead into the village and notice, to your alarm, that there seems to be no inn or tavern of any kind. Strange that a village, even a small one like this, -would have no place to rest. +would have no place to rest. ~ 264 1 0 0 0 2 D0 @@ -924,7 +924,7 @@ of this hollow. The strange glow you saw from the forest was a small lantern mounted on a post which, although by normal standards, would be considered dim at best, seems to blaze with light down here in the darkest realms of the forest. You may climb back up the slope or investigate this small forest -village. +village. ~ 264 1 0 0 0 2 D0 @@ -945,7 +945,7 @@ Inner Hallway~ You stand just inside the front door to this stone dwelling. A short hallway leads west from you. A door is set in the south wall right next to you and another door is set in the north wall just west from here. You may depart the -building to the east. +building to the east. ~ 264 1 0 0 0 0 D1 @@ -965,7 +965,7 @@ S Inner Hallway~ You are at the end of this small, cramped hallway. A door leads north from you, but it is currently closed. To the east is the rest of the hallway and the -door which leads out into the lane. +door which leads out into the lane. ~ 264 1 0 0 0 0 D0 @@ -981,7 +981,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D1 @@ -997,7 +997,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D3 @@ -1009,7 +1009,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D1 @@ -1021,7 +1021,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D3 @@ -1034,7 +1034,7 @@ Inner Hallway~ You stand just inside this low stone building in a short, cramped hallway which leads east, but only for a short distance. There are doors, one to your south, right next to you, and one to the north which is just east of here. The -exit out into the lane is west. +exit out into the lane is west. ~ 264 1 0 0 0 0 D1 @@ -1054,7 +1054,7 @@ S Inner Hallway~ You are at the end of this stuffy, cramped hallway. There is a small door just north of you and another one south and west from you. The door leading out -into the lane is a short distance west from here. +into the lane is a short distance west from here. ~ 264 1 0 0 0 0 D0 @@ -1070,7 +1070,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D1 @@ -1082,7 +1082,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D2 @@ -1098,7 +1098,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D0 @@ -1114,7 +1114,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D3 @@ -1126,7 +1126,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D0 @@ -1142,7 +1142,7 @@ S Inner Hallway~ You are at the end of this stuffy, cramped hallway. There is a small door just north of you and another one south and west from you. The door leading out -into the lane is a short distance west from here. +into the lane is a short distance west from here. ~ 264 1 0 0 0 0 D0 @@ -1158,7 +1158,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D2 @@ -1174,7 +1174,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D1 @@ -1187,7 +1187,7 @@ Inner Hallway~ You stand just inside this low stone building in a short, cramped hallway which leads east, but only for a short distance. There are doors, one to your south, right next to you, and one to the north which is just east of here. The -exit out into the lane is west. +exit out into the lane is west. ~ 264 1 0 0 0 0 D1 @@ -1207,7 +1207,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D3 @@ -1220,7 +1220,7 @@ Inner Hallway~ You stand just inside the front door to this stone dwelling. A short hallway leads west from you. A door is set in the south wall right next to you and another door is set in the north wall just west from here. You may depart the -building to the east. +building to the east. ~ 264 1 0 0 0 0 D1 @@ -1240,7 +1240,7 @@ S Inner Hallway~ You are at the end of this small, cramped hallway. A door leads north from you, but it is currently closed. To the east is the rest of the hallway and the -door which leads out into the lane. +door which leads out into the lane. ~ 264 1 0 0 0 0 D0 @@ -1256,7 +1256,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of a -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D1 @@ -1272,7 +1272,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of a -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D3 @@ -1284,7 +1284,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of a -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D0 @@ -1300,7 +1300,7 @@ S A Small Apartment~ This small, one room apartment is furnished extremely conservatively, only filled with the necessities, and even less than that, it seems. What kind of a -being lives without a bed in their home? +being lives without a bed in their home? ~ 264 0 0 0 0 0 D1 @@ -1314,7 +1314,7 @@ The Temple Blvd~ melody can be heard, softly soothing your tired muscles and relaxing your guard. To the northwest there is another large building of some sort, it almost looks to be a temple itself. Voce Lane, the main street through the village, is just -east of you. +east of you. ~ 264 1 0 0 0 2 D1 @@ -1329,11 +1329,11 @@ S #26464 The Temple Blvd~ You stand before the large doors to the temple. The song from within seems -so calming, so loving, that you almost tear the doors open without a thought. +so calming, so loving, that you almost tear the doors open without a thought. But then you think - why in the world would anyone come through a terrible and evil forest, almost get killed, search their way into this village through the hollow, and then start singing? Maybe it would be best not to open those doors, -after all. +after all. ~ 264 1 0 0 0 2 D0 @@ -1356,7 +1356,7 @@ which holds a huge four posted bed, which dominates most of the space the room offers. Thin, white sheets enclose the bed and it's occupants, however the sheets are so thin that you can see that they are lying perfectly still, hands clasped over their breast, eyes open and staring into space. The exit lies -south. +south. ~ 264 0 0 0 0 0 D2 @@ -1369,10 +1369,10 @@ Temple of the Voce~ This large, open room is one huge set of stands with progressly get higher and higher until they touch the far wall. A great many banshee, many of differing disciplines, come together here to sing for the Father, the Mother, -and the Goddess Cathari, who sits on her throne here, enjoying the music. +and the Goddess Cathari, who sits on her throne here, enjoying the music. Although most of the banshee here seem to notice your presence, none of them -seem at all threathened or even bothered by your presence in their temple. -Some even smile kindly at you. What the Hell is going on here? +seem at all threathened or even bothered by your presence in their temple. +Some even smile kindly at you. What the Hell is going on here? ~ 264 0 0 0 0 0 D1 diff --git a/lib/world/wld/265.wld b/lib/world/wld/265.wld index 16d8af3..0e2ace6 100644 --- a/lib/world/wld/265.wld +++ b/lib/world/wld/265.wld @@ -2,7 +2,7 @@ Steps Leading Down to the Sea~ You are on a long flight of steps cut into a cliff face. Just above you, the top of the steps looms, while below you, the steps continue for what seems an -eternity. +eternity. ~ 265 0 0 0 0 0 D4 @@ -30,7 +30,7 @@ S Down the Cliff-Face~ The steps continue down toward the sea, or up to the crest of the cliff, depending on the way you're heading. It looks as if there may be some sort of -cave down from here. +cave down from here. ~ 265 0 0 0 0 0 D4 @@ -47,7 +47,7 @@ On the Cliff Face~ The stairs continue, however you are much closer to the bottom than the top now. There appears to be an opening in the rock to your east. Inside you can only see darkness, so it is possible that it is simply a natural fissure, but -then again, who knows? +then again, who knows? ~ 265 0 0 0 0 0 D1 @@ -67,7 +67,7 @@ S On the Steps~ Nearing the bottom, you really begin to get a good whiff of the clean sea air as a breeze ruffles your clothing. You begin to feel a bit better about your -day - the sea can do that to a person. +day - the sea can do that to a person. ~ 265 0 0 0 0 0 D4 @@ -82,7 +82,7 @@ S #26504 The Base of the Steps~ You stand at the bottom of a set of steps cut into the face of the cliff -here. The beach runs along east to west here as far as you can see. +here. The beach runs along east to west here as far as you can see. ~ 265 0 0 0 0 0 D1 @@ -103,7 +103,7 @@ Along the Beach~ You stand on a beach which stretches east and west from here. The waves, not very large at this time, lap gently near your, making patterns in the fine sand. To the west you see a few rocks jutting from the sand and sea. East is flat -beach to the horizon. +beach to the horizon. ~ 265 0 0 0 0 0 D1 @@ -120,7 +120,7 @@ Along the Beach~ You stand on a beach which stretches east to west for as far as your eyes can see. Jumbles of rock and scree litter the way here, making it so you must watch your step. You notice a bit of wood, partially buried in the sand of the beach -here. West is more rocky beach, while east the way gets a bit more flat. +here. West is more rocky beach, while east the way gets a bit more flat. ~ 265 0 0 0 0 0 D1 @@ -142,7 +142,7 @@ Sandy Beach~ east you can just barely make out the rooftops of a large city which sits nestled in a cove on the shore of the ocean. To your west you see that the beach gets a bit rockier than where you currently stand. A set of steps lead up -the cliff face just to the west of you. +the cliff face just to the west of you. ~ 265 0 0 0 0 0 D1 @@ -159,7 +159,7 @@ Sandy Beach~ The beach continues it's way east toward what appears to be a large coastal town. A large pier juts out into the sea, ships dot the horizon as far out to sea as you can see from the city. To your west you may continue along the -beach. +beach. ~ 265 0 0 0 0 0 D1 @@ -177,7 +177,7 @@ Sandy Beach~ sits on a huge plateau. You can now hear the sounds of a great many voices coming from that direction, however traffic along this beach is at a bare minimum, which is to say not at all. There must be another entrance into the -city somewhere. To your west, the beach continues into the western horizon. +city somewhere. To your west, the beach continues into the western horizon. ~ 265 0 0 0 0 0 D1 @@ -196,7 +196,7 @@ could be described (sort of) as a plateau rising up out if the ocean floor and holding a massive walled city atop it. To the north is the cliff face you have been following, which happens to put an end to this path just a little ways northeast from your current position. West the path heads along the beach for -quite a long distance. +quite a long distance. ~ 265 0 0 0 0 0 D0 @@ -212,7 +212,7 @@ S Along a Rocky Beach~ The way gets much too rocky here for you to continue along the water any further. You do however, notice a trail through the rocks which heads -southwest. +southwest. ~ 265 0 0 0 0 0 D1 @@ -229,7 +229,7 @@ S Rocky Path~ The path meanders it's way through the rocks on this littered beach. In the distance, you can see a lighthouse out at the end of a jetty, it's gentle light -guiding sailors safely past this rocky area. +guiding sailors safely past this rocky area. ~ 265 0 0 0 0 0 D1 @@ -244,7 +244,7 @@ S #26513 Rocky Path~ The path continues it's way in a southwesterly direction toward the -lighthouse, or you may head northeast toward a less cluttered-looking beach. +lighthouse, or you may head northeast toward a less cluttered-looking beach. ~ 265 0 0 0 0 0 D0 @@ -260,7 +260,7 @@ S Rocky Path~ The path runs east to west over jumbled rock and fine beach sand. Just to your west, you see a jetty running out into the ocean, a lighthouse at it's end. -To the east the path curves it's way along the beach. +To the east the path curves it's way along the beach. ~ 265 0 0 0 0 0 D1 @@ -276,7 +276,7 @@ S Rocky Path at Takker's Jetty~ The path continues east or west from you, depending which way you are heading. A jetty runs out into the sea to your south, a strong, bold lighthouse -at it's end. +at it's end. ~ 265 0 0 0 0 0 D1 @@ -296,7 +296,7 @@ S Rocky Path~ The path, still rocky and hard to navigate, continues along to the east and west. Directly east of you begins a jetty which hosts a lighthouse at it's end. -West seems only to host more rocks and possibly a cave or two. +West seems only to host more rocks and possibly a cave or two. ~ 265 0 0 0 0 0 D1 @@ -311,7 +311,7 @@ S #26517 Takker's Jetty~ The jetty heads south into the sea ending at a lighthouse. All along the -way, fishermen try their luck. +way, fishermen try their luck. ~ 265 0 0 0 0 0 D0 @@ -342,7 +342,7 @@ S #26519 Takker's Jetty at the Lighthouse~ You stand at the entrance to the lighthouse, a solid oak door set back into -the rounded wall. To your north, the jetty leads you back to dry land. +the rounded wall. To your north, the jetty leads you back to dry land. ~ 265 0 0 0 0 0 D0 @@ -356,11 +356,11 @@ door~ S #26520 Entryway - Lighthouse~ - You stand in a small chamber just inside the front door of the lighthouse. + You stand in a small chamber just inside the front door of the lighthouse. Just south of these cramped stucco walls is the main living room of the lighthouse. You can hear and smell a crackling, warm fire in the fireplace, a dog's contented panting, and the sound of a young lady's laughter from the next -room. +room. ~ 265 0 0 0 0 0 D0 @@ -381,7 +381,7 @@ course, Max would always be around to play catch or get his ears scratched. To the east, you see what looks to be one of the family's bedrooms, the same to the west. Both have doors, but both doors are wide open. A spiral stairway leads up into the lighthouse top, where the Keeper must spend a great deal of his -time. +time. ~ 265 0 0 0 0 0 D0 @@ -405,7 +405,7 @@ S Lighthouse Keeper's Bedroom~ A huge plush king size bed, four posted with satin drapes. A mahoganey dresser with a matching vanity desk and mirror. This lighthouse keeper must be -one heck of a guy! +one heck of a guy! ~ 265 0 0 0 0 0 D3 @@ -423,7 +423,7 @@ Light Room~ houses the light. A narrow walkway encircles the light, so that regular maintenance can be performed. Some shelves on the walls hold tools and oils which keep the machinery in fine tune so that no ships run afoul of the many -rocks in this part of the ocean. +rocks in this part of the ocean. ~ 265 0 0 0 0 0 D5 @@ -435,7 +435,7 @@ S Lighthouse Keeper's Daughter's Bedroom~ What a cute little room! Twin bed with a pink down comforter, a doll collection which even impresses you, and many other assorted toys sit on -shelves, all neatly stacked and color-coordinated. +shelves, all neatly stacked and color-coordinated. ~ 265 0 0 0 0 0 D1 @@ -452,7 +452,7 @@ you. Looking almost like a medieval torture chamber, you see a room all in stone, a deep cavernous hole in the center of it. What looks to be am operating table is set to one side with tables covered in instruments of dissection and bubbling vials close by. Do you really wish to descend into that room and visit -with the 'good' Lighthouse Keeper? +with the 'good' Lighthouse Keeper? ~ 265 0 0 0 0 0 D4 @@ -471,7 +471,7 @@ Lighthouse Keeper's Operating Room~ all cardinal directions, each with a whimpering human subject in it! Diagrams cover the walls, notes jotted on many of them, all dealing with one goal in mind - the creation of the perfect sexual companion! It seems the 'good Lighthouse -Keeper' may be a bit more than everyone believes him to be... +Keeper' may be a bit more than everyone believes him to be... ~ 265 0 0 0 0 0 D0 @@ -500,7 +500,7 @@ Keeper's Playroom~ This small ten by ten room once was a simple like the others which connect to the Operating Room, however because of the nature of the specimen which abides in this space, it has been spruced up just a bit. A huge bed dominates the -ENTIRE room, pillows strewn everywhere with lace and frills and all. +ENTIRE room, pillows strewn everywhere with lace and frills and all. ~ 265 0 0 0 0 0 D2 @@ -511,7 +511,7 @@ S #26528 Cell~ This bleak cell hosts only an uncomfortable looking cot and small hole in one -corner for necessary functions. +corner for necessary functions. ~ 265 0 0 0 0 0 D3 @@ -522,7 +522,7 @@ S #26529 Cell~ This bleak cell hosts only an uncomfortable looking cot and small hole in one -corner for necessary functions. +corner for necessary functions. ~ 265 0 0 0 0 0 D0 @@ -533,7 +533,7 @@ S #26530 Cell~ This bleak cell hosts only an uncomfortable looking cot and small hole in one -corner for necessary functions. +corner for necessary functions. ~ 265 0 0 0 0 0 D1 @@ -544,7 +544,7 @@ S #26531 Rocky Path~ The path continues along the beach, over rocks and scree. Your options are -east or west. +east or west. ~ 265 0 0 0 0 0 D1 @@ -561,7 +561,7 @@ Rocky Path~ You stand on a rocky beach path near the mouth of a cave. The entrance to the cave must be at least thirty feet high and just as wide. It doesn't look as if anything could live there, as the water from the sea laps right inside the -cave, but then, you never know. +cave, but then, you never know. ~ 265 0 0 0 0 0 D0 @@ -582,7 +582,7 @@ Cave Entrance~ You realize that if you wish to explore the confines of this cave, you will have to get wet. As you stand looking into the cold, wet, darkness of the cave, the idea of jumping into that water just for the sake of exploring does seem a -bit nutty. +bit nutty. ~ 265 0 0 0 0 0 D0 @@ -598,7 +598,7 @@ S In the Kracken's Den~ Something seems wrong here, very wrong. Something makes the water move and not just in a small spot, ALL of the water is moving from some kind of monstrous -movement under the water. +movement under the water. ~ 265 0 0 0 0 0 D2 @@ -610,7 +610,7 @@ S End of the Rocky Path~ You have come to the end of the rocky path you've been following along the sea. South of you is the open sea, west is a moss- covered rock face, and to -the north the way is impassable. +the north the way is impassable. ~ 265 0 0 0 0 0 D1 @@ -623,7 +623,7 @@ End of the Path~ The path can go no farther. The cliff face runs directly into the sea from here, no longer leaving the little bit of beach that you have been enjoying just west and south and here. Strange that a path would end so abruptly at a cliff -without leading anywhere... Oh well! +without leading anywhere... Oh well! ~ 265 0 0 0 0 0 D0 @@ -637,7 +637,7 @@ D2 E cliff~ You think you may see a faint outline of some sort of entryway in the cliff. -Maybe if you tried OPENing it...? +Maybe if you tried OPENing it...? ~ S $~ diff --git a/lib/world/wld/266.wld b/lib/world/wld/266.wld index 787c308..7627fe3 100644 --- a/lib/world/wld/266.wld +++ b/lib/world/wld/266.wld @@ -4,10 +4,10 @@ Edge of the Walkway~ good look at what lies below. Way below. The 'path' that you thought might lead down in a zig zag or perhaps in steps is actually a set of stone rungs notched into the cliff face. The forest, so far below where you stand looking -down upon it, seems strangely dark, strangely forbidding and very far away. +down upon it, seems strangely dark, strangely forbidding and very far away. Maybe it would just be best to forget climbing this ledge. After all, isn't Thursday? Seems like Grainy's in Jareth had a really good dinner special on -Thursdays... Yeah, that's it. +Thursdays... Yeah, that's it. ~ 266 0 0 0 0 5 D2 @@ -24,17 +24,17 @@ credits info~ aka The Dark and Sinister Forest This is a forest zone surrounded on all four sides by an unscalable cliff face. It is meant to hold four zones Banshide, the Haunted House and the -Castle of the Vampyre. This is an extremely high level zone, meant for -groups, the mobs are often aggro, Lord Ankou himself drives a band of -spectral minions before his cart which he rides throught the forest, so -players not only have to contend with Ankou as the highest level mob, but -also his minions who will fight for their Lord to the death. The code for -the minions to follow Ankou can be found on the snippets page. This was -originally intended to connect to the farmlands, at their western-most side -at the chasm. The lack of a way out of this zone is intentional, just a -little thing to get players stark raving mad when visiting here if they forget +Castle of the Vampyre. This is an extremely high level zone, meant for +groups, the mobs are often aggro, Lord Ankou himself drives a band of +spectral minions before his cart which he rides throught the forest, so +players not only have to contend with Ankou as the highest level mob, but +also his minions who will fight for their Lord to the death. The code for +the minions to follow Ankou can be found on the snippets page. This was +originally intended to connect to the farmlands, at their western-most side +at the chasm. The lack of a way out of this zone is intentional, just a +little thing to get players stark raving mad when visiting here if they forget to bring a recall. - + Zone 266 is linked to the following zones: 263 Farmlands at 26600 (south) ---> 26354 252 Castle of the Vampyre at 26633 (east ) ---> 25200 @@ -58,9 +58,9 @@ Climbing down the Cliff~ realize what a follhearty decision this was to climb this rocky face. You can see birds playing below you, almost DIRECTLY below you in the treetops of the forest so far beneath your feet. One wrong step, one slip of the hand on the -tenuous handhold you already maintain, and you are birdfeed in the treetops. +tenuous handhold you already maintain, and you are birdfeed in the treetops. Maybe you should just climb up one more step, get off this walkway and call it -all good. +all good. ~ 266 0 0 0 0 5 D4 @@ -77,7 +77,7 @@ Climbing down the Cliff~ This climb is going to take forever! You are still not even halfway down the cliff and it seems like the closer to the forest you get, the darker and more forboding it gets. Not to mention every time you look down, a wave of nausea -racks your body, making you almost lose your grip on the rungs. +racks your body, making you almost lose your grip on the rungs. ~ 266 0 0 0 0 0 D4 @@ -91,11 +91,11 @@ D5 S #26603 Halfway down a 'Trail'~ - Well, here you are - halfway up or down depending on how you look at it. + Well, here you are - halfway up or down depending on how you look at it. Your situation has improved a little bit. It looks like if you fell now, you would only break a great many bones, rather than just die. Of course, maybe dying would be preferable. You see that the trees below are twisted and -gnarled, all of them seeming more dead than alive. Sure is encouraging. +gnarled, all of them seeming more dead than alive. Sure is encouraging. ~ 266 0 0 0 0 5 D4 @@ -113,7 +113,7 @@ Nearing the Forest Floor~ that the birds you saw from up above playing in the treetops were actually buzzards which seem to constantly circle the treetops everywhere, fighting each other and anything that trys to get past them. Looking up, you realize that the -climb ahead would be a real bitch, maybe even impossible. +climb ahead would be a real bitch, maybe even impossible. ~ 266 0 0 0 0 0 D4 @@ -130,10 +130,10 @@ Tree Top Level - Almost to the Ground~ The trees that you have begun to descend through seem to try to grab your feet as you climb down the cliff. The branches all snag your clothing, sharp and piercing as you climb down. The buzzards won't seem to leave you alone and -fighting here is just not what you had in mind when you began your descent. +fighting here is just not what you had in mind when you began your descent. The forest floor below you, all covered in shadows and mystery, is just a long jump down, but still a far enough jump that a broken leg or ankle would almost -certainly result in a jumping attempt. +certainly result in a jumping attempt. ~ 266 0 0 0 0 5 D4 @@ -153,7 +153,7 @@ you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The cliff face runs along to your south, the forest growing right up to the edge and up the edge in some spots. There is a set of rungs grooved into the cliff face here. It looks as -if you may be able to climb up! +if you may be able to climb up! ~ 266 5 0 0 0 3 D0 @@ -178,7 +178,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -203,7 +203,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -228,7 +228,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -253,7 +253,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -278,7 +278,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -303,7 +303,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -328,7 +328,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -353,7 +353,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -378,7 +378,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -403,7 +403,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -428,7 +428,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -453,7 +453,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -480,7 +480,7 @@ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The cliff face runs along to your south, the forest growing right up to the edge and up the edge in some -spots. +spots. ~ 266 1 0 0 0 3 D0 @@ -503,7 +503,7 @@ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The cliff face runs along to your south, the forest growing right up to the edge and up the edge in some -spots. +spots. ~ 266 1 0 0 0 3 D0 @@ -524,7 +524,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -549,7 +549,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -574,7 +574,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -599,7 +599,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -624,7 +624,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -649,7 +649,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -674,7 +674,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -700,7 +700,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. Off to the east is a deep -hollow, dark and foreboding. +hollow, dark and foreboding. ~ 266 1 0 0 0 3 D0 @@ -721,7 +721,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -746,7 +746,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -771,7 +771,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -796,7 +796,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 0 0 0 0 3 D0 @@ -824,7 +824,7 @@ you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The cliff face runs along to your south, the forest growing right up to the edge and up the edge in some spots. To the east there is some sort of break in the forest, maybe a clearing -or something, although it doesn't look like it gets any lighter... +or something, although it doesn't look like it gets any lighter... ~ 266 1 0 0 0 3 D0 @@ -872,7 +872,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -897,7 +897,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -923,7 +923,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. North is a deep hollow, one -which looks to hold a great many dark secrets. +which looks to hold a great many dark secrets. ~ 266 1 0 0 0 3 D1 @@ -945,7 +945,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. To the south the forest -slopes steepy downhill into a deep valley or hollow. +slopes steepy downhill into a deep valley or hollow. ~ 266 1 0 0 0 3 D0 @@ -967,7 +967,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The cliff face runs along -beside you on the south, hemming you into the forest. +beside you on the south, hemming you into the forest. ~ 266 1 0 0 0 3 D0 @@ -988,7 +988,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1013,7 +1013,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1038,7 +1038,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1065,7 +1065,7 @@ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. Towering high above the trees to your west is a huge, wood sided house which seems to lean to one side. -It looks very old and very unsafe. +It looks very old and very unsafe. ~ 266 1 0 0 0 3 D0 @@ -1090,7 +1090,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1115,7 +1115,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1140,7 +1140,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1167,7 +1167,7 @@ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. South of you a large house rises from the forest floor, it's top floor higher than the towering trees all -around you. The house looks very old and very unsafe. Also uninviting. +around you. The house looks very old and very unsafe. Also uninviting. ~ 266 1 0 0 0 3 D0 @@ -1193,7 +1193,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. To the west is the cliff -face, solid and unyielding, penning you into this awful place. +face, solid and unyielding, penning you into this awful place. ~ 266 1 0 0 0 3 D0 @@ -1215,7 +1215,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. To the north is a huge -house, very old and ugly. There are no lights of any kind coming from it. +house, very old and ugly. There are no lights of any kind coming from it. ~ 266 1 0 0 0 3 D0 @@ -1240,7 +1240,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1265,7 +1265,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1291,7 +1291,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The cliff face runs along -beside you on the south, hemming you into the forest. +beside you on the south, hemming you into the forest. ~ 266 1 0 0 0 3 D0 @@ -1313,7 +1313,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The cliff face runs along -beside you on the south, hemming you into the forest. +beside you on the south, hemming you into the forest. ~ 266 1 0 0 0 3 D0 @@ -1334,7 +1334,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1361,7 +1361,7 @@ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. To the west is some sort of deep fell or hollow where the forest slopes downward out of sight toward the -rocky cliff far to the west. +rocky cliff far to the west. ~ 266 1 0 0 0 3 D0 @@ -1386,7 +1386,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1412,9 +1412,9 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. There is a large wood sided -house to your east, one that stands extremely tall in this monstrous forest. +house to your east, one that stands extremely tall in this monstrous forest. The house looks to be in deplorable condition, it leans to one side looking as -if it might fall over at any time. +if it might fall over at any time. ~ 266 1 0 0 0 3 D0 @@ -1439,7 +1439,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1464,7 +1464,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1489,7 +1489,7 @@ Halfway Up a 'Trail'~ You find your arms are getting way too tired to keep up the climbing the way you've been. The top of the cliff still seems miles away from where you are now, and there is no spot on this cliff to just stop and take a break. It might -be a good idea to climb back down, and take your chances in the forest. +be a good idea to climb back down, and take your chances in the forest. ~ 266 0 0 0 0 0 D4 @@ -1523,7 +1523,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. To the west is the cliff -face, solid and unyielding, penning you into this awful place. +face, solid and unyielding, penning you into this awful place. ~ 266 1 0 0 0 3 D0 @@ -1545,7 +1545,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky cliff runs along -beside you on the west. +beside you on the west. ~ 266 1 0 0 0 3 D0 @@ -1568,7 +1568,7 @@ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The cliff face is to the west, hemming you into this evil forest. To the south is some sort of hollow -which leads downhill into territory that you cannot see from here. +which leads downhill into territory that you cannot see from here. ~ 266 1 0 0 0 3 D0 @@ -1592,7 +1592,7 @@ you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The cliff runs along your west side, an ever present reminder that you are trapped in this valley. To the north there is some sort of hollow, or slope that leads downward into deeper -forest. Looks very ominous, caution is advised. +forest. Looks very ominous, caution is advised. ~ 266 1 0 0 0 3 D0 @@ -1616,7 +1616,7 @@ you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The cliff face makes an abrupt turn here, curving itself north and east, running along your south and west sides. It looks as if this forest may be completely enclosed by this -strange rock formation. +strange rock formation. ~ 266 1 0 0 0 3 D0 @@ -1634,7 +1634,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky cliff makes a turn -heading north and west, blocking you movement in that direction. +heading north and west, blocking you movement in that direction. ~ 266 1 0 0 0 3 D0 @@ -1651,7 +1651,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1677,7 +1677,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky cliff makes a turn -heading north and west, blocking you movement in that direction. +heading north and west, blocking you movement in that direction. ~ 266 1 0 0 0 3 D0 @@ -1694,7 +1694,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1719,7 +1719,7 @@ Dark and Sinister Forest~ The forest around you seems dead, all the trees and their branches seem withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of -the corner of your eye. Always just out of sight. +the corner of your eye. Always just out of sight. ~ 266 1 0 0 0 3 D0 @@ -1767,7 +1767,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. To the north the forest runs -downhill into a deep fell. +downhill into a deep fell. ~ 266 1 0 0 0 3 D1 @@ -1790,7 +1790,7 @@ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. To the south is a deep hollow, many miles across and quite deep from the looks of it. Of course, it is -hard to tell by looks since it is so dark here. +hard to tell by looks since it is so dark here. ~ 266 1 0 0 0 3 D0 @@ -1814,7 +1814,7 @@ you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rock wall on your north is such a presence, such a large obstacle, you feel that this valley must have been created on purpose by some god, some higher power, to punish the -inhabitants for wrongdoings. Or something. +inhabitants for wrongdoings. Or something. ~ 266 1 0 0 0 3 D1 @@ -1836,7 +1836,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky wall still runs -along on the north side. You feel like a caged animal. +along on the north side. You feel like a caged animal. ~ 266 1 0 0 0 3 D1 @@ -1858,7 +1858,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. There is some sort of inner -valley to the south, one that looks very deep and very dark. +valley to the south, one that looks very deep and very dark. ~ 266 1 0 0 0 3 D0 @@ -1880,7 +1880,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. +north of you preventing any further movement in that direction. ~ 266 1 0 0 0 3 D1 @@ -1902,7 +1902,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. +north of you preventing any further movement in that direction. ~ 266 1 0 0 0 3 D1 @@ -1924,7 +1924,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. +north of you preventing any further movement in that direction. ~ 266 1 0 0 0 3 D1 @@ -1946,7 +1946,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. +north of you preventing any further movement in that direction. ~ 266 1 0 0 0 3 D1 @@ -1968,7 +1968,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. +north of you preventing any further movement in that direction. ~ 266 1 0 0 0 3 D1 @@ -1990,7 +1990,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. +north of you preventing any further movement in that direction. ~ 266 1 0 0 0 3 D1 @@ -2012,7 +2012,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. +north of you preventing any further movement in that direction. ~ 266 1 0 0 0 3 D1 @@ -2054,7 +2054,7 @@ you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rock wall makes a curve here, hemming you in and hindering any movement east or north. Over time, rocks have fallen off from the cliffsides and piled up at the base. A set of small -tracks seem to come and go from beneath two large rocks. +tracks seem to come and go from beneath two large rocks. ~ 266 1 0 0 0 3 D2 @@ -2076,7 +2076,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rock wall runs along to -the east. +the east. ~ 266 1 0 0 0 3 D0 @@ -2100,7 +2100,7 @@ you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rock wall prevents any movement to the east. To the west is a deep hollow, a very large one from the looks of it although it is hard to tell for sure in this darkness. Looks almost -like a valley inside this valley. +like a valley inside this valley. ~ 266 0 0 0 0 3 D0 @@ -2118,7 +2118,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. To the east is the rocky -wall that holds you captive in this God-Forsaken forest. +wall that holds you captive in this God-Forsaken forest. ~ 266 1 0 0 0 3 D0 @@ -2140,7 +2140,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky cliff makes a turn -heading north and west, blocking you movement in that direction. +heading north and west, blocking you movement in that direction. ~ 266 1 0 0 0 3 D0 @@ -2158,7 +2158,7 @@ Dark and Sinister Forest~ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. The rocky face runs along -north of you preventing any further movement in that direction. +north of you preventing any further movement in that direction. ~ 266 1 0 0 0 3 D1 @@ -2181,7 +2181,7 @@ out of the cliff rockbed. A feeling in your gut tells you that this tunnel was not made by ordinary creatures. Little tracks lead to and from a crude nest near the tunnel entrance. A sudden movement catches your eye and you see the fleeing form of some small creature dashing outside through the rockfall. You -can explore the tunnel more to the north or head back outside. +can explore the tunnel more to the north or head back outside. ~ 266 325 0 0 0 0 D0 @@ -2198,7 +2198,7 @@ Dark Tunnel~ A think layer of dust covers the hewn floor. The undisturbed state of things in the tunnel show that no one has passed through this way in ages. The stone walls become more polished and smoother as one progresses northwards. A faint -odor of incense and spices lingers in the air. +odor of incense and spices lingers in the air. ~ 266 321 0 0 0 0 D0 @@ -2219,7 +2219,7 @@ runes adorn the stone slab. A faded trail of blood upon the slab catches your eye and you follow the trail to the floor. There you see that you are standing in the middle of a pentagram inscribed into the stone floor. Repressing a feeling of dread, you get on your knees to study a small indentation in the -middle of the pentagram.... +middle of the pentagram.... ~ 266 73 0 0 0 0 D2 @@ -2232,13 +2232,13 @@ pentagram~ 1 0 26695 E slab~ - It is encrypted with strange runes. + It is encrypted with strange runes. ~ E runes~ The runes depict what appears to be the very same stone slab that they are inscribed upon. The runes show a manlike being standing before the runes, the -runes glowing fiercely, and then the man gone. +runes glowing fiercely, and then the man gone. ~ S #26695 diff --git a/lib/world/wld/267.wld b/lib/world/wld/267.wld index 9f7aa2b..884ccb3 100644 --- a/lib/world/wld/267.wld +++ b/lib/world/wld/267.wld @@ -1,13 +1,13 @@ #26700 Vice Island Zone Description Room~ - Vice Island is an evil-only area. It's rather large for a medium-sized MUD + Vice Island is an evil-only area. It's rather large for a medium-sized MUD and is intended to be used in concurrence with Oceania. This area is intended to be part 1 of 4 subareas I have in mind for Oceania. It has mainly evil mobs, and almost all of the equipment in it is evil only. --------------------------------------------------------------------------- -I make no legal claim on Vice Island save this: You MUST give me credit for +I make no legal claim on Vice Island save this: You MUST give me credit for its design SOMEPLACE in your mud. You can hide it if you want, but I want -some credit somewhere for it. :) I spent 6 months making Oceania and Vice +some credit somewhere for it. :) I spent 6 months making Oceania and Vice Island, and I feel some need to have it known that my work is appreciated. --------------------------------------------------------------------------- Builder : Questor @@ -17,7 +17,7 @@ Rooms : 98 Mobs : 20 Objects : 41 Triggers : 9 -Links : +Links : Zone 267 is linked to the following zones: 268 Vice Island II at 26797 (west ) ---> 26804 268 Vice Island II at 26798 (east ) ---> 26800 @@ -28,8 +28,8 @@ S Port Harem~ You stand on a blindingly white beach; it stretches to your north and south as far as you can see. Hundred of beautifuly garbed women of all shades -languish on the shore; they have stony-dull eyes that stare right past you. -Something looks not-quite-so-right in this pristine place. +languish on the shore; they have stony-dull eyes that stare right past you. +Something looks not-quite-so-right in this pristine place. ~ 267 0 0 0 0 2 D1 @@ -40,21 +40,21 @@ To your east you can see a huge mound of dirt. E women woman~ Each woman is spectacularly beautiful--except for their glazed eyes and -expressions of utter stupor. What on earth could be wrong with them? +expressions of utter stupor. What on earth could be wrong with them? ~ E sand beach~ Close examination of the beach shows that the sand is not only white--each and every grain is a single crystal; it reflects the light of the sun into a blinding display of bright white. While each one exhibits a different color, -they all blend into this pristine color. +they all blend into this pristine color. ~ S #26702 Beachside Harem~ Now THIS is weird. Frightened women scamper out from a hole in a huge mound and you can hear screaming from down in the depths. A large forest lies to -your east, and a trail can be vaguely seen. +your east, and a trail can be vaguely seen. ~ 267 1 0 0 0 4 D1 @@ -80,7 +80,7 @@ sand from the beach has been lain to make a path--though the crystal seems to have been melted down to make the floor harder. The palm trees here completely fill every part of the area outside the path. Strange noises and utterly blood-chilling screams fill the air. It is very dark here. The path leads on -to your west, and a strange mound lies to your east. +to your west, and a strange mound lies to your east. ~ 267 1 0 0 0 2 D1 @@ -115,7 +115,7 @@ sand from the beach has been lain to make a path--though the crystal seems to have been melted down to make the floor harder. The palm trees here completely fill every part of the area outside the path. Strange noises and utterly blood-chilling screams fill the air. It is very dark here. A large hill rises -to your east, and the beach road lies to your west. +to your east, and the beach road lies to your west. ~ 267 5 0 0 0 2 D1 @@ -133,7 +133,7 @@ S Creepy Road~ You're not quite sure why, but this road sends shivers down your very spine. Perhaps it's the total and complete silence. Or perhaps it's the skeletons -strown haphazardly about. You just don't know. +strown haphazardly about. You just don't know. ~ 267 4 0 0 0 2 D1 @@ -148,14 +148,14 @@ The huge Vice Hill lies to your west. 0 0 26739 E skeletons~ - They're quite real, and quite frightening. We weren't lying to you. + They're quite real, and quite frightening. We weren't lying to you. ~ S #26707 Creepy Road~ You're not quite sure why, but this road sends shivers down your very spine. Perhaps it's the total and complete silence. Or perhaps it's the skeletons -strown haphazardly about. You just don't know. +strown haphazardly about. You just don't know. ~ 267 0 0 0 0 2 D1 @@ -170,7 +170,7 @@ The creepy road continues west. 0 0 26706 E skeletons~ - They're quite real, and quite frightening. We weren't lying to you. + They're quite real, and quite frightening. We weren't lying to you. ~ S #26708 @@ -178,7 +178,7 @@ Creepy Road~ You're not quite sure why, but this road sends shivers down your very spine. Perhaps it's the total and complete silence. Or perhaps it's the skeletons strown haphazardly about. You just don't know. A large building towers above -you to the east. +you to the east. ~ 267 4 0 0 0 2 D1 @@ -193,21 +193,21 @@ The creepy road continues west. 0 0 26739 E building~ - The building is a dark grey shade, but it seems to have been soiled by grimy -tar. + The building is a dark gray shade, but it seems to have been soiled by grimy +tar. ~ E skeletons~ - They're quite real, and quite frightening. We weren't lying to you. + They're quite real, and quite frightening. We weren't lying to you. ~ S #26709 Vice Hill~ You are on a tall hill overlooking the entire island. You can see the -zenith to your far north; the hill blocks all the view to the north and on. +zenith to your far north; the hill blocks all the view to the north and on. To your south, you can see the beginnings of a rock-strewn-path... Continuing further down, you can see the end of the hill. The forest covers up most of -the view from here. +the view from here. ~ 267 0 0 0 0 4 D4 @@ -227,7 +227,7 @@ Vice Hill~ zenith to your far south; the hill blocks all the view to south and on. To your south, you can see the beginnings of a rock-strewn path... Continuing further down, you can see the end of the hill. The forest covers up most of -the view from here. +the view from here. ~ 267 0 0 0 0 4 D4 @@ -243,9 +243,9 @@ Looking down, you can see the end of the hill. S #26711 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 9 0 0 0 0 D0 @@ -260,14 +260,14 @@ The tarry tunnel ascends onto a hill to your east. 0 0 26723 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26712 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 9 0 0 0 0 D0 @@ -282,14 +282,14 @@ The tarrry ascends onto a hill to your west. 0 0 26723 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26713 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 9 0 0 0 0 D0 @@ -304,14 +304,14 @@ The tarry tunnel continues to your south. 0 0 26711 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26714 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 9 0 0 0 0 D0 @@ -326,14 +326,14 @@ The tarry tunnel continues to your north. 0 0 26712 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26715 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 9 0 0 0 0 D0 @@ -348,14 +348,14 @@ The tarry tunnel continues to your south. 0 0 26713 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26716 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 9 0 0 0 0 D0 @@ -370,14 +370,14 @@ The tarry tunnel continues to your south. 0 0 26714 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26717 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 9 0 0 0 0 D0 @@ -392,14 +392,14 @@ The tarry tunnel continues to your south. 0 0 26715 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26718 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 9 0 0 0 0 D0 @@ -414,14 +414,14 @@ The tarry tunnel continues to your south. 0 0 26716 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26719 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 9 0 0 0 0 D0 @@ -436,14 +436,14 @@ The tarry tunnel continues to your south. 0 0 26717 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26720 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 9 0 0 0 0 D0 @@ -458,14 +458,14 @@ The tarry tunnel continues to your south. 0 0 26718 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26721 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 133 0 0 0 0 D1 @@ -480,14 +480,14 @@ The tarry tunnel continues to your south. 0 0 26719 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26722 Tarry Tunnel~ - The walls of this tunnel are covered and dripping with wet, gooey tar. + The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as -you slowly slog your way through the gunk. +you slowly slog your way through the gunk. ~ 267 133 0 0 0 0 D2 @@ -502,7 +502,7 @@ The tarry tunnel opens into a strange building to your west. 0 0 26779 E goo tar~ - The tar looks disgusting, but not too dangerous. + The tar looks disgusting, but not too dangerous. ~ S #26723 @@ -511,7 +511,7 @@ Vice Hill~ from seeing too much, but you can make out a tarry road to your north, and the dark openings of two tunnels to your east and west. Of course, you could always go south up to the relative safety of the hill. A huge tree here looks -climbable, and you can vaguely see a net at the top. +climbable, and you can vaguely see a net at the top. ~ 267 4 0 0 0 4 D0 @@ -544,7 +544,7 @@ S Tarry Road~ The tarry gunk of the road sticks firmly to your feet here, and it gets thicker and thicker as you venture north. If you go south, you'll probably be -able to turn back before it's too late. +able to turn back before it's too late. ~ 267 517 0 0 0 2 D0 @@ -564,7 +564,7 @@ Tarry Road~ The tarry gunk of the road sticks firmly to your feet here, and it gets thicker and thicker as you venture south. If you go north, you'll probably be able to turn back before it's too late. There is a sign on the side of the -road here. +road here. ~ 267 517 0 0 0 2 D0 @@ -588,7 +588,7 @@ S Tarry Road~ The tar here is so bad that you can't turn around. There is no natural way of escape--either go forward, or don't move at all. Right ahead of you is a -bubbling, boiling tar pit--it looks quite disgusting. PANIC! +bubbling, boiling tar pit--it looks quite disgusting. PANIC! ~ 267 517 0 0 0 2 D0 @@ -600,7 +600,7 @@ that one. E tar pit tarpit~ It's big, black, boiling, sticky, and gooey. What more incintive do you need -to stay away from it? +to stay away from it? ~ S #26727 @@ -609,7 +609,7 @@ Boiling Tar Pit~ lose your balance, and the other foot gets stuck in the pit. Try and try as you might, you can't get them out! Each sinks lower and lower until your entire legs are encased in the pit. You scream for help, but no one can hear -you. +you. ~ 267 548 0 0 0 2 S @@ -618,7 +618,7 @@ Vice Hill~ You stand at the bottom of a large hill. It is eerily beautiful here, but it still looks quite sinister. You notice a rocky road to your south, and you can ascend the hill to take a look around you. A road hangs a bit above you to -your left by no supports! Hmm... A beautifuly made road is to your west. +your left by no supports! Hmm... A beautifuly made road is to your west. ~ 267 0 0 0 0 4 D0 @@ -653,7 +653,7 @@ High Path~ to a mirror-like gleam forms the main of the path. Bricks of the same substance line the path--it doesn't look as if a piece of paper could be inserted between them. The trees have been trimmed back to allow easy passage. -Even among all this beauty, you sense a sinister presence. +Even among all this beauty, you sense a sinister presence. ~ 267 5 0 0 0 1 D1 @@ -672,7 +672,7 @@ Trail of Terror~ This trail is covered by the skeletal ribs of a huge creature in some sort of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the distance. A soft chanting can be heard in the far distance, but you can see no -sign of life. Lonliness sends you into a panicky state. +sign of life. Lonliness sends you into a panicky state. ~ 267 0 0 0 0 1 D2 @@ -689,7 +689,7 @@ E ribs skeleton~ This must have been a HUGE monster! Whoever slayed it--no, you'd rather just not have to find out. Each rib seems to be razer-sharp at the edges, and the -bones have been cleaned to a perfect white. +bones have been cleaned to a perfect white. ~ S #26731 @@ -698,7 +698,7 @@ High Path~ to a mirror-like gleam forms the main of the path. Bricks of the same substance line the path--it doesn't look as if a piece of paper could be inserted between them. The trees have been trimmed back to allow easy passage. -Even among all this beauty, you sense a sinister presence. +Even among all this beauty, you sense a sinister presence. ~ 267 5 0 0 0 1 D0 @@ -717,7 +717,7 @@ Trail of Terror~ This trail is covered by the skeletal ribs of a huge creature in some sort of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the distance. A soft chanting can be heard in the far distance, but you can see no -sign of life. Lonliness sends you into a panicky state. +sign of life. Lonliness sends you into a panicky state. ~ 267 0 0 0 0 1 D0 @@ -734,7 +734,7 @@ E ribs skeleton~ This must have been a HUGE monster! Whoever slayed it--no, you'd rather just not have to find out. Each rib seems to be razer-sharp at the edges, and the -bones have been cleaned to a perfect white. +bones have been cleaned to a perfect white. ~ S #26733 @@ -743,7 +743,7 @@ High Path~ to a mirror-like gleam forms the main of the path. Bricks of the same substance line the path--it doesn't look as if a piece of paper could be inserted between them. The trees have been trimmed back to allow easy passage. -Even among all this beauty, you sense a sinister presence. +Even among all this beauty, you sense a sinister presence. ~ 267 5 0 0 0 1 D0 @@ -762,7 +762,7 @@ Trail of Terror~ This trail is covered by the skeletal ribs of a huge creature in some sort of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the distance. A soft chanting can be heard in the far distance, but you can see no -sign of life. Lonliness sends you into a panicky state. +sign of life. Lonliness sends you into a panicky state. ~ 267 0 0 0 0 1 D0 @@ -779,7 +779,7 @@ E ribs skeleton~ This must have been a HUGE monster! Whoever slayed it--no, you'd rather just not have to find out. Each rib seems to be razer-sharp at the edges, and the -bones have been cleaned to a perfect white. +bones have been cleaned to a perfect white. ~ S #26735 @@ -788,7 +788,7 @@ High Path~ to a mirror-like gleam forms the main of the path. Bricks of the same substance line the path--it doesn't look as if a piece of paper could be inserted between them. The trees have been trimmed back to allow easy passage. -Even among all this beauty, you sense a sinister presence. +Even among all this beauty, you sense a sinister presence. ~ 267 5 0 0 0 1 D0 @@ -807,7 +807,7 @@ Trail of Terror~ This trail is covered by the skeletal ribs of a huge creature in some sort of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the distance. A soft chanting can be heard in the far distance, but you can see no -sign of life. Lonliness sends you into a panicky state. +sign of life. Lonliness sends you into a panicky state. ~ 267 0 0 0 0 1 D0 @@ -824,7 +824,7 @@ E ribs skeleton~ This must have been a HUGE monster! Whoever slayed it--no, you'd rather just not have to find out. Each rib seems to be razer-sharp at the edges, and the -bones have been cleaned to a perfect white. +bones have been cleaned to a perfect white. ~ S #26737 @@ -833,7 +833,7 @@ High Path~ to a mirror-like gleam forms the main of the path. Bricks of the same substance line the path--it doesn't look as if a piece of paper could be inserted between them. The trees have been trimmed back to allow easy passage. -Even among all this beauty, you sense a sinister presence. +Even among all this beauty, you sense a sinister presence. ~ 267 5 0 0 0 1 D0 @@ -852,7 +852,7 @@ Trail of Terror~ This trail is covered by the skeletal ribs of a huge creature in some sort of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the distance. A soft chanting can be heard in the far distance, but you can see no -sign of life. Lonliness sends you into a panicky state. +sign of life. Lonliness sends you into a panicky state. ~ 267 4 0 0 0 1 D0 @@ -869,7 +869,7 @@ E ribs skeleton~ This must have been a HUGE monster! Whoever slayed it--no, you'd rather just not have to find out. Each rib seems to be razer-sharp at the edges, and the -bones have been cleaned to a perfect white. +bones have been cleaned to a perfect white. ~ S #26739 @@ -878,7 +878,7 @@ Vice Hill~ view here would be breathtaking, were it not so sinister. You can see a gooey, tarry brine to your north, and to all other directions a sinister, black forest is eerily silent. If you look very carefully, you can see the harbours to your -north and east. The exits descend in all directions. +north and east. The exits descend in all directions. ~ 267 0 0 0 0 4 D0 @@ -905,7 +905,7 @@ E brine tar goo sinister black forest harbour see view~ Nothing describes this island with more clarity than "horror". All around you, you can sense evil, but you can't pinpoint why. The entire island is quite -silent--not a chirp can be heard. +silent--not a chirp can be heard. ~ S #26740 @@ -913,7 +913,7 @@ Cliff Road~ The road is quite slippery here, and you can see to your far south what looks like a dropoff into absolute nothingness. Rocks skitter as you slide around the road. It really looks quite dangerous--the hill would be a much -safer way to look at the view. +safer way to look at the view. ~ 267 0 0 0 0 5 D0 @@ -929,7 +929,7 @@ The cliff road continues on, though I suggest you don't take it. E cliff~ You can't quite see it yet--all you can see is a line that extends across the -horizon. +horizon. ~ S #26741 @@ -937,7 +937,7 @@ Cliff Road~ The road is even more slippery here, and you can see to your south what looks like a dropoff into absolute nothingness. Rocks skitter as you slide around the road. It really looks quite dangerous--you'd be much better going -back--now. +back--now. ~ 267 0 0 0 0 5 D0 @@ -952,7 +952,7 @@ You ARE one for taking risks, aren't you? 0 0 26742 E cliff~ - You can now see a little of it. It looks quite unstable. + You can now see a little of it. It looks quite unstable. ~ S #26742 @@ -960,7 +960,7 @@ Cliff Road~ The road is quite slippery here, and you can see to your south what looks like a dropoff into absolute nothingness. Rocks skitter as you slide around the road. It really looks quite dangerous--you'd be much better going -back--now. +back--now. ~ 267 0 0 0 0 5 D0 @@ -975,7 +975,7 @@ Don't say we didn't warn you. It's a cliff allright. A big and unsteady one. 0 0 26743 E cliff~ - You can see it. It looks quite close. It looks very dangerous. + You can see it. It looks quite close. It looks very dangerous. ~ S #26743 @@ -983,7 +983,7 @@ Cliff Road~ What a view! If you weren't having such trouble staying up, you could see it much better. Each step brings you closer to the edge--it looks very danger- ous, and the cliff's edge is quite close now. The ground is beginning to shake -under your weight. +under your weight. ~ 267 0 0 0 0 5 D0 @@ -999,14 +999,14 @@ It's the cliff's edge. The ground looks quite unsteady there. E cliff~ Umm... We've warned you quite enough. Either go back, or face the -consequences. +consequences. ~ S #26744 Cliff's Edge~ The view is never better when you're seeing it from mid-air. But you've only got a few seconds to see it, as you're squashed down below. Too bad -shrieks don't make you fly. +shrieks don't make you fly. ~ 267 516 0 0 0 5 S @@ -1014,11 +1014,11 @@ T 26710 #26745 Entrance to the Building of Fear~ Low moans seem to come from the walls as you stand before the fallen -entrance to a huge building. The walls appear to be made of some kind of grey -stone-- that, or they have turned grey with age. A passageway opens to your -east, but you can't see anything in the room, because of the darkness. +entrance to a huge building. The walls appear to be made of some kind of gray +stone-- that, or they have turned gray with age. A passageway opens to your +east, but you can't see anything in the room, because of the darkness. Shadows cast weird angles everywhere. A faded plaque has hangs from a nail in -a far corner of the room. +a far corner of the room. ~ 267 0 0 0 0 0 D1 @@ -1044,7 +1044,7 @@ The Tapestry Room~ horrendous torture at the hands of some foul monster. If you look closely enough, the pictures are so realistic, so clear, so true-to-life, that they look real. Even closer examaniation reveals that they`re moving! You probably -don't want to stay here long. +don't want to stay here long. ~ 267 9 0 0 0 0 D1 @@ -1053,22 +1053,22 @@ You see a room filled with trophies. ~ 0 0 26748 D3 -You can see the entrance to the Building of Fear. +You can see the entrance to the Building of Fear. ~ ~ 0 0 26745 S #26747 Gargoyle Room~ - The gargoyle looks quite stony--that is, until you reach out to touch it. + The gargoyle looks quite stony--that is, until you reach out to touch it. Suddenly, it seems to come to life and move slightly or was that just a shadow. - + ~ 267 516 0 0 0 0 E gargoyle statue~ It's a gargoyle, with a large gaping mouth. Since you shouldn't be able to -wee it, we're not going to tell you anything else. +wee it, we're not going to tell you anything else. ~ S #26748 @@ -1107,7 +1107,7 @@ E pedestal skull~ Each pedestal is about the size of your waist; each skull--well, it just depends. None look benevolent... Whoever caught them must have been a very -skilled hunter. +skilled hunter. ~ S #26749 @@ -1115,7 +1115,7 @@ Dressing Room~ This room looks to be more the kind of room where a person dresses than a butcher shop--meat racks, knives of all various and sundry sizes, and other assorted meat-preparing items lie strewn around the room. There is, of course, -the paltry coatrack, with what look to be strange robes in it. +the paltry coatrack, with what look to be strange robes in it. ~ 267 9 0 0 0 0 D0 @@ -1129,7 +1129,7 @@ S Wailing Tower~ The howls you heard at the entrance are much louder here. It appears to be coming from above you--indeed, you can see a spiral staircase ascending into -the building. Should you go up? You decide. +the building. Should you go up? You decide. ~ 267 525 0 0 0 0 D3 @@ -1144,14 +1144,14 @@ The spiral staircase ascends up farther than the eye can see. 0 -1 26751 E stair spiral staircase~ - This staircase appears to go up to infinity. You can't see where it ends. + This staircase appears to go up to infinity. You can't see where it ends. ~ S #26751 On the staircase~ The wailing surrounds you entirely here. You feel you might go mad if you don't leave this stairwell. Over and over and over the sounds shriek over you. -Perhaps you should go up--and quickly. +Perhaps you should go up--and quickly. ~ 267 525 0 0 0 0 D4 @@ -1172,7 +1172,7 @@ than 3-by-2 meters. A small cot is bolted to the floor, and a small drainage hole with no covering is in the mi268le of the room. The floors slant down to the hole, and you can see streaks of rust where the iron bolts have oxidized. Manacles hang from the wall in the back of the cell, and you can see two -skeletal hands, all that is left of what once must have been a human being. +skeletal hands, all that is left of what once must have been a human being. ~ 267 525 0 0 0 0 D0 @@ -1184,28 +1184,28 @@ E manacles legirons irons hands skeletal~ Two small hands are all that remain of what must have once been a small child, or a very small human. You can see teeth marks where it looks like -someone was trying to bite their way out. +someone was trying to bite their way out. ~ E hole drainage~ The hole is about the size of your fist, and from the smell, it doesn't take a whole lot of imagination to figure out what is supposed to go down in that -one. +one. ~ E cot bed~ The cot is made of black. A mattress made of straw lies on top of it--very thin, and certainly not comfortable. Rats scuttle underneath the bed as you -walk near it. +walk near it. ~ S #26753 Strangely shaped hallway.~ This hallway appears to be nothing more than an extension around the stairs. -Made from the same grey material as the rest of the building, this room seems +Made from the same gray material as the rest of the building, this room seems to have something strange about it. Perhaps it's the strange black tiling at certain points around the room. There are doors leading in almost all -directions, and the stairs continue on upward. +directions, and the stairs continue on upward. ~ 267 8 0 0 0 0 D0 @@ -1219,7 +1219,7 @@ You see what look to be crates and crates of supplies. door~ 2 26731 26755 D2 -You see the bars of what is obviously a prison cell. +You see the bars of what is obviously a prison cell. ~ door~ 1 26713 26752 @@ -1239,7 +1239,7 @@ Open Hearth~ The damp remains of what was probably once a huge bonfire are strewn about the room. The coals are mushy here, and they're everywhere. They creep through the soles of your boots and get caught between your toes. What a -disgusting place. You can exit this gross room to your south. +disgusting place. You can exit this gross room to your south. ~ 267 9 0 0 0 0 D2 @@ -1250,14 +1250,14 @@ door~ E coals fire coal~ They're wet, and mushy. As you pick one up, it crumbles into a disgusting -mass of mud in your hand. +mass of mud in your hand. ~ S #26755 Supply Room~ Old, rotten crates are piled up everywhere here. They appear to have been looted a long time ago. Some have been shattered to pieces. You have an exit -to your west. +to your west. ~ 267 525 0 0 0 0 D3 @@ -1268,7 +1268,7 @@ door~ E crates~ The crates are old, rotting, and totally empty--except for one, snuck in the -corner. It looks to have an o268 device of some kind in it. +corner. It looks to have an o268 device of some kind in it. ~ S #26756 @@ -1276,7 +1276,7 @@ Deserted Bedroom~ This lush chamber looks as if it hasn't been used for centuries. A bed, once beautiful, has cobwebs hanging from its huge canopy. The room is so dark that you can only view certain things even WITH a light. A dresser is at the -very back of the room. You can exit to your north. +very back of the room. You can exit to your north. ~ 267 9 0 0 0 0 D0 @@ -1287,7 +1287,7 @@ door~ E bed~ The bed has a pink/tapia canopy hanging over it, with cobwebs covering its -entire surface. The spiders seemed to have a heyday over this one. +entire surface. The spiders seemed to have a heyday over this one. ~ S #26757 @@ -1295,7 +1295,7 @@ Creepy Hallway~ You can hear strange music floating throughout the corridor. The hallway is lit by some unknown source in an eerie green light. The walls are painted a bright scarlet red. Whoever painted this hallway didn't have kindness or -bunnies and light in mind. Exits lead in every direction but up. +bunnies and light in mind. Exits lead in every direction but up. ~ 267 8 0 0 0 0 D0 @@ -1328,8 +1328,8 @@ S Office of the High Priest of Fear~ This office is hardly the regular office. The High Priest of Fear is obviously into the torture thing, as manacles, iron maidens, and racks line the -walls. A boiling cauldron of oil is in the very centre of the room. A door is -to your west. +walls. A boiling cauldron of oil is in the very center of the room. A door is +to your west. ~ 267 8 0 0 0 0 D3 @@ -1339,17 +1339,17 @@ door~ 1 26732 26757 E cauldron boiling oil~ - The thing bubbles. It curdles the brain and sends chills down your spine. + The thing bubbles. It curdles the brain and sends chills down your spine. ~ E iron maidens maiden~ This coffin-like object is lined with huge spikes. If closed, it looks like -it would be an unpleasant experience. +it would be an unpleasant experience. ~ E manacles manacle chain~ The manacles are small, and have spikes on the insides of them. They look -very painful. +very painful. ~ S #26759 @@ -1357,7 +1357,7 @@ Creepy Hallway~ You can hear strange music floating throughout the corridor. The hallway is lit by some unknown source in an eerie green light. The walls are painted a bright scarlet red. Whoever painted this hallway didn't have kindness or -bunnies and light in mind. You can go to your north or south. +bunnies and light in mind. You can go to your north or south. ~ 267 8 0 0 0 0 D0 @@ -1375,7 +1375,7 @@ S Closet~ This closet has strange clothes strewn everywhere. It probably wouldn't be a good idea to try them on. A stale musty smell has infested everything in -this small space. +this small space. ~ 267 9 0 0 0 0 D2 @@ -1389,7 +1389,7 @@ Creepy Hallway~ You can hear strange music floating throughout the corridor. The hallway is lit by some unknown source in an eerie green light. The walls are painted a bright scarlet red. Whoever painted this hallway didn't have kindness or -bunnies and light in mind. You can go to your north or east. +bunnies and light in mind. You can go to your north or east. ~ 267 8 0 0 0 0 D0 @@ -1408,7 +1408,7 @@ Creepy Hallway~ You can hear strange music floating throughout the corridor. The hallway is lit by some unknown source in an eerie green light. The walls are painted a bright scarlet red. Whoever painted this hallway didn't have kindness or -bunnies and light in mind. You can go to your north or south. +bunnies and light in mind. You can go to your north or south. ~ 267 8 0 0 0 0 D0 @@ -1427,7 +1427,7 @@ Creepy Hallway~ You can hear strange music floating throughout the corridor. The hallway is lit by some unknown source in an eerie green light. The walls are painted a bright scarlet red. Whoever painted this hallway didn't have kindness or -bunnies and light in mind. You can go to your south or west. +bunnies and light in mind. You can go to your south or west. ~ 267 8 0 0 0 0 D2 @@ -1448,7 +1448,7 @@ still looks to be sinister. To your far south, you can see what looks like the ribs of a huge animal. To your far east, you can see a pristine white beach. Most of the island is covered in forest, and extends around a huge hill. The far, far north shows some absolutely huge trees, and a rather large, black pool -of what can only be tar. You can go back into the building by going east. +of what can only be tar. You can go back into the building by going east. ~ 267 0 0 0 0 1 D1 @@ -1463,7 +1463,7 @@ Torture Chambre~ from the mild shackle to spiked manacles, to several different whips, to some rather sinister-looking magical instruments, to a yoke that is obviously fitted to the human body. This isn't a pleasant place. An interrogation room lies to -your east, and a teleporting zone is to your north. +your east, and a teleporting zone is to your north. ~ 267 521 0 0 0 0 D0 @@ -1481,7 +1481,7 @@ S Screening Room~ This is the room where all prisoners are interrogated. Should they be found lacking in the information the interrogators need, they are taken to the -torture chamber to your west. +torture chamber to your west. ~ 267 8 0 0 0 0 D2 @@ -1499,7 +1499,7 @@ S Outlay~ This room is an outlying area of the square hallway in the House of Despair. Strange pictures line the walls, and shrieks can be heard all around you. You -see no visible exits. +see no visible exits. ~ 267 8 0 0 0 0 D0 @@ -1511,7 +1511,7 @@ S Outlay~ This room is an outlying area of the square hallway in the House of Despair. Strange pictures line the walls, and shrieks can be heard all around you. You -see no visible exits. +see no visible exits. ~ 267 8 0 0 0 0 D2 @@ -1523,7 +1523,7 @@ S Waiting Room~ This room has nothing but two chair in it, lined with straps. The walls are painted a sterile white, and the air has a hint of fog in it. There is an -interrogation centre to your west. +interrogation center to your west. ~ 267 8 0 0 0 0 D3 @@ -1533,13 +1533,13 @@ You can see the interrogation room. 0 0 26770 S #26770 -Interrogation Centre~ +Interrogation Center~ A long, circular desk forms the central piece of furniture in this room. A huge, stark chair is at the head, while smaller chairs line the rest. An opening in the desk allows a person to be placed in the iron chair with straps -in the centre. For what purpose, you shu268er to guess. You can go back into +in the center. For what purpose, you shu268er to guess. You can go back into the waiting room, or can go south through a teleportation device to the square -room. +room. ~ 267 8 0 0 0 0 D1 @@ -1555,12 +1555,12 @@ You see a teleportation square. S #26771 Office of the Priest of Despair~ - This plush office is full of every item that could ever please any child. + This plush office is full of every item that could ever please any child. From cute little cu268ly kittens to darling, stuffed dolls, they line the walls--just out of your reach. A beautiful chair sits in the mi268le of the -room, but it's bolted to the ground, and there's a huge spike in the centre. +room, but it's bolted to the ground, and there's a huge spike in the center. What sicko would make a room up like this? You can leave this place through a -transporter to your east or go back to the waiting room to your west. +transporter to your east or go back to the waiting room to your west. ~ 267 8 0 0 0 0 D1 @@ -1578,7 +1578,7 @@ S Waiting Room~ This room has nothing but two chair in it, lined with straps. The walls are painted a sterile white, and the air has a hint of fog in it. There is an -office to your east. +office to your east. ~ 267 8 0 0 0 0 D3 @@ -1591,7 +1591,7 @@ S Outlay~ This room is an outlying area of the square hallway in the House of Despair. Strange pictures line the walls, and shrieks can be heard all around you. You -see no visible exits. +see no visible exits. ~ 267 8 0 0 0 0 D0 @@ -1603,7 +1603,7 @@ S Alcove~ This small alcove has no real interesting quality, save the fact that it has a large opening to a tar pit of boggling dimensions. You can(and should) go -back to your west. +back to your west. ~ 267 8 0 0 0 0 D2 @@ -1622,7 +1622,7 @@ Sitting Room~ Here the Priest of Despair could sit and watch as his prisoners (and hapless adventurers were thrown(or stupidly walked into) the tar pit. Looks as though they were thrown in not far from here, as you can see telltale signs of -scuffling around you. +scuffling around you. ~ 267 8 0 0 0 0 D1 @@ -1635,7 +1635,7 @@ S Outlay~ This room is an outlying area of the square hallway in the House of Despair. Strange pictures line the walls, and shrieks can be heard all around you. You -see no visible exits. +see no visible exits. ~ 267 8 0 0 0 0 D2 @@ -1648,7 +1648,7 @@ Square~ Here, there are exits in all directions. These, however, are no ordinary exits. They're transporter platforms, each designed to be a room to step in to go to the designated areas. A small sign is on a wall at the corner of the -room. +room. ~ 267 8 0 0 0 0 D0 @@ -1687,7 +1687,7 @@ Entrance to the Hall of Hopelessness~ You stand on a dusty floor in a fallen-down hut. Just to the east, you can see the remains of a deserted corridor. The entire chamber is empty and devoid of anything of any real interest. You can see an transporter platform to your -north. All around you are depictions of people in inescapable situations. +north. All around you are depictions of people in inescapable situations. ~ 267 8 0 0 0 0 D0 @@ -1710,7 +1710,7 @@ S Deserted Corridor~ A damp, musty hall leads north. You detect no sounds--in fact, all sounds seem to be muted in this strange place. The air seem thicker and heavier than -usual. +usual. ~ 267 8 0 0 0 0 D0 @@ -1733,7 +1733,7 @@ S Deserted Corridor~ A damp, musty hall leads north and south. You detect no sounds--in fact, all sounds seem to me muted in this strange place. The air seem thicker and -heavier than usual. +heavier than usual. ~ 267 8 0 0 0 0 D0 @@ -1761,7 +1761,7 @@ S Deserted Corridor~ A damp, musty hall leads south. You detect no sounds--in fact, all sounds seem to be muted in this strange place. The air seem thicker and heavier than -usual. +usual. ~ 267 8 0 0 0 0 D1 @@ -1784,7 +1784,7 @@ S Dark Room~ The walls are totally painted black in this strange room. You can detect nothing short of your hand in front of your face. The air seem thicker and -heavier than usual. +heavier than usual. ~ 267 9 0 0 0 0 D3 @@ -1799,7 +1799,7 @@ Through the Trees~ may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go -north or down. +north or down. ~ 267 0 0 0 0 3 D0 @@ -1815,7 +1815,7 @@ You can see the bottom of Vice Hill from here. E netting~ The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. +quite strong, and supportable. You don't need to fear being on it at all. ~ S #26785 @@ -1824,7 +1824,7 @@ Through the Trees~ may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go -north or south on through the trees. +north or south on through the trees. ~ 267 0 0 0 0 3 D0 @@ -1840,7 +1840,7 @@ The netting continues through the trees here. E netting~ The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. +quite strong, and supportable. You don't need to fear being on it at all. ~ S #26786 @@ -1849,7 +1849,7 @@ Through the Trees~ may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go -north or south on through the trees. +north or south on through the trees. ~ 267 0 0 0 0 3 D0 @@ -1865,7 +1865,7 @@ The netting continues through the trees here. E netting~ The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. +quite strong, and supportable. You don't need to fear being on it at all. ~ S #26787 @@ -1875,7 +1875,7 @@ may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go north or south on through the trees. You can see a very dangerous tar pit -right below you. +right below you. ~ 267 0 0 0 0 3 D0 @@ -1891,7 +1891,7 @@ The netting continues through the trees here. E netting~ The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. +quite strong, and supportable. You don't need to fear being on it at all. ~ S #26788 @@ -1900,7 +1900,7 @@ Through the Trees~ may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go -north or south on through the trees. +north or south on through the trees. ~ 267 0 0 0 0 3 D0 @@ -1916,7 +1916,7 @@ The netting continues through the trees here. E netting~ The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. +quite strong, and supportable. You don't need to fear being on it at all. ~ S #26789 @@ -1925,7 +1925,7 @@ Through the Trees~ may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go -north to a dock, or south on through the trees. +north to a dock, or south on through the trees. ~ 267 0 0 0 0 3 D0 @@ -1941,7 +1941,7 @@ The netting continues through the trees here. E netting~ The netting is firm, and made from some extremely tough substance--it looks -quite strong, and supportable. You don't need to fear being on it at all. +quite strong, and supportable. You don't need to fear being on it at all. ~ S #26790 @@ -1950,7 +1950,7 @@ Port by the Forest~ side-- apparently keeping you from falling off of a cliff. Netting starts out to your south, keeping you from falling through the trees. You can see a large tar pit to your south--good thing there's that netting to keep you from falling -into it. +into it. ~ 267 0 0 0 0 1 D2 @@ -1965,8 +1965,8 @@ Hall of Wax~ mundane iron-maiden experience to the more imaginative things one can do with a cat-of-nine tails and razors. The thing that makes these statues most uncomfortable to look at is the fact that they are made from wax--and look so -lifelike you can almost see them screaming in terror. Do you see one move? -No, it must be your mind playing tricks on you. +lifelike you can almost see them screaming in terror. Do you see one move? +No, it must be your mind playing tricks on you. ~ 267 9 0 0 0 0 D0 @@ -1978,9 +1978,9 @@ S #26792 Entrance to the Office of the High Priest of Terror~ This is certainly not your average office--certain telltale signs lead you -to this fact. Perhaps it's the skulls lined up on spikes around the room. +to this fact. Perhaps it's the skulls lined up on spikes around the room. Or, perhaps the fact that it looks to be several rooms. You really don't want -to be here. You can go south or north... Neither way looks too comforting. +to be here. You can go south or north... Neither way looks too comforting. ~ 267 8 0 0 0 0 D0 @@ -2001,7 +2001,7 @@ You feel somewhat turned around. As you look around you, you are overcome with nausea as you realize immediately that you shouldn't have. Many items of torture lie around here, some that you'd never imagined could have been invent- ed. Certainly not by a sane person. You can go to your east(oh, so that's how -you get back to the entrance), or to the south, into another chambre. +you get back to the entrance), or to the south, into another chambre. ~ 267 8 0 0 0 0 D1 @@ -2022,7 +2022,7 @@ devices in the Hall of Torture. You certainly don't want to think too long about it, as they are so mangled you can't tell what they were--whether they were human or other. You can get out of here by going back to the Hall of Torture, to the Temple of Terror to your east, or to the Office of the High -Priest to your south. +Priest to your south. ~ 267 8 0 0 0 0 D0 @@ -2045,7 +2045,7 @@ S Office of the High Priest of Terror~ This is probably the most beautiful part of the entire island you have seen. Amazingly enough, there are no signs of the carnage and disgusting methods of -torture that can be seen throughout the rest of the buildings you've viewed. +torture that can be seen throughout the rest of the buildings you've viewed. In fact, this place looks downright natural. A nice desk made of redwood is the frontpiece of the room, and a high-backed chair is behind it. A plush sofa is in front of it, and plaques and other credentials line the walls. An @@ -2061,7 +2061,7 @@ E insignia window~ The cat o' nine tails, a whip with multiple straps, apparently is the ultimate symbol for the Reign of Terror. It's the most painful--sometimes even -fatal--whip known. +fatal--whip known. ~ E plaques~ @@ -2072,16 +2072,16 @@ people began to experiment with dark magic, and began to mu268le in affairs they had no business in. Eventually, the island became nothing more than a place for several delvers to take up shop--and build a religion based mostly on the most horrible feelings in life--Despair, Hopelessness, Fear, and the crowning -emotion, in which all these culminate--Terror. Not a pretty picture. +emotion, in which all these culminate--Terror. Not a pretty picture. ~ E sofa~ - This sofa looks so comfortable, you want to just sink right into it. + This sofa looks so comfortable, you want to just sink right into it. ~ E chair~ The chair is made of redwood, and looks very comfortable. It also looks VERY -heavy. +heavy. ~ S #26797 @@ -2090,7 +2090,7 @@ Entrance to the Temple of Terror~ point of note. Flashes of light emenate from a globe in the center of the room, causing strange effects in the room. The room is made from a metal that reflects the light like a mirror--but brighter. You can go to the strange -trail to your north, or on into the temple to your east. +trail to your north, or on into the temple to your east. ~ 267 8 0 0 0 0 D0 @@ -2110,7 +2110,7 @@ D3 E globe ball light~ All the light seems to emenate from this globe. It's made from material that -looks to come from the sun itself--yet it's cold--very cold. +looks to come from the sun itself--yet it's cold--very cold. ~ S #26798 @@ -2118,7 +2118,7 @@ Blindingly lit hallway~ This east-west hallway is so brightly lit that you can barely see anything. You have to shield your eyes just to see in front of you. It appears to be made from the same metal as the entrance to the building does. A small room -opens to your north. +opens to your north. ~ 267 8 0 0 0 0 D0 @@ -2142,7 +2142,7 @@ Shrine to Vice~ This small shrine contains nothing other than an alter and a small book with the inscription, "You cannot take that which is not yours--but you can have as much of it as you want. "... You think you hear maniacal cackling somewhere -around you, but when you turn, you see nothing. +around you, but when you turn, you see nothing. ~ 267 8 0 0 0 0 D2 @@ -2152,8 +2152,8 @@ You see the blindingly lit hallway. 0 0 26798 E alter altar~ - This small alter looks as if you could bow and pray with relative comfort. -But you somehow get the feeling you shouldn't bend over. + This small alter looks as if you could bow and pray with relative comfort. +But you somehow get the feeling you shouldn't bend over. ~ S $~ diff --git a/lib/world/wld/268.wld b/lib/world/wld/268.wld index e12bb36..3b52b31 100644 --- a/lib/world/wld/268.wld +++ b/lib/world/wld/268.wld @@ -2,7 +2,7 @@ Blindingly lit hallway~ This east-west hallway is so brightly lit that you can barely see anything. You have to shield your eyes just to see in front of you. It appears to be -made from the same metal as the entrance to the building does. +made from the same metal as the entrance to the building does. ~ 268 8 0 0 0 0 D0 @@ -22,21 +22,21 @@ You see the blindingly bright hallway. 0 0 26798 E credits~ - Vice Island is an evil-only area. It's rather large for a medium-sized MUD + Vice Island is an evil-only area. It's rather large for a medium-sized MUD and is intended to be used in concurrence with Oceania. This area is intended to be part 1 of 4 subareas I have in mind for Oceania. It has mainly evil mobs, and almost all of the equipment in it is evil only. --------------------------------------------------------------------------- -I make no legal claim on Vice Island save this: You MUST give me credit for +I make no legal claim on Vice Island save this: You MUST give me credit for its design SOMEPLACE in your mud. You can hide it if you want, but I want -some credit somewhere for it. :) I spent 6 months making Oceania and Vice +some credit somewhere for it. :) I spent 6 months making Oceania and Vice Island, and I feel some need to have it known that my work is appreciated. --------------------------------------------------------------------------- Builder : Questor Zone : 268 Vice Island II Player Level : 20-25 Rooms : 5 -Links : +Links : Zone 268 is linked to the following zones: 267 Vice Island at 26800 (west ) ---> 26798 267 Vice Island at 26804 (east ) ---> 26797 @@ -49,7 +49,7 @@ Deadly Iron Maiden~ and the bars of the coffin-like structure start to close. You try to run out, but before you can, the door snaps shut. You feel the spikes pierce your skin as you are about to lose consciousness the closing walls stop and you wonder at -the luck you seem to have of late. +the luck you seem to have of late. ~ 268 516 0 0 0 0 S @@ -60,7 +60,7 @@ Blindingly lit hallway~ You have to shield your eyes just to see in front of you. It appears to be made from the same metal as the entrance to the building does. Openings to your north and south look like they need to be examined closely before you even -think about going those ways. The Grand Temple of Terror is to your east. +think about going those ways. The Grand Temple of Terror is to your east. ~ 268 8 0 0 0 0 D0 @@ -76,8 +76,8 @@ You can see the grand temple of terror. ~ 0 0 26804 D2 -You can see what looks to be an iron maiden in the southern room--however, -it fits every part of that room...and looks like it's just about to snap +You can see what looks to be an iron maiden in the southern room--however, +it fits every part of that room...and looks like it's just about to snap shut. It looks like you'd be very dumb to attempt entrance. ~ ~ @@ -91,8 +91,8 @@ S #26803 The HellFire Room~ You should really be more careful in your adventures. The gods favor you -this day. This used to be a death trap. Next time read the descriptions. -The Gods are not always forgiving. +this day. This used to be a death trap. Next time read the descriptions. +The Gods are not always forgiving. ~ 268 516 0 0 0 0 D2 @@ -107,7 +107,7 @@ Grand Temple of Terror~ drawings all around the room depict one terrifying act after another. The light is so bright that even though you close your eyes to hide the awful sights, you can still see them! You want to run, but are mesmerized by the -utter horror of this place. +utter horror of this place. ~ 268 8 0 0 0 0 D1 @@ -122,7 +122,7 @@ You see, strangely enough, a way to the High Priest of Terror's office. 0 0 26792 E drawings~ - Don't look at them any more closely than you have to! + Don't look at them any more closely than you have to! ~ S $~ diff --git a/lib/world/wld/269.wld b/lib/world/wld/269.wld index 21e3353..722b860 100644 --- a/lib/world/wld/269.wld +++ b/lib/world/wld/269.wld @@ -1,6 +1,6 @@ #26900 The Beginning Of The Southern Desert~ - This path marks the beginning of the long road to the southern + This path marks the beginning of the long road to the southern part of the world. There are several rumors as to where it leads, but no one knows for sure. Looking south, you gaze into a panorama of a rocky, cactus-dotted land, shimmering in the heat of the day. @@ -20,7 +20,7 @@ Began : 12/30/95 Player Level : 17-20 Rooms : 68 Mobiles : 13 -Objects : 10 +Objects : 10 Triggers : 1 Links : 00, 24, 15 ~ @@ -37,15 +37,15 @@ D0 ~ 0 -1 26900 D2 -The heat makes the desert to the south shimmer. +The heat makes the desert to the south shimmer. ~ ~ 0 -1 26902 S #26902 The Southern Desert~ - Heat waves make the world shimmer, as you trod through -what feels like an oven. Plants of all sorts cling to the dry + Heat waves make the world shimmer, as you trod through +what feels like an oven. Plants of all sorts cling to the dry ground here, barely surviving the dry heat. The only sound is the low whisper of hot wind, and the small rustling of rodents fleeing from your presence. @@ -80,11 +80,11 @@ There is a mesa near to the south. S #26904 A Fork In The Path~ - The small footpath you have been following splits here; -one part leading off to the east where it disappears into the -sagebrush. To the south the path continues, getting -more and more overgrown as it goes. Near to the south -the northern edge of the large mesa looms up, a black wall + The small footpath you have been following splits here; +one part leading off to the east where it disappears into the +sagebrush. To the south the path continues, getting +more and more overgrown as it goes. Near to the south +the northern edge of the large mesa looms up, a black wall against the sky. ~ 269 0 0 0 0 0 @@ -108,7 +108,7 @@ S A Choked Footpath~ The footpath here leads east and west, nearly choked in parts with sagebrush anc cacti. Up ahead you see...can it be true? -is that a Taco Bell you see? +is that a Taco Bell you see? ~ 269 0 0 0 0 0 D2 @@ -128,7 +128,7 @@ The Mirage~ of the Taco Bell. (or is it Taco Hell? ) Stumbling through the weeds, you suddenly realize that this is all some deadly trick of the desert. The mirage quivers, and disappears before your bloodshot eyes. The path here leads east -and west. +and west. ~ 269 0 0 0 0 0 D2 @@ -145,7 +145,7 @@ S #26907 A Curve In The Path~ The small path you have been carefully following turns to the -south, and runs off to the west. The sage here now begins to irritate +south, and runs off to the west. The sage here now begins to irritate you, as it is spreading little burrs under your clothing. You are now hoping that soon one of the oasis you see will be real. ~ @@ -163,8 +163,8 @@ The west doesn't seem as glorious as it does in all those old movies. S #26908 The Large Mesa~ - To the south a great, impassable rock wall looms high above -you. It seems to sneer at you, puny compared to its enormous + To the south a great, impassable rock wall looms high above +you. It seems to sneer at you, puny compared to its enormous size. a small footpath leads north from here. ~ 269 0 0 0 0 0 @@ -181,7 +181,7 @@ S #26909 Another Split In The Path~ The path splits here, one part leading off to the east and -the other continuing to the south. Scanning the horizon, you see +the other continuing to the south. Scanning the horizon, you see nothing but dry, dull, weeds, and the occasional stately Saguaro cactus. You wonder how the world got to be so darn ugly. ~ @@ -206,7 +206,7 @@ S Lonely Desert Mountains~ Here you stand in the foothills of the mountains to the east. The vegetation dies around you, as the insects sing their -lonesome song. +lonesome song. ~ 269 0 0 0 0 0 D1 @@ -223,9 +223,9 @@ S #26911 The Desert Mountains~ Here the ground has risen up, forcing you to exert yourself -harder. Those precious movement points slip away as you trod +harder. Those precious movement points slip away as you trod over the now rocky road. Stray critters scamper about, praying -to their critter gods that you will quickly leave the area. +to their critter gods that you will quickly leave the area. The road here curves to the south. ~ 269 0 0 0 0 5 @@ -242,8 +242,8 @@ The rocky path leads west. S #26912 The Desert Foothills~ - Here the desert forbids your life to get any easier, and -you are forced to exert yourself to travel uphill. Cursing + Here the desert forbids your life to get any easier, and +you are forced to exert yourself to travel uphill. Cursing mother nature, you ignore your thirst and plod onward. To the south the mountains rise up out of the earth like an ill specter. @@ -263,8 +263,8 @@ S #26913 A Fork In The Rocky Road~ Here you really have to be careful as you travel. The number -of rocks and dust particles in the path seems to rise with -the number of steps you take. A trail leads off to the east, +of rocks and dust particles in the path seems to rise with +the number of steps you take. A trail leads off to the east, and the path continues south. ~ 269 0 0 0 0 5 @@ -286,11 +286,11 @@ To the south the road leads through the mountains. S #26914 The Disappearing Path~ - Here you stop, and gaze of into the panoramic view to the east. -The path here has ceased to exist, due to the severe drop down to -the rest of the desert far below you. Off in the distance you see -a huge landmark, that looks strikingly similar to an enormous -crater. + Here you stop, and gaze of into the panoramic view to the east. +The path here has ceased to exist, due to the severe drop down to +the rest of the desert far below you. Off in the distance you see +a huge landmark, that looks strikingly similar to an enormous +crater. ~ 269 0 0 0 0 5 D1 @@ -321,9 +321,9 @@ You see a bend up ahead. S #26916 The Foothills~ - With the worst of the mountains to the north, the trail here + With the worst of the mountains to the north, the trail here becomes easier. Far off to the east you think you see blue. -to the south the dusty road continues. +to the south the dusty road continues. ~ 269 0 0 0 0 4 D0 @@ -332,7 +332,7 @@ The road leads north into the Southern Desert. ~ 0 -1 26913 D2 -The road to the south ends in a 'T'. +The road to the south ends in a 'T'. ~ ~ 0 -1 26919 @@ -340,7 +340,7 @@ S #26917 A Bend In The Fading Road~ Here the road bends, on end leads north and the other leads east. -You are surrounded by sage brush, and heat. You can barely make out +You are surrounded by sage brush, and heat. You can barely make out a path to the south. ~ 269 0 0 0 0 2 @@ -362,7 +362,7 @@ A Dusty Road~ ~ 269 0 0 0 0 2 D1 -You see a 'T' in the road to the east. +You see a 'T' in the road to the east. ~ ~ 0 -1 26919 @@ -391,7 +391,7 @@ Off to the west you see more desert. S #26920 The Southern Desert~ - The desert stretches out in every direction, a rugged terrain + The desert stretches out in every direction, a rugged terrain reminding you of the moon. ~ 269 0 0 0 0 2 @@ -406,8 +406,8 @@ D2 S #26921 The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. You can barely see mountains on the east + The desert stretches out in every direction, a rugged terrain +reminding you of the moon. You can barely see mountains on the east horizon. ~ 269 0 0 0 0 2 @@ -422,8 +422,8 @@ D3 S #26922 The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. You can barely see mountains on the east + The desert stretches out in every direction, a rugged terrain +reminding you of the moon. You can barely see mountains on the east horizon. ~ 269 0 0 0 0 2 @@ -438,8 +438,8 @@ D3 S #26923 The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. The mountains to the east are snow-capped, + The desert stretches out in every direction, a rugged terrain +reminding you of the moon. The mountains to the east are snow-capped, and rocky. ~ 269 0 0 0 0 4 @@ -467,7 +467,7 @@ The Southern desert stretches out to the western horizon. S #26925 An Overgrown Trail~ - You are walking down a trail, overgrown with cactus and other dry + You are walking down a trail, overgrown with cactus and other dry plants. ~ 269 0 0 0 0 2 @@ -499,7 +499,7 @@ D2 S #26927 An Overgrown Trail~ - You are walking down a trail, overgrown with cactus and other dry + You are walking down a trail, overgrown with cactus and other dry plants. A path leads east from here, off into the distance. ~ @@ -520,8 +520,8 @@ D2 S #26928 A Faded Footpath~ - The heat is wearing on you, as you stumble along here. -The trail leads south, east, and west with no obvious intent + The heat is wearing on you, as you stumble along here. +The trail leads south, east, and west with no obvious intent or purpose. ~ 269 0 0 0 0 2 @@ -540,7 +540,7 @@ D3 S #26929 Way Out In The Desert~ - You have travelled out so far now that you have almost forgotten + You have travelled out so far now that you have almost forgotten what water looks and tastes like. ~ 269 0 0 0 0 2 @@ -575,8 +575,8 @@ D3 S #26931 The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. Far off to the south-west you can + The desert stretches out in every direction, a rugged terrain +reminding you of the moon. Far off to the south-west you can barely see a mesa, sitting on the horizon. ~ 269 0 0 0 0 2 @@ -591,8 +591,8 @@ D2 S #26932 The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. Off to the south you can + The desert stretches out in every direction, a rugged terrain +reminding you of the moon. Off to the south you can see a mesa, rising up from the horizon. ~ 269 0 0 0 0 2 @@ -608,8 +608,8 @@ A rocky mesa lies to the south. S #26933 The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. Off to the south-west you can + The desert stretches out in every direction, a rugged terrain +reminding you of the moon. Off to the south-west you can see a mesa, sitting on the horizon. ~ 269 0 0 0 0 2 @@ -624,8 +624,8 @@ D3 S #26934 The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. A way off to the south-west you can + The desert stretches out in every direction, a rugged terrain +reminding you of the moon. A way off to the south-west you can just see a mesa, sitting on the horizon. ~ 269 0 0 0 0 2 @@ -640,8 +640,8 @@ D3 S #26935 The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. Quite a way off to the south-west you can + The desert stretches out in every direction, a rugged terrain +reminding you of the moon. Quite a way off to the south-west you can just see a mesa, sitting on the horizon. ~ 269 0 0 0 0 2 @@ -656,8 +656,8 @@ D3 S #26936 The Southern Desert~ - The desert stretches out in every direction, a rugged terrain -reminding you of the moon. Far off to the south-west you can + The desert stretches out in every direction, a rugged terrain +reminding you of the moon. Far off to the south-west you can barely see a mesa, sitting on the horizon. ~ 269 0 0 0 0 2 @@ -736,7 +736,7 @@ D3 S #26940 Near A Rocky Mesa~ - The desert stretches out in every direction, a rugged terrain + The desert stretches out in every direction, a rugged terrain reminding you of the moon. To the south the mesa looms nearer, you think you can hear strange singing blowing in the wind. ~ @@ -769,7 +769,7 @@ The trail continues to the south, through the desert weeds. S #26942 North Of A Rocky Mesa~ - Here the going becomes more rugged, as outcroppings of rock + Here the going becomes more rugged, as outcroppings of rock jut up through the desert floor. The mesa to the south seems ominously silent... ~ @@ -807,7 +807,7 @@ D2 S #26944 In The Brush~ - You are completely surrounded by tumbleweeds now, and + You are completely surrounded by tumbleweeds now, and the world is deathly silent. ~ 269 0 0 0 0 4 @@ -822,7 +822,7 @@ You see more brush to the east. ~ 0 -1 26945 D2 -You see more brush to the south. +You see more brush to the south. ~ ~ 0 -1 26944 @@ -834,7 +834,7 @@ You see more brush to the west. S #26945 In The Brush~ - Here you decide not to go any further, due to the increasing + Here you decide not to go any further, due to the increasing number of brambles getting caught in your clothes. ~ 269 0 0 0 0 4 @@ -849,7 +849,7 @@ You see more brush to the east. ~ 0 -1 26944 D2 -You see more brush to the south. +You see more brush to the south. ~ ~ 0 -1 26944 @@ -877,7 +877,7 @@ rock boulder stone~ 1 -1 26966 E rock boulder stone~ - It looks as if it is movable... + It looks as if it is movable... ~ S #26947 @@ -939,7 +939,7 @@ S #26950 The Southern Desert~ The small trail you have been painstakingly following -leads to the north and south, with no end in sight. +leads to the north and south, with no end in sight. ~ 269 0 0 0 0 2 D0 @@ -953,7 +953,7 @@ D2 S #26951 Cactus Land~ - You wander between large cacti and jagged rocks, trying to + You wander between large cacti and jagged rocks, trying to stay away from all the pricks. The trail leads east and south from here. ~ @@ -991,7 +991,7 @@ A small trail goes west from here. S #26953 A Cactus-Infested Area~ - You wander between large cacti and jagged rocks, trying to + You wander between large cacti and jagged rocks, trying to stay away from all the pricks. The trail leads north and south from here. ~ @@ -1007,7 +1007,7 @@ D2 S #26954 A Cactus-Infested Area~ - You wander between large cacti and jagged rocks, trying to + You wander between large cacti and jagged rocks, trying to stay away from all those darn pricks. The trail leads north and east from here. ~ @@ -1172,7 +1172,7 @@ D3 S #26963 A Brush-Filled Trail~ - The desert stretches out in every direction, and you can no + The desert stretches out in every direction, and you can no longer make out a path. ~ 269 0 0 0 0 2 @@ -1199,7 +1199,7 @@ You see the desert... S #26964 A Clearer Trail~ - The trail here is clearing a little, you carefully notice + The trail here is clearing a little, you carefully notice broken twigs and brush-marks on the desert floor. ~ 269 0 0 0 0 2 @@ -1226,12 +1226,12 @@ You see more brush to the west. S #26965 A Small Clearing~ - You have arrived at what seems to be the uttermost southern + You have arrived at what seems to be the uttermost southern point of the Earth. to the east there is what seems to you to be a -large Indian-style dwelling of some sort, made of a dark quartz-like +large Indian-style dwelling of some sort, made of a dark quartz-like stone. About half way up it you can see the outlines of a sealed door. - Looking about, you wonder why you begin to + Looking about, you wonder why you begin to hear noises... ~ 269 0 0 0 0 2 @@ -1248,14 +1248,14 @@ You see Brush to the west. E door stone~ There is a slight depression in the stone dwelling to your east, making a -circle that seems to be the only entrance to it. +circle that seems to be the only entrance to it. ~ S #26966 A Small Cave~ As your eyes begin to adjust, you can make out scattered bits -of bone and broken pottery strewn across the floor. To one corner -you see the remains of what looks like a campfire. Feeling +of bone and broken pottery strewn across the floor. To one corner +you see the remains of what looks like a campfire. Feeling claustrophobic, you suddenly feel the urge to leave! ~ 269 0 0 0 0 0 @@ -1266,15 +1266,15 @@ boulder rock stone~ 1 -1 26946 E rock boulder stone~ - It looks as if it is movable... + It looks as if it is movable... ~ S #26967 Inside A Small Stone Dwelling~ It is very dark in here, and you shiver despite the heat -of the desert outside. A circle of stones lies in the dust, -looking magical in placement. the walls around you are covered -with paintings of what could be identified as scenes from the +of the desert outside. A circle of stones lies in the dust, +looking magical in placement. the walls around you are covered +with paintings of what could be identified as scenes from the beginning of the world. ~ 269 0 0 0 0 0 @@ -1286,12 +1286,12 @@ door stone~ E wall painting paintings walls~ The paintings you see are very beautiful, and magic seems to emanate from -them. +them. ~ E door stone~ There is a slight depression in the stone dwelling to your east, making a -circle that seems to be the only entrance to it. +circle that seems to be the only entrance to it. ~ S $~ diff --git a/lib/world/wld/27.wld b/lib/world/wld/27.wld index e09f127..f2a216b 100644 --- a/lib/world/wld/27.wld +++ b/lib/world/wld/27.wld @@ -16,10 +16,10 @@ gained however if you feel like slaughtering the helpless community instead of helping them! @RLocation:@n The zone itself is almost entirely underground, and made up of a network of caverns. Its sole exit however, opens out into a -forest and this is the area it would be most seamlessly attached to. +forest and this is the area it would be most seamlessly attached to. @MSecrets:@n There are quite a few here now. I'd recommend exploring the zone without taking a peek at these little spoilers.. But if you -must, just type LOOK SPOILERS to reveal all. +must, just type LOOK SPOILERS to reveal all. @CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses, please mudmail me - Detta. :-) All input appreciated! You can also email me at detta@@builderacademy.net @@ -48,7 +48,7 @@ teleports you out. In order to get the orb you must kill the creature, which then leaves you trapped there... Or does it? ;-) There is a memlin child in room 2722 who will explain to you the wonders of Dynar magic - namely that a glowing circle works as a portal. So, all you need to do is kill the creature, -take the orb and KNEEL CIRCLE to get out. +take the orb and KNEEL CIRCLE to get out. ~ E 6~ @@ -62,14 +62,14 @@ creature in room 2763. Once you have the orb, you must defeat the sorceress in the normal way and then USE ORB as soon as she is gone and only her staff remains. This will dissolve the remaining fire elemental and kill the sorceress permanently. It will also leave behind everything she was wearing. By the way, -her firey dress will burn whoever wears it, unless they are also wearing the -crystal nymph ring. +her fiery dress will burn whoever wears it, unless they are also wearing the +crystal nymph ring. ~ E 5~ - The shard of glass (2727) that loads in room 2754 will change colours and -display a message when you pick it up. The colour/message is different for -each class of player. + The shard of glass (2727) that loads in room 2754 will change colors and +display a message when you pick it up. The color/message is different for +each class of player. ~ E 4~ @@ -83,7 +83,7 @@ E 3~ The Goethite shackle (2708) when worn, cannot be removed except for in the center of the Twilight Temple (2743) where the Keeper will remove it -automatically for you. +automatically for you. ~ E 2~ @@ -99,25 +99,25 @@ you, and patting her makes her stop (the child will run back to the cupboard if the room is not found within a few minutes). Upon patting the child in room 2724, she will tell you that something is hidden in the floorboards back where you found her. Examining those floorboards (room 2719) will reveal a hidden key -that allows passage through the glassygates into the Sorceress' palace area. +that allows passage through the glassygates into the Sorceress' palace area. ~ E 1~ The northern exit in room 2707 will normally repel you, causing you to sit down if you try to enter. When you stand up, the resident memlin will explain that only the enslaved may enter. This means.. You guessed it, you have to be -wearing the Goethite shackle to be allowed to pass. +wearing the Goethite shackle to be allowed to pass. ~ E spoilers~ Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you really have to look there are a few little secrets listed here to spoil your -zone exploring pleasure. Just type look # to look at each one. +zone exploring pleasure. Just type look # to look at each one. 1: Temple Entrance Puzzle 2: Lost Child Puzzle 3: Goethite Shackle 4: Girl who Transforms to Doll -5: Colour-changing Shard of Glass +5: Color-changing Shard of Glass 6: Defeating the Sorceress 7: Getting the Orb ~ @@ -127,14 +127,14 @@ The Mouth of an Obscured Cave~ The huge slopes of an ancient mountain range tower above the landscape. In the side of the rocky wall a large gaping cave is almost obscured by the surrounding trees. A cold breeze, heavy with the smell of dust and damp wafts -from the opening, and a faint sound of clanging can be heard from within. +from the opening, and a faint sound of clanging can be heard from within. Large amounts of rubble are piled up at the entrance as though there has been a -lot of digging activity. +lot of digging activity. ~ 27 12 0 0 0 0 D0 The cave is too dark to see very far inside, but figures can be glimpsed -moving in and out of shadows. +moving in and out of shadows. ~ ~ 0 0 2702 @@ -147,17 +147,17 @@ air wafting from the branches. E trees~ The trees seem to close heavily around the cave entrance, almost concealing -it as though willed by some magic to do so. +it as though willed by some magic to do so. ~ E rubble piles~ These large piles of rubble look recently unloaded here, dust still heavy in -the surrounding air. +the surrounding air. ~ E cave~ This open cave is so dark you can hardly see inside, but silent figures can -be seen lurking just within the shadows. +be seen lurking just within the shadows. ~ S #2702 @@ -165,25 +165,25 @@ A Moist Cave~ The large round cave is full of dust and disturbed debris. Rough jagged edges stick out from the stone walls as though it has been dug in a hurry, and a thin slime coats every surface, sticky moisture hanging in the air. From far -below, sounds of footsteps and the clanging of iron on rock can be heard. +below, sounds of footsteps and the clanging of iron on rock can be heard. ~ 27 9 0 0 0 0 D2 Fresh air seems to be wafting from this direction, and the cave entrance can -be spotted a little further along, opening into a thick forest. +be spotted a little further along, opening into a thick forest. ~ ~ 0 0 2701 D5 A fragile-looking rope leads into the darkness, aiding the difficult -descent. +descent. ~ ~ 0 0 2703 E thin slime~ This strange sticky residue has the unpleasant stickiness of cobwebs, yet is -almost gelatinous to the touch. +almost gelatinous to the touch. ~ S T 2734 @@ -193,18 +193,18 @@ Trickling Tunnel~ aid in navigating it. The ground is loose, and small stones bounce their way down to the bottom at the slightest disturbance. The air here is suffocatingly humid and this is intensified by the wafts of heat coming from the lower end of -the passage. +the passage. ~ 27 13 0 0 0 0 D0 A small puddle marks the end of the passage where the floor flattens out -into what appears to be a larger room. +into what appears to be a larger room. ~ ~ 0 0 2704 D4 It seems to get brighter toward this end of the tunnel, and the air is not -so still. +so still. ~ ~ 0 0 2702 @@ -212,7 +212,7 @@ E frayed rope~ This rope is apparently deceptively strong. For though it looks frayed and dangerous, the disintegrating state of the metal pegs holding it in place -testify to its long-standing use. +testify to its long-standing use. ~ S #2704 @@ -222,18 +222,18 @@ which seems to be emanating from a nearby pile of rocks. The floor is smooth and looks to have been worn away rather than dug, indicating that this junction has been passed through many times. Sharp stalactites hang down like teeth from the entrance of each connecting tunnel, giving the impression of standing -in a creature's jaws. +in a creature's jaws. ~ 27 9 0 0 0 0 D0 A puff of dust hangs about this small entrance into a dimly lit cave and -every now and again the clang of a metal object being dropped can be heard. +every now and again the clang of a metal object being dropped can be heard. ~ undefined~ 0 0 2707 D1 Large tree roots frame the entrance of this tunnel, which curves slightly -out of sight further along. +out of sight further along. ~ ~ 0 0 2705 @@ -245,14 +245,14 @@ from the higher cavern. 0 0 2703 D3 This is the smallest of the exits from the junction. Dim lights can be seen -flickering within and a thin layer of sand covers the floor. +flickering within and a thin layer of sand covers the floor. ~ ~ 0 0 2706 E pile rocks~ - This pile of rocks has a strange powdery coating, the pale yellowish colour -and the surrounding smell indicates that it might be sulfur. + This pile of rocks has a strange powdery coating, the pale yellowish color +and the surrounding smell indicates that it might be sulfur. ~ E sharp stalactites~ @@ -262,11 +262,11 @@ years, jagged and sparkling like dry icicles. S #2705 Beneath the Roots~ - This large passage is lined with the branching roots of an ancient tree. + This large passage is lined with the branching roots of an ancient tree. Intertwined inseparably into the rock, the smaller offshoots have been pasted to the cavern walls by a natural dribble of resin that has subsequently hardened. This gives the tunnel an almost gilded appearance, delicate veins of -smooth glassy amber lining its length. +smooth glassy amber lining its length. ~ 27 9 0 0 0 0 D1 @@ -277,7 +277,7 @@ nothing can be seen ahead. 0 0 2708 D3 A buildup of mineral deposits has created the appearance of jagged teeth -framing the western cavern. +framing the western cavern. ~ ~ 0 0 2704 @@ -287,30 +287,30 @@ Sandy Tunnel~ A thin layer of sand dusts the floor of this tunnel, absorbing some of the moisture and making it easier to walk without slipping. A flickering lantern is fixed here, sending shadows dancing across the walls. Small memlin footprints -lead to the north. +lead to the north. ~ 27 8 0 0 0 0 D0 Small memlin footprints lead this way, growing slightly more faded as the -sandy ground becomes carpeted with moss. +sandy ground becomes carpeted with moss. ~ ~ 0 0 2712 D1 The tunnel widens into a gaping cavern, sharp stalactites framing the -entrance like menacing teeth. +entrance like menacing teeth. ~ ~ 0 0 2704 E flickering lantern~ This lantern has been attached to the wall so that it cannot be taken. A -bright flame burns steadily, illuminating the way. +bright flame burns steadily, illuminating the way. ~ E footprints~ These tiny footprints, leading to the north, are unusually small but -unmistakeably memlin, indicating the presence of children in these caverns. +unmistakeably memlin, indicating the presence of children in these caverns. ~ S #2707 @@ -320,7 +320,7 @@ cluttering the room. Tools in various stages of rust and disrepair lean against the walls, and heaps of straggled rope lie unused in what appears to be an old mine cart. This room is far smaller than is comfortable, and a lingering cloud of dust makes it feel even more claustrophobic. To the north a -small back door is partially covered by a ragged curtain. +small back door is partially covered by a ragged curtain. ~ 27 13 0 0 0 0 D0 @@ -331,19 +331,19 @@ dispersing, as if it guarded the way. 0 0 2741 D2 A large opening is framed by the stalactite spikes of the adjacent cavern, -and an unpleasant smell drifts from this direction. +and an unpleasant smell drifts from this direction. ~ undefined~ 0 0 2704 E tools~ Various picks, shovels, and the occasional rusted knife lie abandoned here, -unusable by the look of them. +unusable by the look of them. ~ E mine cart~ It looks as though it was in use not long ago, but it is leaning at an angle -and on closer inspection one of the wheels looks cracked beyond repair. +and on closer inspection one of the wheels looks cracked beyond repair. ~ E curtain~ @@ -358,12 +358,12 @@ A Curving Passage~ the mountainside. The walls and floor here have all been excavated more carefully, sanded smooth and polished so that the silvery hue of the rock has a metallic shine to it. Somewhere nearby, several drops of liquid can be heard -dripping constantly onto rock. +dripping constantly onto rock. ~ 27 8 0 0 0 0 D0 A sound of dripping echoes prominently from this end of the tunnel, and a -slight reddish stain spreads across the floor. +slight reddish stain spreads across the floor. ~ ~ 0 0 2709 @@ -380,19 +380,19 @@ A Weeping Cave~ echoes loudly on the smooth surface of the rock floor. Numerous drops of crimson liquid seem to ooze from the ceiling, staining the walls blood red as they weep their way slowly down, collecting like a spreading wound on the -ground. +ground. ~ 27 9 0 0 0 0 D0 A cool white light emanates from this end of the tunnel, and the air seems to grow colder as it is approached, perhaps the influence of some unwelcoming -magic. +magic. ~ ~ 0 0 2710 D2 The passage grows darker as it curves around, making it impossible to see -very far inside. +very far inside. ~ ~ 0 0 2708 @@ -403,40 +403,40 @@ Guarded Gates~ even the tallest memlin. Two towering quartz gates block further advancement into the tunnel. Diamond-hard and flawless, they seem strikingly out of place in the dusty passage, illuminating it with refracted light. Blood-red beryll -is embedded carefully into the glassy surface, inscribing some evil spell. +is embedded carefully into the glassy surface, inscribing some evil spell. ~ 27 12 0 0 0 0 D0 A cool draft breezes from this direction, and the cold light of the gates -gives the impression that the tunnel turns to ice. +gives the impression that the tunnel turns to ice. ~ GlassyGates~ 2 2709 2711 D2 The white glow from the gates bathes the tunnel in a soft illumination, but -the light turns unmistakeably red a little deeper into the passage. +the light turns unmistakeably red a little deeper into the passage. ~ ~ 0 0 2709 E beryll evil spell gates~ These gates seem to glow with some inner light source, though it is probably -magic. The use of beryll, the favoured gem of the Khan'li, means the spell is -likely evil and unbreakable by any normal means. +magic. The use of beryll, the favored gem of the Khan'li, means the spell is +likely evil and unbreakable by any normal means. ~ S #2711 Crystal Passage~ - Awash with white light, this passage is almost blinding to walk through. + Awash with white light, this passage is almost blinding to walk through. The walls, floor, and ceiling are all carved from beautiful yet delicate crystal -that seems to reflect an inner source of light. Colours dance and sparkle on +that seems to reflect an inner source of light. Colors dance and sparkle on the faceted surface of the walls and the air here is cool enough to chill -breath. To the south, two large clear gates block the exit. +breath. To the south, two large clear gates block the exit. ~ 27 8 0 0 0 0 D2 A bright glow shimmers from this end of the passage, tinted only by the -blood red hue of some gem refracting light. +blood red hue of some gem refracting light. ~ GlassyGates~ 2 2709 2710 @@ -448,7 +448,7 @@ D4 E large clear gates~ These gates seem to glow with some inner light source, though it is probably -magic. The use of beryll, the favoured gem of the Khan'li, means the spell is +magic. The use of beryll, the favored gem of the Khan'li, means the spell is likely evil and unbreakable by any normal means. ~ S @@ -459,52 +459,52 @@ moisture as though star-lit. A light grassy moss decorates the grooves along the wall and floor, bearing the mark of tiny fading footprints and providing a welcome scent of greenery that freshens the atmosphere. A bubbling fountain murmurs quietly at one end of the room, and a prominent sign displays dates and -times of apparent significance. +times of apparent significance. ~ 27 9 0 0 0 0 D0 The tunnel seems to get much narrower and the roof much lower, sticky slime -indicates that this passage is quite slippery. +indicates that this passage is quite slippery. ~ ~ 0 0 2718 D1 The tiny footprints lead past an almost invisible door blended into the rock -surface. +surface. ~ seamlessdoor~ 1 0 2719 D2 Flickering firelight dances across the sandy path that curves in this -direction, casting dark shadows upon the wall. +direction, casting dark shadows upon the wall. ~ ~ 0 0 2706 D3 A trail of sand leads in this direction, lit by a pale green glow of some -unseen light source. +unseen light source. ~ ~ 0 0 2713 E grassy moss~ These tiny tufts of moss give a welcome splash of green to the sandy brown -of these tunnels, scenting the air subtly as well. +of these tunnels, scenting the air subtly as well. ~ E large round bench~ Obviously in use for many years, the bench is large enough for at least ten memlins, though judging by its slightly buckling legs, it has probably held -more. +more. ~ E sign~ This sign has been filled with various words and numbers that appear to be -dates, but not particularly legible or significant to non-memlins. +dates, but not particularly legible or significant to non-memlins. ~ E tiny fading footprints~ - These little footprints seem to vanish mysteriously to the east. + These little footprints seem to vanish mysteriously to the east. ~ S #2713 @@ -517,19 +517,19 @@ soft green glow, thriving off the ever present film of mineral-rich moisture. 27 8 0 0 0 0 D0 A floral scent wafts from this direction, and the carpet of moss becomes -more lush. +more lush. ~ ~ 0 0 2714 D1 This way leads into a much larger cavern, from which the sounds of trickling -water murmur. +water murmur. ~ ~ 0 0 2712 D3 The path becomes slightly smoother and sounds of walking can be heard as -though this route is more regularly travelled. +though this route is more regularly travelled. ~ ~ 0 0 2715 @@ -540,25 +540,25 @@ An Underground Garden~ and fungi. A thick crystal pane has been carved into the rocky ceiling, allowing natural sunlight and warmth to fill the room. Creeping vines twist their way across the walls, along with splashes of pink and purple flora. The -intense evaporation causes a constant indoor rain to drip from the ceiling. +intense evaporation causes a constant indoor rain to drip from the ceiling. ~ 27 8 0 0 0 0 D2 A green glow comes from this direction, and the rich carpet of grass gives -way to a sandy path. +way to a sandy path. ~ ~ 0 0 2713 E thick crystal pane~ This pane acts like a skylight, allowing the intense heat and light of the -sun to flood the room, magnified by the refracting ability of the crystal. +sun to flood the room, magnified by the refracting ability of the crystal. ~ E creeping vines~ These vines look fantastically healthy and seem to be growing at a fast rate, wall-papering the sides and ceiling of the cave with various shades of -green. +green. ~ S #2715 @@ -567,30 +567,30 @@ Hovel Junction~ center of memlin living quarters. Smells of cooking food and brewing liquids waft on the air, and children can be heard playing nearby. The sandy floor takes on a greenish hue where an abundance of soft moss begins to carpet the -area. +area. ~ 27 8 0 0 0 0 D0 Aromatic smells of various cooking foods waft from this direction, and the -sound of simmering pots can be heard. +sound of simmering pots can be heard. ~ ~ 0 0 2716 D1 A slight greenish glow illuminates the tunnel in this direction, and the -carpet of moss gives way to a sandy path. +carpet of moss gives way to a sandy path. ~ ~ 0 0 2713 D2 This tunnel looks as though it is only very slightly excavated, perhaps a -small cupboard or simply a dead end. +small cupboard or simply a dead end. ~ ~ 0 0 2717 D3 The cavern gets wider in this direction, and sounds of movement and life can -be heard along with the occasional child's laugh. +be heard along with the occasional child's laugh. ~ ~ 0 0 2721 @@ -601,19 +601,19 @@ A Communal Kitchen~ slightly smoking stove. Various kitchen utensils line the walls and a large pot sits on the counter emitting some unnameable aroma. Huge stacks of plates indicate the usage of this kitchen by the majority, if not the entire memlin -population. +population. ~ 27 8 0 0 0 0 D0 The ceiling dips lower here and framing the entrance are many decorative herbs, but not nearly enough to create the overpowering mix of scents that -wafts from this direction. +wafts from this direction. ~ ~ 0 0 2725 D2 This way opens immediately into a much larger cavern, sounds of people and -movement filling the air. +movement filling the air. ~ ~ 0 0 2715 @@ -639,12 +639,12 @@ A Well-used Tool Shed~ rakes, and buckets of various pods and seeds indicate the prominent position of horticulture in memlin living. Though looking closer, these tools appear neglected and rusted, while newer and more recently used mining picks occupy -the majority of the small space. +the majority of the small space. ~ 27 9 0 0 0 0 D0 The area beyond looks well-travelled and well-lit, the sounds of life and -activity filling the air. +activity filling the air. ~ ~ 0 0 2715 @@ -658,7 +658,7 @@ E buckets pods seeds~ A variety of green husks and several pouches of seeds spill carelessly into their bucket containers, some of them sprouting into tiny roots from the -dampness. +dampness. ~ S #2718 @@ -666,7 +666,7 @@ A Low Tunnel~ The ceiling hangs very low here, and the sharp rock has not been smoothed so that a fall here would mean definite injury, as indicated by the faded blood streaks on the rock. A film of slimy moisture makes the ground even more -treacherous to navigate, and the wisdom of staying here is questionable. +treacherous to navigate, and the wisdom of staying here is questionable. ~ 27 9 0 0 0 0 D0 @@ -698,12 +698,12 @@ A Forgotten Cupboard~ Dark and dreary, this cupboard looks as though it has been long forgotten, remnants of broken toys and useless tools littering the floor. Old cobwebs coat everything in a film of dust and time, but even the spider weavers seem to -have forsaken this place, abandoning it and its contents to slow decay. +have forsaken this place, abandoning it and its contents to slow decay. ~ 27 13 0 0 0 0 D3 The door is so well designed that when it closes it blends seamlessly into -the surrounding rock, making the cupboard appear inescapable. +the surrounding rock, making the cupboard appear inescapable. ~ seamlessdoor~ 1 0 2712 @@ -720,7 +720,7 @@ ground, forgotten and left to rot. E old cobwebs~ These webs look to be years old, any beauty to their carefully woven -structure long eroded, greyed and dimmed so that they are little more than +structure long eroded, grayed and dimmed so that they are little more than fluttering ghosts in the breeze. ~ S @@ -729,7 +729,7 @@ Musty Tunnel~ A deep gloom seems to fill this place, heat wafting uncomfortably from the walls and making the air shimmer. The slime everywhere seems to have congealed into sticky pools of fungus and mineral-saturated water, coating every jagged -rock as though the cavern bleeds. +rock as though the cavern bleeds. ~ 27 9 0 0 0 0 D0 @@ -752,7 +752,7 @@ Memlin Living Quarters~ a nearby fire source warms the rock so that it is hot to the touch, and the air is heavy with humidity. In the middle of the room there is a large stone sculpture of weighing scales depicting the central memlin belief of balance and -moderation. +moderation. ~ 27 8 0 0 0 0 D0 @@ -794,7 +794,7 @@ perhaps by a gushing flood of water. The walls on either side have collapsed though, allowing only a small stream to flow through the room. Heat makes the air seem to shimmer, and the sound of dripping echoes off the jagged walls. A small row of towels are hung neatly to the side, along with some lumps of -sweet-smelling soap. +sweet-smelling soap. ~ 27 13 0 0 0 0 D2 @@ -806,13 +806,13 @@ the swirling droplets of water. E towels~ These towels look as though they were once clean and fluffy, but now are -little more than brown rags, used solely for getting the job done. +little more than brown rags, used solely for getting the job done. ~ E lumps soap~ These appear to have been mashed together out of some homemade substance and used as soap. Several of the slippery lumps sit in crevices along the spring. - + ~ S #2723 @@ -821,7 +821,7 @@ Sleeping Hollows~ moss covers the floor. On closer inspection, several cubicle-like hollows can be seen carved into the walls. A few trailing vines act as ladders to the ones nearest the roof, and inside the lower ones tufts of fresh and dry moss can be -seen heaped together as bedding. +seen heaped together as bedding. ~ 27 9 0 0 0 0 D0 @@ -853,7 +853,7 @@ Tiny Hollow~ cubicle, the ceiling is so low it is only comfortable to lie in. The rock walls have been carefully sanded smooth and child's drawings hang on the wall. A few scattered toys stick out of the moss bedding and a tiny chair sits in the -corner. +corner. ~ 27 9 0 0 0 0 D2 @@ -865,13 +865,13 @@ humidity. E toys~ Several basic children's toys lie scattered around, a bright pink ball -particularly catches the eye, as does a rather beautiful painted doll. +particularly catches the eye, as does a rather beautiful painted doll. ~ E drawings~ These drawings look meticulously done, many of the papers depicting the sun and the moon. A few of the newer ones show memlin stick-figures wielding picks -and digging. +and digging. ~ S #2725 @@ -880,7 +880,7 @@ Kitchen Pantry~ bowls and various preserved meats dangle from hooks in the walls. The ceiling too, is obscured by dried spices and herbs, filling the air with a heady mixture of scents. A dip in the middle of the roof allows a strange tubed -contraption to collect the dripping condensation. +contraption to collect the dripping condensation. ~ 27 8 0 0 0 0 D2 @@ -893,7 +893,7 @@ Jade Archway~ Smooth jadestone frames the entranceway here, the obvious work of many talented sculptors. Smooth green and almost phosphorescent, the massive arch is the only thing approaching light in this room. All else extends coldly and -ominously into darkness. +ominously into darkness. ~ 27 8 0 0 0 0 D0 @@ -914,7 +914,7 @@ Great Marble Hall~ Eerily cold, this great hall seems to breathe its own icy breath upon any intruders. Delicate patterns of crystalline frost weave their way up the vast sculpted walls, complimenting the deep green veins of the polished marble -floor. +floor. ~ 27 9 0 0 0 0 D0 @@ -935,7 +935,7 @@ Great Marble Hall~ The vast hall continues on in almost every direction, each tiny noise amplified by the smooth walls, and emerald-flecked marble floor. Darkness closes like a predator on the periphery of vision, shrouding the finer details -of the place in blackness. +of the place in blackness. ~ 27 9 0 0 0 0 D0 @@ -956,7 +956,7 @@ Great Marble Hall~ The large hall seems to glower with flickering shadows, darkness hanging deep and foreboding about the place as though a living entity. A cool chill swirls about the place, the slightest sound echoing off the distant, unyielding -walls and ceiling. +walls and ceiling. ~ 27 9 0 0 0 0 D0 @@ -973,7 +973,7 @@ Great Marble Hall~ Glistening obsidian pillars support the towering roof here, extending so high that they seem to reach endlessly into night. Perfectly flawless and diamond-hard they seem almost as indestructable as the mountainous cavern -itself. +itself. ~ 27 9 0 0 0 0 D1 @@ -992,9 +992,9 @@ S #2731 Great Marble Hall~ Great black columns extend off to the west, only partially supporting a -massive staircase here. Deep forest green colours swirl about the floor, +massive staircase here. Deep forest green colors swirl about the floor, reflecting the surroundings perfectly on the polished surface. The great stone -walls chiseled almost to glassy smoothness. +walls chiseled almost to glassy smoothness. ~ 27 9 0 0 0 0 D2 @@ -1014,7 +1014,7 @@ S Bottom of a Spiral Stair~ This stair extends ominously and blindly into overwhelming darkness above. Each high step is polished and sculpted to a slippery razor-sharp edge and only -the one-sided banister gives any indication that it may be safe to climb. +the one-sided banister gives any indication that it may be safe to climb. ~ 27 9 0 0 0 0 D2 @@ -1048,7 +1048,7 @@ Spiral Stair~ The chromite darkness of the stair here is streaked through with the jade-like green of the mineral Serpentine. Apart from its obvious ornamental beauty, the metamorphic nature of this stone indicates that at one time intense -heat flowed through this area. +heat flowed through this area. ~ 27 9 0 0 0 0 D0 @@ -1065,7 +1065,7 @@ Top of a Spiral Stair~ High above the cavern floor, this vantage point would give a spectacular view of the regal surroundings if they were not so shrouded in dark. Faded smoke stains smear the mountainous walls here, and tiny black garnets sprout -from the rock, the products of some past raging inferno. +from the rock, the products of some past raging inferno. ~ 27 13 0 0 0 0 D2 @@ -1081,7 +1081,7 @@ S Icy Dome~ This entire massive space has been excavated from within a natural glacier of ice. Cool air wafts about the place and the walls and ceiling are glassy -smooth as though this cavern were simply melted away. +smooth as though this cavern were simply melted away. ~ 27 8 0 0 0 0 D1 @@ -1102,7 +1102,7 @@ T 2743 Icy Dome~ The icy floor here looks particularly thin, strange movements stirring beneath as though something were frozen into the glacier itself. Frost weaves -its way up the walls, gilding delicate silver patterns around the dome. +its way up the walls, gilding delicate silver patterns around the dome. ~ 27 8 0 0 0 0 D2 @@ -1118,7 +1118,7 @@ S Icy Dome~ A cool wind moans gently from the east, filling the cavern with the sounds of wailing. Tiny crystals of ice sprinkle from the ceiling with each breeze, -tinkling like chimes as they hit the floor and shatter into pieces. +tinkling like chimes as they hit the floor and shatter into pieces. ~ 27 8 0 0 0 0 D0 @@ -1138,7 +1138,7 @@ S Icy Dome~ Natural light flows unhindered through the room, faint shapes of the surrounding mountainous range visible through the panoramic wall of ice that -curves completely around this gigantic dome. +curves completely around this gigantic dome. ~ 27 8 0 0 0 0 D0 @@ -1155,7 +1155,7 @@ Shimmering Glacier~ Almost at the peak of the mountain, the entire untouched slope spreads infinitely below, preserved within frozen cobwebs of time. Dancing and shifting all around the sky, spectacular blue and green aurora borealis splash -their colours upon the vast white canvas of snow. +their colors upon the vast white canvas of snow. ~ 27 4 0 0 0 0 D3 @@ -1168,7 +1168,7 @@ Swirling Mists~ Thick moisture swirls about the room, filling it with a blue-green haze, through which nothing can be seen. Dark figures quiver eerily on the periphery of vision, and the mist itself seems to coalesce into strange shapes, wispy -tendrils weaving as though to some unheard music. +tendrils weaving as though to some unheard music. ~ 27 13 0 0 0 0 D0 @@ -1188,7 +1188,7 @@ Cavern of Shadows~ light, shadows snaking up the walls and across the arched ceiling. The open cavern reveals no source of the ghostly figures and it almost seems as though they have a life of their own, their alien forms twisting and weaving in -perpetual motion as the illumination throughout the cave flickers. +perpetual motion as the illumination throughout the cave flickers. ~ 27 137 0 0 0 0 D0 @@ -1208,7 +1208,7 @@ Center of the Twilight Temple~ pulsing a visual rhythm of light throughout the cavern. Dark azurite encrusts the rounded walls, filling the room with the tranquil sapphire hue of twilight. The roof of the cave is high and peaks into a slight dome, tiny crystalized -stalactites bejewelling the ceiling and reflecting the light like stars. +stalactites bejewelling the ceiling and reflecting the light like stars. ~ 27 136 0 0 0 0 D0 @@ -1231,7 +1231,7 @@ E large stone~ This large, perfectly round stone emits light similar in hue to that of the sun. The glow waxes and wanes rapidly, giving the gem the impression of a -pulsing amber heart. +pulsing amber heart. ~ S #2744 @@ -1240,7 +1240,7 @@ Eyes of Truth~ be seen. In the center of the room a vibrant tree of Green Ash grows, swaying and murmuring in some unfelt breeze. Floor tiles of ebony and ivory depict an image of balancing scales, and a magnificent altar stands at the far end of the -room. +room. ~ 27 136 0 0 0 0 D2 @@ -1250,10 +1250,10 @@ D2 S #2745 Path of Dawn~ - Pieces of brightly coloured glass make up a narrowly winding path. Fresh + Pieces of brightly colored glass make up a narrowly winding path. Fresh moss grows from the ground and walls, sprinkled with a dew-like moisture and -elaborate paintings of the rising sun accompanied with dawn colours decorates -the corridor. +elaborate paintings of the rising sun accompanied with dawn colors decorates +the corridor. ~ 27 136 0 0 0 0 D1 @@ -1271,7 +1271,7 @@ Chamber of Awakening~ Golden hues of life and warmth flood this cavern, making it glow as if alight with sunfire. The atmosphere seems immensely energized, almost prickling with some sort of static, and the place itself seems to hum quietly, -tiny sparks igniting randomly in the air. +tiny sparks igniting randomly in the air. ~ 27 136 0 0 0 0 D2 @@ -1291,7 +1291,7 @@ on anything tangible. Imagination seems to instantly materialise as dancing mirages, piles of treasures appearing and disappearing, glimpses of besotted lovers, of smiling families, of beauty, bejewelled castles and powerful thrones shaping themselves in the mist as though every lingering daydream found its way -into this room. +into this room. ~ 27 136 0 0 0 0 D0 @@ -1317,7 +1317,7 @@ Place of Peace~ Murmuring water trickles lazily through a crack in the wall, forming a small pool on the ground that sends ripples of light reflecting throughout the cave. Soft moss and dried bracken carpet the floor, filling the air with a soothing -green scent. +green scent. ~ 27 136 0 0 0 0 D3 @@ -1331,7 +1331,7 @@ Boundary of Belief~ A feeling of coldness pervades the air here, harsh white walls standing undecorated on every side of the room. Only two White Ash trees grow smoothly from the ground, their heads bowed to cross each other, forming the frame for a -flawless glass mirror in the center of the room. +flawless glass mirror in the center of the room. ~ 27 136 0 0 0 0 D1 @@ -1343,9 +1343,9 @@ T 2723 #2750 All That is Light~ It is impossible to see the size or shape of the room as a blinding white -light shines from an equally invisible source. No shadows or colours of any +light shines from an equally invisible source. No shadows or colors of any sort are evident, only the overwhelming glow of illumination in every -direction. +direction. ~ 27 136 0 0 0 0 D0 @@ -1359,7 +1359,7 @@ Path of Dusk~ Deep blue agate has been broken into shards and sculpted into a winding mosaic path. Sapphire streaks glisten darkly in the cavern walls and the sound of crickets chirping echoes faintly though none can be seen. Splashes of -silver portray the rising of the moon, and emerging of the stars. +silver portray the rising of the moon, and emerging of the stars. ~ 27 137 0 0 0 0 D1 @@ -1377,7 +1377,7 @@ Chamber of Rest~ Dimmed and silent, this room is sleep-inducingly warm. Though a slight breeze wafts about, the otherwise muggy air seems unbearably close, clinging like a smothering film to everything it touches. Soft, dark moss carpets the -entire floor, and a slight sticky residue dampens the oddly stained walls. +entire floor, and a slight sticky residue dampens the oddly stained walls. ~ 27 137 0 0 0 0 D1 @@ -1395,7 +1395,7 @@ The Depths of a Dream~ Dark mist fills this room, as though it were in the midst of a stormcloud and slight rumbling vibrates the floor and walls. In the smoky air, it seems as though strange creatures come to life, distorted faces and whispering voices -linger just on the periphery of perception. +linger just on the periphery of perception. ~ 27 137 0 0 0 0 D0 @@ -1421,7 +1421,7 @@ Boundary of Intuition~ Dark and brooding charcoal walls line this cavern, adding depth to the long shadows. In the center of the room two gnarled trees of Black Ash twist into each other, a shattered mirror embedded between them, shards of glass -sprinkling the floor around. +sprinkling the floor around. ~ 27 137 0 0 0 0 D3 @@ -1435,7 +1435,7 @@ Place of Passion~ Red quartz glints here and there in the dark walls, giving the impression of flickering fire when any light falls their way. Smouldering heat seems to emanate from the floor, steam rising lazily out of holes in the ground, filling -the cavern with the sound of slow breathing. +the cavern with the sound of slow breathing. ~ 27 141 0 0 0 0 D1 @@ -1449,7 +1449,7 @@ All That is Dark~ Nothing but a black pervading darkness fills this room. Like the inky depths of an inescapable abyss, not even the faintest flicker penetrates this place. In fact the dark seems to have a life of its own, actively swallowing -any potential source of light. +any potential source of light. ~ 27 137 0 0 0 0 D0 @@ -1462,7 +1462,7 @@ T 2723 Heart of the Mines~ Large clouds of dust swirl about the air, dancing to the continuous clanging rhythm of metal striking rock. Small rocks and debris line either side of the -path, which is thick with the muddy sludge of loose dirt and water. +path, which is thick with the muddy sludge of loose dirt and water. ~ 27 9 0 0 0 0 D0 @@ -1483,7 +1483,7 @@ Cluster of Graves~ Faded dark shapes seem to lean mournfully from the walls, the long shadows cast from the collection of little graves that fill this room. Careful newly-placed piles of stones lie restfully side by side, not yet covered with -dust though the air hangs heavy with it. +dust though the air hangs heavy with it. ~ 27 13 0 0 0 0 D1 @@ -1501,7 +1501,7 @@ Caved-In Tunnel~ but a crumbling blockade of stone and debris appears to remain. The walls and ceiling have all collapsed in, leaving nothing but the fine rivulets of water that seep from the wreckage, trickling like tears along the battered, -darkly-stained floor. +darkly-stained floor. ~ 27 13 0 0 0 0 D1 @@ -1514,7 +1514,7 @@ Heart of the Mines~ Extensive excavation here leaves the cavernous air murky with disturbed particles of grime that dance in the turbulent, smoky air. An intensely acrid smell of sweat hangs heavily over the place, along with the metallic tang of raw -minerals and recently spilt blood. +minerals and recently spilt blood. ~ 27 9 0 0 0 0 D0 @@ -1534,7 +1534,7 @@ S Breezy Cavern~ Delicate winds flow softly through this rocky tunnel, making a hush sound as fresh, sweet-scented air blows continuously, circulating itself into the staler, -musty air of the deeper caves. +musty air of the deeper caves. ~ 27 13 0 0 0 0 D1 @@ -1549,9 +1549,9 @@ S #2762 Heart of the Mines~ The roof and floor here are quite close together, space growing smaller -towards the north end of the corridor where digging appears to be ongoing. +towards the north end of the corridor where digging appears to be ongoing. Huge piles of loose rock and stone crowd the already cramped tunnel, and the -choking smell of burning stifles the place. +choking smell of burning stifles the place. ~ 27 9 0 0 0 0 D1 @@ -1575,7 +1575,7 @@ cast the place in an eerie green hue, and a luminous pool in the center of the room sends veins of light rippling and dancing up the sloping walls and across the ceiling. Some sort of sort of phosphorus sap has been used to paint a large circle all the way around the center of the room, the same substance -marking strange symbols along the walls. +marking strange symbols along the walls. ~ 27 140 0 0 0 0 D1 @@ -1589,7 +1589,7 @@ T 2754 @RSPLAT!!!@n~ The only glimpse you get of this dreary cavern is the sight of it being liberally decorated with everything that used to make up the insides of your -body. +body. ~ 27 0 0 0 0 0 S @@ -1599,7 +1599,7 @@ Rubble Blockage~ It looks as though digging has been forsaken in this direction. Abandoned piles of dust and rock leach slowly into murky puddles of condensation, and every slight echo causes a brief rain of pebbles from the ceiling, indicating -that this cave may not be safe to stand in, let alone excavate. +that this cave may not be safe to stand in, let alone excavate. ~ 27 13 0 0 0 0 D1 @@ -1613,7 +1613,7 @@ Garden of Wishes~ Low lighting and the heat of the surrounding rock walls has a restful dreamy effect. Delicate creeping vines adorn the walls, and dozens of long green stalks sway gently, dancing in the air currents produced by the hundreds of -teeny @Cwishes@n growing like tufts of cotton up their lengths. +teeny @Cwishes@n growing like tufts of cotton up their lengths. ~ 27 8 0 0 0 0 D1 @@ -1626,7 +1626,7 @@ Digging Site~ Tiny and claustrophobic, there is very little rubble here though the walls are battered and marred with hundreds of gashes. A strange bitter smell lingers on the air, and a kind of energy prickles in the room as though traces of some -powerful magic remain. +powerful magic remain. ~ 27 13 0 0 0 0 D2 @@ -1643,7 +1643,7 @@ Dark Corridor~ Sharp Goethite crystals glint darkly like sprouting thorns from the shadowy walls, a slick slime covering every surface and making them glisten wetly as if coated with oil. Heat wafts slowly through the room, intensifying toward the -northern part of the corridor. +northern part of the corridor. ~ 27 9 0 0 0 0 D0 @@ -1660,7 +1660,7 @@ Dark Corridor~ An overpowering smell of fire and blood fills this hall with every wave of hot air. The sound of desperate wailing accompanies the continuous breeze that churns indecisively about the room, rippling the ominous puddles that darken the -floor. +floor. ~ 27 9 0 0 0 0 D0 @@ -1685,7 +1685,7 @@ A Miserable Cell~ The breeze from the western corridor whips more frantically about this room, howling as it rushes along the jagged cavern as though seeking an escape, and clinking the many hanging chains like some restless ghost. The smell of decay -hangs heavy here, the lingering presence of rotting flesh and hope alike. +hangs heavy here, the lingering presence of rotting flesh and hope alike. ~ 27 9 0 0 0 0 D3 @@ -1698,7 +1698,7 @@ Place of Pain~ A sleek black cross lies horizontally on a glimmering obsidian stand in the center of the room, dark bloodied chains draped carelessly over it. Against the western wall a massive steel stove burns, flickering firelight illuminating a -selection of terrifying metal instruments hung upon the walls. +selection of terrifying metal instruments hung upon the walls. ~ 27 8 0 0 0 0 D1 @@ -1711,12 +1711,12 @@ Before the Dark Gates~ Heat emanates intensely from behind the two immense northern gates. Like a giant monolith they stand unyielding and unnaturally black, offering no hint of what lies beyond them except for their burning surfaces, and the bright scarlet -glow that shines around the seams. +glow that shines around the seams. ~ 27 9 0 0 0 0 D0 Jet-black gates loom menacingly from the floor, towering like dark shadow -guardians, blocking the passage forward. +guardians, blocking the passage forward. ~ darkgates~ 2 2775 2780 @@ -1743,7 +1743,7 @@ Chamber of Knowledge~ appear slightly blurry. Globes containing writhing electricity stand on glass posts along the walls. A floating orb of fire flickers within the obsidian hands of a dark humanoid statue, illuminating various scrolls and parchments -scattered about the room. +scattered about the room. ~ 27 9 0 0 0 0 D1 @@ -1755,9 +1755,9 @@ S Altar of the Cui~ A great marble altar stands here, bleak and black as night but for the veined streaks of white that weave through it and the surrounding room. Intricate -portrayals of dragons and monsters are carved into every polished surface. +portrayals of dragons and monsters are carved into every polished surface. Flickering firelight casts the whole room in and out of shadows, making it seem -as though the carvings move just in the periphery of vision. +as though the carvings move just in the periphery of vision. ~ 27 8 0 0 0 0 D3 @@ -1770,7 +1770,7 @@ Resting Place of the Receptacle~ Unnaturally lit with some magic, the room seems clouded with a thick white haze. In the center of the room the enormous gelatinous mass of the Receptacle pulsates slowly and continuously, surface contractions spreading down each of -the massive tentacles that reach in every direction. +the massive tentacles that reach in every direction. ~ 27 8 0 0 0 0 D0 @@ -1799,7 +1799,7 @@ Tentacle Tunnel~ Several large tentacles snake their way up the walls like strange icy vines. They become smaller as they reach outwards, all attaching to one parent tentacle that throbs rhythmically, a vague stirring shape only just visible through the -semi-transparent surface. +semi-transparent surface. ~ 27 8 0 0 0 0 D2 @@ -1813,7 +1813,7 @@ Tentacle Tunnel~ jellylike growths protrude from the west, quivering slightly and coating the rocky floor and walls in a thin layer of slick, transparant slime. A particularly thick coating covers the central main tentacle, obscuring a clear -view of the shadowy movements within. +view of the shadowy movements within. ~ 27 8 0 0 0 0 D3 @@ -1824,9 +1824,9 @@ S #2778 Tentacle Tunnel~ A large semi-transparant growth extends from the north, almost more like a -pod than part of an organism, this womb-like structure pulses rhythmically. +pod than part of an organism, this womb-like structure pulses rhythmically. Some form of stirring life can be seen inside, but the surrounding tissues are -too opaque to allow a close examination. +too opaque to allow a close examination. ~ 27 8 0 0 0 0 D0 @@ -1851,7 +1851,7 @@ Fiery Hall~ A large but somewhat rickety metal grid extends to the north, leaping flames and billows of dark smoke rising from the molten chasm below, the intense heat stifling the air and making it difficult to breathe. Two large gates guard the -passage to the south. +passage to the south. ~ 27 12 0 0 0 0 D0 @@ -1864,7 +1864,7 @@ D1 0 0 2781 D2 Jet-black gates loom menacingly from the floor, towering like dark shadow -guardians, blocking the passage forward. +guardians, blocking the passage forward. ~ darkgates~ 2 0 2772 @@ -1878,9 +1878,9 @@ T 2779 An Abandoned Nursery~ This is a child's room, the tiny bed and furnishings decorated with the jewels and lace one would bestow upon a little girl. Long abandoned, layers of -old grey dust cover the once beautiful surfaces of wood and satin. Dreary +old gray dust cover the once beautiful surfaces of wood and satin. Dreary cobwebs linger in the corners like ghostly shadows, whispering silent words in -the cool breeze. +the cool breeze. ~ 27 9 0 0 0 0 D3 @@ -1891,11 +1891,11 @@ S #2782 Chamber of Lyra~ This entire room is an apparent tribute to the powerful Khan'li emotion of -Lyra, similar in expression to love, but more selfish and obsessive. +Lyra, similar in expression to love, but more selfish and obsessive. Flickering fire dances freely along the metal gilding in the wall, writhing and changing into various humanoid forms as it fills the room with heat and a film of moisture. Scarlet symbols of passion and possession paint the floor and -ceiling alike, splashed liberally here and there like splatters of blood. +ceiling alike, splashed liberally here and there like splatters of blood. ~ 27 8 0 0 0 0 D1 @@ -1907,7 +1907,7 @@ S Fiery Hall~ A long metal grid continues from the south to the north, acting as a bridge across the fiery pit beneath. Swirling heat distorts the view of everything, -the air itself burning and shimmering like a blast from a powerful oven. +the air itself burning and shimmering like a blast from a powerful oven. ~ 27 8 0 0 0 0 D0 @@ -1928,7 +1928,7 @@ Perfectly reflective metal flooring mirrors the writhing light, suspending the entire contents of this massive room above the raging inferno below. A great throne stands in the center, formed magically from red beryll and studded with glimmering blooddrop rubies. A feeling of intense anger and energy fills the -air, tiny static sparks igniting randomly here and there. +air, tiny static sparks igniting randomly here and there. ~ 27 8 0 0 0 0 D2 @@ -1944,7 +1944,7 @@ curving room offer a spectacular panoramic view of the cosmos. Blazing meteorites and whirling planets dance continuously, twinkling stars bespeckling the vast dark canvas of deep space. Burning suns and icy moons light the blackness, shimmering gaseous clouds sparkling with stardust and cosmic debris -as they wander past. +as they wander past. ~ 27 24 0 0 0 0 D0 @@ -1969,7 +1969,7 @@ Lamen, the Breeze~ Smooth and curving seamless walls seem almost to blur on approach as though they are merely illusions of walls. A faint breeze whispers gently through the air and silvery blue veins of electricity lick around the borders of this room, -bright sparks randomly igniting like tiny winking fireflies. +bright sparks randomly igniting like tiny winking fireflies. ~ 27 8 0 0 0 0 D1 @@ -1979,10 +1979,10 @@ D1 S #2787 Miru, the Dust~ - Solid, compact grey blocks of stone make up the structure of this room, + Solid, compact gray blocks of stone make up the structure of this room, cemented together and solid beyond breaking. Hard flawless gems twinkle brightly amongst the mosaic slate pieces of the floor, a coolness emanating from -every elemental substance in this room. +every elemental substance in this room. ~ 27 8 0 0 0 0 D3 @@ -1999,7 +1999,7 @@ life energy known as Imari. Their forms can be seen as pure ripples of light, wafting here and there amidst the stars like a breath of life, choreographing the great cosmic dance and maintaining the equilbrium of order. The exertion of their efforts can be seen influencing all that exists, continuously pulling -everything to a state of balance, dark to light and light to dark. +everything to a state of balance, dark to light and light to dark. ~ 27 8 0 0 0 0 D0 @@ -2016,9 +2016,9 @@ Natul, Bringer of Life~ Beyond the glass walls of this room, a great explosion of light can be seen suspended in the midst of deep space, frozen in time and almost blinding in intensity. In its wake a small barren planet can be seen beginning to blossom, -the initial sprouts of growth and life colouring its dusky surface with splashes +the initial sprouts of growth and life coloring its dusky surface with splashes of green, the nearby stars starting to glow brightly as if emblazened with -unnatural fire. +unnatural fire. ~ 27 8 0 0 0 0 D2 @@ -2037,7 +2037,7 @@ the most primal fungi and mosses beginning to bloom. Large footprints are imprinted deeply into the ground though there appears to be very little life around. Only in the distance can the dark shapes of gigantic creatures be seen moving slowly across the horizon. In the sky, an enormously bright wave of -light can be seen slowly moving away into the recesses of space. +light can be seen slowly moving away into the recesses of space. ~ 27 16 0 0 0 0 D0 @@ -2063,7 +2063,7 @@ Tor~ A feeling of unnatural presence fills the air, and everything looks slightly odd, as though peering through a bent glass. Several paintings adorn the darkly painted walls, all imagery of the forbidden union of Cui with Cui, and the -unnatural creature that is the consequence. +unnatural creature that is the consequence. ~ 27 8 0 0 0 0 D1 @@ -2077,7 +2077,7 @@ Ve~ light. Soft breeze hushes gently through the air, seeming to whisper as it stirs the hanging tapestries on the walls. Each woven artwork depicting the joining of Cui with their lesser Denuo kin, powerful and beautiful Ve offspring -populating the world. +populating the world. ~ 27 8 0 0 0 0 D3 @@ -2090,7 +2090,7 @@ Second Wave - the Denuo~ The landscape here is beginning to flourish with various flora, green sprouts growing that will soon be massive trees. Figures of both Cui and humanoid life can be seen moving across the terrain, a moderate glow of light sweeping -steadily across the sky. +steadily across the sky. ~ 27 0 0 0 0 0 D0 @@ -2120,7 +2120,7 @@ Khan'li, of Dark~ the walls and floor and flickers of fire dancing freely about, controlled by some invisible force. The weapons of warriors are proudly displayed, sharp spears and shining metal swords, the heat in this place making the air shimmer -as though merely a mirage. +as though merely a mirage. ~ 27 8 0 0 0 0 D3 @@ -2132,9 +2132,9 @@ S Dynar, of Light~ The stillness of this softly moss-covered area is broken only by the swaying movement of the willow trees that grow here. The sound of trickling water can -be heard gurgling amidst nearby rocks and leading into a small luminous pond. +be heard gurgling amidst nearby rocks and leading into a small luminous pond. Plant life blooms abundantly here, grasses and mosses covering every surface, -colourful flower blossoms and tree sprouts beginning to show through the green. +colorful flower blossoms and tree sprouts beginning to show through the green. ~ 27 0 0 0 0 2 D1 @@ -2147,7 +2147,7 @@ Third Wave - Miru Life~ All around, the lush landscape can be seen fully blossoming with various trees and plant life. Many varieties of animal can be glimpsed wandering through the grasses and brush, the signs of humanoid civilization visible in the -form of distant villages. +form of distant villages. ~ 27 0 0 0 0 2 D2 @@ -2157,10 +2157,10 @@ D2 S #2797 Memlins, of Shadow~ - This modestly furnished cavern is lit with gently flickering torches. + This modestly furnished cavern is lit with gently flickering torches. Lightly sanded, the floor is speckled here and there with a fungi growth or patch of moss. Trickling water can be heard although not seen, and a film of -moisture covers the slick ceiling, sparkling stalactites beginning to form. +moisture covers the slick ceiling, sparkling stalactites beginning to form. ~ 27 8 0 0 0 0 D4 @@ -2173,7 +2173,7 @@ A Little Forest Clearing~ Tall, lean trees grow sparsely here, several large stumps protruding from the ground, the aftermath of a felling in recent years. Brown grasses rustle restlessly in the somewhat smoky air, and the peaks of a mountain range are -only just visible to the north. +only just visible to the north. ~ 27 0 0 0 0 3 D0 @@ -2183,7 +2183,7 @@ D0 S #2799 Detta's Chamber~ - Warm hues of amber adorn the curving walls of this large subtly-lit room. + Warm hues of amber adorn the curving walls of this large subtly-lit room. Against the northern side stands a beautiful bed, intricately carved from lush cherry wood and spread with soft cream linen. Several wall-hung candles illuminate the room, serpentine tongues of firelight writhing upon the smooth @@ -2191,25 +2191,25 @@ canvas of the bedsheets as shadows weave a sultry dance around the walls. The sweet scent of vanilla wafts in the air, mingled with the deeper, earthier aroma of musk and gentle wood-wind music can only vaguely be heard beneath the meditative murmuring of a central glass fountain, adding to the almost ethereal -tranquility of this place. +tranquility of this place. ~ 27 8 0 0 0 0 E wall-hung wall hung candles~ These tall elegant candles burn brightly, scarlet flickers of flame dancing -upon the wax as if to some unheard rhythm. +upon the wax as if to some unheard rhythm. ~ E beautiful bed~ The smooth, dark frame of this bed has been carved by the hand of a skilled master, various artistic depictions of love emerging from the flowing lines of -the wood as if they had grown there. +the wood as if they had grown there. ~ E glass fountain~ This carefully sculpted glass fountain allows an unhindered view of the smooth pebbles within, small drops of water splashing over the side as it -trickles. +trickles. ~ E test~ diff --git a/lib/world/wld/270.wld b/lib/world/wld/270.wld index 7b0b031..2448e14 100644 --- a/lib/world/wld/270.wld +++ b/lib/world/wld/270.wld @@ -2,14 +2,14 @@ AsA's Zone Description Room~ I hereby present the wasteland area, availiable to those concerned. I have, deliberately, written short long_descriptions. Because I consider them more -useful that way, since most DIKU's are not inclined towards questing. +useful that way, since most DIKU's are not inclined towards questing. Builder : AsA Zone : 270 Wasteland Player Level : 12-15 Rooms : 58 Mobiles : 13 - Objects : 12 - Links : + Objects : 12 + Links : ~ 270 0 0 0 0 0 S @@ -29,7 +29,7 @@ D2 S #27002 The Foothills~ - You stand in the foothills of the Icy-Mountain. The mountain + You stand in the foothills of the Icy-Mountain. The mountain rises high towards the sky immediately south of here. ~ 270 0 0 0 0 4 @@ -44,7 +44,7 @@ D3 S #27003 The Foothills~ - You stand in the foothills of the Icy-Mountain. The mountain + You stand in the foothills of the Icy-Mountain. The mountain rises high towards the sky immediately south of here. ~ 270 0 0 0 0 4 @@ -59,7 +59,7 @@ D3 S #27004 The Foothills~ - You stand in the foothills of the Icy-Mountain. The mountain + You stand in the foothills of the Icy-Mountain. The mountain rises high towards the sky immediately south and west of here. ~ 270 0 0 0 0 4 @@ -74,7 +74,7 @@ D3 S #27005 The Icy-Mountain~ - The mountain trail ends here just beneath the top. + The mountain trail ends here just beneath the top. ~ 270 0 0 0 0 5 D2 @@ -84,10 +84,10 @@ D2 S #27006 The Ice Cave~ - You are inside the ice cave. Some droppings, not too nice -looking nor smelling, have been spilled in the centre of the cave. -Your basic knowlege of ichtyology tells you that this excrement -does not relate to the elusive Otopharynx lithobates, but to + You are inside the ice cave. Some droppings, not too nice +looking nor smelling, have been spilled in the center of the cave. +Your basic knowlege of ichtyology tells you that this excrement +does not relate to the elusive Otopharynx lithobates, but to something completely different. ~ 270 8 0 0 0 0 @@ -98,7 +98,7 @@ D2 S #27007 The Foothills~ - You stand in the foothills of the Icy-Mountain. The mountain + You stand in the foothills of the Icy-Mountain. The mountain rises high towards the sky immediately east of here. ~ 270 0 0 0 0 4 @@ -169,7 +169,7 @@ D3 S #27012 The Icy Mountain~ - You are on a trail in the mountain. North of here is a + You are on a trail in the mountain. North of here is a cavern, which might lead to a cave. ~ 270 0 0 0 0 5 @@ -184,7 +184,7 @@ D3 S #27013 The Foothills~ - You are in the foothills surrounding the Icy-mountain, which + You are in the foothills surrounding the Icy-mountain, which rises towards the sky just west of you. ~ 270 0 0 0 0 4 @@ -250,8 +250,8 @@ D4 S #27017 The Foothills~ - You are in the foothills surrounding the Icy-mountain. There -is a mountain trail leading up along the side of the mountain + You are in the foothills surrounding the Icy-mountain. There +is a mountain trail leading up along the side of the mountain east of you. ~ 270 0 0 0 0 4 @@ -288,7 +288,7 @@ D3 S #27019 The Icy Mountain~ - You are on a mountain trail leading up along the side of the + You are on a mountain trail leading up along the side of the mountain. ~ 270 0 0 0 0 5 @@ -367,7 +367,7 @@ D2 S #27024 The Foothills~ - You are in the foothills. There is a mountain rising to your + You are in the foothills. There is a mountain rising to your easthand side. ~ 270 0 0 0 0 4 @@ -382,7 +382,7 @@ D1 S #27025 The Foothills~ - You are in the foothills surrounding the Icy-mountain. There + You are in the foothills surrounding the Icy-mountain. There is a trail leading up the montain north of here. ~ 270 0 0 0 0 4 @@ -405,7 +405,7 @@ D3 S #27026 The Foothills~ - You are in the foothills surrounding the Icy-mountain. There + You are in the foothills surrounding the Icy-mountain. There is a path leading up along the mountainside north of you. ~ 270 0 0 0 0 4 @@ -484,7 +484,7 @@ D2 S #27031 The Wasteland Hills~ - You are in some completely wasted, tiresome, boring and + You are in some completely wasted, tiresome, boring and totally ugly hills. There are some droppings left here. ~ 270 0 0 0 0 4 @@ -502,13 +502,13 @@ D2 0 -1 27038 E droppings~ - Looks pretty messy. + Looks pretty messy. ~ S #27032 The Wasteland Hills~ - You are on a path leading through the wasted hills. To the -north you barely make out the contours of a pointy mountain and + You are on a path leading through the wasted hills. To the +north you barely make out the contours of a pointy mountain and its foothills. ~ 270 0 0 0 0 4 @@ -523,7 +523,7 @@ D2 S #27033 The Wasteland Hills~ - You are on a path in the hills. Apart from down to the south + You are on a path in the hills. Apart from down to the south there is nothing but brown, dull and wasted hills surrounding you. ~ 270 0 0 0 0 4 @@ -581,7 +581,7 @@ D3 S #27036 The Icy Mountain~ - You are on a trail leading up the moutain. There is some loose + You are on a trail leading up the moutain. There is some loose crabble lying on the ground. ~ 270 0 0 0 0 5 @@ -595,7 +595,7 @@ D2 0 -1 27043 E crabble~ - Yes it is just lying there of absolutely no use at all. + Yes it is just lying there of absolutely no use at all. ~ S #27037 @@ -614,12 +614,12 @@ D2 0 -1 27044 E claymore~ - The more you look at it the more it vanishes, to your desperate grief. + The more you look at it the more it vanishes, to your desperate grief. ~ S #27038 The Wasteland Hills~ - You are surrounded by smooth hills right in the middle of + You are surrounded by smooth hills right in the middle of absolute nowhere. ~ 270 0 0 0 0 4 @@ -634,7 +634,7 @@ D1 S #27039 The Wasteland hills~ - You are on a little path leaing through the smooth, brown hills + You are on a little path leaing through the smooth, brown hills of complete waste. Right beneath you is some wasteland fields. ~ 270 0 0 0 0 4 @@ -667,7 +667,7 @@ D4 S #27041 The Wasteland Fields~ - You are on the vast, wasted fields in the middle of nowhere. + You are on the vast, wasted fields in the middle of nowhere. Above you is quite clearly some hills. ~ 270 0 0 0 0 2 @@ -701,7 +701,7 @@ D1 S #27043 The Foothills~ - You are in the foothills. North of here a small path is finding + You are in the foothills. North of here a small path is finding its way up along the Icy-mountain. ~ 270 0 0 0 0 4 @@ -794,7 +794,7 @@ D1 S #27049 The Wasteland Fields~ - You are on a large field, which as you clearly can tell is + You are on a large field, which as you clearly can tell is nothing but waste. ~ 270 0 0 0 0 2 @@ -827,7 +827,7 @@ D3 0 -1 27049 E wheat stalk~ - Looks lonely doesn't it. + Looks lonely doesn't it. ~ S #27051 @@ -892,7 +892,7 @@ D3 S #27055 The Wasteland Fields~ - You are in the middle of a large, brown field, not nice + You are in the middle of a large, brown field, not nice looking, but it just isn't. ~ 270 0 0 0 0 2 @@ -903,8 +903,8 @@ D1 S #27056 The Wasteland Fields~ - You are on a large, windy field. Everything around you is laid -in complete waste. Only some aufwuchs on a stone seem to be able + You are on a large, windy field. Everything around you is laid +in complete waste. Only some aufwuchs on a stone seem to be able to exist here. ~ 270 0 0 0 0 2 @@ -918,14 +918,14 @@ D3 0 -1 27055 E aufwuchs~ - They look green and slimy. + They look green and slimy. ~ S #27057 Close To The Wasteland Fields~ - You are on a field. The wind is smoothly sweeping across the -ground with the sound of a soft howl. The vegetation seem to have -lost the battle to some greater force as it gradually disappears + You are on a field. The wind is smoothly sweeping across the +ground with the sound of a soft howl. The vegetation seem to have +lost the battle to some greater force as it gradually disappears towards the east. ~ 270 0 0 0 0 2 diff --git a/lib/world/wld/271.wld b/lib/world/wld/271.wld index 9462f62..b41b8f9 100644 --- a/lib/world/wld/271.wld +++ b/lib/world/wld/271.wld @@ -4,7 +4,7 @@ The Sunken Temple Courtyard~ courtyard, together with the amber glow of standing torches. Many citizens of the town of Sundhaven find it their pleasure to lounge here. The dark marble temple rises like a shadow to the north, the vivid colors of roses eastwards, -and the library lies to the west. There is a stone arch to the south. +and the library lies to the west. There is a stone arch to the south. ~ 271 0 0 0 0 1 D0 @@ -32,7 +32,7 @@ credits info~ Rooms : 64 Mobiles : 67 Objects : 100 - Shops : 9 + Shops : 9 Zone 271 is linked to the following zones: 272 Sundhaven II at 27118 (south) ---> 27255 272 Sundhaven II at 27121 (down ) ---> 27245 @@ -50,7 +50,7 @@ Zone 271 is linked to the following zones: 272 Sundhaven II at 27152 (west ) ---> 27250 272 Sundhaven II at 27161 (down ) ---> 27270 272 Sundhaven II at 27162 (south) ---> 27253 - + SPECS: cityguard: 01,59,60 postmaster: 64 @@ -67,8 +67,8 @@ The Temple of Mercy~ black-domed temple. This is where all adventurers of human ilk must begin their trials of danger and discovery. You stand in a cast of rosy-gold light, stretching along the floor from a stained glass window that serves as your -first sight of the known world. The unknown world awaits you with open.. -Jaws. There is an inscription in the north wall. +first sight of the known world. The unknown world awaits you with open.. +Jaws. There is an inscription in the north wall. ~ 271 24 0 0 0 0 D0 @@ -106,7 +106,7 @@ The alms room~ are outlined several dark silhouettes. Under some scrutiny you can trace a basilisk, a chimera, and a dragon circling a deity, a dusty red cloak about her neck. Homage and sacrifice to this human deity are paid here by the other -citizens of the realm. +citizens of the realm. ~ 271 28 0 0 0 0 D3 @@ -118,7 +118,7 @@ S At the altar~ You stand in a quiet room garbed on all sides by black drapery, save for the south wall, on which is painted a stellar calendar with symbols difficult to -interpret. Reverance to the elusive human deity is paid here. +interpret. Reverance to the elusive human deity is paid here. ~ 271 24 0 0 0 0 D1 @@ -133,7 +133,7 @@ E calendar~ The circular diagram shows symbols for what appear to be the days of the week and the month, and how they correspond to the slow treks of the stars, and -perhaps, some inner meanings known only to the local priesthood. +perhaps, some inner meanings known only to the local priesthood. ~ S #27104 @@ -141,7 +141,7 @@ A narrow terrace north of the temple~ You stand on a thin stone terrace before the temple. Southwards the dome of the temple rises among the town smoke, and a set of steps to the north leads up to the northern square before the cliffs edge. Black willows grow in small -clusters to the east and west. +clusters to the east and west. ~ 271 0 0 0 0 1 D2 @@ -157,7 +157,7 @@ S The town library~ Silence reigns here. On two walls are painted the black and gold arcs of mural designs; bands twisted into knotlike patterns and borders. Travellers -and citizens may post information on the board hung here. +and citizens may post information on the board hung here. ~ 271 44 0 0 0 0 D1 @@ -168,7 +168,7 @@ S #27106 The temple garden~ An impressionistic splash of red, black and gold meets the eye, accompanied -by the intoxicating fragrance of roses growing nearly wild in this garden. +by the intoxicating fragrance of roses growing nearly wild in this garden. ~ 271 0 0 0 0 1 D3 @@ -178,10 +178,10 @@ D3 S #27107 A stone arch~ - An imposing arch of the grey-white stone of the cliffs arcs over your head, + An imposing arch of the gray-white stone of the cliffs arcs over your head, half grown over with dark green ivy. Before you to the south are the stone steps leading up to the town gallows, and northwards lies the courtyard of the -temple. +temple. ~ 271 0 0 0 0 1 D0 @@ -199,7 +199,7 @@ Sundhaven square~ trodden down and the scents of animals, smoke and exotic perfumes hangs in the air. The cliffs and the northern gate of the town lie north of here, the lane paralleling the cliffs runs east and west, and the entrance to the temple is -southwards. +southwards. ~ 271 0 0 0 0 1 D0 @@ -226,12 +226,12 @@ behind and the world opens out before you. You are standing atop a highland cliff, lined with mosses, lichen and purple heather, and looking out over a foggy wetland. The graveyard for the dead of Sundhaven lies near the foot of the cliffs, and in the far distance you can make out the blue line of the sea -closing the horizon. +closing the horizon. ~ 271 0 0 0 0 1 D0 ~ -gate +gate ~ 1 27179 27158 D2 @@ -243,7 +243,7 @@ S A lane bordering the cliffs~ The wind from the northern sea finds its way over the rooftops of shops and fills the heavily trafficked lane with a salty scent. The path is lined with a -few oaks, and shops lie to the north and south. +few oaks, and shops lie to the north and south. ~ 271 0 0 0 0 1 D0 @@ -268,7 +268,7 @@ The alchemy shop~ Vials and bottles of all shapes and sizes line the cluttered shelves of this small shop. On a window in the north wall sits a bizarre golden squid-like creature in a jar, glinting in the sun. You wonder what oddities could be -found in storage. +found in storage. ~ 271 156 0 0 0 0 D2 @@ -281,7 +281,7 @@ The House of Sorcery~ You stand in a small, well-lit shop of cobblestone and mortar, entirely cluttered with scrolls, glowing wands, odd regents and components. The place has an unmistakable scent of sulfur that makes you wonder, but the sorceress -seems knowledgeable. +seems knowledgeable. ~ 271 156 0 0 0 0 D0 @@ -294,7 +294,7 @@ A lane bordering the cliffs~ You have come to a crossroads of sorts. A park lies to the north, from which a pleasant scent is drifting, and the road continues, narrowing, to the west towards the homes of the residents. Eastwards lies shops and the northern -gate; a shaded lane travels to the south. +gate; a shaded lane travels to the south. ~ 271 0 0 0 0 1 D0 @@ -320,7 +320,7 @@ Wisteria park~ purple-flowering wisteria vine, forming in leafy clumps at the bottoms. The park is a quiet, relaxing place, with the exception of the occasional explosion coming from a pale tower rising to the northwest, accompanied by a brilliant -flash of light. +flash of light. ~ 271 1 0 0 0 2 D2 @@ -337,8 +337,8 @@ Wisteria park~ The dark greenery of the park extends eastwards, grown over with purple- flowering wisteria vine which slowly ambles up the town walls. To the south, the cliff lane runs east-west. An occasional explosion from a pale stone tower -to the north startles you, and piques your curiousity about that strange place. - +to the north startles you, and piques your curiosity about that strange place. + ~ 271 1 0 0 0 2 D0 @@ -360,7 +360,7 @@ The Tower of Sorcery~ the tower of the local wizards, winding towards the ceiling in a sloping spiral. A stairwell has its foot at the north wall, rickety but presumably stable enough to support you. A dim violet faerie glow illuminates the room. - + ~ 271 12 0 0 0 0 D2 @@ -377,7 +377,7 @@ A dark spiral staircase~ The immobile stone faces of gargoyles regard you with cold stares from the walls of the darkened stairwell. At each turn in the spiral steps a more mangled face than the last confronts you, drawing closer to the laboratory -above. What is the sculptor implying about the study of magic? +above. What is the sculptor implying about the study of magic? ~ 271 13 0 0 0 0 D4 @@ -396,7 +396,7 @@ by narrow black lab tables cluttered with a chaotic mess of bubbling vials, shattered beakers, and miscellaneous spell components. The latest experiment in familiars, a leathery-skinned fork-tailed creature, hops knavishly from shoulder to shoulder among the mages at work here. If you need practice in the -magic arts, this would be a good place to start. +magic arts, this would be a good place to start. ~ 271 28 0 0 0 0 D0 @@ -420,7 +420,7 @@ none of the blood that has been shed here, but the legends of the dead live on in tales and nightmares. The executions still take place at irregular intervals, to the joy of hidden enemies and law-abiding citizens. You note there is plenty of room for spectators. Besides the east-west road, a stone -arch stands to the north, and a well-travelled path leads southwards. +arch stands to the north, and a well-travelled path leads southwards. ~ 271 0 0 0 0 1 D1 @@ -445,7 +445,7 @@ On a weathered stone terrace~ This seems to be a plaza of sorts, but is so worn and cracked with age the stone is barely holding together. Moss and weeds have all but overgrown the rock-strewn surface. Balmy, roguish scents are drifting out of a dark, -ivy-clothed building to the east. +ivy-clothed building to the east. ~ 271 0 0 0 0 1 D0 @@ -467,7 +467,7 @@ Nightbreak Cafe~ secret themselves away in hideouts by day. The place is well-known to be run by the local assassins guild, and it is common to witness conversations here spoken in whispers as deals are cut and bounties arranged. The rules of -conduct are etched on the back wall. +conduct are etched on the back wall. ~ 271 8 0 0 0 0 D3 @@ -476,7 +476,7 @@ D3 0 -1 27120 D5 ~ -trapdoor +trapdoor ~ 1 27181 27245 E @@ -493,7 +493,7 @@ S The southern path~ A well-trodden dirt path heads southwards, bordered by dense clumps of black-tipped grass. By night the moths gather by a fatal instinct round the -glow of torches lining the way, beating their wings heavily. +glow of torches lining the way, beating their wings heavily. ~ 271 0 0 0 0 1 D0 @@ -508,9 +508,9 @@ S #27123 The southern path~ The green grass and firm soil of the path begin to give way to mud strewn -with traces of human filth as you pass into the poorer section of Sundhaven. +with traces of human filth as you pass into the poorer section of Sundhaven. The shanties and town dump add a mild stench to the air, and attest to the -virtual burglaries of the poor by the rich.. And often by the poor. +virtual burglaries of the poor by the rich.. And often by the poor. ~ 271 0 0 0 0 1 D0 @@ -535,7 +535,7 @@ A withered shanty~ The splintered plankings that make the walls of this room are sodden with rain and leaking water, light and a chilling wind in to its inhabitants, who look sick from poverty. A rat scurries nonchalantly by your toes, then pauses -to debate their merits as food. The mud floor is littered with debris. +to debate their merits as food. The mud floor is littered with debris. ~ 271 12 0 0 0 0 D3 @@ -546,8 +546,8 @@ S #27125 The town dump~ The foul stench of rotting food and other miscellaneous goods creates an -almost visible brown haze among the heaps of trash, clouding your senses. -Those who call it home certainly smell as decayed as it does. +almost visible brown haze among the heaps of trash, clouding your senses. +Those who call it home certainly smell as decayed as it does. ~ 271 0 0 0 0 1 D1 @@ -560,7 +560,7 @@ D2 0 -1 27126 D5 ~ -rubble +rubble ~ 2 23 27236 S @@ -569,7 +569,7 @@ T 27109 The town dump~ You wander amid heaps of trash that smell of disease, famine, and other pleasantries... Suffice it to say that very little that should be alive here -is, and vice-versa. +is, and vice-versa. ~ 271 0 0 0 0 1 D0 @@ -588,7 +588,7 @@ The southern path~ you in slightly with each step. A rotten stench is filtering in from the west, repelling you in another direction automatically such that it takes a great conscious effort for you to turn that way. The path heads north into the -town's mainstream, and south closer to the wildlands beyond it. +town's mainstream, and south closer to the wildlands beyond it. ~ 271 0 0 0 0 1 D0 @@ -609,7 +609,7 @@ A black sand road~ The black sand of the road absorbs heat and feels pleasant to those without coverings on their feet, attracting all sorts of loafers and siteseers who come on days off to relax and watch the festivities at the gallows. A bloody trail -leads into a building to the south. +leads into a building to the south. ~ 271 0 0 0 0 1 D1 @@ -627,15 +627,15 @@ D3 E trail bloody~ Sand has been shuffled over most of it, but it is obviously from a recent -kill. The sign on the building reads 'The House of the Butcher and Friends'. -It appears the fellow has a quirky sense of humor. +kill. The sign on the building reads 'The House of the Butcher and Friends'. +It appears the fellow has a quirky sense of humor. ~ S #27130 A sandy bend before the east gate~ The wide road comes to a crossroads close to the eastern gate, which appears to be forged from some heavy metal and painted white. The ground is a mix of -shuffled black and gold sand where the two roads meet. +shuffled black and gold sand where the two roads meet. ~ 271 0 0 0 0 1 D0 @@ -656,7 +656,7 @@ A gold sand road~ A thick stone and mortar building with small windows stands to the east, but no entrance can be seen from here, and the black stone of the weapons shop is westwards. The road is treeless and wide, the air laiden with smoke and the -shouts of bartering. +shouts of bartering. ~ 271 0 0 0 0 1 D0 @@ -675,9 +675,9 @@ S #27132 A gold sand road~ The sand road continues north and south, crowded with citizens going about -their business. The armoury stands to the west, emitting heat from the fires +their business. The armory stands to the west, emitting heat from the fires of the forge. Occasional drunken shouts and laughter can be heard from a -smoking lodge to the east. +smoking lodge to the east. ~ 271 0 0 0 0 1 D0 @@ -702,7 +702,7 @@ A gold sand road~ Sand of pale gold has been carted in from the desert lands to cover this road, reducing the sinking effect of mud during the rains. The air here is heavy with the smell of delicious food, fresh bread baking, and something -spicier, to the east. +spicier, to the east. ~ 271 0 0 0 0 1 D0 @@ -726,7 +726,7 @@ S A bend in the road~ You have come to a narrow bend, and can feel the faint heat of a fire from a small, blackened stone structure to the north. Patches of gold sand are -scattered about. +scattered about. ~ 271 0 0 0 0 1 D0 @@ -750,7 +750,7 @@ S A lane bordering the cliffs~ This narrow lane, sometimes dimmed with fog from the sea and forests, travels east and west paralleling the cliffs just around the shops to the -north. Faint bird cries are issuing from the building to the south. +north. Faint bird cries are issuing from the building to the south. ~ 271 0 0 0 0 1 D0 @@ -775,7 +775,7 @@ A shaded lane~ Loose leaves blow in tiny spirals along the surface of the wooded road as summer fades to autumn. Between the trees to the west, something sparkles tauntingly from the dark doorway of a small shop. Eastwards the dome of the -temple can be seen rising. +temple can be seen rising. ~ 271 0 0 0 0 1 D0 @@ -797,7 +797,7 @@ A shaded lane~ place bustling with activity, including the occasional attentions of a pickpocket or two, for the lane is broad and the shadows of the trees leave plenty of hiding places. However, the frequent presence of guards gives a -feeling of security. +feeling of security. ~ 271 0 0 0 0 1 D0 @@ -818,7 +818,7 @@ A shaded lane~ The bent limbs of ash and oak trees lining the lane casts a pattern of dappled light on the ground, which shifts languidly back and forth in the breeze. To the west stands the old post office, and the lane continues north -and south. +and south. ~ 271 0 0 0 0 1 D0 @@ -840,7 +840,7 @@ A cluster of trees before the west gate~ oaks trellised with ivy. The wind brushes the leaves, but this sound is dulled by the din of the town going about its daily business. The ornate west gate lies just to the west, a road paved with black sand runs east and north is a -lane shaded by oak and ash trees. +lane shaded by oak and ash trees. ~ 271 0 0 0 0 1 D0 @@ -861,7 +861,7 @@ A black sand road~ Black sand has been hauled up the steep cliffs from the beaches to reduce the unpleasant affects of copious mud during the frequent rains and heavy fogs of the region. The road is so heavily travelled it has almost been packed down -into a hard surface. +into a hard surface. ~ 271 0 0 0 0 1 D1 @@ -880,11 +880,11 @@ S #27142 The butcher shop~ You are enclosed in a poorly lit, stuffy room that smells of blood, salted -meat and strange preservatives you didn't think existed in this time period. +meat and strange preservatives you didn't think existed in this time period. Pewter cases filled with ice give off wisps of steam near a roasting fire at the east wall. You might wonder why this place is situated so proximate to the gallows, but the butcher nonchalantly claims all his goods died peaceably, then -turns away to stifle a chuckle. +turns away to stifle a chuckle. ~ 271 136 0 0 0 0 D0 @@ -897,7 +897,7 @@ The stables~ No whinnies issue from the darkened stalls of this place; the horses are as yet untamed and the stables lie empty. It is not unusual for a vagrant to make his home here, however, before being moved on by the guards or attacked by the -barn owls. +barn owls. ~ 271 9 0 0 0 0 D0 @@ -909,12 +909,12 @@ S The east gate of Sundhaven~ You stand on the eastern border of Sundhaven, before a heavy gate forged from iron and painted bone-white. A hot desert wind blows through the grating -sporadically, giving hint to the vast regions beyond. +sporadically, giving hint to the vast regions beyond. ~ 271 0 0 0 0 1 D1 ~ -gate +gate ~ 1 27179 27260 D3 @@ -927,7 +927,7 @@ The west gate of Sundhaven~ An ornate gate, heavy and wrought from black iron, hangs on ancient hinges to the west, bordered by slender elms. The ivy so plentiful in the town is twined and braided about its intricate coils and carvings, which consist -largely of prowling cats and eclipsed circle designs. +largely of prowling cats and eclipsed circle designs. ~ 271 0 0 0 0 1 D1 @@ -947,7 +947,7 @@ display on the stone and mortar walls. A single window admits virtually no light, so filled with the webs and dust of neglect is it.. Obviously the shopowner prefers to seclude himself to the obsessive labors of his work. You wonder if he ever makes anything new, so fanatical he is about sharpening and -re-sharpening the old. +re-sharpening the old. ~ 271 156 0 0 0 0 D1 @@ -960,7 +960,7 @@ The Silver Scale~ You pass into a shop whose walls are gleaming dully, hung with various armor reflecting the firelight spawning from the forge. Goods of defensive metal may be bought and sold here, at nearly reasonable prices. Use 'list' to peruse the -options. +options. ~ 271 156 0 0 0 0 D1 @@ -975,7 +975,7 @@ bounty hunting atmosphere of the Nightbreak Cafe. Your feet are hard put to find a purchase on the slippery floor of spilled ale and cracked, sodden wood. This is the meeting place of those of a fighting bent, accordingly the blood from last night's brawls has barely dried on the walls before tonight's is -shed, be wary. +shed, be wary. ~ 271 8 0 0 0 0 D2 @@ -995,7 +995,7 @@ S Along the bar counter~ You have entered a loud and boisterous corner in the alehouse, where adventurers tell their tales of fact and fable.. Perhaps there are things to -be learned here of the lands beyond the thin walls of the city. +be learned here of the lands beyond the thin walls of the city. ~ 271 8 0 0 0 0 D0 @@ -1012,7 +1012,7 @@ Mekala's Thai Kitchen~ A large room crowded with ornamental porcelain elephants, incense dishes and silkscreen dividers encloses you, the blur of spicy scents from the kitchen bringing a flush of red to your face. A steep, narrow stairwell rises up the -east wall. +east wall. ~ 271 156 0 0 0 0 D3 @@ -1027,8 +1027,8 @@ S #27151 The rooftop at Mekala's~ The open, moist air gives some relief from the heat below. Wild birds -circle about above your head, curious about the food but too shy to descend. -A few tables stand adorned with simple white tablecloths and red candles. +circle about above your head, curious about the food but too shy to descend. +A few tables stand adorned with simple white tablecloths and red candles. ~ 271 0 0 0 0 1 D5 @@ -1042,7 +1042,7 @@ The sparring hall~ sparring room, gleaming with human pride. While not being overly promiscuous, the heads of foes are noticeably stacked one atop the other on a pole of polished wood in the corner. If you are looking to improve your skills in the -art of battle, this might be a good place to start. +art of battle, this might be a good place to start. ~ 271 24 0 0 0 0 D1 @@ -1058,7 +1058,7 @@ S The Bread Basket~ You pass into an unusually humble dwelling and shop for the town, built from baked clay and hot from the cumbersome bread ovens projecting partially out of -the far wall. The smell of fresh bread is mouth-watering. +the far wall. The smell of fresh bread is mouth-watering. ~ 271 156 0 0 0 0 D1 @@ -1070,7 +1070,7 @@ S The blacksmiths~ The orange glow of the forge brightens an otherwise black, windowless room. This is the blacksmith's home and workplace; a humble cot rests very close to -the fire. +the fire. ~ 271 8 0 0 0 0 D2 @@ -1083,7 +1083,7 @@ The aviary~ Shrill and murmuring bird calls alike assail your ears. The aviary is crowded with bird cages holding the trained variety of species for sale, and something like aspirin is available on a small, high-standing round table by -the door. +the door. ~ 271 156 0 0 0 0 D0 @@ -1112,7 +1112,7 @@ underway in here - what would be a strike if this wasn't before unions - among the numerous disgruntled postal workers conglomerated. Shining silver letter- openers flash in the light as they heedlessly try to backstab anyone in sight. It's a droll scene. You decide it prudent to mail your wares and be on your -way. There is a sign posted on the north wall. +way. There is a sign posted on the north wall. ~ 271 12 0 0 0 0 D1 @@ -1123,7 +1123,7 @@ E sign~ A few instructions have been meticulously printed in small letters. Send (item) (playername) will function to mail something to someone. Receive will -allow you to collect your mail. Thank you and have a nice day. +allow you to collect your mail. Thank you and have a nice day. ~ S #27158 @@ -1131,22 +1131,22 @@ Standing at the brink~ A sea of light, floating fog opens up before you, swallowing most of the cliff and the lands beyond in its pale jaws. Far beyond the whiteness opens out to reveal a welcome azure that is the mantle of the sea. A trail -disappears downwards into the mist. +disappears downwards into the mist. ~ 271 0 0 0 0 4 D2 ~ -gate +gate ~ 1 27179 27109 S #27160 A balcony of the tower~ - This high point on the northern edge of Sundhaven boasts quite a view. + This high point on the northern edge of Sundhaven boasts quite a view. When fog is not seen rolling about the balcony's railing, one can see the graveyard near the foot of the cliff to the north, and beyond it, the pearl blue sea, clothing the far horizon. The mages have made this a favored place -for recreational studies. +for recreational studies. ~ 271 0 0 0 0 1 D2 @@ -1160,7 +1160,7 @@ A silvery-lit landing~ and silent about you as a curtain of falling snow, though there is a chanting taking place, seemingly miles away, in the chamber to the west. Lamps mounted on the walls give off a silver glow reminiscent of saints and martyrs, whether -they died for the cause of good, or for evil. +they died for the cause of good, or for evil. ~ 271 8 0 0 0 0 D3 @@ -1183,7 +1183,7 @@ illumined in airless, black glass cabinets, their twinkling golden and silver chasings catching your eye with mocking immortality. Urns of demon ash line polished amberwood shelves, and a small, simple altar edged in ivory stands against the north wall. This is the sanctum of the ministry. Those of a pious -bent would do well to begin studies here. +bent would do well to begin studies here. ~ 271 28 0 0 0 0 D1 @@ -1205,7 +1205,7 @@ The chamber of sacrifice~ retaining shadows that seem to flicker in the recesses of the room. It appears a sacrifice to the matron deity of Sundhaven is scheduled to take place. You may watch, but be warned there are times set aside for the sacrifice of those -who interfere. +who interfere. ~ 271 9 0 0 0 0 D4 @@ -1218,7 +1218,7 @@ At a swinging wooden gate~ You pass through a creaking gate of weathered wood, swinging idly in the wind. To the west rise the bluffs and gardens of the homes of Sundhaven's varied people; citizens can also be seen passing eastwards into the town -itself. +itself. ~ 271 0 0 0 0 1 D0 @@ -1231,21 +1231,21 @@ D1 0 -1 27113 D3 ~ -gate +gate ~ 2 23 27165 S #27165 A windy cliffside lane~ A damp and chilly wind wafts over the homes of the clifftop moors. About -you bluffs rise, pale grey and dark sandstone, smooth from the sculpturing of +you bluffs rise, pale gray and dark sandstone, smooth from the sculpturing of winds, and dotted with purple heather and green mosses. A path strays through -the clifftop hills. +the clifftop hills. ~ 271 0 0 0 0 2 D1 ~ -gate +gate ~ 2 23 27164 D3 @@ -1256,9 +1256,9 @@ S #27166 A windy cliffside lane~ A damp and chilly wind wafts over the homes of the clifftop moors. About -you bluffs rise, pale grey and dark sandstone, smooth from the sculpturing of +you bluffs rise, pale gray and dark sandstone, smooth from the sculpturing of winds, and dotted with purple heather and green mosses. A path strays through -the clifftop hills. +the clifftop hills. ~ 271 0 0 0 0 2 D1 diff --git a/lib/world/wld/272.wld b/lib/world/wld/272.wld index 4a40595..e111224 100644 --- a/lib/world/wld/272.wld +++ b/lib/world/wld/272.wld @@ -1,10 +1,10 @@ #27200 A short rockslide~ - You stand amidst a tumble of rocks of various sizes and shades of grey and + You stand amidst a tumble of rocks of various sizes and shades of gray and ebony. A pale hawk circles overhead, uttering a shivering cry. It is impossible to continue downwards without meeting an untimely (? ) death. A few homes have been hidden here in the cliff face, a bit of a hike from any -civilization. +civilization. ~ 272 0 0 0 0 5 D1 @@ -24,7 +24,7 @@ credits info~ Sundhaven is designed to be a newbie starting town, essentially an alternative to a time-worn Midgaard. It is complete with the guilds of the four basic classes, shops, bank, post office, and several -connecting points which make it easy to link to any world. +connecting points which make it easy to link to any world. SPECS: guilds: {CLASS_WARRIOR, 6757, SCMD_WEST}, {CLASS_THIEF, 6740, SCMD_EAST}, @@ -39,7 +39,7 @@ equipment loading with new players: obj 6607 to clerics (mace). obj 6608 to warriors (short sword). I hope you find the zone useful. - + Zone 272 is linked to the following zones: 271 Sundhaven at 27221 (east ) ---> 27145 271 Sundhaven at 27233 (north) ---> 27127 @@ -90,7 +90,7 @@ S A path of black grass~ A little trail picks its way among small ill-anchored stones and patches of black, wiry grass, that at first site gives the place a ravaged, charred look. -However, the vegetation is living, just endowed with a dark hue. +However, the vegetation is living, just endowed with a dark hue. ~ 272 0 0 0 0 2 D1 @@ -111,7 +111,7 @@ A small haunted grove~ With the exception of the inexplicable darkness permeating this grove, there is little way to explain the odd feeling of foreboding about this place. No birds sing, no rat scurries in the open, the leaves rustle barely enough to -break the silence. Yet an odd presence makes itself felt. +break the silence. Yet an odd presence makes itself felt. ~ 272 1 0 0 0 3 D0 @@ -172,7 +172,7 @@ S A dwelling perched precariously on the edge~ This home is so tenuously held to the brink of stone and mud that you have to wonder how long before the rains carry it over the edge. However, if a god -assures you it is safe, it must be.... Right? You trust us, don't you? +assures you it is safe, it must be.... Right? You trust us, don't you? ~ 272 8 0 0 0 0 D3 @@ -185,7 +185,7 @@ A black stone dwelling~ You stand in a quiet, empty dwelling of sturdy black sandstone. Occupied now by only a few spiders, it looks like it could be a comfortable place to live with a little work. With enough gold, perhaps one of the higher gods -might sell it to you? +might sell it to you? ~ 272 8 0 0 0 0 D1 @@ -197,8 +197,8 @@ S A garden of wild rosethorn~ Dense bushes of rosethorn, growing wild, fill the garden with splashes of white and red colors. There is a grassy space in the center, circled by smooth -grey stones, where children play and older residents of the town picnic and -enjoy themselves. +gray stones, where children play and older residents of the town picnic and +enjoy themselves. ~ 272 0 0 0 0 2 D1 @@ -219,7 +219,7 @@ A black stone dwelling~ You stand in a quiet, empty dwelling of sturdy black sandstone. Occupied now by only a few spiders, it looks like it could be a comfortable place to live with a little work. With enough gold, perhaps one of the higher gods -might sell it to you? +might sell it to you? ~ 272 8 0 0 0 0 D0 @@ -232,7 +232,7 @@ A black stone dwelling~ You stand in a quiet, empty dwelling of sturdy black sandstone. Occupied now by only a few spiders, it looks like it could be a comfortable place to live with a little work. With enough gold, perhaps one of the higher gods -might sell it to you? +might sell it to you? ~ 272 8 0 0 0 0 D3 @@ -245,7 +245,7 @@ A black stone dwelling~ You stand in a quiet, empty dwelling of sturdy black sandstone. Occupied now by only a few spiders, it looks like it could be a comfortable place to live with a little work. With enough gold, perhaps one of the higher gods -might sell it to you? +might sell it to you? ~ 272 8 0 0 0 0 D1 @@ -258,7 +258,7 @@ A red stone dwelling~ You stand in a quiet dwelling of mortar and rose-colored stone. Occupied now by only a few spiders, it looks like it could be a comfortable place to live, with a little work. And gold, of course. Perhaps it may be bought from -one of the gods. +one of the gods. ~ 272 8 0 0 0 0 D1 @@ -270,7 +270,7 @@ S Passing through a vine-wreathed gate~ A gate swathed in green, fruitless vine lies open, but the path looks little-travelling. You wonder if there is anything of use to you out this -remote way, apparently passing out of the residential area. +remote way, apparently passing out of the residential area. ~ 272 0 0 0 0 2 D0 @@ -291,7 +291,7 @@ A black stone dwelling~ You stand in a quiet, empty dwelling of sturdy black sandstone. Occupied now by only a few spiders, it looks like it could be a comfortable place to live with a little work. With enough gold, perhaps one of the higher gods -might sell it to you? +might sell it to you? ~ 272 8 0 0 0 0 D2 @@ -304,7 +304,7 @@ A path hung with golden lanterns~ A wide path of chalky-white cobblestone leads to southwards towards some dense illumination. Here the lane is lined with poles hung with lanterns giving off a mild golden glow, swinging in the breeze. The wind passes more -strongly along a lane to the north. +strongly along a lane to the north. ~ 272 0 0 0 0 2 D0 @@ -321,7 +321,7 @@ A circle of golden lanterns~ The path fades into a broad circular clearing, ringed with white stones and hanging golden lanterns that provide a bright radiance. A few white stone houses, small but cozy-looking, lie just east and west, enjoying the -luminescence. +luminescence. ~ 272 0 0 0 0 2 D1 @@ -339,9 +339,9 @@ D3 S #27219 A white stone dwelling~ - A small dwelling has been fashioned from chalky-white stones and grey + A small dwelling has been fashioned from chalky-white stones and gray mortar. It is empty of signs of habitation. You feel, nevertheless, that this -could be a comfortable place to live, if bought from the gods of the realm. +could be a comfortable place to live, if bought from the gods of the realm. ~ 272 8 0 0 0 0 D1 @@ -351,9 +351,9 @@ D1 S #27220 A white stone dwelling~ - A small dwelling has been fashioned from chalky-white stones and grey mortar. + A small dwelling has been fashioned from chalky-white stones and gray mortar. It is empty of signs of habitation. You feel, nevertheless, that this could be -a comfortable place to live, if bought from the gods of the realm. +a comfortable place to live, if bought from the gods of the realm. ~ 272 8 0 0 0 0 D3 @@ -365,7 +365,7 @@ S A wide cart path~ The road outside the town of Sundhaven is well-travelled by vehicles of trade.... Is it a path for wide carts, or a wide path for carts? Westwards, a -dense forest is blurred with low-hanging clouds. +dense forest is blurred with low-hanging clouds. ~ 272 0 0 0 0 2 D1 @@ -380,8 +380,8 @@ S #27222 An untravelled path~ A thin line of soil barely resembling a path threads its lonesome way -between the dull grey stones. You can only wonder if there is much of note out -this direction, as a sense of barrenness is prominent. +between the dull gray stones. You can only wonder if there is much of note out +this direction, as a sense of barrenness is prominent. ~ 272 0 0 0 0 2 D0 @@ -400,8 +400,8 @@ S #27223 An untravelled path~ A thin line of soil barely resembling a path threads its lonesome way -between the dull grey stones. You can only wonder if there is much of note out -this direction, as a sense of barrenness is prominent. +between the dull gray stones. You can only wonder if there is much of note out +this direction, as a sense of barrenness is prominent. ~ 272 0 0 0 0 2 D0 @@ -416,8 +416,8 @@ S #27224 An untravelled path~ A thin line of soil barely resembling a path threads its lonesome way -between the dull grey stones. You can only wonder if there is much of note out -this direction, as a sense of barrenness is prominent. +between the dull gray stones. You can only wonder if there is much of note out +this direction, as a sense of barrenness is prominent. ~ 272 0 0 0 0 2 D2 @@ -435,7 +435,7 @@ Climbing a small bluff~ eastward arcs. There is little that is extraordinary about this place. It is deserted, it is lonely, yet a particularly green bluff forms a plateau just above you. It calls to you in an eerie way, yet emits a chaotic aura that -might be best left alone. +might be best left alone. ~ 272 0 0 0 0 4 D4 @@ -452,7 +452,7 @@ Blind Man's Bluff~ The lonely hilltop is blanketed in a strange, rich green grass-cover, and the only sound is that of the wind whistling over the moors. A haunting, otherworldly presence has made this bluff its home, casting what malevolence it -yet can on the mortal world, and giving the bluff its name. +yet can on the mortal world, and giving the bluff its name. ~ 272 0 0 0 0 2 D5 @@ -465,7 +465,7 @@ A clearing circled by oaks and maples~ The stone-rimmed path opens out to a clearing of dirt, encircled by broad oaks and maples with leaves the color of honey. To the north a black gate is closed against the clamor of the world, and the road continues east to town, -and west where it vanishes into a fog banked forest. +and west where it vanishes into a fog banked forest. ~ 272 0 0 0 0 3 D0 @@ -485,7 +485,7 @@ S The black orchard gate~ A small gate wrought with black iron flowers and arches swings loosely in the shallow wind. Beyond, rows of brambles are stretching past the range of -your vision. +your vision. ~ 272 0 0 0 0 2 D0 @@ -523,7 +523,7 @@ Under an oak dark and wet with rain~ A broad oak, knotted with the eons it has seen, stands amidst a circle of blackberry shrubs that seem to form a protective shroud of thorns about the area. Ivy vines hang loose from its many-cornered limbs. Some images have -been carved into the oak. +been carved into the oak. ~ 272 0 0 0 0 2 D0 @@ -540,7 +540,7 @@ D3 0 -1 27231 E oak~ - The giant oak is covered in thick blue-green mosses and dark swaying ivy. + The giant oak is covered in thick blue-green mosses and dark swaying ivy. Some images have been carved and charred in by a fiery touch, a sternly beautiful woman with a ruby dagger sheathed at her waist stands beside a man with the robe of the priesthood. The cold wind of the sea blows the sails of @@ -548,7 +548,7 @@ the rocking ship they ride upon. The rogue woman is imploring a second man to destroy a beast far too great for his strength, a cruel smile playing upon her lips. The image is frozen upon the bark, immobile, yet it is apparent she is winning the battle. Beneath the picture are engraved the words "Know thy -limits". +limits". ~ S #27231 @@ -595,7 +595,7 @@ The southern path~ you in slightly with each step. A rotten stench is filtering in from the west, repelling you in another direction automatically such that it takes a great conscious effort for you to turn that way. The path heads north into the -town's mainstream, and south closer to the wildlands beyond it. +town's mainstream, and south closer to the wildlands beyond it. ~ 272 0 0 0 0 1 D0 @@ -608,7 +608,7 @@ D2 0 -1 27235 D5 ~ -stone +stone ~ 2 23 27234 S @@ -619,12 +619,12 @@ ceiling of this supply house of witchcraft. Ingredients for the hexes of hags and the poisons of roguish assassins bubble and float in jars crowded onto shelves, and tinkling against each other from strings around the stone doorway. A voodoo doll pinned to one wall seems to be eyeing you. Let's hope you are -not already earmarked for demise by someone. +not already earmarked for demise by someone. ~ 272 13 0 0 0 0 D4 ~ -stone +stone ~ 2 23 27233 S @@ -633,7 +633,7 @@ The southern gate~ You stand before the southern gate,forged into ornaments of the triskelion in black iron and covered with ivy. Beyond it, days distant, the mountains of black glass rise shrouded in permanent night. Northwards lies the spread of -the town of Sundhaven, hooded in wreaths of cooking smoke. +the town of Sundhaven, hooded in wreaths of cooking smoke. ~ 272 0 0 0 0 1 D0 @@ -650,7 +650,7 @@ A foul staircase~ A staircase littered with rubble descends into a passageway crawling with rats and smelling of.. Your imagination needs no assistance here. The place gives you the creeps, particularly since there seem to be faint traces of -recent footfalls outlined in the slime on the soiled floor.. +recent footfalls outlined in the slime on the soiled floor.. ~ 272 9 0 0 0 0 D0 @@ -659,7 +659,7 @@ D0 0 -1 27237 D4 ~ -rubble +rubble ~ 2 23 27125 S @@ -669,7 +669,7 @@ A dark passageway~ roomy enough for a large rat.. Or something.. To pass through with ease, and are not just down by the ground but up near the ceiling. A fetid stench rolls over you from within the holes. The passage continues south and east into -black. +black. ~ 272 9 0 0 0 0 D1 @@ -685,7 +685,7 @@ S A dark passageway~ Your foot slides as your boot sinks into some unpleasant substance on the muddy floor.. Mold? Only inspection in better light will tell. Eastwards the -passage slants into a dark pool, and disappears to the west into blackness. +passage slants into a dark pool, and disappears to the west into blackness. ~ 272 9 0 0 0 0 D1 @@ -702,7 +702,7 @@ Trudging through a pool of slime~ The dark passage slopes into a pool of drainage from the roads of town, seeping in through cracks above you and wetting your hair with slime. There is an eerie feeling about this place, as if only the few and priviledged are -welcome here. +welcome here. ~ 272 9 0 0 0 0 D1 @@ -723,12 +723,12 @@ A doorway hung with daggers~ The dark hall of the underground ends here before a tall, narrow door of sturdy oak, scarred with daggerpoints. The soil is wet with some dark fluid.. Slime from the boots of passersby? Of course. A circular emblem is etched -into the door. +into the door. ~ 272 8 0 0 0 0 D1 ~ -door +door ~ 2 23 27241 D3 @@ -738,10 +738,10 @@ D3 E emblem~ An emblem of a black naga chasing its tail is engraved in a crimson border on -the thick oaken door. Beneath, something has been scrawled by daggerpoint. +the thick oaken door. Beneath, something has been scrawled by daggerpoint. ... Round the gallows, one-armed and bland We dance and dance, the devil's own band Of wary highwaymen. Let no rogue fail to keep his head. This is no -monastery here, I say, you dead. ... +monastery here, I say, you dead. ... ~ S #27241 @@ -749,7 +749,7 @@ A hall in the Assassins Guild~ You stand in a wide, dark hallway of the Assassins Guild. On the ceiling spreads a gigantic mural of the black serpentlike naga, a model of stealth and intelligence, in muted blue and black. An elegant table stands against the -wall, laid with a simple black cloth and a few daggers. +wall, laid with a simple black cloth and a few daggers. ~ 272 8 0 0 0 0 D0 @@ -762,12 +762,12 @@ D1 0 -1 27242 D3 ~ -door +door ~ 2 23 27240 D5 ~ -rug +rug ~ 1 27181 27243 S @@ -779,7 +779,7 @@ which bounties can be split and repose taken by a warm fireplace hung with guild daggers, skillfully tapered and too hot from the flames to steal. A bar sunken into the far stone wall assists your dexterity.. So it is said.. And bunks are layer the area to the east, hung with stolen tapestries and sheets. - + ~ 272 8 0 0 0 0 D0 @@ -797,7 +797,7 @@ A secret hideaway~ dugout hidden from the lawful population and furnished with kick-back chairs and half-full bottles of wine. No bounty hunter could find a lounging thief here, sheltered away from the executioners of town. No hunter, that is, except -a rogue like yourself. +a rogue like yourself. ~ 272 9 0 0 0 0 D4 @@ -812,7 +812,7 @@ of the trade. A hanging row of the spines of previous victims covers the east wall, scarred with the dagger twists of countless thieves perfecting their backstab. You may have to travel far in search of more fine-tuned skills, but the guildmistress is willing to give newcomers their start in the art of -fiends. +fiends. ~ 272 24 0 0 0 0 D2 @@ -826,12 +826,12 @@ Slippery stone steps~ sounds of slime creeping down the walls is barely detectable beneath the sounds of your own breathing. There seems to be tracks of footfalls in the slime coating the steps.. Evidently this serves as a secret passageway, regularly -used, for some individuals of a shady nature. +used, for some individuals of a shady nature. ~ 272 9 0 0 0 0 D4 ~ -trapdoor +trapdoor ~ 1 27181 27121 D5 @@ -869,7 +869,7 @@ S A wide cart path~ The road outside the town of Sundhaven is well-travelled by vehicles of trade.... Is it a path for wide carts, or a wide path for carts? Westwards, a -dense forest is blurred with low-hanging clouds. +dense forest is blurred with low-hanging clouds. ~ 272 0 0 0 0 2 D1 @@ -882,7 +882,7 @@ A dark corner of the tavern~ The loners of Sundhaven gather here (figure *that* one out) to mourn their losses over gallons of liquid spirits. Occasionally, one can be seen passed out on the floor, robbed by some thief slipping in from the Nightbreak, but -generally the livers here are stout from long and weary experiences. +generally the livers here are stout from long and weary experiences. ~ 272 9 0 0 0 0 D3 @@ -896,7 +896,7 @@ The Lodge of Wrath~ with a thick, hardy rug of a red so dark as to almost be black, beds shelved in bunks of hearty oak, a roaring fireplace in the corner. Several large chairs stuffed with coarse wool are situated round the fire for the rowdy telling of -tales over inebriating brews. +tales over inebriating brews. ~ 272 24 0 0 0 0 D0 @@ -913,7 +913,7 @@ A red portal~ You stand in the shimmering glow of a portal of deep red light. This is the gift of the Archmage to the warriors guild, in return for other favors, of course. Beyond the glare is a vision of the temple courtyard, the center of -town, to the west. +town, to the west. ~ 272 8 0 0 0 0 D2 @@ -929,9 +929,9 @@ S A black portal~ You stand in the shimmering glow of a portal of rogue-black light. This is the gift of the Archmage to the assassin's guild, in return for a few bounties -performed, of course. Ever wonder who put the Earl of Sundhaven in power?.. +performed, of course. Ever wonder who put the Earl of Sundhaven in power?.. Nevermind. Beyond the dark glare is a vision of the temple courtyard, the -center of town, above you. +center of town, above you. ~ 272 8 0 0 0 0 D2 @@ -949,9 +949,9 @@ The Sanctuary~ seemingly rounded and blurred by a muted pale light that seems to come from nowhere. It is perhaps a product of the combined faiths of those who live here.. Dark, alabaster, and every shade in between. All beliefs are accepted -here, provided they are not discussed too often, lest blood should be spilt. +here, provided they are not discussed too often, lest blood should be spilt. There are several bookshelves of varying religious works, an altar without -ornament, and numerous cots for clerics to take their rest in. +ornament, and numerous cots for clerics to take their rest in. ~ 272 24 0 0 0 0 D0 @@ -968,7 +968,7 @@ A white portal~ You stand bathed in the glow of a portal of white light. This is the gift of the Archmage to the guild of the ministry, in return for certain blessings, of course. Beyond the pale glare is a vision of the temple courtyard, the -center of town, below you. +center of town, below you. ~ 272 8 0 0 0 0 D3 @@ -983,11 +983,11 @@ S #27255 The Den of Sorcery~ The den of sorcery for mages and witches and wizards is a comfortable place, -well-lit by magical rose and violet faerie fires for the reading of tomes. +well-lit by magical rose and violet faerie fires for the reading of tomes. There is a rug in guild colors of blue and violet which spans the stone floor, and hammocks hang in rows along the walls, where the mages take their repose. A series of bookshelves provide ample guild literature, and an oak coffee table -before a couch dominates the room. +before a couch dominates the room. ~ 272 24 0 0 0 0 D0 @@ -1005,7 +1005,7 @@ A blue portal~ the gift of the previous Archmage upon his own guild. He went on to fashion further portals all leading all over the known world, before the Lady Assassin extinguished his life. Beyond the blue glare is a vision of the temple -courtyard, the center of town. +courtyard, the center of town. ~ 272 8 0 0 0 0 D2 @@ -1021,7 +1021,7 @@ S Some battered stone steps~ Broad, shallow stairs of dark stone descend into a hallway warm with the heat of sparring warriors. Above you the sounds of the alehouse distract you -with bawdy laughter. A doorway is west, bruised with sword-points. +with bawdy laughter. A doorway is west, bruised with sword-points. ~ 272 8 0 0 0 0 D3 @@ -1038,7 +1038,7 @@ The town treasury~ With the exception of a few portraits of the founders of you-don't- know-what, the room is quite drab, and could benefit from some fresh air. A huge pile of the town's wealth lies on the tile floor, guarded from your -meddling by a protective amber shield. +meddling by a protective amber shield. ~ 272 12 0 0 0 0 D1 @@ -1048,20 +1048,20 @@ D1 E gold~ You can't get near it. On attempting to reach in and partake of the wealth, -a protective amber shield balks your hand as if it were a wall of steel. +a protective amber shield balks your hand as if it were a wall of steel. However, you can create your own account by depositing some money. If you want to know your balance, typing balance will do the job. If you'd care to see it again, type withdraw (amount). Then please put it back again. Your support is -appreciated, we know the town's security rests with you. Have a nice day. +appreciated, we know the town's security rests with you. Have a nice day. ~ E pile~ You can't get near it. On attempting to reach in and partake of the wealth, -a protective amber shield balks your hand as if it were a wall of steel. +a protective amber shield balks your hand as if it were a wall of steel. However, you can create your own account by depositing some money. If you want to know your balance, typing balance will do the job. If you'd care to see it again, type withdraw (amount). Then please put it back again. Your support is -appreciated, we know the town's security rests with you. Have a nice day. +appreciated, we know the town's security rests with you. Have a nice day. ~ S #27259 @@ -1069,7 +1069,7 @@ The Tiger's Eye~ Three cases, locked and faced in glass, reveal their glittering contents along the walls. These selfsame jewels perhaps attracted you from the street... Clouded pearls, white and blue diamonds, amethyst and golden tigers -eyes. Using 'list' will allow you to peruse the goods available. +eyes. Using 'list' will allow you to peruse the goods available. ~ 272 12 0 0 0 0 D1 @@ -1081,11 +1081,11 @@ S A stone path~ You stand just outside the eastern gate of the town of Sundhaven. Fresh bread and cool drink await those within who are willing to pay for the service, -and about the city, other willing merchants may also be found in abundance. +and about the city, other willing merchants may also be found in abundance. Eastwards the land stretches in unmarred wilderness to the far horizon, and to the southeast you think you can catch glimpses of the thatched roofs of yet another village, this one smaller and more humble. A trail south along the -cobblestone wall seems to head in that direction. +cobblestone wall seems to head in that direction. ~ 272 0 0 0 0 2 D2 @@ -1099,10 +1099,10 @@ gate~ S #27261 Along the town wall~ - You follow the thick wall of grey cobblestone that marks the outer border of + You follow the thick wall of gray cobblestone that marks the outer border of Sundhaven. Moss, nourished by frequent rainfall, hides portions of the wall under its green tendrils. A stony path can be made out to the north, and the -wall makes its way southwards to a corner. +wall makes its way southwards to a corner. ~ 272 0 0 0 0 2 D0 @@ -1119,7 +1119,7 @@ Along the town wall~ You reach a bend in the town wall, and the trail follows it on both sides to the north and west. Ivy growing along the wall here brushes your arm as you pass. Dense shrubbery lining the path to the east renders that way -unnavigable. +unnavigable. ~ 272 0 0 0 0 2 D0 @@ -1136,7 +1136,7 @@ Along the town wall~ A small path lined with broad trees breaks off to the south from the cobblestone wall of Sundhaven, which runs eastwards to a corner. The gate of the town must be somewhere near. You can make out the buzz of city life, -hushed by the stone barrier, from the north. +hushed by the stone barrier, from the north. ~ 272 0 0 0 0 2 D1 @@ -1153,7 +1153,7 @@ A path hung with moss~ A narrow path bordered with ancient, broad-trunked trees leads north to the town wall of Sundhaven and southwards to a short drop. Moss completely covers and overflows from the oaks, brushing the hair and helms of all but the -shortest races of beings. +shortest races of beings. ~ 272 1 0 0 0 3 D0 @@ -1167,11 +1167,11 @@ D5 S #27265 A short mossy cliff~ - A four foot grey stone cliff, matted with clumps of green moss and overhung + A four foot gray stone cliff, matted with clumps of green moss and overhung with tall bending trees, is easily scaled by handy footholds in the rock. The place looks well-travelled by some hardy population of small-footed creatures. One path continues in a north-south vein over the cliff, another breaks off and -leads east. +leads east. ~ 272 1 0 0 0 3 D2 @@ -1188,7 +1188,7 @@ A path hung with moss~ The slender trail winds its way north-south through bending trees laiden with spanish moss. (Except this was before Spain. ) It comes to an end before the bubbling ebbs of a tiny stream, pouring gently forth from a hole in the -rock on which you are poised, and flows southward. +rock on which you are poised, and flows southward. ~ 272 1 0 0 0 3 D0 @@ -1205,7 +1205,7 @@ A stream~ A quietly flowing stream drifts down a slim riverbed, leading south from a small hole in the rock to the north. The water is clear and pure, and seems entirely empty of creatures.. It may be true this stream was taxed by heavy -fishing long ago that long since cleaned it of all life. +fishing long ago that long since cleaned it of all life. ~ 272 1 0 0 0 7 D2 @@ -1222,7 +1222,7 @@ A stream~ The clear waters begin to shift and curl and the current increase slightly. Tiny brown reeds on the banks lean downstream, sending the dragonflies airborne from their stalks. A wind whistles in the leaves of the trees above and no -sound can be made out from ahead. +sound can be made out from ahead. ~ 272 1 0 0 0 7 D0 @@ -1240,7 +1240,7 @@ A whirlpool~ and without breath. The tree-darkened sky disappears in a circular motion above your eyes as the world turns to water, and you cannot help but feel that what goes down, must continue down.. The waters engulf you and suck you -downwards, where you awake with stars circling before your eyes. +downwards, where you awake with stars circling before your eyes. ~ 272 1 0 0 0 8 D0 @@ -1254,7 +1254,7 @@ A stairwell~ abandoned recesses of the golden temple. It seems few have reason to travel this way. The dust that coats the steps lies mostly undisturbed, and an aura of desertion hangs about the place. Whoever does traverse these ancient halls -may or may not have the light of goodness in their motivations. +may or may not have the light of goodness in their motivations. ~ 272 13 0 0 0 0 D1 @@ -1270,7 +1270,7 @@ S A stairwell~ The old stairwell completes its descent here, and a single passage, shadowed in darkness black as ink, leads east. The stairs, floor, and walls are all -wooden. +wooden. ~ 272 9 0 0 0 0 D1 @@ -1287,7 +1287,7 @@ A dark landing~ A seatless landing creates a pause in the stairwell before its final descent. Angular shapes of lighter areas on the walls indicate this place may have once been hung with numerous paintings or tapestries, possibly -comemorating the priests and gods of the past. +comemorating the priests and gods of the past. ~ 272 9 0 0 0 0 D3 @@ -1306,7 +1306,7 @@ clambering over one another before the approach of your footfalls, yet everything seems to indicate to you that this is not the sort of fun fairy-tale niche your mother liked to tell tales about by the fireside of your ancient home. Do you continue, or turn back? Sometimes shadows may form a bluff of -great danger in the recesses of your imagination. +great danger in the recesses of your imagination. ~ 272 9 0 0 0 0 D1 @@ -1322,12 +1322,12 @@ S A dark corridor~ The hallway bends sharply, leading off to the south and west. No light penetrates either one, so as always the question of where you want to go -depends on where you've been. +depends on where you've been. ~ 272 9 0 0 0 0 D0 ~ -stone +stone ~ 2 27217 27284 D2 @@ -1345,7 +1345,7 @@ A dark corridor~ water shivers and shimmers, black against black. The pool is nearly still, only an occasional ripple moving across the surface gives any indication of life, or life in death, within. Northwards the hall disappears into the dark. - + ~ 272 9 0 0 0 0 D0 @@ -1362,7 +1362,7 @@ Edge of a black-bottom pool~ You wade ankle-deep into the murky waters of a black-bottom pool. It appears this pool was once a nice pleasure bath for the priests and their guests, but has fallen into decay from recent lack of use. Who knows what -creatures make their home beneath the dark surface. +creatures make their home beneath the dark surface. ~ 272 13 0 0 0 6 D2 @@ -1380,7 +1380,7 @@ A black-bottom pool~ every limb, each movement sending a chill coursing through from ears to toes. The smooth, dark bottom of the pool shows traces of faded ornamental designs, now mostly hidden and eroded with moss and algae. Few can pin a name on the -grotesque underwater creatures that now make this their home. +grotesque underwater creatures that now make this their home. ~ 272 9 0 0 0 8 D0 @@ -1398,7 +1398,7 @@ A black-bottom pool~ every limb, each movement sending a chill coursing through from ears to toes. The smooth, dark bottom of the pool shows traces of faded ornamental designs, now mostly hidden and eroded with moss and algae. Few can pin a name on the -grotesque underwater creatures that now make this their home. +grotesque underwater creatures that now make this their home. ~ 272 9 0 0 0 8 D0 @@ -1420,7 +1420,7 @@ A black-bottom pool~ every limb, each movement sending a chill coursing through from ears to toes. The smooth, dark bottom of the pool shows traces of faded ornamental designs, now mostly hidden and eroded with moss and algae. Few can pin a name on the -grotesque underwater creatures that now make this their home. +grotesque underwater creatures that now make this their home. ~ 272 9 0 0 0 8 D0 @@ -1438,7 +1438,7 @@ A black-bottom pool~ every limb, each movement sending a chill coursing through from ears to toes. The smooth, dark bottom of the pool shows traces of faded ornamental designs, now mostly hidden and eroded with moss and algae. Few can pin a name on the -grotesque underwater creatures that now make this their home. +grotesque underwater creatures that now make this their home. ~ 272 9 0 0 0 8 D2 @@ -1455,7 +1455,7 @@ The cartographers~ You are in a closely walled-in room with little air and much light; a glass-fronted bookcase displays a variety of map parchments, though as they are curled and bound with colored ribbon, it is difficult to discern their -contents. +contents. ~ 272 156 0 0 0 0 D2 @@ -1468,7 +1468,7 @@ The corner store~ You enter a small, wooden-planked shop, in sore need of some repairs, but essentially kept very tidy by someone with little else to do but revel in her senility. A few crowded shelves hold items that may be of use to you in -everyday living. +everyday living. ~ 272 8 0 0 0 0 D3 @@ -1482,7 +1482,7 @@ A cobblestone road~ high enough to keep the town secure, and ringed with tendrils of lush green ivy. The busy murmur of citylife can be heard from beyond. Southwards, the cobblestone road crosses a meadow of sorts before disappearing into a line of -dark woods. +dark woods. ~ 272 0 0 0 0 2 D0 @@ -1494,12 +1494,12 @@ S A crawlspace~ You slip into someone's private domain. Better leave without a trace before long, it could be dangerous to remain, should the dweller of this place return -and claim what is theirs. +and claim what is theirs. ~ 272 524 0 0 0 0 D2 ~ -stone +stone ~ 2 27217 27274 D4 diff --git a/lib/world/wld/273.wld b/lib/world/wld/273.wld index 1cdceea..60d5f6a 100644 --- a/lib/world/wld/273.wld +++ b/lib/world/wld/273.wld @@ -2,10 +2,10 @@ The Bridge~ You have reached the Bridge, the central nervous system for Space Station Alpha. All around you are flashing screens a ndlights. Status reports and -damage reports are scrolling o ffthe screen faster than you can read them. +damage reports are scrolling o ffthe screen faster than you can read them. The gravity is ve rylight in this room. You can see blood staining the crash couch of what was probably the Computer Systems Officer. There are dozens of -egg pods here! +egg pods here! ~ 273 137 0 0 0 0 D4 @@ -17,44 +17,44 @@ credits info~ Hi, just a quick explanation of Space Station Alpha. Esentially this area is a Sci-fi based area. A space station has been in orbit around your planet and something has gone terribly wrong. Predator aliens and -introduced Alien aliens into the station to hunt along with the humans! The +introduced Alien aliens into the station to hunt along with the humans! The station is completely infested and the crew of Space Station Alpha is doing their best to hold out and clear the station. Too bad the captain has snapped -and more than half the crew has been killed or committed suicide. -Room #61 is a space shuttle that is the entrance to the station from the rest -of the world. Edit it to fit in yours. +and more than half the crew has been killed or committed suicide. +Room #61 is a space shuttle that is the entrance to the station from the rest +of the world. Edit it to fit in yours. Other than that it should be pretty much plug and play. It contains 1 deathtrap, -a room that has been sealed off that the players will definately have to ignore +a room that has been sealed off that the players will definitely have to ignore all the warnings to get killed in. It will serve them right if they are dumb enough to walk into a sealed room that has a hull breach and no pressure! -This area is nasty. Not for people who are simply hack & slash. It will take -some thinking to clear. Best not to go alone too. -2 or 3 higher level characters should be able to clear it if they follow a -hit and run campaign. Since all but a few of the rooms are no magic spell +This area is nasty. Not for people who are simply hack & slash. It will take +some thinking to clear. Best not to go alone too. +2 or 3 higher level characters should be able to clear it if they follow a +hit and run campaign. Since all but a few of the rooms are no magic spell casters should map out which rooms magic will work in and cast protection spells there or before they enter the station. Magic works in the hangars and a few other rooms. Best bet is to set up a base camp in the main hagar and clear the immeadiate area of wandering aliens. Then heal up in the hangar and explore until the next battle. Then drop back, heal up and head back out into it. Pick the -mobs off one at a time if possible. You really don't want to go into a combat -wounded. Plus fleeing here can get you killed too. +mobs off one at a time if possible. You really don't want to go into a combat +wounded. Plus fleeing here can get you killed too. I recommend setting the zone reset bit so that it doesn't reload while -players are in the station. I don't think I have it set that way as the -default. -Anyway, enjoy. +players are in the station. I don't think I have it set that way as the +default. +Anyway, enjoy. Magnus/Stan Rohrer magnus@@ix.netcom.com ~ E egg eggs pod~ Yes, your presence in this room has been noticed by the proto-aliens in the -pods! +pods! ~ S #27301 Weapon Storage Chamber~ - You have located the weapons storage chamber. Unfortunatelyit is empty. -Apparently the crewmembers had a chance to get to the weapons. + You have located the weapons storage chamber. Unfortunatelyit is empty. +Apparently the crewmembers had a chance to get to the weapons. ~ 273 137 0 0 0 0 D1 @@ -70,7 +70,7 @@ S Officer's Mess~ This is where the officers of Space Station Alpha take their meals. It looks as if the room is being used as a staging area for alien hunting -Predators! +Predators! ~ 273 137 0 0 0 0 D1 @@ -86,7 +86,7 @@ S Systems Officer's Quarters~ These are the quarters of the Systems Officer. What is left of her is scattered all about the room. The grate over the ventilation shaft has been -torn off. +torn off. ~ 273 137 0 0 0 0 D1 @@ -101,7 +101,7 @@ S #27304 Communications Officer's Quarters~ These are the quarters of Lt. Oshura, communications officer of the -station. There is no sign of Oshura here. +station. There is no sign of Oshura here. ~ 273 137 0 0 0 0 D2 @@ -117,7 +117,7 @@ S Captain's Quarters~ These are the quarters of Captain Vance Marshal. They look recently occupied but Captain Marshal is not in the room. A steel plate has been -hastily welded over the ventilation shaft. +hastily welded over the ventilation shaft. ~ 273 137 0 0 0 0 D0 @@ -137,7 +137,7 @@ S Main Axis Transportation Column~ You are in the main transportation column. There are some burn marks here on the walls and the rungs directly above you have been corroded away by acid. - + ~ 273 137 0 0 0 0 D1 @@ -162,7 +162,7 @@ Science Officer's Quarters~ These are the quarters of the stations Science Officer. The room is in complete dissaray. A vent cover in the ceiling has been forcibly removed from the inside. There are burn marks and signs of acid corrosion on the floor -below the vent. +below the vent. ~ 273 137 0 0 0 0 D0 @@ -182,7 +182,7 @@ S Recreation Room~ You have found the recreation room. It looks like there was some strenuous activity going on here recently judging by the human body parts. Where is the -skull though? +skull though? ~ 273 137 0 0 0 0 D0 @@ -198,7 +198,7 @@ S The Latrine~ You have found the latrine. The fixtures have been torn off the floor and smashed by something with great strength. Part of a dead adult stage alien is -here. +here. ~ 273 137 0 0 0 0 D1 @@ -213,7 +213,7 @@ S #27310 A Storage Room~ This room stored various replacement parts for the spacestation. Boxes are -tossed randomly about. +tossed randomly about. ~ 273 137 0 0 0 0 D1 @@ -228,7 +228,7 @@ S #27311 Food Storage~ This was where the dry rations for the station were stored. Most packages -have been ripped open. +have been ripped open. ~ 273 137 0 0 0 0 D0 @@ -242,7 +242,7 @@ hatch~ S #27312 Storage Room~ - This room is stored with huge metal barrels. + This room is stored with huge metal barrels. ~ 273 137 0 0 0 0 D1 @@ -258,7 +258,7 @@ S Bio Lab~ This room is full of high tech equipment for disection and analisis of biological specimens. There is a naked human on an examination table here. A -facehugger is firmly attached to him. +facehugger is firmly attached to him. ~ 273 137 0 0 0 0 D1 @@ -274,7 +274,7 @@ S Cryo Storage~ This room is bitterly cold. There are some large glass tubes here containing frozen humanbeings. Other containers house suspended alien life -forms. +forms. ~ 273 137 0 0 0 0 D1 @@ -289,7 +289,7 @@ S #27315 An Empty Stateroom~ There are a couple neately made beds here. Nothing else is out of the -ordingary. +ordingary. ~ 273 8 0 0 0 0 D2 @@ -304,7 +304,7 @@ S #27316 Hangar #1~ You are in Hangar #1 on Space Station Alpha. A suttlecraft is waiting here -to transport you to the planet's surface. +to transport you to the planet's surface. ~ 273 8 0 0 0 0 D1 @@ -321,7 +321,7 @@ S #27317 Air Lock #1~ This room has especially thick hatches to it with a large control pannel -mounted next to the hatch to the west. +mounted next to the hatch to the west. ~ 273 8 0 0 0 0 D0 @@ -345,7 +345,7 @@ S Main Axis Transportation Column~ You are in the main transportation column. There are some burn marks on the walls here. What's that!????? A part of a human face?! Something isn't right -here! +here! ~ 273 137 0 0 0 0 D1 @@ -368,7 +368,7 @@ S #27319 Airlock #2~ This room has especially thick hatches to it with a large control pannel -mounted next to the hatch to the east. +mounted next to the hatch to the east. ~ 273 137 0 0 0 0 D0 @@ -391,7 +391,7 @@ S #27320 Hanger #2~ This is a rather large room, similar to the room you entered the station -from. There is no other space craft here however. +from. There is no other space craft here however. ~ 273 137 0 0 0 0 D3 @@ -402,7 +402,7 @@ S #27321 Preparation Room #1~ This room contains a number of vacum suits and other equipment for walking -out side the hull of the station. +out side the hull of the station. ~ 273 8 0 0 0 0 D0 @@ -417,7 +417,7 @@ S #27322 Repair Shop~ This room is obviously a repairshop of some sort. There is a half assembled -robot on a table here along with some weapons that are recharging. +robot on a table here along with some weapons that are recharging. ~ 273 137 0 0 0 0 D1 @@ -432,7 +432,7 @@ S #27323 A Storage Room~ Spare parts are stacked to the ceiling in this room. There are a few -overturned boxes but otherwise this room is intact. +overturned boxes but otherwise this room is intact. ~ 273 137 0 0 0 0 D1 @@ -447,7 +447,7 @@ S #27324 Preparation Room #2~ This room is full of vacum suits and equipment for space walking out side -the hull of the ship. +the hull of the ship. ~ 273 137 0 0 0 0 D0 @@ -462,7 +462,7 @@ S #27325 A Kitchen~ This is a small kitchen used for making snacks for the crew. The place has -been ransacked! +been ransacked! ~ 273 137 0 0 0 0 D1 @@ -477,7 +477,7 @@ S #27326 A Crew Stateroom~ The room was until recently occupied by a memeber of the space station's -crew. +crew. ~ 273 8 0 0 0 0 D1 @@ -492,7 +492,7 @@ S #27327 A Crew Stateroom~ The room was until recently occupied by a memeber of the space station's -crew. +crew. ~ 273 137 0 0 0 0 D1 @@ -508,7 +508,7 @@ S A Crew Stateroom~ The room was until recently occupied by a memeber of the space station's crew. The bed in this room is soaked with blood from the poor slob on the -floor. The corpse has a gaping hole in its chest. +floor. The corpse has a gaping hole in its chest. ~ 273 137 0 0 0 0 D2 @@ -523,9 +523,9 @@ S #27329 Video Room~ This room contains a dozen comfortable looking reclining couches each -equiped with thier own video screen on a swivel are attached to the couch. +equiped with their own video screen on a swivel are attached to the couch. One of the video couches is occupied by a corpse with a large hole it his -chest. +chest. ~ 273 137 0 0 0 0 D0 @@ -544,7 +544,7 @@ S #27330 Main Axis Transportation Column~ You are in the main transportation column. There are some burn marks here -on the walls and blood covers most of the shaft here. +on the walls and blood covers most of the shaft here. ~ 273 137 0 0 0 0 D1 @@ -567,7 +567,7 @@ S #27331 Crew Stateroom~ This room was recently occupied by one of the crew members of the -spacestation. There is a hastily scribbled note laying on the desk here. +spacestation. There is a hastily scribbled note laying on the desk here. ~ 273 137 0 0 0 0 D0 @@ -588,7 +588,7 @@ Sceen of a Battle~ It is hard to say what this room once was. Everything has been destroyed. There are burn marks and holes everywhere. It looks like some eventually tossed in a fragmentation grenade and closed the door. Bits of alien flesh -cling to the walls and ceiling. Score one up for the crew! +cling to the walls and ceiling. Score one up for the crew! ~ 273 137 0 0 0 0 D0 @@ -604,8 +604,8 @@ S A Crew Stateroom~ A corpse lies slumped over a small metal desk against the far wall of thisroom. As you lift the head up to have a better look you notice the -singleperfectly round hole through the right temple and out the other side. -This crewmenber took the easy way out. +singleperfectly round hole through the right temple and out the other side. +This crewmenber took the easy way out. ~ 273 137 0 0 0 0 D1 @@ -622,7 +622,7 @@ A Small Theater~ This is a small theater. One entire wall is a huge viewing screen for moviesand entertainment views. Unfortunately the screen has been damaged by splattered alien blood. A translucent alien arm lays on the floor just -inchesfrom your feet. Looks like the crew didn't do so badly after all. +inchesfrom your feet. Looks like the crew didn't do so badly after all. ~ 273 137 0 0 0 0 D1 @@ -639,7 +639,7 @@ Observation Room~ The external wall of this room is completely transparent. There are a numberof comfortable chairs here for simply sitting and staring out into space. You could stare at the stars forever, just like the dead crewman to your right -with the huge gaping hole in his chest! +with the huge gaping hole in his chest! ~ 273 8 0 0 0 0 D0 @@ -655,7 +655,7 @@ S Agrodome #1~ This room is full of lush plant life that has been designed to live in lowgravity environments such as are found on orbiting space platforms. The -foliage offers great cover. This room is a veritable jungle in space! +foliage offers great cover. This room is a veritable jungle in space! ~ 273 8 0 0 0 0 D1 @@ -672,7 +672,7 @@ Agrodome #2~ This room is full of row after row of editable plant life. There are gainttomatoes, two foot long cucumbers, carrots, and other vegetables. They haveno doubt been geneticaly altered to grow in the light gravity of a -spacestation. +spacestation. ~ 273 137 0 0 0 0 D1 @@ -692,7 +692,7 @@ Agrodome #3~ It was a BIG mistake to open that hatch! The hull of the station has been breached here! Anything that wasn't nailed down has been sucked out of this room... Including you! Should have paid more attention to that little light -on the hatch console now shouldn't you? +on the hatch console now shouldn't you? ~ 273 100 0 0 0 0 D1 @@ -708,9 +708,9 @@ hatch~ S #27339 Agrodome #4~ - All the plantlife in this room has been destroyed by energy weapon fire. -Someone apparently got spookedand just started opening up at radom here. -Either thator they simply went nuts! Maybe both. + All the plantlife in this room has been destroyed by energy weapon fire. +Someone apparently got spookedand just started opening up at radom here. +Either thator they simply went nuts! Maybe both. ~ 273 137 0 0 0 0 D2 @@ -718,8 +718,8 @@ D2 hatch~ 2 27315 27343 D3 -The hatch to Agrodome #3 is closed. The control pannel onthe door -has a red flashing light on it. +The hatch to Agrodome #3 is closed. The control pannel onthe door +has a red flashing light on it. The LCD reads: ** NO PRESSURE ** ~ @@ -731,7 +731,7 @@ Hangar Delta~ This is another space hangar. The shuttle in this hangar has been destroyed by a powerful blast. Parts from four or five aliens are lying here on the floor, most of the hangar deck had been corroded away and it looks unsafe to -walk here. +walk here. ~ 273 8 0 0 0 0 D1 @@ -742,7 +742,7 @@ S #27341 Preparation Room~ This is a equipment preparation room for crew memebers who will be walking -outside the ship or taking a flight in one of the shuttles. +outside the ship or taking a flight in one of the shuttles. ~ 273 137 0 0 0 0 D0 @@ -765,7 +765,7 @@ S #27342 Main Axis Transportation Column~ You are in the main transportation column. There are more burn marks on the -walls here. +walls here. ~ 273 137 0 0 0 0 D1 @@ -789,7 +789,7 @@ S Predator Remote Command Facility~ This room has been converted over from its former function to serve as a Predator remote comand and control base. You get the feeling you are being -watched! +watched! ~ 273 137 0 0 0 0 D0 @@ -813,7 +813,7 @@ S Hangar Gamma~ This hangar is occupied by and extreamly strange looking spacecraft. The markings on the hull are not human in origin. A large access hatch is open on -the alien craft. +the alien craft. ~ 273 137 0 0 0 0 D1 @@ -829,7 +829,7 @@ S #27345 A Storage Room~ Strange markings have been crudely painted on the wall here in what appears -to be Predator blood! +to be Predator blood! ~ 273 137 0 0 0 0 D0 @@ -843,7 +843,7 @@ hatch~ S #27346 A Passageway~ - The passage continues east and west. + The passage continues east and west. ~ 273 137 0 0 0 0 D1 @@ -857,7 +857,7 @@ hatch~ S #27347 Cleaning Room~ - Cleaning supplies are stored in this room. Mops, sponges etc. + Cleaning supplies are stored in this room. Mops, sponges etc. ~ 273 137 0 0 0 0 D1 @@ -873,7 +873,7 @@ S The Sickbay~ This is the hospital for the station. There are 10 beds, one of which is totaly soaked in blood. The others are empty. A corpse lies on the floor of -the bloodstained bed with a gaping hole in her chest. +the bloodstained bed with a gaping hole in her chest. ~ 273 137 0 0 0 0 D0 @@ -888,7 +888,7 @@ S #27349 Surgery~ This is the surgery room of the station. Most of the equipment has been -badly damaged here. Smashed readouts broken glass, a major mess. +badly damaged here. Smashed readouts broken glass, a major mess. ~ 273 137 0 0 0 0 D1 @@ -903,7 +903,7 @@ S #27350 A Crew Stateroom~ This room has been left pretty much intact. The bed is still made and there -is no sign of anything out of the ordinary. +is no sign of anything out of the ordinary. ~ 273 137 0 0 0 0 D1 @@ -917,7 +917,7 @@ hatch~ S #27351 A Passageway~ - The passage continues east and west. + The passage continues east and west. ~ 273 137 0 0 0 0 D1 @@ -931,7 +931,7 @@ hatch~ S #27352 A Passageway~ - The passage continues south and west. + The passage continues south and west. ~ 273 137 0 0 0 0 D2 @@ -945,7 +945,7 @@ hatch~ S #27353 A Passageway~ - The passage continues south, east, and north. + The passage continues south, east, and north. ~ 273 137 0 0 0 0 D0 @@ -963,7 +963,7 @@ hatch~ S #27354 Main Axis Transportation Column~ - You are in the main transportation tube. + You are in the main transportation tube. ~ 273 137 0 0 0 0 D1 @@ -985,7 +985,7 @@ green hatch~ S #27355 A Passageway~ - The passage continues south, west, and north. + The passage continues south, west, and north. ~ 273 137 0 0 0 0 D0 @@ -1003,7 +1003,7 @@ D3 S #27356 A Passageway~ - The passage continues north and east. + The passage continues north and east. ~ 273 137 0 0 0 0 D0 @@ -1017,7 +1017,7 @@ hatch~ S #27357 A Passageway~ - The passage continues east and west. + The passage continues east and west. ~ 273 137 0 0 0 0 D1 @@ -1031,7 +1031,7 @@ hatch~ S #27358 A Passageway~ - The passage continues east and west. + The passage continues east and west. ~ 273 137 0 0 0 0 D1 @@ -1045,7 +1045,7 @@ hatch~ S #27359 A Passageway~ - The passage continues north and west. + The passage continues north and west. ~ 273 137 0 0 0 0 D0 @@ -1062,7 +1062,7 @@ Reactor Room~ The main reactors that power the station are here. There is a pannel on the main reactor that looks as if a code has been partially entred. Suddenly you are surprized by Captain Marshal! The man is obviously insane and screams "I -must destroy the station! " as he aims his weapon at your head! +must destroy the station! " as he aims his weapon at your head! ~ 273 137 0 0 0 0 D5 @@ -1073,7 +1073,7 @@ S #27361 Space Shuttle Galeleo~ You have entered the strange looking craft and you search it for signs of -life. There are none. What you do find is a button marked 'Return'. +life. There are none. What you do find is a button marked 'Return'. ~ 273 137 0 0 0 0 D4 @@ -1084,9 +1084,9 @@ Pressing the 'Return' button launches the ship. S #27362 The Bridge of the Predator Craft~ - You stand on the mist shrouded bridge of the Predator aliean spacecraft. + You stand on the mist shrouded bridge of the Predator aliean spacecraft. Strange glowing controls hypnotically flash and change color. Occasionally a -strange spiting-hissing sound comes over what must be an intercom speaker. +strange spiting-hissing sound comes over what must be an intercom speaker. ~ 273 8 0 0 0 0 D1 @@ -1103,7 +1103,7 @@ S Trophy Room~ You have entered the main hold and trophy room of the Predator ship. There are skulls of all sorts on trophy stands along the walls. These monsters have -killed a lot of men, and other things in their travels! +killed a lot of men, and other things in their travels! ~ 273 168 0 0 0 0 D1 @@ -1122,7 +1122,7 @@ Predator Engine Room~ Somehow you have managed to get all the way to the main engine room ofthe Peredator's ship! Too bad the technology here is so alien you can find nothing of use. Strange machinery hums and glows. The same thick mist that covers -most of the ship is on the floor here too. +most of the ship is on the floor here too. ~ 273 233 0 0 0 0 D3 diff --git a/lib/world/wld/274.wld b/lib/world/wld/274.wld index 028df2a..5b0ee52 100644 --- a/lib/world/wld/274.wld +++ b/lib/world/wld/274.wld @@ -4,7 +4,7 @@ Inside Southern Gate~ it leads off into the village. It is a street of dirt with a few stray cobbles, dating back when the Roman's conquered this land. There are buildings on each side of the street. A guard gate post is to the east here, where it is manned -twenty-four by seven days a week. +twenty-four by seven days a week. ~ 274 20 0 0 0 1 D0 @@ -24,8 +24,8 @@ gate~ E credits~ This Zone was created by Brett Lynnes and Andy McLeod We're just some bored -college students from Montana... So you don't need to credit us for it. -Besides, I sorta stole the idea off of a mud I played a while back. +college students from Montana... So you don't need to credit us for it. +Besides, I sorta stole the idea off of a mud I played a while back. Smurfville is an anooying place with lots of do-gooder smurfs and (of course) Gargamel's castle. ** added bonus- Barney's playland I made the entrance on wld ##00 @@ -37,7 +37,7 @@ Inside Southern Gate~ southern most village and free town of the realm knwon as Adria. The street is dirt here, mud when it rains, but it continues to the north deeper into the small village. To the east is a guard gate here and south is the gate itself -that leaves this place. +that leaves this place. ~ 274 0 0 0 0 1 D1 @@ -49,7 +49,7 @@ S Inside Guard Gate~ The inside of the guard gate is empty, except for a desk, a lantern or two to light it at night and a chair. There is a small cot in the corner for the guard -to sleep, usually this is a two man job to guard the gates here. +to sleep, usually this is a two man job to guard the gates here. ~ 274 264 0 0 0 0 D3 @@ -62,7 +62,7 @@ Southern End of Saint Brigid~ Walking up a north-south street, the street continues toward what appears to be a town square in the distance to the the north. The gate to the south clearly visible to the south. A residence is to the east, and the Saint Brigid -Bank is to the west. +Bank is to the west. ~ 274 0 0 0 0 1 D0 @@ -85,8 +85,8 @@ S #27404 Southern End of Saint Brigid~ This is a north-south street, at the edge of a townsquare to the north. It -continues on to the south toward a gate in the distance or enters the square. -There is a residence here to the east or the church entry to the west. +continues on to the south toward a gate in the distance or enters the square. +There is a residence here to the east or the church entry to the west. ~ 274 0 0 0 0 1 D0 @@ -135,7 +135,7 @@ S On Western Side of Saint Brigid~ This is a east-west street, at the edge of a townsquare to the east. It continues on to the west toward a gate in the distance or enters the square. A -residence is to the south and the Apothecary is to the north. +residence is to the south and the Apothecary is to the north. ~ 274 0 0 0 0 1 D0 @@ -159,7 +159,7 @@ S On Western Side of Saint Brigid~ The street continues to the east and west, the smell of deicious bread makes it well known that you are outsie the Saint Brigid Bakery to the south. North a -residence is there too. +residence is there too. ~ 274 0 0 0 0 1 D0 @@ -201,7 +201,7 @@ On Western Side of Saint Brigid.~ The street continues to the west and east here. There is an entry to what appears to be a heavily fortified building that makes up the Saint Brigid Jeweler and a residence to the south. The street has a mud puddle here from a -recent rain, making it a mud bath for those to cross. +recent rain, making it a mud bath for those to cross. ~ 274 0 0 0 0 0 D0 @@ -223,7 +223,7 @@ D3 S #27410 Inside Western Gate~ - This is the inside of the Western Gate. The street begins or ends here. + This is the inside of the Western Gate. The street begins or ends here. Leading to the town square to the east in the distance. There is a guard gate to the north here. The gate is a simple one, attached to a six foot wall to partially fortify the village. @@ -247,9 +247,9 @@ S #27411 On Eastern Side of Saint Brigid~ This is a east-west street, at the edge of a townsquare to the west. It -continues on to the east toward a gate in the distance or enters the square. +continues on to the east toward a gate in the distance or enters the square. The Saint Brigid Training Center is to the north and a path to the Belltower -which is the main alarm for the village. +which is the main alarm for the village. ~ 274 0 0 0 0 1 D0 @@ -273,7 +273,7 @@ S On Eastern Side of Saint Brigid~ The street continues over a small hill here, to the west and east. It is a bit narrow here but there is a way past. The General Store is to the north and -a residence is to the south. +a residence is to the south. ~ 274 0 0 0 0 1 D0 @@ -295,10 +295,10 @@ D3 S #27413 Inside Eastern Gate~ - This is the inside of the Eastern Gate. The street begins or ends here. + This is the inside of the Eastern Gate. The street begins or ends here. Leading to the town square to the west in the distance. There is a guard gate to the north here. The gate is a simple one, attached to a six foot wall to -partially fortify the village. +partially fortify the village. ~ 274 20 0 0 0 1 D0 @@ -322,7 +322,7 @@ Outside Eastern Gate~ southeast. There is Malvern Forest's edge to the north and the road stays clear of it as it leaves the edge at this point. There is a junction to the east, where a path breaks away and goes into the forest. The Eastern Gate is to the -west. +west. ~ 274 0 0 0 0 3 D1 @@ -331,7 +331,7 @@ D1 0 0 27426 D3 The gate is forged of iron, and it has spikes on the outside making it -formidable as it is attached to the six foot wall. +formidable as it is attached to the six foot wall. ~ gate~ 1 0 27413 @@ -339,7 +339,7 @@ S #27415 On Northern Side of Saint Brigid~ This is a north-south street, at the edge of a townsquare to the south. It -continues on to the south toward a gate in the distance or enters the square. +continues on to the south toward a gate in the distance or enters the square. A residence is to the east and Broderick's Tavern is to the west. ~ 274 0 0 0 0 1 @@ -364,7 +364,7 @@ S On Bridge Crossing Rhillion River~ Standing on the bridge above the rushing wild river waters of the Rhillion River as it flows from the Aleser Mountains. The bridge crosses safely over it -and the street continues to the north and south. +and the street continues to the north and south. ~ 274 0 0 0 0 1 D0 @@ -382,7 +382,7 @@ On Northern Side of Saint Brigid~ are outside the Saint Brigid Blacksmithe Shoppe. The reverb of the hammer strikes can be felt as one stands outside to the west. East is the Armory in which all items from the Blacksmithe are sent to be sold. The street cointinues -onto the north and south. North the gate can be seen in the distance. +onto the north and south. North the gate can be seen in the distance. ~ 274 0 0 0 0 1 D0 @@ -453,7 +453,7 @@ S Outside Northern Gate~ You stand on the outside of the wall and the gate of Saint Brigid. From here it is nothing more than forest that runs off to the north as the road snakes off -through it. The main gate is south. +through it. The main gate is south. ~ 274 0 0 0 0 1 D0 @@ -472,7 +472,7 @@ Beginning/End of Malvern Road~ As you step into the forest, the ominous silence echoes around you with the form of rustling in the undergrowth, birds chirping, and even the occasional snap of the twig. The road snakes onward north and south it comes to a clearing -among the forest to civilization in the form of Saint Brigid. +among the forest to civilization in the form of Saint Brigid. ~ 274 0 0 0 0 3 D2 @@ -509,7 +509,7 @@ Outside the Western Gate ~ wood and the gate is a huge wooden gate that is fortified with sentery posts on top and arrow slits on the sides of the gate, all built over the roaring Rhillion River that seems run from underground into the open air. The street -continues east through the gate to the east or west into the mountains. +continues east through the gate to the east or west into the mountains. ~ 274 0 0 0 0 5 D1 @@ -557,7 +557,7 @@ Saint Brigid-Furze Road~ to the north into the forest from the road. And looking closer you can see the remains of what was a house build there. It seems there was a road to it but it got overgrown through the years of lack of use. The road continues east or the -west top the Western Saint Brigid Gate. +west top the Western Saint Brigid Gate. ~ 274 0 0 0 0 2 D0 @@ -579,7 +579,7 @@ Saint Brigid-Furze Road~ the edge of the forest to the north through meadows and groves of trees where the forest spreads out across the land like a snake with a thick emerald green folage. The road seems to go west too toward civilization and toward a gate -nearby. +nearby. ~ 274 0 0 0 0 3 D3 @@ -591,7 +591,7 @@ S Narrow Forest Path~ The path is pretty narrow but you manage to squeak through the trees and undergrowth to the north through the foliage toward the structure. The only way -back to the road is to the south. +back to the road is to the south. ~ 274 0 0 0 0 3 D0 @@ -664,7 +664,7 @@ A Residence~ The residences are simple shacks with a large cooking area on one end and a sleeping arragement of folding beds on the other, the shacks are dingy with dirt floors, and have a warm stone hearth in the center of it to heat it. The only -exit is south onto the street. +exit is south onto the street. ~ 274 8 0 0 0 0 D2 @@ -696,7 +696,7 @@ the shop keeper who works behind her counter on the north wall, where her assistants work behind a cauldron that brew some sort of noxious potion. They sell water here, and you wonder if it was could be tained from all the chemicals they used in these awful potions. The only exit out of the smell is to the -south onto the street. +south onto the street. ~ 274 28 0 0 0 0 D2 @@ -734,7 +734,7 @@ S Bottom of Belltower~ Standing at the bottom of the narrow tower that makes up the belltower. The only way is to the north to the main street or climbing the ladder to the top of -the tower itself. +the tower itself. ~ 274 0 0 0 0 1 D0 @@ -778,7 +778,7 @@ Top of Bell Tower~ This is the top of the bell-tower. You stand inside the large massive bell that now hangs here and covered by the roof over it which makes up the steeple of the tower. The only way down is the ladder to the bottom. From here is a -pretty good view of everything around the village in the distance. +pretty good view of everything around the village in the distance. ~ 274 301 0 0 0 1 D5 @@ -794,7 +794,7 @@ a staircase here leading upward to the upper floor that is open and can look down over the main hall. It is where the Hotel bedrooms and the working girls are located. The exit to the street is to the east. The foyer here is dity and dusty and barren of any furnishings because of the many fights that break out -usually outside the Inn. A dangerous place here. +usually outside the Inn. A dangerous place here. ~ 274 12 0 0 0 0 D1 @@ -828,7 +828,7 @@ Francis' Blacksmith Shoppe/Forge~ The forge area is very hot here, an array of vices, benches, tools, presses, andother tools that are setup throughout the whole room. His main fire forge dominates the center of the room with a stack going up through the planked -ceiling of wood that covers it. The only exit is east into the open street. +ceiling of wood that covers it. The only exit is east into the open street. ~ 274 24 0 0 0 0 D1 @@ -907,7 +907,7 @@ Foyer of Saint Brigid Church~ the west and south from the entry/exit point. It has tiled floor here and paneled walls, with artwork, sculptures of wood and marble, and art that depict many events in religous history. Two main doors to the south look like the main -entry point to the chapel as it continues on. +entry point to the chapel as it continues on. ~ 274 8 0 0 0 0 D1 @@ -954,7 +954,7 @@ D2 D3 A set of double doors made of oak are here, and they have stained glass in the center of them. They have huge bronze hinges holding them to the wall and -bronze handles to allow them to be opened. +bronze handles to allow them to be opened. ~ door~ @@ -967,7 +967,7 @@ Inside Main Chapel~ side doors to the north and south exiting out into side halls. It is not like any Chapel you have seen, instead of pews there are simple wood benches. There are relics and statues and art lining the walls but that is all. Main door to -the east exit to the main hallway exit. +the east exit to the main hallway exit. ~ 274 220 0 0 0 0 D0 @@ -994,8 +994,8 @@ S #27454 In Front of Altar~ At the main altar, here a podium stands for the the Cure to speak and do his -sermons in front of a sinister altar made of marble, trimmed in oak and gold. -Simple steps lead east down to the audience level here. +sermons in front of a sinister altar made of marble, trimmed in oak and gold. +Simple steps lead east down to the audience level here. ~ 274 12 0 0 0 0 D5 @@ -1025,7 +1025,7 @@ Small Alcove~ Inside a small alcove the hallway ends into a circular chamber. It is here that you can sit and pray, or just relax as light from a skylight lets the light from the outside shine down into the room, The hallway returns to the east/north -or a door north leads into the main chapel. +or a door north leads into the main chapel. ~ 274 8 0 0 0 0 D0 @@ -1044,7 +1044,7 @@ Small Alcove~ Inside a small alcove the hallway ends into a circular chamber. It is here that you can sit and pray, or just relax as light from a skylight lets the light from the outside shine down into the room, The hallway returns to the east to -the foyer or south into the main chapel. +the foyer or south into the main chapel. ~ 274 8 0 0 0 0 D1 @@ -1053,7 +1053,7 @@ D1 0 0 27450 D2 An oak door is here with bronze hinges and fixtures. It seems to be a side -door into the main chapel. +door into the main chapel. ~ door~ 1 0 27453 @@ -1063,7 +1063,7 @@ Main Hall~ This is the main hall where many tables lie throughout, crammed with many unwashed bodies of adventurers who seek fortune and glory. There is a bar to the west that spreads along the western wall and east is the exit. A bandstand -seems to be to the north where live entertainment plays. +seems to be to the north where live entertainment plays. ~ 274 8 0 0 0 0 D0 @@ -1084,7 +1084,7 @@ At the Bar~ The bar here dominates the western wall and serves the patrons of the tavern. It has a long counter here made of oak and behind it is a large display that show many bottles of booze which is served here. The display also has a mirror -that reflects your image there. The main hall is to the east. +that reflects your image there. The main hall is to the east. ~ 274 8 0 0 0 0 D1 @@ -1097,12 +1097,12 @@ Upper Floor~ Standing on the top of the narrow staircase that leads down to the foyer below. The open hallway continues to the west, passing the many bedrooms that are located in this hall for the working girls to do business with the -adventurers who pass through here. +adventurers who pass through here. ~ 274 8 0 0 0 0 D1 An oak door with bronze hinges and fixtures are here. On the door is the -number 'One' nailed here. +number 'One' nailed here. ~ door~ 1 0 27464 @@ -1136,7 +1136,7 @@ D1 0 0 27460 D2 An oak door with bronze hinges and fixtures are here. On the door, the -number 'Three' is nailed here. +number 'Three' is nailed here. ~ door~ 1 0 27466 @@ -1179,7 +1179,7 @@ Upper Floor~ The hall ends here. You stand outside the Madam's room to the north who takes an active participation in working with the adventurers too. The hallway returns to the south passing the bedrooms as before. Below it is is harder to -see the hall but you can see enough, and hear it all. +see the hall but you can see enough, and hear it all. ~ 274 8 0 0 0 0 D0 @@ -1274,7 +1274,7 @@ Bedroom Six~ The bedroom here is a simple one, with a large bed in the middle and that of a dresser with a mirror to one side. It has a fireplace in the corner that when used warms the entire room. Otherwise it is relatively empty. The only exit is -a door to the east. +a door to the east. ~ 274 8 0 0 0 0 D0 @@ -1292,11 +1292,11 @@ Madam Guineveer's Room~ Inside the Madam's room, it is a sinister red lighted room with lanterns throughout covered in red parchment to make it that color. A bed seems to be in the center of the room, shaped in the form of a heart and it is covered with a -hand-sewn comforter over the rough looking thin sheets that are under it. +hand-sewn comforter over the rough looking thin sheets that are under it. Large pillows are sitting on the top near the headboard made of ash wood and the foot also made of ash wood. There is a dresser on the left side of this large room and what appears to be mirrors throughout. Kinky... The only exit is -south through the door into the hall. +south through the door into the hall. ~ 274 8 0 0 0 0 D2 @@ -1322,7 +1322,7 @@ Bandstand~ An empty bandstand is here, half cluttered with broken chairs and tables after the many fights that break out in this rough establishment. It probably was once used but when the place got rough it was not able to be used the way it -was intended. The main hall is to the south. +was intended. The main hall is to the south. ~ 274 8 0 0 0 0 D2 @@ -1334,7 +1334,7 @@ S Town Square~ The townsquare is circular and it goes off in all directions to each section of the village. It is empty right now, usually it is hopping with vendors and -sellers of sorts but not right now for some reason. +sellers of sorts but not right now for some reason. ~ 274 0 0 0 0 0 D0 @@ -1409,7 +1409,7 @@ S Inside Cornfield~ At the edge of the cornfield. The road is adjacent to the east and leaves and ears of corn can be seen to the west. You can just carely force your way -through the stalks. +through the stalks. ~ 274 0 0 0 0 0 D1 @@ -1469,7 +1469,7 @@ S Edge of Cornfield~ A large ditch makes it impssible to cross to the south and the fences to the west and north to cross any further out of this field. The only way it seems is -to the east deeper into the field. +to the east deeper into the field. ~ 274 0 0 0 0 0 D1 @@ -1481,7 +1481,7 @@ S Edge of Cotton Patch~ You stand at the edge of a cotton path, with thick growth of the plants here and thick tufts of white from the cotton plants plainly visible here. The patch -continues east and south. West is the road. +continues east and south. West is the road. ~ 274 0 0 0 0 2 D1 @@ -1540,7 +1540,7 @@ S #27483 Edge of Cotton Patch~ The north east fence line is here, the patch continues to the west and south -through the thick growth, and wisps of cotton. +through the thick growth, and wisps of cotton. ~ 274 0 0 0 0 2 D2 @@ -1621,7 +1621,7 @@ S #27487 Edge of Cornfield~ Walking along a fence you can continue to the north, south or east in which -you gcan easily ghet lost inside the cornfield itself. +you gcan easily ghet lost inside the cornfield itself. ~ 274 0 0 0 0 0 D0 @@ -1661,7 +1661,7 @@ S Middle of Cotton Patch~ The middle of the cotton patch is disorienting, but you are thankfully able to see to the west the road that runs between the fields. Field runs off in -three directions, north, west, and east. +three directions, north, west, and east. ~ 274 0 0 0 0 2 D0 @@ -1704,7 +1704,7 @@ S #27491 Edge of Cotton Patch~ This is the eastern end of the fence. The only way back is north, south or -west to the road that runs between the patch of cotton and corn fields. +west to the road that runs between the patch of cotton and corn fields. ~ 274 0 0 0 0 2 D0 @@ -1745,7 +1745,7 @@ S Inside Cornfield~ You are lost in a corn field, the surroundings are do disorientating that each direction seems like the same and you struggle to orient yourself. You can -go off in all directions. +go off in all directions. ~ 274 0 0 0 0 0 D0 @@ -1798,7 +1798,7 @@ S Edge of Cotton Patch~ You stand at the edge of a cotton path, with thick growth of the plants here and thick tufts of white from the cotton plants plainly visible here. The patch -continues to the north and east, west is the road. +continues to the north and east, west is the road. ~ 274 0 0 0 0 2 @@ -1818,7 +1818,7 @@ S #27497 Edge of Cotton Patch~ This is the edge of the cotton path at the fence. There is no other way to -go here through the plants than west, north or east. +go here through the plants than west, north or east. ~ 274 0 0 0 0 2 D0 @@ -1837,7 +1837,7 @@ S #27498 Edge of Cotton Patch~ This is the edge of the cotton path at the fence. There is no other way to -go here than west, east or north through the wisps of cotton. +go here than west, east or north through the wisps of cotton. ~ 274 0 0 0 0 2 D0 @@ -1856,7 +1856,7 @@ S #27499 Edge of Cotton Patch~ This is the southeastern end and fence of the Cotton Field. There is no way -to go from here than north or west through the wisps of cotton. +to go from here than north or west through the wisps of cotton. ~ 274 0 0 0 0 2 D0 diff --git a/lib/world/wld/275.wld b/lib/world/wld/275.wld index 879eb8a..ab8486a 100644 --- a/lib/world/wld/275.wld +++ b/lib/world/wld/275.wld @@ -16,7 +16,7 @@ S #27501 The Port Of New Sparta~ You stare in astonishment at the modern metropolis of New Sparta... -After examining the sky for a few minutes, you realize an old sailor has +After examining the sky for a few minutes, you realize an old sailor has been staring at you the whole time. As you gaze down at him, you notice a strange aura around him. When you finally decide to speak, the strange sailor points to the city and says "With technology comes power and with @@ -38,7 +38,7 @@ Central Harbourplace~ up to you and push their cheap wares with inflated prices. When they see you have no intention of buying any of their goods, they disappear as suddenly as they appeared. - The harbourplace continues to the east and west. To the north you + The harbourplace continues to the east and west. To the north you see the downtown section of New Sparta. ~ 275 0 0 0 0 1 @@ -69,7 +69,7 @@ Broadway~ line the sides of the street as far as you can see. You are impressed by the modern technology and the sheer size of the buildings. You are confident that this city is at least 1000 times better than Midgaard. - To the east lies the Fishery. The west leads to the Tin Can Alley, + To the east lies the Fishery. The west leads to the Tin Can Alley, the economically challenged neighborhood (note the PC terminology). Broadway continues to the north. ~ @@ -98,7 +98,7 @@ S #27504 Harbourplace East~ You are now in the eastern section of the harbour. There are less -of those annoying salespeople here, but there are more and more foreign +of those annoying salespeople here, but there are more and more foreign tourists flashing their cameras. The harbour continues to the south and west. ~ @@ -194,7 +194,7 @@ You see Broadway. ~ 0 -1 27503 D2 -A chill runs through your spine as you gaze upon the entrance +A chill runs through your spine as you gaze upon the entrance to the thieves guild. ~ ~ @@ -223,7 +223,7 @@ By The Shore~ You are standing on a small public beach (unfortunately, it is NOT a topless beach) overlooking the river. The Swedish Bikini Team is here shooting an Old Midgaard beer commercial (It is REALLY too bad -it is not a topless beach!). +it is not a topless beach!). To the north is the west end of the harbourplace. ~ 275 0 0 0 0 1 @@ -236,7 +236,7 @@ S #27511 Broadway~ You are on the 300 block of Broadway, though you wouldn't be able -to tell that because someone has stolen the street sign (probably +to tell that because someone has stolen the street sign (probably a bunch of bored college students). To the east is the Weapons Shop, and to the west is the Seven- Eleven. Broadway continues north and south of here. @@ -275,7 +275,7 @@ corner. ~ 275 8 0 0 0 0 D3 -You can make out Broadway through the mass of bodies between +You can make out Broadway through the mass of bodies between you and the door. ~ ~ @@ -341,8 +341,8 @@ More Tin Can Alley. S #27516 The Intersection Of First And Broadway~ - Here Broadway crosses with another main street, First Avenue, -which runs east and west through the city. It is not as large as + Here Broadway crosses with another main street, First Avenue, +which runs east and west through the city. It is not as large as Broadway, but leads both to Hell's Kitchen and to the new sports stadium. Broadway continues north and south; First Avenue extends west @@ -373,7 +373,7 @@ S #27517 The Weapons Shop~ The Weapons Shop is self-explanatory -- this is a place to buy -and sell weapons (what else would you expect?). +and sell weapons (what else would you expect?). The Warriors' Guild is to the east and Broadway is to the west. ~ 275 8 0 0 0 0 @@ -391,7 +391,7 @@ S #27518 The Seven-Eleven~ Much to your surprise, there IS a friendly neighbourhood 7-11 in -New Sparta. Much like any other 7-11, here you can purchase many +New Sparta. Much like any other 7-11, here you can purchase many necessities at inflated prices all hours of the night. And what would a 7-11 be without a foreign clerk with a funny accent? ~ @@ -405,7 +405,7 @@ S #27519 The Entrance To The Clerics' Guild~ The entrance hall is a small modest room, reflecting the true nature -of the Clerics. +of the Clerics. Harry's Pharmacy is to the east and the bar is to the west. ~ 275 8 0 0 0 0 @@ -456,7 +456,7 @@ Tin Can Alley~ The longer you stay in the alley, the more you realize that you don't want to be here. Then you remember all the better things you have seen in New Sparta (like the public beach) and how much you'd rather be there! - To the south is Baltimore Ave. and Tin Can Alley continues east + To the south is Baltimore Ave. and Tin Can Alley continues east towards Broadway. ~ 275 0 0 0 0 1 @@ -473,9 +473,9 @@ You see Baltimore Avenue, the famed red light district. S #27523 The Entrance To The Guild Of Swordsmen~ - This is the entrance to the Guild of Swordsmen, a place where + This is the entrance to the Guild of Swordsmen, a place where one has to be careful not to say something wrong (or right). - The Swordsmens' Bar is to the south and the Weapons Shop is to + The Swordsmens' Bar is to the south and the Weapons Shop is to the west. ~ 275 8 0 0 0 0 @@ -492,10 +492,10 @@ You see the Weapons Shop. S #27524 The Bar Of Swordsmen~ - The Bar of Swordsmen was once upon a time beautifully furnished, -but now the furniture is all around you in small pieces (kind of like + The Bar of Swordsmen was once upon a time beautifully furnished, +but now the furniture is all around you in small pieces (kind of like a Frat House). - To the south you see the Tournament and Practice Yard and to the + To the south you see the Tournament and Practice Yard and to the north is the Entrance to the Guild of Swordsmen. ~ 275 8 0 0 0 0 @@ -526,7 +526,7 @@ Baltimore Avenue~ You are in the famed red light district of New Sparta (hey, every town has one), a wonderful place to spend your money on a rainy day (an even better reason for learning Control Weather). - To the east is Pee Wee's Peep Show and to the south, Baltimore + To the east is Pee Wee's Peep Show and to the south, Baltimore Avenue continues. ~ 275 0 0 0 0 1 @@ -548,16 +548,16 @@ You see more of Baltimore Avenue. S #27527 Pee Wee's Peep Show~ - Upon entering, your eyes immediately fixate upon the gorgeous + Upon entering, your eyes immediately fixate upon the gorgeous dancers who are here for your amusement. Pee Wee is busy in the corner doing something you would rather not think about. Good -thing there are no police here! +thing there are no police here! Baltimore Avenue is to the west. ~ 275 8 0 0 0 0 D3 Had you succeeded in removing your gaze from the gyrating women in front -of you, you would have seen that Baltimore Avenue lies to the west. +of you, you would have seen that Baltimore Avenue lies to the west. ~ ~ 0 -1 27526 @@ -582,7 +582,7 @@ You see some graffiti that reads: Try Peggy at Pee Wee's, She's da Best! 0 -1 -1 E graffiti~ - Try Peggy at Pee Wee's, She's da Best! + Try Peggy at Pee Wee's, She's da Best! ~ S #27529 @@ -701,7 +701,7 @@ You see the southwest corner of WarDome. S #27533 The West Stands~ - You are standing in the West Stands, the general admission + You are standing in the West Stands, the general admission section of WarDome. Various spectators are here, viewing the game. The stands overlook New Sparta's defensive zone. The West Stands continue north and south. @@ -782,7 +782,7 @@ S The West Stands~ You are standing in the northern-most end of the West Stands. This is probably the worst location in WarDome to view the game, -but the best place to eye the hometown cheerleaders. +but the best place to eye the hometown cheerleaders. The West Stands continue to the south, to the north is the northwest corner of WarDome. ~ @@ -806,7 +806,7 @@ E cheerleaders~ This group of blondes, brunettes, and redheads is one of the most stunning you have ever seen. These are the best that New Sparta has to offer. It is -just too bad you can't get a closer look (at least not from here). +just too bad you can't get a closer look (at least not from here). ~ S #27537 @@ -831,7 +831,7 @@ You see the West Stands. S #27538 Behind WarVision~ - You stand, thoughtfully gazing at the incredible mass of + You stand, thoughtfully gazing at the incredible mass of electronic equipment composing WarVision, even though you are clueless to what any of it does. To your north, you see the Home Locker room, which has been closed off to the public. @@ -851,7 +851,7 @@ The concourse continues. ~ 0 -1 27539 D2 -You see the intricate circuits of WarVision. You realize you probably +You see the intricate circuits of WarVision. You realize you probably shouldn't touch them. ~ ~ @@ -889,7 +889,7 @@ The End of the Concourse~ As you come to the end of the concourse, you find the entrance to the East Stands of WarDome -- the SuperBoxes. Unfortunately, you are not permitted to go in as these are reserved for the very -elite. There is a sign on the door to the SuperBoxes. +elite. There is a sign on the door to the SuperBoxes. After getting over your disappointment (you always wanted to see the inside of a SuperBox), you notice that someone has rather carelessly left open the door to the Visitor's Locker room, just @@ -921,7 +921,7 @@ The concourse continues. E sign~ ****************************************** - * * + * * * WarDome SuperBoxes * * ------------------ * * SuperBoxes reserved for only the * @@ -991,7 +991,7 @@ The Blue Seats~ inhabited by the most loyal, die-hard fans you'll ever want to not meet. Vile, sweaty, lewd, rude, crude, and usually drunk -- this is not the place to be for the faint of heart. - The Blue Seats continue to the east, to the west is the exit + The Blue Seats continue to the east, to the west is the exit from WarDome. ~ 275 8 0 0 0 1 @@ -1013,9 +1013,9 @@ You see the exit from WarDome. S #27544 The Blue Seats~ - You are in the middle of the Blue Seats--definitely dangerous + You are in the middle of the Blue Seats--definitely dangerous territory. But if you feel up for more of a challenge, you can -climb down the steps leading towards the playing field. +climb down the steps leading towards the playing field. The Blue Seats continue east and west, stairs go down to the field level. ~ @@ -1042,12 +1042,12 @@ Steps lead down to the playing level. 0 -1 27547 E steps~ - Many have ventured down these steps... Not as many have returned. + Many have ventured down these steps... Not as many have returned. ~ S #27545 The Blue Seats~ - You are standing in one of the raunchiest set of bleachers + You are standing in one of the raunchiest set of bleachers anyone has ever seen or heard. You Clerics had better cover your ears. The Blue Seats continue west. @@ -1091,8 +1091,8 @@ The Tunnel~ You stand at the end of a long tunnel, the long walk where the fearless gladiators collect their final thoughts before entering the battle zone. There is a light at the end of the tunnel, beckoning -you to enter. You hear the roar of the crowd, and begin to feel your -animalistic instincts rise inside of you. Can you take that +you to enter. You hear the roar of the crowd, and begin to feel your +animalistic instincts rise inside of you. Can you take that long walk...? Above you are the stands, to your north is the playing field. ~ @@ -1112,7 +1112,7 @@ S The 50-Meter Line~ You are standing in the middle of the excitement of a bloodball game. To the south is the Warriors' zone, to the north is the -Raiders'. Centrefield is east, and the tunnel is west. +Raiders'. Centerfield is east, and the tunnel is west. ~ 275 8 0 0 0 1 D0 @@ -1121,7 +1121,7 @@ You see the Raiders' zone. ~ 0 -1 27561 D1 -You see centrefield. +You see centerfield. ~ ~ 0 -1 27553 @@ -1181,13 +1181,13 @@ The end zone continues. S #27551 The Warriors' Zone~ - You are in the Warriors' defensive zone. To the north Centre- -field, to the south is the end zone. The field also continues east + You are in the Warriors' defensive zone. To the north Center- +field, to the south is the end zone. The field also continues east and west. ~ 275 8 0 0 0 1 D0 -You see Centrefield. +You see Centerfield. ~ ~ 0 -1 27553 @@ -1212,7 +1212,7 @@ The Warriors' End Zone~ You are in the Warriors' end zone, the sacred ground of their team. It is decoratively painted in the club's colors and their logo, a fierce warrior. - The end zone continues to the east and west. To the north is + The end zone continues to the east and west. To the north is the Warriors' defensive zone, to the south is the tunnel. ~ 275 8 0 0 0 1 @@ -1238,7 +1238,7 @@ The end zone continues. 0 -1 27550 S #27553 -Centrefield~ +Centerfield~ This is the center of all action in WarDome. Flying bodies (and body parts) are all around you. You are standing on a large gray skull with glowing eyes and blood stained fangs -- not real of @@ -1270,7 +1270,7 @@ The 50-Meter line. S #27554 The Raiders' Zone~ - You are in the Raiders' defensive zone. To the south is Centre- + You are in the Raiders' defensive zone. To the south is Center- field, to the north is the end zone. The field continues east and west. ~ @@ -1286,7 +1286,7 @@ The field continues. ~ 0 -1 27558 D2 -You see Centrefield. +You see Centerfield. ~ ~ 0 -1 27553 @@ -1300,7 +1300,7 @@ S The 50-Meter Line~ You are standing in the middle of the excitement of a bloodball game. To the south is the Warriors' zone, to the north is the -Raiders'. Centrefield is to the west. +Raiders'. Centerfield is to the west. ~ 275 8 0 0 0 1 D0 @@ -1314,7 +1314,7 @@ You see the Warriors' zone. ~ 0 -1 27557 D3 -You see centrefield. +You see centerfield. ~ ~ 0 -1 27553 @@ -1481,7 +1481,7 @@ Broadway~ You are on the 400 block of Broadway and as you look at the pot holes in the road you realize that city road workers are the same everywhere. - Broadway continues to the north and south. The armoury is to the + Broadway continues to the north and south. The armory is to the east and the magic shop is to the west. ~ 275 0 0 0 0 1 @@ -1491,7 +1491,7 @@ You see Broadway. ~ 0 -1 27569 D1 -You see the Armoury. +You see the Armory. ~ ~ 0 -1 27567 @@ -1507,9 +1507,9 @@ You see the Magic Shop. 0 -1 27568 S #27567 -The Armoury~ - This is your standard armoury, filled with your average supply of -of armour and other assorted goodies. +The Armory~ + This is your standard armory, filled with your average supply of +of armor and other assorted goodies. Broadway is to the west. ~ 275 8 0 0 0 0 @@ -1573,7 +1573,7 @@ S #27570 Intersection of Broadway and Second Avenue~ This is the intersection of Second Avenue and Broadway. Second -Avenue leads west to the dump and east to the church and fire station. +Avenue leads west to the dump and east to the church and fire station. Broadway runs north-south and Second Avenue runs east-west. ~ 275 0 0 0 0 1 @@ -1600,7 +1600,7 @@ You see Second Avenue. S #27571 Broadway~ - You are on the 600 block of Broadway and by the condition + You are on the 600 block of Broadway and by the condition of the buildings, you can tell that you just crossed into the upper class neighborhood of New Sparta. Broadway continues to the north and south. To the east is @@ -1632,10 +1632,10 @@ S #27572 The Museum Of National History~ You are standing in the cavernous lobby of the Museum of National -History. During your examination of the lobby, you are startled by the -museum curator. The curator whines to you about how the museum is still -under renovations and how the lack of funds from the city is slowing the -the museum's progress. After a long and boring story, you jump at the +History. During your examination of the lobby, you are startled by the +museum curator. The curator whines to you about how the museum is still +under renovations and how the lack of funds from the city is slowing the +the museum's progress. After a long and boring story, you jump at the chance to make a polite exit and quickly make your departure. Broadway is to the west. ~ @@ -1648,7 +1648,7 @@ You see Broadway. S #27573 The Lobby Of The Waldorf Astoria~ - This is one of the most luxurious hotels you have ever seen. It + This is one of the most luxurious hotels you have ever seen. It makes the inn at Midgaard look like the Bates' Motel. Pillars of gold tower above you to both your left and right. You try to chip a piece off the towers, but you think twice when you see the large guards who @@ -1698,7 +1698,7 @@ You see the happy place of the Cheers Bar (est. 1898 B.C.) S #27575 The Entrance To The Mages' Guild~ - The entrance is a small, poor lighted room. + The entrance is a small, poor lighted room. ~ 275 8 0 0 0 0 D0 @@ -1732,11 +1732,11 @@ You see the Entrance to the Mages' Guild. S #27577 The Mages' Laboratory~ - This is the Magical Experiments Laboratory. Dark smoke-stained + This is the Magical Experiments Laboratory. Dark smoke-stained stones arch over numerous huge oaken tables, most of these cluttered with strange and even weirder symbols, and a blackboard in a dark corner has only been partially cleaned, some painful-looking letters -are faintly visible. +are faintly visible. ~ 275 8 0 0 0 0 D3 @@ -1762,7 +1762,7 @@ You see Broadway. S #27580 Broadway~ - You are on the 800 block of Broadway. This end of Broadway also + You are on the 800 block of Broadway. This end of Broadway also doubles as the entrance to the park. You see the park to the north, Broadway to the south, a department store to the west and the City Hall of New Sparta is to the east. @@ -1831,9 +1831,9 @@ You see Woody, waiting to serve you. S #27583 The Main Bar~ - You step up to the bar and absorb the atmosphere of an old + You step up to the bar and absorb the atmosphere of an old neighborhood tavern. You're always certain to find a friendly -face here. +face here. The bar continues north and west. To the south are the stairs to Melville's, to the east is the exit. ~ @@ -1959,7 +1959,7 @@ Inside The Bar~ a very old player piano. On the wall you see a picture of Geronimo, hung here in loving memory of Coach Ernie Pantuzzo. To the north are the bar stools, to the west is the Office to -Cheers, behind a door. To the east, you see the stairs to Melville's +Cheers, behind a door. To the east, you see the stairs to Melville's Restaurant. ~ 275 8 0 0 0 0 @@ -1981,7 +1981,7 @@ door~ E picture~ You see a picture of the famous Indian, Geronimo. An inscription says in -loving memory of Coach. +loving memory of Coach. ~ S #27589 @@ -2023,7 +2023,7 @@ You see Cheers Bar (wow!). S #27591 Rebecca's Office~ - As you enter the office, the first thing you notice is a very + As you enter the office, the first thing you notice is a very comfortable couch and you realize that it has been used for more than midday naps. You also infer from the couch that the desk has been used for more than business work (well, maybe it's been used @@ -2038,11 +2038,11 @@ door~ 1 -1 27588 E couch~ - This is one comfortable couch. + This is one comfortable couch. ~ E desk~ - This is a large desk, good for doing many various things. + This is a large desk, good for doing many various things. ~ S #27592 @@ -2067,7 +2067,7 @@ S #27593 Mayor Abe's Office~ This is the residence of one of the most uninspired and uninterested -mayors since Maryon Barry (sorry, he's in the jail at the moment!). The +mayors since Maryon Barry (sorry, he's in the jail at the moment!). The office makes you feel like your being watched and then you recall all the rumors you heard about the mayor's link to Satan himself (which would explain him damning everyone). @@ -2096,8 +2096,8 @@ You see the lobby. S #27595 The Rogues' Bar~ - This is a dark room full of shadows, but as a thief, it is just -the way you like it. This is the perfect place to hide from the local + This is a dark room full of shadows, but as a thief, it is just +the way you like it. This is the perfect place to hide from the local authorities or any other persons who are after your head! The Entrance to the Thieves' Guild is to the north and the Secret Yard is to the west. @@ -2160,7 +2160,7 @@ You see the intersection of Broadway and Second Avenue. S #27599 The East End Of Second Avenue~ - This is the east end of the very short Second Avenue. The Church + This is the east end of the very short Second Avenue. The Church is to the north and the fire station is to the south. ~ 275 0 0 0 0 1 diff --git a/lib/world/wld/276.wld b/lib/world/wld/276.wld index dc955c2..4058069 100644 --- a/lib/world/wld/276.wld +++ b/lib/world/wld/276.wld @@ -1,6 +1,6 @@ #27600 The Church~ - Looking at the condition of the church, you wonder what kind of + Looking at the condition of the church, you wonder what kind of bishop would allow a church's condition to get so bad. As you look around, you notice a sign that reads Church of the Pythons. After a moment of pondering, you realize that this is the home of the famed @@ -16,7 +16,7 @@ You see Second Avenue. E sign~ The sign reads Church of the Pythons. Like you didn't already know that, -duh! +duh! ~ E credits info~ @@ -34,7 +34,7 @@ S Fire Station~ This is the place where the firemen spend most of their time, free or otherwise. Because they hardly ever see their wives, they -particularly enjoy sliding down the pole to the fire engines. +particularly enjoy sliding down the pole to the fire engines. Stairs lead up to the firemen's quarters, Second Avenue is to the north, and to the south is Fire Marshall Bob's office. ~ @@ -84,14 +84,14 @@ You see the station. 0 -1 27601 E objects~ - They seem to be some kind of used contraceptive device. + They seem to be some kind of used contraceptive device. ~ S #27604 Second Avenue~ Nothing here... you can go now. The construction workers still haven't started building on this section of the road. - To the east is the intersection of Broadway and Second Ave and to the + To the east is the intersection of Broadway and Second Ave and to the west you smell something bad. ~ 276 0 0 0 0 1 @@ -137,9 +137,9 @@ emanating from this direction. S #27606 The Pound~ - Yes, as a favour to newbies everywhere, we created the pound full of fidos + Yes, as a favor to newbies everywhere, we created the pound full of fidos and cats for quick experience. Go to town on them. Second Avenue is to the -south. +south. ~ 276 8 0 0 0 0 D2 @@ -154,7 +154,7 @@ The Police Station~ tidbits of evidence looking for answers to all the killings and murders in New Sparta. Watch out, they might even have your name! Second Avenue is to the north, the Chief's office is to the south, -and the jail is to the west. +and the jail is to the west. ~ 276 8 0 0 0 0 D0 @@ -192,7 +192,7 @@ T 27600 The Chief's Office~ Here you are in the office of New Sparta's new Chief of Police, Chief O'Hara, who just transferred from the Gotham Police Force. His -office is neatly decorated with bat paraphranalia on one wall, and a +office is neatly decorated with bat paraphranalia on one wall, and a fully stocked bar on the other. A door to the north leads to the rest of the station. ~ @@ -263,7 +263,7 @@ S The Statue Of Goethe~ Much like the man, the very lifelike statue exudes an aura of verbosity. The Statue was constructed many years ago to -honour his genius and humanitarianism, and to his contribution +honor his genius and humanitarianism, and to his contribution to the foundation of New Sparta. To the south is Goethe's Garden. ~ @@ -277,12 +277,12 @@ E statue goethe~ You witness in front of yourself a monolith of manhood, a guru of grandiosity a plethora of poetic prowess, an epitome of elegance, the sultan of sonnets, the -champion of chivalry, an embodyment of empathy, and the zenith of... +champion of chivalry, an embodyment of empathy, and the zenith of... Something. It is Goethe! The statue of Goethe looms before you. He is mounted on his favorite steed, the trusty Nessumsar. As always the sweet essence of his poetry is dripping off his tongue. His all-knowing eyes seem to pierce through you. You can't help but fell embarrassed about all your shortcomings as you -stand beside this solemn stud (not the horse silly, the man-stud Goethe! ). +stand beside this solemn stud (not the horse silly, the man-stud Goethe! ). ~ S #27614 @@ -315,7 +315,7 @@ afford lights. You sense the tremendous evil that lurks within and decide that your personal safety is more important than exploring... besides you can think of at least of a dozen better places you'd rather be than in Hell's Kitchen. - You decide that the only real exit is to First Avenue which is + You decide that the only real exit is to First Avenue which is to the east. ~ 276 1 0 0 0 1 @@ -341,20 +341,20 @@ You see a doorway that leads to Broadway. E sign~ The sign reads: - + Use 'List' to see the available pets. Use 'Buy ' to buy yourself a pet. - + Instructions for having pets: - + You can use 'order ' to order your pets around. If you abuse your pet, it will no longer regard you as its master. If you have several pets you may use 'order followers ' - + You can name the pet you buy as : "buy " - + Regards, - + The Shopkeeper ~ S diff --git a/lib/world/wld/277.wld b/lib/world/wld/277.wld index bed8763..9436cac 100644 --- a/lib/world/wld/277.wld +++ b/lib/world/wld/277.wld @@ -17,7 +17,7 @@ credits info~ QQ18 13 5 15 1 17 150 50 0 23 shopkeeper QQ19 13 5 15 1 17 150 50 0 23 grocer QQ20 9 5 0 0 0 150 50 0 23 blacksmith - QQ30 17 0 0 0 0 150 50 0 23 innkeeper + QQ30 17 0 0 0 0 150 50 0 23 innkeeper 0 #SPECIALS (in merc format) M QQ00 spec_cast_mage Wizard @@ -32,7 +32,7 @@ M QQ22 spec_thief youth M QQ32 spec_guard shiriff S This is the classic Shire area. It is in a mixed format, part Merc 2.2, part standard Diku. -Links +Links 50u ~ S @@ -41,7 +41,7 @@ A Dimly Lit Path~ This little winding path is not lit very well, dim shadows looming from the deep, dark forest all around. The bustling sounds of people and the workings of a little village can be heard coming from the north, the light shining brighter -from that direction. +from that direction. ~ 277 0 0 0 0 3 D0 @@ -59,7 +59,7 @@ S A Dimly Lit Path~ The forest seems fairly sparse here, growing denser to the south and less so to the north. Waving shadows dance across the ongoing path, growing less and -less noticeable as the radiating light from the northern village increases. +less noticeable as the radiating light from the northern village increases. ~ 277 0 0 0 0 3 D0 @@ -77,8 +77,8 @@ S Entrance to the Shire~ The green Shire looms ahead, little halflings scurrying here and there amongst peaceful animals and gently waving crops. Lush grasses thrive here, -wisps of smoke unfurling from the tiny embedded chimneys in the hillsides. -Bywater road can be seen travelling from east to west. +wisps of smoke unfurling from the tiny embedded chimneys in the hillsides. +Bywater road can be seen travelling from east to west. ~ 277 0 0 0 0 1 D1 @@ -102,7 +102,7 @@ Bywater Road~ This road continues on to the east, the busiest street in all of Shiredom, well evidenced by the worn surface, smoothed by the constant travels of hobbit feet. Much of the lush, flourishing Shire stretches to the west, and a little -general store stands to the north. +general store stands to the north. ~ 277 0 0 0 0 1 D0 @@ -126,7 +126,7 @@ The General Store~ This is the general store of the Shire, the many wooden shelves stacked full with various items of usefulness and other goodies. The smell of pipeweed lingers warmly in the air, along with miscellaneous spices from some nearby -cooking. The only exit is to the south. +cooking. The only exit is to the south. ~ 277 8 0 0 0 0 D2 @@ -140,7 +140,7 @@ Bywater Road~ Bywater Road continues peacefully on to both the east and west, murmuring sounds of Shire life breaking the quietness. A few wooden steps lead to the north and a little blacksmith's shop there, while to the south lies a pleasant -looking nursery. +looking nursery. ~ 277 0 0 0 0 1 D0 @@ -166,10 +166,10 @@ To the west runs Bywater Road. S #27707 The House of Arms~ - Here is the finest weapons and armour shop in all of Shiredom, many fine + Here is the finest weapons and armor shop in all of Shiredom, many fine daggers and other blades displayed proudly along the walls and within various -cabinets. A few humble pieces of armour can be seen, most in fine shape -although they look rarely used. +cabinets. A few humble pieces of armor can be seen, most in fine shape +although they look rarely used. ~ 277 8 0 0 0 0 D2 @@ -184,7 +184,7 @@ Kid'n Keep~ leave their children in safekeeping. The sounds of children's giggling fills the air while the nursemaids can be heard sighing in exasperation. Little wooden toys scattered across the floor where little feet have kicked them in -their haste to run around and play. +their haste to run around and play. ~ 277 8 0 0 0 0 D0 @@ -198,7 +198,7 @@ A Bend in the Road~ Bywater Road curves around from the west to the south, tall crops and various orchard trees filling the air with the scent of plant life, as well as the buzzing of various bees about their work. A large, imposing building lies to -the east and a homey looking Inn stands further to the south. +the east and a homey looking Inn stands further to the south. ~ 277 0 0 0 0 1 D0 @@ -226,7 +226,7 @@ Shiriff Post of the Eastern Shire~ This formally furnished building is the Shiriff Post which acts as the nucleus for the three shiriffs of the Eastern Shire. Rich, warm hues of polished wood make the place seem welcoming, despite its stern purpose of -keeping the local law in place. A door offers passage to the east. +keeping the local law in place. A door offers passage to the east. ~ 277 8 0 0 0 0 D1 @@ -246,7 +246,7 @@ Thain's Office~ Brightly lit, and well built from the finest rich woods, this building has an air of importance and respect not common to hobbit dwellings. An open window allows fresh green-scented air to flow in, a door to the west leading the way to -the Shiriff Post. +the Shiriff Post. ~ 277 8 0 0 0 0 D3 @@ -261,7 +261,7 @@ Bywater Road~ air wafts lazily about, carrying golden scents of honeysuckle and luscious ripe fruits. Bright pollen sparkles here and there like tiny fireflies dancing in the breeze. The sounds of an instructor's monotone voice can be heard faintly, -perhaps from the grounds to the east. +perhaps from the grounds to the east. ~ 277 0 0 0 0 1 D0 @@ -285,7 +285,7 @@ Bywater Road~ Stretching lazily to the north, Bywater Road continues on, offering easy passage through much of Shiredom. Strong smells of baking and frying mushrooms permeate the air from the residences to the east and west. To the south, the -Ivy Bush inn stands, much fabled for its hospitality and services. +Ivy Bush inn stands, much fabled for its hospitality and services. ~ 277 0 0 0 0 1 D0 @@ -314,8 +314,8 @@ S A Smial~ This humble smial is basically a hole in the ground which serves as the proper dwelling place for halflings. Little round windows allow a view of the -green Shirelands outside, the curving walls and gentle colours making this home -a very restful place to be in. +green Shirelands outside, the curving walls and gentle colors making this home +a very restful place to be in. ~ 277 8 0 0 0 0 D1 @@ -326,10 +326,10 @@ The only exit lies to the east. S #27715 A Smial~ - This little round hobbit dwelling is warm and cozy, welcoming colours and + This little round hobbit dwelling is warm and cozy, welcoming colors and comfortably padded wooden furniture making it a most hospitable place. Gentle heat wafts from a flickering fireplace, the smells of some savoury stew filling -the room deliciously. +the room deliciously. ~ 277 8 0 0 0 0 D3 @@ -343,7 +343,7 @@ The Ivy Bush~ This is the much loved Ivy Bush, one of the most famous inns in all of Shiredom. Local folk and seasoned travelers alike fill the confines of the room with gay and lively talk. Hearty laughter echoes off the rounded walls, and the -high notes of inebriated hobbits singing from time to time. +high notes of inebriated hobbits singing from time to time. ~ 277 8 0 0 0 0 D0 @@ -355,9 +355,9 @@ S #27717 Shiriff Training Grounds~ The sounds of mock battle and feigned death cries echo loudly around this -place, clanging of weapons and scuffling as young halflings train in defence. +place, clanging of weapons and scuffling as young halflings train in defense. The ground is grassless and muddy where grappling hobbits have worn away the -grass, the air saturated with the smell of sweat. +grass, the air saturated with the smell of sweat. ~ 277 0 0 0 0 0 D3 @@ -371,7 +371,7 @@ Bywater Road~ This long dusty road continues unbroken to the east and to the west, straggling bits of grass and plantlife gradually pushing at the borders as they flourish. Cattle can be seen grazing lazily amongst the fields, small rabbits -and other creatures scurrying about obliviously. +and other creatures scurrying about obliviously. ~ 277 0 0 0 0 1 D1 @@ -395,7 +395,7 @@ Shiriff Post of the Bridge~ This old looking building is made with darkly-stained wood, several small windows allowing an unblocked watch of the road for the Shiriffs on duty. The clear Brandywine River can be seen gurgling smoothly past, tall reeds swaying -gently beside it. +gently beside it. ~ 277 8 0 0 0 0 D0 @@ -409,7 +409,7 @@ Bywater Road~ A little stone bridge lies to the north, intersecting with this long east to west road. The ruts of wagon wheels line the path here as though this section is well travelled, a small grocery shop to the south catering to hungry -venturers. +venturers. ~ 277 0 0 0 0 1 D0 @@ -435,11 +435,11 @@ To the west runs Bywater Road. S #27721 The Grocer's Delight~ - Tempting scents of newly baked goods fill the air, brightly coloured fruits + Tempting scents of newly baked goods fill the air, brightly colored fruits and vegetables glistening in neatly lined baskets. Various dried meats hang on metal hooks against the wall, salted pork and beef jerky amongst them. A small section is set aside for the locally made treats; apple tarts and hard toffees -set just high enough to escape little hobbit childrens reach. +set just high enough to escape little hobbit childrens reach. ~ 277 8 0 0 0 0 D0 @@ -453,7 +453,7 @@ Bywater Road~ A gentle green hill can be seen rising to the west, the crystal blue Brandywine River winding through the land to the north. The air is crisp and slightly moist, the only sounds the babbling river and louder trickling from a -southern watermill. +southern watermill. ~ 277 0 0 0 0 1 D1 @@ -477,7 +477,7 @@ Entrance to a Watermill~ This large watermill seems quite busy, sounds of bustling workers and the creaking of the mill itself breaking the characteristic serenity of this place. Rough, red stones make up the majority of the structure, emanating a cool -dampness. +dampness. ~ 277 0 0 0 0 0 D0 @@ -496,7 +496,7 @@ The Watermill~ Slightly messy with scattered objects and tools in use, this part of the mill is loud with the sound of scurrying workers and the splashing of continuously churning water. The air is cold and wet, a slight film of moisture clinging to -most of the stone surfaces. +most of the stone surfaces. ~ 277 8 0 0 0 0 D0 @@ -515,7 +515,7 @@ Back of the Watermill~ This damp, dimly let room is quite chilled, mildew and various moulds staining the curving stony walls. The place is slightly grimy where water has mixed with dust, the sound of miserable dripping echoing in the empty space, -apparently abandoned for the most part. +apparently abandoned for the most part. ~ 277 8 0 0 0 0 D0 @@ -536,7 +536,7 @@ green and sparkling with fresh floating pollen. Clear water trickles lazily by, small animals scurrying past to lap at the pure Brandwine water, larger cattle and deer peacefully grazing in the far stretching fields. Sounds of joyful celebration can be heard coming from the west, wisps of smoke unfurling like -banners on the horizon. +banners on the horizon. ~ 277 0 0 0 0 4 D1 @@ -555,7 +555,7 @@ Northern End of a Grassy Field~ Green grasses ripple gently like the waves of an ocean as the breeze flows serenly past. Splashes of white and yellow stand out brightly where patches of clover and daisies grow, puffy dandelion heads explode into seedlings, sending -miniature twirling parachutes through the air. +miniature twirling parachutes through the air. ~ 277 0 0 0 0 2 D2 @@ -567,9 +567,9 @@ S #27728 A Grassy Field~ This large field is festively decorated, great tables of food spread out and -colourful banners strewn about the trees. It seems to be a birthday party +colorful banners strewn about the trees. It seems to be a birthday party judging by the joyful chants and songs that spontaneously erupt, filling the air -with the sound of laughter and merriment. +with the sound of laughter and merriment. ~ 277 0 0 0 0 2 D0 @@ -596,9 +596,9 @@ S #27729 Southern End of a Grassy Field~ Little flowers and grasses flourish peacefully here, the sounds of music and -clapping coming from the north. Little pieces of coloured party confetti floats +clapping coming from the north. Little pieces of colored party confetti floats in the breeze along with the seedlings, smells of fresh cooking and baking -saturating the air. +saturating the air. ~ 277 0 0 0 0 2 D0 @@ -612,7 +612,7 @@ Western End of a Grassy Field~ Glistening green grass is dotted here and there with splashes of yellow clover and vibrant red poppies dancing in the breeze. The sounds of partying and joyful shouts fill the air, several tables laid out to the east and the -smell of all sorts of food wafting temptingly. +smell of all sorts of food wafting temptingly. ~ 277 0 0 0 0 2 D1 @@ -624,10 +624,10 @@ S #27731 Brandywine Bridge~ The clear water of the Brandywine River flows beneath this solidly built -bridge, bright coloured fish swiming with the current. The cool water looks +bridge, bright colored fish swiming with the current. The cool water looks invitingly refreshing, pale smooth pebbles lining the ground beneath and tall reeds bending in the breeze, caressing the water as it rushes past. Delving -Lane extends to the north, while Bywater Road can be seen to the south. +Lane extends to the north, while Bywater Road can be seen to the south. ~ 277 0 0 0 0 1 D0 @@ -647,7 +647,7 @@ Delving Lane~ south stands Brandywine Bridge. The Green Dragon, the undisputed leader in the art of innkeeping, offers rest and comfort to the east. Little fireflies dance in clusters here beneath the larger trees, glowing lights winking in and out of -exis tance from the shadows. +exis tance from the shadows. ~ 277 0 0 0 0 1 D0 @@ -671,7 +671,7 @@ Delving Lane~ Delving Lane continues from north to south, a large building lying to the east. The road is gently paved here, cobbled stone carefully laid to ease the passage of riders and wagons. An unpleasant smell lingers in the air of various -farm animals, the sounds of braying and mooing coming from the west. +farm animals, the sounds of braying and mooing coming from the west. ~ 277 0 0 0 0 1 D0 @@ -698,9 +698,9 @@ S #27734 Delving Lane~ Stretching to the north and the south, Delving Lane is well-tended, beautiful -flowers of various colours blooming on either side, and large trees lining the +flowers of various colors blooming on either side, and large trees lining the path, shading it with long graceful branches. Little sunflower seeds lie -scattered around, as if some traveller stopped for a brief snack. +scattered around, as if some traveller stopped for a brief snack. ~ 277 0 0 0 0 1 D0 @@ -720,7 +720,7 @@ Bag End~ This home looks comfortable and well-furnished, a palace by humble halfling standards. On the wall, a banner reads "Home Sweet Home", and various drawings of maps can be seen pinned here and there. A solid oak door to the east leads -to a pantry, while a cozy bedroom lies to the west. +to a pantry, while a cozy bedroom lies to the west. ~ 277 8 0 0 0 0 D1 @@ -745,7 +745,7 @@ Bedroom~ owner is one of considerable wealth. There are two beds to the side, neither of which are made, and portraits of halflings hang on the wall, apparently the likenesses of a long family line of distinguished hobbits. A cozy flame -flickers in the stone fireplace, keeping the room warm and comfortable. +flickers in the stone fireplace, keeping the room warm and comfortable. ~ 277 8 0 0 0 0 D1 @@ -760,7 +760,7 @@ Pantry~ sides, substantial amounts even for a halfling to eat. There is an eerie feeling of some unnatural magic in this part of the house, a slight chill to the atmosphere, and occasionally it seems as though the floor creaks of its own -accord. +accord. ~ 277 8 0 0 0 0 D3 @@ -803,7 +803,7 @@ Pig Pen~ The ground here is thick and muddy, sticking slickly to everything it touches. Various slops and leftovers have been spilt on the ground, being scavenged and trodden into the mud by the resident farm animals, their smell -hanging rankly in the air. +hanging rankly in the air. ~ 277 0 0 0 0 1 D0 @@ -819,10 +819,10 @@ A small path winds its way eastward. S #27740 A Stony Path~ - Little coloured pebbles have been embedded in this bumpy little path that + Little colored pebbles have been embedded in this bumpy little path that winds through the grass. A small residence can be seen at the northern end of the trail. The rest of the land seemingly left to the farm animals, the noisy -din of pigs grunting and scuffling coming from the east. +din of pigs grunting and scuffling coming from the east. ~ 277 0 0 0 0 1 D0 @@ -841,7 +841,7 @@ Gamgee Residence~ This modest home appears to be the house of whomever owns the surrounding lands. The air is somewhat musty and the smell is reminiscent of a stable. In fact, in comparison to the urban riches of the Shire proper, this is little more -than a shack. +than a shack. ~ 277 8 0 0 0 0 D2 @@ -855,7 +855,7 @@ A Barn~ This cozy barn is warm with the heat of the resident animals here, although unfortunately the smell lingers along with them. The atmosphere is restful and feels very safe, as though nothing bad in the world could touch these -garden-like lands. +garden-like lands. ~ 277 8 0 0 0 0 D0 @@ -874,7 +874,7 @@ A Chicken Coop~ This moderately sized coop is filled with wafting white feathers and the scattered corn for the feeding chickens. The sound of clucking and claws scratching at ground can be heard continuously as the resident animals go about -their normal living. +their normal living. ~ 277 8 0 0 0 0 D2 @@ -890,7 +890,7 @@ innkeeping. The air is filled with the sounds of clinking glasses and laughter, animated conversations and tales of great and seasoned adventurers mix with the constant murmur of local gossip. A flickering fire lights the place with a gentle glow, warming it cozily and providing a center of gathering for the -joyful storytellers. +joyful storytellers. ~ 277 8 0 0 0 0 D3 @@ -923,7 +923,7 @@ A Dark Tunnel~ This cramped underground tunnel is dark and stifling, the miserable sound of dripping echoes along the stoney walls, and perhaps the sound of faint whipsering. Bone-chillingly cold, this passage seems to actively discourage -travellers from continuing further. +travellers from continuing further. ~ 277 9 0 0 0 0 D1 @@ -942,7 +942,7 @@ Smuggler's Storage~ The cavern opens widely here, allowing room for the many storage materials that lie scattered around. The place seems to echo with random scuffling and scurrying sounds, as it would if infested with rats; although the noises are -somewhat too loud. +somewhat too loud. ~ 277 9 0 0 0 0 D1 @@ -960,7 +960,7 @@ S Smuggler's Storage~ The jagged walls lean closely in, dark shadows flickering subtly in the thin beams of light that pierce from the west. Rivulets of cold water trickle lazily -along the stone, mixing with the dust to create a layer of slippery mud. +along the stone, mixing with the dust to create a layer of slippery mud. ~ 277 9 0 0 0 0 D1 @@ -978,7 +978,7 @@ S A Three-way Intersection~ In the darkness, three yawning openings can be seen, each looking as damp and cold as the others, although the sounds of scurrying seem to grow louder to the -north, the path perhaps a little lighter to the west. +north, the path perhaps a little lighter to the west. ~ 277 9 0 0 0 0 D0 @@ -1002,7 +1002,7 @@ End of a Dark Tunnel~ The cavernous tunnel comes abruptly to an end, this small room cloaked in almost absolute darkness and musty with dampness and age. The black floor is slick with mud and various slimes, sticky cobwebs clinging to every dreary -surface. +surface. ~ 277 9 0 0 0 0 D3 @@ -1042,7 +1042,7 @@ Above a great oak door you see a sign which reads 'Shirriff Post'. S #27752 A dark tunnel~ - You stand inside a small underground tunnel. The ceiling is so low that + You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west lies a small home. All you can see is darkness. ~ @@ -1065,7 +1065,7 @@ You see a halfling hole. S #27753 Shiriff Post of the Lower Shire~ - You are in the shiriff Post which acts as the nucleus for the three shiriffs + You are in the shiriff Post which acts as the nucleus for the three shiriffs of the Lower Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the east. @@ -1122,8 +1122,8 @@ A trapdoor on the ceiling reveals a passageway. S #27757 The Inn of the Green Dragon~ - You are standing in the Inn of the Green dragon. Large paintings of -halflings at work, and halflings at play adorn the walls. Comfortable + You are standing in the Inn of the Green dragon. Large paintings of +halflings at work, and halflings at play adorn the walls. Comfortable benches and seats line the walls. A stairway leads down. ~ 277 24 0 0 0 0 @@ -1136,9 +1136,9 @@ S The Tailor's~ Yards of various types of fabric are spread carefully out for display, examples of handsewn gowns and garments hanging from the ceiling or modelled by -wooden stick figures. Baskets of different coloured threads and ribbons sit on +wooden stick figures. Baskets of different colored threads and ribbons sit on a table in the center of the room, allowing the buyer to choose exactly what -they want. +they want. ~ 277 8 0 0 0 0 D2 diff --git a/lib/world/wld/278.wld b/lib/world/wld/278.wld index b06670a..b6a5691 100644 --- a/lib/world/wld/278.wld +++ b/lib/world/wld/278.wld @@ -4,7 +4,7 @@ Ocean Pier~ portation, however, it is seldom used. Stacks of lobster crates and fishnets lie along the walk, and the cutting, salty smell of the ocean stings your nose. You feel a sense of rejuvenation as you stare out into the sea. You know many -adventures lie ahead. +adventures lie ahead. ~ 278 0 0 0 0 1 D0 @@ -20,20 +20,20 @@ To your west you can see a dark alley with a fishery. E fishnets nets~ The fishnets are old and are turning into dust; large holes open to the -sides. They don't look sturdy enough to use. +sides. They don't look sturdy enough to use. ~ E lobster crates~ The lobster crates are old and rotting; they look as if they couldn't hold a -sardine. +sardine. ~ E credits info~ - This is Oceania Proper, part one of a 5-part area called Oceania General. I -have completed 2 pars of this area, and am giving itto the general public. All + This is Oceania Proper, part one of a 5-part area called Oceania General. I +have completed 2 pars of this area, and am giving itto the general public. All I ask is that you give me proper credit -you may make any changes you feel are -necessary, but try to keep it in the general theme I gave it. :) I'm giving it +you may make any changes you feel are +necessary, but try to keep it in the general theme I gave it. :) I'm giving it to you to use, not to copy. Questor, Lord of Water, StrangeMUD, sleepy.cc.utexas.edu 9332 Kenneth Cavness. @@ -45,11 +45,11 @@ S #27801 In the Ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize that this will be hard work. +keeping it from going off-course. You realize that this will be hard work. Seagulls chirp above, and whales spurt water far off into the horizon. The wind blows constantly here. You can go your south. To your north, you notice a small island with a ship that appears to have been moored. It looks board- -able. +able. ~ 278 0 0 0 0 7 D0 @@ -68,7 +68,7 @@ In the ocean by the Ocean Pier~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -const- antly here. The current keeps you from going west. +const- antly here. The current keeps you from going west. ~ 278 0 0 0 0 7 D0 @@ -92,7 +92,7 @@ In the Ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constantly here. You can only go south and west. +constantly here. You can only go south and west. ~ 278 0 0 0 0 7 D2 @@ -112,7 +112,7 @@ In the Ocean~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows const- antly here. The current allows passage only to the north and the south. - + ~ 278 0 0 0 0 7 D0 @@ -131,7 +131,7 @@ At a bend in the current on the ocean.~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allows you to go north or east. +constant- ly here. The current allows you to go north or east. ~ 278 0 0 0 0 7 D0 @@ -150,7 +150,7 @@ At another bend in the current on the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allows passage to the west and south. +constant- ly here. The current allows passage to the west and south. ~ 278 0 0 0 0 7 D2 @@ -193,7 +193,7 @@ S The Impassible Current~ Oh my! The current here is dragging the boat extremely hard. No matter what you try to do, it won't stop churning! Oh NO! The current drags you and -the boat down. +the boat down. ~ 278 516 0 0 0 1 S @@ -203,7 +203,7 @@ In the ocean~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current bends to your south. The only other way -available is west. +available is west. ~ 278 0 0 0 0 7 D2 @@ -223,7 +223,7 @@ At cross-currents in the deep, wide ocean~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. You can go every direction but south. To your southeast -you can see a huge island. +you can see a huge island. ~ 278 0 0 0 0 7 D0 @@ -244,7 +244,7 @@ To your west you can see the deep, wide ocean. E southeast island~ To your southeast you see a dark island with a blindingly brightly white sand -beach. The island looks very interesting; perhaps you should visit it? +beach. The island looks very interesting; perhaps you should visit it? ~ S #27811 @@ -252,7 +252,7 @@ At a sharp turn in the current~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allowes passage only to the east and south. +constant- ly here. The current allowes passage only to the east and south. ~ 278 0 0 0 0 7 D1 @@ -272,7 +272,7 @@ At a sharp turn in the current~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current is too strong to go to the north, and a huge -island lies to your east. +island lies to your east. ~ 278 0 0 0 0 7 D0 @@ -292,7 +292,7 @@ In front of a pier at an island~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. A huge island lies to your east, and the current continues -to your south and west. +to your south and west. ~ 278 0 0 0 0 7 D1 @@ -317,7 +317,7 @@ At the beginning of a strong east-west current~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. You see a huge island to your northeast; the current allows -passage to the north and east. +passage to the north and east. ~ 278 0 0 0 0 7 D0 @@ -336,7 +336,7 @@ On a strong east-west current~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current goes east and west. +constant- ly here. The current goes east and west. ~ 278 0 0 0 0 7 D1 @@ -356,7 +356,7 @@ At a cross-currents~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current continues east and west, and looks passable to -the north. +the north. ~ 278 0 0 0 0 7 D0 @@ -378,10 +378,10 @@ S #27818 In front of an island port~ You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from off-course. You realize that this will be hard work. +keeping it from off-course. You realize that this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constantly here. To your north you can make out a pier high in the -trees; the current continues to your north and west. +trees; the current continues to your north and west. ~ 278 0 0 0 0 7 D0 @@ -406,7 +406,7 @@ At a north-south current in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. +constant- ly here. ~ 278 0 0 0 0 7 D0 @@ -425,7 +425,7 @@ At a north-south current in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. +constant- ly here. ~ 278 0 0 0 0 7 D0 @@ -444,7 +444,7 @@ At a north-south current in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. +constant- ly here. ~ 278 0 0 0 0 7 D0 @@ -463,7 +463,7 @@ At cross-currents in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current keeps you from going west. +constant- ly here. The current keeps you from going west. ~ 278 0 0 0 0 7 D0 @@ -487,7 +487,7 @@ At a sharp turn in the current~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allowes passage only to the east and south. +constant- ly here. The current allowes passage only to the east and south. ~ 278 0 0 0 0 7 D1 @@ -506,7 +506,7 @@ At a bend in the current~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. You can go to your north or your east. +constant- ly here. You can go to your north or your east. ~ 278 0 0 0 0 7 D0 @@ -526,7 +526,7 @@ At a cross-currents~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current looks passable to the west and north. A huge, -churning whirlpool lies directly to your east. +churning whirlpool lies directly to your east. ~ 278 0 0 0 0 7 D0 @@ -535,7 +535,7 @@ To your north you can see the deep, wide ocean. ~ 0 0 27826 D1 -To your east is a huge, churning whirlpool. Not even the biggest ship in the +To your east is a huge, churning whirlpool. Not even the biggest ship in the world could survive this one.~ ~ 0 0 27850 @@ -550,7 +550,7 @@ At cross-currents in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current keeps you from going west. +constant- ly here. The current keeps you from going west. ~ 278 0 0 0 0 7 D0 @@ -575,7 +575,7 @@ In the ocean~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current bends to your south. The only other way -available is west. +available is west. ~ 278 0 0 0 0 7 D2 @@ -595,7 +595,7 @@ At a cross-currents~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current continues east and west, and looks passable to -the north. +the north. ~ 278 0 0 0 0 7 D0 @@ -620,7 +620,7 @@ In the ocean~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current bends to your south. The only other way -available is west. +available is west. ~ 278 0 0 0 0 7 D2 @@ -639,7 +639,7 @@ At cross-currents in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current keeps you from going east. +constant- ly here. The current keeps you from going east. ~ 278 0 0 0 0 7 D0 @@ -663,7 +663,7 @@ At a north-south current in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. +constant- ly here. ~ 278 0 0 0 0 7 D0 @@ -682,7 +682,7 @@ At cross-currents in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current keeps you from going east. +constant- ly here. The current keeps you from going east. ~ 278 0 0 0 0 7 D0 @@ -706,7 +706,7 @@ At a north-south current in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. +constant- ly here. ~ 278 0 0 0 0 7 D0 @@ -726,7 +726,7 @@ In the ocean~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current bends to your south. The only other way -available is west. +available is west. ~ 278 0 0 0 0 7 D2 @@ -747,7 +747,7 @@ At cross-currents in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current keeps you from going west. +constant- ly here. The current keeps you from going west. ~ 278 0 0 0 0 7 D0 @@ -769,9 +769,9 @@ S #27836 At a bend in the current~ You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. +keeping it from going off-course. You realize this will be hard work. Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. The current bends to your west and north. +wind blows constantly here. The current bends to your west and north. ~ 278 0 0 0 0 7 D0 @@ -790,7 +790,7 @@ At a sharp turn in the current~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allowes passage only to the east and south. +constant- ly here. The current allowes passage only to the east and south. ~ 278 0 0 0 0 7 D1 @@ -807,9 +807,9 @@ S #27838 At a bend in the current~ You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. +keeping it from going off-course. You realize this will be hard work. Seagulls chirp above, and whales spurt water far off into the horizon. The -wind blows constantly here. The current bends to your west and north. +wind blows constantly here. The current bends to your west and north. ~ 278 0 0 0 0 7 D0 @@ -828,7 +828,7 @@ At the harbor to Timeless Island~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here, and you can see a beautiful island to your south. +constant- ly here, and you can see a beautiful island to your south. ~ 278 0 0 0 0 7 D0 @@ -837,7 +837,7 @@ To your north you can see the deep, wide ocean. ~ 0 0 27840 D2 -To your south you can see the beautiful Timeless Island with its rose bushes. +To your south you can see the beautiful Timeless Island with its rose bushes. Perhaps you should come back when it's completed. ~ ~ @@ -848,7 +848,7 @@ At a north-south current in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. +constant- ly here. ~ 278 0 0 0 0 7 D0 @@ -867,7 +867,7 @@ At a sharp turn in the current~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. The current allowes passage only to the east and south. +constant- ly here. The current allowes passage only to the east and south. ~ 278 0 0 0 0 7 D1 @@ -885,12 +885,12 @@ S At the entrance to a harbor~ You are in calmer waters here, as you see land as far as you can look. A huge mountain rises to your north, and the harbor seems to end at a huge cave -in the mountain. It appears as if you have found a new continent. +in the mountain. It appears as if you have found a new continent. ~ 278 0 0 0 0 7 D0 -It would be hard to enter an unconstructed area. You might want to try again -when it is. Riddle Mountain and the New Continent to be delivered in about a +It would be hard to enter an unconstructed area. You might want to try again +when it is. Riddle Mountain and the New Continent to be delivered in about a month. ~ ~ @@ -911,7 +911,7 @@ At a north-south current in the ocean~ You are on the ocean. Large waves rock the boat, and you have a hard time keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows -constant- ly here. +constant- ly here. ~ 278 0 0 0 0 7 D0 @@ -928,10 +928,10 @@ S #27844 Going around an island~ You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. +keeping it from going off-course. You realize this will be hard work. Seagulls chirp above, and whales spurt water far off into the horizon. The wind blows constantly here. The current appears to be winding around a large -island to your north. +island to your north. ~ 278 0 0 0 0 7 D2 @@ -948,10 +948,10 @@ S #27845 Going around an island~ You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. +keeping it from going off-course. You realize this will be hard work. Seagulls chirp above, and whales spurt water far off into the horizon. The wind blows constantly here. The current appears to be winding around a large -island to your northeast. +island to your northeast. ~ 278 0 0 0 0 7 D0 @@ -967,16 +967,16 @@ To your east you can see the deep, wide ocean. E northeast island~ This is a very plain-looking island; a large mountain forms the northern half -of it. +of it. ~ S #27846 Going around an island~ You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. +keeping it from going off-course. You realize this will be hard work. Seagulls chirp above, and whales spurt water far off into the horizon. The wind blows constantly here. The current appears to be winding around a large -island to your southeast. +island to your southeast. ~ 278 0 0 0 0 7 D1 @@ -992,16 +992,16 @@ To your south you can see the deep, wide ocean. E southeast island~ This is a very plain-looking island; a large mountain forms the northern half -of it. +of it. ~ S #27847 Going around an island~ You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. +keeping it from going off-course. You realize this will be hard work. Seagulls chirp above, and whales spurt water far off into the horizon. The wind blows constantly here. The current appears to be winding around a large -island to your south. +island to your south. ~ 278 0 0 0 0 7 D1 @@ -1017,16 +1017,16 @@ To your west you can see the deep, wide ocean. E southern island~ This is a very plain-looking island; a large mountain forms the northern half -of it. +of it. ~ S #27848 Going around an island~ You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. +keeping it from going off-course. You realize this will be hard work. Seagulls chirp above, and whales spurt water far off into the horizon. The wind blows constantly here. The current appears to be winding around a large -island to your southwest. +island to your southwest. ~ 278 0 0 0 0 7 D2 @@ -1042,16 +1042,16 @@ To your west you can see the deep, wide ocean. E southwest island~ This is a very plain-looking island; a large mountain forms the northern half -of it. +of it. ~ S #27849 In front of an island pier~ You are on the ocean. Large waves rock the boat, and you have a hard time -keeping it from going off-course. You realize this will be hard work. +keeping it from going off-course. You realize this will be hard work. Seagulls chirp above, and whales spurt water far off into the horizon. The wind blows constantly here. The current appears to be winding around a large -island to your west. An island pier lies to your west. +island to your west. An island pier lies to your west. ~ 278 0 0 0 0 7 D0 @@ -1067,13 +1067,13 @@ Sorry, but the Island of Chaos is still under construction. E western island pier~ This is a very plain-looking island; a large mountain forms the northern half -of it. +of it. ~ S #27850 Schylla's Trap~ The water here swirls into a churning whirlpool. Try as you might, you -cannot escape the boiling mass of water--Schylla has got you. +cannot escape the boiling mass of water--Schylla has got you. ~ 278 516 0 0 0 1 S diff --git a/lib/world/wld/279.wld b/lib/world/wld/279.wld index 4bc2565..7fdaa07 100644 --- a/lib/world/wld/279.wld +++ b/lib/world/wld/279.wld @@ -4,7 +4,7 @@ The Entrance to France~ high lamps, the flickering glow adding an air of romance to the atmosphere. A large sign reminds visitors to be sure to visit the cathedral of Paris here. The street continues on to the east, the Champs Elysees lies to the north, and -off to the south the town of Lyon can be seen. +off to the south the town of Lyon can be seen. ~ 279 4 0 0 0 1 D0 @@ -23,7 +23,7 @@ E credits info~ An area based on the Notre Dame Cathedral in Paris and the Three Musketeers. By Apollo (modified by Detta) -Links: 96-98ns portals +Links: 96-98ns portals ~ S #27901 @@ -31,7 +31,7 @@ The Beginning of Notre Dame Street~ This beautiful street has been decorated with blossoming flowers and branching trees that grow on either side. Delicate flower petals drift lazily in the air, partially obscuring the more distant views of this continuing east -to west path. +to west path. ~ 279 0 0 0 0 1 D1 @@ -48,7 +48,7 @@ Notre Dame Street~ This flower-strewn paved street continues on to either the east or the west. At the side an immense stone wall can be seen, a massive steeple rising from above it. No ordinary structure, it is beautifully designed and carefully -decorated, obviously belonging to a very important cathedral of Paris. +decorated, obviously belonging to a very important cathedral of Paris. ~ 279 0 0 0 0 1 D1 @@ -66,7 +66,7 @@ The Entrance to the Cathedral~ beautifully ornamented and decorated with representations of the four evangelists. Above the door is a breathtakingly huge rose window, alight with flickering candlefire from the streets below. The street continues on to the -east and the west, the southern way leading into the cathedral. +east and the west, the southern way leading into the cathedral. ~ 279 0 0 0 0 1 D1 @@ -86,7 +86,7 @@ S The End of Notre Dame Street~ The street comes abruptly to a dead end, nothing but rising stone walls all around except for the large steeple visible to the east. Everything is still -and quiet here, seemingly a way not travelled very often. +and quiet here, seemingly a way not travelled very often. ~ 279 0 0 0 0 1 D3 @@ -100,7 +100,7 @@ The Atrium of the Cathedral~ spared no expense. The high ceiling has been gilded and patterned with gold, imposing stone walls home to various carved statues, and the grand marble floor polished so that it shimmers with the surrounding candleglow. Two columns of -doric design stand like guardians either side of the entranceway to the north. +doric design stand like guardians either side of the entranceway to the north. ~ 279 12 0 0 0 0 D0 @@ -125,7 +125,7 @@ The Atrium of Notre Dame~ This is the western side of the atrium, the intimidatingly large stone walls carved here and there into statues, golden representations of angels embedded along the bejewelled ceiling. Dazzlingly white, the smooth floor is -made of pale marble, stretching like untouched snow off into the east. +made of pale marble, stretching like untouched snow off into the east. ~ 279 8 0 0 0 0 D1 @@ -153,7 +153,7 @@ The Central Corridor~ rising from the marble floor to the south. Several wooden benches stand at either side of the corridor, places for people to sit and listen to the preachings of the Cardinal. A chapel lies to the east, and to the west, a -corridor to the second floor. +corridor to the second floor. ~ 279 8 0 0 0 0 D0 @@ -177,7 +177,7 @@ S The Eastern Corridor~ This corridor continues on to the east, a chapel visible ahead. Several carved benches lie to the left and right, the sounds of people's hushed -whispering echoing along the walls like the murmurings of a subtle breeze. +whispering echoing along the walls like the murmurings of a subtle breeze. ~ 279 8 0 0 0 0 D1 @@ -197,7 +197,7 @@ S The Waiting Room of the Cathedral~ This small room is rather eerily cold and dark, a silent air of anticipation lingering in the air as visitors here wait for the priest to come. -A long bench stands here, the rest of the room unremarkable and stone-grey, a +A long bench stands here, the rest of the room unremarkable and stone-gray, a single door lying to the east. ~ 279 9 0 0 0 0 @@ -248,8 +248,8 @@ S A Small Room~ This small stone room is cramped and covered with a layer of grime and dust, evidently no one has come here for a long time. There is hardly any light -penetrating the grey darkness here, but what little there is allows for the -sight of a small ladder within the northern room. +penetrating the gray darkness here, but what little there is allows for the +sight of a small ladder within the northern room. ~ 279 8 0 0 0 0 D0 @@ -266,7 +266,7 @@ The Way to the Steeple~ Dark and sombre chill hanging heavy in the air, only the feeble flickerings of a single torch add a hue of warmth to these surroundings. A very old wooden ladder descends into the blackness below, patches of rot and decay fuelling -obvious doubt as to its sturdiness. +obvious doubt as to its sturdiness. ~ 279 13 0 0 0 0 D2 @@ -281,9 +281,9 @@ S #27915 Western Aisle~ This long aisle lies to the western side of the cathedral, rays of natural -light splaying through the large coloured window, passages from the bible +light splaying through the large colored window, passages from the bible carefully scrawled into the glass, along with a representation of Christ's -birthday; green pastures filled with shepherds and their flocks. +birthday; green pastures filled with shepherds and their flocks. ~ 279 8 0 0 0 0 D0 @@ -302,9 +302,9 @@ S #27916 The Central Nave~ Here, the glory of the surrounding cathedral seems to give way to a sombre -grey cold, the veins of gold in the ceiling yielding to the bareness of stone, +gray cold, the veins of gold in the ceiling yielding to the bareness of stone, grave concrete walls bleak and unyielding. Even the warm wooden hues of the -many benches have been dulled with time and dust. +many benches have been dulled with time and dust. ~ 279 8 0 0 0 0 D0 @@ -348,7 +348,7 @@ S #27918 Eastern Aisle~ Lined with several glass artworks, this corridor is pierced through with -many coloured rays of light, apparently turning off to the north and south. +many colored rays of light, apparently turning off to the north and south. Here, the largest of all the visible windows portrays a mosaical crucifixion of Christ, a small inscription reminding visitors to give tithe. ~ @@ -372,7 +372,7 @@ The Central Nave~ carpet, seemingly dividing the medium class from the upper class society of France, the benches beyond the carpet more polished and padded. The roof looms far overhead, peaking in the middle so that it seems it must surely pierce the -clouds. +clouds. ~ 279 8 0 0 0 0 D0 @@ -397,7 +397,7 @@ The Western Aisle~ Lengthy and sombre with the hushed murmurings of visitors, this corridor is lined with the standard wooden benches that are prevalent in such cathedrals. A beautifully sculpted glass window shows the scene of Christ's debate with the -powerful Scribes and Pharisees of the Sanhedrin. +powerful Scribes and Pharisees of the Sanhedrin. ~ 279 8 0 0 0 0 D0 @@ -415,7 +415,7 @@ D2 S #27921 The Western Aisle~ - Coloured shafts of light dance along this long crimson-carpeted floor, + Colored shafts of light dance along this long crimson-carpeted floor, streaming from a large stained-glass representation of Christ's submersion by John the Baptist in the Jordan River. Carved benches are lined orderly here, polished and cushioned for the French people of privileged social class. @@ -435,7 +435,7 @@ The Nave~ This appears to be the principal nave of the cathedral, a massive domed roof rising above the glorious stone altar that rises from the floor here. The most intricate ornamentations and gildings line the walls here, cushioned -benches and lush carpetting catering to the upper class visitors of France. +benches and lush carpetting catering to the upper class visitors of France. ~ 279 8 0 0 0 0 D0 @@ -460,7 +460,7 @@ Eastern Aisle~ This seems to be the end of the eastern aisle, a luminous glass window flickering with candleglow, golden hues revealing the resurrection of Christ surrounded by depictions of heavenly creatures; holy angels and archangels in a -state of joyous celebration and worship. +state of joyous celebration and worship. ~ 279 8 0 0 0 0 D0 @@ -477,7 +477,7 @@ The Cathedral Altar~ Here lies the altar of Notre Dame, a massive cold table of green stone lined with glimmering blue marble. This is the place where the Cardinal of Paris gives mass, life-like statues of Mary and Joseph standing either side of -the altar, and above it a carving of Christ crucified upon the cross. +the altar, and above it a carving of Christ crucified upon the cross. ~ 279 8 0 0 0 0 D0 @@ -512,7 +512,7 @@ The Cathedral Steeple~ bars holding the many bronze bells that chime out the church calls. Only the rustling of resident birds and bats stirs the present silence, cold, crisp air blowing from the east and a glorious view of beautiful Paris lying -breathtakingly below. +breathtakingly below. ~ 279 72 0 0 0 0 D5 @@ -524,7 +524,7 @@ S A Corridor~ This corridor lies completely open to outdoor temperatures and weather, no walls present at all. Only rows upon rows of doric columns supporting the -weight of the ceiling, standing like watchful troops of stone sentinels. +weight of the ceiling, standing like watchful troops of stone sentinels. ~ 279 8 0 0 0 0 D1 @@ -568,7 +568,7 @@ The Room of Quasimodo~ figurines lie across the floor; the forms of different people. A little sculpture of the Cardinal is visible here, along with the carefully crafted figure of a dancing gypsy woman. Cold, crisp air hushes lazily around the -place, wafting from a large arched window to the east. +place, wafting from a large arched window to the east. ~ 279 8 0 0 0 0 D3 @@ -579,9 +579,9 @@ S #27930 The Central Corridor of the Second Floor~ The cold is harsh and biting here, wind moaning as it whips through the -stone pillars of the open corridor. The grey stone seems to absorb any traces +stone pillars of the open corridor. The gray stone seems to absorb any traces of heat, actively chilling the place and making it seem even more eerie and -deserted than it already is. +deserted than it already is. ~ 279 8 0 0 0 0 D0 @@ -623,7 +623,7 @@ The End of a Corridor~ The corridor comes to an end here, many carriages passing through the street to the north, so many so that it appears to be a station of some sort; the sounds of people walking and chattering echoing down the walls. Another -corridor stretches to the east, and a dark room opens to the west. +corridor stretches to the east, and a dark room opens to the west. ~ 279 8 0 0 0 0 D0 @@ -644,7 +644,7 @@ The End of the Central Corridor~ Here the corridor comes to an abrupt end, a vast mountain landscape stretching far to the north, snowy peaks glistening along the horizon. It looks as though a ladder once led the way down here, but it has been removed, leaving -only a sheer drop... one that surely would prove fatal. +only a sheer drop... one that surely would prove fatal. ~ 279 8 0 0 0 0 D0 @@ -671,7 +671,7 @@ standing between where ordinarily there would be walls. A vast city spreads below, though it does not appear to be Paris, the dress of the bustling people being completely different than what one would expect to find. Open breezes send a chill through this place, stone demons and snarling gargoyles leering -from the darker corners. +from the darker corners. ~ 279 72 0 0 0 0 D3 @@ -681,7 +681,7 @@ D3 S #27935 A Trap in Notre Dame~ - You should watch where you are going. + You should watch where you are going. ~ 279 4 0 0 0 0 S @@ -690,7 +690,7 @@ The Western Room of the Second Floor~ This large room opens freely to the outside, no doors or walls shielding it from the outdoors. A large menacing statue of a winged demon hangs from the wall with fearsome stone claws. A view of the city lies below, partially -obscured by the green canopy of a large southern forest. +obscured by the green canopy of a large southern forest. ~ 279 72 0 0 0 0 D1 @@ -703,7 +703,7 @@ A Bridge In France~ This graceful stone bridge is supported with slender curved arches, crystal waters rippling leisurely below. The river of Cena stretches lazily either side of the bridge, the water so calm and clean that it mirrors the surroundings -perfectly. A large crossroads sign stands prominently here. +perfectly. A large crossroads sign stands prominently here. ~ 279 0 0 0 0 1 D0 @@ -743,7 +743,7 @@ The Principal Street of Lyon~ rows either side of the street, and a little green park lying to the west. People continue quietly about their normal daily living, working at their trade or simply bustling about on some errand. The heart of the city seems to stretch -to the south, and the city of Paris lies to the north. +to the south, and the city of Paris lies to the north. ~ 279 0 0 0 0 1 D0 @@ -768,7 +768,7 @@ A Lyon House~ This little house is simply designed and furnished, the basic wooden structure ornamented and hung with various pictures. The ceiling is thatched carefully with golden straw, a wooden bed lies tucked against the western wall, -and a writing desk to the east. +and a writing desk to the east. ~ 279 8 0 0 0 0 D3 @@ -782,7 +782,7 @@ The Lyon Park~ up for the local children, benches for the parents and lazily strolling dogwalkers. Fragile flowers sway in the breezes, filling the atmosphere with a heady perfumed aroma and tall, leafy trees stand around, somewhat shielding -this little grassy area from the paving and concrete of the city around. +this little grassy area from the paving and concrete of the city around. ~ 279 0 0 0 0 3 D1 @@ -792,11 +792,11 @@ D1 S #27942 Downtown~ - This is the downtown area of the city, colourful banners and posters + This is the downtown area of the city, colorful banners and posters advertising the various shops here. The lazy babbling of a fountain can be heard, along with the mellow sounds of chattering people. To the east a small magic shop displays its wares in the window, and to the west is a small -miscellaneous shop. +miscellaneous shop. ~ 279 0 0 0 0 1 D0 @@ -819,7 +819,7 @@ S #27943 The Magic Shop of France~ This cozy tent is made of draping blue and purple cloth, various stands and -shelving displaying powders and coloured glass bottles of potion. A heady scent +shelving displaying powders and colored glass bottles of potion. A heady scent fills the air, as if concoctions have only recently been brewed, and the subtle sound of something bubbling away can be heard. ~ @@ -833,7 +833,7 @@ S The End of the Principal Street~ The street comes to an end here, houses of Lyon standing off to the east and the west. The clattering sound of carriages can be heard from the station -that lies to the south, advertising trips to any city of France. +that lies to the south, advertising trips to any city of France. ~ 279 0 0 0 0 1 D0 @@ -859,7 +859,7 @@ A Lyon Cabin~ the air. Various paintings are hung around the walls, the scrawled signature 'Van Gogh' unobtrusively displayed in each corner. A wooden desk stands in the corner, covered with scattered papers and blots of ink, and a cool breeze flows -through a broken glass window to the east. +through a broken glass window to the east. ~ 279 8 0 0 0 0 D3 @@ -873,7 +873,7 @@ A House of Lyon~ made of warmly-hued wood, thatched straw making up the ceiling. Pretty paintings and sketches decorate the walls, a wooden table surrounded by artistically carved chairs. The smell of recently baked bread fills the air, -along with crisp floral scents from the outdoors. +along with crisp floral scents from the outdoors. ~ 279 8 0 0 0 0 D1 @@ -909,7 +909,7 @@ A Dark Tunnel~ This long tunnel is dark and smells horrendous enough to make anyone lose their breakfast. Damp and cold, the menacing shadows look like the perfect place for ambushers. Little rodents run here and there, beady eyes glistening -in the dark, the ground wet and mushy with goodness knows what. +in the dark, the ground wet and mushy with goodness knows what. ~ 279 297 0 0 0 0 D1 @@ -926,7 +926,7 @@ A Dead End~ The tunnel comes to a black and filthy end, subtle murmurings from the shadows giving the impression that thieves and criminals are plotting an imminent attack. The smell too, is overpowering, stagnating in this airless -part of the tunnel and decaying into an even fouler stench. +part of the tunnel and decaying into an even fouler stench. ~ 279 361 0 0 0 0 D3 @@ -941,7 +941,7 @@ of Paris. The tranquil singing of birds permeates the air, and the peaceful hush of the air passing through the leafy branches. The trees are so tall that their tops can hardly be seen, gigantic trunks planted in the ground like the columns of a grand hall. To the north lies a golden gate, a prominent notice -fixed to the bars. +fixed to the bars. ~ 279 4 0 0 0 3 D0 @@ -965,7 +965,7 @@ Champs Elysees~ covers this place. The chittering of squirrels and birds can be heard in the rustling overhead leaves, cold droplets of moisture glistening on every surface like dew. All around, everything appears the same, tall dark trunks and leafy -plant life fading into darker shadows. +plant life fading into darker shadows. ~ 279 1 0 0 0 3 D0 @@ -1121,7 +1121,7 @@ An Encampment of Gypsies~ encampment, the subdued talking and chattering of people can be heard within, high children's voices giggling and playing. Flickering fire lights the area, casting the surrounding dark trees of Champs Elysees in a welcoming, almost -protective glow. +protective glow. ~ 279 0 0 0 0 2 D2 @@ -1190,7 +1190,7 @@ The Historical Center of France~ A vast monument rises from the ground here, a depiction of Louie XIV grounded centrally before the plaza of the concorde that lies to the north. This is the entrance to the historical center of the city of Paris, where the -revolution of France started in the XVIII century. +revolution of France started in the XVIII century. ~ 279 4 0 0 0 2 D0 @@ -1204,11 +1204,11 @@ D1 S #27961 The Entrance to the Plaza Louis XIV~ - A little walkway winds through this mostly paved square, beautiful coloured + A little walkway winds through this mostly paved square, beautiful colored flowers carefully pruned and sculpted. Slender trees whisper quietly amongst themselves, cool leafy branches fanning the air as they sway. Two wooden benches stand either side of the square, painted a pale white, a little note -pinned to each. +pinned to each. ~ 279 0 0 0 0 1 D0 @@ -1229,7 +1229,7 @@ D3 0 27900 27963 E read note~ - The Plaza Louis XIV will soon be renamed to the Plaza of the Revolution. + The Plaza Louis XIV will soon be renamed to the Plaza of the Revolution. -Robespierre ~ S @@ -1255,7 +1255,7 @@ Plaza Louis XIV~ here although there is an uneasy, almost angry stirring in the air, as if the people's anger toward the monarchy was expressing itself in the atmosphere. Fluttering of wings breaks the silence every now and again, pigeons landing to -gobble dropped seeds before hurrying away. +gobble dropped seeds before hurrying away. ~ 279 0 0 0 0 1 D0 @@ -1272,7 +1272,7 @@ Concorde Plaza~ Tall candlelit lamps illuminate the granite paving here, scattered seeds and crumbs obviously left for the abundant bird population. Patches of neatly gardened grass lie here and there, sprinkled with droplets of moisture and -vibrantly green. +vibrantly green. ~ 279 0 0 0 0 1 D0 @@ -1293,7 +1293,7 @@ The Center of the Plaza~ This main center of the plaza is sombre and dark, as though even the light from nearby candles avoids it. A huge statue of the king stands proudly here, its once smooth surface worn with the scratchings of birds, one or two nests -visible in the higher nooks and crannies. +visible in the higher nooks and crannies. ~ 279 0 0 0 0 1 D0 @@ -1316,9 +1316,9 @@ S #27966 Concorde Plaza~ Metal benches stand either side of this large plaza, cold and shiny with a -layer of perpetual moisture from the air. The grey granite paving adds to the +layer of perpetual moisture from the air. The gray granite paving adds to the feeling of discontent and misery that hangs in the air, flickering light from -the candle lamps casting everything in dancing shadows. +the candle lamps casting everything in dancing shadows. ~ 279 0 0 0 0 1 D0 @@ -1341,7 +1341,7 @@ prominent sign displays the notice 'Closed for remodelling, sorry for the inconvienience.' Tufts of grass sprout stubbornly here and there amongst the stone ground, creepings of moss beginning to grow like dark green veins along the paving. To the west stands a large building, apparently a large -headquarters or school. +headquarters or school. ~ 279 0 0 0 0 1 D1 @@ -1361,7 +1361,7 @@ S The Entrance to Musketeer H.Q.~ This area seems fairly deserted, the surrounding atmosphere very quiet and still. There appears to be no security at all, much of the place open to public -exploration, a little unguarded door lies to the north. +exploration, a little unguarded door lies to the north. ~ 279 0 0 0 0 1 D0 @@ -1385,8 +1385,8 @@ S Revolution Plaza~ This seems to be the western end of the plaza, an old building with large windows looming from the horizon to the east. Blossoming flowers and shrubbery -border the paving here, natural hues of grassy green and the colourful splashes -of red and purple blooms brightening the place. +border the paving here, natural hues of grassy green and the colorful splashes +of red and purple blooms brightening the place. ~ 279 0 0 0 0 1 D1 @@ -1425,7 +1425,7 @@ The French Cafeteria~ Little round tables stand scattered throughout this cafeteria, carved white chairs standing around each. It appears this place caters to many patrons, being of ideal location for the soldiers of the king to pause and relax in -before going to work. +before going to work. ~ 279 152 0 0 0 0 D3 @@ -1438,7 +1438,7 @@ A Hall in the H.Q.~ This large hall continues to the north, a roped chain blocking any passage forward however. A green marble sculpture here functions as a waterfall, lazy trickling water filling the place with tranquil echoes. A long corridor passes -from the east to the west, the open entrance lying to the south. +from the east to the west, the open entrance lying to the south. ~ 279 8 0 0 0 0 D1 @@ -1458,7 +1458,7 @@ S The Eastern Passage~ This lengthy eastern passage is liberally decorated with French artwork, beautiful and talented paintings adorning the walls. A large patio lies to the -east but it has been closed off for some reason, prohibiting any access. +east but it has been closed off for some reason, prohibiting any access. ~ 279 8 0 0 0 0 D0 @@ -1475,7 +1475,7 @@ The Eastern Passage~ Dim and silent, this place appears to have hardly any windows at all, the long corridor almost completely shut off from the outside world. Despite this shelter, it is breathtakingly cold, the air crisp and biting as though the -stone walls were breathing chill into the place. +stone walls were breathing chill into the place. ~ 279 8 0 0 0 0 D0 @@ -1491,7 +1491,7 @@ S The Eastern Intersection~ Three long passageways meet here at this intersection, each way looking as dark and cold as the other. Drab and dreary, only the occasional floral -painting adding a touch of colur and warmth to the grey surroundings. +painting adding a touch of colur and warmth to the gray surroundings. ~ 279 8 0 0 0 0 D1 @@ -1512,7 +1512,7 @@ The Eastern Corridor~ Formidable stone walls loom massively either side of this corridor, giving the impression that at one time this place could have been a fortress of the dark ages. Chilly air wafts continuously, though no windows are to be seen, as -though invisible ghosts walked silently about stirring it. +though invisible ghosts walked silently about stirring it. ~ 279 8 0 0 0 0 D1 @@ -1526,10 +1526,10 @@ D3 S #27977 The Eastern End Of The Corridor~ - The corridor comes to a halt here, grey stone walls and ceiling yielding to + The corridor comes to a halt here, gray stone walls and ceiling yielding to the brighter hues of a large northern room. A massive arched window lies to the east, offering a spectacular view of the spread city below, curls of smoke -rising into the air from distant flickering fires. +rising into the air from distant flickering fires. ~ 279 12 0 0 0 0 D0 @@ -1546,8 +1546,8 @@ The Musketeer's Room~ This large room is brightly lit, a place of rest for the Musketeers after a long day's work. Several chairs and beds stand throughout the room and against the walls, and a big wooden table holds a scattered deck of playing cards. Lush -red carpeting pads the floor, and many colourful Van Gogh paintings decorate -the walls. +red carpeting pads the floor, and many colorful Van Gogh paintings decorate +the walls. ~ 279 8 0 0 0 0 D1 @@ -1564,7 +1564,7 @@ A Hall in the H.Q.~ Long and dreary, this hall ends in a cold metal door; presumably the way to the dungeon where the thieves and revolutionaries rot in their cells. Dusty cobwebs flutter silently in the cool drafts here, the sound of hollow dripping -echoing from far away. +echoing from far away. ~ 279 8 0 0 0 0 D0 @@ -1583,9 +1583,9 @@ S #27980 A Way to the Dungeon~ This small room is damp and freezing, tufts of dust scurrying here and -there over the grey concrete floor. A ladder descends down into the darkness, +there over the gray concrete floor. A ladder descends down into the darkness, leading to the many cells, in these times probably more filled with -revolutionaries than criminals. +revolutionaries than criminals. ~ 279 12 0 0 0 0 D2 @@ -1619,9 +1619,9 @@ D3 S #27982 The Western Corridor~ - The dreary grey walls seem to stretch endlessly in either direction, damp + The dreary gray walls seem to stretch endlessly in either direction, damp and oozing with various fungal slimes, the clicking of insect legs can be heard -wandering along the dark corners of the floor. +wandering along the dark corners of the floor. ~ 279 8 0 0 0 0 D1 @@ -1637,7 +1637,7 @@ S The Western End of the Corridor~ The corridor comes to an abrupt end, a single arched window letting in streams of natural light and a refreshing breath of outside air. To the north, -a long tower extends up into the ceiling, most likely leading into the tower. +a long tower extends up into the ceiling, most likely leading into the tower. ~ 279 8 0 0 0 0 D0 @@ -1670,8 +1670,8 @@ S The Western Passage~ The sound of trickling water echoes down this corridor, an open room visible to the west but blocked off with a roped chain. A feeling of dampness -pervades the air, moisture condensing on the chilly grey walls and running in -rivulets onto the floor. +pervades the air, moisture condensing on the chilly gray walls and running in +rivulets onto the floor. ~ 279 8 0 0 0 0 D0 @@ -1709,7 +1709,7 @@ A French Stable~ This must be the stable for the horses of the Musketeers, piles of velvety grass lying about for the horses to chew. An overpowering scent fills the air, of horses and sweat and rotting manure. Growing patches of black mould linger -in the corners, adding to the lingering smell. +in the corners, adding to the lingering smell. ~ 279 8 0 0 0 0 D1 @@ -1723,7 +1723,7 @@ A French Hotel~ beautiful candelabrums hanging from the ceiling, formed from pure gold. However the structure is in a sorry state of disrepair, pieces of rubble scattered on the floor where the walls and ceiling are beginning to crumble, a layer of dirt -covering everything. +covering everything. ~ 279 8 0 0 0 0 D3 @@ -1735,7 +1735,7 @@ S A Corridor to the Cells~ This dark corridor is wet and melancholy, black puddles collecting in the dips of the stone floor. This seems to lead deeper into the holding cell area, -probably where the most dangerous of the revolutionaries are jailed. +probably where the most dangerous of the revolutionaries are jailed. ~ 279 169 0 0 0 0 D2 @@ -1751,7 +1751,7 @@ S A Corridor in the Dungeon~ Frosty cold, it seems as though no one could survive in these corridors for long. Unfortunately the same cannot be said for the rodent population, various -rat droppings lying about, and unmistakeable tufts of grey fur lying amidst +rat droppings lying about, and unmistakeable tufts of gray fur lying amidst what looks to be dried blood. ~ 279 169 0 0 0 0 @@ -1766,10 +1766,10 @@ D2 S #27991 At the End of the Dungeon Corridor~ - Grey walls stand impassably here, marking the end of the corridor. + Gray walls stand impassably here, marking the end of the corridor. Unnatural cold fills the place, the stone seeming to the strange ability to absorb both sound and magical arts alike, more than likely to hinder the escape -of prisoners and those who would aid them. +of prisoners and those who would aid them. ~ 279 169 0 0 0 0 D0 @@ -1794,7 +1794,7 @@ A Cell in the Dungeon~ This forlorn little cell drips miserably with muddy water, fungi sprouting in the damp rat-fertilized corners. Cold stone and iron bars are all there are to be seen, dank air growing stagnant here, aging with the unfortunate -prisoners that occupy these places. +prisoners that occupy these places. ~ 279 169 0 0 0 0 D3 @@ -1806,7 +1806,7 @@ S A Tomb-Like Cell~ This cell is apparently maximum security, the door instantly closing upon entry with a loud clang. Nothing is left to observe but the sound of echoing -dripping water and the scurrying of rat claws upon jagged concrete. +dripping water and the scurrying of rat claws upon jagged concrete. ~ 279 169 0 0 0 0 S @@ -1815,7 +1815,7 @@ A Cell in the Dungeon~ Iron bars stand like long black shadows at the end of this cell, probably the last thing many of the occupants here ever saw. Dripping water collects in filthy little puddles, the husky shells of long dead insects decaying in the -corners like everything else that rots here. +corners like everything else that rots here. ~ 279 137 0 0 0 0 D0 @@ -1829,7 +1829,7 @@ A Tower in the H.Q.~ beautiful view of the city to the east and the plaza to the south. Cool breezes rush in from every direction, stirring the stagnant air from below and rocking the little oil lamp that hangs here, providing the only light for the night -guards. +guards. ~ 279 8 0 0 0 0 D5 @@ -1842,7 +1842,7 @@ A Strange Passage~ An eerie feeling fills this small corridor, a bright light illuminating the place although there are no candles or torches to be seen. To the north and south, swirling magical portals can be seen, probably leading to some strange -place, though where cannot be guessed. +place, though where cannot be guessed. ~ 279 104 0 0 0 0 D1 @@ -1859,7 +1859,7 @@ A Strange Passage~ An eerie feeling fills this small corridor, a bright light illuminating the place although there are no candles or torches to be seen. To the north and south, swirling magical portals can be seen, probably leading to some strange -place, though where cannot be guessed. +place, though where cannot be guessed. ~ 279 104 0 0 0 0 D1 @@ -1876,7 +1876,7 @@ A Small Miscellaneous Shop~ Dark wooden walls support the thickly thatched roof of this little shop, various pieces of equipment and weapons hanging upon the walls. A long glass counter stands at the northern end, displaying various articles of clothing and -jewellry. +jewellry. ~ 279 152 0 0 0 0 D1 @@ -1890,7 +1890,7 @@ Royal Hall~ can usually be found. Gold ornaments and many bejewelled sculptures decorate the place, fine marble flooring polished and gleaming. Bright streams of light illuminate the place, cast from elegant candelabrums of gold suspended from the -ceiling. +ceiling. ~ 279 72 0 0 0 0 D3 diff --git a/lib/world/wld/28.wld b/lib/world/wld/28.wld index 8d69edf..c4f4514 100644 --- a/lib/world/wld/28.wld +++ b/lib/world/wld/28.wld @@ -2,7 +2,7 @@ Entrance to Mudschool:~ To enter mudschool, type followed by ENTER or RETURN. You would just type ----> n <--- and then ENTER... - + To go back to the Capital, go through the portal to your east. ~ 28 60 0 0 0 0 @@ -28,20 +28,20 @@ S #2801 Mudschool 1st Lesson: Finding your way around.~ In this context means, type xxx and then ENTER or RETURN. - + As you might already have noticed, you move around in the world by -going , , , , or . - - All of these can, like most mud commands, be abbreviated to one +going , , , , or . + + All of these can, like most mud commands, be abbreviated to one letter : ,,,, and . Throughout this tutorial, you'll be told which direction to continue. - -If at any point this text should scroll off your screen, + +If at any point this text should scroll off your screen, type or , to redisplay it. Try this now. - + Many questions can also be helped by the command , where xxx is the command you are in doubt about. - + Now, go ( for short). ~ 28 60 0 0 0 0 @@ -57,22 +57,22 @@ S #2802 Mudschool 2nd Lesson: Finders Keepers~ Under this text, you should see a line much like the following: - -A purse has been dropped on the floor here. - + +A purse has been dropped on the floor here. + To pick up an item, like this pouch, type . - -The purse is now no longer on the floor - check that with + +The purse is now no longer on the floor - check that with - but in your ( for short). This is where every item you -pick up will be. Once carried, several options are available to you; - +pick up will be. Once carried, several options are available to you; + To peek inside the purse, type or . - -And to get the coins out of the purse, or + +And to get the coins out of the purse, or will do the trick. - + Having done that, go - + ~ 28 60 0 0 0 0 D0 @@ -88,17 +88,17 @@ S Mudschool 3rd Lesson: Money talks.~ You know now, you're carrying a purse with a few coins about. It is time to spend some. In this room you're not alone anymore; a shopkeeper -has set up his booth, ready to trade with you. - +has set up his booth, ready to trade with you. + To see what he has for sale, type - + To buy stuff, type , where xxx is the thing you want to buy. - + For now, , and . - -And you won't need the purse again, so to see what the + +And you won't need the purse again, so to see what the shopkeeper will give you for it. If the price is right, . - + Then, proceed east. ~ 28 156 0 0 0 0 @@ -115,23 +115,23 @@ S Mudschool 4th Lesson: How to not go through life naked!~ If you check your inventory, you can see that your have two cloaks, a whip and a canteen. - + To start using your stuff, you need to it. The command will make you attempt to all you're carrying. - + For now, type twice to wear the cloaks. - -The command ( for short) will show you what you are + +The command ( for short) will show you what you are currently using. It is not possible to have more then one item equipped in one 'slot' at any one time - except the neck, where there actually are two slots. This is why you can wear both cloaks. - -To take the cloaks off again, you must use the command - + +To take the cloaks off again, you must use the command - - -To use a weapon, you must it. Try and see + +To use a weapon, you must it. Try and see your . - + Then go north. ~ 28 188 0 0 0 0 @@ -148,15 +148,15 @@ S Mudschool 5th Lesson: Preparing for battle.~ Now you're wearing just a little armor (the cloak) and a weapon (the whip), and you are almost ready to fight your first battle. In the next room there -is a small monster, asleep and very easy to kill. - +is a small monster, asleep and very easy to kill. + You should go east, then . - + The game will then inform you about how strong you are compared to the piglet. - + This first monster is so small, you should have no problems killing it. Just type to start fighting it. - + You can go east now. ~ 28 60 0 0 0 0 @@ -174,13 +174,13 @@ Mudschool 6th Lesson: The end of poor piglet.~ First type , then to start fighting the piglet. If it is not here, wait a couple of minutes, then to see if it has come back. - + After you kill the piglet, you might want to see if it was carrying anything. To do this type . You'll find a couple of porkchops in the corpse. To pick them up, type . - + When you are sure you have all you need from the corpse you may choose -to for a reward if you are lucky. +to for a reward if you are lucky. Then go ~ 28 44 0 0 0 0 @@ -197,17 +197,17 @@ S Mudschool 7th Lesson: Lunch break.~ So.. You might be getting hungry and thirsty by now. Luckily the piglet had some pork chops for you, and you've bought a canteen full of water. - + To drink the water : - + To eat the pork chops : - + You might want to repeat one or both of these commands, until you're full. This can easily be done with the command, which will repeat the last typed command. Thus, to eat two pork chops : - + type - + Lunch break over, time to go to class. See the teacher to the east. ~ 28 60 0 0 0 0 @@ -227,9 +227,9 @@ through the same texts, had to deal with the same monster. Here however, The paths separate. A bunch of signs have been set up on the wall here. A teacher stands in front of them, and will teach you your classes' special abilities. - + The signs have large Titles: WARRIOR, MAGE, THIEF and CLERIC. - + To read a sign type where xxx is one of the above. When you are done here, go north. ~ @@ -244,7 +244,7 @@ D3 0 0 2807 E warrior~ - The only skill you can learn on this low level is a kick, + The only skill you can learn on this low level is a kick, which will do a little damage to your enemy - if you hit. To get better at this, type If you just want to see what you can learn, type . @@ -252,15 +252,15 @@ Later, you can use the skill in combat by typing . ~ E mage magic user~ - The only spell you can learn on this low level is a 'magic missile', + The only spell you can learn on this low level is a 'magic missile', which will do a little damage to your enemy - if you have mana to cast it. - + To get better at this, type - + If you just want to see what you can learn, type . - -Later, you can use the skill in combat by typing -. + +Later, you can use the skill in combat by typing +. ~ E thief~ @@ -269,44 +269,44 @@ A backstab is, as the name suggests, a way of getting behind your enemy, and stab him/her/it in the back. To get better at this, type If you just want to see what you can learn, type -Later, you can use the skill by typing instead +Later, you can use the skill by typing instead of to initiate combat. Note, though that you need to use a pointed weapon to be able to backstab. ~ E cleric~ You may choose to learn two spells : - + 'armor' which will protect yourself or others. 'cure light' which will cure a small amount of hitpoints. - + To get better at any one of these, type - + or - + to use the spells later, type - and + and where xxx is the name of your target. - + ~ S #2809 Mudschool 9th Lesson: Who Am I - really ?~ To get some statistics on yourself type . - + You will then get an overview of your current condition: Your age is in the first line. - + The display of hitpoints, mana and move shows you how much you have right now, and your current maximum in the ()'s. - + Your AC is next. It is best if it's low, as monsters hit you less often then. -After that is your alignment. 1000 being pure good, -1000 being pure evil. +After that is your alignment. 1000 being pure good, -1000 being pure evil. Next is your experience and gold followed by how long you have been playing. Lastly you are informed of your level and current position. - + Now continue north. ~ 28 44 0 0 0 0 @@ -322,19 +322,19 @@ S #2810 Mudschool 10th Lesson: Shortcuts~ To avoid typing all the time, the game has a small shortcut: - -By now you will have noticed the > that keeps appearing every time, you enter -a command. This is your prompt, and it can be set to display various + +By now you will have noticed the > that keeps appearing every time, you enter +a command. This is your prompt, and it can be set to display various characteristics of your character. Right now type . - + A line looking something like this will appear as your prompt: -12H 8M 31V > -The numbers are the same as the ones in . Current hitpoints (H), mana +12H 8M 31V > +The numbers are the same as the ones in . Current hitpoints (H), mana (M), and move (V). - -Remember: All commands can be abbreviated, to some extend. + +Remember: All commands can be abbreviated, to some extend. Example : will work just as good as - + Now move east for some basic manouvres. ~ 28 60 0 0 0 0 @@ -350,16 +350,16 @@ S #2811 Mudschool 11th Lesson : Doors - a menace to free movement.~ In this room a door blocks your way east. - + To get past it you'll have to . - + If for any reason you'd wish to stop others from doing the same, the command will do the trick. If you happen to carry the right key, you may also and . - -Thieves may also try to unlock a locked door by ing it, + +Thieves may also try to unlock a locked door by ing it, if they know the skill. - + Right now, and proceed east. ~ 28 0 0 0 0 0 @@ -376,22 +376,22 @@ S #2812 Mudschool 12th Lesson : Socialising~ The world might seem a little boring if you don't know how to communicate. - + You may things, so others in the same room as you can hear you. Try - + Others in the room would see the results as Yourname says, 'Hello' - + Another important command is . It is used like this: - -, where xxx is the person you'd like to talk to, and + +, where xxx is the person you'd like to talk to, and yyy is what you have to say. - -Later on, you can use commands like gossip, yell, holler and shout, to + +Later on, you can use commands like gossip, yell, holler and shout, to communicate with everybody on the mud, in your local area, and so forth. More info on those by typing . - + You're almost done with Mudschool, just hurry south. ~ 28 0 0 0 0 0 @@ -407,14 +407,14 @@ door~ S #2813 Mudschool 14th Lesson : What NOT to do :)~ - To get an overview of the do's and dont's, type . These are a few -rules, which must be abided by for you to be allowed to stay. - -We try to keep them short and to the point. - + To get an overview of the do's and dont's, type . These are a few +rules, which must be abided by for you to be allowed to stay. + +We try to keep them short and to the point. + The last command you'll learn is . This will transport you to the main chamber of the temple, as long as you are still a newbie. - + To leave Mudschool, type . ~ 28 0 0 0 0 0 @@ -426,10 +426,10 @@ S #2814 Mudschool 13th Lesson : Getting the game on your side.~ To liven up the world with colors, type - -If in doubt about any command, type to get help on the command + +If in doubt about any command, type to get help on the command in question. - + Now go east for the final lesson. ~ 28 0 0 0 0 0 @@ -444,25 +444,25 @@ D1 S #2815 Welcors ~~~ ~~~ furnace~ - You seem to be standing in a cave of some sort. A rather large cave. + You seem to be standing in a cave of some sort. A rather large cave. Actually the cave is so large you think you could just as well be standing outside. The ceiling is so high above you, you can't really make out the contours of it. The sides of the cave are burning. Had you not felt so comfortable, you could easily think you were inside a gigantic fire, looking -out through the flames. You realise, with a sudden stab of fear, that you've +out through the flames. You realize, with a sudden stab of fear, that you've unwittingly stumbled into the home of Welcor, God of Fiery Justice. You've -better not be here when he gets back... +better not be here when he gets back... ~ 28 8 0 0 0 0 E flame wall burning fire~ - As you study the walls closer, you realise magic keeps the fire alive, and + As you study the walls closer, you realize magic keeps the fire alive, and it really is HOT. Reaching out to touch it proves a very bad idea, giving you several burn marks on your hand ~ E Welcor~ - Even when not here, you sense his presence. + Even when not here, you sense his presence. ~ S $~ diff --git a/lib/world/wld/280.wld b/lib/world/wld/280.wld index 13de499..a893328 100644 --- a/lib/world/wld/280.wld +++ b/lib/world/wld/280.wld @@ -5,7 +5,7 @@ prismatic mist swirls about, as if it was alive. A myriad of colors slowly phases in and out of the mist. What seems to be below you, is a massive computer motherboard. It must be close to a thousand times normal size. You can see the SIMM slots, the PCI slots, the cpu, and various other things found -on most motherboards. +on most motherboards. ~ 280 8 0 0 0 0 D5 @@ -18,9 +18,9 @@ credits info~ Living Motherboard by Ryan Kelley(Kinesthesia of BlueMageMUD) rkelley@@exis.net ****************************************************************************** I have left plenty of room in the .wld file for you to build a way to the zone. -Other than that, I ask that you don't modify the original rooms. The .mob file +Other than that, I ask that you don't modify the original rooms. The .mob file and .zon file, and if you so choose to make one, the .obj file can be edited to -suit your particular MUD. +suit your particular MUD. This is my first zone I have released publicaly, and I hope you all enjoy it. E-mail me with any comments or suggestions. All that said, enjoy! Links: 00 portal @@ -28,19 +28,19 @@ Links: 00 portal E portal~ This portal has been fashioned from some sort of metal. The portal itself -looks very futuristic, lights flash all about the portal, and things beep. +looks very futuristic, lights flash all about the portal, and things beep. This portal is probably the work of some ancient Technomancer(computer -geek/wizard). +geek/wizard). ~ S #28001 The corner of the motherboard.~ - You are standing in the northwestern corner of this huge silicon wonder. + You are standing in the northwestern corner of this huge silicon wonder. The motherboard looks like any other, except for the fact that's a few thousand times larger. As you gaze about, you can see electrons zipping back and forth, telling things what to do and when. The circuitry beneath your feet is truly amazing to behold. Possible miles upon miles of high capacity circuits run -under your feet. You can feel the pulse of electricity through them. +under your feet. You can feel the pulse of electricity through them. ~ 280 8 0 0 0 0 D1 @@ -61,7 +61,7 @@ feature of this area is the larger number of microchips that have been built onto the motherboard. The large black chips look like buildings now, and they radiate an aura of power, as electrons race in and out of them. You are also on the western edge of the board. Looking over, you get queasy, as the edge -just drops off into sheer nothingness. +just drops off into sheer nothingness. ~ 280 8 0 0 0 0 D0 @@ -85,9 +85,9 @@ An expanse of motherboard.~ You are standing on a rather bare spot of the motherboard. The usual is here, circuits, and more circuits. The odd thing is, the motherboard seems to be growing, or something is coming up from under it. Under the surface, you -can see large black masses moving up closer to the surface, ever so slowly. +can see large black masses moving up closer to the surface, ever so slowly. You wonder what it could be. After watching the black objects for a bit, you -get bored, and decide to search for something new. +get bored, and decide to search for something new. ~ 280 8 0 0 0 0 D0 @@ -112,7 +112,7 @@ A warped section of motherboard.~ circuits here, criss-crossing each other. The amount of power surging through this area is probably tremendous. The section of the motherboard seems to have been misshapen from the large amount of heat, it's stretching out towards the -west. Why it went that way, instead of sloping downwards, you have no idea. +west. Why it went that way, instead of sloping downwards, you have no idea. ~ 280 8 0 0 0 0 D0 @@ -141,7 +141,7 @@ flies through your sword, but the hilt wrapping, and your gloves manage to absorb most of it. The odd thing is, that the circuit isn't shooting sparks all over the place, it seemed to fuse itself back together, like clotting blood. The creature is not dead, nor was it ever there, it must've been some -weird illusion caused by all the electromagnetism going on here. +weird illusion caused by all the electromagnetism going on here. ~ 280 8 0 0 0 0 D0 @@ -164,7 +164,7 @@ S Another warped area.~ This area is much like the previous area of warped motherboard. It also is stretching to the west, instead of sloping downwards. You *know* there's -gravity here, or else you'd be floating around. +gravity here, or else you'd be floating around. ~ 280 8 0 0 0 0 D0 @@ -188,7 +188,7 @@ Some jumpers.~ You are standing on another expansion of the massive motherboard. This area is dominated by jumpers, which are about your size. The massive plastic covers look quite odd, and the pins that are uncovered, in their massive size, look -quite sharp, and would probably make a formidable spear. +quite sharp, and would probably make a formidable spear. ~ 280 8 0 0 0 0 D0 @@ -202,7 +202,7 @@ You can sense a massive amount of power to the east. ~ 0 -1 28014 D2 -More $%# ! microchips. +More $%# ! microchips. ~ ~ 0 -1 28008 @@ -212,7 +212,7 @@ More $%#@! microchips.~ You never new that a mother board neeed this many $%#@! Microchips. At least ten chips are here, and they are massive. You wonder why the motherboard requires so many of these things, it's not like they're nerve centers or -anything. +anything. ~ 280 8 0 0 0 0 D0 @@ -241,7 +241,7 @@ As you're getting up, you feel a slight lurch, and the motherboard has stretched further out to the west. A sudden look of mixed horror and surprise comes across your face, and you find yourself short of breath. "Great gods above.... " you mutter. "This thing is.... Alive.... " you say to no one in -particular. +particular. ~ 280 8 0 0 0 0 D0 @@ -262,9 +262,9 @@ The south-western edge of the motherboard. S #28010 The SouthWestern edge of the motherboard.~ - You are standing in the southwestern edge of this massive motherboard. + You are standing in the southwestern edge of this massive motherboard. This area is pretty much featureless, circuits and a few microchips dot the -silicon landscape. +silicon landscape. ~ 280 8 0 0 0 0 D0 @@ -282,7 +282,7 @@ S The edge of the motherboard.~ You are standing on the southern edge of the motherboard. This is pretty much the same as all the rest of the motherboard, cicruits all over the place, -the occasional microchip or transistor. +the occasional microchip or transistor. ~ 280 8 0 0 0 0 D0 @@ -305,7 +305,7 @@ S A silicon expanse.~ You are standing on a massive expanse of silicon. There are high numbers of circuits, chips and electrons here. The electrons seem to be heading east at -high speeds, something important must be in that direction. +high speeds, something important must be in that direction. ~ 280 8 0 0 0 0 D0 @@ -335,7 +335,7 @@ An exposed circuit.~ electricity courses up your legs and into your body. The first second or so, you feel a tingling sensation, then it grows into a massive shock, as thousands of volts of electricity course through your body, causing your nerves to go -into overload. +into overload. ~ 280 12 0 0 0 0 S @@ -343,7 +343,7 @@ S A power outlet.~ You are standing on some odd form of power outlet. There is a massive opening in the motherboard, where all the circuits converge, and electrons fly -in and out of the tube, zipping to some odd destination. +in and out of the tube, zipping to some odd destination. ~ 280 8 0 0 0 0 D0 @@ -395,7 +395,7 @@ S Mo' motherboard.~ You are standing on one of many areas of the motherboard. The circuits criss cross randomly, and the occasional chip dots the surface. Looking down, -you can see more of the black masses moving slowly towards the surface. +you can see more of the black masses moving slowly towards the surface. ~ 280 8 0 0 0 0 D0 @@ -423,7 +423,7 @@ make out what the black blobs were. Coming out of the motherboard, are large black blobs. As they break the surface, they slowly harden, and form the giant microchips that you see dotting the landscape. "Heh.... This thing can grow, and repair damaged areas. A true silicon based life form... " you utter to no -one in particular. +one in particular. ~ 280 8 0 0 0 0 D0 @@ -447,7 +447,7 @@ S A barren area of the motherboard.~ You are standing in another barren area of the motherboard. There is none of the typical circuitry running through here, this must be a badly damaged -area. +area. ~ 280 8 0 0 0 0 D0 @@ -471,7 +471,7 @@ S Transistors.~ You are standing in area COVERED with transistors. All around, huge multi-colored transistors are fused to the motherboard, and the power running -into them is awesome. +into them is awesome. ~ 280 8 0 0 0 0 D0 @@ -495,7 +495,7 @@ S The northern edge of the motherboard.~ You are standing on the northern edge of the motherboard. This area is pretty much like the rest of the motherboard, except that one false step to -your north would kill you. +your north would kill you. ~ 280 8 0 0 0 0 D0 @@ -520,7 +520,7 @@ S #28021 More Jumpers.~ You are standing amongst more jumpers. Looking about, you can see jumpers -labeled "Cache", "VRAM" and one that worries you "Kill MUDders". +labeled "Cache", "VRAM" and one that worries you "Kill MUDders". ~ 280 8 0 0 0 0 D1 @@ -541,7 +541,7 @@ S The motherboard.~ You are standing on another part of the motherboard. This is pretty much the exact same as the rest of the motherboard, except there's a higher amount -of circuits fused into the board here. +of circuits fused into the board here. ~ 280 8 0 0 0 0 D0 @@ -567,7 +567,7 @@ Another power outlet.~ You are standing near another one of the power outlets found on this motherboard. The electrons here seem to be going to the north and the east a lot more, you guess the SIMM slots or something such as that are located over -that direction. +that direction. ~ 280 8 0 0 0 0 D0 @@ -591,7 +591,7 @@ S #28024 The manufacturer's label.~ Here, pasted to the surface of the motherboard, is a huge sticker showing -the name of the manufacturer of this motherboard. +the name of the manufacturer of this motherboard. ~ 280 8 0 0 0 0 D0 @@ -613,7 +613,7 @@ D3 E credits info sticker~ This motherboard was manufactured by: - + Ryan Kelley(rkelley@@exis.net) E-mail with suggestions or comments, or for a listing of other products available. @@ -622,7 +622,7 @@ S #28025 Guess.~ All about you, transistors tower above you, and microchips perform various -microchip functions, emitting an odd electrical hum. +microchip functions, emitting an odd electrical hum. ~ 280 8 0 0 0 0 D0 @@ -646,7 +646,7 @@ S A blasted space.~ You are standing in a blasted space of the motherboard. The silicon has been charred black, and the circuits have been fused closed. This area is -probably never going to be used again. +probably never going to be used again. ~ 280 8 0 0 0 0 D0 @@ -669,7 +669,7 @@ S #28027 A very busy area.~ You are standing in a very busy area of the motherboard. Electrons dart to -and fro, and circuits hum with energy. +and fro, and circuits hum with energy. ~ 280 8 0 0 0 0 D0 @@ -692,7 +692,7 @@ S #28028 Before the FPU.~ You are standing before the FPU. Directly south lies the coprocessor of -this creature. +this creature. ~ 280 8 0 0 0 0 D0 @@ -718,7 +718,7 @@ S The FPU socket.~ Here is the massive socket for the FPU of this creature. It's fused directly(or grew from) the motherboard. Electrons are constantly darting in -and out, delivering messages to the FPU. +and out, delivering messages to the FPU. ~ 280 8 0 0 0 0 D0 @@ -743,7 +743,7 @@ S #28030 Southern Edge.~ You are standing on the southern edge of this massive creature. To your -east and west, more silicon landscape, to your north, the FPU. +east and west, more silicon landscape, to your north, the FPU. ~ 280 8 0 0 0 0 D0 @@ -764,7 +764,7 @@ S The southern edge of the motherboard.~ You are standing on the southern edge of the motherboard. To your west, silicon. To the north is the CPU. And, to your east is the south-eastern edge -of this creature. +of this creature. ~ 280 8 0 0 0 0 D0 @@ -786,7 +786,7 @@ S The CPU socket.~ You are standing before this massive CPU socket. Each of the pin-holes can easily fit a man-sized pin, and tons of circuits lead into the socket, powering -the massive CPU. +the massive CPU. ~ 280 8 0 0 0 0 D0 @@ -811,7 +811,7 @@ S A silicon landscape.~ You are standing on yet another silicon landscape. Silicon, for as far as the eyes can see, dotted by the occasional microchip or various other -motherboard component. +motherboard component. ~ 280 8 0 0 0 0 D0 @@ -836,7 +836,7 @@ S A burned out socket.~ You are standing near an old burned out socket on this massive motherboard. The socket itself is charred black, the silicon has been melted and bubbled up. -Their is also an odd smell from the melted silicon. +Their is also an odd smell from the melted silicon. ~ 280 8 0 0 0 0 D0 @@ -861,7 +861,7 @@ S Jumpers.~ You are standing around some more jumpers. These have no apparent indications as to what they do, so they're probably not used anymore, the -motherboard having outgrown them or something. +motherboard having outgrown them or something. ~ 280 8 0 0 0 0 D0 @@ -885,7 +885,7 @@ S #28036 An open socket.~ You are standing near an open socket. It looks pretty clean, so something -must be going to be placed in there soon. +must be going to be placed in there soon. ~ 280 8 0 0 0 0 D0 @@ -909,7 +909,7 @@ S #28037 Another area of the motherboard.~ You are standing in another area of the motherboard. There are lots of -electrons zooming off to the north. You wonder why. +electrons zooming off to the north. You wonder why. ~ 280 8 0 0 0 0 D0 @@ -934,7 +934,7 @@ S #28038 SIMM bank 0.~ You are standing near a massive SIMM slot. There are five other slots much -like this one. +like this one. ~ 280 8 0 0 0 0 D0 @@ -959,7 +959,7 @@ S #28039 SIMM bank 1.~ This is one of the 6 SIMM slots on this motherboard. The SIMM chips in this -thing are huge. +thing are huge. ~ 280 8 0 0 0 0 D0 @@ -984,7 +984,7 @@ D3 S #28040 SIMM bank 2.~ - This is the third SIMM bank on the motherboard. + This is the third SIMM bank on the motherboard. ~ 280 8 0 0 0 0 D1 @@ -1005,7 +1005,7 @@ S #28041 SIMM bank 3.~ This is SIMM bank 3. This is also the north eastern corner of the -motherboard. +motherboard. ~ 280 8 0 0 0 0 D2 @@ -1021,7 +1021,7 @@ SIMM bank 2. S #28042 SIMM bank 4.~ - This is SIMM bank 4. + This is SIMM bank 4. ~ 280 8 0 0 0 0 D0 @@ -1042,7 +1042,7 @@ SIMM bank 1. S #28043 SIMM bank 5.~ - This is SIMM bank 5. + This is SIMM bank 5. ~ 280 8 0 0 0 0 D0 @@ -1064,7 +1064,7 @@ S #28044 A PCI slot.~ This is your typical PCI slot, except a lot larger. You can see the metal -connectors for the card, whatever would go there. +connectors for the card, whatever would go there. ~ 280 8 0 0 0 0 D0 @@ -1084,7 +1084,7 @@ D3 S #28045 The second the PCI slot.~ - This is the second PCI slot found on this motherboard. + This is the second PCI slot found on this motherboard. ~ 280 8 0 0 0 0 D0 @@ -1104,7 +1104,7 @@ D3 S #28046 Another PCI slot.~ - You are standing near another one of the PCI slots. + You are standing near another one of the PCI slots. ~ 280 8 0 0 0 0 D0 @@ -1124,7 +1124,7 @@ D3 S #28047 The last PCI slot.~ - This is the last PCI slot on the motherboard. + This is the last PCI slot on the motherboard. ~ 280 8 0 0 0 0 D0 @@ -1144,7 +1144,7 @@ S #28048 Another area of the motherboard.~ You are standing on the eastern edge of the motherboard. To the east, you -can see an eerie glow, which seems to be getting smaller over time. +can see an eerie glow, which seems to be getting smaller over time. ~ 280 8 0 0 0 0 D0 @@ -1164,7 +1164,7 @@ S #28049 The eastern edge.~ You are standing on the eastern edge of the massive motherboard. You can -still see the eerie light to the east. +still see the eerie light to the east. ~ 280 8 0 0 0 0 D0 @@ -1185,7 +1185,7 @@ S #28050 The south-eastern edge.~ You are standing near the south-eastern edge of the motherboard. This is -much like the other areas of the motherboard. +much like the other areas of the motherboard. ~ 280 8 0 0 0 0 D1 @@ -1205,7 +1205,7 @@ Off the edge of the motherboard.~ you're all high and fucking mighty, well guess what, YOU'RE NOT. As you fall, and fall, and fall, into the depths, you look up and see the motherboard flying away at high speeds. You look down, and see nothing but mist. You're probably -going to be falling forever. +going to be falling forever. ~ 280 8 0 0 0 0 D3 diff --git a/lib/world/wld/281.wld b/lib/world/wld/281.wld index 0f87288..6f59fc5 100644 --- a/lib/world/wld/281.wld +++ b/lib/world/wld/281.wld @@ -1,7 +1,7 @@ #28100 A paved path~ - You are standing at the edge of the city. From here, a short, -paved path leads toward the east. To the northeast is a large building, + You are standing at the edge of the city. From here, a short, +paved path leads toward the east. To the northeast is a large building, its yard lined by an old fence of stone. ~ 281 4 0 0 0 1 @@ -14,7 +14,7 @@ credits info~ This is a modest zone with about 65 rooms. It is a little forest, maybe east of Midgaard. The area was originally written for low-level (say 1-10) players. - + -Methem (mputkone@@rieska.oulu.fi) Replace XXXX with a town name of your choosing. @@ -68,7 +68,7 @@ You see the yard. S #28103 On the lawn~ - You step on the lawn. An old, large tree lines the track, and its + You step on the lawn. An old, large tree lines the track, and its foliage covers the yard in massive shadows. The corner of the tavern is close to the west. ~ @@ -81,8 +81,8 @@ You see the yard before the tavern. S #28104 By the side of the tavern~ - You are standing close to the western fence of the yard. The city -can be seen further to the west - masses of people and clamour. To the + You are standing close to the western fence of the yard. The city +can be seen further to the west - masses of people and clamour. To the is a small, wooden, and cell-like building, obviously a lavatory. ~ 281 0 0 0 0 1 @@ -99,7 +99,7 @@ You see the yard. S #28105 The lavatory~ - The lavatory is quite cramped and the smell around exactly what it + The lavatory is quite cramped and the smell around exactly what it uses to be in places like this. However the inside is very tidy, see- mingly taken care often. Anyway, you are ready to leave now... ~ @@ -112,10 +112,10 @@ door wooden~ S #28106 Inside the tavern~ - The walls here are paneled in some wood of various deep brown + The walls here are paneled in some wood of various deep brown tints. A large, wooden chandelier lits the room, making it very ho- -mely. The furniture is dominated by a tall desk close to the north -wall. Behind it there stands a large, impressive cupboard. To the +mely. The furniture is dominated by a tall desk close to the north +wall. Behind it there stands a large, impressive cupboard. To the west is a high, arched doorway, above which a huge bearhead has been fastened, welcoming the customers in. Broad stairs lead up. @@ -141,16 +141,16 @@ cupboard impressive~ The cupboard is of some lacquered wood and the handicraft appears excellent. The doubledoors of it are covered in a big painted picture, presenting a march of an ancient fully equipped army. There are also two large handles of pronze, -formed in interesting spiral. +formed in interesting spiral. ~ S #28107 A smoky drawing-room~ - You have arrived at a large drawing-room where quite an amount of -tobacco smoke hovers about, forcing you to cough loudly. Heavy chairs -and tables can be seen all around. The room is full of people, youngsters + You have arrived at a large drawing-room where quite an amount of +tobacco smoke hovers about, forcing you to cough loudly. Heavy chairs +and tables can be seen all around. The room is full of people, youngsters and elders, riches and poors, all from the different social classes. - There is a wide collection of various hunting weapons on the western + There is a wide collection of various hunting weapons on the western wall. The room is warmed up by a massive fireplace. ~ 281 8 0 0 0 0 @@ -162,9 +162,9 @@ You see the tavern. S #28108 On the top floor~ - This north- and south-directed corridor is where the local guest -rooms are located at. The walls are paneled in some fine wood, and -there hang deep green tapestries with some white decorations on them. + This north- and south-directed corridor is where the local guest +rooms are located at. The walls are paneled in some fine wood, and +there hang deep green tapestries with some white decorations on them. Torches cast soft light into the space. ~ 281 8 0 0 0 0 @@ -186,10 +186,10 @@ You see the stairs leading down. S #28109 A dusty room~ - The room has been furnished by a small elegant table, a strong + The room has been furnished by a small elegant table, a strong bed, an old bookcase, and a chest of drawers. Somehow you feel that -it won't be hired out so often, although it seems that no one has -been here in a few weeks. But no doubt, there is someone's property +it won't be hired out so often, although it seems that no one has +been here in a few weeks. But no doubt, there is someone's property around... ~ 281 1 0 0 0 0 @@ -200,7 +200,7 @@ door oaken~ S #28110 On the top floor~ - You walk on the corridor. A door to the west is ajar and you + You walk on the corridor. A door to the west is ajar and you wonder if you heard some voices from behind it... ~ 281 8 0 0 0 0 @@ -240,7 +240,7 @@ S On the top floor~ The corridor ends here, and you find yourself standing by a small window. Vast fields and forest are seen through it - everything looks -peaceful out there, despite a few alarming rumours about the Forces of +peaceful out there, despite a few alarming rumors about the Forces of Evil gathering their power again. To the west stands a wooden door. ~ @@ -271,8 +271,8 @@ door wooden~ S #28114 At the forest edge~ - You are walking on a brownish path that leads towards a light -forest to the east, and begins to wriggle its way there. A mild + You are walking on a brownish path that leads towards a light +forest to the east, and begins to wriggle its way there. A mild chirping can be heard from somewhere nearby. The city of XXXX is further away to the west. ~ @@ -290,9 +290,9 @@ You see the paved path. S #28115 A path~ - As the path finds its way through the forest it sometimes becomes -very narrow, wriggling by the side of some large stones. Passing by -a wagon of any kind would be impossible. To the east grows dense + As the path finds its way through the forest it sometimes becomes +very narrow, wriggling by the side of some large stones. Passing by +a wagon of any kind would be impossible. To the east grows dense thicket. ~ 281 4 0 0 0 2 @@ -314,7 +314,7 @@ You see the forest edge. S #28116 A path~ - The path seems to descend toward the east where you can make out + The path seems to descend toward the east where you can make out some sandy ground. Also, from the same direction was heard something that sounded peculiar talk... ~ @@ -332,8 +332,8 @@ You see the forest. S #28117 A small dell~ - You descend onto a sandy dell where you notice some old marks of -water, approximately flown here a few months ago. The path continues to + You descend onto a sandy dell where you notice some old marks of +water, approximately flown here a few months ago. The path continues to the east, climbing over great roots. ~ 281 0 0 0 0 2 @@ -350,8 +350,8 @@ You see the forest. S #28118 An intersection of paths~ - You are standing at a small square from where trails lead north, west, -and east. Since the foliage dominates your vision more or less, only the + You are standing at a small square from where trails lead north, west, +and east. Since the foliage dominates your vision more or less, only the highest of Towers of Midgaard can be seen farther to the west. ~ 281 0 0 0 0 2 @@ -375,8 +375,8 @@ S A grassy path~ A grassy but quite a wide path leads here. According a few deep grooves that are yet visible on it, this way was probably used much, a -long time ago. - Leaning against a greyish tree, there is a rottening, wooden sign. +long time ago. + Leaning against a grayish tree, there is a rottening, wooden sign. ~ 281 0 0 0 0 2 D0 @@ -392,16 +392,16 @@ You see a small intersection of trails. E sign wooden~ This is about what you detect: - + %he ++n o- G%%d i l - - 20* m _ e + + 20* m _ e ~ S #28120 A low hillside~ This is a low, bush-growing hillside. The path appears to be leading -toward what looks a small marshland down there. For some reason it does +toward what looks a small marshland down there. For some reason it does not look very fascinating. ~ 281 4 0 0 0 4 @@ -418,11 +418,11 @@ You see a marshland. S #28121 The marshland~ - As you reach the marshland, the clouds of insects catch you -in their unpleasant embrace, penetrating your very equipment. You -move on quickly, over the damp hummocks and over the small pools of -black disgusting water, to escape those tiny winged beasts. Further -away to the north seems to be an another hillside, growing high trees. + As you reach the marshland, the clouds of insects catch you +in their unpleasant embrace, penetrating your very equipment. You +move on quickly, over the damp hummocks and over the small pools of +black disgusting water, to escape those tiny winged beasts. Further +away to the north seems to be an another hillside, growing high trees. Remainders of a bridge-like structure still lie here, leading across the marsh. ~ @@ -445,9 +445,9 @@ You see the low hillside. S #28122 Stepping on some hammocks~ - The most sturdiest hammocks here resist your weight easily, and + The most sturdiest hammocks here resist your weight easily, and thus you are able to move on. Close to the east grows a large, somewhat -peculiar bush that covers your vision quite totally. +peculiar bush that covers your vision quite totally. ~ 281 0 0 0 0 3 D3 @@ -462,8 +462,8 @@ You see something black. 0 -1 28123 E bush large peculiar~ - It appears old and greyish. It looks as if there were something dark behind -it... Perhaps. + It appears old and grayish. It looks as if there were something dark behind +it... Perhaps. ~ S #28123 @@ -482,9 +482,9 @@ You see some hammocks ...*burb*. S #28124 The marshland~ - You are walking at the northern part of the marshland. Just to -the north is an another hillside, high and much more steeper than the -one you just descended. It grows some deep brown hay and tall birches. + You are walking at the northern part of the marshland. Just to +the north is an another hillside, high and much more steeper than the +one you just descended. It grows some deep brown hay and tall birches. A faint trail climbs on it. ~ 281 0 0 0 0 3 @@ -501,8 +501,8 @@ You see a steep hillside. S #28125 A steep hillside~ - You ascend the hillside, struggling between the trees and their -twisted branches. A figure of grey building begins to discern slowly + You ascend the hillside, struggling between the trees and their +twisted branches. A figure of gray building begins to discern slowly to the northwest. ~ 281 4 0 0 0 4 @@ -519,10 +519,10 @@ You see the marshland down there. S #28126 Before a decayed building~ - You are standing at a grass-covered yard. Just to the west lies -what may have been an inn of some kind years ago. Now its roof and many -of the other wooden parts are mostly gone, and the greyish walls break -off so badly that you somewhat wonder how the building still stands. An + You are standing at a grass-covered yard. Just to the west lies +what may have been an inn of some kind years ago. Now its roof and many +of the other wooden parts are mostly gone, and the grayish walls break +off so badly that you somewhat wonder how the building still stands. An open doorway gives passage inside. To the north lies an old pen. ~ 281 0 0 0 0 1 @@ -544,7 +544,7 @@ You see the decayed building. S #28127 Inside an old pen~ - The muddy ground here is covered in wooden fragments and old junk, + The muddy ground here is covered in wooden fragments and old junk, nothing of interest. To the north the forest gets thicker. ~ 281 0 0 0 0 1 @@ -556,10 +556,10 @@ You see the yard of the building. S #28128 An empty vestibule~ - You find yourself standing inside a dark vestibule, where the walls -are covered in vast cobwebs and some strange smears. The wind blows in -from the holes of the walls, almost sounding as if there were a few small -spirits howling their regret. To the north is a door, blackened but still + You find yourself standing inside a dark vestibule, where the walls +are covered in vast cobwebs and some strange smears. The wind blows in +from the holes of the walls, almost sounding as if there were a few small +spirits howling their regret. To the north is a door, blackened but still in existence. Rather dangerous looking stairs lead upwards. ~ 281 4 0 0 0 0 @@ -581,7 +581,7 @@ You see stairs leading up. S #28129 A chaotic room~ - The room is in chaotic order. Parts of the upper floor have fallen + The room is in chaotic order. Parts of the upper floor have fallen down here, and the former furniture is now more or less buried under them. At the corners there lie several rottening books, bedraggled tapestries, and broken vessels. Besides, the room appears partially burned. @@ -595,8 +595,8 @@ door blackened~ S #28130 The top of the stairs~ - You are standing at the second floor of these ruins which seem to -swing every time you take a move. There is no go to the north. Once + You are standing at the second floor of these ruins which seem to +swing every time you take a move. There is no go to the north. Once apparently so elegant passage has vanished, totally rottened, and col- lapsed away. ~ @@ -604,9 +604,9 @@ lapsed away. S #28131 A weak trail~ - The forest appears thicker now. Massive trees tower around, making + The forest appears thicker now. Massive trees tower around, making you feel yourself tiny and pitiful compared to those old giants. The trail -here is quite narrow. +here is quite narrow. ~ 281 4 0 0 0 2 D1 @@ -649,7 +649,7 @@ You see more forest. S #28133 A weak trail~ - You have arrived at a bend. From here the trail turns to the north, + You have arrived at a bend. From here the trail turns to the north, leading through the dark green arch of the gigantic trees. To the south lies a small grove. ~ @@ -672,8 +672,8 @@ You see more forest. S #28134 A square of mushrooms~ - You are standing at a small square, surrounded by tall trees. Dozens -of deep brown mushrooms grow here, seemingly alluring the animals of the + You are standing at a small square, surrounded by tall trees. Dozens +of deep brown mushrooms grow here, seemingly alluring the animals of the forest, for many of them appear munched. The trail lies to the southeast. ~ 281 0 0 0 0 2 @@ -690,9 +690,9 @@ You see more forest. S #28135 A weak trail~ - You are walking on a narrow trail. The trees are getting more -apart slowly, and you hear birds singing here and there. Way farther -to the north raises a tremendous, grey figure, the mountainside of + You are walking on a narrow trail. The trees are getting more +apart slowly, and you hear birds singing here and there. Way farther +to the north raises a tremendous, gray figure, the mountainside of Great Aesarthwe. ~ 281 0 0 0 0 2 @@ -714,8 +714,8 @@ You see the square. S #28136 A weak trail~ - The forest is clearly more lighter now, and you sense gentle sunshine -on your cheeks. The trail leads north toward the mountain, and west, into + The forest is clearly more lighter now, and you sense gentle sunshine +on your cheeks. The trail leads north toward the mountain, and west, into the deeper forest. ~ 281 0 0 0 0 2 @@ -728,7 +728,7 @@ S #28137 A lighter forest~ You are approaching the edge of the forest from where a stony mountain- -side begins to ascend, very gentle at first. Rippling of water can be heard +side begins to ascend, very gentle at first. Rippling of water can be heard from nearby. ~ 281 0 0 0 0 2 @@ -745,7 +745,7 @@ You see the forest. S #28138 A small brook~ - This small brook streams somewhere from the highest summits of the + This small brook streams somewhere from the highest summits of the mountain. Its water is clear and very refreshive, and you can see the sunshine make it sparkle splendid at the upper course of the brook where lies a picturesque waterfall. @@ -764,7 +764,7 @@ You see the edge of the forest. S #28139 Walking on stony soil~ - As you walk on, the mountainside begins to change much more steeper + As you walk on, the mountainside begins to change much more steeper before you. However it seems that you can advance easily enough. ~ 281 4 0 0 0 4 @@ -781,9 +781,9 @@ You see the mountainside. S #28140 Climbing on the mountainside~ - You ascend a narrow split and arrive at a small plateau that + You ascend a narrow split and arrive at a small plateau that continues both north and west. Dark fungus appears to grow profuse -here. +here. ~ 281 4 0 0 0 5 D0 @@ -810,7 +810,7 @@ S #28141 Before a gigantic boulder~ Wedged in at the ancient times, the massive boulder projects here -before you. It is black all over and partly of some glasslike material. +before you. It is black all over and partly of some glasslike material. Some remnants lie under it. The plateau extends to the east. ~ 281 0 0 0 0 5 @@ -821,13 +821,13 @@ You see the plateau. 0 -1 28140 E remnants~ - You see what mainly are small bones. + You see what mainly are small bones. ~ S #28142 At the midst of some edges~ - You are walking between some edges. Since most of them seem to -be quite sharp, it is wise to be careful, this is not the day to get + You are walking between some edges. Since most of them seem to +be quite sharp, it is wise to be careful, this is not the day to get impaled. To the north is what appears a brink. Also, the mountain- side above remains climbable. ~ @@ -845,9 +845,9 @@ You see more mountainside. S #28143 The brink of a gorge~ - You are standing on the brink of a deep, deep gorge. Its walls are + You are standing on the brink of a deep, deep gorge. Its walls are very smooth and rush straight down, where nothing but a jet-black empti- -ness can be seen. +ness can be seen. ~ 281 0 0 0 0 5 D2 @@ -858,10 +858,10 @@ You see some edges. S #28144 Higher up~ - Conducted by a gentle wind you climb the mountainside and reach -some space to rest on. Taking a look at the sky you see a small eagle -flying round the summit and vanishing into the canyons. You can still -continue to the north but it seems difficult to ascend the hillside any + Conducted by a gentle wind you climb the mountainside and reach +some space to rest on. Taking a look at the sky you see a small eagle +flying round the summit and vanishing into the canyons. You can still +continue to the north but it seems difficult to ascend the hillside any higher... ~ 281 0 0 0 0 5 @@ -878,8 +878,8 @@ You see more mountainside. S #28145 On the mountainside~ - Climbing changes more and more difficult as you struggle on. -It would take a long time to find a reasonable way to climb forward. + Climbing changes more and more difficult as you struggle on. +It would take a long time to find a reasonable way to climb forward. And if one existed it would still be very arduous at all events. ~ 281 0 0 0 0 5 @@ -892,8 +892,8 @@ S #28146 An Underground Dwelling~ The space is a small, round chamber, lit by an extraordinary chan- -delier made of the rhizome of a tree standing above there. All around -lie small pieces of furniture, most of which you probably could not use, +delier made of the rhizome of a tree standing above there. All around +lie small pieces of furniture, most of which you probably could not use, for they are rather tiny. However, they are skillfully constructed, revealing both the artistic and practical abilities of whoever was the maker. A thick, multicolorous carpet covers the floor. @@ -908,9 +908,9 @@ door wooden~ S #28147 Under a brown dome~ - You are standing inside a brownish chamber, under some massive -roots, from which various fibres with soil still hang down. There -are small footprints on the ground. While an improvised ladder leads + You are standing inside a brownish chamber, under some massive +roots, from which various fibres with soil still hang down. There +are small footprints on the ground. While an improvised ladder leads up, there is a small, wooden door the east. ~ 281 5 0 0 0 1 @@ -927,8 +927,8 @@ You see the hollow tree. S #28148 Inside the hollow trunk~ - As you crawl through a small hole you notice that the huge tree is -completely hollow, and enables you to move about. Some kind of ladder + As you crawl through a small hole you notice that the huge tree is +completely hollow, and enables you to move about. Some kind of ladder leads down from here. ~ 281 4 0 0 0 1 @@ -945,9 +945,9 @@ You see a dark chamber.. S #28149 Before an ancient poplar~ - You are standing at a grove. Just before you is a large poplar, which -foliage spreads in every direction like a gigantic green ball. Its trunk -is gnarled and carries the scars of hundreds of years. A small hole appears + You are standing at a grove. Just before you is a large poplar, which +foliage spreads in every direction like a gigantic green ball. Its trunk +is gnarled and carries the scars of hundreds of years. A small hole appears to penetrate into the pith of the tree. ~ 281 0 0 0 0 1 @@ -975,7 +975,7 @@ S #28150 On the hill~ You are standing on a low and barren hill. There are several foot- -prints on it. There is a small grove to the north. +prints on it. There is a small grove to the north. ~ 281 0 0 0 0 2 D0 @@ -986,10 +986,10 @@ You see the grove. S #28151 A small grove~ - You are standing at a peaceful grove, surrounded by those -evergrowing trees and various flowers which all look so beautiful, -but also somewhat sad. - There is a large ant hill, and as a contrast to the grove it + You are standing at a peaceful grove, surrounded by those +evergrowing trees and various flowers which all look so beautiful, +but also somewhat sad. + There is a large ant hill, and as a contrast to the grove it nearly swarms life. A faint track leads to the north, and to the west there lies a ditch. ~ @@ -1012,8 +1012,8 @@ You see a small ditch. S #28152 A grassy ditch~ - You are standing on a grassy bottom of the ditch, seemingly trampled. -Low bushes grow around. The ditch leads west, while there is a grove to + You are standing on a grassy bottom of the ditch, seemingly trampled. +Low bushes grow around. The ditch leads west, while there is a grove to the east. ~ 281 4 0 0 0 3 @@ -1030,8 +1030,8 @@ You see the ditch. S #28153 Walking in the ditch~ - You walk on the bottom of the ditch. As the bushes vanish in the -south you can see a grassy hillside, on where a narrow path descends. + You walk on the bottom of the ditch. As the bushes vanish in the +south you can see a grassy hillside, on where a narrow path descends. The ditch leads west and east. ~ 281 0 0 0 0 3 @@ -1053,7 +1053,7 @@ You see the ditch. S #28154 A grassy ditch~ - You are standing on the bottom of a small and grassy ditch. There + You are standing on the bottom of a small and grassy ditch. There is some thicket growing around. The ditch leads to the east. ~ 281 0 0 0 0 3 @@ -1070,8 +1070,8 @@ You see the ditch. S #28155 Through some bushes~ - You are struggling at a thicket, disturbed by several multicolorous -spiders and gadflies. Most of these bushes are unusually tough, lashing + You are struggling at a thicket, disturbed by several multicolorous +spiders and gadflies. Most of these bushes are unusually tough, lashing your face with an unpleasant force. There is a small ditch to the south. ~ 281 0 0 0 0 3 @@ -1088,7 +1088,7 @@ You see the forest edge nearby. S #28156 The brink of the grassy hillside~ - You are standing on the brink of the grassy hillside that begins + You are standing on the brink of the grassy hillside that begins to descend gently. Below there lies what appears very dense forest. To the north is a ditch. ~ @@ -1106,8 +1106,8 @@ You see the hillside. S #28157 Descending the hillside~ - You start climbing down a small worn-out path on the hillside. Despite -the fresh footprints all around, the way doesn't appear very busy. + You start climbing down a small worn-out path on the hillside. Despite +the fresh footprints all around, the way doesn't appear very busy. ~ 281 0 0 0 0 4 D4 @@ -1122,9 +1122,9 @@ You see the bottom of the hillside. 0 -1 28158 S #28158 -On a grey trunk~ - Reaching the foot of the hillside you notice a large greyish trunk, -penetrating into the forest as if it were a straight bridge. You begin +On a gray trunk~ + Reaching the foot of the hillside you notice a large grayish trunk, +penetrating into the forest as if it were a straight bridge. You begin to walk on it. ~ 281 0 0 0 0 1 @@ -1141,10 +1141,10 @@ You see the hillside. S #28159 Walking on the trunk~ - You move forward, keeping your balance quite easily since the trunk -is so broad. It seems that many smaller trees remained under when this + You move forward, keeping your balance quite easily since the trunk +is so broad. It seems that many smaller trees remained under when this giant overturned years ago. - Now, there lies the rhizome. The roots appear to give passage to + Now, there lies the rhizome. The roots appear to give passage to the south. ~ 281 0 0 0 0 1 @@ -1161,10 +1161,10 @@ You see the trunk. S #28160 A narrow path~ - You step on a narrow path, engraved deep in the ground. Several -stones make your walking quite difficult, and you are worried about -your feet. The foliages form a green and inpenetrable "wall" around -the path which seems to descend to the east. + You step on a narrow path, engraved deep in the ground. Several +stones make your walking quite difficult, and you are worried about +your feet. The foliages form a green and inpenetrable "wall" around +the path which seems to descend to the east. ~ 281 0 0 0 0 2 D0 @@ -1180,7 +1180,7 @@ You see the path leading under some roots. S #28161 Under some massive roots~ - Here the path goes very deep in the ground, almost as if it were + Here the path goes very deep in the ground, almost as if it were an ancient trench. Tremendous, gnarled roots from some brown and black arches above. The path leads both to the west and east. ~ @@ -1198,8 +1198,8 @@ You see the path. S #28162 A small meadow~ - You arrive at a small meadow that grows tall yellowish hay, swaying -slowly in the wind. The path leads towards the north, where you make out + You arrive at a small meadow that grows tall yellowish hay, swaying +slowly in the wind. The path leads towards the north, where you make out some high osiers. ~ 281 0 0 0 0 2 @@ -1216,8 +1216,8 @@ You see the path leading under the roots. S #28163 On a trail through high osiers~ - Despite the thickness of these bushes you still detect the path and -walk on it easily. Now your trip begins to wind downwards, from where you + Despite the thickness of these bushes you still detect the path and +walk on it easily. Now your trip begins to wind downwards, from where you can hear some voices. ~ 281 0 0 0 0 3 @@ -1234,12 +1234,12 @@ You see a crater. S #28164 An ancient crater~ - You find yourself standing at a vast and deep pit, obviously an -ancient crater with a diameter of 30 metres, at least. The bottom is -covered in brownish grass and there are several rough boulders around, -most of them black. Also you notice that the crater is full of small -folk, everyone directing towards a structure of some kind further away -to the east. + You find yourself standing at a vast and deep pit, obviously an +ancient crater with a diameter of 30 metres, at least. The bottom is +covered in brownish grass and there are several rough boulders around, +most of them black. Also you notice that the crater is full of small +folk, everyone directing towards a structure of some kind further away +to the east. ~ 281 4 0 0 0 2 D1 @@ -1256,10 +1256,10 @@ S #28165 At the crater~ With the brownies you start approaching the structure as well. -It looks like a wooden dais, on where a couple of beings are sitting, -deep in their discussion. Behind them there stands what could be a -totem or a statue of some kind. Yet you do not know what this all is -about, but no doubt this place must be of great importance and sanctity +It looks like a wooden dais, on where a couple of beings are sitting, +deep in their discussion. Behind them there stands what could be a +totem or a statue of some kind. Yet you do not know what this all is +about, but no doubt this place must be of great importance and sanctity for these people. ~ 281 0 0 0 0 2 @@ -1281,7 +1281,7 @@ You see the crater. S #28166 Before the wooden steps~ - Just before you lie firm, wooden steps, ascending onto the dias. + Just before you lie firm, wooden steps, ascending onto the dias. Simple, but elegant symbols have been encarved on them. ~ 281 0 0 0 0 2 @@ -1298,7 +1298,7 @@ You see a wooden plateau. S #28167 Before the wooden steps~ - Just before you lie firm, wooden steps, ascending onto the dias. + Just before you lie firm, wooden steps, ascending onto the dias. Simple, but elegant symbols have been encarved on them. ~ 281 0 0 0 0 2 @@ -1315,10 +1315,10 @@ You see a wooden plateau. S #28168 The Ceremony Plateau~ - The dais has been grinded very smooth. Four green pictures cover + The dais has been grinded very smooth. Four green pictures cover its surface, representing fine trees. Each picture points to the sepa- -rate cardinal direction. In the middle of the dais stands a tall, wooden -statue, resembling an impressive woman, clad in clothes made of large +rate cardinal direction. In the middle of the dais stands a tall, wooden +statue, resembling an impressive woman, clad in clothes made of large leaves and garments. The brownies assemble to the foot of the dais and you feel the atmosphere running high. @@ -1340,7 +1340,7 @@ statue woman~ presents has a tall lenght of straight hair almost reaching her legs. Worn on her head is a crown made of the most beautiful flowers, barely found in every forest. Couple of small birds are sitting on her shoulders, seemingly listening -earnestly. This must be the Queen of the forest herself. +earnestly. This must be the Queen of the forest herself. ~ S #28169 diff --git a/lib/world/wld/282.wld b/lib/world/wld/282.wld index b4b02db..26fee10 100644 --- a/lib/world/wld/282.wld +++ b/lib/world/wld/282.wld @@ -2,8 +2,8 @@ The pit of Kerjim~ You stand at the edge of a pit, you can hear screams of death, violence that make your blood curdle. This is the pit of Kerjim, an ancient demon able to -slay any mortal. It is pitch black, and there are prying eyes all around. -There is an engraving on the wall here. +slay any mortal. It is pitch black, and there are prying eyes all around. +There is an engraving on the wall here. ~ 282 0 0 0 0 0 D2 @@ -20,18 +20,18 @@ credits info~ The Infernal Pit of Kerjim ------------------------------------------------------------------------------ By: Raf & Blizzard - + Description: Kerjim is an evil monster who has been trapped far beneath the Earth's surface for centuries. Now, his demonic minions have burrowed a tunnel -up into our world, causing chaos where ever they are encountered. - +up into our world, causing chaos where ever they are encountered. + Requirments for using this area: [1] You include the authors in your HELP ZONE files, or the equivilant [2] You send an email to Raf (picard@@indigo.ie), saying you use this, what your mud is, etc. ============================================================================== - + The Authors can be reached at their email addresses quoted below, or on Burning MUD - burning.stacken.kth.se 4000 --Raf --Blizzard @@ -43,8 +43,8 @@ E engraving wall~ ********************************** * BEWARE!!! * - * Here Dwells Kerajim, * - * King of the Balrogs. * + * Here Dwells Kerajim, * + * King of the Balrogs. * * Die at your own risk, * * We very much doubt the chances * * of any Corpse Retrieval * @@ -56,7 +56,7 @@ S #28201 In the pit~ Smells of blood saunter through the air, making your stomach turn. Fear -creeps through you as you climb down the side of this endless pit. +creeps through you as you climb down the side of this endless pit. ~ 282 0 0 0 0 0 D4 @@ -71,7 +71,7 @@ S #28202 In the pit~ The ashfrom the side of the rock wall dismays you and irritates your skin. -You can sense the presence of pure evil as you climb down. +You can sense the presence of pure evil as you climb down. ~ 282 0 0 0 0 0 D4 @@ -86,7 +86,7 @@ S #28203 In the pit~ You are in the center of the chasme, the screams and desperate cries of loss -cause an avalance to fall. There is no longer an escape upwards. +cause an avalance to fall. There is no longer an escape upwards. ~ 282 0 0 0 0 0 D5 @@ -97,7 +97,7 @@ S #28204 Nearing the bottom~ The pit is nearing the bottom, you can see a large throne down below. It is -made with fine obsidian, and bejeweled with golden stones. +made with fine obsidian, and bejeweled with golden stones. ~ 282 0 0 0 0 0 D4 @@ -112,7 +112,7 @@ S #28205 Nearing the bottom~ The base of the pit is close, your hands tremble and make it hard for you -too get a good grip of the firm stone side. +too get a good grip of the firm stone side. ~ 282 0 0 0 0 0 D4 @@ -129,7 +129,7 @@ Nearing the bottom~ You have made it past most of the dreaded creatures, but more still awaits you at the bottom. Odd looking creatures surrond you, wielding anything from daggers to stone clubs. Fear sweeps the eye of the enemy it looks as if they -have been under an enchantement. +have been under an enchantement. ~ 282 0 0 0 0 0 D4 @@ -146,7 +146,7 @@ At the base of the pit~ A large throne scales the room, it's black obsidian laced with golden jewels adds an enchanting and soothing affect to the murky hell hole. In the throne sits Kerjim, the ancient demon, king to the Balrogs. The power he wields -overwhelmes you. +overwhelmes you. ~ 282 0 0 0 0 0 D0 @@ -173,7 +173,7 @@ S #28208 A cavern~ A long cavern continues to the west, at the end of it is a bright glowing -statue, you can not make out any of it's features but it looks magnificent. +statue, you can not make out any of it's features but it looks magnificent. ~ 282 0 0 0 0 0 D0 @@ -197,7 +197,7 @@ S Nearing the statue~ You can beging to make out the features on it, it is made of solid opal which is gleaming in the light. It appears to be a statue of some great god or -creature. +creature. ~ 282 0 0 0 0 0 D1 @@ -213,7 +213,7 @@ S Upon the heathe~ The floor of the cavern quickly fades into a muddy liquid and the surronding walls beging to melt. You are in a swampy cavern, a heathe. The statue is in -the middle of the heathe, on a standing platform. +the middle of the heathe, on a standing platform. ~ 282 0 0 0 0 0 D1 @@ -229,7 +229,7 @@ S A fathomless room~ This most be the biggest room you have ever seen, it appears to be a type of barracks where the creatures sleep. There are cots all over the ground, and an -oil lamp hanging on the wall. +oil lamp hanging on the wall. ~ 282 0 0 0 0 0 D0 @@ -252,7 +252,7 @@ S #28212 A fathomless room~ There barracks continues, there are more cots lined up on the marshy ground. -The room smells of dead corpses and other foul smelling things. +The room smells of dead corpses and other foul smelling things. ~ 282 0 0 0 0 0 D0 @@ -267,7 +267,7 @@ S #28213 A fathomless room~ A murky dust fills the air and makes it hard for you to breath, and the ash -off the walls makes your eyes squint. +off the walls makes your eyes squint. ~ 282 0 0 0 0 0 D0 @@ -283,7 +283,7 @@ S A fathomless room~ The longer you stay down here, the more you wish to see the sun and the clouds once again, but gloom rests upon your soul and makes sorrow fill your -emotions. +emotions. ~ 282 0 0 0 0 0 D1 @@ -294,7 +294,7 @@ S #28215 A fathomless room~ A demonic presence states this territory, you have the urge to run and -scream, but your better judgement prevents that from happening. +scream, but your better judgement prevents that from happening. ~ 282 0 0 0 0 0 D3 @@ -305,14 +305,14 @@ S #28216 A fathomless room~ Gloom clouds your better judgement and you begin to saunter around the room. -It slowly drives you insane. +It slowly drives you insane. ~ 282 0 0 0 0 0 S #28217 A tight cavern~ This cavern is very tight, you can barely fit inside it. It doesn't appear -to be leading anywhere special. It just continues to the north. +to be leading anywhere special. It just continues to the north. ~ 282 0 0 0 0 0 D0 @@ -327,7 +327,7 @@ S #28218 A tight cavern~ The cavern keeps going north, and keeps getting tighter and tighter. This -tunnel might have been caused by an underground earthquake. +tunnel might have been caused by an underground earthquake. ~ 282 0 0 0 0 0 D0 @@ -342,7 +342,7 @@ S #28219 A tight cavern~ You are almost at the end of the cavern. A hazy mist surrounds you, maybe -this cavern is going somewhere improtant. +this cavern is going somewhere improtant. ~ 282 0 0 0 0 0 D0 @@ -359,7 +359,7 @@ A small temple~ This is a small temple, there is a table in the center of the room covered with plates and utensils. Everything here is black, there is are curtains all around covering the burnt walls. The floor has runes encrusted into them, you -can make out some of them, they are markings of the devil. +can make out some of them, they are markings of the devil. ~ 282 0 0 0 0 0 D2 @@ -370,7 +370,7 @@ S #28221 A trail of blood~ A small pebble trail leads into the inpending darkness, it is covered with -blood. The trail leads on into the darkness. +blood. The trail leads on into the darkness. ~ 282 0 0 0 0 0 D1 @@ -384,8 +384,8 @@ D3 S #28222 A bend in the trail~ - There is blood leaking off the trail, there seems to have been alot of -combat in this area, the trail winds now to the north. + There is blood leaking off the trail, there seems to have been a lot of +combat in this area, the trail winds now to the north. ~ 282 0 0 0 0 0 D0 @@ -399,8 +399,8 @@ D3 S #28223 Another bend in the trail~ - This tunnel seems to have alot of twists and turns to it. It makes another -sharp turn to the east and continues onward. + This tunnel seems to have a lot of twists and turns to it. It makes another +sharp turn to the east and continues onward. ~ 282 0 0 0 0 0 D1 @@ -416,7 +416,7 @@ S A straight path~ The path continues to the east without any turns, you can not see very far in for it is so dark. The blood is now around your ankles and still climbing. - + ~ 282 0 0 0 0 0 D1 @@ -431,7 +431,7 @@ S #28225 A straight path~ The path is nearing an end, the blood is no longer a dark red color, but -instead has become a light blueish color, perhaps he blood of a Balrog. +instead has become a light bluish color, perhaps he blood of a Balrog. ~ 282 0 0 0 0 0 D1 @@ -447,7 +447,7 @@ S The end of the path~ The long tunnel has finally ended, corpses are lying dead on the surronding gravel, both human and balrog. Smells of blood fill your nostrils and make you -sick. +sick. ~ 282 0 0 0 0 0 D0 @@ -462,7 +462,7 @@ S #28227 A cavern~ A cavern continues along north, leading to a small pit used for burial -reasons. A putrid smell fills the clean air. +reasons. A putrid smell fills the clean air. ~ 282 0 0 0 0 0 D0 @@ -477,7 +477,7 @@ S #28228 Beside the burial pit~ The things you see inside the pit are, obscene and horrid. It is disgusting -how they treat there dead, all piled up to be burnt in a whole. +how they treat there dead, all piled up to be burnt in a whole. ~ 282 0 0 0 0 0 D0 @@ -492,7 +492,7 @@ S #28229 In the burial pit~ You are amongst a pile of dead bodies, flees and other deseases are swarming -around, attracted to the smell of the dead. +around, attracted to the smell of the dead. ~ 282 0 0 0 0 0 D2 @@ -503,7 +503,7 @@ S #28230 A secret chamber~ You are in a chamber filled with howling balrogs. There are many different -items of toture here, the rack, the vise and others. +items of toture here, the rack, the vise and others. ~ 282 0 0 0 0 0 D0 @@ -515,7 +515,7 @@ S In the heathe~ The marshy swamp fills the cavern, mud is up to your knees. The top of the cavern is made of dirt and looks like it could fall at anytime. Small chunks -of weeds moss float through the mud ever so slowly. +of weeds moss float through the mud ever so slowly. ~ 282 0 0 0 0 0 D0 @@ -530,7 +530,7 @@ S #28232 In the heathe~ The underground heathe continues to the east, filled with small winged -creatures that flutter around for the sole purpose of annoyance. +creatures that flutter around for the sole purpose of annoyance. ~ 282 0 0 0 0 0 D1 @@ -546,7 +546,7 @@ S The end of the heathe~ You have reached the end of the heathe, you can here an insane cackle coming from within the walls. The heathe conjures magic that can elude the mind, -turning one, insane. +turning one, insane. ~ 282 0 0 0 0 0 D3 @@ -557,7 +557,7 @@ S #28235 The maze of Kerjim~ You stand at the entrance to an enormous maze, in the distance you can hear -footsteps. The maze is made of stone walls and has alot of twists to it. +footsteps. The maze is made of stone walls and has a lot of twists to it. ~ 282 0 0 0 0 0 D0 @@ -572,7 +572,7 @@ S #28236 In the maze~ The maze is an enourmous labrynth of rooms all connected together, it -continues on to the west and east. +continues on to the west and east. ~ 282 0 0 0 0 0 D2 @@ -587,7 +587,7 @@ S #28237 Dead end of the maze~ This part of the maze goes no further, it is a dead end. The only exit out -is east. +is east. ~ 282 0 0 0 0 0 D1 @@ -598,7 +598,7 @@ S #28238 In the maze~ The maze continues further into the darkness of the east. You can hear some -sort of music being played, it is very faint yet very enchanting. +sort of music being played, it is very faint yet very enchanting. ~ 282 0 0 0 0 0 D1 @@ -614,7 +614,7 @@ S In the maze~ The sounds of music sooth your body, making you shiver with delight. You forget all your worries and fade into a different reality. The music stops and -you feel the harsh realities of the world once again. +you feel the harsh realities of the world once again. ~ 282 0 0 0 0 0 D0 @@ -629,7 +629,7 @@ S #28240 In the maze~ The maze continues, the darkness makes your soul cringe in terror. There -are exits to the north, west and south. +are exits to the north, west and south. ~ 282 0 0 0 0 0 D0 @@ -648,7 +648,7 @@ S #28241 Dead end in the maze~ There is a large pile of rubble blocking your way, you cannot journey any -further. The only way back out is to the south. +further. The only way back out is to the south. ~ 282 0 0 0 0 0 D2 @@ -660,7 +660,7 @@ S In the maze~ The maze continues onward to the west and east, the enchanting music has begun playing again. You cannot make out the melody, but it sounds like it is -a harp. +a harp. ~ 282 0 0 0 0 0 D1 @@ -676,7 +676,7 @@ S Turn in the maze~ The maze makes a sharp turn to the north and continues on. The music seems to make you saunter slowly towards it, almost as if you were drawn to the -sound. +sound. ~ 282 0 0 0 0 0 D0 @@ -691,7 +691,7 @@ S #28244 In the maze~ The maze continues along, leading to the south and east. The smell of -lucious fruits and roasted meat accompanies the music. +lucious fruits and roasted meat accompanies the music. ~ 282 0 0 0 0 0 D1 @@ -706,7 +706,7 @@ S #28245 In the maze~ The maze seems to last forever, it continues to the south and north, and the -west. +west. ~ 282 0 0 0 0 0 D0 @@ -726,7 +726,7 @@ S In the maze~ The sweat and fresh smells of gormey foods fill the air, cleansing your lungs and making your emotions turn to happiness, the beautifully strummed harp -makes all the hatred and disgust of the Lair of Kerjim go away. +makes all the hatred and disgust of the Lair of Kerjim go away. ~ 282 0 0 0 0 0 D0 @@ -741,7 +741,7 @@ S #28247 A three exit junction~ There are three exits, your can go every direction but north. There seems -to have been a cave in to the north, and you can no longer enter there. +to have been a cave in to the north, and you can no longer enter there. ~ 282 0 0 0 0 0 D1 @@ -760,7 +760,7 @@ S #28248 In the maze~ The music fades away into the distance, as does the smells. It seems that -you are walking away from the direction intended. +you are walking away from the direction intended. ~ 282 0 0 0 0 0 D0 @@ -779,7 +779,7 @@ S #28249 Another dead end in the maze~ This maze must be ancient, there have been so many caved in spots. The only -exit is back to the south. +exit is back to the south. ~ 282 0 0 0 0 0 D2 @@ -790,7 +790,7 @@ S #28250 Another dead end in the maze~ Another cave in blocks the original path to the west, the only way back is -to go east. +to go east. ~ 282 0 0 0 0 0 D1 @@ -801,7 +801,7 @@ S #28251 Another turn in the maze~ The maze now routes off to the north and south, and there is an exit to the -west. +west. ~ 282 0 0 0 0 0 D0 @@ -819,7 +819,7 @@ D3 S #28252 Nearing a dead end in the maze~ - You make a sharp turn and look around, to the east is another dead end. + You make a sharp turn and look around, to the east is another dead end. ~ 282 0 0 0 0 0 D0 @@ -847,7 +847,7 @@ In the maze~ Of all the corridors, rooms and turns in the maze, this room has to be the strangest. It seems that the walls have been pasted over with some sort of eligant plaster that has peeled off in places. The ground is cold, and your -feet freeze, it seems to made of a thick titanium substance. +feet freeze, it seems to made of a thick titanium substance. ~ 282 0 0 0 0 0 D1 @@ -861,8 +861,8 @@ D2 S #28255 Another junction in the maze~ - The music that was once heard no longer exists, every thing is silent. -There are exits to the east, west and north. + The music that was once heard no longer exists, every thing is silent. +There are exits to the east, west and north. ~ 282 0 0 0 0 0 D0 @@ -881,7 +881,7 @@ S #28256 A dead end in the maze~ This dead end is blocked off by an enormous statue of a warrior balrog -gripping a scythe covered in blood. +gripping a scythe covered in blood. ~ 282 0 0 0 0 0 D3 @@ -892,7 +892,7 @@ S #28257 Nearing a large door~ In the distance you can see an enourmous door swept with the finest emeralds -and bejeweled with gold. +and bejeweled with gold. ~ 282 0 0 0 0 0 D0 @@ -906,9 +906,9 @@ D2 S #28258 At the door~ - You stand infront of a collosel door. Its covered with emeralds and gold. + You stand in front of a collosel door. Its covered with emeralds and gold. From within you can here the faint sound of music, and the smell of great good. - + ~ 282 0 0 0 0 0 D0 @@ -926,7 +926,7 @@ The temple of Lilith~ bejeweled with the finest of emeralds, opals, sapphires and more. The table is covered with fresh fruits, vegetables, loaves of wholesome wheat bread and the smell if magnificent. At the head of the table is a large chair encrusted with -the name Lilith. In it sits a beautiful woman covered in solemn clothing. +the name Lilith. In it sits a beautiful woman covered in solemn clothing. ~ 282 0 0 0 0 0 D0 @@ -940,11 +940,11 @@ D2 S #28260 The bedroom of Lilith~ - There is a large sized bed in the center of the room with green curtains. + There is a large sized bed in the center of the room with green curtains. On the left side of the room is a small table, and on it a lamp. Lilith was the prisoner of Kerjim, he loved her. She was forced to be locked in this room until she agreed to bewed him. She has reached immortality and spends all of -eternity in this room. +eternity in this room. ~ 282 0 0 0 0 0 D2 diff --git a/lib/world/wld/283.wld b/lib/world/wld/283.wld index 550295c..83b3406 100644 --- a/lib/world/wld/283.wld +++ b/lib/world/wld/283.wld @@ -4,7 +4,7 @@ Up a Twisting Path~ mountain stands high above you, and you have no knowledge of what lies at the end of the path. It is a very stormy night, with rain pouring down and lightning striking in the distance. Thunder claps and booms as you head up the -path hoping for a place to stay until the storm passes over. +path hoping for a place to stay until the storm passes over. ~ 283 196 0 0 0 5 D1 @@ -17,21 +17,21 @@ credits info~ Haunted House ********************************** This is a zone of a haunted house. I would first just like to say that I would -like everybody to download this. This was the first successful zone done -offline by me. I really liked doing this zone even though it was hard work. - +like everybody to download this. This was the first successful zone done +offline by me. I really liked doing this zone even though it was hard work. + This zone was created for high level players or for groups of players. It's an -evil-aligned zone totally. It's a small zone, but hey, what can I say. It's a -house type zone. I tried to make it as large as I could. It's a hard zone, but +evil-aligned zone totally. It's a small zone, but hey, what can I say. It's a +house type zone. I tried to make it as large as I could. It's a hard zone, but in return for being hard it has great objects and good mobs to fight. It has no -special spec procs or no spells used other than the ones that come with circle. -I did that so that no one would have to waste their time changing it back, +special spec procs or no spells used other than the ones that come with circle. +I did that so that no one would have to waste their time changing it back, because I know that most people hate doing that:). There are two good places to connect this zone to your mud. The use of both spots is suggested. - -Total...Rooms: 62 Objects: 34 Mobiles: 23 - -If you have any questions, comments, typos, or anything else I will be glad to + +Total...Rooms: 62 Objects: 34 Mobiles: 23 + +If you have any questions, comments, typos, or anything else I will be glad to hear from you. You can reach me at: Maddog@@prolog.net Thank you and enjoy my zone:) Matt ~ @@ -41,11 +41,11 @@ Farther Up the Mountain~ This path is getting muddier than ever! You are now running through mud puddles, and places where the path is practically gone. By now all of your clothes are soaked, and most of your legs are all muddy. Ewwwwwwwwwwww!! If -you don't get somewhere soon, you're going to catch a cold! +you don't get somewhere soon, you're going to catch a cold! ~ 283 192 0 0 0 5 D3 -You're soaked with muddy water, and are caught in a HUGE thunderstorm. +You're soaked with muddy water, and are caught in a HUGE thunderstorm. Do you really feel like looking back? ~ ~ @@ -61,10 +61,10 @@ At the Top of the Mountain~ Finally you are standing high above the ground, on top of the dreaded mountain in the pouring rain. Up ahead looks to be an old house, and by now, you don't care what kind of shelter you seek. You begin sprinting to the front -door, exhausted from traveling up the long path, and soaked with mud. -Suddenly, lightning strikes only a few feet away from where you were. +door, exhausted from traveling up the long path, and soaked with mud. +Suddenly, lightning strikes only a few feet away from where you were. Unprepared, you almost fall to the mud. Now you are running as fast as one can -go. +go. ~ 283 192 0 0 0 5 D0 @@ -84,7 +84,7 @@ At the Front Door~ open the door, or not. This house looks to be centuries old, as the porch that you walk on is creaking with every step, and the shudders and the walls look chipped, and just bent out of shape. Well, going inside would be better than -staying out here in the rain all night, wouldn't it? +staying out here in the rain all night, wouldn't it? ~ 283 192 0 0 0 1 D0 @@ -103,7 +103,7 @@ Inside The Dark and Creepy House~ You are inside of the very dark and damp old house, which is frightening you very much now. Noises appear from nowhere, and small shadows lurk on the walls. Rodent problem, maybe. Every so often lightning strikes and lights up -the house for a split second, and then the thunder booms loudly. +the house for a split second, and then the thunder booms loudly. ~ 283 9 0 0 0 0 D0 @@ -133,7 +133,7 @@ The Beginning of a Hallway~ ceiling is right above your head. This is a small tunnel-like hallway leading east to somewhere. It is very dark in here, and if you look back you can barely catch a glimpse of the quick flashes of light flickering through the -windows. The hallway leads farther east. +windows. The hallway leads farther east. ~ 283 9 0 0 0 0 D1 @@ -152,7 +152,7 @@ In the Eastern Hallway~ You are walking east through a very dark hallway, heading to a place that you cannot see because it's totally black inside here. If you would look back now, you can't even see the flashes of lightning. Up ahead to the east you are -now beginning to make out something... +now beginning to make out something... ~ 283 9 0 0 0 0 D1 @@ -171,7 +171,7 @@ The Top of the Basement Stairs~ You are now at the top of the basement stairs, which can now be made out perfectly even though you stand in darkness. Every little detail can be seen strangely. You're not sure that if you go down you would be entering a -nightmare. Be brave, and go find out! +nightmare. Be brave, and go find out! ~ 283 13 0 0 0 0 D3 @@ -189,9 +189,9 @@ S The Basement of the House~ You are in the icky basement of this darkened house, with little things crawling around and rubbing against your ankles. You should have a light to -come down here, you know. It is very damp down here, and also very cool. +come down here, you know. It is very damp down here, and also very cool. Well you could chicken out and go back upstairs, or face your fears and explore -down here. +down here. ~ 283 9 0 0 0 0 D0 @@ -211,7 +211,7 @@ A Small Tunnel~ torch burning on the wall. The torch is bright enough to just be able to see the tunnel, and what you see amazes you. The tunnel is rounded at the top, with dirt as the ground. Bugs and other living things crawl all around inside -of the tunnel, bothering you to the point where you're going crazy. +of the tunnel, bothering you to the point where you're going crazy. ~ 283 72 0 0 0 0 D2 @@ -229,7 +229,7 @@ S At the End of the Tunnel~ You are at the end of the tunnel, inside a now lit up room. The dim light comes from torches on either side of you, and from up ahead on both sides. Up -ahead looks to be a dungeon-type place. Kind of spooky, don't you think? +ahead looks to be a dungeon-type place. Kind of spooky, don't you think? ~ 283 72 0 0 0 0 D1 @@ -249,7 +249,7 @@ Into the Dungeon~ in the basement of an old spooky house. Wait a minute... That kind of goes together. Anyway, there are cells to the north and south, with a torch on both sides of you, making the dungeon light up, like someone, or something, has been -around recently... +around recently... ~ 283 72 0 0 0 0 D0 @@ -276,9 +276,9 @@ S #28312 A Cell~ This is one of the cells of the dungeon in the basement of the old, creepy -house. There is blood on the walls, and on the floor lies a pool of blood. +house. There is blood on the walls, and on the floor lies a pool of blood. Bones are hanging on the walls and on the floor, with blood constantly dripping -off of the ones hanging. +off of the ones hanging. ~ 283 104 0 0 0 0 D2 @@ -293,7 +293,7 @@ A Cell~ spooky house. There are bloodstains everywhere, and pools of blood lie on the floor. Bones hang off the walls, and lay in piles on the floor, with blood smeared all over them and blood is even dripping off of the hanging skeletons. - + ~ 283 104 0 0 0 0 D0 @@ -307,7 +307,7 @@ The Dungeon~ You are inside of the dungeon in the basement of the house. Blood marks can be found almost everywhere, as torches light up the rooms from their spot on the walls. Sometimes shadows can be seen on the walls, making this a very -frightening place. +frightening place. ~ 283 8 0 0 0 0 D0 @@ -336,7 +336,7 @@ Another Cell~ You are inside of another cell, nothing different from anything you've seen so far. Blood drenches the cell, and the bones stand out so much you could have seen them from the tunnel. Oh well, better get out of here anyway. No -sense in staying here your whole life. +sense in staying here your whole life. ~ 283 104 0 0 0 0 D2 @@ -350,7 +350,7 @@ A Bloody Cell~ This cell is bloodier than ever! Blood drenches the walls, and there is blood all over the floor, making you slip and lose your balance. Lucky you didn't fall in that mess! Yuck! Red bones lie in a corner, their color -changed as an effect to the blood. +changed as an effect to the blood. ~ 283 104 0 0 0 0 D0 @@ -363,7 +363,7 @@ S The Entrance to the Death Chambers~ You are now in a room which leads you to three other rooms. They don't look to be the most happenin' places either. A skull lies in front of you with a -rat crawling inside of it. A small sign sticks up from the ground here. +rat crawling inside of it. A small sign sticks up from the ground here. ~ 283 232 0 0 0 0 D0 @@ -390,7 +390,7 @@ E sign~ *****************North = The Slow-Death Room************ ********************South = Quick-Death******************* -********************West = The Dungeon Ruler's Lair********** +********************West = The Dungeon Ruler's Lair********** *******BE WARNED: UNPREPARED INTRUDERS WILL DIE******* ~ S @@ -400,7 +400,7 @@ The Slow-Death Room~ and are surrounded in darkness. You turn only to realize that the exit has disappeared behind you. You are trapped inside this room now. This room must be used to kill prisoners slowly, as you see a pair of evil-looking yellow eyes -staring at you... +staring at you... ~ 283 745 0 0 0 0 D0 @@ -412,7 +412,7 @@ S #28319 Stepping into the Pit~ Not realizing what you've just done, you step off of the ground, and plunge -into a pit. +into a pit. ~ 283 745 0 0 0 0 S @@ -421,7 +421,7 @@ The Lair of the Dungeon Ruler~ This is the room of the dungeon ruler. He is covered with shadows as he sits in his huge chair watching your every move and tapping his unbelievably long claws. His red eyes seem to penetrate yours, telling you to leave this -moment... +moment... ~ 283 745 0 0 0 0 D1 @@ -440,7 +440,7 @@ Near the Deck~ You are now near the back deck, which looks to be battered and banged up from time. Lightning still flashes outside of the house, as you can barely see anything except for when the light flashes in. To the east looks to be a -bookshelf with a door near it, and north is the deck. +bookshelf with a door near it, and north is the deck. ~ 283 73 0 0 0 0 D0 @@ -470,7 +470,7 @@ The Southwestern Corner~ before. The furniture has white clothes hanging over them, making them look hidden. You can barely see anything, but the flashes of lightning sure do help with the total darkness in here. Rain hits the windows and is constantly -making a sound, which gets a little annoying after a while. +making a sound, which gets a little annoying after a while. ~ 283 9 0 0 0 0 D0 @@ -489,7 +489,7 @@ A Room in the House~ This is just a plain old room in this awful house, which doesn't attract much of your attention. There are sheets draped over the furniture in this room, just like all of the rooms. To the west you can just make out a -staircase leading up, and to the east the back door is seen. +staircase leading up, and to the east the back door is seen. ~ 283 9 0 0 0 0 D1 @@ -513,7 +513,7 @@ The Second Floor Stairs~ Here are the stairs leading you to the next scary floor of this house. The stairs are an accident waiting to happen. They look so old and so unsteady, that even a mouse might break them. The wood used for them is chipped and in -some spots cut, but this is the only way to the next floor. +some spots cut, but this is the only way to the next floor. ~ 283 73 0 0 0 0 D1 @@ -532,7 +532,7 @@ The Back Deck~ This is the back deck of the house. It starts to make creaking sounds as you walk on it, and then it starts to get louder. The stairs lead down to the ground. When you look over the side you can see a path, and then in the -distance a small outhouse. +distance a small outhouse. ~ 283 69 0 0 0 1 D2 @@ -551,7 +551,7 @@ Back on the Ground~ You are on the ground now, as a small path forms at your feet and heads north to the outhouse. A path leads east from here too, which doesn't look to be going anywhere. The lightning is still striking, and therefore the thunder -is still hurting your ears. +is still hurting your ears. ~ 283 69 0 0 0 2 D0 @@ -575,7 +575,7 @@ The Path to the Outhouse~ This is the path to the outhouse, which you can obviously smell by now. It really stinks. The path is getting you all muddy again, as the rain pours down harder than before. The outhouse is north and another path breaks off this one -and heads east. +and heads east. ~ 283 69 0 0 0 2 D0 @@ -603,7 +603,7 @@ S The Outhouse~ This outhouse really stinks! Why did you come in here anyway? You should have just went into the spooky old house. The smell is beginning to get to you -now. Get out of here before you faint! +now. Get out of here before you faint! ~ 283 761 0 0 0 0 D2 @@ -618,7 +618,7 @@ Outside the Secret~ dreaded house. You can barely see anything, with all of this rain distracting your eyes. It is very dark outside, and lightning flashes nearby. Thunder shortly follows, making a very loud "BOOM". To the east is where the stairs -lead up to the back deck. +lead up to the back deck. ~ 283 69 0 0 0 2 D1 @@ -643,7 +643,7 @@ The Path East~ making you wish you had stayed home tonight. A gigantic thunderstorm is still in this area and it's raining pretty hard now. Suddenly, lightning strikes a tree, which makes a loud noise before falling to the ground with a loud "THUD". - + ~ 283 65 0 0 0 2 D1 @@ -661,7 +661,7 @@ S A Path Through the Forest~ You are on a path leading through a forest on a dark and very stormy night. Winds blow around leaves and other small objects, as lightning and thunder do -their work. Rain pours down on you, getting you all wet and very cold. +their work. Rain pours down on you, getting you all wet and very cold. ~ 283 69 0 0 0 2 D3 @@ -673,8 +673,8 @@ S #28332 At the Bookshelf~ You are now in a room with a bookshelf at the northern wall. The bookshelf -contains very old books, which look to be ruined from the affects of time. -There is a door to the east, which is probably a closet. +contains very old books, which look to be ruined from the affects of time. +There is a door to the east, which is probably a closet. ~ 283 9 0 0 0 0 D0 @@ -697,7 +697,7 @@ S A Closet~ This is a closet of the old house, which has a few pieces of clothing hanging in it, with nothing else there. It is very dark inside here, making it -a very frightening place to be in. +a very frightening place to be in. ~ 283 745 0 0 0 0 D3 @@ -711,7 +711,7 @@ A Secret Room~ This must be a secret room! You pushed back the bookshelf, and it revealed this room. There is nothing in here actually, except for a pile of coins in the corner which will be nice in their new home: your pocket. Everything else -is just plain. +is just plain. ~ 283 765 0 0 0 0 D2 @@ -722,10 +722,10 @@ bookshelf~ S #28335 The Second Floor~ - You are now standing at the top of the stairs that brought you up here. + You are now standing at the top of the stairs that brought you up here. You're sure glad to be off of those stairs, you could have broken through them at any moment. It's not much different then downstairs up here, very dark, -with flashes of light sometimes showing through the few small windows. +with flashes of light sometimes showing through the few small windows. ~ 283 73 0 0 0 0 D1 @@ -744,7 +744,7 @@ The Hallway~ You are walking down a hallway heading east. The hallway leads a little more to the east until it stops with a door to the north and east, and another hallway south. There are no windows at all in this passageway, making it very -dark and scary. The stairs are to the west. +dark and scary. The stairs are to the west. ~ 283 73 0 0 0 0 D1 @@ -762,7 +762,7 @@ S Before the Porch~ You are now before a porch, which is north of you through the glass doors. The glass looks to be scratched, and the porch is very tiny. There is a closet -to the east through another door, and a dark hallway heads south of here. +to the east through another door, and a dark hallway heads south of here. ~ 283 9 0 0 0 0 D0 @@ -790,7 +790,7 @@ S The Closet~ You are in a closet which is very dark, but as you light your light, you can see that it is bare except for a huge pile of clothes and other things laying -in the corner. Oh well, what did you expect? +in the corner. Oh well, what did you expect? ~ 283 745 0 0 0 0 D3 @@ -809,7 +809,7 @@ S The Southern Hallway~ This is a hallway on the second floor heading south. It is very dark inside here, just like everywhere else you've been. There are doors on either side of -you, probably rooms. The hallway continues south. +you, probably rooms. The hallway continues south. ~ 283 9 0 0 0 0 D0 @@ -838,7 +838,7 @@ A Plain Old Room~ You have now entered a room of this house, which doesn't have too much inside of it. The walls are without decorations, and there is some furniture and a large bed near the walls. Some of the things are even covered in spider -webs. Looks like no one has been around here for ages. +webs. Looks like no one has been around here for ages. ~ 283 105 0 0 0 0 D1 @@ -852,7 +852,7 @@ A Room in the House~ You are in another room of the old house where there really isn't anything. A small bed lies in the corner near a large window, and a clock hangs on the wall, busted from time. Flashes of light shine through the window for a half -second and then stop. +second and then stop. ~ 283 105 0 0 0 0 D3 @@ -865,7 +865,7 @@ S More of the Hallway~ You are walking down more of the hallway, trying to decide which room to enter. The rooms are on your west and east as before, and the doors to them -are shut except for the one on your east. The hallway goes farther south. +are shut except for the one on your east. The hallway goes farther south. ~ 283 9 0 0 0 0 D0 @@ -884,7 +884,7 @@ The hallway goes south. ~ 0 -1 28346 D3 -You see a room to the west. +You see a room to the west. ~ door~ 1 -1 28344 @@ -894,7 +894,7 @@ A Room in the House~ The floor boards creak and groan as you pass over them. The room is covered in dust and cobwebs. The walls are stained and rotting. The ceiling and floor look ready to collapse. The creaking and groaning seems to be escalating -towards snapping and cracking. +towards snapping and cracking. ~ 283 109 0 0 0 0 D3 @@ -909,7 +909,7 @@ A Room~ here, and you can just see with the light you have. There is a bed laying turned over in the corner, and boxes have been thrown in another. The walls are scratched up like some animal went through here. A sword sticks into the -wall nearest you. +wall nearest you. ~ 283 105 0 0 0 0 D1 @@ -922,7 +922,7 @@ S The Room of the Golden Lance~ You are in a room with a golden lance sticking up in the middle of it. The weapon looks rather nice, and would do you greatly. Pick it up and get out of -here fast. +here fast. ~ 283 505 0 0 0 0 D1 @@ -936,7 +936,7 @@ Nearing the End of the Hall~ You are now walking through this hallway, nearing the end of it which is now south of you a little bit. There are no doors anywhere in this part of the hallway, but the ones north look pretty interesting. South is the end of the -hallway. +hallway. ~ 283 9 0 0 0 0 D0 @@ -955,7 +955,7 @@ The End of the Hallway~ This is the end of the hallway of the second floor. The rooms are back to the north if you feel like exploring them again, and a closet lies to the south with a small door closed. More stairs are to the east, climbing way up to the -attic. +attic. ~ 283 9 0 0 0 0 D0 @@ -978,7 +978,7 @@ S Stairs to the Attic~ You are now looking at small, narrow stairs made of rotten old wood leading up. They look very unstable, like they would break at any moment. Other than -that this room is bare. +that this room is bare. ~ 283 9 0 0 0 0 D1 @@ -1003,7 +1003,7 @@ Inside the Attic~ wouldn't like to find out how old and unstable the wooden boards are up this high. The attic has lots of old junk in it, mostly covered in old white sheets, some of them torn. Spider webs drape the corners of the rooms and hang -over some of the stuff laying around. +over some of the stuff laying around. ~ 283 713 0 0 0 0 D3 @@ -1022,7 +1022,7 @@ On the Roof~ You are now on the roof of the old house. The attic must have had a secret passage leading out here. The night is still very stormy, as you try to walk as carefully as you can without fatally falling off. That might hurt a little, -don't you agree? +don't you agree? ~ 283 193 0 0 0 1 D0 @@ -1041,7 +1041,7 @@ Walking the Roof~ This is another part of the roof of the house. The wind makes you feel like you are going to be picked up and thrown into the ground at any moment, so you try to move slowly and steadily. Carefully you make your way around a section -of the roof that is unfinished, and try to head north. +of the roof that is unfinished, and try to head north. ~ 283 192 0 0 0 1 D0 @@ -1061,7 +1061,7 @@ The Roof~ towards the ground. The ground looks so far away, but you'll do anything to escape from this nightmare. The roof ends by the looks of it... North of here. The rain is making it very slippery up here, as you can barely walk -without slipping a little. +without slipping a little. ~ 283 129 0 0 0 1 D0 @@ -1085,7 +1085,7 @@ The End of the Roof~ You are now at the end of the roof, or what once was the roof. The shingles here have been washed away from the rain, making it look bare. It's beginning to get very slipper up here. By the looks of it, there seems to be nowhere to -go from here. A small chimney is directly east of you. +go from here. A small chimney is directly east of you. ~ 283 65 0 0 0 1 D2 @@ -1104,7 +1104,7 @@ At the Top of the Chimney~ This is the top of a chimney that you're at now. The chimney seems to be big enough for one to fit in it. It is made of big red bricks which are also chipped. All over. No smoke is coming up, so why not check out where it -leads? +leads? ~ 283 449 0 0 0 1 D1 @@ -1123,7 +1123,7 @@ The Second Floor Balcony~ This is the second floor porch. The rain beats down hard against the house and the ground, as the lightning flashes and the thunder booms. The porch is made of wood just like everything else in this dumb old house. There is a -small railing lining the outside of the balcony, so people don't fall off. +small railing lining the outside of the balcony, so people don't fall off. ~ 283 709 0 0 0 1 D2 @@ -1136,7 +1136,7 @@ S The Closet~ You are now in a closet of this mysterious house. There is barely anything in here that you can see, it's very dark inside here. A few pieces of clothing -and that is about it. +and that is about it. ~ 283 745 0 0 0 0 D1 @@ -1151,7 +1151,7 @@ The Secret Den of the Owner~ watching your every move. Blood marks paint the wall along with deep scratches. The old woman looks to be very old, as in centuries! You try to smile, but she stands up and releases venom from her huge fangs! Get out of -here and fast!! +here and fast!! ~ 283 745 0 0 0 0 D4 @@ -1163,7 +1163,7 @@ S #28358 Behind the Stairs~ You are strangely behind the stairs to the attic. This room is bare. It's -completely empty. No prizes or rewards or anything. +completely empty. No prizes or rewards or anything. ~ 283 745 0 0 0 0 D3 @@ -1176,7 +1176,7 @@ S Oops!~ You are climbing down the ladder to the ground when all of a sudden a large gust of wind comes along and hits you hard. Unprepared, you lose your grip on -the very wet ropes, and fly head first into the ground below you. OUCH!!!!! +the very wet ropes, and fly head first into the ground below you. OUCH!!!!! ~ 283 741 0 0 0 1 D4 @@ -1188,7 +1188,7 @@ S #28360 At the Well~ You are now standing at a well in the back yard of the house. The -thunderstorm still rocks on as you examine the well. +thunderstorm still rocks on as you examine the well. ~ 283 577 0 0 0 2 D1 @@ -1201,7 +1201,7 @@ S The Storm Cellar~ You are inside of the small storm cellar below the ground. It looks like it would hold up to a huge storm. In fact, it is. Right now. Boxes of small -foods and drinks are in the one corner, along with a bench in another. +foods and drinks are in the one corner, along with a bench in another. ~ 283 761 0 0 0 0 D4 @@ -1213,9 +1213,9 @@ S #28362 In a Very Dark Room~ You stand in a very minute and dim-lit room. Above you is a small ladder -used to get you through the trapdoor and down to where you are right now. +used to get you through the trapdoor and down to where you are right now. There is a small, strange vent in the corner of the room, where sounds and -strange shadows pop out of. This is a very spooky place... +strange shadows pop out of. This is a very spooky place... ~ 283 617 0 0 0 0 D4 diff --git a/lib/world/wld/284.wld b/lib/world/wld/284.wld index f687d0b..ae00416 100644 --- a/lib/world/wld/284.wld +++ b/lib/world/wld/284.wld @@ -1,9 +1,9 @@ #28400 A barrow mound.~ - You are standing atop a barrow mound which is about 15 feet in diameter. + You are standing atop a barrow mound which is about 15 feet in diameter. There is no vegetation inside the circle, strangely enough. A low cumulous of swirling mist engulfs you from the knees down, making it look as though you are -partially buried. +partially buried. ~ 284 5 0 0 0 3 D5 @@ -25,7 +25,7 @@ City limits of Ghenna.~ town, it is now a haven for the evil which it bred over long years under the rule of the hubristic Lord Suzerain. In virtually every corner you see ruins of some sort or another intermingled with old, age-whitened bones from all -manner of beasts. Exits lead in all cardinal directions. +manner of beasts. Exits lead in all cardinal directions. ~ 284 1 0 0 0 1 D0 @@ -59,7 +59,7 @@ A fountain of tears.~ A large fountain containing the tears of those slain within the city limits has been erected here, abutting the east wall of the city - it looks quite deep and wide. The water is a crystaline blue which exudes holiness, something -quite strange for such an evil city. Exits lead West, North and South. +quite strange for such an evil city. Exits lead West, North and South. ~ 284 1 0 0 0 1 D0 @@ -84,7 +84,7 @@ The smell of death.~ need to bury the dead, so the corpses are just strewn about in no particular order. And the smell, oh boy! It's all you can do to keep from losing your lunch right now. The corpses are stacked too high to exit East, but you can -pass North, South or West. +pass North, South or West. ~ 284 1 0 0 0 1 D0 @@ -109,7 +109,7 @@ S A culdesac~ You are standing on a cobblestone circle of a small culdesac. To the East is a large fountain, and a door lies to the North, beneath a large tavern sign -depicting the unspeakable. +depicting the unspeakable. ~ 284 1 0 0 0 1 D0 @@ -124,8 +124,8 @@ Too dark to tell. S #28405 The twisting hedges.~ - You are standing amongst a row of twisting hedges about 7 feet tall. -Pathways through the hedges lead in all cardinal directions. + You are standing amongst a row of twisting hedges about 7 feet tall. +Pathways through the hedges lead in all cardinal directions. ~ 284 5 0 0 0 1 D0 @@ -147,8 +147,8 @@ The twisting hedges.~ S #28406 The twisting hedges.~ - You are standing amongst a row of twisting hedges about 7 feet tall. -Pathways through the hedges lead in all cardinal directions. + You are standing amongst a row of twisting hedges about 7 feet tall. +Pathways through the hedges lead in all cardinal directions. ~ 284 1 0 0 0 1 D0 @@ -174,8 +174,8 @@ secret~ S #28407 The twisting hedges.~ - You are standing amongst a row of twisting hedges about 7 feet tall. -Pathways through the hedges lead in all cardinal directions. + You are standing amongst a row of twisting hedges about 7 feet tall. +Pathways through the hedges lead in all cardinal directions. ~ 284 1 0 0 0 1 D0 @@ -201,8 +201,8 @@ door~ S #28408 The twisting hedges.~ - You are standing amongst a row of twisting hedges about 7 feet tall. -Pathways through the hedges lead in all cardinal directions. + You are standing amongst a row of twisting hedges about 7 feet tall. +Pathways through the hedges lead in all cardinal directions. ~ 284 1 0 0 0 1 D0 @@ -224,8 +224,8 @@ The twisting hedges.~ S #28409 The twisting hedges.~ - You are standing amongst a row of twisting hedges about 7 feet tall. -Pathways through the hedges lead in all cardinal directions. + You are standing amongst a row of twisting hedges about 7 feet tall. +Pathways through the hedges lead in all cardinal directions. ~ 284 1 0 0 0 1 D0 @@ -250,7 +250,7 @@ The realm of the hopeless.~ The incessant wailing of souls in torment causes visible shivers up and down your spine. The walls, floor and ceiling are a viscous, blood-red mass that eludes description. A rift in the ceiling above you causes a slight breeze to -ruffle your hair. A magic portal stands south, leading into the unknown. +ruffle your hair. A magic portal stands south, leading into the unknown. ~ 284 1 0 0 0 1 D0 @@ -273,8 +273,8 @@ S An undulating room.~ This room undulates with an aura of incredible evil. The shifting floor causes you to stagger uncontrollably, while the ceiling rhythmically pumps -upwards and downwards. You can feel the lifeblood draining from your body. -To stay here long would surely mean the end of you. +upwards and downwards. You can feel the lifeblood draining from your body. +To stay here long would surely mean the end of you. ~ 284 16389 0 0 0 1 D0 @@ -303,8 +303,8 @@ Too dark to tell. S #28412 The bottomless pit.~ - You start - + You start + || F || || A || || L || @@ -353,9 +353,9 @@ D5 0 0 28413 S #28413 -Isnt this fun!??~ - You start - +Isn't this fun!??~ + You start + || F || || A || || L || @@ -406,7 +406,7 @@ S #28414 The streets of Ghenna.~ You are standing on a non-descript city street in Ghenna. The road -continues East and West, rolling gently over a dale. +continues East and West, rolling gently over a dale. ~ 284 1 0 0 0 1 D1 @@ -426,7 +426,7 @@ Blood Tavern.~ sight. The parquet floor creaks under the weight of an odd looking bar to the north which seems to be moving somehow. Next to the bar a stairwell disappears into blackness above. The ceiling is vaulted, and sports three candeled -chandeliers, which hang like victims above you. +chandeliers, which hang like victims above you. ~ 284 1 0 0 0 1 D0 @@ -450,7 +450,7 @@ At the undead bar.~ made of human flesh sewn together with the hair of various beasts. Although sturdy, the bar is very pliant to the touch, and it seems to be MOVING ever so slightly, as if it were ALIVE! A stairwell is here, leading upwards into -blackness. +blackness. ~ 284 1 0 0 0 1 D2 @@ -469,7 +469,7 @@ The card table.~ A card table constructed from the skeleton of an odd quadroped sits here, with a few unplayed hands left sitting upon it... Wonder where the rest of the poor souls' bodies are. The tavern door lies east of here, while to the north -is a bar made of what appears to be human skin. +is a bar made of what appears to be human skin. ~ 284 9 0 0 0 0 D0 @@ -487,7 +487,7 @@ S The top of the stairs.~ You are standing at the top of the stairs in Blood Tavern. Darkness prevails in the small hallway which runs east to west. Below you is the bar of -human skin. +human skin. ~ 284 9 0 0 0 0 D1 @@ -510,7 +510,7 @@ S An upstairs hallway.~ You are in a small upstairs hallway. To the West is the top of the stairs while to the North there lies a door, behind which you can hear some faint -singing... The dusky voice sounds almost feminine. +singing... The dusky voice sounds almost feminine. ~ 284 9 0 0 0 0 D0 @@ -528,7 +528,7 @@ S A messy bedroom.~ You are stainding inside a messy bedroom furnished with a VERY stained bed and a simple roll top desk. A window stands to the north overlooking darkness -beyond. +beyond. ~ 284 9 0 0 0 0 D2 @@ -540,7 +540,7 @@ S #28421 An upstairs hallway.~ You are standing in an upstairs hallway in Blood Tavern. A door lies South, -while to the East is the top of the stairs. +while to the East is the top of the stairs. ~ 284 9 0 0 0 0 D1 @@ -558,7 +558,7 @@ S The master suite.~ This is the master suite inside Blood Tavern. A liquor cabinet stands against one wall, filled with dusty old bottles, while a king sized bed stands -opposite. A half opened door to the West leads into a bathroom. +opposite. A half opened door to the West leads into a bathroom. ~ 284 8 0 0 0 0 D0 @@ -576,7 +576,7 @@ S The bathroom.~ Boy, the smell of feces here is awful!! There is a hole in the floor which serves as the toilet - pretty primitive. A washbasin sits on the floor, filled -with bloodied water, and a dirty mirror reflects your image. +with bloodied water, and a dirty mirror reflects your image. ~ 284 8 0 0 0 0 D0 @@ -594,7 +594,7 @@ S A wrinkle in the fabric of time.~ You are caught in a swirling vortex of time, which is very nauseating. You spin and spin, unsure of which way is which. It seems as though you could end -up in any of several different places by choosing an exit. +up in any of several different places by choosing an exit. ~ 284 5 0 0 0 0 D0 @@ -632,7 +632,7 @@ S A labyrinth of bodies.~ You are standing within a labyrinth created from bodies which are stacked 10 feet high. It seems that some of the bodies are still warm, and an occasional -cry of despair comes from the mass. +cry of despair comes from the mass. ~ 284 17 0 0 0 0 D0 @@ -656,7 +656,7 @@ S A labyrinth of bodies.~ You are standing within a labyrinth created from bodies which are stacked 10 feet high. It seems that some of the bodies are still warm, and an occasional -moan or cry of despair comes from the mass. +moan or cry of despair comes from the mass. ~ 284 17 0 0 0 0 D0 @@ -680,7 +680,7 @@ S A labyrinth of bodies.~ You are standing within a labyrinth created from bodies which are stacked 10 feet high. It seems that some of the bodies are still warm, and an occasional -moan of despair comes from the mass. +moan of despair comes from the mass. ~ 284 17 0 0 0 0 D0 @@ -704,7 +704,7 @@ S A labyrinth of bodies.~ You are standing within a labyrinth created from bodies which are stacked 10 feet high. It seems that some of the bodies are still warm, and an occasional -muffled scream comes from the mass. +muffled scream comes from the mass. ~ 284 17 0 0 0 0 D0 @@ -728,7 +728,7 @@ S A labyrinth of bodies.~ You are standing within a labyrinth created from bodies which are stacked 10 feet high. It seems that some of the bodies are still warm, and an occasional -plea for aid comes from the mass. +plea for aid comes from the mass. ~ 284 17 0 0 0 0 D0 @@ -752,7 +752,7 @@ S A labyrinth of bodies.~ You are standing within a labyrinth created from bodies which are stacked 10 feet high. It seems that some of the bodies are still warm, and an occasional -gurgling cry of despair comes from the mass. +gurgling cry of despair comes from the mass. ~ 284 17 0 0 0 0 D0 @@ -776,7 +776,7 @@ S A labyrinth of bodies.~ You are standing within a labyrinth created from bodies which are stacked 10 feet high. It seems that some of the bodies are still warm, and an occasional -shriek of horror comes from the mass. +shriek of horror comes from the mass. ~ 284 17 0 0 0 0 D0 @@ -800,7 +800,7 @@ S A labyrinth of bodies.~ You are standing within a labyrinth created from bodies which are stacked 10 feet high. It seems that some of the bodies are still warm, and an occasional -cry of despair comes from the mass. +cry of despair comes from the mass. ~ 284 17 0 0 0 0 D0 @@ -824,7 +824,7 @@ S The mouth of a large cave.~ Out of the labyrinth at last! But whats this? You are standing at the mouth of a large cave about 100 feet in diameter. A steady trickle of blood -runs down the stone steps which lead upwards - Dare you enter? +runs down the stone steps which lead upwards - Dare you enter? ~ 284 1 0 0 0 1 D0 @@ -857,7 +857,7 @@ Inside the cave entrance.~ You are standing inside the cave entrance, where a strong smell of sulfur makes you gag. Large stone steps lead back downward to where a labyrinth of bodies can be seen. A steady stream of blood seems to be trickling from -somewhere up north, where a sound similar to a giant bellows can be heard. +somewhere up north, where a sound similar to a giant bellows can be heard. ~ 284 5 0 0 0 0 D0 @@ -879,7 +879,7 @@ Eaten to death.~ werent bad enough, there are about a hundred horribly disfigured corpses laying here. It looks as though the flesh was eaten off of their living bodies as they writhed in agony. The stream of blood you witnessed at the entrance is -much larger here, apparently you are onto something. +much larger here, apparently you are onto something. ~ 284 9 0 0 0 0 D0 @@ -921,7 +921,7 @@ who made the mistake of entering here. Corpses, corpses, everywhere. At least you finally found the source of that horrific sulfur smell. A black, steaming substance is smeared all over the walls emitting the funk. As if this werent bad enough, you suddenly have the feeling that your life is about to end soon. ----> HASTA LA VISTA! +---> HASTA LA VISTA! ~ 284 9 0 0 0 0 D4 @@ -938,7 +938,7 @@ S A cramped grotto.~ You are in a cramped grotto over the cave entrance. Even if you arent claustrophobic this place can surely make you that way. A crawlspace leads -West. Watch your head. +West. Watch your head. ~ 284 9 0 0 0 0 D3 @@ -954,9 +954,9 @@ Too dark to tell. S #28439 The adit.~ - The grotto opens up into an adit big enough for you to stand upright. + The grotto opens up into an adit big enough for you to stand upright. Stalagmites and stalactites alike jut from the floor and ceiling. There are -exits East, North and West. +exits East, North and West. ~ 284 9 0 0 0 0 D0 @@ -979,7 +979,7 @@ S A crawlspace.~ You are in a crawlspace that is just barely passable. There is a bend to the right, but you cannot possibly tell where it leads. It is so tight here -that there is no way you can return south. +that there is no way you can return south. ~ 284 9 0 0 0 0 D1 @@ -994,7 +994,7 @@ Abode of the Efreeti.~ motif, this room glimmers with all the amenities one could want. Pillows, rugs and candelabra are everywhere. This definitely looks like the lap of luxury. To the North lies the forbidden treasure room, to enter it is to ask for -certain death. +certain death. ~ 284 9 0 0 0 0 D0 @@ -1031,7 +1031,7 @@ S #28443 A musty area behind the wall.~ You are in a musty, hidden area behind the wall of the bathroom. A very -narrow granite staircase leads downward, into darkness. +narrow granite staircase leads downward, into darkness. ~ 284 9 0 0 0 0 D2 @@ -1051,7 +1051,7 @@ The bottom of the granite staircase.~ the basement of Blood Tavern. A hole in the ceiling which is stained with excrement hovers above an enormous mountain of feces (how nice). Walls stand to the west, north and south - but the way is passable towards the East, around -the dungheap. +the dungheap. ~ 284 9 0 0 0 0 D1 @@ -1068,7 +1068,7 @@ S #28445 The granite staircase.~ You are standing on a narrow granite staircase which spirals gently -downward. You may ascend, or descend at will. +downward. You may ascend, or descend at will. ~ 284 9 0 0 0 0 D4 @@ -1085,7 +1085,7 @@ S #28446 On the stairs~ You are standing on a narrow granite staircase which spirals gently -downward. You may ascend, or descend at will. +downward. You may ascend, or descend at will. ~ 284 9 0 0 0 0 D4 @@ -1104,7 +1104,7 @@ A backwall niche.~ This backwall niche is dank, dark and dusty. The brick walls show the telltale signs of decay - red and black flakes, which lay on the floor. An old cask of port wine lies broken in one corner, a relic from happier times. The -only apparent exit is back to the West. +only apparent exit is back to the West. ~ 284 9 0 0 0 0 D2 @@ -1152,7 +1152,7 @@ Surrounded by flames.~ of it. Flames dance on the walls, causing the light to play tricks on your eyes. You can just barely make out a dark figure to the north. There is absolutely no way you can return the way you came. You can, however, exit -towards the East, West, and North. +towards the East, West, and North. ~ 284 9 0 0 0 0 D0 @@ -1174,7 +1174,7 @@ S A makeshift bedroom.~ A cot lies against the far wall of this little alcove, directly beneath an inverted pentagram scribed in blood. A bound footlocker stands opposite. The -only exit is back towards the West. +only exit is back towards the West. ~ 284 9 0 0 0 0 D3 @@ -1186,7 +1186,7 @@ S #28451 The streets of Ghenna.~ You are standing on a city street in Ghenna. Paved with cobble- stones, the -road is slick with the blood of many a wayward adventurer. Watch your step! +road is slick with the blood of many a wayward adventurer. Watch your step! ~ 284 1 0 0 0 1 D1 @@ -1205,7 +1205,7 @@ The seat of power.~ Fire, fire, everywhere. A black, marble dais sits amidst the flames supporting a black, marble chair which is conspicuously empty. This looks to be a throne of some sort. The flames make every way impassable except the way -you came, and the way of the holy. +you came, and the way of the holy. ~ 284 1 0 0 0 0 D2 @@ -1223,7 +1223,7 @@ S Under the bones.~ You are under a pile of loosely stacked bones. The night sky shows through the vacant eye socket of a human skull above you. With a minimal amount of -effort, you could free yourself. +effort, you could free yourself. ~ 284 5 0 0 0 0 D4 @@ -1235,7 +1235,7 @@ S #28454 The streets of Ghenna.~ You are standing on of the many streets in Ghenna. A high wall blocks the -passage westward, but you may exit North, South or East. +passage westward, but you may exit North, South or East. ~ 284 1 0 0 0 1 D0 @@ -1259,7 +1259,7 @@ The streets of Ghenna.~ You are standing on a North-South running street. The cobblestone pavement batters your feet unmercifully. To the west is the city wall, while a burnedout building is East of you, barely capable of standing in the slight -breeze which whips through here. +breeze which whips through here. ~ 284 1 0 0 0 1 D0 @@ -1283,7 +1283,7 @@ A burned out building.~ Charred rubble fills this room, and a fallen beam lays accross a skeleton that is bleached white with age. To the West you can see the cobblestone streets of Ghenna. You might want to exit this building soon, as it could -crumble at any moment. +crumble at any moment. ~ 284 1 0 0 0 1 D3 @@ -1294,7 +1294,7 @@ S #28457 The streets of Ghenna.~ You are standing on a corner street in Ghenna. To the west lies the city -wall while to the North is a door. The street continues South, and East. +wall while to the North is a door. The street continues South, and East. ~ 284 1 0 0 0 1 D0 @@ -1314,9 +1314,9 @@ Too dark to tell. S #28458 The dominatrix's abode.~ - This room is filled with all manner of black, silver studded leather. + This room is filled with all manner of black, silver studded leather. Whips, chains and handcuffs are displayed prominently on each of the 3 walls. -A position chair sits in the middle of the room for your hedonistic desires. +A position chair sits in the middle of the room for your hedonistic desires. ~ 284 1 0 0 0 1 D2 @@ -1329,7 +1329,7 @@ S A street in Ghenna.~ This narrow, dimly lit street leads East into darkness, and West towards the city entrance. The rubble from fallen buildings has made any other exits -impossible. +impossible. ~ 284 1 0 0 0 1 D1 @@ -1349,7 +1349,7 @@ A city street in Ghenna.~ around it. The outline of a doorframe is all that remains of the building to the South. The building to the North, however, looks a bit more intact. The street ends towards the East, near a mountain of rubble. To the West, the -street goes on for some distance. +street goes on for some distance. ~ 284 1 0 0 0 1 D0 @@ -1377,7 +1377,7 @@ The trading post.~ You are standing in what was once the trading post. A dais stands in the nothernmost end of the room with a toppled podium upon it. Wooden benches lie tipped over in virtually every reach of this auditorium sized room. The city -streets of Ghenna lie South of here. +streets of Ghenna lie South of here. ~ 284 9 0 0 0 0 D2 @@ -1390,7 +1390,7 @@ S A trashed abode.~ This place looks as though it was once a lovely home. The furniture which is completely trashed is reminiscent of a victorian styled era. A rickety -stairwell leads upward, but doesnt look too stable. Better watch your step. +stairwell leads upward, but doesnt look too stable. Better watch your step. ~ 284 1 0 0 0 0 D0 @@ -1408,7 +1408,7 @@ S Upstairs in a trashed home.~ Things dont look much better up here. The ceiling has caved in on both sides, blocking the exits east and west. Some foul smelling mildew has grown -over most of the debris. A door hangs by one hinge toward the North. +over most of the debris. A door hangs by one hinge toward the North. ~ 284 9 0 0 0 0 D0 @@ -1427,7 +1427,7 @@ A child's room.~ This was evidently a child's room. Toys (most of them broken) lie scattered around the place. A mattress leans against the far wall, completely slashed down the middle, its stuffing in a heap on the floor. One of the dolls here -seems strangely lifelike... Bizarre! +seems strangely lifelike... Bizarre! ~ 284 1 0 0 0 0 D2 @@ -1445,7 +1445,7 @@ S A vandalized closet.~ You are standing in a small, walk-in closet. Children's clothes, and shoe boxes lie about, stinking of mildew. There appears to be only one exit - East. - + ~ 284 9 0 0 0 0 D1 @@ -1462,7 +1462,7 @@ S A city street in Ghenna.~ You are standing on a street in Ghenna. The city wall lies east, blocking your exit. You may leave North, South and West. Be careful not to trip over -the many corpses that line these streets. +the many corpses that line these streets. ~ 284 1 0 0 0 1 D0 @@ -1484,7 +1484,7 @@ S #28467 A road in Ghenna.~ This road is quite narrow, but seems to open up towards the South. A fallen -building stands to the West, and the city wall blocks the exit north. +building stands to the West, and the city wall blocks the exit north. ~ 284 1 0 0 0 1 D1 @@ -1501,7 +1501,7 @@ S #28468 A north-south street in Ghenna.~ This narrow lane runs North to South. The city wall towers above you to the -east, and a door lies West, beneath a glowing red light. +east, and a door lies West, beneath a glowing red light. ~ 284 1 0 0 0 1 D0 @@ -1523,7 +1523,7 @@ S #28469 A bend in the road.~ You are at a bend in the road. The city wall lies north, and east of you -prohibiting exits in those directions. A narrow lane leads Westward. +prohibiting exits in those directions. A narrow lane leads Westward. ~ 284 1 0 0 0 1 D2 @@ -1542,7 +1542,7 @@ The best little whorehouse in Ghenna.~ This room is lit by the glow of several red lights. Lingerie, and various pleasure toys litter the floor, which is carpeted in a lovely mauve shag. To the south is a waiting room where you can see a couch sitting behind a glass -coffee table. +coffee table. ~ 284 9 0 0 0 0 D1 @@ -1560,7 +1560,7 @@ The waiting room.~ This is a quaint little waiting room where the customers to this brothel can relax and kick back at will. A lovely floral couch is sitting here before a solid glass coffee table littered with lingerie magazines. To the West is a -staircase. +staircase. ~ 284 9 0 0 0 0 D0 @@ -1575,8 +1575,8 @@ The bottom of the stairs.~ S #28472 The bottom of the stairs.~ - A staircase is here, a crusty pair of panties stuck to the bannister. -Nasty! To the East is the waiting room. + A staircase is here, a crusty pair of panties stuck to the bannister. +Nasty! To the East is the waiting room. ~ 284 9 0 0 0 0 D1 @@ -1593,7 +1593,7 @@ S The top of the stairs.~ Apparently the hookers who work here are pretty slovenly. There are all manner of clothing on the floor - most of it soiled quite badly. A hallway -leads towards the West, lit by a single red lightbulb. +leads towards the West, lit by a single red lightbulb. ~ 284 8 0 0 0 0 D3 @@ -1609,7 +1609,7 @@ S #28474 An upstairs hallway.~ The hallway continues towards the East and West, while to the North a door -stands ajar, a "Do Not Disturb" sign hanging from the knob. +stands ajar, a "Do Not Disturb" sign hanging from the knob. ~ 284 8 0 0 0 0 D0 @@ -1630,7 +1630,7 @@ A scummy bedroom.~ Well, if you had amorous intentions I am sure they have all dis- appeared at the sight of this room. A bed is here with a big wet spot marring the middle. Grease stains are smeared on the wall near the head of the bed, apparently from -someone leaning against it. The floor is sticky - you can guess why. +someone leaning against it. The floor is sticky - you can guess why. ~ 284 9 0 0 0 0 D2 @@ -1641,7 +1641,7 @@ S #28476 The end of the hallway.~ You have reached the end of the hallway. A door towards the South stands -ajar, while the hallway continues Eastward, back where you came. +ajar, while the hallway continues Eastward, back where you came. ~ 284 1 0 0 0 0 D1 @@ -1659,7 +1659,7 @@ The madame's room.~ This is the madame's room. A large bed stands against the opposite wall, under a ceiling made entirely of mirrors. The two lamps that are located on either side of the bed are draped with a gauzy red material which casts an -eerie glow on an array of dildos which are mounted on the wall like trophys. +eerie glow on an array of dildos which are mounted on the wall like trophys. ~ 284 8 0 0 0 0 D0 @@ -1670,7 +1670,7 @@ S #28478 A covered walkway.~ This is a covered walkway which leads Downward, into darkness. The air is -so humid here that you can see it. North of you the way is open as well. +so humid here that you can see it. North of you the way is open as well. ~ 284 1 0 0 0 0 D0 @@ -1688,7 +1688,7 @@ S A slimey footpath.~ What the hell?! This footpath is covered with a slimey substance akin to ectoplasm - its really gross. The path is so slippery that you cant ascend to -where there is a covered walkway above you. Your only option is to go West. +where there is a covered walkway above you. Your only option is to go West. ~ 284 5 0 0 0 1 D3 @@ -1701,7 +1701,7 @@ S A slimey footpath.~ The slime just keeps getting thicker as you walk along. There are many dead animals that apparently became bogged down here. There are exits to the North, -and East. +and East. ~ 284 1 0 0 0 1 D0 @@ -1719,7 +1719,7 @@ S A slimey footpath.~ Slime, slime, everywhere. A wounded Dwarf is laying here, half immersed in the red slime. Maybe this wasn't such a good idea... You can exit towards the -West, or to the South. +West, or to the South. ~ 284 1 0 0 0 1 D2 @@ -1736,7 +1736,7 @@ S #28482 A slimey footpath.~ The slime seems to be lessening a bit here, though the way is still as -slippery as can be. A clearing can be seen to the South. +slippery as can be. A clearing can be seen to the South. ~ 284 1 0 0 0 1 D1 @@ -1754,7 +1754,7 @@ A small clearing.~ There is virtually none of that ectoplasmic crap here. This clearing consists of red clay dirt, with a few boulders lying around you. Apparently it is a primitive pathway of some sort, for to the South you can see what appears -to be the mouth of a cave. +to be the mouth of a cave. ~ 284 1 0 0 0 1 D0 @@ -1771,7 +1771,7 @@ S The mouth of a small cave.~ You have arrived at the mouth of a small cave, which is cut into a tall promontory. A rough hewn staircase leads Downwards, while to the North is a -small clearing. +small clearing. ~ 284 1 0 0 0 1 D0 @@ -1788,7 +1788,7 @@ S An underground cavern.~ This small underground cavern is the most humid place you have ever been in. Moisture trickles down the smooth rock walls in large rivulets, and water drips -on your head from the ceiling above. A passageway leads South. +on your head from the ceiling above. A passageway leads South. ~ 284 9 0 0 0 1 D2 @@ -1804,9 +1804,9 @@ Too dark to tell. S #28486 A long sloping tunnel.~ - You are in a long tunnel which slopes ever so slightly toward the South. + You are in a long tunnel which slopes ever so slightly toward the South. The smooth rock walls look like they are sweating - there is SO much moisture. - + ~ 284 9 0 0 0 0 D0 @@ -1822,9 +1822,9 @@ Too dark to tell. S #28487 A long sloping tunnel.~ - You are in a long tunnel which slopes ever so slightly toward the South. + You are in a long tunnel which slopes ever so slightly toward the South. The smooth rock walls look like they are sweating - there is SO much moisture. - + ~ 284 9 0 0 0 0 D0 @@ -1840,9 +1840,9 @@ Too dark to tell. S #28488 A long sloping tunnel.~ - You are in a long tunnel which slopes ever so slightly toward the South. + You are in a long tunnel which slopes ever so slightly toward the South. The smooth rock walls look like they are sweating - there is SO much moisture. - + ~ 284 9 0 0 0 0 D0 @@ -1860,7 +1860,7 @@ S Tunnel's end.~ The tunnel opens up into a T shape here, affording exits East and West and of course, North, back the way you came. The cavern is vaulted, looming about -25 feet over your head... Looks pretty dark up there. +25 feet over your head... Looks pretty dark up there. ~ 284 9 0 0 0 0 D0 @@ -1883,7 +1883,7 @@ S An east-west tunnel.~ This tunnel is only about 5 feet high, much to your chagrin. Moss- like lichens hang from the ceiling, brushing past your face from time to time. The -tunnel continues East and West. +tunnel continues East and West. ~ 284 9 0 0 0 0 D1 @@ -1900,7 +1900,7 @@ S #28491 An east-west tunnel.~ This cramped little tunnel dead ends here at a huge boulder. The only -apparent exit seems to be back the way you came. +apparent exit seems to be back the way you came. ~ 284 13 0 0 0 0 D1 @@ -1917,7 +1917,7 @@ S A wide tunnel.~ This tunnel is a little broader, and easier to maneuver in. However, you have become confused... Which way is which? There is a hole in the wall to -the North, and another path leads South. +the North, and another path leads South. ~ 284 9 0 0 0 0 D0 @@ -1940,13 +1940,13 @@ S Crawlspace.~ You crawl into the hole, which is infested with bugs that crunch under your weight - GROSS! You can continue Southward this way, if the bugs dont bother -you too much, or you can back out into the tunnel to the North. +you too much, or you can back out into the tunnel to the North. ~ 284 9 0 0 0 0 D0 Too dark to tell. ~ - + ~ 0 0 28492 D2 @@ -1960,7 +1960,7 @@ Crawlspace.~ The crawlspace opens up into a 10 foot square room filled with all manner of insects, most of them HUGE. Hope you aren't arachnophobic, cause if you are, this place would surely scare you to death. Exits lead in all cardinal -directions. +directions. ~ 284 9 0 0 0 0 D0 @@ -1988,7 +1988,7 @@ S A quivering jaunt.~ You have entered a quivering jaunt. It feels like you are in the belly of a giant beast. The mucuslike walls are a deep red color that thrums with energy. -The only exit is North. +The only exit is North. ~ 284 9 0 0 0 0 D0 @@ -2002,7 +2002,7 @@ A quivering jaunt.~ This room moves so much that you have a hard time keeping your feet. The red mucus is hanging from the walls and ceiling in tenebrous strings that look quite sickening. A dark spot on the West wall hints at the only possible exit. - + ~ 284 9 0 0 0 0 D3 @@ -2016,7 +2016,7 @@ The lair of the Deepspawn.~ You have entered a 20 foot square opening that appears to be a lair of some sort. Bones lie strewn about in every corner - most of them appear to be human bones. A big pile of treasure sits in the center of the room covered with the -red mucus that lines the walls here. Exits lead in all cardinal directions. +red mucus that lines the walls here. Exits lead in all cardinal directions. ~ 284 9 0 0 0 0 D0 @@ -2043,7 +2043,7 @@ S #28498 A dead end.~ The street dead ends here in a twisted mass of brambles. A high city wall -looms over you to the West. It seems the only exit is North. +looms over you to the West. It seems the only exit is North. ~ 284 9 0 0 0 1 D0 @@ -2058,18 +2058,18 @@ bramble~ S #28499 A pit of jutting spears.~ - You + You F A L L - + and almost die, as you are impaled by several steel spikes. - - ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ - | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ - | | | | | | | | | | | | | | | | | | | | | | | | | | | | - | | | | | | | | | | | | | | | | | | | | | | | | | | | | + + ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ + | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ | ^ + | | | | | | | | | | | | | | | | | | | | | | | | | | | | + | | | | | | | | | | | | | | | | | | | | | | | | | | | | ~ 284 4 0 0 0 0 S diff --git a/lib/world/wld/285.wld b/lib/world/wld/285.wld index a982b5b..a84e467 100644 --- a/lib/world/wld/285.wld +++ b/lib/world/wld/285.wld @@ -2,7 +2,7 @@ Administration of Hell~ This is the entrance to the Administration offices of Hell. The secretary's desk sits quietly in the middle of the room. To the south is a metal door -labeled, 'Authorized Personnel Only'. To the west is a large glass door. +labeled, 'Authorized Personnel Only'. To the west is a large glass door. There is a stairway down on the opposite side of the room. There is a sign posted next to the stairs. ~ @@ -30,7 +30,7 @@ stairway~ E sign~ ****ATTENTION*** -The Abyss is CLOSED for construction. +The Abyss is CLOSED for construction. We will open for your painful pleasures soon.... @@ -58,7 +58,7 @@ Halls of Judgement~ contain different methods of torture, each more grotesque than the one before it. On the wall a plaque reads, 'If you are here...You are Guilty...You have been judged...sound fair? Too bad...' The hall continues to the east. -The Courtroom is to the south. +The Courtroom is to the south. ~ 285 9 0 0 0 0 D1 @@ -77,7 +77,7 @@ Halls of Judgement~ You are standing in the Halls of Judgement. There are many alcoves which contain different methods of torture, each more grotesque than the one before it. The hall continues to the east and west. The hall of records is to the -north. +north. ~ 285 9 0 0 0 0 D0 @@ -101,7 +101,7 @@ Halls of Judgement~ You are standing in the Halls of Judgement. There are many alcoves which contain different methods of torture, each more grotesque than the one before it. The hall continues to the east and west. The Office of Complaints is to -the south. +the south. ~ 285 9 0 0 0 0 D1 @@ -124,7 +124,7 @@ S Halls of Judgement~ You are standing in the Halls of Judgement. There are many alcoves which contain different methods of torture, each more grotesque than the one before -it. The hall continues to the east and west. +it. The hall continues to the east and west. ~ 285 9 0 0 0 0 D1 @@ -142,7 +142,7 @@ S Halls of Judgement~ You are standing in the Halls of Judgement. There are many alcoves which contain different methods of torture, each more grotesque than the one before -it. The hall continues to the east and west. +it. The hall continues to the east and west. ~ 285 9 0 0 0 0 D1 @@ -161,7 +161,7 @@ Blackened Hall~ This hall looks as if it was burned out recently. The walls are charred and smoking. Ashes and bits of burnt timber crunch under your feet as you walk down the hall. A sign on the wall reads, 'No Non-smoking Please'. There are -exits in all directions. +exits in all directions. ~ 285 9 0 0 0 0 D0 @@ -190,7 +190,7 @@ Blackened Hall~ This hall looks as if it was burned out recently. The walls are charred and smoking. Ashes and bits of burnt timber crunch under your feet as you walk down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hallway -continues to the east and west. +continues to the east and west. ~ 285 9 0 0 0 0 D1 @@ -209,7 +209,7 @@ Blackened Hall~ This hall looks as if it was burned out recently. The walls are charred and smoking. Ashes and bits of burnt timber crunch under your feet as you walk down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hallway -continues to the north and west. +continues to the north and west. ~ 285 9 0 0 0 0 D0 @@ -240,7 +240,7 @@ S Maintenance Walkway~ This is a maintence accessway. You walk on a metal catwalk hundreds of feet above the floor. The catwalk sways unsteadily as you walk on it. The catwalk -continues to the south. To the north is a steel door. +continues to the south. To the north is a steel door. ~ 285 9 0 0 0 0 D0 @@ -282,7 +282,7 @@ you know you are in Hell.... Everything in this office seems to be made of snakeskin. This is the only lawyer's office in hell, so if you don't like them you're out of luck. But then again...if you are in hell...you must've run out of luck a while ago. To the east is the Office of Complaints. To the south -you see a courtyard. +you see a courtyard. ~ 285 9 0 0 0 0 D1 @@ -300,7 +300,7 @@ S Office of Complaints~ This is a relatively small office. There is a large hole in the wall where a clerk usually sits and takes complaints about hell. As you peek behind the -counter you see a large paper shredder and alot of shredded complaints. A sign +counter you see a large paper shredder and a lot of shredded complaints. A sign over the clerks desk reads, 'Hours: 12:00am - 12:01am'. To the west is a lawyer's office. To the north you see the Halls of Judgement. ~ @@ -337,7 +337,7 @@ Hallway of The Mall from Hell~ This is definitely the Mall from Hell...there are no stores! Only in Hell would they have a mall with no stores. To the east you see the Mall from Hell. To the west you see Hiramoto's Buy & Sell. The hall continues to the east and -south. +south. ~ 285 9 0 0 0 0 D1 @@ -361,7 +361,7 @@ Hallway of The Mall from Hell~ This is definitely the Mall from Hell...there are no stores! Only in Hell would they have a mall with no stores. To the north you see a blackened hallway. To the east you see the office of Big Mouth. The hallway continues -to the west. +to the west. ~ 285 9 0 0 0 0 D0 @@ -385,7 +385,7 @@ The Office of Big Mouth~ This is the office of Big Mouth, head demon of Hell's Administration. The room is decorated posters of naked women and autographed pictures of famous tortured souls. Behind a large oaken desk sleeps Big Mouth. This mouth looks -large enough to step into if it were open. You wonder what this guy eats... +large enough to step into if it were open. You wonder what this guy eats... ~ 285 9 0 0 0 0 D3 @@ -416,7 +416,7 @@ S Maintenance Walkway~ This is a maintence accessway. You walk on a metal catwalk hundreds of feet above the floor. The catwalk sways unsteadily as you walk on it. The catwalk -continues to the east and south. +continues to the east and south. ~ 285 9 0 0 0 0 D1 @@ -434,7 +434,7 @@ S Maintenance Walkway~ This is a maintence accessway. You walk on a metal catwalk hundreds of feet above the floor. The catwalk sways unsteadily as you walk on it. The catwalk -continues to the north and west. +continues to the north and west. ~ 285 9 0 0 0 0 D0 @@ -465,7 +465,7 @@ S #28522 Courtyard~ This courtyard is barren and neglected. Small weeds grow between the -concrete slabs. An old defunct fountain sputters with a grey-brown ooze. A +concrete slabs. An old defunct fountain sputters with a gray-brown ooze. A lawyer's office is to the north. The courtyard continues to the east and south. ~ 285 9 0 0 0 0 @@ -488,9 +488,9 @@ S #28523 Courtyard~ This courtyard is barren and neglected. Small weeds grow between the -concrete slabs. An old defunct fountain sputters with a grey-brown ooze. The +concrete slabs. An old defunct fountain sputters with a gray-brown ooze. The courtyard continues to the west and south. Stanley's Magical Steeds is to the -east. +east. ~ 285 9 0 0 0 0 D1 @@ -534,7 +534,7 @@ S Hallway of The Mall from Hell~ This is definitely the Mall from Hell...there are no stores! Only in Hell would they have a mall with no stores. The hallway continues to the north and -south. +south. ~ 285 9 0 0 0 0 D0 @@ -552,7 +552,7 @@ S Inside Big Mouth's Stomach~ You are standing inside Big Mouth's stomach. It is roomy in here. Small animals and other odds and ends lie about the stomach. Is that a dragon you -see? Nah...couldn't be... +see? Nah...couldn't be... ~ 285 9 0 0 0 0 D4 @@ -600,7 +600,7 @@ Maintenance Room~ shapes and sizes are neatly hung on the walls, each with its own painted-on silhouette behind it. To the west is the reactor control room. To the east is the break room. To the north is a maintenance walkway. To the south is the -secondary control room. +secondary control room. ~ 285 9 0 0 0 0 D0 @@ -646,9 +646,9 @@ S #28531 Hell's Kitchen~ Welcome to Hell's kitchen, where everything is delicious...you just can't -have any... This is where the many foods of the world of Farside are made. +have any... This is where the many foods of the world of Farside are made. The chefs are usually very busy, but they always have extra time to torture a -guest... To the east is a courtyard. +guest... To the east is a courtyard. ~ 285 9 0 0 0 0 D1 @@ -660,8 +660,8 @@ S #28532 Courtyard~ This courtyard is barren and neglected. Small weeds grow between the -concrete slabs. An old defunct fountain sputters with a grey-brown ooze. The -courtyard continues to the north and east. You see a kitchen to the west. +concrete slabs. An old defunct fountain sputters with a gray-brown ooze. The +courtyard continues to the north and east. You see a kitchen to the west. ~ 285 9 0 0 0 0 D0 @@ -683,8 +683,8 @@ S #28533 Courtyard~ This courtyard is barren and neglected. Small weeds grow between the -concrete slabs. An old defunct fountain sputters with a grey-brown ooze. The -courtyard continues to the north and west. +concrete slabs. An old defunct fountain sputters with a gray-brown ooze. The +courtyard continues to the north and west. ~ 285 9 0 0 0 0 D0 @@ -701,8 +701,8 @@ S #28534 Hallway of The Mall from Hell~ This is definitely the Mall from Hell...there are no stores! Only in Hell -would they have a mall with no stores. The hallway continues to the east. -Stanely's magic steeds are to the north. +would they have a mall with no stores. The hallway continues to the east. +Stanely's magic steeds are to the north. ~ 285 9 0 0 0 0 D0 @@ -720,7 +720,7 @@ S Hallway of The Mall from Hell~ This is definitely the Mall from Hell...there are no stores! Only in Hell would they have a mall with no stores. The hallway continues to the north and -west. +west. ~ 285 9 0 0 0 0 D0 @@ -739,8 +739,8 @@ Stairs to the Abyss~ These dark stairs are made out of the bones of the damned. They rattle softly as you tread upon them as if to cry out in protest. The air is filled with the wailing of lost souls and the blood curdling screams of the punished. -You can't seem to find the Abyss...you seem to recall seeing a sign...now -what did it say again?... +You can't seem to find the Abyss...you seem to recall seeing a sign...now +what did it say again?... ~ 285 9 0 0 0 0 S @@ -750,7 +750,7 @@ Inside the Reactor Core~ floating in the plasma energy of the reactor. You can see the core chamber fall off into the distance as it seems to be bottomless. Nuclear particles and other strange things whiz by you at blinding speeds. You see a maintenance -hatch to the east. +hatch to the east. ~ 285 9 0 0 0 0 D1 @@ -766,7 +766,7 @@ pulses rhythmically as it generates the heat and power for the entire region of Hell. Many workers in orange jumpsuits run frantically around with geiger counters and plasma torches fixing breaches in the core. You see a reactor core maintenance hatch to the west. A stairway to the control room is to the -north. +north. ~ 285 9 0 0 0 0 D0 @@ -785,7 +785,7 @@ Secondary Control Room~ This is the secondary control room for the reactor core. It is usually used in emergencies when the primary control room is contaminated or damaged. It isn't used very often since the primary control room is in perfect working -order. +order. ~ 285 9 0 0 0 0 D0 @@ -813,7 +813,7 @@ S Ice Room~ You are standing in a room of ice. Icicles of every size hang from the ceiling. Some shake with every sound. Your reflection off the ice walls seems -to dance and wiggle as you move about. +to dance and wiggle as you move about. ~ 285 9 0 0 0 0 D1 diff --git a/lib/world/wld/286.wld b/lib/world/wld/286.wld index 065cd31..017f90c 100644 --- a/lib/world/wld/286.wld +++ b/lib/world/wld/286.wld @@ -18,7 +18,7 @@ S Stone Archway~ This is a ancient stone archway. Various faces of demons and other grim pictures are painted onto it. Stone gargoyles and demons glare down at you -from atop the arch. There is a bronze plaque above the archway. +from atop the arch. There is a bronze plaque above the archway. ~ 286 9 0 0 0 0 D3 @@ -41,7 +41,7 @@ Ancient Room~ You are standing in a large stone room. Feels like a crypt. Ancient murals of Hell and punishment cover the walls. In the middle of the room are stairs that lead down in to the darkness. From the stairway you can smell brimstone -and sulfur. To the west it looks as if there is a shrine. +and sulfur. To the west it looks as if there is a shrine. ~ 286 9 0 0 0 0 D1 @@ -63,9 +63,9 @@ S #28603 Dark Stairway~ You are standing at the bottom of long dark stairway. The smells of -brimstone and sulfur choke you. Screams of pain and terror fill the air. +brimstone and sulfur choke you. Screams of pain and terror fill the air. Stone faces carved into the walls seem to laugh at you. Maybe this is not such -a good idea after all... +a good idea after all... ~ 286 9 0 0 0 0 D3 @@ -102,7 +102,7 @@ E gates~ These black iron gates are covered with grotesque faces and creatures in various poses and acts of violence and lust. The gates seem to make your blood -run cold... +run cold... ~ S #28605 @@ -110,7 +110,7 @@ Gateway to Hell~ You stand next to the very gateway of Hell. You are surrounded by the sounds of torture and pain. Screams pierce the air and rattle your nerves. Displays of the treats of Hell are in all directions. Large black iron gates tower over -you to the east. +you to the east. ~ 286 9 0 0 0 0 D0 @@ -137,7 +137,7 @@ E gates~ These black iron gates are covered with grotesque faces and creatures in various poses and acts of violence and lust. The gates seem to make your blood -run cold... +run cold... ~ S #28606 @@ -145,7 +145,7 @@ Hall of the Damned~ This hallway is a monument to the millions of damned souls in hell. The walls are made up of various body parts and other unidentifiable things. Many of the faces that make up the wall scream out to you for help. Their arms -desperately grasp at your clothing as you pass. +desperately grasp at your clothing as you pass. ~ 286 9 0 0 0 0 D0 @@ -174,7 +174,7 @@ Hall of the Damned~ This hallway is a monument to the millions of damned souls in hell. The walls are made up of various body parts and other unidentifiable things. Many of the faces that make up the wall scream out to you for help. Their arms -desperately grasp at your clothing as you pass. +desperately grasp at your clothing as you pass. ~ 286 9 0 0 0 0 D0 @@ -203,7 +203,7 @@ Hall of the Damned~ This hallway is a monument to the millions of damned souls in hell. The walls are made up of various body parts and other unidentifiable things. Many of the faces that make up the wall scream out to you for help. Their arms -desperately grasp at your clothing as you pass. +desperately grasp at your clothing as you pass. ~ 286 9 0 0 0 0 D0 @@ -232,7 +232,7 @@ Hall of the Damned~ This hallway is a monument to the millions of damned souls in hell. The walls are made up of various body parts and other unidentifiable things. Many of the faces that make up the wall scream out to you for help. Their arms -desperately grasp at your clothing as you pass. +desperately grasp at your clothing as you pass. ~ 286 9 0 0 0 0 D0 @@ -266,7 +266,7 @@ Hall of the Damned~ This hallway is a monument to the millions of damned souls in hell. The walls are made up of various body parts and other unidentifiable things. Many of the faces that make up the wall scream out to you for help. Their arms -desperately grasp at your clothing as you pass. +desperately grasp at your clothing as you pass. ~ 286 9 0 0 0 0 D0 @@ -284,7 +284,7 @@ S Mural of the Dead~ You stand before a large mural. The mural depicts mountains of dead bodies piled up to the sky. The mural covers the whole north wall from floor to -ceiling. You can almost smell the stench of decaying flesh. +ceiling. You can almost smell the stench of decaying flesh. ~ 286 9 0 0 0 0 D1 @@ -300,9 +300,9 @@ It's too smoky to see. S #28612 Living Walls~ - The walls here actually consist of greying and sinewy flesh - faces, hands, + The walls here actually consist of graying and sinewy flesh - faces, hands, broken bones, feet and toes jutting from the surface. You hear low moans of -horror, pain and sorrow issuing from the walls. +horror, pain and sorrow issuing from the walls. ~ 286 9 0 0 0 0 D1 @@ -395,9 +395,9 @@ S #28616 Greed~ What luck! A room full of treasure. Gold, diamonds, riches beyond -imagination! Wait! You suddenly feel as if it is all slowly disappearing. +imagination! Wait! You suddenly feel as if it is all slowly disappearing. Someone is taking your treasure. They have no right! It is yours! You found -it first. Let them go get their own treasures! You see a door to the east. +it first. Let them go get their own treasures! You see a door to the east. ~ 286 9 0 0 0 0 D1 @@ -421,7 +421,7 @@ Bedroom~ This is a small bedroom. It is well furnished and a drastic change from the room you just stepped out of. A bed stands against the far wall. Upon the headboard of the bed are carved two cherubic looking figures, with the words -'DEE & DEE' written below them. The door to the bedroom is to the west. +'DEE & DEE' written below them. The door to the bedroom is to the west. ~ 286 9 0 0 0 0 D3 @@ -469,7 +469,7 @@ S Fountain of Blood~ This room is made of a rough black stone. The walls seem to ooze black sludge. In the middle of the room stands a stone fountain of a demon spitting -blood. +blood. ~ 286 9 0 0 0 0 D2 @@ -488,7 +488,7 @@ Bloody Stairway~ You are standing on a very slippery stairway. The walls and stairs are covered with blood and gore. Pieces of goo and ooze drip from the ceiling overhead. You almost slip a couple times on the stairway. The stench here is -overwhelming. +overwhelming. ~ 286 9 0 0 0 0 D4 @@ -505,7 +505,7 @@ S #28622 Ancient Room~ This is a very old and dusty room. It looks empty except for a few shards -of bone and flesh. +of bone and flesh. ~ 286 9 0 0 0 0 D0 @@ -522,9 +522,9 @@ S #28623 Room of Lost Souls~ This looks like a waiting room of sorts. Dust and cobwebs are everywhere. -Wooden benches line the walls. A digital number sign is posted on the wall. +Wooden benches line the walls. A digital number sign is posted on the wall. It currently reads, 'Now Serving Number 1'. A ticket dispenser is bolted to -the wall. +the wall. ~ 286 9 0 0 0 0 D0 @@ -544,15 +544,15 @@ It is too dark to see. 0 -1 28622 E dispenser~ - This is one of those red ticket dispensers that never seem to work right. + This is one of those red ticket dispensers that never seem to work right. ~ S #28624 Room of Lost Souls~ This looks like a waiting room of sorts. Dust and cobwebs are everywhere. -Wooden benches line the walls. A digital number sign is posted on the wall. +Wooden benches line the walls. A digital number sign is posted on the wall. It currently reads, 'Now Serving Number 1'. A ticket dispenser is bolted to -the wall. +the wall. ~ 286 9 0 0 0 0 D0 @@ -572,7 +572,7 @@ It is too dark to see. 0 -1 28623 E dispenser~ - This is one of those red ticket dispensers that never seem to work right. + This is one of those red ticket dispensers that never seem to work right. ~ S #28625 @@ -602,7 +602,7 @@ S #28626 Blackened Hallway~ This dark hallway looks as if it was made by a lavaworm... All the surfaces -in it are melted and burnt. The smell of brimstone and sulfur fills the air. +in it are melted and burnt. The smell of brimstone and sulfur fills the air. ~ 286 9 0 0 0 0 D0 @@ -624,7 +624,7 @@ S #28627 Blackened Hallway~ This dark hallway looks as if it was made by a lavaworm... All the surfaces -in it are melted and burnt. The smell of brimstone and sulfur fills the air. +in it are melted and burnt. The smell of brimstone and sulfur fills the air. ~ 286 9 0 0 0 0 D1 @@ -642,7 +642,7 @@ S Blood Room~ You enter the room and are immediately assaulted by the smell of rotting flesh and blood. The walls are covered with the crimson fluid as it runs down -from the ceiling. +from the ceiling. ~ 286 9 0 0 0 0 D1 @@ -658,9 +658,9 @@ It is too dark to see. S #28629 Living Walls~ - The walls here actually consist of greying and sinewy flesh - faces, hands, + The walls here actually consist of graying and sinewy flesh - faces, hands, broken bones, feet and toes jutting from the surface. You hear low moans of -horror, pain and sorrow issuing from the walls. +horror, pain and sorrow issuing from the walls. ~ 286 9 0 0 0 0 D0 @@ -703,7 +703,7 @@ Bottom of Stairway~ You are standing at the bottom of a bloody stairway. Or at least you thought it was a stairway. It seems to be just a painting on the wall. This is a roughly carved room with evil runes carved in to the stone floor. There is a -hallway to the east. +hallway to the east. ~ 286 9 0 0 0 0 D1 @@ -717,7 +717,7 @@ Stone Hall~ This is a roughly carved hallway. The air here is damp and musty. You hear the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these -halls... The hall continues to the south and the west. +halls... The hall continues to the south and the west. ~ 286 9 0 0 0 0 D2 @@ -735,7 +735,7 @@ S Cell~ The cell is very damp and very musty. The walls are covered with moisture and dirt. The smell of urine is very potent here. The steel bars to the cell -are to the south. +are to the south. ~ 286 9 0 0 0 0 D2 @@ -749,7 +749,7 @@ Stone Hall~ This is a roughly carved hallway. The air here is damp and musty. You hear the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway continues to the east and the south. +halls... The hallway continues to the east and the south. ~ 286 9 0 0 0 0 D1 @@ -768,7 +768,7 @@ Stone Hall~ This is a roughly carved hallway. The air here is damp and musty. You hear the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these -halls... To the south you see the steel bars of a cell. +halls... To the south you see the steel bars of a cell. ~ 286 9 0 0 0 0 D1 @@ -792,7 +792,7 @@ Stone Hall~ This is a roughly carved hallway. The air here is damp and musty. You hear the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the south and the west. +halls... The hallway contines to the south and the west. ~ 286 9 0 0 0 0 D2 @@ -810,7 +810,7 @@ S Cell~ The cell is very damp and very musty. The walls are covered with moisture and dirt. The smell of urine is very potent here. The steel bars to the cell -are to the south. +are to the south. ~ 286 9 0 0 0 0 D2 @@ -824,7 +824,7 @@ Stone Hall~ This is a roughly carved hallway. The air here is damp and musty. You hear the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the south and the east. +halls... The hallway contines to the south and the east. ~ 286 9 0 0 0 0 D1 @@ -843,7 +843,7 @@ Stone Hall~ This is a roughly carved hallway. The air here is damp and musty. You hear the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the west. +halls... The hallway contines to the west. ~ 286 9 0 0 0 0 D1 @@ -871,7 +871,7 @@ S Cell~ The cell is very damp and very musty. The walls are covered with moisture and dirt. The smell of urine is very potent here. The steel bars to the cell -are to the west. +are to the west. ~ 286 9 0 0 0 0 D3 @@ -898,7 +898,7 @@ Stone Hall~ This is a roughly carved hallway. The air here is damp and musty. You hear the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the north and east. +halls... The hallway contines to the north and east. ~ 286 9 0 0 0 0 D0 @@ -918,7 +918,7 @@ Stone Hall~ the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these halls... The hallway contines to the east and west. The bars to a cell are to -the north. +the north. ~ 286 9 0 0 0 0 D0 @@ -942,7 +942,7 @@ Stone Hall~ This is a roughly carved hallway. The air here is damp and musty. You hear the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the north and west. +halls... The hallway contines to the north and west. ~ 286 9 0 0 0 0 D0 @@ -960,7 +960,7 @@ S Cell~ The cell is very damp and very musty. The walls are covered with moisture and dirt. The smell of urine is very potent here. The steel bars to the cell -are to the north. +are to the north. ~ 286 9 0 0 0 0 D0 @@ -974,7 +974,7 @@ Stone Hall~ This is a roughly carved hallway. The air here is damp and musty. You hear the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the north and east. +halls... The hallway contines to the north and east. ~ 286 9 0 0 0 0 D0 @@ -994,7 +994,7 @@ Stone Hall~ the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these halls... The hallway contines to the east and west. You see bars to a cell to -the north. +the north. ~ 286 9 0 0 0 0 D0 @@ -1018,7 +1018,7 @@ Stone Hall~ This is a roughly carved hallway. The air here is damp and musty. You hear the sound of something dripping in the distance. Your footsteps echo down the hall as you walk. There is a strange and deathly silence that fills these -halls... The hallway contines to the north and west. +halls... The hallway contines to the north and west. ~ 286 9 0 0 0 0 D0 @@ -1036,7 +1036,7 @@ S Cell~ The cell is very damp and very musty. The walls are covered with moisture and dirt. The smell of urine is very potent here. The steel bars to the cell -are to the north. +are to the north. ~ 286 9 0 0 0 0 D0 @@ -1050,7 +1050,7 @@ Hot Stairs~ You are standing on a long stairway. The air around you is heavy and hot. The stone walls are hot to the touch and your sweat sizzles as it hits the ground. Cool air flows out from a crack in the wall to the east. The smell of -brimstone and smoke is all around you. The stairs continue down. +brimstone and smoke is all around you. The stairs continue down. ~ 286 9 0 0 0 0 D4 @@ -1068,8 +1068,8 @@ S Crack in Wall~ This is a rather large crack in the wall. On closer inspection it appears to be a passageway that was closed off long ago. It was probably reopened by -an earthquake or something. An ancient passageway continues to the north. -Hot gusts of air come from the west. +an earthquake or something. An ancient passageway continues to the north. +Hot gusts of air come from the west. ~ 286 9 0 0 0 0 D0 @@ -1089,7 +1089,7 @@ Stone Arch~ cannot decifer. It looks as though it has been closed up for a long time. To the east is a hallway of fire. To the south you see a large metal door with the words, 'FOREMAN' written on the door. There is a dark stairway down in the -corner of the room. +corner of the room. ~ 286 9 0 0 0 0 D1 @@ -1113,7 +1113,7 @@ Hall of Fire~ You are standing in a hallway made of fire. The walls are ablaze with yellow and blue flames. The smell of the hot air and sulfur burns your lungs as you inhale, and dry your mouth as you exhale. The stone floor burns at your -feet and hungrily drinks up every drop of sweat as they fall from your body. +feet and hungrily drinks up every drop of sweat as they fall from your body. The hall of fire continues to the east. You see a stone archway to the west. ~ 286 9 0 0 0 0 @@ -1133,8 +1133,8 @@ Hall of Fire~ You are standing in a hallway made of fire. The walls are ablaze with yellow and blue flames. The smell of the hot air and sulfur burns your lungs as you inhale, and dry your mouth as you exhale. The stone floor burns at your -feet and hungrily drinks up every drop of sweat as they fall from your body. -The hall of fire continues to the south and west. +feet and hungrily drinks up every drop of sweat as they fall from your body. +The hall of fire continues to the south and west. ~ 286 9 0 0 0 0 D2 @@ -1154,7 +1154,7 @@ Construction Area~ replacing what look like various gas mains and other pipework. You can see many gas lines and electrical conduits within the dismantled walls. Partially hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the east and south. +contruction to the east and south. ~ 286 9 0 0 0 0 D1 @@ -1174,7 +1174,7 @@ Construction Area~ replacing what look like various gas mains and other pipework. You can see many gas lines and electrical conduits within the dismantled walls. Partially hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the east and west. +contruction to the east and west. ~ 286 9 0 0 0 0 D1 @@ -1194,7 +1194,7 @@ Construction Area~ replacing what look like various gas mains and other pipework. You can see many gas lines and electrical conduits within the dismantled walls. Partially hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the south and west. +contruction to the south and west. ~ 286 9 0 0 0 0 D2 @@ -1213,8 +1213,8 @@ Hall of Fire~ You are standing in a hallway made of fire. The walls are ablaze with yellow and blue flames. The smell of the hot air and sulfur burns your lungs as you inhale, and dry your mouth as you exhale. The stone floor burns at your -feet and hungrily drinks up every drop of sweat as they fall from your body. -The hall of fire continues to the east and south. +feet and hungrily drinks up every drop of sweat as they fall from your body. +The hall of fire continues to the east and south. ~ 286 9 0 0 0 0 D1 @@ -1235,7 +1235,7 @@ and blue flames. The smell of the hot air and sulfur burns your lungs as you inhale, and dry your mouth as you exhale. The stone floor burns at your feet and hungrily drinks up every drop of sweat as they fall from your body. The hall of fire continues to the west. A room full of fire pits lies to the east. -A wall of fire crackles merrily to the south. +A wall of fire crackles merrily to the south. ~ 286 9 0 0 0 0 D1 @@ -1259,7 +1259,7 @@ Fire Pits of Hades~ This room is filled with many small fire pits. Countless damned souls are being burnt and roasted within the white flames that erupt from the many pits. Wailing and screams of pain chill your bones in this hot room. To the south you -see a lake of fire. A fire hall lies to the west. +see a lake of fire. A fire hall lies to the west. ~ 286 9 0 0 0 0 D2 @@ -1281,7 +1281,7 @@ hot blues are enphasized throughout the mural. As you stare at it, the characters within it seem to move and struggle in pain. The hot air around you smells of sulfur and methane. To the south you see a stone hallway. Hot air blows in at you from the doorway. The air stirs up the methane and steals your -breath. You choke and gag... +breath. You choke and gag... ~ 286 9 0 0 0 0 D2 @@ -1327,8 +1327,8 @@ Hall of Fire~ You are standing in a hallway made of fire. The walls are ablaze with yellow and blue flames. The smell of the hot air and sulfur burns your lungs as you inhale, and dry your mouth as you exhale. The stone floor burns at your -feet and hungrily drinks up every drop of sweat as they fall from your body. -The hall of fire continues to the north and east. +feet and hungrily drinks up every drop of sweat as they fall from your body. +The hall of fire continues to the north and east. ~ 286 9 0 0 0 0 D0 @@ -1348,7 +1348,7 @@ Construction Area~ replacing what look like various gas mains and other pipework. You can see many gas lines and electrical conduits within the dismantled walls. Partially hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the north and east. A hall of fire is to the west. +contruction to the north and east. A hall of fire is to the west. ~ 286 9 0 0 0 0 D0 @@ -1373,7 +1373,7 @@ Construction Area~ replacing what look like various gas mains and other pipework. You can see many gas lines and electrical conduits within the dismantled walls. Partially hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the east and west. +contruction to the east and west. ~ 286 9 0 0 0 0 D1 @@ -1393,7 +1393,7 @@ Construction Area~ replacing what look like various gas mains and other pipework. You can see many gas lines and electrical conduits within the dismantled walls. Partially hidden fire sprinklers are being installed in the ceilings. You see more -contruction to the north and west. A hall of fire lies to the east. +contruction to the north and west. A hall of fire lies to the east. ~ 286 9 0 0 0 0 D0 @@ -1417,9 +1417,9 @@ Hall of Fire~ You are standing in a hallway made of fire. The walls are ablaze with yellow and blue flames. The smell of the hot air and sulfur burns your lungs as you inhale, and dry your mouth as you exhale. The stone floor burns at your -feet and hungrily drinks up every drop of sweat as they fall from your body. +feet and hungrily drinks up every drop of sweat as they fall from your body. The hall of fire continues to the north. There are loud noises of contruction -to the west. +to the west. ~ 286 9 0 0 0 0 D0 @@ -1437,7 +1437,7 @@ S Wall of Fire~ This large room is cut into sections by small walls of fire. The walls seem to move slowly, changing the layout of the room. As you examine the room -further you notice various posts around the room to which people are chained. +further you notice various posts around the room to which people are chained. The firewalls seem to move in patterns that leave the poor people directly in the path of the oncoming fire. The walls seem to creep ever so slowly towards them. The people blister and scream as the fire gets closer. Their deaths seem @@ -1483,7 +1483,7 @@ S #28671 Hot Hall~ The stone floor below you heats your feet uncomfortably. The ceiling and -walls glow a dull red and you sweat uncomfortably under the heat. +walls glow a dull red and you sweat uncomfortably under the heat. ~ 286 9 0 0 0 0 D0 @@ -1502,7 +1502,7 @@ Icy Landing~ This landing is made entirely of ice. Its walls bear carvings of battle and hunting scenes in bas-relief. These carved scenes show ice devils slaying angels, hunting mortals and other gruesome pictures. To the east you see a -room of ice. +room of ice. ~ 286 9 0 0 0 0 D1 @@ -1516,7 +1516,7 @@ Ice Room~ You are standing in a room of ice. Icicles of every size hang from the ceiling. Some shake with every sound. Your reflection off the ice walls seems to dance and wiggle as you move about. To the south you see more of the frozen -room. To the west you see an Icy landing. +room. To the west you see an Icy landing. ~ 286 9 0 0 0 0 D2 @@ -1536,7 +1536,7 @@ Meat Locker~ meats hang from large steel hooks. You also notice that many of the things hanging from the hooks are corpses of people. They reach out to you as you pass them as if to plead for help from their frozen mouths. The meat locker -continues to the east and south. +continues to the east and south. ~ 286 9 0 0 0 0 D1 @@ -1556,7 +1556,7 @@ Meat Locker~ many of the things hanging from the hooks are corpses of people. They reach out to you as you pass them as if to plead for help from their frozen mouths. The meat locker continues to the south and west. There is a freezer door to -the east. +the east. ~ 286 9 0 0 0 0 D1 @@ -1576,7 +1576,7 @@ Penguin Room~ the room pecking at many poor souls half trapped in the icy floor. You seem to be outside, as the walls are painted to seem as if you are standing on a vast icy slab with nothing but ocean around you. The iceberg continues to the south -and east. There is a freezer door to the west. +and east. There is a freezer door to the west. ~ 286 9 0 0 0 0 D1 @@ -1601,7 +1601,7 @@ Penguin Room~ the room pecking at many poor souls half trapped in the icy floor. You seem to be outside, as the walls are painted to seem as if you are standing on a vast icy slab with nothing but ocean around you. The iceberg continues to the south -and east. There is a freezer door to the west. +and east. There is a freezer door to the west. ~ 286 9 0 0 0 0 D2 @@ -1619,7 +1619,7 @@ S Ice-Creamery~ You appear to be standing in a ice-creamery. Many ice-cream workers run frantically around tending to the various machines. The factory continues to -the east and south. +the east and south. ~ 286 9 0 0 0 0 D1 @@ -1638,7 +1638,7 @@ Ice-Creamery~ You appear to be standing in a ice-creamery. There seems to be a group of people here shouting into containers and then quickly covering them. How odd... The factory continues to the south and west. There is a steel door to -the east. +the east. ~ 286 9 0 0 0 0 D1 @@ -1661,7 +1661,7 @@ S White Marble Hall~ You are standing in a white marble hallway. It is dry and clean. Many portraits of demons and devils in business suits adorn the walls on either side -of you. The hall continues to the south. To the west is a steel door. +of you. The hall continues to the south. To the west is a steel door. ~ 286 9 0 0 0 0 D2 @@ -1678,7 +1678,7 @@ S #28681 Refrigerator Room~ This room is filled with giant refrigerators. All of them have no doors and -their contents have spilled onto the floor. The only exit is east. +their contents have spilled onto the floor. The only exit is east. ~ 286 9 0 0 0 0 D1 @@ -1692,7 +1692,7 @@ Ice Room~ You are standing in a room of ice. Icicles of every size hang from the ceiling. Some shake with every sound. Your reflection off the ice walls seems to dance and wiggle as you move about. To the north and east you see more of -the frozen room. To the west you see a room full of refrigerators. +the frozen room. To the west you see a room full of refrigerators. ~ 286 9 0 0 0 0 D0 @@ -1716,7 +1716,7 @@ Ice Room~ You are standing in a room of ice. Icicles of every size hang from the ceiling. Some shake with every sound. Your reflection off the ice walls seems to dance and wiggle as you move about. To the north and west you see more of -the frozen room. To the east you see a freezer door. +the frozen room. To the east you see a freezer door. ~ 286 9 0 0 0 0 D0 @@ -1740,7 +1740,7 @@ Meat Locker~ You stand in a large meat locker. Chunks of meat hang on the wall and larger corpses hang from steel hooks. Frozen blood and other unrecognizable pieces are littered on the floor. The meat locker continues to the north and -east. There is a freezer door to the west. +east. There is a freezer door to the west. ~ 286 9 0 0 0 0 D0 @@ -1762,7 +1762,7 @@ S #28685 Meat Locker~ Rows of beef and other meats hang from large steel hooks. The meat locker -continues to the north and west. +continues to the north and west. ~ 286 9 0 0 0 0 D0 @@ -1782,7 +1782,7 @@ Penguin Room~ the room pecking at many poor souls half trapped in the icy floor. You seem to be outside, as the walls are painted to seem as if you are standing on a vast icy slab with nothing but ocean around you. The iceberg continues to the north -and east. +and east. ~ 286 9 0 0 0 0 D0 @@ -1802,7 +1802,7 @@ Penguin Room~ the room pecking at many poor souls half trapped in the icy floor. You seem to be outside, as the walls are painted to seem as if you are standing on a vast icy slab with nothing but ocean around you. The iceberg continues to the north -and west. You can hear sounds of machinery to the east. +and west. You can hear sounds of machinery to the east. ~ 286 9 0 0 0 0 D0 @@ -1821,7 +1821,7 @@ Ice-Creamery~ You walk into part of an ice-cream factory. Many different types of ice-cream and other deserts are made by these machines. Above one of the machines a sign reads, 'Eye Splean I Screamery'. The factory continues to the -north and east. You can hear sounds of penguins to the west. +north and east. You can hear sounds of penguins to the west. ~ 286 9 0 0 0 0 D0 @@ -1844,7 +1844,7 @@ S Ice-Creamery~ You stand amidst dozens of ice-cream machines. Workers rush about for machine to machine, adjusting dials and checking gauges. The factory continues -to the north and west. +to the north and west. ~ 286 9 0 0 0 0 D0 @@ -1862,7 +1862,7 @@ S Marble Hall~ You are walking down a white marble hallway. Large portraits of demons and devils adorn the walls on either side of you. As you look again you realize -that they aren't demons and devils after all, but lawyers...well ok...depends +that they aren't demons and devils after all, but lawyers...well ok...depends on your point of view... The hallway continues to the north. There is an office to the south. ~ @@ -1952,9 +1952,9 @@ S #28695 Small Altar~ This is the private prayer room of the high priest. A small altar stands -against the west wall. Evil symbols and pictures are plastered everywhere. +against the west wall. Evil symbols and pictures are plastered everywhere. The new propaganda posters for Hell are posted behind the altar. You see a -blackened hall to the east. +blackened hall to the east. ~ 286 9 0 0 0 0 D1 @@ -1964,7 +1964,7 @@ You see a blackened hallway. 0 -1 28696 E poster~ -Don't go to heaven.... They're boring.... +Don't go to heaven.... They're boring.... ***GO TO HELL!!! **** @@ -1977,7 +1977,7 @@ Blackened Hall~ smoking. Ashes and bits of burnt timber crunch under your feet as you walk down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hall continues to the south. There is a stone door to the east and a prayer room to -the west. +the west. ~ 286 9 0 0 0 0 D1 @@ -2001,7 +2001,7 @@ Office of the High Priest~ This is the office of the High Priest of Hell. A black stone desk stands before you. The office is lavishly furnished with gold, gems and many antiques. A large portrait of a demon's face is on the wall behind his desk. You see a -stone door to the west. +stone door to the west. ~ 286 9 0 0 0 0 D3 @@ -2015,7 +2015,7 @@ Blackened Hall~ This hall looks as if it was burned out recently. The walls are charred and smoking. Ashes and bits of burnt timber crunch under your feet as you walk down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hall -continues to the east and south. +continues to the east and south. ~ 286 9 0 0 0 0 D1 @@ -2034,7 +2034,7 @@ Blackened Hall~ This hall looks as if it was burned out recently. The walls are charred and smoking. Ashes and bits of burnt timber crunch under your feet as you walk down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hall -continues to the west. A glass door is to the east. +continues to the west. A glass door is to the east. ~ 286 9 0 0 0 0 D1 diff --git a/lib/world/wld/287.wld b/lib/world/wld/287.wld index b2994d5..44399e3 100644 --- a/lib/world/wld/287.wld +++ b/lib/world/wld/287.wld @@ -2,9 +2,9 @@ A Narrow Crawlway~ Ouch! You can barely squeeze through this passage, which is only a foot and a half high. It was also hidden behind a stone block; that is, no doubt, the -reason the goblins have not tried to follow you, being too weak to move it. +reason the goblins have not tried to follow you, being too weak to move it. You, however, can still shove it aside, should you wish to slither north. The -wide passage to the south looks much, much more inviting, however. +wide passage to the south looks much, much more inviting, however. ~ 287 281 0 0 0 5 D0 @@ -19,7 +19,7 @@ The crawlway is not really that long; it opens out to the south. 0 -1 28701 E credits info~ - * * * * The Land of Lonoya * * * * + * * * * The Land of Lonoya * * * * ---------------------------------- Made A. D. 1997 by Pippin This zone contains a small town and a @@ -32,7 +32,7 @@ A Tunnel in the Mountains~ sandy clay, and streaked the walls with frozen ripples. The north wall has a small crack in it, and to the south this wide tunnel becomes higher, and slightly narrower. A shadow on the west wall implies a tunnel mouth, leading -out of your lantern's reach. +out of your lantern's reach. ~ 287 9 0 0 0 0 D0 @@ -61,9 +61,9 @@ timeless brocade. The walls are mainly vertical, but taper outwards enough to support a block of breakdown, hanging like Damocles' sword, fifteen feet up. I doubt it will fall, however. The tunnel is lower but wider to the north. A small stream trickles from a tiny hole, high up on the wall, to exit through a -small tunnel to the south. To the east, a larger cave continues to a bend. +small tunnel to the south. To the east, a larger cave continues to a bend. That boulder troubles you. Anxiously you examine its support, and notice some -writing on the wall. There is a NEWLY CARVED SIGN here. Read it! +writing on the wall. There is a NEWLY CARVED SIGN here. Read it! ~ 287 9 0 0 0 2 D0 @@ -87,7 +87,7 @@ new sign~ The eastern tunnel Has been repaired. It is now safe ;so - Thrash and Pippin + Thrash and Pippin Won't die here again. ~ E @@ -95,20 +95,20 @@ writing wall~ The runes are of a well-known mode, but you know not the tongue. They say something like this: Tuo sdael lennut nretsae. Retsasid ot sdael lennut htuos. Ekat ot eno eht si nretsae eht Htaed ylrae na diova ot tnaw uoy fi. Nam -Mooreeffoc Eht Morf. What could it mean? +Mooreeffoc Eht Morf. What could it mean? ~ S #28703 A Narrow Ledge~ The stream plunges downward, to join another, which foams and rages far below you in a deeply cleft canyon. You hear nothing above the water's roar. Like a -cat you tread on a spray-wet ledge only six inches wide. Not a nice place. +cat you tread on a spray-wet ledge only six inches wide. Not a nice place. You do not look down as you continue. A traveler must count courage among his baggage, no? Perhaps you will be repaid. Through the mists to the south you glimpse a golden gleam. To go there you must creep cautiously along a ledge too narrow for a surefooted cat, and slippery as fish skin. It is not too late to turn back! A narrow crevasse leads down the cliff, but only an acrobat could -turn round and descend it. Your nose brushes an inscription. +turn round and descend it. Your nose brushes an inscription. ~ 287 393 0 0 0 5 D0 @@ -124,7 +124,7 @@ Your grandmother told you once of a lost gold mine in these mountains. E inscription~ It is in every known language, and some others: W A R N I N G ! ! ! The Ledge -to the South is Unsafe!! +to the South is Unsafe!! ~ S #28704 @@ -133,7 +133,7 @@ The Fall is Fine but the Landing Hurts~ as your head! Among them lie rough, long-ago mined rubies. In haste to enter the mine, and gather the riches therein, you step from the tiny ledge to the broad flat table of stone near the mine entrance. That is, you try to step that -way... Your feet slip. Oh dear. +way... Your feet slip. Oh dear. ~ 287 9 0 0 0 0 S @@ -144,7 +144,7 @@ strong draft blows from there. The walls here are no longer rippled, but smooth, and covered with writing. There are many small inscriptions, but you can only read three: one in orcish, another in common, and a third, written large by a firm hand, in the secret dwarven tongue. Looking closer, you see -another, in ogrish. +another, in ogrish. ~ 287 9 0 0 0 1 D2 @@ -169,11 +169,11 @@ dwarvish secret~ if you are not a dwarf who knows the secret tongue. It says: Went east from the cave to Sorvecgden town. Passed this way Monday, fourth of Yule month. Tell Gloin his wife is cheating on him. I know because she cheats with me. Dorig of -the Foehammers. +the Foehammers. ~ E common~ - This is easily read: O traveler! Beware! For goblins live near here! + This is easily read: O traveler! Beware! For goblins live near here! ~ E orcish inscription~ @@ -189,7 +189,7 @@ inside a cave entrance. It stretches far into mountain-darkness. Just to your east, an underground stream leaves a lower cave. If the the same water flows inside the cave, it must have passed under your feet at a lower level, for it is in a gorge seventy or more feet deep. To your south you see the smooth line of -a road cutting the woods. A sign is carved into the stone here. +a road cutting the woods. A sign is carved into the stone here. ~ 287 8 0 0 0 0 D0 @@ -218,7 +218,7 @@ The Old Plank Road~ long past by Korbor the Fat, King of Lonoya. The plank-paved road winds east and south. A milestone stands near. A sign stands at the intersection of this fine road, and the path to the mountain cave. The dirt road to the south used -to be blocked but now the way has been cleared. +to be blocked but now the way has been cleared. ~ 287 64 0 0 0 1 D0 @@ -235,7 +235,7 @@ E sign~ It has boards with fingers pointing north, south, and west. EAST - Ofingia - SOUTH - Sorvecgden-Lacgorr + SOUTH - Sorvecgden-Lacgorr NORTH - Midgaard Welcome, Stranger, to the Fiefdom of Lonoya. You of good will may wander freely through @@ -253,7 +253,7 @@ The Old Plank Road~ eighty feet deep, if only twenty-five yards wide, as it flows from a small cave in the mountains. You would need wings to go down there. This gorge certainly serves Ofingia well as a moat; the bridge has a wooden section that may easily -be removed during a siege. +be removed during a siege. ~ 287 64 0 0 0 1 D1 @@ -273,7 +273,7 @@ King's Way~ are somewhat placated by the sight of a homely inn to your south. It is not as large as the Grunting Boar, but as a sailor will take any port in a storm, you will drink anywhere after abstaining so long! Though Ofingia is a city under -siege nowadays, with all the goblin raids, still Reilly keeps the inn open. +siege nowadays, with all the goblin raids, still Reilly keeps the inn open. ~ 287 0 0 0 0 0 D1 @@ -302,7 +302,7 @@ A Small Square~ Once this small park was a restful place to spend a Sunday afternoon; now that almost all Ofintines have either left or taken up arms to defend their town, the only folk seen here are off-duty guards and those who come to draw -water. A shed stands to the south, and a tiny church to the north. +water. A shed stands to the south, and a tiny church to the north. ~ 287 0 0 0 0 0 D0 @@ -328,7 +328,7 @@ What? Leaving town already? E church sign~ It says: St. John Nepomucene Church Today's Sermon: Ogres and the Gospel: -Can they be saved? +Can they be saved? ~ S #28711 @@ -336,7 +336,7 @@ King's Way~ Small stores lie north and south of you as you walk toward the market square of Ofingia. The northern building is an open shed, where a blacksmith is busily pounding iron. To the south, a carpenter's shop fills the air with the -fragrance of wood smoke - and a lot of it; he's burning shavings. +fragrance of wood smoke - and a lot of it; he's burning shavings. ~ 287 0 0 0 0 0 D0 @@ -355,7 +355,7 @@ A burly dwarf leaves that way, carrying a log on one shoulder. ~ 0 -1 28714 D3 -What's the matter? Don't you like this town? +What's the matter? Don't you like this town? ~ ~ 0 -1 28710 @@ -364,7 +364,7 @@ S The Market Square~ The clink of mail and the tramp of marching feet fill the air of this once-peaceful square, as the citizens patrol their town, watching out for -enemies. A general store stands to the north. +enemies. A general store stands to the north. ~ 287 0 0 0 0 0 D0 @@ -378,7 +378,7 @@ This market square is at least four times as large as Midgaard's. ~ 0 -1 28721 D2 -This market square is at least four times as large as Midgaard's. +This market square is at least four times as large as Midgaard's. ~ ~ 0 -1 28713 @@ -392,7 +392,7 @@ S Southwestern Market Square~ You see the carpenter's yard behind several houses to the west, but a board fence prevents you from walking to it. Someone has scrawled on the fence with -chalk. To the south a road runs through Ofingia. +chalk. To the south a road runs through Ofingia. ~ 287 0 0 0 0 0 D0 @@ -426,7 +426,7 @@ Joel Kreb's Fine Woodbutchery~ sawhorse with a mug of ale. Well, all that sawdust makes a man thirsty, don't you know! He can make just about anything you want, if it is wooden, but just now has only a few items in stock. He might list them for you, if you asked -really nicely. +really nicely. ~ 287 8 0 0 0 0 D0 @@ -444,7 +444,7 @@ S Drovers' Street~ Once farmers drove their herds of cattle through this now-fancy part of Ofingia, on the way to the Market Square. No more. It has been paved, and far -fewer hogs roam here than on King's Way. +fewer hogs roam here than on King's Way. ~ 287 0 0 0 0 0 D0 @@ -466,7 +466,7 @@ S #28716 Inside the South Gate of Ofingia~ Well, now you have reached the end of Ofingia's small noble district. To -your south is a great gate, and to your east, a strongly built stone house. +your south is a great gate, and to your east, a strongly built stone house. ~ 287 0 0 0 0 0 D0 @@ -486,7 +486,7 @@ The Guard Headquarters~ around! You may find a dagger, but most of the weapons are in use. Why would they leave them here while they were on patrol? And as for finding money, don't bother! Only in Midgaard do foolish guards keep 32000 gold coins where Pippin -or any old thief can steal them. +or any old thief can steal them. ~ 287 8 0 0 0 0 D0 @@ -504,7 +504,7 @@ S The Church of St. John Nepomucene.~ It is small, but adequate, and defensible. This last is the most important in these dangerous times. You find no idols here, the Ofintines are a Christian -nation. +nation. ~ 287 152 0 0 0 0 D2 @@ -515,10 +515,10 @@ churchdoor~ S #28719 Dorig Foehammer's Smithy~ - You can only watch with awe as Dorig, the famed dwarven warrior-smith. + You can only watch with awe as Dorig, the famed dwarven warrior-smith. Forges a bar of iron into a knife blade in fifteen minutes. He makes some fine swords and chain mail, but good armor doesn't come cheap! A battle axe hangs on -the wall. +the wall. ~ 287 8 0 0 0 0 D2 @@ -529,7 +529,7 @@ You can leave and avoid the sparks of molten iron that fly thick here. E axe wall~ The wall-hung axe is too high to reach, but you can see it is named -"Lucille". +"Lucille". ~ S #28720 @@ -539,7 +539,7 @@ useless to you, anyway. Why would you want nails, or pots and pans, or tulip bulbs? Horseshoes don't seem like a good thing to carry on a long journey, either. Max also carries a few staple items for you fool adventurers, too, which he would gladly list. A strange sign with darts stuck in it is hung on -the wall. +the wall. ~ 287 8 0 0 0 0 D2 @@ -551,14 +551,14 @@ E sign wall symbol~ There are also some crossbow quarrels driven into this picture of a leprechaun, who is grinning and holding a bag of gold. It is not a great work -of art; perhaps the shopkeeper has a grudge against leprechauns. +of art; perhaps the shopkeeper has a grudge against leprechauns. ~ S #28721 Northeastern Market Square~ Here is a quiet corner of the bustling square. A wooden store to the north is busy enough, but nobody ever goes into the store to the east as you watch its -door. Maybe it is closed. +door. Maybe it is closed. ~ 287 0 0 0 0 0 D0 @@ -617,7 +617,7 @@ louvre in the highest part of the tall gable. This ancient hall reminds you of those described in the old tales of Midgaard, but here is one still standing, and used for its old purpose, for you see a great throne glittering in gold to the north. Oh yes; a spiral iron stair leads down. An inscription is carved -into the wooden wall above it. There is a door, and a sign, to the south. +into the wooden wall above it. There is a door, and a sign, to the south. ~ 287 8 0 0 0 0 D1 @@ -658,10 +658,10 @@ The Ofintine Public Library~ sadly does not fill very many of the shelves here. Once this library had many more works, but the goblins have raided this town several times in the last few years and burned or stolen most of those that were reported to be magical. One -of the walls has a huge oil portrait hanging where there are no shelves. +of the walls has a huge oil portrait hanging where there are no shelves. Looking about you, you are amazed at the number of books still left, but most are poorly written works of popular fiction. Alas! There are some exceptions; -a map hangs on the wall, for instance. +a map hangs on the wall, for instance. ~ 287 8 0 0 0 0 D0 @@ -693,7 +693,7 @@ E map~ St. John's"| Grocer @ M A P @ Church |_+_| Smithy ____ ____ Cobbler - of Ofingia West | | _____ | | | | + of Ofingia West | | _____ | | | | & Gate__________|_|_______|___|_|____|_|____|____ surroundings : Well | |Bakery : o King's Way | | @@ -701,7 +701,7 @@ map~ by Sir | | |_| | | Square. | Mischa of | | Sheriff | | |___ Wazen. |______| |____| | |Apothecary - The Cross Bow Carpenter| _____|___| + The Cross Bow Carpenter| _____|___| R. Morgan, Prop. | D | | | | r | | | | o | |___| @@ -716,7 +716,7 @@ map~ ~ E portrait painting~ - It is a picture of Claeregina Mahzi, queen of Adacaract. + It is a picture of Claeregina Mahzi, queen of Adacaract. ~ S #28725 @@ -725,7 +725,7 @@ The Secret Library Vault~ there may be even more interesting things on the shelves than corn. Why, on that shelf just out of reach, you see a book that has to be the Book of Dwarven Herblore. Too bad you can't get it; it would be useful to a wizard. A few torn -off pages litter the lowest shelf, nearer at hand than the great dusty tome. +off pages litter the lowest shelf, nearer at hand than the great dusty tome. ~ 287 9 0 0 0 0 D0 @@ -750,25 +750,25 @@ E withered curled curling~ I. O. U. For Groceries ...........................3 cr. 1 f. 3 1/2 d. - (Signed) Tim, son of Tom the Lifeguard. - (Signed) Maxtrum Holloknob + (Signed) Tim, son of Tom the Lifeguard. + (Signed) Maxtrum Holloknob ~ E papyrus scroll fragment~ - Some ancient scribe has written a list of legendary weapons, of which + Some ancient scribe has written a list of legendary weapons, of which only this tiny scrap remains. The great warrior Highlander, it is said, bore a mighty claymore, the equal of which is unknown to me. I have heard it glowed brightly when drawn, but I see no way this would be useful. The great smith Durgandon forged it in the dwarven halls; its enchantment is opposed to any evil and protects its wearer from harm, it is said. I know not if this is -true. The blade is known to me only in legend; if indeed it ever was, +true. The blade is known to me only in legend; if indeed it ever was, it is now lost forever. No word of Highlander has been heard for long. Zebenak Rykalp of Wazen bears a sword made by the smith Dorig, of the Foehammer clan. Its name is Krat, or "Razor" in the Vallonian tongue, named for its thinness, and its renowned edge. It is supple steel, but quite sturdy, and I have seen Zeb plunge it deep into an oak without -injuring the blade. Dorig is truly a great craftsman. +injuring the blade. Dorig is truly a great craftsman. There are dark rumors of a scimitar borne by the Goblin King that, if Shoot! There is no more. ~ @@ -777,21 +777,21 @@ small vellum~ Like the rest it is a fragment: The age of Iron came next; it is our present age. In these days men dwindled both in stature and nobility still further from the Bronze -Age, so say the philosophers. They began forging their tools and +Age, so say the philosophers. They began forging their tools and blades of iron, and no longer wrote the great epics of the last Age. -Death still reigned, and reigns, over the world of men, cutting +Death still reigned, and reigns, over the world of men, cutting short their little works. How large they seemed! Yet all is not lost. So says the philosopher: To the world that stumbles lost and lone, - A king descends from heaven's throne. + A king descends from heaven's throne. Death by death is overthrown. Here the page has been torn off. ~ E pages~ One is a small vellum page, another is large, with red letters. A third is a -fragment of papyrus scroll. Still another, very withered, curls as it dries. -Tucked into a corner a piece of blue paper has been chewed by mice. +fragment of papyrus scroll. Still another, very withered, curls as it dries. +Tucked into a corner a piece of blue paper has been chewed by mice. ~ E book herblore~ @@ -803,16 +803,16 @@ enchanter, for if you take the leaf of the mevais plant ground to a paste with water from the Well of Jakur, you may make an ointment, which heals all wounds. But it is hard to prepare. The ground leaves must have been picked under the dying moon of late November, when the mevais is dry, and browned. Then they -must be You can read no more, nor can you reach the book. +must be You can read no more, nor can you reach the book. ~ S #28726 The Eastern End of the Great Hall~ Here is the end of the Great Hall. Its size awes you. The King, however, is not here, and his throne is dusty. With his people he has taken up arms and -marched forth to fight the evil armies that have lately assailed his kingdom. +marched forth to fight the evil armies that have lately assailed his kingdom. Long live King Korbor! An ancient throne of carved walnut stands here, bright -with gold. On the wall a shield is hung. +with gold. On the wall a shield is hung. ~ 287 8 0 0 0 0 D3 @@ -827,7 +827,7 @@ trapdoor~ 2 28710 28749 E shield wall~ - The shield bears a cross and a stag, the arms of King Korbor. + The shield bears a cross and a stag, the arms of King Korbor. ~ E throne~ @@ -835,7 +835,7 @@ throne~ of carved black walnut is very beautifully crafted, with rather plain carving, just enough to be handsome without looking overly fancy. Gold plates and brackets look lovely against the dark wood. You need not read the engraved -plate on its side to know the work of Joel Kreb. +plate on its side to know the work of Joel Kreb. ~ S #28727 @@ -846,7 +846,7 @@ Brocdenborough. In fact, many of the former citizens of that village now live here, or in Venango. The Sheriff has not retired his post; no, he moved here because from here he now commands a small band of guards who go out hunting goblins, intending to free the countryside eventually. A tattered sign and a -newly printed poster hang on the inside wall of this shed. +newly printed poster hang on the inside wall of this shed. ~ 287 8 0 0 0 0 D0 @@ -857,9 +857,9 @@ You can only leave to the north. E tattered sign~ W A N T E D ! - + Dead or Alive - Thrash the Ogre + Thrash the Ogre & Pippin the Hobbit for @@ -877,7 +877,7 @@ is fine and the beverages more or less legal. Reilly Morgan is the innkeeper, and his specialty is imported Scotch whiskey. He would gladly let you sample the booze. Or perhaps you prefer beer? His brew is second to none, better than the Grunting Boar's swill. The mounted head of a 12 point buck hangs over the -fireplace, and two upturned deer feet and hooves support some strange object. +fireplace, and two upturned deer feet and hooves support some strange object. ~ 287 8 0 0 0 0 D0 @@ -889,21 +889,21 @@ E object strange hooves rifle gun~ A long metal tube set into a carved handle of curly maple, with an odd sort of lever hanging from it, rests on the hooves. Perhaps it is a magical token of -some sort. Carved into it is the inscription "Winchester Model 1889". Odd. +some sort. Carved into it is the inscription "Winchester Model 1889". Odd. ~ E buck head trophy~ It is a magnificent whitetail buck, the kind native only to Ofingia in this part of the world. The whitetail is the craftiest animal in the woods; if you can stalk one and bring it down with a bow, as Fred Bear used to say, you can -stalk anything. +stalk anything. ~ S #28729 D. Shattershock's Fine Armor.~ Dek, the retired Elven ranger, now sells armor suitable for his fellow woodsmen. Nothing he has is very heavy, but you don't want heavy armor if you -are sneaking around the woods, hunting goblins. +are sneaking around the woods, hunting goblins. ~ 287 8 0 0 0 0 D2 @@ -919,7 +919,7 @@ shop. Tiny motes of sparkling dust, perhaps from some arcane spell, fill the air. It seems this is some sort of apothecary shop, for they have many preparations magical and medicinal. Some complexity of glassware bubbles on a charcoal brazier behind the counter, and many bottles of colorful liquids stand -within reach. +within reach. ~ 287 8 0 0 0 0 D3 @@ -930,12 +930,12 @@ You can leave this mysterious store to the west. E bottles liquid~ Unfortunately, some sort of magical barrier prevents you from sampling the -liquid in these bottles. +liquid in these bottles. ~ E glassware still~ An alembic bubbles and boils on a charcoal brazier, filled with sharp- -smelling liquid. +smelling liquid. ~ S #28731 @@ -959,7 +959,7 @@ Rzesk and Zykub, Jewelers.~ is cracked, and a few pages torn from a ledger blow about. Dimly you can see the glint of gold and gems through the dirty glass of a few display cases, but you can't break the glass- it seems to be some sort of gnomish material that -can't be shattered. The sign has been painted over in a strange way. +can't be shattered. The sign has been painted over in a strange way. ~ 287 8 0 0 0 0 D0 @@ -970,7 +970,7 @@ You can leave this shop and go to Market Square. E sign~ "Rzesk & Zykub" has been crossed out with a single line, and below it has -been painted "Closed for the Duration". +been painted "Closed for the Duration". ~ S #28733 @@ -979,7 +979,7 @@ The Dog-Leg~ a flat stone wall. Of all things, there is a DOOR in the west wall - what is that doing in a water-carved cave? It has a sign on it that might explain who would put a door here. The floor is quite flat, and the sand which covers it -everywhere else is absent here. Maybe it deserves a second look. +everywhere else is absent here. Maybe it deserves a second look. ~ 287 9 0 0 0 2 D1 @@ -999,19 +999,19 @@ floor~ 1 -1 28734 E sign~ - It is carved into the door. The sign says: A gnotiyen na purxe Grob. + It is carved into the door. The sign says: A gnotiyen na purxe Grob. ~ E stone floor~ It is certainly not natural. There is a peculiar square crack, and you -suspect it opens up. Only one way to find out! +suspect it opens up. Only one way to find out! ~ S #28734 Down, Down, to Goblin-Town!~ The floor opened! But sliding down a steep tunnel you realize you have shut yourself in. There is no escape now but deeper in, and farther down. There is -a faint smell of goblins about this place. +a faint smell of goblins about this place. ~ 287 9 0 0 0 1 D2 @@ -1023,7 +1023,7 @@ S #28735 The Stone Hallway~ The walls are carved from limestone, and drip water, so this cave is always -very damp, and very cold. +very damp, and very cold. ~ 287 9 0 0 0 2 D0 @@ -1040,7 +1040,7 @@ S #28736 The Stone Hallway~ The walls are carved from limestone, and drip water. You are beginning to -fear for your health, and cold is not your greatest worry. +fear for your health, and cold is not your greatest worry. ~ 287 9 0 0 0 2 D1 @@ -1057,7 +1057,7 @@ S #28737 The Stone Hallway~ You hear a peculiar scratching and tapping coming from a hole in the cave -floor. A strong, foul-smelling draft rises from it. To the west is a door. +floor. A strong, foul-smelling draft rises from it. To the west is a door. ~ 287 9 0 0 0 2 D1 @@ -1077,15 +1077,15 @@ door runed~ 1 -1 28738 E runes~ - You do not understand much but the name Orfax is repeated often. + You do not understand much but the name Orfax is repeated often. ~ S #28738 The Guard Room~ - This is a small cave hollowed out for the use of the goblin doorwards. + This is a small cave hollowed out for the use of the goblin doorwards. Often arms are also stored here, in case of an invasion. The guards are so bad, however, that Goblin town places little trust in this, their first line of -defense. +defense. ~ 287 8 0 0 0 1 D1 @@ -1098,7 +1098,7 @@ S The Stone Hallway~ There is no escaping this cold, damp cave. The Grunting Boar comes to mind, but you can not reach its warm fires now. Only through worse danger will you -leave these caves. +leave these caves. ~ 287 9 0 0 0 2 D0 @@ -1115,7 +1115,7 @@ S #28740 The Stone Hallway~ The limestone walls in this room are cracked and seep icy water. Your boots -are soaking wet by the time you have walked twenty-five yards. +are soaking wet by the time you have walked twenty-five yards. ~ 287 9 0 0 0 2 D1 @@ -1130,14 +1130,14 @@ door stone~ 2 28700 28739 E water~ - It is very cold, too cold to safely drink. + It is very cold, too cold to safely drink. ~ S #28741 The Stone Hallway~ There is as much seepage here as anywhere else but you wrap your cloak tight around you and go on. No turning back now! The floor is drier here; the -seepage drips around a square panel on the floor. +seepage drips around a square panel on the floor. ~ 287 8 0 0 0 2 D1 @@ -1161,7 +1161,7 @@ door stone~ recollection of daylight. It is a sickly pale-green light, as if the lamps in dwarven mansions were stolen and ruined by the goblins. Even in Moria some of the dwarf lights burn still with their old light. If dwarves lived here once, -they are long gone. +they are long gone. ~ S #28742 @@ -1169,7 +1169,7 @@ A Small Chamber~ This may also be a guard chamber, but you are not sure. Perhaps it is a storehouse of some sort, for you see no guards. It is a large room. The door-light does not reach far, and your torch casts long shadows. Plenty of -room for creepy things to hide. +room for creepy things to hide. ~ 287 9 0 0 0 2 D3 @@ -1181,7 +1181,7 @@ S #28743 The Spiral Tunnel~ This tunnel spirals slowly clockwise, delving deeper into the bowels of the -mountain. You must be very far down now. +mountain. You must be very far down now. ~ 287 9 0 0 0 3 D4 @@ -1199,7 +1199,7 @@ S The Spiral Tunnel~ The tunnel slopes gradually down, turning round and round in its path to the goblin city. Whatever madness brought you here, it is too late to curse your -foolishness, for goblins lie both before you and behind. +foolishness, for goblins lie both before you and behind. ~ 287 9 0 0 0 3 D4 @@ -1236,7 +1236,7 @@ The Spiral Tunnel~ The stream of water seems to be your last friend. Its water is muddy but it still tastes good after walking so far. The cavern-gloom is beginning to darken your mind, and you long for the common room of the Grunting Boar Inn. Here the -tunnel jogs to the east. +tunnel jogs to the east. ~ 287 9 0 0 0 3 D1 @@ -1253,7 +1253,7 @@ S #28747 The Spiral Tunnel~ There is no use counting how far this tunnel has spiralled down. Goblins -must be near, though; you can smell it. Here the tunnel jogs down and west. +must be near, though; you can smell it. Here the tunnel jogs down and west. ~ 287 9 0 0 0 3 D3 @@ -1271,7 +1271,7 @@ S The Spiral Tunnel~ It is no use counting any more how many times this tunnel has wound around. You do not want to know. The stench of goblin-caves is very bad here, but -bearable. +bearable. ~ 287 9 0 0 0 3 D4 @@ -1287,7 +1287,7 @@ The endless spiral plunges still deeper. S #28749 The Treasury~ - Hey! You're not supposed to be in here! Get out! + Hey! You're not supposed to be in here! Get out! ~ 287 9 0 0 0 0 D4 @@ -1299,9 +1299,9 @@ S #28750 The Spiral Tunnel's End~ Whether it was that waybread you ate, or plain grit, you have found the -strength to keep going and now found an exit from the horrible spiral tunnel. +strength to keep going and now found an exit from the horrible spiral tunnel. It is hotter here than it was higher up, and the filthy stench of goblin caves -wafts from a hole in the floor. +wafts from a hole in the floor. ~ 287 9 0 0 0 2 D4 @@ -1318,7 +1318,7 @@ S #28751 Upper Goblin-Town~ You reach the first level of the goblin city. Now you must fight for your -life, adventurer! Draw your weapon and stay on your guard! +life, adventurer! Draw your weapon and stay on your guard! ~ 287 9 0 0 0 2 D2 @@ -1338,7 +1338,7 @@ A ladder leads up through a hole in the ceiling. 0 -1 28750 E inscription~ - Let the fate of he whose arms rest here + Let the fate of he whose arms rest here Warn the fool who follows him to Goblin Town ~ S @@ -1356,7 +1356,7 @@ S #28753 A Dark Hall in Goblin-Town~ This hall is deadly dangerous. The goblins try to chase you into a corner, -but you dart from shadow to shadow. You must escape! +but you dart from shadow to shadow. You must escape! ~ 287 9 0 0 0 1 D0 @@ -1378,7 +1378,7 @@ S #28754 A Small Storeroom~ You are not sure what is stored in this room, but there are plenty of crude -chests to open. Many appear to be of dwarven make; plunder, no doubt. +chests to open. Many appear to be of dwarven make; plunder, no doubt. ~ 287 9 0 0 0 1 D3 @@ -1389,9 +1389,9 @@ door black~ S #28755 A Dark Hall in Goblin-Town.~ - This passage is a dead end! No, wait-there are doors to east and south. + This passage is a dead end! No, wait-there are doors to east and south. But they are locked-wait, perhaps you can pick them, or do you carry the keys? -If not, stand and fight! Hope is not lost. +If not, stand and fight! Hope is not lost. ~ 287 9 0 0 0 1 D0 @@ -1413,7 +1413,7 @@ S #28756 A Small Room~ This is another storeroom, of some sort. This entire level is, like a ship's -hold, devoted to storage. +hold, devoted to storage. ~ 287 9 0 0 0 1 D0 @@ -1425,7 +1425,7 @@ S #28757 A Guard Room~ Not now! Not another guard room! But this is where one should be; after -all, there hasn't been any other on this floor. +all, there hasn't been any other on this floor. ~ 287 9 0 0 0 1 D1 @@ -1442,7 +1442,7 @@ S #28758 A Landing~ A stairwell plunges down to the next level here. To the west, a steel door -forbids your passage. +forbids your passage. ~ 287 9 0 0 0 1 D3 @@ -1461,7 +1461,7 @@ The Barracks~ Goblins roam this level freely, and the stench is ... Like a hundred thousand years' supply of rotten orc meat. This hall is no longer dark; the walls glow with a pale light, a foul magical imitation of the dwarvish secret -lamp-light that still floods parts of Moria. +lamp-light that still floods parts of Moria. ~ 287 8 0 0 0 0 D2 @@ -1477,7 +1477,7 @@ trapdoor~ S #28760 A Pale-Glowing Hall in Goblin-Town~ - Not a pleasant place for a Sunday stroll! Wonder how far down you are? + Not a pleasant place for a Sunday stroll! Wonder how far down you are? ~ 287 8 0 0 0 0 D0 @@ -1529,7 +1529,7 @@ A Barracks Room~ Bunks hewn from the stone walls, stacked five or six high, line the granite walls of this room. You are far below limestone, now. The goblins sleep here. Some sleep now. What extraordinary dreams they must be having, the foul -creatures! +creatures! ~ 287 8 0 0 0 0 D2 @@ -1542,7 +1542,7 @@ S A Pale-Glowing Hall in Goblin-Town~ The walls flash here a little, where metal veins come to the surface. This is very unnerving, and it does not help that you are dodging goblins left and -right. +right. ~ 287 8 0 0 0 0 D0 @@ -1570,7 +1570,7 @@ S A Barracks Room~ The goblins sleep in here, packed in like sardines in a can. The rooms smell worse than week-old sardines, littered as they are with old hides and -accumulated filth. You had better be leaving. +accumulated filth. You had better be leaving. ~ 287 8 0 0 0 0 D2 @@ -1582,7 +1582,7 @@ S #28765 A Pale-Glowing Hall in Goblin-Town~ Uh oh... This passage seems to go to a large, well guarded room. A shadow -standing there is bigger than any goblin you have ever seen. +standing there is bigger than any goblin you have ever seen. ~ 287 8 0 0 0 0 D0 @@ -1605,7 +1605,7 @@ S A Barracks Room~ The room might suit goblins, but you would never sleep here, unless pressed by dire need. Even then, it would be miserable. Here weapons and battered -armor lie discarded, but you could use little of it. +armor lie discarded, but you could use little of it. ~ 287 8 0 0 0 0 D2 @@ -1617,7 +1617,7 @@ S #28767 A Glowing Hallway in Goblin-Town~ Hurry up! That hulking shadow nearby to the south might not have seen you -running through the halls, but you probably won't get through unnoticed. +running through the halls, but you probably won't get through unnoticed. ~ 287 8 0 0 0 0 D0 @@ -1638,7 +1638,7 @@ clay floor. Often they still have quite a lot of meat left on them. Goblins are quite apt to bite something and throw it away, though it comes from a king's board. Grotesque green-skinned warriors of all sizes and degrees of hideousness mill about, chewing on meat, whose origins you do not wish to know. The east -smells like a knacker's yard, when he is boiling down corpses. +smells like a knacker's yard, when he is boiling down corpses. ~ 287 8 0 0 0 0 D0 @@ -1660,7 +1660,7 @@ E bones meat~ These bones all look somewhat decayed and smell very bad. They don't whet your appetite, that is certain. Besides, they may be poisoned after sitting -around for so long. +around for so long. ~ S #28769 @@ -1684,7 +1684,7 @@ Goblins gobble and drool to the west. E bones pile corner~ They are of all different sizes. Some are only Deer or Rabbit bones, but too -many are from creatures that walk on two legs. +many are from creatures that walk on two legs. ~ S #28770 @@ -1693,7 +1693,7 @@ The Mess~ Boar. Fellowship and the enjoyment of good beer are unknown among these foul creatures, so they swallow some terrible-smelling concoction of cave molds until it kills them. There is no such thing as a happy drunk here. You remember the -dwarven village fondly now. +dwarven village fondly now. ~ 287 8 0 0 0 0 D0 @@ -1711,7 +1711,7 @@ S The Mess~ And what a mess it is! Here the hall is less full of goblins and more littered with rubbish. A guarded door leads east; it is made of stone, and -elaborately carved. Some orcish runes are cut into the stone. +elaborately carved. Some orcish runes are cut into the stone. ~ 287 8 0 0 0 0 D0 @@ -1743,10 +1743,10 @@ S #28772 A Small Room~ The door you entered through is certainly of dwarven make. You can easily -push it open, so well-balanced was its weight on steel posts, when unlocked. +push it open, so well-balanced was its weight on steel posts, when unlocked. Some spell on it probably saved it from ruin. This particular room might have once been a treasury or armory of the dwarves (or gnomes), with a lock like -that, but now a rough hole in its floor leads downward. +that, but now a rough hole in its floor leads downward. ~ 287 8 0 0 0 0 D3 @@ -1755,7 +1755,7 @@ A stone door leads west. door carved stone~ 2 28700 28771 D5 -Rough handholds are cut on this tunnels' sides. +Rough handholds are cut on this tunnels' sides. ~ ~ 0 -1 28776 @@ -1767,7 +1767,7 @@ this rather large room. If it was better kept up, this place might actually be comfortable, suggesting that it was not made by the goblins, who would not have made it so big. As it is, they have crammed in the bunks as closely as possible, and you see a few which, because their walls were too thin, have -collapsed on the bunk below. +collapsed on the bunk below. ~ 287 8 0 0 0 0 D0 @@ -1781,7 +1781,7 @@ The Barracks Room~ All of these barracks rooms are similar, with bunks carved out of the walls, much like a catacombs' tombs are. In the middle of all these barracks rooms' floors are deep pits in the stone, and a foul stench streaming upward from them -suggests their purpose and use. +suggests their purpose and use. ~ 287 8 0 0 0 0 D0 @@ -1791,7 +1791,7 @@ door bronze~ 1 28700 28761 E pits pit hole holes~ - They appear to be latrines. + They appear to be latrines. ~ S #28775 @@ -1800,7 +1800,7 @@ The Chieftain's Quarters~ to live here. A pallet of vermin-ridden furs is piled on a stone slab that serves as a bed. Not even a dwarf would like such a life! The walls are scrawn all over with orc-runes and signs, and decorated with scalps and skulls. You -would not live long if the chief found you here. +would not live long if the chief found you here. ~ 287 8 0 0 0 0 D0 @@ -1810,28 +1810,28 @@ door bronze~ 2 28702 28760 E scalps skulls~ - Many are human, but a few are elven. + Many are human, but a few are elven. ~ E door symbols~ It is damaged, but still shows the star and anvil of the Dwarven king Bog -Grundelgrin. So these were once his halls. +Grundelgrin. So these were once his halls. ~ E signs~ All have a shield with a cross and stag on it, splotched with black, and -hacked with some instrument. +hacked with some instrument. ~ E wall walls orc runes~ - What you can read says: Dy kng Korbor! Todstol lede sune! + What you can read says: Dy kng Korbor! Todstol lede sune! ~ S #28776 A Rough Tunnel~ Here the walls are roughly hewn; this is surely goblin-work through and through. Rubble litters the floor. This cave is dark, so you must light your -lantern again. +lantern again. ~ 287 9 0 0 0 1 D0 @@ -1847,14 +1847,14 @@ You can climb up a hole to a pale glowing tunnel. E rubble floor~ The rubble strewn on the floor has sharply broken edges. This passage, then, -is probably newly made, and still being enlarged. +is probably newly made, and still being enlarged. ~ S #28777 A Rough Tunnel~ Here the walls are roughly hewn; this is surely goblin-work through and through. Rubble litters the floor. This cave is dark, so you must walk by -lantern-light if you have not the ability to see in darkness. +lantern-light if you have not the ability to see in darkness. ~ 287 9 0 0 0 2 D0 @@ -1871,7 +1871,7 @@ S #28778 A Rough Tunnel~ Here the walls are roughly hewn, where the goblins mine for iron. Rubble and -ore litters the floor. This cave is still unlit. +ore litters the floor. This cave is still unlit. ~ 287 9 0 0 0 2 D0 @@ -1888,7 +1888,7 @@ S #28779 A Rough Tunnel~ Your lamp casts odd shadows on the rough-hewn walls of this passage. The -tapping of goblin miners at work can be heard here and there. +tapping of goblin miners at work can be heard here and there. ~ 287 9 0 0 0 2 D0 @@ -1915,7 +1915,7 @@ which lights this room is one of their proudest feats. A blower which leaks air and blows sparks everywhere replaces the bellows which work so well for dwarves, and it is run by several sturdy trolls turning a horse-mill. Slag heaps lie all about this huge cave, and glowing pig iron in trenches threatens to burn the -soles off your shoes. +soles off your shoes. ~ 287 8 0 0 0 2 D0 @@ -1933,7 +1933,7 @@ S A Corner In the Mines~ It is very slow going here as you inch your way around a hole in the floor. If you wanted to, you could more easily dive in; your lantern glints off the -surface of a lake not far below. +surface of a lake not far below. ~ 287 9 0 0 0 3 D1 @@ -1954,13 +1954,13 @@ A ragged hole leads down to an underground lake. E hole~ This water is flowing towards some exit; perhaps it leads out of this -mountain? But once you dive down, you won't get back up here without wings. +mountain? But once you dive down, you won't get back up here without wings. ~ S #28782 A Rough Tunnel~ The walls become slightly smoother here long enough for someone to scratch a -few words in the common speech into the stone. +few words in the common speech into the stone. ~ 287 9 0 0 0 1 D1 @@ -1991,7 +1991,7 @@ A Corner in the Mines~ quite wide but still unlit. Rubble is strewn everywhere and an acrid, sulfurous smoke hangs in the air. No doubt the goblins have some strange magic to break the stony ore from the walls. The walls are pockmarked with shallow holes, and -the rubble is similarly marked. +the rubble is similarly marked. ~ 287 9 0 0 0 3 D0 @@ -2006,13 +2006,13 @@ The tunnel walls are somewhat smoother to the west. 0 -1 28782 E walls rubble holes~ - There is an odd sulfurous-smelling residue in these holes. + There is an odd sulfurous-smelling residue in these holes. ~ S #28784 The Mine Shaft~ Here the mine passage ends. A pale glow shines around a trapdoor in the -floor. +floor. ~ 287 9 0 0 0 2 D2 @@ -2029,7 +2029,7 @@ E trap door floor~ The trapdoor has some dwarf-runes scribbled on its edge. They say: I, Gloin, warn you not to go this way unless you are a brave warrior, whose heart never -fails him! +fails him! ~ S #28785 @@ -2051,7 +2051,7 @@ S On the Underground Stream~ The stream flows south to east, where the roof seems to be much higher. It is darker here, but since the current pushes you east, you don't much need to -see. +see. ~ 287 201 0 0 0 6 D1 @@ -2066,7 +2066,7 @@ The Stream at the Underground Cliff~ cave is much narrower there, and the current roars as it rushes over some rocks. You had better leave the stream while you can. As the walls narrow, the stream rushes faster and faster, and you hear a great thrashing noise like a mill wheel -close by to the east. +close by to the east. ~ 287 201 0 0 0 6 D0 @@ -2085,7 +2085,7 @@ The Waterfall~ For a few minutes you think you have discovered a new extreme sport; whitewater drowning. There is no way to turn back now; the current is just too strong. Then you see the ground drop away up ahead, and will soon discover how -it feels to go over Niagara Falls without even a barrel. +it feels to go over Niagara Falls without even a barrel. ~ 287 200 0 0 0 6 S @@ -2093,7 +2093,7 @@ S The Ledge~ You may enter the creek to the south, or look for a way up the cliffs that flank this small stream. A crevasse nearby looks like it could be chimneyed -with a lot of effort. +with a lot of effort. ~ 287 9 0 0 0 1 D2 @@ -2110,7 +2110,7 @@ S #28790 The Crevasse~ It is rough climbing, and you won't try to go down this way, but you have -made good progress. +made good progress. ~ 287 201 0 0 0 5 D4 @@ -2127,7 +2127,7 @@ S #28791 The Crevasse~ Tiring, you climb more slowly, but still go upwards at a good pace. You are -nearly half way up. +nearly half way up. ~ 287 201 0 0 0 5 D4 @@ -2143,7 +2143,7 @@ You really, really don't want to look down. S #28792 The Crevasse~ - Tiring, you climb more slowly, but still go upwards at a good pace. + Tiring, you climb more slowly, but still go upwards at a good pace. ~ 287 201 0 0 0 5 D4 @@ -2160,7 +2160,7 @@ S #28793 Up the Cliff We Go~ Every move is sheer torture as you haul yourself up this rough crevasse in -the cliff-face, but you are nearly to the top! +the cliff-face, but you are nearly to the top! ~ 287 201 0 0 0 5 D4 @@ -2179,7 +2179,7 @@ A Crossing of Tunnels~ Four passages lead north, south, east, and west of here, but all are blocked by doors; a wooden door to north, a brass door to the east, an iron door to the south, and a western door of adamant. You can also escape the way you came -here. +here. ~ 287 9 0 0 0 0 D0 @@ -2211,7 +2211,7 @@ S #28795 The Storeroom~ This place is not very interesting; however, the wooden crates that are -stacked about in this dusty cave do arouse your curiosity. +stacked about in this dusty cave do arouse your curiosity. ~ 287 9 0 0 0 0 D2 @@ -2224,7 +2224,7 @@ S The Guard Chamber~ Behind that brazen door, the goblin's deadliest warriors wait until the Great Goblin sends them to ravage Lonoya. Can you slay these foul creatures, or will -you flee? +you flee? ~ 287 8 0 0 0 0 D3 @@ -2239,7 +2239,7 @@ The North End of a Hall~ great throne of carved bone. The ceiling's barrel vault is cleverly made lopsided, but only enough to be disturbing without making itself obvious. Bas reliefs adorn the walls which would be lovely, but for slightly distorted -details. You shudder involuntarily. This place is evil. +details. You shudder involuntarily. This place is evil. ~ 287 8 0 0 0 0 D0 @@ -2257,7 +2257,7 @@ S The Goblin Treasury~ Well! I don't know how you got the key, but you have broken into this vault at last. Now you may plunder the gold, gems, and wonderful weapons which the -goblins have stolen over these many years. +goblins have stolen over these many years. ~ 287 9 0 0 0 0 D1 @@ -2270,7 +2270,7 @@ S The Throne Room~ Here stands the Great Goblin's ugly throne of bones grotesquely carved. He sits here among his bodyguards, ready to pound your skull in for entering his -miserable halls! +miserable halls! ~ 287 8 0 0 0 0 D0 diff --git a/lib/world/wld/288.wld b/lib/world/wld/288.wld index 561b477..2b24078 100644 --- a/lib/world/wld/288.wld +++ b/lib/world/wld/288.wld @@ -1,27 +1,27 @@ #28800 Doctor's Zone Description Room~ Galaxy by Doctor of EnvyMUD. -To use this zone, make sure that SOMEWHERE in the zone, near the begining, the +To use this zone, make sure that SOMEWHERE in the zone, near the begining, the authors name is visible to the players, a sign or edesc in a room will be fine. - + Include the area and the author (perhaps the EnvyMUD name also) in your help file for areas. And even a small mention in your credits file would -be nice. -I myself need no mention, as the work I did was very minimal, and quite -truthfully, selfish in nature *8). Many thanks to the EnvyMUD people for +be nice. +I myself need no mention, as the work I did was very minimal, and quite +truthfully, selfish in nature *8). Many thanks to the EnvyMUD people for allowing this to be shared. - + Ghost Shaidan, IMP of Questionable Sanity, agis.ag.net (204.164.158.2) 4000 - + #SPECIALS M 28801 spec_thief M 28813/14 spec_breath_fire M 28815/16/17/18/19/20/21/22/23/24/25/26/27/28/29 spec_cast_cleric M 28830/31 spec_cast_mage M 28832 spec_breath_acid - -I do not think that the cleric spec they are talking about is a friendly -healing others one, so you will need to work that one out yourself (maybe + +I do not think that the cleric spec they are talking about is a friendly +healing others one, so you will need to work that one out yourself (maybe the mage one will do in a pinch) Links: 01w, 30d @@ -34,21 +34,21 @@ changelog~ Changelog: Entry has been changed to a trig. To change it back, remove the two items in 28801 and add a door down to 28802. Remember to replace the credit info. - Removed entrance from 28803 to 28802. + Removed entrance from 28803 to 28802. Added nomob to 28825. Some muds have people who often go in there to kill -all mobs with an areaspell but in a small mud where nobody goes in, all the +all mobs with an areaspell but in a small mud where nobody goes in, all the mobs on that floor will end up there, sooner or later. All season doors were locked both sides on the original but Ghost Shaidan seems to have only locked one side and I left it that way. Added near-deathtrap prog (almost dead) to 28830. Original was a deathtrap, port was a non-deathtrap. - Added trigger functions to cover the spec_cast functions mentioned in room + Added trigger functions to cover the spec_cast functions mentioned in room 28800. These were partly written by me, mostly by Fizban. If the damages I used seem a bit light, just adjust them. Saves have not been written in. - Added nomob to various rooms, to keep mobs in their sections. + Added nomob to various rooms, to keep mobs in their sections. Fixed various typos, grammatical errors, changed some room descs to fit the changes. - + Parna-TBAmud-November 2009 ~ S @@ -58,7 +58,7 @@ Inside a Tavern~ uncomfortable. In front of you stands a mysterious gypsy. She whispers, 'Your fate and destiny lie beyond this world.' You are still wondering what she means when you suddenly notice the crystal ball ... It glows fiercely and displays -the Universe! +the Universe! ~ 288 8 0 0 0 0 S @@ -66,7 +66,7 @@ S Inside the Crystal Ball~ You have touched the crystal ball and find that you have gone inside it: a world of stars and wonders! As you look around, you figure out there is no -choice but to go forward. +choice but to go forward. ~ 288 0 0 0 0 2 D0 @@ -98,7 +98,7 @@ S #28804 On an InterGalactic Walkway~ You are on a well-paved path which seems to have been made deliberately for -visitors like you. The walkway continues north and a small exit lies west. +visitors like you. The walkway continues north and a small exit lies west. ~ 288 0 0 0 0 1 D0 @@ -117,8 +117,8 @@ S #28805 End of the InterGalactic Walkway~ You notice the walkway has come to an abrupt end and you wonder why. You -see that there is still a small path which leads north and one to the west. -To the east lies a bridge. +see that there is still a small path which leads north and one to the west. +To the east lies a bridge. ~ 288 0 0 0 0 1 D0 @@ -141,7 +141,7 @@ S #28806 At the Undeveloped Part of the Galaxy~ This place looks deserted, covered with space debris. Not a sign of life is -around. +around. ~ 288 0 0 0 0 1 D2 @@ -155,10 +155,10 @@ D3 S #28808 On the Bridge of Stars~ - This bridge has been made by the stars to honour their ancestors. The + This bridge has been made by the stars to honor their ancestors. The bridge itself shines brightly and makes you feel that you are walking on a path of light. An entrance to an ancient building lies north and to the east lies -the Milky Way. +the Milky Way. ~ 288 0 0 0 0 1 D0 @@ -178,7 +178,7 @@ S On the Bridge of Nebulae~ This bridge, like the other, was made as a memorial. The nebulae had to make one just to show that they are as capable as the stars. North lies a -throne room. +throne room. ~ 288 1 0 0 0 1 D0 @@ -198,7 +198,7 @@ S The Throne Room of the Nebula King~ You can only faintly make out that it is a throne room as it is too dark in here. In the middle is an empty throne. You wonder where the King has gone, -maybe he is hiding from you? +maybe he is hiding from you? ~ 288 9 0 0 0 0 D2 @@ -210,7 +210,7 @@ S At the Start of the Milky Way~ It is here that the famous old Milky Way starts flowing. You are surrounded by streams of mist the moment you tread on it. You can't see well in here ... -Luckily you haven't fallen yet! +Luckily you haven't fallen yet! ~ 288 0 0 0 0 4 D0 @@ -225,7 +225,7 @@ S #28813 Along the Milky Way~ You are still travelling inside this path of mist. You notice a small -opening to the east. +opening to the east. ~ 288 0 0 0 0 4 D0 @@ -244,7 +244,7 @@ S #28814 At the End of the Milky Way~ Just as you started enjoying this journey inside the mist, you have come to -the end of it. West leads to a bridge and east leads to somewhere else. +the end of it. West leads to a bridge and east leads to somewhere else. ~ 288 0 0 0 0 4 D1 @@ -263,7 +263,7 @@ S #28817 A Small Clearing~ You are inside a small clearing. You can see that there are signs of a -living creature nearby. +living creature nearby. ~ 288 0 0 0 0 2 D0 @@ -278,7 +278,7 @@ S #28818 An Edge of the Galaxy~ You are on the very edge of the galaxy. Nothing is here except that there -is a path which leads down. +is a path which leads down. ~ 288 0 0 0 0 1 D2 @@ -298,7 +298,7 @@ S Very Near to a Gigantic Star~ You are very near to a gigantic red star. While you are still fascinated by its beauty, the star keeps on growing ... Suddenly you realize that you'd -better leave. +better leave. ~ 288 4 0 0 0 1 D0 @@ -322,7 +322,7 @@ S Too Bright to Tell~ Indeed it is too bright to tell. Because what you are witnessing is the rare event of a Supernova, how a star explodes itself into galactic dust. You -may find yourself lucky to witness this rare event and still live. +may find yourself lucky to witness this rare event and still live. ~ 288 4 0 0 0 0 S @@ -330,7 +330,7 @@ T 28820 #28821 The Star Cluster~ You are inside the home of the stars. All you can see around you are stars -and nothing else. Your eyes become pretty hurt as you look at them. +and nothing else. Your eyes become pretty hurt as you look at them. ~ 288 8 0 0 0 1 D0 @@ -364,7 +364,7 @@ S #28823 Corner of the Galaxy~ You wonder why the galaxy is limited. All you have done in Astronomy -courses now prove worthless. Well, who told you to take one at the start? +courses now prove worthless. Well, who told you to take one at the start? ~ 288 0 0 0 0 1 D0 @@ -383,7 +383,7 @@ S #28824 Lost in Space~ You are now lost in space. Compasses don't work here, sorry. What's more -you can sense darkness engulfing you. You'd better get out quick. +you can sense darkness engulfing you. You'd better get out quick. ~ 288 1 0 0 0 2 D0 @@ -402,14 +402,14 @@ S #28825 Black Hole~ Well you have chosen the wrong path, sorry. Nothing can escape from this -monster, not even light. PANIC! You can't escape! +monster, not even light. PANIC! You can't escape! ~ 288 4 0 0 0 0 S #28826 The Homes of the Pleiades~ This is where the famous Seven Sisters live. You'd better not disturb them. - + ~ 288 0 0 0 0 1 D1 @@ -424,7 +424,7 @@ S #28827 Western Side of the Temple~ You are still wandering around this temple. You notice exits lie in all -directions except west. +directions except west. ~ 288 0 0 0 0 1 D0 @@ -443,7 +443,7 @@ S #28828 Orion's Hunting Lodge~ This is dedicated to the Great Hunter of all time -- Orion. Scattered on -the floor is the famous hunting equipment used by him. +the floor is the famous hunting equipment used by him. ~ 288 0 0 0 0 1 D0 @@ -458,7 +458,7 @@ S #28829 Northern Side of the Temple~ You are still wandering around this temple. You notice exits lie in all -directions except north. +directions except north. ~ 288 0 0 0 0 1 D1 @@ -478,7 +478,7 @@ S The Offering Chamber~ This is the sacred offering chamber in which sacrifices are made. You see a young girl here, chained to the wall, as if she is waiting for execution. You -look up and realize the chains are sent down directly from above. +look up and realize the chains are sent down directly from above. ~ 288 0 0 0 0 1 D0 @@ -506,7 +506,7 @@ S The Entrance of the Ancient Temple~ You have entered into this old temple, which was built originally for the gods in Mount Olympia, but it is now deserted as someone took over this part of -the Universe. +the Universe. ~ 288 0 0 0 0 1 D0 @@ -529,7 +529,7 @@ S #28832 Hercules' Mighty Throne~ You stand before the throne of a long-forgotten hero. It is full of bounty -that he got from the Ten Labours. +that he got from the Ten Labours. ~ 288 0 0 0 0 1 D2 @@ -544,7 +544,7 @@ S #28833 Eastern Side of the Temple~ You are still wandering around this temple. You notice exits lie in all -directions except east. +directions except east. ~ 288 0 0 0 0 1 D0 @@ -563,7 +563,7 @@ S #28834 Perseus' Chamber~ It is the chamber of the prince, Perseus. However, he seems not to be here. -Maybe he has gone to get Pegasus to save Andromeda? +Maybe he has gone to get Pegasus to save Andromeda? ~ 288 0 0 0 0 1 D0 @@ -577,9 +577,9 @@ D3 S #28839 On the Mystic Chains~ - You are dangling on the chains. You notice exits lie in all directions. + You are dangling on the chains. You notice exits lie in all directions. Up above you see the chains continue upwards. But a forcefield prevents you -from going further upwards. +from going further upwards. ~ 288 4 0 0 0 5 D0 @@ -611,7 +611,7 @@ S #28842 On a Hill~ Suddenly you find yourself on a hillside. As you look around, you notice -that Spring has descended upon you. +that Spring has descended upon you. ~ 288 0 0 0 0 4 D0 @@ -630,7 +630,7 @@ S #28843 Inside a Spanish Bull-Ring~ You are inside what used to be a ground for bull fighting. But you notice -there are no Matadors around. Maybe they are all dead? +there are no Matadors around. Maybe they are all dead? ~ 288 0 0 0 0 2 D1 @@ -646,7 +646,7 @@ S Inside a study~ This is a strange study. Besides the desks and chairs you also see a large mirror in the middle. So, you wonder, is this how you make a Gemini into two -Gemini? +Gemini? ~ 288 0 0 0 0 0 D1 @@ -657,7 +657,7 @@ S #28845 Along the seashore~ You start to feel the heat of Summer. Amongst the rocky beach you notice -hidden forms which could be camouflaged crabs. +hidden forms which could be camouflaged crabs. ~ 288 0 0 0 0 2 D1 @@ -672,7 +672,7 @@ S #28846 Within the Deep Jungle~ Nearby you can hear the roar of an animal. Peering through the dense -overgrowth you think you glimpse a pair of menacing eyes. +overgrowth you think you glimpse a pair of menacing eyes. ~ 288 0 0 0 0 3 D1 @@ -682,7 +682,7 @@ D1 S #28847 Inside a Luxurious Bedroom~ - A peaceful feeling overtakes you. You see a magnificent four-poster bed. + A peaceful feeling overtakes you. You see a magnificent four-poster bed. It's a double bed and there is only room for one more! Well, what now ... ? ~ 288 8 0 0 0 1 @@ -695,7 +695,7 @@ S The Supreme Court~ You are standing inside the dock of a court. You feel an overwhelming sense of guilt and you want to protest your innocence! You fear retribution and feel -yourself exposed, just like the trees in Autumn. +yourself exposed, just like the trees in Autumn. ~ 288 8 0 0 0 1 D2 @@ -710,7 +710,7 @@ S #28849 In the Dry Desert~ You are confused by the shifting sands around you. Through the shimmering -heat you see the hazy outline of a giant scorpion ... Is this a mirage? +heat you see the hazy outline of a giant scorpion ... Is this a mirage? ~ 288 0 0 0 0 2 D1 @@ -725,7 +725,7 @@ S #28850 In the Woods~ You find yourself in the center of a Centaurion hunting party. You'd better -hide yourself before you become the 'center attraction'! +hide yourself before you become the 'center attraction'! ~ 288 0 0 0 0 3 D1 @@ -736,7 +736,7 @@ S #28851 On a Mountain Peak~ You are on the highest peak of the Universe. You look around and notice -clouds below you. One of the clouds resembles a goat-like form. +clouds below you. One of the clouds resembles a goat-like form. ~ 288 0 0 0 0 5 D1 @@ -751,7 +751,7 @@ S #28852 Inside a Waterfall~ The noise is deafening. You are about to take a drink when you realize that -the water is being poured out of a vessel of mind-boggling proportions! +the water is being poured out of a vessel of mind-boggling proportions! ~ 288 0 0 0 0 5 D3 @@ -762,7 +762,7 @@ S #28853 Inside a Gigantic Clam~ You feel uneasy here as if some evil magic is being cast on you. You -suspect something fishy is going on in here. +suspect something fishy is going on in here. ~ 288 0 0 0 0 5 D3 @@ -774,7 +774,7 @@ S End of the Mystic Chains~ You have reached the end of the mystic chains. Looking up, you notice a small landing on which you can climb. However, there seems to be another -forcefield blocking your way. +forcefield blocking your way. ~ 288 4 0 0 0 5 D4 @@ -791,7 +791,7 @@ S #28855 On the Draco~ You realize you are standing on scaly ground. As you wonder what the ground -is made of, you feel the ground move. +is made of, you feel the ground move. ~ 288 1 0 0 0 4 D0 @@ -807,7 +807,7 @@ S Tail of the Draco~ At last you realize that you are on a giant snake-like dragon called the Draco, the guardian of the inner galaxy. You realize that the Draco is -actually flying now! +actually flying now! ~ 288 1 0 0 0 4 D0 @@ -822,7 +822,7 @@ S #28857 Path of the Draco~ As you struggle along this scaly creature you realize that the only way you -can reach to the inner galaxy is by going all the way to the head. +can reach to the inner galaxy is by going all the way to the head. ~ 288 1 0 0 0 4 D0 @@ -838,7 +838,7 @@ S Near the Legs of Draco~ You are approaching the leg part of this creature. You look around and see that the surrounding is all dark except for some faint lights from the distant -stars. +stars. ~ 288 1 0 0 0 4 D0 @@ -853,7 +853,7 @@ S #28859 On the Back of Draco~ At last you are half way through this long, weary journey. You can see the -wings are to the east but it seems that another forcefield is in the way. +wings are to the east but it seems that another forcefield is in the way. ~ 288 1 0 0 0 4 D1 @@ -869,7 +869,7 @@ S #28860 Between the Wings of Draco~ You hear some giant flapping sounds nearby. You desperately try to get hold -of something as the forceful gusts sweep you away. +of something as the forceful gusts sweep you away. ~ 288 1 0 0 0 4 D1 @@ -884,7 +884,7 @@ S #28861 Near the Arms of Draco~ From above you can faintly make out the gigantic arms which extend far -beyond into the darkness. +beyond into the darkness. ~ 288 1 0 0 0 4 D2 @@ -899,7 +899,7 @@ S #28862 On the Neck of Draco~ Your journey is now approaching the end. However, this neck seems to be -endless. +endless. ~ 288 1 0 0 0 4 D0 @@ -915,7 +915,7 @@ S Approaching the Head of Draco~ You have come to the end of Draco, but you can't find the head! You see a forcefield to the south, some distance away, beyond reach. If only the head -were here ... +were here ... ~ 288 0 0 0 0 4 D1 @@ -932,7 +932,7 @@ S At the Entrance of the Great Dipper~ Now you are in the innermost part of the galaxy. What you are walking on now is the path of the Great Dipper or the Plough. You notice that there are -seven rooms in this zone, representing the seven stars of the Dipper. +seven rooms in this zone, representing the seven stars of the Dipper. ~ 288 0 0 0 0 1 D0 @@ -951,7 +951,7 @@ S #28865 Cassiopeia's Throne~ This is the Throne room of the Queen of the Universe. From here you can see -every star and constellation in the Universe. +every star and constellation in the Universe. ~ 288 0 0 0 0 1 D0 @@ -981,7 +981,7 @@ S #28867 Cepheus' Throne~ This is the Throne room of the King of the Universe. From here you can see -every star and constellation in the Universe. +every star and constellation in the Universe. ~ 288 0 0 0 0 1 D0 @@ -1031,7 +1031,7 @@ S End of the Dipper~ You have finished the path of the Dipper. Here, the most prominent feature is a set of claw-marks. You also notice a room to the south; it looks as if -Polaris could lie here. +Polaris could lie here. ~ 288 0 0 0 0 1 D0 @@ -1047,8 +1047,8 @@ S The Polar Star~ You have entered the private chamber of Polaris. This is a room of great significance. You can see a powerful telescope pointing down towards the -Universe (SNOOPING! ). It is from here that Polaris commands the Universe. -You feel you have come to end of your search in this galaxy ... +Universe (SNOOPING! ). It is from here that Polaris commands the Universe. +You feel you have come to end of your search in this galaxy ... ~ 288 0 0 0 0 1 D0 diff --git a/lib/world/wld/289.wld b/lib/world/wld/289.wld index de51f9c..5a1513d 100644 --- a/lib/world/wld/289.wld +++ b/lib/world/wld/289.wld @@ -5,7 +5,7 @@ Wayhouse' on a brightly lettered sign out front. You hear laughing and revelry from inside -- sounds like a lively place. The main doors are directly south of you, and small paths lead east and west around the building. Eastward is another smaller building; obviously a stable. Northward is the main road, -providing all the traffic and customers for this establishment. +providing all the traffic and customers for this establishment. ~ 289 4 0 0 0 2 D0 @@ -29,42 +29,42 @@ credits info~ Werith's Wayhouse by Builder_5 Copyright 1993 by Curious Areas Workshop * -'Werith's Wayhouse' is a high-mob population area, with 40 rooms, 19 -different types of mobs and objects. It was meant to be placed -somewhere between two widely used towns as a rest stop area. We hope -you like it. +'Werith's Wayhouse' is a high-mob population area, with 40 rooms, 19 +different types of mobs and objects. It was meant to be placed +somewhere between two widely used towns as a rest stop area. We hope +you like it. * #00 -- add entrance/exit to the north. The north exit is #00. -A receptionist can be added to the upstairs area: around #30 would +A receptionist can be added to the upstairs area: around #30 would probably be the best area. Mob ##04 should have the standard spellcaster routine. * Credits A Big Thanks to Builder_5 for supporting C.A.W. Also, kudos to Tarkin -of VieMud (viemud.org 4000) for allowing us to use his mud for -pre-release testing. This area was built with the aid of George +of VieMud (viemud.org 4000) for allowing us to use his mud for +pre-release testing. This area was built with the aid of George Essl's Dikued program. We would like to thank Mr. Essl for his time -and determination to create and support Dikued. The following people -have aided C.A.W. and Builder_5 in numerous ways, and all receive our +and determination to create and support Dikued. The following people +have aided C.A.W. and Builder_5 in numerous ways, and all receive our deepest gratitude: Shane Finkel, Josh 'Champion of Bagels' Megerman, John D. Horner, and the System Adminstrators of ODU * -Additionally, Builder_5 would like thank the following people. These -people played several of the mobs included in this area in various +Additionally, Builder_5 would like thank the following people. These +people played several of the mobs included in this area in various role-playing games that Builder_5 participated in: John D. Horner: Desslok, Michael Goodwin: Airden (the Wanderer), -David "Big Guy" Burke: Seemie, Jordo, Chris Grove: Drogo, 'd.' +David "Big Guy" Burke: Seemie, Jordo, Chris Grove: Drogo, 'd.' Page: Eshiay, Farlenian (and Koofy!), Aaron Barrs: Alerka ~ E sign~ It says, - "WERITH'S WAYHOUSE" + "WERITH'S WAYHOUSE" ~ E stable~ - A place to keep your horses while you enjoy yourself inside... + A place to keep your horses while you enjoy yourself inside... ~ E path paths~ @@ -78,7 +78,7 @@ used, possibly because there's nothing really over here. The trees crowd in towards the clearing, making the general area seem rather eerie somehow. The voices coming from inside are clearly audible, and by listening hard you can almost make out the words. The path around the building continues to the west -and south. +and south. ~ 289 0 0 0 0 2 D1 @@ -95,7 +95,7 @@ Near a Large Building~ You are standing on the path that runs around the Wayhouse to the west. A window spills light onto the trees that block out all available light overhead. You hear general merryment and alcoholism from inside, and wonder if being -inside would be more fun than walking around outside... +inside would be more fun than walking around outside... ~ 289 0 0 0 0 2 D0 @@ -112,7 +112,7 @@ Near a Large Building~ You are south-west of the main structure of the Wayhouse. A lone rain barrel catches run-off from the roof eaves by the corner of the building, and you spy a small white fence cordoning off an herb garden nearby. The path -around the building leads to the north and east. +around the building leads to the north and east. ~ 289 0 0 0 0 2 D0 @@ -130,7 +130,7 @@ Outside the Wayhouse~ entrance is. A well trodden path leads east, towards a small shack that is unmistakeably an outhouse. You hear the unmistakeable sound of clanging pots and pans from the inside, the warning of an upcoming meal. The path around the -building here runs east, and west. +building here runs east, and west. ~ 289 4 0 0 0 2 D0 @@ -152,7 +152,7 @@ Near a Large Building~ facility's outhouse to the south. The wooden planks of the stable form an alley to the north, with the path leading right in-between. Westwards is the kitchen entrance to the Wayhouse, kept wide open to let the heat inside escape. - + ~ 289 0 0 0 0 2 D0 @@ -172,7 +172,7 @@ S Near a Large Building~ This is a small, outdoors 'alley' formed by the Wayhouse's stone walls to the west, and the wooden planked walls of the stable to the east. The path -around the building leads north and south of here. +around the building leads north and south of here. ~ 289 0 0 0 0 2 D0 @@ -188,7 +188,7 @@ S Near a Large Building~ You are on a small, well-travelled path that leads between Werith's Wayhouse to the west, and the stables to the east. Another path breaks off to the -south, between the two buildings, towards what appears to be an outhouse. +south, between the two buildings, towards what appears to be an outhouse. ~ 289 0 0 0 0 2 D1 @@ -209,7 +209,7 @@ Just Outside the Stable~ The stable of the Wayhouse is just south of you, its wooden doors spread open and inviting. Inside you can hear the snorting of horses, and the occasional hoof scraping against the ground. The path leads to the west, -towards the Wayhouse. +towards the Wayhouse. ~ 289 4 0 0 0 2 D2 @@ -226,7 +226,7 @@ Inside the Stable~ You are standing inside the dusty confines of the stable. Stalls line the aisle, some with horses, some empty. A pail filled with water and a stack of grain are heaped up against the interior wall, dimly illuminated by a lantern -hanging from a rafter. Seems rather quiet in here... +hanging from a rafter. Seems rather quiet in here... ~ 289 8 0 0 0 2 D0 @@ -247,7 +247,7 @@ Inside the Stable~ You are standing inside the dusty confines of the stable. Stalls line the aisle, some with horses, some empty. A pail filled with water and a stack of grain are heaped up against the interior wall, dimly illuminated by a lantern -hanging from a rafter. Seems rather quiet in here... +hanging from a rafter. Seems rather quiet in here... ~ 289 8 0 0 0 1 D0 @@ -264,7 +264,7 @@ Inside the Stable~ You are standing inside the dusty confines of the stable. Stalls line the aisle, some with horses, some empty. A pail filled with water and a stack of grain are heaped up against the interior wall, dimly illuminated by a lantern -hanging from a rafter. Seems rather quiet in here... +hanging from a rafter. Seems rather quiet in here... ~ 289 8 0 0 0 1 D0 @@ -281,7 +281,7 @@ Inside the Stable~ You are standing inside the dusty confines of the stable. Stalls line the aisle, some with horses, some empty. A pail filled with water and a stack of grain are heaped up against the interior wall, dimly illuminated by a lantern -hanging from a rafter. Seems rather quiet in here... +hanging from a rafter. Seems rather quiet in here... ~ 289 8 0 0 0 1 D2 @@ -297,9 +297,9 @@ S Main Room~ The bar runs south here all along the western wall. A few smaller tables here are set up with various board games, ready to play. There's also a shelf -along the wall, lined with a few popular books; light reading all of them. +along the wall, lined with a few popular books; light reading all of them. The patrons here seem to be a bit quieter than the rowdy bunch in the rest of -the building. +the building. ~ 289 8 0 0 0 0 D1 @@ -312,7 +312,7 @@ D2 0 0 28920 E board games~ - Chess, checkers, stomp-the-orc... That sort of thing. + Chess, checkers, stomp-the-orc... That sort of thing. ~ S #28914 @@ -322,7 +322,7 @@ it is inside. Tables filled with laughing customers eat and drink and generally be merry, not caring what the weather is like, and probably not even knowing. There's a general sense of joy in the room; the joy of still being alive in such a dangerous world as this one. For a moment, you feel like -joining them... +joining them... ~ 289 8 0 0 0 0 D1 @@ -341,10 +341,10 @@ S #28915 Main Room~ You stand just inside the Main Room of Werith's Wayhouse. The whole place -stretches out all around you, a conglomeration of people, food, and alcohol. +stretches out all around you, a conglomeration of people, food, and alcohol. The sheer chatter and roar of conversation makes your ears hurt a little, and then you suddenly notice you're smiling. Yes, this place might do for -awhile... +awhile... ~ 289 8 0 0 0 0 D0 @@ -369,7 +369,7 @@ Main Room~ The giant fireplace here sends a great amount of heat throughout the room. The sheer massiveness of the stone edifice and the literal bonfire inside makes you give the area a clear way. A few of the older and less human residents of -the inn seem to be enjoying these tables, however. +the inn seem to be enjoying these tables, however. ~ 289 8 0 0 0 0 D2 @@ -386,7 +386,7 @@ Main Room~ Several dart boards line the wall to the south, and darts are scattered all about on the tables and stuck in the wall. The people coming up and down the stairs to the east carefully walk by the wall to avoid being pin-cushioned -involuntarily, and you think it would be a good idea to do the same. +involuntarily, and you think it would be a good idea to do the same. ~ 289 8 0 0 0 0 D0 @@ -409,7 +409,7 @@ in and out of the kitchen through the archway to the south. Waiters and waitresses march in and out with empty plates and sumptuous platters, hardly stopping to breathe in their business. You hear the distant clank of a pot banging against something -- the chefs are busy too it seems. Your stomach -growls... Are you hungry at all? +growls... Are you hungry at all? ~ 289 8 0 0 0 0 D0 @@ -434,7 +434,7 @@ Main Room~ This seems to be a central part of the room, where many people congregate to talk or sing or dance or whatever they feel like at that exact moment. The people seem just on the edge of being completely carried away at every moment, -and you wonder if it would be beneath your dignity to join them. +and you wonder if it would be beneath your dignity to join them. ~ 289 8 0 0 0 0 D0 @@ -457,10 +457,10 @@ S #28920 Main Room~ The wooden bar runs along the length of the western wall, just in front of -the many shelves of different colored alcohol in different shaped bottles. +the many shelves of different colored alcohol in different shaped bottles. You espy drunkards and waitresses, adventurers and farmers althroughout the building from this vantage point, and guess that this establishment is turning -a pretty penny in profits. Nice. +a pretty penny in profits. Nice. ~ 289 8 0 0 0 0 D0 @@ -484,7 +484,7 @@ collection evidently. The tables nearby seem mostly filled with people and food, the bar appears at times to be either packed, or merely elbow-to- elbow. A lantern hanging from a rafter overhead casts shadows among the beerstains on the floor and gives the complexion of everyone around a sort of glow. You -feel... Comfortable here. +feel... Comfortable here. ~ 289 8 0 0 0 0 D0 @@ -505,7 +505,7 @@ Main Room~ In the clutter of the main room of the Wayhouse, is a path leading out from the kitchen to the east. A wide archway allows admittance to the back room, from which you hear the distant clank of a pan hitting another. There aren't -very many tables here, due to the amount of traffic coming in and out. +very many tables here, due to the amount of traffic coming in and out. ~ 289 8 0 0 0 0 D0 @@ -531,7 +531,7 @@ Kitchen~ and exit point from the main room of the wayhouse, one north, one west. The kitchen is a room roughly thirty feet by thirty feet, extending from the south and east from here. You see many pots on the stove bubbling away and hear the -whistle of a kettle somewhere off to the left... Business must be good. +whistle of a kettle somewhere off to the left... Business must be good. ~ 289 8 0 0 0 0 D0 @@ -557,7 +557,7 @@ Kitchen~ of flour, grain and meats are kept. The kitchen extends south and west from here; that's where the main clutter seems to be. A steady thump-thump-thump from the north wall reminds you that the main room is where are the fun and -action seems to be... +action seems to be... ~ 289 8 0 0 0 0 D2 @@ -576,7 +576,7 @@ activity! The entire area is comprised of cooking surfaces and ovens; enough to keep a massive amount of food ready at any one time. The aisles are large, allowing room for frantic chefs and waiters to hurtle through the kitchen with only a small amount of collisions. Seems hectic, yet efficient. The rest of -the kitchen is to the north and west from here. +the kitchen is to the north and west from here. ~ 289 8 0 0 0 0 D0 @@ -593,9 +593,9 @@ Kitchen~ This is the back entranceway to the kitchen, where the door is kept seasonally open to allow the hot air to escape. Some trash is piled up near the door, waiting to be taken out. The main area of the kitchen extends to the -north and east from here, a hodge-podge of business and insanity in motion. +north and east from here, a hodge-podge of business and insanity in motion. Looking at the general cleanliness, however, you think this would be a good -place to eat. +place to eat. ~ 289 8 0 0 0 0 D0 @@ -617,7 +617,7 @@ Main Room~ lantern here on purpose. You feel a chill, probably due to your distance from the fire, and rub your arms absently. There's a table set near the corner, a single chair behind it in the shadowy of shadows. You get the cliche'd feeling -someone in robes should be sitting there. +someone in robes should be sitting there. ~ 289 8 0 0 0 0 D0 @@ -635,7 +635,7 @@ Main Room~ all customers with impunity. A few tables are empty here in the southern part of the wayhouse, but the whole place still has that 'mostly filled' air to it. The dull roar of conversation and the warm air from the fire makes you feel at -home somehow, makes you want to have a seat. +home somehow, makes you want to have a seat. ~ 289 8 0 0 0 0 D0 @@ -652,7 +652,7 @@ Stairwell~ Some sturdy wooden stairs lead up to the second floor of the wayhouse, where there are a few rooms for rent. A lonely lantern lights the way up, glinting off the polished handrail. An arch to the east opens up into the main room... -Where the noise informs you that the revelry hasn't stopped yet. +Where the noise informs you that the revelry hasn't stopped yet. ~ 289 8 0 0 0 0 D3 @@ -670,7 +670,7 @@ Stairwell~ wayhouse. A hallway leads east along the second floor here, lined with doors to private bedrooms. The floors, stairs, and walls are all made with sturdy oak in contrast of the heavy stone of the exterior walls. A light at the top -of the stairs throws illumination down the hall. +of the stairs throws illumination down the hall. ~ 289 8 0 0 0 0 D3 @@ -688,7 +688,7 @@ Hallway~ the east, and the hall continues to the west. On either side to the north and south are doors to private rooms. You can hear a dull roar coming from below in the main room, but the thick wooden floorboards do a good job of blocking -the majority of the noise out. +the majority of the noise out. ~ 289 8 0 0 0 0 D0 @@ -714,7 +714,7 @@ Hallway~ down the hall to the east, and westwards the hall continues. On either side to the north and south are doors to private rooms. You can hear a dull roar coming from below in the main room, but the thick wooden floorboards do a good -job of blocking the majority of the noise out. +job of blocking the majority of the noise out. ~ 289 8 0 0 0 0 D0 @@ -740,7 +740,7 @@ Hallway~ east, all the way down to where the stairs are. On either side to the north and south are doors to private rooms. You can hear a dull roar coming from below in the main room, but the thick wooden floorboards do a good job of -blocking the majority of the noise out. +blocking the majority of the noise out. ~ 289 8 0 0 0 0 D0 @@ -760,7 +760,7 @@ S Private Room~ This is a smallish private room, with an adequate bed with clean sheets, a rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and -simple, yet nice in a strange sort of way. +simple, yet nice in a strange sort of way. ~ 289 8 0 0 0 0 D2 @@ -772,7 +772,7 @@ S Private Room~ This is a smallish private room, with an adequate bed with clean sheets, a rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and -simple, yet nice in a strange sort of way. +simple, yet nice in a strange sort of way. ~ 289 8 0 0 0 0 D0 @@ -784,7 +784,7 @@ S Private Room~ This is a smallish private room, with an adequate bed with clean sheets, a rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and -simple, yet nice in a strange sort of way. +simple, yet nice in a strange sort of way. ~ 289 8 0 0 0 0 D2 @@ -794,9 +794,9 @@ door south wooden~ S #28937 Private Room~ - This is a smallish private room, with an adequate bed with clean sheets,. + This is a smallish private room, with an adequate bed with clean sheets,. A rather beat-up-but-serviceable clothes chest, and a table and chair. Plain -and simple, yet nice in a strange sort of way. +and simple, yet nice in a strange sort of way. ~ 289 8 0 0 0 0 D0 @@ -808,7 +808,7 @@ S Private Room~ This is a smallish private room, with an adequate bed with clean sheets, a rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and -simple, yet nice in a strange sort of way. +simple, yet nice in a strange sort of way. ~ 289 8 0 0 0 0 D2 @@ -820,7 +820,7 @@ S Private Room~ This is a smallish private room, with an adequate bed with clean sheets, a rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and -simple, yet nice in a strange sort of way. +simple, yet nice in a strange sort of way. ~ 289 8 0 0 0 0 D0 @@ -834,7 +834,7 @@ Outhouse~ There's a wooden plank with a few 'convenient' holes cut in it for service, and several curtains hung up for privacy. A bowl with a large cake of soap next to it serve as sanitary measures. Otherwise, there's not too much here that you -take an interest in... +take an interest in... ~ 289 8 0 0 0 0 D0 diff --git a/lib/world/wld/290.wld b/lib/world/wld/290.wld index 9b43efe..9dea49c 100644 --- a/lib/world/wld/290.wld +++ b/lib/world/wld/290.wld @@ -1,11 +1,11 @@ #29000 The Entrance To The Lizard Lair Safari~ - This is the opulent entrance to the exciting Lizard Lair Safari Park. + This is the opulent entrance to the exciting Lizard Lair Safari Park. Around you stand many other adventurers awaiting their chance to try their luck in the quest set before them. And you. This quest consists of the recovery of the Golden treasure in the depths of the lair of the lizardmen. If you wish to test your luck, you can push your way through the exit to the south... If not, -you can leave the Safari Park to the east. There is a large sign here. +you can leave the Safari Park to the east. There is a large sign here. ~ 290 12 0 0 0 4 D1 @@ -21,15 +21,15 @@ The quest begins to the south. E sign large~ The sign reads as follows: - + This area is not suggested if your character is less than 15th level since there are several tough aggressive monsters. There are one or two essential skills to have... either a knock spell or item, or the ability to pick locks. If you are LUCKY you might find an item to open locks.... - + Matrix - + ~ E credits info~ @@ -38,19 +38,19 @@ by Matrix and The Wandering Bard * Copyright 1994 by Curious Areas Workshop * -The Lizard Lair Safari was originally merely the example area -included with the Builders' Handbook, but since so many people -use it, it was decided to release the area in its own right. +The Lizard Lair Safari was originally merely the example area +included with the Builders' Handbook, but since so many people +use it, it was decided to release the area in its own right. * The lair consists of 18 rooms. Edit the following room: #17 (exit north to the rest of the world) * -The mobs in this area were built on a -100 (good) to 100 (bad) armor +The mobs in this area were built on a -100 (good) to 100 (bad) armor class range. Remove the extra '0' if you don't need/want it. * Credits -THANKS TO: C.A.W. for examples of areas. Builder_5 for the original -Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a +THANKS TO: C.A.W. for examples of areas. Builder_5 for the original +Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a chance, and another, and... Links: 17 ~ @@ -63,7 +63,7 @@ you see that the exit to the north has disappeared and you are left with only the one exit down... Into the water. As you ready yourself to begin the quest, the guide gives you a potion and tells you to quaff it. You do so and feel like your movements are easier, and much more free. The guide suddenly -vanishes and you begin the quest. +vanishes and you begin the quest. ~ 290 12 0 0 0 0 D5 @@ -76,7 +76,7 @@ S A Tunnel~ This tunnel is filled with water and your light sheds all of the light that gives you visibility here. There are two exits. One is to the east and one -above you. +above you. ~ 290 9 0 0 0 6 D0 @@ -97,8 +97,8 @@ The quest preparation room is above you. S #29003 A Tunnel~ - This tunnel is filled with water. There are exits to the east and west. -The tunnel stretches off in both directions. + This tunnel is filled with water. There are exits to the east and west. +The tunnel stretches off in both directions. ~ 290 9 0 0 0 6 D1 @@ -116,7 +116,7 @@ S A Tunnel~ The tunnel comes to an abrupt end as there is a rock wall right in front of you. Fortunately, there are two exits, one to the west and one through a hole -in the floor. +in the floor. ~ 290 9 0 0 0 6 D3 @@ -131,13 +131,13 @@ There is a hole in the floor leading down. 0 -1 29005 E hole~ - The hole leads down. + The hole leads down. ~ S #29005 Tunnel End~ The tunnel ends here. There is a hole in the ceiling and a large door to -the west. +the west. ~ 290 9 0 0 0 6 D3 @@ -152,11 +152,11 @@ There is a hole in the ceiling leading up. 0 -1 29004 E hole~ - The hole leads up. Big surprise since you've already seen it. + The hole leads up. Big surprise since you've already seen it. ~ E door~ - You have to be able to Pick or Knock this door open, unless you got LUCKY. + You have to be able to Pick or Knock this door open, unless you got LUCKY. ~ S #29006 @@ -164,7 +164,7 @@ The Conjuring Chamber~ This large room is dominated by a whirlpool. There are two exits. To the east you can see a door and to the west you can see a waterfilled hallway stretching off. The whirlpool is threatening to pull you down, but you are -certain that you would drown in it. +certain that you would drown in it. ~ 290 9 0 0 0 6 D0 @@ -191,16 +191,16 @@ The whirlpool is threatening to pull you down to your death. 0 -1 29007 E door~ - This is a big door, but not as big as it looked from the other side. + This is a big door, but not as big as it looked from the other side. ~ E whirlpool~ - This just looks scary and EXTREMELY dangerous. + This just looks scary and EXTREMELY dangerous. ~ S #29007 The Whirlpool~ - It was not a good idea to come here. + It was not a good idea to come here. ~ 290 8 0 0 0 0 D4 @@ -211,7 +211,7 @@ S #29008 A Hallway~ The hallway naturally twists so that is seems to head east and down, but the -hallway doesn't seem to be curved or bent in any way. +hallway doesn't seem to be curved or bent in any way. ~ 290 9 0 0 0 6 D1 @@ -227,12 +227,12 @@ The hallway continues to the south... er... below. E hallway hall~ It is dead straight but it goes down and east... M. C. Escher has struck -again! +again! ~ S #29009 A Hallway~ - The hallway here is bent in a big way. It goes up and east. + The hallway here is bent in a big way. It goes up and east. ~ 290 9 0 0 0 6 D1 @@ -247,7 +247,7 @@ The hall continues up. 0 -1 29008 E hallway hall~ - This hall is BENT! + This hall is BENT! ~ S #29010 @@ -263,7 +263,7 @@ S The Throne Room Annex~ This is the entrance to the Throne room which lies to the east. A hall leads off to the west. The room is lavishly decorated but there is not much to -see. +see. ~ 290 9 0 0 0 6 D1 @@ -278,7 +278,7 @@ A hall looms to the west. 0 -1 29009 E loom~ - What a descriptive word that is. Loom. + What a descriptive word that is. Loom. ~ S #29012 @@ -286,7 +286,7 @@ Throne Room~ This large room is rather large. A throne sits on the east wall below a hole in the ceiling. The throne almost dominates the room. No one is sitting in it. The wall is decorated to look like pillars surround the room. The -annex is to the west whilst you are not sure what is above. +annex is to the west whilst you are not sure what is above. ~ 290 9 0 0 0 6 D3 @@ -302,7 +302,7 @@ You can't see what is above this room. E throne~ This is a large ugly thing that you are repulsed by. You can think of no -conceivable reason why the lizardmen keep it here. +conceivable reason why the lizardmen keep it here. ~ E pillars wall~ @@ -314,7 +314,7 @@ Temple Of Morgash~ This is the temple to the Lizardmen's evil deity, Morgash. It is quite ugly. At least in your opinion it is... You are certain that the lizardmen like it though. There are two exits. Down and through the large door to the -east. +east. ~ 290 9 0 0 0 6 D1 @@ -329,14 +329,14 @@ There is a hole leading down. Obvious eh? 0 -1 29012 E door~ - It is quite large with a small keyhole. + It is quite large with a small keyhole. ~ S #29014 Quest End~ You have completed the quest! CONGRATULATIONS!! There are two exits back into the quest through the door and back to the outer world which lies to the -east. +east. ~ 290 4 0 0 0 0 D1 @@ -352,7 +352,7 @@ door~ S #29015 Quest Preparation Room~ - This room is exactly as you left it. One exit... Down... + This room is exactly as you left it. One exit... Down... ~ 290 12 0 0 0 0 D5 @@ -363,8 +363,8 @@ The water below still looks ominous. S #29016 LUCKY~ - This room is empty. There is a LUCKY blocking your way to the south. -There is a sign on the wall. + This room is empty. There is a LUCKY blocking your way to the south. +There is a sign on the wall. ~ 290 8 0 0 0 0 D2 @@ -374,13 +374,13 @@ lucky~ 1 -1 29002 E sign~ - The sign says: Boy are you ever LUCKY!!!! + The sign says: Boy are you ever LUCKY!!!! ~ S #29017 The Real World Ends Here~ - This is the point where the real world ends... PROCEED AT YOUR OWN RISK! -The entrance to the Lizard Lair Safari is to the west. + This is the point where the real world ends... PROCEED AT YOUR OWN RISK! +The entrance to the Lizard Lair Safari is to the west. ~ 290 0 0 0 0 0 D3 @@ -390,13 +390,13 @@ This is the entrance way to the Safari. 0 -1 29000 E door metal huge~ - It's one of those huge studio-like doors. It seems pretty strong. + It's one of those huge studio-like doors. It seems pretty strong. ~ S #29018 Mr. Hooper's store~ - This is your friendly neighbourhood convenience store and restaurant. -There are many interesting things that you can buy here. + This is your friendly neighbourhood convenience store and restaurant. +There are many interesting things that you can buy here. ~ 290 12 0 0 0 1 D2 @@ -406,7 +406,7 @@ The conjuring chamber is still to the south. 0 -1 29006 E counter~ - The counter is nice and clean. Mr. Hooper looks at you expectantly. + The counter is nice and clean. Mr. Hooper looks at you expectantly. ~ S $~ diff --git a/lib/world/wld/291.wld b/lib/world/wld/291.wld index 81d9fa1..5ff367f 100644 --- a/lib/world/wld/291.wld +++ b/lib/world/wld/291.wld @@ -23,7 +23,7 @@ Just Outside the Black Forest~ A chilling wind blows by you from deep within the dark forest. You stand near the outermost trees on a rapidly dwindling trail that winds into the dark heart of the woods. Your know your imagination can only scratch the surface of -the unholy terrors that lie within. You have been warned. +the unholy terrors that lie within. You have been warned. ~ 291 0 0 0 0 4 D1 @@ -41,8 +41,8 @@ The outskirts of the Black Forest~ life occupies the hard, rocky ground. If you push much further into the doomed forest, you will be in all but total darkness. Every so often a haunting, diabolical laugh drifts to your ears. It drives shivers down your spine. You -can make out a trail to the south and east. To the north there is a cabin. -Or you could flee the woods. +can make out a trail to the south and east. To the north there is a cabin. +Or you could flee the woods. ~ 291 0 0 0 0 3 D0 @@ -68,7 +68,7 @@ A Deserted Cabin~ The logs that make up it are starting to rot, and there are a few gaps in the walls. Still, it does provide shelter from the wind. The floor is a rough, clumpy packed earth. Whoever lived here has long since abandoned it. But if -you take a closer look, you may find something useful. +you take a closer look, you may find something useful. ~ 291 0 0 0 0 0 D2 @@ -82,7 +82,7 @@ The Black Forest~ think you see some movement out of the corner of the eye. As you are looking around, a fresh bout of evil laughter comes to your ear. It echos off the trees, refusing to die. You feel a bead of sweat form on the back of your -neck. +neck. ~ 291 1 0 0 0 3 D0 @@ -96,7 +96,7 @@ D2 S #29105 The Black Forest~ - You are in the Black Forest. Have a Nice Day. + You are in the Black Forest. Have a Nice Day. ~ 291 1 0 0 0 3 D0 @@ -114,8 +114,8 @@ D2 S #29106 Hopelessly Lost~ - You stumbled off the path now you are Hopelessly Lost! But don't fret. -There IS a way out, but can you find it? + You stumbled off the path now you are Hopelessly Lost! But don't fret. +There IS a way out, but can you find it? ~ 291 4 0 0 0 0 D2 @@ -129,7 +129,7 @@ The great oak~ gnarled limbs hang above you like grasping hands waiting to strangle you The bark is rough and blood stained. At the roots lie a fallen hero. His body well along in decomposition, but the cause of death is obvious. This foolish -hero has been decapitated. +hero has been decapitated. ~ 291 1 0 0 0 3 D0 @@ -149,7 +149,7 @@ S The dense woods~ The trees get thicker as you push foreward. You have to squeeze if you go much further. Every so often one of the trees carries an aged blood stain -marring one of the trees. +marring one of the trees. ~ 291 0 0 0 0 3 D0 @@ -170,7 +170,7 @@ The dead end~ You have discovered a portion of the outer wall of Ilian's Citadel. The nearby trees prevent you from exploring the wall. It is an imposing mass of cold, smooth, black granite. So near the vile citadel, you know in your soul -this is not a place you want to be caught dead at. +this is not a place you want to be caught dead at. ~ 291 0 0 0 0 3 D2 @@ -184,7 +184,7 @@ The Bridge~ floor. It lit by two rusty lantern hanging off pegs in the wall. This place provides much protection from the icy winds common to the Black Forest. You do not know why, but at least here you can find some measure of sanctuary from the -evils of the woods. +evils of the woods. ~ 291 68 0 0 0 0 D1 @@ -206,7 +206,7 @@ Under the bridge~ grow in small pockets of soil interespersed about. The loose nature of the gravely slopes makes for difficult going. You can surmise that this place would fill up rapidly in a heavy rain. You just hope that dosen't happen while -you are here. +you are here. ~ 291 0 0 0 0 5 D2 @@ -221,7 +221,7 @@ S #29112 Deeper into the Black Forest~ The deeper into the forest you press, the more you doubt the sanity of your -choice. But you know that with great risks come great rewards. +choice. But you know that with great risks come great rewards. ~ 291 1 0 0 0 3 D1 @@ -258,7 +258,7 @@ S The Dance floor~ You now stand on the dance floor of Ed's Disco Palace. The lights strobe and the dancers groove to the music of the preforming Elvis Impersonators as -they jive around a lovely selection of rabid potted plants. +they jive around a lovely selection of rabid potted plants. ~ 291 40 0 0 0 0 D0 @@ -278,9 +278,9 @@ S The Dark Heart of the woods~ In the heart of the woods, things are strangely calm. But it is the calm before the storm. In the soft earth you can clearly see hoofmarks of some -horse. Around the hoofmarks the earth is scorched as if by a hot flame. +horse. Around the hoofmarks the earth is scorched as if by a hot flame. Looking around there are the signs of a strugle. Somebody placed his bets -against whatever made the hoofmarks, and lost. +against whatever made the hoofmarks, and lost. ~ 291 1 0 0 0 3 D0 @@ -301,7 +301,7 @@ Nearing a clearing~ The trees thin out a bit as you can see a glade. There is an unnerving quiet around the area. You look at the clearing you are standing near and you recognize it for what it is. A killing field. Your boot crunches on the -headless skeleton of some small woodland creature. +headless skeleton of some small woodland creature. ~ 291 0 0 0 0 3 D0 @@ -323,7 +323,7 @@ The Glade~ trampled down in many places where some unfortunate creature was hounded by something truly evil. A fresh burst of icy wind whips through the grass sending waves rolling through the glade. Out of the chilled wind comes a bout -of the evil, maniacle, unholy cackles that cause your hair to stand on end. +of the evil, maniacle, unholy cackles that cause your hair to stand on end. ~ 291 0 0 0 0 0 D0 @@ -347,7 +347,7 @@ S Boogie Time!~ This is the small, open longue next to the dance floor. People congregate to listen to the music. A few of the Elvis Impersonators have wandered over -here as they boogie down. +here as they boogie down. ~ 291 32 0 0 0 0 D0 @@ -361,7 +361,7 @@ the Stream~ and other debris as it continues on. It is a pity that it won't likewise sweep away your nervousness and trepidation too. From here you can push on eastward or you can flee west to the safety of the bridge. Your other option is to -follow the river to its end. +follow the river to its end. ~ 291 0 0 0 0 3 D1 @@ -379,7 +379,7 @@ D3 S #29120 Hopelessly Lost~ - You are Hopelessly Lost! + You are Hopelessly Lost! ~ 291 1 0 0 0 3 D1 @@ -393,7 +393,7 @@ D2 S #29121 Hopelessly Lost~ - You are Hopelessly Lost! + You are Hopelessly Lost! ~ 291 1 0 0 0 3 D2 @@ -407,7 +407,7 @@ D3 S #29122 Hopelessly Lost~ - You are Hopelessly Lost! + You are Hopelessly Lost! ~ 291 1 0 0 0 3 D0 @@ -421,7 +421,7 @@ D3 S #29123 Hopelessly Lost~ - You are Hopelessly Lost! + You are Hopelessly Lost! ~ 291 1 0 0 0 3 D0 @@ -435,7 +435,7 @@ D1 S #29124 Hopelessly Lost~ - You are Hopelessly Lost! + You are Hopelessly Lost! ~ 291 1 0 0 0 3 D1 @@ -449,7 +449,7 @@ D2 S #29125 Hopelessly Lost~ - You are Hopelessly Lost! + You are Hopelessly Lost! ~ 291 1 0 0 0 3 D2 @@ -459,14 +459,14 @@ D2 S #29126 In the shadow of the citadel~ - You turn up your collar to the subthermal gales. That's when you see it. + You turn up your collar to the subthermal gales. That's when you see it. From here you can see, not 200 yards ahead, the infernal structure that is the citadel. You whisper a silent prayer of thanks that there are still many trees to hide behind. It is best if the residents of the place don't know of your existance as long as possible. It takes a major force of effort to tear your eyes off the citadel, but you manage. To the west lies a small stream. To the north is a clearing, and south of you is a trail that leads to a small keep in -ruins. +ruins. ~ 291 0 0 0 0 3 D0 @@ -491,7 +491,7 @@ Up against the wall.~ You have found a section of the outer wall. The trees have been cut back making a path around part of the keep belonging to the mistress of the Void Far to the south you can see what seems to be the main gate. To the north the wall -disappears into the darkness of the Black Forest. +disappears into the darkness of the Black Forest. ~ 291 0 0 0 0 3 D0 @@ -512,7 +512,7 @@ Up against the wall.~ You have found a section of the outer wall. The trees have been cut back making a path around part of the keep belonging to the mistress of the Void Far to the south you can see what seems to be the main gate. To the north the wall -disappears into the darkness of the Black Forest. +disappears into the darkness of the Black Forest. ~ 291 0 0 0 0 3 D0 @@ -533,7 +533,7 @@ The Front Gate~ You have reached the Gate of Ilian's Citadel. The high black granite walls are smooth to the touch. The gate is a huge, cast iron affair, emblazoned with the symbol of the triangled wheel. Only the bravest of souls would consider -entering this dreadful place. There is a gate to the east. +entering this dreadful place. There is a gate to the east. ~ 291 0 0 0 0 3 D0 @@ -555,7 +555,7 @@ Up against the wall.~ You have found a section of the outer wall. The trees have been cut back making a path around part of the keep belonging to the mistress of the Void Far to the south you can see what seems to be the main gate. To the north the wall -disappears into the darkness of the Black Forest. +disappears into the darkness of the Black Forest. ~ 291 0 0 0 0 3 D0 @@ -576,7 +576,7 @@ Are you sure this is a good idea?~ You have found a section of the outer wall. The trees have been cut back making a path around part of the keep belonging to the mistress of the Void Far to the south you can see what seems to be the main gate. To the north the wall -disappears into the darkness of the Black Forest. +disappears into the darkness of the Black Forest. ~ 291 0 0 0 0 3 D0 @@ -597,8 +597,8 @@ breaths fire. In one hand he holds the reigns to his nightmare in the other he wields a black scimitar. In a panic, you look around, but to your horror, you realize you are boxed in. The horseman rides closer, he swings his huge scimitar, trying to lope off your head. You manage to keep the blow from -decapitating you, but he does connect with your head, sending you sprawling. -The horseman rides off cackling. +decapitating you, but he does connect with your head, sending you sprawling. +The horseman rides off cackling. ~ 291 36 0 0 0 0 S @@ -607,7 +607,7 @@ T 29100 The rockey ravine~ This is a rough crevace. It might be a geologists paradice. Samples of quartz, feldspar, limestone, calcite, and other minerals in a stunning -disarray. +disarray. ~ 291 0 0 0 0 0 D0 @@ -619,8 +619,8 @@ S On the Trail to the Ruins~ You have stumbled onto a trail that the forest has yet to reclaim. If you strain your eyesight you can barely makeout the remains of a ruined keep. The -few remaining walls, once a gleeming white are now a dull grey. Evidently this -keep was laid waste by the forces of the citadel. Pity. +few remaining walls, once a gleeming white are now a dull gray. Evidently this +keep was laid waste by the forces of the citadel. Pity. ~ 291 0 0 0 0 3 D0 @@ -641,7 +641,7 @@ The Ruined Castle~ Only a shattered shell reamins of what one was a bastion of good. A few scattered bits of shattered walls remain as testiment to what once was, now they are merely waiting for the forest to reclaim them. At least the ruins -provide some measure of shelter from the incessent, madening wind. +provide some measure of shelter from the incessent, madening wind. ~ 291 1 0 0 0 3 D0 @@ -668,7 +668,7 @@ beings that this place was consecrated to didn't chose to spare this place any more than the rest of the castle. Didn't chose to or weren't able to. Maybe when Ilian's black citadel was erected, those protecting beings withdrew their protection to flee to safety, or maybe they made their stand with the occupants -of the castle, and shared their fate. +of the castle, and shared their fate. ~ 291 0 0 0 0 3 D0 @@ -705,7 +705,7 @@ is nothing but a memory and a heap of crumbling stones. The great stained glass window set into the north wall, once the pride of the castle has been shattered into a million shards of rainbow hued glass strewn over the ground. The east wall still seems soundly built, but you have trepidations about the -south wall It seems like it could come crashing down at any moment. +south wall It seems like it could come crashing down at any moment. ~ 291 0 0 0 0 3 D0 @@ -727,7 +727,7 @@ The Ruined Bell Tower~ the occupants to any threat, but nowadays it is a different story. The walls have fallen like the rest of the keep. The Gigantic bell that once rang its clarion call of alarum now is a shattered heap of twisted bronze that sits -amidst the rest of the rubble. +amidst the rest of the rubble. ~ 291 0 0 0 0 0 D1 @@ -742,7 +742,7 @@ had a rudimental assortment of torture devices, this room has the professional's assorment of excrutiation devices. The Iron Maiden, the Rack, the Wheel, thumbscrews, are all represented here along with such classics as red hot pokers and the Chineese Water Torture. Each device designed to inflict -as much pain as possible. +as much pain as possible. ~ 291 9 0 0 0 0 D0 @@ -754,7 +754,7 @@ S The Antechamber~ The antechamber serves as the outer gathering area for the alter of the tower's chaple. Off to one side are a row of pegs on which a few robs are -hung. +hung. ~ 291 0 0 0 0 0 D4 @@ -787,7 +787,7 @@ S #29143 More of the black forest~ The Black forest extends as far as the eye can see. Granted that's not too -far, given how dense the forest is. +far, given how dense the forest is. ~ 291 1 0 0 0 3 D0 @@ -807,7 +807,7 @@ S Disco Inferno!~ This is the hot, hot dance floor that is the hub of Ed's Disco Palace. If you want you can dance the night away and disco till your feet are blistered or -you can just kill everything in sight here. +you can just kill everything in sight here. ~ 291 0 0 0 0 0 D1 @@ -820,7 +820,7 @@ The Ruined Castle Keep~ Once upon a time this was the most secure area in good King Haggard's castle. Now the forces of the Citadel have defiled the marble court and sacked it. It once famed secure walls now can barely protect themselves from the -ravages of the elements. +ravages of the elements. ~ 291 0 0 0 0 0 D1 @@ -837,7 +837,7 @@ The Murky Mire~ The Stream leads to a nautral pond. It is not a clear or pure pond, murky pond scum floats in a fine skin over the surface. This place approaces a swamp more than it does a pond. This place is a prime breeding ground for mosquitoes -and other stinging insects that buzz about your face. +and other stinging insects that buzz about your face. ~ 291 0 0 0 0 3 D0 @@ -854,7 +854,7 @@ Ivy Island~ This is a small patch of ground that pokes up over the surface of the murky mire. It is little more than a patch of rock that is covered with poison ivy. There is little soil, but somehow the vines mamage to find enough food to -survive. +survive. ~ 291 1 0 0 0 3 D0 @@ -865,7 +865,7 @@ S #29148 Still More of the forest~ You know the drill. Can you tell that I was running low on my creative -inspiration when I made this room? +inspiration when I made this room? ~ 291 1 0 0 0 3 D0 @@ -882,7 +882,7 @@ Even more of the Black Forest~ Does this accursed forest never end? You press deeper and deeper into the seemingly endless cadre of oak trees that stand as omnious guardians to this dark place. Press much further and you do not know if you will be able to find -your way back. +your way back. ~ 291 1 0 0 0 3 D0 @@ -900,11 +900,11 @@ D2 S #29150 The Citadel antechamber~ - This is a high vaulted room that serves an the entryway to the citadel. + This is a high vaulted room that serves an the entryway to the citadel. The dark granite wals seem to absorb the light, yet strangely you can see rather easily. Lining the walls are several statues each one made of fine marble and totally identical. Each one depticts the mistress of the citadel in -her rather imposing stance. +her rather imposing stance. ~ 291 12 0 0 0 0 D1 @@ -921,7 +921,7 @@ S Inside the Citadel~ Your footsteps echo off the walls as you tread through the halls. The outer shell of the citadel stands as the maintainence and upkeeping fraction of this -evil construct. +evil construct. ~ 291 8 0 0 0 0 D0 @@ -946,7 +946,7 @@ The South end of the Hall of Mirrors~ This is a long hall. The walls have been covered with mirrors This gives the room the appearance of being many times larger than it is. Occasionally a torch is mounted in a setting in the wall. You can see the hall extending well -to the north. +to the north. ~ 291 8 0 0 0 0 D0 @@ -963,7 +963,7 @@ The North end of the Hall of Mirrors~ This is a long hall. The walls have been covered with mirrors This gives the room the appearance of being many times larger than it is. Occasionally a torch is mounted in a setting in the wall. You can see the hall extending to -the south. +the south. ~ 291 8 0 0 0 0 D0 @@ -977,10 +977,10 @@ D2 S #29154 The Library~ - This chamber in the citadel is lines with rows upon rows of bookshelves. + This chamber in the citadel is lines with rows upon rows of bookshelves. Most are thick leatherbound tomes. Most haven't been used in months, or years A fine layer of dust has setteled on most of them. The tiled floor, however is -spotless. +spotless. ~ 291 8 0 0 0 0 D1 @@ -999,7 +999,7 @@ is unconfortably warm from the forge. The walls are lined with the castle's guardians, the DoomGuard. Most of them are in various stages of repair, to be worked on by Durlak. Occasionally, one will walk into the room and stand by the wall waiting repair. Occasionally one of the others will become active and -begin its patrolling duties. +begin its patrolling duties. ~ 291 8 0 0 0 0 D0 @@ -1019,7 +1019,7 @@ walls, reverbing, rebounding, resounding, refusing to die, as if they knew that to perish here is to risk eternal damnation. Above you, supernatural flames forever dance in crystal orbs that hang suspended from the ceiling by wrougt iron chains. The strange light these provide casts long shadows that envelop -long tracts of hall. +long tracts of hall. ~ 291 8 0 0 0 0 D1 @@ -1039,7 +1039,7 @@ walls, reverbing, rebounding, resounding, refusing to die, as if they knew that to perish here is to risk eternal damnation. Above you, supernatural flames forever dance in crystal orbs that hang suspended from the ceiling by wrougt iron chains. The strange light these provide casts long shadows that envelop -long tracts of hall. +long tracts of hall. ~ 291 8 0 0 0 0 D0 @@ -1062,7 +1062,7 @@ every make and style. Abstract and Bas Releif and Lifelike scuplture all are represented here in the gallery. The marbled white walls almost seem to glow providing more than enough light to see by. The statues seem to be writhing in pain. Each one captured in a snapshot in time, displaying its agony for all to -see. +see. ~ 291 8 0 0 0 0 D2 @@ -1079,7 +1079,7 @@ The Observing tower~ This is a large cylencrical room, made out of a tan stone of some form. A large bonefire burning with an unnatural black flame burns in the middle of the room. A staircase, built into the wall, spirals upward towards the observation -chamber. +chamber. ~ 291 8 0 0 0 0 D0 @@ -1097,10 +1097,10 @@ D4 S #29160 The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. + Standing before you are rows upon rows of evenly spaced marble columns. Arranged in a perfect square matrix, the two foot thick pillars stretch upward, reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. +high above where your light dares not reach. ~ 291 9 0 0 0 0 D1 @@ -1114,10 +1114,10 @@ D3 S #29161 The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. + Standing before you are rows upon rows of evenly spaced marble columns. Arranged in a perfect square matrix, the two foot thick pillars stretch upward, reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. +high above where your light dares not reach. ~ 291 9 0 0 0 0 D0 @@ -1131,10 +1131,10 @@ D1 S #29162 The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. + Standing before you are rows upon rows of evenly spaced marble columns. Arranged in a perfect square matrix, the two foot thick pillars stretch upward, reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. +high above where your light dares not reach. ~ 291 9 0 0 0 0 D0 @@ -1152,10 +1152,10 @@ D3 S #29163 The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. + Standing before you are rows upon rows of evenly spaced marble columns. Arranged in a perfect square matrix, the two foot thick pillars stretch upward, reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. +high above where your light dares not reach. ~ 291 9 0 0 0 0 D0 @@ -1169,10 +1169,10 @@ D3 S #29164 The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. + Standing before you are rows upon rows of evenly spaced marble columns. Arranged in a perfect square matrix, the two foot thick pillars stretch upward, reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. +high above where your light dares not reach. ~ 291 9 0 0 0 0 D0 @@ -1194,10 +1194,10 @@ D3 S #29165 The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. + Standing before you are rows upon rows of evenly spaced marble columns. Arranged in a perfect square matrix, the two foot thick pillars stretch upward, reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. +high above where your light dares not reach. ~ 291 9 0 0 0 0 D0 @@ -1215,10 +1215,10 @@ D3 S #29166 The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. + Standing before you are rows upon rows of evenly spaced marble columns. Arranged in a perfect square matrix, the two foot thick pillars stretch upward, reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. +high above where your light dares not reach. ~ 291 9 0 0 0 0 D0 @@ -1241,10 +1241,10 @@ D3 S #29167 The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. + Standing before you are rows upon rows of evenly spaced marble columns. Arranged in a perfect square matrix, the two foot thick pillars stretch upward, reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. +high above where your light dares not reach. ~ 291 9 0 0 0 0 D1 @@ -1258,10 +1258,10 @@ D2 S #29168 The Room of 10,000 pillars~ - Standing before you are rows upon rows of evenly spaced marble columns. + Standing before you are rows upon rows of evenly spaced marble columns. Arranged in a perfect square matrix, the two foot thick pillars stretch upward, reaching higher and higher until they dissappear, enveloped in the darkness -high above where your light dares not reach. +high above where your light dares not reach. ~ 291 9 0 0 0 0 D1 @@ -1279,7 +1279,7 @@ D3 S #29169 The Room of 10,000 pillars~ - You are in the Room of 10,000 pillars. Have a nice day. + You are in the Room of 10,000 pillars. Have a nice day. ~ 291 9 0 0 0 0 D1 @@ -1296,7 +1296,7 @@ The Observing Chamber~ This is the observation chamber on the top of the observing tower. A large telescope if mounted into the wall allowing a view to the outside. The center of the room has a sturdy oaken table which is has a modest collection of maps -and charts. A spiral starcase leads down the tower. +and charts. A spiral starcase leads down the tower. ~ 291 8 0 0 0 0 D5 @@ -1312,7 +1312,7 @@ walls, reverbing, rebounding, resounding, refusing to die, as if they knew that to perish here is to risk eternal damnation. Above you, supernatural flames forever dance in crystal orbs that hang suspended from the ceiling by wrougt iron chains. The strange light these provide casts long shadows that envelop -long tracts of hall. +long tracts of hall. ~ 291 8 0 0 0 0 D1 @@ -1332,7 +1332,7 @@ walls, reverbing, rebounding, resounding, refusing to die, as if they knew that to perish here is to risk eternal damnation. Above you, supernatural flames forever dance in crystal orbs that hang suspended from the ceiling by wrougt iron chains. The strange light these provide casts long shadows that envelop -long tracts of hall. +long tracts of hall. ~ 291 8 0 0 0 0 D1 @@ -1349,7 +1349,7 @@ The Clock Tower~ You have entered the clock tower. As you gaze upward you see a mass of intricate gears, cogs, and other clockwork parts meshing and grinding above you. The effect is almost hypnotic. A staircase is built into the wall -allowing access to the intricate mechanisms above, if you dare to climb it. +allowing access to the intricate mechanisms above, if you dare to climb it. ~ 291 8 0 0 0 0 D0 @@ -1367,7 +1367,7 @@ D4 S #29174 A Connecting Corridor~ - You are in the Citadel. Have a nice day. + You are in the Citadel. Have a nice day. ~ 291 9 0 0 0 0 D0 @@ -1385,7 +1385,7 @@ In the Clock Tower~ tower. Gears mesh and springs flex all around you. You realize that with so much ambient motion it would be easy to ambush you here. There is a staircase down to the ground floor, to go upward any more you will have to climb the -gears. +gears. ~ 291 8 0 0 0 0 D4 @@ -1403,7 +1403,7 @@ Amongst the cogs.~ Hanging on a chain one moment, climing on a gear the next. You had better act quickly to make your next move before your luck runs out. One false step here could be disasterous. Its a long way down, if you are lucky, if not you stand -to be a red stain between two gears. +to be a red stain between two gears. ~ 291 8 0 0 0 0 D0 @@ -1426,7 +1426,7 @@ the movement in the background is dizzying. You momentairly loose track of your sense of balence. A slip up that would prove to be fatal. Without warning the gear shudders to life and you fall. You land between the teeth of a moving cog and come to your senses just as it starts to move. You barely -escape a crunching death. +escape a crunching death. ~ 291 12 0 0 0 0 S @@ -1434,7 +1434,7 @@ S The Top of the Clock Tower~ You are above the bulk of the clockwork mechanisms. On a small balcony you stand looking down. You can try to brave the trip down of you care to, or you -can go out onto the clock face. +can go out onto the clock face. ~ 291 8 0 0 0 0 D3 @@ -1454,7 +1454,7 @@ and can look out over the tops of the oaken trees which extend to the horizon. On the other side of the citadel you can see the observation tower extending only slightly higher they you are now. And then you see the spire of the citadel which extends high into the sky, casting its long shadow across the -Black Forest. +Black Forest. ~ 291 0 0 0 0 0 D1 @@ -1488,9 +1488,9 @@ The Tower Dungeon~ moss grown on the rough hewn rock walls that illuminates the room with an eeire green glow. There are a few holding cells that line the far walls A row of manacles are affixed to the near wall to hold prisoners while they await -torture. The middle of the room is taken up by several implements of pain. +torture. The middle of the room is taken up by several implements of pain. There is a vat for boiling oil. Several racks and countless hideous bladed -instruments, old, diseased, and rusty with age. +instruments, old, diseased, and rusty with age. ~ 291 8 0 0 0 0 D2 @@ -1527,7 +1527,7 @@ giant chamber. In the middle of the hollowed column stands a pair of spiral staircases twisting and turning upon each other in a doulbe helix. There is no central pillar on which the staircases are supported. You have to marvel at the wonder of engineering this is. But only the bravest souls will climb it -because each step you take brings you that much closer to... Her. +because each step you take brings you that much closer to... Her. ~ 291 8 0 0 0 0 D4 @@ -1545,7 +1545,7 @@ The Great Spiral Staircase~ spiral onward like two intertwined slinkies made of a dark marble. Your light grows noteably dimmer, as if the tower's very darkness consumes the light as soon as it is produced. Your legs plead with you to decend the steps, rather -than ascend. For to go down is to go away from the terror at the top. +than ascend. For to go down is to go away from the terror at the top. ~ 291 8 0 0 0 0 D4 @@ -1560,8 +1560,8 @@ S #29185 The Choice~ Above the Great Spiral Staircase. You enter a small mist-filled room. It -is has two exits to it, and to go forth you have to make a fateful choice. -Think carefully before you make your choice. +is has two exits to it, and to go forth you have to make a fateful choice. +Think carefully before you make your choice. ~ 291 13 0 0 0 0 D0 @@ -1592,12 +1592,12 @@ S #29188 The Music Room~ This is a sprawling room is filled with musical instruments. The largest -feature of the room is the pipe organ. It dominates over half of the room. +feature of the room is the pipe organ. It dominates over half of the room. The organ has five sets of organ keys which have been polished to a high reflective sheen. The brass pipes of the organ are likewise polished waiting to be used. In the background you can hear the echos of a phantasmal orquestra playing in some forgotten and lost dimention, whose music somehow leaks through -to where you now stand. +to where you now stand. ~ 291 41 0 0 0 0 D0 @@ -1613,7 +1613,7 @@ S The Great Spiral Staircase~ Congradulations. You made the right choice. You walked away. Maybe you have a chance after all, but if you had any sense at all you'd just keep on -going back down. +going back down. ~ 291 8 0 0 0 0 D4 @@ -1648,7 +1648,7 @@ The Final Ascent~ Just beyond Death's door is a narrow staircase. The air is unusually damp and the walls are slick with moss. As you walk upwards your way is lit by candles that are lining both sides of the starecase. The air is thick with the -humidity and the stench of evil. It is still not to late to turn back. +humidity and the stench of evil. It is still not to late to turn back. ~ 291 8 0 0 0 0 D2 @@ -1665,7 +1665,7 @@ S Beyond the point of no return~ As the name implies, you are past the point of no return. The only way out is through the mistress of the void, Ilian. Unless you want to take the easy -way out and just die now. +way out and just die now. ~ 291 13 0 0 0 0 D4 @@ -1678,9 +1678,9 @@ Near the Balcony~ After leaving the point of no return behind. You stand on a broad square dotted with pillars supporting the final stories above you. With nothing to stop it, the wind is a constant gale through this wind tunnel. Looking out the -grey skies loom ominously fortelling of a coming storm. You can step out on to +gray skies loom ominously foretelling of a coming storm. You can step out on to the balcony if you like, or you can climb the staircase in the middle to -challenge the mistress of this fortress. +challenge the mistress of this fortress. ~ 291 8 0 0 0 0 D1 @@ -1704,7 +1704,7 @@ woods. Glancing around you see the clock tower and the observing post far below you. From here you can see the entire expanse of the black woods. From the western hills where you began this nightmare to the sea which lies FAR to the south. The balcony extends to the south a bit, but be careful There is no -guardrail, and that first step is a doozy. +guardrail, and that first step is a doozy. ~ 291 0 0 0 0 1 D2 @@ -1721,7 +1721,7 @@ Look Before you Leap~ You are on the edge of the balcony. There is no guardrail here only a shear clifflike drop at the edge. An unexpected gust of wind nearly makes you loose your footing, but you manage to hang on. As nervous as you are, this place has -an unusual serenity to it. +an unusual serenity to it. ~ 291 0 0 0 0 1 D0 @@ -1735,7 +1735,7 @@ The Guardian's Chamber~ hide the walls. You feel the unmitigated force of evil radiating from a door to the north. This chamber is the guardpost for Ilian's personal bodyguard and enforcer. The Greatest and Most Powerful of all the Doomguard: The Dark and -Stormy Knight! +Stormy Knight! ~ 291 9 0 0 0 0 D0 @@ -1783,7 +1783,7 @@ Even more of the Black Forest~ Does this accursed forest never end? You press deeper and deeper into the seemingly endless cadre of oak trees that stand as omnious guardians to this dark place. Press much further and you do not know if you will be able to find -your way back. +your way back. ~ 291 1 0 0 0 3 D0 diff --git a/lib/world/wld/292.wld b/lib/world/wld/292.wld index 1212e89..543564a 100644 --- a/lib/world/wld/292.wld +++ b/lib/world/wld/292.wld @@ -19,10 +19,10 @@ credits info~ Kerofk by Amanda Eterniale & Builder_5 Copyright 1993 by Curious Areas Workshop * -Kerofk is 153 rooms big. Replace all instances of 'XXXX' with some +Kerofk is 153 rooms big. Replace all instances of 'XXXX' with some deity, god or imp's name. Whatever. -Edit room 2#46 to connect with somewhere mountainous in your mud. -Exits can be joined to this room from the west, or from the south. +Edit room 2#46 to connect with somewhere mountainous in your mud. +Exits can be joined to this room from the west, or from the south. Finish the last line in the room description to reflect this exit. Check the following items to make sure the value used for spells conforms to the same spell on your mud. @@ -38,33 +38,33 @@ for spells conforms to the same spell on your mud. Add specials, if desired, for the mobs listed in the 'notes' section. Add these two rooms to your 'reception' special: #45 & #64. * -Edit Room 2#29 to look like your login screen. (you'll understand +Edit Room 2#29 to look like your login screen. (you'll understand once you look at it...) * Here are some recommended specials for the mobs: * Guildmasters: Mage (#02), Thief (#04), Cleric (#27) and Warrior (#29). Spellcasters: #02, #34, #41, #44. -#38 & #39 were 'boss'-mobs of the quest, and should be given tough +#38 & #39 were 'boss'-mobs of the quest, and should be given tough spellcasting routines, such as healing themselves, removing sanct's... -whatever you can think of which seems unnecessary. The power of the -items in that section make it more than worth the risk. Mob #00 had a -nice speaking routine, and basically commented about the weather, made +whatever you can think of which seems unnecessary. The power of the +items in that section make it more than worth the risk. Mob #00 had a +nice speaking routine, and basically commented about the weather, made vague remarks about the future, and the following quest based remarks: -'Great power will go to the destroyer of the orb!' 'The Blue Temple -houses an orb of utter evil!' and other such tripe. A sign can do +'Great power will go to the destroyer of the orb!' 'The Blue Temple +houses an orb of utter evil!' and other such tripe. A sign can do just as well, if desired. * Credits -Big thankee's to Tarkin of VieMud (viemud.org 4000) who codes -everything I could ever want. This area was overhauled with the aid -of George Essl's Dikued program. Even more thanks to the brothers of -FORCE and all the players at VieMud, for some of the most painful +Big thankee's to Tarkin of VieMud (viemud.org 4000) who codes +everything I could ever want. This area was overhauled with the aid +of George Essl's Dikued program. Even more thanks to the brothers of +FORCE and all the players at VieMud, for some of the most painful playtesting ever seen. ~ E throne~ - Its nice, for a chair, but drab, for a throne. + Its nice, for a chair, but drab, for a throne. ~ S #29201 @@ -83,7 +83,7 @@ D2 0 -1 29200 E door west~ - This door seems welded shut. You'll never open it! + This door seems welded shut. You'll never open it! ~ S #29202 @@ -215,7 +215,7 @@ D0 S #29208 Intersection at the Cliff's Edge~ - This is the intersection of Cliffside Road, and Center Road. + This is the intersection of Cliffside Road, and Center Road. Cliffside? About fifteen feet ahead of you there is a sheer precipice that drops down about a thousand feet into the dark ocean. You don't think @@ -296,8 +296,8 @@ S Moon Gate Road, East~ You near the end of Moon Gate Road, and ahead you spot a sharp dropoff aways to the east. A large building to the south has a -picture of a trout in full plate hanging out front. 'Bob's Armoury -and Tackle' it proclaims. Armoury? Tackle Shop?!? How curious! +picture of a trout in full plate hanging out front. 'Bob's Armory +and Tackle' it proclaims. Armory? Tackle Shop?!? How curious! Moon Gate Road continues to the east and west. ~ 292 8 0 0 0 1 @@ -916,7 +916,7 @@ D0 ~ 0 -1 29231 D1 -This is a big metal door with a sign hung on it saying, 'KEEP OUT!' +This is a big metal door with a sign hung on it saying, 'KEEP OUT!' ~ door~ 1 29226 29240 @@ -969,16 +969,16 @@ D1 0 -1 29241 E weapons~ - A closer examinations reveal the weapons are all junk. + A closer examinations reveal the weapons are all junk. ~ E pictures~ With a closer look, you realize the pictures are all of someone else's -family. +family. ~ S #29243 -Bob's Armoury and Tackle~ +Bob's Armory and Tackle~ This place has to be the WEIRDEST shop you've ever been in. Fishing poles and halberds decorate the walls. Breast plates stacked with cups of nightcrawlers on top. Bow strings and fishing line, etc, @@ -1193,11 +1193,11 @@ Town Hall--Entrance~ Organized Madness. There are people going every which way here, up across, over, under, through! Deliveries, messages, visits, appointments, WHEW! You're suddenly glad you don't work here! - There's a directory sign: - Up-Mayor Kell - Down-Jails - North-Courtroom - West-Council Chambers + There's a directory sign: + Up-Mayor Kell + Down-Jails + North-Courtroom + West-Council Chambers ~ 292 8 0 0 0 0 D0 @@ -1319,7 +1319,7 @@ chair~ ~ E newspaper~ - Seems all it is is war news. How boring! + Seems all it is is war news. How boring! ~ S #29262 @@ -1386,8 +1386,8 @@ Uh-Oh!~ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA(breathe)AAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!! - THUD! CRACK! KerPLOOMP! - (that wasn't a good idea, but now you know that, eh?) + THUD! CRACK! KerPLOOMP! + (that wasn't a good idea, but now you know that, eh?) ~ 292 4 0 0 0 0 S @@ -1502,7 +1502,7 @@ S Vacant Lot~ There's a large flattened area in the middle of this lot. You get the eerie feeling that something SHOULD be here, but isn't. How Odd! Moon Gate Road is -to the north. +to the north. ~ 292 8 0 0 0 0 D0 @@ -1531,7 +1531,7 @@ gave them to Builder_5, smiled, and said, these files into a version more suitable for a public release. This is what you have now. Both of us hope you enjoy this area, over a year in the making... -@Amanda Eterniale @Builder_5 + Amanda Eterniale Builder_5 ~ 292 8 0 0 0 1 S @@ -1578,7 +1578,7 @@ sign~ ADVENTURERS!!!! I need a party of brave souls to enter the blue temple and destroy the evil orb inside. I shall pay well for the deed!!! Please stop by my temple and get the magic scroll used for entering the foul area if you are -powerful enough to withstand the trials!!! --MouseRider, sage of Kerofk. +powerful enough to withstand the trials!!! --MouseRider, sage of Kerofk. ~ S #29277 @@ -1602,7 +1602,7 @@ sign~ ADVENTURERS!!! I need a party of brave souls to enter the blue temple and destroy the evil orb within. I shall pay thee well for the deed! Please stop by my temple and get the magic scroll used for entering the foul area, if you -are powerful enough to withstand its trials!!! --MouseRider, sage of Kerofk. +are powerful enough to withstand its trials!!! --MouseRider, sage of Kerofk. ~ S #29278 diff --git a/lib/world/wld/293.wld b/lib/world/wld/293.wld index 0cfa195..6a30c9e 100644 --- a/lib/world/wld/293.wld +++ b/lib/world/wld/293.wld @@ -172,7 +172,7 @@ Passageway~ Here the passageway has two alcoves on the sides, each with a statue of some forgotten god. The plaques have rusted away so you can't even read the names. Probably these were devotions to Gods whose time was over and whose followers -deserted. There is a trapdoor in the floor beyond them: the only way to go. +deserted. There is a trapdoor in the floor beyond them: the only way to go. ~ 293 9 0 0 0 0 D5 @@ -265,7 +265,7 @@ S #29318 Passageway~ Here is a door to the north. A plaque next to it reads, 'The Trial of -Defense! '. You get a BAD feeling about this room ahead. +Defense! '. You get a BAD feeling about this room ahead. ~ 293 9 0 0 0 0 D0 @@ -400,8 +400,8 @@ D0 S #29328 Passageway~ - There is a door to your north, with a plaque that says, - 'The Trial of Death!' + There is a door to your north, with a plaque that says, + 'The Trial of Death!' Uh-oh. You wonder if you've a scroll of recall... ~ 293 9 0 0 0 0 @@ -426,7 +426,7 @@ Welcome to The Builder Academy (TBA)! 3) Read the background story. 4) Change password. 5) Delete this character. - + Make your choice: (and then, the illusion and shock slowly fades away.) ~ @@ -440,7 +440,7 @@ S Alcove~ Up ahead, you see a bright light, much brighter than most mundane light sources you've seen. It seems to be coming from a small globe in the next -room, resting on a pedestal. +room, resting on a pedestal. ~ 293 8 0 0 0 0 D0 @@ -483,7 +483,7 @@ S Void~ Mouserider's bedroom is gone. You float in space, and several objects wink into being around you. A reward from the gods, perhaps? - + A rift opens in space below you, and you spot the street outside the White Temple in Kerofk. A voice booms around you: "Take these toys, and remember this: don't expect plot continuity @@ -548,10 +548,10 @@ D2 S #29337 Turn in the Road~ - The road turns here to the east. Around you you see small cultivated + The road turns here to the east. Around you you see small cultivated fields, tended by farmers who seem paranoid and quick. The vegetables -they are harvesting seem pale and lifeless by your standards, with a few -you've never seen the likes of before. From several burned out shells of +they are harvesting seem pale and lifeless by your standards, with a few +you've never seen the likes of before. From several burned out shells of houses you guess the farmers just try to grow what they can before the city is put under siege again. ~ @@ -567,9 +567,9 @@ D2 S #29338 A City on the Edge~ - From here you see a great walled city from the side. Only half is -walled, the other half sprawled directly on the edge of a great cliff -which drops down into a dark ocean below. To the east you see a small + From here you see a great walled city from the side. Only half is +walled, the other half sprawled directly on the edge of a great cliff +which drops down into a dark ocean below. To the east you see a small gate in the city, which farmers are going into and out of sporadically. ~ 293 8 0 0 0 2 @@ -673,7 +673,7 @@ S Mountain Pass~ The mountain pass leads up to the west, and downwards to the south. There seems to be a strange half twilight farther to the west, casting -an eerie glow over the stones and shrubberies around. You can see a +an eerie glow over the stones and shrubberies around. You can see a large dark plain to the east that the sun never seems to have shone upon, making it appear to be otherworldly somehow... ~ @@ -758,7 +758,7 @@ S Graveyard~ This path leads through the graveyard south and west. You notice several graves have been disturbed here, and one grave has been entirely -dug up. The bones of a dead dwarf lie exposed at the bottom of the +dug up. The bones of a dead dwarf lie exposed at the bottom of the grave, its hands seemingly to clutch at the sky. The tombstone at the head of the grave is completely unreadable. ~ @@ -793,7 +793,7 @@ S #29351 Graveyard~ The earth here has been freshly turned up, the graves recent. -The headstones tell tale of faithful wives and brave husbands, +The headstones tell tale of faithful wives and brave husbands, meeting their ends with dignity and aplomb. Two pits are dug near the wall for a burial yet to take place. You feel strangely chilled by the night air... diff --git a/lib/world/wld/294.wld b/lib/world/wld/294.wld index fc43481..ea50fd0 100644 --- a/lib/world/wld/294.wld +++ b/lib/world/wld/294.wld @@ -4,7 +4,7 @@ Gatheouse~ open, and from the rust on the immense hinges, you would guess that they have been kept this way for years. To the west is XXXX city proper, and eastwards is a long road, leading through the center of this residential -district. +district. ~ 294 8 0 0 0 0 D1 @@ -14,16 +14,16 @@ D1 E gates~ Big, steel, and rusty. Looks like it would take an extremely violent act to -close them... +close them... ~ E credits info~ Trade Road by Builder_5 Copyright 1993 by Curious Areas Workshop * -The 'Trade Road' area was built as a first effort for C.A.W., and was kept -relatively simple. 'Trade Road' is a small neighborhood addition for any -standard Diku town. It has one eastern entrance, and one western exit, and +The 'Trade Road' area was built as a first effort for C.A.W., and was kept +relatively simple. 'Trade Road' is a small neighborhood addition for any +standard Diku town. It has one eastern entrance, and one western exit, and one southern river-dock area. 'Trade Road' is small; only 52 rooms, 21 mobs, 22 objects, and 5 shops. It consists mainly of one main road (Trade Road) with various @@ -39,7 +39,7 @@ edit the following rooms: #00 -- add entrance/exit and change description to fit the outside area. #17 -- same. * -The east exit is at #00, the west #17. +The east exit is at #00, the west #17. Docks lead away on the river to the south in room #34. Interesting areas without purpose (yet) are the: Library (#40) @@ -57,13 +57,13 @@ in the two descriptions!!!) 'reverses' the area, allowing a west exit to east Trade Road. * Credits -A Big Thanks to Builder_5 for supporting C.A.W. Also, kudos to Tarkin -of VieMud (viemud.org 4000) for allowing us to use his mud for -pre-release testing. This area was built with the aid of George +A Big Thanks to Builder_5 for supporting C.A.W. Also, kudos to Tarkin +of VieMud (viemud.org 4000) for allowing us to use his mud for +pre-release testing. This area was built with the aid of George Essl's Dikued program. We would like to thank Mr. Essl for his time and determination to create and support Dikued. The following people have aided C.A.W. and Builder_5 in numerous ways, -and all receive our deepest gratitude: Shane Finkel Josh 'Champion of +and all receive our deepest gratitude: Shane Finkel Josh 'Champion of Bagels' Megerman John D. Horner and the System Adminstrators of ODU Replace XXXX with a town name of your choosing. ~ @@ -73,7 +73,7 @@ Trade Road~ This is the west-most end of Trade Road. Eastwards, the road continues deep into the city, its length disguised by distance. Just to the west, you see a largish gatheouse in the city wall. It seems rather quiet in the area so close -to a city gate... +to a city gate... ~ 294 0 0 0 0 0 D0 @@ -96,13 +96,13 @@ D3 0 0 29400 E alley alleys~ - There are alleys to the north and south. + There are alleys to the north and south. ~ E gatheouse~ The gatheouse stands to the west, allowing entrance and exit through the city walls. Approximately fifteen feet tall, the gates seem permanently open, -allowing free passage. +allowing free passage. ~ S #29402 @@ -111,11 +111,11 @@ Trade Road~ odd around here; the air still. A gate marks the end of the road to the west, and the road continues to the east. Two shops stand across from each other here, the north seeming more busy, the south seeming to attract a better -quality of customer. +quality of customer. ~ 294 0 0 0 0 1 D0 -There's a small shop there with a sign above it. The sign +There's a small shop there with a sign above it. The sign has the form of a cow in silohuette on it. ~ ~ @@ -125,9 +125,9 @@ D1 ~ 0 0 29461 D2 -A rather well kept shop is to the south, with a large steel -door propped open to the street by a wooden block. A large -rectangular sign hangs in place of a window, 'Baubles and +A rather well kept shop is to the south, with a large steel +door propped open to the street by a wooden block. A large +rectangular sign hangs in place of a window, 'Baubles and Beads.' ~ ~ @@ -140,7 +140,7 @@ E gate gates gatheouse~ The gatheouse stands to the west, allowing entrance and exit through the city walls. Approximately fifteen feet tall, the gates seem permanently open, -allowing free passage. +allowing free passage. ~ E shop shops~ @@ -153,7 +153,7 @@ Trade Road~ Here Trade Road is intersected by another, smaller road. A street sign identifies it as 'Clay Street'. A cursory look north and south reveals a shop or two, but not much else of interest. Looking west, you spy a gate in the -city wall, and Trade Road continues to the east. +city wall, and Trade Road continues to the east. ~ 294 0 0 0 0 1 D0 @@ -176,7 +176,7 @@ E gate gates gatheouse~ The gatheouse stands to the west, allowing entrance and exit through the city walls. Approximately fifteen feet tall, the gates seem permanently open, -allowing free passage. +allowing free passage. ~ S #29404 @@ -184,7 +184,7 @@ Alley~ You squeeze down this alleyway, scrunching up obscenely to pass by the rubbish. The alley opens up between two buildings on Trade Road southwards, and to the north the alley continues. There is a slight smell of decay that -teases your nose, making you feel as if it were time to move on... +teases your nose, making you feel as if it were time to move on... ~ 294 0 0 0 0 1 D0 @@ -198,14 +198,14 @@ Trade Road is to the south. 0 0 29401 E trash rubbish~ - Garbage, trash, and filth. You decide not to root through it. + Garbage, trash, and filth. You decide not to root through it. ~ S #29405 Alley~ An alley leads south here from an entrace eastwards on Clay Street. Trash and rubbish grime up your footwear as you tread lightly through the alleyway; -obviously this is not one of the highlight attractions of XXXX. +obviously this is not one of the highlight attractions of XXXX. ~ 294 0 0 0 0 1 D1 @@ -218,7 +218,7 @@ D2 0 0 29437 E trash rubbish~ - Garbage, trash, and filth. You decide not to root through it. + Garbage, trash, and filth. You decide not to root through it. ~ S #29406 @@ -226,7 +226,7 @@ Clay Street~ Clay Street continues east and west here. Looking around, you spy few exits -- one going back down Clay Street to the east, over the wall, and a shop to the south. The wall doesn't look too safe, however; what with all those guards -on top. The shop to the south looks like a considerably nicer place to go. +on top. The shop to the south looks like a considerably nicer place to go. ~ 294 0 0 0 0 1 D1 @@ -234,7 +234,7 @@ D1 ~ 0 0 29454 D2 -A small shop is to the south. The sign is delicately +A small shop is to the south. The sign is delicately lettered, "Sakifan's Library" ~ @@ -247,7 +247,7 @@ D3 E wall~ Looking up, you see a guard post right above you. You wouldn't stand a -chance; you'd be dead long before you reached the top to defend yourself. +chance; you'd be dead long before you reached the top to defend yourself. ~ E shop~ @@ -256,7 +256,7 @@ Library" ~ E guard guards~ - A guard on patrol looks at your boredly and walks by... + A guard on patrol looks at your boredly and walks by... ~ S #29407 @@ -265,12 +265,12 @@ Clay Street~ intersection of Trade Road and Clay Street. To the north is a large building from which you hear a lot of laughing and general merryment. The building seems tall and imposing, making the evident good times inside that much more -out of place... +out of place... ~ 294 0 0 0 0 1 D0 -There's a larger building to the north, looking to be some -sort of factory. You smell a faint tinge of alcohol in the +There's a larger building to the north, looking to be some +sort of factory. You smell a faint tinge of alcohol in the air. ~ ~ @@ -291,7 +291,7 @@ D3 E building~ There's a larger building to the north, looking to be some sort of factory. -You smell a faint tinge of alcohol in the air. +You smell a faint tinge of alcohol in the air. ~ S #29408 @@ -301,7 +301,7 @@ buildings in this area of town look fairly delapidated; this is not where 'urban renewal' happens evidently. Westwards, a single intact stone gargoyle marks the rubble of an ancient church. A sad feeling akin to gloom presses down upon your shoulders, making your own load feel that much more heavier to -bear here. +bear here. ~ 294 0 0 0 0 1 D0 @@ -318,11 +318,11 @@ D3 0 0 29456 E gargoyle~ - It grimaces at you. You can almost hear its laugh. + It grimaces at you. You can almost hear its laugh. ~ E rubble church path~ - It looks like it was destroyed many, many years ago. + It looks like it was destroyed many, many years ago. ~ S #29409 @@ -330,7 +330,7 @@ Alley~ A dead cat lies across the entrance to this alleyway as if some sort of guardian or omen. None of the pedestrians on Trade Road to the north even glance in this direction as they pass on by. The alley continues on to the -south. A strong smell of old blood and rot wafts through the area... +south. A strong smell of old blood and rot wafts through the area... ~ 294 4 0 0 0 1 D0 @@ -344,7 +344,7 @@ D2 0 0 29410 E cat dead~ - Its been dead a few days. Food for flies and rats. + Its been dead a few days. Food for flies and rats. ~ S #29410 @@ -352,8 +352,8 @@ Alley~ A table has been set up here, with a rather nice tablecloth and wooden utensils adorning it. Two corpses sit propped up in chairs before the table, their relative decay giving their age to be about two weeks dead. You shift -your weight uneasily, startling two rats sniffing around the taller corpse. -The alley leads north and east from here. +your weight uneasily, startling two rats sniffing around the taller corpse. +The alley leads north and east from here. ~ 294 0 0 0 0 1 D0 @@ -367,11 +367,11 @@ D1 E corpse corpses~ They look like the bodies of some upper- to middle-class people; the clothes -were once very nice, and you can tell the hair had once been well-kempt. +were once very nice, and you can tell the hair had once been well-kempt. ~ E table utensils tablecloth cloth chairs chair~ - A truly disgusting dining experience, to say the least! + A truly disgusting dining experience, to say the least! ~ S #29411 @@ -382,7 +382,7 @@ the south end of Clay Street to the east, and leads deeper in between the buildings to the west. A strong smell makes your eyes water; there is graffiti on the walls, drawn with an unsteady hand and a large supply of fecal material. A more sinister smell teases you just below the stench here just before a -breeze from the east blows it away from you. +breeze from the east blows it away from you. ~ 294 4 0 0 0 1 D1 @@ -396,7 +396,7 @@ D3 E pallet bed~ Lice-ridden and rife with bedbugs, this is a truly unappetizing place to -sleep. +sleep. ~ E graffiti writing wall~ @@ -408,7 +408,7 @@ Clay Street~ Clay Street ends right up against the southern wall here, the only way to go is back north towards Trade Road. A small breeze teases you with an awful smell, and whisks it away just as quickly. Something is making you feel rather -uneasy about this area, but its probably just your imagination. +uneasy about this area, but its probably just your imagination. ~ 294 0 0 0 0 1 D0 @@ -430,7 +430,7 @@ Clay Street~ The intersection of Trade Road and Clay Street is just to the north from here. To the south, Clay Road continues towards the southern city wall, not far away. A nicely built building with an exquisite architecture is to the -east, while the distinctive smell of tannin comes from a shop from the west. +east, while the distinctive smell of tannin comes from a shop from the west. ~ 294 0 0 0 0 1 D0 @@ -455,16 +455,16 @@ off its hinges from heavy use. E wall~ The wall is high and looks hard to climb. The guards on top would knock you -down long before you ever got up there, though. Oh well. +down long before you ever got up there, though. Oh well. ~ E building~ - A beautifully constructed shop is east of here. + A beautifully constructed shop is east of here. ~ E shop~ There is an old shop to the west. The door is almost falling off its hinges -with heavy use. +with heavy use. ~ S #29414 @@ -472,11 +472,11 @@ Trade Road~ The traffic on this road seems light at best, becoming a bit thicker to the east. Westwards, you see the intersection of Trade Road and Clay Street, which runs north-south. A large open-air building is to the north, and southwards is -a large open lot; a fairgrounds, closed for the time being. +a large open lot; a fairgrounds, closed for the time being. ~ 294 0 0 0 0 1 D0 -A large building with many tethering posts outside is to +A large building with many tethering posts outside is to the north. ~ ~ @@ -492,11 +492,11 @@ D3 E fairgrounds fairground lot open~ Its a wide area, suitable for flea markets, festivals, bazaars and carnivals. -Right now it's closed, though. +Right now it's closed, though. ~ E building~ - A large building with many tethering posts outside is to the north. + A large building with many tethering posts outside is to the north. ~ S #29415 @@ -505,7 +505,7 @@ Trade Road~ through the area. You spot near-identical gatheouses to the east and west marking the boundries of Trade Road, and this neighborhood. To the south is a large fairgrounds area, closed for the time being. A building to the north -seems to be locked up tight, with a large, 'FOR RENT' sign out front... +seems to be locked up tight, with a large, 'FOR RENT' sign out front... ~ 294 0 0 0 0 1 D1 @@ -518,22 +518,22 @@ D3 0 0 29414 E sign~ - It says 'For Rent'. You would guess that the building is unoccupied. + It says 'For Rent'. You would guess that the building is unoccupied. ~ E building~ - It's for rent. You can tell by the sign. The sign says 'For Rent'. + It's for rent. You can tell by the sign. The sign says 'For Rent'. ~ E gatheouse gatehouses~ The gatheouse stands to the west, allowing entrance and exit through the city walls. Approximately fifteen feet tall, the gates seem permanently open, -allowing free passage. +allowing free passage. ~ E fairground fairgrounds~ Its a wide area, suitable for flea markets, festivals, bazaars and carnivals. -Right now it's closed, though. +Right now it's closed, though. ~ S #29416 @@ -543,7 +543,7 @@ you with eyes and movements for the most part. The citizenry seem quiet; depressed or merely sedentary you would guess. Trade Road leads far to the west from here, and there is a largish gatheouse not far to the east. A north-south running road labeled 'Staid Avenue' intersects here, taking much of -the traffic away from the main road to the south. +the traffic away from the main road to the south. ~ 294 0 0 0 0 1 D0 @@ -566,15 +566,15 @@ E gatheouse gatehouses gate gates~ The gatheouse stands to the west, allowing entrance and exit through the city walls. Approximately fifteen feet tall, the gates seem permanently open, -allowing free passage. +allowing free passage. ~ S #29417 Gatheouse~ This is a rather large gatheouse in the city wall. Through the gates you can see farmlands. The gate looks to be a good defensible point in the city -wall, an architectural artifact of more dangerous times in these realms. -Westwards a large road leads through XXXX. +wall, an architectural artifact of more dangerous times in these realms. +Westwards a large road leads through XXXX. ~ 294 0 0 0 0 1 D3 @@ -584,21 +584,21 @@ D3 E gate gates~ Big and steel. These gates were meant to keep people out. They look like -they'd do a good job. +they'd do a good job. ~ E wall~ The wall stands high and proud. Guards walk along its length on top, looking -out for the safety of the city, and intruders. Makes you feel safe, somehow. +out for the safety of the city, and intruders. Makes you feel safe, somehow. ~ S #29418 Staid Avenue~ This is Staid Avenue, just north of where it intersects Trade Road. The -neighborhood here seems fairly low-class, but not unliveable by any means. +neighborhood here seems fairly low-class, but not unliveable by any means. Most of the buildings seem to be low cost housing for the common populace of XXXX; making you guess there is a very high population density in this area. - + ~ 294 0 0 0 0 1 D0 @@ -615,7 +615,7 @@ Staid Avenue~ Staid Avenue continues through the city here, and to the north you spot another intersection of roads. There seems to be many buildings used as domiciles in this area. You wouldn't exactly call this neighborhood a 'bad' -neighborhood yet, but the potential is certainly there. +neighborhood yet, but the potential is certainly there. ~ 294 0 0 0 0 1 D0 @@ -628,7 +628,7 @@ D2 0 0 29418 E buildings building~ - The seem to be low-class, low-quality, and heavily used. + The seem to be low-class, low-quality, and heavily used. ~ S #29420 @@ -637,7 +637,7 @@ Harple Road~ Avenue leads south from here towards Trade Road and the southern section of the residential district. Harple Road seems to run along part of the length of the wall here, lined with apartment buildings and a few duplexed houses. To the -north is one particularly bad looking boarding house. +north is one particularly bad looking boarding house. ~ 294 0 0 0 0 1 D0 @@ -663,7 +663,7 @@ building buildings~ ~ E boarding house~ - Its a nasty, ugly, run-down boarding house to the north. + Its a nasty, ugly, run-down boarding house to the north. ~ S #29421 @@ -672,7 +672,7 @@ Harple Road~ buildings and houses typical of this section of town. Idly, you notice an amazing lack of the graffiti typical of other large, heavily populated towns in this neighborhood. Seems as if the average populace in XXXX is considerably -more well-behaved than most other places. +more well-behaved than most other places. ~ 294 0 0 0 0 1 D0 @@ -690,7 +690,7 @@ D3 0 0 29423 E buildings building house houses~ - Its not a very nice place to visit, and you wouldn't want to live here. + Its not a very nice place to visit, and you wouldn't want to live here. ~ S #29422 @@ -698,7 +698,7 @@ Harple Road~ Harple Road runs erratically here, the buildings on either side seemingly crooked and warped by the uneven ground. Just to the west Staid Avenue runs south from Harple, towards Trade Road. The neighborhood seems quiet, pensive -even. Strange... +even. Strange... ~ 294 0 0 0 0 1 D0 @@ -720,7 +720,7 @@ S Harple Road~ This is the western end of Harple Road. To the west you can see where Staid Avenue leads south from Harple not far from here. There doesn't seem to be -much going on around here at all... A very calm neighborhood. +much going on around here at all... A very calm neighborhood. ~ 294 0 0 0 0 1 D1 @@ -746,7 +746,7 @@ stench puts you off for a moment; the alley is filled with garbage and human wastes. Breathing through your mouth makes it a little more tolerable, but not by much. The buildings to either side of you rise high up, cutting off most of the light available from the sky. The stench and darkness raises your hackles, -and you shiver involuntarily. +and you shiver involuntarily. ~ 294 0 0 0 0 1 D1 @@ -760,11 +760,11 @@ D2 0 0 29425 E garbage trash waste wastes~ - Human sewage. Yuck. + Human sewage. Yuck. ~ E buildings building~ - They loom, tall and spooky over you. + They loom, tall and spooky over you. ~ S #29425 @@ -772,7 +772,7 @@ Alley~ This is the southern end of an alley that connects with Clay Street to the west. An ill wind ruffles your hair from the north, carrying a smell of sewage, of rot, sickness and decomposition. Your stomach squirms like a live -animal in your gut, making you feel distinctly uneasy. +animal in your gut, making you feel distinctly uneasy. ~ 294 0 0 0 0 1 D0 @@ -789,7 +789,7 @@ S Staid Avenue~ Staid Avenue heads south from Trade Road towards the river. The quality of the shops and buildings in this area are getting noticeably worse now, and the -litter in the street is getting thicker the farther south you go. +litter in the street is getting thicker the farther south you go. ~ 294 0 0 0 0 1 D0 @@ -807,11 +807,11 @@ D2 E river~ The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. +populace. Looks nice, but get your drinking water from upstream. ~ E litter~ - You see numerous copies of newbie pamplets. Damn newbies! + You see numerous copies of newbie pamplets. Damn newbies! ~ E shop shops building buildings~ @@ -823,7 +823,7 @@ Staid Avenue~ You are near the southern end of Staid Road, where it intersects Klelk Boulevard near the river. The neighborhood seems to be getting worse and worse the closer to the river you actually get. Westwards is an open shop with a -monstrous anchor out in front being used for a tethering post. +monstrous anchor out in front being used for a tethering post. ~ 294 0 0 0 0 1 D0 @@ -842,11 +842,11 @@ A small shop is to the west. E river~ The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. +populace. Looks nice, but get your drinking water from upstream. ~ E shop~ - A small shop is to the west. + A small shop is to the west. ~ S #29428 @@ -856,7 +856,7 @@ the docks jutting out into the water, its wooden planks well-used by the crews of the trading ships that load and unload every day. Lining the street on the north side of Klelk in both directions you see some of the typical dives you would expect close to the waterfront. North from here Staid Avenue heads -towards Trade Road and the central areas of the city. +towards Trade Road and the central areas of the city. ~ 294 0 0 0 0 1 D0 @@ -874,16 +874,16 @@ D3 E river~ The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. +populace. Looks nice, but get your drinking water from upstream. ~ E dock docks~ - The docks just out into the river for passing ships to moor against. -They're just to the south-east. + The docks just out into the river for passing ships to moor against. +They're just to the south-east. ~ E dive dives~ - There's a tavern to the north west from here. + There's a tavern to the north west from here. ~ S #29429 @@ -893,11 +893,11 @@ city. The buildings here are run down, but not quite condemnable yet. On the whole, this doesn't seem like a nice place to live, no matter how busy the area seems to be. You would guess that the sailors of the river bring money to this section of town; hence all the low-grade shops and wayhouses, not to mention -what might be called a 'tavern' to the north. +what might be called a 'tavern' to the north. ~ 294 0 0 0 0 1 D0 -A horrible, disgusting tavern is to the north. It's open +A horrible, disgusting tavern is to the north. It's open though. ~ ~ @@ -913,11 +913,11 @@ D3 E river~ The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. +populace. Looks nice, but get your drinking water from upstream. ~ E building buildings shop shops wayhouse wayhouses tavern taverns~ - A horrible, disgusting tavers is to the north. It's open. + A horrible, disgusting tavers is to the north. It's open. ~ S #29430 @@ -925,7 +925,7 @@ Klelk Boulevard~ Klelk Boulevard ends here, right up against the curving city wall. The wall is especially high here, perhaps to protect the guards above from the rabble below. The wall is stained with trash and refuse, obviously missed shots at -the guards patrolling on the top... +the guards patrolling on the top... ~ 294 0 0 0 0 1 D0 @@ -940,14 +940,14 @@ D1 E wall~ The wall stands high and proud. Guards walk along its length on top, looking -out for the safety of the city, and intruders. Makes you feel safe, somehow. +out for the safety of the city, and intruders. Makes you feel safe, somehow. ~ S #29431 Alley~ This small alley seems well traveled. Tracks in the dust and dirt lead through, in all directions. The alley continues to the west, and south you see -Klelk Boulevard. +Klelk Boulevard. ~ 294 0 0 0 0 1 D2 @@ -965,7 +965,7 @@ Alley~ This is a small alley, dusty and forgotten. A few lone pieces of assorted junk lie about, unwanted and thrown away. This alley seems not to be travelled at all, or used for trash and refuse. The path between buildings continues to -the east, and west is an opening up onto Clay Street. +the east, and west is an opening up onto Clay Street. ~ 294 0 0 0 0 1 D1 @@ -979,8 +979,8 @@ The southern end of Clay Street is to the west. 0 0 29412 E junk~ - Broken furniture, paper trash, and even an old shattered prosthetic arm. -Junk. + Broken furniture, paper trash, and even an old shattered prosthetic arm. +Junk. ~ S #29433 @@ -989,7 +989,7 @@ Klelk Boulevard~ to the east, but fresh mortarwork extends the wall right through the road. To the south are the city docks, extending into the swiftly flowing river. A lone ship sails past, travelling eastward and sporting a merchant's flag. A ruined -building nearly stands to the north. +building nearly stands to the north. ~ 294 0 0 0 0 1 D0 @@ -1012,11 +1012,11 @@ mortarwork wall~ ~ E ship~ - It sails out of sight as you watch. + It sails out of sight as you watch. ~ E dock docks~ - There is a maze of wooden docks to the south. + There is a maze of wooden docks to the south. ~ S #29434 @@ -1025,7 +1025,7 @@ City Docks~ wood, water, and hemp. The docks are small-- much too small for how many water vessels seem to pass by this way. One large ship is docked well away from the other boats, an odd sigil marked on its side in the place of a name. Its -gangway is up right now, however... No entrance today. +gangway is up right now, however... No entrance today. ~ 294 0 0 0 0 5 D0 @@ -1035,25 +1035,25 @@ Klelk Boulevard is to the north. 0 0 29433 E ship~ - Its a nice ship, well taken care of. + Its a nice ship, well taken care of. ~ E boat boats~ - Fishing boats and the ilk. Nothing of interest. + Fishing boats and the ilk. Nothing of interest. ~ E dock docks~ The wooden planks are well-worn. Looks like it's time to build a new set of -docks... +docks... ~ E river~ The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. +populace. Looks nice, but get your drinking water from upstream. ~ E sigil~ - Replace this. + Replace this. ~ S #29435 @@ -1063,7 +1063,7 @@ screen door of the shop. The scent of raw meat, blood and sweat are clearly noticable; standard for a good butchery shop. A glass panel separates you from a bewildering array of various slabs and shoulders of beef, deer, rabbit, and others. A sign hangs nearby, wooden numbers hanging from it on a large nail... -Take a number? +Take a number? ~ 294 8 0 0 0 0 D2 @@ -1073,20 +1073,20 @@ This shop steps out onto Trade Road to the south. 0 0 29402 E meat slabs slab meats shoulder shoulders beef deer rabbit~ - Looks good, if you like raw meat. + Looks good, if you like raw meat. ~ E panel glass~ - You believe this is called a 'sneeze guard'. + You believe this is called a 'sneeze guard'. ~ E blood~ Blood is splattered on the countertop and floor. What were you expecting -from a butchery shop? +from a butchery shop? ~ E sign number numbers~ - Next number on the sign is number 4. That's not too long of a wait... + Next number on the sign is number 4. That's not too long of a wait... ~ S #29436 @@ -1097,7 +1097,7 @@ the shop; you see absolutely nothing to buy at all! As you observe, it slowly becomes clear that this merchant's method of sale consists of having the customer describe what they want, whereupon the merchant brings something similar from the back through a large metal door. This strikes you as a fairly -inefficient method of shop-keeping, but very secure. +inefficient method of shop-keeping, but very secure. ~ 294 8 0 0 0 1 D0 @@ -1111,11 +1111,11 @@ lantern lanterns~ ~ E bench chair chairs~ - Normal looking wooden furniture. That's all. + Normal looking wooden furniture. That's all. ~ E door metal south back backroom~ - It's locked, and you don't see a keyhole. Strange... + It's locked, and you don't see a keyhole. Strange... ~ S #29437 @@ -1144,7 +1144,7 @@ stonework around stand testament to a better age. For a moment, your imagination calls images forth of a dynamic pulpit and a full set of pews around you... Images quickly shattered by the rustle of your clothing in the wind and a distant sound of someone talking on the street. A sense of sadness -consumes you as you stand here, and then you turn to go. +consumes you as you stand here, and then you turn to go. ~ 294 4 0 0 0 4 D1 @@ -1153,15 +1153,15 @@ D1 0 0 29456 E truck broken wooden~ - Looks like a toy made with loving care, now shattered by carelessness. + Looks like a toy made with loving care, now shattered by carelessness. ~ E mortar stonework rock rocks~ - Evidence of a grand church, and grander catastrophe. + Evidence of a grand church, and grander catastrophe. ~ E apple core cores~ - A few hours old, not more than that. + A few hours old, not more than that. ~ S #29439 @@ -1172,7 +1172,7 @@ in the air, and the floorboards of the brewery are permanently stained brown and red from spilled alcohol. Various signs with exciting slogans are scattered around the area, obviously for the worker's morale. You also notice that several barrels are open for the employees enjoyment. The owner of this -establishment is obviously no terrible taskmaster! +establishment is obviously no terrible taskmaster! ~ 294 8 0 0 0 0 D2 @@ -1182,17 +1182,17 @@ Clay Street is right outside here. 0 0 29407 E sign signs~ - DON'T WORRY, BE HAPPY. DRINK SOME BEER. + DON'T WORRY, BE HAPPY. DRINK SOME BEER. ~ E barrel barrels beer wine~ - There's a lot of alcohol here. This brewery puts out a lot of fluid... -Enough to keep several tavern in brew. + There's a lot of alcohol here. This brewery puts out a lot of fluid... +Enough to keep several tavern in brew. ~ E floorboard floorboards board boards floor~ Big stains and little stains. The workers look at you funny as you spend -time examining the floor... +time examining the floor... ~ S #29440 @@ -1201,7 +1201,7 @@ Sakifan's Library~ You boggle at the sheer mass of paper and ink surrounding you in this shopfor a moment. If its in print, it's probably here... Somewhere. Looking around, you realize that's the key; finding what you need in these mounds and mountains -of mess. +of mess. ~ 294 8 0 0 0 0 D0 @@ -1213,15 +1213,15 @@ E book books shelf shelves stack stacks~ "The Ways of Poke-Fu" "How to train a seagull" "Elementary Elementals" "Dwarven Rituals" "An annotated history of XXXX" "The art of pleasing a man" The -last makes you blush a little bit, and you try not to obviously look at it. +last makes you blush a little bit, and you try not to obviously look at it. ~ S #29441 Leatherworker's Shop~ The smell of old tannin wafts through the air in this shop. A large countertop runs along the length of three of the interior walls, with many -strips and bits of leather are lying on it in various stages of completion. -Many finished products are hanging on the walls, awaiting a buyer. +strips and bits of leather are lying on it in various stages of completion. +Many finished products are hanging on the walls, awaiting a buyer. ~ 294 8 0 0 0 0 D1 @@ -1231,15 +1231,15 @@ Clay Street runs north-south right outside. 0 0 29413 E countertop~ - It's a plain wooden countertop about waist high. + It's a plain wooden countertop about waist high. ~ E strips strip bit bits leather~ - Some look half-finished, the others look barely off the cow... + Some look half-finished, the others look barely off the cow... ~ E finished finish products~ - Not bad, not bad at all... For leather. + Not bad, not bad at all... For leather. ~ S #29442 @@ -1248,7 +1248,7 @@ Ceran's Contracting~ in front of it. Along the walls are renderings of many of XXXX's buildings, and in the corner is an easel with sketchings of what looks to be a large trade center. The air seems cooler in here than anywhere else, and you feel a faint -draft from the ceiling. +draft from the ceiling. ~ 294 8 0 0 0 0 D3 @@ -1258,17 +1258,17 @@ Clay Street is right outside. 0 0 29413 E desk chair chairs~ - Standard pieces of wooden furniture. What were you expecting? + Standard pieces of wooden furniture. What were you expecting? ~ E rendering renderings picture pictures sketching sketchings~ The sketchings are drawn with exquisite care. The buildings depicted were -designed almost as well. +designed almost as well. ~ E easel trade center~ Looks nice. One problem, though.... Looks like its planned to be built -right over top a bunch of apartment houses. You guess this is 'progress'. +right over top a bunch of apartment houses. You guess this is 'progress'. ~ S #29443 @@ -1277,7 +1277,7 @@ Boarding House~ house. The wooden walls are stained with rot and gods know what else. The floors are even worse. A rickety old desk stands near the interior door, with a torn and ripped ledger book on it. The air seems humid with sweat and -desperation, making you feel distinctly uncomfortable. +desperation, making you feel distinctly uncomfortable. ~ 294 12 0 0 0 0 D0 @@ -1291,12 +1291,12 @@ Harple Road runs by right outside. 0 0 29420 E walls floors desk floor wall~ - Dirty. Grungy. Rotted. Stained. Damaged. Defaced. Awful. + Dirty. Grungy. Rotted. Stained. Damaged. Defaced. Awful. ~ E ledger book~ There's only one page left in the book. So many people have signed it that -it is now illegible. +it is now illegible. ~ S #29444 @@ -1306,7 +1306,7 @@ splitting off from it at regular intervals. One ajar door lends you a glimpse into the tiny, tiny rooms; room enough for one bed, one chest of drawers, and one person to stand. There seems to be plenty of room for dirt and grunge, however. Looking around, you see no reason to enter the tiny rooms. The lobby -to the south is the only exit of interest. +to the south is the only exit of interest. ~ 294 8 0 0 0 0 D2 @@ -1315,16 +1315,16 @@ D2 0 0 29443 E dirt grunge~ - What exactly were you expecting to find? + What exactly were you expecting to find? ~ E bed chest drawer drawers~ - These must be sec.. Er.. Thir... Err.. Fourth hand furniture? + These must be sec.. Er.. Thir... Err.. Fourth hand furniture? ~ E room rooms~ Tiny, tiny things. Sleeping in one would be a cramped affair to say the -least! +least! ~ S #29445 @@ -1333,7 +1333,7 @@ A private home~ looks exactly the same as many of the other houses typical of this neighborhood of XXXX, but on the inside -- well, ok, it looks the same as all the rest. You see the standard trappings of family life; a careworn rocking chair in the -corner, and a small toy truck abandoned on a sitting table nearby. +corner, and a small toy truck abandoned on a sitting table nearby. ~ 294 12 0 0 0 0 D2 @@ -1343,11 +1343,11 @@ Harple Road is just outside. 0 0 29422 E rocking chair~ - Time- and care-worn, this chair has seen a lot of grandchildren. + Time- and care-worn, this chair has seen a lot of grandchildren. ~ E truck toy~ - Its a very crudely crafted toy. The wheels move, though. + Its a very crudely crafted toy. The wheels move, though. ~ S #29446 @@ -1356,7 +1356,7 @@ A private home~ looks exactly the same as many of the other houses typical of this neighborhood of XXXX, but on the inside -- well, ok, it looks the same as all the rest. You see the standard trappings of family life; a stack of wood in the corner -for the fireplace and a few loaves of dough wrapped in towels to rise. +for the fireplace and a few loaves of dough wrapped in towels to rise. ~ 294 12 0 0 0 0 D0 @@ -1366,11 +1366,11 @@ Harple Road is just to the north. 0 0 29422 E wood stack fireplace~ - Enough wood to last the winter, at least! + Enough wood to last the winter, at least! ~ E dough towels loaves~ - Smells good, but it hasn't quite finished rising yet... + Smells good, but it hasn't quite finished rising yet... ~ S #29447 @@ -1380,7 +1380,7 @@ looks exactly the same as many of the other houses typical of this neighborhood of XXXX, but on the inside -- well, ok, it looks the same as all the rest. You see the standard trappings of family life; a plate with the crumbs of the last meal lying next to an overstuffed easy chair that faces the window and the -street beyond. +street beyond. ~ 294 12 0 0 0 0 D2 @@ -1391,11 +1391,11 @@ Harple Road is just south from here. E overstuffed easy chair~ A very comfortable-looking chair, with enough crumbs between the crevices to -support a colony of roaches. +support a colony of roaches. ~ E plate crumb crumbs meal~ - Looks like its been picked clean by the bugs that live here. + Looks like its been picked clean by the bugs that live here. ~ S #29448 @@ -1404,7 +1404,7 @@ A private home~ looks exactly the same as many of the other houses typical of this neighborhood of XXXX, but on the inside -- well, ok, it looks the same as all the rest. You see the standard trappings of family life; a half-played out game of -checkers on a table between two stiff-backed wooden chairs. +checkers on a table between two stiff-backed wooden chairs. ~ 294 12 0 0 0 0 D0 @@ -1414,12 +1414,12 @@ The west end of Harple Road is to the north. 0 0 29423 E game checkers~ - Black is winning. + Black is winning. ~ E wooden chair chairs table~ Homemade, but better crafted than a lot of store-bought furniture you've -seen... +seen... ~ S #29449 @@ -1428,7 +1428,7 @@ A private home~ looks exactly the same as many of the other houses typical of this neighborhood of XXXX, but on the inside -- well, ok, it looks the same as all the rest. You see the standard trappings of family life; an empty bottle of ale holding a -copy of the XXXX city news down in the draft. +copy of the XXXX city news down in the draft. ~ 294 12 0 0 0 0 D3 @@ -1438,7 +1438,7 @@ Staid avenue is just to the west. 0 0 29426 E bottle empty ale~ - The label reads: 'Mystic Brew' and not much else. + The label reads: 'Mystic Brew' and not much else. ~ E news copy XXXX~ @@ -1452,7 +1452,7 @@ thought, you realize that the ropes and nets are the shop's wares, along with many other various useful sailing equipment. The shopkeeper's desk is a simple plank of wood laid across two small anchors... This place has a definite atmosphere! An open window to the river lets the breeze over the river into -the shop to ruffle your hair gently. +the shop to ruffle your hair gently. ~ 294 8 0 0 0 0 D1 @@ -1463,12 +1463,12 @@ This shop is right on Staid Avenue to the east. E rope ropes net nets equipment anchor anchors~ Nice stuff, affordably priced for the sailor's active budget. You wonder if -you could use anything here... +you could use anything here... ~ E river~ The river flows by grandly, only slightly polluted by the city and its -populace. Looks nice, but get your drinking water from upstream. +populace. Looks nice, but get your drinking water from upstream. ~ S #29451 @@ -1477,7 +1477,7 @@ Wrecked Shop~ lightly through the moldy spilled grain and broken barrels to take a look around. This place has been utterly trashed; your first guess would be goblins, your second, drunk sailors. Considering the area, drunk sailors would -probably be your best bet. There's nothing here anymore, nothing at all. +probably be your best bet. There's nothing here anymore, nothing at all. ~ 294 12 0 0 0 0 D2 @@ -1487,7 +1487,7 @@ Klelk Boulevard runs beside the river to the south. 0 0 29433 E grain barrel barrels~ - Useless. Trashed. + Useless. Trashed. ~ S #29452 @@ -1496,7 +1496,7 @@ Grebe's Tavern~ carefully over the dead and/or drunk sailors on the floor toward the center of the room. There's no decorations on the wall; they've all been ripped down in anger or for use as weapons at one time or another. Looking around, you search -vainly for a clean table to sit at, and then give up. +vainly for a clean table to sit at, and then give up. ~ 294 8 0 0 0 0 D2 @@ -1506,11 +1506,11 @@ Klelk Boulevard is to the south. 0 0 29429 E table tables~ - You find a table that's relatively vomit-free. + You find a table that's relatively vomit-free. ~ E wall walls~ - Bare, except for the holes. + Bare, except for the holes. ~ S #29453 @@ -1519,7 +1519,7 @@ Trading Post~ chaotic haphazard of valuble trade goods. As you watch, a small man enters from the back room, grabs a box of something unidentifiable, and leaves just as quickly. A schedule on the wall keeps track of the caravans and ships passing -through the city -- very important information for a merchant. +through the city -- very important information for a merchant. ~ 294 8 0 0 0 0 D2 @@ -1529,11 +1529,11 @@ Trade Road runs by outside. 0 0 29414 E bolt bolts cloth~ - Nice material... Would make a good shirt. + Nice material... Would make a good shirt. ~ E barrel barrels spice spices~ - Smells good. Real.... Spicy. + Smells good. Real.... Spicy. ~ E trade good goods~ @@ -1541,7 +1541,7 @@ trade good goods~ ~ E schedule~ - Looks like another caravan from the east is due in any day now... + Looks like another caravan from the east is due in any day now... ~ S #29454 @@ -1549,7 +1549,7 @@ Clay Street~ In this residential district the people have forsaken the protection given to them by the gods. Strange portals occasionally appear without warning or reason. Causing damage to anything that happens to be in their way. Rumors -abound of people being caught inside them and disappearing. +abound of people being caught inside them and disappearing. ~ 294 0 0 0 0 0 D1 @@ -1566,7 +1566,7 @@ Clay Street~ The people have grown hard living outside the city walls. They have learned how to protect themselves. These strange portals that appear sometimes bring with them strange monsters. Things from the past and even some never thing -never before even imagined. +never before even imagined. ~ 294 0 0 0 0 1 D1 @@ -1583,7 +1583,7 @@ Rubble and Ruin~ A strange pulsing can be felt in the air around you. A large building lays in ruins. One of those strange happening took place here. Some type of portal opened in the midst of this building, the strange forces within it brought the -walls down upon itself. +walls down upon itself. ~ 294 0 0 0 0 1 D1 @@ -1600,7 +1600,7 @@ Clay Street~ With the amount of chaos and destruction outside of XXXX it is a wonder that these people dare sleep at night. Many casualties occur regularly in this area. By the looks of the people they have come to accept their fate. The -street continues to the north and south. +street continues to the north and south. ~ 294 0 0 0 0 1 D0 @@ -1617,7 +1617,7 @@ harple Road~ The streets are ill-kept and uncrowded. The buildings around you are run down and in need of some serious repair. The residential district is not only outside the protective dome of XXXX, but also outside of it's rule. No one -even attempts to take care of this area or it's people. +even attempts to take care of this area or it's people. ~ 294 0 0 0 0 1 D1 @@ -1634,7 +1634,7 @@ Staid Avenue~ You hear a loud concussion and a scream in the distance. Another victim to the now unstable world these people live in. Safety only lies within the walls of XXXX. The main trade road to the south intersects the avenue you are -currently on. +currently on. ~ 294 0 0 0 0 1 D0 @@ -1652,7 +1652,7 @@ Trade Road~ residential district and then passes through some farmlands towards a distant city. The road is in decent shape, good enough for the wagons and caravans to make good time on. The road and everything around it is layered in a thick -dust. +dust. ~ 294 0 0 0 0 1 D1 @@ -1669,7 +1669,7 @@ Trade Road~ The buildings to the north and south look mostly vacant and unused. The citizenry here seem depressed and resigned to some awful fate that only they seem to understand or know. The road continues to the east towards XXXX or -west out towards the farmlands. +west out towards the farmlands. ~ 294 0 0 0 0 1 D1 @@ -1686,16 +1686,16 @@ Trade Road~ A haze of dust from a passing wagon makes it hard to breath the already stale air. The wagon passes by quickly, the driver seeming to try to mind his own business. The creak and groan of the wagon wheels reveals it must be -carrying a heavy load. +carrying a heavy load. ~ 294 0 0 0 0 1 S #29463 Trade Road~ - The farmlands to the west are known to be the breadbasket of XXXX. + The farmlands to the west are known to be the breadbasket of XXXX. Without them the city would surely starve. The farmers are well taken care of for their sacrifice of living outside of XXXX in harms way just to bring -food to the city. The Trade Road stretches to the east and west. +food to the city. The Trade Road stretches to the east and west. ~ 294 0 0 0 0 1 S @@ -1704,7 +1704,7 @@ Trade Road~ The normal hustle and bustle of the city is not evident in this section of the residential district. A few people are about, but not the amount you would expect. Bulidings line the Trade Road to the north and south, but they all -seem to be empty. +seem to be empty. ~ 294 0 0 0 0 1 S @@ -1713,7 +1713,7 @@ Trade Road~ The residential district was built long before XXXX was ever conceived. Many people continue to live here out of stubbornness and tradition. A few moved within the city after the strange happenings began, but many people just -can't leave where they were born and raised. +can't leave where they were born and raised. ~ 294 0 0 0 0 1 D1 @@ -1730,7 +1730,7 @@ Trade Road~ The road has become rutted and a little muddy here from the traffic of many wagons delivering goods for trade between XXXX, the farmlands, and the lands beyond. With the appearance of portals throughout the realm the possibilities -for trade are now boundless. If you dare take the risk of exploring. +for trade are now boundless. If you dare take the risk of exploring. ~ 294 0 0 0 0 1 D1 @@ -1748,7 +1748,7 @@ Alley~ once beautiful district is falling into ruin, not only is the land and buildings falling apart and decrepit, but so are the people. People have now seen things that should never be forced upon the mortal eye. Many of them are -forever changed from that moment on. +forever changed from that moment on. ~ 294 0 0 0 0 1 D1 @@ -1762,11 +1762,11 @@ D3 S #29468 Alley~ - A strong smell wafts in from the east. Smells like the town sewers. + A strong smell wafts in from the east. Smells like the town sewers. Recent studies by the Magi of XXXX have concluded that the number of "mentally challenged" people seems to be increasing exponentially. It seems the damage done by Drakkar is far more elaborate than just the tearing of time -and space. +and space. ~ 294 0 0 0 0 1 D1 @@ -1783,7 +1783,7 @@ Klelk Boulevard~ The smell of the ocean on a slight breeze coming from the southeast is a stark relief from the rest of this place. The road is potted, rutted, and a slimy mess. The buildings are about the same, a wonder they still stand. The -boulevard continues east and west. +boulevard continues east and west. ~ 294 0 0 0 0 1 D1 diff --git a/lib/world/wld/295.wld b/lib/world/wld/295.wld index 5f638bb..f651b51 100644 --- a/lib/world/wld/295.wld +++ b/lib/world/wld/295.wld @@ -1,7 +1,7 @@ #29500 The start of the jungle~ Going by the trees, you appear to have left the forest and entered a jungle! -There are exotic trees and plants that you have never seen anywhere before. +There are exotic trees and plants that you have never seen anywhere before. ~ 295 0 0 0 0 3 D2 @@ -13,26 +13,26 @@ credits info~ Um, ok just a small zone, with only 16 rooms, 12 mobs, and 10 objects. It is based on a jungle, and was designed to join to a forest area at room 1000 - + It is not finished, I started building it for a Mud that never realy got of the ground, so I thought I would tidy it up a little and upload it to the circleMud ftp site. If you want to use it as it is, or even add more to it, feel free to do so. If you use it just send me a quick E-mail to let me know. - + Martin Winning, iwinning@@proweb.co.uk - + p.s If you are looking for a builder, I need somewhere to build :)- - gimmie a mail at the above address. + gimmie a mail at the above address. Links: 00n ~ S #29501 Deeper into the jungle~ As you go deeper into the jungle you start to hear sounds of strange animals -comming from all around you, and someone somewhere is beating some drums. -Hope the natives are friendly! +comming from all around you, and someone somewhere is beating some drums. +Hope the natives are friendly! ~ 295 0 0 0 0 3 D0 @@ -48,7 +48,7 @@ S Deeper in to the jungle~ You are standing at a joining of 4 paths. North heads back out of the jungle, east appears to lead down a small trail from which the sound of drums -can be heard, west heads in to some thicker trees +can be heard, west heads in to some thicker trees ~ 295 0 0 0 0 3 D0 @@ -84,7 +84,7 @@ S The gate to the camp~ This is what looks like the gate to a small camp. It could be a good place to rest for a while, but the skulls that are stuck on the end of spears tell -you different! +you different! ~ 295 0 0 0 0 3 D1 @@ -101,7 +101,7 @@ In the camp~ Yikes! You have walked right into a cannibals camp! There are bones laying all over the place, some of them are obviously human! It looks like you just missed a big feast. Maybe you should leave before they make you the guest of -honour at the next one! +honor at the next one! ~ 295 0 0 0 0 3 D0 @@ -158,7 +158,7 @@ door~ S #29509 To the monkeys!~ - The trees seem to be getting a little thicker the further west you go. + The trees seem to be getting a little thicker the further west you go. There are vines hanging down from some of the trees that look like you could climb up. ~ @@ -253,7 +253,7 @@ D1 S #29515 North of the meeting place~ - This looks like somewhere the apes can come to rest after a big meet. + This looks like somewhere the apes can come to rest after a big meet. There are some comfy looking leaves to rest on, and a nice fountain in the corner of the room. ~ diff --git a/lib/world/wld/296.wld b/lib/world/wld/296.wld index 9c0a67b..2e93443 100644 --- a/lib/world/wld/296.wld +++ b/lib/world/wld/296.wld @@ -36,11 +36,11 @@ one big factory, churning out the standard magic items that many DikuMudders have become accustomed to. * A Big Thanks to Builder_5, Serene, and Amanda for supporting C.A.W. -Also, kudos to Tarkin of VieMud (viemud.org 4000) for allowing us to -use his mud for pre-release testing. This area was built with the aid -of George Essl's Dikued program. We would like to thank Mr. Essl for -his time and determination to create and support Dikued. The -following people have aided C.A.W. and Amanda in numerous ways, and +Also, kudos to Tarkin of VieMud (viemud.org 4000) for allowing us to +use his mud for pre-release testing. This area was built with the aid +of George Essl's Dikued program. We would like to thank Mr. Essl for +his time and determination to create and support Dikued. The +following people have aided C.A.W. and Amanda in numerous ways, and all receive our deepest gratitude: Derek Lang (for continued support) Freja (for the pink incarnation) the players of VieMud (for playtesting) ~ @@ -380,7 +380,7 @@ The room is dominated by a black marble table with many chairs around it. There is marble desk near the window, cleverly organized and hardly cluttered at all. The window looks out over an idyllic garden scene that seems very out-of-place near -this factory. The room is done in subdued colours, and seems +this factory. The room is done in subdued colors, and seems like a nice, spacious area. ~ 296 8 0 0 0 0 @@ -412,9 +412,9 @@ S #29619 The Work Floor~ This is a part of the assembly line for Froboz' products. Here -you see wands of invisibility being assembled. Small sticks are -placed on the back of a large walking turtle, which trombles past -other workers standing in line. The workers take turns putting +you see wands of invisibility being assembled. Small sticks are +placed on the back of a large walking turtle, which trombles past +other workers standing in line. The workers take turns putting the little white tip on one end, inscribing Froboz' name on the wand, dousing it with extract of Implementor, and a lot of other complicated, technical things you do not understand. It looks @@ -458,7 +458,7 @@ D3 0 -1 29619 E vat~ - It is big. It is a vat. It is filled. What else do you want to know? + It is big. It is a vat. It is filled. What else do you want to know? ~ S #29621 @@ -487,7 +487,7 @@ E book~ Hmm... An introduction to a new magic! You sit down with the book, and awake several hours later, well rested. Blinking, you sit up to find the book -is gone. Oh well. +is gone. Oh well. ~ S #29622 @@ -511,7 +511,7 @@ D1 0 -1 29621 E machine pigeon~ - No really, you don't want to know. + No really, you don't want to know. ~ S #29623 @@ -535,12 +535,12 @@ D2 E machine~ Parchment in one end, scrolls out the other. No moving parts that you can -see! Magic! Ain't it wonderful??? +see! Magic! Ain't it wonderful??? ~ E box~ Wow! The twin power-mages Black and Decker themselves couldn't get into this -box if they tried! This isn't a safe... It is a safer! +box if they tried! This isn't a safe... It is a safer! ~ S #29624 @@ -604,12 +604,12 @@ D3 E grinder~ Looks real disgusting. Looks real painful. You are glad you are not going -anywhere near it, aren't you? +anywhere near it, aren't you? ~ E crates crates~ On the side of the crate, barely legible from scratchmarks and age, is the -legend: 'stbusters Inc. One Type III enclosed. DANGER. This end up. +legend: 'stbusters Inc. One Type III enclosed. DANGER. This end up. ~ S #29626 @@ -632,8 +632,8 @@ D3 E junk~ Looks like a lot of odd and ends. Most appear harmless... It would take -quite an imagination to create something dangerous with these, like a...!!! -Nah, it'll never work. +quite an imagination to create something dangerous with these, like a...!!! +Nah, it'll never work. ~ S #29627 @@ -680,7 +680,7 @@ D3 E door writing~ The writing on the door is in large yellow print and reads: DANGER!!! DO NOT -ENTER!!! +ENTER!!! ~ S #29629 @@ -707,12 +707,12 @@ door~ E door writing~ The writing on the door is in large yellow print and reads: DANGER!!! DO NOT -ENTER!!! +ENTER!!! ~ E magazines~ These magazines seem to be filled with pictures of woman in various clothing -crises. Hmm. +crises. Hmm. ~ S #29630 @@ -813,7 +813,7 @@ D1 S #29635 The Access Road~ - This winding accessway heads north around the side of the + This winding accessway heads north around the side of the factory to the dock areas in the back. The factory doesn't look near as imposing or as evil from this angle, but you still wouldn't want to work there. Many heavy carts and @@ -875,7 +875,7 @@ outgoing on one side, incoming on the other. All have the Froboz Corporation logo on the side, as well as the obvious legal and magical warnings on the side to discourage theft, embezzelment, etc. Each crate might contain a fortune, or -absolutely nothing, but from the rumours of Froboz, you decide +absolutely nothing, but from the rumors of Froboz, you decide not to find out... ~ 296 8 0 0 0 0 diff --git a/lib/world/wld/298.wld b/lib/world/wld/298.wld index b61032d..f9f0753 100644 --- a/lib/world/wld/298.wld +++ b/lib/world/wld/298.wld @@ -5,8 +5,8 @@ Newbie Zone and the Chessboard of Midgarrd in difficulty. In fact the charactersitics of most of the mobiles was cloned from these. Due to the "adult/ sexually oriented nature" of some of the objects. This zone as it stands would be oriented toward an adult user base. However it would be easily -modified to change those few items which some people might find offensive. -The Zone was created as a replica of our talker - The Castle of Desire. +modified to change those few items which some people might find offensive. +The Zone was created as a replica of our talker - The Castle of Desire. Please visit us by coming to our Home Page at: http://www. Bcl. Net/desire New Players are always welcome and I'm happy to help talker and mud administrators all i can. You can reach me on my talker or in my mud or email @@ -18,11 +18,11 @@ S Foyer~ You enter a large Foyer and are greeted by a Butler who Welcomes you to the Castle of Desire it is the home of Shimmer your Queen and Honeybear your King.. -Out infront of you, a dark mysterious corridor lies to your left, and on your +Out in front of you, a dark mysterious corridor lies to your left, and on your right, a beautiful large winding stairwell leading upwards.... You wonder where to start in exploring the forbidden secrets that this Castle must hold.... Enjoy your stay.. And all your desires that you fulfill here.. The -vision of an Oak Tree appears before you in the corner of the room. +vision of an Oak Tree appears before you in the corner of the room. ~ 298 156 0 0 0 0 D0 @@ -52,13 +52,13 @@ Great Hall~ upon which a fresco depicts angels, cherubs and robed figures in postures of ecstacy as they dispense or receive pleasure. A blazing fireplace at one end of the room is flanked by chairs in which slaves writhe in pleasure, impaled on -their masters' laps. In the centre of the room is a pole to which slaves may +their masters' laps. In the center of the room is a pole to which slaves may be tethered as they submit to exquisite punishment. A basket holding riding crops, whips, switches and paddles is near at hand. At the far end of the room is a bed-sized platform between two tall columns. On the platform, a slave is lying on her back, her arms chained to rings set in the columns. Her legs are bent back and suspended in midair by a chain fastened to a hook in the ceiling, -awaiting her Master. +awaiting her Master. ~ 298 0 0 0 0 0 D0 @@ -81,10 +81,10 @@ S #29803 Corridor~ You have entered a dark corridor that is dimly lit with candles... There -are old paintings of past Kings, Queens, and Royalty lining the walls... +are old paintings of past Kings, Queens, and Royalty lining the walls... Cobwebs hang from the ceiling, drapping around you. You peer down the corridor and see a small door to what you think might be the servants quarters.. You -wonder if you should take a closer look to see where it leads.. +wonder if you should take a closer look to see where it leads.. ~ 298 0 0 0 0 0 D1 @@ -101,7 +101,7 @@ Stairwell~ -An enormous stairwell looms before you.... You gaze up the winding stairs to see the light of the moon shining through the stain glass windows... The light fills the stairwell with dark and mysterious pattrens, giving you a sense -of someone watching from the shadows.... +of someone watching from the shadows.... ~ 298 0 0 0 0 0 D1 @@ -138,7 +138,7 @@ the antiques, walls and floors... The passage leads from the stairwell, to the entrance of the Secret Tunnel of the Ocean Tower... As you travel through the passageway there are many doors to rooms on the right of you, which behind these closed doors are the private quarters of the Kings and Queens of Castle -of Desire... +of Desire... ~ 298 0 0 0 0 0 D0 @@ -161,7 +161,7 @@ the room. On a small table are bottles of scented oils and lotions and a basket holding nipple clamps and cock rings, and leather straps of different lengths delicately carved chest at the foot of the bed contains an assortment of switches, crops and paddles along with a strap-on dildo and a double headed -dildo. Many things to pleasure both Mistress and Sub. +dildo. Many things to pleasure both Mistress and Sub. ~ 298 668 0 0 0 0 D3 @@ -174,10 +174,10 @@ Servant's Quarters~ Here in this room you see a very humble abode. A simple place where the servants live having only the necessities of life. There are rows of simple cots with thin bedding and blankets, little privacy for any who share this -place. Some have draped old moth eaten blankets between thier cots for some +place. Some have draped old moth eaten blankets between their cots for some semblence of a place of privacy. There is little time spent her for the servents.. Only for a few limited hours of sleep before they are called on for -thier duties to be performed for the Master and Mistress of the Castle. +their duties to be performed for the Master and Mistress of the Castle. ~ 298 0 0 0 0 0 D1 @@ -200,7 +200,7 @@ hall to hall. You also deduce that the lowest part of the stle's domain must hold the dungeon. Perhaps you should keep the draft in your face so as you do not accidentally wander into the dungeon. Who knows what wanders in that area. If you are lucky you might be able to find a exit leading to one of the -Castle's rooms. +Castle's rooms. ~ 298 0 0 0 0 0 D0 @@ -221,10 +221,10 @@ Dungeon~ The atmosphere of this enormous stone-vaulted underground chamber is dark and oppressive. Manacles dangle from iron rings set deeply in the stone walls. A pair of leather ankle restraints is fastened to the end of a chain which is -looped over a pulley set in an oak beam in the ceiling of the dungeon. +looped over a pulley set in an oak beam in the ceiling of the dungeon. Through the bars of a dark cell in the corner, you see the form of a softly sobbing slave. The pillory in the center of the dungeon is occupied by a slave -her e she is bound, bruised and swollen waits as her master left her. +her e she is bound, bruised and swollen waits as her master left her. ~ 298 0 0 0 0 0 D0 @@ -233,14 +233,14 @@ D0 0 -1 29809 S #29811 -Armoury~ +Armory~ Here you enter the this very large room you see that it stores all the weapons and equipment for war. You see polished and shiny.. The metal coats -of armour worn my the army lined up along one wall.. Hanging on the other +of armor worn my the army lined up along one wall.. Hanging on the other walls and about the benches are different styles of weapons. You see long -bows, and swords, spears and lances.. Maces and sheilds and battleaxes.. +bows, and swords, spears and lances.. Maces and sheilds and battleaxes.. Large numbers of them in neat and organized fashion ready for battle when the -need arises.... +need arises.... ~ 298 8 0 0 0 0 D0 @@ -258,7 +258,7 @@ Trophy Room~ and bowls of precious metal, inlaid with rare stones. Oil paintings on the wall tell of past victories, parchments speak of victories to come. Magical objects wrestled from evil creatures are on display behind strong walls forged -by strong spells. +by strong spells. ~ 298 0 0 0 0 0 D0 @@ -285,7 +285,7 @@ has twenty large, oversized, velvet covered chairs, which line both sides of the table... Candelabras line the table and the walls of the dinning hall, giving off a gentle and soothing glow... Although this room is enormous, it is also easily converted into a quiet spot for a romantic candle lit dinner with -that special someone... +that special someone... ~ 298 0 0 0 0 0 D0 @@ -313,7 +313,7 @@ either side of you lighted softly by the glow of candlelight and the warm fire. Around the fireplace you see a huge rug with all of your friends sitting on it reading there favorite novels. You decide to pick out a book and join them... Beside the rug on either side of the fireplace you see two over stuffed -chairs... And a special shelf with Leather bound books... +chairs... And a special shelf with Leather bound books... ~ 298 0 0 0 0 0 D0 @@ -330,9 +330,9 @@ East Balcony~ As you enter this balcony you see the glow of the rising sun orange and reds against the clouds. You look over the railing out across the country and you see the gardens in bloom, with moisture drops of dew on them glistening in the -early morning lite.. As you look across the field you see doe and thier young +early morning lite.. As you look across the field you see doe and their young drinking at the stream. This is a pleasant place with comfy wooden chairs to -sit and watch the day break. +sit and watch the day break. ~ 298 0 0 0 0 0 D2 @@ -348,9 +348,9 @@ S Game Room~ As you enter you see many different types of equipment... Used in the games of the Knights... You see Jousting equipment... And Riding gear.. Helmets -and shields and lances... YOu see great sized discs and long steel posts.. -Tossed for sport and skill. Many other items of game lay about the room.. -Choose.. What is it you enjoy most in the games of bravery and skill? +and shields and lances... YOu see great sized discs and long steel posts.. +Tossed for sport and skill. Many other items of game lay about the room.. +Choose.. What is it you enjoy most in the games of bravery and skill? ~ 298 0 0 0 0 0 D0 @@ -372,7 +372,7 @@ white curtains lead outside to small marble balconies, where people may talk privately and enjoy the view. The left side of the room is covered by a thin white curtain concealing the twenty piece orchestra, as they play concertos and waltzes. To the right is a mural of a ball from ages past. Forest green love -seats line the walls, for those wishing to relax and listen to the music. +seats line the walls, for those wishing to relax and listen to the music. ~ 298 0 0 0 0 0 D1 @@ -393,10 +393,10 @@ Knight's Room~ You Enter the KNIGHTS_ROOM As you walk in 2 guards point their spears at you and ask, "WHO GOES THERE? "" You show them your pass and walk in. As you walk in you see a large wooden round table with Castle Desires Emblem on it. About -298 wooden chairs surrounding the table. You take a seat and begin to chat. +298 wooden chairs surrounding the table. You take a seat and begin to chat. You notice a few golden thrones for the kings and queens and princes and princesses. So, please, make yourself comfy and servants will come and serve -you drinks. +you drinks. ~ 298 0 0 0 0 0 D0 @@ -414,7 +414,7 @@ D2 S #29819 Royalty~ - You have descended into an intimate amphitheatre of abandon where + You have descended into an intimate amphitheater of abandon where exhibitionists and voyeurs are welcome (and encouraged) to play. Far above you, a large crack in the domed ceiling reveals a myriad of dark constellations. The morning star winks mischieveously on the horizon. A low @@ -423,7 +423,7 @@ stand rising above it on all sides. The stands are padded and cozy, allowing watchers to lounge or indulge themselves in the shadows. The stage is surrounded by soft, low candlelights, the players move slow to the music. Two large thrones sit at the front of the stage for the King and his Queen to view -the scenes. +the scenes. ~ 298 0 0 0 0 0 D0 @@ -469,7 +469,7 @@ ovens... The Roast is turning on the spit in the hickory fire... A long oblong, oval shaped table stands in the middle of the culinary, which is equiped with all the neccessities... A variety of cabinets and shelving line the walls full of food supplies... A large metal rack hangs over the middle -table, with pots and and utensils hanging from it... +table, with pots and and utensils hanging from it... ~ 298 0 0 0 0 0 D0 @@ -491,7 +491,7 @@ delicious wines of all parts of the realm.. And along the far wall are shelves holding the countless bottles of various brands of brandy .. Especially select.. For the King. To the right sits the winemaster, always ready to help to choose the right wine for the right occasion.. And to keep the supplies in -order. +order. ~ 298 0 0 0 0 0 D0 @@ -508,7 +508,7 @@ Pantry~ -You walk into a very spacious pantry, which is lined with dozens of wooden shelves... There stocked full of a variety of foods... There is a wooden stepping stool against the shelf, and hooks with aprons hanging from the line -the one wall... +the one wall... ~ 298 0 0 0 0 0 D2 @@ -519,7 +519,7 @@ S #29824 North Passageway~ @n - .;;;, .;;;, .;;;, .;;;, + .;;;, .;;;, .;;;, .;;;, .;;;,;;;;;,;;;;;,.;;;, .;;;.,;;;;;,;;;;;,;;;. ;;;;oOOoOOoOOoOOoOOo;;;. .,. .;;;oOOoOOoOOoOOoOOo;;;; .,,.`oOOo' `OoOOo,;;;;;,oOOoO' `oOOo;',,. @@ -527,8 +527,8 @@ North Passageway~ ;;;;OOoO `; ,;;. ;' OoOO;;;; ;;;;OOoO, ;; ; ; `; ;' ;..' ,OoOO;;;; ```.;OOoO, ;,;;, `;;' `;' `;;' ,OoOO;,''' -IN HONOR ;;;;OOoO,. .,OoOO;;;; IN MEMORY OF -OF OSITANEGRA```,;OOoO,. .,OoOO;, ''' BLUEDRAGON +IN HONOR ;;;;OOoO,. .,OoOO;;;; IN MEMORY OF +OF OSITANEGRA```,;OOoO,. .,OoOO;, ''' BLUEDRAGON AND SPOILA'S ;;;;;OOoO,. .,OoOO;;;; FOR ALL WHO LOVED HER WEDDING JULY 3RD 1997 ;;;;;OOoOOoOO;;;;; PASSED AWAY JULY 4TH 1997 -->-->---**---<---<--{ @@ -549,7 +549,7 @@ Ocean Tower~ glass window that showers the whole room with a rainbow of colors. You walk over to an open window and you can hear the pounding of the waves below and the screaming of the sea gulls above. Suddenly there is a breeze of cool, salty, -ocean air that calms your body... Relax and enjoy the view.. +ocean air that calms your body... Relax and enjoy the view.. ~ 298 0 0 0 0 0 D2 @@ -567,10 +567,10 @@ Secret Tunnel~ caught by thousands of sparkling crystals that amplify the shimmering light into a magical carpet of color that entrances and makes you hold your breath with delight. The floor is smooth under your feet and thesoft warm breeze -carries a delightful fragrance that sets your senses tingling with delight. +carries a delightful fragrance that sets your senses tingling with delight. There are places this tunnel leads to.. Mysterious, perhaps dangerous, or perhaps tantalizing to all your sensual senses.... Continue here.. At your -own risk. +own risk. ~ 298 0 0 0 0 0 D0 @@ -601,7 +601,7 @@ happiness and excitement. Knowing that you have just seen a shooting star, you begin to make a wish... The next morning you wake up and find yourself at the same spot as you were the night before and figured you must have drifted off to sleep.... But as you start to get up, you see something different, something -strange, something new... You noticed that your wish come true... +strange, something new... You noticed that your wish come true... ~ 298 0 0 0 0 0 D0 @@ -623,7 +623,7 @@ places and those strong, smooth bubbles massage reality away. Soft music, with a steady beat fills the air, touches your soul and strikes an almost primal urge in you. You drift in a secure and sensual place as your body responds to the steamy water, the feather-light touches of someone and you enter a -dreamlike state. +dreamlike state. ~ 298 0 0 0 0 0 D0 @@ -650,7 +650,7 @@ door leading to the spirial staircase that lead you to the tower. In the center of the room, there is a round table with 6 chairs around it, in the center of the table, there are fresh roses in a vase. As you enter, I look up from my desk in the northwestern part of the tower, put down my quill pen, and -properly greet you into the tower. +properly greet you into the tower. ~ 298 0 0 0 0 0 D0 @@ -664,7 +664,7 @@ Heaven~ You feel content and happy as you feel you are floating on air.. There is a lite blue mist about you and shimmering lites of color everywhere.... Almost a twinkling of stars of lights all around you... This is a good place.. And -from here you can return to reality... +from here you can return to reality... ~ 298 0 0 0 0 0 D2 @@ -687,10 +687,10 @@ you. As you open your mouth to gasp for air you feel the heat searing your lungs. You feel the burning but your flesh is in tact you feel the flames but you see only darkness... There is no light.. It is as though you are hanging in limbo you can not touch nor feel anything around you including the floor if -there is one... You can not go forward nor can you retrace your steps in... +there is one... You can not go forward nor can you retrace your steps in... And you hear the anguish of other souls as they linger here... You are alone... You are lost... All you feel is desperation.. There is no where -else you can go... You poor lost soul....... +else you can go... You poor lost soul....... ~ 298 0 0 0 0 0 D0 @@ -716,7 +716,7 @@ you see brightness and feel warmth, from the other direction there is darkness but a burning heat, and sounds of anguish. You can not speak here or .tell or .shout you are in a limbo state untill a wiz or higher talks to you.. You must decide if you are willing to cooperate and behave here..... Smiles then you -will be freed. YOU ARE DEAD! +will be freed. YOU ARE DEAD! ~ 298 8 0 0 0 0 S @@ -729,7 +729,7 @@ love walking on beaches and warm summer breezes.. I love sunsets and laughter and star filled skies.. *My life is complicated, My loving is deep If you are part of that life you KNOW... If you have my heart... You have my mind.. My soul.. My love.. And I will share my life with you.. I am a gentle and -caring woman and would cherish your friendship forever.. +caring woman and would cherish your friendship forever.. ~ 298 2716 0 0 0 0 D5 @@ -745,7 +745,7 @@ moon. In a dark time in my life, I looked up and there she was, my Shimmer, my Light of the Moon! Oh there have been many lights in my life, most of which have faded. Im sure there will be others, but none will be more precious to me as She. To her I pledge my undying love and affection for as long as she -chooses to light my way! +chooses to light my way! ~ 298 2716 0 0 0 0 D2 @@ -765,7 +765,7 @@ about. Could be trash dumped from the windows of the Castle by the staff or, could be parts of bodies of those who have dared attack the Castle. The Moat continues East and West accross the front and sides of the Castle. You can also go down if you can hold your breath and arent afraid of deep dark cold -places. A slippery ladder leads back up to the Foyer! +places. A slippery ladder leads back up to the Foyer! ~ 298 0 0 0 0 6 D1 @@ -789,7 +789,7 @@ S The Eastern Side of the Moat~ As you continue swimming you finally come to a solid wall which signals the end of this side of the moat. Your only choice is to go back from where you -came. +came. ~ 298 8 0 0 0 6 D3 @@ -801,7 +801,7 @@ S The Western Side of the Moat~ As you continue swimming you finally come to a solid wall which signals the end of this side of the moat. Your only choice is to go back from where you -came. +came. ~ 298 0 0 0 0 6 D1 @@ -813,7 +813,7 @@ S Under Water in the Moat~ You are under the water in the Moat. Its very dark and you almost choke from the muck that surrounds you. You have a feeling you should go back from -where you came. If you go down futher you will surely die! +where you came. If you go down futher you will surely die! ~ 298 1 0 0 0 8 D4 @@ -828,7 +828,7 @@ S #29839 The Deadly Depths of the Moat~ The pressure is too much for you to handle. You better go up before you -drown. +drown. ~ 298 0 0 0 0 8 D4 diff --git a/lib/world/wld/299.wld b/lib/world/wld/299.wld index 88bf52e..a38df31 100644 --- a/lib/world/wld/299.wld +++ b/lib/world/wld/299.wld @@ -1,6 +1,6 @@ #29900 The Cathedral Courtyard~ - Leaves blown about by the wind of countless centuries fill this + Leaves blown about by the wind of countless centuries fill this lonely empty courtyard with their dull hollow rustle. As you look around an eerie feeling overcomes you, as if you are being watched. Just to the north, you see that the once beautiful double doors @@ -53,7 +53,7 @@ Since I couldn't find fly sectors in the original DikuMud, I used #14, #50, #51, #52, #53 * The mobs were built with a 'standard' 30-level, DikuMud in mind. -Armour classes range from +10 (bad) to -10 (excellent). +Armor classes range from +10 (bad) to -10 (excellent). On VieMud, mobile ##05 (Wyrenthoth) was a snivelling excuse of a dracolich, always whining about how it hated cold, damp, and closed in spaces. Also, if it was given object ##07 (the ivory staff), @@ -70,7 +70,7 @@ E door doors~ The remains of the two doors that served as the main entranceway to the cathedral are now lying in near ruins on the ground. The doors are covered with -scuff and scratch marks and are merely a shadow of their former glory. +scuff and scratch marks and are merely a shadow of their former glory. ~ S #29901 @@ -213,7 +213,7 @@ E wall walls floor stain stains~ The stains on the floor and wall look to be relatively recent as compared to the destruction that hit the cathedral. You are uncertain as to what they could -be, but they are fairly large. +be, but they are fairly large. ~ S #29906 @@ -235,7 +235,7 @@ S #29907 The Confessional~ In this dingy little room, you can tell that people used to make their -most holy of confessions here. There is no relief now, for, those who have +most holy of confessions here. There is no relief now, for, those who have have lost their souls. A small and dingy curtain hangs in the entranceway to the west. ~ @@ -283,7 +283,7 @@ northwest there is a small curtain pulled across a doorway. ~ 299 8 0 0 0 0 D0 -The curtain has been pulled to across the doorway, making it slighty +The curtain has been pulled to across the doorway, making it slightly awkward to see through. ~ curtain~ @@ -580,8 +580,8 @@ The Abbott's Room~ This looks to be a step up from an ordinary monk's residence. The cot is still in fine condition in the corner underneath a narrow window and there is a small rug in the center of the floor. -The doorway to the east is in shambles however and it looks as if -whatever was trying to break through it got in without too much +The doorway to the east is in shambles however and it looks as if +whatever was trying to break through it got in without too much difficulty. There does not seem to be any sign of a struggle, so it would seem that either the Abbott was not in his room or that he went along willingly with whomever (or whatever) broke in. @@ -830,7 +830,7 @@ E metal plate brass plaque wall walls~ The small metal plates in the walls seem to be drawers of some sort. Each one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. +occupant, none of whom you recognize at all. ~ S #29933 @@ -860,7 +860,7 @@ E metal plate brass plaque wall walls~ The small metal plates in the walls seem to be drawers of some sort. Each one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. +occupant, none of whom you recognize at all. ~ S #29934 @@ -892,7 +892,7 @@ E metal plate brass plaque wall walls~ The small metal plates in the walls seem to be drawers of some sort. Each one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. +occupant, none of whom you recognize at all. ~ S #29935 @@ -922,7 +922,7 @@ E metal plate brass plaque wall walls~ The small metal plates in the walls seem to be drawers of some sort. Each one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. +occupant, none of whom you recognize at all. ~ S #29936 @@ -952,7 +952,7 @@ E metal plate brass plaque wall walls~ The small metal plates in the walls seem to be drawers of some sort. Each one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. +occupant, none of whom you recognize at all. ~ S #29937 @@ -982,7 +982,7 @@ E metal plate brass plaque wall walls~ The small metal plates in the walls seem to be drawers of some sort. Each one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. +occupant, none of whom you recognize at all. ~ S #29938 @@ -1007,7 +1007,7 @@ E metal plate brass plaque wall walls~ The small metal plates in the walls seem to be drawers of some sort. Each one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. +occupant, none of whom you recognize at all. ~ S #29939 @@ -1033,7 +1033,7 @@ E metal plate brass plaque wall walls~ The small metal plates in the walls seem to be drawers of some sort. Each one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. +occupant, none of whom you recognize at all. ~ S #29940 @@ -1053,7 +1053,7 @@ E metal plate brass plaque wall walls~ The small metal plates in the walls seem to be drawers of some sort. Each one is inset with a small brass plaque. Each plaque lists the name of the -occupant, none of whom you recognize at all. +occupant, none of whom you recognize at all. ~ S #29941 @@ -1082,7 +1082,7 @@ E mosaic mosaics walls~ The mosaics covering the walls of this room appear to be merely strange designs made of multitudes of small tiles. The one to the south does not appear -to be properly attached to the wall, perhaps you could open it... +to be properly attached to the wall, perhaps you could open it... ~ S #29942 @@ -1114,12 +1114,12 @@ wall~ Looking carefully at the northern wall, you notice that something is quite out of place in it. Staring at the worn down track in the floor where it meets the wall, you trace your eyes upwards, where they discover a well hidden door -handle. +handle. ~ E floor track~ The worn down track in the floor leads to the north wall. It certainly seems -to take a lot of hints to get this fact through to you, doesn't it? +to take a lot of hints to get this fact through to you, doesn't it? ~ S #29943 @@ -1242,8 +1242,8 @@ door runes carvings~ The door on the western side of the crypt is covered with strange, yet elegant carvings. Looking somewhat closer at the carvings, you notice that they appear to be runes of protection. Mostly against rot and ruin, but there is one -near the centre of the design which looks to be for protection against the -undead. +near the center of the design which looks to be for protection against the +undead. ~ S #29948 @@ -1259,23 +1259,23 @@ about the life of Princess Evalynn. 299 8 0 0 0 0 D1 A large stone door stands just to the east, blocking all entrance into -this wonderous place. +this wondrous place. ~ door~ 2 29910 29947 E coffin~ - The coffin seems to be made of ebony and seems to be very much closed. + The coffin seems to be made of ebony and seems to be very much closed. ~ E walls wall painting paintings~ - The paintings on the walls show various events in Princess Evalynn's life. + The paintings on the walls show various events in Princess Evalynn's life. One shows her ill-fated wedding day, when the wedding party was attacked shortly before the ceremony and Prince Michael was carried off by a large golden dragon. -Another shows her donning a suit of emerald armour in preparation of war. She +Another shows her donning a suit of emerald armor in preparation of war. She was forced to take the kingdom in hand and defend it against many attacks over the years by those who thought that Gildoria would fall easily without any solid -male leadership. +male leadership. ~ S #29949 @@ -1377,7 +1377,7 @@ S Being Burnt Alive~ Need I really say more? Suffice to say, after being exposed to extremely high temperatures you are on the verge of death. Better get out of here quick -before there is nothing left of you but a pile of ash. +before there is nothing left of you but a pile of ash. ~ 299 12 0 0 0 0 D5 diff --git a/lib/world/wld/3.wld b/lib/world/wld/3.wld index 7ef696c..85a0273 100644 --- a/lib/world/wld/3.wld +++ b/lib/world/wld/3.wld @@ -4,7 +4,7 @@ A Long Hallway~ offer ample lighting. The smokeless kerosene that is used leaves a strange smell. The Hall is bare, only a few small paintings cover the walls. Clerics have very little need for decorations of any kind. A small waiting room is to -the west. +the west. ~ 3 0 0 0 0 1 D0 @@ -56,7 +56,7 @@ Clerics Avenue~ The cobblestone road is in decent shape, though a few stones have been overturned leaving gaping holes. No wagons travel down this part of the city. Everyone knows clerics have no need for anything besides what they can provide -by themselves. +by themselves. ~ 3 0 0 0 0 1 D0 @@ -90,7 +90,7 @@ Magi Avenue~ The Tower of the Magi lies to the southwest. Just to the south one can see where the inner city wall turns to the west. This avenue runs deep within the Magi's Quarter. Accidents have been known to happen around here. People must -be careful for who knows what an inexperienced student may do. +be careful for who knows what an inexperienced student may do. ~ 3 0 0 0 0 1 D0 @@ -106,7 +106,7 @@ S An Elegant Hall~ Drawings of ancient battles in which the Magi slaughter their foes line both sides of the hallway. Depicted on these drawings are a myriad of creatures -ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves. +ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves. One of the paintings looks oddly familiar. ~ 3 8 0 0 0 1 @@ -207,7 +207,7 @@ D2 S #309 Clerics Alley~ - Within the Clerics' Quarters an adventurer has very little to worry about. + Within the Clerics' Quarters an adventurer has very little to worry about. Even those would be vandals, pickpockets, and thugs shy away out of their respect of the clerics. To be a cleric is to be respected second only to that of the Master Magi. @@ -263,7 +263,7 @@ Clerics Alley~ The inner city wall opens up just to the east into the southern road which runs from the south gate directly to the heart of Sanctus inside the temple. A few apprentice healers in flowing robes rush between the Temple and the Clerics' -Quarters, no doubt on an errand from the Council. +Quarters, no doubt on an errand from the Council. ~ 3 0 0 0 0 1 D1 @@ -279,7 +279,7 @@ S The Southern Road~ A large gate has been built into the inner city wall here to allow adventurers to pass between the temple and the southern half of the city. The -clerics' quarters lie to the west while the magi quarters are to the east. +clerics' quarters lie to the west while the magi quarters are to the east. Within their centers rises the Tower of the High Council of Clerics and the Tower of the Magi respectively. ~ @@ -305,8 +305,8 @@ S Magi Alley~ The black Tower of the Magi casts an intimidating shadow over the surroundings and the underlying alley. Within the tower lie many secrets that -the average citizen is not privileged enough to be told about. Rumours abound, -especially about the Orb of Sanctum the gods left in the Master Magi's care. +the average citizen is not privileged enough to be told about. Rumors abound, +especially about the Orb of Sanctum the gods left in the Master Magi's care. ~ 3 0 0 0 0 1 D1 @@ -323,7 +323,7 @@ Magi Alley~ The sound of voices from above are impossible to locate. They could be coming either from on top of the inner city wall to the north or from an open window of the Tower of the Magi south of here. The voices are too low to be -discernable. +discernable. ~ 3 0 0 0 0 1 D1 @@ -340,7 +340,7 @@ Magi Alley~ The inner city wall is used to separate the city into two separate battlefields. In case of an attack by superior numbers the citizens will fall back into the inner city as a last measure of defense. Luckily, the army has -been very successful in protecting the city and it has never come to that. +been very successful in protecting the city and it has never come to that. ~ 3 0 0 0 0 1 D1 @@ -394,9 +394,9 @@ S An Elegant Hall~ Both sides of the hallway are covered from floor to ceiling in exquisite drawings. All of them depicting various battles in which the Magi have fought -in. In the one infront of you the army of Sanctus stands on the verge of +in. In the one in front of you the army of Sanctus stands on the verge of defeat, except for the constant bombardment of fireballs, lightning, and meteors -hurled from the battlements by the Magi. +hurled from the battlements by the Magi. ~ 3 0 0 0 0 1 D0 @@ -439,7 +439,7 @@ A Room of Prayer~ others remain unlit. Cushions are arranged along the floor facing the candles, so that one can give thanks for all that has been given in this simple room of prayer. The walls are unadorned, everything looks to be plain and only used for -its intended purpose. +its intended purpose. ~ 3 0 0 0 0 1 D0 @@ -482,7 +482,7 @@ Clerics Avenue~ are just to the south. One can see a small intersection to the north where the inner city wall begins. Many people come to this quarter to seek aid from the clerics, whether it be healing in the tower or to settle disputes within the -Hall. +Hall. ~ 3 0 0 0 0 1 D0 @@ -499,7 +499,7 @@ A Training Room~ Within this tower new clerics are taken to be trained in the art of healing. Very few are selected for this great honor, and even fewer ever achieve a mastery in the art of restoring health. Several of the older clerics are here -bestowing their knowledge and wisdom to their students. +bestowing their knowledge and wisdom to their students. ~ 3 0 0 0 0 1 D1 @@ -515,7 +515,7 @@ S A Training Room~ A rug lines the floor where several clerics in training listen intently to a gray-haired man who is drawing something on a board. He often uses words of a -different language that are very hard to follow and impossible to understand. +different language that are very hard to follow and impossible to understand. ~ 3 8 0 0 0 1 D1 @@ -536,7 +536,7 @@ A Training Room~ A group of clerics in training surround a poor frightened white cat. The cat is shivering in fright. It seems to have broken its foot and the soon to be healers are practicing their skills on it. Better than expirementing with live -humans. +humans. ~ 3 0 0 0 0 1 D1 @@ -558,7 +558,7 @@ An Advanced Training Room~ robes. One of them lays a gentle hand on the child's forehead causing the young boy to instantly fall asleep. Another cleric takes the boys arm which has been badly bruised and possibly broken and begins chanting mysterious words. The -bruises fade away without a trace. +bruises fade away without a trace. ~ 3 8 0 0 0 1 D2 @@ -592,7 +592,7 @@ The Training Room~ Several apprentices sit patiently waiting for their next lesson. Classes are held within this tower no matter what time of day. The Magi are searching relentlessly for the next Master Magi. They are short by two and the five -existing are all old and nearly finished in their lives. +existing are all old and nearly finished in their lives. ~ 3 0 0 0 0 1 D1 @@ -606,10 +606,10 @@ D2 S #330 The Training Room~ - The Magi within the tower train to help protect the city from invasion. + The Magi within the tower train to help protect the city from invasion. Though the army is generally all that is required to handle most battles, the Magi are sometimes called upon to prevent heavy casualties or counter any -magical abilities the attackers may possess. +magical abilities the attackers may possess. ~ 3 8 0 0 0 1 D1 @@ -669,7 +669,7 @@ Magi Avenue~ can hear strange incantations coming from an open window in the black tower, far above the other buildings. The Magi train young students within to take their place, but fewer and fewer meet the requirements and actually survive the -training. +training. ~ 3 0 0 0 0 1 D0 @@ -687,7 +687,7 @@ The Foyier~ Magi have come to call their home. Curtains of deep maroon velvet drape over the windows. Rugs of the colors of the Magi line the floors. Everything is spotless and well maintained. Living here would be what many would consider as -living the good life. +living the good life. ~ 3 8 0 0 0 1 D0 @@ -705,7 +705,7 @@ A Back Hall~ traveling unseen from one section of the mansion to another. The Magi live an extravagant life and hold themselves to be very prestigious and elegant. No one would ever dare call them otherwise. The hall is unkempt and bare of any -furnishings. +furnishings. ~ 3 8 0 0 0 1 D0 @@ -738,9 +738,9 @@ S #337 The Hall of Clerics~ This building holds the majority of the clerics within the city of Sanctus. -It is here the High Council convenes to help citizens solve minor disputes. +It is here the High Council convenes to help citizens solve minor disputes. The building is barren of any luxuries. That is the way a cleric must live, -without desires or wants. +without desires or wants. ~ 3 8 0 0 0 1 D0 @@ -762,7 +762,7 @@ The Clerics' Quarters~ of the High Council respectively. To the south a small shop displaying a sign with multi-colored herbs swings in the gentle breeze. The Tower rises far above, its two spires reaching almost as high as the Temple. In contrast the -hall looks very mundane. +hall looks very mundane. ~ 3 0 0 0 0 1 D0 @@ -812,7 +812,7 @@ The Tower of Clerics~ A wide staircase covered by a large tan rug leads up into the heart of the tower towards the High Council's chambers. Many famous healers reside within this tower's magical walls. It is said that just by standing in certain rooms -of the tower one can heal at unnatural rates. +of the tower one can heal at unnatural rates. ~ 3 0 0 0 0 1 D0 @@ -870,7 +870,7 @@ The Tower of the High Council of Clerics~ the Southern Towers and the Temple of Sanctus. This junction lies at the entrance of the revered Tower of the High Council. High above is where the councillors make many important decisions on how to uphold the welfare and -health of the city. +health of the city. ~ 3 8 0 0 0 1 D0 @@ -943,9 +943,9 @@ S #345 The Tower of the Magi~ A large spiral staircase winds up into the heart of the tower. A slight -tinge of sulphur hangs in the air, probably a spell that went haywire. +tinge of sulphur hangs in the air, probably a spell that went haywire. Students roam the halls in deep thought, oblivious to the normal reality you -live in. Training Rooms lie in all directions. +live in. Training Rooms lie in all directions. ~ 3 0 0 0 0 1 D0 @@ -973,7 +973,7 @@ S The Tower of the Magi~ A pair of circular stairwells wind their way higher into the tower. The sounds of people chanting echo off the pitch black walls that almost appear -depthless. Most likely a simple trick of the eye, but then again, maybe not. +depthless. Most likely a simple trick of the eye, but then again, maybe not. ~ 3 8 0 0 0 1 D0 @@ -1052,7 +1052,7 @@ The Magi Mansion~ The walls are adorned in fancy draperies and expensive tapestries of every style and design imaginable. The Magi believe in a life of service to their discipline, but they also believe that they should be able to live in comfort. -This building is one of the most elaborate within the entire city. +This building is one of the most elaborate within the entire city. ~ 3 8 0 0 0 1 D0 @@ -1093,9 +1093,9 @@ S #351 The Healer's Shop~ Small indoor gardens have been set up within this small house to grow the -herbs required for the mixes and salves the clerics require. They are rumoured +herbs required for the mixes and salves the clerics require. They are rumored to sometimes sell some of their remedies, though this is very rare and at a very -steep price. +steep price. ~ 3 0 0 0 0 1 D0 @@ -1108,7 +1108,7 @@ Clerics in Training~ Several beds lie in columns and rows spaced evenly apart. The smell of some form of antiseptic stings in the air. All the beds are empty, must be the healers here are well-versed in their craft. The Temple continues to the north -and west. +and west. ~ 3 0 0 0 0 1 D0 @@ -1146,7 +1146,7 @@ Clerics' Hallway~ The smell of exotic medicines fills the entire tower. A large open area to the north, the center of the tower, holds a set of stairs leading higher up into the tower. Small benches line the walls here, allowing people to rest from -their adentures. +their adentures. ~ 3 8 0 0 0 1 D0 @@ -1184,7 +1184,7 @@ The Southern Road~ To the east the Tower of the High Council of Clerics glows a bright white, its polished surfaces reflecting all light down onto the Clerics' Quarters which it protects. To the west the Tower of the Magi does the exact opposite, seeming -to absorb all light surrounding it. There must be balance in all things. +to absorb all light surrounding it. There must be balance in all things. ~ 3 0 0 0 0 1 D0 @@ -1198,9 +1198,9 @@ D2 S #357 The Magi Training Room~ - Bookshelves line the two walls of this small open area within the tower. + Bookshelves line the two walls of this small open area within the tower. The smell of dust and musty old papers emanates from them. Many centuries of -knowledge lie within these books that were salvaged from the lands beyond. +knowledge lie within these books that were salvaged from the lands beyond. Many more have yet to be found. ~ 3 0 0 0 0 1 @@ -1239,7 +1239,7 @@ The Magi Hallway~ The seven Orders of the Magi are slowly dying out. That is why they rarely fight in battles any longer. They have instead devoted their time to training future Magi to take their places. But, good students have become even harder -to come by these days. +to come by these days. ~ 3 0 0 0 0 1 D0 @@ -1257,11 +1257,11 @@ D3 S #360 A Magi Training Room~ - Short tables with cushions surrounding them are placed about the room. + Short tables with cushions surrounding them are placed about the room. These cushions are obviously meant to kneel on and the tables are overflowing with various books. This must be some sort of study room for the Magi. The black walls seem to absorb the white light coming from strange bulbs hanging -from the ceiling. +from the ceiling. ~ 3 8 0 0 0 1 D0 @@ -1275,11 +1275,11 @@ D3 S #361 Sareth's Scrolls~ - The smell of old paper that is slowly crumbling to dust fills the room. + The smell of old paper that is slowly crumbling to dust fills the room. Thousands of books, scroll, parchments, and even some tablets fill the bookshelves, tables and the floor of this under sized room. It is here a vast amount of the Magi have left thei findings when delving into the depths of -their magic. +their magic. ~ 3 0 0 0 0 1 D0 @@ -1329,7 +1329,7 @@ room is known as the storeroom. All that is required in the storeroom is to load one of each mob you wish to be a pet. This room can not have any exits and will never be used by mortals. Although a pet shopkeeper is not required it is recommended. In order to implement a pet shop the actual mud code has to be -modified. Just ask Rumble to do it for you. +modified. Just ask Rumble to do it for you. ~ 3 1024 0 0 0 1 S @@ -1362,7 +1362,7 @@ S #367 Hazel's Living Quarters~ The room is cluttered with various water container and filtration canisters -overflowing the desks and shelves. A small cot is crowded into one corner. +overflowing the desks and shelves. A small cot is crowded into one corner. Though there is very little room to move around the room is surprisingly clean and well kept. A single door leads down to the shop below. ~ @@ -1372,28 +1372,34 @@ D5 door~ 2 0 225 E -floor~ - The stone floor is the same shade of grey as the sky and is completely plain -and unscratched. It is probably too hard for anything to leave as much as a -scratch on it. -~ -E sky winds~ Cold winds plunge ceaselessly at you from the dark, cloudless sky. ~ +E +floor~ + The stone floor is the same shade of gray as the sky and is completely plain +and unscratched. It is probably too hard for anything to leave as much as a +scratch on it. +~ +S +#391 +Bomber's Trial Vnum~ +You are in an unfinished room. +~ +3 0 0 0 0 0 S #399 Welcome to the Builder Academy~ A builder is a term usually used to describe a person who designs MUD zones -for other characters to explore. Any player with motivation, ideas, and good -writing style can be a builder as well as a player. As a Builder, your job is -to create the virtual world in which players can roam around, solve puzzles, -find treasures, and gain experience. A Builder creates the rooms, objects, -mobs, shops, and triggers with which players will interact. +for other characters to explore. Any player with motivation, ideas, and good +writing style can be a builder as well as a player. As a Builder, your job is +to create the virtual world in which players can roam around, solve puzzles, +find treasures, and gain experience. A Builder creates the rooms, objects, +mobs, shops, and triggers with which players will interact. If this is something you are interested in doing then you have come to the -right place. Be warned, building is not easy and will require hard work, +right place. Be warned, building is not easy and will require hard work, patience, and the ability to take constructive criticism. - Your first task is to apply for builder status at: + Your first task is to apply for builder status at: http://tbamud.com/ When you finish and submit the application tell anyone level 32 or higher and they will advance you to begin your training. diff --git a/lib/world/wld/30.wld b/lib/world/wld/30.wld index e9860e4..fb4b33b 100644 --- a/lib/world/wld/30.wld +++ b/lib/world/wld/30.wld @@ -207,7 +207,7 @@ Free instructions provided by the Grunting Boar Inn. E writing carving carvings symbols symbol~ Although it is very hard to understand, you think it looks a lot like beer, -poems about beer, and small beer-mugs. +poems about beer, and small beer-mugs. ~ S #3008 @@ -230,12 +230,12 @@ You see the entrance hall. E sign~ Rooms are expensive but good! You may: - + Offer - get an offer on a room - Time is in real life days. Rent - Rent a room (saves your stuff, and quits the game), minimum charge is one day. - - + + MY WAY OR THE HIGHWAY PAY YOUR RENT! WE WON'T THINK TWICE BEFORE KICKING YOU OUT. @@ -260,7 +260,7 @@ danish pastry~ Denmark (which surely is not the capital of Sweden! ). Former ruler of Scandinavia, England, Northern Germany, Northern France, Russia, Greenland, Iceland, Estonia etc. Etc. The sight of those large, wholesome chokoladeboller -makes your mouth water and your soul sing. +makes your mouth water and your soul sing. ~ E sign~ @@ -296,7 +296,7 @@ S The Weapon Shop~ The smell of worked metals and various quenching oils fills the room. Every available space in the room including the ceiling is loaded with various -equipment and weaponry. There is a small note on the counter. +equipment and weaponry. There is a small note on the counter. ~ 30 136 0 0 0 0 D2 @@ -699,7 +699,7 @@ You see the entrance hall to the thieves' guild. 0 -1 3027 E furniture~ - As you look at the furniture, the chair you sit on disappears. + As you look at the furniture, the chair you sit on disappears. ~ S #3029 @@ -815,23 +815,23 @@ gate~ E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. +from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the -doors is equipped with a very big lock. +doors is equipped with a very big lock. ~ E tower towers~ - Both of the towers are built from large grey rocks that have been fastened to -each other with some kind of mortar, just like the city wall. + Both of the towers are built from large gray rocks that have been fastened to +each other with some kind of mortar, just like the city wall. ~ E wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3041 @@ -859,23 +859,23 @@ You see Main Street. E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. +from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the -doors is equipped with a very big lock. +doors is equipped with a very big lock. ~ E tower towers~ - Both of the towers are built from large grey rocks that have been fastened to -each other with some kind of mortar, just like the city wall. + Both of the towers are built from large gray rocks that have been fastened to +each other with some kind of mortar, just like the city wall. ~ E wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3042 @@ -896,8 +896,8 @@ The road continues further south. 0 -1 3043 E wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3043 @@ -928,8 +928,8 @@ wall writing letters~ ~ E wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3044 @@ -1007,8 +1007,8 @@ You see the bridge. 0 -1 3051 E wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3048 @@ -1071,17 +1071,17 @@ You see the Concourse. 0 -1 3100 E bridge~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar, just like the wall. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar, just like the wall. ~ E opening~ - You cannot really see it from here as it is somewhere beneath your feet. + You cannot really see it from here as it is somewhere beneath your feet. ~ E wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3052 @@ -1104,23 +1104,23 @@ The forest edge is to the west. E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. +from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the -doors is equipped with a very big lock. +doors is equipped with a very big lock. ~ E tower towers~ - Both of the towers are built from large grey rocks that have been fastened to -each other with some kind of mortar, just like the city wall. + Both of the towers are built from large gray rocks that have been fastened to +each other with some kind of mortar, just like the city wall. ~ E wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3053 @@ -1143,28 +1143,28 @@ gate~ E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. +from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the -doors is equipped with a very big lock. +doors is equipped with a very big lock. ~ E tower towers~ - Both of the towers are built from large grey rocks that have been fastened to -each other with some kind of mortar, just like the city wall. + Both of the towers are built from large gray rocks that have been fastened to +each other with some kind of mortar, just like the city wall. ~ E wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3054 By The Temple Altar~ - You are by the temple altar in the northern end of the Temple of Midgaard. + You are by the temple altar in the northern end of the Temple of Midgaard. A huge altar made from white polished marble dominates this part of the temple. Towering behind the altar is a ten foot tall sitting statue of Odin, the King of the Gods. To the north, steps lead out the back of the temple towards the @@ -1184,14 +1184,14 @@ You see the southern end of the temple. E altar~ Even though the altar is more than ten feet long it appears to be made from a -single block of white virgin marble. +single block of white virgin marble. ~ E statue odin king god~ The statue represents the one-eyed Odin sitting on a his throne. He has -long, grey hair and beard and a strict look on his face. On top of the throne, +long, gray hair and beard and a strict look on his face. On top of the throne, just above his shoulders, his two ravens Hugin and Munin are sitting and at his -feet are his wolves Gere and Freke. +feet are his wolves Gere and Freke. ~ S #3058 @@ -1323,24 +1323,24 @@ E letters envelopes assorted~ Envelopes of all sizes are heaped into hugh piles around the room. As you look closer, you see a letter that you had posted a full week ago, laying -unnoticed and slightly rat-chewed towards the bottom of the pile. +unnoticed and slightly rat-chewed towards the bottom of the pile. ~ E cobwebs~ - They seem to cover everything here, even the Postmaster himself. + They seem to cover everything here, even the Postmaster himself. ~ E crates opened large~ As you know, it is illegal to send contraband items through the Midgaard Mail. The customs agents use this as a great excuse to seize liquor, rare -spices, and just about anything they might find useful or profitable. +spices, and just about anything they might find useful or profitable. ~ E WANTED posters poster wall~ Faces of various known Killers and Thieves can barely be seen behind the crates on the west wall. Some of them look quite familar, sorta like that guy who you saw in the Reception a minute ago... But then again, they are rather -hard to see past the crates. +hard to see past the crates. ~ S #3063 @@ -1398,7 +1398,7 @@ on the eastern side of the path. E plot device~ What more is a plot device than something to block a certain direction for -reasons beyond your comprehension. +reasons beyond your comprehension. ~ S #3066 diff --git a/lib/world/wld/300.wld b/lib/world/wld/300.wld index 189c629..418315a 100644 --- a/lib/world/wld/300.wld +++ b/lib/world/wld/300.wld @@ -17,7 +17,7 @@ D3 0 -1 30057 E uprising stone~ - The uprising looks like some huge beast set to pounce. + The uprising looks like some huge beast set to pounce. ~ E info credits~ @@ -26,21 +26,21 @@ info credits~ * *Copyright 1994 by Curious Areas Workshop * -1) Edit room #00 to connect with somewhere in a jungle in your mud. - Exits can be joined to this room from any direction but from the +1) Edit room #00 to connect with somewhere in a jungle in your mud. + Exits can be joined to this room from any direction but from the east. Edit the room description to reflect the new exit. * -Note: Mercutio has provided room #57 as an easy connection point, +Note: Mercutio has provided room #57 as an easy connection point, connecting from room #00 to room 6121 in the Haon-Dor forest. * -2) Check the following items to make sure the value used for spells +2) Check the following items to make sure the value used for spells conforms to the same spell on your mud. *#03 -- Strength(39), Strength(39), Poison(33) *#04 -- Sense Life(44), Detect Poison (21) *#08 -- Energy Drain(25) *#22 -- Detect Invisible(19), Poison(33) * -If your mud does not allow some of these as 'wand' or 'potion' type +If your mud does not allow some of these as 'wand' or 'potion' type items, replace with a suitable spell of your own choice. * 3) Add specials, if desired, for the mobs listed in the 'notes' section. @@ -55,11 +55,11 @@ Here are some recommended specials for the mobs: * Credits * -We are greatly indebted to Tarkin and Freja of VieMud (viemud.org 4000) +We are greatly indebted to Tarkin and Freja of VieMud (viemud.org 4000) for all the time and code contributed. * -Thanks to the players at VieMud, for playtesting above and beyond the -call of duty. Even more thanks to the people supporting C.A.W. and +Thanks to the players at VieMud, for playtesting above and beyond the +call of duty. Even more thanks to the people supporting C.A.W. and using our areas. We love your feedback, even the flames. * Mercutio's donation to the Curious Areas Workshop is highly appreciated. @@ -174,7 +174,7 @@ D3 0 -1 30005 E flaps flap~ - Who can say which part of draconian anatomy this might be? + Who can say which part of draconian anatomy this might be? ~ S #30007 @@ -850,7 +850,7 @@ plot device~ This large and strange creation is merely a device often used by writers to steer people away from something that he or she does not want them to see at the present moment. Speaking of which, you *did* see the path leading away to the -south did you not? +south did you not? ~ S #30045 @@ -881,7 +881,7 @@ exit is west. ~ 300 8 0 0 0 0 D3 -Outside is the amphitheatre chamber. +Outside is the amphitheater chamber. ~ door coffin~ 1 -1 30047 @@ -965,7 +965,7 @@ S The Operating Room~ This circular chamber is dominated by a large stone slab in the center which bears the stains of countless horrible experiments. The -cruel work that goes on here is generally viewed from the amphitheatre +cruel work that goes on here is generally viewed from the amphitheater above by the guild apprentices and patrons. ~ 300 8 0 0 0 0 @@ -1075,7 +1075,7 @@ door doors bone~ 1 30018 30026 E walls~ - A small fissure appears to be set in the south wall. + A small fissure appears to be set in the south wall. ~ S #30057 diff --git a/lib/world/wld/301.wld b/lib/world/wld/301.wld index 1925a76..6ccf667 100644 --- a/lib/world/wld/301.wld +++ b/lib/world/wld/301.wld @@ -12,13 +12,18 @@ Campus Crescent continues to the east. ~ 0 -1 30101 E +sign~ + Campus by Matrix and The Wandering Bard +Copyright 1994 by Curious Areas Workshop +~ +E info credits~ Campus by Matrix and The Wandering Bard Copyright 1994 by Curious Areas Workshop -Campus is a large tongue-in-cheek area loosely based on a Canadian -university campus. Below is a step by step guide that should work +Campus is a large tongue-in-cheek area loosely based on a Canadian +university campus. Below is a step by step guide that should work for most DikuMuds... -The campus consists of 232 rooms. +The campus consists of 232 rooms. #00 (exit west to the rest of the world) #22 (exit north to the rest of the world) #86 (add a PEACEFUL flag if you have one) @@ -26,7 +31,7 @@ Edit the following objects: #46 (make the edesc appear as your login screen.) #59 * -The mobs in this area were built on a -100 (good) to 100 (bad) armor +The mobs in this area were built on a -100 (good) to 100 (bad) armor class range. Remove the extra '0' if you don't need/want it. * Here are some recommended specials for the mobs: @@ -55,17 +60,12 @@ Zone 301 is linked to the following zones: 301, 302 and 303. Please ensure that any entrances into the area are flagged nomob to keep them in. - Parna for TBAMud.) ~ -E -sign~ - Campus by Matrix and The Wandering Bard -Copyright 1994 by Curious Areas Workshop -~ S #30101 Campus Crescent~ This cobblestone road is not littered in any way, thus displaying the conscientious behaviour of the politically correct students (as they all seem -to be). The road continues east and west. +to be). The road continues east and west. ~ 301 0 0 0 0 1 D1 @@ -80,7 +80,7 @@ The gateway can be seen to the west. 0 -1 30100 E cobblestone stone cobble~ - The cobblestones are clean. + The cobblestones are clean. ~ S #30102 @@ -88,7 +88,7 @@ Campus Crescent~ This cobblestone road is not littered in any way, thus displaying the conscientious behaviour of the politically correct students (as they all seem to be). The road continues east and west. To the north and south, you can see -dormitories. +dormitories. ~ 301 0 0 0 0 1 D0 @@ -112,12 +112,12 @@ Campus Crescent continues to the west. ~ 0 -1 30101 E -dorm dormitory dormitories~ - Well, they're dormitories. What else can be said? +cobblestone stone cobble~ + The cobblestones are clean. ~ E -cobblestone stone cobble~ - The cobblestones are clean. +dorm dormitory dormitories~ + Well, they're dormitories. What else can be said? ~ S #30103 @@ -125,7 +125,7 @@ Campus Crescent~ This cobblestone road is not littered in any way, thus displaying the conscientious behaviour of the politically correct students (as they all seem to be). The road continues east and west. A noxious smell permeates from the -south. +south. ~ 301 0 0 0 0 1 D1 @@ -144,19 +144,19 @@ Campus Crescent continues to the west. ~ 0 -1 30102 E -cobblestone stone cobble~ - The cobblestones are clean. +caf cafeteria~ + You barely see, through the thick putrid fumes, the Mary Rotte Cafeteria. ~ E -caf cafeteria~ - You barely see, through the thick putrid fumes, the Mary Rotte Cafeteria. +cobblestone stone cobble~ + The cobblestones are clean. ~ S #30104 The Crossroads~ Campus Crescent meets University Avenue at this very point... Right here. (Thus the name Crossroads. ) University runs north-south whilst Campus runs -east-west. +east-west. ~ 301 0 0 0 0 1 D0 @@ -182,7 +182,7 @@ To the west, Campus Crescent continues merrily. E cobblestone stone cobble~ There are no cobblestones here! You feel very silly looking at something -that is not here. +that is not here. ~ S #30105 @@ -190,7 +190,7 @@ Campus Crescent~ This cobblestone road is not littered in any way, thus displaying the conscientious behaviour of the politically correct students (as they all seem to be). The road continues east and west. A large building lies south, off -the road. You can see another building to the north. +the road. You can see another building to the north. ~ 301 0 0 0 0 1 D0 @@ -214,12 +214,12 @@ The Crossroads lie to the west. ~ 0 -1 30104 E -cobblestone stone cobble~ - The cobblestones are clean. +building~ + The buildings seem warm and inviting. You almost feel like hugging one. ~ E -building~ - The buildings seem warm and inviting. You almost feel like hugging one. +cobblestone stone cobble~ + The cobblestones are clean. ~ S #30106 @@ -227,7 +227,7 @@ Campus Crescent~ This cobblestone road is not littered in any way, thus displaying the conscientious behaviour of the politically correct students (as they all seem to be). The road continues east and west. The bookstore is to the north. An -odd, round-shaped building lies to the south. +odd, round-shaped building lies to the south. ~ 301 0 0 0 0 1 D0 @@ -251,23 +251,23 @@ Campus Crescent continues to the west. ~ 0 -1 30105 E -cobblestone stone cobble~ - The cobblestones are still clean. +round building~ + Yes... It's a round building. Go figure. ~ E bookstore~ The bookstore is a 2-story cubical building, loud noises emanate from the top -floor. +floor. ~ E -round building~ - Yes... It's a round building. Go figure. +cobblestone stone cobble~ + The cobblestones are still clean. ~ S #30107 Division Road~ Asphalt pavement lies heinously beneath your feet. The road continues north -and south. A nice cobblestone road leads off to the west. +and south. A nice cobblestone road leads off to the west. ~ 301 0 0 0 0 1 D0 @@ -286,18 +286,18 @@ Campus Crescent and its cobblestones are to the west. ~ 0 -1 30106 E -cobblestone stone cobble~ - It's asphalt, you idiot! If you want to look at cobblestones, go west. +asphalt pavement~ + It's asphalt. ~ E -asphalt pavement~ - It's asphalt. +cobblestone stone cobble~ + It's asphalt, you idiot! If you want to look at cobblestones, go west. ~ S #30108 University Avenue~ This nicely crafted dirt road runs north-south. It is normally filled with -students. An awful fog drifts in from the west. +students. An awful fog drifts in from the west. ~ 301 0 0 0 0 1 D0 @@ -316,8 +316,8 @@ The cafeteria lies to the west. ~ 0 -1 30128 E -cobblestone stone cobble~ - It's a dirt road. There are NO cobblestones here, although to the north... +cafeteria fog~ + The fog seems to be coming from the Mary Rotte Cafeteria. ~ E dirt~ @@ -325,14 +325,14 @@ dirt~ World Dictionary) ~ E -cafeteria fog~ - The fog seems to be coming from the Mary Rotte Cafeteria. +cobblestone stone cobble~ + It's a dirt road. There are NO cobblestones here, although to the north... ~ S #30109 University Avenue~ This nicely crafted dirt road runs north-south. But it ends here. It is -normally filled with students. There is a dormitory to west. +normally filled with students. There is a dormitory to west. ~ 301 0 0 0 0 2 D0 @@ -346,19 +346,19 @@ Morris House lies to the west. ~ 0 -1 30129 E +dormitory dorm~ + They are student living establishments. +~ +E dirt~ It's unclean matter, such as mud, trash, earth, or soil. (Webster's New World Dictionary) ~ -E -dormitory dorm~ - They are student living establishments. -~ S #30110 University Avenue~ This nicely crafted dirt road runs north-south. It is normally filled with -students. Buildings lie on either side of the street. +students. Buildings lie on either side of the street. ~ 301 0 0 0 0 1 D0 @@ -382,8 +382,8 @@ The Engineering building, Ellis Hall, lies to the west. ~ 0 -1 30132 E -cobblestone stone cobble~ - It's a dirt road. There are NO cobblestones here, although to the south... +building buildings~ + There are two buildings here. Which one? ~ E dirt~ @@ -391,14 +391,14 @@ dirt~ World Dictionary) ~ E -building buildings~ - There are two buildings here. Which one? +cobblestone stone cobble~ + It's a dirt road. There are NO cobblestones here, although to the south... ~ S #30111 University Avenue~ This nicely crafted dirt road runs north-south. It is normally filled with -students. Buildings lie on either side of the street. +students. Buildings lie on either side of the street. ~ 301 0 0 0 0 1 D0 @@ -422,19 +422,19 @@ The Commerce building, Dunning Hall, lies to the west. ~ 0 -1 30135 E +building buildings~ + There are two buildings here. Which one? +~ +E dirt~ It's unclean matter, such as mud, trash, earth, or soil. (Webster's New World Dictionary) ~ -E -building buildings~ - There are two buildings here. Which one? -~ S #30112 University Avenue~ This nicely crafted dirt road runs north-south. It is normally filled with -students. A road branches off to the east. +students. A road branches off to the east. ~ 301 0 0 0 0 1 D0 @@ -462,7 +462,7 @@ S University Avenue~ This nicely crafted dirt road runs north-south. It is normally filled with students. To the north you can see several menacing figures. There is a sign -here. Reading it would be beneficial to your health and general well-being. +here. Reading it would be beneficial to your health and general well-being. ~ 301 0 0 0 0 1 D0 @@ -471,7 +471,7 @@ Low-income student housing lies to the north. BEWARE! ~ 0 -1 30124 D1 -The student centre, known as the "J" Dock, stands to the east. +The student center, known as the "J" Dock, stands to the east. ~ ~ 0 -1 30138 @@ -481,9 +481,8 @@ University Avenue continues to the south. ~ 0 -1 30112 E -dirt~ - It's unclean matter, such as mud, trash, earth, or soil. (Webster's New -World Dictionary) +building~ + The student center lies to the east. ~ E sign warning~ @@ -496,18 +495,19 @@ Fine $ 53.75 for excessively loud noises. ENTER AT YOUR OWN RISK! ~ E -building~ - The student centre lies to the east. +dirt~ + It's unclean matter, such as mud, trash, earth, or soil. (Webster's New +World Dictionary) ~ S #30114 Union Street~ This non-descript road segment runs east-west between University Avenue and -Division Road. To the north is the student centre. +Division Road. To the north is the student center. ~ 301 0 0 0 0 1 D0 -The student centre, known as the "J" Dock, stands to the north. +The student center, known as the "J" Dock, stands to the north. ~ ~ 0 -1 30137 @@ -522,18 +522,18 @@ University Avenue lies to the west. ~ 0 -1 30112 E -non-descript non descript~ - (No description) +building~ + The student center lies to the north. ~ E -building~ - The student centre lies to the north. +non-descript non descript~ + (No description) ~ S #30115 Union Street~ This non-descript road segment runs east-west between University Avenue and -Division Road. There are buildings on either side of the street. +Division Road. There are buildings on either side of the street. ~ 301 0 0 0 0 1 D0 @@ -557,19 +557,19 @@ Union Street continues to the west. ~ 0 -1 30114 E -non-descript non descript~ - (No description) +building buildings~ + There are two buildings here. Which one? ~ E -building buildings~ - There are two buildings here. Which one? +non-descript non descript~ + (No description) ~ S #30116 Division Road~ Asphalt pavement lies heinously beneath your feet. The road continues south. A non-descript road leads off to the west. A building lies to the -north. +north. ~ 301 0 0 0 0 1 D0 @@ -588,18 +588,18 @@ Union Street is to the west. ~ 0 -1 30115 E -building gym arena~ - The Jock Hardy Arena lies to the north. +asphalt pavement~ + It's asphalt. ~ E -asphalt pavement~ - It's asphalt. +building gym arena~ + The Jock Hardy Arena lies to the north. ~ S #30117 Division Road~ Asphalt pavement lies heinously beneath your feet. The road continues north -and south. +and south. ~ 301 0 0 0 0 1 D0 @@ -613,18 +613,18 @@ Division Road continues south. ~ 0 -1 30118 E -asphalt pavement~ - It's asphalt. +zork~ + What would possess you to look at that? What is a zork anyways? ~ E -zork~ - What would possess you to look at that? What is a zork anyways? +asphalt pavement~ + It's asphalt. ~ S #30118 Division Road~ Asphalt pavement lies heinously beneath your feet. The road continues north -and south. A building is off to the west. +and south. A building is off to the west. ~ 301 0 0 0 0 1 D0 @@ -643,19 +643,19 @@ The Campus bookstore lies to the west. ~ 0 -1 30141 E -bookstore building~ - The bookstore is a 2-story cubical building, loud noises emanate from the top -floor. +asphalt pavement~ + It's asphalt. ~ E -asphalt pavement~ - It's asphalt. +bookstore building~ + The bookstore is a 2-story cubical building, loud noises emanate from the top +floor. ~ S #30119 Division Road~ Asphalt pavement lies heinously beneath your feet. The road continues north -and south. +and south. ~ 301 0 0 0 0 3 D0 @@ -669,18 +669,18 @@ Division Road continues south. ~ 0 -1 30120 E -asphalt pavement~ - It's asphalt. +zork~ + What would possess you to look at that? What is a zork anyways? ~ E -zork~ - What would possess you to look at that? What is a zork anyways? +asphalt pavement~ + It's asphalt. ~ S #30120 Division Road~ Asphalt pavement lies heinously beneath your feet. The road continues north -and south. A tree has been planted here. +and south. A tree has been planted here. ~ 301 0 0 0 0 5 D0 @@ -694,20 +694,20 @@ Division Road continues south. ~ 0 -1 30121 E -asphalt pavement~ - It's asphalt. -~ -E tree~ It has been placed here just to relieve the monotony. It serves no other -purpose whatsoever. +purpose whatsoever. +~ +E +asphalt pavement~ + It's asphalt. ~ S #30121 Division Road~ Asphalt pavement lies heinously beneath your feet. The road continues north. A dormitory sits to the east. Strange that it's so far from everything -else... +else... ~ 301 0 0 0 0 3 D0 @@ -721,15 +721,15 @@ Wally World sits to the east. ~ 0 -1 30142 E -asphalt pavement~ - It's asphalt. -~ -E dorm dormitory~ This is a rather tall dormitory. You'd guess that in real life, it's probably 11-stories high, but since that would take an absurd amount of time to program, you don't think that there are that many floors in this replica of the -building. +building. +~ +E +asphalt pavement~ + It's asphalt. ~ S #30122 @@ -738,7 +738,7 @@ The Northern Campus Entrance~ the university stretches as far as the eye can see. A sign is neatly posted on the left pillar of the gateway. It is made of nicely polished brass. Because of this, it looks rather important (as all signs go). The road continues north -and south from your present location. +and south from your present location. ~ 301 4 0 0 0 1 D2 @@ -747,25 +747,25 @@ The Student GHETTO... Beware! ~ 0 -1 30123 E -sign plaque~ - The nicely polished brass plaque reads: - - University of XXX - - ENTER AT YOUR OWN RISK -~ -E gate gateway pillar~ The gateway is made of limestone and covered in ivy. As you already knew that you feel rather silly wasting your time looking at it. There is a sign on -the left pillar. +the left pillar. +~ +E +sign plaque~ + The nicely polished brass plaque reads: + + University of XXX + + ENTER AT YOUR OWN RISK ~ S #30123 The Ghetto~ The area you see ahead of you is low cost student housing, which is quite run down, almost into the ground in fact. You can see many furtive shapes -moving through the darkness. +moving through the darkness. ~ 301 4 0 0 0 4 D0 @@ -783,7 +783,7 @@ S The Ghetto~ The area you see ahead of you is low cost student housing, which is quite run down, almost into the ground in fact. You can see many furtive shapes -moving through the darkness. +moving through the darkness. ~ 301 4 0 0 0 4 D0 @@ -801,7 +801,7 @@ S Victoria Hall~ This is a locked room with no method of entry... Yet... The main reason for this is the high number of already existing dormitories and it was thought -that this one wouldn't add anything. +that this one wouldn't add anything. ~ 301 12 0 0 0 0 D2 @@ -815,7 +815,7 @@ Leonard Hall Lobby~ This is the lobby of the all-males residence. To the north you can see Campus Crescent. To both the east and west you can see locked doors. The floor is decorated with rather ugly, puce tiles. Beside the east door you can -see an enormous amount of mailboxes. +see an enormous amount of mailboxes. ~ 301 8 0 0 0 1 D0 @@ -834,14 +834,14 @@ There is a locked door leading to a stairwell. door~ 1 30105 30295 E -mailbox mailboxes~ - All of the mailboxes are all empty ... Just like normal you think. -~ -E tiles floor~ The floor is covered with tiles that are so ugly, you have a difficult time keeping your lunch down ~ +E +mailbox mailboxes~ + All of the mailboxes are all empty ... Just like normal you think. +~ S #30127 Mary Rotte Cafeteria Entrance~ @@ -849,7 +849,7 @@ Mary Rotte Cafeteria Entrance~ disappears. In this entrance, you'll normally find long line-ups to get into the cafeteria, but it's incomprehensible why. The only safe exit is to the north, but if you feel courageous enough, you can venture south. There is a -door to the west. +door to the west. ~ 301 136 0 0 0 0 D0 @@ -868,14 +868,14 @@ There is a doorway leading to the kitchen. door doorway~ 1 -1 30143 E -cafeteria caf~ - Yes, this is the cafeteria. -~ -E door doorway~ You believe that the doorway leads to the kitchen. Let's give our compliments to the chef... *grin* ~ +E +cafeteria caf~ + Yes, this is the cafeteria. +~ S #30128 Mary Rotte Cafeteria Entrance~ @@ -883,7 +883,7 @@ Mary Rotte Cafeteria Entrance~ disappears. In this entrance, you'll normally find long line-ups to get into the cafeteria, but it's incomprehensible why. The only safe exit is to the east, but if you feel courageous enough, you can venture west. There is a door -to the south. +to the south. ~ 301 136 0 0 0 0 D1 @@ -902,21 +902,21 @@ The dining hall lies to the west... Beware! ~ 0 -1 30148 E -cafeteria caf~ - Yes, this is the cafeteria. -~ -E door doorway~ You believe that the doorway leads to the kitchen. Let's give our compliments to the chef... *grin* ~ +E +cafeteria caf~ + Yes, this is the cafeteria. +~ S #30129 Morris House~ This large building seems to be another dormitory... Of sorts. It is built is a style combining Neo-Georgian features with all the advantages of modern design. A hallway shrouded in darkness leads off to the west, and the road is -to the east. +to the east. ~ 301 12 0 0 0 0 D1 @@ -932,10 +932,10 @@ This hallway leads into the depths of Morris. S #30130 The Entrance To Sterling Hall~ - This is the entrance to the famed circular building, Sterling Hall. + This is the entrance to the famed circular building, Sterling Hall. Supposedly, if you walk in one direction long enough, you will get to where you want to be. Exits lead in all cardinal directions. A footnote has been -attached to this description. +attached to this description. ~ 301 8 0 0 0 1 D0 @@ -949,7 +949,7 @@ The hallway continues east. ~ 0 -1 30320 D2 -An opening to the south brings you to the centre of the building. +An opening to the south brings you to the center of the building. ~ ~ 0 -1 30325 @@ -959,24 +959,24 @@ The hallway continues west. ~ 0 -1 30324 E -round circle circular~ - Yes, it's round. -~ -E footnote~ Yes, believe it or not, this is a reasonably accurate representation of the Physics building, Stirling Hall at our university. The lecture halls are numbered in the same manner as represented and it is in fact round, so that you -can walk in one direction all the way around the building. +can walk in one direction all the way around the building. +~ +E +round circle circular~ + Yes, it's round. ~ S #30131 The Student Health Services Entrance~ This nice and inviting building does not seem quite so nice and inviting anymore now that you can smell the Formeldehyde. But life has brightened -substantially, there is a Birth Control Centre to the east and a De-Tox unit to +substantially, there is a Birth Control Center to the east and a De-Tox unit to the south. To the north lies a tempting exit to a cobblestone covered street. - + ~ 301 12 0 0 0 0 D0 @@ -985,7 +985,7 @@ Back to cobblestones, eh? ~ 0 -1 30105 D1 -The Birth Control Centre looks mighty inviting doesn't it? +The Birth Control Center looks mighty inviting doesn't it? ~ ~ 0 -1 30172 @@ -1000,7 +1000,7 @@ Entrance To Ellis Hall~ This entrance is covered in finely wrought carvings depicting great engineering events (like the construction of this area) that have taken place in XXX's history. There are two exits, east to the street and west further -inside the building. +inside the building. ~ 301 8 0 0 0 1 D1 @@ -1015,8 +1015,8 @@ It is too dark to tell what the next room is. 0 -1 30174 E carvings~ - These carvings depict the heroic deeds of Matrix and the Wandering Bard. -Here they have just defeated the creature known as the Zon File. + These carvings depict the heroic deeds of Matrix and the Wandering Bard. +Here they have just defeated the creature known as the Zon File. ~ S #30133 @@ -1024,7 +1024,7 @@ Corry-Mack Building~ The Arts faculty building was obviously the brain child of a maze enthusiast. Its twisting halls have absolutely boggled the greatest minds of Vernmot... As well as the not so great minds. The halls beckon you to the -east. University Avenue lies to the west. +east. University Avenue lies to the west. ~ 301 8 0 0 0 0 D1 @@ -1038,12 +1038,12 @@ University Avenue lies to the west. ~ 0 -1 30110 E -halls hallways hall hallway~ - They are twisting alright. +minds mind great greatest~ + All of whom were probably smarter than you. ~ E -minds mind great greatest~ - All of whom were probably smarter than you. +halls hallways hall hallway~ + They are twisting alright. ~ S #30134 @@ -1051,7 +1051,7 @@ Corry-Mack Hall~ The Arts faculty building was obviously the brain child of a maze enthusiast. Its twisting halls have absolutely boggled the greatest minds of XXX... As well as the not so great minds. The halls beckon you to the -north. Campus Crescent is south of here. +north. Campus Crescent is south of here. ~ 301 8 0 0 0 0 D0 @@ -1065,19 +1065,19 @@ Campus Crescent lies to the south. ~ 0 -1 30105 E -halls hallways hall hallway~ - They are twisting alright. +minds mind great greatest~ + All of whom were probably smarter than you. ~ E -minds mind great greatest~ - All of whom were probably smarter than you. +halls hallways hall hallway~ + They are twisting alright. ~ S #30135 Dunning Hall Lobby~ This is the nerve center of the Commerce Department at UNX (University of North XXX). There are two exits. One to the north which seems to lead to -a hall of some sort, and on to the west which leads into a large room. +a hall of some sort, and on to the west which leads into a large room. ~ 301 8 0 0 0 0 D0 @@ -1100,9 +1100,9 @@ S Frosty Annex Entrance Hall~ As you walk off the street, you begin to notice how old and decrepit this building is. If perchance you are passing through this room on your way out of -the building you noticed how old this building seemed quite a long time ago. +the building you noticed how old this building seemed quite a long time ago. There are two exits. One to the road, which happens to lie to the west and the -exit to the east leads to a long hallway. +exit to the east leads to a long hallway. ~ 301 8 0 0 0 2 D1 @@ -1122,7 +1122,7 @@ The Central Annex~ the east you can see the Infobank, and to the west, you can see the Tuck Shoppe. North of you is the back hall with its bank machines, and south is the exit to Union Street. This area is usually rather busy with students as this -is the University Student Centre. +is the University Student Center. ~ 301 8 0 0 0 1 D0 @@ -1148,14 +1148,14 @@ The Tuck Shoppe is located to your west. 0 -1 30169 E prawn~ - You see nothing even remotely resembling that here. + You see nothing even remotely resembling that here. ~ S #30138 The Back Hall~ - This is the back hall of the Student Centre. You can see a Post Office to + This is the back hall of the Student Center. You can see a Post Office to the north, and a games room to the east. The Central Annex is located to the -south whilst the street is located directly to your west. +south whilst the street is located directly to your west. ~ 301 8 0 0 0 0 D0 @@ -1163,7 +1163,7 @@ You can distinctly see a post office here, it might have a message in it, but you are not quite sure. ~ ~ -0 -1 30170 +0 -1 -1 D1 There are electronic sounds coming from the east. ~ @@ -1184,7 +1184,7 @@ S Jock Hardy Lobby~ Several plaques line the walls, commemorating the great athletic achievements of the students and alumni. Exits branch off in many directions. -There is a sign here. +There is a sign here. ~ 301 8 0 0 0 1 D0 @@ -1208,10 +1208,6 @@ A long hallway lies to the west. ~ 0 -1 30153 E -plaque plaques~ - They are rather boring. A bunch of people you don't know. -~ -E sign~ The sign says: n @@ -1220,12 +1216,16 @@ sign~ Locker Rooms -> West Exit -> South ~ +E +plaque plaques~ + They are rather boring. A bunch of people you don't know. +~ S #30140 The Grant Hall Building~ This is the entry hall of the Grant Hall Building. This building is -lavishly furnished (with only chairs) and is used for important assemblies. -The auditorium lies to the south. +lavishly furnished (with only chairs) and is used for important assemblies. +The auditorium lies to the south. ~ 301 8 0 0 0 0 D0 @@ -1246,7 +1246,7 @@ would want for his, her, or its own home. Such items as sweatshirts, pants, T-shirts, and, of course, over-priced books that can do for presents to the rest of the family. There are two exits, one to the south and one to the east. Both exits are well guarded by security to prevent stolen goods from leaving -the store before being (over-) priced. +the store before being (over-) priced. ~ 301 140 0 0 0 0 D1 @@ -1270,7 +1270,7 @@ Wally World Reception Area~ This is the entrance to the fabulous Wally World, located soulfully on East Campus, miles away from everything else. There are three exits from here, west to the street and main campus, east to explore the depths of Wally World, and -north to visit the front office and reception desk. +north to visit the front office and reception desk. ~ 301 8 0 0 0 3 D0 @@ -1291,10 +1291,10 @@ This leads back to Division Road and the main campus. S #30143 The Kitchen~ - The kitchen is filled with a light mist of smoke rising from the stoves. + The kitchen is filled with a light mist of smoke rising from the stoves. The food here is mass-produced and cheaply made. After watching how they cook this food you are glad you do not normally eat at the cafeteria. There is a -door to the east. +door to the east. ~ 301 8 0 0 0 1 D1 @@ -1308,19 +1308,19 @@ The kitchen continues south. ~ 0 -1 30144 E -door doorway~ - You stare intently at the door. Its wooden frame enthrals you. +food~ + Believe me, you don't want to look at that! ~ E -food~ - Believe me, you don't want to look at that! +door doorway~ + You stare intently at the door. Its wooden frame enthrals you. ~ S #30144 The Kitchen~ - The kitchen is filled with a light mist of smoke rising from the stoves. + The kitchen is filled with a light mist of smoke rising from the stoves. The food here is mass-produced and cheaply made. After watching how they cook -this food you are glad you do not normally eat at the cafeteria. +this food you are glad you do not normally eat at the cafeteria. ~ 301 8 0 0 0 1 D0 @@ -1330,7 +1330,7 @@ The kitchen continues north. 0 -1 30143 E food~ - Believe me, you don't want to look at that! + Believe me, you don't want to look at that! ~ S #30145 @@ -1338,7 +1338,7 @@ Dining Hall~ The cafeteria dining hall is filled with poor students that are forced to eat this food to subsist. You feel pity upon them as you watch them fill their stomachs with this sorry excuse for food. The dining hall continues east and -south. The exit is to the north. +south. The exit is to the north. ~ 301 8 0 0 0 4 D0 @@ -1357,12 +1357,12 @@ The dining hall continues south. ~ 0 -1 30147 E -food~ - Believe me, you don't want to look at that! +students poor~ + You feel sorry for them. ~ E -students poor~ - You feel sorry for them. +food~ + Believe me, you don't want to look at that! ~ S #30146 @@ -1370,7 +1370,7 @@ Dining Hall~ The cafeteria dining hall is filled with poor students that are forced to eat this food to subsist. You feel pity upon them as you watch them fill their stomachs with this sorry excuse for food. The dining hall continues west and -south. +south. ~ 301 8 0 0 0 4 D2 @@ -1384,12 +1384,12 @@ The dining hall continues west. ~ 0 -1 30145 E -food~ - Believe me, you don't want to look at that! +students poor~ + You feel sorry for them. ~ E -students poor~ - You feel sorry for them. +food~ + Believe me, you don't want to look at that! ~ S #30147 @@ -1397,7 +1397,7 @@ Dining Hall~ The cafeteria dining hall is filled with poor students that are forced to eat this food to subsist. You feel pity upon them as you watch them fill their stomachs with this sorry excuse for food. The dining hall continues north and -east. +east. ~ 301 8 0 0 0 4 D0 @@ -1411,12 +1411,12 @@ The dining hall continues east. ~ 0 -1 30148 E -food~ - Believe me, you don't want to look at that! +students poor~ + You feel sorry for them. ~ E -students poor~ - You feel sorry for them. +food~ + Believe me, you don't want to look at that! ~ S #30148 @@ -1424,7 +1424,7 @@ Dining Hall~ The cafeteria dining hall is filled with poor students that are forced to eat this food to subsist. You feel pity upon them as you watch them fill their stomachs with this sorry excuse for food. The dining hall continues north and -west. The exit is to the east. +west. The exit is to the east. ~ 301 8 0 0 0 4 D0 @@ -1443,20 +1443,20 @@ The dining hall continues west. ~ 0 -1 30147 E -food~ - Believe me, you don't want to look at that! +students poor~ + You feel sorry for them. ~ E -students poor~ - You feel sorry for them. +food~ + Believe me, you don't want to look at that! ~ S #30149 Kitchen~ - The kitchen is filled with a light mist of smoke rising from the stoves. + The kitchen is filled with a light mist of smoke rising from the stoves. The food here is mass-produced and cheaply made. After watching how they cook this food you are glad you do not normally eat at the cafeteria. There is a -door here. +door here. ~ 301 8 0 0 0 1 D1 @@ -1470,19 +1470,19 @@ There is a storeroom beyond the door to the south. door doorway~ 1 -1 30150 E -food~ - Believe me, you don't want to look at that! +door doorway~ + It's a door. It has a nice steel frame surrounding a metallic door. ~ E -door doorway~ - It's a door. It has a nice steel frame surrounding a metallic door. +food~ + Believe me, you don't want to look at that! ~ S #30150 A Storeroom~ Stowed away here are different ingredients and packages containing pre-made spam and other uninteresting stuff. But wait! They keep edible food here too! -So that's what the staff eats! +So that's what the staff eats! ~ 301 8 0 0 0 1 D0 @@ -1491,24 +1491,24 @@ These stairs lead back to the door to the kitchen. door doorway~ 1 -1 30149 E -food~ - Well, it's food. +door doorway~ + It's a door. It has a nice steel frame surrounding a metallic door. ~ E spam pre-made packages ingredients uninteresting stuff~ - It's rather uninteresting. + It's rather uninteresting. ~ E -door doorway~ - It's a door. It has a nice steel frame surrounding a metallic door. +food~ + Well, it's food. ~ S #30151 Kitchen~ - The kitchen is filled with a light mist of smoke rising from the stoves. + The kitchen is filled with a light mist of smoke rising from the stoves. The food here is mass-produced and cheaply made. After watching how they cook this food you are glad you do not normally eat at the cafeteria. There is a -door to the north. +door to the north. ~ 301 8 0 0 0 1 D0 @@ -1522,17 +1522,17 @@ The kitchen continues west. ~ 0 -1 30149 E -door doorway~ - You stare intently at the door. Its wooden frame enthrals you. +food~ + Believe me, you don't want to look at that! ~ E -food~ - Believe me, you don't want to look at that! +door doorway~ + You stare intently at the door. Its wooden frame enthrals you. ~ S #30152 Stairway~ - As the title implies, there is a set of stairs here which lead up. + As the title implies, there is a set of stairs here which lead up. ~ 301 8 0 0 0 2 D2 @@ -1548,7 +1548,7 @@ The stairs lead up. S #30153 Hallway~ - The hallway leads off west into the locker room, and east into the lobby. + The hallway leads off west into the locker room, and east into the lobby. ~ 301 9 0 0 0 5 D1 @@ -1565,8 +1565,8 @@ door~ S #30154 Equipment Room~ - The equipment room houses various items used to work out and for sports. -There is a set of stairs here which lead down. + The equipment room houses various items used to work out and for sports. +There is a set of stairs here which lead down. ~ 301 8 0 0 0 2 D3 @@ -1583,7 +1583,7 @@ S #30155 Locker Room~ The fresh smell of sweat lingers in the locker rooms. There is a set of -stairs nearby. +stairs nearby. ~ 301 8 0 0 0 3 D1 @@ -1601,7 +1601,7 @@ S The Gym~ Think big. Think very big. Think bigger still. Well, this gym isn't that big, but it's pretty big. The locker rooms are down the stairs. The equipment -room lies to the east. +room lies to the east. ~ 301 8 0 0 0 5 D0 @@ -1628,7 +1628,7 @@ S #30157 The Gym~ Think big. Think very big. Think bigger still. Well, this gym isn't that -big, but it's pretty big. +big, but it's pretty big. ~ 301 8 0 0 0 5 D2 @@ -1645,7 +1645,7 @@ S #30158 The Gym~ Think big. Think very big. Think bigger still. Well, this gym isn't that -big, but it's pretty big. +big, but it's pretty big. ~ 301 8 0 0 0 5 D1 @@ -1662,7 +1662,7 @@ S #30159 The Gym~ Think big. Think very big. Think bigger still. Well, this gym isn't that -big, but it's pretty big. +big, but it's pretty big. ~ 301 8 0 0 0 5 D0 @@ -1678,8 +1678,8 @@ The gym continues to the east. S #30160 The Hall To The Arena~ - This hall leads to the arena (that is if you are coming from the lobby). -Otherwise, this hall leads to the lobby (from the arena, that is). + This hall leads to the arena (that is if you are coming from the lobby). +Otherwise, this hall leads to the lobby (from the arena, that is). ~ 301 9 0 0 0 5 D1 @@ -1695,8 +1695,8 @@ This is the direction to the lobby. S #30161 Jock Hardy Arena~ - The arena is about as big as the gym, but it is covered in ICE! Wheeeee! -There is an entrance to the south and a hallway to the west. + The arena is about as big as the gym, but it is covered in ICE! Wheeeee! +There is an entrance to the south and a hallway to the west. ~ 301 8 0 0 0 0 D0 @@ -1721,12 +1721,12 @@ The hall which leads to the lobby (from here) is west. 0 -1 30160 E ice covered~ - Never seen ice before? Try Canada. + Never seen ice before? Try Canada. ~ S #30162 Jock Hardy Arena~ - The arena is about as big as the gym, but it is covered in ICE! Wheeeee! + The arena is about as big as the gym, but it is covered in ICE! Wheeeee! ~ 301 8 0 0 0 0 D1 @@ -1741,12 +1741,12 @@ The arena continues to the south. 0 -1 30161 E ice covered~ - Never seen ice before? Try Canada. + Never seen ice before? Try Canada. ~ S #30163 Jock Hardy Arena~ - The arena is about as big as the gym, but it is covered in ICE! Wheeeee! + The arena is about as big as the gym, but it is covered in ICE! Wheeeee! ~ 301 8 0 0 0 0 D2 @@ -1761,12 +1761,12 @@ The arena continues to the west. 0 -1 30162 E ice covered~ - Never seen ice before? Try Canada. + Never seen ice before? Try Canada. ~ S #30164 Jock Hardy Arena~ - The arena is about as big as the gym, but it is covered in ICE! Wheeeee! + The arena is about as big as the gym, but it is covered in ICE! Wheeeee! ~ 301 8 0 0 0 0 D0 @@ -1781,17 +1781,17 @@ The arena continues to the west. 0 -1 30161 E ice covered~ - Never seen ice before? Try Canada. + Never seen ice before? Try Canada. ~ S #30165 Campus Pub Stairwell~ - This stairwell leads up to the ever popular (and ever-loud) Campus Pub. + This stairwell leads up to the ever popular (and ever-loud) Campus Pub. There are also exits to the north and south leading to the Campus Bookstore and University Crescent respectively. The stairwell is quite worn in from all the boots trampling up and down it all day (and night). The exit to the north is much less worn but the path to the south has been worn right down. There is a -small sign partway up the stairwell. +small sign partway up the stairwell. ~ 301 8 0 0 0 1 D0 @@ -1812,15 +1812,15 @@ can stand the noise that is. 0 -1 30166 E small sign~ - The sign reads: NO minors allowed. + The sign reads: NO minors allowed. ~ S #30166 Campus Pub~ This is your everyday campus pub with loud music, lots of underagers, lots -of beer, and the perennial favourite, Moshing. You find it very difficult to +of beer, and the perennial favorite, Moshing. You find it very difficult to move around, so decide to limit yourself to the bar. There is only one exit... -The one you entered by (down if you can't remember). +The one you entered by (down if you can't remember). ~ 301 8 0 0 0 5 D5 @@ -1829,21 +1829,21 @@ The only way out is down. ~ 0 -1 30165 E -zorpa~ - You see nothing special. Now what is a zorpa anyways? +moshing mosh~ + All you can see is a mass of bodies moving up and down, up and down... ~ E -moshing mosh~ - All you can see is a mass of bodies moving up and down, up and down... +zorpa~ + You see nothing special. Now what is a zorpa anyways? ~ S #30167 The Infobank~ This is the Infobank of the university. From previous experience you -realize that any information will be grossly inaccurate, if truthful at all. +realize that any information will be grossly inaccurate, if truthful at all. You can see a map of the university on the wall as well as a list of the student government. The only exit is the way you came in, but with student -governments you never know... +governments you never know... ~ 301 8 0 0 0 0 D3 @@ -1856,23 +1856,23 @@ D5 plank~ 1 -1 30171 E -map~ - This map shows absolutely nothing, further proving the value of student -governments to you. -~ -E list~ The list reads: President Vice-President Seems as though everyone is claiming ignorance today. ~ +E +map~ + This map shows absolutely nothing, further proving the value of student +governments to you. +~ S #30168 The Games Room~ In this room you see many arcade style games, none of which are plugged in. -In one corner you can see a girl playing the Addams Family Pinball Game. -There is only one exit. (Guess where it is). +In one corner you can see a girl playing the Addams Family Pinball Game. +There is only one exit. (Guess where it is). ~ 301 8 0 0 0 0 D3 @@ -1883,14 +1883,14 @@ away from it. 0 -1 30138 E girl pinball addams family~ - You can see a girl playing the Addams Family Pinball Game in one corner. + You can see a girl playing the Addams Family Pinball Game in one corner. ~ S #30169 The Tuck Shoppe~ This is the place to buy whatever kind of food you are looking for, according to the sign all types of food are sold here, all you need to do is -ask... +ask... ~ 301 140 0 0 0 0 D1 @@ -1899,12 +1899,42 @@ You can see the central annex to the east. ~ 0 -1 30137 S +#30171 +The Special Hidden Room~ + This room is completely empty except for the things you can see in it. The +only thing of real importance you can see is the plank in the ceiling. +~ +301 8 0 0 0 5 +D4 +Back to the Infobank we go. +~ +plank~ +1 -1 30167 +S +#30172 +Birth Control Center~ + This room is literally plastered with photographs, leaflets, and other birth +control paraphernalia. On the table for instance is a stack of pamphlets to be +handed out to any students who wish to read them. +~ +301 12 0 0 0 0 +D3 +To the west you can see the entrance to the building. +~ +~ +0 -1 30131 +E +pamphlet leaflet photograph photo~ + This portrays various bodily functions and things vaguely related that turn +even your stomach... Blech! +~ +S #30170 The Post Office~ This seems to be the standard post office given to any university by the wonderful XXX government. You can tell that it is a university post office because of the surplus amount of obscene graffiti upon the walls. The back -hall is south of here. +hall is south of here. ~ 301 8 0 0 0 0 D2 @@ -1924,37 +1954,7 @@ read it type "look prawn" ~ E prawn~ - You see nothing special. The Prawn is in excellent condition. -~ -S -#30171 -The Special Hidden Room~ - This room is completely empty except for the things you can see in it. The -only thing of real importance you can see is the plank in the ceiling. -~ -301 8 0 0 0 5 -D4 -Back to the Infobank we go. -~ -plank~ -1 -1 30167 -S -#30172 -Birth Control Centre~ - This room is literally plastered with photographs, leaflets, and other birth -control paraphernalia. On the table for instance is a stack of pamphlets to be -handed out to any students who wish to read them. -~ -301 12 0 0 0 0 -D3 -To the west you can see the entrance to the building. -~ -~ -0 -1 30131 -E -pamphlet leaflet photograph photo~ - This portrays various bodily functions and things vaguely related that turn -even your stomach... Blech! + You see nothing special. The Prawn is in excellent condition. ~ S #30173 @@ -1962,7 +1962,7 @@ De-Tox Unit~ This room seems to be the place where people get "detoxified". Although it smells pretty bad, it wouldn't be a bad idea to remember where this is so that you can rest here later. You find it rather difficult to manoeuvre in here -because of the large number of drunks on the floor. The only exit is north. +because of the large number of drunks on the floor. The only exit is north. ~ 301 12 0 0 0 4 D0 @@ -1977,7 +1977,7 @@ Ellis Hall Lobby~ devices and awards. There are four exits. The east exit will take you out towards the street whilst the north and west exits are too dark to see the ends of. The stairs on the south side of the room lead up to the second floor and -whatever might be up there... +whatever might be up there... ~ 301 9 0 0 0 1 D0 @@ -2002,20 +2002,20 @@ be interesting. ~ 0 -1 30180 E -neat engineering devices~ - You see lots of neat engineering devices which were used in the real world at -some point or another. At least you think they were. -~ -E award awards~ These are awards for various Engineering competitions which the university -entered at one time or another. +entered at one time or another. +~ +E +neat engineering devices~ + You see lots of neat engineering devices which were used in the real world at +some point or another. At least you think they were. ~ S #30175 Hallway~ This hallway is non-descript and has two exits. The eastern exit seems to -lead into a large room while the southern exit leads, well, south. +lead into a large room while the southern exit leads, well, south. ~ 301 9 0 0 0 1 D1 @@ -2031,14 +2031,14 @@ What did you expect? This exit leads south. E hallway~ The hallway is non-descript, ie it has NO description, so why are you looking -at it? +at it? ~ S #30176 Auditorium~ This is the large room you probably saw from the hallway attached to its -only exit (west). There are numerous seats arranged like a theatre would be. -There is a large stage at the east end of the room. +only exit (west). There are numerous seats arranged like a theater would be. +There is a large stage at the east end of the room. ~ 301 9 0 0 0 3 D3 @@ -2047,29 +2047,29 @@ The hallway you probably entered from is handily located to the west. ~ 0 -1 30175 E -stage~ - The stage is located at the west end of the room. In one corner of the -stage, there is a hockey stick lying on the ground. +goalie~ + How did you know it was a goalie stick? Have you been reading the keywords? +~ +E +crest~ + The crest seems to be the crest belonging to the class of `97. ~ E hockey stick~ This is a hockey stick with illegible writing on it. On one side there is a -crest prominently displayed. +crest prominently displayed. ~ E -crest~ - The crest seems to be the crest belonging to the class of `97. -~ -E -goalie~ - How did you know it was a goalie stick? Have you been reading the keywords? +stage~ + The stage is located at the west end of the room. In one corner of the +stage, there is a hockey stick lying on the ground. ~ S #30177 Hallway~ - This non-descript hallway has an exit to the east and one to the west. + This non-descript hallway has an exit to the east and one to the west. Unfortunately, you can't see what the exits lead to. Just before you finish -looking, you notice a door to the north. +looking, you notice a door to the north. ~ 301 9 0 0 0 1 D0 @@ -2089,14 +2089,14 @@ You can't see where this exit leads so stop trying to get a sneak preview. 0 -1 30178 E door~ - It looks just like every other door you've seen. + It looks just like every other door you've seen. ~ S #30178 The Back Exit~ This corridor comes to a sudden halt here as a door seems to be blocking the way to the west. If you were to go east, though, you would not have a problem -as the corridor seems to continue that way. +as the corridor seems to continue that way. ~ 301 9 0 0 0 1 D1 @@ -2113,10 +2113,10 @@ S #30179 Library~ This library is full of incomprehensible engineering texts. Included in the -selection here are textbooks dealing with Geology, Calculus, and Mechanics. -What fun it would be to spend an entire day just reading these books! +selection here are textbooks dealing with Geology, Calculus, and Mechanics. +What fun it would be to spend an entire day just reading these books! Fortunately you won't be disturbed because there is one exit. To the south -there is a door. +there is a door. ~ 301 8 0 0 0 0 D2 @@ -2126,14 +2126,14 @@ door~ 1 -1 30177 E calculus geology mechanics text textbook texts textbooks~ - These exciting books are sure to fill one of your days with joy! + These exciting books are sure to fill one of your days with joy! ~ S #30180 Upper Lobby~ This lobby has four exits, East and West, North and the stairwell to the south which leads down. You can't see where the stairwell leads. For that -matter you can't see where any of the exits lead. +matter you can't see where any of the exits lead. ~ 301 9 0 0 0 1 D0 @@ -2160,8 +2160,8 @@ S #30181 A Classroom~ This classroom is completely deserted. There are no desks, no chairs, no -tables, no nothing... Wait, that would mean something is here, wouldn't it? -Alright, there is something, there is an exit to the west. +tables, no nothing... Wait, that would mean something is here, wouldn't it? +Alright, there is something, there is an exit to the west. ~ 301 13 0 0 0 1 D3 @@ -2174,7 +2174,7 @@ S A Classroom~ This classroom is completely deserted. There are no desks, no chairs, no tables, no nothing... Ok, you caught me again, there is an exit to the east. - + ~ 301 13 0 0 0 1 D1 @@ -2186,7 +2186,7 @@ S #30183 Hallway~ This hallway has three conventional exits and a door. East, south and west -are conventional whilst the north wall holds a door. +are conventional whilst the north wall holds a door. ~ 301 9 0 0 0 1 D0 @@ -2213,7 +2213,7 @@ S #30184 A Classroom~ This classroom is completely deserted. There are no desks, no chairs, no -tables, no nothing... Except the typical exit to the west of course. +tables, no nothing... Except the typical exit to the west of course. ~ 301 13 0 0 0 1 D3 @@ -2226,7 +2226,7 @@ S A Classroom~ This classroom is completely deserted. There are no desks, no chairs, no tables, no nothing... Not even an exit to the north, good thing since the -actual exit is to the east. +actual exit is to the east. ~ 301 13 0 0 0 1 D1 @@ -2239,7 +2239,7 @@ S Faculty Office~ This room seems to be in shambles, as security has recently apprehended a student trying to break in. A huge desk has been toppled over and now rests -against a wall. +against a wall. ~ 301 9 0 0 0 1 D2 @@ -2249,14 +2249,14 @@ door~ 1 30100 30183 E desk huge~ - It rests against the wall. + It rests against the wall. ~ S #30187 Back Path~ This pathway leads off into the distance. You find yourself wondering what could be at the end of it. To the north the path continues, to the east, a -door graces the building next to you. +door graces the building next to you. ~ 301 4 0 0 0 4 D0 @@ -2270,17 +2270,17 @@ This leads into the building. door~ 2 30101 30178 E -pathway~ - The path is well worn, but there are no discernible footsteps upon it. +building~ + This is the back side of Ellis Hall, the Engineering building. ~ E -building~ - This is the back side of Ellis Hall, the Engineering building. +pathway~ + The path is well worn, but there are no discernible footsteps upon it. ~ S #30188 A Pathway~ - The path continues north-south. + The path continues north-south. ~ 301 4 0 0 0 4 D0 @@ -2295,13 +2295,13 @@ The path approaches a building. 0 -1 30187 E building~ - Wait until you can see it better. + Wait until you can see it better. ~ S #30189 A Pathway~ The pathway continues north-south. To the north you can see a tall, thin -structure sticking up from the ground. +structure sticking up from the ground. ~ 301 4 0 0 0 4 D0 @@ -2318,7 +2318,7 @@ S #30190 Approach To The Greasepole~ The path seems to be taking a direct route to the needle-like structure just -to the north. To the south the path continues. +to the north. To the south the path continues. ~ 301 4 0 0 0 4 D0 @@ -2335,7 +2335,7 @@ S #30191 The Greasepit~ The tall, needle-like structure stands right in front of you. There are two -ways you can go: to the south on the path, or up the greasepole. +ways you can go: to the south on the path, or up the greasepole. ~ 301 4 0 0 0 4 D2 @@ -2351,13 +2351,13 @@ Up. 0 -1 30193 E pole grease greasepole~ - This pole is covered with grease and looks horrendously hard to climb. + This pole is covered with grease and looks horrendously hard to climb. ~ S #30192 The Greasepole~ - SPLASH!!! Down the pole you slide... You arrive at the bottom again... -As usual the exits are to the south and up. + SPLASH!!! Down the pole you slide... You arrive at the bottom again... +As usual the exits are to the south and up. ~ 301 4 0 0 0 5 D2 @@ -2372,12 +2372,12 @@ The pole looms tall in front of you. 0 -1 30193 E pole grease greasepole~ - This pole is covered with grease and looks even worse than it did before. + This pole is covered with grease and looks even worse than it did before. ~ S #30193 The Greasepole~ - The only exits are up and down. + The only exits are up and down. ~ 301 4 0 0 0 5 D4 @@ -2397,7 +2397,7 @@ pole greasepole grease~ S #30194 The Greasepole~ - The only exits are up and down. + The only exits are up and down. ~ 301 4 0 0 0 5 D4 @@ -2417,7 +2417,7 @@ pole greasepole grease~ S #30195 The Greasepole~ - The only exits are up and down. + The only exits are up and down. ~ 301 4 0 0 0 5 D4 @@ -2437,7 +2437,7 @@ pole greasepole grease~ S #30196 The Greasepole~ - The only exits are up and down. + The only exits are up and down. ~ 301 4 0 0 0 5 D4 @@ -2457,7 +2457,7 @@ pole greasepole grease~ S #30197 The Greasepole~ - The only exits are up and down. + The only exits are up and down. ~ 301 4 0 0 0 5 D4 @@ -2477,7 +2477,7 @@ pole greasepole grease~ S #30198 The Greasepole~ - The only exits are up and down. + The only exits are up and down. ~ 301 4 0 0 0 5 D4 @@ -2497,7 +2497,7 @@ pole greasepole grease~ S #30199 The Greasepole~ - The only exits are up and down. + The only exits are up and down. ~ 301 4 0 0 0 5 D4 diff --git a/lib/world/wld/302.wld b/lib/world/wld/302.wld index 7171c67..28cc82b 100644 --- a/lib/world/wld/302.wld +++ b/lib/world/wld/302.wld @@ -1,6 +1,6 @@ #30200 -The Top Of The Greasepole~ - You've made it to the top! All you have to do now is get down... +The Top of the Greasepole~ +You've made it to the top! All you have to do now is get down. ~ 302 4 0 0 0 5 D5 @@ -9,6 +9,11 @@ It's a long slide down. ~ 0 -1 30192 E +pole greasepole~ + The pole still looks pretty bad, but it doesn't look quite as bad as before. + +~ +E info credits~ See zone description room for Campus. Zone 302 is linked to the following zones: @@ -48,18 +53,13 @@ Links: 64e to catacombs (Mobs Stay_Zone flags have all been disabled to allow free access between 301, 302 and 303. Please ensure that any entrances into the area are flagged nomob to keep them in. - Parna for TBAMud.) -~ -E -pole greasepole~ - The pole still looks pretty bad, but it doesn't look quite as bad as before. - ~ S #30201 Reception Desk~ This is the main reception desk for the Wally World residence. You are able to see the incoming mail behind the desk as well as hooks for keys to hang -upon. To the east there is a door and just south of you is the lobby. +upon. To the east there is a door and just south of you is the lobby. ~ 302 136 0 0 0 1 D1 @@ -71,19 +71,19 @@ D2 ~ 0 -1 30142 E -mail~ - Why are you trying to look at the mail, it's private! +hooks hook key keys~ + Unfortunately you don't see any keys hanging off of any of the hooks. ~ E -hooks hook key keys~ - Unfortunately you don't see any keys hanging off of any of the hooks. +mail~ + Why are you trying to look at the mail, it's private! ~ S #30202 Main Office~ This is the main office associated with the Wally World residence. There is a desk, chair and filing cabinet in the room. There is only one exit from the -room, west. +room, west. ~ 302 8 0 0 0 1 D3 @@ -92,27 +92,27 @@ This way leads back to the reception desk. door~ 1 30103 30201 E -chair~ - The chair is not unusual in any way whatsoever. The chair is in excellent -condition. +filing cabinet files~ + Looking through the files you see that Wally World was originally slated to +have at least eleven levels but the designers got sick and tired of it and gave +up after just a few levels. ~ E desk~ The desk, like the chair, is completely normal. The desk is also in -excellent condition. +excellent condition. ~ E -filing cabinet files~ - Looking through the files you see that Wally World was originally slated to -have at least eleven levels but the designers got sick and tired of it and gave -up after just a few levels. +chair~ + The chair is not unusual in any way whatsoever. The chair is in excellent +condition. ~ S #30203 Lobby~ This lobby is the perfect area to make a meeting place, assuming of course that you can find it again. Just to make it easy to rediscover, exits have -been handily located to both the east and west. +been handily located to both the east and west. ~ 302 8 0 0 0 4 D1 @@ -128,7 +128,7 @@ This leads towards the exit. S #30204 Stairwell~ - This is, as it says, a stairwell. The exits are west and up. + This is, as it says, a stairwell. The exits are west and up. ~ 302 9 0 0 0 4 D3 @@ -144,7 +144,7 @@ This leads up into the unknown. S #30205 Stairwell~ - This is another stairwell. The exits are west, up, and down. + This is another stairwell. The exits are west, up, and down. ~ 302 9 0 0 0 4 D3 @@ -165,8 +165,8 @@ This leads down into the known. S #30206 Landing~ - This is a landing with halls heading off in all the cardinal directions. -The only problem is that, the hall to the west is blocked by a door. + This is a landing with halls heading off in all the cardinal directions. +The only problem is that, the hall to the west is blocked by a door. ~ 302 9 0 0 0 1 D0 @@ -194,7 +194,7 @@ S Broom Closet~ What a waste of effort it was to come in here... There is absolutely nothing, not even brooms. And there is no other exit to boot, just the one you -came in! +came in! ~ 302 9 0 0 0 1 D1 @@ -206,7 +206,7 @@ S #30208 Hallway~ The hall continues north-south and there is a doorway on either side of the -hall. +hall. ~ 302 9 0 0 0 1 D0 @@ -230,20 +230,20 @@ You can't tell where this leads. door~ 1 -1 30210 E -door~ - The door on the west has the number 206 and the door on the east, 205. -~ -E floor carpet~ This is a nice, groovy, red patterned carpet which extends all the way down -the hall. +the hall. +~ +E +door~ + The door on the west has the number 206 and the door on the east, 205. ~ S #30209 Private Room 205~ - This room is sparsely furnished but you notice one thing upon entering... + This room is sparsely furnished but you notice one thing upon entering... The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... +only one exit... The one you came in... ~ 302 9 0 0 0 1 D3 @@ -253,14 +253,14 @@ door~ 1 -1 30208 E tile floor~ - It is a nice friendly ceramic tile floor. + It is a nice friendly ceramic tile floor. ~ S #30210 Private Room 206~ - This room is sparsely furnished but you notice one thing upon entering... + This room is sparsely furnished but you notice one thing upon entering... The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... +only one exit... The one you came in... ~ 302 9 0 0 0 1 D1 @@ -270,13 +270,13 @@ door~ 1 -1 30208 E tile floor~ - It is a nice friendly ceramic tile floor. + It is a nice friendly ceramic tile floor. ~ S #30211 Hallway~ The hall leads to the south and there is a doorway on either side of the -hall as well as one to the north. +hall as well as one to the north. ~ 302 9 0 0 0 1 D0 @@ -300,21 +300,21 @@ You can't tell where this leads. door~ 1 -1 30213 E -door~ - The door on the west has the number 204 and the door on the east, 203 while -the door to the north has the number 201. -~ -E floor carpet~ This is a nice, groovy, red patterned carpet which extends all the way down -the hall. +the hall. +~ +E +door~ + The door on the west has the number 204 and the door on the east, 203 while +the door to the north has the number 201. ~ S #30212 Private Room 203~ - This room is sparsely furnished but you notice one thing upon entering... + This room is sparsely furnished but you notice one thing upon entering... The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... +only one exit... The one you came in... ~ 302 9 0 0 0 1 D3 @@ -324,14 +324,14 @@ door~ 1 -1 30211 E tile floor~ - It is a nice friendly ceramic tile floor. + It is a nice friendly ceramic tile floor. ~ S #30213 Private Room 204~ - This room is sparsely furnished but you notice one thing upon entering... + This room is sparsely furnished but you notice one thing upon entering... The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... +only one exit... The one you came in... ~ 302 9 0 0 0 1 D1 @@ -341,14 +341,14 @@ door~ 1 -1 30211 E tile floor~ - It is a nice friendly ceramic tile floor. + It is a nice friendly ceramic tile floor. ~ S #30214 Private Room 201~ - This room is sparsely furnished but you notice one thing upon entering... + This room is sparsely furnished but you notice one thing upon entering... The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... +only one exit... The one you came in... ~ 302 9 0 0 0 1 D2 @@ -358,13 +358,13 @@ door~ 1 -1 30211 E tile floor~ - It is a nice friendly ceramic tile floor. + It is a nice friendly ceramic tile floor. ~ S #30215 Hallway~ The hall continues north-south and there is a doorway on either side of the -hall. +hall. ~ 302 9 0 0 0 1 D0 @@ -388,20 +388,20 @@ You can't tell where this leads. door~ 1 -1 30217 E -door~ - The door on the west has the number 208 and the door on the east, 207. -~ -E floor carpet~ This is a nice, groovy, red patterned carpet which extends all the way down -the hall. +the hall. +~ +E +door~ + The door on the west has the number 208 and the door on the east, 207. ~ S #30216 Private Room 207~ - This room is sparsely furnished but you notice one thing upon entering... + This room is sparsely furnished but you notice one thing upon entering... The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... +only one exit... The one you came in... ~ 302 9 0 0 0 1 D3 @@ -411,14 +411,14 @@ door~ 1 -1 30215 E tile floor~ - It is a nice friendly ceramic tile floor. + It is a nice friendly ceramic tile floor. ~ S #30217 Private Room 208~ - This room is sparsely furnished but you notice one thing upon entering... + This room is sparsely furnished but you notice one thing upon entering... The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... +only one exit... The one you came in... ~ 302 9 0 0 0 1 D1 @@ -428,13 +428,13 @@ door~ 1 -1 30215 E tile floor~ - It is a nice friendly ceramic tile floor. + It is a nice friendly ceramic tile floor. ~ S #30218 Hallway~ The hall leads to the north and there is a doorway on either side of the -hall as well as one to the south. +hall as well as one to the south. ~ 302 9 0 0 0 1 D0 @@ -458,21 +458,21 @@ You can't tell where this leads. door~ 1 -1 30220 E -door~ - The door on the west has the number 210 and the door on the east, 209 and the -door to the south has the number 202. -~ -E floor carpet~ This is a nice, groovy, red patterned carpet which extends all the way down -the hall. +the hall. +~ +E +door~ + The door on the west has the number 210 and the door on the east, 209 and the +door to the south has the number 202. ~ S #30219 Private Room 209~ - This room is sparsely furnished but you notice one thing upon entering... + This room is sparsely furnished but you notice one thing upon entering... The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... +only one exit... The one you came in... ~ 302 9 0 0 0 1 D3 @@ -482,14 +482,14 @@ door~ 1 -1 30218 E tile floor~ - It is a nice friendly ceramic tile floor. + It is a nice friendly ceramic tile floor. ~ S #30220 Private Room 210~ - This room is sparsely furnished but you notice one thing upon entering... + This room is sparsely furnished but you notice one thing upon entering... The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... +only one exit... The one you came in... ~ 302 9 0 0 0 1 D1 @@ -499,14 +499,14 @@ door~ 1 -1 30218 E tile floor~ - It is a nice friendly ceramic tile floor. + It is a nice friendly ceramic tile floor. ~ S #30221 Private Room 202~ - This room is sparsely furnished but you notice one thing upon entering... + This room is sparsely furnished but you notice one thing upon entering... The floor is tiled, while the hallways are carpeted. I wonder why? There is -only one exit... The one you came in... +only one exit... The one you came in... ~ 302 9 0 0 0 1 D0 @@ -516,12 +516,12 @@ door~ 1 -1 30218 E tile floor~ - It is a nice friendly ceramic tile floor. + It is a nice friendly ceramic tile floor. ~ S #30222 Stairwell~ - This is another stairwell. The exits are west, up, and down. + This is another stairwell. The exits are west, up, and down. ~ 302 9 0 0 0 4 D3 @@ -542,8 +542,8 @@ This leads down into the known. S #30223 Landing~ - This is a landing with halls heading off in all the cardinal directions. -The only problem is that, the hall to the west is blocked by a door. + This is a landing with halls heading off in all the cardinal directions. +The only problem is that, the hall to the west is blocked by a door. ~ 302 9 0 0 0 1 D0 @@ -571,7 +571,7 @@ S Broom Closet~ What a waste of effort it was to come in here... There is absolutely nothing, not even brooms. And to boot there is no other exit, just the one you -came in! +came in! ~ 302 9 0 0 0 1 D1 @@ -584,7 +584,7 @@ S Hallway~ This hallway comes to an abrupt halt as there is a door in its way directly to the north. Coincidentally, there are also doors to the east and west. The -only exit without a door in fact is to the south! +only exit without a door in fact is to the south! ~ 302 9 0 0 0 1 D0 @@ -609,13 +609,13 @@ door~ 1 -1 30227 E door~ - The doors all lead to rooms. + The doors all lead to rooms. ~ S #30226 Private Room 301~ This room is quite well furnished and could probably comfortably house two -people. It is much larger than the rooms downstairs. +people. It is much larger than the rooms downstairs. ~ 302 9 0 0 0 1 D3 @@ -627,7 +627,7 @@ S #30227 Private Room 302~ This room is quite well furnished and could probably comfortably house two -people. It is much larger than the rooms downstairs. +people. It is much larger than the rooms downstairs. ~ 302 9 0 0 0 1 D1 @@ -640,7 +640,7 @@ S Main Residence Office~ This office is the main office for all the residences of the University of North XXX. There is a large desk here as well as two plush chairs. In the -north-west corner of the room there is a trapdoor in the ceiling. +north-west corner of the room there is a trapdoor in the ceiling. ~ 302 13 0 0 0 2 D2 @@ -654,20 +654,20 @@ The trapdoor leads up... beyond that, you aren't sure where it goes. trapdoor door~ 1 -1 30233 E -desk chair plush~ - The desk and chairs are neatly arranged as if in preparation for an upcoming -meeting or something of the sort. +trapdoor~ + The trapdoor is neatly fastened with a small hook. ~ E -trapdoor~ - The trapdoor is neatly fastened with a small hook. +desk chair plush~ + The desk and chairs are neatly arranged as if in preparation for an upcoming +meeting or something of the sort. ~ S #30229 Hallway~ This hallway comes to an abrupt halt as there is a door in its way directly to the south. Coincidentally, there are also doors to the east and west. The -only exit without a door in fact is to the north! +only exit without a door in fact is to the north! ~ 302 9 0 0 0 1 D0 @@ -692,13 +692,13 @@ door~ 1 -1 30230 E door~ - The doors all lead to rooms. + The doors all lead to rooms. ~ S #30230 Private Room 304~ This room is quite well furnished and could probably comfortably house two -people. It is much larger than the rooms downstairs. +people. It is much larger than the rooms downstairs. ~ 302 9 0 0 0 1 D1 @@ -710,7 +710,7 @@ S #30231 Private Room 303~ This room is quite well furnished and could probably comfortably house two -people. It is much larger than the rooms downstairs. +people. It is much larger than the rooms downstairs. ~ 302 9 0 0 0 1 D3 @@ -722,7 +722,7 @@ S #30232 Private Room 300~ This room is quite well furnished and could probably comfortably house two -people. It is much larger than the rooms downstairs. +people. It is much larger than the rooms downstairs. ~ 302 9 0 0 0 1 D0 @@ -734,7 +734,7 @@ S #30233 Attic~ This attic is carefully hidden away from sight as it is used as a secret -storeroom. The only exit is down. +storeroom. The only exit is down. ~ 302 13 0 0 0 4 D2 @@ -749,14 +749,14 @@ trapdoor~ 1 -1 30228 E grate~ - Beyond the grate you can see another small storage room. + Beyond the grate you can see another small storage room. ~ S #30234 Small Storage Room~ This is the really secret storage room attached to the attic. There are two exits from it. The main exit is through the grate to the north but there is a -chute down to the first floor located in the floor. +chute down to the first floor located in the floor. ~ 302 8 0 0 0 3 D0 @@ -770,17 +770,17 @@ A chute leads down from this room. ~ 0 -1 30235 E -chute~ - The chute is rather smooth and looks to be a fun ride. +grate~ + Beyond the grate you can see the attic. ~ E -grate~ - Beyond the grate you can see the attic. +chute~ + The chute is rather smooth and looks to be a fun ride. ~ S #30235 The Chute~ - WHEEEEEEEEEEEE! What a fun ride!!!! Fortunately the only exit is down. + WHEEEEEEEEEEEE! What a fun ride!!!! Fortunately the only exit is down. ~ 302 8 0 0 0 0 D5 @@ -790,14 +790,14 @@ The chute continues down. 0 -1 30203 E chute~ - The chute is rather smooth and is quite a fun ride. + The chute is rather smooth and is quite a fun ride. ~ S #30236 The Ghetto~ The road would normally run north-south, but the way south is blocked by a small obstacle... An overturned policemobile. There are houses on either side -of the road. +of the road. ~ 302 1 0 0 0 4 D0 @@ -822,7 +822,7 @@ overturned police policemobile mobile~ S #30237 Ghetto House~ - It's a mess. + It's a mess. ~ 302 9 0 0 0 5 D3 @@ -832,12 +832,12 @@ An exit from this hellhole. 0 -1 30236 E mess~ - Need you ask? + Need you ask? ~ S #30238 Frec House~ - You feel a little apprehensive as you enter this house... It's a mess. + You feel a little apprehensive as you enter this house... It's a mess. ~ 302 9 0 0 0 5 D1 @@ -852,12 +852,12 @@ door~ 1 -1 30239 E mess~ - Need you ask? + Need you ask? ~ S #30239 Ghetto House~ - It looks like a hellhole... It's a mess. + It looks like a hellhole... It's a mess. ~ 302 9 0 0 0 5 D0 @@ -871,19 +871,19 @@ An exit from this hellhole. ~ 0 -1 30240 E -mess~ - Need you ask? +hell hole hellhole~ + Never seen one before? ~ E -hell hole hellhole~ - Never seen one before? +mess~ + Need you ask? ~ S #30240 The Ghetto~ The road would normally run north-south, but the way north is blocked by a small obstacle... An overturned policemobile. There is a house to the west. - + ~ 302 1 0 0 0 4 D2 @@ -897,18 +897,18 @@ A run-down house lies to the west. ~ 0 -1 30239 E -house run-down~ - It's in bad shape. -~ -E overturned police policemobile mobile~ It is blocking the road quite nicely. Maybe it is meant to impede passage. ~ +E +house run-down~ + It's in bad shape. +~ S #30241 The Ghetto Intersection~ This intersection is the joining point of what's left of University Avenue -and Earl Road which heads off to the east. +and Earl Road which heads off to the east. ~ 302 1 0 0 0 4 D0 @@ -933,13 +933,13 @@ A fairly well-kept house lies to the west. 0 -1 30255 E house run-down~ - It's not run-down. + It's not run-down. ~ S #30242 The Ghetto~ This part of the ghetto has survived in a better condition than the rest of -the ghetto. A house lies to the north. +the ghetto. A house lies to the north. ~ 302 1 0 0 0 3 D0 @@ -959,13 +959,13 @@ The ghetto continues west. 0 -1 30241 E house run-down~ - It's not run-down. + It's not run-down. ~ S #30243 The Ghetto~ Earl Road ends abruptly as there is a house built immediately to the east. -Another stands to the south. +Another stands to the south. ~ 302 1 0 0 0 3 D1 @@ -985,12 +985,12 @@ The ghetto continues west. 0 -1 30242 E house run-down~ - It's not run-down at all. + It's not run-down at all. ~ S #30244 Gael House~ - This house reminds you of home, your parent's home. It's mind-boggling. + This house reminds you of home, your parent's home. It's mind-boggling. ~ 302 8 0 0 0 3 D3 @@ -1001,7 +1001,7 @@ You may exit to the west. S #30245 Gael House~ - This house reminds you of home, your aunt's home. Now, that's absurd. + This house reminds you of home, your aunt's home. Now, that's absurd. ~ 302 8 0 0 0 3 D0 @@ -1013,7 +1013,7 @@ S #30246 Boss House~ Papers and calculators litter the room, making an otherwise neat house, -messy. +messy. ~ 302 8 0 0 0 4 D2 @@ -1024,13 +1024,13 @@ You may exit to the south. E calculators papers~ Illegible notes are scribbled on the papers. Large numbers are punched in on -the calculators, making them seem important. +the calculators, making them seem important. ~ S #30247 The Ghetto~ This part of the ghetto seems to have survived. To the west, you can see, -behind the rubble, the vague outlines of a house. +behind the rubble, the vague outlines of a house. ~ 302 1 0 0 0 3 D0 @@ -1045,13 +1045,13 @@ The ghetto continues south. 0 -1 30248 E house run-down~ - It's run-down. + It's run-down. ~ S #30248 The Ghetto~ This part of the ghetto seems to have survived. To the east, you can see -the A & Z Supermarket. +the A & Z Supermarket. ~ 302 1 0 0 0 3 D0 @@ -1071,13 +1071,13 @@ The ghetto continues south. 0 -1 30249 E supermarket market~ - Seems to be the only supermarket around. + Seems to be the only supermarket around. ~ S #30249 The Ghetto~ This part of the ghetto seems to have survived. There are houses on either -side of the road. +side of the road. ~ 302 1 0 0 0 3 D0 @@ -1102,13 +1102,13 @@ There is a fairly well-kept house to the west. 0 -1 30253 E houses house~ - The houses are in relatively ok condition. + The houses are in relatively ok condition. ~ S #30250 The Ghetto~ This part of the ghetto seems to have survived. There is a house to the -east. South of you, you can see the end of the ghetto. +east. South of you, you can see the end of the ghetto. ~ 302 1 0 0 0 4 D0 @@ -1128,13 +1128,13 @@ The ghetto continues south. 0 -1 30124 E houses house~ - The houses are in relatively ok condition. + The houses are in relatively ok condition. ~ S #30251 The A & Z Supermarket~ Aisles and aisles of foodstuffs are waiting to be bought by unknowing -customers. +customers. ~ 302 140 0 0 0 2 D3 @@ -1144,13 +1144,13 @@ door doors~ 1 -1 30248 E aisle aisles food foodstuffs~ - It's a supermarket, what did you expect? + It's a supermarket, what did you expect? ~ S #30252 Frec House~ This house reminds you of your room, only worse. It seems to be a -post-holocaust version of it. +post-holocaust version of it. ~ 302 9 0 0 0 5 D3 @@ -1162,7 +1162,7 @@ S #30253 Boss House~ Papers and calculators litter the room, making an otherwise neat house, -messy. +messy. ~ 302 8 0 0 0 4 D1 @@ -1173,12 +1173,12 @@ You may exit to the east. E calculators papers~ Illegible notes are scribbled on the papers. Large numbers are punched in on -the calculators, making them seem important. +the calculators, making them seem important. ~ S #30254 Gael House~ - This house reminds you of home, your grandma's home. It's insane. + This house reminds you of home, your grandma's home. It's insane. ~ 302 8 0 0 0 3 D3 @@ -1190,7 +1190,7 @@ S #30255 Boss House~ Papers and calculators litter the room, making an otherwise neat house, -messy. +messy. ~ 302 8 0 0 0 4 D1 @@ -1206,13 +1206,13 @@ You may exit to the south, but it would probably not be a wise idea. E calculators papers~ Illegible notes are scribbled on the papers. Large numbers are punched in on -the calculators, making them seem important. +the calculators, making them seem important. ~ S #30256 Frec House~ This house reminds you of your room, only worse. It seems to be a -post-holocaust version of it. +post-holocaust version of it. ~ 302 9 0 0 0 5 D0 @@ -1224,7 +1224,7 @@ S #30257 Stairwell~ A spiralling stairwell leads both up and down. To the east, there is an -exit to the auditorium. +exit to the auditorium. ~ 302 8 0 0 0 2 D1 @@ -1248,7 +1248,7 @@ The West Aisle Of The Auditorium~ Many rows of seats line the floor of the auditorium. This is where are the important get-togethers are held. It is quite impressive. But there seems to be some splotches on the seats. To the west is a stairwell, and the auditorium -continues east. A balcony looms overhead. +continues east. A balcony looms overhead. ~ 302 8 0 0 0 0 D1 @@ -1268,11 +1268,11 @@ down upon them. (Strange! ) ~ S #30259 -The Centre Aisle Of The Auditorium~ +The Center Aisle Of The Auditorium~ Many rows of seats line the floor of the auditorium. This is where are the important get-togethers are held. It is quite impressive. But there seems to be some splotches on the seats. The auditorium continues east and west. A -balcony looms overhead. To the south is the stage. +balcony looms overhead. To the south is the stage. ~ 302 8 0 0 0 0 D1 @@ -1301,7 +1301,7 @@ The East Aisle Of The Auditorium~ Many rows of seats line the floor of the auditorium. This is where are the important get-togethers are held. It is quite impressive. But there seems to be some splotches on the seats. To the north is the entry hall, and the -auditorium continues west. A balcony looms overhead. +auditorium continues west. A balcony looms overhead. ~ 302 8 0 0 0 0 D0 @@ -1325,7 +1325,7 @@ The Stage~ This is the stage which overlooks the entire auditorium. The stage is about three to four feet off the main floor. Drab brown curtains frame the outside of the stage, giving it a stage-like appearance. Huge cords and pulleys swing -overhead, obviously used for special effects for the non magically active. +overhead, obviously used for special effects for the non magically active. The floor is made of sturdy wooden planks. Backstage, you can see several props and huge objects to fill in the background of the stage. Looking out into the auditorium, you can see rows and rows of seats and a milk dispenser in @@ -1335,7 +1335,7 @@ there is no door here. I bet you have brief mode on, don't you? So you are probably missing several of our witty jokes! Why must we go through all this painstaking writing of descriptions, if they aren't going to be read? You probably aren't even reading this! [Editorial :)] Well, anyways, the only exit -is to the north. +is to the north. ~ 302 8 0 0 0 1 D0 @@ -1344,22 +1344,22 @@ The auditorium is to the north. ~ 0 -1 30259 E -drab brown curtains curtain~ - They are just your average, everyday, drab brown curtains. +sturdy wooden plank planks~ + They are sturdy. They are wooden. They are planks. ~ E cords cord pulley pulleys~ - Hey! It can make you look like you are flying! + Hey! It can make you look like you are flying! ~ E -sturdy wooden plank planks~ - They are sturdy. They are wooden. They are planks. +drab brown curtains curtain~ + They are just your average, everyday, drab brown curtains. ~ S #30262 Upper Stairwell~ The stairwell spirals upwards and downwards. The balcony lies to the east. - + ~ 302 8 0 0 0 2 D1 @@ -1380,7 +1380,7 @@ You came from downstairs, don't you remember? S #30263 The Balcony~ - Wow! Finally in the balcony! Now what? + Wow! Finally in the balcony! Now what? ~ 302 8 0 0 0 0 D3 @@ -1394,7 +1394,7 @@ Entrance To The Catacombs~ The spiralling stairs lead down into a cold, dark, damp room. The walls are stone, with a few unsightly cracks caused by the sands of time. Cobwebs cling to the walls, undisturbed for a long time. Dust lines the floor. A huge stone -door lies to the east. A stairwell sits quietly in the corner. +door lies to the east. A stairwell sits quietly in the corner. ~ 302 13 0 0 0 0 D4 @@ -1403,12 +1403,12 @@ It's the same stairwell. ~ 0 -1 30257 E -cobweb cobwebs web webs~ - Don't disturb them now! +huge stone door~ + The huge stone door looks very inviting. ~ E -huge stone door~ - The huge stone door looks very inviting. +cobweb cobwebs web webs~ + Don't disturb them now! ~ S #30265 @@ -1416,7 +1416,7 @@ The Grant Hall Clock~ This room seems to be the inside of the large clock which covers all sides of the Grant Hall clock tower. You can see lots of little gears connected to lots of big gears. There is absolutely no view seeing that the clock faces are -opaque. But, there is an exit that you can use by going down. +opaque. But, there is an exit that you can use by going down. ~ 302 8 0 0 0 3 D5 @@ -1427,9 +1427,9 @@ This leads back into the stairwell. S #30266 Hallway~ - This hallway leads through the older building called Frosty Annex. + This hallway leads through the older building called Frosty Annex. Unfortunately, the building seems to be living up to its name. The hallway -leads east-west with a room to the north and a door to the south. +leads east-west with a room to the north and a door to the south. ~ 302 8 0 0 0 1 D0 @@ -1454,13 +1454,13 @@ The hall continues towards the entrance. 0 -1 30136 E door~ - This is a standard solid metal door with no window in it whatsoever. + This is a standard solid metal door with no window in it whatsoever. ~ S #30267 Hallway~ The hallway continues along here. In fact it continues both east and west. -There is however a door to the south. +There is however a door to the south. ~ 302 8 0 0 0 1 D1 @@ -1482,14 +1482,14 @@ The hallway continues in this direction as well. E door~ This door is the main reason for having this room where it is... Anyways, -the is a large metal affair with no window. +the is a large metal affair with no window. ~ S #30268 Hallway~ The hallway continues here, but only in one direction. West. There is a door to the north and stairs leading down, but otherwise this section of the -hall is no different than the rest. +hall is no different than the rest. ~ 302 8 0 0 0 1 D0 @@ -1520,8 +1520,8 @@ neat things that you would expect to find in a laboratory, like, well, lab equipment. You can see all of the equipment that you see in your 8:30 am Monday Chemistry Lab. But hey, don't think I'm bitter about this, no, it's not that I have to actually get up early after a nice relaxing weekend, but you are -probably in situation like this, and if you aren't, boy do I ever envy you. -Anyways, there is a door to the north. +probably in situation like this, and if you aren't, boy do I ever envy you. +Anyways, there is a door to the north. ~ 302 8 0 0 0 2 D0 @@ -1532,7 +1532,7 @@ door~ E equipment~ This is just ordinary lab equipment that you would find in any normal -laboratory. +laboratory. ~ S #30270 @@ -1542,7 +1542,7 @@ your definition of modern is probably extremely different from the scientists' definition as all of the devices would make Stone-Age devices look like technological marvels. This lab is devoid of personnel but all of the machines are making scary humming noises. You should probably make a beeline out the -door to the north. +door to the north. ~ 302 8 0 0 0 2 D0 @@ -1554,7 +1554,7 @@ door~ E machines devices machine device~ These Stone-Age marvels sound like they are going to explode any minute, -better take cover soon! +better take cover soon! ~ S #30271 @@ -1562,7 +1562,7 @@ Office~ This office looks extremely comfortable, that is if you don't mind an awful row coming from below and if you don't mind breezes coming through the large gaps in the wall. Other than that, it does look alright. There is one exit, -the one to the south, which just happens to be blocked by a door. +the one to the south, which just happens to be blocked by a door. ~ 302 8 0 0 0 1 D2 @@ -1574,16 +1574,16 @@ door~ E wall gaps~ There are some horrendously large holes in the wall which are letting all the -warm air out, and all the colder outside air in. +warm air out, and all the colder outside air in. ~ S #30272 Jeff-Lab~ - This lab is unlike any of the other labs you have seen in this building. + This lab is unlike any of the other labs you have seen in this building. If perchance you haven't seen any, then the reason is quite obvious. If, however, you have passed through one or two labs on the way, the reason is even -more obvious, as this room contains all sorts of nice computer equipment. -There is a staircase leading up is one corner of the room. +more obvious, as this room contains all sorts of nice computer equipment. +There is a staircase leading up is one corner of the room. ~ 302 8 0 0 0 1 D4 @@ -1598,7 +1598,7 @@ A Classroom~ This is another of the seemingly neverending series of classrooms on Campus. Of course, you don't expect anything less, this being a university, but I presume that you agree with me that enough is enough. There is a hallway to -the south. +the south. ~ 302 8 0 0 0 1 D2 @@ -1609,7 +1609,7 @@ The hallway lies to the south. S #30274 A Hallway~ - This hallway leads through the building in all cardinal directions. + This hallway leads through the building in all cardinal directions. ~ 302 9 0 0 0 2 D0 @@ -1640,7 +1640,7 @@ It is too dark to tell. S #30275 A Hallway~ - This hallway leads through the building in most directions. + This hallway leads through the building in most directions. ~ 302 9 0 0 0 2 D0 @@ -1661,7 +1661,7 @@ It is too dark to tell. S #30276 A Hallway~ - This hallway leads through the building in most directions. + This hallway leads through the building in most directions. ~ 302 9 0 0 0 2 D0 @@ -1687,7 +1687,7 @@ It is too dark to tell. S #30277 A Hallway~ - This hallway leads through the building in most directions. + This hallway leads through the building in most directions. ~ 302 9 0 0 0 2 D0 @@ -1713,7 +1713,7 @@ It is far too dark to tell. S #30278 A Hallway~ - This hallway leads through the building in most directions. + This hallway leads through the building in most directions. ~ 302 9 0 0 0 2 D0 @@ -1739,7 +1739,7 @@ It is too dark to tell. S #30279 A Hallway~ - This hallway leads through the building in most directions. + This hallway leads through the building in most directions. ~ 302 9 0 0 0 2 D0 @@ -1766,7 +1766,7 @@ S #30280 A Classroom~ This room suddenly dispels the monotony of the halls you were just passing -through. +through. ~ 302 9 0 0 0 1 D0 @@ -1785,10 +1785,6 @@ It is too dark to tell. ~ 0 -1 30276 E -door~ - This door is covered with all types of non-magical sigils. -~ -E sigils~ The sigils seem to form some strange shapes: SSSSS @@ -1805,11 +1801,15 @@ sigils~ SSSSS I wonder what it could be? ~ +E +door~ + This door is covered with all types of non-magical sigils. +~ S #30281 A Classroom~ This room suddenly dispels the monotony of the halls you were just passing -through. +through. ~ 302 9 0 0 0 1 D1 @@ -1836,7 +1836,7 @@ S A Hallway~ This hallway is radically different from all the others in that it only has two exits. One exits to the east towards light, while the other heads west -back into the darkness. +back into the darkness. ~ 302 9 0 0 0 2 D1 @@ -1851,17 +1851,17 @@ You are repulsed by this exit since the exit to the east is well lit. ~ 0 -1 30274 E -light~ - It's nice, warm, and inviting. +dark~ + Are you mad? ~ E -dark~ - Are you mad? +light~ + It's nice, warm, and inviting. ~ S #30283 The Exit~ - This long corridor leads out onto the street. + This long corridor leads out onto the street. ~ 302 8 0 0 0 5 D1 @@ -1875,12 +1875,12 @@ Back into darkness, I don't think so! ~ 0 -1 30282 E -light~ - It's nice, warm, and inviting. +dark~ + Are you mad? ~ E -dark~ - Are you mad? +light~ + It's nice, warm, and inviting. ~ S #30284 @@ -1916,10 +1916,6 @@ This is just an exit. ~ 0 -1 30106 E -door~ - This door is covered with all types of non-magical sigils. -~ -E sigils~ The sigils seem to form some strange shapes: MMM MMM OOO OOO !! @@ -1929,12 +1925,16 @@ sigils~ MM M MM OO OO OO OO MM MM OOO OOO !! ~ +E +door~ + This door is covered with all types of non-magical sigils. +~ S #30285 Mob Chute B~ Oops, you are not supposed to be here. This is a programmer's tool to disperse mobs all over campus. Exits go in all directions. This is for It -Mobs. +Mobs. ~ 302 136 0 0 0 0 D0 @@ -1972,7 +1972,7 @@ S Mob Chute C~ Oops, you are not supposed to be here. This is a programmer's tool to disperse mobs all over campus. Exits go in all directions. This is for Male -Mobs. +Mobs. ~ 302 136 0 0 0 0 D0 @@ -2010,7 +2010,7 @@ S Mob Chute D~ Oops, you are not supposed to be here. This is a programmer's tool to disperse mobs all over campus. Exits go in all directions. This is for Female -Mobs. +Mobs. ~ 302 136 0 0 0 0 D0 @@ -2048,7 +2048,7 @@ S Mob Chute E~ Oops, you are not supposed to be here. This is a programmer's tool to disperse mobs all over campus. Exits go in all directions. This leads to the -Ghetto. +Ghetto. ~ 302 136 0 0 0 0 D0 @@ -2086,7 +2086,7 @@ S Mob Chute F~ Oops, you are not supposed to be here. This is a programmer's tool to disperse mobs all over campus. Exits go in all directions. This is for Profs -but leads to various classrooms around Campus. +but leads to various classrooms around Campus. ~ 302 136 0 0 0 0 D0 @@ -2124,7 +2124,7 @@ S Central Mob Chute~ This is the central chute for mob dispersal. The exits lead to the other mob chutes. You are not supposed to be here. This is essentially for every -other Mob so that they can be spread out at complete random. +other Mob so that they can be spread out at complete random. ~ 302 136 0 0 0 0 D0 @@ -2160,10 +2160,10 @@ This is leads to Mob Chute F. S #30291 Dunning Auditorium~ - This large spacious lecture theatre would probably seat close to 300 and -reminds you of movie theatres of old (like when they sat more than 10). Its + This large spacious lecture theater would probably seat close to 300 and +reminds you of movie theaters of old (like when they sat more than 10). Its main purpose seems to exist and collect dust. Maybe someone is doing some kind -of study here. There is a sign on the east wall near the front of the room. +of study here. There is a sign on the east wall near the front of the room. ~ 302 9 0 0 0 3 D1 @@ -2174,13 +2174,13 @@ This leads towards the street. E sign~ The sign on the wall seems to have something to do with fire regulations, but -it is so old and faded, you cannot read it. +it is so old and faded, you cannot read it. ~ S #30292 A Completely Empty Hallway~ This hallway is not completely empty but looks like it is. Must be -something related to the Infinite Improbability Principle. +something related to the Infinite Improbability Principle. ~ 302 9 0 0 0 3 D0 @@ -2195,14 +2195,14 @@ The lobby is back towards the east through some strange freak of nature. 0 -1 30135 E infinite improbability principle~ - See the Douglas Adams Hitchhiker's Guide to the Galaxy series. + See the Douglas Adams Hitchhiker's Guide to the Galaxy series. ~ S #30293 Classroom~ This seems to be the only classroom in Dunning Hall. Strange, the building looked larger on the outside. Obviously some sort of principle related to the -TARDIS principle on Doctor Who.... +TARDIS principle on Doctor Who.... ~ 302 9 0 0 0 2 D2 @@ -2213,12 +2213,12 @@ A hallway leads off to the south. E tardis doctor who~ The TARDIS is the ship that Doctor Who travelled the universe and the -timestreams with. +timestreams with. ~ S #30294 East Stairwell~ - This stairwell leads up into the heights of Leonard Hall. + This stairwell leads up into the heights of Leonard Hall. ~ 302 9 0 0 0 3 D3 @@ -2234,7 +2234,7 @@ This leads up. Nuff said. S #30295 West Stairwell~ - This leads up into the heights of Leonard Hall. + This leads up into the heights of Leonard Hall. ~ 302 9 0 0 0 3 D1 @@ -2251,7 +2251,7 @@ S #30296 Junction~ This hallway leads north and south and there is a stairwell leading down in -the place where the western wall should be found. +the place where the western wall should be found. ~ 302 9 0 0 0 2 D0 @@ -2272,7 +2272,7 @@ The stairwell leads down towards the lobby. S #30297 Hallway~ - The hallway turns east-south here and there is an opening to the north. + The hallway turns east-south here and there is an opening to the north. ~ 302 9 0 0 0 2 D0 @@ -2295,7 +2295,7 @@ S Dorm Room~ This an ordinary dorm room that is unoccupied at the moment. The furniture consists of a bed, and a desk. Nothing else. Just a bed and a desk. But -there is an exit to the south. +there is an exit to the south. ~ 302 9 0 0 0 1 D2 @@ -2305,13 +2305,13 @@ The hallway is south of here. 0 -1 30297 E bed desk~ - The bed and the desk seem to be the only furnishings of this room. + The bed and the desk seem to be the only furnishings of this room. ~ S #30299 Hallway~ This hallway comes to an abrupt end here. However, there are exits in all -cardinal directions except up and down. +cardinal directions except up and down. ~ 302 9 0 0 0 2 D0 diff --git a/lib/world/wld/303.wld b/lib/world/wld/303.wld index ba4eec8..ac1ac22 100644 --- a/lib/world/wld/303.wld +++ b/lib/world/wld/303.wld @@ -2,7 +2,7 @@ Dorm Room~ This dorm room seems to be unoccupied at the moment. The same furniture is in this room as any other dorm room, a desk, bed, and exit... This time to the -south. +south. ~ 303 9 0 0 0 2 D2 @@ -35,7 +35,7 @@ contains bars hanging from the ceiling and where the desk should be, according to the layout of every other room you have seen here at least, stands a large water bottle structure similar to the ones used in modern day hamster and gerbil cages. The only exit is to the west. Just as you finish looking -around, your eye spots a SEP. +around, your eye spots a SEP. ~ 303 9 0 0 0 4 D3 @@ -46,21 +46,21 @@ Thank Bob, the hallway is still to the west of here. E bars bar ceiling~ The bars hanging from the ceiling look quite sturdy and it looks like you -could swing on them rather easily... If you were coordinated that is. +could swing on them rather easily... If you were coordinated that is. ~ E sep~ This is Someone Else's Problem. The only way that you are able to spot it is by jumping around and looking like an idiot as you try and avert your eyes so that it can be seen. Unfortunately, seeing it doesn't help. It looks like some -sort of Italian Bistro... Rather strange actually. +sort of Italian Bistro... Rather strange actually. ~ S #30302 Hallway~ This hallway grinds to a halt here. The main reason it halts is because there is a room to the south and a door to the east. The hallway grinds to a -start when you move northwards though. +start when you move northwards though. ~ 303 9 0 0 0 2 D0 @@ -84,11 +84,11 @@ it. E martian~ It's just a joke, you are supposed to smile at the obscure gag hidden in it. -It's almost like saying the Elephants Ride Porcupines! +It's almost like saying the Elephants Ride Porcupines! ~ E erp! erp~ - Get it... Elephants Ride Porcupines! ... ERP! + Get it... Elephants Ride Porcupines! ... ERP! ~ S #30303 @@ -98,7 +98,7 @@ is. You didn't think we could get the entire town in one room do you? Think about it... You'd try to buy something from one shopkeeper and the other four would say that they don't have that item. The logistics just don't work on these magnitudes, with more rooms maybe, but definitely not one room. There is -an exit to the north. +an exit to the north. ~ 303 9 0 0 0 2 D0 @@ -109,7 +109,7 @@ This leads back to the hallway out of this stupidity. E smithville town~ The town is rather accurately portrayed here... Wait are those really people -moving down there? +moving down there? ~ S #30304 @@ -117,7 +117,7 @@ Ledge~ This ledge looks rather precarious. You do get a nice view of the roof below you though... About 60 feet below you that is. If you go north, you can escape back to the real world (the balcony at least, just type exit to see -where you end up if you go down). +where you end up if you go down). ~ 303 0 0 0 0 4 D0 @@ -135,18 +135,18 @@ E roof~ It sure is a long way down... Look at the neat things on it though, you can almost reach one... Wait... EEEEK!!! You almost let go and fell down to .... -Type EXIT to see what you almost fell to. +Type EXIT to see what you almost fell to. ~ S #30305 A Really Bad, Evil, And Nasty Deathtrap~ - The name says it all, doesn't it? + The name says it all, doesn't it? ~ 303 12 0 0 0 0 E deathtrap~ It's designed to kill, so if you are reading this, either you have avoided it -somehow or you are an immortal or something. +somehow or you are an immortal or something. ~ S T 30300 @@ -171,7 +171,7 @@ idea what you are headed into. S #30307 Really Narrow Stairwell, Part II~ - The Stairwell's Revenge. Now there is an exit to the west and one down. + The Stairwell's Revenge. Now there is an exit to the west and one down. ~ 303 13 0 0 0 5 D3 @@ -186,7 +186,7 @@ This leads down. 0 -1 30306 E stairwell~ - The Stairwells' Revenge... Montezuma's Revenge. + The Stairwells' Revenge... Montezuma's Revenge. ~ S #30308 @@ -208,16 +208,16 @@ The room to the west seems to be a living room. 0 -1 30309 E mudroom~ - Bad pun, Eh? + Bad pun, Eh? ~ S #30309 Living Room~ This room seems to be the hub of this apartment which must below to whoever is roaming the apartment... Have you seen it yet? There is opulent furniture -furnishing the room, such as a rocking chair, a coffee table, and a couch. +furnishing the room, such as a rocking chair, a coffee table, and a couch. All of the furnishings are decorated in a somewhat flowery style. You can -leave this room by going east to the entrance hall or south to the bedroom. +leave this room by going east to the entrance hall or south to the bedroom. ~ 303 8 0 0 0 2 D1 @@ -234,19 +234,19 @@ E coffee table~ As you look at the coffee table, you notice a copy of the really rude Madonna book... No wait, that was just censored by the Builders. We are allowing none -of that smut here. You are disgusted by the flowery pattern on the table. +of that smut here. You are disgusted by the flowery pattern on the table. ~ E couch rocking chair~ The flowery pattern makes you recoil in disgust, but other than that it seems -to be a normal piece of furniture. +to be a normal piece of furniture. ~ S #30310 Bedroom~ This is the place you've been waiting for. The bedroom. There are standard -bedroom furnishings here, a bed (obviously), a night-table, and a dresser. -There are exits to the north and to the balcony to the east. +bedroom furnishings here, a bed (obviously), a night-table, and a dresser. +There are exits to the north and to the balcony to the east. ~ 303 8 0 0 0 2 D0 @@ -262,17 +262,17 @@ The balcony is to the east. E bed~ You feel sleepy as you look towards this, maybe ... Nope, none of those -thoughts here! +thoughts here! ~ E night-table~ The night-table is like any ordinary night-table, one drawer and a big open space underneath. The thing that makes it different is that the drawer is empty -and the top and empty space are just that. Empty. +and the top and empty space are just that. Empty. ~ E dresser~ - Too bad none of the clothes in here fit you at all. + Too bad none of the clothes in here fit you at all. ~ S #30311 @@ -281,7 +281,7 @@ Balcony~ dogs, frgos, and pigs fill the countryside. Unfortunately, the countryside does not resemble the real countryside, so you aren't sure what you are seeing exactly. Must be an illusion. Anyways, there is an exit back to the bedroom -in the west wall. +in the west wall. ~ 303 4 0 0 0 2 D2 @@ -297,24 +297,24 @@ This leads back to a bedroom. E cows horses pigs pig cow horse~ These are normal farm animals. You aren't quite sure what farm they are on -though. +though. ~ E dogs cats cat dog~ These seem to be ordinary domesticated animals. Again, you aren't sure why -they are where they are. +they are where they are. ~ E frgos~ No, this isn't a spelling mistake! It's just a neat little creature that you have never seen before and will probably never see again after this. After all, -this is an illusion, or something, isn't it? +this is an illusion, or something, isn't it? ~ S #30312 Hallway Junction~ This hallway leads north and south and there is a stairwell in the east -wall. There is a sign on the wall. +wall. There is a sign on the wall. ~ 303 9 0 0 0 2 D0 @@ -342,7 +342,7 @@ sign~ S #30313 Hallway~ - The hallway turns west-south here and there is an opening to the north. + The hallway turns west-south here and there is an opening to the north. ~ 303 9 0 0 0 2 D0 @@ -367,7 +367,7 @@ The V.P.'s Room~ liberally plastered with pictures of boats and snow. On the north side of the room, you can see a large collection of CDs and Cassettes... Exam time must be coming up soon. On the east wall sits a large computer with lots of neat -accessories. The only exit is to the south. +accessories. The only exit is to the south. ~ 303 9 0 0 0 2 D2 @@ -382,19 +382,19 @@ computer accessories~ E cds cd cassettes cassette~ There is a large variety of music represented here... Everything from -african tribal music to the latest from Neil Young. +african tribal music to the latest from Neil Young. ~ E pictures snow boats walls~ The pictures cover the walls completely and you find it difficult to see any of the wall whatsoever between the pictures of snowscapes that you don't -recognize and boats that you would love to own. +recognize and boats that you would love to own. ~ S #30315 Hallway~ This hallway leads east and has an opening to the north and one to the west -and one to the south. +and one to the south. ~ 303 9 0 0 0 2 D0 @@ -420,9 +420,9 @@ There is also a room to the west. S #30316 Bubble Land~ - This room (if it can be called that) is filled with large, pink bubbles. + This room (if it can be called that) is filled with large, pink bubbles. There is only one exit... To the south (you think). With all the bubbles you -can't see anything else in the room. +can't see anything else in the room. ~ 303 9 0 0 0 5 D2 @@ -433,7 +433,7 @@ You think the hallway lies to the south. E bubbles bubble~ All you can see in this room are large, pink bubbles. As you reach out to -touch one *pop* ... Well maybe not. +touch one *pop* ... Well maybe not. ~ S #30317 @@ -442,7 +442,7 @@ C.S.E.~ looking around since the room is lavishly decorated with stock certificates and the fact that other than that the room is completely empty of furniture, but wait, that pizza box in the corner seems to be acting as a table of sorts with -all the newspapers supporting it. There is an exit to the east. +all the newspapers supporting it. There is an exit to the east. ~ 303 9 0 0 0 2 D1 @@ -453,29 +453,29 @@ The hallway extends to the east. E stock certificates~ They all seem to be immensely valuable but with your awful luck, you can't -seem to pry any of them from the walls. +seem to pry any of them from the walls. ~ E furniture~ There isn't any furniture, unless you plan on marketing that mouldy pizza box -as the table of the future. +as the table of the future. ~ E pizza box~ - It's about 3 weeks old and seems to be growing mould.... Yech. + It's about 3 weeks old and seems to be growing mould.... Yech. ~ E news newspapers~ It's only the business sections, and they are old. Type NEWS for a more -updated edition. +updated edition. ~ S #30318 Lennon's Shrine~ This room is a shrine to the immortalized John Lennon (well, immortalized in this room at least). There are posters of John all over the walls as well as a -few of the other Beatles... Wait you don't see any of Paul... Strange. -There is only one exit, the one to the north. +few of the other Beatles... Wait you don't see any of Paul... Strange. +There is only one exit, the one to the north. ~ 303 9 0 0 0 2 D0 @@ -486,20 +486,20 @@ The hallway is directly to your north. E posters john lennon beatles~ The majority of the posters in this room deal with John Lennon but there are -a few of Ringo and George also. +a few of Ringo and George also. ~ E paul~ Wait... There's one of Paul... See it? The one with all the darts stuck in -it. +it. ~ S #30319 Common Room~ This is the common room of the floor. It is decorated the way every common -room in a residence is decorated, with a fridge, stove and of course a TV. -Unfortunately, there does not seem to be any couches or chairs in the room. -There is an exit to the north and a door on the east wall with no doorknob. +room in a residence is decorated, with a fridge, stove and of course a TV. +Unfortunately, there does not seem to be any couches or chairs in the room. +There is an exit to the north and a door on the east wall with no doorknob. ~ 303 9 0 0 0 2 D0 @@ -516,23 +516,23 @@ door~ E door~ The door seems to be permanently closed and there does not seem to be a way -through. +through. ~ E fridge stove tv~ These are all the regular appliances you would expect to find in a room of -this magnitude. +this magnitude. ~ E chair chairs couch couches~ - You don't see any such thing. Read the description. + You don't see any such thing. Read the description. ~ S #30320 Hallway~ The hallway curves around slightly so that you can't quite see what is to the west and east. The sound of snoring denotes a lecture hall to the south. - + ~ 303 8 0 0 0 2 D1 @@ -552,14 +552,14 @@ The hallway continues west. 0 -1 30130 E round circle circular curves curve~ - Yes, it's round. + Yes, it's round. ~ S #30321 Hallway~ The hallway curves around slightly so that you can't quite see what is to the west and east. The sound of snoring denotes a lecture hall to the south. - + ~ 303 8 0 0 0 2 D1 @@ -579,17 +579,17 @@ The hallway continues west. 0 -1 30320 E round circle circular curves curve~ - Yes, it's round. + Yes, it's round. ~ S #30322 Hallway~ The hallway curves around slightly so that you can't quite see what is to -the west and east. There is an extraneous exit to the north. +the west and east. There is an extraneous exit to the north. ~ 303 8 0 0 0 2 D0 -To the north you see... the centre of the building? +To the north you see... the center of the building? ~ ~ 0 -1 30325 @@ -605,13 +605,13 @@ The hallway continues west. 0 -1 30321 E round circle circular curves curve~ - Yes, it's round. + Yes, it's round. ~ S #30323 Hallway~ The hallway curves around slightly so that you can't quite see what is to -the est and east. The sound of snoring denotes a lecture hall to the south. +the est and east. The sound of snoring denotes a lecture hall to the south. ~ 303 8 0 0 0 2 D1 @@ -631,14 +631,14 @@ The hallway continues west. 0 -1 30322 E round circle circular curves curve~ - Yes, it's round. + Yes, it's round. ~ S #30324 Hallway~ The hallway curves around slightly so that you can't quite see what is to the west and east. The sound of snoring denotes a lecture hall to the south. - + ~ 303 8 0 0 0 2 D1 @@ -658,13 +658,13 @@ The hallway continues west. 0 -1 30323 E round circle circular curves curve~ - Yes, it's round. + Yes, it's round. ~ S #30325 An Odd Circular Room~ - A small circular room sits in the centre of the building. There are exits -to the north and south. + A small circular room sits in the center of the building. There are exits +to the north and south. ~ 303 8 0 0 0 1 D0 @@ -679,14 +679,14 @@ Another hallway can be seen to the south. 0 -1 30322 E round circle circular curves curve~ - Yes, it's round. + Yes, it's round. ~ S #30326 Lecture Hall "B"~ The lecture hall is comprised of almost two dozen rows of uncomfortable seats with small tables bolted to them. As soon as you enter the room, you get -a very sleepy feeling... +a very sleepy feeling... ~ 303 8 0 0 0 0 D0 @@ -696,18 +696,18 @@ Well, it's the hallway you entered from... Or is it? 0 -1 30320 E round circle circular curves curve~ - Yes, it's round. + Yes, it's round. ~ E letter number lettering numbering order~ - You aren't too sure that there is an order to the lettering scheme. + You aren't too sure that there is an order to the lettering scheme. ~ S #30327 Lecture Hall "A"~ The lecture hall is comprised of almost two dozen rows of uncomfortable seats with small tables bolted to them. As soon as you enter the room, you get -a very sleepy feeling... +a very sleepy feeling... ~ 303 8 0 0 0 0 D0 @@ -717,18 +717,18 @@ Well, it's the hallway you entered from... Or is it? 0 -1 30321 E round circle circular curves curve~ - Yes, it's round. + Yes, it's round. ~ E letter number lettering numbering order~ - You aren't too sure that there is an order to the lettering scheme. + You aren't too sure that there is an order to the lettering scheme. ~ S #30328 Lecture Hall "D"~ The lecture hall is comprised of almost two dozen rows of uncomfortable seats with small tables bolted to them. As soon as you enter the room, you get -a very sleepy feeling... +a very sleepy feeling... ~ 303 8 0 0 0 0 D0 @@ -738,18 +738,18 @@ Well, it's the hallway you entered from... Or is it? 0 -1 30323 E round circle circular curves curve~ - Yes, it's round. + Yes, it's round. ~ E letter number lettering numbering order~ - You aren't too sure that there is an order to the lettering scheme. + You aren't too sure that there is an order to the lettering scheme. ~ S #30329 Lecture Hall "C"~ The lecture hall is comprised of almost two dozen rows of uncomfortable seats with small tables bolted to them. As soon as you enter the room, you get -a very sleepy feeling... +a very sleepy feeling... ~ 303 8 0 0 0 0 D0 @@ -759,11 +759,11 @@ Well, it's the hallway you entered from... Or is it? 0 -1 30324 E round circle circular curves curve~ - Yes, it's round. + Yes, it's round. ~ E letter number lettering numbering order~ - You aren't too sure that there is an order to the lettering scheme. + You aren't too sure that there is an order to the lettering scheme. ~ S #30330 @@ -771,7 +771,7 @@ Hallway~ This hallway leads through the darkness... There seems to be some sort of conveyer belt under your feet, and you can see glinting objects ahead, and the way back east seems to have disappeared. The pictures on the walls make you -feel extremely comfortable. +feel extremely comfortable. ~ 303 13 0 0 0 1 D1 @@ -788,7 +788,7 @@ The hallway continues to the west. E wall walls pictures picture~ The pictures on the wall make up a large mural depicting Mediterranean -scenery and make you feel extraordinarily comfortable. +scenery and make you feel extraordinarily comfortable. ~ S #30331 @@ -799,7 +799,7 @@ meets the wall, and there are several suction devices designed to suck your mangled flesh away.... Wait a minute.... This must be a Death Trap... And so it is! But, the system seems to work well, as the rotating knives cut you up into tiny little pieces of flesh and your blood drains down the chutes, and the -suction devices casually suck what's left of your mangled flesh away.... +suction devices casually suck what's left of your mangled flesh away.... ~ 303 8 0 0 0 0 D1 @@ -811,7 +811,7 @@ E monty python~ This section of the area was designed in accordance with Monty Python guidelines in mind... Thanx to Monty Python for their infamous "Architect's -Sketch". +Sketch". ~ S $~ diff --git a/lib/world/wld/304.wld b/lib/world/wld/304.wld index 7f87e68..405ba78 100644 --- a/lib/world/wld/304.wld +++ b/lib/world/wld/304.wld @@ -6,17 +6,17 @@ Written March 1994 7 mobs 10 regular objs 4 god objs - + These areas are FREE- however, if you use them: 1. Feel free to make whatever modifications you need, change mobs, -objects, room descriptions etc.- but please make sure that signs and author +objects, room descriptions etc.- but please make sure that signs and author references are unmodified and readable by players. -2. Please send me an e-mail message if you do use them, I'd just -like to have some idea of where they end up (please include mud site)- my +2. Please send me an e-mail message if you do use them, I'd just +like to have some idea of where they end up (please include mud site)- my address is wjp@@hopper.unh.edu until Sept 1996 -3. If you redistribute these areas, please make sure this README +3. If you redistribute these areas, please make sure this README file goes with them :) - + Bill Pelletier wjp@@hopper.unh.edu Aten/Talisman of GenericMUD @@ -28,7 +28,7 @@ A Grassy Field~ You are travelling across a great grassy field. The wind blows softly, causing the ripe ends of the grass stalks to bob lazily back and forth. To the north you spy what appears to be some sort of temple, its great white walls -blazing with the light of the sun. +blazing with the light of the sun. ~ 304 4 0 0 0 2 D0 @@ -45,7 +45,7 @@ S Before the Temple~ The dazzling white stone walls of the temple momentarily blind you. Great columns are spaced evenly around the perimeter of the temple, and an arch -beckons you inside. +beckons you inside. ~ 304 4 0 0 0 2 D0 @@ -65,7 +65,7 @@ Under the Arch~ of the arch. To the north is a great marble door, which seems to be the best way to get inside the temple. "Why the heck to I want to go in there ?", you think to yourself. You shrug your shoulders and suddenly get the feeling that -you are being watched. +you are being watched. ~ 304 8 0 0 0 0 D0 @@ -80,13 +80,13 @@ You see a spot to stand before the temple. 0 0 30402 E marble~ - It is a remarkably well polished marble door. + It is a remarkably well polished marble door. ~ S #30404 The Temple~ The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floor, the walls, the ceiling..... +white, the tiled floor, the walls, the ceiling..... ~ 304 8 0 0 0 0 D0 @@ -103,7 +103,7 @@ S #30405 The Temple~ The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floors, the walls, the ceiling..... +white, the tiled floors, the walls, the ceiling..... ~ 304 8 0 0 0 0 D1 @@ -124,7 +124,7 @@ S #30406 The Temple~ The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floor, the walls, the ceiling..... +white, the tiled floor, the walls, the ceiling..... ~ 304 8 0 0 0 0 D0 @@ -141,7 +141,7 @@ S #30407 The Temple~ The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floor, the walls, the ceiling..... +white, the tiled floor, the walls, the ceiling..... ~ 304 8 0 0 0 0 D0 @@ -164,7 +164,7 @@ S The Atrium and Gardens~ Beautiful green plants wind around bamboo poles here, leaves outfolded to catch the sun's rays coming in from the open sky. The smell of rich dark earth -overwhelms your senses, and a small brook winds beneath your feet. +overwhelms your senses, and a small brook winds beneath your feet. ~ 304 0 0 0 0 2 D0 @@ -184,17 +184,17 @@ You see a room in the temple. 0 0 30407 E brook~ - What a nice little bubbling brook! + What a nice little bubbling brook! ~ E plants~ - They seem to be doing very well, someone around here has a green thumb. + They seem to be doing very well, someone around here has a green thumb. ~ S #30409 The Temple~ The echo of your footsteps reverberates through the temple. Everything is -white, the tiled floor, the walls, the ceiling..... +white, the tiled floor, the walls, the ceiling..... ~ 304 8 0 0 0 0 D0 @@ -216,7 +216,7 @@ S #30410 The Stairwell~ There is a beautiful curving stairwell leading upwards. It seems to have -been carved directly from stone. +been carved directly from stone. ~ 304 8 0 0 0 0 D2 @@ -231,14 +231,14 @@ You can't really see much up those stairs. 0 0 30413 E stairwell~ - A work of great craftmanship! + A work of great craftmanship! ~ S #30411 The Temple~ The echo of your footsteps reverberates through the temple. Everything is white, the tiled floor, the walls, the ceiling..... There is a nice framed -sign on the north wall. +sign on the north wall. ~ 304 8 0 0 0 0 D2 @@ -260,7 +260,7 @@ S #30412 The Stairwell~ There is a beautiful curving stairwell leading upwards. It seems to have -been carved directly from stone. +been carved directly from stone. ~ 304 8 0 0 0 0 D2 @@ -279,7 +279,7 @@ The Upper Temple~ You find yourself in a small room atop the stairs. Strangely enough, this part of the temple has decorations. The walls are covered with murals and furs. A corridor leads off the the south, and the stairs offer a retreat -downwards. +downwards. ~ 304 9 0 0 0 0 D2 @@ -294,17 +294,17 @@ You see the bottom of the stairs. 0 0 30410 E mural~ - The mural shows a great shaggy beast with two pointed horns. + The mural shows a great shaggy beast with two pointed horns. ~ E fur~ - The fur is brown, short, and coarse. + The fur is brown, short, and coarse. ~ S #30414 Mateon's Chamber~ You find yourself in a small, cramped chamber. A window is set in the north -wall, and a sturdy oak door is to the west. +wall, and a sturdy oak door is to the west. ~ 304 8 0 0 0 0 D1 @@ -314,13 +314,13 @@ door oak~ 2 30406 30415 E window~ - The window overlooks a grassy field. + The window overlooks a grassy field. ~ S #30415 The Upper Temple~ You find yourself atop a flight of stairs. A sturdy oak door is to the -west, a corridor leads south, and the stairs offer a path downwards. +west, a corridor leads south, and the stairs offer a path downwards. ~ 304 9 0 0 0 0 D2 @@ -343,7 +343,7 @@ S The Corridor~ You are standing in a drafty corridor. There is a window set in the west wall, and a balcony to the east protects you from falling down into the -gardens. +gardens. ~ 304 8 0 0 0 0 D0 @@ -358,11 +358,11 @@ Woah..looks like a dead end. You get the chills. 0 0 30419 E balcony~ - Its a simple piece of polished wood. You can see the gardens below. + Its a simple piece of polished wood. You can see the gardens below. ~ E window~ - The window overlooks a grassy field. + The window overlooks a grassy field. ~ S #30417 @@ -371,14 +371,14 @@ Aten's Chamber~ windows, and a warm spring breeze ruffles your hair. Thick furs cover the stone walls and floor. A stained oak table dominates the center of the room, and couches line the walls. You look out the window and are vaguely surprised -that you can't see the ground. +that you can't see the ground. ~ 304 8 0 0 0 0 S #30418 The Corridor~ You are standing in a drafty corridor. There is a window set in the east -wall, and a balcony to the west protects you from falling into the gardens. +wall, and a balcony to the west protects you from falling into the gardens. ~ 304 8 0 0 0 0 D0 @@ -393,17 +393,17 @@ Can't really see much..its rather dark over there. 0 0 30421 E window~ - The window looks down upon a grassy field. + The window looks down upon a grassy field. ~ E balcony~ - Its a simple piece of polished wood. You can see the gardens below. + Its a simple piece of polished wood. You can see the gardens below. ~ S #30419 The Cul-de-Sac~ The corridor comes to an abrupt halt here, and the only exit appears to be -back the way you came. +back the way you came. ~ 304 8 0 0 0 0 D0 @@ -417,7 +417,7 @@ The Bull's Chamber~ This room is in TOTAL dissaray. Items seem to have been swept of the room's numerous shelves and just dumped on the floor. The room has an unfamiliar smell, and you wrinkle your nose in disgust. An great sliding window is open -to the south and leads to the balcony, and a heavy iron door is to the east. +to the south and leads to the balcony, and a heavy iron door is to the east. ~ 304 8 0 0 0 0 D1 @@ -432,11 +432,11 @@ You see the balcony over there. 0 0 30422 E shelves~ - The shelves have been swept clean. + The shelves have been swept clean. ~ E window~ - Its a great, big walk-through window. + Its a great, big walk-through window. ~ S #30421 @@ -444,7 +444,7 @@ The Dark Chamber~ You are in a shadowy chamber, and the hairs at the back of your neck begin to rise. There is so little light in this room that you start to imagine things.. Or do you? You know for certain that you spotted a door to the west -when you first entered. +when you first entered. ~ 304 9 0 0 0 0 D0 @@ -461,7 +461,7 @@ S #30422 The Balcony~ You sense that you have reached journey's end. The balcony overlooks a -great grassy field. The sun's rays blind you, and you hear a snort. +great grassy field. The sun's rays blind you, and you hear a snort. ~ 304 0 0 0 0 1 D0 diff --git a/lib/world/wld/305.wld b/lib/world/wld/305.wld index 683c726..9dc23a7 100644 --- a/lib/world/wld/305.wld +++ b/lib/world/wld/305.wld @@ -3,7 +3,7 @@ The Stone Door~ You find yourself standing in a dry circular room which is illuminated by a small brass torch set in the wall. Flickering shadows dance about the room in a manner you find disorienting. Beneath the torch is an elaborate mahogany -door, complete with a small silver doorknob. +door, complete with a small silver doorknob. ~ 305 8 0 0 0 0 D0 @@ -15,23 +15,23 @@ E credits info~ Chessboard Written March 1994 -This area is kinda weird, It started as an addendum to +This area is kinda weird, It started as an addendum to Moria and then went off in its own direction. *shrug* - -Enclosed is an area I wrote back in my mudding days; they + +Enclosed is an area I wrote back in my mudding days; they are designed for circle code, but with some modifications can probably be integrated into whatever kind of mud you're running. - + These areas are FREE- however, if you use them: 1. Feel free to make whatever modifications you need, change mobs, -objects, room descriptions etc.- but please make sure that signs and author +objects, room descriptions etc.- but please make sure that signs and author references are unmodified and readable by players. -2. Please send me an e-mail message if you do use them, I'd just -like to have some idea of where they end up (please include mud site)- my -address is wjp@@hopper.unh.edu until Sept 1996 -3. If you redistribute these areas, please make sure this README +2. Please send me an e-mail message if you do use them, I'd just +like to have some idea of where they end up (please include mud site)- my +address is wjp@@hopper.unh.edu until Sept 1996 +3. If you redistribute these areas, please make sure this README file goes with them :) - + Bill Pelletier wjp@@hopper.unh.edu Aten/Talisman of GenericMUD @@ -42,7 +42,7 @@ The Smooth Tunnel~ Looking down at your feet, you are somewhat surprised to find that you are walking on a thick woven rug. The walls of the tunnel that you are in are completely smooth, and polished to a gleam. Before you, the tunnel opens up to -what appears to be a small chamber. +what appears to be a small chamber. ~ 305 8 0 0 0 0 D0 @@ -61,7 +61,7 @@ The Furnished Chamber~ This chamber is furnished quite nicely, with a thick woven rug beneath your feet, and tapestries along the walls. There is a rectangular hole in the rug, revealing a trapdoor which seems to open via a small iron ring, The room's exit -looms behind you. +looms behind you. ~ 305 8 0 0 0 0 D2 @@ -79,7 +79,7 @@ S The Stone Staircase~ You find yourself in a rough stone staircase, which winds around a smooth core of stone, descending deeper into the bowels of the earth. Small torches -are set into the stone, guiding your way. +are set into the stone, guiding your way. ~ 305 8 0 0 0 0 D4 @@ -99,7 +99,7 @@ Down..Down..Down..~ stairway! As you tumble, the stairs start to become narrower and then begin to slope forward. You soon find yourself sliding in circles down the tunnel, which has now become smooth stone, covered with very fine sand. You faintly -detect the sound of delighted laughter echoing in some faraway place. +detect the sound of delighted laughter echoing in some faraway place. ~ 305 8 0 0 0 0 D5 @@ -113,7 +113,7 @@ The Slide~ You come out of the last spin, and are abruptly deposited on a slide made of some slick metal. You descend rapidy, being abruptly slammed against the walls as the slide banks through several tight corners. Ahead of you, approaching -rapidly is a small point of light. +rapidly is a small point of light. ~ 305 8 0 0 0 0 D5 @@ -132,7 +132,7 @@ sixty-four alternating black and white marble tiles. Giant torches line the walls, casting a dazzling glow over the entire room. Standing guard over half the squares are giant carved wooden beings, looming and silent. There is a neat wooden ladder beneath you, leading downward, and three quarters up the -opposite wall is the small hole you just came flying out of. +opposite wall is the small hole you just came flying out of. ~ 305 8 0 0 0 0 D5 @@ -145,7 +145,7 @@ S The Ladder~ You are on a simple wooden ladder, which has been bolted by means of small metal hooks to the cavern wall. The ledge is above you, and the cavern floor -is below you. There is a small sign on the wall. +is below you. There is a small sign on the wall. ~ 305 8 0 0 0 0 D4 @@ -162,7 +162,7 @@ S #30508 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D1 @@ -177,7 +177,7 @@ S #30509 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D1 @@ -196,7 +196,7 @@ S #30510 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D1 @@ -215,7 +215,7 @@ S #30511 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D1 @@ -234,7 +234,7 @@ S #30512 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D1 @@ -253,7 +253,7 @@ S #30513 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D1 @@ -272,7 +272,7 @@ S #30514 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D1 @@ -291,7 +291,7 @@ S #30515 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D2 @@ -306,7 +306,7 @@ S #30516 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -325,7 +325,7 @@ S #30517 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -348,7 +348,7 @@ S #30518 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -371,7 +371,7 @@ S #30519 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -394,7 +394,7 @@ S #30520 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -417,7 +417,7 @@ S #30521 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -440,7 +440,7 @@ S #30522 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -463,7 +463,7 @@ S #30523 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -482,7 +482,7 @@ S #30524 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -501,7 +501,7 @@ S #30525 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -524,7 +524,7 @@ S #30526 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -547,7 +547,7 @@ S #30527 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -570,7 +570,7 @@ S #30528 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -593,7 +593,7 @@ S #30529 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -616,7 +616,7 @@ S #30530 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -639,7 +639,7 @@ S #30531 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -658,7 +658,7 @@ S #30532 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -677,7 +677,7 @@ S #30533 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -700,7 +700,7 @@ S #30534 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -723,7 +723,7 @@ S #30535 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -746,7 +746,7 @@ S #30536 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -769,7 +769,7 @@ S #30537 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -792,7 +792,7 @@ S #30538 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -815,7 +815,7 @@ S #30539 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -839,7 +839,7 @@ S #30540 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -858,7 +858,7 @@ S #30541 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -881,7 +881,7 @@ S #30542 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -904,7 +904,7 @@ S #30543 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -927,7 +927,7 @@ S #30544 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -950,7 +950,7 @@ S #30545 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -973,7 +973,7 @@ S #30546 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -996,7 +996,7 @@ S #30547 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1020,7 +1020,7 @@ S #30548 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1039,7 +1039,7 @@ S #30549 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1062,7 +1062,7 @@ S #30550 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1085,7 +1085,7 @@ S #30551 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1108,7 +1108,7 @@ S #30552 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1131,7 +1131,7 @@ S #30553 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1154,7 +1154,7 @@ S #30554 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1177,7 +1177,7 @@ S #30555 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1196,7 +1196,7 @@ S #30556 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1215,7 +1215,7 @@ S #30557 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1238,7 +1238,7 @@ S #30558 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1266,7 +1266,7 @@ S #30559 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1289,7 +1289,7 @@ S #30560 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1312,7 +1312,7 @@ S #30561 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1335,7 +1335,7 @@ S #30562 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1358,7 +1358,7 @@ S #30563 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1377,7 +1377,7 @@ S #30564 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1392,7 +1392,7 @@ S #30565 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1411,7 +1411,7 @@ S #30566 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1430,7 +1430,7 @@ S #30567 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1449,7 +1449,7 @@ S #30568 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1468,7 +1468,7 @@ S #30569 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1487,7 +1487,7 @@ S #30570 The Black Square~ You are standing on a highly polished black marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1506,7 +1506,7 @@ S #30571 The White Square~ You are standing on a highly polished white marble tile, which extends about -six feet in either direction. +six feet in either direction. ~ 305 8 0 0 0 0 D0 @@ -1521,13 +1521,13 @@ S #30572 The Lost Chamber~ This chamber is small, dark, and cramped. You begin to feel a bit -claustrophobic. +claustrophobic. ~ 305 8 0 0 0 0 S #30573 The Joker's Teacup~ - You are sliding around in a highly polished porcelain cup. + You are sliding around in a highly polished porcelain cup. ~ 305 8 0 0 0 0 D1 @@ -1537,7 +1537,7 @@ D1 S #30574 The Joker's Teacup~ - You are sliding around in a highly polished porcelain cup. + You are sliding around in a highly polished porcelain cup. ~ 305 8 0 0 0 0 D2 @@ -1547,7 +1547,7 @@ D2 S #30575 The Joker's Teacup~ - You are sliding around in a highly polished porcelain cup. + You are sliding around in a highly polished porcelain cup. ~ 305 8 0 0 0 0 D3 @@ -1560,7 +1560,7 @@ The Black Queen's Chamber~ You are in a small chamber, containing only a bed, basin, mirror and braided rug. Despite being very small, it looks comfortable enough to rest in for a bit. As you seat yourself on the bed, you see a flicker of motion in the -mirror.. +mirror.. ~ 305 8 0 0 0 0 D5 @@ -1573,7 +1573,7 @@ mirror~ The mirror is full of smoke! As you gaze upon it, a face comes into focus. It appears to be a crazily laughing man dressed in bright clashing clothes. He looks into your eyes and points downward. "Come visit me, dearie.. ", he says -with a cackle. The image abruptly fades... +with a cackle. The image abruptly fades... ~ S #30577 @@ -1581,7 +1581,7 @@ The White Queen's Chamber~ You are in a small chamber, containing only a bed, basin, mirror and braided rug. Despite being very small, it looks comfortable enough to rest in for a bit. As you seat yourself on the bed, you see a flicker of motion in the -mirror.. +mirror.. ~ 305 8 0 0 0 0 D5 @@ -1594,14 +1594,14 @@ mirror~ The mirror is full of smoke! As you gaze upon it, a face comes into focus. It appears to be a crazily laughing man dressed in bright clashing clothes. He looks into your eyes and points downward "Come visit me, dearie.. ", he says -with a cackle. The image abruptly fades... +with a cackle. The image abruptly fades... ~ S #30578 The Landing~ You drop down from the trap-door, and land on soft dirt. You seem to be -inside some sort of enclave, and you see an underground river to the east. -There is a small wooden dock extending from your enclave out into the river. +inside some sort of enclave, and you see an underground river to the east. +There is a small wooden dock extending from your enclave out into the river. ~ 305 8 0 0 0 0 D1 @@ -1613,8 +1613,8 @@ S #30579 The Landing~ You drop down from the trap-door, and land on soft dirt. You seem to be -inside some sort of enclave, and you see an underground river to the west. -There is a small wooden dock extending from your enclave out into the river. +inside some sort of enclave, and you see an underground river to the west. +There is a small wooden dock extending from your enclave out into the river. ~ 305 8 0 0 0 0 D3 @@ -1629,7 +1629,7 @@ The Dock~ river. A sudden bright light shines out from upriver, blinding you momentarily. The light approaches closer, and you realize that it is some strange form of boat. It stops at the north side of the dock, ready to be -boarded. +boarded. ~ 305 8 0 0 0 0 D0 @@ -1647,7 +1647,7 @@ The Dock~ river. A sudden bright light shines out from upriver, blinding you momentarily. The light approaches closer, and you realize that it is some strange form of boat. It stops at the north side of the dock, ready to be -boarded. +boarded. ~ 305 8 0 0 0 0 D0 @@ -1663,7 +1663,7 @@ S The Sulking Swan~ The sulking swan is a large wooden craft, carved to the exact likeness of a swan. Its wooden sides thump hollowly against the tunnel sides, as it bobs -gently and begins to carry you downstream. +gently and begins to carry you downstream. ~ 305 8 0 0 0 0 D0 @@ -1674,7 +1674,7 @@ S #30583 The Underground River~ You bob along lazily in the strange craft, spinning in complete circles at -points, but always headed downstream. In the distance you see another dock. +points, but always headed downstream. In the distance you see another dock. ~ 305 8 0 0 0 0 D0 @@ -1688,7 +1688,7 @@ Arrival~ platform. Ropes move of their own accord, rising from the pilings and intertwining themselves with the boat's brass brackets. It seems safe to step east onto the second dock, or you could just sit here and keep the boat -company. +company. ~ 305 8 0 0 0 0 D1 @@ -1701,7 +1701,7 @@ The Second Dock~ You decide that this dock is much sturdier than the first, and it feels quite nice to stand on firm ground again. The boat is tied to the west, and a nice red wooden door waits expectantly at the east end of the dock- it seems to -lead directly into the tunnel wall. +lead directly into the tunnel wall. ~ 305 8 0 0 0 0 D1 @@ -1717,7 +1717,7 @@ S #30586 The Entrance Hall~ You find yourself standing at the beginning of a giant entrance hall. A -fine red carpet leads north, and extravagant silks line the walls. +fine red carpet leads north, and extravagant silks line the walls. ~ 305 8 0 0 0 0 D0 @@ -1733,7 +1733,7 @@ S The Entrance Hall~ You are standing on a fine red carpet, halfway down the length of the entrance hall. There is retreat to the south, and a giant throne to the north. - + ~ 305 8 0 0 0 0 D0 @@ -1748,7 +1748,7 @@ S #30588 The Joker's Throne~ You stand before a giant throne, made entirely of fool's gold. This seems -to be the domain of the Joker- It may be wise to leave him to his games... +to be the domain of the Joker- It may be wise to leave him to his games... ~ 305 8 0 0 0 0 D2 diff --git a/lib/world/wld/306.wld b/lib/world/wld/306.wld index a301e61..87c9c53 100644 --- a/lib/world/wld/306.wld +++ b/lib/world/wld/306.wld @@ -5,7 +5,7 @@ from the trunk upon which you precariously cling. Up above are the many branchings of the Great Tree, the system of branches making a vweritable highway in the sky where movement can be seen from the many creatures which inhabit the tree even from here. A hole in the trunk opens up into the tree -northward, a small home visible inside. +northward, a small home visible inside. ~ 306 4 0 0 0 0 D0 @@ -35,7 +35,7 @@ On the Trunk at the Lower Branch System~ The tree's branches open out wide and full over the entire newbie area, making it possible to wander about the tree limbs, looking down upon Dibrova's world. The way down to the main Newbie Area lies just below, a steady climb -upward is also possible. Branches lead out in every direction. +upward is also possible. Branches lead out in every direction. ~ 306 4 0 0 0 0 D0 @@ -68,7 +68,7 @@ On the Trunk at Mid Branch System~ The tree's branches open out wide and full over the entire newbie area, making it possible to wander about the tree limbs, looking down upon Dibrova's world. The way down to the main Newbie Area lies just below, a steady climb -upward is also possible. Branches lead out in every direction. +upward is also possible. Branches lead out in every direction. ~ 306 4 0 0 0 0 D0 @@ -99,9 +99,9 @@ S #30603 On the Trunk at the Upper Branch System~ This is as far up as is safely possible within the Great Tree. The trunk -above this point is not strong enough to hold any substantial weight. +above this point is not strong enough to hold any substantial weight. Branches lead off in every direction, the upper branch system still just as -strong as the branches below. +strong as the branches below. ~ 306 4 0 0 0 0 D0 @@ -128,8 +128,8 @@ S #30604 Inside the Trunk~ This inner trunk has been carved out and made into a cozy little home -complete with a lounge chair and small bed made from twigs and leaves. -Another small chamber is connected to the north through a short archway. +complete with a lounge chair and small bed made from twigs and leaves. +Another small chamber is connected to the north through a short archway. ~ 306 0 0 0 0 0 D0 @@ -145,7 +145,7 @@ S Inside the Trunk~ This is the inner abode of a treant, a being made from the very essence of the tree in which it resides. Only the most foolish would attempt to defy a -treant within its own home. +treant within its own home. ~ 306 0 0 0 0 0 D2 @@ -157,7 +157,7 @@ S Traveling the Inner Branches~ The branches here are very strong and thick due to their proximity to the trunk itself. Branchings lead off in every direction, the trunk being just to -the south. +the south. ~ 306 0 0 0 0 0 D0 @@ -180,7 +180,7 @@ S #30607 Traveling the Inner Branches~ The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off to the south and the west from here. +trunk itself. Branchings lead off to the south and the west from here. ~ 306 0 0 0 0 0 D2 @@ -196,7 +196,7 @@ S Traveling the Inner Branches~ The branches here are very strong and thick due to their proximity to the trunk itself. Branchings lead off in every direction, the trunk being just to -the west. +the west. ~ 306 0 0 0 0 0 D0 @@ -219,7 +219,7 @@ S #30609 Traveling the Inner Branches~ The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off to the north and the west from here. +trunk itself. Branchings lead off to the north and the west from here. ~ 306 0 0 0 0 0 D0 @@ -235,7 +235,7 @@ S Traveling the Inner Branches~ The branches here are very strong and thick due to their proximity to the trunk itself. Branchings lead off in every direction, the trunk being just to -the north. +the north. ~ 306 0 0 0 0 0 D0 @@ -258,7 +258,7 @@ S #30611 Traveling the Inner Branches~ The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off to the north and the east from here. +trunk itself. Branchings lead off to the north and the east from here. ~ 306 0 0 0 0 0 D0 @@ -274,7 +274,7 @@ S Traveling the Inner Branches~ The branches here are very strong and thick due to their proximity to the trunk itself. Branchings lead off in every direction, the trunk being just to -the east. +the east. ~ 306 0 0 0 0 0 D0 @@ -297,7 +297,7 @@ S #30613 Traveling the Inner Branches~ The branches here are very strong and thick due to their proximity to the -trunk itself. Branchings lead off to the south and the east from here. +trunk itself. Branchings lead off to the south and the east from here. ~ 306 0 0 0 0 0 D1 @@ -313,7 +313,7 @@ S The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. The -only way back to another section of the tree lies to the east. +only way back to another section of the tree lies to the east. ~ 306 0 0 0 0 0 D1 @@ -326,7 +326,7 @@ The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. Exits lead in every direction via the branch system, the inner branches lie just to -the south. +the south. ~ 306 0 0 0 0 0 D0 @@ -350,7 +350,7 @@ S The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. The -only way back to another section of the tree lies to the west. +only way back to another section of the tree lies to the west. ~ 306 0 0 0 0 0 D3 @@ -362,7 +362,7 @@ S The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the south. +only way back to another section of the Great Tree lies to the south. ~ 306 0 0 0 0 0 D2 @@ -375,7 +375,7 @@ The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. Exits lead in every direction via the branch system, the inner branches lie just to -the west. +the west. ~ 306 0 0 0 0 0 D0 @@ -399,7 +399,7 @@ S The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the north. +only way back to another section of the Great Tree lies to the north. ~ 306 0 0 0 0 0 D0 @@ -411,7 +411,7 @@ S The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the west. +only way back to another section of the Great Tree lies to the west. ~ 306 0 0 0 0 0 D3 @@ -424,7 +424,7 @@ The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. Exits lead in every direction via the branch system, the inner branches lie just to -the north. +the north. ~ 306 0 0 0 0 0 D0 @@ -448,7 +448,7 @@ S The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the east. +only way back to another section of the Great Tree lies to the east. ~ 306 0 0 0 0 0 D1 @@ -460,7 +460,7 @@ S The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the north. +only way back to another section of the Great Tree lies to the north. ~ 306 0 0 0 0 0 D0 @@ -473,7 +473,7 @@ The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. Exits lead in every direction via the branch system, the inner branches lie just to -the east. +the east. ~ 306 0 0 0 0 0 D0 @@ -497,7 +497,7 @@ S The Outer Branches~ The branches are still strong enough to hold a good amount of weight, however it would not be recommended that the limits be pushed too far. The -only way back to another section of the Great Tree lies to the south. +only way back to another section of the Great Tree lies to the south. ~ 306 0 0 0 0 0 D2 @@ -510,7 +510,7 @@ Out on a Limb~ Although the current level of height is not as high as it could be, judging from the branches that can be seen overhead, it still seems quite high when standing at the end of this tree limb, feeling it sway in the breeze. The way -back lies south. +back lies south. ~ 306 0 0 0 0 0 D2 @@ -523,7 +523,7 @@ Out on a Limb~ Although the current level of height is not as high as it could be, judging from the branches that can be seen overhead, it still seems quite high when standing at the end of this tree limb, feeling it sway in the breeze. The way -back lies west. +back lies west. ~ 306 0 0 0 0 0 D3 @@ -536,7 +536,7 @@ Out on a Limb~ Although the current level of height is not as high as it could be, judging from the branches that can be seen overhead, it still seems quite high when standing at the end of this tree limb, feeling it sway in the breeze. The way -back lies north. +back lies north. ~ 306 0 0 0 0 0 D0 @@ -549,7 +549,7 @@ Out on a Limb~ Although the current level of height is not as high as it could be, judging from the branches that can be seen overhead, it still seems quite high when standing at the end of this tree limb, feeling it sway in the breeze. The way -back lies east. +back lies east. ~ 306 0 0 0 0 0 D1 @@ -562,7 +562,7 @@ Traveling the Inner Branches~ The branches lead out from the trunk of the tree, about halfway up from the ground at this point. The branches are still very strong, able to hold enormous weight if needed. Exits lead in every direction, the main trunk just -to the south. +to the south. ~ 306 0 0 0 0 0 D0 @@ -585,8 +585,8 @@ S #30631 Traveling the Inner Branches~ The branches of the Great Tree span a very large area, allowing homes for a -number of exotic creatures which somehow coexist within this tree in peace. -Branchings lie to the south and the west. +number of exotic creatures which somehow coexist within this tree in peace. +Branchings lie to the south and the west. ~ 306 0 0 0 0 0 D2 @@ -603,7 +603,7 @@ Traveling the Inner Branches~ The branches lead out from the trunk of the tree, about halfway up from the ground at this point. The branches are still very strong, able to hold enormous weight if needed. Exits lead in every direction, the main trunk just -to the west. +to the west. ~ 306 0 0 0 0 0 D0 @@ -626,8 +626,8 @@ S #30633 Traveling the Inner Branches~ The branches of the Great Tree span a very large area, allowing homes for a -number of exotic creatures which somehow coexist within this tree in peace. -Branchings lie to the north and the west. +number of exotic creatures which somehow coexist within this tree in peace. +Branchings lie to the north and the west. ~ 306 0 0 0 0 0 D0 @@ -644,7 +644,7 @@ Traveling the Inner Branches~ The branches lead out from the trunk of the tree, about halfway up from the ground at this point. The branches are still very strong, able to hold enormous weight if needed. Exits lead in every direction, the main trunk just -to the north. +to the north. ~ 306 0 0 0 0 0 D0 @@ -667,8 +667,8 @@ S #30635 Traveling the Inner Branches~ The branches of the Great Tree span a very large area, allowing homes for a -number of exotic creatures which somehow coexist within this tree in peace. -Branchings lie to the north and the east. +number of exotic creatures which somehow coexist within this tree in peace. +Branchings lie to the north and the east. ~ 306 0 0 0 0 0 D0 @@ -685,7 +685,7 @@ Traveling the Inner Branches~ The branches lead out from the trunk of the tree, about halfway up from the ground at this point. The branches are still very strong, able to hold enormous weight if needed. Exits lead in every direction, the main trunk just -to the east. +to the east. ~ 306 0 0 0 0 0 D0 @@ -708,8 +708,8 @@ S #30637 Traveling the Inner Branches~ The branches of the Great Tree span a very large area, allowing homes for a -number of exotic creatures which somehow coexist within this tree in peace. -Branchings lie to the south and the east. +number of exotic creatures which somehow coexist within this tree in peace. +Branchings lie to the south and the east. ~ 306 0 0 0 0 0 D1 @@ -725,7 +725,7 @@ S The Outer Branches~ The drop down below is a bit further than would be comfortable, bit in glancing up higher it is seen that there is still more height to be attained. -The only way back along a branch is to the east. +The only way back along a branch is to the east. ~ 306 0 0 0 0 0 D1 @@ -736,7 +736,7 @@ S #30639 The Outer Branches~ The branches lead off in every direction from this point, the only -solid-looking pathway along the branches is to the south. +solid-looking pathway along the branches is to the south. ~ 306 0 0 0 0 0 D0 @@ -760,7 +760,7 @@ S The Outer Branches~ The drop down below is a bit further than would be comfortable, bit in glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the west. +The only direction to travel is back along a branch to the west. ~ 306 0 0 0 0 0 D3 @@ -772,7 +772,7 @@ S The Outer Branches~ The drop down below is a bit further than would be comfortable, bit in glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the south. +The only direction to travel is back along a branch to the south. ~ 306 0 0 0 0 0 D2 @@ -783,7 +783,7 @@ S #30642 The Outer Branches~ The branches lead off in every direction from this point, the only -solid-looking pathway along the branches is to the west. +solid-looking pathway along the branches is to the west. ~ 306 0 0 0 0 0 D0 @@ -807,7 +807,7 @@ S The Outer Branches~ The drop down below is a bit further than would be comfortable, bit in glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the north. +The only direction to travel is back along a branch to the north. ~ 306 0 0 0 0 0 D0 @@ -819,7 +819,7 @@ S The Outer Branches~ The drop down below is a bit further than would be comfortable, bit in glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the west. +The only direction to travel is back along a branch to the west. ~ 306 0 0 0 0 0 D3 @@ -830,7 +830,7 @@ S #30645 The Outer Branches~ The branches lead off in every direction from this point, the only -solid-looking pathway along the branches is to the north. +solid-looking pathway along the branches is to the north. ~ 306 0 0 0 0 0 D0 @@ -854,7 +854,7 @@ S The Outer Branches~ The drop down below is a bit further than would be comfortable, bit in glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the east. +The only direction to travel is back along a branch to the east. ~ 306 0 0 0 0 0 S @@ -862,7 +862,7 @@ S The Outer Branches~ The drop down below is a bit further than would be comfortable, bit in glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the north. +The only direction to travel is back along a branch to the north. ~ 306 0 0 0 0 0 D0 @@ -873,7 +873,7 @@ S #30648 The Outer Branches~ The branches lead off in every direction from this point, the only -solid-looking pathway along the branches is to the east. +solid-looking pathway along the branches is to the east. ~ 306 0 0 0 0 0 D0 @@ -897,7 +897,7 @@ S The Outer Branches~ The drop down below is a bit further than would be comfortable, bit in glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the south. +The only direction to travel is back along a branch to the south. ~ 306 0 0 0 0 0 D2 @@ -910,7 +910,7 @@ Out on a Limb~ The branch comes to a dead end, hanging high above the newbie area. The branch continues out a bit further, however is is certainly not strong enough to hold any large amount of weight. The only direction to go is back toward -the trunk. +the trunk. ~ 306 0 0 0 0 0 D2 @@ -923,7 +923,7 @@ Out on a Limb~ The branch comes to a dead end, hanging high above the newbie area. The branch continues out a bit further, however is is certainly not strong enough to hold any large amount of weight. The only direction to go is back toward -the trunk. +the trunk. ~ 306 0 0 0 0 0 D3 @@ -936,7 +936,7 @@ Out on a Limb~ The branch comes to a dead end, hanging high above the newbie area. The branch continues out a bit further, however is is certainly not strong enough to hold any large amount of weight. The only direction to go is back toward -the trunk. +the trunk. ~ 306 0 0 0 0 0 D0 @@ -949,7 +949,7 @@ Out on a Limb~ The branch comes to a dead end, hanging high above the newbie area. The branch continues out a bit further, however is is certainly not strong enough to hold any large amount of weight. The only direction to go is back toward -the trunk. +the trunk. ~ 306 0 0 0 0 0 D1 @@ -961,7 +961,7 @@ S Traveling the Inner Branches~ These are the strongest of the upper branches, easily as thick as a giant's armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. +thickness of the branches themselves, they sway alarmingly with the wind. ~ 306 0 0 0 0 0 D0 @@ -985,7 +985,7 @@ S Traveling the Inner Branches~ These are the strongest of the upper branches, easily as thick as a giant's armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. +thickness of the branches themselves, they sway alarmingly with the wind. ~ 306 0 0 0 0 0 D2 @@ -1001,7 +1001,7 @@ S Traveling the Inner Branches~ These are the strongest of the upper branches, easily as thick as a giant's armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. +thickness of the branches themselves, they sway alarmingly with the wind. ~ 306 0 0 0 0 0 D0 @@ -1025,7 +1025,7 @@ S Traveling the Inner Branches~ These are the strongest of the upper branches, easily as thick as a giant's armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. +thickness of the branches themselves, they sway alarmingly with the wind. ~ 306 0 0 0 0 0 D0 @@ -1041,7 +1041,7 @@ S Traveling the Inner Branches~ These are the strongest of the upper branches, easily as thick as a giant's armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. +thickness of the branches themselves, they sway alarmingly with the wind. ~ 306 0 0 0 0 0 D0 @@ -1065,7 +1065,7 @@ S Traveling the Inner Branches~ These are the strongest of the upper branches, easily as thick as a giant's armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. +thickness of the branches themselves, they sway alarmingly with the wind. ~ 306 0 0 0 0 0 D0 @@ -1081,7 +1081,7 @@ S Traveling the Inner Branches~ These are the strongest of the upper branches, easily as thick as a giant's armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. +thickness of the branches themselves, they sway alarmingly with the wind. ~ 306 0 0 0 0 0 D0 @@ -1105,7 +1105,7 @@ S Traveling the Inner Branches~ These are the strongest of the upper branches, easily as thick as a giant's armspan. Still, even with the strength of the Tree's trunk so close and the -thickness of the branches themselves, they sway alarmingly with the wind. +thickness of the branches themselves, they sway alarmingly with the wind. ~ 306 0 0 0 0 0 D1 @@ -1122,7 +1122,7 @@ The Outer Branches~ The top of the Great Tree is a beautiful, stunning panorama of views and vistas which look out over the entire world in all its splendor. A slow wind blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. +slightly. ~ 306 0 0 0 0 0 D1 @@ -1134,7 +1134,7 @@ S The Outer Branches~ The steady swaying of the Tree from the winds which buffet it at this altitude is strangely pacific, a very nonassuming sway which is absolutely no -cause for alarm. Branches of the Tree lie in every direction. +cause for alarm. Branches of the Tree lie in every direction. ~ 306 0 0 0 0 0 D0 @@ -1159,7 +1159,7 @@ The Outer Branches~ The top of the Great Tree is a beautiful, stunning panorama of views and vistas which look out over the entire world in all its splendor. A slow wind blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. +slightly. ~ 306 0 0 0 0 0 D3 @@ -1172,7 +1172,7 @@ The Outer Branches~ The top of the Great Tree is a beautiful, stunning panorama of views and vistas which look out over the entire world in all its splendor. A slow wind blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. +slightly. ~ 306 0 0 0 0 0 D2 @@ -1184,7 +1184,7 @@ S The Outer Branches~ The steady swaying of the Tree from the winds which buffet it at this altitude is strangely pacific, a very nonassuming sway which is absolutely no -cause for alarm. Branches of the Tree lie in every direction. +cause for alarm. Branches of the Tree lie in every direction. ~ 306 0 0 0 0 0 D0 @@ -1209,7 +1209,7 @@ The Outer Branches~ The top of the Great Tree is a beautiful, stunning panorama of views and vistas which look out over the entire world in all its splendor. A slow wind blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. +slightly. ~ 306 0 0 0 0 0 D0 @@ -1222,7 +1222,7 @@ The Outer Branches~ The top of the Great Tree is a beautiful, stunning panorama of views and vistas which look out over the entire world in all its splendor. A slow wind blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. +slightly. ~ 306 0 0 0 0 0 D3 @@ -1234,7 +1234,7 @@ S The Outer Branches~ The steady swaying of the Tree from the winds which buffet it at this altitude is strangely pacific, a very nonassuming sway which is absolutely no -cause for alarm. Branches of the Tree lie in every direction. +cause for alarm. Branches of the Tree lie in every direction. ~ 306 0 0 0 0 0 D0 @@ -1259,7 +1259,7 @@ The Outer Branches~ The top of the Great Tree is a beautiful, stunning panorama of views and vistas which look out over the entire world in all its splendor. A slow wind blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. +slightly. ~ 306 0 0 0 0 0 D1 @@ -1272,7 +1272,7 @@ The Outer Branches~ The top of the Great Tree is a beautiful, stunning panorama of views and vistas which look out over the entire world in all its splendor. A slow wind blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. +slightly. ~ 306 0 0 0 0 0 D0 @@ -1284,7 +1284,7 @@ S The Outer Branches~ The steady swaying of the Tree from the winds which buffet it at this altitude is strangely pacific, a very nonassuming sway which is absolutely no -cause for alarm. Branches of the Tree lie in every direction. +cause for alarm. Branches of the Tree lie in every direction. ~ 306 0 0 0 0 0 D0 @@ -1309,7 +1309,7 @@ The Outer Branches~ The top of the Great Tree is a beautiful, stunning panorama of views and vistas which look out over the entire world in all its splendor. A slow wind blows by, ruffling the leaves all around, causing the branches to sway ever so -slightly. +slightly. ~ 306 0 0 0 0 0 D2 @@ -1320,7 +1320,7 @@ S #30674 Out on a Limb~ This is the absolute limit of the Tree's reach in both height and direction. -The only way to go is back toward the trunk. +The only way to go is back toward the trunk. ~ 306 0 0 0 0 0 D2 @@ -1331,7 +1331,7 @@ S #30675 Out on a Limb~ This is the absolute limit of the Tree's reach in both height and direction. -The only way to go is back toward the trunk. +The only way to go is back toward the trunk. ~ 306 0 0 0 0 0 D3 @@ -1342,7 +1342,7 @@ S #30676 Out on a Limb~ This is the absolute limit of the Tree's reach in both height and direction. -The only way to go is back toward the trunk. +The only way to go is back toward the trunk. ~ 306 0 0 0 0 0 D0 @@ -1353,7 +1353,7 @@ S #30677 Out on a Limb~ This is the absolute limit of the Tree's reach in both height and direction. -The only way to go is back toward the trunk. +The only way to go is back toward the trunk. ~ 306 0 0 0 0 0 D1 @@ -1365,7 +1365,7 @@ S Out on a Limb~ The drop down below is a bit further than would be comfortable, bit in glancing up higher it is seen that there is still more height to be attained. -The only direction to travel is back along a branch to the east. +The only direction to travel is back along a branch to the east. ~ 306 0 0 0 0 3 D1 diff --git a/lib/world/wld/307.wld b/lib/world/wld/307.wld index 9ef4e6c..2dfe6e7 100644 --- a/lib/world/wld/307.wld +++ b/lib/world/wld/307.wld @@ -2,7 +2,7 @@ Wide Road Through the Foothills~ A very well-used roadway leads west into the foothills. It has been recently cleared and looks to be a fairly safe direction to take. To the east lies the -path back toward the main road near Midgaard and Jareth. +path back toward the main road near Midgaard and Jareth. ~ 307 32768 0 0 0 0 D0 @@ -39,7 +39,7 @@ Wide Road Through the Foothills~ The road continues on through the foothills to the east and the west. On either side of the road are the rolling hills of the area, their grassy slopes broken only once in a while by trees and bushes. It is truly a beautiful area -of the world here in the foothills of Jareth. +of the world here in the foothills of Jareth. ~ 307 32768 0 0 0 0 D0 @@ -65,7 +65,7 @@ At the Castle Entry~ of the Lord and Lady of this place. Looking off to the east, you can see why this place might be a nice visit for some of the more affluent members of society - the rolling hills and the lush scenery give a very serene, peaceful -feeling. +feeling. ~ 307 32768 0 0 0 0 D0 @@ -90,7 +90,7 @@ Foyer~ This small, enclosed area holds the many coats and overboots of the guests here in the Castle. Doors leading into the interior of the castle lie on the north, south and west sides. The door on the east sides does, of course, lead -to the outdoors. +to the outdoors. ~ 307 8 0 0 0 0 D0 @@ -114,7 +114,7 @@ S Short Hallway~ This is hardly even big enough to be called a hallway in itself, however hallway it is. A door lies on the south wall, another such door lies to the -north only a short distance away. +north only a short distance away. ~ 307 8 0 0 0 0 D0 @@ -130,7 +130,7 @@ S Short Hallway~ This is hardly even big enough to be called a hallway in itself, however hallway it is. A door lies on the north wall, another such door lies to the -south only a short distance away. +south only a short distance away. ~ 307 8 0 0 0 0 D0 @@ -148,7 +148,7 @@ The Lord's State Room~ as if this could even fall under the category of a state room in any capacity. Either way, it is the Lord's retreat from his Lady and from all of the guests when he feels the need and he does feel the need often. The fact that there is -a small bed in the far corner means nothing at all... Does it? +a small bed in the far corner means nothing at all... Does it? ~ 307 8 0 0 0 0 D2 @@ -164,7 +164,7 @@ S Short Hallway~ This is hardly even big enough to be called a hallway in itself, however hallway it is. A door lies on the north wall, another such door lies to the -south only a short distance away. +south only a short distance away. ~ 307 8 0 0 0 0 D0 @@ -180,7 +180,7 @@ S Short Hallway~ This is hardly even big enough to be called a hallway in itself, however hallway it is. A door lies on the south wall, another such door lies to the -north only a short distance away. +north only a short distance away. ~ 307 8 0 0 0 0 D0 @@ -196,9 +196,9 @@ S The Lord and Lady's Bedchamber~ The first, and most odd, thing that strikes you upon entry into this room is that there is not one but two beds set apart from each other. They are both -quite comfortable seeming, but not anywhere near each other in the room. +quite comfortable seeming, but not anywhere near each other in the room. Possibly the Lord and his Lady do not enjoy each other's company as much as they -show in public? +show in public? ~ 307 8 0 0 0 0 D0 @@ -216,7 +216,7 @@ The Main Hall~ castle, its domed roof at least a good hundred feet above your head. To the north is the grand ballroom, a room used on an almost nightly basis where the Lord and Lady entertain their guests. To the south is the kitchen. A door lies -in the west wall. +in the west wall. ~ 307 8 0 0 0 0 D0 @@ -242,7 +242,7 @@ The Main Hall~ castle, its domed roof at least a good hundred feet above your head. To the north is the grand ballroom, a room used on an almost nightly basis where the Lord and Lady entertain their guests. To the south is a storage area where all -of the dry foodstuffs are kept. +of the dry foodstuffs are kept. ~ 307 8 0 0 0 0 D0 @@ -263,7 +263,7 @@ The Grand Ballroom~ This wide open chamber is permanently festooned with all manner of decorations and party favors. An attendant is always on hand, as is a musician for any who might wish to make merry - no matter what the time of day or night. -The main hall lies to the south. +The main hall lies to the south. ~ 307 8 0 0 0 0 D1 @@ -280,7 +280,7 @@ The Grand Ballroom~ This wide open chamber is permanently festooned with all manner of decorations and party favors. An attendant is always on hand, as is a musician for any who might wish to make merry - no matter what the time of day or night. -The main hall lies to the south. +The main hall lies to the south. ~ 307 8 0 0 0 0 D2 @@ -296,7 +296,7 @@ S Back Hall~ This hall does not appear to be used very often, nor does it appear to be very well maintained by the staff of the castle. Possibly this small, narrow -passage is held a secret by the Lord himself? +passage is held a secret by the Lord himself? ~ 307 8 0 0 0 0 D1 @@ -312,7 +312,7 @@ S Back Hall~ This hall does not appear to be used very often, nor does it appear to be very well maintained by the staff of the castle. Possibly this small, narrow -passage is held a secret by the Lord himself? +passage is held a secret by the Lord himself? ~ 307 8 0 0 0 0 D1 @@ -330,7 +330,7 @@ Back Hall~ very well maintained by the staff of the castle. Possibly this small, narrow passage is held a secret by the Lord himself? It ends here without notice, small doors etched into the walls on the south and north side, both looking as -if they havent been opened in years. +if they havent been opened in years. ~ 307 8 0 0 0 0 D0 @@ -346,7 +346,7 @@ S The Back Exit~ The Lord - that sneaky bugger - has a nice in and out way for the ladies in waiting to come and visit him any time he pleases. Must be that his State Room -sees a bit more action than it appears - and that would explain the bed. +sees a bit more action than it appears - and that would explain the bed. ~ 307 8 0 0 0 0 D2 @@ -359,7 +359,7 @@ Storage~ All of the castle's dry goods are stored in this room, included the enormous amounts of alchohol that it takes to keep the continuous party going that the Lord and Lady perpetrate year round. Through a door on the east wall is the -kitchen. +kitchen. ~ 307 8 0 0 0 0 D1 @@ -373,7 +373,7 @@ Kitchen~ the tables in the grand ballroom and here in the kitchen itself. It is not uncommon for a stray guest to come shuffling on, half sleeping and drunk to grab something from the counter or out of the stove. The cooks don't mind - that's -what they are here for. +what they are here for. ~ 307 8 0 0 0 0 D0 @@ -394,7 +394,7 @@ Southern Hallway~ This is the wide hallway that connects the Lord and Lady's Bedchamber to the Main Hall - it is a side passage used by the two as a getaway when they feel exhausted from the day's merry making and need some peace and quiet. The hall -runs east and west. +runs east and west. ~ 307 8 0 0 0 0 D1 @@ -411,7 +411,7 @@ Southern Hallway~ This is the wide hallway that connects the Lord and Lady's Bedchamber to the Main Hall - it is a side passage used by the two as a getaway when they feel exhausted from the day's merry making and need some peace and quiet. The hall -runs east and west. +runs east and west. ~ 307 8 0 0 0 0 D1 @@ -428,7 +428,7 @@ Southern Hallway~ This is the wide hallway that connects the Lord and Lady's Bedchamber to the Main Hall - it is a side passage used by the two as a getaway when they feel exhausted from the day's merry making and need some peace and quiet. The hall -runs west, the door to the Lord and Lady's bedchamber lies to the east. +runs west, the door to the Lord and Lady's bedchamber lies to the east. ~ 307 8 0 0 0 0 D1 @@ -444,7 +444,7 @@ S A Bend in the Hallway~ The hallway bends to the north and the east, the way north leading toward the entry into the main hall and the way east leading toward the Lord and Lady's -bedchamber. +bedchamber. ~ 307 8 0 0 0 0 D0 @@ -460,7 +460,7 @@ S Western Hallway~ This short hallway is used by the Lord and Lady to escape to their bedchamber when the night has grown long and they need their rest. The hallway runs north -and south. +and south. ~ 307 8 0 0 0 0 D0 @@ -476,7 +476,7 @@ S Western Hallway~ This short hallway is used by the Lord and Lady to escape to their bedchamber when the night has grown long and they need their rest. The hallway runs south, -a door lies in the north wall. +a door lies in the north wall. ~ 307 8 0 0 0 0 D0 @@ -493,7 +493,7 @@ The Base of the Stairwell~ Steps lead upward into the guestroom area where all of the bedrooms for any visitors are located. To the east is the entryway into the main hall and through a door on the south wall can be had the hallway leading toward the Lord -and Lady's bedchamber. +and Lady's bedchamber. ~ 307 8 0 0 0 0 D1 @@ -537,7 +537,7 @@ S Northern End of the Hall~ The hallway ends at a door, presumably to one of the guest suites which riddle this upper level. There is a door on the east wall, the hallway heads -off to the west. +off to the west. ~ 307 8 0 0 0 0 D1 @@ -553,7 +553,7 @@ S Upper Hallway~ A door lies in the north wall, leading into one of the many guest rooms on this upper level of the castle. The hallway runs south for quite some distance -past a number of doors on either side, all of which enter into guest rooms. +past a number of doors on either side, all of which enter into guest rooms. ~ 307 8 0 0 0 0 D0 @@ -573,7 +573,7 @@ S Upper Hallway~ The hallway runs north and south past a number of doors both on the east and west sides. This upper area is set aside exclusively for the use of the guests -of the Lord and Lady, the rooms all lush and well appointed. +of the Lord and Lady, the rooms all lush and well appointed. ~ 307 8 0 0 0 0 D0 @@ -598,7 +598,7 @@ Upper Hallway~ The hallway runs north and south past a number of doors both on the east and west sides. This upper area is set aside exclusively for the use of the guests of the Lord and Lady, the rooms all lush and well appointed. A sets stairs lead -downward onto the main floor of the castle. +downward onto the main floor of the castle. ~ 307 8 0 0 0 0 D0 @@ -626,7 +626,7 @@ S Upper Hallway~ The hallway runs north and south past a number of doors both on the east and west sides. This upper area is set aside exclusively for the use of the guests -of the Lord and Lady, the rooms all lush and well appointed. +of the Lord and Lady, the rooms all lush and well appointed. ~ 307 8 0 0 0 0 D0 @@ -650,7 +650,7 @@ S Upper Hallway~ The hallway runs north and south past a number of doors both on the east and west sides. This upper area is set aside exclusively for the use of the guests -of the Lord and Lady, the rooms all lush and well appointed. +of the Lord and Lady, the rooms all lush and well appointed. ~ 307 8 0 0 0 0 D0 @@ -674,7 +674,7 @@ S Upper Hallway~ A door lies in the south wall, leading into one of the many guest rooms on this upper level of the castle. The hallway runs north for quite some distance -past a number of doors on either side, all of which enter into guest rooms. +past a number of doors on either side, all of which enter into guest rooms. ~ 307 8 0 0 0 0 D0 @@ -694,7 +694,7 @@ S Southern End of the Hall~ The hallway ends at a door, presumably to one of the guest suites which riddle this upper level. There is a door on the east wall, the hallway heads -off to the west. +off to the west. ~ 307 8 0 0 0 0 D1 @@ -831,7 +831,7 @@ Along the Castle Wall~ The wall of the caste runs along your west side, the uneven masonry of the bricks evident from this close. To the east and south lie the wide open foothills which the castle sits in the dead center of, a beautiful vision of -nature. +nature. ~ 307 0 0 0 0 0 D0 @@ -851,7 +851,7 @@ S The Rolling Foothills~ All around lie the rolling green hills of this area. It is hard to see very far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. +obscure vision, but what you can see is beautiful. ~ 307 32768 0 0 0 0 D0 @@ -875,7 +875,7 @@ S The Rolling Foothills~ All around lie the rolling green hills of this area. It is hard to see very far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. +obscure vision, but what you can see is beautiful. ~ 307 32768 0 0 0 0 D0 @@ -899,7 +899,7 @@ S The Rolling Foothills~ All around lie the rolling green hills of this area. It is hard to see very far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. +obscure vision, but what you can see is beautiful. ~ 307 32768 0 0 0 0 D0 @@ -923,7 +923,7 @@ S The Rolling Foothills~ All around lie the rolling green hills of this area. It is hard to see very far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. +obscure vision, but what you can see is beautiful. ~ 307 32768 0 0 0 0 D0 @@ -940,7 +940,7 @@ Along the Castle Wall~ The wall of the caste runs along your west side, the uneven masonry of the bricks evident from this close. To the east and south lie the wide open foothills which the castle sits in the dead center of, a beautiful vision of -nature. +nature. ~ 307 0 0 0 0 0 D0 @@ -961,7 +961,7 @@ Along the Castle Wall~ You have reached the southern end of the castle wall, where it makes a corner and heads north and west. All about you lies the splendor of the foothills which surround this castle and Jareth, a beautiful piece of land, full of -greenery. +greenery. ~ 307 0 0 0 0 0 D0 @@ -977,7 +977,7 @@ S The Rolling Foothills~ All around lie the rolling green hills of this area. It is hard to see very far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. +obscure vision, but what you can see is beautiful. ~ 307 0 0 0 0 0 D0 @@ -1001,7 +1001,7 @@ S The Rolling Foothills~ All around lie the rolling green hills of this area. It is hard to see very far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. +obscure vision, but what you can see is beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1025,7 +1025,7 @@ S The Rolling Foothills~ All around lie the rolling green hills of this area. It is hard to see very far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. +obscure vision, but what you can see is beautiful. ~ 307 0 0 0 0 0 D0 @@ -1045,7 +1045,7 @@ S The Rolling Foothills~ All around lie the rolling green hills of this area. It is hard to see very far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. +obscure vision, but what you can see is beautiful. ~ 307 0 0 0 0 0 D0 @@ -1061,7 +1061,7 @@ S The Rolling Foothills~ All around lie the rolling green hills of this area. It is hard to see very far in any direction due to the fact that there are a great many hills that -obscure vision, but what you can see is beautiful. +obscure vision, but what you can see is beautiful. ~ 307 0 0 0 0 0 D0 @@ -1078,7 +1078,7 @@ A Side Path~ This path leads north along the castle walls to the stables where all guests keep their steeds. To the south is the entryway into the castle and in all other directions lies the splendor of the rolling foothills that surround this -place. +place. ~ 307 32768 0 0 0 0 D0 @@ -1098,7 +1098,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1122,7 +1122,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1146,7 +1146,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1170,7 +1170,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D2 @@ -1186,7 +1186,7 @@ S A Side Path~ The path runs along the castle wall toward the stables and a barn. Out to the east lies the rolling green foothills of this lush area, a wonderfully -beautiful place of almost surreal perfection. +beautiful place of almost surreal perfection. ~ 307 32768 0 0 0 0 D0 @@ -1206,7 +1206,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1230,7 +1230,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1254,7 +1254,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D2 @@ -1270,7 +1270,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1290,7 +1290,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1314,7 +1314,7 @@ S A Side Path~ The path runs along the castle wall toward the stables and a barn. Out to the east lies the rolling green foothills of this lush area, a wonderfully -beautiful place of almost surreal perfection. +beautiful place of almost surreal perfection. ~ 307 32768 0 0 0 0 D0 @@ -1335,7 +1335,7 @@ A Side Path~ The path ends here, as well as the castle wall. On the north side of the path lies a barn, mostly used for the storage of hay and grain to feed the animals of the guests. On the west side is the stable where the animals are -kept. +kept. ~ 307 32768 0 0 0 0 D0 @@ -1360,7 +1360,7 @@ Barn~ It looks as if some of the more raggedy types are given housing out here in the hay barn - and on a regular basis - while their more affluent masters stay within the castle. There is an enormous amount of hay and grain stacked neatly -about the place, some of it made into comfortable beds. +about the place, some of it made into comfortable beds. ~ 307 32776 0 0 0 0 D2 @@ -1372,7 +1372,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D1 @@ -1383,7 +1383,7 @@ S #30774 Stable~ All of the guests steeds are kept and tended to in this small but very -manageable structure. The exit to the place lies to the east. +manageable structure. The exit to the place lies to the east. ~ 307 32776 0 0 0 0 D1 @@ -1395,7 +1395,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1419,7 +1419,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1439,7 +1439,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1459,7 +1459,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D0 @@ -1479,7 +1479,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D1 @@ -1499,7 +1499,7 @@ S Rolling Foothills~ All about you lies the green, verdant land of the foothills. It is hard to see very far in any direction due to the way the land swells and drops, but in -any direction it looks beautiful. +any direction it looks beautiful. ~ 307 32768 0 0 0 0 D2 @@ -1516,9 +1516,9 @@ Wide Road Through the Foothills~ The road continues on through the foothills to the east and the west. On either side of the road are the rolling hills of the area, their grassy slopes broken only once in a while by trees and bushes. Off to the west, the pennants -of a castle can be seen poking above the hill lines which block your sight. +of a castle can be seen poking above the hill lines which block your sight. Obviously, someone owns these lands upon which you travel and lives just west of -here. +here. ~ 307 32768 0 0 0 0 D0 @@ -1545,7 +1545,7 @@ of the castle which lies only a short span away. It is a well-kept place, one which appears to be frequented by many as the hedges are all neatly trimmed and the banners which fly from the tall masts on the ramparts and which hang from either side of the grand entry are fresh and clean. The roadway runs east and -west. +west. ~ 307 32768 0 0 0 0 D0 @@ -1570,7 +1570,7 @@ Cold Storage~ The costs involved in maintaining this room is really quite amazing. Every single day, a man drives his cart out to the frozen sea at the fringes of the land where the minotaurs rule and brings back with him huge, solid chunks of ice -which are kept here in this sealed room where all perishable items are kept. +which are kept here in this sealed room where all perishable items are kept. ~ 307 8 0 0 0 0 D0 diff --git a/lib/world/wld/308.wld b/lib/world/wld/308.wld index e7380e8..7415520 100644 --- a/lib/world/wld/308.wld +++ b/lib/world/wld/308.wld @@ -6,7 +6,7 @@ to be more of a stopping point for travelers to stop for directions or to make certain that the Baron is indeed in his tower rather than a checkpoint for a military operation - although there are guards who man it. To the west is the short stretch of the King's Highway before it turns north, headind far from -Cailveh's lands. +Cailveh's lands. ~ 308 0 0 0 0 0 D2 @@ -36,7 +36,7 @@ Gravel Road~ This long north-south road is meticulously cared for, running through the usual corn and wheat fields that seem to grow without cessation through this entire area. A small settlement lies southeast from here, smoke rising from -many of the chimneys, all of the buildings seeming in good repair. +many of the chimneys, all of the buildings seeming in good repair. ~ 308 0 0 0 0 0 D0 @@ -50,9 +50,9 @@ D2 S #30802 Gravel Road~ - On the east side of the road, the backs of many small homes now face you. + On the east side of the road, the backs of many small homes now face you. They are all well-constructed, strong and freshly painted with short, cropped -grass growing in their lawns. The road continues to run north and south. +grass growing in their lawns. The road continues to run north and south. ~ 308 0 0 0 0 0 D0 @@ -69,7 +69,7 @@ Gravel Road~ On the east side of the road, the backs of many small homes face you. They are all well-constructed, strong and freshly painted with short, cropped grass growing in their lawns. The road continues to run north and south, with an -entrance into the settlement just south of here. +entrance into the settlement just south of here. ~ 308 0 0 0 0 0 D0 @@ -85,7 +85,7 @@ S Gravel Road at the Settlement~ A road, also graveled just like the one you stand upon, leads east into the settlement. To the south, the road continues for a distance before curving -eastward, to the north the road runs for quite some way. +eastward, to the north the road runs for quite some way. ~ 308 0 0 0 0 0 D0 @@ -104,7 +104,7 @@ S #30805 Gravel Road~ The road runs north and south, the settlement for the Baron's constituants -just to the east and rolling fields of grain to the west. +just to the east and rolling fields of grain to the west. ~ 308 0 0 0 0 0 D0 @@ -120,7 +120,7 @@ S Gravel Road~ The road runs north and south, the settlement for the Baron's constituants just to the east and rolling fields of grain to the west. Just to the south, -the roads bends away to the southeast. +the roads bends away to the southeast. ~ 308 0 0 0 0 0 D0 @@ -136,7 +136,7 @@ S Gravel Road~ The road bends to the east, making a slow southeastern curve toward the tower that can now be seen in the distance. A slight ways further is a small barn, -the only building between the settlement and the tower. +the only building between the settlement and the tower. ~ 308 0 0 0 0 0 D0 @@ -153,7 +153,7 @@ Gravel Road~ The road continues to twist and bend its way through the fields, the tower larger than ever to the southeast. To the north, through a short length of corn stalks, a fair-sized settlement can be seen - the place where all that work for -the Baron live. +the Baron live. ~ 308 0 0 0 0 0 D2 @@ -185,7 +185,7 @@ S Bend in the Gravel Road~ The road makes a bend to the west and the south, heading along the road that leads to Cailveh's tower. A short jaunt to south is the entrance into a small -barn, a sturdy-looking structure wih a fresh coat of silver paint. +barn, a sturdy-looking structure wih a fresh coat of silver paint. ~ 308 0 0 0 0 0 D2 @@ -203,7 +203,7 @@ Before a Large Barn~ anyone who might wish to enter. It must be that Cailveh feels very comfortable about who his complacent guards let through at the entrance to his property... To the east the road runs directly up to Cailveh's front door, to the north the -road runs away and off of Cailveh's property. +road runs away and off of Cailveh's property. ~ 308 0 0 0 0 0 D0 @@ -223,7 +223,7 @@ S West of the Tower~ Cailveh's tower lies just east from from here, its looming height now just a bit daunting as you approach. The road runs toward the tower or west toward the -exit from Cailveh's property. +exit from Cailveh's property. ~ 308 0 0 0 0 0 D1 @@ -240,7 +240,7 @@ Before the Tower~ The tower doors lie just to the east, large wooden doors made of slats of oak and bound by iron. Plentiful crops lie on the north and south of the road, a calming breeze blows by. This is not a place to feel at all intimidated or -unwelcome. +unwelcome. ~ 308 0 0 0 0 0 D1 @@ -256,7 +256,7 @@ S The Tower Entry Gate~ The doors to the tower are certainly large enough to be considered a gate - they are at least ten feet in height, rising to a point where they meet each -other. Enter, if you will, or head west back along the main road. +other. Enter, if you will, or head west back along the main road. ~ 308 0 0 0 0 0 D1 @@ -272,7 +272,7 @@ S Scrupulously Clean Barn~ Even the inner walls of this small barn have been painted silver! All of the harnesses and yokes are hung upon the walls in neat and orderly fashion, the -floor is even swept. Through a door in the south wall lies the pastures. +floor is even swept. Through a door in the south wall lies the pastures. ~ 308 8 0 0 0 0 D0 @@ -288,7 +288,7 @@ S The Pastures~ This small, fenced in area holds the cows that keep the people who live in Cailveh's care well fed with an ample supply of milk. Be careful where you -step... +step... ~ 308 0 0 0 0 0 D0 @@ -308,7 +308,7 @@ S The Pastures~ This small, fenced in area holds the cows that keep the people who live in Cailveh's care well fed with an ample supply of milk. Be careful where you -step... +step... ~ 308 0 0 0 0 0 D3 @@ -320,7 +320,7 @@ S The Pastures~ This small, fenced in area holds the cows that keep the people who live in Cailveh's care well fed with an ample supply of milk. Be careful where you -step... +step... ~ 308 0 0 0 0 0 D1 @@ -329,11 +329,11 @@ D1 0 0 30816 S #30819 -Towne Road~ +Town Road~ This well graveled road leads east into the settlement, a very tidy place where the streets are free of litter and all the homes are tended to regularly. The main road lies just to the west. A small sign lies on the south side of the -road. +road. ~ 308 0 0 0 0 0 D1 @@ -346,17 +346,17 @@ D3 0 0 30804 E sign~ - All travelers welcome in Cailveh Towne. + All travelers welcome in Cailveh Town. Bring no malice with ye upon entry, but only the goodwill harbored within your heart. May the Gods be with you. ~ S #30820 -Intersection on Towne Road~ +Intersection on Town Road~ Homes lie to the north and south; small, neat structures which look welcome and very non-threatening. To the east is what must be the merchant's area, -where most of the business of the towne is conducted. The main road to the -tower and the King's Highway lies to the west. +where most of the business of the town is conducted. The main road to the +tower and the King's Highway lies to the west. ~ 308 0 0 0 0 0 D0 @@ -377,9 +377,9 @@ D3 0 0 30819 S #30821 -Towne Road~ +Town Road~ Homes lie on the east and west sides of the road. The road itself runs north -and south for some distance past homes of all shape and size. +and south for some distance past homes of all shape and size. ~ 308 0 0 0 0 0 D0 @@ -400,9 +400,9 @@ door~ 1 0 30832 S #30822 -Towne Road~ +Town Road~ Homes lie on the east and west sides of the road. The road itself runs north -and south for some distance past homes of all shape and size. +and south for some distance past homes of all shape and size. ~ 308 0 0 0 0 0 D0 @@ -426,7 +426,7 @@ S Cul-de-sac~ You are surrounded on all sides but the south by the private homes of the people that live in Cailveh's care. The only way out of here is south unless -you desire to meet some of the folk who live within these homes. +you desire to meet some of the folk who live within these homes. ~ 308 0 0 0 0 0 D0 @@ -451,7 +451,7 @@ Simple Home~ The furnishings of this place are at best simple, nothing looks as if it would hold any true value, only function. There is only one adornment to the walls, that being a large, flat cross which hangs directly above the dining -table. +table. ~ 308 8 0 0 0 0 D2 @@ -460,10 +460,10 @@ door~ 1 0 30823 S #30825 -Towne Road~ +Town Road~ This is the residential section of the community with homes lining both sides of the street. Just north of here is a main intersection in the street, suth -lies a small square. +lies a small square. ~ 308 0 0 0 0 0 D0 @@ -487,7 +487,7 @@ S Schoolhouse Square~ Named Schoolhouse Square for no other reason than the fact that the schoolhouse is located just south of here, this small square is a tidy little -turn-around with houses on the east and west sides of the school. +turn-around with houses on the east and west sides of the school. ~ 308 0 0 0 0 0 D0 @@ -511,7 +511,7 @@ S Ye Olde School~ Three rows of desks line the floor, a moderate-sized desk fronting the south side of the room. A gilded cross hangs on the south wall above the desk, -obviously the people of this community place a large emphasis on religion. +obviously the people of this community place a large emphasis on religion. ~ 308 8 0 0 0 0 D0 @@ -523,7 +523,7 @@ S Small Home~ This single-room home is no bigger than ten by ten, obviously the home of a single occupant. A small bed lies against the south wall, a small table is -nudged into the northwest corner. +nudged into the northwest corner. ~ 308 8 0 0 0 0 D1 @@ -534,7 +534,7 @@ S #30829 Tidy Home~ This mid-sized home is meticulously cleaned from top to bottom, the walls -even squeaky clean. A small cross hangs on the wall right next to the door. +even squeaky clean. A small cross hangs on the wall right next to the door. ~ 308 8 0 0 0 0 D3 @@ -543,14 +543,14 @@ door~ 1 0 30826 E sign~ - Please remove shoes! + Please remove shoes! ~ S #30830 Empty Home~ It appears that whoever built this place has either passed on or possibly went to live somewhere else. With very little cleaning and even less -construction, this could be a very livable place. +construction, this could be a very livable place. ~ 308 8 0 0 0 0 D1 @@ -563,7 +563,7 @@ Freshly-Painted Home~ The smell of the stain used on the walls is still fresh in this house, the walls still shine with that glare that comes from freshly painted walls. All of the furniture is pulled away from the walls until they dry, as a result it is -very cramped in this home. +very cramped in this home. ~ 308 264 0 0 0 0 D3 @@ -575,7 +575,7 @@ S Quiet Home~ The plain white walls of this home coupled with the somber furnishings only add to the vibe that immediately soaks in as you enter. It is obvious that the -occupants like it quiet in their home and wish to keep it that way. +occupants like it quiet in their home and wish to keep it that way. ~ 308 8 0 0 0 0 D1 @@ -588,7 +588,7 @@ Simple Home~ This is indeed someone's happy home, however it appears that whoever lives here lives quite the simple life; nothing in the house appears to hold any sort of monetary value whatsoever. There is a table and chairs made of crude wood -and a bed made from the same of wood and hay. +and a bed made from the same of wood and hay. ~ 308 8 0 0 0 0 D1 @@ -599,7 +599,7 @@ S #30834 Small Home~ The quarters in this small home are tight, indeed, allowing comfortbale -movement for only one person at a time. The door lies to the east. +movement for only one person at a time. The door lies to the east. ~ 308 264 0 0 0 0 D1 @@ -611,7 +611,7 @@ S Thatch-Roofed Home~ This is the only home in the entire settlement that is not completely weather-proof. The roof is made from thatch, the walls from rough-hewn timber, -but strangely enough it appears to work very well as an abode. +but strangely enough it appears to work very well as an abode. ~ 308 8 0 0 0 0 D3 @@ -625,7 +625,7 @@ Small Log Home~ log. The owner must have spent quite some time building this place and have quite a large amount of pride in his work because the place is beautiful. Much of the wood for the inner walls have been carved out to allow for shelving and -such. The furniture is most made from the same dark wood as the home itself. +such. The furniture is most made from the same dark wood as the home itself. ~ 308 8 0 0 0 0 D3 @@ -646,11 +646,11 @@ door~ 1 0 30821 S #30838 -Towne Road~ +Town Road~ This small portion of road runs between the two main intersections of the settlement, bordering the north side and entryway into the local pub and dining establishment. It is actually a very nice place to eat, having a strong -reputation of good food and good people, recommended throughout the land. +reputation of good food and good people, recommended throughout the land. ~ 308 0 0 0 0 0 D1 @@ -667,10 +667,10 @@ D3 0 0 30820 S #30839 -Towne Square~ +Town Square~ A beautiful park lies along the eastern side of the road, full of beautiful flowers and trees. The road travels north and south through the business -district and also west past the local pub toward the main road. +district and also west past the local pub toward the main road. ~ 308 0 0 0 0 0 D0 @@ -691,9 +691,9 @@ D3 0 0 30838 S #30840 -Towne Road~ +Town Road~ The road travels north to south past a small restaurant on the east and an -herbalist on the west side of the road. Just north of here is small square. +herbalist on the west side of the road. Just north of here is small square. ~ 308 0 0 0 0 0 D0 @@ -718,7 +718,7 @@ Northern Square~ Businesses surround you, the tink tink of the blacksmith very audible on the west side of the road, a low single story building lies to the east - the town doctor. To the north is the apothecary, who is said to have the finest and most -potent potions in all the realm. +potent potions in all the realm. ~ 308 0 0 0 0 0 D0 @@ -740,9 +740,9 @@ D3 S #30842 The Apothecary~ - Odd smells linger in the air of this musty and yet curiously drafty place. + Odd smells linger in the air of this musty and yet curiously drafty place. Colored liquids fill glass containers along the northern wall behind the -counter, the labors of long hours of brewing by the master apothecary. +counter, the labors of long hours of brewing by the master apothecary. ~ 308 8 0 0 0 0 D2 @@ -751,9 +751,9 @@ D2 0 0 30841 S #30843 -Towne Doctor~ +Town Doctor~ It appears that the doctor is not in at this time. The entire building lies -silent and empty. Devoid of life. Odd. +silent and empty. Devoid of life. Odd. ~ 308 8 0 0 0 0 D3 @@ -766,7 +766,7 @@ Smithy~ Entering into this high-roofed building immediately engulfs you in a tremendous heat. The gruff and filthy man who works within the confines of this room must obviously not care much about hiegene or the fact that its easily one -hundred degrees in this building. +hundred degrees in this building. ~ 308 8 0 0 0 0 D1 @@ -778,7 +778,7 @@ S Salaylia's~ Salaylia makes a mean dish of food that can be eaten right here in comfort or taken with you on your journeys. Either way, she is always pleased to be able -to provide for the hungry. +to provide for the hungry. ~ 308 8 0 0 0 0 D3 @@ -790,7 +790,7 @@ S The Herbalist~ Small plants grow along shelves high along the north and south walls of this room, a long counter running the west end of the room. Within that counter lie -samples of the poultices and remedies which the herbalist offers. +samples of the poultices and remedies which the herbalist offers. ~ 308 8 0 0 0 0 D1 @@ -802,7 +802,7 @@ S Colorful Park~ This is obviously a place that harbors a great deal of pride for the locals, it so well tended. A small stone bench lies alongside the path, allowing you to -rest for a short period if that be your desire. +rest for a short period if that be your desire. ~ 308 16 0 0 0 0 D3 @@ -811,12 +811,12 @@ D3 0 0 30839 S #30848 -The Towne Hall~ - This pub, named the Towne Hall in jest, is only so named due to the fact that +The Town Hall~ + This pub, named the Town Hall in jest, is only so named due to the fact that after most day's work, most of the local residents end up coming here to dine with their fellow townsfolk. Nightly 'meetings' are conducted over steaming plates of meat and vegetables, accompanied by laughter and the occasional music -of a traveling musician. +of a traveling musician. ~ 308 8 0 0 0 0 D0 @@ -828,7 +828,7 @@ S Tailor~ The locals tend to mostly the servicable garb of the simple worker, humble people of the Gods who perform their daily work with pride. As such, the tailor -mostly carries what sells. +mostly carries what sells. ~ 308 8 0 0 0 0 D1 @@ -837,9 +837,9 @@ D1 0 0 30850 S #30850 -Towne Road~ +Town Road~ The road runs south past a number of businesses and the local chapel toward a -wonderful garden, full of bloom and color. To the north is the Towne Square. +wonderful garden, full of bloom and color. To the north is the Town Square. ~ 308 0 0 0 0 0 D0 @@ -864,7 +864,7 @@ House of Worship~ Every morning and every evening, the entire community gathers in this humble building to give thanks for the land they live upon and their gracious benefactor, the Baron Cailveh. Lines of benches run up to the east wall where -large cross hangs upon the wall, gleaming beautifully. +large cross hangs upon the wall, gleaming beautifully. ~ 308 8 0 0 0 0 D3 @@ -874,9 +874,9 @@ D3 S #30852 The General Store~ - You name it, this place has it and if they don't have it, they'll get it. + You name it, this place has it and if they don't have it, they'll get it. At least that is their reputation. All manner of oddities and necessities lie -scattered about on shelves and in displays. +scattered about on shelves and in displays. ~ 308 8 0 0 0 0 D1 @@ -887,7 +887,7 @@ S #30853 Southern Square~ A magnificent garden lies just south of here, a tidy little store on the west -side and mill of some sort on the east side. +side and mill of some sort on the east side. ~ 308 0 0 0 0 0 D0 @@ -912,7 +912,7 @@ Distillery~ This used to be the old mill for the settlement, but has since been converted into a distillery for the locals so that they might have drinking water free of disease. Barrels, bottles or whatever you like can be refilled or simply -purchased here. +purchased here. ~ 308 8 0 0 0 0 D3 @@ -921,10 +921,10 @@ D3 0 0 30853 S #30855 -Towne Gardens~ +Town Gardens~ These beautiful gardens are tended with love and care by all of the locals, kept as a haven for thought and quiet contemplation. They are kep immaculate -year round, with no exceptions. +year round, with no exceptions. ~ 308 0 0 0 0 0 D0 @@ -936,7 +936,7 @@ S Entryway Into the Main Hall~ This is actually a part of the main hall, however most of the politicking goes on a bit to the east where Cailveh holds his court. The exit from the -tower lies to the west. +tower lies to the west. ~ 308 8 0 0 0 0 D1 @@ -952,7 +952,7 @@ S Main Hall~ A door lies on the north wall, next to an ornate silver tapestry which hangs from the ceiling to the floor, covering the entire wall. On the south wall is a -matching tapestry, giving the hall a feeling of majestic holiness. +matching tapestry, giving the hall a feeling of majestic holiness. ~ 308 8 0 0 0 0 D0 @@ -973,8 +973,8 @@ Audience Chamber~ All of Cailveh's formal matters of state are conducted here, at this very spot. A gilded chair of worked silver sits upon a low dias, a plush cushion resting atop the chair. A thick silver curtain runs along behind the chair, -completing the picture of strength and calm that Cailveh wishes to project. -Doors lie on the north and south walls. +completing the picture of strength and calm that Cailveh wishes to project. +Doors lie on the north and south walls. ~ 308 8 0 0 0 0 D0 @@ -999,7 +999,7 @@ Behind the Gilded Chair~ It appears that the Baron has a spot to get away from all the noise and stress of court whenever he likes. There is a stone stairway leading upward into the heights of the tower, curving around and up out of sight. Behind the -curtain lies the Audience Chamber. +curtain lies the Audience Chamber. ~ 308 8 0 0 0 0 D3 @@ -1016,7 +1016,7 @@ The Feasting Hall~ Twin doors lie on the south wall of this enormous chamber, exits designed to allow the ingress and egress of large amounts of people. A long table runs most of the length of the room, beautifully woven table coverings over most of its -surface. +surface. ~ 308 8 0 0 0 0 D2 @@ -1033,7 +1033,7 @@ The Feasting Hall~ Twin doors lie on the south wall of this enormous chamber, exits designed to allow the ingress and egress of large amounts of people. A long table runs most of the length of the room, beautifully woven table coverings over most of its -surface. +surface. ~ 308 8 0 0 0 0 D1 @@ -1051,7 +1051,7 @@ Private Meeting Room~ but needs to conduct business privately, this is where Cailveh brings the visitor to talk. The room is protected by a ward of silence maintained by Cailveh himself so that conversations within this room stay only within this -room. +room. ~ 308 40 0 0 0 0 D0 @@ -1064,7 +1064,7 @@ Secret Stair Passage~ These stairs are the single one way to reach the upper levels of the tower. Cailveh keeps them hidden so that he might enjoy a relative calm when dealing with family or personal life. No visitors are ever allowed in these higher -chambers, only Cailveh, his family, and a small slew of servants. +chambers, only Cailveh, his family, and a small slew of servants. ~ 308 8 0 0 0 0 D4 @@ -1082,7 +1082,7 @@ Stone and Mortar Hallway~ average. The walls are of stone and mortar, well formed and solid to the touch. On the south wall is a door, the stairs lead downward to the main floor of the tower and the hallway runs westward toward more doors, actually ending at a -door. +door. ~ 308 8 0 0 0 0 D2 @@ -1101,7 +1101,7 @@ S #30865 Stone and Mortar Hallway~ A door lies on the north wall, the hallway heads east and west, both only for -short distances. +short distances. ~ 308 8 0 0 0 0 D0 @@ -1121,7 +1121,7 @@ S End of the Hall~ A wide door lies on the west wall of the hall which would be the dead end to the hall if there weren't a door there. Off to the east are more doors, with a -stairway leading downward at the end of the hall. +stairway leading downward at the end of the hall. ~ 308 8 0 0 0 0 D1 @@ -1139,7 +1139,7 @@ Gilzaan's Private Chambers~ the endowment of all that Cailveh holds upon his death, holds the largest room in the tower save for Cailveh himself. All that is holy and worthy, studious and pious lies in an orderly fashion in this enormous apartment. A door lies in -the south wall. +the south wall. ~ 308 8 0 0 0 0 D2 @@ -1157,7 +1157,7 @@ Gilzaan's Private Chambers~ the endowment of all that Cailveh holds upon his death, holds the largest room in the tower save for Cailveh himself. All that is holy and worthy, studious and pious lies in an orderly fashion in this enormous apartment. A door lies on -the south wall just east from here. +the south wall just east from here. ~ 308 8 0 0 0 0 D1 @@ -1169,10 +1169,10 @@ S Necromocis' Private Chambers~ Necromocis is Cailveh's youngest son, but certainly the brighter of the two. Most of Necromocis' time is spent up in the higher reaches of the tower, pouring -over the ancient tomes which Cailveh holds locked within his library. +over the ancient tomes which Cailveh holds locked within his library. Necromocis could soak up knowledge all day long and still yearn for more at the fall of night. He is Cailveh's pride and joy, unencumbered the knowledge that -he may have to one day run the Barony, as his brother is. +he may have to one day run the Barony, as his brother is. ~ 308 8 0 0 0 0 D1 @@ -1184,10 +1184,10 @@ S Necromocis' Private Chambers~ Necromocis is Cailveh's youngest son, but certainly the brighter of the two. Most of Necromocis' time is spent up in the higher reaches of the tower, pouring -over the ancient tomes which Cailveh holds locked within his library. +over the ancient tomes which Cailveh holds locked within his library. Necromocis could soak up knowledge all day long and still yearn for more at the fall of night. He is Cailveh's pride and joy, unencumbered the knowledge that -he may have to one day run the Barony, as his brother is. +he may have to one day run the Barony, as his brother is. ~ 308 8 0 0 0 0 D0 @@ -1203,9 +1203,9 @@ S Sitting Room~ This room is dominated by a huge fireplace on the west wall. It spans the entire length of the wall, the stonework giving the room a very rustic, cozy -feel. Lounge chairs and couches lie in a fashionable array about the room. +feel. Lounge chairs and couches lie in a fashionable array about the room. This is where Cailveh and his family spend most of their evenings together, away -from the main court life which never seems to end downstairs. +from the main court life which never seems to end downstairs. ~ 308 8 0 0 0 0 D0 @@ -1227,7 +1227,7 @@ fireplace~ E stones~ They look as if they aren't anchored all that well, as if they might be able -to be moved or jarred free. +to be moved or jarred free. ~ E fireplace~ @@ -1235,7 +1235,7 @@ fireplace~ place where the firewood is actually kept and burnt only takes up about a quarter of the space that it could, the rest of it is just ornate. Most of the rocks are made from regular, grayish stone but there is a particular run of them -that are a bit darker than the rest. +that are a bit darker than the rest. ~ S #30872 @@ -1243,7 +1243,7 @@ Cailveh's Private Chambers~ This section of the room is more an entryway into the larger part of Cailveh's private area which is shared with his wife. The room follows the curve of the tower, opening east into the private chambers and north into the -sitting room. +sitting room. ~ 308 8 0 0 0 0 D0 @@ -1260,7 +1260,7 @@ Cailveh's Private Chambers~ This lavish section of Cailveh's private quarters are reserved for he and his wife only, a retreat for the two of them to get away from everything completely. There is a large bed and a long, low divan that sits before a fireplace - a very -appealing setup. +appealing setup. ~ 308 8 0 0 0 0 D3 @@ -1274,7 +1274,7 @@ Bathing Area~ curious-looking stone pedestal designed specifically for holding the hot embers of coal that heat the tub above it. A curtain can be drawn about the tub or left wide open, a wooden desk lies against the west wall with a washbasin and -mirror atop it. +mirror atop it. ~ 308 8 0 0 0 0 D2 @@ -1288,7 +1288,7 @@ Runed Stairwell~ but more so they are wards of notification which will let Cailveh when an unwelcome guest has intruded upon his private demenses unwelcome. Enter upward into the private work area of the Baron Cailveh, but beware of his fury and the -wrath of his gods. +wrath of his gods. ~ 308 8 0 0 0 0 D4 @@ -1306,7 +1306,7 @@ Laboratory~ the walls lined with shelving which holds all manner of scrolls, books and tablature. The wooden creaks underfoot as you move about, even a shifting of your weight makes a fair amount of noise. It will be very difficult, indeed, to -stay here undetected for very long. +stay here undetected for very long. ~ 308 8 0 0 0 0 D1 @@ -1329,7 +1329,7 @@ the walls lined with shelving which holds all manner of scrolls, books and tablature. The wooden creaks underfoot as you move about, even a shifting of your weight makes a fair amount of noise. It will be very difficult, indeed, to stay here undetected for very long. There is a door on the south wall, one that -does not look as if it is opened very often. +does not look as if it is opened very often. ~ 308 8 0 0 0 0 D2 @@ -1346,7 +1346,7 @@ Study~ This is a more sedate setting than that just north of here. A plush chair lies against the west wall, one that looks very much like it is used extremely often. Shelves line the east wall, however the books there are more scholarly -than for research. +than for research. ~ 308 8 0 0 0 0 D0 @@ -1363,7 +1363,7 @@ Library~ If it seemed that there were a lot of books on the shelves in the rooms to the north, then you had no idea what to expect here. Every single foot of space available has been utilized for shelving for books, all of them organized by -size and content. +size and content. ~ 308 8 0 0 0 0 D0 @@ -1380,7 +1380,7 @@ Observatory~ There is wide, tall window in the southeastern wall, one that rises all the way to the ceiling and opens out into the heavens. A strange object has been placed near to the window, one that looks much like a long tube with glass at -the ends. +the ends. ~ 308 8 0 0 0 0 D3 @@ -1393,7 +1393,7 @@ Artifact Room~ This room has been looted. Nothing remains except empty shelves and tables that were once laden with numerous items and artifacts. The patches of dust free shelves hint at the outlines of the previous occupants. Uneven shadings of -the walls hint at portraits that may have once been hung for many years. +the walls hint at portraits that may have once been hung for many years. ~ 308 0 0 0 0 0 D0 diff --git a/lib/world/wld/309.wld b/lib/world/wld/309.wld index fec432e..8b5e505 100644 --- a/lib/world/wld/309.wld +++ b/lib/world/wld/309.wld @@ -3,7 +3,7 @@ Guard Post~ The wooden barrier that bars progress south along the road to Westlawn's is not formidable enough to truly keep people off Westlawn's property. Indeed - were it not for the guards which are stationed here, one could easily ride off -the road and go around. +the road and go around. ~ 309 0 0 0 0 0 D2 @@ -30,7 +30,7 @@ Road Through Westlawn's Fields~ Tall, waving crops line both sides of the road, the main export of this area being grain, since it is so easy to grow. Westlawn is a known brawler and tactician, farming is not exactly his strong point - the running part of his -estate that he leaves to be tended by his servants. +estate that he leaves to be tended by his servants. ~ 309 0 0 0 0 0 D0 @@ -49,7 +49,7 @@ for the growing of grains and barley. Not only are these two crops easy to grow for a man who knows next to nothing about farming, but they are essential to two parts of Baron Westlawn's life that he does know quite a lot about - horses and drinking. The King's Highway lies north of here, the way into Westlawn's estate -lies south. +lies south. ~ 309 0 0 0 0 0 D0 @@ -67,7 +67,7 @@ Road Through Westlawn's Fields~ over to the servants he employs which work his fields. They are the common folk of the area, the people who scratch a bare living from the coffers of the Baron, but are not in any way mistreated and of course may leave of their own volition -at any time. To the north is the main highway. +at any time. To the north is the main highway. ~ 309 0 0 0 0 0 D0 @@ -85,7 +85,7 @@ A Muddy, Rutted Section of the Road~ the west, their shoddy hovels and crude huts looking dirty and ill-kept. The road also takes a turn for the worse at this point, the evidence of much traffic and little upkeep obvious due to the many potholes and ruts in it. The road -travels north and south. +travels north and south. ~ 309 0 0 0 0 0 D0 @@ -106,7 +106,7 @@ Rutted Roadway~ The road continues north and south, the ruts of wagons and horse hooves making it very bumpy and hard to travel. The road is also perpetually wet from the slops and waste of the folk who live in the area on the west side of the -road. The road runs south toward a large barn or north toward the highway. +road. The road runs south toward a large barn or north toward the highway. ~ 309 0 0 0 0 0 D0 @@ -127,7 +127,7 @@ Muddy Roadway~ The mud from the yards of the huts and shacks which lie west of here has spilled out into the roadway, making it very soft and hard to travel upon. It does not appear that any effort is taken in the upkeep of the road or the hovels -which lie to the west. The road continues north and south. +which lie to the west. The road continues north and south. ~ 309 0 0 0 0 0 D0 @@ -148,7 +148,7 @@ Worn Roadway~ The road continues past the homes of the less fortunate in this area, the hovels and shacks of the poor folk who work dawn until dusk to keep the crops plentiful. To the south is a large red barn, is paint flaking away, the walls -partially askew from poor craftsmanship. +partially askew from poor craftsmanship. ~ 309 0 0 0 0 0 D0 @@ -171,7 +171,7 @@ road is a shoddy building, its walls made from scrap wood, the windows paneless and barely square by any means. Continuous sound comes from the inside of the building, though, suggesting it to be an inn or tavern for the locals. On the west side are more of the homes of the commoners and to the south the road bends -to the east. +to the east. ~ 309 0 0 0 0 0 D0 @@ -196,7 +196,7 @@ Muddy Bend~ The road bends to the east around the inn to the northeast and the barn to the south. Entrance into the barn lies just to the south, the large front door slightly crooked on its slider. To the west is a fenced in pasture where a few -sickly-looking cows wander about. +sickly-looking cows wander about. ~ 309 0 0 0 0 0 D0 @@ -217,7 +217,7 @@ Twisting Road~ The road angles west and south through the Baron's estate, the keep now visible to the southeast. To the west is the place of the common folk, where they live and work. There is a rackety wooden door in the wall of the inn on -the north side of the road. +the north side of the road. ~ 309 0 0 0 0 0 D0 @@ -237,7 +237,7 @@ S Twisting Road~ The road twists and turns through the land which is owned by Baron Westlawn. Exits lie to the north and east. To the east, the road runs over a bridge which -spans a small river. +spans a small river. ~ 309 0 0 0 0 0 D0 @@ -255,7 +255,7 @@ Rickety Bridge~ accomodate heavy traffic, but whether or not it could hold the heavy traffic which might cross over it is another story. It groans and creaks with your crossing, slightly shaking as you move about on it. The road bends to the south -and west. +and west. ~ 309 0 0 0 0 0 D2 @@ -272,7 +272,7 @@ Muddy Road Before the Keep~ The keep of Baron Westlawn lies to the east, a crudely imposing structure which does not appear to be in any sort of disrepair but is certainly not pleasing to the eye. It is one of those great examples of function over form. -To the north is a bridge and the road which leads back to the main highway. +To the north is a bridge and the road which leads back to the main highway. ~ 309 0 0 0 0 0 D0 @@ -288,7 +288,7 @@ S Before the Keep~ The tall, wood-timbered walls which surround the keep look extremely strong and rough. The entire feel to this place is one of raw strength, of bold valor. -Quite fitting for the home of the warrior Baron. +Quite fitting for the home of the warrior Baron. ~ 309 4 0 0 0 0 D1 @@ -302,12 +302,12 @@ D3 S #30915 Inner Yard~ - People move and bustle all about this place in a general buzz of activity. + People move and bustle all about this place in a general buzz of activity. Westlawn must not be much of a fan of lazy or slow movers because no one looks as if they are taking their time, but walking about with a steady stride, with purpose. This inner yard is completely walled in, the only doors are the one which lies just to the west, the exit, and one other which is built into the -eastern wall a short distance away. +eastern wall a short distance away. ~ 309 0 0 0 0 0 D0 @@ -350,7 +350,7 @@ Mud Yard~ muddy, sludged-out yard where the children can play. Most of the time for these folk is spent harvesting or doing the general labor of the fields, however there are some days when Westlawn declares a free day and then the fun begins. This -small area - this place of mud and grime - is where that fun is had. +small area - this place of mud and grime - is where that fun is had. ~ 309 0 0 0 0 0 D1 @@ -372,7 +372,7 @@ Mud Yard~ muddy, sludged-out yard where the children can play. Most of the time for these folk is spent harvesting or doing the general labor of the fields, however there are some days when Westlawn declares a free day and then the fun begins. This -small area - this place of mud and grime - is where that fun is had. +small area - this place of mud and grime - is where that fun is had. ~ 309 0 0 0 0 0 D0 @@ -398,7 +398,7 @@ Mud Yard~ muddy, sludged-out yard where the children can play. Most of the time for these folk is spent harvesting or doing the general labor of the fields, however there are some days when Westlawn declares a free day and then the fun begins. This -small area - this place of mud and grime - is where that fun is had. +small area - this place of mud and grime - is where that fun is had. ~ 309 0 0 0 0 0 D0 @@ -424,7 +424,7 @@ Mud Yard~ muddy, sludged-out yard where the children can play. Most of the time for these folk is spent harvesting or doing the general labor of the fields, however there are some days when Westlawn declares a free day and then the fun begins. This -small area - this place of mud and grime - is where that fun is had. +small area - this place of mud and grime - is where that fun is had. ~ 309 0 0 0 0 0 D0 @@ -452,7 +452,7 @@ folk is spent harvesting or doing the general labor of the fields, however there are some days when Westlawn declares a free day and then the fun begins. This small area - this place of mud and grime - is where that fun is had. A fenced-in area to the south is where the cows are kept. They provide the milk -not only for the keep, but for these folk as well. +not only for the keep, but for these folk as well. ~ 309 0 0 0 0 0 D0 @@ -474,7 +474,7 @@ Hovel~ floors are of wood planking, rough hewn and full of potential splinters and covered in the mud that gets tracked in from the yard outside. A small table is pushed against the far wall, rows of low cots line the floors along the opposite -wall. +wall. ~ 309 8 0 0 0 0 D1 @@ -488,7 +488,7 @@ Hut~ which are grown about the area. There is not much in the way of woodlands, as most the wooded areas have been cut down to provide more room for growing crops for the Barons. Gaps in the walls and ceiling make it only slightly better than -being outside - a steady breeze flows through. +being outside - a steady breeze flows through. ~ 309 0 0 0 0 0 D1 @@ -501,7 +501,7 @@ Shack~ This small wooden home is actually considered to be of high standards for this area. The walls are all quite solid and without gaps, the flooring is smooth and covered in wood. There are even sections where private areas can be -had by the people who live here. +had by the people who live here. ~ 309 8 0 0 0 0 D1 @@ -513,7 +513,7 @@ S Canvas and Straw Hut~ This is almost more of tepee than a hut at all, but it does serve its purpose quite well. The walls are all covered in thick canvas which holds out against -wind and rain and provides adequate cover for privacy. +wind and rain and provides adequate cover for privacy. ~ 309 8 0 0 0 0 D1 @@ -536,9 +536,9 @@ S #30927 Barn~ The musty smell of the place assaults your nostrils immediately upon entry, -the old, open smell of a barn so distinct as to be a scent all its own. +the old, open smell of a barn so distinct as to be a scent all its own. Harnesses and tools for harvesting lie about the place, all in surprising order. -The main exit lies to the north, a wide set of double doors open to the west. +The main exit lies to the north, a wide set of double doors open to the west. ~ 309 8 0 0 0 0 D0 @@ -554,7 +554,7 @@ S Hay Barn~ Piles of tight bales lie in neat stacks all about this section of the barn. A door leads east into the main section of the barn, another leading north out -into the cow pasture. +into the cow pasture. ~ 309 12 0 0 0 0 D0 @@ -572,7 +572,7 @@ Cow Pasture~ milking are kept. It would be a good idea to watch your step here, as there are quite a few small greenish-brown piles laying about. To the east of this pasture is the roadway, a fence blocking the way onto the road and to the north -is the common folks' area where their homes and muddy yards lay. +is the common folks' area where their homes and muddy yards lay. ~ 309 0 0 0 0 0 D2 @@ -590,7 +590,7 @@ Cow Pasture~ milking are kept. It would be a good idea to watch your step here, as there are quite a few small greenish-brown piles laying about. To the east of this pasture is the roadway, a fence blocking the way onto the road and to the north -is the common folks' area where their homes and muddy yards lay. +is the common folks' area where their homes and muddy yards lay. ~ 309 0 0 0 0 0 D1 @@ -600,10 +600,10 @@ D1 S #30931 Inner Yard~ - All manner of activities go on in this main outer section of the keep. + All manner of activities go on in this main outer section of the keep. Children play in the relative safety of the walls of the keep, men and women go about their business and the higher nobles of the area talk business amongst -themselves in what they feel is a sort of seclusion in the southeast corner. +themselves in what they feel is a sort of seclusion in the southeast corner. ~ 309 0 0 0 0 0 D1 @@ -620,7 +620,7 @@ Inner Yard~ All manner of activities go on in this main outer section of the keep, the place where most of those who live within these walls come to stretch out or take a break. Most of the comings and goings within the keep require travel -through this section, so traffic is usually quite brisk. +through this section, so traffic is usually quite brisk. ~ 309 0 0 0 0 0 D1 @@ -640,7 +640,7 @@ S Inner Yard~ The Baron's people hustle about you, doing their daily tasks or enjoying some spare time in the outdoors. Exits from the yard lie directly east and directly -west from where you stand. +west from where you stand. ~ 309 0 0 0 0 0 D0 @@ -665,7 +665,7 @@ Inner Yard~ The rough wooden outer wall of the keep runs along the west side of the courtyard and meets with a very solid and well-constructed wall of stone and mortar on the south side. There is no door in the wall, but it is obvious that -beyond that mortar wall lies the innards of the keep. +beyond that mortar wall lies the innards of the keep. ~ 309 0 0 0 0 0 D0 @@ -683,7 +683,7 @@ Inner Yard~ barrier against marauders and the possibility that another baron might try to attack Westlawn to gain control of his land and holdings. This yard is where all the people who live on Westlawn's land come in times of strife or bad -weather, to stay together in number and relative safety. +weather, to stay together in number and relative safety. ~ 309 0 0 0 0 0 D0 @@ -705,7 +705,7 @@ Inner Yard~ barrier against marauders and the possibility that another baron might try to attack Westlawn to gain control of his land and holdings. This yard is where all the people who live on Westlawn's land come in times of strife or bad -weather, to stay together in number and relative safety. +weather, to stay together in number and relative safety. ~ 309 0 0 0 0 0 D2 @@ -722,7 +722,7 @@ Inner Yard~ A set of double doors lead east into the main section of the keep, the only doors which allow access as far you can see from looking around at the walls of this yard. The exit to the keep lies directly west, a short walk across the -yard from you. +yard from you. ~ 309 0 0 0 0 0 D0 @@ -747,7 +747,7 @@ Inner Yard~ This is the southeastern corner of the yard, where most of major business deals are made by the local nobles of the area. It is said that any word uttered within the confines of the inner keep can be and are heard by Westlawn, -so most of the bargains which are made are done outdoors in this very area. +so most of the bargains which are made are done outdoors in this very area. ~ 309 0 0 0 0 0 D0 @@ -766,7 +766,7 @@ least fifteen feet at its highest point, twelve at the lowest along the walls. The floor is dented and gouged from the tread of many hooves upon it - it seems that the Baron has no qualms about leading his fine steeds through this section of his home. The hall meets with another hall just to the east, the courtyard -lies to the west through a set of heavy double doors. +lies to the west through a set of heavy double doors. ~ 309 8 0 0 0 0 D1 @@ -782,7 +782,7 @@ S The Main Hall~ This is a wide, clean area of the keep which runs north to south through the largest section of the keep. A door lies to the east, leading into the Baron's -stable area. A hall lies to the west leading toward the courtyard. +stable area. A hall lies to the west leading toward the courtyard. ~ 309 8 0 0 0 0 D0 @@ -805,7 +805,7 @@ S #30941 The Main Hall~ The hall runs north to south past doors in the center and in the north and -south ends. At either end of the hall, it curves westward, out of sight. +south ends. At either end of the hall, it curves westward, out of sight. ~ 309 8 0 0 0 0 D0 @@ -820,7 +820,7 @@ S #30942 The Main Hall~ The hall runs north to south past doors in the center and in the north and -south ends. At either end of the hall, it curves westward, out of sight. +south ends. At either end of the hall, it curves westward, out of sight. ~ 309 8 0 0 0 0 D0 @@ -838,7 +838,7 @@ South End of the Main Hall~ by lengths of iron which look as strong as any piece of rough iron. On the western wall is another wooden door, hoever it does not appear to hold behind it anything of true worth, as it is not as thick and strong-looking as the other -two doors. +two doors. ~ 309 8 0 0 0 0 D0 @@ -893,7 +893,7 @@ Hall of Feasting~ easily seat a score and a half of men at dinner and then some. There are nightly feasts here at this table, feasts that everyone in the keep is invited to and usually attend. Much revelry, singing and baudy jokes are told -throughout the evenings - a favorite past time of the Baron's. +throughout the evenings - a favorite past time of the Baron's. ~ 309 8 0 0 0 0 D1 @@ -911,7 +911,7 @@ Hall of Feasting~ easily seat a score and a half of men at dinner and then some. There are nightly feasts here at this table, feasts that everyone in the keep is invited to and usually attend. Much revelry, singing and baudy jokes are told -throughout the evenings - a favorite past time of the Baron's. +throughout the evenings - a favorite past time of the Baron's. ~ 309 8 0 0 0 0 D1 @@ -929,7 +929,7 @@ Hall of Feasting~ easily seat a score and a half of men at dinner and then some. There are nightly feasts here at this table, feasts that everyone in the keep is invited to and usually attend. Much revelry, singing and baudy jokes are told -throughout the evenings - a favorite past time of the Baron's. +throughout the evenings - a favorite past time of the Baron's. ~ 309 8 0 0 0 0 D1 @@ -947,7 +947,7 @@ The Head of the Table~ could make a grand entrance to his seat of honor on a nightly basis, walking slowly and deliberately past all who would dine at his table. His chair is, of course, slightly raised from the rest of the chairs at the table - not that he -needs the height. Rumor has it, the baron is close to seven feet in height. +needs the height. Rumor has it, the baron is close to seven feet in height. ~ 309 8 0 0 0 0 D1 @@ -961,7 +961,7 @@ The Kitchen~ of Baron Westlawn and all. There are three separate brick ovens which are always lit and running, always cooking something at all times - even in the dead of night. Cooks run here and there, constantly making sure that nothing burns -and nothing spoils. +and nothing spoils. ~ 309 8 0 0 0 0 D3 @@ -975,7 +975,7 @@ Soldier's Barracks~ given quarters in this large room. There are bunks lined in straight, perfect rows, all of them clean and crisp. The baron always makes it a point to stop into this room at least once a day so that he might make sure that no soldier of -his lives like a pig. There are severe penalties for slovenly behavior. +his lives like a pig. There are severe penalties for slovenly behavior. ~ 309 8 0 0 0 0 D1 @@ -993,7 +993,7 @@ Soldier's Barracks~ given quarters in this large room. There are bunks lined in straight, perfect rows, all of them clean and crisp. The baron always makes it a point to stop into this room at least once a day so that he might make sure that no soldier of -his lives like a pig. There are severe penalties for slovenly behavior. +his lives like a pig. There are severe penalties for slovenly behavior. ~ 309 8 0 0 0 0 D1 @@ -1011,7 +1011,7 @@ Soldier's Barracks~ given quarters in this large room. There are bunks lined in straight, perfect rows, all of them clean and crisp. The baron always makes it a point to stop into this room at least once a day so that he might make sure that no soldier of -his lives like a pig. There are severe penalties for slovenly behavior. +his lives like a pig. There are severe penalties for slovenly behavior. ~ 309 8 0 0 0 0 D1 @@ -1024,7 +1024,7 @@ Arms Cache and Smithy~ Donld works tirelessly, day after day making sure that all existing weapons and armor are kept in perfect condition. On top of that chore, he crafts all metal-work within the keep, shoes horses and new weapons for the Baron to test -out. Donld is not Westlawn's right-hand man but he is damn near close. +out. Donld is not Westlawn's right-hand man but he is damn near close. ~ 309 8 0 0 0 0 D3 @@ -1035,9 +1035,9 @@ S #30954 Outer Antechamber~ Strange that guards would be posted here, already within the keep and at a -place which a person must already have made through all others in the keep. +place which a person must already have made through all others in the keep. The general's horses are a matter of pride for him, such strong pride that he -guards them jealously from intruders. +guards them jealously from intruders. ~ 309 8 0 0 0 0 D1 @@ -1054,7 +1054,7 @@ Cellar~ All manner of dry storage is kept deep within the lower reaches of the Baron's keep. The ground down here is damp and earthy, the smell of the entire place musty and raw. There is not much light except that which you may have -brought with you. +brought with you. ~ 309 9 0 0 0 0 D2 @@ -1075,7 +1075,7 @@ Cellar~ All manner of dry storage is kept deep within the lower reaches of the Baron's keep. The ground down here is damp and earthy, the smell of the entire place musty and raw. There is not much light except that which you may have -brought with you. +brought with you. ~ 309 9 0 0 0 0 D0 @@ -1092,7 +1092,7 @@ Cellar~ All manner of dry storage is kept deep within the lower reaches of the Baron's keep. The ground down here is damp and earthy, the smell of the entire place musty and raw. There is not much light except that which you may have -brought with you. +brought with you. ~ 309 9 0 0 0 0 D0 @@ -1113,7 +1113,7 @@ Cellar~ All manner of dry storage is kept deep within the lower reaches of the Baron's keep. The ground down here is damp and earthy, the smell of the entire place musty and raw. There is not much light except that which you may have -brought with you. +brought with you. ~ 309 9 0 0 0 0 D0 @@ -1130,7 +1130,7 @@ Cellar~ All manner of dry storage is kept deep within the lower reaches of the Baron's keep. The ground down here is damp and earthy, the smell of the entire place musty and raw. There is not much light except that which you may have -brought with you. +brought with you. ~ 309 9 0 0 0 0 D1 @@ -1147,7 +1147,7 @@ Cellar~ All manner of dry storage is kept deep within the lower reaches of the Baron's keep. The ground down here is damp and earthy, the smell of the entire place musty and raw. There is not much light except that which you may have -brought with you. +brought with you. ~ 309 9 0 0 0 0 D1 @@ -1167,7 +1167,7 @@ S Watch Post on the Battlements~ A spot for a sentry to view the land of the Baron has been made upon these upper rampartes, a great line of visibility in every direction. A large gong -has been placed here to be sounded during times when enemies are spotted. +has been placed here to be sounded during times when enemies are spotted. ~ 309 0 0 0 0 0 D1 @@ -1179,7 +1179,7 @@ S On the Battlements~ You stand atop the thick wooden wall of the keep, high above the ground. A guard post lies just west of here, the battelments allow access to the east and -west. +west. ~ 309 0 0 0 0 0 D1 @@ -1195,7 +1195,7 @@ S On the Battlements~ Paths along the top of the wall of the keep lie to the west and south from here. They are really nothing more than narrow wooden planking hammered down on -top of the thick timbers which are the walls of the keep. +top of the thick timbers which are the walls of the keep. ~ 309 0 0 0 0 0 D2 @@ -1215,7 +1215,7 @@ S On the Battlements~ The path along the top of the wall of the keep lies to the north and south from here. They are really nothing more than narrow wooden planking hammered -down on top of the thick timbers which are the walls of the keep. +down on top of the thick timbers which are the walls of the keep. ~ 309 0 0 0 0 0 D0 @@ -1231,7 +1231,7 @@ S On the Battlements~ The path along the top of the wall of the keep lies to the north and south from here. They are really nothing more than narrow wooden planking hammered -down on top of the thick timbers which are the walls of the keep. +down on top of the thick timbers which are the walls of the keep. ~ 309 0 0 0 0 0 D0 @@ -1247,7 +1247,7 @@ S On the Battlements~ Paths along the top of the wall of the keep lie to the west and north from here. They are really nothing more than narrow wooden planking hammered down on -top of the thick timbers which are the walls of the keep. +top of the thick timbers which are the walls of the keep. ~ 309 0 0 0 0 0 D0 @@ -1261,7 +1261,7 @@ D3 S #30967 On the Battlements~ - Just to the west is a guard's post where there is always someone on duty. + Just to the west is a guard's post where there is always someone on duty. To the east is the long wooden walkway which spans the upper level of the keep. ~ 309 0 0 0 0 0 @@ -1279,7 +1279,7 @@ At a Guard Post on the Battlements~ This is nothing more than a cleared space of about four foot by four foot which affords a generous view of the lands in every direction. A huge gong has been hung on the south wall of the place, to be rung in times of danger so that -the population of the keep may know to mobilize. +the population of the keep may know to mobilize. ~ 309 0 0 0 0 0 D1 @@ -1293,7 +1293,7 @@ Training Fields~ army are trained in the arts of battle and as a place where the legendary steeds raised by the Baron are trained and tamed. The entire place is ringed by a clean white-painted fence, stables lie on the north and south sides of the -field, another field lies to the east. +field, another field lies to the east. ~ 309 0 0 0 0 0 D0 @@ -1318,7 +1318,7 @@ Training Fields~ This area is used as a dual-purpose spot where the soldiers of the Baron's army are trained in the arts of battle and as a place where the legendary steeds raised by the Baron are trained and tamed. To the north is the entrance into -one of the Baron's stables, the field lies wide open to the east and south. +one of the Baron's stables, the field lies wide open to the east and south. ~ 309 0 0 0 0 0 D0 @@ -1340,7 +1340,7 @@ Training Fields~ army are trained in the arts of battle and as a place where the legendary steeds raised by the Baron are trained and tamed. A stable lies to the north of you, the entrance a bit to the west. To the far east is another field where more -horses can be seen grazing and idling. +horses can be seen grazing and idling. ~ 309 0 0 0 0 0 D1 @@ -1360,7 +1360,7 @@ S Training Fields~ This is the training field for the troops and mounts of the army that Westlawn commands. The fence which rings this place runs along north to south -on your east side, another smaller fenced in area over there. +on your east side, another smaller fenced in area over there. ~ 309 0 0 0 0 0 D2 @@ -1376,7 +1376,7 @@ S Training Fields~ At this east end of the training field, the fence block the way east. A gate allows entry east into a larger, more open field that appears less used - or at -least less trampled. The keep entrance lies straight west. +least less trampled. The keep entrance lies straight west. ~ 309 0 0 0 0 0 D0 @@ -1400,7 +1400,7 @@ S Training Fields~ You stand in the center of a fair-sized field used for the training of Westlawn's many steeds and the men who ride them. The ground is quite trampled -and free of grass for the most part, only patches of green can be seen here. +and free of grass for the most part, only patches of green can be seen here. ~ 309 0 0 0 0 0 D0 @@ -1425,7 +1425,7 @@ Training Fields~ You stand in a fair-sized field used for the training of Westlawn's many steeds and the men who ride them. The ground is quite trampled and free of grass for the most part, only patches of green can be seen here. The door to -one of Westlawn's stables lies to the south. +one of Westlawn's stables lies to the south. ~ 309 0 0 0 0 0 D0 @@ -1445,7 +1445,7 @@ S Training Fields~ You stand in a fair-sized field used for the training of Westlawn's many steeds and the men who ride them. The ground is quite trampled and free of -grass for the most part, only patches of green can be seen here. +grass for the most part, only patches of green can be seen here. ~ 309 0 0 0 0 0 D0 @@ -1465,7 +1465,7 @@ S Training Fields~ You stand in a fair-sized field used for the training of Westlawn's many steeds and the men who ride them. The ground is quite trampled and free of -grass for the most part, only patches of green can be seen here. +grass for the most part, only patches of green can be seen here. ~ 309 0 0 0 0 0 D0 @@ -1485,7 +1485,7 @@ Westlawn's servants so that the steeds never run short on food. The keep lies to the west, through another field. To the east is the long, open fields which Westlawn farms to keep his estate financially sound. Beyond those fields are the tall, dark trees of the Kailaani Forest - the place from where they say no -man ever returns. +man ever returns. ~ 309 0 0 0 0 0 D1 @@ -1503,7 +1503,7 @@ Outpasture~ estates. It is a vast field, lush with thick grass, and well-tended by Westlawn's servants so that the steeds never run short on food. The keep lies to the west, through another field. To the east is the long, open fields which -Westlawn farms to keep his estate financially sound. +Westlawn farms to keep his estate financially sound. ~ 309 0 0 0 0 0 D2 @@ -1523,7 +1523,7 @@ Westlawn's servants so that the steeds never run short on food. The keep lies to the west, through another field. To the east is the long, open fields which Westlawn farms to keep his estate financially sound. Beyond those fields are the tall, dark trees of the Kailaani Forest - the place from where they say no -man ever returns. +man ever returns. ~ 309 0 0 0 0 0 D0 @@ -1549,7 +1549,7 @@ Outpasture~ estates. It is a vast field, lush with thick grass, and well-tended by Westlawn's servants so that the steeds never run short on food. The keep lies to the west, through another field. To the east is the long, open fields which -Westlawn farms to keep his estate financially sound. +Westlawn farms to keep his estate financially sound. ~ 309 0 0 0 0 0 D0 @@ -1573,7 +1573,7 @@ Westlawn's servants so that the steeds never run short on food. The keep lies to the west, through another field. To the east is the long, open fields which Westlawn farms to keep his estate financially sound. Beyond those fields are the tall, dark trees of the Kailaani Forest - the place from where they say no -man ever returns. +man ever returns. ~ 309 0 0 0 0 0 D0 @@ -1591,7 +1591,7 @@ Outpasture~ estates. It is a vast field, lush with thick grass, and well-tended by Westlawn's servants so that the steeds never run short on food. The keep lies to the west, through another field. To the east is the long, open fields which -Westlawn farms to keep his estate financially sound. +Westlawn farms to keep his estate financially sound. ~ 309 0 0 0 0 0 D0 @@ -1608,7 +1608,7 @@ North Stables~ The most valuable steeds are kept here, the ones which have been trained, broken and are ready for either battle or market. The Baron keeps all of his steeds in perfect health, all of them ready to be either sold to highest bidder -or rode into battle at a moment's notice. +or rode into battle at a moment's notice. ~ 309 8 0 0 0 0 D1 @@ -1624,7 +1624,7 @@ S North Stables~ Stalls line the walls on both the north and south walls, horses tethered within. Sacks of grain and brushes for combing lie on the ground in neat piles -just outside the doors - all of which are used daily. +just outside the doors - all of which are used daily. ~ 309 8 0 0 0 0 D1 @@ -1640,7 +1640,7 @@ S North Stables~ Stalls line the walls on both the north and south walls, horses tethered within. Sacks of grain and brushes for combing lie on the ground in neat piles -just outside the doors - all of which are used daily. +just outside the doors - all of which are used daily. ~ 309 8 0 0 0 0 D3 @@ -1650,11 +1650,11 @@ D3 S #30987 South Stables~ - This is the stables where the more difficult steeds are kept until broken. + This is the stables where the more difficult steeds are kept until broken. The steeds which are kept in this stable are considered to be of the finest quality, but have the worst attitude of the steeds that Westlawn owns, and so are separated from the general population. The noise in here is tremendous, as -are the steeds which stand proudly behind the stall doors. +are the steeds which stand proudly behind the stall doors. ~ 309 8 0 0 0 0 D0 @@ -1668,11 +1668,11 @@ D1 S #30988 South Stables~ - This is the stables where the more difficult steeds are kept until broken. + This is the stables where the more difficult steeds are kept until broken. The steeds which are kept in this stable are considered to be of the finest quality, but have the worst attitude of the steeds that Westlawn owns, and so are separated from the general population. The noise in here is tremendous, as -are the steeds which stand proudly behind the stall doors. +are the steeds which stand proudly behind the stall doors. ~ 309 8 0 0 0 0 D1 @@ -1686,11 +1686,11 @@ D3 S #30989 South Stables~ - This is the stables where the more difficult steeds are kept until broken. + This is the stables where the more difficult steeds are kept until broken. The steeds which are kept in this stable are considered to be of the finest quality, but have the worst attitude of the steeds that Westlawn owns, and so are separated from the general population. The noise in here is tremendous, as -are the steeds which stand proudly behind the stall doors. +are the steeds which stand proudly behind the stall doors. ~ 309 8 0 0 0 0 D3 diff --git a/lib/world/wld/31.wld b/lib/world/wld/31.wld index 704c1b8..ffcf26e 100644 --- a/lib/world/wld/31.wld +++ b/lib/world/wld/31.wld @@ -110,8 +110,8 @@ You see the promenade. 0 -1 3103 E wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3105 @@ -239,9 +239,9 @@ door~ E building door sign~ The sign on the door says: - + Cityguard HeadQuarters - + WARNING: Authorized Personnel Only! ~ S @@ -427,7 +427,7 @@ Someone has added the following with red paint: E chain~ The chain reaches the clouds high above you. It must take some really -powerful magic to hold such a chain in place. +powerful magic to hold such a chain in place. ~ S #3121 @@ -709,18 +709,18 @@ The exit west leads to Emerald Avenue. 0 -1 3117 E chair chairs~ - Not the very least comfortable. + Not the very least comfortable. ~ E desk~ An extremely heavy desk. It is so large that it doesn't even need drawers. -Everything can be stored on its top. +Everything can be stored on its top. ~ E typewriter~ It is an ancient Quifatronic T-1000 mk I. These machines are known for their incredible durability, and for their even more incredible weight. They make a -Cray II look like a laptop. +Cray II look like a laptop. ~ S #3138 @@ -739,13 +739,13 @@ The waiting room is to the west. E desk~ This desk is obviously very old. Nevertheless it looks as if has never been -used. +used. ~ E chair armchair~ This chair is really a masterpiece. A chair where one can sit as comfortably as in a bed. All auditoriums should be equipped with these things. A shame -that there wouldn't be room for the students too, though. +that there wouldn't be room for the students too, though. ~ S #3139 @@ -808,7 +808,7 @@ S #3151 A Gravel Road In The Graveyard~ You are on a well-kept gravel road that leads north-south through the -graveyard. On both sides of the road grow dark evergreen trees. +graveyard. On both sides of the road grow dark evergreen trees. ~ 31 0 0 0 0 2 D0 @@ -825,7 +825,7 @@ S #3152 A Gravel Road In The Graveyard~ You are on a well-kept gravel road that leads north-south through the -graveyard. On both sides of the road grow dark evergreen trees. +graveyard. On both sides of the road grow dark evergreen trees. ~ 31 0 0 0 0 2 D0 @@ -842,7 +842,7 @@ S #3153 A Gravel Road In The Graveyard~ You are on a well-kept gravel road that leads north-south through the -graveyard. On both sides of the road grow dark evergreen trees. +graveyard. On both sides of the road grow dark evergreen trees. ~ 31 0 0 0 0 1 D0 @@ -888,7 +888,7 @@ door~ 1 -1 3154 E glass windows~ - The windows must be meant to be dark. At least they are completely clean. + The windows must be meant to be dark. At least they are completely clean. ~ E altar~ @@ -898,7 +898,7 @@ here regularly... Maybe that old guy in Park Cafe, he looked like that sort... ~ E benches rows~ - The benches are not of the comfortable kind. + The benches are not of the comfortable kind. ~ S $~ diff --git a/lib/world/wld/310.wld b/lib/world/wld/310.wld index 27dcc03..c2d69ba 100644 --- a/lib/world/wld/310.wld +++ b/lib/world/wld/310.wld @@ -6,21 +6,21 @@ Graye consists of a forested area, a cliff to scale, a small wooded area around a town, a small town, a small castle, some underground passageways, and a bunch of mid-level mobs and eq. - -Enclosed is an area I wrote back in my mudding days; they + +Enclosed is an area I wrote back in my mudding days; they are designed for circle code, but with some modifications can probably be integrated into whatever kind of mud you're running. - + These areas are FREE- however, if you use them: 1. Feel free to make whatever modifications you need, change mobs, -objects, room descriptions etc.- but please make sure that signs and author +objects, room descriptions etc.- but please make sure that signs and author references are unmodified and readable by players. -2. Please send me an e-mail message if you do use them, I'd just -like to have some idea of where they end up (please include mud site)- my -address is wjp@hopper.unh.edu until Sept 1996 -3. If you redistribute these areas, please make sure this README +2. Please send me an e-mail message if you do use them, I'd just +like to have some idea of where they end up (please include mud site)- my +address is wjp@hopper.unh.edu until Sept 1996 +3. If you redistribute these areas, please make sure this README file goes with them :) - + Bill Pelletier wjp@hopper.unh.edu Aten/Talisman of GenericMUD @@ -29,7 +29,7 @@ Aten/Talisman of GenericMUD S #31001 The attachment room~ - This room can be used to attach this area to da mud. + This room can be used to attach this area to da mud. ~ 310 0 0 0 0 0 S @@ -38,7 +38,7 @@ The Great Field~ You are standing in a great field of tall grass. The smell of fresh dirt and sunlight surrounds you. The air is filled with the sound of chirping birds happily building their nests in the depths of the knotted grass. A wagon trail -runs in an east-south direction. +runs in an east-south direction. ~ 310 0 0 0 0 2 D3 @@ -52,7 +52,7 @@ The Forest's Edge~ line of trees. To the far north a stormcloud hangs in the air ominously, but strangely enough it is still quite pleasant out. Crickets chirp merrily, and the sun's rays warm your skin. The wagon trail leads eastwards back into the -grassland, and dissapears westwards into the forest. +grassland, and dissapears westwards into the forest. ~ 310 0 0 0 0 3 D1 @@ -71,7 +71,7 @@ suddenly. Great broad leaf trees gather the descending sunlight, and cover the leaf-strewn forest floor with dappled sunlight. The wagon trail becomes much wider here, showing signs of recent heavy use. The wagon trail runs from west to east here, and it looks possible to venture into the forest to the north and -south. +south. ~ 310 0 0 0 0 3 D0 @@ -93,7 +93,7 @@ D3 S #31005 The Forest of Graye~ - You in a hardwood forest, walking through noisy leaves. + You in a hardwood forest, walking through noisy leaves. ~ 310 0 0 0 0 3 D2 @@ -107,7 +107,7 @@ D3 S #31006 The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. + You are in a hardwood forest, walking through noisy leaves. ~ 310 0 0 0 0 3 D0 @@ -125,7 +125,7 @@ D3 S #31007 The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. + You are in a hardwood forest, walking through noisy leaves. ~ 310 0 0 0 0 3 D0 @@ -143,7 +143,7 @@ D3 S #31008 The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. + You are in a hardwood forest, walking through noisy leaves. ~ 310 0 0 0 0 3 D0 @@ -159,7 +159,7 @@ S The Forest of Graye~ You are in a hardwood forest, walking through noisy leaves. There is a sheer cliff face to the west, rising up above the forest. There is a sign -nailed neatly on the cliff wall. +nailed neatly on the cliff wall. ~ 310 0 0 0 0 3 D1 @@ -172,14 +172,14 @@ D2 0 0 31010 E cliff sheer face~ - The face of the cliff seems impossible to scale. + The face of the cliff seems impossible to scale. ~ E sign~ The sign reads: ****************************** * * -* The Graye Area * +* The Graye Area * * Written By: * * Aten of GenericMUD * * April 1994 * @@ -192,7 +192,7 @@ S #31010 The Forest of Graye~ You are in a hardwood forest, walking through noisy leaves. There is a -sheer cliff face to the west, rising above the forest. +sheer cliff face to the west, rising above the forest. ~ 310 0 0 0 0 3 D0 @@ -209,13 +209,13 @@ D2 0 0 31011 E cliff sheer face~ - The face of the cliff seems impossible to scale. + The face of the cliff seems impossible to scale. ~ S #31011 The Forest of Graye~ You are in a hardwood forest, walking through noisy leaves. The wagon trail -ends abruptly here. +ends abruptly here. ~ 310 0 0 0 0 3 D0 @@ -237,7 +237,7 @@ D3 S #31012 The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. + You are in a hardwood forest, walking through noisy leaves. ~ 310 0 0 0 0 3 D0 @@ -259,7 +259,7 @@ D3 S #31013 The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. + You are in a hardwood forest, walking through noisy leaves. ~ 310 0 0 0 0 3 D0 @@ -274,7 +274,7 @@ S #31014 The Forest of Graye~ You are in a hardwood forest, walking through noisy leaves. There is a -sheer cliff face to the north, rising above the forest. +sheer cliff face to the north, rising above the forest. ~ 310 0 0 0 0 3 D1 @@ -291,12 +291,12 @@ D3 0 0 31017 E cliff sheer face~ - The cliff face seems impossible to scale. + The cliff face seems impossible to scale. ~ S #31015 The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. + You are in a hardwood forest, walking through noisy leaves. ~ 310 0 0 0 0 3 D0 @@ -318,7 +318,7 @@ D3 S #31016 The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. + You are in a hardwood forest, walking through noisy leaves. ~ 310 0 0 0 0 3 D0 @@ -337,7 +337,7 @@ S #31017 The Forest of Graye~ You are in a hardwood forest, walking through noisy leaves. There is a -cliff face to the north. +cliff face to the north. ~ 310 0 0 0 0 3 D1 @@ -355,12 +355,12 @@ D4 E cliff face~ It seems that if you put your toe right here, and your left hand over here, -that you just might be able to climb it. +that you just might be able to climb it. ~ S #31018 The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. + You are in a hardwood forest, walking through noisy leaves. ~ 310 0 0 0 0 3 D0 @@ -378,7 +378,7 @@ D2 S #31019 The Forest of Graye~ - You are in a hardwood forest, walking through noisy leaves. + You are in a hardwood forest, walking through noisy leaves. ~ 310 0 0 0 0 3 D0 @@ -392,9 +392,9 @@ D1 S #31020 The Cliff Wall~ - You inch your way upwards, hand over hand, searching out more footholds. + You inch your way upwards, hand over hand, searching out more footholds. Sweat stings your eyes, and your breathing becomes ragged. You can still drop -safely to the forest floor, or madly continue upwards. +safely to the forest floor, or madly continue upwards. ~ 310 0 0 0 0 5 D4 @@ -410,7 +410,7 @@ S The Overhang~ You progress upwards is stopped by what appears to be an overhang. It would be a nice place to stop an rest.. If you weren't underneath it. You glance -around for an alternate path.. +around for an alternate path.. ~ 310 0 0 0 0 5 D1 @@ -428,7 +428,7 @@ Hanging By a Thread~ down, down to the ground. You barely manage to save yourself by clinging desperately to the rock face with your other hand. Returning back west is out of the question, but you might be able to pull yourself upwards onto a very -thin ledge. +thin ledge. ~ 310 0 0 0 0 5 D4 @@ -437,13 +437,13 @@ D4 0 0 31023 E ledge thin~ - The ledge is very narrow, perhaps two feet at it's widest part. + The ledge is very narrow, perhaps two feet at it's widest part. ~ S #31023 The Thin Ledge~ You are standing on a very thin ledge, just wide enough for your feet to -stand on it widthwise. The ledge widens to the west and east. +stand on it widthwise. The ledge widens to the west and east. ~ 310 0 0 0 0 5 D1 @@ -464,7 +464,7 @@ The Ledge~ You find yourself on a very wide ledge. You could stretch out here and take a nap if you wanted too. To the south you get a fantastic view of the entire forest. There is perhaps another forty feet to the top of the cliff, all of -which appears to be an easy climb. +which appears to be an easy climb. ~ 310 0 0 0 0 5 D1 @@ -482,7 +482,7 @@ Oops.~ rushes up at you at a dizzying pace, and you prepare for impact. Suddenly, there is a flash of blinding light, and you feel yourself floating in white light. You notice a glint in Aten's eye. "Your time has not yet come.. ", he -utters. +utters. ~ 310 0 0 0 0 0 S @@ -491,7 +491,7 @@ Top of the Cliff~ You reach the top of the cliff and struggle to your feet. You spend several moments just turning around, taking in all that you see. To the south and east you see the forest sweeping outwards from the cliff wall, and to the north you -see a clearing surrounding a small town. +see a clearing surrounding a small town. ~ 310 0 0 0 0 2 D0 @@ -506,7 +506,7 @@ S #31027 The Clearing~ You are in a wide clearing between the city walls and the forest. You see -men atop the walls pointing at you and gesturing frantically. +men atop the walls pointing at you and gesturing frantically. ~ 310 0 0 0 0 2 D0 @@ -525,7 +525,7 @@ S #31028 The Clearing~ You are in a wide clearing between the city walls and the forest. You see -men atop the walls pointing at you and gesturing frantically. +men atop the walls pointing at you and gesturing frantically. ~ 310 0 0 0 0 2 D0 @@ -548,7 +548,7 @@ S #31029 The Clearing~ You are in a wide clearing between the city walls and the forest. You see -men atop the walls pointing at you and gesturing frantically. +men atop the walls pointing at you and gesturing frantically. ~ 310 0 0 0 0 2 D0 @@ -567,7 +567,7 @@ S #31030 The Clearing~ You are in a wide clearing between the city walls and the forest. You see -men atop the walls pointing at you and gesturing frantically. +men atop the walls pointing at you and gesturing frantically. ~ 310 0 0 0 0 2 D2 @@ -582,7 +582,7 @@ S #31031 Entrance to the City of Graye~ You are standing before the great gate of Graye. Crimson plumed soldiers -raise the portcullis and urge you the enter quickly. +raise the portcullis and urge you the enter quickly. ~ 310 0 0 0 0 2 D0 @@ -593,7 +593,7 @@ S #31032 The Clearing~ You are in a wide clearing between the city walls and the forest. You see -men atop the walls pointing at you and gesturing frantically. +men atop the walls pointing at you and gesturing frantically. ~ 310 0 0 0 0 2 D1 @@ -607,8 +607,8 @@ D2 S #31033 The Demon's Wood~ - You find yourself among the twisted, gnarled trunks of giant thorn trees. -Mist covers the forest floor and everything is completely silent. + You find yourself among the twisted, gnarled trunks of giant thorn trees. +Mist covers the forest floor and everything is completely silent. ~ 310 1 0 0 0 3 D0 @@ -622,8 +622,8 @@ Safety!~ S #31034 The Demon's Wood~ - You find yourself among the twisted, gnarled trunks of giant thorn trees. -Mist covers the forest floor and everything is completely silent. + You find yourself among the twisted, gnarled trunks of giant thorn trees. +Mist covers the forest floor and everything is completely silent. ~ 310 1 0 0 0 3 D1 @@ -637,8 +637,8 @@ D2 S #31035 The Demon's Wood~ - You find yourself among the twisted, gnarled trunks of giant thorn trees. -Mist covers the forest floor, and everything is completely silent. + You find yourself among the twisted, gnarled trunks of giant thorn trees. +Mist covers the forest floor, and everything is completely silent. ~ 310 1 0 0 0 3 D2 @@ -652,8 +652,8 @@ Safety!~ S #31036 The Demon's Wood~ - You find yourself among the twisted, gnarled trunks of giant thorn trees. -Mist covers the forest floor, and everything is completely silent. + You find yourself among the twisted, gnarled trunks of giant thorn trees. +Mist covers the forest floor, and everything is completely silent. ~ 310 1 0 0 0 3 D0 @@ -669,7 +669,7 @@ S The City Street~ Simple houses line both sides of the street, and guards are posted at every junction. There is a castle to the north, and more streets to the east and -west. There is a large sign posted on a wall here. +west. There is a large sign posted on a wall here. ~ 310 0 0 0 0 1 D0 @@ -692,7 +692,7 @@ Due to the demons beseiging our city, their night-time raids, and their recent kidnapping of King Relnar, we ask all citizens to observe the 7 pm curfew! Those out on the streets after -dark run the risk of being mistaken for the enemy +dark run the risk of being mistaken for the enemy and killed! signed, The Graye Guard @@ -701,7 +701,7 @@ S #31038 The City Streets~ Small houses line both sides of the street, and armed guards are posted at -every junction. You see a small poster pasted to the wall here. +every junction. You see a small poster pasted to the wall here. ~ 310 0 0 0 0 1 D1 @@ -711,14 +711,14 @@ D1 E poster small~ The poster reads: -Great rewards will be given to anyone who can +Great rewards will be given to anyone who can rescue the benevolent King Relnar. ~ S #31039 The City Streets~ Small houses line both sides of the street, and armed guards are posted at -every junction. +every junction. ~ 310 0 0 0 0 1 D3 @@ -729,7 +729,7 @@ S #31040 Inside the Castle~ Everything here is a mess. Furniture has been overturned, paintings -slashed, even the gold inlaid tiles have been torn up. +slashed, even the gold inlaid tiles have been torn up. ~ 310 0 0 0 0 1 D1 @@ -740,7 +740,7 @@ S #31041 Entrance to Relnar's Castle~ You stand before the ajar gate of the castle. You here complete silence -from inside. City life continues to bustle around you. +from inside. City life continues to bustle around you. ~ 310 0 0 0 0 1 D0 @@ -763,7 +763,7 @@ S #31042 Inside the Castle~ Everything here is a mess. Furniture has been overturned, paintings -slashed, even the gold inlaid tiles have been torn up. +slashed, even the gold inlaid tiles have been torn up. ~ 310 0 0 0 0 0 D3 @@ -774,7 +774,7 @@ S #31043 Relnar's Study~ As soon as you enter this room, you feel it. A magical aura of goodness -fills this room, and everything is in a neat and tidy condition. +fills this room, and everything is in a neat and tidy condition. ~ 310 0 0 0 0 0 D1 @@ -789,7 +789,7 @@ S #31044 The Throne Room~ King Relnar's throne sits here, empty. There are rooms to the east and -west. +west. ~ 310 4 0 0 0 0 D1 @@ -812,7 +812,7 @@ S #31045 Rymat's Chamber~ You find yourself in a small undecorated chamber. There is a bed, desk, and -finely crafted washbasin. +finely crafted washbasin. ~ 310 0 0 0 0 0 D3 @@ -821,21 +821,21 @@ D3 0 0 31044 E bed~ - It is a tidy, well made bed. + It is a tidy, well made bed. ~ E desk~ - It is a bare desk, no drawers or anything. + It is a bare desk, no drawers or anything. ~ E basin wash washbasin~ - It is a very nice washbasin. + It is a very nice washbasin. ~ S #31046 The Tunnel~ - The tunnel has a bare dirt floor, and its sides are of rough-hewn rock. -Magical torches are set in each side of the tunnel wall, providing light. + The tunnel has a bare dirt floor, and its sides are of rough-hewn rock. +Magical torches are set in each side of the tunnel wall, providing light. ~ 310 4 0 0 0 0 D0 @@ -848,12 +848,12 @@ secret~ 2 31001 31044 E torch torches magical~ - They provide light with a soft magical glow. + They provide light with a soft magical glow. ~ S #31047 The Tunnel~ - The tunnel begins to curve upwards. + The tunnel begins to curve upwards. ~ 310 4 0 0 0 0 D0 @@ -868,7 +868,7 @@ S #31048 Tunnel's End~ You reach the end of the tunnel. Just above you, sunlight peeks around the -edge of a trapdoor. +edge of a trapdoor. ~ 310 4 0 0 0 0 D2 @@ -885,7 +885,7 @@ The Valley of Demons~ You emerge from the tunnel, and take a look around you. To the far south you can just barely see one of the castle's towers over the trees. To the north, the land sloped downward, and thick, gnarled thorn trees prevent -movement to the east or west. +movement to the east or west. ~ 310 4 0 0 0 4 D0 @@ -903,7 +903,7 @@ The Valley of Demons~ either side of you, soon becoming nearly vertical. Your path is slowed by thick choking vegetation grabbing your boots. The path back to the south disappears in darkness, and your path continues to dip as you head to the -north. +north. ~ 310 0 0 0 0 4 D0 @@ -919,7 +919,7 @@ S The Valley Floor~ You have reached the very bottom of the valley. The hills climb steeply to the east and west. A sudden gust of wind brings you the smell of sulphur from -the north. +the north. ~ 310 0 0 0 0 4 D0 @@ -935,7 +935,7 @@ S The Rift~ A great yawning rift breaks the earth's surface here. Tendrils of smoke waft their way upwards, stinging your nose sharply. You sense that a great -evil is near. +evil is near. ~ 310 0 0 0 0 4 D2 @@ -950,7 +950,7 @@ S #31053 Inside the Rift~ There is a ledge here, and a tunnel which leads into the earth. Far below -you, lava churns and bubbles. +you, lava churns and bubbles. ~ 310 1 0 0 0 0 D0 @@ -966,7 +966,7 @@ S The Tunnel~ The tunnel leads north and south, and to either side of you are great cells. Peeking in a smudged window, you see human prisoners, many of them wearing the -uniform of the Graye Guard. +uniform of the Graye Guard. ~ 310 1 0 0 0 0 D0 @@ -982,7 +982,7 @@ S Irgon's Guard Room~ You find yourself in a small guard room. Chambers to the east and west house prisoners, and an ebony door blocks the way north. Instruments of -torture line the walls, and blood is splattered everywhere. +torture line the walls, and blood is splattered everywhere. ~ 310 1 0 0 0 0 D0 @@ -997,7 +997,7 @@ S #31056 Scrytin's Chamber of Doom~ This chamber is COVERED in blood. The Arch-Demon Scrytin has made this foul -place his abode. There is an Ivory door to the east. +place his abode. There is an Ivory door to the east. ~ 310 1 0 0 0 0 D1 @@ -1011,7 +1011,7 @@ door ebony~ S #31057 Relnar's Cell~ - You stumble into a tiny cell, lit by a single candle. + You stumble into a tiny cell, lit by a single candle. ~ 310 0 0 0 0 0 D1 @@ -1037,7 +1037,7 @@ S #31059 The secret passage~ You step into the musty passage and let your eyes grow accustomed to the -light. Stone walls block every direction save north. +light. Stone walls block every direction save north. ~ 310 1 0 0 0 0 D0 @@ -1054,7 +1054,7 @@ The Catacombs~ You walk along the passage, and notice the remains of all the previous kings of Graye are buried on either side of you. You can see in the room, but there is no discernable source of light. The passage continues on to the north and -south. +south. ~ 310 0 0 0 0 0 D0 @@ -1070,7 +1070,7 @@ S The Tomb of Graye~ You enter a huge circular room. A guilded gold coffin rests in the center atop at stone tablet. Treasure is piled high against all the walls. You have -found the final resting place of the paladin knight Graye. +found the final resting place of the paladin knight Graye. ~ 310 0 0 0 0 0 D2 @@ -1079,11 +1079,11 @@ D2 0 0 31060 E coffin~ - The coffin holds the remains of Graye. His gift to you is not within it. + The coffin holds the remains of Graye. His gift to you is not within it. ~ E stone tablet~ - It is a giant stone tablet supporting the coffin of Graye. + It is a giant stone tablet supporting the coffin of Graye. ~ S $~ diff --git a/lib/world/wld/311.wld b/lib/world/wld/311.wld index 1970294..9ffc790 100644 --- a/lib/world/wld/311.wld +++ b/lib/world/wld/311.wld @@ -3,7 +3,7 @@ Behind the Waterfall~ The water cascades down just south of here, pouring into the reservoir used by the farmers of the Ofingian farmlands. A long, narrow tunnel heads straight west toward a very bright source of light, one which is blinding to look upon -without shading one's eyes. +without shading one's eyes. ~ 311 296 0 0 0 0 D3 @@ -19,7 +19,7 @@ awareness. The way west leads toward the bright light, an opening into another section of the world, cut off from the rest of the world by the impassable mountain which you currently travel through. Just east of here is the falling water of the waterfall which runs down into the reservoir in the Ofingian -farmlands. +farmlands. ~ 311 296 0 0 0 0 D1 @@ -38,7 +38,7 @@ you begin to finally get used to the dimness of the cavern combined with the glare from the light coming from the other opening. Scorch-marks riddle the walls of the tunnel, a thick, black, phospherous soot glazes the walls, dwindling away to the east but getting quite thick closer toward the western -exit. Some sort of fire was blasted into this tunnel - and more than once. +exit. Some sort of fire was blasted into this tunnel - and more than once. ~ 311 296 0 0 0 0 D1 @@ -57,7 +57,7 @@ bright, but warm as well - almost painfully so. Shielding your eyes from the bright rays does not help to give you any more of a clear picture of what might lie beyond the exit of that blinding hole, it is much too bright. The way to the east is dim, yet for some reason exudes much less of a dangerous vibe than -the way west. +the way west. ~ 311 296 0 0 0 0 D1 @@ -79,7 +79,7 @@ east side of, very far. Unless you can fly, the only way you might have the chance at getting down below into those grasslands is if you hitch a ride on a passing dragon - and that is just not likely to happen. Looking directly down from where you perch, you see a small (or is it small, it could just appear that -way from this height) fortress nestled quite close up to the cliff face. +way from this height) fortress nestled quite close up to the cliff face. ~ 311 296 0 0 0 0 D1 @@ -96,7 +96,7 @@ High Along the Dragon's Teeth - In Midair~ A very large and very foreboding cave entrance lies to the south, the blackened rock which borders the entrance testament to what lives within. This is the highest point that can be reached along the cliff face, the only way to -go from here is horizontal or down. +go from here is horizontal or down. ~ 311 64 0 0 0 0 D2 @@ -113,7 +113,7 @@ High Along the Dragon's Teeth - In Midair~ The entrance to a cave lies to the east. It is most certainly very solid ground upon which to tread, better than the hazardous way of travel which you currently employ, but the fact that the rock entryway into the cave is scorched -and melted and strewn about with rotted dragonscales is a definite turn-off. +and melted and strewn about with rotted dragonscales is a definite turn-off. ~ 311 64 0 0 0 0 D0 @@ -135,7 +135,7 @@ The Upper Reaches of the Dragon's Teeth~ below a very well-organized place of sectioned farming areas and forests, the castles and keeps which dot the land mere specks. Far away to the west is the glistening water of an ocean or sea, one which is as blue and clear as the sky -above. +above. ~ 311 64 0 0 0 0 D2 @@ -153,7 +153,7 @@ The Upper Reaches of the Dragon's Teeth~ below a very well-organized place of sectioned farming areas and forests, the castles and keeps which dot the land mere specks. Far away to the west is the glistening water of an ocean or sea, one which is as blue and clear as the sky -above. +above. ~ 311 64 0 0 0 0 D0 @@ -179,7 +179,7 @@ The Upper Reaches of the Dragon's Teeth~ below a very well-organized place of sectioned farming areas and forests, the castles and keeps which dot the land mere specks. Far away to the west is the glistening water of an ocean or sea, one which is as blue and clear as the sky -above. +above. ~ 311 64 0 0 0 0 D0 @@ -205,7 +205,7 @@ The Upper Reaches of the Dragon's Teeth~ below a very well-organized place of sectioned farming areas and forests, the castles and keeps which dot the land mere specks. Far away to the west is the glistening water of an ocean or sea, one which is as blue and clear as the sky -above. To the south is the entrance to a cave opening in the cliff face. +above. To the south is the entrance to a cave opening in the cliff face. ~ 311 64 0 0 0 0 D0 @@ -226,7 +226,7 @@ The Upper Reaches of the Dragon's Teeth at a Cave Entrance~ Spendor of the vista below is instantly forgotten as you come to the entrance to this awful place. A foul, foul stench billows forth in gusts from the interior to this cave, the walls and floor of the rock itself layered in a -thick, oozing black goo. +thick, oozing black goo. ~ 311 64 0 0 0 0 D0 @@ -252,7 +252,7 @@ The Upper Reaches of the Dragon's Teeth~ below a very well-organized place of sectioned farming areas and forests, the castles and keeps which dot the land mere specks. Far away to the west is the glistening water of an ocean or sea, one which is as blue and clear as the sky -above. To the north is the entrance to a cave opening in the cliff face. +above. To the north is the entrance to a cave opening in the cliff face. ~ 311 64 0 0 0 0 D0 @@ -274,7 +274,7 @@ The Upper Reaches of the Dragon's Teeth~ below a very well-organized place of sectioned farming areas and forests, the castles and keeps which dot the land mere specks. Far away to the west is the glistening water of an ocean or sea, one which is as blue and clear as the sky -above. +above. ~ 311 64 0 0 0 0 D0 @@ -295,7 +295,7 @@ An Outcrop of Rock~ A way up from here leads to what looks to be the perch and home of what could only be a dragon. Sooty refuse spills from the opening of a cave just above you, a solid stain of black runing down the rock , dwindling into the cliff face -below, soaking into the rock. +below, soaking into the rock. ~ 311 64 0 0 0 0 D4 @@ -314,7 +314,7 @@ Teeth. That is not to say that the rest of the caves which dot the cliffside are not fairly imposing and fearsome, but they most certainly pale in comparison to the amazing size of this cave. The entrance is at least fifty feet in height and twice as wide, if not more. A steady sound from within leads you to believe -that someone is probably home. +that someone is probably home. ~ 311 64 0 0 0 0 D1 @@ -331,7 +331,7 @@ An Opening in the Cliff Face~ A dark cave leads away into the recesses of the mountain, one that is more than probably the home to a creature that is best left to itself. A very warm and humid waft of air comes from the cave, a thick, breathy surge of air which -does nothing to make the place seem any more welcoming. +does nothing to make the place seem any more welcoming. ~ 311 64 0 0 0 0 D1 @@ -350,9 +350,9 @@ S #31117 Along the Dragon's Teeth, Flying in Midair~ The rock of the mountain is solid and unyielding, allowing for you to travel -along its face but offering no spots upon which to rest or get your bearings. +along its face but offering no spots upon which to rest or get your bearings. Just north of here is the entrance into an opening in the rock, but it does not -look like the sort of place that you might be able to rest a spell. +look like the sort of place that you might be able to rest a spell. ~ 311 64 0 0 0 0 D0 @@ -378,7 +378,7 @@ Along the Dragon's Teeth, Flying in Midair~ strife, war or trouble can be seen from this height, nor can the ordinary sounds of the world going by. It would be a very peaceful place to be if you weren't flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. +face which is riddled with Dragon Caves. ~ 311 64 0 0 0 0 D0 @@ -404,7 +404,7 @@ Along the Dragon's Teeth, Flying in Midair~ strife, war or trouble can be seen from this height, nor can the ordinary sounds of the world going by. It would be a very peaceful place to be if you weren't flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. +face which is riddled with Dragon Caves. ~ 311 64 0 0 0 0 D0 @@ -432,7 +432,7 @@ of the world going by. It would be a very peaceful place to be if you weren't flying hundreds of feet above the surface of the world snuggled against a cliff face which is riddled with Dragon Caves. Just below you is a smaller cave, maybe the entrance back into the land of mortals and low-level mob that doesn't -hit so hard. +hit so hard. ~ 311 64 0 0 0 0 D0 @@ -458,7 +458,7 @@ Along the Dragon's Teeth, Flying in Midair~ strife, war or trouble can be seen from this height, nor can the ordinary sounds of the world going by. It would be a very peaceful place to be if you weren't flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. +face which is riddled with Dragon Caves. ~ 311 64 0 0 0 0 D0 @@ -484,7 +484,7 @@ Along the Dragon's Teeth, Flying in Midair~ strife, war or trouble can be seen from this height, nor can the ordinary sounds of the world going by. It would be a very peaceful place to be if you weren't flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. +face which is riddled with Dragon Caves. ~ 311 64 0 0 0 0 D0 @@ -510,7 +510,7 @@ Along the Dragon's Teeth, Flying in Midair~ strife, war or trouble can be seen from this height, nor can the ordinary sounds of the world going by. It would be a very peaceful place to be if you weren't flying hundreds of feet above the surface of the world snuggled against a cliff -face which is riddled with Dragon Caves. +face which is riddled with Dragon Caves. ~ 311 64 0 0 0 0 D0 @@ -537,7 +537,7 @@ strife, war or trouble can be seen from this height, nor can the ordinary sounds of the world going by. It would be a very peaceful place to be if you weren't flying hundreds of feet above the surface of the world snuggled against a cliff face which is riddled with Dragon Caves. Just below you is the entrance into -what might be the only clean-looking cave on the whole cliff face. +what might be the only clean-looking cave on the whole cliff face. ~ 311 64 0 0 0 0 D0 @@ -555,7 +555,7 @@ In Midair, Skirting the Dragon's Teeth~ handholds or foot wedges. Flying through the air, moving yourself with not only your will but your hands as you pull yourself along the cliff wall, you chance to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. +use of is regularly maintained. ~ 311 64 0 0 0 0 D2 @@ -573,7 +573,7 @@ In Midair, Skirting the Dragon's Teeth~ handholds or foot wedges. Flying through the air, moving yourself with not only your will but your hands as you pull yourself along the cliff wall, you chance to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. +use of is regularly maintained. ~ 311 64 0 0 0 0 D0 @@ -599,7 +599,7 @@ In Midair, Skirting the Dragon's Teeth~ handholds or foot wedges. Flying through the air, moving yourself with not only your will but your hands as you pull yourself along the cliff wall, you chance to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. +use of is regularly maintained. ~ 311 64 0 0 0 0 D0 @@ -653,7 +653,7 @@ your will but your hands as you pull yourself along the cliff wall, you chance to look down and realize that its probably a good idea if the fly spell you make use of is regularly maintained. The safety of a narrow tunnel lies to the east, a solid footing on solid rock that does not pose the danger of falling hundreds -of feet to your death below. +of feet to your death below. ~ 311 64 0 0 0 0 D0 @@ -680,7 +680,7 @@ handholds or foot wedges. Flying through the air, moving yourself with not only your will but your hands as you pull yourself along the cliff wall, you chance to look down and realize that its probably a good idea if the fly spell you make use of is regularly maintained. To the north is the entrance into a narrow -cave. +cave. ~ 311 64 0 0 0 0 D0 @@ -706,7 +706,7 @@ In Midair, Skirting the Dragon's Teeth~ handholds or foot wedges. Flying through the air, moving yourself with not only your will but your hands as you pull yourself along the cliff wall, you chance to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. +use of is regularly maintained. ~ 311 64 0 0 0 0 D0 @@ -732,7 +732,7 @@ In Midair, Skirting the Dragon's Teeth~ handholds or foot wedges. Flying through the air, moving yourself with not only your will but your hands as you pull yourself along the cliff wall, you chance to look down and realize that its probably a good idea if the fly spell you make -use of is regularly maintained. To the south is the entrance into a cave. +use of is regularly maintained. To the south is the entrance into a cave. ~ 311 64 0 0 0 0 D0 @@ -757,7 +757,7 @@ At a Polished Cave Entrance~ The entryway into this cave is not black and fire-ravaged as most of the other cave entrances on the Teeth are, but clear of debris and clean. A slow trickle of water runs from the interior of the cave, a cold draft accompanying -it. +it. ~ 311 64 0 0 0 0 D0 @@ -778,7 +778,7 @@ Flying Along the Face of the Dragon's Teeth~ The grassy plains below are still many hundreds of feet down from your current altitude, the castles and keeps of the land still but small dots, their features undescernable. It is a steady climb down the cliff, one that would -probably not take long . To the south is the entryway into a blackened cave. +probably not take long . To the south is the entryway into a blackened cave. ~ 311 64 0 0 0 0 D2 @@ -798,7 +798,7 @@ S Entryway Into a Dark Cave~ The cave itself is extremely dark inside, not lights whatsoever shine from within. The rock around the edges of the entrance are black and melted from -countless bouts of DragonFire being blasted against it. +countless bouts of DragonFire being blasted against it. ~ 311 64 0 0 0 0 D0 @@ -954,7 +954,7 @@ far than the rest of the caves which dot this cliffside. The entryway is blackened and scorched from DragonFire and extremely cluttered with old scales and sloughed skin. The bones of old meals lie strewn about the entrance, looking as they were attempted to be pushed out to fall onto the plains below, -but the effort was only half-attempted. +but the effort was only half-attempted. ~ 311 64 0 0 0 0 D1 @@ -976,7 +976,7 @@ Flying the Teeth~ creature. The cliff is of the smoothest rock, as if carefully carved and sanded by an expert sculptor. The entryways into the caves which dot this cliff face are easily found, from any vantage point. Just north of here is the entrance -into one of the caves. +into one of the caves. ~ 311 64 0 0 0 0 D0 @@ -1001,7 +1001,7 @@ Flying the Teeth~ The cliff's base lies still far below, a considerable drop for even a winged creature. The cliff is of the smoothest rock, as if carefully carved and sanded by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. +are easily found, from any vantage point. ~ 311 64 0 0 0 0 D0 @@ -1026,7 +1026,7 @@ Flying the Teeth~ The cliff's base lies still far below, a considerable drop for even a winged creature. The cliff is of the smoothest rock, as if carefully carved and sanded by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. +are easily found, from any vantage point. ~ 311 64 0 0 0 0 D0 @@ -1051,7 +1051,7 @@ Flying the Teeth~ The cliff's base lies still far below, a considerable drop for even a winged creature. The cliff is of the smoothest rock, as if carefully carved and sanded by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. +are easily found, from any vantage point. ~ 311 64 0 0 0 0 D0 @@ -1076,7 +1076,7 @@ Flying the Teeth~ The cliff's base lies still far below, a considerable drop for even a winged creature. The cliff is of the smoothest rock, as if carefully carved and sanded by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. +are easily found, from any vantage point. ~ 311 64 0 0 0 0 D0 @@ -1101,7 +1101,7 @@ Flying the Teeth~ The cliff's base lies still far below, a considerable drop for even a winged creature. The cliff is of the smoothest rock, as if carefully carved and sanded by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. +are easily found, from any vantage point. ~ 311 64 0 0 0 0 D0 @@ -1126,7 +1126,7 @@ Flying the Teeth~ The cliff's base lies still far below, a considerable drop for even a winged creature. The cliff is of the smoothest rock, as if carefully carved and sanded by an expert sculptor. The entryways into the caves which dot this cliff face -are easily found, from any vantage point. +are easily found, from any vantage point. ~ 311 64 0 0 0 0 D0 @@ -1147,7 +1147,7 @@ In Midair Along the Cliff Face~ The cliffs climb high above to heights which are dizzying. There are cave entrances dotting the cliffside at irregular intervals, nearly every one of them marked by a blackening of the rock around their openings, a scorched, dirty -look. One of those very caves lies just above you. +look. One of those very caves lies just above you. ~ 311 64 0 0 0 0 D2 @@ -1164,7 +1164,7 @@ In Midair Along the Cliff Face~ The cliffs climb high above to heights which are dizzying. There are cave entrances dotting the cliffside at irregular intervals, nearly every one of them marked by a blackening of the rock around their openings, a scorched, dirty -look. +look. ~ 311 64 0 0 0 0 D0 @@ -1185,7 +1185,7 @@ In Midair Along the Cliff Face~ The cliffs climb high above to heights which are dizzying. There are cave entrances dotting the cliffside at irregular intervals, nearly every one of them marked by a blackening of the rock around their openings, a scorched, dirty -look. +look. ~ 311 64 0 0 0 0 D0 @@ -1210,7 +1210,7 @@ In Midair Along the Cliff Face~ The cliffs climb high above to heights which are dizzying. There are cave entrances dotting the cliffside at irregular intervals, nearly every one of them marked by a blackening of the rock around their openings, a scorched, dirty -look. +look. ~ 311 64 0 0 0 0 D0 @@ -1235,7 +1235,7 @@ In Midair Along the Cliff Face~ The cliffs climb high above to heights which are dizzying. There are cave entrances dotting the cliffside at irregular intervals, nearly every one of them marked by a blackening of the rock around their openings, a scorched, dirty -look. +look. ~ 311 64 0 0 0 0 D0 @@ -1260,7 +1260,7 @@ In Midair Along the Cliff Face~ The cliffs climb high above to heights which are dizzying. There are cave entrances dotting the cliffside at irregular intervals, nearly every one of them marked by a blackening of the rock around their openings, a scorched, dirty -look. +look. ~ 311 64 0 0 0 0 D0 @@ -1285,7 +1285,7 @@ In Midair Along the Cliff Face~ The cliffs climb high above to heights which are dizzying. There are cave entrances dotting the cliffside at irregular intervals, nearly every one of them marked by a blackening of the rock around their openings, a scorched, dirty -look. +look. ~ 311 64 0 0 0 0 D0 @@ -1310,7 +1310,7 @@ In Midair Along the Cliff Face~ The cliffs climb high above to heights which are dizzying. There are cave entrances dotting the cliffside at irregular intervals, nearly every one of them marked by a blackening of the rock around their openings, a scorched, dirty -look. +look. ~ 311 64 0 0 0 0 D0 @@ -1330,8 +1330,8 @@ S Near Ground Level - in Midair~ The details of what lies below are a bit more easily seen from this low height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? +large, however it does appear to be constructed for the purpose of defense. +Defense against what? Or who? ~ 311 68 0 0 0 0 D2 @@ -1351,8 +1351,8 @@ S Near Ground Level - in Midair~ The details of what lies below are a bit more easily seen from this low height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? +large, however it does appear to be constructed for the purpose of defense. +Defense against what? Or who? ~ 311 68 0 0 0 0 D0 @@ -1376,8 +1376,8 @@ S Near Ground Level - in Midair~ The details of what lies below are a bit more easily seen from this low height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? +large, however it does appear to be constructed for the purpose of defense. +Defense against what? Or who? ~ 311 68 0 0 0 0 D0 @@ -1401,8 +1401,8 @@ S Near Ground Level - in Midair~ The details of what lies below are a bit more easily seen from this low height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? +large, however it does appear to be constructed for the purpose of defense. +Defense against what? Or who? ~ 311 68 0 0 0 0 D0 @@ -1426,8 +1426,8 @@ S Near Ground Level - in Midair~ The details of what lies below are a bit more easily seen from this low height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? +large, however it does appear to be constructed for the purpose of defense. +Defense against what? Or who? ~ 311 68 0 0 0 0 D0 @@ -1451,8 +1451,8 @@ S Near Ground Level - in Midair~ The details of what lies below are a bit more easily seen from this low height, the stone fortification below is a walled keep. It doesn't look very -large, however it does appear to be constructed for the purpose of defense. -Defense against what? Or who? +large, however it does appear to be constructed for the purpose of defense. +Defense against what? Or who? ~ 311 68 0 0 0 0 D0 @@ -1471,7 +1471,7 @@ below, and it lies to the south a short distance. Everything other place below is strewn with waste from the dragons which reside above, their old scales and the bones from meals long past lie in heaps upon the ground, not to mention a sickly black oozing substance - almost like tar - which coats much of the refuse -and the ground. +and the ground. ~ 311 64 0 0 0 0 D2 @@ -1490,7 +1490,7 @@ below, and it lies to the south a short distance. Everything other place below is strewn with waste from the dragons which reside above, their old scales and the bones from meals long past lie in heaps upon the ground, not to mention a sickly black oozing substance - almost like tar - which coats much of the refuse -and the ground. +and the ground. ~ 311 64 0 0 0 0 D0 @@ -1511,7 +1511,7 @@ In Midair Above a Guard Post~ It seems that you are not the only one who might have occassion to explore this land, and it appears that many who have come before you might have been less than friendly. Of course, it could be that the people below who the entry -into their land might be the unfriendly ones. Only one way to find out... +into their land might be the unfriendly ones. Only one way to find out... ~ 311 64 0 0 0 0 D0 @@ -1534,7 +1534,7 @@ below, and it lies to the north a short distance. Everything other place below is strewn with waste from the dragons which reside above, their old scales and the bones from meals long past lie in heaps upon the ground, not to mention a sickly black oozing substance - almost like tar - which coats much of the refuse -and the ground. +and the ground. ~ 311 64 0 0 0 0 D0 @@ -1557,7 +1557,7 @@ below, and it lies to the north a short distance. Everything other place below is strewn with waste from the dragons which reside above, their old scales and the bones from meals long past lie in heaps upon the ground, not to mention a sickly black oozing substance - almost like tar - which coats much of the refuse -and the ground. +and the ground. ~ 311 64 0 0 0 0 D0 @@ -1574,7 +1574,7 @@ Entrance into a Black Cave~ Everything instantly goes dark as you enter into this cave, even the glaring bright light of the sun just to the west is immediately shut out. Feeling along the walls, you find that the cave continues westward, deeper into the hard rock -of the mountain. +of the mountain. ~ 311 13 0 0 0 0 D1 @@ -1591,7 +1591,7 @@ In a Darkened Cave~ Nothing can be seen, not the walls, nor the floor, nor you hand were you to hold it directly before your eyes. It can only be that the darkness of this place is magical in nature, a cloak of obscurity maintained by the resident so -that intruders might never have the upper hand. +that intruders might never have the upper hand. ~ 311 13 0 0 0 0 D1 @@ -1608,7 +1608,7 @@ A Feeling of Immensity~ Upon entering into this room, an immediate feeling of vast size seeps into your awareness. You are no longer in a long tunnel but in a vast room with a great amount of space. The steady sound of some sort of deep, heavy wind can be -heard. Or is that breathing? +heard. Or is that breathing? ~ 311 9 0 0 0 0 D2 @@ -1625,7 +1625,7 @@ A Feeling of Immensity~ Upon entering into this room, an immediate feeling of vast size seeps into your awareness. You are no longer in a long tunnel but in a vast room with a great amount of space. The steady sound of some sort of deep, heavy wind can be -heard. Or is that breathing? +heard. Or is that breathing? ~ 311 9 0 0 0 0 D0 @@ -1638,7 +1638,7 @@ Entrance to a Dragon's Cave~ This can be nothing else than the home of a dragon. The evidence is scattered all about your feet in the form of thick dragonscales and the shattered bones of animals and people which fell prey to the appetite of the -monster within. +monster within. ~ 311 12 0 0 0 0 D1 @@ -1656,7 +1656,7 @@ A Hot, Humid Cave~ temperature than it is outside in the fresh, bright air. It is not dark, although the light which permeates this place is a red-hued, onholy light which flickers and twists almost as if alive, like that of fire. The passage runs -deeper into the mountain or ends just west of here in open air. +deeper into the mountain or ends just west of here in open air. ~ 311 12 0 0 0 0 D2 @@ -1673,7 +1673,7 @@ Lair of the Red Dragon~ This huge room is the antechamber to the main room in which resides a very large, and very mean-looking red dragon. Its heaving flanks can be seen from this area of the cave, its deep, malevolent black eyes fixed squarely on you, -bearing down into your soul. +bearing down into your soul. ~ 311 8 0 0 0 0 D0 @@ -1692,7 +1692,7 @@ makes concentration fairly difficult. Most of the floor of the room is clear of any sort of debris, as the dragon which makes his home here needs a large amount of space to stretch out and relax when he is slumbering. All along the edge of the floor lies strewn bits and pieces of old meals, bones, treasure and other -various objects. +various objects. ~ 311 8 0 0 0 0 D3 @@ -1705,7 +1705,7 @@ A Humid Cave Entrance~ Standing within the conifines of this wide, arched cave entrance you feel an immediate change in the quality of the air about you. It has become thick, warm and heavy to breathe. It almost seems as if you might be able to see your -breath, so thick it feels as it issues from your mouth. +breath, so thick it feels as it issues from your mouth. ~ 311 12 0 0 0 0 D1 @@ -1722,7 +1722,7 @@ A Humid Cave~ There is an almost pleasant, steady light pervading the inner depths of this cave, one that does not really give off any uneasy or dangerous vibes. The cavern slopes downward a bit before entering into a very large room just east of -here. +here. ~ 311 12 0 0 0 0 D1 @@ -1740,7 +1740,7 @@ Lair of the Blue Dragon~ room which is the home of just such a creature. The walls glow a strange, blue light which contrasts with the hot, thick air which infests this place. Heaps of all manner of odds and ends, valuable and otherwise, litter the floors of the -place. +place. ~ 311 8 0 0 0 0 D0 @@ -1758,7 +1758,7 @@ Lair of the Blue Dragon~ room which is the home of just such a creature. The walls glow a strange, blue light which contrasts with the hot, thick air which infests this place. Heaps of all manner of odds and ends, valuable and otherwise, litter the floors of the -place. +place. ~ 311 8 0 0 0 0 D2 @@ -1771,7 +1771,7 @@ Cave Entrance~ A terribly nasty odor envelopes you as you step foot into the entryway to this place. A thick, black goo covers the floor of the cave and sticks to your feet, making your footing treacherous to say the least. Darkness and death lay -within - beware. +within - beware. ~ 311 12 0 0 0 0 D1 @@ -1788,7 +1788,7 @@ Slimy Cave~ The denizen of this large cave has to be the most distusting form of life that this world could house. The black goo which was only on the floor at the entryway now covers the walls and ceiling, as if spattered and splashed by -something very large - and the smell, the smell is indescribable. +something very large - and the smell, the smell is indescribable. ~ 311 12 0 0 0 0 D1 @@ -1805,7 +1805,7 @@ A Slimy Bend~ The cave makes a sharp bend, opening into a an enormous room within which lies the lair of a green dragon. The oozing slime covers not only in a layer on the floor but covering everything in a thick, three to four inch pool of the -stuff. +stuff. ~ 311 8 0 0 0 0 D1 @@ -1823,7 +1823,7 @@ Lair of the Green Dragon~ your nostrils and holds you hostage by its stench. Your feet stick to the floor, mired down by a thick, black, gooey substance which coats the entire cavern. Heaps of junk, treasure, and bones lie scattered and jumbled, covered -in the goo all about the room. +in the goo all about the room. ~ 311 8 0 0 0 0 D3 @@ -1836,7 +1836,7 @@ Cold, Wet Cave Entrance~ A steady trickle of clear water runs from the interior of the cave, running down in a rivulet out the edge of the entrance and down the cliff face to the plains below. Cold air blows from the depths of the cave, a frigid, odd air -that smacks of the unnatural. +that smacks of the unnatural. ~ 311 12 0 0 0 0 D1 @@ -1852,7 +1852,7 @@ S A Cold Cave~ As you get deeper into the cave, the air gets colder and colder. Every step take the temperature down by at least ten degrees, making your face begin to -numb. Just ahead is a huge cavern room draped in icicles and frost. +numb. Just ahead is a huge cavern room draped in icicles and frost. ~ 311 12 0 0 0 0 D1 @@ -1869,7 +1869,7 @@ The Frost Cavern~ This can only be the lair of a white dragon, a very feared predator who's anger and evil is matched only by a very select few of its cousins. Frost coats the walls, iced over in many places to a thick, white sheen. Stalagtites are -replaced by sharp spikes of ice which have dripped to form gigantic icicles. +replaced by sharp spikes of ice which have dripped to form gigantic icicles. ~ 311 8 0 0 0 0 D2 @@ -1886,7 +1886,7 @@ The Frost Cavern~ This can only be the lair of a white dragon, a very feared predator who's anger and evil is matched only by a very select few of its cousins. Frost coats the walls, iced over in many places to a thick, white sheen. Stalagtites are -replaced by sharp spikes of ice which have dripped to form gigantic icicles. +replaced by sharp spikes of ice which have dripped to form gigantic icicles. ~ 311 8 0 0 0 0 D0 @@ -1899,7 +1899,7 @@ Entrance to a Glowing Cave~ An odd glow comes from the inside of the cave, a strange light that seems both steady and fragile, as it flickering but not really flickering. The walls of the entrance are blackened and scorched, but only at this front area. Just a -bit further in, the walls of the cave are smooth and clean. +bit further in, the walls of the cave are smooth and clean. ~ 311 12 0 0 0 0 D1 @@ -1915,7 +1915,7 @@ S A Glowing Cave~ A huge, gleaming cave lies only a few steps from here, its walls covered in glowing, clear shards of crystal which are melted into the walls, embedded by -the strong heat. The exit to this place lies just to the west. +the strong heat. The exit to this place lies just to the west. ~ 311 8 0 0 0 0 D1 @@ -1933,7 +1933,7 @@ Lair of the Crystal Dragon~ focus, the glimmer and gleam of so much clear crystal reflecting light from one wall to another. The place is a wonder - the dragon which resides here must have spent many years collecting the shards to make this place completely -enclosed in the glimmering glow of so much crystal. +enclosed in the glimmering glow of so much crystal. ~ 311 8 0 0 0 0 D1 @@ -1951,7 +1951,7 @@ Lair of the Crystal Dragon~ focus, the glimmer and gleam of so much clear crystal reflecting light from one wall to another. The place is a wonder - the dragon which resides here must have spent many years collecting the shards to make this place completely -enclosed in the glimmering glow of so much crystal. +enclosed in the glimmering glow of so much crystal. ~ 311 8 0 0 0 0 D3 @@ -1963,7 +1963,7 @@ S Entrance to the Emerald Cave~ A green glow comes from the innards of the cave before you, a powerful emanation of strength and wealth. All but the green glow is completely dark, -the glow making the entire scene before you seem surreal, otherwordly. +the glow making the entire scene before you seem surreal, otherwordly. ~ 311 12 0 0 0 0 D1 @@ -1980,7 +1980,7 @@ In an Emerald Cave~ A huge chamber lies just to the east, the source of the green glow which could be seen from outside the cave. All manner of treasure, mostly precious gems, lie scattered about in heaps all over the floor of the room. This is -obviously the home of a dragon - best to be extremely cautious. +obviously the home of a dragon - best to be extremely cautious. ~ 311 12 0 0 0 0 D1 @@ -1997,7 +1997,7 @@ The Emerald Lair~ This is the home of a great Emerald Dragon, one of very few still exist anywhere in the world. The walls are aglow with a greenish light which comes mostly from the many emeralds which are embedded in the rock, melted and -scorched there by the dragon's killing breath. +scorched there by the dragon's killing breath. ~ 311 8 0 0 0 0 D2 @@ -2014,7 +2014,7 @@ The Emerald Lair~ This is the home of a great Emerald Dragon, one of very few still exist anywhere in the world. The walls are aglow with a greenish light which comes mostly from the many emeralds which are embedded in the rock, melted and -scorched there by the dragon's killing breath. +scorched there by the dragon's killing breath. ~ 311 8 0 0 0 0 D0 @@ -2027,7 +2027,7 @@ A Smaller Cave Entrance~ Smaller. Smaller meaning only twenty feet high and thirty feet wide. Do not be fooled. The creature which resides within is no easy kill. The scorch marks which riddle the walls of the cave all the way through give testament to the -fact the caution would be well advised. +fact the caution would be well advised. ~ 311 12 0 0 0 0 D1 @@ -2044,7 +2044,7 @@ A Scorched Cave~ The blast marks from the fires that seem to be a common theme with all of these caves on the Dragon's Teeth seem to be much more pronounced in this cave, the scorchings running all the way back into the large room which is just to the -east of here. +east of here. ~ 311 12 0 0 0 0 D1 @@ -2060,7 +2060,7 @@ S Fire-Blasted Cavern~ From all appearances, this huge room has been the site of many ferocious battles. The walls are scorched and covered in blackish soot, the floors a -riddle of claws gouges and blood-stains. +riddle of claws gouges and blood-stains. ~ 311 8 0 0 0 0 D0 @@ -2076,7 +2076,7 @@ S Fire-Blasted Cavern~ From all appearances, this huge room has been the site of many ferocious battles. The walls are scorched and covered in blackish soot, the floors a -riddle of claws gouges and blood-stains. +riddle of claws gouges and blood-stains. ~ 311 8 0 0 0 0 D2 diff --git a/lib/world/wld/312.wld b/lib/world/wld/312.wld index fe90e48..4b62c28 100644 --- a/lib/world/wld/312.wld +++ b/lib/world/wld/312.wld @@ -4,7 +4,7 @@ Footpath Through Leper's Village~ the thick grasses are pushed back to the ground. A small scattering of huts lie to the east, some of them very small - obviously single person occupied - others are a bit more large with space for more than a few. To the north a way leads -through the thick jungle which covers most of the top of this island. +through the thick jungle which covers most of the top of this island. ~ 312 4 0 0 0 1 D0 @@ -14,7 +14,7 @@ A well-marked path leads deep into the jungle. 0 -1 31232 D1 The open area leads the way past a slew of huts toward another section -of the jungle. +of the jungle. ~ ~ 0 -1 31201 @@ -46,7 +46,7 @@ Footpath Through Leper's Village~ A fair-sized hut made from clay and rough timber lies to the north, one that looks to have a capacity of at least three to four people. Ways through the small village lie to the east and south both of them seeming just as gloomy and -unappealing as the other. +unappealing as the other. ~ 312 0 0 0 0 1 D0 @@ -66,7 +66,7 @@ A path leads south past a few huts and some animal pens of some sort. 0 -1 31204 D3 The end of the clearing lies to the west, a path leading north into -the jungle. +the jungle. ~ ~ 0 -1 31200 @@ -76,7 +76,7 @@ A Hut of Rough Timber~ This hut is surprisingly clean and well-kept given that it has only a dirt floor and clay walls. There are few personal affects in the place, however those that there are are kept in order and quite tidy. A small row of beds lie -along the north wall, all of them made and clean. +along the north wall, all of them made and clean. ~ 312 8 0 0 0 0 D2 @@ -90,7 +90,7 @@ A Modest Hut Made From Thatch and Mud~ This small hut holds only enough room for one person to comfortably live. A small, well kept bed lies in the center of the room, a small dresser made from rough jungle wood in the northwestern corner. No personal affects adorn the -walls, no signs of personality in this home are evident. +walls, no signs of personality in this home are evident. ~ 312 8 0 0 0 0 D1 @@ -104,7 +104,7 @@ Footpath Through Leper's Village~ Another hut lies to the west, this one quite small but made of the same rough timber and clay with a bit of yellow jungle grass tossed in the cracks. To the south is more of the small footpath that weaves through the small village, a -small coop for chickens visible in that direction. +small coop for chickens visible in that direction. ~ 312 0 0 0 0 1 D0 @@ -127,7 +127,7 @@ S Footpath Through Leper's Village~ The footpath still continues south, a couple of huts lying in that direction. To the east is a small chicken coop where clucks and squawks can be heard in a -constant cacaphony. +constant cacaphony. ~ 312 0 0 0 0 1 D0 @@ -152,7 +152,7 @@ Footpath Through Leper's Village~ number of people judging from their size, however with the lack of people in evidence it is tough to judge whether or not those huts actually have any inhabitants. To the east is a small fenced-in pig pen with a couple of warty, -dirty wild boars who glare balefully at any who pass. +dirty wild boars who glare balefully at any who pass. ~ 312 0 0 0 0 1 D0 @@ -181,7 +181,7 @@ A Small Clay Hut~ The interior of this small place is quite sparse, but well-kept. A small bed made from jungle leaves and vine lies in the center of the room, kept neat and tidy by way of simple bedding sheets. No windows have been cut into the walls, -but the place is not stuffy. +but the place is not stuffy. ~ 312 8 0 0 0 0 D1 @@ -194,7 +194,7 @@ A Hut Made from Clay and Thatch~ This small hut holds only the bare essentials and no more. It appears that the lepers who get left on this island are left with nothing more than the clothes on their back, as most of the dwellings in this place are much the same -- without decor or appeal. +- without decor or appeal. ~ 312 8 0 0 0 0 D0 @@ -207,7 +207,7 @@ Pig Pen~ Small jungle trees cut and bound together with vine comprise the fencing which surrounds the pen. Strangely, the ground is not strewn with waste and mud like most pig's pens are, but well tended with fresh soil spread over top of -whatever mess the boars make. +whatever mess the boars make. ~ 312 0 0 0 0 0 D3 @@ -222,7 +222,7 @@ time. These chickens are brought in from the supply floats which are left by the passing ships which drop supplies on a biweekly basis per the Lord of Jareth's orders. Everytime new chickens are brought in by way of ship, the best are kept to produce eggs while all others over the number of five are -slaughtered and used as community meat. +slaughtered and used as community meat. ~ 312 8 0 0 0 0 D3 @@ -236,7 +236,7 @@ A Small Thatch Hut~ The interior of this small home is simple beyond most people's definition of simple. A small straw bed is tightly bound and covered by thick cloth, allowing no straw to protrude from the interior. A very small stack of clothing lies in -a small wicker basket. +a small wicker basket. ~ 312 8 0 0 0 0 D0 @@ -246,12 +246,12 @@ D0 E basket~ The clothing is folded very neatly within, kept in an exact spot on the floor -away from the main walkthrough. +away from the main walkthrough. ~ E clothing~ The clothing is folded very neatly within, kept in an exact spot on the floor -away from the main walkthrough. +away from the main walkthrough. ~ S #31212 @@ -259,7 +259,7 @@ Footpath Through Leper's Village~ A smaller hut lies to the south, it being made from the same materials which most of these huts are comprised; straw, clay and rough-hewn timbers. The path continues to the east and west past a number of huts, both directions eventually -leading back into the jungle. +leading back into the jungle. ~ 312 0 0 0 0 1 D0 @@ -284,7 +284,7 @@ Footpath Through Leper's Village~ A small garden lies to the north, very obviously well-tended as it grows in perfectly straight rows with no weeds visible whatsoever. A path south of here runs east and west through the jumble of huts which comprise this small -community. +community. ~ 312 0 0 0 0 1 D0 @@ -302,7 +302,7 @@ Garden~ survival of this small community depends on its continuance as it is the main source of food should the supply ships miss a week or for some reason stop bringing shipments. The food grows in arrow-straight lines with no weeds -whatsoever growing between the harvest. +whatsoever growing between the harvest. ~ 312 0 0 0 0 0 D2 @@ -314,7 +314,7 @@ S A Tidy Hut~ Everything in this small dwelling is tidy and in perfect order. There are no sharp edges anywhere, nor are there any protrusions from the walls of the hut -which might snag skin or poke through clothing. +which might snag skin or poke through clothing. ~ 312 8 0 0 0 0 D2 @@ -327,7 +327,7 @@ Footpath Through Leper's Village~ To the north is another small hut made of thatch and clay. South is something quite curious a sign or proclamation of some sort has been erected and stands quite large in the center of the community. To the east and west the -footpath continues through the village. +footpath continues through the village. ~ 312 0 0 0 0 1 D0 @@ -352,7 +352,7 @@ Leper Memorial~ A flat wooden board has been placed here, held up by two small logs on either end. The names of all those who have been sent to this isle to live out there last miserable years and have perished have been engraved into the wood so that -there at least will be one place in Dibrova where their memory will remain. +there at least will be one place in Dibrova where their memory will remain. ~ 312 0 0 0 0 0 D0 @@ -375,7 +375,7 @@ S A Well-kept Hut Made From Clay~ This very small and very spartan hut holds only a bed and a small earthenware wash basin. No clutter whatsoever lies upon the floor or on the bed, everything -is placed very deliberately about the space provided. +is placed very deliberately about the space provided. ~ 312 8 0 0 0 0 D0 @@ -390,7 +390,7 @@ path continues however it is much less traveled and is immediately engulfed in the massive trees of the island jungle. To the south is a small hut made from clay and rough timbers, north is another such hut but much larger and with a cross affixed to the outer wall just right of the door. This must obviously be -the chapel for the village. +the chapel for the village. ~ 312 0 0 0 0 1 D0 @@ -414,9 +414,9 @@ S Chapel~ This small place of worship holds only enough room for a maximum of fifteen people, including the service conductor. A small wooden podium lies on the dirt -floor just in front of a cross made from wood timber from the jungle trees. +floor just in front of a cross made from wood timber from the jungle trees. Log benches are lined in straight lines before the podium for attendants during -service hours. +service hours. ~ 312 8 0 0 0 0 D2 @@ -429,7 +429,7 @@ Trail Into the Jungle~ The well trampled area to the west narrows down here to one trail leading into the thick jungle foliage. The way north is engulfed in deep greenery which obscures vision past a point not far distant along the path. To the west is the -way into a small community of huts nestled in a clearing in the jungle. +way into a small community of huts nestled in a clearing in the jungle. ~ 312 4 0 0 0 3 D0 @@ -445,7 +445,7 @@ S Trail Through the Jungle~ The trail is surrounded on both sides by jungle foliage which is as close to impassable as can be. The trail itself, however, is well-groomed and kept free -of debris and obstacles which might trip or scratch a passerby. +of debris and obstacles which might trip or scratch a passerby. ~ 312 0 0 0 0 3 D0 @@ -462,7 +462,7 @@ Trail Through the Jungle~ The way north and the way south look much the same. The ground is freshly raked or broomed making the way along the path easy and quick. On either side the jungle looms in, its presence huge and unmistakable. There may be a slight -break to the west, allowing travel in that direction. +break to the west, allowing travel in that direction. ~ 312 0 0 0 0 3 D0 @@ -483,7 +483,7 @@ Trail Through the Jungle~ The trail bends east and south, its sides lined in white rock that would glow brightly in the moonlight. This must be a safeguard put in by the locals so that if one were to be wandering along this path late at night there would be no -way to wander off and get lost in the jungle. +way to wander off and get lost in the jungle. ~ 312 0 0 0 0 3 D1 @@ -501,7 +501,7 @@ Trail Through the Jungle~ particularly large tree covered in vines and greenery. The sides of the path are lined in white stones - markers for any who might be traveling the path by moonlight so that they might keep their bearings along the path and not wander -off into the jungle. +off into the jungle. ~ 312 0 0 0 0 3 D0 @@ -517,7 +517,7 @@ S Trail Through the Jungle~ The ground is a bit more soft underfoot at this point than the ground to the south. Must be some sort of water source north of here. The path is extremely -well-kept here as it wends its way through the thick jungle. +well-kept here as it wends its way through the thick jungle. ~ 312 0 0 0 0 3 D0 @@ -534,7 +534,7 @@ Trail Through the Jungle~ The rippling waters of a small inland pond lie just north from here. A small set of log steps lead out to the very edge, allowing for dry feet when drawing water. The path ends at this northern boundary, leading only back to the south -through the jungle. +through the jungle. ~ 312 0 0 0 0 3 D0 @@ -548,13 +548,13 @@ D2 E pond~ It looks to be a very sedate pool of water. The only ripples on the surface -of the water come from gentle breezes which blow through the jungle. +of the water come from gentle breezes which blow through the jungle. ~ S #31228 Pond~ The water ripples slightly underneath, the bottom of the pond visible as if -viewed through a thick pane of moving glass. +viewed through a thick pane of moving glass. ~ 312 0 0 0 0 7 D0 @@ -574,7 +574,7 @@ S Pond~ The water gently flows down a small gulley toward the sea below following a meandering path the whole way. The pond itself must be fed from a spring of -some sort which replenishes the supply in a constant flow. +some sort which replenishes the supply in a constant flow. ~ 312 0 0 0 0 7 D1 @@ -594,7 +594,7 @@ S Pond~ The calm waters ripple past, gently disturbed by the passing of a foreign presence. This place seems so serene, so calm and peaceful it is almost -impossible to believe any sort of scourge could exist on this isle. +impossible to believe any sort of scourge could exist on this isle. ~ 312 0 0 0 0 7 D0 @@ -610,7 +610,7 @@ S Pond~ The pond's surface gleams in the light, its still waters reflecting brightly even the smallest amounts of light. The water is so crystal clear that the -bottom of the pond can be seen simply by looking down. +bottom of the pond can be seen simply by looking down. ~ 312 0 0 0 0 7 D2 @@ -628,7 +628,7 @@ Trail Into the Jungle~ leads west through the jungle, bending and twisting its way out of sight. To the south is the start of an open area where a few huts have been erected in a small conglomeration. To the north is a trail, less kept than the western path -but still quite traversable. +but still quite traversable. ~ 312 0 0 0 0 3 D0 @@ -648,7 +648,7 @@ S Well-used Trail Through the Jungle~ The trail here is extremely well-kept, beaten down to an almost solid footpath with no roots or snags at any point. The path wends its way south -through the jungle foliage, the way clear and open. +through the jungle foliage, the way clear and open. ~ 312 0 0 0 0 3 D1 @@ -665,7 +665,7 @@ Well-used Trail Through the Jungle~ The path leads north and south through the jungle, a wide path with no obstacles or obstructions whatsoever. The ground which the path travels along is so free of debris that it almost appears as if it might have been recently -swept. Quite odd for a jungle path. +swept. Quite odd for a jungle path. ~ 312 0 0 0 0 3 D0 @@ -682,7 +682,7 @@ Well-used Trail Through the Jungle~ The trail is very well-marked still, an unmistakable line of clear space leading the way through the thick tangle of the jungle. From all appearances, this trail is cut back daily so that growth from the trees nearby might snag a -passerby's clothing or skin. +passerby's clothing or skin. ~ 312 0 0 0 0 3 D0 @@ -698,7 +698,7 @@ S Well-used Trail Through the Jungle~ The path leads west right up to a large boulder. All around, the calls and fidgetings of many jungle animals can be heard, their disquiet from your passage -very evident. +very evident. ~ 312 0 0 0 0 3 D1 @@ -715,7 +715,7 @@ Lookout Post~ This 'lookout post' is actually nothing more than a very large boulder with a flat top which affords a beautiful view of the sea. Not only is the view beautiful, but it is the exact part of the sea where the suplly ships come in -and drop off the foodstuffs which the inhabitants of this place thrive upon. +and drop off the foodstuffs which the inhabitants of this place thrive upon. ~ 312 0 0 0 0 5 D1 @@ -725,14 +725,14 @@ D1 E boulder~ It is a very smooth boulder which rises gradually from the forest floor to a -height overlooking the cliffs out onto the sea. +height overlooking the cliffs out onto the sea. ~ S #31238 Trail Through the Jungle~ The path leads north deep into the jungle, the path itself very well marked with no sign of lessening or narrowing. To the south is an enrance into a large -clearing in the jungle. +clearing in the jungle. ~ 312 0 0 0 0 3 D0 @@ -749,7 +749,7 @@ Trail Through the Jungle~ The trail is extremely well maintained, kept free of any obstructing objects which might make travel at all hazardous. The path leads far to the north into the jungle or south toward a large opening in the thick, twisted growth of this -place. A way through the trees may be available to the east. +place. A way through the trees may be available to the east. ~ 312 0 0 0 0 3 D0 @@ -770,7 +770,7 @@ Trail Through the Jungle~ The way north looks to get worse and worse, the path becoming a bit less cared for the further it travels in that direction. It does not get bad enough to be called neglected by any means, however it does not hold much of the -perfection that is evident in the path south of here. +perfection that is evident in the path south of here. ~ 312 0 0 0 0 3 D0 @@ -788,7 +788,7 @@ Trail Through the Jungle~ this point the trail is so well groomed that it almost appears as if it might be regularly swept or raked to keep it free of debris. The branches of the trees which normally would hang over the path have been cut and sand down to a dull -edge to avoid any piercings. +edge to avoid any piercings. ~ 312 0 0 0 0 3 D2 @@ -822,7 +822,7 @@ Trail Through the Jungle~ path itself looks to have been pushed to the side or removed quite recently as if someone or someones may be making a point of keeping the trail clear. The trees also look to be cut back from the trail, keeping it free of snags and -annoying branches. +annoying branches. ~ 312 0 0 0 0 3 D0 @@ -838,7 +838,7 @@ S Trail Through the Jungle~ The path here is a bit overgrown, but not quite so bad as it appears to be to the north. To the south the path has the look of an oft-traveled path that is -kept up with some regularity. +kept up with some regularity. ~ 312 0 0 0 0 3 D0 @@ -855,7 +855,7 @@ Trail Through the Jungle~ The path to the north is choked with roots and snags, the way looking as if it had not been traveled upon or tended to in quite some time. To the south the trail grows noticably wider as it continues, the trail becoming more and more -defined the further south the path gets. +defined the further south the path gets. ~ 312 0 0 0 0 3 D0 @@ -869,7 +869,7 @@ D2 S #31246 Trail Through the Jungle~ - The trail is quite overgrown and full of snags, roots and stray stones. + The trail is quite overgrown and full of snags, roots and stray stones. Just to the west is a small pond, an acrid smell emanating from its direction. North from here is an opening in the jungle foliage, the volcano rising high beyond the clearing's boundaries. South, the path leads deep into the jungle. @@ -893,7 +893,7 @@ At a Tepid Pond's Shore~ The water of a small pond gently laps against the ground. The pond, more a puddle than anything else, lies just to the west. The water does NOT look as if it were very good drinking water at all - the surface carries a slight film of -grease or oily grime. +grease or oily grime. ~ 312 0 0 0 0 0 D1 @@ -909,7 +909,7 @@ S A Tepid Pond~ The water of this small inland pool is rank and oily, as if sprung from a vat of noxious chemicals. A faint glaze lies across the surface of the pond, the -slime of dirt and grime from the diseased people which use this water. +slime of dirt and grime from the diseased people which use this water. ~ 312 0 0 0 0 7 D1 @@ -924,7 +924,7 @@ that of the towering volcano, a presence that cannot be ignored. The crest roils with a constant flow of black smoke, a low grumble more felt than heard from its deep innards. Camped directly at the base is a small cluster of dwellings, actually only two dwellings and a rickety-looking pen which holds -barely a-livestock. +barely a-livestock. ~ 312 0 0 0 0 2 D0 @@ -943,7 +943,7 @@ of servitude at the base of the volcano, inside of which the Eternal Fire burns. To the west is the edge of the isle, where a cliff makes a steep drop-off down to the white sand beaches at the shore of the sea. East a ways there is a small log pen for any livestock that might get given to these poor folk by the -healthier lepers in the village south of here. +healthier lepers in the village south of here. ~ 312 0 0 0 0 2 D0 @@ -966,9 +966,9 @@ S #31251 Open Dirt Area~ East of here is a long, low hut made from clay and rough timber. It looks to -be in pretty bad shape, many holes evident in the roof and walls. Flys buzz +be in pretty bad shape, many holes evident in the roof and walls. Flies buzz about this area, making an annoying buzz. Most probably they are attracted by -the stink of the animal pen to the southeast and the hut to the east. +the stink of the animal pen to the southeast and the hut to the east. ~ 312 0 0 0 0 2 D0 @@ -988,10 +988,10 @@ S Dirt Area~ The ground has been trampled away to a dirty, half mud glop that sticks to shoes as they trod through. To the east is a snall pen which holds the meager -livestock given these people by the more needy people living to the south. +livestock given these people by the more needy people living to the south. North is a large hut, almost large enough to be called a hall, a set of steps leading up and into the interior. South is small open area with a pile of ash -in the center. +in the center. ~ 312 0 0 0 0 2 D1 @@ -1012,7 +1012,7 @@ Community Gathering Area~ There is a central firepit here where most nights the inhabitants that can still move about come to be together. Not much talking goes on and certainly no dancing, however the idea of being together - nearby another human - sometimes -is all it takes to give the comfort needed by these doomed people. +is all it takes to give the comfort needed by these doomed people. ~ 312 0 0 0 0 2 D0 @@ -1026,7 +1026,7 @@ Grubby Animal Pen~ It looks as if the people who maintain this place are not very particular about seperating their livestock, there are droppings from many different kinds of animals from pig to chicken to unidentifiable. The entire affair is ringed by a -set of logs from the trees of the jungle, tied loosely at the corners. +set of logs from the trees of the jungle, tied loosely at the corners. ~ 312 0 0 0 0 2 D3 @@ -1039,7 +1039,7 @@ Community Hut~ The log flooring of this hut is so grubby that the color of the logs appear almost discolored. The walls are made of the same logs stacked, tied and mudded together in a very loose, haphazard fashion. The leaf and thatch roof of this -place has many small holes and is even missing entirely in some places. +place has many small holes and is even missing entirely in some places. ~ 312 8 0 0 0 0 D3 @@ -1054,7 +1054,7 @@ place is where the people who have progressed past the point of help are kept until they die or beg to be tossed into the Eternal Flame. The smell of dead or rotting skin has been so long in this place that even when no one is lying amid the soiled blankets that litter the floor, the smell of the rotteed flesh still -lingers. +lingers. ~ 312 8 0 0 0 0 D3 @@ -1068,7 +1068,7 @@ The Base of the Volcano~ leading up to the smouldering top where dark bursts of smoke blow forth in irregular spurts. The pathetic excuse for an encampment crouches pitifully in the presence of this volcano, a constant reminder that sooner or later anyone -living here will be one with the Eternal Flame which burns within. +living here will be one with the Eternal Flame which burns within. ~ 312 0 0 0 0 2 D1 @@ -1090,7 +1090,7 @@ Trail to the Volcano's Crest~ ascent to be a bit less arduous. Built by men and women who were breathing what was most probably some of their last breaths, those men and women made it so that future generations would not have to labor so long or hard to consecrate -the bodies of fallen friends to the volcano and the Eternal Flame within. +the bodies of fallen friends to the volcano and the Eternal Flame within. ~ 312 0 0 0 0 2 D4 @@ -1107,7 +1107,7 @@ Trail to the Volcano's Crest~ The trail makes its way up to the crest in snaking twists and turns, making the climb a bit less effort. Being that most of the men and women who climb this trail are living their last days in pain and misery, this path was made -with their incapabilities in mind. +with their incapabilities in mind. ~ 312 0 0 0 0 2 D4 @@ -1126,7 +1126,7 @@ in exile end up in the end. Blessed by the priest who stands ready at all times to serve his fellow man, one may be thrown or voluntarily jump into the Flame at any time. It is never contested by any who dwell upon the island whether or not the timing is right for the one who is jumping, it is simply accepted that that -person has had enough of the disease and horror that is leprosy. +person has had enough of the disease and horror that is leprosy. ~ 312 0 0 0 0 2 D5 @@ -1139,7 +1139,7 @@ Cliff's Edge~ There is no way to descend the cliff face from here. At this point the cliff can no longer be walked along to the north, as the volcano rises high into the sky here. No trail leads up the volcano from this point, however one is visible -around the base a bit to the east. +around the base a bit to the east. ~ 312 0 0 0 0 5 D2 @@ -1151,7 +1151,7 @@ S Cliff's Edge~ There is a small permanent-looking encampment just east of here, a couple of low huts and an animal pen in sight. South of here is a trail skirting the edge -of the cliff which descends down to the beach below. +of the cliff which descends down to the beach below. ~ 312 0 0 0 0 5 D0 @@ -1171,7 +1171,7 @@ S Cliff's Edge~ A trail leads down the cliff face, a natural set of small steps allowing access to the beach below. A trail follows along the edge of the cliff to the -north, a small encampment visible in that direction. +north, a small encampment visible in that direction. ~ 312 4 0 0 0 5 D0 @@ -1187,7 +1187,7 @@ S Cliff~ This is about the half-way point between the base of the cliff on the beach and the top. The steps look natural, made by nature to have happened to have -worked well as steps. +worked well as steps. ~ 312 0 0 0 0 4 D4 @@ -1205,7 +1205,7 @@ White Sand Beach~ cliff wall which prohibits travel after a distance. The sand here is very clean, very white - almost bleached. It is a very fine sand that makes walking a bit more of an effort than normal packed beach sand, however it makes fro such -beautiful scenery that it is not unpleasant at all. +beautiful scenery that it is not unpleasant at all. ~ 312 0 0 0 0 2 D0 @@ -1226,7 +1226,7 @@ White Sand Beach~ This small section of beach runs north to south at sea level. Directly to the east - inland - a steep cliff rises up, cutting off any progress. The way north is cut off by the steep outer wall of a large volcano, one which sends -plumes of black smoke rising high into the air intermittantly. +plumes of black smoke rising high into the air intermittantly. ~ 312 0 0 0 0 2 D2 @@ -1241,7 +1241,7 @@ by the sun over the years. This short section of beach runs along the shoreline of the island north to south. To the north, the way gets blocked by a volcano's wall which rises from the sea high into the sky. Just south from this locale is a cliff wall, one which cuts off both south and eastward travel as it is -certainly too steep to climb. +certainly too steep to climb. ~ 312 0 0 0 0 2 D0 @@ -1255,7 +1255,7 @@ Narrow Gulley~ sea below. It is possible to wade through in the water's course, as it is only a few inches deep at its deepest point. Just up the hill a bit is the pond from this water emanates. Through a tangle of bracken and jungle foliage, the -trickle flows downhill toward the waiting sea. +trickle flows downhill toward the waiting sea. ~ 312 256 0 0 0 6 D1 @@ -1271,7 +1271,7 @@ S Narrow Gully~ The water descends in a fast trickle toward the sea which can be heard, albeit a bit muffled, just below. Off to the west and uphill a bit the water -runs in this direction in a light but continuous flow. +runs in this direction in a light but continuous flow. ~ 312 256 0 0 0 6 D3 @@ -1289,7 +1289,7 @@ Narrow Gully~ in soothing wave of sound. A small trickle of water flows downhill toward the sea, running down in a light but steady flow. Jungle foliage encroaches on both sides, making the way quite cramped, sometimes only allowing passage to one who -would turn sideways to pass. +would turn sideways to pass. ~ 312 256 0 0 0 6 D4 @@ -1308,7 +1308,7 @@ this small isle. To the north and south is a steep cliff which rises high above the sea level at least fifty feet, making both directions impassable after only a very short distance. A flow of water runs from a small overgrown gully just west of here, making its way down a small four inch sand canyon down into the -sea. +sea. ~ 312 0 0 0 0 2 D0 @@ -1326,7 +1326,7 @@ White Sand Beach~ beauty. Looking high up into the heights of the isle, jungle foliage can be seen growing in abundance. No signs of habitation are visible, although black smoke continues to rise in constant puffs from somewhere on the isle. Of -course, it could simply be the volcano that was visible from the sea. +course, it could simply be the volcano that was visible from the sea. ~ 312 0 0 0 0 2 D0 @@ -1343,7 +1343,7 @@ White Sand Beach~ The beach here is of the lightest, finest sand bleached white from centuries of the sun's rays pounding down upon it. A steep cliff rises directly to the north, prohibiting travel in that direction, however the beach does stretch to -the south for some distance. +the south for some distance. ~ 312 0 0 0 0 2 D2 @@ -1355,7 +1355,7 @@ S In Thick Bracken~ Clusters of branches from nearby drag at clothing and make travel extremely slow. Visibility is reduced immediately to almost nothing, the way ahead just -as mysterious as if it were the darkest of night and there was no light. +as mysterious as if it were the darkest of night and there was no light. ~ 312 4 0 0 0 3 D1 @@ -1371,7 +1371,7 @@ S A Tangle of Vines~ Thick, skinny, long and short - all manner of vines come growing down from trees in every direction. The ground is mazed with their clusters of -criss-crossings, making it easy to trip and fall at any time. +criss-crossings, making it easy to trip and fall at any time. ~ 312 0 0 0 0 3 D2 @@ -1387,7 +1387,7 @@ S Near an Old, Wet, Fallen Tree~ A tree of enormous size lies in its back, toppled most likely from old age and the ravages that time brings. It is covered in thick, green moss from top -to bottom, crumbling away at the merest of touches. +to bottom, crumbling away at the merest of touches. ~ 312 0 0 0 0 3 D0 @@ -1403,7 +1403,7 @@ S Through a Tangle of Jungle Brush~ It is completely necessary now to either or push through this thick and way overgrown jungle just to get through. Every direction looks just as impossible -to get through as the next, making muscles ache and strain with every move. +to get through as the next, making muscles ache and strain with every move. ~ 312 0 0 0 0 3 D1 @@ -1420,7 +1420,7 @@ Near a Large Tree~ A tree the size of a small house in width climbs high out of sight into the sky. Patches of moss and wraps of vines climb its trunk, clinging to the ancient life within. Looking up into the branches, branches as wide as a normal -full-grown tree trunk protrude from the higher reaches. +full-grown tree trunk protrude from the higher reaches. ~ 312 0 0 0 0 3 D0 @@ -1458,7 +1458,7 @@ Branch Clustered Area~ Tangles of thin but supple branches hang down from the trees all around, obscuring vision and impeding travel. The branches are strong and somewhat damp, making it difficult to slash through as it would normally be for the -stiff, brittle branches of the mainland forest trees. +stiff, brittle branches of the mainland forest trees. ~ 312 0 0 0 0 3 D0 @@ -1475,7 +1475,7 @@ Near a Large Hole~ A small hill rises just to the south, a hole roughly the width of two men and about four feet high dig into its side. The interior is dark - it does not appear that there is any sort of human life within, however one can never be too -sure. +sure. ~ 312 0 0 0 0 3 D1 @@ -1491,7 +1491,7 @@ S Outside a Hollow Tree~ The entrance to an extremely large and extremely hollow tree lies to the east. The smell of smoke issues from the interior, giving a pretty good -indication that someone of at least limited intelligence must live within. +indication that someone of at least limited intelligence must live within. ~ 312 0 0 0 0 3 D0 @@ -1516,7 +1516,7 @@ jungle, having a hollow base. The floor is of the soft dirt of the jungle, covered in dried jungle leaves that may have blown in years ago and turned brittle with age. No blankets lie upon the ground - the only change from nature's intent here is the small firepit which glows red in the center of this -place. +place. ~ 312 268 0 0 0 0 D0 @@ -1527,7 +1527,7 @@ S #31285 In a Lion's Den~ Now this can not have been a choice made intentionally. Who in the world -would walk into a lion's den by themselves and attempt to do battle...? +would walk into a lion's den by themselves and attempt to do battle...? ~ 312 264 0 0 0 0 D3 @@ -1539,7 +1539,7 @@ S A Leaf Shrouded Section of the Jungle~ The way through this area would be impassable were it not for the fact that the leaves which block all sight and direction are easily removable. Any -direction looks as good as the other - its all leaves every which way. +direction looks as good as the other - its all leaves every which way. ~ 312 0 0 0 0 3 D1 diff --git a/lib/world/wld/313.wld b/lib/world/wld/313.wld index 3e28ff3..f79a7e8 100644 --- a/lib/world/wld/313.wld +++ b/lib/world/wld/313.wld @@ -7,7 +7,7 @@ done them. The sky which once was nearly always blue and clear is filled now with char and soot, carried upon winds of smoke and ash from the goblin raids which took this peaceful community by surprise. The gate to the north always stays closed and barred from the inside, vigilant guards on the ramparts -watching for any signs of trouble and bidding you a safe journey. +watching for any signs of trouble and bidding you a safe journey. ~ 313 0 0 0 0 0 D1 @@ -61,7 +61,7 @@ this area are. Of course, the fields are no longer as cared for as they once were, being that every time any farmer makes an attempt at replanting a field, a band of goblins come along and burn it to ash and kill the farmer. The city wall lies to the north - a tall, thick obstuction which is the town's only -defense against the goblin hoardes which attempt to overrun the town daily. +defense against the goblin hoardes which attempt to overrun the town daily. ~ 313 0 0 0 0 0 D1 @@ -84,7 +84,7 @@ To the east, the jumbled upon which you stand drops off into a large field which may once have been growing tall with corn but now only boasts a few scorched stalks. South is much the same, a steep drop off down into the burnt-out field. It does not appear that the way down in either direction is safe - it is -recommended that another way be found. +recommended that another way be found. ~ 313 0 0 0 0 0 D3 @@ -100,7 +100,7 @@ women who have known much pain and injustice from the goblins who continually raid this town. To the south and west are steep rocky drop-offs, too steep for climbing. They lead down into the farming area, where the soil is rich and strong when its not being burnt by goblins or trampled by the feet of marching -soldiers. +soldiers. ~ 313 0 0 0 0 0 D1 @@ -135,7 +135,7 @@ The Outer Rocklands of Ofingia~ To the south and west the rocklands drop steeply away down into the farming land which Ofingia is so famous for. Stone causeways riddle passage on higher ground through the farmlands, seperating each field with a solid wall of rock and scree -which is used as the main roadway. The town of Ofingia lies to the north. +which is used as the main roadway. The town of Ofingia lies to the north. ~ 313 0 0 0 0 0 D0 @@ -154,7 +154,7 @@ To the southeast and southwest the rocklands drop steeply away down into the farming land which Ofingia is so famous for. Stone causeways riddle passage on higher ground through the farmlands, seperating each field with a solid wall of rock and scree which is used as the main roadway. The town of Ofingia lies to -the north, the beginning of the causeway lies south. +the north, the beginning of the causeway lies south. ~ 313 0 0 0 0 0 D0 @@ -180,7 +180,7 @@ The Outer Rocklands of Ofingia~ To the south and east the rocklands drop steeply away down into the farming land which Ofingia is so famous for. Stone causeways riddle passage on higher ground through the farmlands, seperating each field with a solid wall of rock and scree -which is used as the main roadway. The town of Ofingia lies to the north. +which is used as the main roadway. The town of Ofingia lies to the north. ~ 313 0 0 0 0 0 D0 @@ -201,7 +201,7 @@ artist could probably have been struck with wonder and awe at the beauty of this vast, organized farming area. Now the fields - once green and verdant with life - are burnt and smoking. Farmhouses have been all but erradicated by the roving hoardes of giblins from the mountain caverns to the north. The causeway leads -south into the smoke and soot or north toward the city. +south into the smoke and soot or north toward the city. ~ 313 0 0 0 0 0 D0 @@ -216,12 +216,12 @@ S #31309 On the Causeway~ To the east and west the rock slopes downward into farming areas, where the -field are burnt and twisted from the ravages of battle. Occassionally in the +field are burnt and twisted from the ravages of battle. Occasionally in the fields below, a figure or two can be seen running crouched over from one spot to another trying not be seen. Small pockets of fighting can be heard if not seen in the areas below. It is rumored that the Lord of Jareth sent reinforcements for the town to try and eliminate the threat of the goblins, maybe that is what -the sounds are from. +the sounds are from. ~ 313 0 0 0 0 0 D0 @@ -236,8 +236,8 @@ S #31310 High Upon the Causeway~ All of the smoke and ash from the burnt-out fields has risen into the air, -rising to this higher elevation where it has made breathing almost difficult. -The causeway runs north and south with the fields below on the east and west. +rising to this higher elevation where it has made breathing almost difficult. +The causeway runs north and south with the fields below on the east and west. ~ 313 0 0 0 0 0 D0 @@ -253,7 +253,7 @@ S Stone Causeway~ The causeway splits off to the east at this point, also continuing south and north. The high wall of Ofingia can be seen off to the north, fields full of -charred and smoking crops lie northeast, west and souteast from here. +charred and smoking crops lie northeast, west and souteast from here. ~ 313 0 0 0 0 0 D0 @@ -274,7 +274,7 @@ Narrow Causeway~ This section of the causeway narrows somewhat, only wide enough for one cart to pass at this point. It continues far to the east, heading over many fields which lie in smoky ruins. To the west, the causeway comes to a juncture where -it splits north and south. +it splits north and south. ~ 313 0 0 0 0 0 D1 @@ -291,7 +291,7 @@ Narrow Causeway~ This section of the causeway narrows somewhat, only wide enough for one cart to pass at this point. It continues far to the east, heading over many fields which lie in smoky ruins. Far to the west, the causeway comes to a juncture -where it splits north and south. +where it splits north and south. ~ 313 0 0 0 0 0 D1 @@ -310,7 +310,7 @@ running through a smaller set of fields. It appears that maybe this fields were just recently cultivated before the raids began. Now, of course, they are in ruin - smoking and burnt almost beyond repair. To the south, a wider stretch of the causeway runs south through some of the larger and more profitable fields of -the area. +the area. ~ 313 0 0 0 0 0 D1 @@ -347,7 +347,7 @@ Strewn Rubble Causeway~ The causeway barely affords any travel to the north. It has been left either unfinished or has been broken down to the point of almost unusability. Small fields lie to the north and south, burnt and ravaged just like the rest of this -area. +area. ~ 313 0 0 0 0 0 D0 @@ -365,7 +365,7 @@ The End of the Causeway~ flat farmlands from this elevated position, however if you wish to stay upon the causeway with a good vantage point you will have to head back to the west. As it is now, the causeway has broken down to the point where it is only five feet -higher at the most than the fields it runs through. +higher at the most than the fields it runs through. ~ 313 0 0 0 0 0 D1 @@ -383,7 +383,7 @@ The Base of the Causeway~ extending this section of the causeway further into the fields to make room for more farming. To the south, an enormous field of scorched earth strectches toward the horizon, the same true of the blackened fields to the north. You may -climb back up onto the causeway to the west if that is your intent. +climb back up onto the causeway to the west if that is your intent. ~ 313 4 0 0 0 0 D0 @@ -404,7 +404,7 @@ The Eastern Causeway~ This small section of causeway, called the Eastern Causeway because it runs at the farmlands' farthest east section, runs through area splitting the main field to the west from the Eastern Field to the east. Just north of here is -where the Eastern Causeway meets another, splitting off to the east and west. +where the Eastern Causeway meets another, splitting off to the east and west. ~ 313 0 0 0 0 0 D0 @@ -424,7 +424,7 @@ S The Eastern Causeway~ This small section of causeway, called the Eastern Causeway because it runs at the farmlands' farthest east section, runs through area splitting the main -field to the west from the Eastern Field to the east. +field to the west from the Eastern Field to the east. ~ 313 0 0 0 0 0 D0 @@ -441,8 +441,8 @@ The Eastern Causeway~ You stand atop the center of the Eastern Causeway, the causeway that separates the far Eastern Field from the rest of the farmlands. The top of this stone walkway is clear and wide, large enough to accomodate a couple of wagons -side by side. The only obstruction is the occassional body part or stray piece -of armor that has fallen from the battles fought through this area. +side by side. The only obstruction is the occasional body part or stray piece +of armor that has fallen from the battles fought through this area. ~ 313 0 0 0 0 0 D0 @@ -459,8 +459,8 @@ South End of the Eastern Causeway~ A great amount of fighting must have been centered in this area, as the whole top of the causeway here is strewn with body parts, stained in blood and littered with crude weapons and armor. The fields below - on every side - still -smoke in places, with the occassional clang of armor and weapons reaching your -ears. +smoke in places, with the occasional clang of armor and weapons reaching your +ears. ~ 313 0 0 0 0 0 D0 @@ -485,7 +485,7 @@ thought that it would be a one-time occurance. Since the town forces were already fighting in the caverns east of town and were few in number to start with, the mayor refused Jon his help. Jon spit in the mayor's face and vowed never to pay another dime in taxes. The only communication from Jon was a cart -bearing his farm's crest sent into town bearing the remains of Jon's son. +bearing his farm's crest sent into town bearing the remains of Jon's son. ~ 313 0 0 0 0 0 D0 @@ -501,7 +501,7 @@ S Stone Causeway~ The causeway runs along high above the farming lands east to west. To the north and south are the scorched fields which used to supply the main farming -products for most of Dibrova. +products for most of Dibrova. ~ 313 0 0 0 0 0 D1 @@ -519,7 +519,7 @@ Stone Causeway~ on these rocks. Looking down into the fields below, it makes you wonder if through the smoke and ash drifting in the wind if there isn't some goblin or even a band of them waiting for you to descend. Waiting so that they might tear -you throat out and eat you whole. +you throat out and eat you whole. ~ 313 0 0 0 0 0 D1 @@ -534,8 +534,8 @@ S #31326 A Wide Crossroads~ The causeway opens up and bcomes extremely wide here to allow for the -increased traffic of wagons and carts that would normally flow through here. -The causeway branches off to the east as well as running north and south. +increased traffic of wagons and carts that would normally flow through here. +The causeway branches off to the east as well as running north and south. ~ 313 0 0 0 0 0 D0 @@ -555,7 +555,7 @@ S Wide Causeway~ This main elevated road through the fields runs north and south for quite some distance. To the south are a couple of offshoots which head in other -directions. +directions. ~ 313 0 0 0 0 0 D0 @@ -575,7 +575,7 @@ S Wide Causeway~ This main elevated road through the fields runs north and south for quite some distance. On either side, to the east and west, are the charred remains of -the fields that once bore the fruit of this realm. +the fields that once bore the fruit of this realm. ~ 313 0 0 0 0 0 D0 @@ -592,7 +592,7 @@ Rocky Causeway~ The causeway runs north and south for a long distance through the center of the farmlands. Smoking, ruined fields lie to the east and west - some of them still on fire. Far to the north, the tall wall of Ofingia rises up high, -protecting the town from the many raids. +protecting the town from the many raids. ~ 313 0 0 0 0 0 D0 @@ -608,7 +608,7 @@ S Intersection on the Causeway~ This area is a crux where the causeway runs north to south, with a small offshoot to the west. The way west appears little traveled, it is not as wide -as this main section by half. +as this main section by half. ~ 313 0 0 0 0 0 D0 @@ -628,7 +628,7 @@ S A Short Section~ This short stub of causeway runs west for a very short distance with a small section bending north at the end. To the east is the main causeway which runs -smack dab through the center of the farming area. +smack dab through the center of the farming area. ~ 313 0 0 0 0 0 D1 @@ -646,7 +646,7 @@ Private Causeway~ and kept by Scorfahr, the richest of the farmers in the Ofingian farmlands due to the immense size of his fields and the quality of the soil with which he produced the most plentiful crops year after year. Scorfahr was killed right at -the outset of the raids by a roaving band, his farm burnt to the ground. +the outset of the raids by a roaving band, his farm burnt to the ground. ~ 313 0 0 0 0 0 D0 @@ -665,7 +665,7 @@ have his own ingress and egress to his home without having to deal with the common farmhands who frequented the main causeway. A sloping path leads down to the north into the field and homestead where Scorfahr used to reside. His home, once the largest and most opulent home in the farmlands, is now no more than a -burnt out shell - still smoking. +burnt out shell - still smoking. ~ 313 0 0 0 0 0 D2 @@ -684,7 +684,7 @@ fields below. To the east is the path back along the crest of the causeway back to the main path. To the south is the reservoir, the man-made basin of water which was used to irrigate all of the land in this area. A small waterfall falls gently into the basin on its western end, the water originating from -somewhere up in the mountains. +somewhere up in the mountains. ~ 313 0 0 0 0 0 D1 @@ -703,7 +703,7 @@ farmer or another who might have once used it to get down into his fields and his home. To the south is the reservoir, the man-made basin of water which was used to irrigate all of the land in this area. A small waterfall falls gently into the basin on its western end, the water originating from somewhere up in -the mountains. +the mountains. ~ 313 0 0 0 0 0 D1 @@ -719,7 +719,7 @@ S Nearing the End of the Causeway~ The end of this main section of the causeway is in sight, just south from here. A small section of the causeway leads off to the west, the reservoir for -the farmlands lapping gently against its southern side. +the farmlands lapping gently against its southern side. ~ 313 0 0 0 0 0 D0 @@ -740,7 +740,7 @@ Nearing the End of the Causeway~ The end of this main causeway ends just to the south. Below, to the west is the man-made reservoir which supplied water to all of the fields, keeping the soil fresh and strong. A gentle waterfall splashes down into the reservoir from -the mountains above, keeping it full. +the mountains above, keeping it full. ~ 313 0 0 0 0 0 D0 @@ -762,7 +762,7 @@ The End of the Main Causeway~ walkway into the fields below to the east. Below, to the west is the man-made reservoir which supplied water to all of the fields, keeping the soil fresh and strong. A gentle waterfall splashes down into the reservoir from the mountains -above, keeping it full. +above, keeping it full. ~ 313 4 0 0 0 0 D0 @@ -778,7 +778,7 @@ S Scorched Earth~ The earth is blackened, damaged beyond repair in any time coming soon. The goblins come and raid the area, killing off any resistance and burning anything -that might burn - over and over again. +that might burn - over and over again. ~ 313 0 0 0 0 0 D0 @@ -796,7 +796,7 @@ Burnt Field~ giant roller. Bits and pieces of wood give testament to the fact there once was a home or structure of some size here before the raids began. The materials must all have been scavenged or burnt to ash - there are only splinters and -scraps here now. +scraps here now. ~ 313 0 0 0 0 0 D0 @@ -811,7 +811,7 @@ S #31341 Scorched Earth~ All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. +wonderful field of sown wheat. ~ 313 0 0 0 0 0 D0 @@ -830,7 +830,7 @@ S #31342 Burnt Field~ All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. +wonderful field of sown wheat. ~ 313 0 0 0 0 0 D0 @@ -849,7 +849,7 @@ S #31343 Scorched Earth~ All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. +wonderful field of sown wheat. ~ 313 0 0 0 0 0 D0 @@ -870,7 +870,7 @@ Burnt Field~ All around are the burnt, scorched, blistered remains of what was once a wonderful field of sown wheat. To the south is a small wooden structure, still standing unscathed in this field of death and fire. The entrance must lie on -its west side, the door is not on this side. +its west side, the door is not on this side. ~ 313 0 0 0 0 0 D0 @@ -887,7 +887,7 @@ Watershed~ This could very well be the last remaining structure that stands with four walls in this entire farmland area. For some unknown reason the goblins left it standing and when the fires passed by in the fields outside, it did not ignite. -This would probably be a very good place to rest if that were your desire. +This would probably be a very good place to rest if that were your desire. ~ 313 12 0 0 0 0 D3 @@ -898,7 +898,7 @@ S #31346 Burnt Field~ All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. +wonderful field of sown wheat. ~ 313 0 0 0 0 0 D1 @@ -913,7 +913,7 @@ S #31347 Scorched Earth~ All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. +wonderful field of sown wheat. ~ 313 0 0 0 0 0 D0 @@ -932,7 +932,7 @@ S #31348 Burnt Field~ All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. +wonderful field of sown wheat. ~ 313 0 0 0 0 0 D0 @@ -951,7 +951,7 @@ S #31349 Scorched Earth~ All around are the burnt, scorched, blistered remains of what was once a -wonderful field of sown wheat. +wonderful field of sown wheat. ~ 313 0 0 0 0 0 D0 @@ -972,7 +972,7 @@ Burnt Field~ All around are the burnt, scorched, blistered remains of what was once a wonderful field of sown wheat. The entrance to a small wood structure lies to the east. To the south is the heaping pile of what is left of the barn and -farmhouse that used top be here. +farmhouse that used top be here. ~ 313 0 0 0 0 0 D0 @@ -994,7 +994,7 @@ A Crude Barricade~ to ash - has been erected into a barricade against goblin intrusion. A large hole has been dug in the earth to accomodate more space and protection from the cold nights. All of this is butt up against the rock wall of the valley on the -east side. To north and west are the burnt and scorched fields. +east side. To north and west are the burnt and scorched fields. ~ 313 0 0 0 0 0 D0 @@ -1017,7 +1017,7 @@ a single bit of shrubbery standing. The heaped remains of the farmhouse and barn - that which hasn't been burned to ash - has been erected into a barricade against goblin intrusion. A large hole has been dug in the earth to accomodate more space and protection from the cold nights. The barricade area spans just a -bit north from here, a way out of this heap of burnt wood lies to the west. +bit north from here, a way out of this heap of burnt wood lies to the west. ~ 313 0 0 0 0 0 D0 @@ -1032,7 +1032,7 @@ S #31353 Trampled and Bloodied Ground~ The roving goblins of this area must have not wanted to leave a single stalk, -a single bit of shrubbery standing. +a single bit of shrubbery standing. ~ 313 0 0 0 0 0 D0 @@ -1051,7 +1051,7 @@ S #31354 Burnt Field~ The roving goblins of this area must have not wanted to leave a single stalk, -a single bit of shrubbery standing. +a single bit of shrubbery standing. ~ 313 0 0 0 0 0 D0 @@ -1070,7 +1070,7 @@ S #31355 Smoking Farmlands~ The roving goblins of this area must have not wanted to leave a single stalk, -a single bit of shrubbery standing. +a single bit of shrubbery standing. ~ 313 0 0 0 0 0 D1 @@ -1089,7 +1089,7 @@ S #31356 Smoking Farmlands~ The roving goblins of this area must have not wanted to leave a single stalk, -a single bit of shrubbery standing. +a single bit of shrubbery standing. ~ 313 0 0 0 0 0 D1 @@ -1105,7 +1105,7 @@ S Charred Battlesite~ The battle that must have been fought in this space appears to have cost both sides dearly. Husks of goblin bodies litter the ground and blood from the -defenders of this land soaks the soil. +defenders of this land soaks the soil. ~ 313 4 0 0 0 0 D0 @@ -1127,7 +1127,7 @@ Charred Battlesite~ sides dearly. Husks of goblin bodies litter the ground and blood from the defenders of this land soaks the soil. The wind blows through this corner of the field, howling against the rock wall of the causeway, sounding almost like -the wail of the dead. +the wail of the dead. ~ 313 0 0 0 0 0 D0 @@ -1143,7 +1143,7 @@ S Charred Battlesite~ The battle that must have been fought in this space appears to have cost both sides dearly. Husks of goblin bodies litter the ground and blood from the -defenders of this land soaks the soil. +defenders of this land soaks the soil. ~ 313 0 0 0 0 0 D0 @@ -1163,7 +1163,7 @@ S Charred Battlesite~ The battle that must have been fought in this space appears to have cost both sides dearly. Husks of goblin bodies litter the ground and blood from the -defenders of this land soaks the soil. +defenders of this land soaks the soil. ~ 313 0 0 0 0 0 D0 @@ -1182,7 +1182,7 @@ S #31361 Blackened Soil~ The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. +no longer able to sustain plant life. ~ 313 0 0 0 0 0 D0 @@ -1201,7 +1201,7 @@ S #31362 Blackened Soil~ The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. +no longer able to sustain plant life. ~ 313 0 0 0 0 0 D0 @@ -1220,7 +1220,7 @@ S #31363 Blackened Soil~ The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. +no longer able to sustain plant life. ~ 313 0 0 0 0 0 D0 @@ -1239,7 +1239,7 @@ S #31364 Blackened Soil~ The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. +no longer able to sustain plant life. ~ 313 0 0 0 0 0 D0 @@ -1258,7 +1258,7 @@ S #31365 Blackened Soil~ The soil here has been so covered in blood and fire that it has turned black, -no longer able to sustain plant life. +no longer able to sustain plant life. ~ 313 0 0 0 0 0 D1 @@ -1274,7 +1274,7 @@ S Blackened Soil~ The soil here has been so covered in blood and fire that it has turned black, no longer able to sustain plant life. Looking south and west over the -desolation, no sign of any plant life can be seen. +desolation, no sign of any plant life can be seen. ~ 313 0 0 0 0 0 D2 @@ -1291,7 +1291,7 @@ Scorfahr Farms~ This area was at one time the most fertile of the fields in the area. After the raids, the goblins came and dumped gallons of their dead's blood all over the fields to insure that no crop would ever grow again. The goblins' plan is -simple - starve the inhabitants out. +simple - starve the inhabitants out. ~ 313 0 0 0 0 0 D0 @@ -1306,7 +1306,7 @@ with all sorts of finery and goods, you must wonder what Scorfahr thought in his last moments. All of his wordly goods, all of his wealth meant nothing as the goblins ransacked his home, killed his family and ate chunks of his flesh as he watched himself die. Only a few timbers and stone remain of this once-awesome -place. +place. ~ 313 0 0 0 0 0 D0 @@ -1328,7 +1328,7 @@ Scorfahr Farms~ the raids, the goblins came and dumped gallons of their dead's blood all over the fields to insure that no crop would ever grow again. The goblins' plan is simple - starve the inhabitants out. To the east are the remains of a large -farmhouse. +farmhouse. ~ 313 4 0 0 0 0 D0 @@ -1349,7 +1349,7 @@ Scorfahr Farms~ This area was at one time the most fertile of the fields in the area. After the raids, the goblins came and dumped gallons of their dead's blood all over the fields to insure that no crop would ever grow again. The goblins' plan is -simple - starve the inhabitants out. +simple - starve the inhabitants out. ~ 313 0 0 0 0 0 D0 @@ -1371,7 +1371,7 @@ Scorfahr Farms~ the raids, the goblins came and dumped gallons of their dead's blood all over the fields to insure that no crop would ever grow again. The goblins' plan is simple - starve the inhabitants out. To the south are the remains of Scorfahr's -palatial farmhouse. +palatial farmhouse. ~ 313 0 0 0 0 0 D0 @@ -1392,7 +1392,7 @@ Scorfahr Farms~ This area was at one time the most fertile of the fields in the area. After the raids, the goblins came and dumped gallons of their dead's blood all over the fields to insure that no crop would ever grow again. The goblins' plan is -simple - starve the inhabitants out. +simple - starve the inhabitants out. ~ 313 0 0 0 0 0 D1 @@ -1409,7 +1409,7 @@ Scorfahr Farms~ This area was at one time the most fertile of the fields in the area. After the raids, the goblins came and dumped gallons of their dead's blood all over the fields to insure that no crop would ever grow again. The goblins' plan is -simple - starve the inhabitants out. +simple - starve the inhabitants out. ~ 313 0 0 0 0 0 D2 @@ -1424,9 +1424,9 @@ S #31374 Northern Fields~ The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. +afford a great many hiding spots for raiders who may still be in the area. Bits of rubble from the broken-down causeway lie strewn about, a small bit of -pleasure for the raiders to destroy something. +pleasure for the raiders to destroy something. ~ 313 0 0 0 0 0 D2 @@ -1443,7 +1443,7 @@ Northern Fields~ The charred and smoking stalks of corn which still stand in many places afford a great many hiding spots for raiders who may still be in the area. The ground crunched underfoot, the soil that was once soft and fertile now brittle -from the fires that swept across it. +from the fires that swept across it. ~ 313 0 0 0 0 0 D1 @@ -1460,7 +1460,7 @@ Northern Fields~ The charred and smoking stalks of corn which still stand in many places afford a great many hiding spots for raiders who may still be in the area. Far to the house over the tops of the blackened stalks, the shell of a burnt-out -barn can be seen. +barn can be seen. ~ 313 0 0 0 0 0 D1 @@ -1479,7 +1479,7 @@ S #31377 Northern Fields~ The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. +afford a great many hiding spots for raiders who may still be in the area. ~ 313 0 0 0 0 0 D1 @@ -1496,7 +1496,7 @@ Northern Fields~ The charred and smoking stalks of corn which still stand in many places afford a great many hiding spots for raiders who may still be in the area. The soil beneath has bore many attacks, the goblins hoping to remove any food -sources the town may have. +sources the town may have. ~ 313 0 0 0 0 0 D0 @@ -1515,10 +1515,10 @@ S #31379 Northern Fields~ The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. +afford a great many hiding spots for raiders who may still be in the area. Just to the south are the ruins of a fenceline where the boundaries of a barnyard began. All that are left now are a few charred timbers scattered on -the ground like large toothpicks. +the ground like large toothpicks. ~ 313 0 0 0 0 0 D0 @@ -1538,7 +1538,7 @@ S Ruined Barnyard~ Even the ground here, where there were no crops, is blackened and scorched beyond repair. To the south is the barn - or what is left of it - a shell of -blackened wood and shingles. +blackened wood and shingles. ~ 313 0 0 0 0 0 D0 @@ -1558,7 +1558,7 @@ S Burnt Shell of a Barn~ The sight and the smell of charred horse flesh induces a feeling of nausea, the wood of the walls and work equipment are still smoking from the fires that -are lit over and over again everytime a raiding party comes through. +are lit over and over again every time a raiding party comes through. ~ 313 0 0 0 0 0 D0 @@ -1576,7 +1576,7 @@ Ruined Barnyard~ kept has been destroy, looted and burned like the rest of the farmlands around. To the east is the burnt-out shell of the barn that used to house the work animals for this field. North is the smouldering fields filled with smoking -stalks of corn. +stalks of corn. ~ 313 0 0 0 0 0 D0 @@ -1591,9 +1591,9 @@ S #31383 Northern Fields~ The charred and smoking stalks of corn which still stand in many places -afford a great many hiding spots for raiders who may still be in the area. +afford a great many hiding spots for raiders who may still be in the area. Just to the south is a small barnyard, burnt and ruined just like the rest of -this area. +this area. ~ 313 0 0 0 0 0 D0 @@ -1615,7 +1615,7 @@ Blackened Battleground~ whatever crop a farmer might choose. That was before. Being that this is the most centrally located field in the farmlands, the defenders chose this place for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. +but as of yet the foe is still not vanquished for good. ~ 313 0 0 0 0 0 D1 @@ -1633,7 +1633,7 @@ Blackened Battleground~ whatever crop a farmer might choose. That was before. Being that this is the most centrally located field in the farmlands, the defenders chose this place for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. +but as of yet the foe is still not vanquished for good. ~ 313 4 0 0 0 0 D2 @@ -1655,7 +1655,7 @@ Blackened Battleground~ whatever crop a farmer might choose. That was before. Being that this is the most centrally located field in the farmlands, the defenders chose this place for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. +but as of yet the foe is still not vanquished for good. ~ 313 0 0 0 0 0 D0 @@ -1677,7 +1677,7 @@ Blackened Battleground~ whatever crop a farmer might choose. That was before. Being that this is the most centrally located field in the farmlands, the defenders chose this place for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. +but as of yet the foe is still not vanquished for good. ~ 313 0 0 0 0 0 D0 @@ -1699,7 +1699,7 @@ Blackened Battleground~ whatever crop a farmer might choose. That was before. Being that this is the most centrally located field in the farmlands, the defenders chose this place for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. +but as of yet the foe is still not vanquished for good. ~ 313 0 0 0 0 0 D0 @@ -1721,7 +1721,7 @@ Blackened Battleground~ whatever crop a farmer might choose. That was before. Being that this is the most centrally located field in the farmlands, the defenders chose this place for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. +but as of yet the foe is still not vanquished for good. ~ 313 0 0 0 0 0 D0 @@ -1743,7 +1743,7 @@ Blackened Battleground~ whatever crop a farmer might choose. That was before. Being that this is the most centrally located field in the farmlands, the defenders chose this place for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. +but as of yet the foe is still not vanquished for good. ~ 313 4 0 0 0 0 D0 @@ -1765,7 +1765,7 @@ Blackened Battleground~ whatever crop a farmer might choose. That was before. Being that this is the most centrally located field in the farmlands, the defenders chose this place for their major battles. Many of the raiders have been defeated in this area -but as of yet the foe is still not vanquished for good. +but as of yet the foe is still not vanquished for good. ~ 313 0 0 0 0 0 D0 @@ -1781,7 +1781,7 @@ S The Reservoir~ Amazingly, the water still seems in fine condition even through the constant ash and soot that drifts through the air into it. Off the west is the waterfall -which feeds this small pool. +which feeds this small pool. ~ 313 0 0 0 0 0 D3 @@ -1798,7 +1798,7 @@ Reservoir at the Waterfall~ The waterfall splashes down into the sooty water, the crystal-clear mountain stream mixing in with the reservoir's ash covered water. The water flows down from high above on the mountain, not a wide flow but a steady stream just the -same. +same. ~ 313 0 0 0 0 0 D1 diff --git a/lib/world/wld/314.wld b/lib/world/wld/314.wld index 5bb7972..9eda821 100644 --- a/lib/world/wld/314.wld +++ b/lib/world/wld/314.wld @@ -5,7 +5,7 @@ running off east and west from the gate. It is a wonder the gate is still functional, so old and decrepit it seems. South is what used to be the main entryway to a large compound of some sort, one that seems almost scholastic in appearance, but more somber - more militaristic. In any case, it is certainly -no longer in use, and has not been for some time. +no longer in use, and has not been for some time. ~ 314 0 0 0 0 0 D2 @@ -39,7 +39,7 @@ At the Old Fountain~ center of this small court. The fountain boasts the figure of a man standing proudly in the center, a thick tome tucked under his one arm and the other hand holding onto his lapels. There is still some sort of liquid at the bottom of -the fountain, but it does not appear to be safe for consumption. +the fountain, but it does not appear to be safe for consumption. ~ 314 0 0 0 0 0 D0 @@ -66,7 +66,7 @@ tended are now choked with weeds and run between these buildings and around them. Two very square-ish looking buildings lie to the east and the west, a smaller and taller building lying to the south. To the north is, of course, the exit from this place. The door to the southern-most building lies directly -south from here. +south from here. ~ 314 1 0 0 0 0 D0 @@ -110,7 +110,7 @@ court, the stones still prohibiting growth in many small spots throughout. A long two story building lies to the east, its main doors just east from here, one of them swinging on its hinge at a crazy angle. Looking closely at the door, there can be seen a smear of blood near the handle and on the framework -around the handle. A jumbled path leads south between the buildings. +around the handle. A jumbled path leads south between the buildings. ~ 314 1 0 0 0 0 D0 @@ -136,7 +136,7 @@ The Asylum Grounds~ stone. The court around you must once have been quite a sight with the fountain in the center and the surrounding buildings, however someone or something caused all of this to be abandoned and left to rot into its current state. Perhaps -funding ran out, perhaps a disease. One can only surmise. +funding ran out, perhaps a disease. One can only surmise. ~ 314 1 0 0 0 0 D1 @@ -158,7 +158,7 @@ The Asylum Grounds~ boundary of this court. To the south is a path leading around the buildings of the court heading farther back into the asylum's area. At this angle, south along the path and somewhat behind the southern building a light of some sort -flickers. +flickers. ~ 314 1 0 0 0 0 D0 @@ -181,7 +181,7 @@ concrete. It is now stained black from the years of disuse and neglect, the elements getting a solid hold on its degradation. A door lies on the east wall, a small hole cut in upper center area where it appears there might once have been glass placed. The hallway runs north from here, a thin trail of old blood -running along the length of the floor. +running along the length of the floor. ~ 314 9 0 0 0 0 D0 @@ -203,7 +203,7 @@ Inner Hall of the Academy~ everything blend together dirtily. Another door leads off to the east, the same opening in its top center where it appears a window might once have been. The trail of blood continues north to the end of the hall and leads into yet another -door there. +door there. ~ 314 9 0 0 0 0 D0 @@ -225,7 +225,7 @@ Inner Hall of the Academy~ classroom. The blood trail, mostly dried, runs into the room where it is too dark to see what may be inside. The hall runs south into the darkness, back toward the exit. A set of concrete stairs lead up into the darkness, their -steps covered in litter and rubble. +steps covered in litter and rubble. ~ 314 9 0 0 0 0 D1 @@ -244,11 +244,11 @@ S #31410 Classing Room~ This small twenty foot by twenty foot room was once used as a room for -teaching some sort of education to the pupils which resided at this asylum. +teaching some sort of education to the pupils which resided at this asylum. There is an old blackboard, broken at one corner, still attached to the south wall and the desks and chairs which used to seat the pupils are still nailed solidly to the floor. Obviously, if the chairs and desks had to be nailed to -the floor there was a need for forced discipline. +the floor there was a need for forced discipline. ~ 314 9 0 0 0 0 D3 @@ -277,7 +277,7 @@ distance from each other and the walls. The walls were once of white plaster, however the plaster has cracked time and time again, leaving gaping holes where once smooth clean walls stood. Lewd scrawlings adorn the walls where they still hold any sort of flat surface, sure evidence that this place may not completely -be deserted. +be deserted. ~ 314 9 0 0 0 0 D3 @@ -290,7 +290,7 @@ scrawlings~ faded into smudges. Words such as mother and whore are generally repeated as well as some short poetry. One reads Here I sit all broken hearted, tried to shit but only, and then it too becomes too faded to tell -what follows. Must have been quite important - possibly runes of some sort. +what follows. Must have been quite important - possibly runes of some sort. ~ S #31413 @@ -298,7 +298,7 @@ Upper Hall~ Strange that there are no windows in this entire building, it would seem that a building of this size made entirely of brick and mortar would get extremely warm without ventilation. There is a door on the east wall, the hall itself -runs south for a short distance and terminates. +runs south for a short distance and terminates. ~ 314 9 0 0 0 0 D1 @@ -318,7 +318,7 @@ S Upper Hall~ The hallway is so completely littered with debris and rubble from the walls and ceiling that it makes it difficult to traverse the hallway. The walls are -cracked and scorched from old fires, blood smattered in places. +cracked and scorched from old fires, blood smattered in places. ~ 314 9 0 0 0 0 D0 @@ -339,7 +339,7 @@ Upper Hall~ Here at the end of the hallway, the floor is covered in chunks of plaster and mortar scattered throughout with bricks. There is a door on the east wall, stuck open from all the collected trash on the floor. Possibly a quick jump -over the junk would allow a landing to the east... +over the junk would allow a landing to the east... ~ 314 9 0 0 0 0 D0 @@ -355,7 +355,7 @@ S Classing Room~ Jumbled garbage and rubble lies all over the floor of this small room. The remains of old desks and chairs lie broken and scattered all over the floor, on -one wall, there is even a small hole through to the next room. +one wall, there is even a small hole through to the next room. ~ 314 9 0 0 0 0 D3 @@ -365,7 +365,7 @@ door~ E hole~ You can see a small bit of the next room over - it appears to be much in the -same condition as this one. +same condition as this one. ~ S #31417 @@ -373,7 +373,7 @@ Classing Room~ The litter that was all over the floor of the hallway has spilled over into this room - or is it vice versa? - coating the floor in filth. Broken splinters of wood from desks and chairs lie scattered about, pieces of forged -metal interspersed throughout. +metal interspersed throughout. ~ 314 9 0 0 0 0 D3 @@ -386,7 +386,7 @@ Classing Room~ The room is smeared in shades of blood, all at various stages of aging. It is obvious that some of the smears are older than others, some seem even relatively fresh. There is a ton of rubble from the building's collapsing walls -and ceiling, and the stink is horrific. +and ceiling, and the stink is horrific. ~ 314 9 0 0 0 0 D3 @@ -400,7 +400,7 @@ Hall's End~ floor as it hangs by only one hinge. The rubble strewn about on the floor from the building's decay makes movement through this area quite difficult. The blood soaked into the plastered walls and rubble strewn floors does not do much -to bolster the ego, either. +to bolster the ego, either. ~ 314 9 0 0 0 0 D2 @@ -417,7 +417,7 @@ Inner Hall~ This hall can almost no longer be called such as it is so desolated, so ruined by the ravages of time and looters that the walls no longer appear to hold any sort of form. There are holes in the walls, gaping things which give a -clear view into the rooms of this broken down building. +clear view into the rooms of this broken down building. ~ 314 9 0 0 0 0 D0 @@ -438,7 +438,7 @@ An Old Office~ This appears to have been some sort of office or place of administration at one time. Who knows, possibly long ago it may have been the registration or maybe the room where the dean of the asylum had his private audiences with the -more problematic children. Who can say? +more problematic children. Who can say? ~ 314 9 0 0 0 0 D3 @@ -450,7 +450,7 @@ S Administrative Office~ This is what appears to have been an office of some sort back when the asylum was still up and functional. Scraps of wood and metal lie broken on the floor -of the room, most likely the remains of office furniture. +of the room, most likely the remains of office furniture. ~ 314 9 0 0 0 0 D1 @@ -464,7 +464,7 @@ Inner Hall~ in the walls still showing into the other rooms of the building. Tinges of red - what appears to be bloodstains - are very apparent as the way into this terrible place gets farther and farther. It might be a good idea not to stray -too far from the door. +too far from the door. ~ 314 9 0 0 0 0 D1 @@ -480,7 +480,7 @@ S Base of a Crumbling Stairway~ A set of stairs lead upward, half of the stone and mortar that once made them crumbled and fallen to the ground beneath. It would take a great deal of skill -and foolhardy bravery to get up those steps. There is a door to the east. +and foolhardy bravery to get up those steps. There is a door to the east. ~ 314 9 0 0 0 0 D0 @@ -500,7 +500,7 @@ S At the Top of a Crumbled Stair~ The stairway lies just below, its broken mortar and gaping holes staring out at any soul foolish enough to attempt a descent. A door lies to the north, a -hallway runs east. +hallway runs east. ~ 314 9 0 0 0 0 D0 @@ -537,7 +537,7 @@ An Old Office~ This appears to have been a very small, very private office. There are stacks of old pieces of paneling, rotted and long since made worthless from time and decay, which give every indication that this once was a place of comfort for -some high ranking administrator. +some high ranking administrator. ~ 314 9 0 0 0 0 D2 @@ -550,7 +550,7 @@ Rubble-Strewn Hallway~ The hallway runs north to south with no doors on either side and no windows on either side. It almost seems that the entire building may have been sprinkled in droplets of blood, as the red stains persist even here in this -upper level. +upper level. ~ 314 9 0 0 0 0 D0 @@ -567,7 +567,7 @@ Office~ This was once obviously some higher-up's office as it appears that it was made just for the purpose of entertaining guests and other faculty. The floor is still covered in some small areas by chunks of ratty carpet that was once plush -and lavish, the walls covered with the same. +and lavish, the walls covered with the same. ~ 314 9 0 0 0 0 D1 @@ -580,7 +580,7 @@ End of a Hallway~ The hallways ends here with a door on the west wall. Piles of rubble climb the other walls making footing in any direction very treacherous. There are still the blood stains everywhere, making the whole place seem as if it were -seen through a red tint. +seen through a red tint. ~ 314 9 0 0 0 0 D2 @@ -597,7 +597,7 @@ Receiving Chamber~ This was the dean of the asylum resided back when the asylum was functional - as an asylum anyway. The blood which seems to cover most of the grounds of the asylum seems especially thick here, the walls sticky to the touch and the floor -tacky when stepped upon. There is a small door in the east wall. +tacky when stepped upon. There is a small door in the east wall. ~ 314 9 0 0 0 0 D0 @@ -613,7 +613,7 @@ S Living Area~ This was the dean and his family's main room for gathering together and eating meals or sharing time. The remains of an old table are here, one leg all -that is left of the original four, propping the table up at an absurd angle. +that is left of the original four, propping the table up at an absurd angle. ~ 314 9 0 0 0 0 D2 @@ -632,7 +632,7 @@ bedchamber to the dean and his wife. The sheets and pillows have long since been torn to shreds and carried off by rats for bedding and nests, now all that is left is a pile of timber from the bed and furniture and a lot of plaster chunks which have fallen from the walls. All of which is - of course - soaked -in blood. +in blood. ~ 314 9 0 0 0 0 D0 @@ -648,7 +648,7 @@ with a deep red hue, the color of blood. It appears that the way may have been cleared quite recently as although there is a great deal of rubble strewn about, the way through it all is not in any way prohibitive, as if a path had been cleared. To the south a flickering light of some sort can be seen. To the east -is the entryway into a small, low building made of stone. +is the entryway into a small, low building made of stone. ~ 314 1 0 0 0 0 D0 @@ -670,7 +670,7 @@ A Flickering Path~ wet red stains can be seen splashed all over the ground, the old stones soaked and in some cases already dried by the splash of blood. A terrible feeling accompanies this place, almost as if an anticipation of death were in the near -future. A crude stone foundation with no roof lies just to the west. +future. A crude stone foundation with no roof lies just to the west. ~ 314 1 0 0 0 0 D0 @@ -697,7 +697,7 @@ are a number of people as well, all of which swaying in unison to some as yet unheard sound. In looking down on the floor of the courtyard and even on this path, blood can be seen spilled in huge quantities all over the stone. It almost appears as if it were poured on the stone in an attempt to saturate the -entire area. +entire area. ~ 314 5 0 0 0 0 D0 @@ -716,7 +716,7 @@ complete with a huge stone gazebo in the center. It turns out the gazebo is the source of the flickering light, as some sort of fire is lit upon it, humans moving about around that fire. All along in the courtyard are also people who seem to be about some sort of business, whether swaying in some ritual of some -sort of going about a task of some sort, they are many. +sort of going about a task of some sort, they are many. ~ 314 5 0 0 0 0 D0 @@ -733,7 +733,7 @@ The Guards' Quarters~ It must be that the inmates of this institution were at least slightly harmful to themselves and others if a guard had to be kept on the grounds at all times. This building is much like any of the others around, decripid and -falling apart, blood stains everywhere. +falling apart, blood stains everywhere. ~ 314 9 0 0 0 0 D1 @@ -749,7 +749,7 @@ S The Guards' Quarters~ The building is in a shambles in every area. Nothing is left of any value, only broken bits of furniture and the like. This asylum must have been -abandoned and left to rot quite some time ago. +abandoned and left to rot quite some time ago. ~ 314 9 0 0 0 0 D3 @@ -762,7 +762,7 @@ The Old Stables~ At one time this must have been where the residents, faculty and visitors of the asylum kept their mounts while they stayed on the grounds. The floor shows no sign of ever having been stoned, the walls are all of a crude stone which -does not look to have been made for the purpose of warmth at all. +does not look to have been made for the purpose of warmth at all. ~ 314 1 0 0 0 0 D1 @@ -792,7 +792,7 @@ Asylum Courtyard~ The courtyard here is enormous, dominated in the center by a large gazebo which holds within a flickering flame of some sort. The stones underfoot are tacky, sticking to the soles of boots and shoes, making progress at the very -least discouraged. +least discouraged. ~ 314 0 0 0 0 0 D0 @@ -813,7 +813,7 @@ Asylum Courtyard~ This is the main courtyard for the entire asylum. A huge stone gazebo dominates the center of the courtyard, stone steps leading up to its main floor from every direction. The ground underfoot is tacky to the touch, making feet -stick it. +stick it. ~ 314 1 0 0 0 0 D1 @@ -836,7 +836,7 @@ back in the day. A large stone gazebo lies directly south from here, a set of wide steps leading up into it. The stone of the courtyard is even more soaked with blood than the rest of the previous areas, the thick stains making travel almost difficult as the thick, dried blood attempts to stick to the bottoms of -shoes and boots. +shoes and boots. ~ 314 1 0 0 0 0 D1 @@ -859,7 +859,7 @@ back in the day. A large stone gazebo lies in the center of the courtyard, a set of wide steps leading up into it. The stone of the courtyard is even more soaked with blood than the rest of the previous areas, the thick stains making travel almost difficult as the thick, dried blood attempts to stick to the -bottoms of shoes and boots. +bottoms of shoes and boots. ~ 314 1 0 0 0 0 D0 @@ -884,7 +884,7 @@ Asylum Courtyard~ This area of the courtyard is a small spot of cobbled ground which lies wedged in between two sets of the stairs which run up to the gazebo. The scent of fresh blood wafts heavily in the air, the stone all around testament to the -fact that people must die in this courtyard daily. +fact that people must die in this courtyard daily. ~ 314 1 0 0 0 0 D0 @@ -909,7 +909,7 @@ The Gazebo Steps~ Now the source of the light in the gazebo is plain to see - a flickering torch is thrust into a stone holder, a makeshift altar next to it. A man dressed in dark blood-soaked robes kneels before the altar, arms upraised in -prayer - a curved dagger clenched tightly in one upraised fist. +prayer - a curved dagger clenched tightly in one upraised fist. ~ 314 5 0 0 0 0 D0 @@ -934,7 +934,7 @@ Asylum Courtyard~ The courtyard ends at its westernmost boundary, a long low building marking that boundary. The entrance to the building lies just south, a set of tall steps leading up into its dark interior. Just behind the building a tall water -tower can be seen rising up into the night sky. +tower can be seen rising up into the night sky. ~ 314 1 0 0 0 0 D0 @@ -955,7 +955,7 @@ The Gazebo Steps~ Now the source of the light in the gazebo is plain to see - a flickering torch is thrust into a stone holder, a makeshift altar next to it. A man dressed in dark blood-soaked robes kneels before the altar, arms upraised in -prayer - a curved dagger clenched tightly in one upraised fist. +prayer - a curved dagger clenched tightly in one upraised fist. ~ 314 5 0 0 0 0 D0 @@ -980,7 +980,7 @@ Entrance to a Building~ A very official looking building, at least it would look official had it not red blood stains covering the outer walls, lies to the west. A set of double doors lie open at crazy angles, the interior dark and mysterious. Straight to -the east is a set of steps leading up to a stone gazebo. +the east is a set of steps leading up to a stone gazebo. ~ 314 1 0 0 0 0 D0 @@ -1007,7 +1007,7 @@ this asylum, and is sunk in roughly a foot from the edges. This sunken area forms a sort of a pool, which was probably not the original intent of the builders, which is filled to the rim with thick, dark blood. Torches are thrust into holders on the supports of the gazebo's ceiling, four of them in number -lighting this terrible place all too well. +lighting this terrible place all too well. ~ 314 1 0 0 0 0 D0 @@ -1031,7 +1031,7 @@ S Asylum Courtyard~ The courtyard butts up against the outer wall of a single story building to the west. The entrance to this building lies just north, through a set of open -double doors. +double doors. ~ 314 1 0 0 0 0 D0 @@ -1052,7 +1052,7 @@ Asylum Courtyard~ This area of the courtyard is a small spot of cobbled ground which lies wedged in between two sets of the stairs which run up to the gazebo. The scent of fresh blood wafts heavily in the air, the stone all around testament to the -fact that people must die in this courtyard daily. +fact that people must die in this courtyard daily. ~ 314 1 0 0 0 0 D0 @@ -1077,7 +1077,7 @@ The Gazebo Steps~ Now the source of the light in the gazebo is plain to see - a flickering torch is thrust into a stone holder, a makeshift altar next to it. A man dressed in dark blood-soaked robes kneels before the altar, arms upraised in -prayer - a curved dagger clenched tightly in one upraised fist. +prayer - a curved dagger clenched tightly in one upraised fist. ~ 314 5 0 0 0 0 D0 @@ -1102,7 +1102,7 @@ Asylum Courtyard~ This area of the courtyard is a small spot of cobbled ground which lies wedged in between two sets of the stairs which run up to the gazebo. The scent of fresh blood wafts heavily in the air, the stone all around testament to the -fact that people must die in this courtyard daily. +fact that people must die in this courtyard daily. ~ 314 1 0 0 0 0 D0 @@ -1127,7 +1127,7 @@ The Gazebo Steps~ Now the source of the light in the gazebo is plain to see - a flickering torch is thrust into a stone holder, a makeshift altar next to it. A man dressed in dark blood-soaked robes kneels before the altar, arms upraised in -prayer - a curved dagger clenched tightly in one upraised fist. +prayer - a curved dagger clenched tightly in one upraised fist. ~ 314 5 0 0 0 0 D0 @@ -1152,7 +1152,7 @@ Asylum Courtyard~ This area of the courtyard is a small spot of cobbled ground which lies wedged in between two sets of the stairs which run up to the gazebo. The scent of fresh blood wafts heavily in the air, the stone all around testament to the -fact that people must die in this courtyard daily. +fact that people must die in this courtyard daily. ~ 314 1 0 0 0 0 D0 @@ -1178,7 +1178,7 @@ Asylum Courtyard~ to the east, the entrance south from here. From this angle, a tall bell tower can be seen rising high above the chapel, the bell still hanging inside. A large stone gazebo lies in the center of the courtyard, a flickering light -burninng strong inside. +burninng strong inside. ~ 314 1 0 0 0 0 D2 @@ -1194,9 +1194,9 @@ S Asylum Courtyard~ The entrance to a chapel lies just south from here, a wide set of stone steps leading up east to the main door. To the southwest, in the center of the -courtyard, is a large stone gazebo with a ceremony of some sort in progress. +courtyard, is a large stone gazebo with a ceremony of some sort in progress. People of some race or another can be seen shuffling about in the courtyard -going about some sort of business. +going about some sort of business. ~ 314 1 0 0 0 0 D0 @@ -1219,7 +1219,7 @@ which has withstood the ravages of time and looters. The wood must once have been very beautiful with its carved cherubs and angels floating about on its surface, but now those angels are smeared in blood, their faces ghastly and horrific in the flickering light. The steps up to the gazebo in the center of -the courtyard lie just west. +the courtyard lie just west. ~ 314 1 0 0 0 0 D0 @@ -1242,7 +1242,7 @@ S #31461 Asylum Courtyard~ This is the eastern end of the courtyard, the outer wall of the chapel just -to the east. The entrance to the chapel lies just north, up a set of steps. +to the east. The entrance to the chapel lies just north, up a set of steps. ~ 314 1 0 0 0 0 D0 @@ -1262,7 +1262,7 @@ S Asylum Courtyard~ This is the southwestern corner of the courtyard. A small path leads west around a large building which lies just south from here. The ceremony continues -in the gazebo to the northeast. +in the gazebo to the northeast. ~ 314 1 0 0 0 0 D0 @@ -1282,7 +1282,7 @@ S Asylum Courtyard~ This is the south end of the courtyard, bound by a long building who's entrance lies to the south, one of two entrances. The gazebo lies to the -northeast, in the center of the courtyard. +northeast, in the center of the courtyard. ~ 314 1 0 0 0 0 D0 @@ -1306,7 +1306,7 @@ S Asylum Courtyard~ The gazebo lies just north from here, at the end of a flight of steps. To the south is the wall of a stone building. The blood on the ground seems never -ending. +ending. ~ 314 1 0 0 0 0 D0 @@ -1326,7 +1326,7 @@ S Asylum Courtyard~ This is the southern end of the courtyard where it butts up against the wall of a long stone building. A door to that building lies to the south, the gazebo -standing in the center of the courtyard - almost seeming to beckon entry. +standing in the center of the courtyard - almost seeming to beckon entry. ~ 314 1 0 0 0 0 D0 @@ -1350,7 +1350,7 @@ S Asylum Courtyard~ This is the southeastern corner of the courtyard. A trail leads east between the buildings which form the boundaries of the courtyard. To the far northwest -is a large gazebo, a fire flickering within. +is a large gazebo, a fire flickering within. ~ 314 1 0 0 0 0 D0 @@ -1371,7 +1371,7 @@ Chapel Entryway~ What a grand place this must once have been. The walls all were at one time of worked stone, carvings of all sorts of angelic murals and poses. To the north is a door, to the south is the main worship area. East is a small room, -the function of which unfathomable from this room. +the function of which unfathomable from this room. ~ 314 9 0 0 0 0 D0 @@ -1398,7 +1398,7 @@ or donned their robes of office before or after a service. There are, of course, no robes hanging from those hooks any longer. This room, like most of the other rooms in the buildings of this asylum, has succumbed to the demand of time and decay, the walls crumbling and the floors broken and cracked. All of -this is, of course covered in a sheen of red. +this is, of course covered in a sheen of red. ~ 314 9 0 0 0 0 D2 @@ -1412,7 +1412,7 @@ Shaft~ upward reveals that this tall shaft leads directly up into the bell tower, as the bell is visible even from here on the ground level. A set of ropes hang down, their frayed ends high out of reach. They must once have connected to -something here, but whatever that was, it is long since rotted or taken. +something here, but whatever that was, it is long since rotted or taken. ~ 314 9 0 0 0 0 D3 @@ -1431,7 +1431,7 @@ however all that is left of the majesty of the place are two pews and the remains of the altar, tipped to the side and split asunder. It would only appear the work of vandals or looters if not for the immense amounts of blood soaked into the stonework of the place. This was a calculated ruination of a -place of worship. +place of worship. ~ 314 9 0 0 0 0 D0 @@ -1443,7 +1443,7 @@ S In the Shaft~ Unbelievably, the sides of the shaft's interior walls are scalable! Only a bit further and the bell can be reached, where a platform of stone surrounds the -inside of the shaft. +inside of the shaft. ~ 314 9 0 0 0 0 D4 @@ -1462,7 +1462,7 @@ actually the bell tower itself. A bird's eye view of the asylum is given here, especially of the courtyard where it is now painfully obvious that there are many more people moving about this place. On the north wall is a window which leads out just above the roof of the chapel. It does not appear that the tower -would be accessible again once exited from and onto the chapel roof. +would be accessible again once exited from and onto the chapel roof. ~ 314 9 0 0 0 0 D0 @@ -1481,7 +1481,7 @@ only place thus far that is not soaked in blood, nor is it full of the rubble and trash that is littered about the ground and in the buildings. It must be too much effort for the vandals of this area to climb out here and trash this part as well. It appears that the only way from this rooftop is down, jumping -from the roof to the courtyard below. +from the roof to the courtyard below. ~ 314 1 0 0 0 0 D5 @@ -1492,9 +1492,9 @@ S #31474 Library Entry~ This is a small antechamber where at one time check-out secretary or -librarian once sat and made sure that all books within were accounted for. +librarian once sat and made sure that all books within were accounted for. There is no desk, no secretary or librarian, only a set four crumbling walls, -the plaster or mortar fallen and in decay. +the plaster or mortar fallen and in decay. ~ 314 13 0 0 0 0 D1 @@ -1509,7 +1509,7 @@ S #31475 Library~ Most of the shelves that used to line the walls, molded into the stone that -made up the walls, are now broken and lying in dust on the cracked floors. +made up the walls, are now broken and lying in dust on the cracked floors. ~ 314 9 0 0 0 0 D0 @@ -1524,7 +1524,7 @@ not to mention a guard was always on station as further in this building lies the dorm rooms of all 'students' for the place. There is still a remnant of what the room must have been, some old steel frames - probably cots - line one wall, all rusted into uselessness. Like every other section of this asylum, the -walls are soaked in blood as are the floors. +walls are soaked in blood as are the floors. ~ 314 9 0 0 0 0 D0 @@ -1538,9 +1538,9 @@ D2 S #31477 Dormitory~ - This is where the students - or mental loonies - were bunked at night. + This is where the students - or mental loonies - were bunked at night. There are no longer any sorts of furniture items left in the room, only hunks of -broken plaster and mortar. A doorway opens wide into a basement stairway. +broken plaster and mortar. A doorway opens wide into a basement stairway. ~ 314 9 0 0 0 0 D0 @@ -1563,7 +1563,7 @@ not to mention a guard was always on station as further in this building lies the dorm rooms of all 'students' for the place. There is still a remnant of what the room must have been, some old steel frames - probably cots - line one wall, all rusted into uselessness. Like every other section of this asylum, the -walls are soaked in blood as are the floors. +walls are soaked in blood as are the floors. ~ 314 9 0 0 0 0 D0 @@ -1577,9 +1577,9 @@ D2 S #31479 Dormitory~ - This is where the students - or mental loonies - were bunked at night. + This is where the students - or mental loonies - were bunked at night. There are no longer any sorts of furniture items left in the room, only hunks of -broken plaster and mortar. +broken plaster and mortar. ~ 314 9 0 0 0 0 D1 @@ -1593,9 +1593,9 @@ D3 S #31480 Dormitory~ - This is where the students - or mental loonies - were bunked at night. + This is where the students - or mental loonies - were bunked at night. There are no longer any sorts of furniture items left in the room, only hunks of -broken plaster and mortar. +broken plaster and mortar. ~ 314 9 0 0 0 0 D0 @@ -1611,7 +1611,7 @@ S Storage and Detainment Area~ This room has a wall of lockers, all broken and wide open with no contents in them whatsoever. On the south wall is a small wooden door, still securely -fastened on its hinges. +fastened on its hinges. ~ 314 9 0 0 0 0 D2 @@ -1629,7 +1629,7 @@ The Cooling Room~ became unruly or out of hand. The temperature in this little cubicle dips down well below freezing in the nights, being dirt floored and in the basement. Any students who had a problem with obedience ending up cooling their heels in the -Cooling Room. +Cooling Room. ~ 314 9 0 0 0 0 D0 @@ -1641,7 +1641,7 @@ S Old Cobbled Trail~ This was once a sedate cobbled walkway, the cobbles now missing or broken and soaked in blood. The trail turns south and curves out of sight to the east -again toward a tall, square-ish stone building. +again toward a tall, square-ish stone building. ~ 314 5 0 0 0 0 D2 @@ -1657,7 +1657,7 @@ S Old Cobbled Trail~ This was once a sedate cobbled walkway, the cobbles now missing or broken and soaked in blood. The trail heads north back toward the courtyard or turns east -again, headed toward the entrance of a tall, stone building. +again, headed toward the entrance of a tall, stone building. ~ 314 1 0 0 0 0 D0 @@ -1673,7 +1673,7 @@ S Old Cobbled Trail~ This was once a sedate cobbled walkway, the cobbles now missing or broken and soaked in blood. The building, which now lies just south of you, can be entered -through a doorway just east from here. +through a doorway just east from here. ~ 314 1 0 0 0 0 D1 @@ -1690,7 +1690,7 @@ Entrance to the Auditorium~ The interior of the building can be seen through the flickering lights within. Squatters can be seen inside the building, hunched over fires or sleeping in wretched balls on floor. The trail heads west away from here back -toward the courtyard. +toward the courtyard. ~ 314 1 0 0 0 0 D2 @@ -1708,7 +1708,7 @@ Auditorium Floor~ of the main floor. Grubby, wretched people huddle near small fires or lie curled upon the floor sleeping what little amounts that they might before the next Choosing. A set of stone stadium seats lead up to the roof on the south -end of the place. +end of the place. ~ 314 9 0 0 0 0 D0 @@ -1730,7 +1730,7 @@ Auditorium Floor~ of the main floor. Grubby, wretched people huddle near small fires or lie curled upon the floor sleeping what little amounts that they might before the next Choosing. A set of stone stadium seats lead up to the roof on the south -end of the place. +end of the place. ~ 314 9 0 0 0 0 D1 @@ -1748,7 +1748,7 @@ Auditorium Floor~ of the main floor. Grubby, wretched people huddle near small fires or lie curled upon the floor sleeping what little amounts that they might before the next Choosing. A set of stone stadium seats lead up to the roof on the south -end of the place. +end of the place. ~ 314 9 0 0 0 0 D0 @@ -1770,7 +1770,7 @@ Auditorium Floor~ of the main floor. Grubby, wretched people huddle near small fires or lie curled upon the floor sleeping what little amounts that they might before the next Choosing. A set of stone stadium seats lead up to the roof on the south -end of the place. +end of the place. ~ 314 9 0 0 0 0 D0 @@ -1822,7 +1822,7 @@ S Cracked Path~ The path used to be a small street of cobbled stone, leading toward the asylum's main water source, the water tower. The tower rises high into the dark -sky to the west. +sky to the west. ~ 314 5 0 0 0 0 D1 @@ -1839,7 +1839,7 @@ Cracked Path~ The path splits to south and also allows entrance into the water tower to the west. There is some sort of short, thin structure rising about twenty feet into the air to the south but from here it is too dark and too far to be seen -clearly. +clearly. ~ 314 1 0 0 0 0 D1 @@ -1860,7 +1860,7 @@ In the Base of the Water Tower~ This is an oddly wood tiled sphere which held water when the asylum was functional. It now has too many holes and leaks to hold any water all, but a spiral staircase still leads around the inside up to the top, probably installed -so that repairs could be made when their were leaks. +so that repairs could be made when their were leaks. ~ 314 1 0 0 0 0 D1 @@ -1877,7 +1877,7 @@ At the Top of the Water Tower~ There is no roof over the top of this thing, the asylum must have relied heavily on rain water to help replenish their supplies of water whenever nature was kind. This small platform runs around near the utmost top of tower, a wire -mesh affair that feels none-too-sturdy. +mesh affair that feels none-too-sturdy. ~ 314 1 0 0 0 0 D5 @@ -1890,7 +1890,7 @@ Cracked Path~ The path leads into a burnt out ruin of a building, one which was obviously not made of stone like the rest of this place. All that remains, or so it appears, of the place is the chimney which still stands tall with a fireplace at -the base. +the base. ~ 314 1 0 0 0 0 D0 @@ -1906,7 +1906,7 @@ S Ruins of a Building~ The ground is covered in charred pieces of wood and debris. No growth at all grows here, as the burning stunted that growth for many years yet to come. A -tall stone fireplace rises to the west. +tall stone fireplace rises to the west. ~ 314 1 0 0 0 0 D0 @@ -1923,7 +1923,7 @@ Ruins of a Building~ The ground is covered in charred pieces of wood and debris. No growth at all grows here, as the burning stunted that growth for many years yet to come. A stone chimney with a fireplace at the base is all that is left of whatever sort -of building might once have stood here long ago. +of building might once have stood here long ago. ~ 314 1 0 0 0 0 D1 diff --git a/lib/world/wld/315.wld b/lib/world/wld/315.wld index 4785f46..04a2da9 100644 --- a/lib/world/wld/315.wld +++ b/lib/world/wld/315.wld @@ -3,7 +3,7 @@ Western Bridge~ This bridge spans for quite some distance over the length of space between the land and the plateau which McGintey Cove rests upon. To the south the bridge leads the way into the city, to the north is a toll booth which sits on -the side of McGintey Road. +the side of McGintey Road. ~ 315 0 0 0 0 0 D0 @@ -34,7 +34,7 @@ Western Bridge~ down, you see that the bridge you stand upon must have been a huge undertaking, the anchors which hold the bridge to the cliff face are by themselves bigger than you. You may enter into the city or head north back over the bridge into -the wilderness. +the wilderness. ~ 315 0 0 0 0 0 D0 @@ -49,7 +49,7 @@ S #31502 Eastern Bridge~ The bridge heads south toward the city entrance or leads the way north to -McGintey Road. +McGintey Road. ~ 315 0 0 0 0 0 D0 @@ -80,7 +80,7 @@ Cliffside Inn~ This inn looks to be one of the main rest spots for travellers who stay in McGintey Cove over night. The place is not all that flashy, but it always has a warm fire at night, plenty of ale, and the beds upstairs are always very -comfortable. +comfortable. ~ 315 8 0 0 0 0 D1 @@ -97,7 +97,7 @@ West Main~ The street heads south into the main part of the city or north onto the bridge which allows access to the outside world. East of you is a small, tidy building with a sign out front proclaiming 'INFORMATION'. To the west is very -nice looking inn, the Cliffside. +nice looking inn, the Cliffside. ~ 315 0 0 0 0 0 D0 @@ -122,7 +122,7 @@ Information~ This small one room building is split in half by a long counter running north to south, from wall to wall. On your side of the counter at the north end is a large rack full of maps and brochures which tell in great hype and detail all -the wonders of McGintey Cove. The exit to West Main lies just west of you. +the wonders of McGintey Cove. The exit to West Main lies just west of you. ~ 315 24 0 0 0 0 D3 @@ -137,7 +137,7 @@ wayward travellers who need to shake the road dirt off their boots and take out any frustrations they may have felt in their travels on each other. Samuel, the owner and operator, an ex-gladiator from the pits, never seems to mind any fights in his business. It is even rumored that he sometimes starts them -himself! +himself! ~ 315 24 0 0 0 0 D1 @@ -150,7 +150,7 @@ East Main~ The road leads south into the main section of McGintey Cove. Shops line the way, both sides of the road, with the ocassional side street branching off. To your west is a very loud and rustic looking tavern called Samuel Faarza's, and -to your east is the post office. +to your east is the post office. ~ 315 0 0 0 0 0 D0 @@ -174,7 +174,7 @@ S Post Office~ This small room is all you may enter into, although you know it is a much larger building from what you saw outside. You may either send mail to any -player here or receive any mail you have been sent. +player here or receive any mail you have been sent. ~ 315 8 0 0 0 0 D3 @@ -186,7 +186,7 @@ S North St.~ The road heads west into the guild areas, or east into the main section of McGintey Cove. To your north is the southern wall of the Cliffside Inn, south -is the wall of an unknown shop who's entrance must be on some other side. +is the wall of an unknown shop who's entrance must be on some other side. ~ 315 0 0 0 0 0 D1 @@ -203,7 +203,7 @@ West Main and North St~ The roads intersect here, heading in all four cardinal directions. To the north the street heads toward the western bridge, one of the exits out of town. South, the street runs toward the bazaar. North street runs west into the guild -area or east deeper into the main section of town. +area or east deeper into the main section of town. ~ 315 0 0 0 0 0 D0 @@ -229,7 +229,7 @@ North St.~ town. Shops line the south side of the street, their entrances facing out in another direction, because from this side all you see is their brick wall. To the north is the Town Meeting Hall, a gloriously large place - built for a large -town. +town. ~ 315 0 0 0 0 0 D0 @@ -249,7 +249,7 @@ S North St.~ The street runs east and west from here. To the east is the intersection of North and E. Main. West the street runs past the Town Meeting Hall, north of -you is the entrance to the Teleport Shop. +you is the entrance to the Teleport Shop. ~ 315 0 0 0 0 0 D0 @@ -270,7 +270,7 @@ Intersection~ You stand at the meetings of E. Main and North St. The roads lead in every direction. North leads to the Eastern Bridge out of town, while south leads deeper into town toward the bazaar. Heading east on North St. Takes you up -hill into the Wharf, the high-class, prestigious section of McGintey Cove. +hill into the Wharf, the high-class, prestigious section of McGintey Cove. ~ 315 0 0 0 0 0 D0 @@ -294,7 +294,7 @@ S North St.~ The street heads east at an upward slant into the Wharf, a section of town known for it's high prices and high class people. To the west the street runs -into an intersection of two of the main roads of the city. +into an intersection of two of the main roads of the city. ~ 315 0 0 0 0 0 D1 @@ -311,7 +311,7 @@ Libation Station~ It looks as if maybe a mad scientist lives here, from the way all the counters and shelves are filled with vials and beakers, all full of different colored fluids, some of which bubble, some of which fizz, some which steam. If -you need potions, it looks like you probably came to the right place. +you need potions, it looks like you probably came to the right place. ~ 315 8 0 0 0 0 D1 @@ -323,7 +323,7 @@ S West Main~ The street heads north toward the city gates and south toward the bazaar which is the center of the city. East of you is the Jewelry shop and west is -the local potion shop, the Libation Station. +the local potion shop, the Libation Station. ~ 315 0 0 0 0 0 D0 @@ -347,7 +347,7 @@ S Jewelry Store~ There are no items on display here, it looks as if maybe the clientele of this town might be a bit too rough. Possibly you should ask if you would like -to take a look at what the shopkeeper has to offer. +to take a look at what the shopkeeper has to offer. ~ 315 8 0 0 0 0 D3 @@ -361,7 +361,7 @@ McGintey Bank and Depository~ there is a lot of money which passes through a bank's hands, but most of that money does not belong to the bank. Wise investments and purchases do yield a profit over time, however all banks seem to have way more than enough money for -themselves. This bank is no exception. +themselves. This bank is no exception. ~ 315 8 0 0 0 0 D1 @@ -396,7 +396,7 @@ S McGintey City Armory~ Suits, vests, helms, and leg-wear litter this room, all in various states of repair or disrepair. It doesn't look as if the armor here is of the absolute -finest quality, however it does cover most of your major organs. +finest quality, however it does cover most of your major organs. ~ 315 8 0 0 0 0 D3 @@ -407,7 +407,7 @@ S #31522 Top of the Stairs~ A desk has been set here for the purpose of allowing your receptionist to -find you a room which is vacant so that you may rest in comfort. +find you a room which is vacant so that you may rest in comfort. ~ 315 8 0 0 0 0 D5 @@ -420,7 +420,7 @@ The Pet Shop~ A burst of noise and smell greets you as you enter this room. The sound of dogs braking, cats meowing and birds chirping is enough to drive you crazy and you just got here. How in the world does anyone stand all the racket long -enough to actually work here? +enough to actually work here? ~ 315 8 0 0 0 0 D1 @@ -446,7 +446,7 @@ West Main~ Directly south of you is the bazaar, a huge, sprawling affair which dominates most of the city's center. Vendors from all over the land come to buy, sell, and trade exotic goods of every kind. The street also runs north toward the -city gates. East of you is the weapon shop, and to the west is the pet shop. +city gates. East of you is the weapon shop, and to the west is the pet shop. ~ 315 0 0 0 0 0 D0 @@ -473,7 +473,7 @@ you don't care about your fighting skills or you are a mage (since they can't fight like real men, anyway). The proprieter of the shop is a sniveling worm of a kid who's rich father bought him the shop only in an attempt to keep the kid occupied away from home. Hence, the poor quality of weapon sold here, and the -high prices, which are that way because of the low volume. +high prices, which are that way because of the low volume. ~ 315 8 0 0 0 0 D3 @@ -485,7 +485,7 @@ S Traveller's Pitstop~ This store sells all manner of goods which a traveller may need to keep him or her travelling in style, or at least in a semblance of style. From lanterns -to carrying cases, this store has it all. +to carrying cases, this store has it all. ~ 315 8 0 0 0 0 D1 @@ -497,7 +497,7 @@ S East Main~ The street heads north toward the city gates or south into the bazaar, the merchant's fair which runs all day and all night every day. To the east is the -local branch of law enforcement, and to the west is the town general store. +local branch of law enforcement, and to the west is the town general store. ~ 315 0 0 0 0 0 D0 @@ -522,7 +522,7 @@ Marshal Station~ There are a few desks scattered throughout the room, most of which are empty at this time. There are only a few officers on duty here, looks as if most of the officers spend their time patrolling the city rather than wasting it here in -the office. +the office. ~ 315 8 0 0 0 0 D3 @@ -551,7 +551,7 @@ The Bazaar~ This is huge! This wide splotch of stone in the middle of the city offers a spot for some of the strangest and most exotic goods to be sold by vendors who have travelled far and wide to claim their treasures. North is the entrance -onto West Main, the bazaar leads off in every direction. +onto West Main, the bazaar leads off in every direction. ~ 315 0 0 0 0 0 D0 @@ -575,7 +575,7 @@ S The Bazaar~ Men and woman from every race and class brush shoulders here, some selling goods, some shopping for the hard-to-find goods that can only be found in places -such as this. +such as this. ~ 315 0 0 0 0 0 D1 @@ -594,7 +594,7 @@ S #31533 The Bazaar~ The bazaar heads off into the east, west and south. To the north, it butts -up against a shop's wall. +up against a shop's wall. ~ 315 0 0 0 0 0 D1 @@ -616,7 +616,7 @@ The Bazaar~ in McGintey Cove, a real tourist attraction. Vendors come from all over the world to sell their goods here, hoping to find an open spot on the stone to set up shop. You may leave the bazaar to the north onto East Main, or head off into -the bazaar in any other direction. +the bazaar in any other direction. ~ 315 0 0 0 0 0 D0 @@ -639,7 +639,7 @@ S #31535 The Bazaar~ You stand at the northeast corner of the bazaar. You may head south or west -into the bazaar or browse the goods offered at this locale. +into the bazaar or browse the goods offered at this locale. ~ 315 0 0 0 0 0 D2 @@ -654,7 +654,7 @@ S #31536 The Bazaar~ The bazaar's noise and smells surround you, washing around you in an endless -blur. +blur. ~ 315 0 0 0 0 0 D0 @@ -674,7 +674,7 @@ S The Bazaar~ It is easy see how one could spend a whole day in this one section of the city, browsing and shopping for goods which are offered by these fine men and -woman from all corners of the land. +woman from all corners of the land. ~ 315 0 0 0 0 0 D0 @@ -697,7 +697,7 @@ S #31538 The Bazaar~ The bazaar surrounds you in every direction, vendors call out to you from all -sides. +sides. ~ 315 0 0 0 0 0 D0 @@ -720,7 +720,7 @@ S #31539 The Bazaar~ You may head in any direction from here into more of the bazaar, or browse -the good this fine merchant sells. +the good this fine merchant sells. ~ 315 0 0 0 0 0 D0 @@ -743,7 +743,7 @@ S #31540 The Bazaar~ Bright colors, men and women calling their salespitches over the din, this -place is enough to give the most stalwart man a headache. +place is enough to give the most stalwart man a headache. ~ 315 0 0 0 0 0 D0 @@ -766,7 +766,7 @@ S #31541 The Bazaar~ You stand at far eastern side of the bazaar. You may go south, north or west -into more of the bazaar. +into more of the bazaar. ~ 315 0 0 0 0 0 D0 @@ -785,7 +785,7 @@ S #31542 The Bazaar~ You stand at the western side of the bazaar. You may head east, north or -south into the bazaar from here. +south into the bazaar from here. ~ 315 0 0 0 0 0 D0 @@ -804,7 +804,7 @@ S #31543 The Bazaar~ The bazaar surrounds you on all sides. You may head in any direction into -this crazy managerie of goods. +this crazy managerie of goods. ~ 315 0 0 0 0 0 D0 @@ -828,7 +828,7 @@ S The Bazaar~ Every size and shape of being is here, shopping in harmony. Looks like maybe shopping is the universal language. You may head in any direction from your -current position. +current position. ~ 315 0 0 0 0 0 D0 @@ -851,7 +851,7 @@ S #31545 The Bazaar~ All around are men and women trying their damndest to get you to buy their -products. This is quite an exciting place. +products. This is quite an exciting place. ~ 315 0 0 0 0 0 D0 @@ -880,7 +880,7 @@ arms! Your arms seem to be growing, they begin to drag on the ground and your jaw - for the love of Pete! You jaw has elongated to the point that it is resting on your chest even though your head is held high. Now the whole bazaar is laughing, laughing, laughing... Just kidding. A bit of crowd claustrophobia -there. +there. ~ 315 0 0 0 0 0 D0 @@ -902,7 +902,7 @@ D3 S #31547 The Bazaar~ - The bazaar heads south, north and east from here. + The bazaar heads south, north and east from here. ~ 315 0 0 0 0 0 D0 @@ -922,7 +922,7 @@ S The Bazaar~ You stand at the far southwest edge of the bazaar. A large, tall building's wall is just south of you, and the city wall is west of you. You may head into -the bazaar to the north and east. +the bazaar to the north and east. ~ 315 0 0 0 0 0 D0 @@ -938,7 +938,7 @@ S The Bazaar~ The bazaar, probably one of the many reasons people visit McGintey Cove, heads off to the north, east and west. You may exit the bazaar to the south -onto West Main. +onto West Main. ~ 315 0 0 0 0 0 D0 @@ -961,7 +961,7 @@ S #31550 The Bazaar~ You stand at the southern end of the bazaar. A building wall is to your -south, the bazaar stretches out to the north, east and west. +south, the bazaar stretches out to the north, east and west. ~ 315 0 0 0 0 0 D0 @@ -980,7 +980,7 @@ S #31551 The Bazaar~ You are at the south end of the bazaar. You may head in any direction but -south, which is the north wall of a business facing Main St. +south, which is the north wall of a business facing Main St. ~ 315 0 0 0 0 0 D0 @@ -1002,7 +1002,7 @@ The Bazaar~ corners of Dibrova is a twenty four hour, seven day a week managerie of sights and sounds, most of which coming from the colorful people who push their goods here. You may exit onto East Main to the south or head out into the bazaar in -any other direction. +any other direction. ~ 315 0 0 0 0 0 D0 @@ -1025,7 +1025,7 @@ S #31553 The Bazaar~ Your stand at the far southeastern corner of the bazaar. Looking north and -west, it seems that the bazaar must go on forever. +west, it seems that the bazaar must go on forever. ~ 315 0 0 0 0 0 D0 @@ -1042,7 +1042,7 @@ Harbor Cove Apartments~ This small reception area is the leasing office for this complex. Any player who wishes to rent a home here will need to fill out an application for lease and leave a deposit of one hundred fifty gold coins. Type LEASE to fill out an -application. +application. ~ 315 32768 0 0 0 0 D1 @@ -1055,7 +1055,7 @@ West Main~ The road heads north into the bazaar, a huge open court full of vendors from every part of the world, plying their goods. To the south the road continues with shops on either side. East of you is the Green Leaf, a local dining -facility. +facility. ~ 315 0 0 0 0 0 D0 @@ -1076,7 +1076,7 @@ The Green Leaf~ This large, clean restaurant offers a variety of foods, most of them the common fare most people from this area would be used to. Looks as if the tourist trade does not touch this homey little place, and for that reason most -locals like it here best. +locals like it here best. ~ 315 8 0 0 0 0 D3 @@ -1089,7 +1089,7 @@ The Parchment Place~ This run-down, hole in the wall, flea bag dive is home to a failing business which is failing only because of it's lack of variety and it's competition located in the guild area. The scrolls offered are of fine quality and work -with almost every use, but the scrolls offered are not popularly needed. +with almost every use, but the scrolls offered are not popularly needed. ~ 315 8 0 0 0 0 D1 @@ -1103,7 +1103,7 @@ East Main~ To the west is a very ill-kept business with a faded and peeling sign hanging crooked over the door proclaiming it the Parchment Place. The way is impassable to the east, a steep hill runs up for quite some distance to the Wharf, the high -class section of town. +class section of town. ~ 315 8 0 0 0 0 D0 @@ -1123,7 +1123,7 @@ S Fatima's Footwear~ Fatima seems to run a orderly, neat store. All the shoes are kept clean and shined, all placed strategically on shelves so as to give the customer the best -angle on them. +angle on them. ~ 315 8 0 0 0 0 D1 @@ -1135,7 +1135,7 @@ S West Main~ The road heads north and south from here. In the distance to the north the road leads into the bazaar and south the road heads into an intersection with -South St. East of you is the jeweler and west is Fatima's Footwear. +South St. East of you is the jeweler and west is Fatima's Footwear. ~ 315 8 0 0 0 0 D0 @@ -1159,7 +1159,7 @@ S The Jeweler~ Many exotic jewels lay in glass displays on velvet cushions of contrasting color. The colors are dazzling to the eye, and the temptation to rob this poor -schmuck is almost overpowering. +schmuck is almost overpowering. ~ 315 32776 0 0 0 0 D3 @@ -1170,7 +1170,7 @@ S #31562 Hospital~ This small one room whitewashed building houses just enough equipment to heal -any standard health issues. +any standard health issues. ~ 315 8 0 0 0 0 D2 @@ -1181,7 +1181,7 @@ S #31563 East Main~ The road runs north toward the bazaar or south past an intersection with -South St toward the Docks. +South St toward the Docks. ~ 315 0 0 0 0 0 D0 @@ -1202,7 +1202,7 @@ The Watering Hole~ Barrels are stacked neatly along the north wall, canteens hang from straps along the south wall, and behind the counter are flasks and cups of varying shapes and colors. Some kind of large machine, most probably used to distill -sea water into drinking water sits back behind the counter. +sea water into drinking water sits back behind the counter. ~ 315 8 0 0 0 0 D3 @@ -1213,7 +1213,7 @@ S #31565 South Street~ The street heads west into the guild area or east into the main business -sections of McGintey Cove. +sections of McGintey Cove. ~ 315 8 0 0 0 0 D1 @@ -1231,7 +1231,7 @@ West Main and South St~ goes further into the business sections of McGintey Cove. South of here begins the area of town known as the Docks, where all the sea vessels are built and most sailors stay when in port. To the west the street heads into the Guild -area. +area. ~ 315 8 0 0 0 0 D0 @@ -1255,7 +1255,7 @@ S South Street~ The street heads east and west from here. To the south is a small shop which sells all manner of hand wear. The street here seems a bit dirtier, less kept -up than the streets at the north end of town near the gates, almost dingy. +up than the streets at the north end of town near the gates, almost dingy. ~ 315 8 0 0 0 0 D1 @@ -1274,7 +1274,7 @@ S #31568 South St~ The road, seeming a bit dark and gloomy at this end of town, heads east and -west from here. To the north is a small hospital. +west from here. To the north is a small hospital. ~ 315 0 0 0 0 0 D0 @@ -1294,7 +1294,7 @@ S East Main and South St~ The two main streets intersect here, heading off im every direction. South lies the Dock area, east heads uphill into the high class area of town, the -Wharf, and north and west lead deeper into the main business district. +Wharf, and north and west lead deeper into the main business district. ~ 315 0 0 0 0 0 D0 @@ -1319,7 +1319,7 @@ South St~ You have begun your ascent into the upper reaches of the high status section of McGintey Cove, known as the Wharf. A warning to all who come this way. No thievery is allowed here, no crimes are allowed to be committed, and all prices -are very high. +are very high. ~ 315 32768 0 0 0 0 D1 @@ -1333,9 +1333,9 @@ D3 S #31571 West Main~ - The street is definately a bit less kept up than the streets to the north. + The street is definitely a bit less kept up than the streets to the north. The road leads generally downhill, sometimes down steps toward to the sea shore -where sailors roam about, looking for food stuffs or women, as is their wont. +where sailors roam about, looking for food stuffs or women, as is their wont. ~ 315 0 0 0 0 0 D0 @@ -1353,7 +1353,7 @@ Gloveworks~ gloves hanging from them. In cabinets and on shelves are many types of gauntlets and glaives which would be too heavy to hang from a hook on the racks. It smells of frehly oiled metal and leather in here, a delightful combination -for any seasoned adventurer such as yourself. +for any seasoned adventurer such as yourself. ~ 315 0 0 0 0 0 D0 @@ -1367,7 +1367,7 @@ East Main~ It smells of sea weed, raw fish and dirty bodied men of the sea. The roads are covered in dirt and grime and the farther south you get, the worse the roads get. Hard to believe that some of more high class people actually come through -here. +here. ~ 315 0 0 0 0 0 D0 @@ -1384,7 +1384,7 @@ McGintey Teleporters~ This establishment runs in direct competition with the Boat Station, being that this is a seaport town and all. The prices offered here are substantially less than those found in most other towns, and the choices of travel are much -less limited than the other, smaller inland towns. +less limited than the other, smaller inland towns. ~ 315 0 0 0 0 0 D2 @@ -1397,7 +1397,7 @@ McGintey Center Square~ This area has been set aside for patrons of the bazaar and the common citizens to have a place for a peaceful rest away from all the noise and hustle of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. +place of residence. Ah well, it's still a fine place to relax. ~ 315 20 0 0 0 0 D0 @@ -1418,7 +1418,7 @@ McGintey Center Square~ This area has been set aside for patrons of the bazaar and the common citizens to have a place for a peaceful rest away from all the noise and hustle of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. +place of residence. Ah well, it's still a fine place to relax. ~ 315 20 0 0 0 0 D0 @@ -1439,7 +1439,7 @@ McGintey Center Square~ This area has been set aside for patrons of the bazaar and the common citizens to have a place for a peaceful rest away from all the noise and hustle of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. +place of residence. Ah well, it's still a fine place to relax. ~ 315 20 0 0 0 0 D0 @@ -1460,7 +1460,7 @@ McGintey Center Square~ This area has been set aside for patrons of the bazaar and the common citizens to have a place for a peaceful rest away from all the noise and hustle of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. +place of residence. Ah well, it's still a fine place to relax. ~ 315 20 0 0 0 0 D0 @@ -1482,7 +1482,7 @@ Town Meeting Hall~ McGintey Cove and its laws, plus as the shouting house for the people of the town. Monthly meetings are still held by either the town mayor or the immortal sponsor for this town. The upper reaches of this fine place hold the various -board rooms for McGintey Cove. +board rooms for McGintey Cove. ~ 315 24 0 0 0 0 D2 @@ -1499,7 +1499,7 @@ Reading Room~ This is the place where players may post messages to other players, or to the Gods or just post whatever might be on their mind in general. This is not a board to be used to post flames, if a message is considered to be a flame it -will be removed immediately. +will be removed immediately. ~ 315 28 0 0 0 0 D1 @@ -1520,7 +1520,7 @@ Quest Room~ This is where most quests will begin, unless a different room from another hometown is chosen instead. The board here is intended to be used by players to talk about quests, request quests, or suggest new quests. Feel free to post any -suggestions you may have. +suggestions you may have. ~ 315 28 0 0 0 0 D1 @@ -1533,7 +1533,7 @@ Suggestion Room~ This is where players can post their wants, needs and desires in terms of additions to Dibrova. We encourage all players to give input regarding any and all aspects of the game, we want to make this a game for everyone, so don't be -shy! +shy! ~ 315 28 0 0 0 0 D3 diff --git a/lib/world/wld/316.wld b/lib/world/wld/316.wld index 846625c..1c37c80 100644 --- a/lib/world/wld/316.wld +++ b/lib/world/wld/316.wld @@ -5,7 +5,7 @@ just east of you. The air seems charged with magic and friction. It makes your palms want to sweat, makes your pulse race. All the hubbub and noise from the city has been swallowed up by the tall gray walled buildings which now surround you. You may continue west into the guild area or head east back into the -business district. +business district. ~ 316 8 0 0 0 0 D1 @@ -29,7 +29,7 @@ Guild Area~ North Street continues to run west into the Guild Area, the strange feeling of power and vitality washing over you strong as ever. A huge stone edifice rises to your south, one which must be at least four stories in height. To the -east, the street heads toward the business district. +east, the street heads toward the business district. ~ 316 0 0 0 0 0 D1 @@ -45,7 +45,7 @@ S Guild Area~ North Street head backs west, curving south almost immediately. To the north and south are the walls of buildings whose purpose is unknown. You may head -toward the business district to the east. +toward the business district to the east. ~ 316 0 0 0 0 0 D1 @@ -59,9 +59,9 @@ D3 S #31603 Dead End to North Street~ - North Street ends here, however two alleys run off to the north and south. + North Street ends here, however two alleys run off to the north and south. To the north, the alley seems a bit small, the way a bit tight. To the south, -the alley is almost the same width as North Street. +the alley is almost the same width as North Street. ~ 316 0 0 0 0 0 D0 @@ -83,7 +83,7 @@ Mage Area~ arcane energies, the forces of good and evil magic strongly at work here. You may continue further into the Mage Area or go south, leaving it. To the east and west are low stone buildings, no signs of any sort proclaiming their -function. +function. ~ 316 0 0 0 0 0 D0 @@ -107,7 +107,7 @@ S Potions~ These potions are those made by mages for mages. Some will help to aid the common user, one who may not be a mage, but be warned, some have some very -harmful side affects. +harmful side affects. ~ 316 0 0 0 0 0 D3 @@ -119,7 +119,7 @@ S Scrolls~ These powerful scrolls help to manipulate the forces of magic which a mage commands. The withered old man who stands here tending shop looks with a -disdainful eye upon you, as if you could never reach his standards. +disdainful eye upon you, as if you could never reach his standards. ~ 316 8 0 0 0 0 D1 @@ -129,9 +129,9 @@ D1 S #31607 Mage Weapons~ - The weapons for sale in this shop are made exclusively for mages by mages. + The weapons for sale in this shop are made exclusively for mages by mages. These weapons will not be of any use to any other class. Rows of weapons lay -neatly stacked along the walls and on shelves. The exit is to the east. +neatly stacked along the walls and on shelves. The exit is to the east. ~ 316 8 0 0 0 0 D1 @@ -144,7 +144,7 @@ End of the Alley~ The alley ends here, the only direction you may go is south. The closed doors of low stone buildings lay to the east, west, and north however what lies inside those buildings is a mystery. One thing is for sure, they certainly do -not look inviting. +not look inviting. ~ 316 8 0 0 0 0 D0 @@ -168,7 +168,7 @@ S Mage Board Room~ Any messages between mages can be left here on the board and will received at any mage guild throughout the land. The guild for the mages lies directly east -of here or you may leave to the west. +of here or you may leave to the west. ~ 316 8 0 0 0 0 D1 @@ -182,9 +182,9 @@ D3 S #31610 Robes and Armor~ - This is where a mage may buy armor specifically tailored for him or her. + This is where a mage may buy armor specifically tailored for him or her. The walls are lined with racks from which robes and leather armor hang. You may -exit to the south. +exit to the south. ~ 316 8 0 0 0 0 D2 @@ -196,7 +196,7 @@ S Mage Guild~ Here one may practice any spells that may need practicing or train skills to perfection. The guildmaster is always free to lend a helpinh hang that just may -lift you to the next level. +lift you to the next level. ~ 316 8 0 0 0 0 D3 @@ -232,7 +232,7 @@ West Alley~ side. The hush that seems characteristic of this place only makes the feeling of power that much more mysterious and exciting. You almost find yourself holding your breath, afraid to look in any passer-by's eye, afraid you may laugh -aloud. +aloud. ~ 316 0 0 0 0 0 D0 @@ -249,7 +249,7 @@ West Alley~ The alley still runs north and south, however there is a small dirt path leading between two stone buildings west from here. The hushed reverence all around makes this whole section of town seem mysterious and thrilling, almost as -if you should be thanking someone for their allowing you to be here. +if you should be thanking someone for their allowing you to be here. ~ 316 0 0 0 0 0 D0 @@ -286,7 +286,7 @@ Dirt Path~ The dull gray buildings are gone now, replaced with a grassy field of wild flowers and trees. Butterflies flit about you, and the smell is that of the open sea. Just west of here, the trail leads to a beautiful grove, while east -leads back into the dark grayness of the Guild Area. +leads back into the dark grayness of the Guild Area. ~ 316 0 0 0 0 0 D1 @@ -305,7 +305,7 @@ and enjoy, perches directly on the edge of the plateau which McGintey Cove rests upon. Looking west, all you can see is the beautiful shoreline following the curve of the Cove which the town is nestled in. To the south is a large tree with a board of some sort affixed to it, and to the east leads the way back into -the main Guild Area. +the main Guild Area. ~ 316 0 0 0 0 0 D1 @@ -323,7 +323,7 @@ The Old Oak~ Rangers in McGintey Cove. This tree looks as if it may be as old as the world you stand upon, so huge and impressive is it's girth and height. Why, a single one of it's branches in the upper reaches is easily as big as your waist and -then some! +then some! ~ 316 16 0 0 0 0 D0 @@ -338,9 +338,9 @@ S #31619 Ranger Guild Room~ More of a park than a Guild, this small plot of well tended land serves as -the training and advancement center for the Ranger Guild in McGintey Cove. +the training and advancement center for the Ranger Guild in McGintey Cove. Instructors work with trainees all around you, teaching various skills and -techniques. +techniques. ~ 316 16 0 0 0 0 D0 @@ -352,7 +352,7 @@ S Back Street~ The way through this 'street' - actually more of an alley - is quite narrow, grimy, and dark. East from here you can see a faint trickle of light and -another road. To the west it only gets darker, looking quite unappealing. +another road. To the west it only gets darker, looking quite unappealing. ~ 316 1 0 0 0 0 D1 @@ -366,7 +366,7 @@ D3 S #31621 Back Street~ - The alley ends here, seeming to lead nowhere except back the way you came. + The alley ends here, seeming to lead nowhere except back the way you came. As you scan the walls surrounding you, you can't help but feel as if maybe someone is watching your every move, however it is too dark for you to be sure. ~ @@ -407,7 +407,7 @@ Board Room~ It looks more like a band of street punks got to this room, rather than a group of professional thieves. What passes for the board is the western wall which is made of brick and covered in scrawlings from the many thieves who -frequent this guild. The guild and training area is directly north of you. +frequent this guild. The guild and training area is directly north of you. ~ 316 4 0 0 0 0 D0 @@ -422,11 +422,11 @@ S #31624 Thieve's Guild~ This room, set in the back room of looks to have been a small warehouse at -one time, is the resting and training place of the Thieves in McGintey Cove. +one time, is the resting and training place of the Thieves in McGintey Cove. Cots are thrown haphazardly in all corners of this room. Obviously, many of the -thieves in McGintey Cove cannot afford their own homes and bunk here instead. +thieves in McGintey Cove cannot afford their own homes and bunk here instead. Better watch your wallet, some sneaky associate of yours just may decide to try -some 'practice training' on it. +some 'practice training' on it. ~ 316 0 0 0 0 0 D2 @@ -441,7 +441,7 @@ surrounded by enemies. As you get deeper into the room, you feel the fabric of someone's sleeve brush you. Whirling around and grabbing the sleeve, you realize it is an empty jacket hanging on a hook. Feeling your way around the room, you find that there are wearables hanging all around. A low voice rumbles -out of the darkness. +out of the darkness. ~ 316 8 0 0 0 0 D1 @@ -459,7 +459,7 @@ guardsmen stand on either side of the door leading into the building, arms crossed. To the east the road continues, leading the way to a HUGE building, one who's girth you can only imagine, being that you can only see a fraction of it from between the buildings you currently stand between. West is the way out -of the Warrior Guild's area into the West Alley. +of the Warrior Guild's area into the West Alley. ~ 316 0 0 0 0 0 D0 @@ -486,7 +486,7 @@ board room for the Warrior Guild in McGintey Cove. Very atypical of this class, the men and women who congregate here seem almost nervous as they stretch out or concentrate on whatever skills they will be attempting to learn in the arena which is the Warrior's Guild in this town. Just south of you is the guild room, -north is the exit to the outside. +north is the exit to the outside. ~ 316 24 0 0 0 0 D0 @@ -503,7 +503,7 @@ Warrior's Guild - Arena~ This huge arena turned practice and advancement station is rumored to be the best and most thorough training guild for Warriors in Dibrova. The numbers of trainers to the number of trainees is almost double, a rarity for most guilds. -You may exit to the north when you have finished. +You may exit to the north when you have finished. ~ 316 24 0 0 0 0 D0 @@ -519,7 +519,7 @@ that you had best duck, as a chair goes flying past your head, just inches from your right ear! This flying chair is, of course, accompanied by drunken laughter and calls of 'Newbie! ' and 'Incoming! '. This chair throwing must be a ritual here at the Broken Spleen. How quaint. The exit is just south of -you. +you. ~ 316 8 0 0 0 0 D2 @@ -531,7 +531,7 @@ S The Warrior's Boutique~ This little store sells an assortment of deadly implements used by the warrior class to wreak havoc amongst their many enemies. The exit lies to the -east. +east. ~ 316 8 0 0 0 0 D1 @@ -557,7 +557,7 @@ Warrior Way~ The road ends here in a small court which allows access to two small stone buildings, one west and one north of you. The mammoth wall of the Gladiator Pit runs along on your east, the clashes, clangs, and cries coming faintly to your -ears from within. +ears from within. ~ 316 0 0 0 0 0 D0 @@ -578,7 +578,7 @@ Warrior Way~ The road runs north to a small court surrounded by stone buildings. To the south the road heads into an intersection in front of the main entrance to the enormous Gladiator Pit. To the east and west you are hemmed in by the gray -stone walls of buildings owned by the Warrior Guild. +stone walls of buildings owned by the Warrior Guild. ~ 316 0 0 0 0 0 D0 @@ -592,10 +592,10 @@ D2 S #31634 Spectator Balcony~ - From this vantage point you can see the entire Pit spread out below you. + From this vantage point you can see the entire Pit spread out below you. Every punch, every kick, every stab and pierce can be seen from this point. A sign hangs on the wall, explaining the rules for placing wagers on the fights -which ensue below. +which ensue below. ~ 316 8 0 0 0 0 D5 @@ -608,7 +608,7 @@ Gladiator Pit - Center~ You stand at the center of a huge dirt floored arena. All around you are rows and rows of screaming spectators, seated in the bleachers which climb the upward slope of the arena wall. You may move in any cardinal direction in -attempt to find and vanquish your opponent. +attempt to find and vanquish your opponent. ~ 316 64 0 0 0 0 D3 @@ -621,7 +621,7 @@ The Pit~ In this room, one may pay to enter into mortal combat with another combatant of equal stature. Screams from spectators and cries of pain from the combatants accompanied by the clash of steel reaches your ears from the arena, which lies -directly east from here. +directly east from here. ~ 316 8 0 0 0 0 D1 @@ -644,7 +644,7 @@ course west back toward the entrance to this guild. In front of you is the arched entrance to a huge arena, one whose rounded walls tower above you a good five or six stories. From inside you hear the catcalls and screams from all who watch the fights, and also the clanging and clashing of steel from all those who -battle. +battle. ~ 316 0 0 0 0 0 D0 @@ -668,7 +668,7 @@ S Warrior Way~ The road runs south toward a small court where two low stone buildings stand to the west and south. To the north the road heads into the main intersection -of Warrior Way where one may enter into the gladiator pit if desired. +of Warrior Way where one may enter into the gladiator pit if desired. ~ 316 0 0 0 0 0 D0 @@ -685,7 +685,7 @@ Warrior Way~ The road heads farther south, ending in a small court. To the north is the way leading to the main intersection of Warrior Way. On your east is the huge rounded wall of the Gladiator Pit, it's enormous bulk still amazing to you, even -though you stand beside it. +though you stand beside it. ~ 316 0 0 0 0 0 D0 @@ -701,7 +701,7 @@ S Shield 'n' Helms~ This small shop sells exactly what it proclaims to sell, helms and shields. The goods may be browsed at your leisure. A permanet employee of the Guild -always stands at attention to help with your purchase. +always stands at attention to help with your purchase. ~ 316 0 0 0 0 0 D1 @@ -713,7 +713,7 @@ S Warrior Way~ This small court is home to two small stone buildings, one west and one south of here. The road heads north from here, running along the west wall of the -gladiator pit toward it's entrance. +gladiator pit toward it's entrance. ~ 316 0 0 0 0 0 D0 @@ -733,7 +733,7 @@ S Body Armor~ Racks of armor, both full bodied and upper torso are scattered all through the shop. A permanent member of the warrior guild is here to serve you as your -needs demand. +needs demand. ~ 316 8 0 0 0 0 D0 @@ -746,7 +746,7 @@ West Alley~ This dark, dripping alleyway leads south toward the many guilds housed in this district. To the north lies much of the same, with a section heading off east into the warrior guild. To the west is the entrance to the Paladin's -Guild, a strong sense of power and devotion radiating from its entrance. +Guild, a strong sense of power and devotion radiating from its entrance. ~ 316 0 0 0 0 0 D0 @@ -764,9 +764,9 @@ D3 S #31644 West Alley~ - The alley heads north and south, the cold, dark grey walls of stone buildings + The alley heads north and south, the cold, dark gray walls of stone buildings surrounding you on every side. Just south of you lies an offshoot of the main -alleyway which heads west into the cleric's guild. +alleyway which heads west into the cleric's guild. ~ 316 0 0 0 0 0 D0 @@ -784,9 +784,9 @@ West Alley~ dreary and dismal. To the west is a small cobbled path leading into the cleric's guild. That path looks as if it may be the only part of this district that is not only maintained, but cheerful as well. The cobblestones which line -the path are scrubbed almost white, the walls of the buildings white stucco. +the path are scrubbed almost white, the walls of the buildings white stucco. You feel that even someone who is not a cleric may be drawn to this part of the -district just to escape the grey monotony everywhere else. +district just to escape the gray monotony everywhere else. ~ 316 0 0 0 0 0 D0 @@ -809,7 +809,7 @@ Obviously the clerics who belong to this guild take great pride in their place here in McGintey Cove. Just north of you is a large marble temple with huge oaken double doors in front. This temple must be the main guild housing for this guild. The path heads west into more of the cleric's area or east out into -the West Alley. +the West Alley. ~ 316 0 0 0 0 0 D0 @@ -829,7 +829,7 @@ S Sitting Room~ This large, ornate room is laden with plush couches, comfortable easy chairs and food free for the taking. To the north is the entrance to the main practice -and meditation area, south is the exit out to the God's Path. +and meditation area, south is the exit out to the God's Path. ~ 316 8 0 0 0 0 D0 @@ -845,7 +845,7 @@ S Meditation and Advancement~ A large altar rests near the far northern wall of this temple. Small pads of cloth line the eastern wall where many of your class pray and meditate, -searching for advancement and enlightenment. You may exit to the south. +searching for advancement and enlightenment. You may exit to the south. ~ 316 0 0 0 0 0 D2 @@ -858,7 +858,7 @@ The God's Path~ With the temple wall still to the north of you, the path heads west into a broad court surrounded by white stucco buildings. Directly south of you is another such building, the entranceway wide open and inviting. To the east the -path heads out past the temple entrance into the West Alley. +path heads out past the temple entrance into the West Alley. ~ 316 0 0 0 0 0 D1 @@ -878,7 +878,7 @@ S The God's Court~ This large allows entrance to any of three white stucco buildings which lie north, south, and west of you. You may exit to the east toward the temple and -West Alley. +West Alley. ~ 316 0 0 0 0 0 D0 @@ -902,7 +902,7 @@ S Robes~ This quiet room has a small wooden desk sitting at the north end, a monk from the guild seated serenely behind it. On the east and west walls are lines of -robes hung in an extremely orderly fashion. +robes hung in an extremely orderly fashion. ~ 316 8 0 0 0 0 D2 @@ -914,7 +914,7 @@ S Holy Relics~ Small wooden stands spread throughout the room hold trinkets, baubles, and wearables, all for sale. A monk from the guild wanders about the room, helping -those in need of assistance. +those in need of assistance. ~ 316 8 0 0 0 0 D1 @@ -925,7 +925,7 @@ S #31653 Books of the Gods~ Small wooden bookshelves line the east, west, and south walls of this room, -all spotlessly clean and filled with books of all shapes and sizes. +all spotlessly clean and filled with books of all shapes and sizes. ~ 316 0 0 0 0 0 D0 @@ -938,7 +938,7 @@ Holy Weapons~ Although physical battle is not condoned by the guild, it is realized that in this day and age every man or woman must need defend themselves at some time or another. Hence this small shop dedicated to those weapons deemed fit to be -wield by a cleric in Dibrova. +wield by a cleric in Dibrova. ~ 316 8 0 0 0 0 D0 @@ -951,7 +951,7 @@ West Alley~ The alley heads north deep into the guild area for McGintey Cove, the gray walls of guild-owned buildings surrounding the way ahead. To the south is the intersection of the Alley and South St, the road leading east into the business -district of McGintey Cove. +district of McGintey Cove. ~ 316 0 0 0 0 0 D0 @@ -966,10 +966,10 @@ S #31656 South Street~ You stand at the intersection of West Alley and South Street. To the north -is the dark, grey walled alley which heads deep into the guild area. East, the +is the dark, gray walled alley which heads deep into the guild area. East, the way gets a bit lighter as it heads it's way back toward the main business district of McGintey Cove. To the south the alley heads into a shadowed -section, one which must be the Assassin's Guild area. +section, one which must be the Assassin's Guild area. ~ 316 0 0 0 0 0 D0 @@ -993,7 +993,7 @@ around these deadly beings. To the west is a tall, slender door leading into the main guild room, where deathknights practice to advance themselves. To the east is a door leading into a very small building, one which gives you a decidedly uneasy feeling. South is the end of West Alley and north leads the -way out of the Deathknight's Guild. +way out of the Deathknight's Guild. ~ 316 0 0 0 0 0 D0 @@ -1015,7 +1015,7 @@ Deathknight's Board Room~ those who wish to relax in the comfort of their guild. Glass display cases hold an array of weapons along the walls, many of which considered antique by today's standards of assassination. To the west is the entrance to the training and -advancement room. East leads out to West Alley. +advancement room. East leads out to West Alley. ~ 316 8 0 0 0 0 D1 @@ -1029,7 +1029,7 @@ D3 S #31659 Guild Room~ - You are all alone in a completely darkened room... Or so you think. + You are all alone in a completely darkened room... Or so you think. ~ 316 25 0 0 0 0 D1 @@ -1040,7 +1040,7 @@ S #31660 Dark Wearables~ All manner of clothing, cloakwear, and hoods are for sale in this shop. All -wearables sold here are to aid the deathknight in his/her profession. +wearables sold here are to aid the deathknight in his/her profession. ~ 316 8 0 0 0 0 D1 @@ -1051,7 +1051,7 @@ S #31661 South Dead End to West Alley~ This seems to be the end of the way. Doors lead off to the east, west, and -south. The alley heads north. Watch your step. +south. The alley heads north. Watch your step. ~ 316 0 0 0 0 0 D0 @@ -1072,7 +1072,7 @@ Paladin Row~ The whole area strikes you as clean and well-organized as soon as you enter. With all the gray building and their lack of color out in the main guild area, this place is a stark contrast indeed. The alley continues west, with a door to -the north leading into a small tavern. +the north leading into a small tavern. ~ 316 0 0 0 0 0 D1 @@ -1088,7 +1088,7 @@ S Weapons of Choice~ All weapons sold here are made specifically for the lethal and many times secretive killing arts. Browse and be merry, but remember, they are not cheap -for a reason! +for a reason! ~ 316 8 0 0 0 0 D0 @@ -1098,9 +1098,9 @@ D0 S #31664 South Street~ - The street, now completely enclosed on the north and south side by grey stone + The street, now completely enclosed on the north and south side by gray stone walls of guild buildings, leads west to an intersection of some sort, or east -out into the main business district of McGintey Cove. +out into the main business district of McGintey Cove. ~ 316 0 0 0 0 0 D1 @@ -1117,7 +1117,7 @@ South Street~ The street heads west into the darkened guild area of McGintey, where it seems the very air around it carckles with mystical energy and magic. To the east is the main business district of McGintey Cove. A small, unobtrusive alley -leads south from here. +leads south from here. ~ 316 0 0 0 0 0 D1 @@ -1138,7 +1138,7 @@ South Street~ The high traffic business area to the east seems almost a memory only as you enter into this entirely different section of town. The wide open expanse that was typical of the bazaar and the main streets of town are replaced by tight -streets with stone walled buildings to either side. +streets with stone walled buildings to either side. ~ 316 0 0 0 0 0 D1 @@ -1155,7 +1155,7 @@ West Alley~ The alley continues to run north and south from here, the gray, dismal walls surrounding it unending. To the east is a wide stretch of cobbled street that looks a bit more well travelled than any any of the previous offshoots from this -alley. +alley. ~ 316 0 0 0 0 0 D0 @@ -1176,7 +1176,7 @@ Paladin Row~ Nothing. The alley ends just west of here at the entrance to the Guild itself. It appears that a small area in front of the guild has been set up as a resting spot for paladins who wish to rest their feet after a day of saving -innocent women and children. +innocent women and children. ~ 316 0 0 0 0 0 D1 @@ -1194,7 +1194,7 @@ Paladin Court~ and low tables, all for resting and relaxing upon before heading back out into the wilds of Dibrova. To the west is the entrance to the Guild, south is a weapon shop and north is an armor shop. Both shops are maintained by the Guild -and specialize in Paladin equipment. +and specialize in Paladin equipment. ~ 316 4 0 0 0 0 D0 @@ -1220,7 +1220,7 @@ Paladin Board Room~ Guild where the Master grants level gain by virtue of experience in the field. A bulleltin board has been posted on the south wall, a small writing implement attached so that anyone who wishes to may post a message to their fellow -clannies. +clannies. ~ 316 4 0 0 0 0 D1 @@ -1239,7 +1239,7 @@ rock that is McGintey Cove today. It is said that upon this very spot, Amos McGintey erected his temporary hideout when hiding from the Ionian Knights who plagued the seas back in his day. Now this ancient has been converted into a place of respect and devotion where Paladins may increase their level if so -desired. +desired. ~ 316 4 0 0 0 0 D1 @@ -1252,7 +1252,7 @@ Paladin Outfitters~ Cloaks and armor, boots and gauntlets all are arrayed in this clean and bright room. The colors of the wearables are all vibrant and catching to the eye, signifying the pride of the Paladin and what the class stands for in a -world ridden with evil and pestilence. +world ridden with evil and pestilence. ~ 316 0 0 0 0 0 D2 @@ -1266,7 +1266,7 @@ Weapons of Honor~ class members may purchase the fine weapons produced here. Paladins, being a very meticulous and demanding class, prefer to make and enchant their own weapons rather than import weapons from the dwarven craftsmen or magus weavers. -Browse these fine weapons, but remember - they are not cheap. +Browse these fine weapons, but remember - they are not cheap. ~ 316 0 0 0 0 0 D0 @@ -1279,7 +1279,7 @@ A Quiet Back Street~ The sounds of the bazaar, the hustle and bustle of all the city-goers all seems to get swallowed up by the walls of this alley. You feel a bit of peace, your body begins to relax a bit as you begin down this alley. You can see that -it ends just south of here at a small door. +it ends just south of here at a small door. ~ 316 0 0 0 0 0 D0 @@ -1296,7 +1296,7 @@ End of a Quiet Back Street~ You stand before a small door, a very unmentionable place if not for the man standing just to side of it - as if guarding it. Strange that all sounds of the city have completely vanished now, though you know that you have no travelled -that far from the main section. +that far from the main section. ~ 316 0 0 0 0 0 D0 @@ -1313,7 +1313,7 @@ Monk Board Room~ You would almost think that this place were abandoned, so quiet of an air persists here. However, looking south you see the main room and the Guidlmaster tutoring his disciples. The Board for your clan is mounted here - any messages -you wish to pass along can be passed via this board. +you wish to pass along can be passed via this board. ~ 316 12 0 0 0 0 D0 @@ -1329,7 +1329,7 @@ S Monk Guild Room~ There is absolutely nothing at all in this room save for the man who will advance you to your next level if you are deemed worthy. The exit lies to the -north. +north. ~ 316 12 0 0 0 0 D0 diff --git a/lib/world/wld/317.wld b/lib/world/wld/317.wld index a38a038..719e493 100644 --- a/lib/world/wld/317.wld +++ b/lib/world/wld/317.wld @@ -4,7 +4,7 @@ North Street~ which climbs it's way up into the Wharf. Seems the great people who make their homes in the Wharf like to be able to look down upon those less fortunate and watch them scurry about their daily lives. The road heads east, uphill into the -Wharf, or west into the main business district of the Cove. +Wharf, or west into the main business district of the Cove. ~ 317 0 0 0 0 0 D1 @@ -27,7 +27,7 @@ S North Street~ The road continues east, still heading in a steep uphill direction. To the west you can see most of the main business section of town, which is actually -quite a ways beneath you. +quite a ways beneath you. ~ 317 0 0 0 0 0 D1 @@ -45,7 +45,7 @@ North Street~ upscale section of town. The road heads east into more of the Wharf or west, downhill, into the main business section of town. North of you is a small cobbled path, very well kept and brightly lit. South is a glamorous looking -hotel which looks to cater to wealthier people in town. +hotel which looks to cater to wealthier people in town. ~ 317 0 0 0 0 0 D0 @@ -96,7 +96,7 @@ Gambler's Alley~ into the gambling section of the Wharf. To the east and west are casinos which specialize in specific games, and to the north the path continues into a small court with casinos on all sides as well. The way south heads back onto North -Street. +Street. ~ 317 0 0 0 0 0 D0 @@ -121,7 +121,7 @@ Gambler's Alley~ This marks the end of Gambler's Alley, but not the end of the fun. To the north, east and west are casinos, each of which specialize in a particular gambler's game. South the path leads past more casinos and out onto North -Street. +Street. ~ 317 0 0 0 0 0 D0 @@ -145,7 +145,7 @@ S The Art of War~ This huge sprawling hall has dedicated it's entire space to the game of War. Although most of the tables are filled, there are a few empty chairs here and -there. There is a sign on the wall explaining the rules of the game. +there. There is a sign on the wall explaining the rules of the game. ~ 317 16 0 0 0 0 D3 @@ -158,7 +158,7 @@ Slots~ Lined against every wall of this building and in neat rows in the center are slot machines, slot machines, and more slot machines. The noise of this place is almost deafening, the people's cursing quite the same. The exit lies west or -you may try you luck with any one of these one armed bandits! +you may try you luck with any one of these one armed bandits! ~ 317 8 0 0 0 0 D3 @@ -169,7 +169,7 @@ S #31708 Blackjack~ Dealers sit at tables spaced evenly throughout this plush room, all wearing -the same expressionless face as they deal the cards to the players. +the same expressionless face as they deal the cards to the players. ~ 317 8 0 0 0 0 D2 @@ -193,7 +193,7 @@ S Roulette~ This building, by far the smallest of all the casinos in Gambler's Alley, houses one giant wheel and an attendant who seems to speak nonstop, trying to -get all who walk into the room to place a wager on the next spin. +get all who walk into the room to place a wager on the next spin. ~ 317 8 0 0 0 0 D1 @@ -224,7 +224,7 @@ S North Street~ North Street ends here before a huge mansion of some sort which lies just east from here. Wharf Street runs south from here thru a great number of hotels -and high class restaurants. You may head west along North Street as well. +and high class restaurants. You may head west along North Street as well. ~ 317 8 0 0 0 0 D1 @@ -245,7 +245,7 @@ The Mayor's House~ This lush mansion holds all manner of eccentricies, from plush luxuriant divines to wide carpets and rugs from overseas. A wide hallway leads into what appears to be a ballroom and a double wide set of stairs lead to the upper wing -of the mansion. You may exit to the west. +of the mansion. You may exit to the west. ~ 317 8 0 0 0 0 D1 @@ -266,7 +266,7 @@ Wharf Street~ This street, completely done in white marble stone, heads north and south from here. To the west is the entrance to a large park, completely enclosed in by a low brick wall. North of here is another street, one which heads to the -west. +west. ~ 317 0 0 0 0 0 D0 @@ -289,7 +289,7 @@ beautifully trimmed green grass complete with a fountain and playground equipment for the kids. It looks as if many a family has come here for Sunday picnics from the way the people here simply saunter through the park without fear of phsycial harm or theft. To the south is more of this beautiful park, -east is Wharf Street. +east is Wharf Street. ~ 317 0 0 0 0 0 D1 @@ -307,7 +307,7 @@ McGintey Park~ comforting, spacious and luxurious pieces of land in the whole city. Children run around your feet as you saunter through the park, enjoying the fresh air and the tangy smell of the sea as the breeze wafts it your way every now and then. -The park continues north form here and Wharf Street lies just east. +The park continues north form here and Wharf Street lies just east. ~ 317 0 0 0 0 0 D0 @@ -324,7 +324,7 @@ Wharf Street~ Wharf Street continues north and south from here, white marble stone chips the entire distance. A very large, very beautiful park lies just west of here looking extremely inviting. To the east is a glitzy looking restaurant called -the Blind Pig. +the Blind Pig. ~ 317 0 0 0 0 0 D0 @@ -351,7 +351,7 @@ from the way it looks) you immediately feel as if you may be a bit underdressed. All the clientele at this establishment seem to be dressed in their Sunday finest, the waiters and waitresses all decked out in tuxedos and beautiful serving gowns. The matre de gives a bit of a sniff at your appearance, but -quickly regains his composier as he asked if he can show you to a table. +quickly regains his composier as he asked if he can show you to a table. ~ 317 0 0 0 0 0 D3 @@ -364,7 +364,7 @@ Wharf Street~ The glamour never ends as you strut your way through this upper class section of town. A huge churich, looking as if it must have thousands of rch parishoners who attend weekly stands to your east. To the west is a large -hotel, the Royale. The street runs north and south from here. +hotel, the Royale. The street runs north and south from here. ~ 317 0 0 0 0 0 D0 @@ -385,7 +385,7 @@ The Royale~ The glittering copper and gold that adorns most everything in this hotel gives testament to the fact that it has been aptly named. It seems that only the creme de la creme of McGintey Cove would be able to afford to stay in this -palacial place. A small door leads south into a beautiful garden. +palacial place. A small door leads south into a beautiful garden. ~ 317 8 0 0 0 0 D1 @@ -401,7 +401,7 @@ S The Wharf Garden~ The flowers and trees all around give such an overwhelming aroma, such a delightful mixture of fragrances it's easy to forget that you are standing in -the middle of a huge city. +the middle of a huge city. ~ 317 16 0 0 0 0 D0 @@ -417,7 +417,7 @@ S Wharf Street~ The street runs north to south past a small garden on the west side. To the northeast is a large church or temple which sits against the wall of the city. -Northwest is large hotel and southeast is a restaurant of some sort. +Northwest is large hotel and southeast is a restaurant of some sort. ~ 317 0 0 0 0 0 D0 @@ -437,7 +437,7 @@ S Wharf Street~ This broad street runs north to south, all covered in beautiful white marble stone chips. Just east of you is a restaurant - the Vista View - and to the -south the road runs into South Street, which heads off to the west. +south the road runs into South Street, which heads off to the west. ~ 317 0 0 0 0 0 D0 @@ -458,7 +458,7 @@ The Vista View~ This opulent restaurant serves what is claimed by many to be the finest dining in all of McGintey Cove, possibly in all of Dibrova. To enjoy any of the fine meals offered here, all one has to do is cough up the coin to pay for this -exquisite fare. +exquisite fare. ~ 317 8 0 0 0 0 D3 @@ -472,7 +472,7 @@ South Street~ heads north into the Wharf. From here you can see many a fine establishment to the north, the rich promise of the 'good life'. West the street runs past a well-kept cemetary and a hotel and begins it's downward slant toward the main -business dictrict of the Cove. +business dictrict of the Cove. ~ 317 0 0 0 0 0 D0 @@ -489,7 +489,7 @@ South Street~ This shady lane heads east to west through this cheery, beautiful section of town. Just east of you, South Street comes to an end and Wharf Street picks up heading north. The road heads west past a cemetary and a hotel, then begins -it's downhill descent toward the business district. +it's downhill descent toward the business district. ~ 317 0 0 0 0 0 D1 @@ -506,7 +506,7 @@ The Oakland~ This huge hotel, perched on the outskirts of the Wharf, caters to a higher class of citizen, but not the highest class. Prices here are still higher than those of the inns and taverns you will find in the business district, but not so -outrageous as to turn your stomach. The exit lies to the north. +outrageous as to turn your stomach. The exit lies to the north. ~ 317 8 0 0 0 0 D0 @@ -519,7 +519,7 @@ South Street~ You stand at the crest of South Street Hill, the large steep hill that runs up into the Wharf, the high class section of McGintey Cove. To your south is a very nice hotel, to the north is finely tended cemetary. The road runs east -into the Wharf or south, down into the business district. +into the Wharf or south, down into the business district. ~ 317 0 0 0 0 0 D0 @@ -544,7 +544,7 @@ Cemetary Entrance~ This small path leading into this cemetary is lined with pretty flowers, all landscaped just right. Most cemetaries give a feeling of foreboding, of impending doom, but for some reason this cemetary inspires a serene, Almost -peaceful feeling and you can' t help but feel drawn into it. +peaceful feeling and you can' t help but feel drawn into it. ~ 317 0 0 0 0 0 D0 @@ -558,11 +558,11 @@ D2 S #31731 Cemetary~ - All around you, birds chirp and chipmunks play. This is definately not a bad + All around you, birds chirp and chipmunks play. This is definitely not a bad place, not in the traditional way a cemetary is thought to be anyway. Many epitaphs are inscribed on tombstones which surround you, some interesting, some just simple statements of fact. The exit from this place lies south across a -cheery path. +cheery path. ~ 317 0 0 0 0 0 D2 @@ -576,7 +576,7 @@ South Street~ just to the east. At the top of the hill begins the Wharf, the upscale, high class section of McGintey Cove where only the richest folk can afford to live and abide. To the south the street heads downhill into the main business -district. +district. ~ 317 0 0 0 0 0 D1 @@ -594,7 +594,7 @@ Private Dining Room~ and private affairs. The owner of the inn, always discreet, always willing to go the extra mile has created quite a reputation for himself and his establishment as being THE place to meet when in McGintey Cove. The exit from -this room is north, or you may relax at the large table here. +this room is north, or you may relax at the large table here. ~ 317 8 0 0 0 0 D0 @@ -608,7 +608,7 @@ Wharfside Inn Bar~ the man and women who frequent the place go to escape from their daily hectic lives. Soft music is played by a harpist in the back west corner of the room, a fireplace crackles quietly and Maree serves drinks with quiet and dignified -effeciency. +effeciency. ~ 317 156 0 0 0 0 D3 @@ -622,7 +622,7 @@ Mayor's Ballroom~ room. It seems no one is planning any types of parties in the near future - all the tables are folded neatly against the walls, the chairs the same way. The bandstand stands empty, with no hint of any use forthcoming in the near future. -The exit from this room lies west from here. +The exit from this room lies west from here. ~ 317 8 0 0 0 0 D3 @@ -635,7 +635,7 @@ Hallway~ Every door leading from this hallway is shut and locked tight. It seems that the mayor takes no chances with his personal affects, keeping them under lock and key at all times. The only obvious exit from where you stand is back down -the stairs. +the stairs. ~ 317 8 0 0 0 0 D5 @@ -645,7 +645,7 @@ D5 S #31737 Reception at the Wharfside~ - A scantily dressed woman is waiting to show you to your room. + A scantily dressed woman is waiting to show you to your room. ~ 317 8 0 0 0 0 D5 diff --git a/lib/world/wld/318.wld b/lib/world/wld/318.wld index a8ed2e8..c2126e4 100644 --- a/lib/world/wld/318.wld +++ b/lib/world/wld/318.wld @@ -19,7 +19,7 @@ West Main~ The road continues downhill to the south, toward wine, women and drunken brawls. The stench fish and sea-goers gets stronger and stronger with each step you take down toward the docks. To the north is the way into the main business -section of the City. +section of the City. ~ 318 0 0 0 0 0 D0 @@ -36,7 +36,7 @@ West Main~ You are nearing sea level, which is just south and downhill from where you stand. The repugnant smell of fish and guts, sailors and sweat is still all around you, but to your shame you find that you are beginning to get a bit used -to it. North leads the way uphill into McGintey's business district. +to it. North leads the way uphill into McGintey's business district. ~ 318 0 0 0 0 0 D0 @@ -54,7 +54,7 @@ West Main~ travel downhill and south, allowing the Dock Road to take over, which is just west from here. The road heads north, uphill toward the main city section of McGintey Cove, or east into a tightly packed alley where a sizable crowd of -people seem to be gathered around, watching something. +people seem to be gathered around, watching something. ~ 318 0 0 0 0 0 D0 @@ -74,7 +74,7 @@ S East Main~ The road heads south at a steep downhill angle, making travel a bit difficult, especially with the poor condition if the roads. To the north is the -main business section of McGintey Cove. +main business section of McGintey Cove. ~ 318 0 0 0 0 0 D0 @@ -92,7 +92,7 @@ East Main~ which seems to frequent that area. Just south of you is the final step where you reach sea level and what looks to be the grubbiest section of any town you have ever seen begins. To the north, the road heads uphill toward the main -business area for the Cove. +business area for the Cove. ~ 318 0 0 0 0 0 D0 @@ -131,7 +131,7 @@ Alley at the Cock Fights~ You stand in a cramped alley which is made all the more cramped by all the people who have crowded together to watch and bet on these beasts which battle on the ground in the center of this man-made ring. The exits lead east and -west. +west. ~ 318 0 0 0 0 0 D1 @@ -148,7 +148,7 @@ East Main~ The road runs north and south here. On your west is the wall of the enormous boat station here in McGintey Cove. The entrance looks to be just south of here. To the east is an old, three story building which looks from this angle -to be completely abandoned. +to be completely abandoned. ~ 318 0 0 0 0 0 D0 @@ -170,7 +170,7 @@ East Main~ here in McGintey Cove. This Boat Station is said to be the largest commercial outlet for personal travel overseas in Dibrova. A great number of people go in and come out of this place, many obviously foreigners. The entrance to the Boat -Station is to the west and the road runs north and south. +Station is to the west and the road runs north and south. ~ 318 0 0 0 0 0 D0 @@ -190,7 +190,7 @@ S East Main~ The road continues north and south, a small shop lies just east of you. To the south you can see the very tops of ships' masts that are docked in the -harbor. The shop east of here looks to be that of a netweaver's. +harbor. The shop east of here looks to be that of a netweaver's. ~ 318 0 0 0 0 0 D0 @@ -214,7 +214,7 @@ effort each time you take a step to lift your foot high enough to clear the mud that threathens to ruin your footwear and bog you down. To the east is a very crude looking building, a sign hanging out front with no writing, just a badly painted picture of a cracked beer mug on it. To the west, a narrow, dark alley -allows limited access. +allows limited access. ~ 318 0 0 0 0 0 D0 @@ -236,10 +236,10 @@ D3 S #31812 Netweaver~ - This small shop is festooned with nets of assorted size, color and shape. + This small shop is festooned with nets of assorted size, color and shape. Most are made for fishing, for those commercial fisherman who supply the town with fish to eat. Some, however, are made for a more deadly purpose, one which -a player may find quite useful.... +a player may find quite useful.... ~ 318 0 0 0 0 0 D3 @@ -258,7 +258,7 @@ neatly in the center of the floor. These benches were obviously intended for use by the customers who await the arrival of their boat, but it seems that some the lower class, possibly less fortunates have decide that these benches work very well as a bed, too. There are ticket booths to the north and south. The -exit is east. +exit is east. ~ 318 0 0 0 0 0 D0 @@ -283,7 +283,7 @@ McGintey Boat Station~ This part of the station is no different from the front section. Bums and screaming people. Everywhere. Love it here, yep! (That WAS sarcasm) There are more ticket booths to the north, the south, and the west. The exit is off to -the east. Past more bums. +the east. Past more bums. ~ 318 0 0 0 0 0 D0 @@ -307,7 +307,7 @@ S Dibrova Travels~ You stand at a glass window with a small hole cut in the bottom center. A sign hangs behind the receptionist, detailing the ports of call for this -particular travel company. +particular travel company. ~ 318 0 0 0 0 0 D0 @@ -319,7 +319,7 @@ S Travels Abroad~ You stand at a glass window with a small hole cut in the bottom center. A sign hangs behind the receptionist, detailing the ports of call for this -particular travel company. +particular travel company. ~ 318 0 0 0 0 0 D0 @@ -331,7 +331,7 @@ S Island Escapes~ You stand at a glass window with a small hole cut in the bottom center. A sign hangs behind the receptionist, detailing the ports of call for this -particular travel company. +particular travel company. ~ 318 0 0 0 0 0 D2 @@ -343,7 +343,7 @@ S Ocean Adventures~ You stand at a glass window with a small hole cut in the bottom center. A sign hangs behind the receptionist, detailing the ports of call for this -particular travel company. +particular travel company. ~ 318 0 0 0 0 0 D2 @@ -355,7 +355,7 @@ S Hodges Travel, Inc.~ You stand at a glass window with a small hole cut in the bottom center. A sign hangs behind the receptionist, detailing the ports of call for this -particular travel company. +particular travel company. ~ 318 0 0 0 0 0 D1 @@ -367,7 +367,7 @@ S Narrow Alley~ With the Boat Station wall to your north and the wall of a two story brothel to your south, this alley is so covered in shadows as to be dark. It continues -west into more darkness or allows entrance back onto East Main to the east. +west into more darkness or allows entrance back onto East Main to the east. ~ 318 257 0 0 0 0 D1 @@ -383,7 +383,7 @@ S Narrow Alley~ The alley stills seems to lead somewhere to the west, but still without enough light to see by. A faint trickle of light comes from the east, where the -alley opens up into the main street. +alley opens up into the main street. ~ 318 257 0 0 0 0 D1 @@ -401,7 +401,7 @@ Dead End in Narrow Alley~ you may have been better off not seeing. There is a small, hooded lantern casting light on the alley floor where five large punks huddle around a craps game they were gambling on. Notice the word 'WERE' there. See, you have -interrupted their game, and they don't seem pleased. No, not at all. +interrupted their game, and they don't seem pleased. No, not at all. ~ 318 1 0 0 0 0 D0 @@ -420,7 +420,7 @@ deadliest gangs of thugs in McGintey Cove. All crime, all prostitution, and all illegal gambling activities are controlled from this room. Well, that is all crime, prostitution and gambling that the Dead Boys (McGintey's other gang) don't control is controlled from here. Seems that the Bloody Scythes don't take -a shine to having unexpected company, either. Better duck! +a shine to having unexpected company, either. Better duck! ~ 318 0 0 0 0 0 D2 @@ -432,7 +432,7 @@ S Dock Road~ You are at the northern end of Dock Road which at this point, isn't anywhere near the docks, but leads to them directly. To the east is West Main street and -to the south is the way leading to the docks. +to the south is the way leading to the docks. ~ 318 0 0 0 0 0 D1 @@ -449,7 +449,7 @@ Dock Road~ The road heads south toward the docks where all vessels commercial and private are kept when in port. The sound of the sea begins to be much more prevalent as you make your way toward the docks. The sounds, the smell, and the -excitement of a busy seaport seems to call to you as you hurry along. +excitement of a busy seaport seems to call to you as you hurry along. ~ 318 0 0 0 0 0 D0 @@ -464,7 +464,7 @@ S #31826 Dock Road~ The Dock Road continues south toward the docks or north toward a large hill -which leads up into the main business section of McGintey Cove. +which leads up into the main business section of McGintey Cove. ~ 318 0 0 0 0 0 D0 @@ -483,7 +483,7 @@ splits east and west and runs along the docks where all of the many ships are kept while in port. To the east is a small dirt trail. It looks to be fairly well used, however there is something about it, something slightly unsettling that makes you think maybe you'd better not head that way. Don't you have a -ship to catch anyway? +ship to catch anyway? ~ 318 0 0 0 0 0 D0 @@ -503,7 +503,7 @@ S Dirt Trail~ The trail makes a turn to the north, where it leads up to a small wooden shack, sittig all by itself in the shadow of this big city. How in the world -did this little shack go unnoticed by you when you walked by on Dock Road? +did this little shack go unnoticed by you when you walked by on Dock Road? ~ 318 0 0 0 0 0 D0 @@ -518,9 +518,9 @@ S #31829 In Front of a Shack~ You stand before the shack, wondering if it would be a good idea to knock, or -just walk right in. There is definately someone home from the sounds you can +just walk right in. There is definitely someone home from the sounds you can from out here, there are probably quite a few someones home. They are making a -loud-assed racket. You may head south away from the shack or north into it. +loud-assed racket. You may head south away from the shack or north into it. ~ 318 0 0 0 0 0 D0 @@ -539,7 +539,7 @@ seem to have a non-stop party that goes on and on and on. Almost makes you want to join them, but just as you begin to think these party animals might be cool to hang out with for a few drunken hours, they turn as one and decide that kicking your ass would be more fun than the beer for a while. Hey, you know, -You Gotta Fight... For Your Right... +You Gotta Fight... For Your Right... ~ 318 0 0 0 0 0 D2 @@ -551,8 +551,8 @@ S The Cracked Mug~ A gaggle of sailors all huddle around an old battered piano, most of them drunker than drunk can be. They all sing along in off-keys to an off-key tune -played by a sailor who probably has never touched a piano before in his life. -Seems like a harmless enough place to come in and have a drink or two... +played by a sailor who probably has never touched a piano before in his life. +Seems like a harmless enough place to come in and have a drink or two... ~ 318 8 0 0 0 0 D3 @@ -565,8 +565,8 @@ East Main~ East Main heads south toward the docks, which you can faintly see in the distance now. A wide road heads off to your east, past a bar and a warehouse. To the west is nicely kept house decorated in pastel colors. For some reason, -there are a number of women leaning on the front balcony, smiling and waving. -Hm, you must look extra good today or something! +there are a number of women leaning on the front balcony, smiling and waving. +Hm, you must look extra good today or something! ~ 318 0 0 0 0 0 D0 @@ -590,7 +590,7 @@ S Myra's House of Ill Repute~ Madame Myra hosts the only business of this nature in this town, thereby granting her the luxury of picking and choosing her custom, not to mention her -price. A sign on the wall catches your eye. +price. A sign on the wall catches your eye. ~ 318 8 0 0 0 0 D1 @@ -602,7 +602,7 @@ S Warehouse Road~ The road runs along a couple of large warehouses which seem for the most part unused or at least, unguarded. One lies directly south from you and the other -just northeast. To the west is East Main. +just northeast. To the west is East Main. ~ 318 0 0 0 0 0 D1 @@ -621,7 +621,7 @@ S #31835 Warehouse Road~ The road runs east and west from here, dead ending just east at a large, -empty looking house. To the north is the entrance to a large warehouse. +empty looking house. To the north is the entrance to a large warehouse. ~ 318 0 0 0 0 0 D0 @@ -641,7 +641,7 @@ S Warehouse Road~ The road ends here, warehouse walls to the north and south with no entrances, and an old, empty looking house to the east. To the west the street heads -toward East Main and the docks. +toward East Main and the docks. ~ 318 0 0 0 0 0 D1 @@ -671,7 +671,7 @@ S Warehouse~ A few crates lay scattered throughout the room, all of them seem to have the appearance of having been left here for quite some time. Never hurts to check, -though... +though... ~ 318 8 0 0 0 0 D2 @@ -685,7 +685,7 @@ East Main~ the docks where all vessels are required to tie up when in port. To the west is a small motel which offers vacancy, however it does look as if it would most probably be a favorite hangout for sailors and call girls, not the affluent -qworld traveller type like yourself. +qworld traveller type like yourself. ~ 318 0 0 0 0 0 D0 @@ -705,7 +705,7 @@ S Warehouse~ Boxes and crates litter the floor. Your footsteps echo hollowly in this huge building, convincing you that you are most probably alone in this place. A -quick search might reveal a prize or two. +quick search might reveal a prize or two. ~ 318 8 0 0 0 0 D0 @@ -718,7 +718,7 @@ Roach Motel~ There is a door in the east wall, presumably leading to the rooms where one might rest for the night. A man sits behind a thick plate of glass reading a small pamphlet and ignoring you. It seems if you want any help, you'll have to -ask for it. +ask for it. ~ 318 8 0 0 0 0 D1 @@ -728,10 +728,10 @@ D1 S #31842 Dock Road~ - You stand on the Dock Road which runs east to west along McGintey's docks. -To the south is Dock 5, designated for pleasure crafts and commercial travel. + You stand on the Dock Road which runs east to west along McGintey's docks. +To the south is Dock 5, designated for pleasure crafts and commercial travel. To your north East Main heads up toward the main business district of McGinety -Cove. +Cove. ~ 318 0 0 0 0 0 D0 @@ -753,9 +753,9 @@ D3 S #31843 Dock Road~ - You stand on the Dock Road which runs east to west along McGintey's docks. + You stand on the Dock Road which runs east to west along McGintey's docks. To the south is Dock 6, designated for pleasure crafts only. To your north is -the wall of a large warehouse, the entrance to which must be on another side. +the wall of a large warehouse, the entrance to which must be on another side. ~ 318 0 0 0 0 0 D1 @@ -773,10 +773,10 @@ D3 S #31844 Dock Road~ - You stand on the Dock Road which runs east to west along McGintey's docks. + You stand on the Dock Road which runs east to west along McGintey's docks. To the south is Dock 7, the last of seven docks, this one designated as pleasure crafts only. The shipyard lies to the east or you may head west back along the -Dock Road. +Dock Road. ~ 318 0 0 0 0 0 D1 @@ -796,7 +796,7 @@ S Shipyard~ This is where the boats of McGintey Cove are made and repaired. Hard working men work round the clock to make sure that the commerce and trade which this -great city depends so much on does not come to a halt. +great city depends so much on does not come to a halt. ~ 318 0 0 0 0 0 D3 @@ -807,7 +807,7 @@ S #31846 Dock Road~ You stand on the Dock Road which runs east and west along McGintey's docks. -To the south is Dock 4 which is designated as commercial travel only. +To the south is Dock 4 which is designated as commercial travel only. ~ 318 0 0 0 0 0 D1 @@ -826,7 +826,7 @@ S #31847 Dock Road~ You stand on the Dock Road which runs east and west along McGintey's docks. -To the south is Dock 3 which is designated as commercial travel only. +To the south is Dock 3 which is designated as commercial travel only. ~ 318 0 0 0 0 0 D1 @@ -847,7 +847,7 @@ Dock Road~ You stand on the Dock Road which runs east and west along McGintey's docks. To the south is Dock 2 which is designated as commercial travel and commercial business. To the north, Dock Road runs toward a large hill that leads up into -the main business section of the Cove. +the main business section of the Cove. ~ 318 0 0 0 0 0 D0 @@ -870,8 +870,8 @@ S #31849 Dock Road~ You have come to the western end of Dock Road, where the only exit besides -the way you came os south, onto Dock 1, designated as commercial business crafts -only. +the way you came is south, onto Dock 1, designated as commercial business crafts +only. ~ 318 0 0 0 0 0 D1 @@ -891,7 +891,7 @@ both of them are closed at this time. Of course, the doors don't look like they would do much to keep anyone in or out of the rooms beyond. They are all nasty and corroded, most of the wood peeling away in strips. The hallway heads east into more filth, best to watch your step, there is no light and you could trip -on some garbage. +on some garbage. ~ 318 8 0 0 0 0 D1 @@ -908,7 +908,7 @@ Bottom Floor of an Old Apartment Building~ This place appears to have been abandoned quite some time ago - like years - but you never know. There are doors to the east, south and north from where you stand now. The hallway leads west toward the doorless entrance out onto East -Main. Was that a -clunk! - you just heard from one of the levels above? +Main. Was that a -clunk! - you just heard from one of the levels above? ~ 318 8 0 0 0 0 D3 diff --git a/lib/world/wld/319.wld b/lib/world/wld/319.wld index 78c42f4..b4e1f6c 100644 --- a/lib/world/wld/319.wld +++ b/lib/world/wld/319.wld @@ -3,7 +3,7 @@ Calm Waters~ The waters of the sea are very still here, so still that they bring a feeling of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. +sea. ~ 319 0 0 0 0 0 D0 @@ -65,7 +65,7 @@ Calm Waters~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and worry-free. A sandy beach lies just to the north, running along the length of a -steep cliff face. +steep cliff face. ~ 319 0 0 0 0 0 D1 @@ -85,7 +85,7 @@ S Calm Waters~ The water is a gently rolling calm here that seems to go on forever. The sky and the water match almost exactly, so blue the water and so clear the sky. A -steep cliff face rises up to the north, opening up east of here into a bay. +steep cliff face rises up to the north, opening up east of here into a bay. ~ 319 0 0 0 0 0 D1 @@ -106,7 +106,7 @@ A Choppy Section of the Sea~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each other. McGintey Bay's entryway lies just north from here, in fact from this -angle the city itself can be seen. +angle the city itself can be seen. ~ 319 0 0 0 0 0 D0 @@ -132,7 +132,7 @@ A Choppy Section of the Sea~ the water bobbing and jumping rapidly. Every now and again a small fish can be seen jumping up from the wake, searching for food on the surface. McGintey Bay's entryway lies just north from here, in fact from this angle the city -itself can be seen. +itself can be seen. ~ 319 0 0 0 0 0 D0 @@ -158,7 +158,7 @@ Placid Waters~ their head and say a quick prayer to the Sea God at this time to pray for a wind of some sort. Looking in all directions, the sea is still and quiet. McGintey Bay's entryway lies just north from here, in fact from this angle the city -itself can be seen. +itself can be seen. ~ 319 0 0 0 0 0 D0 @@ -182,7 +182,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 319 0 0 0 0 0 D0 @@ -206,7 +206,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 319 0 0 0 0 0 D0 @@ -230,7 +230,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 319 0 0 0 0 0 D0 @@ -254,7 +254,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 319 0 0 0 0 0 D0 @@ -277,7 +277,7 @@ S #31910 A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. +the water in its own direction, regardless of the wind or weather topside. ~ 319 0 0 0 0 0 D0 @@ -301,7 +301,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 319 0 0 0 0 0 D0 @@ -325,7 +325,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 319 0 0 0 0 0 D0 @@ -348,7 +348,7 @@ S #31913 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 319 0 0 0 0 0 D0 @@ -372,7 +372,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 319 0 0 0 0 0 D0 @@ -396,7 +396,7 @@ S Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. +and froth all over the surface of the sea. ~ 319 0 0 0 0 0 D0 @@ -420,7 +420,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 319 0 0 0 0 0 D0 @@ -442,9 +442,9 @@ D3 S #31917 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 319 0 0 0 0 0 D0 @@ -468,7 +468,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 319 0 0 0 0 0 D0 @@ -492,7 +492,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 319 0 0 0 0 0 D0 @@ -516,7 +516,7 @@ S A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. +gentle swells at this point. ~ 319 0 0 0 0 0 D0 @@ -540,7 +540,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 319 0 0 0 0 0 D0 @@ -587,7 +587,7 @@ S A Drizzling Rain~ The rain falls in a steady drizzle that soaks to the bone, but does not cause any harm. The wind has all but died out, making the rain all the final and -somber. +somber. ~ 319 0 0 0 0 0 D0 @@ -612,7 +612,7 @@ A Gentle Breeze~ The fresh breeze that blows past is a calm, gentle one that can only be called dreamy. A sailor in these winds would gladly lie on the deck of his ship with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. +never once having the desire or need to get up and work. ~ 319 0 0 0 0 0 D0 @@ -636,7 +636,7 @@ S Upon the Mighty Sea~ All around is the wide open expanse of the sea, its mighty presence so strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. +sky and a deeper blue can be seen. ~ 319 0 0 0 0 0 D0 @@ -662,7 +662,7 @@ Calm Waters~ of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at sea. McGintey Bay's entryway lies just north from here, in fact from this angle -the city itself can be seen. +the city itself can be seen. ~ 319 0 0 0 0 0 D0 @@ -686,7 +686,7 @@ S Calm Waters~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. +worry-free. ~ 319 0 0 0 0 0 D0 @@ -709,7 +709,7 @@ S #31928 Calm Waters~ The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. +and the water match almost exactly, so blue the water and so clear the sky. ~ 319 0 0 0 0 0 D0 @@ -733,7 +733,7 @@ S A Choppy Section of the Sea~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each -other. +other. ~ 319 0 0 0 0 0 D0 @@ -757,7 +757,7 @@ S A Choppy Section of the Sea~ The wind has picked up a bit and has caused the sea to begin to churn a bit, the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. +seen jumping up from the wake, searching for food on the surface. ~ 319 0 0 0 0 0 D0 @@ -783,7 +783,7 @@ Placid Waters~ their head and say a quick prayer to the Sea God at this time to pray for a wind of some sort. Looking in all directions, the sea is still and quiet. McGintey Bay's entryway lies just north from here, in fact from this angle the city -itself can be seen. +itself can be seen. ~ 319 0 0 0 0 0 D0 @@ -807,7 +807,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 319 0 0 0 0 0 D0 @@ -831,7 +831,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 319 0 0 0 0 0 D0 @@ -855,7 +855,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 319 0 0 0 0 0 D0 @@ -879,7 +879,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 319 0 0 0 0 0 D0 @@ -905,7 +905,7 @@ A Strong Current~ the water in its own direction, regardless of the wind or weather topside. The sea is dashed again and again against the rock face of a cliff on the north side. To the west a huge opening in the cliff can be seen, opening into a large -bay. +bay. ~ 319 0 0 0 0 0 D1 @@ -925,7 +925,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 319 0 0 0 0 0 D0 @@ -949,7 +949,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 319 0 0 0 0 0 D0 @@ -972,7 +972,7 @@ S #31939 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 319 0 0 0 0 0 D0 @@ -996,7 +996,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 319 0 0 0 0 0 D0 @@ -1022,7 +1022,7 @@ Wild, Foaming Crests~ shaking on its foundations. The water splashes and crashes against itself, foam and froth all over the surface of the sea. The sea is dashed again and again against the rock face of a cliff on the north side. To the west a huge opening -in the cliff can be seen, opening into a large bay. +in the cliff can be seen, opening into a large bay. ~ 319 0 0 0 0 0 D1 @@ -1042,7 +1042,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 319 0 0 0 0 0 D0 @@ -1064,9 +1064,9 @@ D3 S #31943 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 319 0 0 0 0 0 D0 @@ -1090,7 +1090,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 319 0 0 0 0 0 D0 @@ -1114,7 +1114,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 319 0 0 0 0 0 D0 @@ -1140,7 +1140,7 @@ A Gentle Breeze~ the tang of salt with it. The sea appears to be cooperating with travel, only gentle swells at this point. The sea is dashed again and again against the rock face of a cliff on the north side. To the west a huge opening in the cliff can -be seen, opening into a large bay. +be seen, opening into a large bay. ~ 319 0 0 0 0 0 D2 @@ -1156,7 +1156,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 319 0 0 0 0 0 D0 @@ -1195,7 +1195,7 @@ S A Drizzling Rain~ The rain falls in a steady drizzle that soaks to the bone, but does not cause any harm. The wind has all but died out, making the rain all the final and -somber. +somber. ~ 319 0 0 0 0 0 D0 @@ -1216,7 +1216,7 @@ A Gentle Breeze~ The fresh breeze that blows past is a calm, gentle one that can only be called dreamy. A sailor in these winds would gladly lie on the deck of his ship with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. +never once having the desire or need to get up and work. ~ 319 0 0 0 0 0 D0 @@ -1236,7 +1236,7 @@ S Upon the Mighty Sea~ All around is the wide open expanse of the sea, its mighty presence so strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. +sky and a deeper blue can be seen. ~ 319 0 0 0 0 0 D0 @@ -1261,7 +1261,7 @@ Calm Waters~ The waters of the sea are very still here, so still that they bring a feeling of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. +sea. ~ 319 0 0 0 0 0 D0 @@ -1285,7 +1285,7 @@ S Calm Waters~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. +worry-free. ~ 319 0 0 0 0 0 D0 @@ -1308,7 +1308,7 @@ S #31954 Calm Waters~ The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. +and the water match almost exactly, so blue the water and so clear the sky. ~ 319 0 0 0 0 0 D0 @@ -1332,7 +1332,7 @@ S A Choppy Section of the Sea~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each -other. +other. ~ 319 0 0 0 0 0 D0 @@ -1352,7 +1352,7 @@ S A Choppy Section of the Sea~ The wind has picked up a bit and has caused the sea to begin to churn a bit, the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. +seen jumping up from the wake, searching for food on the surface. ~ 319 0 0 0 0 0 D0 @@ -1376,7 +1376,7 @@ S Placid Waters~ The sea has turned to calm that is almost unsettling. Any sailor would bow their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. +of some sort. Looking in all directions, the sea is still and quiet. ~ 319 0 0 0 0 0 D0 @@ -1400,7 +1400,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 319 0 0 0 0 0 D0 @@ -1424,7 +1424,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 319 0 0 0 0 0 D0 @@ -1448,7 +1448,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 319 0 0 0 0 0 D0 @@ -1468,7 +1468,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 319 0 0 0 0 0 D0 @@ -1491,7 +1491,7 @@ S #31962 A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. +the water in its own direction, regardless of the wind or weather topside. ~ 319 0 0 0 0 0 D0 @@ -1515,7 +1515,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 319 0 0 0 0 0 D0 @@ -1539,7 +1539,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 319 0 0 0 0 0 D0 @@ -1562,7 +1562,7 @@ S #31965 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 319 0 0 0 0 0 D0 @@ -1582,7 +1582,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 319 0 0 0 0 0 D0 @@ -1606,7 +1606,7 @@ S Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. +and froth all over the surface of the sea. ~ 319 0 0 0 0 0 D0 @@ -1630,7 +1630,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 319 0 0 0 0 0 D0 @@ -1652,9 +1652,9 @@ D3 S #31969 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 319 0 0 0 0 0 D0 @@ -1678,7 +1678,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 319 0 0 0 0 0 D0 @@ -1698,7 +1698,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 319 0 0 0 0 0 D0 @@ -1718,7 +1718,7 @@ S A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. +gentle swells at this point. ~ 319 0 0 0 0 0 D0 @@ -1738,7 +1738,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 319 0 0 0 0 0 D0 @@ -1777,7 +1777,7 @@ S A Drizzling Rain~ The rain falls in a steady drizzle that soaks to the bone, but does not cause any harm. The wind has all but died out, making the rain all the final and -somber. +somber. ~ 319 0 0 0 0 0 D0 @@ -1794,7 +1794,7 @@ A Gentle Breeze~ The fresh breeze that blows past is a calm, gentle one that can only be called dreamy. A sailor in these winds would gladly lie on the deck of his ship with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. +never once having the desire or need to get up and work. ~ 319 0 0 0 0 0 D0 @@ -1818,7 +1818,7 @@ S Upon the Mighty Sea~ All around is the wide open expanse of the sea, its mighty presence so strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. +sky and a deeper blue can be seen. ~ 319 0 0 0 0 0 D0 @@ -1843,7 +1843,7 @@ Calm Waters~ The waters of the sea are very still here, so still that they bring a feeling of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. +sea. ~ 319 0 0 0 0 0 D0 @@ -1867,7 +1867,7 @@ S Calm Waters~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. +worry-free. ~ 319 0 0 0 0 0 D0 @@ -1890,7 +1890,7 @@ S #31980 Calm Waters~ The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. +and the water match almost exactly, so blue the water and so clear the sky. ~ 319 0 0 0 0 0 D0 @@ -1914,7 +1914,7 @@ S A Choppy Section of the Sea~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each -other. +other. ~ 319 0 0 0 0 0 D0 @@ -1938,7 +1938,7 @@ S A Choppy Section of the Sea~ The wind has picked up a bit and has caused the sea to begin to churn a bit, the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. +seen jumping up from the wake, searching for food on the surface. ~ 319 0 0 0 0 0 D0 @@ -1962,7 +1962,7 @@ S Placid Waters~ The sea has turned to calm that is almost unsettling. Any sailor would bow their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. +of some sort. Looking in all directions, the sea is still and quiet. ~ 319 0 0 0 0 0 D0 @@ -1986,7 +1986,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 319 0 0 0 0 0 D0 @@ -2010,7 +2010,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 319 0 0 0 0 0 D0 @@ -2034,7 +2034,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 319 0 0 0 0 0 D0 @@ -2058,7 +2058,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 319 0 0 0 0 0 D0 @@ -2081,7 +2081,7 @@ S #31988 A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. +the water in its own direction, regardless of the wind or weather topside. ~ 319 0 0 0 0 0 D0 @@ -2105,7 +2105,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 319 0 0 0 0 0 D0 @@ -2129,7 +2129,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 319 0 0 0 0 0 D0 @@ -2152,7 +2152,7 @@ S #31991 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 319 0 0 0 0 0 D0 @@ -2176,7 +2176,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 319 0 0 0 0 0 D0 @@ -2200,7 +2200,7 @@ S Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. +and froth all over the surface of the sea. ~ 319 0 0 0 0 0 D0 @@ -2224,7 +2224,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 319 0 0 0 0 0 D0 @@ -2246,9 +2246,9 @@ D3 S #31995 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 319 0 0 0 0 0 D0 @@ -2272,7 +2272,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 319 0 0 0 0 0 D0 @@ -2296,7 +2296,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 319 0 0 0 0 0 D0 @@ -2320,7 +2320,7 @@ S A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. +gentle swells at this point. ~ 319 0 0 0 0 0 D0 @@ -2344,7 +2344,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 319 0 0 0 0 0 D0 diff --git a/lib/world/wld/32.wld b/lib/world/wld/32.wld index 1291a32..a5cb624 100644 --- a/lib/world/wld/32.wld +++ b/lib/world/wld/32.wld @@ -15,8 +15,8 @@ D3 0 -1 900 E wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. Looks pretty solid. + It is built from large gray rocks that have been fastened to each other with +some kind of mortar. Looks pretty solid. ~ S #3201 diff --git a/lib/world/wld/320.wld b/lib/world/wld/320.wld index 2852505..fa3fa9f 100644 --- a/lib/world/wld/320.wld +++ b/lib/world/wld/320.wld @@ -3,7 +3,7 @@ Calm Waters~ The waters of the sea are very still here, so still that they bring a feeling of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. +sea. ~ 320 0 0 0 0 0 D0 @@ -44,7 +44,7 @@ At the Shoreline~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and worry-free. A rock littered shore lies to the north, so jumbled and covered in -rock as to be unpassable. +rock as to be unpassable. ~ 320 0 0 0 0 0 D1 @@ -61,7 +61,7 @@ At the Shoreline~ The water is a gently rolling calm here that seems to go on forever. The sky and the water match almost exactly, so blue the water and so clear the sky. A rock littered shore lies to the north, so jumbled and covered in rock as to be -unpassable. +unpassable. ~ 320 0 0 0 0 0 D1 @@ -82,7 +82,7 @@ At the Shoreline~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each other. A rock littered shore lies to the north, so jumbled and covered in rock -as to be unpassable. +as to be unpassable. ~ 320 0 0 0 0 0 D1 @@ -104,7 +104,7 @@ At the Shoreline~ the water bobbing and jumping rapidly. Every now and again a small fish can be seen jumping up from the wake, searching for food on the surface. A rock littered shore lies to the north, so jumbled and covered in rock as to be -unpassable. +unpassable. ~ 320 0 0 0 0 0 D1 @@ -127,7 +127,7 @@ their head and say a quick prayer to the Sea God at this time to pray for a wind of some sort. Looking in all directions, the sea is still and quiet. A rocky shore is to the north, its boulder riddled area too cluttered to be passed along. A long jetty lies to the east running south into the ocean, a tall -lighthouse at its end. +lighthouse at its end. ~ 320 0 0 0 0 0 D1 @@ -147,7 +147,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 320 0 0 0 0 0 D0 @@ -167,7 +167,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 320 0 0 0 0 0 D0 @@ -191,7 +191,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 320 0 0 0 0 0 D0 @@ -215,7 +215,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 320 0 0 0 0 0 D0 @@ -238,7 +238,7 @@ S #32010 A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. +the water in its own direction, regardless of the wind or weather topside. ~ 320 0 0 0 0 0 D0 @@ -262,7 +262,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 320 0 0 0 0 0 D0 @@ -282,7 +282,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 320 0 0 0 0 0 D0 @@ -305,7 +305,7 @@ S #32013 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 320 0 0 0 0 0 D0 @@ -329,7 +329,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 320 0 0 0 0 0 D0 @@ -353,7 +353,7 @@ S Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. +and froth all over the surface of the sea. ~ 320 0 0 0 0 0 D0 @@ -377,7 +377,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 320 0 0 0 0 0 D0 @@ -395,9 +395,9 @@ D2 S #32017 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 320 0 0 0 0 0 D0 @@ -421,7 +421,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 320 0 0 0 0 0 D0 @@ -445,7 +445,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 320 0 0 0 0 0 D0 @@ -469,7 +469,7 @@ S A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. +gentle swells at this point. ~ 320 0 0 0 0 0 D0 @@ -493,7 +493,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 320 0 0 0 0 0 D0 @@ -536,7 +536,7 @@ S A Drizzling Rain~ The rain falls in a steady drizzle that soaks to the bone, but does not cause any harm. The wind has all but died out, making the rain all the final and -somber. +somber. ~ 320 0 0 0 0 0 D0 @@ -561,7 +561,7 @@ A Gentle Breeze~ The fresh breeze that blows past is a calm, gentle one that can only be called dreamy. A sailor in these winds would gladly lie on the deck of his ship with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. +never once having the desire or need to get up and work. ~ 320 0 0 0 0 0 D0 @@ -585,7 +585,7 @@ S Upon the Mighty Sea~ All around is the wide open expanse of the sea, its mighty presence so strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. +sky and a deeper blue can be seen. ~ 320 0 0 0 0 0 D0 @@ -610,7 +610,7 @@ West of the Jetty~ A long rock jetty with a lighhouse at its end runs out into the sea. It appears that climbing the rocks to the jetty's walkway might be hazardous to one's health, so another way up must be found. The shore lies just north of -here, but that too is covered in rock and scree and appears unclimbable. +here, but that too is covered in rock and scree and appears unclimbable. ~ 320 0 0 0 0 0 D2 @@ -626,7 +626,7 @@ S West of the Jetty~ A long rock jetty with a lighhouse at its end runs out into the sea. It appears that climbing the rocks to the jetty's walkway might be hazardous to -one's health, so another way up must be found. +one's health, so another way up must be found. ~ 320 0 0 0 0 0 D0 @@ -646,7 +646,7 @@ S West of the Jetty~ A long rock jetty with a lighhouse at its end runs out into the sea. It appears that climbing the rocks to the jetty's walkway might be hazardous to -one's health, so another way up must be found. +one's health, so another way up must be found. ~ 320 0 0 0 0 0 D0 @@ -666,7 +666,7 @@ S West of the Jetty~ A long rock jetty with a lighhouse at its end runs out into the sea. It appears that climbing the rocks to the jetty's walkway might be hazardous to -one's health, so another way up must be found. +one's health, so another way up must be found. ~ 320 0 0 0 0 0 D0 @@ -687,7 +687,7 @@ South of the Jetty~ A tall lighthouse stands at the end of a rock jetty which juts out into the sea. The rocks which form the jetty look exceptionally large and sharp - sharp enough, in fact, that they do not warrant an attempt at climbing. It seems that -another way to the lighthouse will have to be found. +another way to the lighthouse will have to be found. ~ 320 0 0 0 0 0 D0 @@ -712,7 +712,7 @@ Near the Jetty~ A long jetty made of jumbled rock pokes out into the sea, a lighthouse perched at its end. Fisherman sit along the sides of the jetty, hoping to catch a little luck and maybe some dinner along with it. There does not appear any -way to get west onto the jetty's walkway from the sea. +way to get west onto the jetty's walkway from the sea. ~ 320 0 0 0 0 0 D1 @@ -729,7 +729,7 @@ East of the Jetty~ A long jetty made of jumbled rock pokes out into the sea, a lighthouse perched at its end. Fisherman sit along the sides of the jetty, hoping to catch a little luck and maybe some dinner along with it. There does not appear any -way to get west onto the jetty's walkway from the sea. +way to get west onto the jetty's walkway from the sea. ~ 320 0 0 0 0 0 D0 @@ -750,7 +750,7 @@ East of the Jetty~ A tumbled rock jetty lies to the west, a small home and lighthouse perched at the end. The water swirls and splashes at the rocks, their sharp ends cutting into the water. It does not appear safe to attempt climbing those rocks to the -lighthouse. +lighthouse. ~ 320 0 0 0 0 0 D0 @@ -771,7 +771,7 @@ East of the Jetty's End~ A tumbled rock jetty lies to the west, a small home and lighthouse perched at the end. The water swirls and splashes at the rocks, their sharp ends cutting into the water. It does not appear safe to attempt climbing those rocks to the -lighthouse. +lighthouse. ~ 320 0 0 0 0 0 D0 @@ -791,7 +791,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 320 0 0 0 0 0 D0 @@ -816,7 +816,7 @@ A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves the water in its own direction, regardless of the wind or weather topside. The beach area to the north has begun to get covered in rocks, making it unsafe to -attempt travel onto land. It looks a bit more safe to the east. +attempt travel onto land. It looks a bit more safe to the east. ~ 320 0 0 0 0 0 D1 @@ -836,7 +836,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 320 0 0 0 0 0 D0 @@ -860,7 +860,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 320 0 0 0 0 0 D0 @@ -883,7 +883,7 @@ S #32039 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 320 0 0 0 0 0 D0 @@ -907,7 +907,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 320 0 0 0 0 0 D0 @@ -932,7 +932,7 @@ Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam and froth all over the surface of the sea. A sandy beach lies just to the -north, running along the length of a steep cliff face. +north, running along the length of a steep cliff face. ~ 320 0 0 0 0 0 D1 @@ -952,7 +952,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 320 0 0 0 0 0 D0 @@ -974,9 +974,9 @@ D3 S #32043 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 320 0 0 0 0 0 D0 @@ -1000,7 +1000,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 320 0 0 0 0 0 D0 @@ -1024,7 +1024,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 320 0 0 0 0 0 D0 @@ -1049,7 +1049,7 @@ A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only gentle swells at this point. A sandy beach lies just to the north, running -along the length of a steep cliff face. +along the length of a steep cliff face. ~ 320 0 0 0 0 0 D1 @@ -1069,7 +1069,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 320 0 0 0 0 0 D0 @@ -1116,7 +1116,7 @@ S A Drizzling Rain~ The rain falls in a steady drizzle that soaks to the bone, but does not cause any harm. The wind has all but died out, making the rain all the final and -somber. +somber. ~ 320 0 0 0 0 0 D0 @@ -1141,7 +1141,7 @@ A Gentle Breeze~ The fresh breeze that blows past is a calm, gentle one that can only be called dreamy. A sailor in these winds would gladly lie on the deck of his ship with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. +never once having the desire or need to get up and work. ~ 320 0 0 0 0 0 D0 @@ -1165,7 +1165,7 @@ S Upon the Mighty Sea~ All around is the wide open expanse of the sea, its mighty presence so strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. +sky and a deeper blue can be seen. ~ 320 0 0 0 0 0 D0 @@ -1190,7 +1190,7 @@ Calm Waters~ The waters of the sea are very still here, so still that they bring a feeling of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. +sea. ~ 320 0 0 0 0 0 D0 @@ -1214,7 +1214,7 @@ S Calm Waters~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. +worry-free. ~ 320 0 0 0 0 0 D0 @@ -1237,7 +1237,7 @@ S #32054 Calm Waters~ The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. +and the water match almost exactly, so blue the water and so clear the sky. ~ 320 0 0 0 0 0 D0 @@ -1261,7 +1261,7 @@ S A Choppy Section of the Sea~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each -other. +other. ~ 320 0 0 0 0 0 D0 @@ -1285,7 +1285,7 @@ S A Choppy Section of the Sea~ The wind has picked up a bit and has caused the sea to begin to churn a bit, the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. +seen jumping up from the wake, searching for food on the surface. ~ 320 0 0 0 0 0 D0 @@ -1309,7 +1309,7 @@ S Placid Waters~ The sea has turned to calm that is almost unsettling. Any sailor would bow their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. +of some sort. Looking in all directions, the sea is still and quiet. ~ 320 0 0 0 0 0 D0 @@ -1333,7 +1333,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 320 0 0 0 0 0 D0 @@ -1357,7 +1357,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 320 0 0 0 0 0 D0 @@ -1381,7 +1381,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 320 0 0 0 0 0 D0 @@ -1405,7 +1405,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 320 0 0 0 0 0 D0 @@ -1428,7 +1428,7 @@ S #32062 A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. +the water in its own direction, regardless of the wind or weather topside. ~ 320 0 0 0 0 0 D0 @@ -1452,7 +1452,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 320 0 0 0 0 0 D0 @@ -1476,7 +1476,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 320 0 0 0 0 0 D0 @@ -1499,7 +1499,7 @@ S #32065 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 320 0 0 0 0 0 D0 @@ -1523,7 +1523,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 320 0 0 0 0 0 D0 @@ -1547,7 +1547,7 @@ S Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. +and froth all over the surface of the sea. ~ 320 0 0 0 0 0 D0 @@ -1571,7 +1571,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 320 0 0 0 0 0 D0 @@ -1593,9 +1593,9 @@ D3 S #32069 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 320 0 0 0 0 0 D0 @@ -1619,7 +1619,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 320 0 0 0 0 0 D0 @@ -1643,7 +1643,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 320 0 0 0 0 0 D0 @@ -1667,7 +1667,7 @@ S A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. +gentle swells at this point. ~ 320 0 0 0 0 0 D0 @@ -1691,7 +1691,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 320 0 0 0 0 0 D0 @@ -1738,7 +1738,7 @@ S A Drizzling Rain~ The rain falls in a steady drizzle that soaks to the bone, but does not cause any harm. The wind has all but died out, making the rain all the final and -somber. +somber. ~ 320 0 0 0 0 0 D0 @@ -1763,7 +1763,7 @@ A Gentle Breeze~ The fresh breeze that blows past is a calm, gentle one that can only be called dreamy. A sailor in these winds would gladly lie on the deck of his ship with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. +never once having the desire or need to get up and work. ~ 320 0 0 0 0 0 D0 @@ -1783,7 +1783,7 @@ S Upon the Mighty Sea~ All around is the wide open expanse of the sea, its mighty presence so strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. +sky and a deeper blue can be seen. ~ 320 0 0 0 0 0 D0 @@ -1808,7 +1808,7 @@ Calm Waters~ The waters of the sea are very still here, so still that they bring a feeling of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. +sea. ~ 320 0 0 0 0 0 D0 @@ -1832,7 +1832,7 @@ S Calm Waters~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. +worry-free. ~ 320 0 0 0 0 0 D0 @@ -1855,7 +1855,7 @@ S #32080 Calm Waters~ The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. +and the water match almost exactly, so blue the water and so clear the sky. ~ 320 0 0 0 0 0 D0 @@ -1879,7 +1879,7 @@ S A Choppy Section of the Sea~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each -other. +other. ~ 320 0 0 0 0 0 D0 @@ -1899,7 +1899,7 @@ S A Choppy Section of the Sea~ The wind has picked up a bit and has caused the sea to begin to churn a bit, the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. +seen jumping up from the wake, searching for food on the surface. ~ 320 0 0 0 0 0 D0 @@ -1923,7 +1923,7 @@ S Placid Waters~ The sea has turned to calm that is almost unsettling. Any sailor would bow their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. +of some sort. Looking in all directions, the sea is still and quiet. ~ 320 0 0 0 0 0 D0 @@ -1947,7 +1947,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 320 0 0 0 0 0 D0 @@ -1971,7 +1971,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 320 0 0 0 0 0 D0 @@ -1995,7 +1995,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 320 0 0 0 0 0 D0 @@ -2015,7 +2015,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 320 0 0 0 0 0 D0 @@ -2038,7 +2038,7 @@ S #32088 A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. +the water in its own direction, regardless of the wind or weather topside. ~ 320 0 0 0 0 0 D0 @@ -2062,7 +2062,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 320 0 0 0 0 0 D0 @@ -2086,7 +2086,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 320 0 0 0 0 0 D0 @@ -2109,7 +2109,7 @@ S #32091 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 320 0 0 0 0 0 D0 @@ -2129,7 +2129,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 320 0 0 0 0 0 D0 @@ -2153,7 +2153,7 @@ S Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. +and froth all over the surface of the sea. ~ 320 0 0 0 0 0 D0 @@ -2177,7 +2177,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 320 0 0 0 0 0 D0 @@ -2199,9 +2199,9 @@ D3 S #32095 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 320 0 0 0 0 0 D0 @@ -2225,7 +2225,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 320 0 0 0 0 0 D0 @@ -2241,7 +2241,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 320 0 0 0 0 0 D0 @@ -2261,7 +2261,7 @@ S A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. +gentle swells at this point. ~ 320 0 0 0 0 0 D0 @@ -2281,7 +2281,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 320 0 0 0 0 0 D0 diff --git a/lib/world/wld/321.wld b/lib/world/wld/321.wld index e0acdae..0415acb 100644 --- a/lib/world/wld/321.wld +++ b/lib/world/wld/321.wld @@ -3,7 +3,7 @@ Calm Waters~ The waters of the sea are very still here, so still that they bring a feeling of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. +sea. ~ 321 0 0 0 0 0 D0 @@ -38,7 +38,7 @@ S Calm Waters~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. +worry-free. ~ 321 0 0 0 0 0 D0 @@ -57,7 +57,7 @@ S #32102 Calm Waters~ The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. +and the water match almost exactly, so blue the water and so clear the sky. ~ 321 0 0 0 0 0 D0 @@ -81,7 +81,7 @@ S A Choppy Section of the Sea~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each -other. +other. ~ 321 0 0 0 0 0 D0 @@ -105,7 +105,7 @@ S A Choppy Section of the Sea~ The wind has picked up a bit and has caused the sea to begin to churn a bit, the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. +seen jumping up from the wake, searching for food on the surface. ~ 321 0 0 0 0 0 D0 @@ -129,7 +129,7 @@ S Placid Waters~ The sea has turned to calm that is almost unsettling. Any sailor would bow their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. +of some sort. Looking in all directions, the sea is still and quiet. ~ 321 0 0 0 0 0 D0 @@ -153,7 +153,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 321 0 0 0 0 0 D0 @@ -173,7 +173,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 321 0 0 0 0 0 D0 @@ -197,7 +197,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 321 0 0 0 0 0 D0 @@ -221,7 +221,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 321 0 0 0 0 0 D0 @@ -244,7 +244,7 @@ S #32110 A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. +the water in its own direction, regardless of the wind or weather topside. ~ 321 0 0 0 0 0 D0 @@ -268,7 +268,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 321 0 0 0 0 0 D0 @@ -288,7 +288,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 321 0 0 0 0 0 D0 @@ -311,7 +311,7 @@ S #32113 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 321 0 0 0 0 0 D0 @@ -335,7 +335,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 321 0 0 0 0 0 D0 @@ -359,7 +359,7 @@ S Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. +and froth all over the surface of the sea. ~ 321 0 0 0 0 0 D0 @@ -383,7 +383,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 321 0 0 0 0 0 D0 @@ -401,9 +401,9 @@ D2 S #32117 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 321 0 0 0 0 0 D0 @@ -427,7 +427,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 321 0 0 0 0 0 D0 @@ -451,7 +451,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 321 0 0 0 0 0 D0 @@ -475,7 +475,7 @@ S A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. +gentle swells at this point. ~ 321 0 0 0 0 0 D0 @@ -499,7 +499,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 321 0 0 0 0 0 D0 @@ -542,7 +542,7 @@ S A Drizzling Rain~ The rain falls in a steady drizzle that soaks to the bone, but does not cause any harm. The wind has all but died out, making the rain all the final and -somber. +somber. ~ 321 0 0 0 0 0 D0 @@ -567,7 +567,7 @@ A Gentle Breeze~ The fresh breeze that blows past is a calm, gentle one that can only be called dreamy. A sailor in these winds would gladly lie on the deck of his ship with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. +never once having the desire or need to get up and work. ~ 321 0 0 0 0 0 D0 @@ -591,7 +591,7 @@ S Upon the Mighty Sea~ All around is the wide open expanse of the sea, its mighty presence so strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. +sky and a deeper blue can be seen. ~ 321 0 0 0 0 0 D0 @@ -616,7 +616,7 @@ Calm Waters~ The waters of the sea are very still here, so still that they bring a feeling of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. +sea. ~ 321 0 0 0 0 0 D0 @@ -640,7 +640,7 @@ S Calm Waters~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. +worry-free. ~ 321 0 0 0 0 0 D0 @@ -663,7 +663,7 @@ S #32128 Calm Waters~ The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. +and the water match almost exactly, so blue the water and so clear the sky. ~ 321 0 0 0 0 0 D0 @@ -687,7 +687,7 @@ S A Choppy Section of the Sea~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each -other. +other. ~ 321 0 0 0 0 0 D0 @@ -711,7 +711,7 @@ S A Choppy Section of the Sea~ The wind has picked up a bit and has caused the sea to begin to churn a bit, the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. +seen jumping up from the wake, searching for food on the surface. ~ 321 0 0 0 0 0 D0 @@ -735,7 +735,7 @@ S Placid Waters~ The sea has turned to calm that is almost unsettling. Any sailor would bow their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. +of some sort. Looking in all directions, the sea is still and quiet. ~ 321 0 0 0 0 0 D0 @@ -759,7 +759,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 321 0 0 0 0 0 D0 @@ -783,7 +783,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 321 0 0 0 0 0 D0 @@ -807,7 +807,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 321 0 0 0 0 0 D0 @@ -831,7 +831,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 321 0 0 0 0 0 D0 @@ -854,7 +854,7 @@ S #32136 A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. +the water in its own direction, regardless of the wind or weather topside. ~ 321 0 0 0 0 0 D0 @@ -878,7 +878,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 321 0 0 0 0 0 D0 @@ -902,7 +902,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 321 0 0 0 0 0 D0 @@ -925,7 +925,7 @@ S #32139 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 321 0 0 0 0 0 D0 @@ -949,7 +949,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 321 0 0 0 0 0 D0 @@ -973,7 +973,7 @@ S Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. +and froth all over the surface of the sea. ~ 321 0 0 0 0 0 D0 @@ -997,7 +997,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 321 0 0 0 0 0 D0 @@ -1019,9 +1019,9 @@ D3 S #32143 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 321 0 0 0 0 0 D0 @@ -1045,7 +1045,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 321 0 0 0 0 0 D0 @@ -1069,7 +1069,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 321 0 0 0 0 0 D0 @@ -1093,7 +1093,7 @@ S A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. +gentle swells at this point. ~ 321 0 0 0 0 0 D0 @@ -1113,7 +1113,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 321 0 0 0 0 0 D0 @@ -1152,7 +1152,7 @@ S A Drizzling Rain~ The rain falls in a steady drizzle that soaks to the bone, but does not cause any harm. The wind has all but died out, making the rain all the final and -somber. +somber. ~ 321 0 0 0 0 0 D0 @@ -1173,7 +1173,7 @@ A Gentle Breeze~ The fresh breeze that blows past is a calm, gentle one that can only be called dreamy. A sailor in these winds would gladly lie on the deck of his ship with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. +never once having the desire or need to get up and work. ~ 321 0 0 0 0 0 D0 @@ -1193,7 +1193,7 @@ S Upon the Mighty Sea~ All around is the wide open expanse of the sea, its mighty presence so strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. +sky and a deeper blue can be seen. ~ 321 0 0 0 0 0 D0 @@ -1218,7 +1218,7 @@ Calm Waters~ The waters of the sea are very still here, so still that they bring a feeling of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. +sea. ~ 321 0 0 0 0 0 D0 @@ -1242,7 +1242,7 @@ S Calm Waters~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. +worry-free. ~ 321 0 0 0 0 0 D0 @@ -1265,7 +1265,7 @@ S #32154 Calm Waters~ The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. +and the water match almost exactly, so blue the water and so clear the sky. ~ 321 0 0 0 0 0 D0 @@ -1289,7 +1289,7 @@ S A Choppy Section of the Sea~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each -other. +other. ~ 321 0 0 0 0 0 D0 @@ -1309,7 +1309,7 @@ S A Choppy Section of the Sea~ The wind has picked up a bit and has caused the sea to begin to churn a bit, the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. +seen jumping up from the wake, searching for food on the surface. ~ 321 0 0 0 0 0 D0 @@ -1333,7 +1333,7 @@ S Placid Waters~ The sea has turned to calm that is almost unsettling. Any sailor would bow their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. +of some sort. Looking in all directions, the sea is still and quiet. ~ 321 0 0 0 0 0 D0 @@ -1357,7 +1357,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 321 0 0 0 0 0 D0 @@ -1381,7 +1381,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 321 0 0 0 0 0 D0 @@ -1405,7 +1405,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 321 0 0 0 0 0 D0 @@ -1425,7 +1425,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 321 0 0 0 0 0 D0 @@ -1448,7 +1448,7 @@ S #32162 A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. +the water in its own direction, regardless of the wind or weather topside. ~ 321 0 0 0 0 0 D0 @@ -1472,7 +1472,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 321 0 0 0 0 0 D0 @@ -1496,7 +1496,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 321 0 0 0 0 0 D0 @@ -1519,7 +1519,7 @@ S #32165 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 321 0 0 0 0 0 D0 @@ -1539,7 +1539,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 321 0 0 0 0 0 D0 @@ -1563,7 +1563,7 @@ S Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. +and froth all over the surface of the sea. ~ 321 0 0 0 0 0 D0 @@ -1587,7 +1587,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 321 0 0 0 0 0 D0 @@ -1609,9 +1609,9 @@ D3 S #32169 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 321 0 0 0 0 0 D0 @@ -1635,7 +1635,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 321 0 0 0 0 0 D0 @@ -1655,7 +1655,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 321 0 0 0 0 0 D0 @@ -1675,7 +1675,7 @@ S A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. +gentle swells at this point. ~ 321 0 0 0 0 0 D0 @@ -1695,7 +1695,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 321 0 0 0 0 0 D0 @@ -1734,7 +1734,7 @@ S A Drizzling Rain~ The rain falls in a steady drizzle that soaks to the bone, but does not cause any harm. The wind has all but died out, making the rain all the final and -somber. +somber. ~ 321 0 0 0 0 0 D0 @@ -1751,7 +1751,7 @@ A Gentle Breeze~ The fresh breeze that blows past is a calm, gentle one that can only be called dreamy. A sailor in these winds would gladly lie on the deck of his ship with his tankard of grog beside and happily think of the whores he has known, -never once having the desire or need to get up and work. +never once having the desire or need to get up and work. ~ 321 0 0 0 0 0 D0 @@ -1771,7 +1771,7 @@ S Upon the Mighty Sea~ All around is the wide open expanse of the sea, its mighty presence so strong, so overwhelming as to be staggering. From horizon to horizon, only blue -sky and a deeper blue can be seen. +sky and a deeper blue can be seen. ~ 321 0 0 0 0 0 D0 @@ -1796,7 +1796,7 @@ Calm Waters~ The waters of the sea are very still here, so still that they bring a feeling of peace and comfort. They are not the dead calm that always is associated with dread in a sailor's heart but a slowly moving roll that promises a good day at -sea. +sea. ~ 321 0 0 0 0 0 D0 @@ -1820,7 +1820,7 @@ S Calm Waters~ The calm sooth mind and body, lending a feeling of peace and comfort to any traveler who passes. The waves roll gently by, the ocean seeming harmless and -worry-free. +worry-free. ~ 321 0 0 0 0 0 D0 @@ -1843,7 +1843,7 @@ S #32180 Calm Waters~ The water is a gently rolling calm here that seems to go on forever. The sky -and the water match almost exactly, so blue the water and so clear the sky. +and the water match almost exactly, so blue the water and so clear the sky. ~ 321 0 0 0 0 0 D0 @@ -1867,7 +1867,7 @@ S A Choppy Section of the Sea~ The water has grown tumultous and rough here, the waves not high but frequent. Water splashes into the air as the small waves spalsh into each -other. +other. ~ 321 0 0 0 0 0 D0 @@ -1887,7 +1887,7 @@ S A Choppy Section of the Sea~ The wind has picked up a bit and has caused the sea to begin to churn a bit, the water bobbing and jumping rapidly. Every now and again a small fish can be -seen jumping up from the wake, searching for food on the surface. +seen jumping up from the wake, searching for food on the surface. ~ 321 0 0 0 0 0 D0 @@ -1911,7 +1911,7 @@ S Placid Waters~ The sea has turned to calm that is almost unsettling. Any sailor would bow their head and say a quick prayer to the Sea God at this time to pray for a wind -of some sort. Looking in all directions, the sea is still and quiet. +of some sort. Looking in all directions, the sea is still and quiet. ~ 321 0 0 0 0 0 D0 @@ -1935,7 +1935,7 @@ S Placid Waters~ The waters of the sea do not seem to move at all, not even with the usual gentle up and down sway that all seas have. Looking to the horizon, the waters -seem to go on forever. +seem to go on forever. ~ 321 0 0 0 0 0 D0 @@ -1959,7 +1959,7 @@ S Placid Waters~ There is no current and no winds. The waters stand still and unmoving here with no sign of change coming any time soon. These are the types of waters that -sailors have nightmares about. +sailors have nightmares about. ~ 321 0 0 0 0 0 D0 @@ -1983,7 +1983,7 @@ S A Swift Wind~ A good, steady wind blows from the east, making sea travel swift and easy in this area. The sea's currents move with the direction of the winds, at least on -the surface and help to lend direction to the traveler. +the surface and help to lend direction to the traveler. ~ 321 0 0 0 0 0 D0 @@ -2003,7 +2003,7 @@ S A Swift Wind~ A solid wind blows up from the east, carrying with it the tang and fresh scent of the sea and all it's creatures. There are little to no clouds anywhere -in the sky, the world seeming limitless from this perspective. +in the sky, the world seeming limitless from this perspective. ~ 321 0 0 0 0 0 D0 @@ -2026,7 +2026,7 @@ S #32188 A Strong Current~ This area of the sea is carried along by a strong undercurrent which moves -the water in its own direction, regardless of the wind or weather topside. +the water in its own direction, regardless of the wind or weather topside. ~ 321 0 0 0 0 0 D0 @@ -2050,7 +2050,7 @@ S Among the Tradewinds~ These constant winds are what ensures that commercial boating types can move their cargo from one continent to another. The wind blows from the west without -cessation. +cessation. ~ 321 0 0 0 0 0 D0 @@ -2074,7 +2074,7 @@ S Wild, Foaming Crests~ The water has become rough and choppy, the crests of the waves rising with froth and foam. The sky above is getting a bit darker than what most would be -comfortable with. Best to get a move on. +comfortable with. Best to get a move on. ~ 321 0 0 0 0 0 D0 @@ -2097,7 +2097,7 @@ S #32191 Among the Tradewinds~ A strong wind blows out of the east carrying along the sea and all things -upon it. The waters move along at a steady, ryhtmic pace. +upon it. The waters move along at a steady, ryhtmic pace. ~ 321 0 0 0 0 0 D0 @@ -2117,7 +2117,7 @@ S Among the Tradewinds~ The constant wind that blows out of the east pushes the sea along at a steady pace, along with all that is upon it. The tang and swill of the sea assails -from the wind blowing so constant, giving the day a fresh, new feeling. +from the wind blowing so constant, giving the day a fresh, new feeling. ~ 321 0 0 0 0 0 D0 @@ -2141,7 +2141,7 @@ S Wild, Foaming Crests~ The water rises and falls with such force that it seems the world must be shaking on its foundations. The water splashes and crashes against itself, foam -and froth all over the surface of the sea. +and froth all over the surface of the sea. ~ 321 0 0 0 0 0 D0 @@ -2165,7 +2165,7 @@ S Wild, Foaming Crests~ Waves crash and slam against each other in a constant swirl of motion, spray and foam spitting high into the air. The sky has darkened, looking just a bit -stormy. +stormy. ~ 321 0 0 0 0 0 D0 @@ -2187,9 +2187,9 @@ D3 S #32195 In the Fog~ - A dense fog has rolled in, making it hard to see for any distance. + A dense fog has rolled in, making it hard to see for any distance. Everything seems to have gotten very quiet, making it almost surreal in this -area. +area. ~ 321 0 0 0 0 0 D0 @@ -2213,7 +2213,7 @@ S In the Fog~ A thick fog has rolled in over the ocean's surface, obscuring what lies ahead and making it almost impossible to see more than a few feet ahead. Things seems -to have gotten just a little too quiet. +to have gotten just a little too quiet. ~ 321 0 0 0 0 0 D0 @@ -2229,7 +2229,7 @@ S A Drizzling Rain~ The rain comes down in steady sheets of tiny raindrops. It does not appear that there will be any thunder or lightning any time soon, just a steady dismal -downpour. +downpour. ~ 321 0 0 0 0 0 D0 @@ -2249,7 +2249,7 @@ S A Gentle Breeze~ A calming, fresh breeze blows in bring the fresh scent of the open sea and the tang of salt with it. The sea appears to be cooperating with travel, only -gentle swells at this point. +gentle swells at this point. ~ 321 0 0 0 0 0 D0 @@ -2269,7 +2269,7 @@ S Among Fifteen Foot Waves~ A blinding storm has erupted across the seas, causing the water to jump from casual swells to the fifteen foot walls which are now completely surrounding -this area. Rain lashes down, stinging the sea with its driving force. +this area. Rain lashes down, stinging the sea with its driving force. ~ 321 0 0 0 0 0 D0 diff --git a/lib/world/wld/322.wld b/lib/world/wld/322.wld index 1dcac24..c234afa 100644 --- a/lib/world/wld/322.wld +++ b/lib/world/wld/322.wld @@ -3,7 +3,7 @@ Breakwaters of McGintey Bay~ The water of the bay and the water from the Yllythad meet each other in protesting currents, making the water here a constant roil of unpredictable motion. Sailors that move past this area do so in a hurried manner, making sure -that their ships are not dashed against the cliff face the encloses the bay. +that their ships are not dashed against the cliff face the encloses the bay. ~ 322 0 0 0 0 0 D0 @@ -41,7 +41,7 @@ Breakwaters of McGintey Bay~ The water of the bay and the water from the Yllythad meet each other in protesting currents, making the water here a constant roil of unpredictable motion. Sailors that move past this area do so in a hurried manner, making sure -that their ships are not dashed against the cliff face the encloses the bay. +that their ships are not dashed against the cliff face the encloses the bay. ~ 322 0 0 0 0 0 D0 @@ -66,7 +66,7 @@ Breakwaters of McGintey Bay~ The water of the bay and the water from the Yllythad meet each other in protesting currents, making the water here a constant roil of unpredictable motion. Sailors that move past this area do so in a hurried manner, making sure -that their ships are not dashed against the cliff face the encloses the bay. +that their ships are not dashed against the cliff face the encloses the bay. ~ 322 0 0 0 0 0 D0 @@ -91,7 +91,7 @@ Breakwaters of McGintey Bay~ The water of the bay and the water from the Yllythad meet each other in protesting currents, making the water here a constant roil of unpredictable motion. Sailors that move past this area do so in a hurried manner, making sure -that their ships are not dashed against the cliff face the encloses the bay. +that their ships are not dashed against the cliff face the encloses the bay. ~ 322 0 0 0 0 0 D0 @@ -116,7 +116,7 @@ Breakwaters of McGintey Bay~ The water of the bay and the water from the Yllythad meet each other in protesting currents, making the water here a constant roil of unpredictable motion. Sailors that move past this area do so in a hurried manner, making sure -that their ships are not dashed against the cliff face the encloses the bay. +that their ships are not dashed against the cliff face the encloses the bay. ~ 322 0 0 0 0 0 D0 @@ -137,7 +137,7 @@ Near the Breakwaters~ The cove walls come to a last curve before opening up into the waters of the Yllythad. McGintey Cove lies to the north, its walls high above the sea on McGintey Rock, the dock area at sea level, allowing sailors to load and unload -their cargo. +their cargo. ~ 322 0 0 0 0 0 D0 @@ -154,7 +154,7 @@ Near the Breakwaters~ The southern border of McGintey lies just south from here, the waters roiling and churning as they meet the strong current of the ocean. The seaport city of McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. +field of vision in that direction. ~ 322 0 0 0 0 0 D0 @@ -175,7 +175,7 @@ Near the Breakwaters~ The southern border of McGintey lies just south from here, the waters roiling and churning as they meet the strong current of the ocean. The seaport city of McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. +field of vision in that direction. ~ 322 0 0 0 0 0 D0 @@ -200,7 +200,7 @@ Near the Breakwaters~ The southern border of McGintey lies just south from here, the waters roiling and churning as they meet the strong current of the ocean. The seaport city of McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. +field of vision in that direction. ~ 322 0 0 0 0 0 D0 @@ -225,7 +225,7 @@ Near the Breakwaters~ The southern border of McGintey lies just south from here, the waters roiling and churning as they meet the strong current of the ocean. The seaport city of McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. +field of vision in that direction. ~ 322 0 0 0 0 0 D0 @@ -250,7 +250,7 @@ Near the Breakwaters~ The southern border of McGintey lies just south from here, the waters roiling and churning as they meet the strong current of the ocean. The seaport city of McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. +field of vision in that direction. ~ 322 0 0 0 0 0 D0 @@ -275,7 +275,7 @@ Near the Breakwaters~ The southern border of McGintey lies just south from here, the waters roiling and churning as they meet the strong current of the ocean. The seaport city of McGintey Cove lies just to the north, its immense size encompassing the entire -field of vision in that direction. +field of vision in that direction. ~ 322 0 0 0 0 0 D0 @@ -299,7 +299,7 @@ S Near the Breakwaters~ The walls of the cliff face which encloses the Bay makes one final curve before allowing access out into the Yllythad. McGintey Cove lies to the north, -proudly seated upon McGintey Rock. +proudly seated upon McGintey Rock. ~ 322 0 0 0 0 0 D0 @@ -319,7 +319,7 @@ S Near the Breakwaters~ The walls of the cliff face which encloses the Bay makes one final curve before allowing access out into the Yllythad. McGintey Cove lies to the north, -proudly seated upon McGintey Rock. +proudly seated upon McGintey Rock. ~ 322 0 0 0 0 0 D0 @@ -336,7 +336,7 @@ McGintey Bay~ The open waters of the bay roll steadily along, carrying with them the scent of the open sea and adventures untold. To the north is the great seaport city of McGintey Cove, raised high above the sea on its huge stone pedestal, McGintey -Rock. +Rock. ~ 322 0 0 0 0 0 D0 @@ -352,7 +352,7 @@ S McGintey Bay~ The beautiful waters of the Bay surround on all sides, the water moving along with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. +the Yllythad Sea to the south. ~ 322 0 0 0 0 0 D0 @@ -372,7 +372,7 @@ S McGintey Bay~ The beautiful waters of the Bay surround on all sides, the water moving along with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. +the Yllythad Sea to the south. ~ 322 0 0 0 0 0 D0 @@ -392,7 +392,7 @@ S McGintey Bay~ The beautiful waters of the Bay surround on all sides, the water moving along with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. +the Yllythad Sea to the south. ~ 322 0 0 0 0 0 D0 @@ -416,7 +416,7 @@ S McGintey Bay~ The beautiful waters of the Bay surround on all sides, the water moving along with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. +the Yllythad Sea to the south. ~ 322 0 0 0 0 0 D0 @@ -440,7 +440,7 @@ S McGintey Bay~ The beautiful waters of the Bay surround on all sides, the water moving along with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. +the Yllythad Sea to the south. ~ 322 0 0 0 0 0 D0 @@ -464,7 +464,7 @@ S McGintey Bay~ The beautiful waters of the Bay surround on all sides, the water moving along with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. +the Yllythad Sea to the south. ~ 322 0 0 0 0 0 D0 @@ -488,7 +488,7 @@ S McGintey Bay~ The beautiful waters of the Bay surround on all sides, the water moving along with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. +the Yllythad Sea to the south. ~ 322 0 0 0 0 0 D0 @@ -512,7 +512,7 @@ S McGintey Bay~ The beautiful waters of the Bay surround on all sides, the water moving along with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. +the Yllythad Sea to the south. ~ 322 0 0 0 0 0 D0 @@ -536,7 +536,7 @@ S McGintey Bay~ The beautiful waters of the Bay surround on all sides, the water moving along with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. +the Yllythad Sea to the south. ~ 322 0 0 0 0 0 D0 @@ -560,7 +560,7 @@ S McGintey Bay~ The beautiful waters of the Bay surround on all sides, the water moving along with the current that the Sea gives it. McGintey Cove's dock area is due north, -the Yllythad Sea to the south. +the Yllythad Sea to the south. ~ 322 0 0 0 0 0 D0 @@ -585,7 +585,7 @@ McGintey Bay~ The scenic beauty of McGintey's majestic size and majesty dominates the northern view as it looms ever closer. Perched high upon the rock which it is named for, the city boasts what is most probably the most impressive look for a -city in Dibrova. +city in Dibrova. ~ 322 0 0 0 0 0 D0 @@ -610,7 +610,7 @@ McGintey Bay~ The scenic beauty of McGintey's majestic size and majesty dominates the northern view as it looms ever closer. Perched high upon the rock which it is named for, the city boasts what is most probably the most impressive look for a -city in Dibrova. +city in Dibrova. ~ 322 0 0 0 0 0 D0 @@ -630,7 +630,7 @@ S McGintey Bay~ The waters of the bay move along at a steady pace, carrying the sea traffic to and from the city in a fast paced flow. The city itself lies just north from -here, perched upon the great rock that gives the city its name. +here, perched upon the great rock that gives the city its name. ~ 322 0 0 0 0 0 D0 @@ -650,7 +650,7 @@ S McGintey Bay~ The waters of the bay move along at a steady pace, carrying the sea traffic to and from the city in a fast paced flow. The city itself lies just north from -here, perched upon the great rock that gives the city its name. +here, perched upon the great rock that gives the city its name. ~ 322 0 0 0 0 0 D0 @@ -670,7 +670,7 @@ S McGintey Bay~ The Bay follows along the curve of the rocky face of the cliff that forms the bay's shape, curving out into the sea. To the north lies the dock area for -McGintey Cove, large and extremely busy. +McGintey Cove, large and extremely busy. ~ 322 0 0 0 0 0 D0 @@ -687,7 +687,7 @@ Nearing the Docks of McGintey~ The dock area lies to the north, ships moving in and out constantly. The sea has lost its influence over the waters here, the only waves from that of passing ships. The rocky face of McGintey hems in on the west and south sides, forming -the natural walls of the bay. +the natural walls of the bay. ~ 322 0 0 0 0 0 D0 @@ -703,7 +703,7 @@ S Nearing the Docks of McGintey~ The dock area lies to the north, ships moving in and out constantly. The sea has lost its influence over the waters here, the only waves from that of passing -ships. +ships. ~ 322 0 0 0 0 0 D0 @@ -728,7 +728,7 @@ Nearing the Docks of McGintey~ The western end of McGintey's docks lie just north from here, a great commotion of movement visible upon the docks as workers haul and grunt the loads off of the ships carrying it into port. The wide open expanse of McGintey Bay -lies to the north, opening up into the immense Yllythad Sea and beyond. +lies to the north, opening up into the immense Yllythad Sea and beyond. ~ 322 4 0 0 0 0 D0 @@ -753,7 +753,7 @@ Nearing the Docks of McGintey~ The docking area lies just north from here, constant motion and tumult in the sea as ships push their way past each other in attempts to unload passenger or cargo first. The water only swells now from passing ships, the roll of the high -waves almost completely gone so close to shore. +waves almost completely gone so close to shore. ~ 322 0 0 0 0 0 D0 @@ -778,7 +778,7 @@ Nearing the Docks of McGintey~ The dock area of McGintey lies just north of here, ships running in and out of docking in constant motion. The immensity of the docking area alone is enough to stagger any sailor, besides the fact that it represents only a tiny -fraction of the size of McGintey Cove. +fraction of the size of McGintey Cove. ~ 322 4 0 0 0 0 D0 @@ -802,10 +802,10 @@ S Nearing the Docks of McGintey~ The docking area lies just north from here, constant motion and tumult in the sea as ships push their way past each other in attempts to unload passenger or -cargo first. The occassional ship that passes by hosts a deck of cheering +cargo first. The occasional ship that passes by hosts a deck of cheering sailors as they end what is assumed to be a long journey over the seas to a place where they might rest their sea legs for a day or two before once again -heading out toward a foreign port. +heading out toward a foreign port. ~ 322 0 0 0 0 0 D0 @@ -830,7 +830,7 @@ Nearing the Docks of McGintey~ The docks of McGintey lie just north of here, a bustle of sea travel all around as ships nudge their way in past each other in an attempt to get to dock first. The docks lie just north of here, the waves gently lapping against their -wood planking. +wood planking. ~ 322 4 0 0 0 0 D0 @@ -853,8 +853,8 @@ S #32237 Nearing the Docks of McGintey~ The water here is much more calm, the current finally giving in the curve of -the land beneath and rolling away to the south. Only the occassional swell from -a passing ship disrupts the calm smooth of the water's surface. +the land beneath and rolling away to the south. Only the occasional swell from +a passing ship disrupts the calm smooth of the water's surface. ~ 322 0 0 0 0 0 D0 @@ -879,7 +879,7 @@ Nearing the Docks of McGintey~ The docks of McGintey lie just north of here, a bustle of sea travel all around as ships nudge their way in past each other in an attempt to get to dock first. The docks lie just north of here, the waves gently lapping against their -wood planking. +wood planking. ~ 322 4 0 0 0 0 D0 @@ -902,8 +902,8 @@ S #32239 Nearing the Docks of McGintey~ The water here is much more calm, the current finally giving in the curve of -the land beneath and rolling away to the south. Only the occassional swell from -a passing ship disrupts the calm smooth of the water's surface. +the land beneath and rolling away to the south. Only the occasional swell from +a passing ship disrupts the calm smooth of the water's surface. ~ 322 0 0 0 0 0 D0 @@ -928,7 +928,7 @@ Nearing the Docks of McGintey~ The docks of McGintey lie just north of here, a bustle of sea travel all around as ships nudge their way in past each other in an attempt to get to dock first. The docks lie just north of here, the waves gently lapping against their -wood planking. +wood planking. ~ 322 4 0 0 0 0 D0 @@ -953,8 +953,8 @@ Nearing the Docks of McGintey~ The docks of McGintey lie just north of here, a bustle of sea travel all around as ships nudge their way in past each other in an attempt to get to dock first. The waters are much less in the grip of the sea's current here, no pull -or tug can be felt from the waters. Only the occassional swell from a passing -ship. +or tug can be felt from the waters. Only the occasional swell from a passing +ship. ~ 322 0 0 0 0 0 D0 @@ -979,8 +979,8 @@ Nearing the Docks of McGintey~ The docks of McGintey lie just north of here, a bustle of sea travel all around as ships nudge their way in past each other in an attempt to get to dock first. The waters are much less in the grip of the sea's current here, no pull -or tug can be felt from the waters. Only the occassional swell from a passing -ship. +or tug can be felt from the waters. Only the occasional swell from a passing +ship. ~ 322 4 0 0 0 0 D0 @@ -1005,8 +1005,8 @@ Nearing the Docks of McGintey~ The docks of McGintey lie just north of here, a bustle of sea travel all around as ships nudge their way in past each other in an attempt to get to dock first. The waters are much less in the grip of the sea's current here, no pull -or tug can be felt from the waters. Only the occassional swell from a passing -ship. +or tug can be felt from the waters. Only the occasional swell from a passing +ship. ~ 322 0 0 0 0 0 D0 @@ -1031,7 +1031,7 @@ Nearing the Docks of McGintey~ The docks of McGintey lie just north of here, a bustle of sea travel all around as ships nudge their way in past each other in an attempt to get to dock first. The water here is much more calm than that to the south which is closer -to the open sea. The current here does not pull and tug quite so much. +to the open sea. The current here does not pull and tug quite so much. ~ 322 4 0 0 0 0 D0 @@ -1056,7 +1056,7 @@ Nearing the Docks of McGintey~ The docks of McGintey lie just north of here, a bustle of sea travel all around as ships nudge their way in past each other in an attempt to get to dock first. The water here is much more calm than that to the south which is closer -to the open sea. The current here does not pull and tug quite so much. +to the open sea. The current here does not pull and tug quite so much. ~ 322 0 0 0 0 0 D0 @@ -1080,7 +1080,7 @@ S Nearing the Docks of McGintey~ The water here is still deep, but much more calm as it reaches closer to the docks of the city. The steep rock walls of McGintey Rock rises on the east -side, the Rock being the foundation which McGintey Cove rests upon. +side, the Rock being the foundation which McGintey Cove rests upon. ~ 322 0 0 0 0 0 D0 @@ -1100,7 +1100,7 @@ S Dock Area~ The water is quite calm here, as it laps gently against the rock face of McGintey Rock, the rock which the seaport city of McGintey rests upon. The -docks of the city lie to the east, full of ships and people. +docks of the city lie to the east, full of ships and people. ~ 322 0 0 0 0 0 D1 @@ -1140,7 +1140,7 @@ S The End of Dock 1~ If it is possible, the hustle and bustle of this dock seems even more pronounced here at the end. The workers seem almost frantic to unload the ships -which seem to come and go in nonstop motion from the Bay. +which seem to come and go in nonstop motion from the Bay. ~ 322 0 0 0 0 0 D0 @@ -1165,7 +1165,7 @@ Dock Area~ The water is constantly being churned about by rowers and ships' rudders as they negotiate their way into the docks on either side. Off to the south, beyond the dock area is the Bay and beyond that the huge expanse of the Yllythad -Sea, its broad borders some say might never be charted by man. +Sea, its broad borders some say might never be charted by man. ~ 322 4 0 0 0 0 D0 @@ -1190,7 +1190,7 @@ The End of Dock 2~ Ships move their way in and out of docking unceasingly, shipping passengers and cargo alike on and off their decks. Crewmembers of ships shout out orders, captains curse and dockmen grunt and sweat their way through just another day on -the docks. +the docks. ~ 322 0 0 0 0 0 D0 @@ -1215,7 +1215,7 @@ Dock Area~ The water is constantly being churned about by rowers and ships' rudders as they negotiate their way into the docks on either side. Off to the south, beyond the dock area is the Bay and beyond that the huge expanse of the Yllythad -Sea, its broad borders some say might never be charted by man. +Sea, its broad borders some say might never be charted by man. ~ 322 4 0 0 0 0 D0 @@ -1240,7 +1240,7 @@ The End of Dock 3~ The folk at the end of the dock who are not workers for one of the many travel agencies recline lazily in brightly painted benches or tap their feet impatiently while waiting for their ship to arrive. It seems the travel -industry booms mightily in McGintey! +industry booms mightily in McGintey! ~ 322 0 0 0 0 0 D0 @@ -1263,9 +1263,9 @@ S #32254 Dock Area~ The water splashes against the wood slats of the docks, muffled by the -enclosure of the docks themselves and the shops which are parked here. +enclosure of the docks themselves and the shops which are parked here. Seagulls swoop and dive at the dead fish that might have been caught on a ship's -rudder or keel. +rudder or keel. ~ 322 4 0 0 0 0 D0 @@ -1290,7 +1290,7 @@ The End of Dock 4~ The folk at the end of the dock who are not workers for one of the many travel agencies recline lazily in brightly painted benches or tap their feet impatiently while waiting for their ship to arrive. It seems the travel -industry booms mightily in McGintey! +industry booms mightily in McGintey! ~ 322 0 0 0 0 0 D0 @@ -1313,9 +1313,9 @@ S #32256 Dock Area~ The water splashes against the wood slats of the docks, muffled by the -enclosure of the docks themselves and the shops which are parked here. +enclosure of the docks themselves and the shops which are parked here. Seagulls swoop and dive at the dead fish that might have been caught on a ship's -rudder or keel. +rudder or keel. ~ 322 4 0 0 0 0 D0 @@ -1340,7 +1340,7 @@ The End of Dock 5~ The folk at the end of the dock who are not workers for one of the many travel agencies recline lazily in brightly painted benches or tap their feet impatiently while waiting for their ship to arrive. It seems the travel -industry booms mightily in McGintey! +industry booms mightily in McGintey! ~ 322 0 0 0 0 0 D0 @@ -1365,7 +1365,7 @@ Dock Area~ This section of the dock area is relatively quiet, as quiet as an dock area can be, anyway. The boats here are not near as large as the ones docked off to the east, most of the ones here belonging to individual owners who pay a rent to -keep their boats here. +keep their boats here. ~ 322 4 0 0 0 0 D0 @@ -1387,12 +1387,12 @@ D3 S #32259 The End of Dock 6~ - The quiet rocking of the boats docked here and the occassional bump of a + The quiet rocking of the boats docked here and the occasional bump of a ships side against the padded sides of the docks are all that can be heard from this dock. The men and women who walk along it share a mutual respect for the others who use it, as most are private owners of sea craft that get docked here by paying a rental fee. Loud raucous noise can be heard almost in a quiet roar -from the west where the commercial boating companies ply their trade. +from the west where the commercial boating companies ply their trade. ~ 322 0 0 0 0 0 D0 @@ -1416,7 +1416,7 @@ S Dock Area~ The boats that are docked here are more permanent fixtures than those to the west that ride in and out of port usually within a day or less. As such, the -water here much more calm and much more clean, the smell almost tolerable. +water here much more calm and much more clean, the smell almost tolerable. ~ 322 4 0 0 0 0 D0 @@ -1438,12 +1438,12 @@ D3 S #32261 The End of Dock 7~ - The quiet rocking of the boats docked here and the occassional bump of a + The quiet rocking of the boats docked here and the occasional bump of a ships side against the padded sides of the docks are all that can be heard from this dock. The men and women who walk along it share a mutual respect for the others who use it, as most are private owners of sea craft that get docked here by paying a rental fee. Loud raucous noise can be heard almost in a quiet roar -from the west where the commercial boating companies ply their trade. +from the west where the commercial boating companies ply their trade. ~ 322 0 0 0 0 0 D0 @@ -1467,7 +1467,7 @@ S Dock Area~ The boats that are docked here are more permanent fixtures than those to the west that ride in and out of port usually within a day or less. As such, the -water here much more calm and much more clean, the smell almost tolerable. +water here much more calm and much more clean, the smell almost tolerable. ~ 322 4 0 0 0 0 D0 @@ -1491,7 +1491,7 @@ S Dock Area~ The boats that are docked here are more permanent fixtures than those to the west that ride in and out of port usually within a day or less. As such, the -water here much more calm and much more clean, the smell almost tolerable. +water here much more calm and much more clean, the smell almost tolerable. ~ 322 0 0 0 0 0 D2 @@ -1508,7 +1508,7 @@ Dock Area~ The main docks to McGintey Cove lie east of here, the machinery used for unloading the cargo of the commercial business crafts hanging over the sides of the dock and the street itself. There are many ladders which climb the docks, -all spaced at even intervals. +all spaced at even intervals. ~ 322 4 0 0 0 0 D1 @@ -1524,7 +1524,7 @@ S Dock 1~ With all the hustle and bustle of this dock, it is hard to see how any sort of order is kept at all. Workermen bump and muscle their way past you in -attempts to get cargo unloaded and ships on their way. +attempts to get cargo unloaded and ships on their way. ~ 322 0 0 0 0 0 D0 @@ -1548,9 +1548,9 @@ S Dock Area~ The commercial docks of McGintey loom above, the business docks to the west and the commercial travel docks to the east. There are small ladders built -against the framework of the docks allowing access to the top of the docks. +against the framework of the docks allowing access to the top of the docks. The smell here is something beyond awful, the layers of goo and grime in the -water so close to the city almost untolerable. +water so close to the city almost untolerable. ~ 322 4 0 0 0 0 D1 @@ -1573,7 +1573,7 @@ side, used for the loading and unloading of precious cargos from around the world, is a bustle of frantic activity and motion. The east side, used to dock the commercial sea crafts of the travel agencies in McGintey, is a serene, comfortable area where travelers stroll along nonchalantly, boarding their craft -leisurely as most of them are on vacation. +leisurely as most of them are on vacation. ~ 322 0 0 0 0 0 D0 @@ -1597,7 +1597,7 @@ S Dock Area~ The docks above are bustling with activity, ropes hanging down from the sides of the docks and ships alike. The yellig and cursing and general movement can -be heard all about as sea craft move in and out of the port. +be heard all about as sea craft move in and out of the port. ~ 322 4 0 0 0 0 D1 @@ -1619,7 +1619,7 @@ Dock 3~ and as such is clean and opulent. The nasty sea smell that is so frequent at large city's docks is gone, replaced by a pine scented clean smell that is applied hourly. The docks themselves are painted with and green to compliment -the color of the sea. +the color of the sea. ~ 322 0 0 0 0 0 D0 @@ -1643,7 +1643,7 @@ S Dock Area~ The sounds of midshipsmen calling out departure times and the tromp of feet on the docks to either side assail the senses. McGintey's commercial travel -docks lie to the east and west. +docks lie to the east and west. ~ 322 4 0 0 0 0 D1 @@ -1663,7 +1663,7 @@ S Dock 4~ This is a commercial travel dock for the various travel agencies which operate out of McGintey. Ships are docked all along the length of the dock, -their bright streamers and colorful banners riding high above their decks. +their bright streamers and colorful banners riding high above their decks. ~ 322 0 0 0 0 0 D0 @@ -1687,7 +1687,7 @@ S Dock Area~ The greasy smell of water tainted by city folk and their dumping of garbage is the smell that fills the air. The water here has a slight sheen to it, -almost an oily tint that is layer on top of the water itself. +almost an oily tint that is layer on top of the water itself. ~ 322 4 0 0 0 0 D1 @@ -1709,7 +1709,7 @@ Dock 5~ row of docks devoted solely to the moving of commercial travel ships in and out of the Bay. The wood of the dock is painted with fresh bright paint, the men and women who work along it all dressed in finery and ready to tend to any -customer's whim. +customer's whim. ~ 322 0 0 0 0 0 D0 @@ -1733,7 +1733,7 @@ S Dock Area~ The greasy smell of water tainted by city folk and their dumping of garbage is the smell that fills the air. The water here has a slight sheen to it, -almost an oily tint that is layer on top of the water itself. +almost an oily tint that is layer on top of the water itself. ~ 322 4 0 0 0 0 D1 @@ -1754,7 +1754,7 @@ Dock 6~ These are the private docks of the wealthy citizens of McGintey. Space on these docks can be rented for a nominal fee in order that a resident of McGintey might keep their craft close by and in good order. Indeed, many of the owners -of the craft docked here live aboard them as well. +of the craft docked here live aboard them as well. ~ 322 0 0 0 0 0 D0 @@ -1778,7 +1778,7 @@ S Dock Area~ The greasy smell of water tainted by city folk and their dumping of garbage is the smell that fills the air. The water here has a slight sheen to it, -almost an oily tint that is layer on top of the water itself. +almost an oily tint that is layer on top of the water itself. ~ 322 4 0 0 0 0 D1 @@ -1799,7 +1799,7 @@ Dock 7~ These are the private docks of the wealthy citizens of McGintey. Space on these docks can be rented for a nominal fee in order that a resident of McGintey might keep their craft close by and in good order. Indeed, many of the owners -of the craft docked here live aboard them as well. +of the craft docked here live aboard them as well. ~ 322 0 0 0 0 0 D0 @@ -1823,7 +1823,7 @@ S Dock Area~ The greasy smell of water tainted by city folk and their dumping of garbage is the smell that fills the air. The water here has a slight sheen to it, -almost an oily tint that is layer on top of the water itself. +almost an oily tint that is layer on top of the water itself. ~ 322 4 0 0 0 0 D2 diff --git a/lib/world/wld/323.wld b/lib/world/wld/323.wld index 3d3e2b5..df825bf 100644 --- a/lib/world/wld/323.wld +++ b/lib/world/wld/323.wld @@ -5,7 +5,7 @@ chill a frost giant. The uncompromising, black granite walls reflect the flickering light back in a thousand ways, making this place seem surreal, almost otherwordly. A steep slope heads east, downward into darkness. There are no sounds of movement or voices at all, only the steady, quiet drip of the caverns' -moist walls. +moist walls. ~ 323 97 0 0 0 0 D1 @@ -23,7 +23,7 @@ Level: 25 - 50 Connector Zones: The Plains of Blood These are a sytem of caverns made of black rock which catacomb for many miles. There are a number of cavernous mobs, all of them -relatively high level - even the bats kick some ass. This zone is +relatively high level - even the bats kick some ass. This zone is mainly intended to be a zone for high level players to gain good exp and find some good eq. ~ @@ -33,7 +33,7 @@ Descending Into the Depths~ The air gets markedly colder the farther to the east that is traveled. The floor slopes gently at first, then with more vigor as it continues. Soon anyone trying to negotiate east would have to lean back as they walk just so that they -might keep their balance. +might keep their balance. ~ 323 41 0 0 0 0 D1 @@ -51,7 +51,7 @@ The Air Gets Cold~ freezing, the steady breeze that blows through the caves making it seem all the more cold. The floor continues to slope downward to the east, the darkness as complete as darkness can be. Any sounds made in this dark, lonely place echo -back a thousand fold - making the isolation complete. +back a thousand fold - making the isolation complete. ~ 323 105 0 0 0 0 D1 @@ -70,7 +70,7 @@ and eyes water. A faint pinpoint of light is all that can be seen of the entrance far west and above this locale. Oddly, there seems to be no change in the color or makeup of the rock walls that this tunnel runs through. They are a solid, gleaming black which seems to both reflect the light and soak it up all -at once - it is unnerving. +at once - it is unnerving. ~ 323 105 0 0 0 0 D1 @@ -87,7 +87,7 @@ Hundreds of Feet Below the Surface~ The surface, the open air - it is all now just a memory. It is easy to lose track of time down in places such as these with no light and no other human contact. The steady drip of the walls is still all that comes back from this -dreary place as you make your way through. +dreary place as you make your way through. ~ 323 105 0 0 0 0 D1 @@ -102,9 +102,9 @@ S #32305 The Floor Levels~ The tunnel bends to the south, heading level and straight in that direction. -To the west the cavern begins its steep ascent toward the exit and open air. +To the west the cavern begins its steep ascent toward the exit and open air. Somewhere - perhaps far away, perhaps close nearby - the sound of steady -breathing can be heard, or at least that is what it sounds like. +breathing can be heard, or at least that is what it sounds like. ~ 323 105 0 0 0 0 D2 @@ -121,7 +121,7 @@ A Smooth Passage~ The walls of the cave are still made of the same rock as the rest of the caverns, however here the walls and floor are unnaturally smooth, almost like black marble. The sound of the breathing comes a bit louder now, a steady -rasping breath that almost sounds like a heavy smoker asleep. +rasping breath that almost sounds like a heavy smoker asleep. ~ 323 105 0 0 0 0 D0 @@ -142,7 +142,7 @@ A Secret Chamber~ This is no more than a small area in the smooth walls, which was somehow hidden on the outside by the rock's smooth, reflective surface. The sound of the breathing is no doubt coming from a small opening just to the west, a place -that gives a certain aura of dread. +that gives a certain aura of dread. ~ 323 105 0 0 0 0 D1 @@ -161,7 +161,7 @@ small space is a feyr, pronounced *fear*, a creature made and created by the terrible fears of men and beast in the area. A feyr is said to rest during daylight hours in places such as this and terrorize the ones who unknowingly created it during the night hours. It is said only very powerful magic can -destroy or even harm a creature such as this one. +destroy or even harm a creature such as this one. ~ 323 105 0 0 0 0 D1 @@ -174,7 +174,7 @@ A Curve in the Passage~ The walls are not as smooth here as they are to the north, however they are still quite smooth to the touch. Certainly there are no sharp points to these walls. Somewhere - perhaps far away, perhaps close nearby - the sound of steady -breathing can be heard, or at least that is what it sounds like. +breathing can be heard, or at least that is what it sounds like. ~ 323 105 0 0 0 0 D0 @@ -193,7 +193,7 @@ open area. The feel of the breeze which runs through the caves seems to come from that direction. To the west, the cave makes a curve to the north, heading into darkness. These two directions are interesting enough by themselves, but the real interest at this juncture is the alcove just north and what lies -within. +within. ~ 323 105 0 0 0 0 D0 @@ -215,7 +215,7 @@ An Alcove~ droppings lie scattered in the hay. It appears that the creature which occupies this space feels no need to stay clean and tidy. It also appears that the creature eats well from the number of skeletons and loose bones scattered -through the hay and wastes. +through the hay and wastes. ~ 323 105 0 0 0 0 D2 @@ -228,7 +228,7 @@ The Passage Widens~ The cave widens, opening east into an enormous subterranean cavern. The sound of running water comes from somewhere in that cavern, however exactly where is hard to tell, since everything here echoes. To the west is a passage -quite the same as the one you now stand within. +quite the same as the one you now stand within. ~ 323 105 0 0 0 0 D1 @@ -245,7 +245,7 @@ An Enormous Cavern~ This is a huge cavern, the ceiling lost in darkness at the highest point, sloping high and away from the walls. The southeast wall glimmers and shimmers, this being the source of the running water, as the entire wall is covered in a -cascade of clear water which runs down through a crack in the ceiling. +cascade of clear water which runs down through a crack in the ceiling. ~ 323 105 0 0 0 0 D0 @@ -269,7 +269,7 @@ S An Enormous Cavern~ The cavern is huge and glistening, large enough to hold an army and all its cavalry and then some. The ceiling is so tall that at its peak it cannot be -seen, so lost it is in the darkness. +seen, so lost it is in the darkness. ~ 323 105 0 0 0 0 D1 @@ -285,7 +285,7 @@ S An Enormous Cavern~ The cavern is huge and glistening, large enough to hold an army and all its cavalry and then some. The ceiling is so tall that at its peak it cannot be -seen, so lost it is in the darkness. +seen, so lost it is in the darkness. ~ 323 105 0 0 0 0 D0 @@ -309,7 +309,7 @@ S An Enormous Cavern~ The cavern is huge and glistening, large enough to hold an army and all its cavalry and then some. The ceiling is so tall that at its peak it cannot be -seen, so lost it is in the darkness. +seen, so lost it is in the darkness. ~ 323 105 0 0 0 0 D0 @@ -333,7 +333,7 @@ S An Enormous Cavern~ The southwest corner of the room curves around, not really making a right angle, but making a corner nonetheless. To the south is a small fissure in the -rock, just wide enough for one man to squeeze through. +rock, just wide enough for one man to squeeze through. ~ 323 105 0 0 0 0 D0 @@ -355,7 +355,7 @@ An Enormous Cavern~ along the wall. Just east on the wall is a cascade of water, running from an unknown source out of a crack in the ceiling and disappearing into another crack in the floor. The cavern itself looms ever large, the black walls glistening in -the faint light. +the faint light. ~ 323 105 0 0 0 0 D0 @@ -377,7 +377,7 @@ An Enormous Cavern~ pane of glass over the rock in constant movement. The water looks to be clear and clean, its fresh scent a nice change from the dreary stuffiness of the caverns. To the east there is an opening in the ceiling above the cascade, it -looks like you might fit up there. +looks like you might fit up there. ~ 323 105 0 0 0 0 D0 @@ -398,7 +398,7 @@ An Enormous Cavern~ Your footsteps echo back you a thousand times, the cavern's black walls sending all sounds back to you in a chorus of clicks and scrapes. The open air above your head whistles through unknown cracks and openings unseen high at the -ceiling of the cavern. +ceiling of the cavern. ~ 323 105 0 0 0 0 D0 @@ -420,10 +420,10 @@ D3 S #32321 An Enormous Cavern~ - Looking up into the darkness, you can see nothing except the occassional + Looking up into the darkness, you can see nothing except the occasional creak of a bat's wings ro the drip of the water on the south wall. The darkness surrounding you is now not only just dark, but wide open. That is almost worse -than clautrophobia. +than clautrophobia. ~ 323 105 0 0 0 0 D0 @@ -447,7 +447,7 @@ S An Enormous Cavern~ A strangely shaped hall runs east from this side of the cavern, its shape vaulted at the top. The cavern opens up wide and unvitingly to the west and -south. The sound of the water is very loud here. +south. The sound of the water is very loud here. ~ 323 105 0 0 0 0 D1 @@ -467,7 +467,7 @@ S An Enormous Cavern~ The cavern opens up large and mysterious, its heights up higher than the naked eye can make out from the floor. A hall runs off the east wall just north -of here, leading farther, deeper into caverns. +of here, leading farther, deeper into caverns. ~ 323 105 0 0 0 0 D0 @@ -486,7 +486,7 @@ S #32324 An Enormous Cavern~ You stand before the cascade, an opening above it appearing to lead further -up into darkness. The cavern opens out large and dark to the north and west. +up into darkness. The cavern opens out large and dark to the north and west. ~ 323 105 0 0 0 0 D0 @@ -508,7 +508,7 @@ Narrow Crack in the Walls~ foot and a half from each other, forcing a sideways entry. The crack makes a corner and opens to the west into small room. It is completely dark in the room, but a sound can be heard - almost like someone clicking their nails loud -enough for it to echo. +enough for it to echo. ~ 323 361 0 0 0 0 D0 @@ -524,7 +524,7 @@ S Horror Chamber~ The clicking noise must have come from the gruesome thing that dwells within this place. The stench is beyond description, the walls scratched and nicked in -many places. It is not a comfortable place. +many places. It is not a comfortable place. ~ 323 105 0 0 0 0 D1 @@ -536,7 +536,7 @@ S An Enormous Cavern~ The cavern north wall prohibits any more travel in that direction, east is much the same. To the west is an opening in the north wall, a wide tunnel -heading off into darkness. The cavern spreads out to the south. +heading off into darkness. The cavern spreads out to the south. ~ 323 105 0 0 0 0 D2 @@ -554,7 +554,7 @@ An Enormous Cavern~ is a great deal of dirt and grime about the floor, the mark of many many footprints having passed this way. There is a wide passageway to the north, it apparently the path that is most commonly taken by whoever makes these tracks - -the tracks lead straight north. +the tracks lead straight north. ~ 323 105 0 0 0 0 D0 @@ -574,7 +574,7 @@ S A Wide Passage~ The passage runs north toward some sort of light source which undiscernable from here. A passage runs off east just to the north, the sound of many voices -coming from that direction. Many, many voices. +coming from that direction. Many, many voices. ~ 323 105 0 0 0 0 D0 @@ -591,7 +591,7 @@ Three-Way Split~ The passage continues to the north and south, but also heads off to the east, also fairly wide and open in that direction. The sound of the voices is extremely loud here, the noise rose to a crascendo as soon as you rounded the -corner of the passage. +corner of the passage. ~ 323 109 0 0 0 0 D0 @@ -612,7 +612,7 @@ Noisy Tunnel~ This grubby section of the caves is the home of a large family of gibberlings, a small and filthy humanoid creature which always fights in large numbers. They must sleep and eat and fornicate about anywhere as all the floors -and walls are covered in grease and grime and the Gods only know what else. +and walls are covered in grease and grime and the Gods only know what else. ~ 323 105 0 0 0 0 D1 @@ -628,7 +628,7 @@ S A Thousand Small Voices~ The voices are enough to drive any calm adventurer straight to Hell. That coupled with the fact that these little buggers love raw human meat is a pretty -disturbing fact. +disturbing fact. ~ 323 105 0 0 0 0 D1 @@ -644,7 +644,7 @@ S An Enormous Din~ The noise only increases with every step further into the home of these vile creatures. The grease and slime underfoot makes it tough to negotiate, but -negotiate you do as you work your way through their homes. +negotiate you do as you work your way through their homes. ~ 323 105 0 0 0 0 D1 @@ -664,7 +664,7 @@ S A Private Chamber~ This chamber is even dirtier than those in the main hall to the north, if that is possible. The clatter and din of the gibberlings makes thought all but -impossible, keeping you on the verge of madness at a constant. +impossible, keeping you on the verge of madness at a constant. ~ 323 105 0 0 0 0 D0 @@ -677,7 +677,7 @@ Loud as Hell~ The noise is now deafening, maddening. To think that any creature would spend its entire existance like this is an atrocity. The gibberlings take their delight in the mental anguish they cause their prey, watching it squirm and -writhe just before they attack. +writhe just before they attack. ~ 323 105 0 0 0 0 D0 @@ -698,7 +698,7 @@ A Large Room~ This must be the main living area for the gibberling tribe - the place where they make their last stands against bugbear invasions. Bones are strewn about, not in an eerie way, just sloppy. Everything is coated with the same grime and -goo found all over this area. +goo found all over this area. ~ 323 105 0 0 0 0 D3 @@ -710,7 +710,7 @@ S A Private Chamber~ This chamber is even dirtier than those in the main hall to the south, if that is possible. The clatter and din of the gibberlings makes thought all but -impossible, keeping you on the verge of madness at a constant. +impossible, keeping you on the verge of madness at a constant. ~ 323 105 0 0 0 0 D2 @@ -723,7 +723,7 @@ A Wide Passage~ The noise begins to taper off a bit as you get further from the eastern tunnel. To the north is some sort of habitation - there is a light source of some sort. It is no longer only light where your light shines, it light to -north. +north. ~ 323 105 0 0 0 0 D0 @@ -739,7 +739,7 @@ S A Wide Passage~ Just to the north is a curve in the passage where two torches can be seen burning in sconces. Guttural sounds can be heard, rumbling voices of some sort -of creature. There is also the sound of movement by a number of feet. +of creature. There is also the sound of movement by a number of feet. ~ 323 105 0 0 0 0 D0 @@ -756,7 +756,7 @@ Entrance to the Dens~ The light shines upon a den of bugbears, their lair opening up to the east and spreading out for quite some area in these caverns. It does not appear that they will venture forth into the cavern proper, although within their own domain -they will certainly show no fear. +they will certainly show no fear. ~ 323 108 0 0 0 0 D1 @@ -773,7 +773,7 @@ Den of the Bugbears~ This is the fringe of the bugbear territory in these caverns. Their deep, guttural language can be heard in snatches and rumblings from afar. Every now again a heavy huff or thump can be heard over the voices, sometimes even the -clang of metal on metal. Tread lightly. +clang of metal on metal. Tread lightly. ~ 323 104 0 0 0 0 D1 @@ -790,7 +790,7 @@ Den of the Bugbears~ The bugbear clan does not enjoy intrusion in any way. They are very protective of what little area the Pale Man allows them to occupy here and will fight to the death to keep it for their own. The large stewpot to the north in -the main room gives testament to that fact. +the main room gives testament to that fact. ~ 323 104 0 0 0 0 D0 @@ -807,7 +807,7 @@ Den of the Bugbears~ The bugbear clan does not enjoy intrusion in any way. They are very protective of what little area the Pale Man allows them to occupy here and will fight to the death to keep it for their own. The large stewpot to the north in -the main room gives testament to that fact. +the main room gives testament to that fact. ~ 323 104 0 0 0 0 D0 @@ -823,7 +823,7 @@ S Main Room in the Den~ This is the social gathering room for the clan. Rites of religion and cerimony are held here, as well as feasts of an ugly nature. This is considered -sacred ground by the clan - your life is forfeit. +sacred ground by the clan - your life is forfeit. ~ 323 104 0 0 0 0 D0 @@ -848,7 +848,7 @@ Den of the Bugbears~ The bugbear clan does not enjoy intrusion in any way. They are very protective of what little area the Pale Man allows them to occupy here and will fight to the death to keep it for their own. The large waiting stewpot to the -west gives testament to the fact that the bugbears mean business. +west gives testament to the fact that the bugbears mean business. ~ 323 104 0 0 0 0 D0 @@ -864,7 +864,7 @@ S Den of the Bugbears~ The bugbear clan does not enjoy intrusion in any way. They are very protective of what little area the Pale Man allows them to occupy here and will -fight to the death to keep it for their own. Trespassers will be prosecuted. +fight to the death to keep it for their own. Trespassers will be prosecuted. ~ 323 104 0 0 0 0 D2 @@ -881,7 +881,7 @@ Den of the Bugbears~ The bugbear clan does not enjoy intrusion in any way. They are very protective of what little area the Pale Man allows them to occupy here and will fight to the death to keep it for their own. The large waiting stewpot to the -south gives testament to the fact that the bugbears mean business. +south gives testament to the fact that the bugbears mean business. ~ 323 104 0 0 0 0 D1 @@ -899,7 +899,7 @@ Den of the Bugbears~ word of the Gods among his clansmen, sharing with them the will of the Gods and keeping the clan from spiritual danger. Usually, the word from the Gods is that the clan should go out and slay as many of the neighboring gibberlings as -possible, as the shaman is quite fond of gibebrling meat. +possible, as the shaman is quite fond of gibebrling meat. ~ 323 104 0 0 0 0 D2 @@ -910,9 +910,9 @@ S #32349 Den of the Bugbears~ The clan keeps a very efficient den, having certain areas sectioned off for -persons of import and other, larger areas available for the general clansmen. +persons of import and other, larger areas available for the general clansmen. Some of the more prestigious dwellings of bugbear clansmen lie to the north, -south and west. +south and west. ~ 323 104 0 0 0 0 D0 @@ -938,7 +938,7 @@ Den of the Bugbears~ out on raids, always at the front of the battle. If there is ever any discipline in the ranks that needs doled out, it is this bugbear who does the doling. Being that he also leads most raids, the leader is often replaced out -of need - bugbears are not stupid, but neither are they all that smart. +of need - bugbears are not stupid, but neither are they all that smart. ~ 323 104 0 0 0 0 D1 @@ -953,7 +953,7 @@ clan end at this one. If the leader or shaman wish to impose their will upon the clan, they first must get the support of the chief. If the chief disagrees, then it ends there. A chief can only be replaced through a direct challenge from another of the clansmen, therefore the chief always remains a young, robust -bugbear with great physical prowess. +bugbear with great physical prowess. ~ 323 104 0 0 0 0 D0 @@ -965,7 +965,7 @@ S A Steep Climb~ This has turned out to be some sort of shaft or chimney which leads far up into the rock above. The water does not flow from this place, it is completely -dry here and hand holds abound, making the climb relatively easy. +dry here and hand holds abound, making the climb relatively easy. ~ 323 105 0 0 0 0 D4 @@ -981,7 +981,7 @@ S Up Toward a Fresh Scent~ The breeze wafting down from above carries the same fresh smell of the water below. Could the source of the cascade be somewhere above? The scent energizes -you, giving you fresh vigor for the climb. +you, giving you fresh vigor for the climb. ~ 323 105 0 0 0 0 D4 @@ -997,11 +997,11 @@ S Small Cavernway~ This is the top of the chimney, the dark shaft leading back down into the main cavern below. This cavernway leads off to the east and west, following -along the shore of an underground lake which looks to be quite deep indeed. +along the shore of an underground lake which looks to be quite deep indeed. The lake is close enough that you could stick your toe in it - the ledge you stand upon must drop off quite immediately into the water. To the west, the ledge curves around the 'shore' of the lake, plus a small cave leads away from -the lake's edge even farther west. +the lake's edge even farther west. ~ 323 105 0 0 0 0 D1 @@ -1022,7 +1022,7 @@ Along the Tributary~ The lake begins to taper down into a smooth, flowing river which along side this walkway. It appears that the water flows east into the lake, which must then leak somewhere underneath down along the wall of the cavern below, -cascading past the cavern down deeper into the earth. +cascading past the cavern down deeper into the earth. ~ 323 105 0 0 0 0 D1 @@ -1037,7 +1037,7 @@ S #32356 Along the Tributary~ Ahead, a stone wall prohibits any further progress east. The water flows -from an opening which is not large enough to accomodate your girth. +from an opening which is not large enough to accomodate your girth. ~ 323 105 0 0 0 0 D1 @@ -1054,7 +1054,7 @@ The Water Flows Under~ The source of the water may never be known, at least not at this point as the water comes from some place past this wall which keeps any further travel east impossible. There is a narrow passage to the north, a barely noticeable thing -leading away from the tributary's shore. +leading away from the tributary's shore. ~ 323 105 0 0 0 0 D0 @@ -1071,7 +1071,7 @@ A Tiny Crack~ A strange quiet pervades this small area. One that is completely unsettling and certainly not natural. Every warning bell in your being is going off, telling you that this is not the place of a being that either kind nor -honorable. A slight chill runs through your spine. +honorable. A slight chill runs through your spine. ~ 323 361 0 0 0 0 D0 @@ -1088,7 +1088,7 @@ Death's Kiss~ The room has a strange chill to it, an unholy chill which comes not from the stone around it, but from the thing which dwells within it. The small crack to the south looks almost inviting in comparison to the feeling of horror which -pervades this room. +pervades this room. ~ 323 104 0 0 0 0 D2 @@ -1099,7 +1099,7 @@ S #32360 The Lake's Edge~ A passage runs west away from the lake. The ledge that borderd the lake runs -south around it for a short space and then terminates at the cavern wall. +south around it for a short space and then terminates at the cavern wall. Small ripples dance across the surface of the lake - otherwise, it is dead calm. ~ 323 105 0 0 0 0 @@ -1121,7 +1121,7 @@ Moldy Passage~ A strange mold grows over the walls and floor of this cavern, probably from the moister of the nearby lake. The mold glows slightly with a strange luminescence. It is really quite comforting after being the complete darkness -for so long. +for so long. ~ 323 104 0 0 0 0 D1 @@ -1137,7 +1137,7 @@ S Moldy Passage~ The mold on the floor and walls continues unabated, making it feel as if you were walking upon a thick carpet. As indeed in a sense you are. A fairly large -room opens up to the south, its walls and floor covered just the same. +room opens up to the south, its walls and floor covered just the same. ~ 323 108 0 0 0 0 D1 @@ -1155,7 +1155,7 @@ Mold Cavern~ floor, and ceiling are covered in the glowing growth. The sounds that you became so accustomed to in the caves outside - the echoes, the wide open sound of the air blowing through - all of that is gone here, replaced by a deep -penetrating silence. +penetrating silence. ~ 323 104 0 0 0 0 D0 @@ -1177,7 +1177,7 @@ Mold Cavern~ floor, and ceiling are covered in the glowing growth. The sounds that you became so accustomed to in the caves outside - the echoes, the wide open sound of the air blowing through - all of that is gone here, replaced by a deep -penetrating silence. +penetrating silence. ~ 323 104 0 0 0 0 D1 @@ -1194,7 +1194,7 @@ Cold Storage~ This chamber is covered in the mold on the walls and floor, but it is easily thrity degrees cooler here than just a few feet to the east. You begin to feel the heat drain from your body and suddenly realize what the thing on the floor -is! +is! ~ 323 104 0 0 0 0 D1 @@ -1209,7 +1209,7 @@ floor, and ceiling are covered in the glowing growth. The sounds that you became so accustomed to in the caves outside - the echoes, the wide open sound of the air blowing through - all of that is gone here, replaced by a deep penetrating silence. To the west is a small chamber, one which appears to hold -a mass of something on the floor. +a mass of something on the floor. ~ 323 104 0 0 0 0 D0 @@ -1231,7 +1231,7 @@ Mold Cavern~ floor, and ceiling are covered in the glowing growth. The sounds that you became so accustomed to in the caves outside - the echoes, the wide open sound of the air blowing through - all of that is gone here, replaced by a deep -penetrating silence. +penetrating silence. ~ 323 104 0 0 0 0 D0 @@ -1263,7 +1263,7 @@ S The Lake's Edge~ The ledge has reached the southern wall of the cavern, ended any further progress on the ledge. Something smells quite dreadful here, very much like -dead, decayed fish - but maginified many times over. +dead, decayed fish - but maginified many times over. ~ 323 105 0 0 0 0 D0 @@ -1281,7 +1281,7 @@ Vaulted Chamber~ were carved by the hands of man - or something like man. The top of the cave comes to a point, the ceiling sloping down in two perfectly even archs to reach the walls, making this almost seem like a holy walkway - one that might lead to -a holy man of some sort. +a holy man of some sort. ~ 323 105 0 0 0 0 D1 @@ -1298,7 +1298,7 @@ Vaulted Chamber~ The chamber ends just east of here at a giant hole in the center of the floor. The ceiling and walls do not stray from their shape or form that began at the entrance to the main cavern, indeed they hold their shape right up to the -point where they meet the far eastern wall on the other side of the hole. +point where they meet the far eastern wall on the other side of the hole. ~ 323 105 0 0 0 0 D1 @@ -1315,7 +1315,7 @@ Top of the Shaft~ The gigantic hole on the floor turns out that it is a huge circular shaft which down deeper into the rock. This was most definitely man-made as it is completely smooth walled with a set of rungs built into one side, made for easy -climbing. +climbing. ~ 323 105 0 0 0 0 D3 @@ -1331,7 +1331,7 @@ S In the Shaft~ You are about midway through the shaft now. The ceiling of the chamber above can be seen from here as can the floor of a chamber below. Both seem about as -promising as a night on the iron maiden. +promising as a night on the iron maiden. ~ 323 105 0 0 0 0 D4 @@ -1347,7 +1347,7 @@ S Bottom of the Shaft~ The shaft rises high above you, black rock rungs climbing up one side of the wall of the shaft. A vaulted passage runs off to the east, much like the one -above. In fact, it is exactly like the one above. +above. In fact, it is exactly like the one above. ~ 323 105 0 0 0 0 D1 @@ -1365,7 +1365,7 @@ Vaulted Chamber~ does no seem to extend down into this section of the caves. The floors are free of litter, indeed they are free of dirt, as it appears they are swept or scrubbed regularly. The passageway continues east for a short distance further -then turns north, the vaulted ceiling turning with the rest of the cavern. +then turns north, the vaulted ceiling turning with the rest of the cavern. ~ 323 105 0 0 0 0 D1 @@ -1385,7 +1385,7 @@ both of short, bald men who hold their hands over their hearts and stare resolutely into space in front of them. To the east the cavern continues, however the walls and ceiling become rough, no longer carved in that direction. The way east gains width as it runs in that direction, getting more and more -wide with every foot east. +wide with every foot east. ~ 323 105 0 0 0 0 D0 @@ -1406,7 +1406,7 @@ Wide Carpeted Caveway~ Oddly enough, the floor of this caveway is carpeted with a fine black rug, making the way north quite enjoyable. Ahead are torches in ornate sconces, burning strongly, lighting the whole way. You can see that the caveway runs -north for quite some distance before turning east. +north for quite some distance before turning east. ~ 323 104 0 0 0 0 D0 @@ -1422,7 +1422,7 @@ S Wide Carpeted Caveway~ The caveway runs north to south, the ceiling still vaulted and the walls smooth and clean as any palace. The denizens of this place seem especially -proud of their home. +proud of their home. ~ 323 104 0 0 0 0 D0 @@ -1438,7 +1438,7 @@ S Wide Carpeted Caveway~ The caveway makes its turn just north from here, the carpet following along. To the south is the way back to the vaulted caves which lead back into the main -cavern. +cavern. ~ 323 104 0 0 0 0 D0 @@ -1455,7 +1455,7 @@ Before the Chamber~ The view to the east is nothing short of astonishing! A large black rock throne lies against the far east wall, quite some distance from here, small alcoves hold waiting attendants the length of the hall. The black carpeting -runs straight to the throne. +runs straight to the throne. ~ 323 108 0 0 0 0 D1 @@ -1470,10 +1470,10 @@ S #32381 Waiting Chamber~ All manner of cave dwellers have waited in this place. Waited on the -pleasure of the Pale Man, who it is said holds the power of the Underdark. +pleasure of the Pale Man, who it is said holds the power of the Underdark. Legends told of the Pale Man say that he has lived for a thousand years and will live for a thousand more. No one disputes them, as the Pale Man kills any being -foolhardy enough to make an attempt on his life, even in thought. +foolhardy enough to make an attempt on his life, even in thought. ~ 323 104 0 0 0 0 D2 @@ -1484,10 +1484,10 @@ S #32382 Side Chamber~ All manner of cave dwellers have waited in this place. Waited on the -pleasure of the Pale Man, who it is said holds the power of the Underdark. +pleasure of the Pale Man, who it is said holds the power of the Underdark. Legends told of the Pale Man say that he has lived for a thousand years and will live for a thousand more. No one disputes them, as the Pale Man kills any being -foolhardy enough to make an attempt on his life, even in thought. +foolhardy enough to make an attempt on his life, even in thought. ~ 323 104 0 0 0 0 D2 @@ -1499,7 +1499,7 @@ S Entering the Chamber~ The hall runs east toward the throne, to the north and south are small alcoves. The alcoves are where beings wait for their chance to speak to or make -a request of the Pale Man. +a request of the Pale Man. ~ 323 104 0 0 0 0 D0 @@ -1523,7 +1523,7 @@ S Chamber of the Pale Man~ The hall runs east toward the throne, to the north and south are small alcoves. The alcoves are where beings wait for their chance to speak to or make -a request of the Pale Man. +a request of the Pale Man. ~ 323 104 0 0 0 0 D0 @@ -1547,9 +1547,9 @@ S Throne Room~ The walls are all worked in glorious carvings, all of them of the likeness of the Pale Man. Many fine underworld carvers have paid tribute to the Pale Man -over the millenia in donating some of their talent to beautifying his abode. +over the millenia in donating some of their talent to beautifying his abode. All these walls pale, however, in comparison to the huge black throne which -stands tall and proud on its dias against the far east wall. +stands tall and proud on its dias against the far east wall. ~ 323 104 0 0 0 0 D3 @@ -1560,10 +1560,10 @@ S #32386 Waiting Chamber~ All manner of cave dwellers have waited in this place. Waited on the -pleasure of the Pale Man, who it is said holds the power of the Underdark. +pleasure of the Pale Man, who it is said holds the power of the Underdark. Legends told of the Pale Man say that he has lived for a thousand years and will live for a thousand more. No one disputes them, as the Pale Man kills any being -foolhardy enough to make an attempt on his life, even in thought. +foolhardy enough to make an attempt on his life, even in thought. ~ 323 104 0 0 0 0 D0 @@ -1574,10 +1574,10 @@ S #32387 Side Chamber~ All manner of cave dwellers have waited in this place. Waited on the -pleasure of the Pale Man, who it is said holds the power of the Underdark. +pleasure of the Pale Man, who it is said holds the power of the Underdark. Legends told of the Pale Man say that he has lived for a thousand years and will live for a thousand more. No one disputes them, as the Pale Man kills any being -foolhardy enough to make an attempt on his life, even in thought. +foolhardy enough to make an attempt on his life, even in thought. ~ 323 104 0 0 0 0 D0 @@ -1589,7 +1589,7 @@ S The Cavern Widens~ And widen it does, indeed. It continues to widen until it reaches a huge circular well just to the east. A small chamber to the south looks particularly -uninviting, however it may warrant a quick look. +uninviting, however it may warrant a quick look. ~ 323 105 0 0 0 0 D1 @@ -1610,7 +1610,7 @@ A Grim Chamber~ Maybe it wasn't such a good idea to get that quick look. The dreadful creature which makes its home in this place is not at all what one might call a good host, and if it not here now, chances are that it will be back very -quickly. +quickly. ~ 323 105 0 0 0 0 D0 @@ -1624,7 +1624,7 @@ Deep Well~ not mean that there isn't one, though - never fear. Dropping a pebble down into it you hear... Nothing. That does not mean it didn't land, though - do not be afraid. It appears that the rocky interior of the well would be suitable for -climbing. +climbing. ~ 323 105 0 0 0 0 D3 @@ -1639,7 +1639,7 @@ S #32391 In the Well~ The handholds turn out to be quite stable, allowing access to both the top -and bottom of the well. The bottom of the well can be seen now, bone dry. +and bottom of the well. The bottom of the well can be seen now, bone dry. ~ 323 105 0 0 0 0 D4 @@ -1655,7 +1655,7 @@ S Well's Base~ The well ascends above you into the wide chamber. It turns out there is yet another wide chamber leading east from down here as well. It also seems much -warmer down here than it did above. +warmer down here than it did above. ~ 323 105 0 0 0 0 D1 @@ -1671,7 +1671,7 @@ S Crosschamber~ The cavern splits here, one chamber heading off south, the other continuing east. It is much wider to the east, however the heat that you feel seems to -radiate from that direction - a sign, perhaps? +radiate from that direction - a sign, perhaps? ~ 323 105 0 0 0 0 D1 @@ -1692,7 +1692,7 @@ Near a Glow~ A strange maroon glow comes from the eastern chamber, some sort of maroon draping or mound lies in that room. The glow shimmers and dazzles as it shines. The heat now has become nearly unbearable, you can feel your face and hands -burning slightly, turning red. +burning slightly, turning red. ~ 323 104 0 0 0 0 D1 @@ -1709,7 +1709,7 @@ The Dragon's Hoarde~ Ahh, so it was the glow of all that money and treasure gleaming on a huge dragon's scales - that's all it was. Maybe it would have been better had you stayed in Jareth, maybe tossed a couple of beers down at the Goat and called it -a night... +a night... ~ 323 104 0 0 0 0 D3 @@ -1720,8 +1720,8 @@ S #32396 Side Tunnel~ This tunnel is certainly more narrow than the one to the north. However, -that does not help to ease the uneasy feeling you get from this small tunnel. -Something, someone lies to the south and it is not something good. +that does not help to ease the uneasy feeling you get from this small tunnel. +Something, someone lies to the south and it is not something good. ~ 323 105 0 0 0 0 D0 @@ -1737,7 +1737,7 @@ S Side Tunnel~ The tunnel makes a curve, heading into a small chamber filled with heaps of coins! Maybe that bad feeling was just that you weren't sure how you were going -to carry all this gold back to the bank. +to carry all this gold back to the bank. ~ 323 105 0 0 0 0 D0 @@ -1753,7 +1753,7 @@ S Deep Room~ You realize with a sinking feeling that the heaps you thought were gold were actually the sides of the Deepspawn inhabiting this place. Somewhere, somehow -back just west of Jareth, you feel you must have taken a wrong turn. +back just west of Jareth, you feel you must have taken a wrong turn. ~ 323 105 0 0 0 0 D3 @@ -1764,7 +1764,7 @@ S #32399 The Aboleth's Lair~ So this is why the aboleth attacked so suddenly on the ledge! She was -protecting her babies. Not to mention a considerable treasure... +protecting her babies. Not to mention a considerable treasure... ~ 323 97 0 0 0 0 D4 diff --git a/lib/world/wld/324.wld b/lib/world/wld/324.wld index 795c146..27cf1e9 100644 --- a/lib/world/wld/324.wld +++ b/lib/world/wld/324.wld @@ -4,7 +4,7 @@ The Guard Walk~ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes which are manned twenty-eight hours a day. The main section of the camp lies east of here along -a roadway, the main highway through the gates to the west. +a roadway, the main highway through the gates to the west. ~ 324 0 0 0 0 0 D0 @@ -35,7 +35,7 @@ S The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 8 0 0 0 0 D0 @@ -49,12 +49,12 @@ D2 E scorecards~ The cards all have been filled in with the judges evaluations of today's -combata nts. It seems that Sparticus is having a good day. +combata nts. It seems that Sparticus is having a good day. ~ E pencils pencil~ An ordinary number 2 lead pencil. Judging by the teeth marks on the shaft, -the user should see a dentist very soon! +the user should see a dentist very soon! ~ S #32402 @@ -63,7 +63,7 @@ The Guard Walk~ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. +tower. ~ 324 8 0 0 0 0 D0 @@ -83,7 +83,7 @@ S The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D0 @@ -99,7 +99,7 @@ E seats benches~ The benches are made of rough cut lumber that has dried and split over time. You would probably get splinters if sat on them. The words "BURT WAS HERE" have -been carved into one of the benches with exquisite care. +been carved into one of the benches with exquisite care. ~ S #32404 @@ -109,7 +109,7 @@ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the tower. The Walk turns north and east at this point, following the natural slope -of the valley. +of the valley. ~ 324 0 0 0 0 0 D1 @@ -128,14 +128,14 @@ D4 E marks scratches~ They look like they form the words "Onivel Cinemod Semaj" But you could be -mistaken. +mistaken. ~ S #32405 The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D1 @@ -150,7 +150,7 @@ D3 E gate~ The gate has been permanently rusted shut and is further secured by a large -chain and padlock. Don't even bother THINKING about trying to open it. +chain and padlock. Don't even bother THINKING about trying to open it. ~ S #32406 @@ -159,7 +159,7 @@ The Guard Walk~ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. +tower. ~ 324 0 0 0 0 0 D1 @@ -178,7 +178,7 @@ E swords weapons armor halberds whips~ Titus has enough hardware in here to outfit a large army. Maybe that's why he has a lucrative contract to sell weapons to the emperor's armies for -outrageous prices. +outrageous prices. ~ E sign~ @@ -193,7 +193,7 @@ S The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D1 @@ -206,7 +206,7 @@ D3 0 0 32406 E weapons swords crates armor weapon sword crate~ - There are literally thousands of each. Take your pick. + There are literally thousands of each. Take your pick. ~ S #32408 @@ -215,7 +215,7 @@ The Guard Walk~ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. +tower. ~ 324 0 0 0 0 0 D1 @@ -235,14 +235,14 @@ landscape country~ You can see the entire city of Rome from here. The buildings housing the Roman government are to the east. To the south east, off in the distance, is the massive aqueduct and further in that direction lies the Mountain of the -Gods. +Gods. ~ S #32409 The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D1 @@ -257,18 +257,18 @@ D3 E gladiator~ He is a big muscular man with lots of armor. He sizes you up and decides -that you aren't worth his time or trouble. +that you aren't worth his time or trouble. ~ E driver~ - The driver is too busy changing a wheel on his chariot to notice you. + The driver is too busy changing a wheel on his chariot to notice you. ~ E chariot~ You see a two wheeled open cart which is obviously meant to be pulled by horses. The flaming paint-job and the large "01" stenciled on the side identify the chariot as belonging to Drucilis "Lightning-whip" Octavious, a favorite -driver of the masses. +driver of the masses. ~ E coach trainer~ @@ -282,7 +282,7 @@ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the tower. The Walk turns south and west at this point, following the natural slope -of the valley. +of the valley. ~ 324 0 0 0 0 0 D2 @@ -299,17 +299,17 @@ D4 0 0 32435 E gladiator~ - He is in the final stages of a charge against his opponent.... THUD! + He is in the final stages of a charge against his opponent.... THUD! CLANG! CRASH!!!!.... Judging from the blood and the amount of distance that now separates the gladiators head from the rest of his body, you can safely -assume that this was the final combat of his life. +assume that this was the final combat of his life. ~ S #32411 The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 8 0 0 0 0 D0 @@ -323,7 +323,7 @@ D2 E leech leeches~ DISGUSTING! Each is about the size of matchbox and very slimy. You are VERY -glad that you have access to a cleric! +glad that you have access to a cleric! ~ S #32412 @@ -332,7 +332,7 @@ The Guard Walk~ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. +tower. ~ 324 0 0 0 0 0 D0 @@ -353,7 +353,7 @@ S The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 8 0 0 0 0 D0 @@ -369,7 +369,7 @@ You hazard a guess that a bedroom lies in that direction. E furnishings furniture~ The furniture that you see is very simple and plain. It is made of rough -hewn wood and fastened together with nails. It looks very uncomfortable. +hewn wood and fastened together with nails. It looks very uncomfortable. ~ S #32414 @@ -377,7 +377,7 @@ The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes. You may enter into the -main section of the camp to west - the east gate lies just east of here. +main section of the camp to west - the east gate lies just east of here. ~ 324 0 0 0 0 0 D0 @@ -399,14 +399,14 @@ D3 0 0 32477 E laundry wash clothing~ - It smells of sweat and is covered with mud. + It smells of sweat and is covered with mud. ~ S #32415 The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D0 @@ -424,7 +424,7 @@ The Guard Walk~ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. +tower. ~ 324 0 0 0 0 0 D0 @@ -444,7 +444,7 @@ S The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D0 @@ -463,7 +463,7 @@ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the tower. The Walk turns north and west here, following the natural curve of the -valley's floor. +valley's floor. ~ 324 0 0 0 0 0 D0 @@ -481,15 +481,15 @@ D4 0 0 32432 E statue caligula~ - A larger than life stone statue of Caligula, the Mad Emperor looks at you. -It looks like it is holding a phallus. + A larger than life stone statue of Caligula, the Mad Emperor looks at you. +It looks like it is holding a phallus. ~ S #32419 The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D1 @@ -509,7 +509,7 @@ The Guard Walk~ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. +tower. ~ 324 0 0 0 0 0 D1 @@ -532,19 +532,19 @@ hole toilet~ pool black water about 2 feet below the surface of the ground. As you lean closer to get a better look, your nose catches a concentrated dose of the fragrant aroma wafting upwards. Your stomach decides that it has had enough of -this shoddy treatment and you puke until it is empty. +this shoddy treatment and you puke until it is empty. ~ E roll paper~ Hey!! This is first-class stuff!! - White Cloud brand with lotion. The -roll is about half-used. +roll is about half-used. ~ S #32421 The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D1 @@ -562,7 +562,7 @@ The Guard Walk~ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. +tower. ~ 324 0 0 0 0 0 D1 @@ -583,7 +583,7 @@ S The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D1 @@ -602,7 +602,7 @@ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the tower. The Walk turns north and east here, following the natural curve of the -valley's floor. +valley's floor. ~ 324 0 0 0 0 0 D0 @@ -621,14 +621,14 @@ D4 0 0 32429 E statue tiberius~ - The statue of Tiberius, made of iron, stands here. + The statue of Tiberius, made of iron, stands here. ~ S #32425 The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D0 @@ -645,7 +645,7 @@ cashbox~ It's a shame that the exchange rate for Roman money is so low. What amounts to a fortune in Rome isn't even worth one gold coin. The contents of the box add up to about .... Well forget it. It isn't worth your time or trouble to -carry it around. +carry it around. ~ S #32426 @@ -654,7 +654,7 @@ The Guard Walk~ constant vigil, watching for signs of hostile intruders. At regularly spaced intervals, there are guard towers for lookout purposes, one of which is right here. Entry into the tower is by a tall ladder which climbs to the floor of the -tower. +tower. ~ 324 0 0 0 0 0 D0 @@ -673,14 +673,14 @@ D4 E structure~ That would probably be the Coliseum. There are a few good matches scheduled -for today. +for today. ~ S #32427 The Guard Walk~ This is the outer ring of the Army's main encampment where patrols keep a constant vigil, watching for signs of hostile intruders. At regularly spaced -intervals, there are guard towers for lookout purposes. +intervals, there are guard towers for lookout purposes. ~ 324 0 0 0 0 0 D0 @@ -696,31 +696,31 @@ You see an incredible house off in the distance. E Venus~ Venus, the Roman goddess of beauty and knowledge is displayed in a all of her -splendor. +splendor. ~ E Jupiter~ A statue made of pure gold depicts Zeus sitting on his throne. The throne -looks like it is made of silver. +looks like it is made of silver. ~ E Neptune~ The statue of Neptune is made of pure jade and is holding a crystal trident. It is sitting in the center of a small pond which has hundreds of beautiful fish -swimming in it. +swimming in it. ~ E trees tree shrubs shrub plants plant~ All of the plants, trees and shrubs are perfectly trimmed, without so much as a dead leaf anywhere to be seen. You welcome the shade that they give from the -harsh sun above. +harsh sun above. ~ S #32428 Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -730,24 +730,24 @@ D5 E floor tile~ Very expensive! A lot of master craftsmen labored long and hard to produce -such a work of art. +such a work of art. ~ E windows~ They are intricate and the scenes that they depict cast honor on several of -the gods. +the gods. ~ E furniture~ You hope to eventually be able to own a piece of furniture just like these -someday. These are only dreams, of course. +someday. These are only dreams, of course. ~ S #32429 Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -756,18 +756,18 @@ D5 0 0 32424 E gate~ - The gate is made of solid iron and is well maintained. + The gate is made of solid iron and is well maintained. ~ E road~ - The road is wide and very muddy. + The road is wide and very muddy. ~ S #32430 Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -779,7 +779,7 @@ S Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -791,7 +791,7 @@ S Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -802,19 +802,19 @@ E vendor vendors~ There are several sidewalk vendors here, selling fresh fruits and vegetables, home baked goods, fine jewelry and other items. Most of the items for sale are -of very high quality. +of very high quality. ~ E aqueduct~ To the southeast, off in the distance, stands a large stone structure that is -used to channel water into the city. +used to channel water into the city. ~ S #32433 Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -826,7 +826,7 @@ S Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -838,7 +838,7 @@ S Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -850,7 +850,7 @@ S Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -861,28 +861,28 @@ E desk~ The desk is made of solid walnut and gold inlay. It is exquisitely carved with superior craftsmanship, the likes of which has rarely been seen. It was -probably brought to Rome from Gaul. +probably brought to Rome from Gaul. ~ E documents decrees paperwork document decree papers paper~ The documents are all written on reed scrolls made in Egypt and have been -sealed with wax. +sealed with wax. ~ E bookcase books~ The books are very old and contain the wisdom of wise men from throughout the -entire Roman empire. They appear to be collecting dust. +entire Roman empire. They appear to be collecting dust. ~ E flowers plants flower plant~ - The plants contribute to a very relaxing atmosphere. + The plants contribute to a very relaxing atmosphere. ~ S #32437 Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -894,7 +894,7 @@ S Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -906,7 +906,7 @@ S Guard Tower~ There is little in the way of comfort here. The walls are made of thick wood slats, arrow and peep holes cut and left open at eye level. The entire space is -roughly five foot by five foot, tightly cramped and uncomfortable. +roughly five foot by five foot, tightly cramped and uncomfortable. ~ 324 8 0 0 0 0 D5 @@ -915,14 +915,14 @@ D5 0 0 32402 E crowds people~ - It looks like some kind of bizarre or festival is occurring to the west. -There are hundreds of people of all classes shopping, talking or eating. + It looks like some kind of bizarre or festival is occurring to the west. +There are hundreds of people of all classes shopping, talking or eating. ~ S #32440 Roadway~ This hard-packed road runs into the center of the camp, which branches -leading north and south toward the smithy and the farming area. +leading north and south toward the smithy and the farming area. ~ 324 4 0 0 0 0 D0 @@ -945,13 +945,13 @@ You can see a busy street in that direction. E telescope~ If it were operational, it would offer a spectacular view of the Mountain of -the Gods. Unfortunately, it appears to have been vandalized. +the Gods. Unfortunately, it appears to have been vandalized. ~ E aqueduct~ The aqueduct is a massive stone structure that channels water into Rome from -the Mountain of the Gods. During the rainy season, it is filled to the top. -However, due to recent drought, the water level appears to be very low. +the Mountain of the Gods. During the rainy season, it is filled to the top. +However, due to recent drought, the water level appears to be very low. ~ E sign~ @@ -971,7 +971,7 @@ Roadway~ The roadway continues its way deeper into the main area of the encampent, running east for some ways. There is a large hay barn just to the south, fenced off so that entry must be from another direction. A small wooden hut lies just -north of here, its door also on another side. +north of here, its door also on another side. ~ 324 0 0 0 0 0 D1 @@ -988,14 +988,14 @@ E slime algae~ Due to the availability of moisture and nutrients, a green, viscous slime has grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. +way to drip on you. ~ S #32442 Roadway~ Just east of here is the Parade Grounds where the troops march on days of graduation, tradition, or other such ceremony. The trail sections off to the -north and south, heading toward the barracks area and the mess tent. +north and south, heading toward the barracks area and the mess tent. ~ 324 0 0 0 0 0 D0 @@ -1018,7 +1018,7 @@ You see the south gate through the door. E fog mist~ This is some really strange stuff! You have never seen anything this color -before. Your legs are totally obscured from the knee down. +before. Your legs are totally obscured from the knee down. ~ E sign~ @@ -1035,7 +1035,7 @@ Roadway~ accomodate a wagon's width. To the east is a small wood hut with smoke rising from a thin chimney along the side. North is another wood building, but one which is somewhat larger than the hut to the east. A large amount of ringing -noise can be heard from that building, where smoke also rises from. +noise can be heard from that building, where smoke also rises from. ~ 324 0 0 0 0 0 D0 @@ -1059,7 +1059,7 @@ The Tanner~ Hides from various beasts, mostly deer and cow, are stretched out on tanning rods being cured for use as armor or clothing. The place is intensely warm due to the fact that it is so small an area and a fire blazes in a wood stove -constantly. +constantly. ~ 324 8 0 0 0 0 D3 @@ -1071,7 +1071,7 @@ S Roadway~ The soldiers' main barracks lies north from here, the trail well tended and free of debris. The higher ranking officers must be big sticklers for the -troops to keep their area clean. +troops to keep their area clean. ~ 324 0 0 0 0 0 D0 @@ -1084,11 +1084,11 @@ D2 0 0 32442 E stairs stairway steps~ - The stairs are immaculately polished and made of white marble. + The stairs are immaculately polished and made of white marble. ~ E statue statues~ - There is really nothing noteworthy about them. + There is really nothing noteworthy about them. ~ S #32446 @@ -1096,7 +1096,7 @@ Smithy~ This large room houses the main smithy and armory for the entire army. A team of smiths work daily to keep armor and weapons in good condition, not to mention making new items for new recruits. A fire blazes in a huge fireplace, -various implements of the trade inside. +various implements of the trade inside. ~ 324 8 0 0 0 0 D0 @@ -1116,19 +1116,19 @@ D2 E stone structure aqueduct~ You see a massive stone structure, built several centuries ago, that is used -to channel water into the city. +to channel water into the city. ~ E mountain~ Off to the southwest, you can see a huge mountain that is partially obscured -by the haze. It is rumored that the gods reside there and protect the city. +by the haze. It is rumored that the gods reside there and protect the city. ~ S #32447 Armor Cache~ This is where the smiths which the Army has trained keep their surpus goods and dented or broken pieces of armor. Most of the items here are in fine shape, -there are not many broken pieces due to the fact that it is peace-time. +there are not many broken pieces due to the fact that it is peace-time. ~ 324 8 0 0 0 0 D2 @@ -1140,7 +1140,7 @@ S Weapon Cache~ This is where the smiths which the Army has trained keep their surpus goods and dented or broken weapons. Most of the items here are in fine shape, there -are not many broken pieces due to the fact that it is peace-time. +are not many broken pieces due to the fact that it is peace-time. ~ 324 8 0 0 0 0 D3 @@ -1152,14 +1152,14 @@ E slime algae~ Due to the availability of moisture and nutrients, a green viscous slime has grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. +way to drip on you. ~ S #32449 Roadway~ The main fire pit and social area for the soldiers of the army lies just -north, encircled by rows and rows of long grey tents where the soldiers sleep. -To the south is the main road through the camp. +north, encircled by rows and rows of long gray tents where the soldiers sleep. +To the south is the main road through the camp. ~ 324 0 0 0 0 0 D0 @@ -1173,12 +1173,12 @@ D2 E workbench workbenches tubes beakers crucibles dishes~ These are all tools of great power. You cannot even begin to understand what -any of this stuff does. +any of this stuff does. ~ E cinders ashes pile~ The ashes are a very fine grayish white powder that seems to be the only -worldly remains of Froboz's "test specimens". +worldly remains of Froboz's "test specimens". ~ S #32450 @@ -1186,7 +1186,7 @@ Barracks Tent~ This tent holds row upon row of single beds, more aptly called cots, where the lower rank soldiers of the camp make their home. A footlocker stands at the foot of each bed, everything inside of the tent, including the dirt floor, is -spotlessly clean. +spotlessly clean. ~ 324 8 0 0 0 0 D1 @@ -1197,18 +1197,18 @@ E bench stand box jury~ You see large wooden structures that are designed to separate the judge, jury and witnesses from the rest of the courtroom. They are made of polished oak and -are strictly functional. +are strictly functional. ~ E seal~ - The seal of the emperor is mounted above the judge's stand. + The seal of the emperor is mounted above the judge's stand. ~ S #32451 Fire Pit~ This is the main area of the soldiers' section of the camp. It is kept relatively free of debris or grunge, the pit always fresh dug, the ground raked -and smooth. Long grey barracks tents lie to the north, east and west. +and smooth. Long gray barracks tents lie to the north, east and west. ~ 324 0 0 0 0 0 D0 @@ -1236,7 +1236,7 @@ manned by the city guards. They are made of stone and stand about 40 feet tall. E gate~ The gate is fabricated from iron and has been designed to keep intruders out -of the city. +of the city. ~ S #32452 @@ -1244,7 +1244,7 @@ Barracks Tent~ This tent holds row upon row of single beds, more aptly called cots, where the lower rank soldiers of the camp make their home. A footlocker stands at the foot of each bed, everything inside of the tent, including the dirt floor, is -spotlessly clean. +spotlessly clean. ~ 324 8 0 0 0 0 D3 @@ -1253,7 +1253,7 @@ D3 0 0 32451 E trail~ - The mountain trail is a little muddy, due to the recent rains. + The mountain trail is a little muddy, due to the recent rains. ~ S #32453 @@ -1261,7 +1261,7 @@ Barracks Tent~ This tent holds row upon row of single beds, more aptly called cots, where the lower rank soldiers of the camp make their home. A footlocker stands at the foot of each bed, everything inside of the tent, including the dirt floor, is -spotlessly clean. +spotlessly clean. ~ 324 8 0 0 0 0 D2 @@ -1275,7 +1275,7 @@ Roadway~ the farming area. There is a large hay barn packed to the rafters to the east - the army must keep it in high supply during times of peace. The road continues to the south toward a large circular, fenced area where warhorses neigh and -whinny, tossing their mighty heads. +whinny, tossing their mighty heads. ~ 324 0 0 0 0 0 D0 @@ -1297,7 +1297,7 @@ E slime algae~ Due to the availability of moisture and nutrients, a green, viscous slime has grown and covered the everything with a slippery coating. It seems to go out of -its way to drip on you. +its way to drip on you. ~ S #32455 @@ -1305,7 +1305,7 @@ Hay Barn~ There is not much to say about this large, open sided barn. Tall poles run up roughly thirty feet into the air supporting a tin ceiling which serves to keep the hay beneath dry. The hay reaches all the way to the ceiling and would -undoubtedly reach beyond were it given the opportunity. +undoubtedly reach beyond were it given the opportunity. ~ 324 0 0 0 0 0 D3 @@ -1315,13 +1315,13 @@ door~ 0 12106 32454 E tombs books~ - The books are very large and filled with Roman legal precedent. + The books are very large and filled with Roman legal precedent. ~ E papers documents~ There are hundreds of pages of petitions, lawsuits and court orders sitting on the desk. One particularly interesting case involves a nobleman, a slave and -a roll of toilet paper. +a roll of toilet paper. ~ S #32456 @@ -1329,7 +1329,7 @@ Mess Tent~ This large, open-sided tent houses rows of long wooden tables used by the soldiers during meal times. The tent itself sits dead center of the roadway, the road picking up again just south of the tent, ending at a couple of -decent-sized wood outbuildings. +decent-sized wood outbuildings. ~ 324 0 0 0 0 0 D0 @@ -1343,18 +1343,18 @@ D2 E tree trees vegetation~ All of the vegetation is lush, green and in full bloom. You wish that you -could take the time to stop and enjoy it properly. +could take the time to stop and enjoy it properly. ~ E trail path~ - The path is a little muddy, possibly due to a recent thundershower. + The path is a little muddy, possibly due to a recent thundershower. ~ S #32457 Roadway~ The roadway ends at a gate which separates the corral from the open area of the camp. The mighty steeds inside neigh and whinny in protest, running in -circle and tossing their heads. To the east is a large barn. +circle and tossing their heads. To the east is a large barn. ~ 324 0 0 0 0 0 D0 @@ -1376,7 +1376,7 @@ E slime algae~ Due to the availability of moisture and nutrients, a green, viscous slime has grown and covered everything with a slippery coating. It seems to go out of its -way to drip on you. +way to drip on you. ~ S #32458 @@ -1384,7 +1384,7 @@ Barn~ This place is full of various implements for caring for the steeds of the cavalry and for doing the work that the cowboys of the army are responsible for. There are a few stalls off in the far east corner of the barn where it appears -the best of the best of the Army's steeds are kept. +the best of the best of the Army's steeds are kept. ~ 324 8 0 0 0 0 D3 @@ -1394,24 +1394,24 @@ D3 E stream brook~ A stream of the clearest, cleanest water that you have ever seen winds its -way through the valley. +way through the valley. ~ E fish~ - A variety of species swims peacefully in the cool, clear water. + A variety of species swims peacefully in the cool, clear water. ~ E trees fruit~ The fruit trees, nourished by the fertile ground at the edge of the stream and sustained by the brilliant sunshine, line the banks of the stream and are -laden with fruit. +laden with fruit. ~ S #32459 Corral~ Horses run around you in a frenzy, their trained senses to first lash out and kick any man who is not their usual rider. Best to get out of this area quickly -before you get trampled! +before you get trampled! ~ 324 0 0 0 0 0 D0 @@ -1429,7 +1429,7 @@ D2 E trees~ The trees are old and tower hundreds of feet above the ground. If you stand -still and listen carefully, you can hear the birds singing. +still and listen carefully, you can hear the birds singing. ~ S #32460 @@ -1446,7 +1446,7 @@ D3 E cells cell~ You can see small and very cramped cells which are filthy. You shiver and -vow to never do anything that would cause you to become a resident. +vow to never do anything that would cause you to become a resident. ~ S #32461 @@ -1455,7 +1455,7 @@ Livestock Pasture~ north of here. The animals here are all cow, well fed and lazy. They are the main meat, milk and leather supply for the army and so are well tended. The ground is strewn with all sorts of surprises - it might be best to watch one's -step! +step! ~ 324 0 0 0 0 0 D0 @@ -1466,7 +1466,7 @@ S #32462 Roadway~ The road ends here at a couple of wooden buildings. There are rickety doors -on both, one to the east and one south, neither of them appear to be locked. +on both, one to the east and one south, neither of them appear to be locked. ~ 324 0 0 0 0 0 D0 @@ -1485,14 +1485,14 @@ E sign~ The sign has a note posted on it. It reads: List - Tells you what I have to sell. Buy - Tells me what you want to buy. Value - Tells you what I will pay -for an item. Sell - Tells me you will sell that item, to me. +for an item. Sell - Tells me you will sell that item, to me. ~ S #32463 Dry Storage~ This is where all non-perishable foodstuffs are kept by the Army. Sacks of flour, loads of dried fruits and canned goods are stacked neatly on shelves and -on pallets all over the floor. +on pallets all over the floor. ~ 324 8 0 0 0 0 D3 @@ -1502,7 +1502,7 @@ door~ E sign~ The sign has a note posted on it. It reads: - + List - Tells you what I have to sell. Buy - Tells me what you want to buy. Value - Tells you what I will pay for an item. @@ -1513,7 +1513,7 @@ S Cold Storage~ The foodstuffs stored in this building are those which must be kept chilled - milk from the cattle, meats which are kept cold until consumed by the soldiers -are all kept on ice here. +are all kept on ice here. ~ 324 8 0 0 0 0 D0 @@ -1528,7 +1528,7 @@ footman or member of the cavalry, every soldier learns to march here in formation and does horrendous hours of physical training which is required of every soldier in the army. To the east is the cavalry fields where the cavalry officers might train in their riding and horseman's skills to better their -performance on the field of battle. +performance on the field of battle. ~ 324 0 0 0 0 0 D1 @@ -1547,7 +1547,7 @@ seats available for spectators to sit and watch any ceremony or event which may be taking place in the Parade Grounds just south of here. To the north behind the stands is the practice field, a much less used place where trainees go through their drills in hopes of perfection when marching on the opulent Parade -Grounds. +Grounds. ~ 324 0 0 0 0 0 D0 @@ -1565,7 +1565,7 @@ Parade Grounds~ obtain rank and become recognized as more than just pukes they might have a place where they can proudly march for their superiors. A large grandstands lies just north of the grounds where spectators may view events which take place -and the higher ranks may give praise to those who have done a job well. +and the higher ranks may give praise to those who have done a job well. ~ 324 0 0 0 0 0 D0 @@ -1587,7 +1587,7 @@ S Strategies~ A long, low table spreads out the length of the room with low stools all around it. Maps and charts are stacked in neat piles in corners of the table, -writing implements before each stool. +writing implements before each stool. ~ 324 8 0 0 0 0 D2 @@ -1601,7 +1601,7 @@ Roadway~ perimeter of the camp. To the north is a large blue tent, the banner of the Eastern Army proudly flying from its summit. To the east is an even larger tent of the same blue fabric, the flag of the Army also atop its summit along with -the crest of the General. +the crest of the General. ~ 324 0 0 0 0 0 D0 @@ -1626,7 +1626,7 @@ Roadway~ The main roadway twists back east toward the eastern-most exit of the camp. To the south is another section of the roadway where you can see a few small wood huts, presumably outhouses, along the side of the road before it ends at a -stream. +stream. ~ 324 0 0 0 0 0 D0 @@ -1645,8 +1645,8 @@ S #32471 Roadway~ There are a row of smelly wooden huts along the east side of the trail, to -the south is a stream roughly two feet in width, maybe two feet deep. -Obviously, this where the army gets its main water supply. +the south is a stream roughly two feet in width, maybe two feet deep. +Obviously, this where the army gets its main water supply. ~ 324 0 0 0 0 0 D0 @@ -1667,7 +1667,7 @@ Roadway~ One of the latrines stands open to the east, the stream itself just to the south. The fresh, cool scent of the water running over the rocks constrasts so strongly with the smell of the latrine that it almost seems an affront to -nature. +nature. ~ 324 0 0 0 0 0 D0 @@ -1687,7 +1687,7 @@ S Stream~ The water is very cold, so cold as to numb flesh. It is very pure and crisp, however, which is the main reason why the army chose this valley over many -others that they might have picked. +others that they might have picked. ~ 324 0 0 0 0 0 D0 @@ -1700,7 +1700,7 @@ Latrines~ This is more or less a three foot by three foot box with a small wooden platform built at the east side. A hole has been cut into the top of the platform allowing soldiers a place to rest their rump where they may relieve any -excess bowel pressures. It truly stinks like shit in here. +excess bowel pressures. It truly stinks like shit in here. ~ 324 8 0 0 0 0 D3 @@ -1711,7 +1711,7 @@ S #32475 Roadway~ The roadway runs east toward the east gate of the encampment. You may exit -the camp just east of here or head into the main camp area to the west. +the camp just east of here or head into the main camp area to the west. ~ 324 0 0 0 0 0 D1 @@ -1729,7 +1729,7 @@ General's Tent~ foot soldier's tents. It is not, however, a place which one might call comfortable. There is a bed here, only slightly larger than those found in the barracks tents and the small table which doubles as a desk is only large enough -for two men at the most to eat upon it. +for two men at the most to eat upon it. ~ 324 8 0 0 0 0 D3 @@ -1740,9 +1740,9 @@ S #32477 Roadway~ The eastern gate to the army is just east of here. To the north is a -tremendous wood pile which is fed daily by the logging teams of the army. +tremendous wood pile which is fed daily by the logging teams of the army. Soldiers work constantly at cutting and shaping the wood for whatever needs the -Army may have. +Army may have. ~ 324 4 0 0 0 0 D0 @@ -1763,7 +1763,7 @@ Lumber Yard~ This huge pile of wood holds all manner of shapes, types and sizes of wood which has been cut by the logging crews for the army. Soldiers work around the clock at keeping enough wood available for the cook fires and the tents where -soldier sleep. +soldier sleep. ~ 324 0 0 0 0 0 D2 @@ -1775,7 +1775,7 @@ S Cavalry Fields~ The ground beneath your feet is trampled and wet, strewn with divots ripped from the earth by the thundering hooves of warhorses. To the west is the -footman's training area, a large blue tent blocks any passage south. +footman's training area, a large blue tent blocks any passage south. ~ 324 0 0 0 0 0 D3 @@ -1787,7 +1787,7 @@ S Medical Tent~ A piece of strong fabric covers the floor of this tent to keep germs at bay, all linens are clean and sanitary. For being in the middle of a camp, having -only this tent for shelter, this is quite a facility. +only this tent for shelter, this is quite a facility. ~ 324 0 0 0 0 0 D3 diff --git a/lib/world/wld/325.wld b/lib/world/wld/325.wld index c573573..fb96d00 100644 --- a/lib/world/wld/325.wld +++ b/lib/world/wld/325.wld @@ -3,7 +3,7 @@ Matted-down Grass~ The yellow grass here has been trampled through, most of it smooshed to the ground from passing feet and wagon wheels. The tracks lead south toward an open area where a fairly large number of people are milling about. Just south of -here are a couple of wagons pulled up close by the side of the road. +here are a couple of wagons pulled up close by the side of the road. ~ 325 0 0 0 0 0 D2 @@ -20,7 +20,7 @@ S Matted-down Grass~ The way is fairly well traveled for not being a road, the amount of traffic which has headed in this direction has made the way very passable. Just to the -east is a colorful wagon with a man sitting inside, waving at you. +east is a colorful wagon with a man sitting inside, waving at you. ~ 325 0 0 0 0 0 D0 @@ -42,7 +42,7 @@ A Beaten Grassy Path~ grasses have been walked upon so much here that there are patches where it has been completely worn away. Directly south from here is a huge, wide open area where large numbers of odd looking men and women dance, cavort and tease their -way through the people who walk through the area. +way through the people who walk through the area. ~ 325 0 0 0 0 0 D0 @@ -62,7 +62,7 @@ S At the Tonic Wagon~ The colorful wagon which rests beside the road boasts travel in all the exotic areas of the world. Small silver bells hang off of the awnings from -strings, the bells twinkling and ringing as the wind carries them. +strings, the bells twinkling and ringing as the wind carries them. ~ 325 0 0 0 0 0 D3 @@ -75,7 +75,7 @@ At a Bright Wagon~ This wagon is much like everything in sight in this wild and exciting place. It is painted in bright, garish colors with terrible landscapes and beautiful waterfalls abounding. It certainly is a wagon that attracts a great deal of -attention. +attention. ~ 325 0 0 0 0 0 D1 @@ -87,7 +87,7 @@ S Festival Grounds~ A perpetual festival is in affect here, day in and day out. Whenever a caravan of gypsies or performers leaves, it always seems that another takes its -place. A panorama of spectacles and wonders await in every direction. +place. A panorama of spectacles and wonders await in every direction. ~ 325 0 0 0 0 0 D0 @@ -111,7 +111,7 @@ S Festival Grounds~ Smiling folk fill this large open area where all sorts of merry men and women amaze and delight any who will watch. This is the northeast corner of the area -- most of the activity is off to the south and west. +- most of the activity is off to the south and west. ~ 325 0 0 0 0 0 D2 @@ -128,7 +128,7 @@ Festival Grounds~ This was, up until recently, a simple open field devoid of anything unique at all. The yellowish grass underfoot crunches unerfoot, still a bit springy when stepped upon. All sorts of curiousities fill this area, most of it off to the -south and east. +south and east. ~ 325 0 0 0 0 0 D1 @@ -143,7 +143,7 @@ S #32508 Festival Grounds~ A open swath through the trees leads off to the west, more of the same -delights that fill this area in that direction. +delights that fill this area in that direction. ~ 325 0 0 0 0 0 D0 @@ -169,7 +169,7 @@ Festival Grounds~ incomprehensible as they mingle in with the shouts of vendors, the cries of the performers and the general hubbub of a place like this. The strangest sights abound in every direction, one need only to around to see a new miracle or feat -at every turn. +at every turn. ~ 325 0 0 0 0 0 D0 @@ -192,7 +192,7 @@ S #32510 Festival Grounds~ A wide open area to the east leads past more of the same delights that fill -this clearing. Off to the south, performance of some sort is in progress. +this clearing. Off to the south, performance of some sort is in progress. ~ 325 0 0 0 0 0 D0 @@ -215,7 +215,7 @@ S #32511 Festival Grounds~ The clearing comes to the edge of the forest at this point, however there is -a small pathway through the trees to the west. +a small pathway through the trees to the west. ~ 325 0 0 0 0 0 D0 @@ -239,7 +239,7 @@ S Festival Grounds~ You are dead smack in the center of this place full of gaiety and fun, people moving all about you jostling and bumping elbows. In any direction is something -new, something wonderful. +new, something wonderful. ~ 325 0 0 0 0 0 D0 @@ -264,7 +264,7 @@ Festival Grounds~ With all of the people who move past you in such an unhurried manner, its hard not to relax a bit in this place and drop a bit of coin. This place must be a traveling affair, as the ground underfoot still seems to be alive even -through all the feet that tromp over it. +through all the feet that tromp over it. ~ 325 0 0 0 0 0 D0 @@ -289,7 +289,7 @@ Festival Grounds~ This is western edge of the clearing - most of the goings-on are to the north, south and east. It really is amazing how so many folk can come through this area, all of them of different race, size and stature and yet all of them -can mingle peacefully - even happily. +can mingle peacefully - even happily. ~ 325 0 0 0 0 0 D0 @@ -332,7 +332,7 @@ S Festival Grounds~ This is the eastern edge of the clearing, most of the action is to the east and north. To the south is the southern boundary of the clearing where a small -path has been cleared through the woods. +path has been cleared through the woods. ~ 325 8 0 0 0 0 D0 @@ -353,7 +353,7 @@ Road~ A wide section of the clearing opens out east into another open area where more gaming and fun are being had. There are wagons parked alongside the grassway at intervals, each one filled with exotic goods for sale to sale who -pass. +pass. ~ 325 0 0 0 0 0 D0 @@ -373,7 +373,7 @@ S Eastern Grassway~ A wide swath of grass heads east into another open area where more people gather about watching shows and buying goods. Wagons are parked alongside this -grassway, one of which is parked just north of where you stand. +grassway, one of which is parked just north of where you stand. ~ 325 0 0 0 0 0 D0 @@ -398,7 +398,7 @@ Clothing Wagon~ The large wagon that rests in this small niche in the treeline is strewn over with colorful cloths and tapestries, all of which seem like they compete with another in terms of garishness. Most obviously, the owner of this wagon makes -his living selling clothing and cloth. +his living selling clothing and cloth. ~ 325 0 0 0 0 0 D2 @@ -430,7 +430,7 @@ S Eastern Grassway~ People move and jostle past in a constant movement, most of all them happy and having fun. To the south is a brightly-colored wagon selling some sort of -wearable, looks like jewelry. +wearable, looks like jewelry. ~ 325 0 0 0 0 0 D0 @@ -455,7 +455,7 @@ Costume Jewelry~ The wagon is decorated with painted pictures of queens and kings festooned in regal robes and draping jewelry. Close up pictures of hands wearing glistening rings and sparkling bracelets draw attention to the sale of items in the wagon's -sale-window. +sale-window. ~ 325 0 0 0 0 0 D0 @@ -468,7 +468,7 @@ Eastern Grassway~ To the east is a wide open area where a large stage has been erected for acting troops to enact intricate plays and skits which involve deep story lines and thick plots. A large crowd has gathered before the stage to watch the -plays. +plays. ~ 325 0 0 0 0 0 D1 @@ -489,7 +489,7 @@ Eastern Grassway~ Just to the east is a large clearing. It is not quite as large as the one for the main festival grounds, but it gives a good fight. A stage is set up at the eastern edge of the clearing, constant skits and acts being played out to -the delight and wonder of the crowd watching. +the delight and wonder of the crowd watching. ~ 325 0 0 0 0 0 D0 @@ -509,7 +509,7 @@ S Court~ The stage lies to the southeast from here, where a play is being carried out, watched by a large crowd of people in the area to the south. To the north is an -open-air restaurant - the frangrant smell of gypsy food filling the air. +open-air restaurant - the frangrant smell of gypsy food filling the air. ~ 325 0 0 0 0 0 D0 @@ -530,7 +530,7 @@ The Gypsys' Court~ The stage to the east is a constant flurry of activity, actors constantly going on or coming off the stage from playing their parts. North of here is an area filled with people seated on comfortable picnic-type tables partaking of -food which is sold nearby. +food which is sold nearby. ~ 325 0 0 0 0 0 D0 @@ -570,7 +570,7 @@ S The Gypsys' Court~ Just south of here is the Ale Tent, where a large number of people - mostly men - stand drinking among their fellows, enjoying the day's festivities. The -main stage is to the northeast, a side area lies just to the east. +main stage is to the northeast, a side area lies just to the east. ~ 325 0 0 0 0 0 D0 @@ -591,7 +591,7 @@ Ale Tent~ Men stand elbow-to-elbow drinking their ale and talking about whatever it is they have a mind to speak of. The important thing is that they are all drinking great-tasting gypsy ale. So - really - they could be talking about birthing a -baby gnat and it wouldn't matter. Its the drink that counts. +baby gnat and it wouldn't matter. Its the drink that counts. ~ 325 8 0 0 0 0 D0 @@ -607,7 +607,7 @@ S A Gypsy Wagon~ This is a very comfortable, brightly colored wagon where the gypsy from the Ale Tent makes his home. Whenever the festival moves or ends, he simply hitches -the horses and finds a new home where he can brew his ale and sell it. +the horses and finds a new home where he can brew his ale and sell it. ~ 325 8 0 0 0 0 D3 @@ -620,7 +620,7 @@ Food Cart~ A haphazard slew of picnic tables have been set up for people to sit at while they partake of the food being sold at the vending stand here. The smell of the food is mouthwatering, the frangrance alone enough to make anyone immediately -hungry. +hungry. ~ 325 0 0 0 0 0 D1 @@ -637,7 +637,7 @@ Gypsy Wagon~ This is the home of the gypsy acting troop. A large number of them all bunk together in the small confines of this wagon. Turns are taken at night for who sleeps outside and who enjoys the indoor comfort of the wagon. Why anyone would -ever want to live in that fashion... Who can know? +ever want to live in that fashion... Who can know? ~ 325 8 0 0 0 0 D3 @@ -648,7 +648,7 @@ S #32533 Stage~ Ahem... You are on a professional's turf. Please exit down to the left or -right, but GET OFF THE STAGE!! +right, but GET OFF THE STAGE!! ~ 325 0 0 0 0 0 D2 @@ -663,7 +663,7 @@ S #32534 Stage~ Ahem... You are on a professional's turf. Please exit down to the left or -right, but GET OFF THE STAGE!! +right, but GET OFF THE STAGE!! ~ 325 0 0 0 0 0 D0 @@ -679,7 +679,7 @@ S Grassy Walkway~ The forest gives way on either side to allow access to yet another open area to the west. The same sort of merriment and festival-type atmosphere that lies -to the east seems to carry on over to the west as well. +to the east seems to carry on over to the west as well. ~ 325 0 0 0 0 0 D1 @@ -695,7 +695,7 @@ S Grassy Walkway~ A wide open field lies to the west, some very temporary looking structures ringing the field. This area caters more toward the families who might visit -Revelry, as there are a great many attractions for the children in this area. +Revelry, as there are a great many attractions for the children in this area. ~ 325 0 0 0 0 0 D1 @@ -711,7 +711,7 @@ S Grassy Court~ A large pavilion lies to the west, the smell of steam and grilled food wafting from that direction. To the north and south are extensions of this -court where all sorts of activities are constantly going on. +court where all sorts of activities are constantly going on. ~ 325 0 0 0 0 0 D0 @@ -736,7 +736,7 @@ Grassy Court~ A line of children await the face painter who paints children's faces into semblances of creatures of the wild just south of here. To the east is a small area where a woman reads from a thick tome, relating an adventurer to a crowd of -wide-eyed kids. +wide-eyed kids. ~ 325 0 0 0 0 0 D0 @@ -759,7 +759,7 @@ painted in bright, garish colors that bring immediate attention to it. Inside of it, puppets dance and cavort to the squeals of delight from the children seated on the ground before the castle. To the east is a small area where caged animals pace in their cages, a place where rare animals can be seen and in some -instances - touched. +instances - touched. ~ 325 0 0 0 0 0 D0 @@ -781,7 +781,7 @@ Puppet Show~ and mortar has been erected here, a large open window cut into the top section where a puppet master causes his small cloth and wood men to dance, sing, fight and laugh - all amid the uproarious peels of laughter from the children gathered -around the castle. +around the castle. ~ 325 0 0 0 0 0 D2 @@ -809,7 +809,7 @@ Petting Zoo~ Small animals mew in sadness, others growl or even sleep - depending on their wont. The area does not smell all that nice - most every breath is filled with a bit of foul fragrance, but then the beautiful animals make up for that bit of -nastiness... Well, mostly anyway. +nastiness... Well, mostly anyway. ~ 325 0 0 0 0 0 D2 @@ -821,7 +821,7 @@ S Face Painting~ Children line up one after another to get a scary monster face, a happy clown face or even a silly one painted over their own. One after another, they take -turns ooing and awing over a new face turned out by the Painter here. +turns ooing and awing over a new face turned out by the Painter here. ~ 325 0 0 0 0 0 D0 @@ -834,7 +834,7 @@ Open Air Restaurant~ There are no walls on this place, only a set of four poles which hold up a thin wooden roofing. A grill with steaming meats and a keg filled with pleasant juices lies at one end of the structure, tended by workers. This would -certainly be a relaxing place to sit down, eat and rest a while. +certainly be a relaxing place to sit down, eat and rest a while. ~ 325 0 0 0 0 0 D1 @@ -847,7 +847,7 @@ Path~ By the looks of the ground, some sort of large wheeled object such as a wagon or a cart has been pushed through. The grass is matted down in two straight, flat lines which head south into the woods. The main festival grounds are just -to the east. +to the east. ~ 325 0 0 0 0 0 D1 @@ -863,7 +863,7 @@ S Path~ The path heads straight south into the woods, small trees and bushes crunched down or pushed to the side by whatever vehicle came through. The way out back -into the main area is to the north. +into the main area is to the north. ~ 325 0 0 0 0 0 D0 @@ -881,7 +881,7 @@ Path~ south is a drab-looking wagon with a crescent moon painted on the right side of the door. No sound comes from within, the drapes are all closed - from the looks of it, the thing may have been abandoned by some gypsy from the festival -who decided they didn't want it anymore. +who decided they didn't want it anymore. ~ 325 0 0 0 0 0 D0 @@ -899,7 +899,7 @@ Madame Zayla's Wagon~ an abandoned wagon. Everything in this wagon is very old and rotted, the smell of the place is enough to make most seasoned fair-goers turn tail. And that is saying a lot. A small, round table sits in the center of the room, a glowing -ball resting dead center on the table. +ball resting dead center on the table. ~ 325 8 0 0 0 0 D0 @@ -911,7 +911,7 @@ S Festival Grounds~ This is farthest southwestern corner of the clearing, all of the action lies to the northeast. A small portable stage lies just east of here, upon which a -small troop of actors enact a skit. +small troop of actors enact a skit. ~ 325 0 0 0 0 0 D0 @@ -927,7 +927,7 @@ S At the Performance~ A small acting troop acts out the Great Fall of Cyrrian, the story of how one man's selfish choices affected the course of an entire city's existance. The -main festival area lies to the north. +main festival area lies to the north. ~ 325 0 0 0 0 0 D0 @@ -947,7 +947,7 @@ S Festival Grounds~ A small path has been pushed through the forest, leading south away from this main area. Just to the west is a small portable stage where a small troop of -actors perform a skit. +actors perform a skit. ~ 325 0 0 0 0 0 D0 @@ -968,7 +968,7 @@ Beaten Trail~ The way through to the south has not been very well marked, finding a good path through takes a bit of concentration. Because of the slow going, you are able to hear the reason that others may had reason to travel in the same -direction - the sound of running water. +direction - the sound of running water. ~ 325 0 0 0 0 0 D0 @@ -983,9 +983,9 @@ S #32553 Beaten Trail~ Finding a way through the tangle is quite difficult here, the best way is to -try and follow the pushed-aside grasses and the broken twigs and saplings. +try and follow the pushed-aside grasses and the broken twigs and saplings. Looks like you could go one of three directions at this point west, south or -north. +north. ~ 325 0 0 0 0 0 D0 @@ -1005,7 +1005,7 @@ S Beaten Trail~ The sound of the running water is much clearer now, it is not the sound of a great amount of water, just the twinkling of a stream. There is a way through -the forest to the north, east and south. +the forest to the north, east and south. ~ 325 0 0 0 0 0 D0 @@ -1025,7 +1025,7 @@ S Forest Trail~ The path leads east into a small clearing where people can be seen moving about. Structures of some sort have been erected or placed there as well. The -way back to the festival grounds lies to the west. +way back to the festival grounds lies to the west. ~ 325 0 0 0 0 0 D1 @@ -1042,7 +1042,7 @@ Forest Trail~ This trail looks almost like it may have been a deer run or something before the gypsies came through. Possibly they parked their many wagons and tents here for just that reason, in hopes of catching a little bit of dinner. The wagons -and tents lie to east surrounding a clearing in the woods. +and tents lie to east surrounding a clearing in the woods. ~ 325 0 0 0 0 0 D1 @@ -1059,7 +1059,7 @@ Open Clearing~ Trees ring this small clearing, tents and wagons set up just at the edge of the treeline. A huge bonfire burns in the center where most of the people who sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. +festivities have slowed a bit. ~ 325 0 0 0 0 0 D0 @@ -1084,7 +1084,7 @@ Open Clearing~ Trees ring this small clearing, tents and wagons set up just at the edge of the treeline. A huge bonfire burns in the center where most of the people who sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. +festivities have slowed a bit. ~ 325 0 0 0 0 0 D0 @@ -1109,7 +1109,7 @@ Open Clearing~ Trees ring this small clearing, tents and wagons set up just at the edge of the treeline. A huge bonfire burns in the center where most of the people who sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. +festivities have slowed a bit. ~ 325 0 0 0 0 0 D0 @@ -1134,7 +1134,7 @@ Open Clearing~ Trees ring this small clearing, tents and wagons set up just at the edge of the treeline. A huge bonfire burns in the center where most of the people who sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. +festivities have slowed a bit. ~ 325 0 0 0 0 0 D0 @@ -1159,7 +1159,7 @@ Open Clearing~ Trees ring this small clearing, tents and wagons set up just at the edge of the treeline. A huge bonfire burns in the center where most of the people who sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. +festivities have slowed a bit. ~ 325 0 0 0 0 0 D0 @@ -1184,7 +1184,7 @@ Open Clearing~ Trees ring this small clearing, tents and wagons set up just at the edge of the treeline. A huge bonfire burns in the center where most of the people who sleep in this area lounge during their breaks or late at night when the -festivities have slowed a bit. +festivities have slowed a bit. ~ 325 0 0 0 0 0 D0 @@ -1209,7 +1209,7 @@ Wagon~ This covered wagon holds a rough area of wood planking that is at this time very empty save for a small pad of blankets to sleep in. The top is made of a strong fabric that keeps rain from falling into the interior with flaps at both -ends that can tie closed for privacy. +ends that can tie closed for privacy. ~ 325 8 0 0 0 0 D1 @@ -1222,7 +1222,7 @@ Wagon~ This covered wagon holds a rough area of wood planking that is at this time very empty save for a small pad of blankets to sleep in. The top is made of a strong fabric that keeps rain from falling into the interior with flaps at both -ends that can tie closed for privacy. +ends that can tie closed for privacy. ~ 325 8 0 0 0 0 D2 @@ -1235,7 +1235,7 @@ Wagon~ This covered wagon holds a rough area of wood planking that is at this time very empty save for a small pad of blankets to sleep in. The top is made of a strong fabric that keeps rain from falling into the interior with flaps at both -ends that can tie closed for privacy. +ends that can tie closed for privacy. ~ 325 8 0 0 0 0 D2 @@ -1247,7 +1247,7 @@ S Tent~ This small tent looks to have been hastily erected with no real regard for any comfort in living. The user must spend only sleeping moments here, no time -for relaxing. +for relaxing. ~ 325 8 0 0 0 0 D3 @@ -1259,7 +1259,7 @@ S Tent~ This small tent looks to have been hastily erected with no real regard for any comfort in living. The user must spend only sleeping moments here, no time -for relaxing. +for relaxing. ~ 325 8 0 0 0 0 D3 @@ -1271,7 +1271,7 @@ S Tent~ This small tent looks to have been hastily erected with no real regard for any comfort in living. The user must spend only sleeping moments here, no time -for relaxing. +for relaxing. ~ 325 8 0 0 0 0 D3 @@ -1284,7 +1284,7 @@ Teepee~ There is another small firepit in this dwelling, the top of which allows smoke to drift out and into the air above. This looks like it would sleep a good six or so people comfortably - and from the number of blankets strewn about -the ground, that number is pretty accurate. +the ground, that number is pretty accurate. ~ 325 8 0 0 0 0 D0 @@ -1297,7 +1297,7 @@ Teepee~ There is another small firepit in this dwelling, the top of which allows smoke to drift out and into the air above. This looks like it would sleep a good six or so people comfortably - and from the number of blankets strewn about -the ground, that number is pretty accurate. +the ground, that number is pretty accurate. ~ 325 8 0 0 0 0 D0 @@ -1310,7 +1310,7 @@ Teepee~ There is another small firepit in this dwelling, the top of which allows smoke to drift out and into the air above. This looks like it would sleep a good six or so people comfortably - and from the number of blankets strewn about -the ground, that number is pretty accurate. +the ground, that number is pretty accurate. ~ 325 8 0 0 0 0 D1 @@ -1322,7 +1322,7 @@ S Side Stage Left~ This is where the actors exit the stage, where they rest a bit or have a drink from the ale tent before resuming a part or heading to their home for the -night. The stage itself lies just to the north. +night. The stage itself lies just to the north. ~ 325 0 0 0 0 0 D3 @@ -1338,7 +1338,7 @@ S Side Stage Right~ This is the area where the actors and actresses prepare for their time on the stage, rehearsing lines or simply waiting quietly. A lot of nervous titter and -adjustment of costume goes on here before the scenes are enacted. +adjustment of costume goes on here before the scenes are enacted. ~ 325 0 0 0 0 0 D3 @@ -1355,7 +1355,7 @@ At the Riverbank~ A small brook flows by over the smooth rocks in its bed. Its deepest point could not be more than three or four feet, it couldnt be any wider than eight feet. The sounds of the water is very soothing, this is the sort of place to -inspire works of art. +inspire works of art. ~ 325 0 0 0 0 0 D0 @@ -1370,7 +1370,7 @@ S #32575 In the Brook~ Well, your feet have certainly gotten wet now! The water is cold and clear -and certainly good enough to drink. The forest path lies to the north. +and certainly good enough to drink. The forest path lies to the north. ~ 325 0 0 0 0 0 D0 @@ -1382,7 +1382,7 @@ S The Bard's Stump~ The way is impassable in any direction except that which you came from, however the stump of the huge oak that rests in this space appears to be one -heck of a place to rest for a spell, or even for the night. +heck of a place to rest for a spell, or even for the night. ~ 325 0 0 0 0 0 D1 @@ -1396,7 +1396,7 @@ The Storyteller's Stump~ children (and adults in many cases) who gather around the Stump to hear a tale spun from the Great Tome of Adventures. Wide-eyed and completely quiet as they sit enraptured, the children chew their bottom lips, exchange frightened or -excited looks - but never leave until the end. +excited looks - but never leave until the end. ~ 325 0 0 0 0 0 D3 diff --git a/lib/world/wld/326.wld b/lib/world/wld/326.wld index 36afcbc..e0fd629 100644 --- a/lib/world/wld/326.wld +++ b/lib/world/wld/326.wld @@ -5,7 +5,7 @@ can only be called a highway. From the amount of tracks made from countless wagon wheels, hooves of horses and mules and the boots of hundreds of feet you can see that all different sorts have passed this way, probably more than once. You follow your gaze eastward along the highway, but you cannot see its end from -where you now stand. +where you now stand. ~ 326 0 0 0 0 0 D1 @@ -31,7 +31,7 @@ Trampled Dirt Highway~ populated area. The cliff that the road ran along back near McGintey Cove has ended, the road veering slightly northward into the deep forest which will soon surround you. You sense nothing threatening in the direction you travel, -however one can never be too sure. +however one can never be too sure. ~ 326 0 0 0 0 0 D1 @@ -49,7 +49,7 @@ Trampled Dirt Highway~ would bar your way through the forest should you attempt to cut through without following a path. To the north of you is a trail into the forest, only visible because it is a break in the trees. The trail itself is nearly completelt -covered in leaves. The highway continues to the east and west. +covered in leaves. The highway continues to the east and west. ~ 326 0 0 0 0 0 D0 @@ -70,7 +70,7 @@ Trampled Dirt Highway~ The highway heads east and west, veering slightly northward as it heads east. You are constantly amazed by the amount of traffic that passes by you, the dust from all the passing people almost annoying. To the north is a small, leaf -covered trail heading into the thick forest. +covered trail heading into the thick forest. ~ 326 0 0 0 0 0 D0 @@ -92,7 +92,7 @@ Trampled Dirt Highway~ away from what you know as the civilized world. There must be some sort of civilization, however, that this highway leads to, otherwise it would not be so well travelled. To the south is a small path in through the trees of the -forest. +forest. ~ 326 0 0 0 0 0 D0 @@ -111,7 +111,7 @@ S #32605 Trampled Dirt Highway~ You may continue your way north or south along the highway. To the east is -small dirt trail which runs in through the forest. +small dirt trail which runs in through the forest. ~ 326 0 0 0 0 0 D0 @@ -132,8 +132,8 @@ Trampled Dirt Highway~ The way has been flooded over and turned to mud and sludge here, as a river flows through the center of the highway just north of here. From all the hooves and boots which have passed through the river and head south, the water has -saturated into hard packed dirt of the highway and turned it to slippery mud. -Best to watch your step. +saturated into hard packed dirt of the highway and turned it to slippery mud. +Best to watch your step. ~ 326 0 0 0 0 0 D0 @@ -153,7 +153,7 @@ couple feet at the deepest point, however is does make you have to watch your step. The highway itself has been reinforced with a small stones so as not to wash out and turn into a gorge, however there are only so many stones and in many spots the road has turned to mud. You may head east or south along the -highway or west onto a barely visible trail through the forest. +highway or west onto a barely visible trail through the forest. ~ 326 0 0 0 0 0 D1 @@ -174,7 +174,7 @@ Trampled Dirt Highway~ The road is extremely wet and turned to mud in many places from the water which clings to most feet, wheels and hooves which pass this way and head east. Just to the west is a river crossing, north is a dirt trail through the forest, -and east the highway continues. +and east the highway continues. ~ 326 0 0 0 0 0 D0 @@ -197,7 +197,7 @@ be a valley, as you can see only blue sky past a certain point in that direction. Some sort of gate has been erected over the highway, disallowing passage eastward, apparently unless permission is given by the one or both of the two guards which stand at post in front of the gate. There is a small path -through the forest just to the south of here. +through the forest just to the south of here. ~ 326 0 0 0 0 0 D1 @@ -223,7 +223,7 @@ way and the two guards which stand solemnly at attention awaiting to see your pass. You may walk the perimeter to the north or south, around the crest of the valley, but that might not be wise to pursue to any long-term degree as the archers towers that line the perimeter seem to have been designed for sight -see-ers just like yourself. +see-ers just like yourself. ~ 326 0 0 0 0 0 D0 @@ -248,7 +248,7 @@ Leaf-Strewn Trail~ You are on a small path heading through the trees of a thick wood, one which is impassable in every direction except the way of the trail. You have this strange sensation of being watched, although how anyone could watch you through -the tangled mess of these trees is beyond you. +the tangled mess of these trees is beyond you. ~ 326 0 0 0 0 0 D0 @@ -267,9 +267,9 @@ S #32612 Leaf-Strewn Trail~ The forest seems to swallow you up alive, all sounds of wind and open air -completely gone, just the creak and groan of the trees reach your ears now. +completely gone, just the creak and groan of the trees reach your ears now. You feel a strange presence, almost as if someone were watching you. Quite -creepy. +creepy. ~ 326 0 0 0 0 0 D0 @@ -288,7 +288,7 @@ S #32613 Leaf-Strewn Trail~ You can't shake the feeling that you are being spied upon, somehow someone or -something is out there watching you, maybe from the trees somewhere... +something is out there watching you, maybe from the trees somewhere... ~ 326 0 0 0 0 0 D0 @@ -307,7 +307,7 @@ S #32614 Leaf-Strewn Trail~ The trail makes a turn here, heading south and east. You look one way then -another, trying figure out who it is that you feel watching you. +another, trying figure out who it is that you feel watching you. ~ 326 0 0 0 0 0 D1 @@ -324,7 +324,7 @@ Leaf-Strewn Trail~ You are completely swallowed up by the forest, almost all sunlight blocked by the tangle of branches overhead. Immediately upon entry into the trees, you sense a feeling of someone or something watching your every move. Possibly from -the trees. +the trees. ~ 326 0 0 0 0 0 D1 @@ -348,7 +348,7 @@ S Narrow Forest Trail~ The trail ends here, a huge tree blocking any further progress west and no other exits save the way you came apparent. You still cannot shake the feeling -that someone is watching you - possibly from the trees... +that someone is watching you - possibly from the trees... ~ 326 0 0 0 0 0 D1 @@ -362,8 +362,8 @@ D4 S #32617 Narrow Forest Trail~ - The path curves to the west, deadending just west of here at a large tree. -To the south is the way back through the prickly bushes to the highway. + The path curves to the west, deadending just west of here at a large tree. +To the south is the way back through the prickly bushes to the highway. ~ 326 0 0 0 0 0 D2 @@ -381,7 +381,7 @@ Narrow Forest Trail~ it not for the half-foot wide swath of dirt that leads into the forest. The bush and bracken grows over into the pathway, scratching at your arms and legs as you try and pass through. You have this feeling, this sensation of being -watched. +watched. ~ 326 0 0 0 0 0 D0 @@ -399,7 +399,7 @@ Well Worn Path Through the Trees~ were getting accustomed to on the highway. The air now feels stagnant and claustrophobic, almost oppressive. To make things that much the worse, you get the strange feeling that someone might be watching you from a place of -concealment. +concealment. ~ 326 0 0 0 0 0 D1 @@ -421,7 +421,7 @@ Well Worn Path Through the Trees~ were getting accustomed to on the highway. The air now feels stagnant and claustrophobic, almost oppressive. To make things that much the worse, you get the strange feeling that someone might be watching you from a place of -concealment. Possibly from up in the trees. +concealment. Possibly from up in the trees. ~ 326 0 0 0 0 0 D0 @@ -442,7 +442,7 @@ Well Worn Path Through the Trees~ This path seems to have been recently cleared and is well used by someone or maybe someones. The trees immediately surroung you, cutting off all feeling of being out in the open. You feel almost a presence, a sensation of being -watched. +watched. ~ 326 0 0 0 0 0 D0 @@ -457,7 +457,7 @@ S #32622 Well Worn Path Through the Trees~ The path makes a turn, heading north and east from here. You still feel that -strange feeling of being watched. Possibly up in the trees... +strange feeling of being watched. Possibly up in the trees... ~ 326 0 0 0 0 0 D0 @@ -476,7 +476,7 @@ S #32623 Well Worn Path Through the Trees~ The trail runs west and north from here through the thick forest. You cannot -seem to shake the feeling that you are being watched. +seem to shake the feeling that you are being watched. ~ 326 0 0 0 0 0 D0 @@ -492,7 +492,7 @@ S Lookout Post~ This is a small area, made from lengths of wood nailed into the tree limbs which support it. The wood has been painted in shades of green and browns to -match the forest around it - from the ground, no one can see you. +match the forest around it - from the ground, no one can see you. ~ 326 0 0 0 0 0 D5 @@ -504,7 +504,7 @@ S Lookout Post~ The wood that makes up this small platform in the tree has been painted in hues of green and brown to match the forest colors around it. From the ground, -chances are that one would not be able to see this small post. +chances are that one would not be able to see this small post. ~ 326 0 0 0 0 0 D5 @@ -516,7 +516,7 @@ S Lookout Post~ This small wooden tree stand cleverly conceals the movement of the individual who rests up here. It has been painted in the green and browns of the forest, -covered over by branches and leaves. +covered over by branches and leaves. ~ 326 0 0 0 0 0 D5 @@ -528,7 +528,7 @@ S Lookout Post~ This small wood platform was certainly not made for comfort, but concealment. How anyone could spend more than an hour cooped up in this spot is beyond you. -Must be that 'high intensity' military training these guys get. +Must be that 'high intensity' military training these guys get. ~ 326 0 0 0 0 0 D5 @@ -542,7 +542,7 @@ Lookout Post~ posted here to catch sight of any would-be attackers long before they can reach the main camp. The wood that this platform in the trees is made from has been painted brown and green to better blend in with the forest, making it virtually -impossible for anyone to spot this post from the ground. +impossible for anyone to spot this post from the ground. ~ 326 0 0 0 0 0 D5 @@ -555,7 +555,7 @@ Camp Perimeter~ You try to appear casual as you stroll around the perimeter, hoping that the guards in the turrets nearby don't decide to take you as a threat and use you for target practice. There is a small trail leading off into the forest to the -west from here. +west from here. ~ 326 0 0 0 0 0 D0 @@ -596,7 +596,7 @@ S Camp Perimeter~ You continue along the rim of the valley, staying clear of the wicked looking barbed wire which threatens to snag your finery if you get too close. You can -head west or north along the perimeter. +head west or north along the perimeter. ~ 326 0 0 0 0 0 D0 @@ -612,7 +612,7 @@ S Camp Perimeter~ You stand on the wagon trail which circles the entire valley - the barbed wire encircled camp and valley to the east and south, the forest to the north -and west. A trail leads off into the woods just west from here. +and west. A trail leads off into the woods just west from here. ~ 326 0 0 0 0 0 D1 @@ -632,7 +632,7 @@ S Camp Perimeter~ You continue along the perimeter of the camp, trying to appear as nonchalant as possible so that the archers in the turrets do not take any true notice of -you. To the east there is some sort of activity, lots of noise and movement. +you. To the east there is some sort of activity, lots of noise and movement. ~ 326 0 0 0 0 0 D1 @@ -649,7 +649,7 @@ Camp Perimeter~ The wagon trail leads east along the rim of the valley, encircling the entire thing. Just northeast of here you see an area which must be the logging crew's alotted space for supplying the troops with wood to build with, burn and use for -general purposes. +general purposes. ~ 326 0 0 0 0 0 D1 @@ -665,7 +665,7 @@ S Camp Perimeter~ You may follow the wagon trail along the perimeter of the camp or leave the trail to enter into the small logging area that the army uses to supply itself -with wood. +with wood. ~ 326 0 0 0 0 0 D0 @@ -686,7 +686,7 @@ Camp Perimeter~ The wagon trail makes a bend here, following along the valley edge, the barbed wire as tall and wicked looking as ever. You can see to the north and east entryways into the logging area for the army, where a frenzy of activity -seems constant, foremen shouting orders of the hack and slash of axes. +seems constant, foremen shouting orders of the hack and slash of axes. ~ 326 0 0 0 0 0 D0 @@ -703,7 +703,7 @@ Camp Perimeter~ The trail runs along the edge of the valley north to south. You are continually amazed at the sheer immensity that this army exhibits, especially viewed from this height. The forest surrounds the valley from every direction, -small trails leading from this wagon trail every now and again. +small trails leading from this wagon trail every now and again. ~ 326 0 0 0 0 0 D0 @@ -722,7 +722,7 @@ S #32638 Camp Perimeter~ You may continue along the perimeter north to south or head off east into the -woods, where a small trail cuts into the thick wood. +woods, where a small trail cuts into the thick wood. ~ 326 0 0 0 0 0 D0 @@ -741,7 +741,7 @@ S #32639 Camp Perimeter~ You may continue north or south along the perimeter. Beware the looming -turrets which never seem far enough away... +turrets which never seem far enough away... ~ 326 0 0 0 0 0 D0 @@ -759,7 +759,7 @@ Camp Perimeter~ opposite side of here and started right back up on this side, heading off east into the forest, wide and hard packed as it is on the other end. There is a gate here which would lead into the camp, however it appears to be in some -disuse, locked and shackled so as not to allow a way through. +disuse, locked and shackled so as not to allow a way through. ~ 326 0 0 0 0 0 D0 @@ -783,7 +783,7 @@ S Camp Perimeter~ The wagon trail runs along north and south along the valley's edge, along the barbed wire which encircles the entire valley as well. A small path leads off -into the thick woods to the east. +into the thick woods to the east. ~ 326 0 0 0 0 0 D0 @@ -802,7 +802,7 @@ S #32642 Camp Perimeter~ The wagon trail makes a turn - as does the barbed wire, following along the -edge of the valley. A small trail leads south from here into the woods. +edge of the valley. A small trail leads south from here into the woods. ~ 326 0 0 0 0 0 D0 @@ -823,7 +823,7 @@ Camp Perimeter~ You may travel east or south along the wagon trail which encircles the camp. Caution is advised to a large degree along this pathway, as any lingering could result in the loosing of arrows from the guards in any of the many turrets which -surround the camp. +surround the camp. ~ 326 0 0 0 0 0 D1 @@ -840,7 +840,7 @@ Camp Perimeter~ The wagon trail curves north and west along the edge of the valley, giving you a wonderful vantage point to look at the whole of the army. It is staggering, the number of men in this outfit, at least judging from the size of -the encampment. +the encampment. ~ 326 0 0 0 0 0 D0 @@ -856,7 +856,7 @@ S Camp Perimeter~ The wagon trail runs along east and west past one of the many guard turrets here. The forest to the south of you is thick and impassable, at least through -ordinary means, so your choices are limited to that which the road offers. +ordinary means, so your choices are limited to that which the road offers. ~ 326 0 0 0 0 0 D1 @@ -872,7 +872,7 @@ S Camp Perimeter~ The wagon trail runs along the rim of the valley, turning north and east with the barbed wire. To the south a small trail leads off into the thick woods, -probably one of many which run through these thick woods. +probably one of many which run through these thick woods. ~ 326 0 0 0 0 0 D0 @@ -896,7 +896,7 @@ preventing entry into the valley through conventional means. One could probably pass through the barbed wire with a small scattering of abrasions, but not before archers and crossbowmen from the guard turrets which also line the road, cut one down while flailing in the wire. Probably it is best to follow along -the road and seek other means of entry. +the road and seek other means of entry. ~ 326 0 0 0 0 0 D0 @@ -915,7 +915,7 @@ to think that maybe you had best gain entry through civilized means rather than trying to force your way through and risk getting cut or hurt on the wire. Of course, getting cut on wire would actually pale in comparison to getting shot with an arrow or bolt from one of the guard turrets which line the crest of the -valley. +valley. ~ 326 0 0 0 0 0 D0 @@ -930,7 +930,7 @@ S #32649 Forest Path~ The forest cuts out all sounds of the army, immediately and completely. The -path heads north deeper into the forest or east back to the wagon trail. +path heads north deeper into the forest or east back to the wagon trail. ~ 326 0 0 0 0 0 D0 @@ -945,7 +945,7 @@ S #32650 Forest Path~ You stand in the depths of this forest with the oddest feeling that someone -or something seems to be watching you. Perhaps from the trees... +or something seems to be watching you. Perhaps from the trees... ~ 326 0 0 0 0 0 D0 @@ -965,7 +965,7 @@ S Forest Path~ The trail turns east and south from here, the creak old branches and the sway of the leaves as they ride on the currents of the wind high above all you hear. -You cannot shake the feeling of being watched, though. +You cannot shake the feeling of being watched, though. ~ 326 0 0 0 0 0 D1 @@ -981,7 +981,7 @@ S Forest Path~ The path runs through the forest, branching in a number of directions here. The feeling that you are being watched is stronger than ever. Possibly from the -trees... +trees... ~ 326 0 0 0 0 0 D1 @@ -1006,7 +1006,7 @@ Forest Path~ The sounds of the army and the people in the valley are completely swallowed by the looming trees of this thick forest. You feel immediately isolated and alone, and very vulnerable. In fact, you could almost swear that you were being -watched. +watched. ~ 326 0 0 0 0 0 D1 @@ -1024,7 +1024,7 @@ Path Through the Trees~ forest, you are immediately struck by the silence that the forest has captured. With the foliage so thick, no sound travels through the trees at all, save for the occasional creak of a tree as it sways or the skitter of a chipmunk. A -strange feeling of being watched also pervades the area. +strange feeling of being watched also pervades the area. ~ 326 0 0 0 0 0 D0 @@ -1044,7 +1044,7 @@ S Path Through the Trees~ This is a dead-end in the trail, best to just head back toward the wagon trail. Especially now that the sensation of being watched is stronger than -ever. Kind of creepy. +ever. Kind of creepy. ~ 326 0 0 0 0 0 D0 @@ -1059,7 +1059,7 @@ S #32656 Path Through the Trees~ The path heads east and west throught the trees, the feeling that someone is -watching always just behind you or over your shoulder. +watching always just behind you or over your shoulder. ~ 326 0 0 0 0 0 D1 @@ -1074,7 +1074,7 @@ S #32657 Path Through the Trees~ The path heads east and west throught the trees, the feeling that someone is -watching always just behind you or over your shoulder. +watching always just behind you or over your shoulder. ~ 326 0 0 0 0 0 D1 @@ -1090,7 +1090,7 @@ S Path Through the Trees~ The forest itself seems cheery enough, although a bit overgrown so as to prevent any progress save that offered by the trail. However, you get the -strangest feeling that you are being watched, perhaps from the trees... +strangest feeling that you are being watched, perhaps from the trees... ~ 326 0 0 0 0 0 D0 @@ -1109,7 +1109,7 @@ S #32659 Path Through the Trees~ The path leads through the trees deep into the forest. You may head south -deeper into the trees or north back out onto the wagon trail. +deeper into the trees or north back out onto the wagon trail. ~ 326 0 0 0 0 0 D0 @@ -1126,7 +1126,7 @@ Faint Path Through the Forest~ This seems to be more of a deer run than a path, although upon inspection of the trail, you do see the mark of booted feet having traveled this way. The forest immediately surrounds you, placing you in an entirely different -surrounding that of what you grew accustomed to along the wagon trail. +surrounding that of what you grew accustomed to along the wagon trail. ~ 326 0 0 0 0 0 D1 @@ -1156,7 +1156,7 @@ S #32662 Faint Path Through the Forest~ The path branches here, heading north, south, and east. The feeling of being -watched is as strong as ever. +watched is as strong as ever. ~ 326 0 0 0 0 0 D0 @@ -1176,7 +1176,7 @@ S Faint Path Through the Forest~ You are immediately swallowed up by the forest, all sound and feel of open air has been replaced by a stuffy, isolated feeling. The trail heads north or -back west onto the wagon trail. +back west onto the wagon trail. ~ 326 0 0 0 0 0 D0 @@ -1193,7 +1193,7 @@ Faint Path Through the Forest~ You have reached a dead-end in the path. Your only choice is to turn back the way you came, the forest is just simply too thick to pass through without having a trail to follow. You feel eyes upon you as you turn around and prepare -to head back the way you came. Perhaps someone in the trees...? +to head back the way you came. Perhaps someone in the trees...? ~ 326 0 0 0 0 0 D3 @@ -1209,7 +1209,7 @@ S Lookout Post~ You stand in the tree on a small wood platform. It has been painted and hidden so as to bland in with the forest surroundings, quite skillfully, -actually. +actually. ~ 326 0 0 0 0 0 D5 @@ -1221,7 +1221,7 @@ S Lookout Post~ This small area in the tree has been painted and concealed to hide its location from any would-be attackers on the encampment. It seems to work pretty -well, too! +well, too! ~ 326 0 0 0 0 0 D5 @@ -1233,7 +1233,7 @@ S Lookout Post~ This small wood platform has been concealed so as to blend in almost perfectly with the trees of the forest. From below, no one would ever suspect -that this small outpost existed. +that this small outpost existed. ~ 326 0 0 0 0 0 D5 @@ -1256,7 +1256,7 @@ S #32669 Lookout Post~ This small post has been cleverly painted in hues of green and brown so that -passerbys in the forest below might not notice its existance. +passerbys in the forest below might not notice its existance. ~ 326 0 0 0 0 0 D5 @@ -1269,7 +1269,7 @@ Logging Area~ You stand amidst an array of stumps and burnt grass, piles of timber lying everywhere. At the edges of the area, where the army has not yet gone into to cut down these trees, lies stacks and stacks of shorn tree trunks, the limbs and -bows all cut from them to form perfect logs. +bows all cut from them to form perfect logs. ~ 326 0 0 0 0 0 D0 @@ -1290,7 +1290,7 @@ Logging Area~ You walk among the broken tree stumps, the idea that where you now stand was once a strong, thriving forest which towered high above your head only a vague realization. It is almost impossible to believe that there were ever trees -here, even though the litter of stumps all over the ground tells otherwise. +here, even though the litter of stumps all over the ground tells otherwise. ~ 326 0 0 0 0 0 D0 @@ -1315,7 +1315,7 @@ Logging Area~ You stand amidst an array of stumps and burnt grass, piles of timber lying everywhere. At the edges of the area, where the army has not yet gone into to cut down these trees, lies stacks and stacks of shorn tree trunks, the limbs and -bows all cut from them to form perfect logs. +bows all cut from them to form perfect logs. ~ 326 0 0 0 0 0 D0 @@ -1333,7 +1333,7 @@ Logging Area~ the air and the dust that the axes create when striking the trees so hard. You see just north of here an area where it appears the army has cut into within the last month or less - it does not seem as finalized of an area as the rest of -this does. +this does. ~ 326 0 0 0 0 0 D0 @@ -1352,7 +1352,7 @@ S #32674 Logging Area~ The neat rows of logs end just north of here, where the forest still stands -strong and thick, where the army has not yet worked their way into. +strong and thick, where the army has not yet worked their way into. ~ 326 0 0 0 0 0 D1 @@ -1372,7 +1372,7 @@ S Logging Area~ You stand at the northwest corner of the area that has been cleared away from the forest by the army's loggers. Neat rows of logs twice as tall as you line -along the forest's edge to your west, unbroken forest to your north. +along the forest's edge to your west, unbroken forest to your north. ~ 326 0 0 0 0 0 D1 @@ -1391,7 +1391,7 @@ since the area al around it is so filled with trees, but the stump itself is as big around as a house. It appears that the tree that used to stand here was most probably one of the oldest in the forest and because of its immensity kept the area around from growing up too much, its roots alone must have crowded any -other growth away. +other growth away. ~ 326 0 0 0 0 0 D2 @@ -1405,7 +1405,7 @@ Wide Trail~ as if there were no huge camp seperating the two sections of road. This side seems just as well traveled as its western counterpart, wagon tracks and hoofprints galore. The camp is off just west of here, the road follows through -the forest to the east. +the forest to the east. ~ 326 0 0 0 0 0 D1 @@ -1421,7 +1421,7 @@ S Wide Road~ The road continues through to the east and west. Off to the east you see the faint sheen of smoke on the horizon, as is common with most large towns. To the -west is the encampment of the Eastern Army. +west is the encampment of the Eastern Army. ~ 326 0 0 0 0 0 D1 @@ -1438,7 +1438,7 @@ Wide Road~ The forest is beginning to thin somewhat, the trees becoming more sparse giving way to small fields of tall grass and sporatic copses of trees. The signs of traffic are becoming more and more abundant the farther to the east -that is traveled. +that is traveled. ~ 326 0 0 0 0 0 D3 diff --git a/lib/world/wld/33.wld b/lib/world/wld/33.wld index ebcfc11..1bb0979 100644 --- a/lib/world/wld/33.wld +++ b/lib/world/wld/33.wld @@ -1,10 +1,10 @@ #3300 A Scraggly Trail~ - This trail slopes up and away from the main road to -the west. At points the trail seems to fade into -obscurity against the grey stone and near-grey mountain -grass prevalent here. The trail leads generally eastward -and up higher into the rocky ground. There is a sign + This trail slopes up and away from the main road to +the west. At points the trail seems to fade into +obscurity against the gray stone and near-gray mountain +grass prevalent here. The trail leads generally eastward +and up higher into the rocky ground. There is a sign here, seemingly out-of-place in this rough country. ~ 33 68 0 0 0 5 @@ -20,16 +20,16 @@ E sign~ ,_____________________________. | | - | Gabadiel's | - | Smithery | - | --------------> | - | | + | Gabadiel's | + | Smithery | + | --------------> | + | | | -- BUAG SIGNS INC.| - `-----------------------------' - | | - | | - | | - | | + `-----------------------------' + | | + | | + | | + | | ~ E credits info~ @@ -38,10 +38,10 @@ credits info~ S #3301 A Scraggly Trail~ - What could barely be called a trail leads west back -down the mountainside, and down into a very small valley -where a small house sits in the middle of a well-groomed -yard. The door to the house is open and inviting, + What could barely be called a trail leads west back +down the mountainside, and down into a very small valley +where a small house sits in the middle of a well-groomed +yard. The door to the house is open and inviting, welcoming you for a visit. ~ 33 0 0 0 0 5 @@ -56,13 +56,13 @@ D5 S #3302 A Groomed Path~ - You are standing in the western end of a very, very -small valley, just about room enough for the one house -standing to your east. You can see from here that the -door to the cozy cottage is open and inviting, but the -interior seems very dark. A path bordered by shrubberies -leads up to the structure, and ends where you are -standing; right by the easiest path back up into the + You are standing in the western end of a very, very +small valley, just about room enough for the one house +standing to your east. You can see from here that the +door to the cozy cottage is open and inviting, but the +interior seems very dark. A path bordered by shrubberies +leads up to the structure, and ends where you are +standing; right by the easiest path back up into the mountains. ~ 33 0 0 0 0 5 @@ -99,11 +99,11 @@ S #3304 The Smithery~ Devastation greets your eyes. - The forge has been blasted apart, along with most of -the back door. Hammers, tongs, and anvils lie about in -one gigantic mess, and the smith's bed smoulders yet. -This place has been utterly wrecked and blasted apart, by -more than one man you would think from all the tracks in + The forge has been blasted apart, along with most of +the back door. Hammers, tongs, and anvils lie about in +one gigantic mess, and the smith's bed smoulders yet. +This place has been utterly wrecked and blasted apart, by +more than one man you would think from all the tracks in the dust... ~ 33 8 0 0 0 0 @@ -125,11 +125,11 @@ letter, unaddressed. The bits of text that aren't smudged, burnt, and smeared tell tale of the smith/mage Gabadiel's masterwork: a sword of unequalled power, and two swords that came before, discarded as 'Not quite what I was working towards'. Looking around, you notice a distinct lack of any swords. You think -you may have a motive now... +you may have a motive now... ~ E tracks dust~ - Three sets of prints lead out where the back door used to stand. + Three sets of prints lead out where the back door used to stand. ~ S #3305 @@ -151,15 +151,15 @@ D3 0 -1 3304 E tracks track~ - They lead east. + They lead east. ~ S #3306 Mountain Ridge~ You are standing on a ridge in the mountains, just east -of a very small valley. You spot a tiny cottage sitting -in the center of the valley, and the ridge continues -south. Looking at the sheer drops to the north and west, +of a very small valley. You spot a tiny cottage sitting +in the center of the valley, and the ridge continues +south. Looking at the sheer drops to the north and west, you consider not taking those directions. ~ 33 0 0 0 0 5 @@ -173,17 +173,17 @@ D3 0 -1 3305 E tracks track~ - The tracks lead south. + The tracks lead south. ~ S #3307 The Mountain Ridge~ - The mountain range continues north from here, and + The mountain range continues north from here, and widens out into a small plateau just to your south. Going -east and west from here would be a bad idea, considering -the steepness of the drop. From this height, you have a -fairly good panoramic view to the south, including what -appears to be a small mountain village to your south and +east and west from here would be a bad idea, considering +the steepness of the drop. From this height, you have a +fairly good panoramic view to the south, including what +appears to be a small mountain village to your south and west, and a tall, ominous peak westwards from here. ~ 33 0 0 0 0 5 @@ -197,16 +197,16 @@ D2 0 -1 3308 E tracks track~ - They lead south. + They lead south. ~ S #3308 The Diverging Paths~ - You are standing on a small plateau in the mountains, -just south of a ridge that leads northwards through the -rocky area. To the east, south, and west are gentle + You are standing on a small plateau in the mountains, +just south of a ridge that leads northwards through the +rocky area. To the east, south, and west are gentle slopes leading down into different areas of the mountains. - A giant, dark peak looks down over you to the west, + A giant, dark peak looks down over you to the west, looking quite spooky indeed! ~ 33 0 0 0 0 5 @@ -228,16 +228,16 @@ D3 0 -1 3359 E tracks track~ - The three sets of tracks split up here, one west, one east, one south. + The three sets of tracks split up here, one west, one east, one south. ~ S #3309 A Steep Slope~ - This slopes leads down and to the west from here. Up -above, you see a plateau at the southern end of a long -mountain ridge. Surpisingly, there seems to be signs of -traffic in this area, leading into the large depression -here. The going looks somewhat dangerous, and you decide + This slopes leads down and to the west from here. Up +above, you see a plateau at the southern end of a long +mountain ridge. Surpisingly, there seems to be signs of +traffic in this area, leading into the large depression +here. The going looks somewhat dangerous, and you decide to exercise a little caution. ~ 33 0 0 0 0 4 @@ -256,14 +256,14 @@ D4 E signs tracks~ A few boot prints lead way in the dust here. There is definitely traffic -here, but this area is not what you would call well-travelled. +here, but this area is not what you would call well-travelled. ~ S #3310 A Small Plateau~ You are standing upon another mini-plateau, bordered by -a sheer wall of rock to the north. You can climb up the -slope to the east, or continue along the flat area to the +a sheer wall of rock to the north. You can climb up the +slope to the east, or continue along the flat area to the west. Another slope leads downwards to the south, looking unsafe but climbable. ~ @@ -283,12 +283,12 @@ D3 S #3311 A Small Plateau~ - This plateau ends here, with a steep drop-off to the -south, and a solid wall of rock to the north. Eastwards -the plateau continues, and you think you can climb up the -steep rocky slope just west of here. You are afforded a + This plateau ends here, with a steep drop-off to the +south, and a solid wall of rock to the north. Eastwards +the plateau continues, and you think you can climb up the +steep rocky slope just west of here. You are afforded a good view of the lower regions of this depression, and you -think you spot what might be a cave south and down from +think you spot what might be a cave south and down from here... ~ 33 0 0 0 0 4 @@ -303,11 +303,11 @@ D3 S #3312 A Rocky Slope~ - This slope is fairly treacherous, but looks to be -somewhat safer to the north. East the slope leads down -to a small plateau that also looks considerably safer -than your other choices. The shale under your feet -slips badly, and you are almost thrown off balance; + This slope is fairly treacherous, but looks to be +somewhat safer to the north. East the slope leads down +to a small plateau that also looks considerably safer +than your other choices. The shale under your feet +slips badly, and you are almost thrown off balance; this is no place to be without mountaineering equipment. ~ 33 0 0 0 0 5 @@ -322,14 +322,14 @@ D1 S #3313 The Overlook~ - You are standing on a point outcropping with a -beautiful view of the mountains to the north. Far -below, you see what appears to be a foot-path climb -up to the central mountain, a peak that looks dark -and disturbing. You get very bad vibes from that -mountain for some reason, and it doesn't seem like + You are standing on a point outcropping with a +beautiful view of the mountains to the north. Far +below, you see what appears to be a foot-path climb +up to the central mountain, a peak that looks dark +and disturbing. You get very bad vibes from that +mountain for some reason, and it doesn't seem like a very good idea to try to find a way to get there. - The only safe way to leave this overlook is to + The only safe way to leave this overlook is to the south. ~ 33 0 0 0 0 4 @@ -340,10 +340,10 @@ D2 S #3314 A Rocky Slope~ - You slip and slide your way across the steep ground, -trying desperately to keep your balance. You can climb + You slip and slide your way across the steep ground, +trying desperately to keep your balance. You can climb up to a small plateau to the north from here, or carefully -head down to the floor of the depression to the west. +head down to the floor of the depression to the west. You're not sure which is safer... ~ 33 0 0 0 0 5 @@ -358,10 +358,10 @@ D3 S #3315 The Depression Floor~ - A small path leads south here, away from the rocky -slope leading up to the east. A small spring burbles -here, evidently the cause of much of the traffic. -Looking up, you see sheer rock walls surrounding much + A small path leads south here, away from the rocky +slope leading up to the east. A small spring burbles +here, evidently the cause of much of the traffic. +Looking up, you see sheer rock walls surrounding much of the depression, making an effective fortress of this place. ~ @@ -396,11 +396,11 @@ S #3317 A Cave Entrance~ A cave leads into the heart of the mountainside, well- -lit by sconces upon the walls. A large rock sits by -the side here, near a small firepit. Debris litters the +lit by sconces upon the walls. A large rock sits by +the side here, near a small firepit. Debris litters the area; rabbit bones, half of a broken whetstone, and random -litter. The ground is devoid of grass, and well trodden -by many pairs of boots. Strange that someone should live +litter. The ground is devoid of grass, and well trodden +by many pairs of boots. Strange that someone should live so deep in the mountains... ~ 33 4 0 0 0 0 @@ -415,12 +415,12 @@ D3 S #3318 A Cave Passageway~ - You are near the entrance of the cave. The outside -light streams in from the west, accompanied by a slight + You are near the entrance of the cave. The outside +light streams in from the west, accompanied by a slight breeze, making the flames in the sconces flutter a bit -and throw stange shadows upon the walls. This passageway +and throw stange shadows upon the walls. This passageway heads north and south from here, each way seeming dark and -stuffy compared to outdoors. From the tracks in the +stuffy compared to outdoors. From the tracks in the floor, you guess that the north is the more used. ~ 33 8 0 0 0 0 @@ -439,11 +439,11 @@ D3 S #3319 A Cave Passageway~ - The passage turns here, one end leading south, towards + The passage turns here, one end leading south, towards the cave's entrance, and east -- that much deeper into the -mountain. The light sconces keep the area bright enough -to see, but not nearly bright enough for you to be quite -comfortable in this strange place. From far off you hear +mountain. The light sconces keep the area bright enough +to see, but not nearly bright enough for you to be quite +comfortable in this strange place. From far off you hear the echoes of what sound to be voices. ~ 33 8 0 0 0 0 @@ -458,10 +458,10 @@ D2 S #3320 A Cave Passageway~ - This twisty passage leads east and west from here. -Eastwards you hear the unmistakable sounds of low -voices. The echoes seem to be playing funny effects -on you, however, and you are not sure from how far + This twisty passage leads east and west from here. +Eastwards you hear the unmistakable sounds of low +voices. The echoes seem to be playing funny effects +on you, however, and you are not sure from how far off these voices might be coming. ~ 33 8 0 0 0 0 @@ -476,10 +476,10 @@ D3 S #3321 A Cave Passageway~ - The passage you are standing in turns west and south -from here. One of the sconces here is out, making this + The passage you are standing in turns west and south +from here. One of the sconces here is out, making this area extremely dark and hard to see in. You do see lights -from the south, however, seemingly brighter than the +from the south, however, seemingly brighter than the sconces you've seen along the walls so far. ~ 33 8 0 0 0 0 @@ -494,12 +494,12 @@ D3 S #3322 A Cave Passageway~ - This is a T-intersection in the cave passageway, the -north leading back towards the cave's entrance (you -think!), the west leading towards a well-lighted area. -Eastwards the passageway continues into the shadowy -recesses of the mountain uninvitingly. The echoes of -voices are confusing you a bit, and you are not sure + This is a T-intersection in the cave passageway, the +north leading back towards the cave's entrance (you +think!), the west leading towards a well-lighted area. +Eastwards the passageway continues into the shadowy +recesses of the mountain uninvitingly. The echoes of +voices are confusing you a bit, and you are not sure whether you should try to remain quiet or not. ~ 33 8 0 0 0 0 @@ -518,7 +518,7 @@ D3 S #3323 A Cave~ - Many sconces line the walls here, casting light on + Many sconces line the walls here, casting light on some weapon racks and chests of armor. Everything is neat, orderly, and actually well-dusted. Someone cares for these items...frequently it seems. @@ -531,11 +531,11 @@ D1 S #3324 A Cave Passageway~ - The passageway you are in leads south and west from + The passageway you are in leads south and west from here. Many large stones and rocks are on the floor of the -cave, making walking difficult in the dim light from the -sconces on the walls. You hear the continued echo of -voices, seemingly fainter now. Must be the strange +cave, making walking difficult in the dim light from the +sconces on the walls. You hear the continued echo of +voices, seemingly fainter now. Must be the strange acoustics of this place... ~ 33 8 0 0 0 0 @@ -550,8 +550,8 @@ D3 S #3325 A Cave Passageway~ - The cave twists around like a coiled snake, leading -east and north from here. You begin to wonder if your + The cave twists around like a coiled snake, leading +east and north from here. You begin to wonder if your orientations are still correct. That worries you for some reason. ~ @@ -568,11 +568,11 @@ S #3326 A Cave Passageway~ You can head north and west through the cave passageways -here, both ways dimly lit by the ever-present sconces on +here, both ways dimly lit by the ever-present sconces on the walls. The echoes you heard earlier seem to be getting -louder, and seem to be coming from the northern passage. -You feeled a bit chilled from the cooled cave air and -shiver a bit in the faint whisper of a breeze. This place +louder, and seem to be coming from the northern passage. +You feeled a bit chilled from the cooled cave air and +shiver a bit in the faint whisper of a breeze. This place is a little too eerie and dark to be comfortable in. ~ 33 8 0 0 0 0 @@ -587,11 +587,11 @@ D3 S #3327 A Cave Passageway~ - The echoes are growing louder, and seem to be coming -from the northern end of this corridor. Southwards you -see the tunnel continue right before yet another bend in -the passagway. You spot a small piece of red cloth torn -against a sharp rock jutting out from the passage's side. + The echoes are growing louder, and seem to be coming +from the northern end of this corridor. Southwards you +see the tunnel continue right before yet another bend in +the passagway. You spot a small piece of red cloth torn +against a sharp rock jutting out from the passage's side. It looks like silk, very nice in fact. ~ 33 8 0 0 0 0 @@ -607,10 +607,10 @@ S #3328 A Cave Passageway~ The main passageway leads south from here, and a smaller -cave tunnel leads away to the west. Two large boulders -sit against the wall, wiped clean of dirt and grime. A -paper food wrapper has been trodden under several pairs of -feet here; at best guess, you'd say this would probably be +cave tunnel leads away to the west. Two large boulders +sit against the wall, wiped clean of dirt and grime. A +paper food wrapper has been trodden under several pairs of +feet here; at best guess, you'd say this would probably be a guard post. ~ 33 8 0 0 0 0 @@ -645,12 +645,12 @@ D1 S #3330 A Cavern~ - This natural cavern has been turned into a combination -office/storeroom. A small brook rushes through the south -wall, and flows back into the west wall through a tiny -hole. Boxes and crates are stacked against the walls, and -a beat up oaken desk stands near the door stacked with -papers written upon by an unsteady hand. Some large + This natural cavern has been turned into a combination +office/storeroom. A small brook rushes through the south +wall, and flows back into the west wall through a tiny +hole. Boxes and crates are stacked against the walls, and +a beat up oaken desk stands near the door stacked with +papers written upon by an unsteady hand. Some large lanterns keep the place very well lighted. ~ 33 8 0 0 0 0 @@ -662,11 +662,11 @@ door wooden~ S #3331 A Cave Passageway~ - You are standing south of the main entrance to this -cave. The passage you are in continues south, very badly -lit along its length by the sconces lining the walls -every fifteen feet or so. From somewhere deep in the -recesses of the cave, you hear a faint, rhythmic thumping + You are standing south of the main entrance to this +cave. The passage you are in continues south, very badly +lit along its length by the sconces lining the walls +every fifteen feet or so. From somewhere deep in the +recesses of the cave, you hear a faint, rhythmic thumping sound distorted by the passage's strange acoustics. ~ 33 8 0 0 0 0 @@ -717,9 +717,9 @@ D3 S #3334 A Cave Passageway~ - The tunnel twists to the south and east from here, -its dark length seemingly dismal and lifeless. A faint -thumping sound reverberates from the walls, making you + The tunnel twists to the south and east from here, +its dark length seemingly dismal and lifeless. A faint +thumping sound reverberates from the walls, making you perk your ears for the direction of the noise. ~ 33 8 0 0 0 0 @@ -738,8 +738,8 @@ A Cave Passageway~ to the fact that the sconces along the walls stop abruptly here. The way to the south is completely dark, in direct contrast to the tunnels to the west. You peer hard to the -south, but can make out nothing in the impenetrable -darkness. And still that distant thumping impinges on +south, but can make out nothing in the impenetrable +darkness. And still that distant thumping impinges on your consciousness... ~ 33 8 0 0 0 0 @@ -754,12 +754,12 @@ D3 S #3336 A Cave Passageway~ - You are standing in a north-south tunnel carved -naturally through the stone of the mountain. To the -north the tunnel is lighted by sconces along the wall, -banishing the deep, deep darkness you now stand in. To -the south you can see nothing. A deep thumping noise -seems to be getting louder and louder as you stand here, + You are standing in a north-south tunnel carved +naturally through the stone of the mountain. To the +north the tunnel is lighted by sconces along the wall, +banishing the deep, deep darkness you now stand in. To +the south you can see nothing. A deep thumping noise +seems to be getting louder and louder as you stand here, coming from somewhere deep inside. ~ 33 9 0 0 0 0 @@ -774,10 +774,10 @@ D2 S #3337 A Cave Passageway~ - The passageway switches directions again in the dark -gloom of the mountain, heading to the north and east from -here. As you round the corner, a trick of the acoustics -make the deep thrumming and pounding you've been hearing + The passageway switches directions again in the dark +gloom of the mountain, heading to the north and east from +here. As you round the corner, a trick of the acoustics +make the deep thrumming and pounding you've been hearing sound as if its coming from two feet away! Very unsettling. ~ 33 9 0 0 0 0 @@ -792,9 +792,9 @@ D1 S #3338 A Cave Passageway~ - The tunnel weaves around, twisting to the north and -west here. The darkness around you is near total. Ahead, -you hear the sounds of something metal banging against + The tunnel weaves around, twisting to the north and +west here. The darkness around you is near total. Ahead, +you hear the sounds of something metal banging against stone. Could someone be mining out the tunnel, perhaps? ~ 33 9 0 0 0 0 @@ -842,10 +842,10 @@ S #3341 A Rocky Slope~ This treacherous slope leads ever-downward quite a ways, -down to a valley where there seems to be a small village! +down to a valley where there seems to be a small village! What a village is doing this far from civilization, and how -they survive you've no idea. From the smoke wafting from -some of the chimneys, it looks like this place is still +they survive you've no idea. From the smoke wafting from +some of the chimneys, it looks like this place is still inhabited as well. Now if you can only get down this slope without breaking an ankle... @@ -866,7 +866,7 @@ A Rocky Slope~ get to your destination without breaking your leg or falling and shattering your head. Below, you spot some movement in the village, giving proof the place is not a ghost-town. - The main road of the village starts at the bottom of + The main road of the village starts at the bottom of the slope just to the east, and the slope continues west and up far, far up the mountain. ~ @@ -882,11 +882,11 @@ D3 S #3343 Main Road~ - This place leaves you very unimpressed. And bored. -You are definitely bored by this place. The people are -listless, going about their daily chores with a slowness -that pains your eyes. A slope to the west climbs up the -mountainside, and two open shops made of wood and stone + This place leaves you very unimpressed. And bored. +You are definitely bored by this place. The people are +listless, going about their daily chores with a slowness +that pains your eyes. A slope to the west climbs up the +mountainside, and two open shops made of wood and stone are to your north and south. East-wards this road continues. There is a small sign here. ~ @@ -920,7 +920,7 @@ sign~ | | | | | | - | | + | | ~ S #3344 @@ -987,10 +987,10 @@ S The Intersection~ You are standing in an intersection deep in the heart of Stanneg by the Mountains. In fact, this is the ONLY -intersection anywhere in Stanneg by the Mountain it +intersection anywhere in Stanneg by the Mountain it appears. There are some buildings to the north, and south, and -east, and west. None particularly stand out from the +east, and west. None particularly stand out from the others. ~ 33 0 0 0 0 1 @@ -1013,11 +1013,11 @@ D3 S #3349 A Small Road~ - This road runs north through Stanneg by the Mountains, -if through would be the operative word for such a motley + This road runs north through Stanneg by the Mountains, +if through would be the operative word for such a motley collection of buildings. Westwards is a small, open-roofed -building that appears to be a farmer's market. The road -you are on continues north, and comes to an intersection +building that appears to be a farmer's market. The road +you are on continues north, and comes to an intersection just south of here. ~ 33 0 0 0 0 1 @@ -1067,11 +1067,11 @@ D2 S #3352 A Private Home~ - The interior of this home is simple and rustic. A -ladder leads up to the loft, where the sleeping pallets -are tucked away. A wood-burning stove keeps the place -well heated and cozy. A homemade rocking chair stands -crooked in the corner, draped with a old looking afghan. + The interior of this home is simple and rustic. A +ladder leads up to the loft, where the sleeping pallets +are tucked away. A wood-burning stove keeps the place +well heated and cozy. A homemade rocking chair stands +crooked in the corner, draped with a old looking afghan. This home is a nice place, very comfortable. ~ 33 8 0 0 0 0 @@ -1094,7 +1094,7 @@ D0 ~ 0 -1 3348 D2 -A normal looking front door made of wood serves as the entrance. +A normal looking front door made of wood serves as the entrance. ~ door front~ 1 -1 3354 @@ -1104,7 +1104,7 @@ A Private Home~ This home strikes you as unbearable warm and uncomfortable. The fireplace is going at a full-bonfire, a mammoth stack of firewood beside it against the wall. The decorations seem -somewhat spartan and plain; a landscape, an old hunting +somewhat spartan and plain; a landscape, an old hunting bow... nothing much of interest. ~ 33 8 0 0 0 0 @@ -1117,11 +1117,11 @@ S #3355 Main Road~ The main road through Stanneg ends here at a large well -that leads deep, deep into the earth. To the north of the -well is a large building, with a large WELCOME mat outside -its front door. Westwards you see the a road intersection -in the center of the tiny village. Around you is a rocky -terrain in the middle of this mountain range...not very +that leads deep, deep into the earth. To the north of the +well is a large building, with a large WELCOME mat outside +its front door. Westwards you see the a road intersection +in the center of the tiny village. Around you is a rocky +terrain in the middle of this mountain range...not very many places else to go. ~ 33 0 0 0 0 1 @@ -1178,7 +1178,7 @@ S The Reception~ A hall leads away to the west lined with small brown doors. A small table has a ledger on it, seemingly -almost unused. The hall is plain and without any +almost unused. The hall is plain and without any decoration, except for a nice painting of (what else) a mountain hanging above the stairs that lead back down to the inn proper. @@ -1191,11 +1191,11 @@ D5 S #3359 A Rocky Slope~ - This slope is fairly shallow and easy to walk on, -despite the loose shale and gravel. To the east is a high -ridge you could stand on, and to the west is a flat area -near two trails leading up and down into the mountains. -High above you, to your west, is that ominous, dark peak, + This slope is fairly shallow and easy to walk on, +despite the loose shale and gravel. To the east is a high +ridge you could stand on, and to the west is a flat area +near two trails leading up and down into the mountains. +High above you, to your west, is that ominous, dark peak, which seems to radiating a sense of hopelessness... ~ 33 0 0 0 0 5 @@ -1210,12 +1210,12 @@ D3 S #3360 A Ledge~ - This ledge overlooks a small path that leads up and -down from here. Below, you see the path head down to a -large flat area where a small cottage lies nestled in the -mountains, smoke rising from it in a curling line. Above, -the path seems to head towards that dark peak piercing the -sky. You notice a few boot-tracks in the earth, seemingly + This ledge overlooks a small path that leads up and +down from here. Below, you see the path head down to a +large flat area where a small cottage lies nestled in the +mountains, smoke rising from it in a curling line. Above, +the path seems to head towards that dark peak piercing the +sky. You notice a few boot-tracks in the earth, seemingly to lead down towards the cottage. ~ 33 0 0 0 0 4 @@ -1234,11 +1234,11 @@ D5 S #3361 Outside Of A Cottage~ - Now that you approach closer to the cottage, you notice -that the smoke is not coming from the chimney, but rather -the gutted ruins of the building. Something torched this + Now that you approach closer to the cottage, you notice +that the smoke is not coming from the chimney, but rather +the gutted ruins of the building. Something torched this place, badly. You see no signs of life among the wreckage. -You can enter one of the particularly large holes in the +You can enter one of the particularly large holes in the wall to the west, with caution. ~ 33 0 0 0 0 4 @@ -1253,11 +1253,11 @@ D4 S #3362 The Torched Cottage~ - This whole place is smouldering still from whatever -decided to try to burn it to the ground. On the floor -near the center of the ruined structure is the burnt and -dessicated corpse of a man, outstretched and blackened. -There's not much to see here; whatever decided to destroy + This whole place is smouldering still from whatever +decided to try to burn it to the ground. On the floor +near the center of the ruined structure is the burnt and +dessicated corpse of a man, outstretched and blackened. +There's not much to see here; whatever decided to destroy this place did it very well. ~ 33 0 0 0 0 1 @@ -1268,12 +1268,12 @@ D1 S #3363 A Mountain Trail~ - This mountain trail leads straight up into the evil -looking mountains. High above you, one mountain peak -seems to radiate danger and fear, and the trail seems -to be leading straight up to it. You wonder if it is + This mountain trail leads straight up into the evil +looking mountains. High above you, one mountain peak +seems to radiate danger and fear, and the trail seems +to be leading straight up to it. You wonder if it is wise to continue this way... - The trail goes even higher up to the west, and back + The trail goes even higher up to the west, and back down to the west. ~ 33 0 0 0 0 5 @@ -1291,7 +1291,7 @@ A Mountain Trail~ The trail leads up even higher into the mountains to the west here. You shiver as the cold mountain air washes over you, and your back prickles as you wonder if anything lives -up here, or anything _dangerous_ for that matter. Maybe +up here, or anything _dangerous_ for that matter. Maybe heading back down to the east would be a good idea... ~ 33 0 0 0 0 5 @@ -1306,9 +1306,9 @@ D3 S #3365 A Mountain Trail~ - The trail leads up the side of the tallest mountain in + The trail leads up the side of the tallest mountain in the range -- the one that sticks up into the dark sky like -a monument to death and futility. The trail leads back to +a monument to death and futility. The trail leads back to safety to the east, and goes even higher to the west. ~ 33 0 0 0 0 5 @@ -1323,11 +1323,11 @@ D3 S #3366 Near The Peak~ - This is as close to the peak as you're going to get, -unless you use that tiny, tiny path leading up to your -north. Up the side of the mountain you see a great cave -hollowed out, the inside pitch black. The path leads down -the mountains to your east, which seems to be the best + This is as close to the peak as you're going to get, +unless you use that tiny, tiny path leading up to your +north. Up the side of the mountain you see a great cave +hollowed out, the inside pitch black. The path leads down +the mountains to your east, which seems to be the best place to go. ~ 33 576 0 0 0 5 @@ -1342,9 +1342,9 @@ D1 S #3367 A Small, Dangerous Path~ - This path leads up, up, up the side of the mountain, to -the evil-seeming cave. It also heads down to the south--a -lot safer place to be. In fact, you hear footsteps above + This path leads up, up, up the side of the mountain, to +the evil-seeming cave. It also heads down to the south--a +lot safer place to be. In fact, you hear footsteps above your head... ~ 33 576 0 0 0 5 @@ -1359,10 +1359,10 @@ D4 S #3368 A Small, Dangerous Path~ - Unfortunately, you realize too late that this bigger -ledge that leads north to the darkened cave is an ideal -spot for an ambush. This ledge gives you a beautiful -panoramic view of the entire mountain range, however. + Unfortunately, you realize too late that this bigger +ledge that leads north to the darkened cave is an ideal +spot for an ambush. This ledge gives you a beautiful +panoramic view of the entire mountain range, however. Breathtaking! ~ 33 576 0 0 0 5 @@ -1378,9 +1378,9 @@ S #3369 The Cave Entrance~ You are standing in the entrance of a simply huge cave! -The size is stunning! All around the entrance are burnt -bones and various types of wooden and metal debris. Giant -claw marks are all along the ground, leading back deeper +The size is stunning! All around the entrance are burnt +bones and various types of wooden and metal debris. Giant +claw marks are all along the ground, leading back deeper into the cave. Two tunnels lead off from here, one up, one down. There are claw marks leading in either direction. @@ -1401,9 +1401,9 @@ D5 S #3370 A Sloping Tunnel~ - The tunnels slopes up to the north deeper into the -mountain. A rather gusty breeze riffles your clothing -from ahead somewhere. The claw marks in the stone floor + The tunnels slopes up to the north deeper into the +mountain. A rather gusty breeze riffles your clothing +from ahead somewhere. The claw marks in the stone floor continue up the passage, through the darkness. ~ 33 585 0 0 0 0 @@ -1418,10 +1418,10 @@ D5 S #3371 A Sloping Tunnel~ - The tunnel continues its slope upwards, and the wind -blows at you even stronger yet. The claw tracks in the + The tunnel continues its slope upwards, and the wind +blows at you even stronger yet. The claw tracks in the stone stop abruptly here, where there seems to be a lot -of unearthed dirt and stone around, heaped upon the floor. +of unearthed dirt and stone around, heaped upon the floor. You feel uneasy about this place. ~ 33 585 0 0 0 4 @@ -1435,7 +1435,7 @@ D2 0 -1 3370 E dirt stone~ - It has been dug from somewhere, but where? + It has been dug from somewhere, but where? ~ E claw claws track tracks mark marks~ @@ -1444,13 +1444,13 @@ claw claws track tracks mark marks~ E floor~ The floor up ahead looks... Strange. You don't think going ahead would be a -good idea. +good idea. ~ S #3372 The Pit~ You fall through the illusionary floor. - + You hit the poisoned spikes below. ~ 33 76 0 0 0 0 @@ -1459,9 +1459,9 @@ T 3300 #3373 A Sloping Tunnel~ This tunnel slopes deep, down into the mountain's heart. -The air feels still and uncomfortably warm, despite the -closeness of the cave's entrance above you. There's a -deep, musky odor in the air, and the giant claw marks +The air feels still and uncomfortably warm, despite the +closeness of the cave's entrance above you. There's a +deep, musky odor in the air, and the giant claw marks continue downwards. ~ 33 585 0 0 0 4 @@ -1476,12 +1476,12 @@ D5 S #3374 A Sloping Tunnel~ - A bright light greets your eyes from the north, in -direct contrast to the darkness of the tunnel overhead. -You break out in a sweat due to the overwhelming warmth -of the air. The musky odor has grown quite intense, -drowning out everything else in the air and making it hard -to breathe. Something in your gut begins squirming + A bright light greets your eyes from the north, in +direct contrast to the darkness of the tunnel overhead. +You break out in a sweat due to the overwhelming warmth +of the air. The musky odor has grown quite intense, +drowning out everything else in the air and making it hard +to breathe. Something in your gut begins squirming uncomfortably as you wonder what's ahead... ~ 33 585 0 0 0 4 @@ -1496,12 +1496,12 @@ D4 S #3375 The Lair~ - This place is huge!!! It should be considering the -dragon's great bulk. However, instead of seeing the -customary carnage and mound of gold that one is accustomed -to seeing in a dragon lair, this one is decorated subtly -with tapestries and drapes, and other comforts of human -life. There is even a huge-dragon sized bed -- undoubtedly + This place is huge!!! It should be considering the +dragon's great bulk. However, instead of seeing the +customary carnage and mound of gold that one is accustomed +to seeing in a dragon lair, this one is decorated subtly +with tapestries and drapes, and other comforts of human +life. There is even a huge-dragon sized bed -- undoubtedly conjured to life by its elder dragon owner. ~ 33 584 0 0 0 4 diff --git a/lib/world/wld/343.wld b/lib/world/wld/343.wld index 8999a2a..db82187 100644 --- a/lib/world/wld/343.wld +++ b/lib/world/wld/343.wld @@ -12,10 +12,10 @@ S #34301 Garden Path~ The path is a norh-south path which narrows here as it crosses a small foot -bridge on its way to the main garden to the north and an alcove to the south. +bridge on its way to the main garden to the north and an alcove to the south. It is quite pleasant here, as a refreshing breeze whips through the trees and the plants that are placed here. The path itself is gravel and has a brick -border. An empty Pagoda office is to the east. +border. An empty Pagoda office is to the east. ~ 343 16 0 0 0 1 D0 @@ -36,7 +36,7 @@ S #34302 Garden Path~ The path is a norh-south path which narrows here as it crosses a small foot -bridge on its way to the main garden to the north and an alcove to the south. +bridge on its way to the main garden to the north and an alcove to the south. It is quite pleasant here, as a refreshing breeze whips through the trees and the plants that are placed here. The path itself is gravel and has a brick border. An empty Pagoda Office is to the east. @@ -105,10 +105,10 @@ S #34306 The Social Gathering Room~ This is the Main Social Gathering Room of the Immortals. It is circular in -design and it connects four foyers in all directions to the north, south, east, +design, and it connects four foyers in all directions to the north, south, east, and west. The room is quite plush with many fountains, couches, and carpeted areas, also with a few planters filled with thick green bushes and trees. The -fountain seems to be glowing best to look at it. +fountain seems to be glowing. ~ 343 28 0 0 0 0 D0 @@ -159,10 +159,10 @@ D3 S #34308 Eastern Foyer~ - This is the Eastern End of the Gathering Hall. This foyer continues to -the east into what appears to be a hallway and west into a circular central -room. Several pillars line the room here, Archways north and south lead into -the Immortal Board Room and the Mortal Board Room. + You are in the Eastern End of the Gathering Hall. Several pillars line this +room. The foyer continues east into what looks like a hallway and west into a +circular central room. Archways north and south lead into the Immortal Board +Room and the Mortal Board Room. ~ 343 24 0 0 0 0 D0 @@ -209,10 +209,10 @@ D3 S #34310 Western Foyer~ - This is the Western End of the Gathering Hall. This foyer continues to -the west into what appears to be a hallway and east into a circular central -room. Several pillars line the room here. Archways north and south lead to -the Hall of Justice/Chapel and the Meeting Room of the Immortals. + This is the Western End of the Gathering Hall. This foyer continues to the +west into what appears to be a hallway and east into a circular central room. +Several pillars line the room here. Archways north and south lead to the Hall +of Justice/Chapel and the Meeting Room of the Immortals. ~ 343 24 0 0 0 0 D0 @@ -269,13 +269,12 @@ D3 S #34312 God Hall, South~ - The beginning and ending of the God Hall, South is here. - It seems to go on to the east and west with many doors that -line the hallways leading into the many offices that are -located here. An archway leads into the Foyer to the north. - -Another passageway crosses the hall into what appears to be -a very simple looking extension to the main God Hall. + The beginning and ending of the God Hall, South is here. It seems to go on +to the east and west with many doors that line the hallways leading into the +many offices that are located here. An archway leads into the Foyer to the +north. + Another passageway crosses the hall into what appears to be a very simple +looking extension to the main God Hall. ~ 343 24 0 0 0 0 D0 @@ -297,13 +296,12 @@ D3 S #34313 God Hall, West~ - This is a simple hallway that leads to the north and south. There is a -tiled floor and open beamed ceilings here. On either side doors line -the hallway. An archway to the east enters a plush foyer. -A staircase leads up to a very plush hallway above. - -Another passageway crosses the hall into what appears to be -a very simple looking extension to the main God Hall. + This is a simple hallway that leads to the north and south. There is a tiled +floor and open beamed ceilings here. On either side doors line the hallway. +An archway to the east enters a plush foyer. A staircase leads up to a very +plush hallway above. + Another passageway crosses the hall into what appears to be a very simple +looking extension to the main God Hall. ~ 343 24 0 0 0 0 D0 @@ -329,13 +327,12 @@ D4 S #34314 God Hall, East~ - This is a simple hallway that leads to the north and south. There is a -tiled floor and open beamed ceilings here. On either side doors line -the hallway. An archway to the west enters a plush foyer. -A staircase leads up to a very plush hallway above. - -Another passageway crosses the hall into what appears to be -a very simple looking extension to the main God Hall. + This is a simple hallway that leads to the north and south. There is a tiled +floor and open beamed ceilings here. On either side doors line the hallway. +An archway to the west enters a plush foyer. A staircase leads up to a very +plush hallway above. + Another passageway crosses the hall into what appears to be a very simple +looking extension to the main God Hall. ~ 343 24 0 0 0 0 D0 @@ -629,7 +626,7 @@ S #34325 God Hall, Southwest~ This is a simple hallway, which curves to the east and north. There is a -tiled floor and open beamed ceilings here. There are offices on the corners. +tiled floor and open beamed ceilings here. There are offices on the corners. West is Detta's Office. ~ 343 24 0 0 0 0 @@ -717,7 +714,7 @@ S Upper Immortal Hall, West~ This is the midway down the hallway west, this hallway is lined with wood paneling and thick maroon, shag carpeting. The hallway is lit by bronze -lanterns that burn brightly here. It continues on to the east and west. +lanterns that burn brightly here. It continues on to the east and west. Office doors line the walls. Elona's Office is to the north. ~ 343 24 0 0 0 0 @@ -772,7 +769,7 @@ S Upper Immortal Hall, East~ This is the midway down the hallway east, this hallway is lined with wood paneling and thick maroon, shag carpeting. The hallway is lit by bronze -lanterns that burn brightly here. It continues on to the east and west. +lanterns that burn brightly here. It continues on to the east and west. Office doors line the walls. ~ 343 24 0 0 0 0 @@ -825,8 +822,9 @@ D5 0 0 34314 S #34332 -EEmpty Office~ -undefined~ +Empty Office~ +Unfinished. +~ 343 28 0 0 0 0 D0 A walnut door is here with huge gold hinges. @@ -1169,9 +1167,9 @@ door~ S #34362 Opie's Office~ - You are standing on an immense, grey stone floor that stretches as far as you + You are standing on an immense, gray stone floor that stretches as far as you can see in all directions. Rough winds plunging from the dark, starless sky -tear savagely at your fragile body. The stone floor is the same shade of grey +tear savagely at your fragile body. The stone floor is the same shade of gray the sky and is completely plain and unscratched. It is probably too hard for anything to leave as much as a scratch on it. Cold winds plunge ceaselessly at you from the dark, cloudless sky. An icy chill fills your blood, as you hear @@ -1234,7 +1232,7 @@ S #34367 Rhade's Office~ The office here is plain and simple with a center desk, a cot to the side and -several filing abinets scattered throughout. It has tiled floors, white walls, +several filing cabinets scattered throughout. It has tiled floors, white walls, but not without very fine and fancy artwork and tapestries on the walls. There is a single bay window here as well, that lets in the bright sunlight and overlooks the land of Midguaard far below. The only exit is west into a @@ -1279,7 +1277,7 @@ S Higher Imm Hall, Extension Sct. A~ The hallway begin ends here with doors lining the walls on either side of thepanel covered walls and maroon covered carpeting. It continues to the east -and west. +and west. ~ 343 24 0 0 0 0 D0 @@ -1447,7 +1445,7 @@ Higher Immortal Hall, North Extension~ but has fingers leading east and west to the actual offices. It has plush carpeting, panel clad walls, bronze lanterns that hang overhead to light it. There are a few pieces of artwork here that hang on the wall and what -appear to be statuettes on pedistals sitting here to decorate it. +appear to be statuettes on pedistals sitting here to decorate it. ~ 343 24 0 0 0 0 D0 @@ -1709,7 +1707,7 @@ makes up most of the West and South Wall. It has many lanterns, candles and incense burning to honor the great gods, Rumble, Welcor, and Opie which are being worshipped here. A circular staircase leads down into a plush hallway below and a sliding door north exits the Pagoda Shrine into a great garden beyond to the -north. +north. ~ 343 28 0 0 0 0 D0 @@ -1754,7 +1752,7 @@ S Higher Immortal Hall, Extension Sct. A~ The hallway begin ends here with doors lining the walls on either side of thepanel covered walls and maroon covered carpeting. It continues to the east -and west. +and west. ~ 343 24 0 0 0 0 D0 @@ -1782,10 +1780,10 @@ S Exective Meeting Pagoda.~ The Meeting room is for the upper immortals. It is unlike the other regular one. It has paneled walls and thick, red, shag carpet and a huge circular table -that sits in the center of the room, surrounded by wooden high-backed chairs. +that sits in the center of the room, surrounded by wooden high-backed chairs. On the walls there are many pictures of the zones here, but also of fallen hero's of the TBA and staff who were lost or retired. The only exit is south -into the garden through a sliding panel door of oriental design. +into the garden through a sliding panel door of oriental design. ~ 343 1756 0 0 0 0 D2 @@ -1803,7 +1801,7 @@ that serves drinks and food to the Immortals and open for any visiting mortals. It has long counters here, colored green and white walls and cabinets that are attached to the walls on all sides around a sink and faucet on one end of the counter. An exit south leads into the main hallway or east into what appears to -be a public restroom. +be a public restroom. ~ 343 28 0 0 0 0 D0 diff --git a/lib/world/wld/345.wld b/lib/world/wld/345.wld index 7c75919..06376df 100644 --- a/lib/world/wld/345.wld +++ b/lib/world/wld/345.wld @@ -8,7 +8,7 @@ way through the grounds to on a mini quest to find a piece of eq that will modify their strength up by three but lower their wisdom by three when they wear it. The quest will have one task that will need to be completed to get the piece of eq, but there is a quest just to get into the asylum as well. This is -all in a modern day time period. +all in a modern day time period. ~ 345 0 0 0 0 0 D5 @@ -60,14 +60,14 @@ D2 E plaque sign~ @Y -@y +@y ************************** * NEW YORK ASYLUM * * * -* FOR THE * -* * +* FOR THE * +* * * CRIMINALLY INSANE * -************************** @n +************************** @n ~ E iron gate~ @@ -78,7 +78,7 @@ S #34503 A Broken Road~ The road seems to be in disrepair here. It doesn't look like it gets much -better to the north. To the south the road is so bad that its not usable. +better to the north. To the south the road is so bad that its not usable. Your view to the east is blocked by a large vine covered wall. ~ 345 0 0 0 0 1 @@ -150,7 +150,7 @@ At the Doors~ their age. While not yet falling out, it looks as if a strong wind could collapse the whole wall. To the south there appears to be headstones, with someone moving in among them... Or it could just be the swirling fog playing -tricks. +tricks. ~ 345 4 0 0 0 4 D1 @@ -166,9 +166,9 @@ S #34507 A Well Worn Path~ The fog turns and swirls here, creating shapes and images of a most horrific -nature. A black wrought iron fence with a gate leads to a path to the south. +nature. A black wrought iron fence with a gate leads to a path to the south. Northeast is a large building in disrepair. Faintly to west, you can make out a -high wall. +high wall. ~ 345 4 0 0 0 2 D0 @@ -786,7 +786,7 @@ Second Floor Landing~ seems to be in better upkeep. Strange since no one is suppose to be living or working in the building. This area looks as if it was kept up better and looks nicer than the rest of the building. There is a room to the east and a hallway -that runs from north to south. +that runs from north to south. ~ 345 8 0 0 0 0 D0 @@ -844,7 +844,7 @@ door west~ S #34537 A Green Office~ - This room has the look of a an office. The over all color is green. + This room has the look of a an office. The over all color is green. Everything about this room seems to reflect that from the carpet to the window curtains to other varies odds and ends that adorn the room. There is an old wooden desk dominating the center of the room and a filing cabinet in one diff --git a/lib/world/wld/346.wld b/lib/world/wld/346.wld index f8b89d0..03634cc 100644 --- a/lib/world/wld/346.wld +++ b/lib/world/wld/346.wld @@ -504,7 +504,7 @@ door~ 1 0 34604 S #34627 -Emoty Office New Ext.~ +Empty Office New Ext.~ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 @@ -768,7 +768,7 @@ Higher Imm Hall, Extension Sct. B~ here. The only exit is the hallway to the east. Office doors line the wooden panel covered walls decorated in fine paintings and sculptures. Maroon shag carpets line the floors and bronze lanterns hang from the ceiling here to keep -it lit brightly. +it lit brightly. ~ 346 24 0 0 0 0 D0 @@ -1003,7 +1003,7 @@ Higher Immortal Hall, North Extension~ This is the end of the extension, fingers outlye to the west and east to the offices. The hallway is very plush with paneled walls, and shag carpeting of a maroon color. Lanterns hang over the top to light it. The hallway returns to -the south. +the south. ~ 346 24 0 0 0 0 D1 @@ -1355,7 +1355,7 @@ itself. ~ 346 24 0 0 0 0 D0 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34684 @@ -1364,7 +1364,7 @@ D1 ~ 0 0 34682 D2 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34685 @@ -1379,7 +1379,7 @@ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 D2 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34683 @@ -1390,7 +1390,7 @@ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 D0 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34683 @@ -1427,7 +1427,7 @@ west. ~ 346 24 0 0 0 0 D0 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34692 @@ -1436,7 +1436,7 @@ D1 ~ 0 0 34689 D2 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34693 @@ -1453,7 +1453,7 @@ itself. ~ 346 24 0 0 0 0 D0 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34690 @@ -1462,7 +1462,7 @@ D1 ~ 0 0 34697 D2 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34691 @@ -1477,7 +1477,7 @@ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 D2 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34689 @@ -1488,7 +1488,7 @@ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 D0 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34689 @@ -1499,7 +1499,7 @@ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 D2 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34688 @@ -1510,7 +1510,7 @@ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 D0 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34688 @@ -1525,7 +1525,7 @@ it lit brightly. ~ 346 24 0 0 0 0 D0 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34695 @@ -1534,7 +1534,7 @@ D1 ~ 0 0 34683 D2 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34696 @@ -1545,7 +1545,7 @@ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 D2 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34694 @@ -1556,7 +1556,7 @@ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 D0 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34694 @@ -1570,12 +1570,12 @@ ceiling here to light it. ~ 346 24 0 0 0 0 D0 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ ~ 1 0 34698 D2 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34699 @@ -1590,7 +1590,7 @@ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 D2 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34697 @@ -1601,7 +1601,7 @@ This unfinished room was created by Whiteknight. ~ 346 28 0 0 0 0 D0 - A walnut door is here with huge gold hinges and fixtures. + A walnut door is here with huge gold hinges and fixtures. ~ door~ 1 0 34697 diff --git a/lib/world/wld/35.wld b/lib/world/wld/35.wld index 343da6a..63ad18e 100644 --- a/lib/world/wld/35.wld +++ b/lib/world/wld/35.wld @@ -132,7 +132,7 @@ This path cuts through the darkness of the Miden'Nir. 0 -1 3507 D3 The Woodsman's Inn can be seen a short distance to the west, it appears -to be the source of the smoke. +to be the source of the smoke. ~ ~ 0 -1 3570 @@ -212,7 +212,7 @@ The trees lighten up a bit this way. ~ 0 -1 3506 D1 -Huge grey mountains lie in this direction. +Huge gray mountains lie in this direction. ~ ~ 0 -1 3512 @@ -335,7 +335,7 @@ The forest continues. S #3515 The Light Forest~ - The forest is light here and you can easily pick your way through the + The forest is light here and you can easily pick your way through the trail. To the east, the forest becomes thick and darker. South, the trail continues. ~ @@ -499,9 +499,9 @@ More dark forest. 0 -1 3522 E carcass body corpse carcasses bodies corpses~ - The corpses looked as if they have been pierced by a large, jagged spear. + The corpses looked as if they have been pierced by a large, jagged spear. The damage these people sustained is simply amazing. Worse, the lips on the -bodies are a light shade of blue, hinting at poison in their systems. +bodies are a light shade of blue, hinting at poison in their systems. ~ S #3522 @@ -639,7 +639,7 @@ You see the main passageway. E twigs leaves bead~ The twigs and leaves have all been piled together as a makeshift bed for some -small humanoid. +small humanoid. ~ S #3555 @@ -843,7 +843,7 @@ S #3578 The Garbage Dump~ You stand knee deep in garbage. YECCH!!! It smells terrible and who knows -what vermin live in these piles of filth... +what vermin live in these piles of filth... ~ 35 0 0 0 0 3 D1 @@ -855,7 +855,7 @@ S #3579 A Quieter Section Of The Inn~ There seems to be no one in this end of the Woodsman, probably a safe place -to rest and lick your wounds... +to rest and lick your wounds... ~ 35 8 0 0 0 0 D0 diff --git a/lib/world/wld/36.wld b/lib/world/wld/36.wld index 04efa61..76cb8c8 100644 --- a/lib/world/wld/36.wld +++ b/lib/world/wld/36.wld @@ -1572,7 +1572,7 @@ A black square lies to the west. S #3665 The Black Treasury~ - You are standing in the treasury of the Black Court. Hopefully no one + You are standing in the treasury of the Black Court. Hopefully no one has looted the Crown's treasure. ~ 36 521 0 0 0 0 @@ -1584,7 +1584,7 @@ marble square~ S #3666 The White Treasury~ - You are standing in the treasury of the White Court. Hopefully no one + You are standing in the treasury of the White Court. Hopefully no one has looted the Crown's treasure. ~ 36 521 0 0 0 0 diff --git a/lib/world/wld/37.wld b/lib/world/wld/37.wld index f2231fd..277a3bf 100644 --- a/lib/world/wld/37.wld +++ b/lib/world/wld/37.wld @@ -9,14 +9,14 @@ Triggers : 1 (prevents mobs from filling a room they cannot get out of) Theme : The zone is currently the top level of the sewer system It's populated by rats, bats and some blind fish. Began : Quite some time ago. -Finished : The top level is finished. See below. -Notes : The zone will eventually consist of three levels. The top level, +Finished : The top level is finished. See below. +Notes : The zone will eventually consist of three levels. The top level, which is finished, a catacomb level and another level of old sewers - populated by undeads and swamp things. - + Zone 37 is linked to the following zones: 38 Capital Sewer System at 3717 (down ) ---> 3801 - + Links: 02u, 17d, 28w ~ 37 513 0 0 0 0 @@ -26,7 +26,7 @@ Entering the sewers~ As you descend into this stinking, mud-filled swamp, at the very bottom of the city, you can't help noticing how much waste, so many people create. And it's all here under your feet - and in your boots! You see water filled with -all kinds of bad things coming from east and west, drifting north from here. +all kinds of bad things coming from east and west, drifting north from here. ~ 37 32777 0 0 0 0 D0 @@ -36,7 +36,7 @@ A pipe leads north. It's filled with muck. 0 -1 3716 D1 A pipe is here. - + ~ ~ 0 -1 3703 @@ -59,7 +59,7 @@ be the sewers of what ever city is at the end of that pipe. Few options present themselves to you in this mess, knee deep in sewage you have but two choices, either venture north and deeper in to the sewers, and meet what ever creatures might dwell in this filthy place, or attempt to go up through that pipe, with a -chance of getting out of this dark and gloomy place. +chance of getting out of this dark and gloomy place. ~ 37 32777 0 0 0 0 D0 @@ -91,7 +91,7 @@ S A pipe deep underground.~ You are walking through a larger than man-sized pipe, in the capitals sewers. From the north you hear some scratching and the sound of small animals. You've -seen rat tracks earlier, and they were a bit too large for your taste. +seen rat tracks earlier, and they were a bit too large for your taste. ~ 37 32777 0 0 0 0 D0 @@ -110,7 +110,7 @@ A pipe deep underground~ The sounds of rats can no longer be ignored. The big pipe has recent markings of claws and fangs. It is clear, that whatever lives here is too big to be ordinary rats. North of here you can barely make out a crossing, and -south the pipe continues. +south the pipe continues. ~ 37 32777 0 0 0 0 D0 @@ -128,10 +128,10 @@ S A three-way intersection~ You are standing in what was once a north/east turn in the pipe. To the west, however, there is a large hole in the pipe which makes it possible to go -that way too. As you examine the hole, you notice that it's not man-made. +that way too. As you examine the hole, you notice that it's not man-made. Some quite large, toothmarks along the perimeter suggest it was done by some of the rodents inhabiting the sewers. The sound of rats moving about is strong -from both the east and the west. +from both the east and the west. ~ 37 32777 0 0 0 0 D1 @@ -152,12 +152,12 @@ Behind it you see dirt walls. 0 -1 3714 E bite marks bitemarks~ - The bitemarks are deep, and approximately 8" wide. + The bitemarks are deep, and approximately 8" wide. ~ E hole~ The hole is about 3 feet high, and must've been dug out by big rats. It's -full of marks of teeth. +full of marks of teeth. ~ S #3708 @@ -169,7 +169,7 @@ you hear the sound of animals. Again you think of rats, but they sound so BIG!. ~ 37 32777 0 0 0 0 D0 -The grate obviously has rusted in the hinges, and is covered in muck. +The grate obviously has rusted in the hinges, and is covered in muck. ~ grate~ 2 -1 3709 @@ -185,7 +185,7 @@ North of a grate~ evidence of absence of people you'll ever need - knee-high muck, green slime dropping from the walls, a profound smell of rats, fungus growing on the ceiling. You feel very dirty just being here. Also you can't help hearing lots -of noises from the north-west. Sounds like something's having a feast. +of noises from the north-west. Sounds like something's having a feast. ~ 37 32777 0 0 0 0 D0 @@ -205,7 +205,7 @@ Near the northern drainhole~ around your ankles you feel the water flowing towards it. The fungus on the walls are luminous, so you have every chance to study the dirty ceiling, the green slime, and the big rats. From the west you hear the sounds of big -creatures eating - or is it many small? +creatures eating - or is it many small? ~ 37 32776 0 0 0 0 D2 @@ -215,7 +215,7 @@ The pipe continues south. 0 -1 3709 D3 A drainhole is here. - + ~ ~ 0 -1 3711 @@ -228,7 +228,7 @@ disagree. They have made a nest south of here, and a tunnel to the west. The room is very dirty and you deduct that no civil servant would ever go all the way inhere, even if it was originally so intended. The ceiling is overgrown with luminous fungus, making the room bright as day. You can hear the sounds of -creatures eating, bones being crushed. The source seems to be south of here. +creatures eating, bones being crushed. The source seems to be south of here. ~ 37 32776 0 0 0 0 D1 @@ -250,7 +250,7 @@ A hole has been grinded by many teeth, leading to a dirt tunnel. E drain hole drainhole~ A hole with a grate on it, the drainhole is there to lead the polluted water -of the Capital straight to the river. Downstream, of course. +of the Capital straight to the river. Downstream, of course. ~ S #3712 @@ -260,7 +260,7 @@ then at least soft to the touch, and you do not feel very safe here. You are worried if the tunnel can take a full grown person, crawling as you are. East of here you see a domed chamber, nothing like the dirt you're crawling in, but south you just see more and more of it. You are also aware of a loud sound from -your east - almost like chewing. +your east - almost like chewing. ~ 37 32777 0 0 0 0 D1 @@ -280,7 +280,7 @@ In a dirt tunnel~ dirt on your hands and knees with no obvious relief within eyesight. Around you the markings of claws suggest large amounts of rats of dog-like proportions in your immediate vicinity. And to top that off, you are hearing strange sounds -from the north. +from the north. ~ 37 32777 0 0 0 0 D0 @@ -297,15 +297,15 @@ S #3714 A dirt tunnel~ This tunnel is not very big. You can only fit in, if you crawl on your hands -and knees, making it hard for you to get an overview of the situation. +and knees, making it hard for you to get an overview of the situation. However, you have no doubt that the tunnel leads somewhere, as it's obviously being used often, judging from the marks on the walls. You can crawl on north, -or make your way to the intersection to the east. +or make your way to the intersection to the east. ~ 37 32777 0 0 0 0 D0 The dirt tunnel continues. - + ~ ~ 0 -1 3713 @@ -323,7 +323,7 @@ bones make out a trash pile. Or at least that's your guess - hard to tell exactly, actually. The room is the lair of a gigantic rat, bigger than the rest of them, which seems to have at least some intelligence. Glittering objects, reflecting the dim light from the luminous fungus, litter the nest. It seems -the Rat King has gathered what others has dropped. +the Rat King has gathered what others has dropped. ~ 37 32776 0 0 0 0 D0 @@ -333,14 +333,14 @@ The northern drainhole. 0 -1 3711 E gems glitter~ - Not all that glitters is gold - or gems! + Not all that glitters is gold - or gems! ~ S #3716 The Northern Pipe~ Standing in a large pipe, you feel the muck around your ankles drifting northward. You are able to stand tall in this room, and as far as you can tell, -there is a large drainhole to your north. +there is a large drainhole to your north. ~ 37 32777 0 0 0 0 D0 @@ -358,10 +358,10 @@ S At the edge of a pit~ You find yourself in a large domed chamber, at the edge of a 2' wide hole in the floor of the room. Muck is dripping over the edge, and the smell is -horrible. As you go closer to the edge and take a peek, you realise there is a +horrible. As you go closer to the edge and take a peek, you realize there is a drop of about 20', before the bottom is reached. Not caring to try if you can climb down, you also notice a ladder carved into the wall of the hole. As you -examine the hole closer you see a grate further down. +examine the hole closer you see a grate further down. ~ 37 32777 0 0 0 0 D2 @@ -379,7 +379,7 @@ The western junction.~ Entering the chamber, you see tunnels leading west, north and east of here. This chamber in itself is but a mere junction of pipes. Stinking water comes drifting from the west and north, flowing out to your east. The smell inhere is -torture to your nose, but luckily you are starting to get used to it. +torture to your nose, but luckily you are starting to get used to it. ~ 37 32777 0 0 0 0 D0 @@ -400,7 +400,7 @@ North/south Pipe~ A large tube is what this is. Leading from a junction to the south and straight north, a lot of small pipes - too small to be entered - join in from the sides, randomly spilling sewage in your path. The pipe leads north as far -as your light lets you see. +as your light lets you see. ~ 37 32777 0 0 0 0 D0 @@ -414,7 +414,7 @@ D2 E sewage pipe pipes~ From these pipes sewage spills into the tube, starting its journey through -the larger pipes here. +the larger pipes here. ~ S #3720 @@ -423,7 +423,7 @@ North/south Pipe~ - too small to be entered - join in from the sides, randomly spilling sewage in your path. It seems this pipe has been blocked by a very strong grate with small holes in it. Through the small holes you see a lot of bats. It seems the -grating was put here for a reason. +grating was put here for a reason. ~ 37 32777 0 0 0 0 D0 @@ -458,11 +458,11 @@ D3 S #3722 A domed cave~ - You're in a large domed room. You realised this was once where the builders + You're in a large domed room. You realized this was once where the builders of the sewers lived and had their things stored. This makes it easier to understand the fresh air you're smelling from the north. It also helps explain the millions of bats you see on the ceiling, ignoring you totally. You can -continue north through a jagged opening, and south to the pipes. +continue north through a jagged opening, and south to the pipes. ~ 37 32777 0 0 0 0 D0 @@ -475,8 +475,8 @@ D2 0 -1 3721 E bats bat ceiling~ - What you first thought to be the face of the rock, you suddenly realise, is -actually bats sitting side by side all across the ceiling. + What you first thought to be the face of the rock, you suddenly realize, is +actually bats sitting side by side all across the ceiling. ~ S #3723 @@ -485,7 +485,7 @@ Near the outside~ wall. There is an old wooden ladder set under it so it can be traversed by foot. Through the hole bats are swarming in and out. As far as you can tell going up would take you out of the capital. You can also go south to a large -chamber. +chamber. ~ 37 32776 0 0 0 0 D2 @@ -503,7 +503,7 @@ A side tunnel~ while others merely cling to the ceiling as you pass. You come to think of the stories you have heard of bats sucking the blood of their victims, and a shiver runs down your spine. You can leave this side tunnel to your east, and it -continues north. +continues north. ~ 37 32777 0 0 0 0 D0 @@ -536,7 +536,7 @@ S Turn in a side tunnel~ You see still more of the bats, crawling and climbing on each other to get a place on the ceiling. Some seem a little hostile to your presence. The tunnel -turns here, going west and south. +turns here, going west and south. ~ 37 32777 0 0 0 0 D2 @@ -551,8 +551,8 @@ S #3727 The west tunnel~ The tunnel seems to go on forever. From small holes in the walls ooze is -dripping onto the floor, and bats are everywhere, almost driving you crazy. -The tunnel stretches west to east. +dripping onto the floor, and bats are everywhere, almost driving you crazy. +The tunnel stretches west to east. ~ 37 32777 0 0 0 0 D1 @@ -567,8 +567,8 @@ S #3728 The west tunnel~ The tunnel seems to go on forever. From small holes in the walls ooze is -dripping onto the floor, and bats are everywhere, almost driving you crazy. -The tunnel stretches west to east. +dripping onto the floor, and bats are everywhere, almost driving you crazy. +The tunnel stretches west to east. ~ 37 32777 0 0 0 0 D1 @@ -583,7 +583,7 @@ is almost unbearable to your nostrils, and the water is so dirty, you wouldn't be surprised to be able to walk on it. Unfortunately it doesn't keep you up, just leaks into your boots. High on the western wall you notice a small hole, seemingly shut with a couple of nailed-in boards. However it is too high for -you to reach. The pipe continues north and a junction is to the east. +you to reach. The pipe continues north and a junction is to the east. ~ 37 32777 0 0 0 0 D0 @@ -596,7 +596,7 @@ D1 0 -1 3718 E hole boards~ - A hole, just about 3' in diameter, nailed shut with wooden planks. + A hole, just about 3' in diameter, nailed shut with wooden planks. ~ S #3730 @@ -605,7 +605,7 @@ A boring pipe~ is almost unbearable to your nostrils, and the water is so dirty, you wouldn't be surprised to be able to walk on it. Unfortunately it doesn't keep you up, just leaks into your boots. Nothing much of interest here. The pipe continues -north and south. +north and south. ~ 37 32777 0 0 0 0 D0 @@ -624,7 +624,7 @@ is almost unbearable to your nostrils, and the water is so dirty, you wouldn't be surprised to be able to walk on it. Unfortunately it doesn't keep you up, just leaks into your boots. Small pipes coming out of the walls leak ooze into the sewage around you. To your west the water seem cleaner. South the boring -pipe continues. +pipe continues. ~ 37 32777 0 0 0 0 D2 @@ -642,7 +642,7 @@ A boring pipe~ is almost unbearable to your nostrils, however the water is a little less polluted than it is east of here. Unfortunately it still doesn't keep you up, just leaks into your boots. Small pipes coming out of the walls leak ooze into -the sewage around you. Both to your west and east you see turns in the pipe. +the sewage around you. Both to your west and east you see turns in the pipe. ~ 37 32777 0 0 0 0 D1 @@ -660,7 +660,7 @@ A turn in a boring pipe~ is not as strong here, and the water seems a little clearer than east of here. It IS still polluted though. Small pipes coming out of the walls leak ooze into the sewage around you. To your south the water seems even clearer yet. East -the boring pipe continues. +the boring pipe continues. ~ 37 32777 0 0 0 0 D1 @@ -678,7 +678,7 @@ A boring pipe~ is not very strong here, and the water seems a little clearer than north of here. It IS still a little polluted though. A few small pipes coming out of the walls leak ooze into the water around you. To the south the water seems -even clearer. North is a turn in the pipe. +even clearer. North is a turn in the pipe. ~ 37 32777 0 0 0 0 D0 @@ -700,7 +700,7 @@ a natural cavern of some sort, through a hole too small to fit in, and most of the water then continues to the east of here through a larger hole. To your south however, a metal door, with a heavy padlock blocks your passage. Through some bars in the door you see still water, and a moored boat. Some of the water -also runs through the pipe to your north, creating a natural flow. +also runs through the pipe to your north, creating a natural flow. ~ 37 32777 0 0 0 0 D0 @@ -720,7 +720,7 @@ S #3736 By the hole~ You enter a small room, with a ledge along the walls. Near the middle of the -room a large hole has been eroded by the running water. You realise that +room a large hole has been eroded by the running water. You realize that however long you would hold your breath, that hole would most definitely kill you by sheer pressure from the water. Also you notice several chests obviously hidden by someone who thought this a safe place. You can't fight the water @@ -738,7 +738,7 @@ T 3700 By an underground fishing pond~ You're standing by a still underground pool. This is almost an underground lake. There are moorings for a boats here, and you see fish swimming in the -water. They're attracted to your light. +water. They're attracted to your light. ~ 37 9 0 0 0 0 D0 @@ -758,7 +758,7 @@ S The pool.~ An underground lake, with fish ready for the taking. East of here the cliff rise above the water, blocking your way. South and west the pool continues and -north you see the mooring. +north you see the mooring. ~ 37 9 0 0 0 6 D0 @@ -778,7 +778,7 @@ S The pool~ An underground lake, with fish ready for the taking. South and east of here the cliff rise above the water, blocking your way. North and west the pool -continues and east you see the mooring. +continues and east you see the mooring. ~ 37 9 0 0 0 6 D0 @@ -794,7 +794,7 @@ S The pool~ An underground lake, with fish ready for the taking. South and west of here the cliff rise above the water, blocking your way. North and east the pool -continues. +continues. ~ 37 9 0 0 0 6 D0 @@ -810,7 +810,7 @@ S The pool~ An underground lake, with fish ready for the taking. West of here the cliff rise above the water, blocking your way. To the north, east and south the pool -continues. The water looks quite deep here. +continues. The water looks quite deep here. ~ 37 9 0 0 0 7 D0 @@ -830,7 +830,7 @@ S The pool~ An underground lake, with fish ready for the taking. North and west of here the cliff rise above the water, blocking your way, south the pool continues and -east you see the mooring. +east you see the mooring. ~ 37 9 0 0 0 6 D1 @@ -845,8 +845,8 @@ S #3743 Through the hole~ Standing on the edge of the hole, you see things on the outside. Looking -down you see a jagged opening, which you might enter by an old wooden ladder. -Swarms of bats fly around you, almost making you panic. +down you see a jagged opening, which you might enter by an old wooden ladder. +Swarms of bats fly around you, almost making you panic. ~ 37 32776 0 0 0 0 D0 @@ -863,7 +863,7 @@ S Outside the cave~ You are standing outside a gloomy cave, from which an occasional bat flies out around you. You may enter the cave by going south, but can head back toward -the city by going west from here. +the city by going west from here. ~ 37 32768 0 0 0 5 D2 @@ -881,7 +881,7 @@ S Outside the capital~ Who would have thought the world could be so barren just outside the capital itself. You're standing in some low foothils near some rocky ground to your -east. South of here a gravelled path leads towards the western highway. +east. South of here a gravelled path leads towards the western highway. ~ 37 32768 0 0 0 2 D1 @@ -898,7 +898,7 @@ S #3746 On a gravelled path~ You are walking along a gravelled path. North of here the gravel path -continues, while to the south you enter the bustle of the western highway. +continues, while to the south you enter the bustle of the western highway. ~ 37 0 0 0 0 2 D0 diff --git a/lib/world/wld/38.wld b/lib/world/wld/38.wld index c223ff8..2f84e57 100644 --- a/lib/world/wld/38.wld +++ b/lib/world/wld/38.wld @@ -22,19 +22,19 @@ make it almost impossible to climb the ladder that leads out of the hole. A steady waterfall of sewage flows into the drain and down into a large circular grate that seems to make the majority of the bottom of the draninhole. The drainhole is only about 20' deep, but you still wouldn't be able to climb out -easily without the ladder. +easily without the ladder. ~ 38 9 0 0 0 0 D4 As you glance upward you see a cateract of slime flowing in from the -northern pipe of the capital sewer system above. +northern pipe of the capital sewer system above. ~ ~ 0 0 3717 D5 Below a large grate, you see that there is a big pipe, just enough that a small group could easily travel in it. Sewage is constantsly flowing down into -it. +it. ~ grate down~ 1 3804 3802 @@ -42,14 +42,14 @@ E red grate~ It is a large, circular grate. It seems to be made out of iron, but it is too icky to tell. It also seems that it was once painted red, but the paint -eroded away with the sewage that constantly barrages it. +eroded away with the sewage that constantly barrages it. ~ E ladder~ The ladder is simply some iron bars the bend out towards the center of the drainhole. They are dripping with ooze and sewage. You feel reluctant to touch them, but you eventually build up the courage. The bars are slick in -some parts and sticky in others. Gross! +some parts and sticky in others. Gross! ~ S #3802 @@ -58,22 +58,22 @@ A Big Pipe~ joins together to flow into wherever it goes. Sewage is flowing down from above. The slime is so deep here that you are being soaked up to your knees. What seems like a tunnel is at the end of this pipe to the north. The sewage -nearly makes you slip as it flows continually towards the tunnel. +nearly makes you slip as it flows continually towards the tunnel. ~ 38 9 0 0 0 0 D0 - You see the big pipe continuing towards a large tunnel. + You see the big pipe continuing towards a large tunnel. ~ ~ 0 0 3803 D4 - You see the northern drainhold beyond a red grate. + You see the northern drainhold beyond a red grate. ~ grate up~ 1 3804 3801 E red grate~ - It appears to be a red grate, but the color is very faded. + It appears to be a red grate, but the color is very faded. ~ S #3803 @@ -83,16 +83,16 @@ already knee-deep, is constantly being added upon by pipes to the east and to the west. The walls of the pipe seem to be very unkept, probably because no dignified person would ever spend more time then he needed to down here. To the north there is a tunnel with a river of sewage, what could be down there? - + ~ 38 9 0 0 0 0 D0 - You see where the big pipe ends. It is a giant opening. + You see where the big pipe ends. It is a giant opening. ~ ~ 0 0 3804 D2 - You see that the pipe continues to the south. + You see that the pipe continues to the south. ~ ~ 0 0 3802 @@ -100,7 +100,7 @@ E pipes~ There are small pipes to the east and west of you. Sewage is flowing out of them and flows with the rest of the slime to the north. The pipe is too small -to climb in, not that you would want to. +to climb in, not that you would want to. ~ S #3804 @@ -110,7 +110,7 @@ of cities' crap fills the place to the point where no man could stand for long without severe brain damage. The sewage finishes its journey to the main tunnel of the sewers, only to make another one to who knows where? The iron walls have been reduced to rust and rubbage from centuries of constant siege of -refuse. +refuse. ~ 38 9 0 0 0 0 D0 @@ -118,19 +118,19 @@ D0 ~ 0 0 3807 D2 - You see the big pipe continuing to the south. + You see the big pipe continuing to the south. ~ ~ 0 0 3803 D4 It is the top of the pipe. There is an arch supporting the opening of the -pipe. You see what appears to be a crack in the roof... +pipe. You see what appears to be a crack in the roof... ~ secret up~ 1 0 3805 E Sewage~ - The digusting sewage flows on its smelly way. + The disgusting sewage flows on its smelly way. ~ E sign~ @@ -142,7 +142,7 @@ A Secret Passage~ You seem to be in a secret passage that connects to the pipe below via a trap door. The walls seem to have been crudely dug away by animal hands. You fell cluastophobic in this tiny passage. YOu should either move up towards the -light or down to the pipe. +light or down to the pipe. ~ 38 268 0 0 0 0 D4 @@ -151,7 +151,7 @@ You see a secret chamber. ~ 0 0 3806 D5 - You see that the passage continues down to a big pipe. + You see that the passage continues down to a big pipe. ~ secret passage down~ 1 0 3804 @@ -163,11 +163,11 @@ hidout was where he evaded the city guards for most of his life. The chamber is somewhat spacious and comfortable. The walls are not covered, nevertheless, they are carved away well. There must be a light somewhere, but you can't seem to find it. There is clutter trashed about. For a thief, there doesn't seem to -be that many riches around. There must be gold somewhere... +be that many riches around. There must be gold somewhere... ~ 38 8 0 0 0 0 D5 - The chamber passage is below. + The chamber passage is below. ~ ~ 0 0 3805 @@ -175,7 +175,7 @@ E metal box secret safe~ It's a secret safe! It seems to be encased in black diamond, the strongest of all diamonds. Its metal knob seems to have rusted off, rendering the safe -useless. That means the contents could still be inside... +useless. That means the contents could still be inside... ~ E clutter trash~ diff --git a/lib/world/wld/39.wld b/lib/world/wld/39.wld index 170a4b5..5465628 100644 --- a/lib/world/wld/39.wld +++ b/lib/world/wld/39.wld @@ -38,11 +38,11 @@ north cabin~ S #3902 Harem Room~ - Interesting. The Lord of Haven is quite obviously a man with a vice. + Interesting. The Lord of Haven is quite obviously a man with a vice. Scantily clad women fill this room. There are piles of silks and pillows all over the floor, looking comfortable to just rest in. There is a particularly large pile of the softest pillows against the west wall. Maybe they are for -Degruziel's favorite girl. +Degruziel's favorite girl. ~ 39 8 0 0 0 0 D5 @@ -57,9 +57,9 @@ curtains are open over the windows, giving you a wonderful view of the garden. The walls here are white, where they aren't obscured by tapestries of the local gods and goddesses. Against the wall by the only exit, the door you came in through, there is a great oak wardrobe. With much space inside. What catches -and hold your attention, however, is the huge bed in the center of the room. +and hold your attention, however, is the huge bed in the center of the room. It could comfortably sleep three, but looks more to the liking of two. It -looks comfortable. +looks comfortable. ~ 39 0 0 0 0 0 D3 @@ -72,12 +72,12 @@ Top of the Staircase~ The room at the top of the staircase isn't so large, nor so fancy, as the rooms of the lower story. These rooms on the second floor must be private rooms, not meant for the public eyes. Though not as brightly lit as the area -downstairs, you can still see well by the torches lining the stone walls. +downstairs, you can still see well by the torches lining the stone walls. There is a curtained window looking outside, while there are also doorways leading north and east. A simple staircase against the west wall leads up into the tower of Degruziel's Manor, the door up there being barred with a very LARGE lock. There is a curtained window looking outside, to the south and the -sea. To the north is a plain, low door. +sea. To the north is a plain, low door. ~ 39 8 0 0 0 0 D0 @@ -104,7 +104,7 @@ wafts in through an open window. It must be getting funneled in around the tower, because the window is facing north, and the wind usually blows from the south. There are several mats lying out on the middle of the floor, and a drawn-back curtain separates the room into sections. The mats, though only -filled with straw, look pretty comfortable. +filled with straw, look pretty comfortable. ~ 39 8 0 0 0 0 D2 @@ -117,7 +117,7 @@ A Dank Dungeon Chamber~ You step into the dark wetness of the prison chamber... And the heavy iron door swings swiftly shut behind you! You are trapped in the dank room. You are able to make out manacles on the north wall. A filthy pile of cloth is -heaped against the west wall. +heaped against the west wall. ~ 39 9 0 0 0 0 D3 @@ -127,17 +127,17 @@ pile secret cloth~ E dungeon~ His words bring to mind that the cloth looks suspicious. Maybe you should -stir it around a bit... It might be concealing something. +stir it around a bit... It might be concealing something. ~ S #3907 The Double Stairway~ - Against the north and south walls are twin pairs of beautiful staircases. + Against the north and south walls are twin pairs of beautiful staircases. They are salmon-colored marble arms curving into an embrace of the center of the room, where a fountain stands. The exquisite marble fountain is of a fish perched on its tail, water spurting from its mouth. Back to the east the red carpet begins again, while the stairs lead up to the second floor of the Manor. - + ~ 39 8 0 0 0 0 D1 @@ -157,7 +157,7 @@ walls, each with its own story to tell. Carvings, sculptures, paintings, and all sorts of forms of art are scattered around, some hanging and others on marble stands that are themselves sculptures. Here the stone floor has been covered in rich red carpet. To the north is a small plain door, and to the -west is a twin set of double, majestically curving staircases. +west is a twin set of double, majestically curving staircases. ~ 39 8 0 0 0 0 D0 @@ -184,7 +184,7 @@ like everything else in the room, but they also have an air of utility about them instead of the plain oppulance of the hallway you just exited. The stone walls are lined in shelves which are covered in books. Behind the high-backed wooden chair is a small painting, and on the north wall is a window facing into -the garden. +the garden. ~ 39 8 0 0 0 0 D2 @@ -194,18 +194,18 @@ south~ E painting~ This painting is of Lord Degruziel standing proudly on the deck of a ship at -full sail, a huge fish held in his outreaching arms. +full sail, a huge fish held in his outreaching arms. ~ S #3910 Degruziel's Parlor~ - This must be where Degruziel, the Lord of Haven, entertains his guests. + This must be where Degruziel, the Lord of Haven, entertains his guests. There are comfortable chairs and couches strewn about the center of the large room. Above the massive fireplace there sets a large painting of the god of the sea. Before the fireplace there is a long mahogony dining table, large enough to seat twelve. Tapestries cover the stone walls. From the archway to the east drift pleasant smells, while to the west, across a distance filled -with art, you can see a double curving stairway. +with art, you can see a double curving stairway. ~ 39 8 0 0 0 0 D0 @@ -225,11 +225,11 @@ S The Manor Porch~ The cart path here leads both eastward toward the stables, where a body might visit the horses, or to the north through the garden and back to the -street. To the south is the Lord of Haven's oppulant porch and front door. +street. To the south is the Lord of Haven's oppulant porch and front door. The railing of the porch is carved to resemble a vine twisting about itself, while the posts are exquisitely carved into fish sitting on their tails, with their mouths around the railing. Their jeweled eyes wink in the light. The -door is a large, fanciful myriad of carvings depicting a local legend. +door is a large, fanciful myriad of carvings depicting a local legend. ~ 39 0 0 0 0 1 D0 @@ -249,7 +249,7 @@ E door legend~ The carvings on the door show a scene of one of Haven's greatest heros, Delegarthe Haven himself, slaying the dreaded sea dragon and making Haven a -safe place to fish. +safe place to fish. ~ E railing fish carving porch~ @@ -258,8 +258,8 @@ The railings are all one piece of wood, a flowing flowery vine. The flowers collect water and form pools for small bird baths. The posts holding the railing up are of the same piece of wood as the railing itself, and are of Haven's main export, fish, standing on their tails and supporting the vine with -thier mouths. The sapphires that form the eyes of the fish twinkle merrily, -almost making you believe the fish to be alive. +their mouths. The sapphires that form the eyes of the fish twinkle merrily, +almost making you believe the fish to be alive. ~ S #3912 @@ -269,7 +269,7 @@ very warm in here, from all the heat being given off by the many stoves, ovens, and fireplaces. The countertops in this room are all dusted with flour, and so are the bustling serving girls. A cooling rack for bread is fastened against one wall, while a cellar entrance is not to far away from the archway leading -back to the parlor. +back to the parlor. ~ 39 8 0 0 0 0 D3 @@ -285,10 +285,10 @@ S The Manor Stables~ The interior of the stables is dim, but you can make out many rows of rather spacious, grand stables. A little bit much for horses and such, but if that is -the way a person wants to spend thier money... The smells of hay and horses +the way a person wants to spend their money... The smells of hay and horses are strong, and the soft sounds of stable boys calming some of the more skitish horses that were startled by your entry can be heard in the far back of the -complex over the swish of tails and the periodic whinny. +complex over the swish of tails and the periodic whinny. ~ 39 8 0 0 0 0 D3 @@ -299,13 +299,13 @@ S #3914 The Lord's Flower Garden~ The winding cart path that passes from the street by the Lord's front porch -and onward to the stables also passes through his magnificant flower garden. +and onward to the stables also passes through his magnificent flower garden. The gentle hues of purples, reds, whites, yellows, and blues rest the eyes from all the other attractions in the city. The purfume of the everblooming flowers fill the air pleasantly, mingling with the salty breeze of the sea. Vines hang festively from the branches of the many trees, and animals cavort under them, unafraid. The cart path continues both toward the street and toward the porch, -up to you to choose the way. +up to you to choose the way. ~ 39 0 0 0 0 1 D0 @@ -320,22 +320,22 @@ E flower everblooming flowers ever blooming vine vines~ The flowers are in many hues and give off meny scents that mix to make an overall pleasant purfume. The plants have been magically altered to produce -sweet blooms, even in the dead of winter. +sweet blooms, even in the dead of winter. ~ E animal animals~ Rabbits, foxes, birds, and other small mammals dart under the trees and -across your path, absoluetly unafraid. +across your path, absoluetly unafraid. ~ S #3915 A Room Full of Stolen Goods~ - This room, beyond any of the others, is cluttered with many stolen goods. + This room, beyond any of the others, is cluttered with many stolen goods. Everything from rolls of carpet to chests of coins and jewels are here, carefully packed to be sold on the black market. Some of the towers are so high that if you are not careful and wary of your step they might collapse, crushing you. This is obviously where the current inhabitants of the Hideout -store the majority of their booty. +store the majority of their booty. ~ 39 9 0 0 0 0 D0 @@ -354,7 +354,7 @@ not helping to illuminate much of anything in the dim room. The sounds of people in slumber filter through, as if the room is very much occupied. This room is way to dim to see the edges of, but it echos as though the chamber is very large. Water drips somewhere to the east, pinging in the bottom of an -unseen pot. +unseen pot. ~ 39 9 0 0 0 0 D3 @@ -368,7 +368,7 @@ A Room in the Thieve's Hideout~ walls to the single gold candleholder that holds this room's one candle, to the expensive imported rugs on the floor. The shadows in this room are deep and sinister. You get the feeling it would be wise to keep an eye open for -trouble. +trouble. ~ 39 9 0 0 0 0 D0 @@ -388,12 +388,12 @@ dark, the black lump of wax on the table indicating the candle that had once lit this room burned down long ago. This room might have once been splendid, but now its bright tapestries are faded and covered in dust, the red carpet rotten and ready to fall apart. Even the full-sized portrait on the east wall -is faded beyond recognition. +is faded beyond recognition. ~ 39 9 0 0 0 0 D1 The portrait here is faded beyond recognition, but perhaps in the shadows of -dust you can make out the form of a smiling woman. +dust you can make out the form of a smiling woman. ~ portrait~ 1 0 -1 @@ -411,7 +411,7 @@ to dried-blood, to the deepest midnight black. You feel as though it wouldn't be prudent to speak above a whisper in this room. The air here is serious and mournful, with the boards of the floor and both the stone walls and ceiling painted black. The small current of flowing air ripples the black fabric -covering the arch to the north. +covering the arch to the north. ~ 39 8 0 0 0 0 D0 @@ -442,9 +442,9 @@ S #3921 A Boring Room~ This room is carpeted plainly in black, enhancing the appearance of the -shadows cast by the single black candle, whose flame burns blue in the room. +shadows cast by the single black candle, whose flame burns blue in the room. It sets on the simple table, the only furniture. A rather plain tapestry rests -hanging from the east wall. +hanging from the east wall. ~ 39 9 0 0 0 0 D1 @@ -462,7 +462,7 @@ Passageway~ sides of you. The east is carved simply, the west having a lion's head over it, the north a wolf's, and the south a bear's. Another single candle lights this room, casting long shadows around the mismatches furniture and stolen -tapestries. +tapestries. ~ 39 9 0 0 0 0 D0 @@ -490,7 +490,7 @@ what you find yourself in - a skillfully hidden and very dry thieve's hideout. Tapestries line the walls, most likely as stolen as the comfortable furniture scattered around on the wooden floor. The light is dim - a single candle leaves many conspicuous shadows around the room. There is a glow through the -archway to the east, also. +archway to the east, also. ~ 39 9 0 0 0 0 D1 @@ -509,9 +509,9 @@ town. Now the walls of the sewer have crumbled, leaving a giant pool of open water, littered on the bottom by old stones. The water stretches out far past your eyes and your light in some places. The floor is made up of a watery muck, consisting of water, sand, rotten seaweed, and some other things you -wouldn't even want to think of. The much is shallow, only up to your knees. -It churns violently in some places, as if there are living things under it. -There is a wooden crate in the corner here, sunk into the muck. +wouldn't even want to think of. The much is shallow, only up to your knees. +It churns violently in some places, as if there are living things under it. +There is a wooden crate in the corner here, sunk into the muck. ~ 39 9 0 0 0 0 D0 @@ -523,7 +523,7 @@ D1 ~ 0 0 3926 D5 - The muck is still shallow, with a rotting crate stuck into it. + The muck is still shallow, with a rotting crate stuck into it. ~ crate~ 1 0 3923 @@ -537,7 +537,7 @@ forcing you to crouch, while to the south there is a hole in the rocks that might be the lair of a king crab. A rope ladder hands down from the docks aboe, green with moss that thrives in the moist air. It would be a tight squeeze, but you also think you might be able to edge between the wood and the -rocks to the north, but your ability to return is indeed questionable. +rocks to the north, but your ability to return is indeed questionable. ~ 39 0 0 0 0 1 D0 @@ -560,8 +560,8 @@ town. Now the walls of the sewer have crumbled, leaving a giant pool of open water, littered on the bottom by old stones. The water stretches out far past your eyes and your light in some places. The floor is made up of a watery muck, consisting of water, sand, rotten seaweed, and some other things you -wouldn't even want to think of. The much is shallow, only up to your knees. -It churns violently in some places, as if there are living things under it. +wouldn't even want to think of. The much is shallow, only up to your knees. +It churns violently in some places, as if there are living things under it. ~ 39 9 0 0 0 0 D0 @@ -577,7 +577,7 @@ S Knee Deep~ Wow your going out a long way. You are now knee deep in some dark waters. Will you not reconsider and turn back? The waters are dark and you can not see -anything below the surface except for a few small fish. +anything below the surface except for a few small fish. ~ 39 0 0 0 0 0 D1 @@ -592,9 +592,9 @@ town. Now the walls of the sewer have crumbled, leaving a giant pool of open water, littered on the bottom by old stones. The water stretches out far past your eyes and your light in some places. The floor is made up of a watery muck, consisting of water, sand, rotten seaweed, and some other things you -wouldn't even want to think of. The muck is shallow, only up to your knees. -It churns violently in some places, as if there are living things under it. -Against the wall there is a ladder, ending in a trap door. +wouldn't even want to think of. The muck is shallow, only up to your knees. +It churns violently in some places, as if there are living things under it. +Against the wall there is a ladder, ending in a trap door. ~ 39 9 0 0 0 0 D3 @@ -614,8 +614,8 @@ town. Now the walls of the sewer have crumbled, leaving a giant pool of open water, littered on the bottom by old stones. The water stretches out far past your eyes and your light in some places. The floor is made up of a watery muck, consisting of water, sand, rotten seaweed, and some other things you -wouldn't even want to think of. The much is shallow, only up to your knees. -It churns violently in some places, as if there are living things under it. +wouldn't even want to think of. The much is shallow, only up to your knees. +It churns violently in some places, as if there are living things under it. ~ 39 9 0 0 0 0 D1 @@ -638,8 +638,8 @@ town. Now the walls of the sewer have crumbled, leaving a giant pool of open water, littered on the bottom by old stones. The water stretches out far past your eyes and your light in some places. The floor is made up of a watery muck, consisting of water, sand, rotten seaweed, and some other things you -wouldn't even want to think of. The much is shallow, only up to your knees. -It churns violently in some places, as if there are living things under it. +wouldn't even want to think of. The much is shallow, only up to your knees. +It churns violently in some places, as if there are living things under it. ~ 39 9 0 0 0 0 D1 @@ -659,7 +659,7 @@ manner of huge fish. Many sailors line the deck of the ship, their huge muscular arms pitching fish over the railing quickly, their movements almost a blur. Skinnier men dart here and there, what they are doing quite unapparent to you. There is a trap door leading to below the decks not far from where you -stand, while to the south is the door of a cabin. +stand, while to the south is the door of a cabin. ~ 39 0 0 0 0 1 D1 @@ -680,7 +680,7 @@ Amid Ships~ Fishing vessles line the docks here, their planks puled up and the ships dark. Apparently they have finished unloading cargo and have let their men go into the city. To the east is a bare, wet, windswept area of docks. Funny, -but for all the traffic elsewhere nobody is on that section. +but for all the traffic elsewhere nobody is on that section. ~ 39 0 0 0 0 1 D1 @@ -700,7 +700,7 @@ The sand is soft and the beach smooth from the constant wind. The water here is warm and calm, lapping in gentle waves. Children of the town swim merrily, all the way out to the jagged rocks that waves crash against the other side of, throwing spray into the air. It is a good thing those rocks are there to act -as breakers, or this beautiful beach wouldn't be swimable. +as breakers, or this beautiful beach wouldn't be swimable. ~ 39 0 0 0 0 2 D0 @@ -721,7 +721,7 @@ before it will become one of Aramut's fine crafts. The south 'wall' of the workroom is open, with several feet of a drop to the deep water and jagged rocks below. It would be wise not to step to close - the wind past the entrance is swift, though the inside of the workroom is strangely calm. There -is a heavy sea chest against the east wall. +is a heavy sea chest against the east wall. ~ 39 8 0 0 0 0 D2 @@ -736,12 +736,12 @@ S #3935 Amid Ships~ To the east the docks continue, but to the west there is a huge fishing ship. -It definately isn't the small, one-man boat the words 'fishing boat' would +It definitely isn't the small, one-man boat the words 'fishing boat' would likely bring to mind. It is monstrous! Sailors with carst stand waiting as huge fish are constantly pitched over the side of the ship. Other men stand in line, waiting for the front cart to be filled and rush off to the market so that they may move up and have their own filled. A plank ramp leads up onto -the deck. +the deck. ~ 39 0 0 0 0 1 D0 @@ -765,7 +765,7 @@ But from here you can't see much of them. There is just plain too much traffic. On both sides of the docks here there are wet-looking sand closest to the shore, while further out waves crash into treacherous rocks. There is a slippery rope ladder over the side here, hanging down into the darkness under -docks. +docks. ~ 39 0 0 0 0 1 D0 @@ -783,7 +783,7 @@ Sandy Path~ nerves. The wide path has some traffic, but though there are men with carts rushing both to the market and to the docks, the wideness of the road makes it somehow less crowded. There is loud, bawdy singing to the east somewhere, and -a sandy beach to the south, strangely flat. +a sandy beach to the south, strangely flat. ~ 39 0 0 0 0 1 D1 @@ -809,7 +809,7 @@ docks you can see men rushing on and off of giant fishing vessels, and even a few colorful ships. To the north is a squat building, in good repair. The open door spills the smells of beer and heavier drinks out onto the street, along with the bawdy drinking songs the patrons are singing. Above the door is -nailed a cracked mug. +nailed a cracked mug. ~ 39 0 0 0 0 1 D0 @@ -836,7 +836,7 @@ people here are leisurely loitering, enjoying the scenery. From somewhere to the east tendrils of bawdy songs reach your ears, quickly swept away by the rush of the ever-present sea breeze. Looking to the east you can see the rush of men on to and off of the dock entrance that is there, while to the west the -area is peaceful. +area is peaceful. ~ 39 0 0 0 0 1 D1 @@ -855,7 +855,7 @@ ceiling, which is currently being used to hand lanterns from, to the giant trophy fish hung on the walls. Both the smells of beer and pipesmoke hand heavily in the air in the hazy room, and the tables are spread near together on the dirty floor. To the north a short, muscular, young bar keeper is polishing -glasses with a dirty rag when he isn't serving drinks. +glasses with a dirty rag when he isn't serving drinks. ~ 39 8 0 0 0 0 D2 @@ -869,7 +869,7 @@ North Gull Road~ east. North Gull Road is peaceful, though it still has some traffic. It runs through the residential section of Haven, and to the south are mostly houses. The cobbles here are clean, and the smell of salt is strong. To the north the -land slopes upward, keeping Haven in its beautiful vale. +land slopes upward, keeping Haven in its beautiful vale. ~ 39 0 0 0 0 1 D1 @@ -886,7 +886,7 @@ Intersection of North Gull Road and Market Path~ This intersection is slightly more crowded than the parts of Nroth Gull Road you can see to the east and west. To the south is Market Path, and beyond that you can see flashes of color. To the north the land continues to slope -upwards, keeping Haven in its beautiful vale. +upwards, keeping Haven in its beautiful vale. ~ 39 0 0 0 0 1 D1 @@ -908,7 +908,7 @@ North Gull Road~ intersection. North Gull Road is peaceful, though it still has some traffic. It runs through the residential section of Haven, and to the south are mostly houses. The cobbles here are clean, and the smell of salt is strong. To the -north the land slopes upward, keeping Haven in its beautiful vale. +north the land slopes upward, keeping Haven in its beautiful vale. ~ 39 0 0 0 0 1 D1 @@ -926,7 +926,7 @@ North Gull Road~ peaceful, though it still has some traffic. It runs through the residential section of Haven, and to the south are mostly houses. The cobbles here are clean, and the smell of salt is strong. To the north the land slopes upward, -keeping Haven in its beautiful vale. +keeping Haven in its beautiful vale. ~ 39 0 0 0 0 1 D1 @@ -944,7 +944,7 @@ North Gull Road~ intersection. North Gull Road is peaceful, though it still has some traffic. It runs through the residential section of Haven, and to the south are mostly houses. The cobbles here are clean, and the smell of salt is strong. To the -north the land slopes upward, keeping Haven in its beautiful vale. +north the land slopes upward, keeping Haven in its beautiful vale. ~ 39 0 0 0 0 1 D1 @@ -959,11 +959,11 @@ S #3946 Intersection of North Gull Road and Luna's Alley~ People hurry past this intersection, casting worried glances to the south as -if they expect something monstrous to leap out of the alley at any second. +if they expect something monstrous to leap out of the alley at any second. From there the pungent odors of trash and other unpleasant smells drift towards you. Cackling, insane laughter and assorted gibberish can also be heard from the darkness created by the overhanging roofs. It really isn't a wonder people -hurry past with their noses covered by handkerchiefs. +hurry past with their noses covered by handkerchiefs. ~ 39 0 0 0 0 1 D1 @@ -986,7 +986,7 @@ North Gull Road is peaceful, though it still has some traffic. It runs through the residential section of Haven, and to the south are mostly houses. The cobbles here are clean, and the smell of salt is strong. To the north the land slopes upward, keeping Haven in its beautiful vale. To the south the town -spreads before your view like a colorful map. +spreads before your view like a colorful map. ~ 39 0 0 0 0 1 D1 @@ -1005,7 +1005,7 @@ through the residential section while Riverwalk goes south, close to the bank of the swiftly running stream. The once rushing, giant river that had carved the vale that Haven now lies in is now nothing more than quick stream. On the other side of the stream begins a dense forest, the leafy foliage and dense -undergrowth so thick that you can see nothing else. +undergrowth so thick that you can see nothing else. ~ 39 0 0 0 0 1 D1 @@ -1025,7 +1025,7 @@ small trees in some of the small yards, and periodic small beds of flowers add their scents to the breeze that sweeps across the clean cobbles. Strolling residents occasionally pass you, smiling happily. To the west is the intersection with Riverwalk, which hardly has any more people than South Gull -Road has. There are white benches that you might rest on, however. +Road has. There are white benches that you might rest on, however. ~ 39 0 0 0 0 1 D1 @@ -1044,7 +1044,7 @@ lamps are lit down here, being a fire hazard on the swaying ship. Bunks are here in neat rows, bolted down to the floor. There is also a small group of tables near here, obviously a mess. To the north barrels of water are securely tied, in the case of the sailors and fishermen getting struck at sea by a -storm. +storm. ~ 39 9 0 0 0 0 D4 @@ -1056,8 +1056,8 @@ S Riverwalk~ This walk is pleasantly shaded by trees growing on the west side of the road, in small areas before pleasant homes. To the east beyond a small grassy -bank the quick stream gurgles merrily on its way to the south and the sea. -People stroll slowly along, enjoying the shade and looking at the river. +bank the quick stream gurgles merrily on its way to the south and the sea. +People stroll slowly along, enjoying the shade and looking at the river. ~ 39 0 0 0 0 1 D0 @@ -1073,10 +1073,10 @@ S River Walk~ This walk is pleasantly shaded by trees growing on the west side of the road, in small areas before pleasant homes. To the east beyond a small grassy -bank the quick stream gurgles merrily on its way to the south and the sea. +bank the quick stream gurgles merrily on its way to the south and the sea. People stroll slowly along, enjoying the shade and looking at the river. A few couples sit on the grass on the bank of the river, talking in low voices as the -look at each other with love. +look at each other with love. ~ 39 0 0 0 0 1 D0 @@ -1094,7 +1094,7 @@ Intersection of Riverwalk and South Gull Road~ going on their way. There are the people traversing the Riverwalk, those going up and down South Gull Road, and those just resting on the benches. There is even a platform here where a bard might perform. It is a very peaceful -intersection. +intersection. ~ 39 0 0 0 0 1 D0 @@ -1114,10 +1114,10 @@ S Riverwalk~ This walk is pleasantly shaded by trees growing on the west side of the road, in small areas before pleasant homes. To the east beyond a small grassy -bank the quick stream gurgles merrily on its way to the south and the sea. +bank the quick stream gurgles merrily on its way to the south and the sea. People stroll slowly along, enjoying the shade and looking at the river. This is such a nice place, it is no wonder some people just walk along Riverwalk all -day, enjoying the scenery. +day, enjoying the scenery. ~ 39 0 0 0 0 1 D0 @@ -1133,9 +1133,9 @@ S Riverwalk~ This walk is pleasantly shaded by trees growing on the west side of the road, in small areas before pleasant homes. To the east beyond a small grassy -bank the quick stream gurgles merrily on its way to the south and the sea. +bank the quick stream gurgles merrily on its way to the south and the sea. People stroll slowly along, enjoying the shade and looking at the river, which -gurgles even louder as it flows over the small rocks here. +gurgles even louder as it flows over the small rocks here. ~ 39 0 0 0 0 1 D0 @@ -1151,9 +1151,9 @@ S Riverwalk~ This walk is pleasantly shaded by trees growing on the west side of the road, in small areas before pleasant homes. To the east beyond a small grassy -bank the quick stream gurgles merrily on its way to the south and the sea. +bank the quick stream gurgles merrily on its way to the south and the sea. People stroll slowly along, enjoying the shade and looking at the river. To -the south there is an intersection, marking the southern end of Riverwalk. +the south there is an intersection, marking the southern end of Riverwalk. ~ 39 0 0 0 0 1 D0 @@ -1175,7 +1175,7 @@ sturdier-looking racks... But then again, maybe he has them flimsy for a reason. There is no way a thief would be able to grab any of those without the utmost caution. The open door to the west leads back to Market Path, while Mithroq the minotaur stands behind a counter to the east, sharpening a giant -sword and looking ready to help you. +sword and looking ready to help you. ~ 39 156 0 0 0 0 D3 @@ -1192,7 +1192,7 @@ that takes up much of the other half of the room. A guard stands behihd the counter, prepared for trouble with his hand resting lightly on the hilt of his sword. There is also a short, thin gentleman here in rich silk clothes, quite obviously Milos the Banker of Haven. The door to the south leads back to South -Gull Road. +Gull Road. ~ 39 152 0 0 0 0 D2 @@ -1206,7 +1206,7 @@ Corner of Riverwalk and Sandy Path~ merrily into the ocean, where it joins with the rest of water. The sound of waves crashing against rocks somewhere to the south fills the air, along with the screams of assorted seabirds. The salty breeze blows a fine, refreshing -mist onto you face. +mist onto you face. ~ 39 0 0 0 0 1 D0 @@ -1225,10 +1225,10 @@ S #3960 Sandy Path~ Here the sand-covered cobbles of Sandy Path aren't very crowded. Those who -do pass here either hurry toward the east or leisurely stroll to the south. +do pass here either hurry toward the east or leisurely stroll to the south. The far-off sound of waves pounding rocks comes faintly to your ears. To the south there is a beautiful sandy beach, and the screams of children can be -heard mingled with the cries of gulls. +heard mingled with the cries of gulls. ~ 39 0 0 0 0 1 D1 @@ -1243,11 +1243,11 @@ S #3961 Sandy Path~ Here the sand-covered cobbles of Sandy Path aren't very crowded. Those who -do pass here either hurry toward the east or leisurely stroll to the south. +do pass here either hurry toward the east or leisurely stroll to the south. The far-off sound of waves pounding rocks comes faintly to your ears. To the south there is a beautiful sandy beach, and the screams of playing children can be heard mingled with the cries of gulls. You can also see the outline of -jagged rocks far off on the horizon. +jagged rocks far off on the horizon. ~ 39 0 0 0 0 1 D1 @@ -1270,7 +1270,7 @@ south you see what could be sunbathers. Those who do pass here either hurry toward the east or leisurely stroll to the south to join with others. The far-off sound of waves pounding rocks comes faintly to your ears. To the south there is a beautiful sandy beach, and the screams of children can be heard -mingled with the hungry cries of gulls. +mingled with the hungry cries of gulls. ~ 39 0 0 0 0 1 D1 @@ -1294,7 +1294,7 @@ children toward you. To the north the door of one of the fishing family's house's stands open, the resident of the house is not there. Perhaps they left in a hurry to the beach to retrieve a child, or maybe they went to the market for some last minute supplies. The wind whistles through the cracks on the -boulders and would set all but a deaf person's teeth on edge. +boulders and would set all but a deaf person's teeth on edge. ~ 39 0 0 0 0 1 D0 @@ -1318,7 +1318,7 @@ of Haven, the market. The traffic here, though more than you can see the the north, only gets worse as you go further south towards the colorful canopies. Shops line the east, but it appears most of the owners are out to the market. One shop is still open, one with a hanging sign nailed above the door, -portraying a smoking vial. +portraying a smoking vial. ~ 39 0 0 0 0 1 D0 @@ -1339,8 +1339,8 @@ Market Path~ To the south the noise and smells of the market are so much that they are almost painful. Here the crowd is quieter, being mostly people carrying their day's find at the market back to their homes. There is only one shop with its -door still left open, begging for buisness. It has a sign nailed above the -door, one of a crossed sword and mace. +door still left open, begging for business. It has a sign nailed above the +door, one of a crossed sword and mace. ~ 39 0 0 0 0 1 D0 @@ -1378,7 +1378,7 @@ docks in the safely deep water. You can tell they are merchant vessels, for no fisherman with carts or anything else dash up and down their planks like they do for the ships further down. The merchant vessels have sails of many colors, with flags from assorted kingdoms. To the north the street is a bit far off, -while to the south there are some of Haven's famous fishing vessels. +while to the south there are some of Haven's famous fishing vessels. ~ 39 0 0 0 0 1 D0 @@ -1399,7 +1399,7 @@ constantly sweeping it. The water here is warm and calm, lapping in gentle waves. Children in their underwear, probably children of the town, swim merrily, all the way out to the jagged rocks that waves crash against the other side of, throwing spray into the air. It is a good thing those rocks are there -to act as breakers, or this beautiful beach wouldn't be swimable. +to act as breakers, or this beautiful beach wouldn't be swimable. ~ 39 0 0 0 0 2 D0 @@ -1418,7 +1418,7 @@ apparently stable sand results in your sinking into the watery quicksand up to your knees before your feet come in contact with something solid. To the east is another small stretch of quicksand beach before the docks begin. To the south the sea begins, pounding aginst the jagged rocks in the quickly deepening -water. +water. ~ 39 0 0 0 0 6 D0 @@ -1437,7 +1437,7 @@ apparently stable sand results in your sinking into the watery quicksand up to your knees before your feet come in contact with something solid. To the west Are the thick, tall pillars that support the huge docks. The area under the docks is dark. To the south the sea begins, pounding aginst the jagged rocks -in the quickly deepening water. +in the quickly deepening water. ~ 39 0 0 0 0 6 D0 @@ -1456,11 +1456,11 @@ S #3971 Intersection of Market Road and Sandy Path~ The cobbled road of Haven here is almost covered by a thin layer of sand, -with more constantly blowing in on the sea breeze coming from the south. +with more constantly blowing in on the sea breeze coming from the south. There is also the beginning of the sea to the south, the sand interspersed with many jagged rocks upon which the waves break. To the west Sandy Path, earned of its name, travels unbroken. To the east is a wooden shack with a sign -depicting a boat nailed over the door. +depicting a boat nailed over the door. ~ 39 0 0 0 0 1 D0 @@ -1481,9 +1481,9 @@ D3 0 0 3937 E sign shack~ - As you study the shack you see the sign with a boat painted on it. + As you study the shack you see the sign with a boat painted on it. Underneath the boat in flowing caligraphy reads the words Aramut's Seaworthy -Crafts. +Crafts. ~ S #3972 @@ -1493,7 +1493,7 @@ finished piece of chain mail, adding the finishing touches. There are all sorts of armor and clothes hanging from the ceiling and mounted upon the walls. The old man looks up as you enter, quickly jumping behind a counter against the eastern wall. Behind the counter there is a squat door leading to a back room, -presumably Aramut's workshop. +presumably Aramut's workshop. ~ 39 156 0 0 0 0 D1 @@ -1515,7 +1515,7 @@ watch you from the shadows, hostile and almost as large as small cats. It is not much of a wonder that the people of Haven avoid this place. The inhabitants of this alley shy away from the small amount of light streaming in from the south and the intersection, their eyes accustomed to darkness and hurt -by the natural light. +by the natural light. ~ 39 1 0 0 0 1 D0 @@ -1536,7 +1536,7 @@ to come from everywhere and nowhere at once. Rats scurry around your feet and watch you from the shadows, hostile and almost as large as small cats. It is not much of a wonder that the people of Haven avoid this place. The people at the comparatively light intersection to the north hurry past with their heads -down. +down. ~ 39 1 0 0 0 1 D0 @@ -1555,7 +1555,7 @@ below. You get too close to the edge, and the quick wind picks you up and throws you over the boundaries of the wet boards. The spiral of the wind throws you down into the bone-chilling water with a SPLASH!! As you surface, before you have even the slightest time to react, you are dashed against the -jagged rocks by the pounding waves. +jagged rocks by the pounding waves. ~ 39 4 0 0 0 0 S @@ -1565,11 +1565,11 @@ Beautiful Beach~ Here is a serene sandy beach. People lie in the sand, and those who have the full day away from work might sunbathe all day, sleeping under the stars at night. The fine sand is soft, the beach smoothed by the winds constantly -sweeping it. The water here is warm and calm, lapping in gentle waves. +sweeping it. The water here is warm and calm, lapping in gentle waves. Children of the town swim merrily, all the way out to the jagged rocks. Waves crash hard against the other side of those rocks, throwing spray into the air. It is a good thing those rocks are there to act as breakers, or this beautiful -beach wouldn't be swimable. +beach wouldn't be swimable. ~ 39 0 0 0 0 2 D0 @@ -1593,7 +1593,7 @@ are hauling empty carts, smiling as their full purses jangle from their hips. To the north you can glimpse colorful canopies and crowds of people, while to the south you can hear the crash of waves breaking on rocks. If you squint perhaps you can see a bit of the shimmering blue of reflected light where the -winding road breaks between the many houses and establishments. +winding road breaks between the many houses and establishments. ~ 39 0 0 0 0 1 D0 @@ -1615,7 +1615,7 @@ Market Road, near the market~ market all become greater. On both sides of the road you can see the crowd of people moving in all directions. You can also glimpse the great gate of Haven to the south, and flashes of colorful canopies to the north. One might wonder -why so many people would be attracted to a fish market, of all things. +why so many people would be attracted to a fish market, of all things. ~ 39 0 0 0 0 0 D0 @@ -1634,7 +1634,7 @@ there is no such thing as a sky. There are only people wandering the crowded market, men loading wagons, and merchants. Oh the merchants! Dressed in outrageous costumes and with all sorts of accents merchants yell of their wares, vying for your attention. In a crowd such as this, one to make even you -claustrophobic, it would be wise to keep you hands near your belt pouch. +claustrophobic, it would be wise to keep your hands near your belt pouch. ~ 39 0 0 0 0 0 D1 @@ -1657,7 +1657,7 @@ there is no such thing as a sky. There are only people wandering the crowded market, men loading wagons, and merchants. Oh the merchants! Dressed in outrageous costumes and with all sorts of accents merchants yell of their wares, vying for your attention. In a crowd such as this, one to make even you -claustrophobic, it would be wise to keep you hands near your belt pouch. +claustrophobic, it would be wise to keep your hands near your belt pouch. ~ 39 0 0 0 0 0 D0 @@ -1681,7 +1681,7 @@ to give each person enough space to lay down comfortably. There is a small stove against the north wall, its red coals lighting the room. A new hangs across the single window facing to the south and Sandy Path, serving as a curtain. There is a bin of fish, Haven's main staple, against the west wall. -The small floor, what isn't covered by a rug, is neatly swept dirt. +The small floor, what isn't covered by a rug, is neatly swept dirt. ~ 39 0 0 0 0 1 D2 @@ -1698,7 +1698,7 @@ iron rod in the brazier, and it doesn't look too friendly. You can barely make out a rack of glinting torture implements on the far wall, right to the left of the iron maiden. Some of those instruments would make even the most hard-hearted and evil of the realm balk. There is a heavy iron door to the -west, with a small slit for looking inside to check on the prisoners. +west, with a small slit for looking inside to check on the prisoners. ~ 39 8 0 0 0 0 D3 @@ -1712,18 +1712,18 @@ D4 E door slit prison prisoner prisoners~ The prison room is dark and damp, and you can't see much else through the -small slit. +small slit. ~ S #3983 Luna's Square~ You step into the light created by many burning bundles of oil-soaked cloth, obviously makeshift torches, which light this open square. Piles of filthy -rags are heaped against the walls, serving as beds for those without homes. +rags are heaped against the walls, serving as beds for those without homes. There is an old wooden chair against the east 'wall' of the square. Once it -might have been magnificant, the square, but now the once-beautiful fountain is +might have been magnificent, the square, but now the once-beautiful fountain is just a granite-incased stagnant puddle, and the square itself is horribly dirty -and in disrepair. +and in disrepair. ~ 39 0 0 0 0 1 D3 @@ -1740,7 +1740,7 @@ chair~ You see a chair that might have once been marvelous, but is now in an advanced state of decay. What might have once been intricate carvings are now only small indentations in the rotting wood, and one of the chair's legs is -missing. +missing. ~ S #3984 @@ -1752,7 +1752,7 @@ to come from everywhere and nowhere at once. Rats scurry around your feet and watch you from the shadows, hostile and almost as large as small cats. It is not much of a wonder that the people of Haven avoid this place, using it only as a dump. Light streams in from the east, almost allowing you to see the -path. +path. ~ 39 1 0 0 0 1 D0 @@ -1772,7 +1772,7 @@ and laughter echos in the close space along with gibberish and screams, seeming to come from everywhere and nowhere at once. Rats scurry around your feet and watch you from the shadows, hostile and almost as large as small cats. It is not much of a wonder that the people of Haven avoid this place. Somewhere to -the south there is the soft glow of light. +the south there is the soft glow of light. ~ 39 1 0 0 0 1 D0 @@ -1791,7 +1791,7 @@ in the walls hold eyes the glow the reflection of your own light back at you, and laughter echos in the close space along with gibberish and screams, seeming to come from everywhere and nowhere at once. Rats scurry around your feet and watch you from the shadows, hostile and almost as large as small cats. It is -not much of a wonder that the people of Haven avoid this place. +not much of a wonder that the people of Haven avoid this place. ~ 39 1 0 0 0 1 D0 @@ -1810,7 +1810,7 @@ wind here, originating from a narrow, filthy alley. The overhanging roofs make it as black as pitch and the odd flashes you see comming from the dark of the alley might be reflections of light in animal... or human... eyes. It isn't a wonder people hurry past this intersection with worried glances to the north -and south. +and south. ~ 39 0 0 0 0 1 D0 @@ -1837,7 +1837,7 @@ the north, but they are still quite nice. This road is patchily shaded by the small trees in some of the small yards, and periodic small beds of flowers add their scents to the breeze that sweeps across the clean cobbles. Strolling residents occasionally pass you, smiling happily. Perhaps they don't hear the -soft maniacal laughter that comes from somewhere to the east. +soft maniacal laughter that comes from somewhere to the east. ~ 39 0 0 0 0 1 D1 @@ -1859,7 +1859,7 @@ residents occasionally pass you, smiling happily. The road turns south here, while to the north an oppulent building has open doors, which spill a rich golden light onto the street. Through the tiny, barred window you can catchi glimpses of well-armed guards and a sparkling pile of what appears to be gold -coins. +coins. ~ 39 0 0 0 0 1 D0 @@ -1882,7 +1882,7 @@ the north, but they are still quite nice. This road is patchily shaded by the small trees in some of the small yards, and periodic small beds of flowers add their scents to the breeze that sweeps across the clean cobbles. Strolling residents occasionally pass you, smiling happily. Somewhere to the southeast -you can see the tall white tower of the Lord of Haven's Manor House. +you can see the tall white tower of the Lord of Haven's Manor House. ~ 39 0 0 0 0 1 D0 @@ -1903,7 +1903,7 @@ Haven is almost absent from the air here, being replaced by the salty tang of the sea breeze to the south which is carrying the sweet perfume of flowers your way. To the south the white tallness of the tower protruding from the manor that lies there is like a bone finger raised in realization of the answer to a -pressing question. +pressing question. ~ 39 0 0 0 0 0 D1 @@ -1926,8 +1926,8 @@ there is no such thing as a sky. There are only people wandering the crowded market, men loading wagons, and merchants. Oh the merchants! Dressed in outrageous costumes and with all sorts of accents merchants yell of their wares, vying for your attention. In a crowd such as this, one to make even you -claustrophobic, it would be wise to keep you hands near your belt pouch. To -the west you spot a small, uncrowded opening leading to blue sky. +claustrophobic, it would be wise to keep your hands near your belt pouch. To +the west you spot a small, uncrowded opening leading to blue sky. ~ 39 0 0 0 0 0 D0 @@ -1950,7 +1950,7 @@ there is no such thing as a sky. There are only people wandering the crowded market, men loading wagons, and merchants. Oh the merchants! Dressed in outrageous costumes and with all sorts of accents merchants yell of their wares, vying for your attention. In a crowd such as this, one to make even you -claustrophobic, it would be wise to keep you hands near your belt pouch. +claustrophobic, it would be wise to keep your hands near your belt pouch. ~ 39 0 0 0 0 0 D0 @@ -1974,7 +1974,7 @@ their goods through the throng. Nearby to the east colorful stitched canopies billow in the stiff, salty sea breeze. The sounds of merchants yelling their wares and people yelling to each other in general are almost overwhelming. To the south the throng thins into a crowd, and to the north you see the same sort -of encounter you see here. +of encounter you see here. ~ 39 0 0 0 0 1 D0 @@ -1998,11 +1998,11 @@ their goods through the throng. Nearby to the east colorful stitched canopies billow in the stiff, salty sea breeze. The sounds of merchants yelling their wares and people yelling to each other in general are almost overwhelming. To the north the throng thins into a crowd, and to the south you see the same sort -of encounter you see here. +of encounter you see here. ~ 39 0 0 0 0 1 D0 - The road is in the same condition as here - CROWDED. + The road is in the same condition as here - CROWDED. ~ ~ 0 0 3996 @@ -2022,7 +2022,7 @@ Market Road~ market all become greater. On both sides of the road you can see the crowd of people moving in all directions. You can also glimpse the great gate of Haven to the north, and flashes of colorful canopies to the south. One might wonder -why so many people would be attracted to a fish market, of all things. +why so many people would be attracted to a fish market, of all things. ~ 39 0 0 0 0 1 D0 @@ -2030,7 +2030,7 @@ D0 ~ 0 0 3997 D2 - To the south the crowd thickens as the road goes past the market. + To the south the crowd thickens as the road goes past the market. ~ ~ 0 0 3995 @@ -2040,7 +2040,7 @@ color canopies colorful~ the canopies are really lots of tightly woven blankets stitched together. It probably serves to keep the sun off the customers and merchants. It doesn't really look like a canopy, but more of a colorful roof over the marketplace, -billowing in the wind. +billowing in the wind. ~ E traffic people~ @@ -2049,7 +2049,7 @@ a hurry to get to wherever it is they want to go. The ones headed to the south carry empty baskets, the cartsmen with their full loads yelling loudly at their straining animals. The ones heading north lug heavy baskets full of the day's find at the market, their expressions pleased that they got the best of the -pesky merchants. Didn't they? +pesky merchants. Didn't they? ~ S #3997 @@ -2059,17 +2059,17 @@ press of people on this relatively narrow winding road you can glimpse the gate of Haven to the north, and flashes of colorful canopies somewhere to the south. Over the clacking of hooves on cobbles and catcalls from neighbors to each other you can hear the dull, background roar of sea surf crashing onto rocks. -The air is hot and humid enough to make the slight breeze refreshing. +The air is hot and humid enough to make the slight breeze refreshing. ~ 39 0 0 0 0 1 D0 - To the north there is a magnificant city gate. + To the north there is a magnificent city gate. ~ ~ 0 0 3998 D2 To the south you see a relatively narrow, crowded winding road leading -toward the market. +toward the market. ~ ~ 0 0 3996 @@ -2080,7 +2080,7 @@ a hurry to get to wherever it is they want to go. The ones headed to the south carry empty baskets, the cartsmen with their full loads yelling loudly at their straining animals. The ones heading north lug heavy baskets full of the day's find at the market, their expressions pleased that they got the best of the -pesky merchants. Didn't they? +pesky merchants. Didn't they? ~ E color canopies colorful~ @@ -2088,24 +2088,24 @@ color canopies colorful~ the canopies are really lots of tightly woven blankets stitched together. It probably serves to keep the sun off the customers and merchants. It doesn't really look like a canopy, but more of a colorful roof over the marketplace, -billowing in the wind. +billowing in the wind. ~ S #3998 The Ornate City Gates~ - To the north lies a magnificant pair of gates. Twenty feet high at the + To the north lies a magnificent pair of gates. Twenty feet high at the least, and wide enough to drive two wagons through, side by side. It is entirely made of polished oak, which looks a rich golden brown and smooth to the touch. There are many carvings of sea animals and birds on the gate, masterfully done, but the most eye-catching set of carvings are the twin leaping fish. Five feet tall themselves, their jeweled eyes winking, they are in the direct center of each gate. You can tell by the reverant glances of -those passing by that the people of the town are very proud of their gate. +those passing by that the people of the town are very proud of their gate. ~ 39 0 0 0 0 1 D2 To the south you see a relatively narrow, crowded winding road leading -toward the market. +toward the market. ~ ~ 0 0 3997 @@ -2118,13 +2118,13 @@ gate fish~ Upon the gate, the twin masterfully carved fish are so realistic they appear to almost have life. The red rubies set into their eyes are so skillfully embedded in the wood that no amount of pulling, even from one of huge strength, -would remove them. +would remove them. ~ S #3999 A Linking Room~ This zone will link north to room 3472. Build all rooms south of that -connection point. +connection point. ~ 39 512 0 0 0 0 S diff --git a/lib/world/wld/4.wld b/lib/world/wld/4.wld index 3e3d562..742ea37 100644 --- a/lib/world/wld/4.wld +++ b/lib/world/wld/4.wld @@ -1,16 +1,16 @@ #400 Jade Forest (Description Room)~ - The Jade Forest is a simple zone, laid out for levels 10-15 approximately. -The majority of it is forest, with a small village, some trails, and a river. -There are a couple of shops, but these need stocking with items really. + The Jade Forest is a simple zone, laid out for levels 10-15 approximately. +The majority of it is forest, with a small village, some trails, and a river. +There are a couple of shops, but these need stocking with items really. Descriptions are very basic and could do with fleshing out. ~ 4 0 0 0 0 3 E credits info~ - Builder : + Builder : Zone : 4 Jade Forest -Began : 1999 +Began : 1999 Player Level : 10-25 Rooms : 100 Mobs : 31 @@ -27,7 +27,7 @@ The Jade Forest~ The shadows of the trees seem to engulf their surroundings. The light in here is extremely scarce, allowing very little to be visible. Tall blades of grass wave drearily back and forth, lushly coating the ground as if this were -swampland. +swampland. ~ 4 0 0 0 0 3 D0 @@ -45,10 +45,10 @@ D3 S #402 The Jade Forest~ - Several colourful plants blossom prettily, their vibrant hues only visible + Several colorful plants blossom prettily, their vibrant hues only visible now and again from their hiding place in the grass. The plant life here is so abundant that it completely obscures any trail, making it very easy for a -traveler to become lost. +traveler to become lost. ~ 4 4 0 0 0 3 D0 @@ -84,12 +84,12 @@ S The Jade Forest~ Weeds cover the ground in a thick entwined tangle, their vine-like stems weaving around each other as if laying a netted trap. It would be very easy to -become ensnared here, and lingering is probably not the wisest of ideas. +become ensnared here, and lingering is probably not the wisest of ideas. ~ 4 0 0 0 0 3 D0 ~ - + ~ 0 0 405 D2 @@ -106,7 +106,7 @@ The Jade Forest~ Stepping out from the weeds, a large clearing opens up, pale trees standing sentry around its borders. High above, beams of sunlight can be seen making their way through the branches of the trees. The song of some nearby birds -fills the air with joyful sound. +fills the air with joyful sound. ~ 4 64 0 0 0 3 D0 @@ -122,7 +122,7 @@ S The Jade Forest~ This appears to be the beginning of a rather large looking path. There is no indication of where it might lead, the darkness at its edges obscuring any -vision of what lies beyond. +vision of what lies beyond. ~ 4 0 0 0 0 3 D1 @@ -138,7 +138,7 @@ S Rocky Path~ The sound of scuffing and shuffling can be heard as the rocks on the path are disturbed by movement. In patches over the ground, several spots of blood can -be seen covering the rocks with a sickly sheen of moisture. +be seen covering the rocks with a sickly sheen of moisture. ~ 4 0 0 0 0 3 D1 @@ -197,7 +197,7 @@ Rocky Path~ The path looks though it is coming to its end. There is no sign of what it may give way to, whether a clearing, or even deeper darker forest. It can be seen growing steadily narrower, though its edge dips just over the horizon and -out of view. +out of view. ~ 4 0 0 0 0 3 D1 @@ -213,7 +213,7 @@ S Rocky Path~ At the end of a long winding path, the south opens up into a what appears to be a small garden, though its foliage is too deep to see clearly inside. To the -north the forest grows thickly and menacingly dark. +north the forest grows thickly and menacingly dark. ~ 4 0 0 0 0 3 D1 @@ -269,10 +269,10 @@ D2 S #414 Garden~ - The rocks on the ground seem to get larger the deeper the garden becomes. + The rocks on the ground seem to get larger the deeper the garden becomes. It seems chaotic, and yet somehow strangely designed. Between a particularly large set of boulders can be seen the yellowing bones of a skeleton. It appears -to have been crushed by one of the huge stones. +to have been crushed by one of the huge stones. ~ 4 0 0 0 0 3 D0 @@ -296,7 +296,7 @@ S The Jade Forest~ The trees seem to get taller and taller as the forest deepens, their massive looming trunks standing ominously close to the border of the path, as if daring -a traveler to set one foot over the edge. +a traveler to set one foot over the edge. ~ 4 64 0 0 0 3 D0 @@ -312,7 +312,7 @@ S The Jade Forest~ The trees seem to get taller and taller as the forest deepens, their massive looming trunks standing ominously close to the border of the path, as if daring -a traveler to set one foot over the edge. +a traveler to set one foot over the edge. ~ 4 0 0 0 0 3 D0 @@ -345,7 +345,7 @@ The Jade Forest~ The forest grows lush and damp, its dark greenery dripping with moisture and dewdrops as the light from above becomes dimmer and more diffuse. The sounds of creatures battling can be heard, evidence of previous fights lying on the ground -in streaks of blood and tufts of fur. +in streaks of blood and tufts of fur. ~ 4 0 0 0 0 3 D0 @@ -361,7 +361,7 @@ S Intersection~ This small intersection is unmarked and gives no indication of which would be the safest way to turn. Narrow paths lead off in all directions, each equally -shrouded in shadows from the leafy canopy. +shrouded in shadows from the leafy canopy. ~ 4 0 0 0 0 3 D0 @@ -382,7 +382,7 @@ Tunnel of the Dead~ This mysterious looking tunnel appears to have been fashioned together from logs and leaves. Small beams of light shine through the roof of the tunnel, allowing some glimpse of the many insects and worms that reside here, burrowing -silently through the decaying pieces of wood. +silently through the decaying pieces of wood. ~ 4 0 0 0 0 3 D1 @@ -396,15 +396,15 @@ D3 S #422 Tunnel of the Dead~ - As the tunnel leads deeper, it begins echoing with a faint crying sound. -There doesnt seem to be anywhere in particular that it is coming from though + As the tunnel leads deeper, it begins echoing with a faint crying sound. +There doesn't seem to be anywhere in particular that it is coming from though stories have often been told of this tunnel being haunted by the spirits who -died in the great battles that were held here. +died in the great battles that were held here. ~ 4 0 0 0 0 3 D0 ~ - + ~ 0 0 431 D1 @@ -421,7 +421,7 @@ Tunnel of the Dead~ The gruesome surroundings are impossible to ignore, the stench of death still lingering heavy in the air. Blood stains the walls and floor. Several skeletons are scattered about the floor, threatening to trip anyone who passes -through. +through. ~ 4 0 0 0 0 3 D1 @@ -488,8 +488,8 @@ S The Jade Forest~ At last, a larger section of the forest looms darkly ahead on the path. It seems the forest is much bigger than it appears from the outside. Just up ahead -to the north can be seen a bridge made from logs bound together with twine. -Maybe there is a stream underneath it. +to the north can be seen a bridge made from logs bound together with twine. +Maybe there is a stream underneath it. ~ 4 0 0 0 0 3 D0 @@ -507,7 +507,7 @@ A Log Bridge~ been bound together, are suspended precariously above a fungating swamp. The bubbling fumes waft into the air, filling it with an overpowering stench. As the murky water bubbles past, it can be seen to be green and as thick as -pudding. +pudding. ~ 4 0 0 0 0 3 D0 @@ -524,7 +524,7 @@ A Log Bridge~ The fragile nature of this bridge becomes more and more apparent, the further one walks upon it. Any motion or breeze causes it to sway slowly back and forth, threatening to plummet itself and anyone on it into the festering slime -of the underlying swamp. +of the underlying swamp. ~ 4 0 0 0 0 3 D0 @@ -562,7 +562,7 @@ Marsh~ The ground here becomes wet and slippery, easily giving way to any pressure. Its submission is misleading however, as the mud quickly closes in again, an insistent sucking pressure threatening to suck any travelers down into its -deathly depths. +deathly depths. ~ 4 0 0 0 0 3 D0 @@ -578,7 +578,7 @@ S The Jade Forest~ As the forest becomes deeper and thicker, the ground can be noticed becoming darker and more moist. What was once hard and dry is now soft and wet. It -seems the forest is giving way to a more swampy marshland. +seems the forest is giving way to a more swampy marshland. ~ 4 0 0 0 0 3 D0 @@ -595,7 +595,7 @@ A Log Bridge~ The smell of the swamp bubbles up sickeningly, filling the air with a green gaseous cloud. The bridge continues shuddering dangerously, its logs beginning to separate with wear and age, the slimy water visible through the opening -cracks. +cracks. ~ 4 0 0 0 0 3 D0 @@ -611,7 +611,7 @@ S The Jade Forest~ The trees seem to get taller and taller as the forest deepens, their massive looming trunks standing ominously close to the border of the path, as if daring -a traveler to set one foot over the edge. +a traveler to set one foot over the edge. ~ 4 0 0 0 0 3 D1 @@ -623,7 +623,7 @@ S Marsh~ The water rises ankle-deep, becoming more sticky and smelly the deeper it grows. A thick cloud of stench rises into the air as bubbles form and pop, the -heat of the air increasing with the humidity. +heat of the air increasing with the humidity. ~ 4 0 0 0 0 3 D1 @@ -659,7 +659,7 @@ S Marsh~ The water rises ankle-deep, becoming more sticky and smelly the deeper it grows. A thick cloud of stench rises into the air as bubbles form and pop, the -heat of the air increasing with the humidity. +heat of the air increasing with the humidity. ~ 4 0 0 0 0 3 D1 @@ -691,7 +691,7 @@ S Marsh~ The borders of a wet marshland stretch out ahead, long grasses and boulders obscuring much of the view. Swarms of mosquitoes buzz heavily in the air, -dipping in and out of the murky puddles. To the north is a small dirt path. +dipping in and out of the murky puddles. To the north is a small dirt path. ~ 4 0 0 0 0 3 D0 @@ -711,7 +711,7 @@ S Marsh~ The marsh becomes thicker and more dangerous, the mud pulling more insistently at anything touching it. Nothing grows here except algae and -moulds, blue-green swirls of colour bubbling on the surface of the mud. +moulds, blue-green swirls of color bubbling on the surface of the mud. ~ 4 0 0 0 0 3 D1 @@ -728,7 +728,7 @@ The Jade Forest~ The grass on the forest floor begins getting taller the deeper the forest becomes. The thickness of it would make it difficult for even experienced travelers to pass. A small hole can be just barely seen to the north, its -relative obscurity making it very easy to stumble into. +relative obscurity making it very easy to stumble into. ~ 4 0 0 0 0 3 D0 @@ -745,7 +745,7 @@ The Jade Forest~ The edges of a small hole lie jagged in the ground, making it very easy for a distracted passer to trip and hurt themselves. Its not clear how the hole got there in the first place, but a few jagged rocks lie scattered around, -distinctly out of place as if carried here. +distinctly out of place as if carried here. ~ 4 0 0 0 0 3 D1 @@ -790,7 +790,7 @@ S Cobblestone Road~ The dusty ground merges into the edge of a very well made cobblestone road. It seems to be leading into the village. The trees seem to be more scarce here, -allowing more of the surroundings to be visible. +allowing more of the surroundings to be visible. ~ 4 0 0 0 0 3 D1 @@ -807,7 +807,7 @@ Cobblestone Road~ As the road grows larger, and less well traveled, everything around it seems to get quiet. The creatures in the forest must sense the presence of intruding passage. The road is very smooth and flawless. It seems a very fine piece of -work for such a remote and abandoned area. +work for such a remote and abandoned area. ~ 4 0 0 0 0 3 D1 @@ -824,7 +824,7 @@ Hidden Village~ Following the cobblestone road towards the center of the village, various modest homes can be seen standing around in small clusters. Several people are distractedly and busily working on what seem to be newer homes. Leaves fall -gently from the trees and carpet the winding path. +gently from the trees and carpet the winding path. ~ 4 0 0 0 0 3 D0 @@ -840,7 +840,7 @@ S Hidden Village~ The path has led right into the entrance of the village. Everything looks so peaceful here, so quiet and cozy. The smell of fresh cut flowers fills the air, -making it sparkle with particles of dancing pollen. +making it sparkle with particles of dancing pollen. ~ 4 0 0 0 0 3 D1 @@ -857,12 +857,12 @@ D3 0 0 454 S #449 -Jedidiah's Armour Shop~ - A sign hangs in one of the windows that reads "Welcome to Jedidiah's Armour +Jedidiah's Armor Shop~ + A sign hangs in one of the windows that reads "Welcome to Jedidiah's Armor Shop!" Here it is possible to buy or sell items for a fair price. In some cases, Jedidiah may even accept trade. His shop appears to be well stocked with -various leather and metal armours, although why they would be needed in such a -quiet place as this is not clear. +various leather and metal armors, although why they would be needed in such a +quiet place as this is not clear. ~ 4 8 0 0 0 0 D0 @@ -883,7 +883,7 @@ Cobblestone Road~ The road turns here, heading directly into the village. Several shops and homes can be seen lining either side of the path, showing no signs yet of the people who could be living there. The chittering of people can be heard talking -in the distance. +in the distance. ~ 4 0 0 0 0 3 D0 @@ -898,7 +898,7 @@ S #451 Cobblestone Road~ This road appears to be leading up to the entrance of a modest shop. A few -flower boxes decorate the outside of the building, their colourful heads bobbing +flower boxes decorate the outside of the building, their colorful heads bobbing in the wind, filling the air with a delicate perfume. All around can be seen many beautiful houses, flowers and plants. ~ @@ -917,7 +917,7 @@ Cobblestone Road~ As the village continues on, the shadows grow darker and longer as more and more trees begin to appear. The trees seem to be leaning to one side, almost as if they were creating a path for passage. The pawn shop can be seen to the -north. +north. ~ 4 8 0 0 0 0 D0 @@ -947,7 +947,7 @@ Hidden Village~ Hundreds of leaves are falling from the trees all around, making the place look as if its in the middle of a tornado. A slight breeze picks up, blowing some of the leaves swirling into the air. The road immediately ahead is covered -in a carpet of green. +in a carpet of green. ~ 4 0 0 0 0 3 D0 @@ -964,7 +964,7 @@ Hidden Village~ The road is hardly visible, as it has been covered in a thick carpet of dried leaves. They can be heard crunching underfoot as small creatures scamper amongst the trees. The center of the village can be seen lying open in the -distance. +distance. ~ 4 0 0 0 0 3 D2 @@ -981,7 +981,7 @@ A Dirt Path~ The land appears to have turned off onto a small dirt path. Its not immediately visible where it leads, but the view here is beautiful! Several small plants can be seen all around you, and in full bloom! The wondrous -blossoms fill the air with rich fragrance. +blossoms fill the air with rich fragrance. ~ 4 0 0 0 0 3 D0 @@ -997,7 +997,7 @@ S A Dirt Path~ As the small dusty path continues on, some small holes can be seen lying dented into the ground. They are much too large to be ant holes, but nothing -can be seen that might have caused them. +can be seen that might have caused them. ~ 4 0 0 0 0 3 D0 @@ -1011,10 +1011,10 @@ D2 S #458 A Dirt Path~ - The path comes to an end here, surrounded by a field of tall green grass. + The path comes to an end here, surrounded by a field of tall green grass. The grass comes up to almost the full height of a man, making it very difficult to see much beyond it. Trees tower high above, watching over the landscape like -dormant guardians. +dormant guardians. ~ 4 0 0 0 0 3 D1 @@ -1034,7 +1034,7 @@ S Cobblestone Road~ Stepping out from the gigantic field of swaying grass, a long cobblestone road becomes immediately visible. It appears to be going directly into the -village. There is a small house lying off to the east. +village. There is a small house lying off to the east. ~ 4 0 0 0 0 3 D1 @@ -1050,7 +1050,7 @@ S Hidden Village~ A dusty patch of tangled weeds makes up the entrance to a small house. It appears to have been abandoned some time ago. The windows and the door have -been boarded up, keeping people from entering, or even peering inside. +been boarded up, keeping people from entering, or even peering inside. ~ 4 0 0 0 0 3 D1 @@ -1066,7 +1066,7 @@ S A Stream~ The sound of rushing water fills the air, spray misting up from a rather large looking stream. The water swirls chaotically with foam and mud, several -small fish can be seen swimming about just beneath its surface. +small fish can be seen swimming about just beneath its surface. ~ 4 4 0 0 0 3 D1 @@ -1082,7 +1082,7 @@ S A Stream~ Just beneath the glittering surface of the water can be seen a layer of smooth white pebbles being hit by the sunlight. The light reflects from the -rocks, making small rainbows in the water. +rocks, making small rainbows in the water. ~ 4 0 0 0 0 3 D0 @@ -1091,7 +1091,7 @@ D0 0 0 464 D1 ~ - + ~ 0 0 461 D2 @@ -1103,7 +1103,7 @@ S A Stream~ Just beneath the glittering surface of the water can be seen a layer of smooth white pebbles being hit by the sunlight. The light reflects from the -rocks, making small rainbows in the water. +rocks, making small rainbows in the water. ~ 4 0 0 0 0 3 D0 @@ -1115,7 +1115,7 @@ S A Stream~ The stream begins to get shallow here. The tops of large pebbles that were once submerged under the water are now out in the open, being dried by the sun. -A soft scratching noise can be heard close by. +A soft scratching noise can be heard close by. ~ 4 0 0 0 0 3 D0 @@ -1131,7 +1131,7 @@ S A Stream~ There is a slight bend in the stream here. It begins heading off to the east. It appears to be almost at an end. The beginning of a dusty dirt trail -can be seen stretching straight ahead to the east. +can be seen stretching straight ahead to the east. ~ 4 0 0 0 0 3 D1 @@ -1163,7 +1163,7 @@ S Sanctus Trail~ The trail ahead of looks well-maintained and decorated. Many beautiful plants line the sides of the trail, making it look as if it passes through a -large flower garden. The trail continues to the east. +large flower garden. The trail continues to the east. ~ 4 0 0 0 0 3 D1 @@ -1237,7 +1237,7 @@ S Cobblestone Road~ An enormous tree stands stretching into the sky. It's branches are full with fluttering green leaves, offering plenty of shelter from the sun. The road -continues to the west, heading directly into the center of the village. +continues to the west, heading directly into the center of the village. ~ 4 0 0 0 0 3 D2 @@ -1254,7 +1254,7 @@ Cobblestone Road~ The road makes a sharp turn here, heading to the north. A village can be seen nearby, the sound of friendly chattering filling the air. Now and again, the glimpse of people can be seen busily shuffling around. A few of them pause -and speak to each other before going about their business. +and speak to each other before going about their business. ~ 4 0 0 0 0 3 D0 @@ -1270,7 +1270,7 @@ S Cobblestone Road~ The road seems to come to an end here, leaving nothing but open grassy ground to walk on. To the east can be seen an old shop, but it doesn't appear to be -open, its windows and door carefully nailed shut. +open, its windows and door carefully nailed shut. ~ 4 0 0 0 0 3 D1 @@ -1324,7 +1324,7 @@ Sanctus Trail~ The trail begins to turn here, heading to the west. A small breeze cascades over the land, stirring little dust clouds into the air. Leaves flutter lazily as they fall from the trees and onto the ground, carpeting it with a layer of -earthy colours. +earthy colors. ~ 4 0 0 0 0 3 D2 @@ -1340,7 +1340,7 @@ S Sanctus Trail~ The city is not too far away now. Its gleaming stone wall can be seen looming in the distance. Several tall buildings are visible here and there, -their tiled roofs peeking just over the edges of the wall. +their tiled roofs peeking just over the edges of the wall. ~ 4 0 0 0 0 3 D0 @@ -1356,7 +1356,7 @@ S Sanctus Trail~ The city is not too far away now. Its gleaming stone wall can be seen looming in the distance. Several tall buildings are visible here and there, -their tiled roofs peeking just over the edges of the wall. +their tiled roofs peeking just over the edges of the wall. ~ 4 0 0 0 0 3 D2 @@ -1390,7 +1390,7 @@ Hidden Village~ To the east can be seen a weapons shop, although it seems distinctly out of place in such a peaceful place as this. To the north lies a small inn, its flowered windows open, and a welcoming smell of home cooking wafting from its -direction. +direction. ~ 4 0 0 0 0 3 D0 @@ -1425,7 +1425,7 @@ Inn Entrance~ The entrance to the inn smells like baking bread and fresh flowers. It looks like a marvelous place to stay. To the west is the front desk, a list of rooms hanging on the wall, along with various sets of keys. A little fireplace -flickers against one wall, filling the room with a homey warmth and light. +flickers against one wall, filling the room with a homey warmth and light. ~ 4 8 0 0 0 0 D0 @@ -1459,7 +1459,7 @@ Room 1~ The room is wide and spacious, painted with neutral hues of ivory and beige. There is a large bed sitting in the corner of the room next to a large window with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. +giving the place a welcoming feel. ~ 4 8 0 0 0 0 D1 @@ -1480,7 +1480,7 @@ Room 2~ The room is wide and spacious, painted with neutral hues of ivory and beige. There is a large bed sitting in the corner of the room next to a large window with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. +giving the place a welcoming feel. ~ 4 8 0 0 0 0 D3 @@ -1493,7 +1493,7 @@ Sanctus Trail~ The road ahead looks long and dusty, its borders half claimed by the wilderness surrounding it. A very large city looms in the distance, a large wall obscuring most of the view, but its very possible it could be the city of -Sanctus. +Sanctus. ~ 4 0 0 0 0 3 D0 @@ -1510,7 +1510,7 @@ Sanctus Trail~ The road ahead looks long and dusty, its borders half claimed by the wilderness surrounding it. A very large city looms in the distance, a large wall obscuring most of the view, but its very possible it could be the city of -Sanctus. +Sanctus. ~ 4 0 0 0 0 3 D0 @@ -1526,7 +1526,7 @@ S Sanctus Trail~ As the trail continues on, the sight of a far off village comes into view, as well as an extremely large city. The village looks tiny compared to the city -that looms on the horizon. The trail continues to the north. +that looms on the horizon. The trail continues to the north. ~ 4 0 0 0 0 3 D0 @@ -1543,7 +1543,7 @@ Room 4~ The room is wide and spacious, painted with neutral hues of ivory and beige. There is a large bed sitting in the corner of the room next to a large window with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. +giving the place a welcoming feel. ~ 4 8 0 0 0 0 D0 @@ -1560,7 +1560,7 @@ Room 3~ The room is wide and spacious, painted with neutral hues of ivory and beige. There is a large bed sitting in the corner of the room next to a large window with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. +giving the place a welcoming feel. ~ 4 8 0 0 0 0 D1 @@ -1576,7 +1576,7 @@ S Sanctus Trail~ Several large boulders surround the trail, almost creating a wall. To the east can be seen a rather large looking well. The trail continues north and -south. +south. ~ 4 0 0 0 0 3 D0 @@ -1593,7 +1593,7 @@ Sanctus Trail~ The city of Sanctus can be seen lying on the horizon, its large stone walls obscuring much of what lays within. The trail grows wider and better traveled as it approaches the city, its borders pushing back the waving grasses that -encroach all around. +encroach all around. ~ 4 0 0 0 0 3 D1 @@ -1610,7 +1610,7 @@ Sanctus Trail~ The air stirs gently, rippling over the grasses and causing them to wave gently as if greeting any travelers that pass through here. The occasional sound of birdsong drifts down from above, the lazy hum of bees and insects -droning continually in the background. +droning continually in the background. ~ 4 0 0 0 0 3 D1 @@ -1631,7 +1631,7 @@ Sanctus Trail~ The trail continues on, heading straight for the city. The sound of civilization grows louder, gentle chattering and the scuffling of footsteps echoing from within the large surrounding walls of Sanctus. The trail here has -become more grooved and worn with heavy passage. +become more grooved and worn with heavy passage. ~ 4 0 0 0 0 3 D1 @@ -1647,7 +1647,7 @@ S Sanctus Trail~ As the trail continues on, the sight of a far off village comes into view, as well as an extremely large city. The village looks tiny compared to the city -that looms on the horizon. The trail continues to the north. +that looms on the horizon. The trail continues to the north. ~ 4 0 0 0 0 3 D2 @@ -1664,7 +1664,7 @@ Sanctus Trail~ A large stone well stands here, the ground around it cast in shadow and moist with the water that has been spilled through use. Dark green mosses and small nodding mushrooms take refuge in the shade, small insects scuttling busily -around them. +around them. ~ 4 0 0 0 0 3 D0 @@ -1681,7 +1681,7 @@ Room 6~ The room is wide and spacious, painted with neutral hues of ivory and beige. There is a large bed sitting in the corner of the room next to a large window with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. +giving the place a welcoming feel. ~ 4 0 0 0 0 0 D3 @@ -1694,7 +1694,7 @@ Room 5~ The room is wide and spacious, painted with neutral hues of ivory and beige. There is a large bed sitting in the corner of the room next to a large window with what appears to be a beautiful view! The carpeting is plush and warm, -giving the place a welcoming feel. +giving the place a welcoming feel. ~ 4 8 0 0 0 0 D1 diff --git a/lib/world/wld/40.wld b/lib/world/wld/40.wld index 0df427a..5faf1c9 100644 --- a/lib/world/wld/40.wld +++ b/lib/world/wld/40.wld @@ -207,7 +207,7 @@ D2 0 -1 4014 E pile bones~ - You had better watch out - some of the bones are human! + You had better watch out - some of the bones are human! ~ S #4019 @@ -427,12 +427,12 @@ E corpse corpses~ Looking at the corpses lying around the cave, they all appear to have been torn to shreds by some large creature. As a further not too unexpected point to -note, they all smell terrible. +note, they all smell terrible. ~ S #4031 The Valley~ - You are in a small valley, surrounded by hills and a mountain to + You are in a small valley, surrounded by hills and a mountain to the south. In the mountain there is a cave. To the north you can enter the hills. There is a small trail leading up a steep hill to the east. @@ -757,7 +757,7 @@ S The Foothills~ You are at a point on the trail where it turns slowly from an almost straight westwards trail into a trail meandering towards -the northwest. +the northwest. ~ 40 4 0 0 0 4 D0 @@ -899,7 +899,7 @@ E fire~ The fire seems to have been burning for quite a long time. The ceiling is covered with soot from the smoke, and ashes are littered all over the floor of -the cave. +the cave. ~ S #4057 @@ -1037,7 +1037,7 @@ closes down to tunnel size to the west as the only obvious exit leads away in that direction. Before heading off that way, you decide to look around the cave. The walls are slightly damp to the touch, and the ceiling is very smooth. Almost right in the -centre of the ceiling, a well rounded hole has been made. +center of the ceiling, a well rounded hole has been made. ~ 40 9 0 0 0 3 D3 @@ -1243,7 +1243,7 @@ what can be found below. E hole floor~ The small hole in the floor refuses to give up its secrets about what can be -found below. +found below. ~ S #4075 @@ -1251,7 +1251,7 @@ The Copse Of Trees~ Standing in this copse of trees gives you an eerie feeling. Off to the east you can see the plains, and just to the north a strange shadow seems to be changing shape constantly and almost seems to beckon you to -enter it. +enter it. ~ 40 0 0 0 0 4 D0 diff --git a/lib/world/wld/41.wld b/lib/world/wld/41.wld index 539aa45..31dc22e 100644 --- a/lib/world/wld/41.wld +++ b/lib/world/wld/41.wld @@ -107,7 +107,7 @@ D3 0 -1 4106 E light gold golden~ - It looks good, but as you look closely you notice that it has no value. + It looks good, but as you look closely you notice that it has no value. ~ S #4106 @@ -134,7 +134,7 @@ D2 0 -1 4109 E light gold golden~ - It looks good, but as you look closely you notice that it has no value. + It looks good, but as you look closely you notice that it has no value. ~ S #4107 @@ -178,7 +178,7 @@ D3 0 -1 4109 E light gold golden~ - It looks good, but as you look closely you notice that it has no value. + It looks good, but as you look closely you notice that it has no value. ~ S #4109 @@ -204,7 +204,7 @@ D2 0 -1 4114 E light gold golden~ - It looks good, but as you look closely you notice that it has no value. + It looks good, but as you look closely you notice that it has no value. ~ S #4110 @@ -234,7 +234,7 @@ E hole floor~ Before you head down, you drop a rock to see how deep the hole is... After about five minutes, it still hasn't hit bottom. Thus, for reasons of sanity, -you decide not to go this way. +you decide not to go this way. ~ S #4111 @@ -264,7 +264,7 @@ D3 E moss walls wall~ The moss on the walls is orange. When you touch it, it feels very scrubby -and flakes off to the touch leaving a slight orange tinge on your fingertips. +and flakes off to the touch leaving a slight orange tinge on your fingertips. ~ S #4112 @@ -286,9 +286,9 @@ D3 0 -1 4113 E wall walls moisture coat coating~ - The coating of moisture on the walls has strange little patterns of colour + The coating of moisture on the walls has strange little patterns of color weaving through it, almost as if someone had spilled oil on a horizontal water -surface. +surface. ~ S #4113 @@ -334,7 +334,7 @@ D3 0 -1 4115 E light gold golden~ - It looks good, but as you look closely you notice that it has no value. + It looks good, but as you look closely you notice that it has no value. ~ S #4115 @@ -375,7 +375,7 @@ D2 0 -1 4120 E light~ - Well, you can't see where it comes from... + Well, you can't see where it comes from... ~ S #4117 @@ -465,13 +465,13 @@ D2 0 -1 4125 E light~ - It nearly is enough to light the passage. + It nearly is enough to light the passage. ~ S #4121 The Secret Tunnel~ You stand in a very unnatural hallway, about ten feet across and -about ten or twelve feet up. The passageway funnels down towards +about ten or twelve feet up. The passageway funnels down towards the west where it leads to a doorway that looks to be about five feet across. The east end of the tunnel comes to a sudden end at a very smooth rock wall. @@ -488,7 +488,7 @@ D3 0 -1 4122 E wall rock~ - The rock wall to the east looks like it might be able to be moved. + The rock wall to the east looks like it might be able to be moved. ~ S #4122 diff --git a/lib/world/wld/42.wld b/lib/world/wld/42.wld index 67bb4d3..c74ddaa 100644 --- a/lib/world/wld/42.wld +++ b/lib/world/wld/42.wld @@ -4,7 +4,7 @@ Entrance to a Chasm~ path for you to walk down. The granite walls of the chasm soar up above you, showing you only a small swath of the sky. To the east, you can smell the odor of brimstone. You fail to surpress a shudder when you remember the tales you -have heard of this place. +have heard of this place. ~ 42 4 0 0 0 0 D1 @@ -22,7 +22,7 @@ Deeper into the Chasm~ rough surface of granite for you to walk upon. Here and there, though, are some deep furrows in the rock, always in groups of three. You suddenly realize that these cuts are claw marks, probably territory marks of some sort... To -the east, the chasm gets yet deeper. +the east, the chasm gets yet deeper. ~ 42 0 0 0 0 0 D1 @@ -40,7 +40,7 @@ Deeper into the Chasm~ The enterance to this hell-cursed chasm is to the west. When you look to the est, you realize that the end of this ordeal is in sight-you can see the bottom. The smell of sulfur is very strong here, and it seems to be wafting on -the air currents from the east. +the air currents from the east. ~ 42 0 0 0 0 0 D1 @@ -55,10 +55,10 @@ S #4203 The Bottom of the Chasm~ You are at the bottom of an extremely deep granite chasm. The only way you -can see even a small portion of the sky is by trying to look straight up. +can see even a small portion of the sky is by trying to look straight up. There are multiple groups of three deep claw furrows all over the ground and covering a good portion of the walls. There is a cave in the north wall, -almost big enough for a large giant to walk into without ducking. +almost big enough for a large giant to walk into without ducking. ~ 42 0 0 0 0 0 D0 @@ -80,7 +80,7 @@ East side of the Chasm~ continues rising, taking you away from the oppressive might of the towering granite walls. As it is, you can only see a small piece of the sky. There are numerous claw marks here, each several inches deep. The smell of sulfur is -omnipresent, but it seems worse to the west. +omnipresent, but it seems worse to the west. ~ 42 0 0 0 0 0 D1 @@ -95,8 +95,8 @@ S #4205 Entrance to a Cave~ The path up is supposed to continue to the north-east here, but the way is -blocked by a large mass of rubble. There's no way you can get out that way. -To the east, however, is a large cave. Maybe you can go spelunking. +blocked by a large mass of rubble. There's no way you can get out that way. +To the east, however, is a large cave. Maybe you can go spelunking. ~ 42 0 0 0 0 0 D1 @@ -114,7 +114,7 @@ A Cave~ You are in a cave, not so large as caves go, but still, its pretty big compared to you. It doesn't go back too far, you can almost see all the way to the back of it. There is a small glow towards the back of the cave. To the -west is the exit. +west is the exit. ~ 42 5 0 0 0 0 D1 @@ -132,7 +132,7 @@ Entrance to a Cave~ the ceiling and the floor, giving you the unsettling impression that you are walking into a giant mouth. The thing that bothers you the most, though, is that though the center of the chamber, there are stumps where other stalagmites -should be. Something REALLY strong must have done that. +should be. Something REALLY strong must have done that. ~ 42 0 0 0 0 0 D0 @@ -149,8 +149,8 @@ Further Into the Cave~ You are going deeper and deeper into the cave. The claw marks are back, and they have reinforcements. You see some claw marks that go five to six inches into the stone! The path through the stalagmites continues, and you feel too -captivated by curiousity to stop now. You conviently forget that curiousity -killed the cat... +captivated by curiosity to stop now. You conviently forget that curiosity +killed the cat... ~ 42 0 0 0 0 0 D0 @@ -167,7 +167,7 @@ A Choice of Ways~ You have reached the back of the cave. It branches off in three directions from here, with passages big enough to accomodate medium-sized giants. To the north is a smaller hole in the otherwise completely smooth walls. The walls -are so smooth, in facts, that it is clear that they could not be natural... +are so smooth, in facts, that it is clear that they could not be natural... ~ 42 0 0 0 0 0 D0 @@ -188,14 +188,14 @@ D3 0 0 4216 E claw~ - It is a long, deep gash, at least six inches deep. + It is a long, deep gash, at least six inches deep. ~ S #4210 Top of A Stairwell~ You have entered a massive stairwell, spiraling downwards as far as you can see. Each step is about ten feet long and thirty feet wide. You would hate to -find out what would happen if you tripped and fell down them... +find out what would happen if you tripped and fell down them... ~ 42 4 0 0 0 0 D3 @@ -213,7 +213,7 @@ A Stairwell~ featureless, made out of solid granite. The only thing interesting about these stairs is that they are very large and wide, big enough for a giant. They spiral downwards are far as you can see. You look up. They go just as far -that way. +that way. ~ 42 0 0 0 0 0 D4 @@ -230,7 +230,7 @@ Bottom of a Stairwell~ You are at the bottom of a very large stairwell. The steps themselves are barely small enough for you to go up the stairs without climbing up each step. The stairwell is large enough to hold a giant, with some room to spare. To the -east, you detect a faint humidness. +east, you detect a faint humidness. ~ 42 4 0 0 0 0 D1 @@ -247,7 +247,7 @@ A Dank Corridor~ You are in a large corridor. There is moisture coating the walls, and some other unidentifiable substances on the floor. Like the rest of this place, the ceiling is high above, almost lost in shadow. To the west, you see a -stairwell. To the east, you see more corridor. +stairwell. To the east, you see more corridor. ~ 42 0 0 0 0 0 D1 @@ -263,7 +263,7 @@ S A Dank Corridor~ The dark corridor abruptly terminates in a rough hewn stone wall on the south side. There is a solid steel door set into the rock. You think you can -hear mumbling and heavy footfalls coming from beyond the doorway... +hear mumbling and heavy footfalls coming from beyond the doorway... ~ 42 0 0 0 0 0 D1 @@ -283,7 +283,7 @@ S A Prison Cell~ You are in a solid stone cell, big enough for several man-sized creatures to fit in without complaint. There are a few bones scattered around the room, and -the bite marks on them are unsettling you... +the bite marks on them are unsettling you... ~ 42 0 0 0 0 0 D0 @@ -296,7 +296,7 @@ A Stairwell~ You are standing at the bottom of a gigantic stairwell, with each step being several meters high, almost taller than you are. To the east, you see a cave with multiple stalagmites, and another stairwell opposite the one you are -currently in. +currently in. ~ 42 12 0 0 0 0 D1 @@ -310,7 +310,7 @@ D4 S #4217 A Small Room~ - You note with some relief that this room is too small to fit a dragon. + You note with some relief that this room is too small to fit a dragon. There are numerous brooms and mops around, as well as a few buckets and a well carved into one corner. Evidently this is a storeroom for cleaning supplies. ~ @@ -341,7 +341,7 @@ S A Hallway~ You have entered a large hallway, which is at least twenty feet wide and extremely long. To the east is the stairway back down, and there is an -intersection to the west. The amount of claw marks here worries you... +intersection to the west. The amount of claw marks here worries you... ~ 42 0 0 0 0 0 D1 @@ -379,7 +379,7 @@ A Hatchery~ middle of the room. There are a few eggs in the nest, and lost of scattered eggsells lying about. There are no eggs, luckily for you- if there were eggs, there would be a watchful dragon nearby. You think you hear a few high-pitched -squeaks, though... +squeaks, though... ~ 42 4 0 0 0 0 D2 @@ -389,9 +389,9 @@ D2 S #4222 The End of the Hallway~ - You are in a moderately cozy room, with a small air shaft going up through + You are in a moderately cozy room, with a small air shaft going up through the ceiling to the sky above. The ground is rough and pebbly, with a large -mound a sand in the center of the room. There is a keyrack here. +mound a sand in the center of the room. There is a keyrack here. ~ 42 0 0 0 0 0 D3 @@ -404,7 +404,7 @@ A Hallway~ You are walking down an ordinary hallway... If you count the extremely discomforting amount of claw marks as normal... If you count the stench of sulfur as run of the mill... And if you count the roaring you hear echoing -from somewhere as ordinary... +from somewhere as ordinary... ~ 42 0 0 0 0 0 D0 @@ -421,7 +421,7 @@ A Hallway~ You are walking down an almost featureless granite corridor. There is only a few things that mar its perfect smoothness, and those few things are multiple scratches and claw marks on the floor and walls. Up ahead, you think you hear -the sound of scales, but you can't be sure. +the sound of scales, but you can't be sure. ~ 42 0 0 0 0 0 D0 @@ -439,7 +439,7 @@ A Guard Chamber~ tell that this area is very well traveled, and from some of the deep grooves in the rock you guess that many dragons have waited in this room for permission beyond. You also notice that there is some smoke drifting down the ramp to the -west. +west. ~ 42 4 0 0 0 0 D1 @@ -458,7 +458,7 @@ species that made it. There are inlaid designs along every inch of the walls, made out of gold, silver, platinum, and countless diamonds and rubies. The granite floor has somehow been made so that the rock has the illusion of being a carpet. The smell of sulfur, which is intensifying, is the only aspect of the -stairwell that you think could be better. +stairwell that you think could be better. ~ 42 0 0 0 0 0 D1 @@ -476,7 +476,7 @@ The Royal Treasury~ millions of gold and silver pieces. The entire floor is covered, except for a small cleared area where you are standing. You take a step towards the treasure, but immediately realize that there is no way you could possibly take -all of the treasure with you. +all of the treasure with you. ~ 42 12 0 0 0 0 D4 @@ -493,7 +493,7 @@ fashion. You think you can see a seam around the edges of the circle, and there is a small slot in the exact middle of the pattern. To the west, you see a ramp desending downward, and you see three passages in the north, east, and south walls of the room. The stench of sulfur is so thick that you can almost -see it, and it is making your eyes water. +see it, and it is making your eyes water. ~ 42 8 0 0 0 0 D0 @@ -519,12 +519,12 @@ pattern circle door design~ S #4229 The Royal Nest~ - You are in a medium-sized circular chamber, with only one major feature. + You are in a medium-sized circular chamber, with only one major feature. In the almost exact middle of the room there is a large circular depression, with several pieces of armor and bones scattered around it. The walls are carved from rock, but in the wall near you there is a skeleton *melted* into the wall, still carrying his sword and shield. You shiver. What a horrible -fate... +fate... ~ 42 0 0 0 0 0 D2 @@ -538,7 +538,7 @@ The Royal Balcony~ sprialing structure that is obviously not natural. You can see the ground far, far below you, and you shudder as you think what would happen if you fell from here. You look up, and you can see the blue sky far above you. To the north -is the passageway that brought you here. +is the passageway that brought you here. ~ 42 0 0 0 0 0 D0 @@ -554,7 +554,7 @@ wall, a large circular hollow, with several indentations as if for places to lean your elbows, but they are way too big for you. Everywhere you can see large designs, showing knights on horseback being slaughtered, countrysides being ravaged, and castles being destroyed. They are obviously a monument to -some particularly evil acts by dragons. +some particularly evil acts by dragons. ~ 42 0 0 0 0 0 D3 @@ -574,7 +574,7 @@ A Stairwell~ featureless, made out of solid granite. The only thing interesting about these stairs is that they are very large and wide, big enough for a giant. They spiral downwards are far as you can see. You look up. They go just as far -that way. +that way. ~ 42 0 0 0 0 0 D4 @@ -590,7 +590,7 @@ S Top of A Stairwell~ You have entered a massive stairwell, spiraling downwards as far as you can see. Each step is about ten feet long and thirty feet wide. You would hate to -find out what would happen if you tripped and fell down them... +find out what would happen if you tripped and fell down them... ~ 42 4 0 0 0 0 D3 @@ -609,7 +609,7 @@ fact that there is a globe of magical light floating in the middle of the room. This lets you see your surroundings, and the many claw marks decorating the walls. There is a large circular depression by the wall, which have some bones and assorted pieces of armor lying about-all of them with large bite marks on -them. You start to get an uneasy feeling in the pit of your stomach... +them. You start to get an uneasy feeling in the pit of your stomach... ~ 42 12 0 0 0 0 D3 diff --git a/lib/world/wld/43.wld b/lib/world/wld/43.wld index 6cd0196..2c368d5 100644 --- a/lib/world/wld/43.wld +++ b/lib/world/wld/43.wld @@ -5,7 +5,7 @@ little places to get good or even moderate exp. This zone will have two halves. In the first half there will be penguins on a large scale in a community in the northern wastes of Ilnyir. The other half is the city of eskimos, Rankit. Rankit is ruled by a gluttonus king, Glogtar, and does little -for his kingdom. +for his kingdom. Rooms: 95 Objs: 23 Mobs: 17 @@ -20,7 +20,7 @@ An Ice Bridge~ Standing on a bridge of ice you almost slip off into the gully below. On a bridge made of ice. Don't lose your balance! To the north you see the end of the bridge, and past it is vast, white, nothing. To the northwest you see -smoke rising from an unknown village. +smoke rising from an unknown village. ~ 43 0 0 0 0 2 D0 @@ -33,7 +33,7 @@ D2 0 0 4399 E north~ - More ice bridge. + More ice bridge. ~ S #4302 @@ -41,7 +41,7 @@ An Ice Bridge~ Standing in the middle of an ice bridge. It looks very slippery, don't fall off! Beyond in the distance there is a large pillar of smoke rising of what seems to be rising from a small village in the northwest. You stand there and -think, Eskimos? +think, Eskimos? ~ 43 0 0 0 0 2 D0 @@ -54,18 +54,18 @@ D2 0 0 4301 E south~ - More ice bridge. + More ice bridge. ~ E north~ - More ice bridge. + More ice bridge. ~ S #4303 An Ice Bridge~ At the end of an ice bridge. You didn't fall off. It nows seems there really are eskimos in this barren land of snow and ice. There are many black -dots moving around aimlessly to the northeast. +dots moving around aimlessly to the northeast. ~ 43 0 0 0 0 2 D0 @@ -78,7 +78,7 @@ D2 0 0 4302 E south~ - More ice bridge. + More ice bridge. ~ S #4304 @@ -86,7 +86,7 @@ An Icy Trail~ While on this winding trail totally consumed by ice and unpacked snow you suddenly see a field to the north open up. There are very few footprints in the snow. To the north there is more nothing than you ever thought there could -be. +be. ~ 43 0 0 0 0 2 D0 @@ -102,7 +102,7 @@ S An Icy Crossroads~ The trail looks exactly the same as it did before except for the fact that there is a three way split in the trail. To the north, snow, ice, and black -figures wondering about. To the west, a barely definable trail. +figures wondering about. To the west, a barely definable trail. ~ 43 0 0 0 0 2 D0 @@ -138,7 +138,7 @@ S A Turn in an Icy Trail~ The trail takes a turn here. You stand and watch all the penguins wondering aimlessly in circles to the east. Far to the east you see what seems to be a -shoreline. To the south a path of ice and snow. +shoreline. To the south a path of ice and snow. ~ 43 4 0 0 0 2 D1 @@ -155,7 +155,7 @@ The Beginning of a Snow Field~ There is a fine layer of freshley fallen snow on the hard packed, very thick snow. There are penguins all about you. Way to the northeast there is a large structure made of ice. The only thing you see for miles around is -ice,penguins, and snow. +ice,penguins, and snow. ~ 43 0 0 0 0 2 D0 @@ -176,7 +176,7 @@ Snow Field~ It is still snowing in this baren, forsaken land of ice. Only the penguins and a couple lumps of some sort of creature roam these lands. The penguins are many and with their babies seem many more. As you scan your surroundings you -see a large hump of ice to the northeast. +see a large hump of ice to the northeast. ~ 43 0 0 0 0 2 D0 @@ -196,7 +196,7 @@ S A Snow Field~ This field is heavily trampled with tracks that have webbing in them. The penguins are still waddling around seemingly mindless. But as you look closer -at the many tracks there are some that dont look like a bird. +at the many tracks there are some that dont look like a bird. ~ 43 0 0 0 0 2 D0 @@ -216,7 +216,7 @@ S A Field of Packed Snow~ The snow here is packed from constant use. You can not distinguish one track from another. Although it is very very cold the penguins are still out -in full force. +in full force. ~ 43 0 0 0 0 2 D0 @@ -236,8 +236,8 @@ S Into a Snow Field~ You are now very far into this land of frozen nothing. You see strait to the north a small hole in the ice. Penguins still skid along their bellies and -waddle around on thier feet. You now also see what the animal was that was -making those tracks earlier. They are walruses! +waddle around on their feet. You now also see what the animal was that was +making those tracks earlier. They are walruses! ~ 43 0 0 0 0 2 D0 @@ -253,8 +253,8 @@ S Into a Snow Field~ You are now very far into this land of frozen nothing. You see strait to the north a small hole in the ice. Penguins still skid along their bellies and -waddle around on thier feet. You now also see what the animal was that was -making those tracks earlier. They are walruses! +waddle around on their feet. You now also see what the animal was that was +making those tracks earlier. They are walruses! ~ 43 0 0 0 0 2 D0 @@ -274,7 +274,7 @@ S A Field of Packed Snow~ The snow here is packed from constant use. You can not distinguish one track from another. Although it is very very cold the penguins are still out -in full force. +in full force. ~ 43 0 0 0 0 2 D0 @@ -298,7 +298,7 @@ S A Snow Field~ This field is heavily trampled with tracks that have webbing in them. The penguins are still waddling around seemingly mindless. But as you look closer -at the many tracks there are some that dont look like a bird. +at the many tracks there are some that dont look like a bird. ~ 43 0 0 0 0 2 D0 @@ -323,7 +323,7 @@ Snow Field~ It's still snowing in this baren, forsaken land of ice. Only the penguins and a couple of lumps of some sort of creature roam these lands. The penguins are many and with their babies seem many more. As you scan your surroundings -you see a large hump of ice to the northeast. +you see a large hump of ice to the northeast. ~ 43 0 0 0 0 2 D0 @@ -347,8 +347,8 @@ S Snow Field~ It's still snowing in this baren, forsaken land of ice. Only the penguins and a couple lumps of some sort of creature roam these lands. The penguins are -many and with thier babies seem many more. As you scan your surroundings you -see a large hump of ice to the northeast. +many and with their babies seem many more. As you scan your surroundings you +see a large hump of ice to the northeast. ~ 43 0 0 0 0 2 D0 @@ -368,7 +368,7 @@ S A Snow Field~ This field is heavily trampled with tracks that have webbing in them. The penguins are still waddling around seemingly mindless. But as you look closer -at the many tracks there are some that dont look like a bird. +at the many tracks there are some that dont look like a bird. ~ 43 0 0 0 0 2 D0 @@ -388,7 +388,7 @@ S A Snow Field~ This field is heavily trampled with tracks that have webbing in them. The penguins are still waddling around seemingly mindless. But as you look closer -at the many tracks there are some that dont look like a bird. +at the many tracks there are some that dont look like a bird. ~ 43 0 0 0 0 2 D0 @@ -412,7 +412,7 @@ S A Snow Field~ This field is heavily trampled with tracks that have webbing in them. The penguins are still waddling around seemingly mindless. But as you look closer -at the many tracks there are some that dont look like a bird. +at the many tracks there are some that dont look like a bird. ~ 43 0 0 0 0 2 D0 @@ -436,7 +436,7 @@ S A Field of Packed Snow~ The snow here is packed from constant use. You can not distinguish one track from another. Although it is very very cold the penguins are still out -in full force. +in full force. ~ 43 0 0 0 0 2 D0 @@ -460,8 +460,8 @@ S Into a Snow Field~ You are now very far into this land of frozen nothing. You see strait to the north a small hole in the ice. Penguins still skid along their bellies and -waddle around on thier feet. You now also see what the animal was that was -making those tracks earlier. They are walruses! +waddle around on their feet. You now also see what the animal was that was +making those tracks earlier. They are walruses! ~ 43 0 0 0 0 2 D0 @@ -483,7 +483,7 @@ On an Ice Slick~ The hole is just large enough for a large dwarf through. There is no snow at all around the hole so the ice is practically see through. There is an igloo to the north which looks well tended for. All around to the south and east is -a very large field. +a very large field. ~ 43 4 0 0 0 2 D0 @@ -507,8 +507,8 @@ S Into a Snow Field~ Now you are very far into this field of frozen nothing. The ice building you saw earlier is now much closer and strait to the east. Penguins still skid -along their bellies and waddle around on thier feet. You now also see what the -animal was that was making those tracks earlier. They are walruses! +along their bellies and waddle around on their feet. You now also see what the +animal was that was making those tracks earlier. They are walruses! ~ 43 0 0 0 0 2 D1 @@ -528,8 +528,8 @@ S Into a Snow Field~ Now you are very far into this field of frozen nothing. The ice building you saw earlier is now much closer and strait to the east. Penguins still skid -along their bellies and waddle around on thier feet. You now also see what the -animal was that was making those tracks earlier. They are walruses! +along their bellies and waddle around on their feet. You now also see what the +animal was that was making those tracks earlier. They are walruses! ~ 43 0 0 0 0 2 D1 @@ -549,8 +549,8 @@ S Into a Snow Field~ Now you are very far into this field of frozen nothing. The ice building you saw earlier is now much closer and strait to the east. Penguins still skid -along their bellies and waddle around on thier feet. You now also see what the -animal was that was making those tracks earlier. They are walruses! +along their bellies and waddle around on their feet. You now also see what the +animal was that was making those tracks earlier. They are walruses! ~ 43 0 0 0 0 2 D1 @@ -570,8 +570,8 @@ S Into a Snow Field~ Now you are very far into this field of frozen nothing. The ice building you saw earlier is now much closer and strait to the east. Penguins still skid -along their bellies and waddle around on thier feet. You now also see what the -animal was that was making those tracks earlier. They are walruses! +along their bellies and waddle around on their feet. You now also see what the +animal was that was making those tracks earlier. They are walruses! ~ 43 0 0 0 0 2 D1 @@ -588,7 +588,7 @@ Down the Ice Hole~ As you look up through the hole you just came through you relize you can stand up and look out of it. To the north is a long tunnel with a bright blue light coming out of it. At the end of the tunnel it seems there is a very -large room. +large room. ~ 43 256 0 0 0 2 D0 @@ -605,7 +605,7 @@ Inside an Igloo~ The interior of this igloo would make someone feel young again. There are babies wailing about something, they must be orphans by the look of the adults. With only a couple adults to watch over them some of them seem to be very -mischeivious. +mischeivious. ~ 43 0 0 0 0 0 D2 @@ -618,7 +618,7 @@ Through an Ice Tunnel~ This tunnel is big for a gaint! You wonder how a penguin could possibly reach that high! The walls are smootheed away from constant use and wearing. The ice here never seems to melt; for as you put your hand on it and take it -of, there is no water. To the north is a very large, cavernous room. +of, there is no water. To the north is a very large, cavernous room. ~ 43 8 0 0 0 0 D0 @@ -635,7 +635,7 @@ Through an Ice Tunnel~ The ice reflects a brilliant light that almost blinds you. You don't know where the light is comeing from. As you look around you are astonished that there aren't even any torches, lanterns, or anything that gives of any light at -all. +all. ~ 43 8 0 0 0 0 D0 @@ -664,14 +664,14 @@ E wall~ The walls in this room are perfectly smoothed away and still refecting that strange blue light. You think the light must be coming from outside for there -are no lights in here. +are no lights in here. ~ E throne chair~ This chair made completly of ice is suberbly crafted and sqared away. It seems to be made of one block of ice as you can see no grooves to mark that it is not. The seat of the chair is very low in humanoid standards, but penguins -see it not fit to be in high places. +see it not fit to be in high places. ~ S #4333 @@ -679,7 +679,7 @@ Snowy Trail~ This trail seems not to be used very much if at all. You can clearly see the village of eskimos now. You see back to the east the trail that continues north. To the west the trail seems very short, but all this white nay be -affecting your sight. +affecting your sight. ~ 43 0 0 0 0 2 D1 @@ -694,9 +694,9 @@ S #4334 Snowy Trail~ Continuing along the trail it seems to become more used. The tracks in the -the snow here are deeper and there are more of them; but not many more. +the snow here are deeper and there are more of them; but not many more. Coming closer to the eskimo village you see people bustling about in there -everyday chores. +everyday chores. ~ 43 0 0 0 0 2 D0 @@ -713,7 +713,7 @@ Above the Eskimo Village~ On top of this hill looking down upon the village of eskimos there is an incredible view of the entire city. Someone could come up here and look upon the entire workings of the city. Far away to the east there is a large open -field with many objects moving about. +field with many objects moving about. ~ 43 0 0 0 0 0 D2 @@ -746,7 +746,7 @@ Outside a Wall of Ice~ any kind to signify ot was built, but rather frozen out of the very air. The wall stands close to twenty feet high and, through the large iron gate set in the ice, six feet thick. In front of the gate stands an engraved sign. Above -is a steep icy path that dosen't seem to be possible to climb up. +is a steep icy path that dosen't seem to be possible to climb up. ~ 43 4 0 0 0 2 D0 @@ -761,7 +761,7 @@ Intersection of Whale Street and Arivat Avenue.~ The snow gleams in the sun and crunches under your feet. People bundled in very warm clothes are hurrying about with there buissness. To the north Arivat Avenue runs to a busy town square. Whale Street runs east ans west. To the -south is the giant wall with the large gate set in the ice. +south is the giant wall with the large gate set in the ice. ~ 43 0 0 0 0 1 D0 @@ -784,9 +784,9 @@ S #4339 Arivat Avenue~ The road here is made of ice on the bottom and snow on the top for traction. -There are many sled tracks through the area along with many more dog tracks. +There are many sled tracks through the area along with many more dog tracks. To the south is the main gate of the city and to the north is a busy market -place. +place. ~ 43 0 0 0 0 1 D0 @@ -802,9 +802,9 @@ S Avivat Avenue~ This is the main street of the city of Rankit. There are many igloos about, they all look the same. The townspeople must be able to tell them apart some -how. There are many people going about thier buissness about you. To the west +how. There are many people going about their buissness about you. To the west there is a sign with a tunic on it and to the east a sign with a butcher's -knife. Just to the north is a busy square. +knife. Just to the north is a busy square. ~ 43 0 0 0 0 1 D0 @@ -830,10 +830,10 @@ Rankit Square~ starts falling very lightly and the townsfolk don't even care. There are so many people in this little town it could be thought impossible by many in such a desolate place. The snow glistings off of everything covered in it. There -is a small post by the fountain with many numbers on it measuring the snow. +is a small post by the fountain with many numbers on it measuring the snow. The snow reaches up to the 13' foot mark upon closer examination. Also on the post there is a dark line at the 18.5 mark which must be the highest snow -fall ever. There are stairs going down from the south side of the fountain. +fall ever. There are stairs going down from the south side of the fountain. ~ 43 0 0 0 0 1 D0 @@ -863,7 +863,7 @@ Arivat Avenue~ returning from expeditions with many pelts of many different animals. There is a fresh smell coming from the west and the clink of metal coming from the east. To the south is the fountain of clear water and to the north there is the north -gate. +gate. ~ 43 0 0 0 0 1 D0 @@ -888,7 +888,7 @@ Arivat Avenue~ The street here is just like the rest of it, icy with packed snow on the top. The gurgling of the fountain at the square can be faintly heard from here. There is nothing mush to see here but the igloo houses lining the -streets. +streets. ~ 43 0 0 0 0 1 D0 @@ -905,7 +905,7 @@ Intersection of Arivat Avenue and Artic Street.~ The intersection of the main road and the northern most road in town is not quite as busy as might have been guessed. The northern gate here seems to be well barred and impassible. What is out there to the very northern reaches of -Illniyr? +Illniyr? ~ 43 0 0 0 0 1 D1 @@ -923,9 +923,9 @@ D3 S #4345 Nunavut Street~ - This street crosses with the main street at the square just to the west. + This street crosses with the main street at the square just to the west. The weapon shop and the butchery are to the north and south but the doors here -say private only. To the east is the east gate of Rankit. +say private only. To the east is the east gate of Rankit. ~ 43 0 0 0 0 1 D1 @@ -942,7 +942,7 @@ Intersection of Nunavut Street and Ice Lane~ This intersection doesn't have many people in it. The roads have many igloos along the side of them some are bigger than others possibly signifying rank or social order. The gate to to east seems to be well used and well -maintained. +maintained. ~ 43 0 0 0 0 1 D0 @@ -967,7 +967,7 @@ Nunavut Street~ Continuing on this street the pace of the people picks up and you notice sled dogs with there masters coming back from a good hunt. The other people walking along are looking at you like you were a monster; they must not get -many outsiders. Just to the east is the eastern gate of Rankit. +many outsiders. Just to the east is the eastern gate of Rankit. ~ 43 0 0 0 0 1 D1 @@ -982,9 +982,9 @@ S #4348 Western Gate of Rankit~ The gate here is not as big as the main one but it should be because the -traffic here is almost non-stop. Many people going to the stores to sell thier -good and take some to thier familes. The gate is well tended and hardly makes -a noise when it opens. +traffic here is almost non-stop. Many people going to the stores to sell their +good and take some to their familes. The gate is well tended and hardly makes +a noise when it opens. ~ 43 0 0 0 0 1 D0 @@ -1006,9 +1006,9 @@ D3 S #4349 Nunavut Street~ - This street crosses with the main street at the square just to the east. + This street crosses with the main street at the square just to the east. The food supply shop and the fitter are to the north and south but the doors -here say private only. To the west is the west gate of Rankit. +here say private only. To the west is the west gate of Rankit. ~ 43 0 0 0 0 1 D1 @@ -1025,7 +1025,7 @@ Intersection of Nunavut Street and Snow Lane~ This intersection doesn't have many people in it. The roads have many igloos along the side of them some are bigger than others possibly signifying rank or social order. The gate to to west seems to be well used and well -maintained. +maintained. ~ 43 0 0 0 0 1 D0 @@ -1050,7 +1050,7 @@ Nunavut Street~ Continuing on this street the pace of the people picks up and you notice sled dogs with there masters coming back from a good hunt. The other people walking along are looking at you like you were a monster; they must not get -many outsiders. Just to the west is the western gate of Rankit. +many outsiders. Just to the west is the western gate of Rankit. ~ 43 0 0 0 0 1 D1 @@ -1066,8 +1066,8 @@ S Eastern Gate of Rankit~ The gate here is not as big as the main one but it should be because the traffic here is much more than that one. Many people going to the stores to -sell thier good and take some to thier familes. The gate is well tended and -hardly makes a noise when it opens. +sell their good and take some to their familes. The gate is well tended and +hardly makes a noise when it opens. ~ 43 0 0 0 0 1 D0 @@ -1087,8 +1087,8 @@ S Artic Street~ You are on the northern most street of the city of Rankit. The people here are few and they seem to shy away from the north side of the street even then. -The folk poke thier heads out of there igloos watching your every move. There -are intersections to the east and west of you. +The folk poke their heads out of there igloos watching your every move. There +are intersections to the east and west of you. ~ 43 0 0 0 0 1 D1 @@ -1104,8 +1104,8 @@ S Artic Street~ You are on the northern most street of the city of Rankit. The people here are few and they seem to shy away from the north side of the street even then. -The folk poke thier heads out of there igloos watching your every move. There -are intersections to the east and west of you. +The folk poke their heads out of there igloos watching your every move. There +are intersections to the east and west of you. ~ 43 0 0 0 0 1 D1 @@ -1125,8 +1125,8 @@ S Artic Street~ You are on the northern most street of the city of Rankit. The people here are few and they seem to shy away from the north side of the street even then. -The folk poke thier heads out of there igloos watching your every move. There -are intersections to the east and west of you. +The folk poke their heads out of there igloos watching your every move. There +are intersections to the east and west of you. ~ 43 0 0 0 0 1 D1 @@ -1140,9 +1140,9 @@ D3 S #4356 Intersection of Artic Street and Eskimo Avenue~ - This intersection is full of loitering people just talking and laughing. + This intersection is full of loitering people just talking and laughing. To the west is a street almost void of people and to the south is a fairily -busy street. +busy street. ~ 43 0 0 0 0 1 D2 @@ -1158,8 +1158,8 @@ S Artic Street~ You are on the northern most street of the city of Rankit. The people here are few and they seem to shy away from the north side of the street even then. -The folk poke thier heads out of there igloos watching your every move. There -are intersections to the east and west of you. +The folk poke their heads out of there igloos watching your every move. There +are intersections to the east and west of you. ~ 43 0 0 0 0 1 D1 @@ -1175,8 +1175,8 @@ S Artic Street~ You are on the northern most street of the city of Rankit. The people here are few and they seem to shy away from the north side of the street even then. -The folk poke thier heads out of there igloos watching your every move. There -are intersections to the east and west of you. +The folk poke their heads out of there igloos watching your every move. There +are intersections to the east and west of you. ~ 43 0 0 0 0 1 D1 @@ -1196,8 +1196,8 @@ S Artic Street~ You are on the northern most street of the city of Rankit. The people here are few and they seem to shy away from the north side of the street even then. -The folk poke thier heads out of there igloos watching your every move. There -are intersections to the east and west of you. +The folk poke their heads out of there igloos watching your every move. There +are intersections to the east and west of you. ~ 43 0 0 0 0 1 D1 @@ -1211,9 +1211,9 @@ D3 S #4360 Intersection of Artic Street and Inuit Avenue~ - This intersection is full of loitering people just talking and laughing. + This intersection is full of loitering people just talking and laughing. To the east is a street almost void of people and to the south is a fairily -busy street. +busy street. ~ 43 0 0 0 0 1 D1 @@ -1228,9 +1228,9 @@ S #4361 Inuit Avenue~ This street is pretty busy with people returning with traping and hunting -prizes. The street is well maintained to keep the flow of traffic smooth. -Also the people walking past you give you strange looks from underneath thier -hoods. +prizes. The street is well maintained to keep the flow of traffic smooth. +Also the people walking past you give you strange looks from underneath their +hoods. ~ 43 0 0 0 0 1 D0 @@ -1245,9 +1245,9 @@ S #4362 Inuit Avenue~ This street is pretty busy with people returning with traping and hunting -prizes. The street is well maintained to keep the flow of traffic smooth. -Also the people walking past you give you strange looks from underneath thier -hoods. +prizes. The street is well maintained to keep the flow of traffic smooth. +Also the people walking past you give you strange looks from underneath their +hoods. ~ 43 0 0 0 0 1 D0 @@ -1262,9 +1262,9 @@ S #4363 Inuit Avenue~ This street is pretty busy with people returning with traping and hunting -prizes. The street is well maintained to keep the flow of traffic smooth. -Also the people walking past you give you strange looks from underneath thier -hoods. +prizes. The street is well maintained to keep the flow of traffic smooth. +Also the people walking past you give you strange looks from underneath their +hoods. ~ 43 0 0 0 0 1 D0 @@ -1279,9 +1279,9 @@ S #4364 Inuit Avenue~ This street is pretty busy with people returning with traping and hunting -prizes. The street is well maintained to keep the flow of traffic smooth. -Also the people walking past you give you strange looks from underneath thier -hoods. +prizes. The street is well maintained to keep the flow of traffic smooth. +Also the people walking past you give you strange looks from underneath their +hoods. ~ 43 0 0 0 0 1 D0 @@ -1296,8 +1296,8 @@ S #4365 Intersection of Whale Street and Inuit Avenue~ The intersection has people mingeling in the corners and going about their -buissness. To the north is a gate with people constantly going in and out. -To the east is the main gate that has very few going back and forth. +buissness. To the north is a gate with people constantly going in and out. +To the east is the main gate that has very few going back and forth. ~ 43 0 0 0 0 1 D0 @@ -1314,7 +1314,7 @@ Eskimo Avenue~ The road here is well tended but still not as well as the main road. The eastern gate to the south is a fairily busy place with hunters constantly coming in and out with pelts and furs to sell to the town shops. To the north -is the northern most part of the city. +is the northern most part of the city. ~ 43 0 0 0 0 1 D0 @@ -1331,7 +1331,7 @@ Eskimo Avenue~ The road here is well tended but still not as well as the main road. The eastern gate to the south is a fairily busy place with hunters constantly coming in and out with pelts and furs to sell to the town shops. To the north -is the northern most part of the city. +is the northern most part of the city. ~ 43 0 0 0 0 1 D0 @@ -1348,7 +1348,7 @@ Eskimo Avenue~ The road here is well tended but still not as well as the main road. The eastern gate to the north is a fairily busy place with hunters constantly coming in and out with pelts and furs to sell to the town shops. To the south -is an intersection of two streets with not many people around. +is an intersection of two streets with not many people around. ~ 43 0 0 0 0 1 D0 @@ -1365,7 +1365,7 @@ Eskimo Avenue~ The road here is well tended but still not as well as the main road. The eastern gate to the north is a fairily busy place with hunters constantly coming in and out with pelts and furs to sell to the town shops. To the south -is an intersection of two streets with not many people around. +is an intersection of two streets with not many people around. ~ 43 0 0 0 0 1 D0 @@ -1380,8 +1380,8 @@ S #4370 Intersection of Whale Street and Eskimo Avenue~ The intersection has people mingeling in the corners and going about their -buissness. To the north is a gate with people constantly going in and out. -To the west is the main gate that has very few going back and forth. +buissness. To the north is a gate with people constantly going in and out. +To the west is the main gate that has very few going back and forth. ~ 43 0 0 0 0 1 D0 @@ -1397,7 +1397,7 @@ S Whale Street~ The buissness on this street is low. There no igloos on this side of the town, lining the streets, because the wind is blowing out of the south. To the -west is the main gate of the city which is used rarely. +west is the main gate of the city which is used rarely. ~ 43 0 0 0 0 1 D1 @@ -1413,7 +1413,7 @@ S Whale Street~ The buissness on this street is low. There no igloos on this side of the town, lining the streets, because the wind is blowing out of the south. To the -west is the main gate of the city which is used rarely. +west is the main gate of the city which is used rarely. ~ 43 0 0 0 0 1 D0 @@ -1433,7 +1433,7 @@ S Whale Street~ The buissness on this street is low. There no igloos on this side of the town, lining the streets, because the wind is blowing out of the south. To the -west is the main gate of the city which is used rarely. +west is the main gate of the city which is used rarely. ~ 43 0 0 0 0 1 D1 @@ -1449,7 +1449,7 @@ S Whale Street~ The buissness on this street is low. There no igloos on this side of the town, lining the streets, because the wind is blowing out of the south. To the -east is the main gate of the city which is used rarely. +east is the main gate of the city which is used rarely. ~ 43 0 0 0 0 1 D1 @@ -1465,7 +1465,7 @@ S Whale Street~ The buissness on this street is low. There no igloos on this side of the town, lining the streets, because the wind is blowing out of the south. To the -east is the main gate of the city which is used rarely. +east is the main gate of the city which is used rarely. ~ 43 0 0 0 0 1 D0 @@ -1485,7 +1485,7 @@ S Whale Street~ The buissness on this street is low. There no igloos on this side of the town, lining the streets, because the wind is blowing out of the south. To the -east is the main gate of the city which is used rarely. +east is the main gate of the city which is used rarely. ~ 43 0 0 0 0 1 D1 @@ -1501,7 +1501,7 @@ S Snow Lane~ The snow here is very deep. The potholes you make while steping are up to your hips. The eskimos walking around and above you have snow shoes on -allowing them to walk without falling down. +allowing them to walk without falling down. ~ 43 0 0 0 0 1 D0 @@ -1517,7 +1517,7 @@ S Snow Lane~ The snow here is very deep. The potholes you make while steping are up to your hips. The eskimos walking around and above you have snow shoes on -allowing them to walk without falling down. +allowing them to walk without falling down. ~ 43 0 0 0 0 1 D0 @@ -1533,7 +1533,7 @@ S Snow Lane~ The snow here is very deep. The potholes you make while steping are up to your hips. The eskimos walking around and above you have snow shoes on -allowing them to walk without falling down. +allowing them to walk without falling down. ~ 43 0 0 0 0 1 D0 @@ -1549,7 +1549,7 @@ S Snow Lane~ The snow here is very deep. The potholes you make while steping are up to your hips. The eskimos walking around and above you have snow shoes on -allowing them to walk without falling down. +allowing them to walk without falling down. ~ 43 0 0 0 0 1 D0 @@ -1565,8 +1565,8 @@ S Ice Lane~ It is very slippery here. The ice doesn't seem to be as well tended for in this part of town for some reason as the rest of the city. The igloos still -line the streets and residents of these igloos poke thier heads out and look at -you warily. +line the streets and residents of these igloos poke their heads out and look at +you warily. ~ 43 0 0 0 0 1 D0 @@ -1582,8 +1582,8 @@ S Ice Lane~ It is very slippery here. The ice doesn't seem to be as well tended for in this part of town for some reason as the rest of the city. The igloos still -line the streets and residents of these igloos poke thier heads out and look at -you warily. +line the streets and residents of these igloos poke their heads out and look at +you warily. ~ 43 0 0 0 0 1 D0 @@ -1599,8 +1599,8 @@ S Ice Lane~ It is very slippery here. The ice doesn't seem to be as well tended for in this part of town for some reason as the rest of the city. The igloos still -line the streets and residents of these igloos poke thier heads out and look at -you warily. +line the streets and residents of these igloos poke their heads out and look at +you warily. ~ 43 0 0 0 0 1 D0 @@ -1616,8 +1616,8 @@ S Ice Lane~ It is very slippery here. The ice doesn't seem to be as well tended for in this part of town for some reason as the rest of the city. The igloos still -line the streets and residents of these igloos poke thier heads out and look at -you warily. +line the streets and residents of these igloos poke their heads out and look at +you warily. ~ 43 0 0 0 0 1 D0 @@ -1634,7 +1634,7 @@ Rankit Food Supply~ The smell of freshly baked food eminates from this shop. There is a list on the counter for all to see the contents of the shop. There are four large ovens on the back wall releaseing heat that makes this room at least 20 degrees -warmer than outside. +warmer than outside. ~ 43 0 0 0 0 0 D1 @@ -1646,8 +1646,8 @@ S Rankit Weaponry~ There is a large clamor of metal on heated metal as you enter. The weapons lining the walls are all polished and shining waiting to be used for good or -evil. The heat here is unbearably hot as the room is stuffy and congested. -The temperature outside must be at least 50 degrees lower than in here. +evil. The heat here is unbearably hot as the room is stuffy and congested. +The temperature outside must be at least 50 degrees lower than in here. ~ 43 0 0 0 0 0 D3 @@ -1660,7 +1660,7 @@ Rankit Tunic Fitter~ While standing in this room with fur lined leather clothing upon every wall the young shopkeeper stands and greets you upon entering. There are sewing needles and unfinished hides littering the floor, evidence of continued -buissness. +buissness. ~ 43 0 0 0 0 0 D1 @@ -1670,7 +1670,7 @@ D1 E hides skins~ The hides that line the walls are tanned and shaped. They are just models -for the sizing is different for different people. +for the sizing is different for different people. ~ S #4388 @@ -1678,8 +1678,8 @@ The Butchery~ Blood stained snow seeps out onto the snow outside. The odor is unbearable as you enter as it smells like long over due socks that need washing. Other fouler smells are mixed throughout the area but none worse than the smell of -dead animals. No one seems to be able to cope with the smell exept for the -butcher himself as you see residents come in then run out. +dead animals. No one seems to be able to cope with the smell except for the +butcher himself as you see residents come in then run out. ~ 43 0 0 0 0 0 D3 @@ -1691,8 +1691,8 @@ S Entrance to Glogtar's Throne Room~ The steps leading back up to a hole in the snow emerges out in the air of the center of the city. Nobody comes here from the outside for fear of seeing -thier dictator, Glogtar the Ruler of Ice. To the north is a tunnel with a -large light coming from the end. +their dictator, Glogtar the Ruler of Ice. To the north is a tunnel with a +large light coming from the end. ~ 43 4 0 0 0 0 D0 @@ -1726,7 +1726,7 @@ A Tunnel Through the Snow ~ through the hole that is continually cleared of snow. Just to the north is the throne of Glogtar. The light coming there is bright and does not flicker. If there was a fire here it would melt and collapse the whole chamber and tunnel -causing the raod below to cave in. +causing the raod below to cave in. ~ 43 0 0 0 0 0 D0 @@ -1744,8 +1744,8 @@ Throne of Glogtar~ the size it should be for his size. The snow is neatly packed around the chamber and dug out so you have to decend several steps to come upon the Ruler of the Ice. Servants constantly coming in and out through a small entry way in -the west side of the wall bring thier king delicacies. To the south is the -exit and there is a small intricately carved door to te east. +the west side of the wall bring their king delicacies. To the south is the +exit and there is a small intricately carved door to te east. ~ 43 0 0 0 0 0 D1 @@ -1764,14 +1764,14 @@ E throne~ The throne is carved very delicately and very skillfully. The carving in the wood has many curves and intricate lacings throughout the intirething from -the legs to the head. +the legs to the head. ~ S #4393 Treasure Room~ This room is lined with steel and looks like a prison cell. The one -exeption to it being a prison is the HUGE amount of money sitting in the -corner. The only way out is the way you came in. +exception to it being a prison is the HUGE amount of money sitting in the +corner. The only way out is the way you came in. ~ 43 0 0 0 0 0 D3 @@ -1783,7 +1783,7 @@ S A Hunting Trail~ You are on a game path. Many animals have come by here to be attacked and killed to be eaten. There are eskimo tracks everywhere heading to the east -were the hunting trail leads on. +were the hunting trail leads on. ~ 43 0 0 0 0 2 D1 @@ -1800,7 +1800,7 @@ A hunting Trail~ The trail turns east and is quickly lost to the skill of eskimo hunters in snow. Save the very fine foots prints hardly noticeable to the naked eye. To the west is the gate of Rankit and to the south is barren lands of snow and -ice. +ice. ~ 43 0 0 0 0 2 D2 @@ -1816,7 +1816,7 @@ S A Mud Trail~ The road becomes wet with melted water from the north. The water seeps between your toes and is uncomfortably cold. The trail continues west through -more mud and back east to dry dirt. +more mud and back east to dry dirt. ~ 43 0 0 0 0 2 D3 @@ -1829,7 +1829,7 @@ A Mud Trail~ The surroundings are changing as the weather becomes colder and the ground begins to freeze. The mud is becoming harder and a chill wind begins blowing from the north and west. To the east is the warmth of the minotaur city, Dun -Maura. To the north is a wasteland of cold. +Maura. To the north is a wasteland of cold. ~ 43 0 0 0 0 2 D0 @@ -1846,7 +1846,7 @@ A Cold, Wet Trail~ The trail is very wet and very cold now. The mud has disappeared and the cold is all that is left. There seems to be no trace of life anywhere around. To the south you must go through the mud and to the north is a sparkeling -bridge. +bridge. ~ 43 0 0 0 0 2 D0 @@ -1863,7 +1863,7 @@ A Trail of Snow~ The temperature is now below freezing and the breath comes out of you in puffs of visible air. The bridge to the north is madde of ice and the trail behind is wet. The change of climates seems to be very dramatic for such a -small distance traveled. +small distance traveled. ~ 43 4 0 0 0 2 D0 diff --git a/lib/world/wld/44.wld b/lib/world/wld/44.wld index d1b0b45..aba30d8 100644 --- a/lib/world/wld/44.wld +++ b/lib/world/wld/44.wld @@ -3,15 +3,15 @@ Welcor's Zone Description Room~ This area was written by Welcor for CruelWorld 1999 (c) Builder : Welcor Zone : 44 Orc Camp -Began : +Began : Player Level : 3-7 Rooms : 18 Mobs : 7 Objects : 11 -Shops : +Shops : Triggers : 3 -Theme : -Plot : +Theme : +Plot : Links : 01e, 17n ~ 44 512 0 0 0 0 @@ -21,7 +21,7 @@ Before the Clearing~ North of you is a clearing in the forest, encircled in tents, while to the east you see the eastern highway. The tents are crude, made of thick cloth and dyed green to blend in the shades. Occasionally you hear the sound of a dove -or a crow. Oh yes, and of course the clang of sword against shield. +or a crow. Oh yes, and of course the clang of sword against shield. ~ 44 0 0 0 0 3 D0 @@ -35,7 +35,7 @@ In the clearing.~ You are in a clearing in the forest. Around you are tents made from curde planks and rough linen. They have been dyed green so they blend in the surrounding forest. North the clearing continues, while to the west and east -are tents. You can also go south to the eastern highway. +are tents. You can also go south to the eastern highway. ~ 44 0 0 0 0 3 D0 @@ -63,7 +63,7 @@ S In a tent.~ You've entered a crude tent, with nothing more in it than 4 bunks, obviously just a place to sleep for the orcs. The only exit you see takes you back east -to the outside. +to the outside. ~ 44 8 0 0 0 0 D1 @@ -88,8 +88,8 @@ S In the clearing.~ You are about in the middle of the clearing and to your west a tent quite a bit larger than the rest, suggest which way to go talk to the Boss. You can -also enter a smaller tent with dagger symbol over the entrance to your east. -North and south the clearing continues. +also enter a smaller tent with dagger symbol over the entrance to your east. +North and south the clearing continues. ~ 44 0 0 0 0 3 D0 @@ -98,8 +98,8 @@ The clearing continues. ~ 0 -1 4408 D1 -A crude tent with a dagger symbol over the entryway. -You hear the sounds of snoring mixed with murmurs coming from it. +A crude tent with a dagger symbol over the entryway. +You hear the sounds of snoring mixed with murmurs coming from it. ~ dagger~ 0 -1 4407 @@ -109,7 +109,7 @@ The clearing continues. ~ 0 -1 4402 D3 -You stand before the Boss' tent. Three tents has been sewn together +You stand before the Boss' tent. Three tents has been sewn together forming almost a house. ~ ~ @@ -120,7 +120,7 @@ The orc leaders tent.~ This tent is so big, because it's actually three tents built together, and you have just entered the first. Two bunks are in the corner, and a weaponsrack stands here - now empty. You can go further into the tent to the -west, or leave to the east. +west, or leave to the east. ~ 44 8 0 0 0 0 D1 @@ -136,7 +136,7 @@ You see the throne room. E rack weaponsrack~ A weaponsrack is here, just ready to put all your weapons on. Only too heavy -to carry around. +to carry around. ~ S #4407 @@ -144,7 +144,7 @@ The resting area.~ A tent filled with resting, sleeping, talking, smelly orcs, this is the combat retreat for the orcs. They come here to get strength for yet another attack on the caravans on the eastern highway. The only exit is back out into -the clearing. +the clearing. ~ 44 8 0 0 0 0 D3 @@ -158,7 +158,7 @@ In the clearing.~ The forest clearing winds through the forest and continues south and east. West of you is a small green tent made from crude planks and rough linen, while to the south the clearing continues, a wide path cuts into the forest to the -north. +north. ~ 44 0 0 0 0 3 D0 @@ -183,7 +183,7 @@ You see a small tent with a peculiar smell about it. E forest north~ The Forest is so dense here, that no man or beast could ever hope to get -through. +through. ~ S #4409 @@ -191,7 +191,7 @@ In a small tent.~ You are in a small green tent, made from crude planks with rough linen. In this little tent a small orc makes food for the rest of them to eat. In the middle of the tent is a fireplace with a stew pot, and in one corner is a bunk. -You can leave the tent to the east. +You can leave the tent to the east. ~ 44 8 0 0 0 0 D1 @@ -202,21 +202,21 @@ The way out! E stew pot~ A small iron pot is on the fireplace, filled with a strange green stew-like -thing. Yuk! +thing. Yuk! ~ S #4410 In the clearing.~ - The clearing stretches to the west and north of here is a small tent. + The clearing stretches to the west and north of here is a small tent. Unlike the rest of the tents, this is not green, more like a shade of purple. It is well hidden in the shades from the woods. A small star has been painted on the tent, just over the entrance. To your south you see the side of a crude tent with green linen, and a dagger in relief painted on it, while west a -thicket blocks your way. +thicket blocks your way. ~ 44 0 0 0 0 3 D0 -The tent is a dark shade of purple, and is very well hidden in the shade. +The tent is a dark shade of purple, and is very well hidden in the shade. Near the entrance a small star has been painted with green paint. ~ ~ @@ -228,7 +228,7 @@ The clearing continues. 0 -1 4408 E east thicket~ - This thicket looks like you might be able to hack your way through it. + This thicket looks like you might be able to hack your way through it. ~ S T 4400 @@ -238,7 +238,7 @@ The Throne room.~ middle of this quite big though still crude, green tent is a big chair. From this chair the Boss directs the attacks on the caravans along the eastern highway. North you see yet another opening to another tent and you may leave -to the east. +to the east. ~ 44 8 0 0 0 0 D0 @@ -254,11 +254,11 @@ This opening will take you to the entrance. E throne chair~ A chair made from fresh wood, bound with bands of tree bark. On the top, -skulls smile back at you with empty eyesockets. +skulls smile back at you with empty eyesockets. ~ E skulls~ - Human skulls, no doubt about it! + Human skulls, no doubt about it! ~ S #4412 @@ -266,7 +266,7 @@ Sleeping room.~ The sleeping area for the Boss, this tent is fashionably decorated. A bed in the corner makes for a place to sleep for the Boss, and a table in the middle of the room contains maps of the surroundings. You may leave to the -south. +south. ~ 44 8 0 0 0 0 D2 @@ -295,11 +295,11 @@ S In the Shamans Tent~ You have entered the shamans hut, and a bizarre light is streaming from the center of the tent. It's a mixture of blue and the purple from the tent. You -think this is very pretty, and you'd like to watch it for a long time. +think this is very pretty, and you'd like to watch it for a long time. Unfortunately you seem to have come at a bad time for that, since the owner is here... In the middle of the tent a fire is burning with a blue flame, and magic seems to permeate the very fabric of the tent. You see a bunk in the -corner, and you can leave to the south. +corner, and you can leave to the south. ~ 44 8 0 0 0 0 D2 @@ -309,13 +309,13 @@ The way out! 0 -1 4410 E bunk~ - An ordinary sleeping place. + An ordinary sleeping place. ~ S #4414 Deep in the forest.~ It's totally impossible to get any further into the woods. All around you -is dense forest, leaving only one direction to travel, namely back south. +is dense forest, leaving only one direction to travel, namely back south. ~ 44 0 0 0 0 3 D2 @@ -333,7 +333,7 @@ S Behind the shubbery.~ You are in the forest, and a small path leads to your west, back to the orc camp. To your north you might be able to push through the undergrowth and get -further into the forest, while both south and east the forest is too dense. +further into the forest, while both south and east the forest is too dense. ~ 44 0 0 0 0 3 D0 @@ -351,7 +351,7 @@ S A wide path through the forest~ The path leads north and south through the forest, to the south is a large clearing, where some creatures can be seen moving between the trees, while to -the north faint sounds of battle can be heard in the distance. +the north faint sounds of battle can be heard in the distance. ~ 44 0 0 0 0 3 D0 @@ -368,7 +368,7 @@ A wide path through the forest~ The path continues north and south from here, lined by dense forest on both the eastern and western side. Small figures moving between the trees can be seen to the south, while lound noises of battle fill the air from the north, -where the great gates of Hannah can be seen in the distance. +where the great gates of Hannah can be seen in the distance. ~ 44 0 0 0 0 3 D2 diff --git a/lib/world/wld/45.wld b/lib/world/wld/45.wld index a055110..1e49909 100644 --- a/lib/world/wld/45.wld +++ b/lib/world/wld/45.wld @@ -2,7 +2,7 @@ An Unused Corner~ You have come to an unused corner of the garden. The land has been neatly worked, but nothing seems to have been planted yet. Various gardening -implements are scattered about subject to the weather. +implements are scattered about subject to the weather. ~ 45 0 0 0 0 0 D0 @@ -22,10 +22,10 @@ Player Level : 12-15 Rooms : 62 Mobs : 14 Objects : 9 -Shops : +Shops : Triggers : 3 -Theme : -Plot : +Theme : +Plot : Links : 12w ~ S @@ -34,7 +34,7 @@ A Dormitory~ You have entered some sleeping quarters. The walls are lined with several beds. Besides each bed is a small table and a chair. The room has a very cluttered look. Several animals are lying in bed, or sitting around talking -and making a tremendous noise. +and making a tremendous noise. ~ 45 0 0 0 0 0 D2 @@ -47,7 +47,7 @@ The End of the Hallway~ You have come to the end of the hallway. Loud talking can be heard from the north and south. A small otter runs out from the south, almost knocking you down. It is followed by a larger otter chasing after it with a determined look -on it's face. +on it's face. ~ 45 0 0 0 0 0 D0 @@ -67,7 +67,7 @@ S A Dormitory~ You have entered some sleeping quarters. The walls are lined with several beds. Besides each bed is a small table and a chair. The room has a very -cluttered look. Several animals sit in a small circle, meditating quietly. +cluttered look. Several animals sit in a small circle, meditating quietly. ~ 45 0 0 0 0 0 D0 @@ -79,7 +79,7 @@ S A Hallway~ You stand in the middle of a fairly long hallway. More tapestries are placed on the walls, with statues placed in between the large pieces of cloth. -The hallway continues to the east and to the west. +The hallway continues to the east and to the west. ~ 45 0 0 0 0 0 D1 @@ -95,7 +95,7 @@ S An Intersection~ You have come to an intersection. You can hear laughter and merriment to the east and to the west. From the top of the stair case you can hear music -that seems to be of a religious nature. +that seems to be of a religious nature. ~ 45 0 0 0 0 0 D1 @@ -119,7 +119,7 @@ S A Hallway~ You stand in the middle of a fairly long hallway. More tapestries are placed on the walls, with statues placed in between the large pieces of cloth. -The hallway continues to the east and to the west. +The hallway continues to the east and to the west. ~ 45 0 0 0 0 0 D1 @@ -136,7 +136,7 @@ The Grand Hall~ You have entered a very large room. The ceiling is intricately carved, and large paintings line the walls. Two large rows of tables occupy most of the room. They seem to be filled with various woodland creatures, busily eating -and drinking. Their seems to be some kind of celebration going on. +and drinking. Their seems to be some kind of celebration going on. ~ 45 0 0 0 0 0 D2 @@ -148,7 +148,7 @@ S End of the Hall~ You have come to the end of a hallway. Two doors lie to the north and to the south. From the north you can hear a loud raucous, to the south, you hear -the banging of metal, and the shouting of a very loud individual. +the banging of metal, and the shouting of a very loud individual. ~ 45 0 0 0 0 0 D0 @@ -168,7 +168,7 @@ S In the Kitchen~ You have entered a very cluttered kitchen. A large badger seems to be in charge, and is giving orders quite loudly to a pair of rather young squirrels. -The room smells of freshly baked cakes and cooked meat. +The room smells of freshly baked cakes and cooked meat. ~ 45 0 0 0 0 0 D0 @@ -180,7 +180,7 @@ S Inside the Temple~ You stand inside a small temple. The walls are lined with rich tapestries of various woodland creatures conducting various activities. To the north -their seems to be an intersection, and a small staircase. +their seems to be an intersection, and a small staircase. ~ 45 0 0 0 0 0 D0 @@ -197,7 +197,7 @@ Inside the Monastery~ You have entered the walls of the monastery. You stand on a path that leads to a fairly extensive compound. Lines of very large oak trees line the nicely paved path. At regular intervals, you see statues of various woodland -creatures. They are postured like humans, and seem to be wearing clothes. +creatures. They are postured like humans, and seem to be wearing clothes. ~ 45 4 0 0 0 0 D0 @@ -213,7 +213,7 @@ S Outside the Monastery~ The path ends abruptly at a small gate. The gate is a simple wire frame, with a large red bird placed in the center. Through the bars you can seem some -sort of church. A small path leads off to the east. +sort of church. A small path leads off to the east. ~ 45 0 0 0 0 0 D0 @@ -227,9 +227,9 @@ D1 S #4513 A Small Path~ - You stand in a small dirt path. It is lined with several apple trees. + You stand in a small dirt path. It is lined with several apple trees. Birds sing sweetly from there large branches. The path seems to be heading -eastward towards a rather large garden. +eastward towards a rather large garden. ~ 45 0 0 0 0 0 D1 @@ -243,9 +243,9 @@ D3 S #4514 The Treasure Chamber~ - You seem to have stumbled in to the secret treasure chamber of the monks. + You seem to have stumbled in to the secret treasure chamber of the monks. It ain't much, but it's something. Several small piles of gold sit at various -locations around the room. +locations around the room. ~ 45 0 0 0 0 0 D1 @@ -258,7 +258,7 @@ The Top of the Dark Staircase~ The stairs come to a strange abrupt halt at a wall. Looking more carefully, you see pictures lightly engraved in the east and west walls. To the east is the carving of a large phoenix in flight, and to the west is the -etching of an injured chimera. +etching of an injured chimera. ~ 45 0 0 0 0 0 D1 @@ -291,7 +291,7 @@ Behind the Tapestry~ Sneaking behind the tapestry, you have entered a very dark staircase. You cannot see anything of note in front of you. Suddenly, you are paralyzed by an ear piercing shriek coming from the top of the stairs. You start to feel -apprehensive about continuing up these dark stairs. +apprehensive about continuing up these dark stairs. ~ 45 68 0 0 0 0 D4 @@ -307,7 +307,7 @@ S Atop the Stairs~ After climbing the chairs you come to a large temple. A choir sings behind an otter wearing robes who is standing in front of a few random creatures -sitting along the pews. A large tapestry sits behind him. +sitting along the pews. A large tapestry sits behind him. ~ 45 0 0 0 0 0 D4 @@ -323,7 +323,7 @@ S The Garden Gate~ You have come to a small fence, deterring entrance into a rather large garden. It is a flimsy wire fence, most likely meant to keep the rabbits out. -From here you can see large rows of various vegetables. +From here you can see large rows of various vegetables. ~ 45 0 0 0 0 0 D1 @@ -339,7 +339,7 @@ S The Celery Corner~ You among the celery. It's rather nice celery too, with nice firm stiff stalks. They seems as if they would be pretty tasty. Go ahead, they won't -hurt you, or so you hope... +hurt you, or so you hope... ~ 45 0 0 0 0 0 D1 @@ -355,7 +355,7 @@ S The Tomato Corner~ You are currently in the north east corner of the garden. Several large tomato plants grow quite splendidly here. A small stone wall is to the east, -and a large field lies to the north. +and a large field lies to the north. ~ 45 0 0 0 0 0 D2 @@ -372,7 +372,7 @@ The Carrot Row~ You stand in the middle of a fair sized garden. More specifically, you stand in the middle of a row of very large carrots. The garden seems to be fairly well taken care of, with only a few nibbles on some of the smaller -shoots. +shoots. ~ 45 0 0 0 0 0 D0 @@ -396,7 +396,7 @@ S The Carrot Row~ You among several very large carrots. They sit in neat little rows, and seem to be of a fair size. A rock wall lines the east wall of the garden, and -it seems some of the stones have fallen out of place. +it seems some of the stones have fallen out of place. ~ 45 0 0 0 0 0 D0 @@ -420,7 +420,7 @@ S A Strawberry Patch~ You stand among the delicious strawberries. The small shrubs contain several large juicy strawberries. A rabbit tries to blend in amont them, it fur -stained red. In a flash, it runs away. +stained red. In a flash, it runs away. ~ 45 0 0 0 0 0 D0 @@ -436,7 +436,7 @@ S A Gopher Hole~ You find yourself in a strange underground burrow. To small beady little eyes stare at you from a dark corner. Your starting to feel a little uneasy -about this place... +about this place... ~ 45 0 0 0 0 0 D4 @@ -449,7 +449,7 @@ A Clear Trail~ You find yourself standing on a nicely tended trail. It leads straight to the east. From here you can see that it ends abbruptly at the entrance to a large wooden fortress. This must be the path way to the fabled Outpost of the -Rangers of the Broken Bow. +Rangers of the Broken Bow. ~ 45 0 0 0 0 0 D1 @@ -478,7 +478,7 @@ S Within the Walls~ Apparently the walls are much, much thicker than they look. Looking around, you find yourself in the wall. It's about 10 paces wide. A staircase leads -up. The path also continues to the east. +up. The path also continues to the east. ~ 45 4 0 0 0 0 D1 @@ -499,7 +499,7 @@ Through the Wall~ Coming out the other side of the wall you see you have entered a very large, very busy outpost. People are constantly moving around. You see a training field a bit to the northeast, and various buildings. Sentries patrol -everywhere. +everywhere. ~ 45 0 0 0 0 0 D1 @@ -515,7 +515,7 @@ S A Corner of the Wall~ You have come to the end of this section of wall. A small tower rises up out of the wall here. From here you can see still more guards quietly -patroling the walls. They seem a little paranoid... +patroling the walls. They seem a little paranoid... ~ 45 0 0 0 0 0 D1 @@ -535,7 +535,7 @@ S Atop the Wall~ You stand on the wall of the outpost from here you can see a very large mountain range to the north. Archers patrol everywhere, just like the rest of -this strangly over manned outpost. +this strangly over manned outpost. ~ 45 0 0 0 0 0 D1 @@ -552,7 +552,7 @@ Atop the Wall~ Spying over the wall you gaze intently into the forest. Suddenly you see some motion within the forest. In an instant, you see several orcs rush out of the forest. Quickly the archers jump into action and the orcs turn in to pin -cushions in short order. +cushions in short order. ~ 45 0 0 0 0 0 D1 @@ -566,9 +566,9 @@ D3 S #4533 An Abrupy End~ - For some strange reason, the walkway on the wall ends very abruptly here. + For some strange reason, the walkway on the wall ends very abruptly here. To the south is more wall, however it is 3 times thicker then the rest of the -wall, and about 30 feet higher. Very peculiar. +wall, and about 30 feet higher. Very peculiar. ~ 45 0 0 0 0 0 D3 @@ -584,7 +584,7 @@ S Atop the Wall~ You stand one the top of the high wooden walls of the outpost. From here, you can see a good distance into the forest. Guards slowly march along the top -of the wall. Intently gazing into the forest. +of the wall. Intently gazing into the forest. ~ 45 0 0 0 0 0 D0 @@ -600,7 +600,7 @@ S Atop the Walls~ You stand one the top of the high wooden walls of the outpost. From here, you can see a good distance into the forest. Guards slowly march along the top -of the wall. Intently gazing into the forest. +of the wall. Intently gazing into the forest. ~ 45 0 0 0 0 0 D0 @@ -616,7 +616,7 @@ S A Corner~ You have come to the southwest corner of the wall tops. Here the wall turns and makes a right angle. You can see more guards slowly marching along the -wall. A tower rises out of the wall here. +wall. A tower rises out of the wall here. ~ 45 0 0 0 0 0 D0 @@ -637,7 +637,7 @@ Atop the Wall~ You stand on the wall of the outpost. Men wearing green uniforms slowly patrol along the wall. From here you can see the entire complex to the north. It consists of several large buildings, with one being larger then most. To the -south you can see an seeminly endless ocean of trees. +south you can see an seeminly endless ocean of trees. ~ 45 0 0 0 0 0 D1 @@ -653,7 +653,7 @@ S Atop the Wall~ The wall top continues here to the east and west here. More sentries stand here watching the forest intently. For some reason the eastern wall seems a -bit large then this wall... Odd. +bit large then this wall... Odd. ~ 45 0 0 0 0 0 D1 @@ -669,7 +669,7 @@ S End of the Wall~ Strange the path on the top of the wall ends here. It is replaced by another giant wall that is roughly 30 feet higher and 3 times thicker than the rest of -the wall. An extraordinarily large tower rises up next to the wall. +the wall. An extraordinarily large tower rises up next to the wall. ~ 45 0 0 0 0 0 D3 @@ -686,7 +686,7 @@ A Tower~ You have climbed to the top of a tower. A guard sits slumped against a pole. He seems to be asleep. Odd, he must be the first slacker you've seen in the entire outpost. Maybe you should report him. From here you have a breath -taking view of the mountains to the north. +taking view of the mountains to the north. ~ 45 0 0 0 0 0 D5 @@ -699,7 +699,7 @@ Atop a Tower~ You stand at the top of a fairly high tower. It runs slightly higher then the odd eastern wall of this fortress. From here you think you can see subtle movemnets coming from the outside of the wall, but you cannot make out anything -for certain. +for certain. ~ 45 0 0 0 0 0 D5 @@ -711,7 +711,7 @@ S A Tower~ You have climbed up into a look out tower. From here you can see leagues into the forest. A sentry gazes intently around, alert for any signs of -danger. +danger. ~ 45 0 0 0 0 0 D5 @@ -723,7 +723,7 @@ S Tower~ The tower stairs wind up and around in a tight spiral. Finally ending at a small room at the very top with no windows or furnishings. It is completely -barren. +barren. ~ 45 0 0 0 0 0 D5 @@ -735,7 +735,7 @@ S Down the Path~ As you continue you walk down the path you arrive closer to the training area and the other buildings. As guards walk by you they give you a strange -look and the procede on their way. Maybe you should stay more out of sight. +look and the procede on their way. Maybe you should stay more out of sight. ~ 45 0 0 0 0 0 D0 @@ -755,7 +755,7 @@ S Training Area~ This small area has been cleared for training. Various sparring tools and equipment are scattered about the area. From the looks of things it has not -been used in a while. +been used in a while. ~ 45 0 0 0 0 0 D2 @@ -767,7 +767,7 @@ S Path~ The path splits apart here leading to a wooden building with a large chimney to the north and a small wooden shack to the south. East and west the path -continues. +continues. ~ 45 0 0 0 0 0 D0 @@ -791,7 +791,7 @@ S Path~ A small building lies to the east while the clearing and training area are to the west. The path is well packed from heavy use. Vegetation is abundant on -both sides of the path. +both sides of the path. ~ 45 0 0 0 0 0 D0 @@ -811,7 +811,7 @@ S Smithy~ The smithy is a large wooden hut with a rock foundation. A rock hearth and bellows is unused and cool to the touch. The place is empty. The fires must -have been out for a long time. +have been out for a long time. ~ 45 0 0 0 0 0 D2 @@ -821,9 +821,9 @@ D2 S #4562 Storehouse~ - Crates, boxes, and jars line the shelves and floor of this wooden shack. -The storage looks like enough to feed a dozen people for half a year. -Everything is well preserved and sealed tightly. + Crates, boxes, and jars line the shelves and floor of this wooden shack. +The storage looks like enough to feed a dozen people for half a year. +Everything is well preserved and sealed tightly. ~ 45 0 0 0 0 0 D0 @@ -835,7 +835,7 @@ S Quartermaster~ A small entranceway is setup with a desk and ledger for new arrivals. This small building seems to be where the records are kept in order. A few -bookshelves are filled on the far wall. +bookshelves are filled on the far wall. ~ 45 0 0 0 0 0 D0 @@ -851,7 +851,7 @@ S BackRoom~ A fine desk, ink, and pen are setup for whoever keeps the books for this place. Several shelves are full of written material and seem to be quiet old -and unkept. +and unkept. ~ 45 0 0 0 0 0 D2 @@ -863,7 +863,7 @@ S Barrack~ A table and set of chairs fills the middle of the room while bunks line the walls. Everything in the room is worn with use and age. A set of stairs lead -down into darkness. +down into darkness. ~ 45 0 0 0 0 0 D0 @@ -883,7 +883,7 @@ S Dungeon~ Walls of rock damp with condensation makes everything dance mystically from the light of the torches. The occasional echoing footstep can be heard in the -distance. A set of stairs lead up out of the dungeon. +distance. A set of stairs lead up out of the dungeon. ~ 45 0 0 0 0 0 D1 @@ -899,7 +899,7 @@ S Captian's Quarters~ This small room is more functional than elaborate. A large bed, desk, and chair fill the majority of the room with a few odds and ends scattered in the -corners. +corners. ~ 45 0 0 0 0 0 D2 @@ -911,7 +911,7 @@ S Tunnel~ The earthen walls are broken by the occasional root or rock that juts through the brown soil. Torches are placed sparingly providing very little light. An -opening can be seen further to the east. +opening can be seen further to the east. ~ 45 0 0 0 0 0 D1 @@ -927,7 +927,7 @@ S Outside~ The clean fresh air is fouled by a blast of hot air that comes up out of a pit below you. The pit has a steep incline but looks like it is traversible -both down and back up. +both down and back up. ~ 45 0 0 0 0 0 D3 @@ -943,7 +943,7 @@ S Dragon Pit~ The pit is dark and moist with very little light. A soft rasping can be heard. As if a large animal is breathing deeply. The only exit is back up out -of the pit. +of the pit. ~ 45 0 0 0 0 0 D4 @@ -955,7 +955,7 @@ S Atop the Wall~ You stand one the top of the high wooden walls of the outpost. From here, you can see a good distance into the forest. Guards slowly march along the top -of the wall. Intently gazing into the forest. +of the wall. Intently gazing into the forest. ~ 45 0 0 0 0 0 D0 diff --git a/lib/world/wld/46.wld b/lib/world/wld/46.wld index c83b164..d03fe1b 100644 --- a/lib/world/wld/46.wld +++ b/lib/world/wld/46.wld @@ -1,10 +1,10 @@ #4600 Inside A Giant Anthill~ - You have fallen into a large open area beneath the surface of the earth. + You have fallen into a large open area beneath the surface of the earth. Ants can be seen running in every direction. They do not take the time to notice anything going on around them. There are exits in just about every direction possible. There is a distinct smell of fresh air here, maybe it's -possible to get out. +possible to get out. ~ 46 32776 0 0 0 0 D0 @@ -40,8 +40,8 @@ Shops : 0 Triggers : 8 Theme : A giant anthill with BUGS, ewww gross. Plot : A giant ant hill. -Notes : Plan on having alot of mobs so the zone will be a slaughterhouse - for experience points. +Notes : Plan on having a lot of mobs so the zone will be a slaughterhouse + for experience points. Links : 00u, or better yet through teleport triggers 00, 01 ~ S @@ -50,7 +50,7 @@ T 4600 Inside The Anthill~ This small room is packed with junk that the ants have pulled in that has no use. There is a little bit of everything in this room. And the ants just keep -bringing more stuff in. +bringing more stuff in. ~ 46 32776 0 0 0 0 D0 @@ -67,7 +67,7 @@ A Small Room~ Here is a small empty room that has nothing at all inside of it. Except for the few ants that wander in. Another passage can be seen to the east of here. The ants have dug through the dark brown soil recently. The smell of the fresh -earth is invigorating. +earth is invigorating. ~ 46 32776 0 0 0 0 D1 @@ -83,7 +83,7 @@ S A Hole In The Wall~ Here is a small opening that looks as if the ants were going to make another passage but never completed it. A ledge of rock in the southern wall explains -why they stopped. The ledge has a strange golden sparkle to it. +why they stopped. The ledge has a strange golden sparkle to it. ~ 46 32776 0 0 0 0 D0 @@ -95,7 +95,7 @@ S Another Room In The Anthole~ Here is another basic room full of ants just standing around looking for something to do. Small dugouts in the wall can be seen that looks like they -have tried to make more passages but never completed them. +have tried to make more passages but never completed them. ~ 46 32776 0 0 0 0 D1 @@ -108,7 +108,7 @@ Farther Into The Hole~ Now farther into the hole it seems to be a little cooler than it was. More passages lead elsewhere in ever direction, and ants can be seen coming from each one. Trails of food lead from each room to another where the ants have -been carrying it. +been carrying it. ~ 46 32776 0 0 0 0 D0 @@ -141,7 +141,7 @@ A Passage In The Hole~ This is a fairly large room that seems to be used often for tired ants to set and rest awhile without being in the way of others. The wall has little indents where the ants lean agaist it so they don't take up as much room on the -ground. +ground. ~ 46 32776 0 0 0 0 D2 @@ -153,7 +153,7 @@ S A Tunnel~ Yet another room where the ants are seen coming and going as always. Some are laying around and others look as if they are actually doing work. The -earthen tunnel lead both east and west. +earthen tunnel lead both east and west. ~ 46 32776 0 0 0 0 D1 @@ -169,7 +169,7 @@ S A Sandy Dead End~ The tunnel walls consist of a light brown sand, making it impossible to continue excavation in this direction. The ants seemed to have given up on -this tunnel once they ran into the unsupportive soil. +this tunnel once they ran into the unsupportive soil. ~ 46 32776 0 0 0 0 D0 @@ -181,7 +181,7 @@ S A Collapsed Tunnel~ The tunnel comes to an abrupt end to the east. It appears that the eastern wall may have recently caved in, closing off what once used to be another -tunnel. Strange how the ants have not fixed it yet. +tunnel. Strange how the ants have not fixed it yet. ~ 46 32776 0 0 0 0 D3 @@ -194,7 +194,7 @@ Deeper In The Anthole~ Now deeper in the hole it is even colder and darker than when you were only one level up. More and more ants can be seen running around back and forth doing there jobs. Tunnels and passages can be seend in all the cardinal -directions. +directions. ~ 46 32776 0 0 0 0 D0 @@ -225,8 +225,8 @@ S #4611 A Small Passage~ This small passage leads west into another part of the anthole. Sounds can -be heard coming from it. It almost sounds as if the ants are fighting. -Probably more of the fire ants have invaded the tunnel. +be heard coming from it. It almost sounds as if the ants are fighting. +Probably more of the fire ants have invaded the tunnel. ~ 46 32776 0 0 0 0 D1 @@ -242,7 +242,7 @@ S A Caved in Tunnel~ The tunnel has collapsed here, leaving a sloping pile of dirt that rises to the ceiling of the tunnel. In the rubble you notice a large red soldier ant -crushed from the collapse. Maybe these collapses were planned. +crushed from the collapse. Maybe these collapses were planned. ~ 46 32776 0 0 0 0 D3 @@ -254,7 +254,7 @@ S A Storage Room~ This large empty room looks like it is used for storage. Shelf-like burrows are carved into the dirt walls. Perhaps to place crumbs and other food -particals that they picked up and brought in. +particals that they picked up and brought in. ~ 46 32776 0 0 0 0 D2 @@ -267,7 +267,7 @@ A Caved-in Tunnel~ A collapse of the tunnel has buried even more red fire ants. The green ants that run the anthill must have caused these collapses to prevent the fire ants from taking over their hill. The two species of ants must have put up home too -close to each other. +close to each other. ~ 46 32776 0 0 0 0 D0 @@ -280,7 +280,7 @@ At The Bottom~ You have now reached the bottom of the anthole. The fall was so far that there is no way you could get back up to the other levels of the hole. Larger worker ants and guards can be seen roaming in and out of the passages. The -queen has to be somewhere around here. +queen has to be somewhere around here. ~ 46 32776 0 0 0 0 D1 @@ -300,7 +300,7 @@ S A Rocky Tunnel~ This section of the tunnel is heavily guarded by soldier ants, something valuable must be contained at its end. The tunnel here is bordered by rock and -ledge, making more digging almost impossible. +ledge, making more digging almost impossible. ~ 46 32776 0 0 0 0 D1 @@ -316,7 +316,7 @@ S The Larvae Storage Room~ Eggs and larvae fill this entire room. The green queen and green dominant male must have been busy here. Severl soldier ants are close by to protect the -newborn. The tunnel exits to the north. +newborn. The tunnel exits to the north. ~ 46 32776 0 0 0 0 D0 @@ -328,7 +328,7 @@ S A Large Hallway~ The short hallway leads to a large open room. Worker ants rush back and forth bringing food and other supplies deep into the anthill for safety. This -rooms sole purpose seems to be for storage and the worker ants to live. +rooms sole purpose seems to be for storage and the worker ants to live. ~ 46 32776 0 0 0 0 D3 @@ -340,7 +340,7 @@ S A Large Tunnel~ The tunnel has been dug out wider than usual. The sounds of digging can be heard in almost every direction. The tunnel floor is packed hard from the -heavy traffic. The tunnel continues east and west. +heavy traffic. The tunnel continues east and west. ~ 46 32776 0 0 0 0 D1 @@ -356,7 +356,7 @@ S A Dark Tunnel~ The thick black soil causes this tunnel to look darker than normal. The interconnecting tunnels make it hard to stay orientated in which direction you -are travelling. East and west you see even more tunnels with side passages. +are travelling. East and west you see even more tunnels with side passages. ~ 46 32776 0 0 0 0 D0 @@ -376,7 +376,7 @@ S A Dark Intersection~ The dark earth here has been dug out by the workers and now forms a precise junction in all four cardinal directions. It is amazing how a bug with a tiny -brain can build things so perfectly. +brain can build things so perfectly. ~ 46 8 0 0 0 0 D0 @@ -400,7 +400,7 @@ S Another Branch~ The tunnel becomes increasingly more damp the further to the north. The sound of running water can be heard. The walls here appear to have been washed -out, not dug out by ants. +out, not dug out by ants. ~ 46 8 0 0 0 0 D0 @@ -416,7 +416,7 @@ S Along The Passage~ Small puddles form along the floor, and water drips from the ceiling. The thought of being under a lake or other large body of water is rather -disturbing. To the north you see a reflection off from something. +disturbing. To the north you see a reflection off from something. ~ 46 8 0 0 0 0 D0 @@ -432,7 +432,7 @@ S An Underground Pond~ A small pond fills the entire room here, several ant corpses can be seen floating in the dirty water. A small river flows in from the west, into the -room, and then exits to the east. +room, and then exits to the east. ~ 46 8 0 0 0 0 D2 @@ -444,7 +444,7 @@ S A Dark Passage~ The air is thin this far down in the tunnel and getting thinner the further you travel. This hallway appears to end just to the east in a large room. An -intersection of tunnels is just to the west. +intersection of tunnels is just to the west. ~ 46 8 0 0 0 0 D1 @@ -461,7 +461,7 @@ A Collapsing Tunnel~ The earthen floor gives slightly as you tread upon it. The ceiling above you crumbles slightly and hangs over you, ready to drop at any minute. The tunnel turns to the west where it looks like the slightest pressure on the -floor could cause a collapse. +floor could cause a collapse. ~ 46 8 0 0 0 0 D0 @@ -479,7 +479,7 @@ The End Of The Tunnel~ faintly hear the sound of ants working somewhere deeper inside. Looking closer at the base of the tunnel you get the impression that this tunnel is used quite frequently. You feel a draft coming from a small hole in the ceiling, bringing -with it the distinct smell of fresh air, maybe there is a way out. +with it the distinct smell of fresh air, maybe there is a way out. ~ 46 8 0 0 0 0 D3 @@ -492,7 +492,7 @@ T 4600 Buried Alive~ The dirt and earth sucks you in like quicksand. A nice little trap for the unwary and stupid. Trying to climb out only buries you further. Now is a good -time to either have a friend with summons or a scroll of recall. +time to either have a friend with summons or a scroll of recall. ~ 46 13 0 0 0 0 S @@ -517,7 +517,7 @@ A Long Tunnel~ The sounds and bustle of the main parts of the anthill seem to quiet down in this area. The ants here do not seem to be rushing as much. The tunnel continues north and south. It is too dark and too long of a distance to see -where they lead. +where they lead. ~ 46 8 0 0 0 0 D0 @@ -531,9 +531,9 @@ D2 S #4631 A Long Tunnel~ - This part of the tunnel is completely empty, not a single bug in sight. + This part of the tunnel is completely empty, not a single bug in sight. The walls and ceiling appear to be in good shape and this part of the tunnel -looks very strong and secure. +looks very strong and secure. ~ 46 12 0 0 0 0 D0 @@ -549,7 +549,7 @@ S A Small Room~ The long tunnel to the north opens up into a small room. A few large ants go about their business and ignore you. A lot of commotion to the east -attracts your attention. +attracts your attention. ~ 46 8 0 0 0 0 D0 @@ -567,7 +567,7 @@ The Queen's Chamber~ You have entered the Queen's chamber. The Queen is in charge of the anthill and is always heavily guarded. The room you stand in is the largest you've seen. The walls are made of a hard red clay, and are lined with stones to -prevent intrusion. +prevent intrusion. ~ 46 8 0 0 0 0 D3 @@ -581,7 +581,7 @@ A Small Room~ This is just another small room that has been dug out by the ants. They seem to be expanding their tunnels for some reason. A small tunnel leads back to the west. The northern wall of this room is extremely moist and small -puddles of water are forming in the corners. +puddles of water are forming in the corners. ~ 46 32776 0 0 0 0 D3 @@ -594,7 +594,7 @@ An Earthen Tunnel~ The ground through which this tunnel was dug has been packed into what looks like a typical dirt road. The constant travelling of the ants has padded it down smoothly. A few light brown rocks just out of the floor, ceiling, and -walls. +walls. ~ 46 32776 0 0 0 0 D1 @@ -610,7 +610,7 @@ S A Small Passage~ Continuing along the passage you can see that it makes a sharp bend ahead. So you can either go back to the east or go on west and see where that bend in -the tunnel leads. The ants seem oblivious to your intrustion so far. +the tunnel leads. The ants seem oblivious to your intrustion so far. ~ 46 32776 0 0 0 0 D1 @@ -624,9 +624,9 @@ D3 S #4637 A Bend In The Tunnel~ - The tunnel curves sharply to the south as it comes against a rocky ledge. + The tunnel curves sharply to the south as it comes against a rocky ledge. To the south you can make out a large room that is in the process of being dug -out. Ants can bee seen pushing and pulling the dirt away. +out. Ants can bee seen pushing and pulling the dirt away. ~ 46 32776 0 0 0 0 D1 @@ -640,9 +640,9 @@ D2 S #4638 A Dead End Tunnel~ - The large are before you must be the latest expansion to the anthill. + The large are before you must be the latest expansion to the anthill. Unfortunately it is unfinished and leaves you with no choice other than to head -back the way you came. +back the way you came. ~ 46 8 0 0 0 0 D0 @@ -654,7 +654,7 @@ S A Small Crevice~ You have just walked into a small room that seems to be nothing special except that it is slightly cleaner than the rest. Maybe it is special. Who -knows? A few odd objects are scattered around the room. +knows? A few odd objects are scattered around the room. ~ 46 32776 0 0 0 0 D2 @@ -667,7 +667,7 @@ Before A Giant Anthill~ You have came upon what has to be the largest anthill ever. It stands atleast 20feet high and about 50feet wide. It is evident that ants have been entering and leaving this hill for quite some time. The hole is large enough -for the heaviest armor adventurer. +for the heaviest armor adventurer. ~ 46 512 0 0 0 0 S diff --git a/lib/world/wld/5.wld b/lib/world/wld/5.wld index 14ad94f..cbe8ebe 100644 --- a/lib/world/wld/5.wld +++ b/lib/world/wld/5.wld @@ -2,7 +2,7 @@ Small Path~ A small dirt path is before you, leading towards the newbie farm. The scenery here is quite beautiful. You are surrounded by trees and gorgeous -flowers that make the air smell sweet. +flowers that make the air smell sweet. ~ 5 0 0 0 0 2 D3 @@ -11,9 +11,9 @@ D3 0 0 501 E credits info~ - Builder : + Builder : Zone : 5 Newbie Farm -Began : 2000 +Began : 2000 Player Level : 1-10 Rooms : 100 Mobs : 38 @@ -29,7 +29,7 @@ S Small Path~ As you continue walking towards the farm, you begin to wonder what creatures you will run into. The trees shade you from the sun, making the temperature -feel much cooler. +feel much cooler. ~ 5 0 0 0 0 2 D1 @@ -49,7 +49,7 @@ S Farm Entrance~ You're standing in the entrance to the farm. The smell of animals over powers you and almost knocks you over. You can see that the farm spreads out -more to the west. +more to the west. ~ 5 0 0 0 0 2 D0 @@ -68,7 +68,7 @@ S #503 Small Path~ The path comes to an end here. You find yourself standing at the begining -of the farm. Where are all the animals? Maybe they are all hiding. +of the farm. Where are all the animals? Maybe they are all hiding. ~ 5 0 0 0 0 2 D1 @@ -84,7 +84,7 @@ S Farm Entrance~ You're standing in the entrance to the farm. The smell of animals over powers you and almost knocks you over. You can see that the farm spreads out -more to the west. +more to the west. ~ 5 0 0 0 0 2 D0 @@ -108,7 +108,7 @@ S Farm Entrance~ You're standing at the entrance to the farm. To the south, the farm continues. If you go back to the east, you will be leaving the farm. Cracked -corn covers the ground here. +corn covers the ground here. ~ 5 0 0 0 0 2 D1 @@ -123,7 +123,7 @@ S #506 Farm~ You're standing at the begining of the farm. It continues to the east and -west. You begin to wonder where the barn is. +west. You begin to wonder where the barn is. ~ 5 0 0 0 0 2 D0 @@ -142,7 +142,7 @@ S #507 Farm~ You're standing on the edge of the farm, overlooking a small field. You see -several small critters running through the farm. Maybe you could catch one. +several small critters running through the farm. Maybe you could catch one. ~ 5 0 0 0 0 2 D0 @@ -161,7 +161,7 @@ S #508 Farm~ As you step into the farm, you feel your feet sinking into piles of cracked -corn. The chickens must not have eaten all of their breakfast. +corn. The chickens must not have eaten all of their breakfast. ~ 5 0 0 0 0 2 D0 @@ -180,7 +180,7 @@ S #509 Trail~ You have stepped onto a small trail, heading south. The entrance to the -farm is to the northwest. You can see a large barn to the southwest. +farm is to the northwest. You can see a large barn to the southwest. ~ 5 0 0 0 0 2 D2 @@ -196,7 +196,7 @@ S Trail~ Pebbles crunch under your feet as you make your way through the narrow trail. There isn't much space here to walk. Just enough for one person. The -trail continues to the south. +trail continues to the south. ~ 5 256 0 0 0 2 D0 @@ -212,7 +212,7 @@ S Field~ You have stepped into a large field. The grass here is up to your chin, making you feel like you're walking through the jungle. Bugs buzz past your -ears, tickling them. +ears, tickling them. ~ 5 0 0 0 0 2 D1 @@ -228,7 +228,7 @@ S Field~ The grass here seems to get somewhat shorter, but not by much. You can see a large corn field off to the west. A large apple tree loaded with ripe apples -sways in the breeze. +sways in the breeze. ~ 5 0 0 0 0 1 D0 @@ -247,7 +247,7 @@ S #513 Field~ The grass here seems to get somewhat shorter, but not by much. You can see -a large corn field off to the west. +a large corn field off to the west. ~ 5 0 0 0 0 2 D0 @@ -262,7 +262,7 @@ S #514 Field~ There is a dead end here. The weeds are rather high towering over the top -of your head. You suddenly feel very lost. +of your head. You suddenly feel very lost. ~ 5 0 0 0 0 2 D2 @@ -274,7 +274,7 @@ S Trail~ You are nearing the end of the trail. You can see a barn to the west, it looks to be in pretty good shape. Maybe it would be worth your time to go have -a look. +a look. ~ 5 256 0 0 0 2 D0 @@ -290,7 +290,7 @@ S Barn~ You are standing in the entrance to the barn. Several animals of all kinds live in here. The smell is perhaps the nastiest smell you have ever come -across. The barn continues to the west and south. +across. The barn continues to the west and south. ~ 5 0 0 0 0 0 D1 @@ -306,7 +306,7 @@ S Barn~ As you walk deeper into the barn, the smell of fresh paint fills your nose. There are a few windows, but no glass. Obviously not very good shelter from a -storm. +storm. ~ 5 0 0 0 0 0 D1 @@ -322,7 +322,7 @@ S Milk Room~ You have stepped into the farms milk room. There are several buckets in here, used to milk the cows. Hay is covering the floor, making the place look -messy. +messy. ~ 5 0 0 0 0 0 D0 @@ -341,7 +341,7 @@ S #519 Milk Room~ The barn comes to an end here, leaving you standing in a dead end. This -must be the corner of the milk room that no one uses. +must be the corner of the milk room that no one uses. ~ 5 0 0 0 0 0 D3 @@ -351,9 +351,9 @@ D3 S #520 Walkway through the Barn~ - You begin walking through the barn, passing several animals as you do so. + You begin walking through the barn, passing several animals as you do so. At both of your sides are stalls filled with animals. The barn is reasonably -clean here. +clean here. ~ 5 0 0 0 0 0 D1 @@ -369,7 +369,7 @@ S Hayloft~ This is the barns hayloft. You notice bales of hay everywhere, they might make a nice place for you to sit down and rest. It seems rather peaceful up -here. +here. ~ 5 0 0 0 0 0 D5 @@ -381,7 +381,7 @@ S Walkway through the Barn~ You're standing in the center of the barn next to a ladder that was attached to the wall some time ago. You look up and notice that it leads to a hayloft. -What a novel idea! +What a novel idea! ~ 5 0 0 0 0 0 D1 @@ -401,7 +401,7 @@ S Abandoned Stall~ You're walking through an old abandoned cow stall. It's in bad need of repair. Thats probably why it's not in use. You can see a hayloft to the -west. Maybe you could go up there and rest a bit. +west. Maybe you could go up there and rest a bit. ~ 5 0 0 0 0 0 D0 @@ -417,7 +417,7 @@ S Field~ You begin to feel like you're not getting anywhere. Will this field ever end? In the distance to the northwest you can see a corn field. It looks to -be rather large. +be rather large. ~ 5 0 0 0 0 2 D1 @@ -432,7 +432,7 @@ S #525 Field~ You find yourself standing at the edge of a corn field. The corn goes clear -up to your chin! How will you ever see in here? +up to your chin! How will you ever see in here? ~ 5 0 0 0 0 2 D0 @@ -467,7 +467,7 @@ S Back Door of the Barn~ You're standing at the back of the barn in a narrow doorway. The barn continues to the east and south. You can smell some manure, but where is it -coming from? +coming from? ~ 5 0 0 0 0 0 D0 @@ -487,7 +487,7 @@ S Hole in the Wall~ There is a large hole in the wall here. Perhaps termintes ate away at it, or someone broke through the wall in a hurry to escape something terrible. To -the west you can see a manure pit. The smell almost gags you. +the west you can see a manure pit. The smell almost gags you. ~ 5 0 0 0 0 0 D0 @@ -507,7 +507,7 @@ S Barn~ As you enter the room, the smell of manure almost knocks you over! Where could this grotesque smell be coming from? You see a small doorway to the -west, leading to the outside. +west, leading to the outside. ~ 5 0 0 0 0 0 D0 @@ -523,7 +523,7 @@ S Corn Field~ You're standing at the edge of a large corn field. There are only weeds at your feet. The corn can be seen in the distance to the west. To the south, -there is a big red barn. +there is a big red barn. ~ 5 0 0 0 0 2 D2 @@ -539,7 +539,7 @@ S Corn Field~ The fresh scent of corn fills your lungs as you being tromping through the field. The sound of dead grass fills your ears as it crunches heavily under -your weight. The field continues to the west. +your weight. The field continues to the west. ~ 5 0 0 0 0 2 D2 @@ -555,7 +555,7 @@ S Corn Field~ The corn seems to be getting taller the farther in you walk. Someone should have cut a path through here to make it easier for adventurers like yourself to -get through here alive. +get through here alive. ~ 5 0 0 0 0 2 D1 @@ -571,7 +571,7 @@ S Corn Field~ The corn seems to be getting taller the farther in you walk. Someone should have cut a path through here to make it easier for adventurers like yourself to -get through here alive. +get through here alive. ~ 5 0 0 0 0 2 D1 @@ -603,7 +603,7 @@ S Corn Field~ The corn seems to be getting shorter with every step. As you look over the field, you spot a barn off in the distance to the southeast. Maybe you could -rest there for a bit. +rest there for a bit. ~ 5 0 0 0 0 2 D0 @@ -619,7 +619,7 @@ S Corn Field~ You feel that you're getting close to the end of the field. To the southeast you can see a barn. It looks to be in excellent condition. Maybe -you could stop there for a while and rest. +you could stop there for a while and rest. ~ 5 0 0 0 0 2 D0 @@ -635,7 +635,7 @@ S Corn Field~ The corn has got much smaller, it's only up to your knees now. In the distance you can see a large barn. Some noises are coming from within it, most -likely caused from the animals that live inside. +likely caused from the animals that live inside. ~ 5 0 0 0 0 2 D1 @@ -651,7 +651,7 @@ S Manure Pit~ You feel your body slowly sinking into a maure pit! Flies are buzzing all around you, tickling your ears. The manure is up to your knees. It looks like -it gets deeper the farther you walk in. +it gets deeper the farther you walk in. ~ 5 0 0 0 0 2 D1 @@ -667,7 +667,7 @@ S Manure Pit~ As you take a step deeper, you feel your body sink into the manure. You are now covered up to your thighs! How gross. Maybe you should get out of here -before your entire body gets covered. +before your entire body gets covered. ~ 5 0 0 0 0 2 D1 @@ -684,7 +684,7 @@ Manure Pit~ Omph! You just dropped in the manure much deeper then you would have liked. The manure is up to your neck and rising quickly. No one will want to be around you for a very long time, unless you can find a place to wash yourself -off. +off. ~ 5 0 0 0 0 2 D0 @@ -699,7 +699,7 @@ S #541 Manure Pit~ The manure is quite shallow here, enabling you walk. To the south you see a -rather large looking stock yard. Maybe you would have better luck there. +rather large looking stock yard. Maybe you would have better luck there. ~ 5 0 0 0 0 2 D2 @@ -715,7 +715,7 @@ S Gates of the Stock Yard~ You're standing in the gates of the stock yard. Several different kinds of animals are before you, most of them either eating or sleeping. The yard is -surprisingly clean, of course anything would be compared to the manure pit. +surprisingly clean, of course anything would be compared to the manure pit. ~ 5 0 0 0 0 2 D0 @@ -731,7 +731,7 @@ S Stock Yard~ As you enter the stock yard, you notice how quiet everything is. The yard is fenced in with a newly painted fence. The aroma from the paint is still in -the air. +the air. ~ 5 0 0 0 0 2 D1 @@ -747,7 +747,7 @@ S Stock Yard~ You pass a small puddle of water festering on the ground. The ground at your feet is damp and slightly squishy, most likely caused from the rain. The -stock yard continues to the east and west. +stock yard continues to the east and west. ~ 5 0 0 0 0 2 D1 @@ -763,7 +763,7 @@ S Stock Yard~ As you continue walking, you spot some footprints in the dirt. They look like ones of either a goat or a sheep. The stock yard continues to the east -and west. +and west. ~ 5 0 0 0 0 2 D0 @@ -786,7 +786,7 @@ S #546 Dead End~ You have come to a dead end. The white picket fence is beside you. You -stand there for a moment and look at the view of the farm. +stand there for a moment and look at the view of the farm. ~ 5 0 0 0 0 2 D2 @@ -797,7 +797,7 @@ S #547 Dead End~ You have come to a dead end. The white picket fence is beside you. You -stand there for a moment and look at the view of the farm. +stand there for a moment and look at the view of the farm. ~ 5 0 0 0 0 2 D0 @@ -807,9 +807,9 @@ D0 S #548 Gopher Hole~ - You have come to a large gopher hole. It's big enough to crawl through. -As you bend down, you look into the hole. You see nothing but blackness. -Would it be worth your time to go have a look? + You have come to a large gopher hole. It's big enough to crawl through. +As you bend down, you look into the hole. You see nothing but blackness. +Would it be worth your time to go have a look? ~ 5 0 0 0 0 2 D1 @@ -828,7 +828,7 @@ S #549 Silo~ A large silo stands before you, most likely used for storing corn. There is -a ladder on one of the inside walls. Maybe you could climb up it. +a ladder on one of the inside walls. Maybe you could climb up it. ~ 5 0 0 0 0 2 D1 @@ -848,7 +848,7 @@ S Silo~ You can start to see the roof of the Silo. The heat up here is awful! You feel beads of sweat slowly run down your face as you continue climbing up the -ladder. +ladder. ~ 5 0 0 0 0 0 D4 @@ -864,7 +864,7 @@ S Silo~ You begin pulling yourself up the wooden ladder, heading towards the roof of the silo. The smell of corn fills your nose. You can feel the temperature -slowly rising the more you climb up. +slowly rising the more you climb up. ~ 5 0 0 0 0 0 D4 @@ -879,8 +879,8 @@ S #552 Silo~ You have entered the silo and are standing next to a tall ladder. The corn -thats being stored in here is being kept behind a large see-through wall. -Where could the ladder lead? +thats being stored in here is being kept behind a large see-through wall. +Where could the ladder lead? ~ 5 0 0 0 0 0 D3 @@ -896,7 +896,7 @@ S Silo~ You have reached the top of the silo. You crawl onto a small platform thats suspended from the ceiling. A pile of bird droppings is beside you on the -platform. How could a bird get in here? +platform. How could a bird get in here? ~ 5 0 0 0 0 0 D5 @@ -907,7 +907,7 @@ S #554 Stock Yard~ You're standing at the edge of the stock yard, looking at a small field to -the south. There is a silo to the north. +the south. There is a silo to the north. ~ 5 0 0 0 0 2 D0 @@ -923,7 +923,7 @@ S Gopher Hole~ You begin descending into the black hole. You hear some shuffling around underneath you, what could it be? You feel your hands sinking into the dirt. -Hopefully you can get back out. +Hopefully you can get back out. ~ 5 0 0 0 0 2 D4 @@ -938,7 +938,7 @@ S #556 Gopher Hole~ You're almost to the bottom of the hole. The temperature has dropped quite -a few degrees making you feel cold and damp. +a few degrees making you feel cold and damp. ~ 5 0 0 0 0 2 D4 @@ -954,7 +954,7 @@ S Gopher Hole~ You have reached the bottom of the hole. The ground here is quite damp and cold. You see a small passageway leading to the west. Where could it be -going? Maybe you should go find out. +going? Maybe you should go find out. ~ 5 0 0 0 0 2 D3 @@ -969,7 +969,7 @@ S #558 Gopher Hole~ As you begin walking through the passageway, you notice how big the gopher -hole really is. An entire family must live in here. But where is everyone? +hole really is. An entire family must live in here. But where is everyone? ~ 5 0 0 0 0 2 D1 @@ -985,7 +985,7 @@ S Gopher Hole~ You have come to the end of the hole. As you look up, you can see sunlight pouring down on you, making you feel slightly warmer. You hear some birds -singing in the distance. +singing in the distance. ~ 5 0 0 0 0 2 D1 @@ -1001,7 +1001,7 @@ S Stock Yard~ You're standing on the edge of the stock yard. To the west you see the stables. You can hear several animals inside shuffling around nervously. To -the south there is a large chicken coop. +the south there is a large chicken coop. ~ 5 0 0 0 0 2 D0 @@ -1013,7 +1013,7 @@ S Stock Yard~ As you crawl out of the hole, you stand up and dust yourself off. You notice that you're standing at the endge of the stock yard overlooking the -stables. The stock yard continues to the west. +stables. The stock yard continues to the west. ~ 5 0 0 0 0 2 D3 @@ -1028,7 +1028,7 @@ S #562 Stock Yard~ You're standing at the edge of the stock yard. To the southwest you can see -the stables. You can hear the horses inside shuffling around nervously. +the stables. You can hear the horses inside shuffling around nervously. ~ 5 0 0 0 0 2 D1 @@ -1043,7 +1043,7 @@ S #563 Stall~ You're standing in a horses stall. Hay is covering the groundm, probably to -hide the smell coming from under it. The exit can be seen to the southeast. +hide the smell coming from under it. The exit can be seen to the southeast. ~ 5 0 0 0 0 0 D3 @@ -1055,7 +1055,7 @@ S Stables~ As you continue walking through the stables, you look around at all the beautiful horses around you. They shuffle around nervously as you walk past -them. +them. ~ 5 0 0 0 0 0 D1 @@ -1071,7 +1071,7 @@ S Stall~ You're standing in one of the horses stalls. Hay is covering the floor, probably to help hide the smell coming from under it. You see the exit in the -distance to the east. +distance to the east. ~ 5 0 0 0 0 0 D0 @@ -1091,7 +1091,7 @@ S Stables~ You're standing in the corner of the stables. You see several harnesses hanging from the wall waiting for a horse. There are a few cobwebs hanging -from the ceiling. When was the last time someone cleaned in here? +from the ceiling. When was the last time someone cleaned in here? ~ 5 0 0 0 0 0 D2 @@ -1102,7 +1102,7 @@ S #567 Stables~ This corner of the stables is used for storage. The wall is lined with -shelves of odd objects ranging from horseshoes to hair brushes. +shelves of odd objects ranging from horseshoes to hair brushes. ~ 5 0 0 0 0 0 D0 @@ -1118,7 +1118,7 @@ S Stall~ You're standing in a horses stall. Hay is covering the floor, probably to hide the smell thats coming from underneath it. You can see the exit in the -distance to the east. +distance to the east. ~ 5 0 0 0 0 0 D1 @@ -1134,7 +1134,7 @@ S Stables Entrance~ You're standing in the entrance to the stables. As you look inside you see all sorts of beautiful beasts just waiting to be rode. The smell could be -better, but the sight is beautiful. +better, but the sight is beautiful. ~ 5 0 0 0 0 0 D3 @@ -1146,7 +1146,7 @@ S Field~ You have stepped onto a small field. It must be an old corn field thats no longer in use. The ground is very rough and full of small holes. One might -fall if they don't watch their step! +fall if they don't watch their step! ~ 5 0 0 0 0 2 D0 @@ -1162,7 +1162,7 @@ S Field~ You're standing at the edge of a small field. In the distance to the west you can see a large hole. It looks big enough to climb in. But is there -anything in there waiting for you? +anything in there waiting for you? ~ 5 0 0 0 0 2 D0 @@ -1178,7 +1178,7 @@ S Field~ Weeds tangle in your feet as you continue walking. To the west you spot a large hole with a black bottom. Is there even a bottom? Or just eternal -darkness? +darkness? ~ 5 0 0 0 0 2 D1 @@ -1194,7 +1194,7 @@ S Hole~ You're standing on the edge of a very large hole looking down into sheer darkness. Would it be worth the risk to climb in there and see whats down -there? +there? ~ 5 0 0 0 0 2 D1 @@ -1215,7 +1215,7 @@ Inside the Hole~ As you crawl into the hole, darkness surrounds you. You suddenly feel very alone and lost, almost like a small child. You look up and see a small beam of light. Can you even get back out of here? Maybe you should try to "climb up" -out of the hole. +out of the hole. ~ 5 0 0 0 0 2 S @@ -1223,7 +1223,7 @@ T 574 #575 Field~ You're standing on the edge of the field. To the east is a very large hole -which you could probably fit in. To the west you see a small chicken coop. +which you could probably fit in. To the west you see a small chicken coop. ~ 5 0 0 0 0 2 D1 @@ -1239,7 +1239,7 @@ S Entrance to the Chicken Coop~ You're standing in the entrance to the chicken coop. The place is filled with chickens, most of them are laying eggs. There is a strong odor coming -from the south. +from the south. ~ 5 0 0 0 0 0 D1 @@ -1255,7 +1255,7 @@ S Chicken Coop~ As you walk deeper into the coop, your almost knocked over by a grotesque aroma. Apparently the coop didn't get cleaned this morning. You might want to -watch your step or else you might slip. +watch your step or else you might slip. ~ 5 0 0 0 0 0 D0 @@ -1275,7 +1275,7 @@ S Chicken Coop~ You have come to a small dead end. There is not much here. Just a few bales of hay. You notice some spilled feed on the floor. It crunches as you -walk on it. +walk on it. ~ 5 0 0 0 0 0 D0 @@ -1286,7 +1286,7 @@ S #579 Chicken Coop~ As you continue walking through the coop, you notice the place is in bad -need of a paint job. You can see the exit to the north. +need of a paint job. You can see the exit to the north. ~ 5 0 0 0 0 0 D0 @@ -1302,7 +1302,7 @@ S Dead End~ You're standing in a dead end. You can see a view of the chicken coop to the east. The chickens are busily running around, probably looking for -something to eat. +something to eat. ~ 5 0 0 0 0 2 D0 @@ -1314,7 +1314,7 @@ S Chicken Coop~ You're standing in the doorway of the coop looking out onto the farm. To the north you can see the stock yard. In the distance to the west is a small -cabin. It looks to be in reasonably good shape. +cabin. It looks to be in reasonably good shape. ~ 5 0 0 0 0 0 D2 @@ -1330,7 +1330,7 @@ S Farm~ You're standing between the chicken coop and a small hunters cabin. There is a dead end to the south, but maybe there is something there that would be -worth making the trip. +worth making the trip. ~ 5 0 0 0 0 2 D1 @@ -1350,9 +1350,9 @@ S Hunters Cabin~ A small log cabin stands before you. A large cloud of smoke is pouring out the chimney, filling your lungs with the scent of burning wood. As you peek in -through one of the windows, you see a man inside sitting in a rocking chair. +through one of the windows, you see a man inside sitting in a rocking chair. He see's you and waves for you to come in. He looks like a friendly enough -gentleman. Perhaps you could get a bite to eat here. +gentleman. Perhaps you could get a bite to eat here. ~ 5 0 0 0 0 2 D1 @@ -1385,7 +1385,7 @@ S Hunters Cabin~ You're standing at the back of the cabin, looking out the back door. You see a small path to the south. Where could it lead to? The floor under you -creaks as you walk across it. +creaks as you walk across it. ~ 5 0 0 0 0 0 D0 @@ -1401,7 +1401,7 @@ S Dirt Path~ You've stepped onto a small path heading towards the end of the farm. To the north you can see a small hunters cabin. Maybe you could go inside and -rest for a while. +rest for a while. ~ 5 0 0 0 0 2 D0 @@ -1417,7 +1417,7 @@ S Dirt Path~ You're standing on a small dirt path. It looks like it's had plenty of use over the years. You notice some potholes that are big enough for a cat to fit -into. Be careful not to fall! There is a large well to the east. +into. Be careful not to fall! There is a large well to the east. ~ 5 0 0 0 0 2 D0 @@ -1431,9 +1431,9 @@ D1 S #588 Farm~ - The farm looks different some how. There is an enormous well before you. + The farm looks different some how. There is an enormous well before you. There isn't any water in it, but you could easily climb down into it. You -can't see anything past the well, only a small path to the west. +can't see anything past the well, only a small path to the west. ~ 5 0 0 0 0 2 D3 @@ -1448,8 +1448,8 @@ S #589 Well~ You begin crawling down into the depths of the well. The walls under your -fingers are cold and dry. In the distance you can hear a dripping sound. -Maybe this well hasn't dried up after all. +fingers are cold and dry. In the distance you can hear a dripping sound. +Maybe this well hasn't dried up after all. ~ 5 0 0 0 0 0 D4 @@ -1465,7 +1465,7 @@ S Well~ You are almost at the bottom of the well. The temperature seems to be slowly decreasing, leaving you feeling chilly. As you look up, you see some -clouds slowly rolling by. Where did the sun go? +clouds slowly rolling by. Where did the sun go? ~ 5 0 0 0 0 0 D4 @@ -1484,7 +1484,7 @@ through out the cave that you seem to be in the entrance of. Surprisingly enough, the cave is not dark. It's slightly gloomy, due to some torches that have blown out. There is a thin puddle of spring water on the floor at your feet. You reach out and touch one of the walls. A thin layer of water -cascades over your fingers. The cave continues to the east. +cascades over your fingers. The cave continues to the east. ~ 5 0 0 0 0 0 D1 @@ -1500,7 +1500,7 @@ S Underground Cave~ You're standing in a small cove nestled in the heart of the cave. The walls and floor are dry here and it feels slightly warmer. As you look at the walls -you see small streaks of gold running through them. +you see small streaks of gold running through them. ~ 5 0 0 0 0 0 D2 @@ -1512,7 +1512,7 @@ S Underground Cave~ The cave before you is damp and chilly. Some dead roots lay on the ground, threatening to trip you. If you fell and got hurt down here no one would ever -find you. +find you. ~ 5 0 0 0 0 0 D0 @@ -1532,7 +1532,7 @@ S Underground Cave~ There is a slight incline here. The ground at your feet is very rough. It almost feels like crushed glass. You hear stones crunching under your feet as -you continue walking. +you continue walking. ~ 5 0 0 0 0 0 D2 @@ -1548,7 +1548,7 @@ S Underground Cave~ The sense that the end of the cave is near. The air seems somewhat fresher here, letting you breathe a little easier. The tunnel out of the cave can be -seen to the east. +seen to the east. ~ 5 0 0 0 0 0 D0 @@ -1564,7 +1564,7 @@ S Underground Cave~ You're standing at the end of the cave. As you look up you can see a tiny beam of sunlight trying to make its way down to you. The walls are dripping -with muddy water. There is a faint smell of mildew here. +with muddy water. There is a faint smell of mildew here. ~ 5 0 0 0 0 0 D3 @@ -1578,9 +1578,9 @@ D4 S #597 Hole~ - The clay walls around you are damp and dripping with cold muddy water. + The clay walls around you are damp and dripping with cold muddy water. Your clothes are probably stained and smell grotesque. As you look down you -can see the ground. What is down there? +can see the ground. What is down there? ~ 5 0 0 0 0 0 D4 @@ -1594,9 +1594,9 @@ D5 S #598 Hole~ - You find yourself in the middle of a hole leading deep into the ground. + You find yourself in the middle of a hole leading deep into the ground. The smell of water fills your nose. Should you go up or down? Only the -bravest adventurers would dare go down. +bravest adventurers would dare go down. ~ 5 0 0 0 0 0 D4 @@ -1612,7 +1612,7 @@ S Farm~ As you climb out of the hole, you look around at your surroundings. You seem to have reached the end of the farm. You breathe in a breath of fresh air -and feel a sense of accomplishment. +and feel a sense of accomplishment. ~ 5 0 0 0 0 2 D5 diff --git a/lib/world/wld/50.wld b/lib/world/wld/50.wld index ec5a266..bbcf0f0 100644 --- a/lib/world/wld/50.wld +++ b/lib/world/wld/50.wld @@ -394,7 +394,7 @@ S #5024 The Great Eastern Desert~ A vast desert stretches for miles, the sand constantly shifting around -you. A pyramid lies to the east and a snow-capped mountain range to the +you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 50 0 0 0 0 2 @@ -416,8 +416,8 @@ Sand as far as the eye can see. S #5025 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around -you. A pyramid lies to the east and a snow-capped mountain range to the + A vast desert stretches for miles, the sands constantly shifting around +you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 50 0 0 0 0 2 @@ -439,7 +439,7 @@ Sand as far as the eye can see. S #5026 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. The hole which you tumbled out of is too high for you to reach. ~ @@ -462,7 +462,7 @@ Sand as far as the eye can see. S #5027 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ @@ -485,7 +485,7 @@ Sand as far as the eye can see. S #5028 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east and a snow-capped mountain range to the west. You spy a narrow dirt trail leading away to the west into the foothills. @@ -515,7 +515,7 @@ some distance away. S #5029 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east and a snow-capped mountain range to the west. ~ @@ -544,7 +544,7 @@ encampment stopped for the day. ~ 50 0 0 0 0 2 D0 -You see three tents and some camels hitched to a stake. Shadows moving +You see three tents and some camels hitched to a stake. Shadows moving across the tents suggest activity. ~ ~ @@ -567,7 +567,7 @@ Sand as far as the eye can see. S #5031 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east. ~ 50 0 0 0 0 2 @@ -594,7 +594,7 @@ Sand as far as the eye can see. S #5032 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east. ~ 50 0 0 0 0 2 @@ -621,7 +621,7 @@ Sand as far as the eye can see. S #5033 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 50 0 0 0 0 2 @@ -648,7 +648,7 @@ Sand as far as the eye can see. S #5034 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-east. ~ 50 0 0 0 0 2 @@ -675,7 +675,7 @@ Sand as far as the eye can see. S #5035 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east, it looks enormous, even from this distance. ~ 50 0 0 0 0 2 @@ -703,7 +703,7 @@ Sand as far as the eye can see. S #5036 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 50 0 0 0 0 2 @@ -730,7 +730,7 @@ Sand as far as the eye can see. S #5037 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 50 0 0 0 0 2 @@ -757,7 +757,7 @@ Sand as far as the eye can see. S #5038 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 50 0 0 0 0 2 @@ -812,7 +812,7 @@ Sand as far as the eye can see. S #5040 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. You are standing near a gigantic pyramid located a couple hundred meters west of you. From here you can sense the great evil which resides within the massive structure. @@ -841,7 +841,7 @@ The pyramid can be seen across the sands to the west. S #5041 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 0 0 0 2 @@ -869,7 +869,7 @@ Sand as far as the eye can see. S #5042 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 0 0 0 2 @@ -896,7 +896,7 @@ Sand as far as the eye can see. S #5043 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 0 0 0 2 @@ -923,7 +923,7 @@ Sand as far as the eye can see. S #5044 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north and a ruined city to the west. ~ 50 0 0 0 0 2 @@ -950,7 +950,7 @@ Sand as far as the eye can see. S #5045 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 50 0 0 0 0 2 @@ -977,7 +977,7 @@ Sand as far as the eye can see. S #5046 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west. ~ 50 0 0 0 0 2 @@ -1004,7 +1004,7 @@ Sand as far as the eye can see. S #5047 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west. ~ 50 0 0 0 0 2 @@ -1032,7 +1032,7 @@ protruding from the sand to the west. S #5048 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west. ~ 50 0 0 0 0 2 @@ -1059,7 +1059,7 @@ Sand as far as the eye can see. S #5049 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. ~ 50 0 0 0 0 2 @@ -1086,7 +1086,7 @@ Sand as far as the eye can see. S #5050 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 0 0 0 2 @@ -1113,7 +1113,7 @@ Sand as far as the eye can see. S #5051 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west and a deep canyon to the east. ~ 50 0 0 0 0 2 @@ -1135,7 +1135,7 @@ Sand as far as the eye can see. S #5052 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west and a deep canyon to the east. Just below you can make out a tiny ledge. ~ @@ -1162,7 +1162,7 @@ D5 S #5053 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west and a deep canyon to the east. ~ 50 0 0 0 0 2 @@ -1189,7 +1189,7 @@ Sand as far as the eye can see. S #5054 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west and a deep canyon to the east. ~ 50 0 0 0 0 2 @@ -1211,7 +1211,7 @@ Sand as far as the eye can see. S #5055 The Great Eastern Desert~ - A vast desert stretches for miles, the sands constantly shifting around + A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west and a deep canyon to the east. ~ 50 0 0 0 0 2 @@ -1275,8 +1275,8 @@ You see the center of the nomad camp. S #5058 Beside The Camels~ - Here stand about ten camels, all hitched to some stakes plugged into -the ground. To the east you see a small tent while to the north you see a + Here stand about ten camels, all hitched to some stakes plugged into +the ground. To the east you see a small tent while to the north you see a larger, fancier tent. ~ 50 64 0 0 0 2 @@ -1304,7 +1304,7 @@ Sand as far as the eye can see. S #5059 The Warriors' Tent~ - This tent has a few furnishings, but mainly it holds the band's + This tent has a few furnishings, but mainly it holds the band's protectors. They all stare at you coldly as you enter. ~ 50 72 0 0 0 2 @@ -1333,7 +1333,7 @@ You see some peaceful camels. S #5061 The Main Tent~ - This is where the leader of this band of nomads resides. He is + This is where the leader of this band of nomads resides. He is definitely rich as you inspect the tapestries, baskets, and a few paintings as well. ~ @@ -1380,8 +1380,8 @@ The desert sands blow down in your face. S #5064 The Cave Mouth~ - The air in here is MUCH cooler than outside. From the west you hear -strange sounds, but can see nothing. The cave slopes down into the + The air in here is MUCH cooler than outside. From the west you hear +strange sounds, but can see nothing. The cave slopes down into the darkness. ~ 50 9 0 0 0 5 diff --git a/lib/world/wld/51.wld b/lib/world/wld/51.wld index 3cf4fa2..4771038 100644 --- a/lib/world/wld/51.wld +++ b/lib/world/wld/51.wld @@ -16,7 +16,7 @@ A passageway opens up into a fairly large cave above. 0 -1 5011 E gate~ - A large adamantite gate with giant spider shaped emblems stands here. + A large adamantite gate with giant spider shaped emblems stands here. ~ S #5101 @@ -78,7 +78,7 @@ S #5104 The 3rd House~ You stand inside the 3rd house of the city; it is fairly well decorated -by drow standards having a few statues, murals and such. A door leads to the +by drow standards having a few statues, murals and such. A door leads to the south. ~ 51 9 0 0 0 0 @@ -190,7 +190,7 @@ S #5111 The 1st House~ You stand in the inner courtyard of the 1st and largest house in the city. -The room is extremely large and decorative. Mural and paintings hang on the +The room is extremely large and decorative. Mural and paintings hang on the walls depicting some battles and a spider queen. ~ 51 9 0 0 0 0 @@ -305,7 +305,7 @@ S #5119 The Entrance To The Temple Of Lloth~ The temple is the largest building in the city. Even its doors are beyond -imagination. Inside of the temple entrance, the walls are made of gold and +imagination. Inside of the temple entrance, the walls are made of gold and adamantite. ~ 51 9 0 0 0 0 @@ -380,7 +380,7 @@ D3 S #5124 The 4th House~ - You stand inside the 4th house of the city. Its inner courtyard is rather + You stand inside the 4th house of the city. Its inner courtyard is rather dull by drow standards and rather small as well. ~ 51 9 0 0 0 0 @@ -408,7 +408,7 @@ S The Entrance Hall~ You stand in the entrance way to the temple which opens up to the north into a large hallway going east and west. Small statues of spiders line the entrance -way's walls. +way's walls. ~ 51 9 0 0 0 0 D0 @@ -572,7 +572,7 @@ D3 S #5135 The Grand Stairway~ - You are standing at the bottom of a giant obsidian and adamantite + You are standing at the bottom of a giant obsidian and adamantite stairway. The edges are trimmed with gold. ~ 51 9 0 0 0 0 @@ -587,7 +587,7 @@ D4 S #5136 The Grand Hallway~ - You are standing in the middle of a grand hallway. The walls are + You are standing in the middle of a grand hallway. The walls are of the purest adamantite with gold trim. Mosaics line the walls. ~ 51 9 0 0 0 0 @@ -619,7 +619,7 @@ S #5138 The Grand Hallway~ You are walking down a grand hallway, heavily decorated with adamantite -and gold. To the north the hall goes down a flight of stairs while a door is +and gold. To the north the hall goes down a flight of stairs while a door is to the west. ~ 51 9 0 0 0 0 @@ -705,8 +705,8 @@ S #5143 The Sacrificial Pit~ As you climb down into the pit, thousands of spiders cover you, tearing -your fragile body to shreds. -@R +your fragile body to shreds. +@R Lloth thanks you for your sacrifice. @n ~ @@ -730,8 +730,8 @@ D2 S #5145 The Altar~ - You are standing in front of a highly and freshly bloodstained altar. -Engraved on the top of the altar is a giant spider with a human head. Looking + You are standing in front of a highly and freshly bloodstained altar. +Engraved on the top of the altar is a giant spider with a human head. Looking down from the altar you see a large sacrificial pit with thousands of swarming spiders looking for their next meal! ~ @@ -756,7 +756,7 @@ Thousands of spiders eye you with undisguised hunger. S #5146 The Slave Cells~ - This is the main room to the cell chambers for the slaves to be + This is the main room to the cell chambers for the slaves to be sacrificed. You notice there are no guards around. ~ 51 9 0 0 0 0 @@ -771,7 +771,7 @@ door~ S #5147 The Slave Pen~ - Rotten meat and breads lie about the floor while shackles hang from the + Rotten meat and breads lie about the floor while shackles hang from the walls. The room reeks of death. You almost become nauseous and decide to leave the room since you were obviously too late to save the slave. ~ @@ -784,7 +784,7 @@ S #5148 The Dias~ You stand upon a dias behind the altar. Above you is a enormous illusion -of a female drow turning into a giant spider and back again. There is a door +of a female drow turning into a giant spider and back again. There is a door to the west. ~ 51 9 0 0 0 0 @@ -799,7 +799,7 @@ door~ S #5149 The Treasury~ - This is obviously only a temporary storage place for the collected + This is obviously only a temporary storage place for the collected treasure being rather bare. ~ 51 9 0 0 0 0 diff --git a/lib/world/wld/52.wld b/lib/world/wld/52.wld index a95f02e..9410aad 100644 --- a/lib/world/wld/52.wld +++ b/lib/world/wld/52.wld @@ -52,7 +52,7 @@ Main Street~ This was once a magnificent street, but now is in total ruin. The streets are barren and windswept and the silence is unending. On one side is a collapsed house while on the other is the entrance to a large -ruined mansion. Eerie sounds echo within the mansion. Near the center of +ruined mansion. Eerie sounds echo within the mansion. Near the center of town you see a large domed building, relatively intact. ~ 52 0 0 0 0 1 @@ -140,7 +140,7 @@ S A Garden Path~ A circular path surrounds a magnificent domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. -Vines and ivy creep up the sides of the temple and entangle themselves +Vines and ivy creep up the sides of the temple and entangle themselves around your feet. ~ 52 0 0 0 0 1 @@ -168,9 +168,9 @@ What looks like a market place lies this way. S #5206 A Garden Path~ - A circular path surrounds a magnificent domed temple in the center + A circular path surrounds a magnificent domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. -Vines and ivy creep up the sides of the temple and entangle themselves +Vines and ivy creep up the sides of the temple and entangle themselves around your feet. ~ 52 0 0 0 0 1 @@ -211,7 +211,7 @@ onto the ground. ~ 0 -1 5225 D1 -A small garden path encircles a large domed temple in the center of the +A small garden path encircles a large domed temple in the center of the city. ~ ~ @@ -273,7 +273,7 @@ S #5210 A Side Street~ You are in the common section of the city. Ruined buildings made of -clay and stone is all the view has to offer. Most of these homes are +clay and stone is all the view has to offer. Most of these homes are nothing but piles of rubble, but some look almost safe enough to venture into. The street continues north and south and buildings line the street. @@ -465,7 +465,7 @@ D2 S #5218 A Back Alley~ - A narrow alley leads east to a wider street and west to one of + A narrow alley leads east to a wider street and west to one of the city watchtowers. ~ 52 0 0 0 0 1 @@ -484,7 +484,7 @@ S The Guild House~ You are standing in what once was this city's ONLY guild house. Tables and chairs have been smashed and broken weapons lie strewn about -the floor as if some massive battle had taken place here. Draped along +the floor as if some massive battle had taken place here. Draped along the back wall is a tattered, jet-black banner with the symbol of the Darkside set upon it. ~ @@ -497,7 +497,7 @@ A small side street runs past the building. S #5220 The Produce Stand~ - A large cart sits here carrying rotted fruit and vegetables. Flies + A large cart sits here carrying rotted fruit and vegetables. Flies swarm all about what seems to be the last remaining bits of food left in the city. ~ @@ -529,7 +529,7 @@ S #5222 The Tapestry Stand~ Tattered and torn tapestries and rugs lie heaped in piles. Fancy -robes and various articles of clothing are now just rags. You stare at +robes and various articles of clothing are now just rags. You stare at the strange piles for a long time until a piercing howl makes you think these might be beds. ~ @@ -588,7 +588,7 @@ S #5225 The Jewellery Stand~ A table has been tipped over, spilling fine jewellery and gems -across the market place. Most of these trinkets are battered and +across the market place. Most of these trinkets are battered and tarnished and few would have any value anymore. ~ 52 0 0 0 0 1 @@ -663,8 +663,8 @@ The Tavern Of The Sun~ A glorious place in its prime, this tavern now lies in ruin; tables and chairs are broken scattered, bottles and glasses shattered, and a small performance stage crushed. Musical instruments and personal -belongings lie under the rubble, but the people they once belonged to are -not with them. Looking up you see that the entire second floor and roof +belongings lie under the rubble, but the people they once belonged to are +not with them. Looking up you see that the entire second floor and roof has fallen in, leaving a gaping hole above. ~ 52 0 0 0 0 1 @@ -676,7 +676,7 @@ A small side street runs past the tavern. S #5231 The South Wing Of The City Hall~ - You stand in a large room attached to this end of the hallway which + You stand in a large room attached to this end of the hallway which leads back north to the reception area. Pedestals and columns have fallen and most of the valuable items have been taken, leaving worthless debris. A few chairs have survived, as well as a large curved desk. To the east @@ -698,7 +698,7 @@ The City Hall~ This is the main reception area of Thalos' city hall. The walls have been charred and scored massively and debris is spread from wall to wall. A large gaping hole in the west wall allows you to see out to one of -the city's side streets. Obviously no one will be seeing you through today. +the city's side streets. Obviously no one will be seeing you through today. Hallways lead south and east. ~ 52 8 0 0 0 1 @@ -747,7 +747,7 @@ beautiful place. The temple's garden path has nothing on this garden. Flowers and trees have been smashed into the ground and lawn benches thrown through walls. A large marble fountain in the center of the courtyard still stands, though, defying any attempts to destroy its -beauty. Above stands the remnants of one of the watchtowers. Archways +beauty. Above stands the remnants of one of the watchtowers. Archways north and west lead back into the city hall. ~ 52 0 0 0 0 1 @@ -776,7 +776,7 @@ S #5236 A Collapsed Home~ All that's left of this house is a few scattered piles of rubble -and a very large blast crater. Obviously someone or something important +and a very large blast crater. Obviously someone or something important was once housed here. A shrieking howl chills your blood. ~ 52 0 0 0 0 1 @@ -790,7 +790,7 @@ S A Tall Dwelling~ This seems to be the tallest structure remaining in the city. At one time this could have been an inn of some sort, but now it is just -a mess. The back wall as been completely knocked down revealing an +a mess. The back wall as been completely knocked down revealing an entrance into another building through yet another collapsed wall. Between the two buildings are a few blast craters and boulders. An old set of wooden steps leads up to a creaking second floor. @@ -905,7 +905,7 @@ in it. S #5243 A Back Alley~ - A narrow back alley leads west to a small side street and east to one + A narrow back alley leads west to a small side street and east to one of the city watchtowers. Great amounts of steam issue forth from the building to the south. ~ @@ -996,7 +996,7 @@ S #5249 Under A Watchtower~ As you descend the ladder, the rotted rungs break, sending you quickly to -your demise far below. Splat. +your demise far below. Splat. ~ 52 12 0 0 0 1 S @@ -1004,12 +1004,12 @@ T 5200 #5250 The Temple Of Thalos~ You stand within one of the most holy places in the realm. This -stunning domed temple once housed the city's worshipers en masse. +stunning domed temple once housed the city's worshipers en masse. Unfortunately, it succumbed to the destruction brought on this city. Long benches lie toppled and the altar desecrated. Large chunks of stone have fallen from the walls and roof, sending sunlight streaming in on you. A few books lie about, conveying to you a holy message in a -strange tongue. +strange tongue. Wind gusts through the four archways and howls and screams can be heard from all parts of the city. ~ diff --git a/lib/world/wld/53.wld b/lib/world/wld/53.wld index 25d22cc..8b95850 100644 --- a/lib/world/wld/53.wld +++ b/lib/world/wld/53.wld @@ -26,7 +26,7 @@ Sand as far as the eye can see. 0 -1 5035 E pyramid~ - The massive pyramid rises out of the sand, a monument to long-dead pharoahs. + The massive pyramid rises out of the sand, a monument to long-dead pharaohs. ~ S #5301 @@ -227,12 +227,12 @@ E stones~ As you look closer you can make out a crack in the center of the stones beneath your feet. With some effort you might be able to lift that section up -and get inside! +and get inside! ~ S #5307 On The Dangerous Stones~ - Here the elements have carved away at the sides of the pyramid quite a + Here the elements have carved away at the sides of the pyramid quite a bit. You aren't so sure of your footing anymore... Suddenly the wind picks up, and you lose your balance! You tumble down the side of the pyramid, and fall to your death! @@ -264,12 +264,12 @@ E stones~ As you look closer you can make out a crack in the center of the stones above your head. With some effort you might be able to lift that section up and get -outside! +outside! ~ S #5309 A Musty Chamber~ - You are standing in a dank, musty chamber just inside the pyramid. + You are standing in a dank, musty chamber just inside the pyramid. Footprints and other strange marks are set into the dusty floor here. It would seem that some of the tenants of this monument are still alive. Exits lead in all directions. The door to the west is covered with @@ -306,18 +306,18 @@ sigils hieroglyphs inscriptions writing~ You cannot understand the strange glyphs that cover the door, but most of them seem to depict scenes of fire and massive creatures of apparently tremendous strength. You have a feeling that the glyphs are serving as a -warning. +warning. ~ E door stone~ The stone door is covered in strange inscriptions and hieroglyphs that warn -you not to proceed any further. +you not to proceed any further. ~ S #5310 The Fire Pool~ This room is dominated by a massive raised pool that is filled with -not water but flames of intense heat. The multicoloured flames lick out +not water but flames of intense heat. The multicolored flames lick out at you, searching for things to burn. The pool proceeds to the east into a small chamber. ~ @@ -336,7 +336,7 @@ S #5311 The Chamber Of The Efreet~ You make your way across the fire pool, and into a small stone chamber. -Here the flames are nearly as high as your head, singeing your face and +Here the flames are nearly as high as your head, singeing your face and evaporating your sweat instantaneously. ~ 53 8 0 0 0 7 @@ -372,7 +372,7 @@ S #5313 A Tiny Crawlway~ You are on your hands and knees, inside a small crawlway that winds -through the inside of the pyramid. The crawlway is thick with sand, dust, +through the inside of the pyramid. The crawlway is thick with sand, dust, and markings of the passage of other creatures. ~ 53 9 0 0 0 0 @@ -390,7 +390,7 @@ S #5314 A Tiny Crawlway~ You are on your hands and knees, inside a small crawlway that winds -through the inside of the pyramid. The crawlway is thick with sand, dust, +through the inside of the pyramid. The crawlway is thick with sand, dust, and markings of the passage of other creatures. ~ 53 9 0 0 0 0 @@ -492,7 +492,7 @@ The hole looks far too slippery to climb back up. E bones~ The bones have whitened and cracked in the dry air, apparently the remains of -adventurers, thieves, and creatures that did not survive the fall. +adventurers, thieves, and creatures that did not survive the fall. ~ S #5319 @@ -520,7 +520,7 @@ The crevasse continues downward into total darkness. E rough~ As you look through the rough terrain, your eyes catch a small glint of -light! +light! ~ S #5320 @@ -540,7 +540,7 @@ man old~ The old man looks like he has been trapped down here far too long, and has begun to lose his mind. He moves about slowly, cackling to himself. He turns to you and shouts, 'nope measse! Nope measse! ', then turns back and stares -into the fire. 'What a strange person,' you think to yourself. +into the fire. 'What a strange person,' you think to yourself. ~ S #5321 @@ -584,13 +584,13 @@ tiger head animal sesame~ animal, whose voice rumbles lowly on the breeze, and whose massive jaws could easily swallow you whole. You move closer for a better look, when suddenly a pair of eyes flashes. A cold voice echoes: 'SEEK YE THE DIAMOND... IN THE -ROUGH... ' ... Then all is silent. +ROUGH... ' ... Then all is silent. ~ E black shape~ Wind howls about your ears like the roar of a tiger. As your eyes adjust to the light the shape to the south almost seems to take the form of a massive -animal head. +animal head. ~ S #5323 @@ -610,8 +610,8 @@ Through the jaws of the tiger you see the blackness of the crevasse. E treasure gold coins valuables~ You reach for some of the tasty goodies, when you hear a loud rumbling sound -and see a bright flash of light... Then the words: 'TAKE ONLY THE LAMP... -TOUCH NOTHING ELSE. ' ... All is silent once again. +and see a bright flash of light... Then the words: 'TAKE ONLY THE LAMP... +TOUCH NOTHING ELSE. ' ... All is silent once again. ~ S #5324 @@ -636,7 +636,7 @@ S A Looted Tomb~ The floor of this small tomb is littered with the lids of smashed sarcophagi, bits of treasure dropped by thieves and looters, and corpses pulled from their -resting places. +resting places. ~ 53 8 0 0 0 0 D0 @@ -658,8 +658,8 @@ S #5326 A Demolished Tomb~ This tomb has been utterly destroyed by thieves and looters in search of the -treasures of the pharoahs. Nothing of interest remains in this room, except a -large stone coffin that leans against the western wall. +treasures of the pharaohs. Nothing of interest remains in this room, except a +large stone coffin that leans against the western wall. ~ 53 8 0 0 0 0 D1 @@ -673,18 +673,18 @@ You see a large stone coffin. coffin lid~ 2 5312 5327 E -man garments pharoah~ +man garments pharaoh~ As you look closer at the figure sculpted into the stone coffin you notice a small marking carved into its chest. It looks like a scarab or small beetle -would fit into the small space, if properly sized. Hmmm. +would fit into the small space, if properly sized. Hmmm. ~ E coffin lid~ The coffin is sculpted into the form of a man, standing several heads above -you, and clad in the garments of pharoahs. It has apparently been untouched by +you, and clad in the garments of pharaohs. It has apparently been untouched by the ravages of time and the activities of looters. Several markings on the side indicate spots where unsuccessful attempts were made to open the coffin. You -can't see any way to open it. +can't see any way to open it. ~ S #5327 @@ -706,12 +706,12 @@ It is too dark to see down the stairway. 0 -1 5328 E coffin lid~ - On this side the coffin lid is smooth featureless stone. + On this side the coffin lid is smooth featureless stone. ~ E inscriptions~ You blow dust away from the inscriptions to read: Beware the curse of the -mummy. +mummy. ~ S #5328 @@ -751,14 +751,14 @@ It is too dark to see up the stairway. E walls floor ceiling hieroglyphics~ The hieroglyphics are covered with a thick layer of dust. You clear the dust -away with your hand, and find that you cannot comprehend them. +away with your hand, and find that you cannot comprehend them. ~ S #5330 The Ancient Hall~ Here the air is deathly still, motes of dust thickly obscuring your -vision. Several stone statues line the walls of the hall, depicting the -gods of an ancient society. Strange glyphs and sigils cover the walls, a +vision. Several stone statues line the walls of the hall, depicting the +gods of an ancient society. Strange glyphs and sigils cover the walls, a peculiar pictorial form of written language that you don't understand. Some steps lead to a raised dais to the south. ~ @@ -775,7 +775,7 @@ You see a small raised dais. 0 -1 5331 E writings glyphs sigils hieroglyphics symbols~ - You don't understand the meaning of these symbols. + You don't understand the meaning of these symbols. ~ S #5331 @@ -798,8 +798,8 @@ tomb~ E pedestal writings~ The writings are covered in sand and worn nearly away by the passage of time: -'I am Ramses the Damned, once counselor and aide to the mightiest of pharoahs -and queens of this land. Much time has passed since I last walked the earth. +'I am Ramses the Damned, once counselor and aide to the mightiest of pharaohs +and queens of this land. Much time has passed since I last walked the earth. Disturb my rest at your peril. ' ~ S @@ -817,7 +817,7 @@ S #5333 A Ransacked Tomb~ This tomb has been completely ransacked and destroyed by the actions of -pyramid thieves and looters. The floor is littered with junk. +pyramid thieves and looters. The floor is littered with junk. ~ 53 8 0 0 0 0 D1 @@ -875,7 +875,7 @@ Through the hole you see rubble and sand. 0 -1 5346 E hole~ - The hole is low, at the floor of the southern wall. + The hole is low, at the floor of the southern wall. ~ S #5336 @@ -898,7 +898,7 @@ S #5337 A Dank Chamber~ This chamber has a dank, dusty, musty smell to it. Small footprints -in the dust betray the recent passage of some sort of creatures. A hole +in the dust betray the recent passage of some sort of creatures. A hole in the floor lies to the west and a stairway is to the east. ~ 53 8 0 0 0 0 @@ -1033,7 +1033,7 @@ floor~ E cracks~ The cracks look like you might be able to pull away some pieces of the floor, -perhaps even fit your body through the space you make. +perhaps even fit your body through the space you make. ~ S #5344 @@ -1041,11 +1041,11 @@ The Tomb Entrance~ You are in a small, dark chamber that has stood undisturbed for many years. To the north stands a massive stone tomb, which is covered in hieroglyphics and gold-lined carvings that mark it as the -final resting place of the mighty pharoahs of this land. +final resting place of the mighty pharaohs of this land. ~ 53 13 0 0 0 0 D0 -You see the tomb of the pharoahs. +You see the tomb of the pharaohs. ~ tomb~ 1 -1 5345 @@ -1057,19 +1057,19 @@ ceiling~ E hieroglyphics carvings~ The markings indicate that this tomb is indeed the tomb of the greatest -pharoahs of the ancient civilization that built this massive pyramid. +pharaohs of the ancient civilization that built this massive pyramid. ~ E tomb~ The tomb looks like it has stood for many years, much like the pyramid which -encloses it. It is covered in small hieroglyphics. +encloses it. It is covered in small hieroglyphics. ~ S #5345 -The Tomb Of The Pharoahs~ +The Tomb Of The Pharaohs~ Great golden sarcophogai line the walls of this massive tomb. It has withstood the passage of time intact, untouched by the hands of thieves -and looters. The treasures taken by the pharoahs to their graves still +and looters. The treasures taken by the pharaohs to their graves still lie before your feet. ~ 53 9 0 0 0 0 @@ -1081,15 +1081,15 @@ tomb~ E treasures~ The treasures are dusty and fragile, but still seem quite valuable. You -decide not to take them out of respect for the ancient dead. +decide not to take them out of respect for the ancient dead. ~ S #5346 A Rubble-Strewn Hallway~ This hallway formerly had a beautiful arch to the ceiling, now collapsed under the weight of the slowly settling stones of the -pyramid. Now, a massive pile of rubble leads up into a hole high -in the northern portion of the hallway. To the south, through the +pyramid. Now, a massive pile of rubble leads up into a hole high +in the northern portion of the hallway. To the south, through the rubble and fallen stones you see a sandstone crypt. ~ 53 13 0 0 0 0 @@ -1152,7 +1152,7 @@ S An Arched Hall~ This hallway has a beautiful arch to it, formed painstakingly and exquisitely out of the sandy stones of the pyramid. To the east is -a small, golden-coloured crypt, and the hall proceeds to the south +a small, golden-colored crypt, and the hall proceeds to the south and north. ~ 53 8 0 0 0 0 @@ -1187,12 +1187,12 @@ You see an arched hall. 0 -1 5349 E bricks~ - The small golden bricks are very smooth and also quite soft. + The small golden bricks are very smooth and also quite soft. ~ E rug rugs tapestry tapestries~ The rugs and tapestries are very fine and worn with age, their colors now -faded. They depict scenes of life in an ancient desert city. +faded. They depict scenes of life in an ancient desert city. ~ S #5351 @@ -1229,7 +1229,7 @@ You see a hall with a beautifully arched ceiling. E particles glass~ The glassy particles reflect and refract your light source in a myriad of -dazzling colours that dance across your eyes and make you giggle. +dazzling colors that dance across your eyes and make you giggle. ~ S #5353 @@ -1253,7 +1253,7 @@ You see only a wall of whirling, blowing, dry sand. 0 -1 5354 E sand dune sandstorm~ - The sand is very white, and very sandy. There sure is a lot of it. + The sand is very white, and very sandy. There sure is a lot of it. ~ S #5354 @@ -1286,7 +1286,7 @@ You see only a wall of whirling, blowing, dry sand. E sand~ Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. +interesting sand, only white, dry, and blowing all over the place. ~ S #5355 @@ -1319,7 +1319,7 @@ You see only a wall of whirling, blowing, dry sand. E sand~ Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. +interesting sand, only white, dry, and blowing all over the place. ~ S #5356 @@ -1352,7 +1352,7 @@ You see only a wall of whirling, blowing, dry sand. E sand~ Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. +interesting sand, only white, dry, and blowing all over the place. ~ S #5357 @@ -1385,7 +1385,7 @@ You see only a wall of whirling, blowing, dry sand. E sand~ Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. +interesting sand, only white, dry, and blowing all over the place. ~ S #5358 @@ -1412,15 +1412,15 @@ E hieroglyphics symbols~ Like most of the ancient hieroglyphics of this land, the symbols are totally incomprehensible to you. Perhaps the Sphinx has the answer to this ancient -riddle. +riddle. ~ E riddle~ - A vision forms before your eyes, in glowing hieroglyphic symbols. + A vision forms before your eyes, in glowing hieroglyphic symbols. ~ E sand dune~ - The sand is very white, and very sandy. There sure is a lot of it. + The sand is very white, and very sandy. There sure is a lot of it. ~ S #5359 diff --git a/lib/world/wld/54.wld b/lib/world/wld/54.wld index c5cee52..cbd0165 100644 --- a/lib/world/wld/54.wld +++ b/lib/world/wld/54.wld @@ -56,7 +56,7 @@ You see the entrance to the Daemon. E bar~ The bar looks slightly out of place and you can only assume the powerful -magic of the bartender allows it to revolve. +magic of the bartender allows it to revolve. ~ S #5403 @@ -151,14 +151,14 @@ E statue~ Before you is a statue of the mighty beholder! A great beast with multiple eyes and wicked... Wicked... Um.... Eyes... The mighty beholder is in -Excellent condition. +Excellent condition. ~ S #5407 Southeastern Market Square~ In this corner of the market some of the largest warriors in the land tower over you. It is easy to understand why they hang out here once you -notice the weapon shop and the armoury close by. Perhaps you might stop +notice the weapon shop and the armory close by. Perhaps you might stop in and take a look at the wares these shops have to offer. ~ 54 0 0 0 0 1 @@ -213,7 +213,7 @@ Western Market Square~ You notice that most of the outland adventurers mill around the southern end of the market, while the townfolk seem to keep their business in the northern end. - West Main street begins here and heads for the gate, the market's + West Main street begins here and heads for the gate, the market's expanse fills the other directions. ~ 54 0 0 0 0 1 @@ -599,7 +599,7 @@ S #5426 West Main Street~ You are strolling on the street between the bank and general store. -To the west you hear a roadcrew at work and to the east, the sounds of +To the west you hear a roadcrew at work and to the east, the sounds of commerce taking place. The air is filled with the smell of gold and riches. On the wall of the store is a poster. @@ -616,14 +616,14 @@ D3 E poster~ The poster is of a wealthy looking man in red robes smiling at you. The -caption reads: THE SULTAN REMINDS YOU TO PAY YOUR TAXES! +caption reads: THE SULTAN REMINDS YOU TO PAY YOUR TAXES! ~ S #5427 East Main Street~ Here on East Main, you smell the odor of freshly slaughtered meat and, hear the pounding of new metal from the armory. The Square is -to the west and a junction is to the East. +to the west and a junction is to the East. ~ 54 0 0 0 0 1 D1 @@ -662,9 +662,9 @@ D3 E sign~ The sign reads: - + NO LOITERING! - + (by order of the Sultan of New Thalos) ~ S @@ -773,7 +773,7 @@ S West Ishtar Drive~ A few men walk by almost pushing you out of the way as they go about their business of loading and unloading the boats. An entrance to one -of the huge warehouses of New Thalos is to the north and the River Ishtar +of the huge warehouses of New Thalos is to the north and the River Ishtar quietly flows by to the south. Ishtar Drive continues east and west. ~ 54 0 0 0 0 1 @@ -834,7 +834,7 @@ D3 S #5437 East Ishtar Drive~ - Loud hammering and the sound of red hot iron cooling in water reaches + Loud hammering and the sound of red hot iron cooling in water reaches your ears as you stand in front of the blacksmith. A small boy runs up to you with big eyes and, as you return his gaze, runs off down the road. The common square can be seen to the west and Ishtar Drive continues @@ -979,7 +979,7 @@ S West Casbah~ The air takes on a somber note as you stand before the entrance to the jailhouse of New Thalos. Hopefully you won't ever see this structure from -the inside. The northwest tower stands here with a spiral staircase +the inside. The northwest tower stands here with a spiral staircase leading up. The Avenue ends here, only exiting to the east. ~ 54 0 0 0 0 1 @@ -998,10 +998,10 @@ D4 S #5445 West Casbah~ - You have almost reached the end of the Avenue in this direction, the + You have almost reached the end of the Avenue in this direction, the number of guards in this part of town is nearly doubled. To the north the familiar city wall protects you from the wilderness. Looking south -marble stairs rise towards the entrance of city hall surrounded by +marble stairs rise towards the entrance of city hall surrounded by massive white pillars. The Avenue continues east and west from here. ~ @@ -1269,7 +1269,7 @@ manhole hole man~ S #5460 Guildsman's Row~ - This Row is a hive of activity second only to the actual Market + This Row is a hive of activity second only to the actual Market Square itself. Along this row stands all the guilds of the working class citizens of New Thalos, here all the items sold in the Square are made. Along this particular stretch of the row lie the Boyer/ @@ -1465,7 +1465,7 @@ D2 0 -1 5471 E footprint~ - Kind of looks like a yeti has been here... Hmmmm. + Kind of looks like a yeti has been here... Hmmmm. ~ S #5470 @@ -1501,7 +1501,7 @@ D2 0 -1 5425 E pothole~ - Why are you looking in a pothole? Are you poor or something? + Why are you looking in a pothole? Are you poor or something? ~ S #5472 @@ -1812,7 +1812,7 @@ D3 E boulder~ A huge boulder stands here. In its center someone has carved out a perfect -round hole. +round hole. ~ S #5491 @@ -1834,7 +1834,7 @@ E fire~ Moving closer you see this fire is actually FROZEN in place. The flames still radiate heat, but are not actually burning. Looking around you notice a -small hole about the size of a piece of charcoal at the base of the flames. +small hole about the size of a piece of charcoal at the base of the flames. ~ S #5492 diff --git a/lib/world/wld/55.wld b/lib/world/wld/55.wld index 674b8a6..9752431 100644 --- a/lib/world/wld/55.wld +++ b/lib/world/wld/55.wld @@ -88,7 +88,7 @@ D2 E statue~ Looking up the huge statue you see Akbal calmly gazing out across his lands, -he seems pleased. +he seems pleased. ~ S #5506 @@ -170,7 +170,7 @@ The Donation Room~ This room is new to the temple, it was created during the hard times that had struck the city in recent decades. Luckily for them the Sultan had been hoarding some of the basic neccesities for just such an occasion. -These days the donation room depends on the generosity of wealthy +These days the donation room depends on the generosity of wealthy adventurers, and a curse on any that walk in to take everything. ~ 55 12 0 0 0 0 @@ -182,7 +182,7 @@ S #5511 The Museum Of The Greater Gods~ Four large stone statues reside in the museum. They were constructed -by the people of New Thalos to pay homage to the saints they believe to +by the people of New Thalos to pay homage to the saints they believe to have saved all their lives. The museum continues to the south. ~ @@ -263,7 +263,7 @@ S #5516 The Museum Of The Greater Gods~ Four large stone statues reside in the museum. They were constructed -by the people of New Thalos to pay homage to the saints they believe to +by the people of New Thalos to pay homage to the saints they believe to have saved all their lives. The museum continues to the north. ~ @@ -320,7 +320,7 @@ S Nectar Of The Gods~ You are startled by the lavishness of this place. From what you know of clerics they are supposed to be humble people, giving all their -material goods to their cause. Perhaps because only clerics are +material goods to their cause. Perhaps because only clerics are allowed to enter this bar they have condoned making it as comfortable as possible. In the corner stands a staircase leading down to the meditaion chambers. @@ -385,7 +385,7 @@ D3 0 -1 5416 E vat~ - You think you hear noises from the vat... Naaah. + You think you hear noises from the vat... Naaah. ~ S #5523 @@ -416,9 +416,9 @@ D2 E sign~ The sign reads: - + Welcome to Braheem's... - + LIST - Shows you all of my wonderful creations. VALUE - Shows what an item might be worth to me. SELL - Allows you to rid yourself of excessive magic items. @@ -428,7 +428,7 @@ S #5525 The Entrance To The Mages' Tower~ The entrance hall is a small poor lighted room. It would seem its -only purpose is to house the powerful sorcerer standing here guarding +only purpose is to house the powerful sorcerer standing here guarding the entrance. ~ 55 152 0 0 0 0 @@ -459,7 +459,7 @@ S The Repair Shop~ One of the most popular shops in New Thalos, this shop is always a hive of activity. It is almost inhuman the way one man can fix all -types of armour singlehandedly. If you have an item in need of repair +types of armor singlehandedly. If you have an item in need of repair simply give it to the man behind the counter. There is a small sign on the counter. ~ @@ -487,12 +487,12 @@ D1 0 -1 5408 S #5529 -Abdul's Armour~ - The sound of hammering metal grows louder as you enter the armoury. +Abdul's Armor~ + The sound of hammering metal grows louder as you enter the armory. Young boys run to and fro carrying buckets of water and coal. A few -dwarves work on sections of armour in the back of the shop, their +dwarves work on sections of armor in the back of the shop, their hammers working too fast to follow. The walls are adorned in all of -Abdul's prize creations. Here you can purchase suits of armour meant +Abdul's prize creations. Here you can purchase suits of armor meant to keep monsters from hacking you into little pieces. A note on the wall beckons your attention. ~ @@ -618,7 +618,7 @@ E note~ The note simply reads: @ -READ THE NOTE IN THE ARMOURY +READ THE NOTE IN THE ARMORY @ Igor. ~ @@ -703,7 +703,7 @@ S #5542 The Shipwright~ The wood under you feet creaks from years of being soaked in saltwater. -An old man with a curly, grey beard stand behind a small counter waiting +An old man with a curly, gray beard stand behind a small counter waiting to take your order. Behind him are mounted various model sailboats and large fish. ~ @@ -818,7 +818,7 @@ D3 S #5550 The Grand Entrance~ - Nowhere have you seen such an obscene display of wealth then in this + Nowhere have you seen such an obscene display of wealth then in this corridor. The shaggy carpeting under your feet makes it seem as if you are walking on a cloud. Platinum candelabras hang delicately from the ceiling casting light on the ancient tapestries adorning the walls. The @@ -860,7 +860,7 @@ S #5552 The Dance Hall~ You seem to have missed a huge party. The janitors are here cleaning -up the confetti and pieces of food. Hundreds of empty beer mugs on the +up the confetti and pieces of food. Hundreds of empty beer mugs on the tables surrounding the dance floor suggest that the citizens love their drink. There is still a banner on the wall. ~ @@ -872,16 +872,16 @@ D1 E banner~ ===================================================================== - @ + @ H A P P Y B I R T H D A Y T O U S -@ +@ ===================================================================== ~ S #5553 The Jail~ You are in jail. For some reason, someone feels that you've screwed -up pretty bad and should be put away safely for a while. +up pretty bad and should be put away safely for a while. ~ 55 696 0 0 0 0 D0 @@ -945,7 +945,7 @@ D0 S #5558 The Palace Gate~ - You stand before a magnificantly crafted gate wrought in solid gold. + You stand before a magnificently crafted gate wrought in solid gold. You gape in awe at the splendor of the spirilng towers beyond the portal. The ruler of all the eastern lands resides in this fine palace, and he is not a poor man. The grand entrance lies byond the gate, and Sultan's Walk @@ -1261,7 +1261,7 @@ A Guest Room~ This is a simple room used for visiting nobles. A small dresser stands on the east wall with a mirror hung right above it. A queen sized bed made up in satin sheets stands in the middle of the room against the south -wall under a window. The only obvious exit is north back out into the +wall under a window. The only obvious exit is north back out into the hallway. ~ 55 8 0 0 0 0 @@ -1276,13 +1276,13 @@ mirror~ E window~ Looking out this window you can see the grounds of the palace that separate -the walls of the palace from the building itself. +the walls of the palace from the building itself. ~ S #5577 A Hall~ The long hall continues here with a wooden door in the south wall. On -the north wall hangs the picture of some forgotten nobleman who once ruled +the north wall hangs the picture of some forgotten nobleman who once ruled the land. ~ 55 8 0 0 0 0 @@ -1366,7 +1366,7 @@ S The Art Exhibit~ You are standing in the Sultan's tribute to the finer virtues. Large paintings hang from the walls displaying nature scenes, nudes, -and glorious victories in battle. Strange scupltures rest on pedestals +and glorious victories in battle. Strange scupltures rest on pedestals at each corner of the room and mirrors are placed in strategic locations so the viewer may see an entire sculpture at a glance. Your eyes, however, are pulled towards a painting that dominates the @@ -1380,7 +1380,7 @@ door~ E painting~ The large painting on the west wall appears to be of the temple of New -Thalos, and occupies the entire western wall of this room. +Thalos, and occupies the entire western wall of this room. ~ S #5581 @@ -1656,7 +1656,7 @@ S The Secret Cell~ This room seems more like a lair than a cell. Small bits of hay lie strewn about the floor covering bones of unkown origin. Spatterd blood -and tufts of grey hair lie matted in one corner. As you turn to leave +and tufts of gray hair lie matted in one corner. As you turn to leave you notice a pair of small red eyes peering at you from the darkness. ~ 55 553 0 0 0 0 diff --git a/lib/world/wld/555.wld b/lib/world/wld/555.wld index 67014c4..444c839 100644 --- a/lib/world/wld/555.wld +++ b/lib/world/wld/555.wld @@ -1,12 +1,12 @@ #55500 Ultima Description Room~ - A port of the Merc. Ultima area by Casret. + A port of the Merc. Ultima area by Casret. It is mostly ported from a mostly finished port to Smaug. The area starts down in room 55685 and uses zone 555 and 556. - - The area ranges through all levels. - The two mazes (Desert and Whirlpool) may have to be adjusted. + The area ranges through all levels. + + The two mazes (Desert and Whirlpool) may have to be adjusted. The maze progs of 130 (Welcor's Mist Maze) are much better but seemed a bit too strong for the area. @@ -55,7 +55,7 @@ There is a shimmering light to the south. S #55503 The New Magincia Moongate~ - You see another moongate here, exactly between the crossing of two paths. + You see another moongate here, exactly between the crossing of two paths. You can see dim shapes through it. ~ 555 4 0 0 0 1 @@ -122,7 +122,7 @@ door w west~ S #55506 Stables~ - These are the stables for the shepherd. There are many fine horses here. + These are the stables for the shepherd. There are many fine horses here. You can return to the barn to the south. ~ 555 8 0 0 0 0 @@ -282,7 +282,7 @@ E book books shelves~ These shelves deal with the fascinating letter A. Among the more interesting books are, "Andersen's tips on Area Building." "The Art of Spamming" and "Axes -and You." +and You." ~ S #55517 @@ -303,7 +303,7 @@ E book books shelves~ These books are about the letters B and C. Some titles are: 'Boom Boxes: How large will they become?' And 'Cutlery: The fine points of Killing' and of course -the classic, 'Casret's Titles.' +the classic, 'Casret's Titles.' ~ S #55518 @@ -747,7 +747,7 @@ D3 S #55540 The Northeast corner of the Tavern~ - Along this east wall of the tavern are all the tables for the meals. + Along this east wall of the tavern are all the tables for the meals. Outside the windows you see cobblestone streets. ~ 555 8 0 0 0 0 @@ -1084,7 +1084,7 @@ D3 S #55558 Under the Stone Arch~ - You stand under a large stone arch. To your east there is a bonfire. + You stand under a large stone arch. To your east there is a bonfire. Around the bonfire are these same stone arches; they form a circle around the clearing. ~ @@ -1101,7 +1101,7 @@ D3 S #55559 Bonfire~ - The heat from the bonfire warms you even at the fringe of the ceremony. + The heat from the bonfire warms you even at the fringe of the ceremony. Here, Druids form a circle and chant the sacred mantra. ~ 555 0 0 0 0 3 @@ -1668,7 +1668,7 @@ S #55585 Dungeon Entrance~ There is a huge maw of an entrance to one of the terrible Dungeons. After -the Age of Enlightenment only 8 sources of evil still survive in the world. +the Age of Enlightenment only 8 sources of evil still survive in the world. These are the eight Dungeons. Now they are being cleaned out. ~ 555 12 0 0 0 0 diff --git a/lib/world/wld/556.wld b/lib/world/wld/556.wld index 2851689..7378e02 100644 --- a/lib/world/wld/556.wld +++ b/lib/world/wld/556.wld @@ -914,7 +914,7 @@ D3 S #55652 The Place of Ultimate Evil~ - It is dark, there is no evidence of light except what you have with you. + It is dark, there is no evidence of light except what you have with you. And this is swallowed by the darkness within 2 feet. ~ 556 9 0 0 0 0 @@ -1325,7 +1325,7 @@ The Enlightenment~ A voice booms out, "You are now eight parts enlightened. To truly become an Avatar though you must experience what he has experienced. Go through the time warp and fight his enemies. Beware! Only High Mortals should attempt this -challenge." +challenge." ~ 556 8 0 0 0 0 D4 @@ -1370,7 +1370,7 @@ S The Enlightenment~ A voice booms out, "You have now truly became Enlightened. You have fought and defeated the Avatar's enemies of the past. Now the time warp leads to the -future. Only the truly courageous can survive the enemies there." +future. Only the truly courageous can survive the enemies there." ~ 556 8 0 0 0 0 D4 @@ -1438,11 +1438,11 @@ magic scroll~ An image flies out of the scroll and creates a huge image of a face approximately ten feet off the ground. It says, "Welcome to Ultima, where adventure and excitement may be found for all people, and all levels. Each of -the separate planes increase in level. Have a nice day!" +the separate planes increase in level. Have a nice day!" ~ E plaque~ - The plaque reads, "The Ultima Area was originally made for Merc 2.0." + The plaque reads, "The Ultima Area was originally made for Merc 2.0." ~ S $~ diff --git a/lib/world/wld/56.wld b/lib/world/wld/56.wld index 088b6d4..acd6360 100644 --- a/lib/world/wld/56.wld +++ b/lib/world/wld/56.wld @@ -204,7 +204,7 @@ D3 S #5615 A Rocky Trail~ - The faint sound of a flowing river reaches your ears from the south and + The faint sound of a flowing river reaches your ears from the south and through the trees you can see water. The path you are on continues north and east from here. ~ @@ -305,7 +305,7 @@ D3 S #5621 River Ishtar~ - The river flows east and west through the hills. + The river flows east and west through the hills. ~ 56 0 0 0 0 7 D1 @@ -383,7 +383,7 @@ D3 S #5626 River Ishtar~ - Small animals and herd animals can be heard in the distance, though + Small animals and herd animals can be heard in the distance, though you don't actually see any near the river. Perhaps the steep slopes pervent them from using the river. ~ @@ -575,7 +575,7 @@ S #5638 The River Of Lost Souls~ The river seems to calm a bit as the crevase widens lessens -its stranglehold on the waters. The river continues to the north +its stranglehold on the waters. The river continues to the north through a crack and flows to the south. ~ 56 0 0 0 0 7 @@ -773,7 +773,7 @@ D3 S #5651 In The Mountains~ - You are walking over rocks and stones through the mountains between + You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. ~ @@ -797,7 +797,7 @@ D3 S #5652 In The Mountains~ - You are walking over rocks and stones through the mountains between + You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. ~ @@ -821,7 +821,7 @@ D3 S #5653 In The Mountains~ - You are walking over rocks and stones through the mountains between + You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. ~ @@ -846,7 +846,7 @@ D3 S #5654 In The Mountains~ - You are walking over rocks and stones through the mountains between + You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. ~ @@ -870,7 +870,7 @@ D3 S #5655 In The Mountains~ - You are walking over rocks and stones through the mountains between + You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. ~ @@ -894,7 +894,7 @@ D3 S #5656 In The Mountains~ - You are walking over rocks and stones through the mountains between + You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. ~ @@ -918,7 +918,7 @@ D3 S #5657 In The Mountains~ - You are walking over rocks and stones through the mountains between + You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. ~ @@ -942,7 +942,7 @@ D3 S #5658 In The Mountains~ - You are walking over rocks and stones through the mountains between + You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. ~ @@ -966,7 +966,7 @@ D3 S #5659 In The Mountains~ - You are walking over rocks and stones through the mountains between + You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It is funny how all the rocks look alike. ~ @@ -1037,7 +1037,7 @@ D3 S #5663 On The Dark River~ - The walls of rock around you slowly shrink to ground level as the river + The walls of rock around you slowly shrink to ground level as the river flows out of the mountains and onto the plains. ~ 56 1 0 0 0 7 @@ -1319,7 +1319,7 @@ S #5687 The Dragon Sea~ The Dragon Sea comes up along the shore here. The deep blue waters -rolling in and crashing against the beach. To the north you see a +rolling in and crashing against the beach. To the north you see a small dock jutting out into the surf. ~ 56 0 0 0 0 7 @@ -1406,7 +1406,7 @@ S On A Road~ You walk along a well used road with beautiful scenery. To the north tall pine trees form a wall that goes on for miles. Between the road -and the trees lies a great expanse of grassy plains. South of here, +and the trees lies a great expanse of grassy plains. South of here, beyond the river, lies the Great Eastern Desert. The road continues east and west. ~ @@ -1558,7 +1558,7 @@ D4 S #5699 The Lair Of The Ixitxachitl~ - Blood swirls around in the water as the Ixitxachitl devours the + Blood swirls around in the water as the Ixitxachitl devours the last of its meal. Swirling around quickly as you intrude upon his meal the large sting ray attacks! ~ diff --git a/lib/world/wld/57.wld b/lib/world/wld/57.wld index 2bdb631..d2130a1 100644 --- a/lib/world/wld/57.wld +++ b/lib/world/wld/57.wld @@ -10,8 +10,8 @@ Mobs : 15 Objects : 7 Shops : 1 Triggers : 5 -Theme : -Plot : This zone features the signs of the zodiac plus a few other +Theme : +Plot : This zone features the signs of the zodiac plus a few other little things. Links : ~ @@ -22,7 +22,7 @@ Gemini's Hideaway~ This appears to be a room belonging to the starsign Gemini (the twins) each possession has a double, probably so they each have their own things. One of the twins doesn't seem to be here right now. The tracks continue through here -and so does the tail mark even though they are faint and hard to see. +and so does the tail mark even though they are faint and hard to see. ~ 57 40 0 0 0 0 D1 @@ -36,14 +36,14 @@ Wooden door~ E tracks~ The tracks are hard to read on this polished floor and would probably be -unreadable if not for the traces of blood. +unreadable if not for the traces of blood. ~ S #5702 Pisces Lagoon~ A pool of acid lies in the middle of the floor here, ripples are being -formed by something that is gliding below the surface, wait, TWO THINGS!!! -This is starting to get a little scary, you had better move on... +formed by something that is gliding below the surface, wait, TWO THINGS!!! +This is starting to get a little scary, you had better move on... ~ 57 9 0 0 0 0 D2 @@ -59,7 +59,7 @@ S Chamber of Aquarius~ A Large Fountain is the main point of focus for this room, it is the sort of thing people see in museums. Looking closely there is a partially hidden -stairwell leading up. +stairwell leading up. ~ 57 8 0 0 0 0 D0 @@ -73,9 +73,9 @@ Wood door~ S #5704 Leo's Den~ - This room STINKS! It looks as if it has never been cleaned in its life. + This room STINKS! It looks as if it has never been cleaned in its life. The stench of rotting meat greets your nostrils, escape seems like your only -option at this point in time. There are exits going down and east. +option at this point in time. There are exits going down and east. ~ 57 9 0 0 0 0 D1 @@ -92,7 +92,7 @@ Taurus's Pen~ This is the stable of Taurus. He is an aggresive star sign and should not be messed with. The tracks that were on the floor earlier start here again, covered in faeces. Whatever walked through here must be regretting it now -because its feet must really reek... +because its feet must really reek... ~ 57 9 0 0 0 0 D2 @@ -109,7 +109,7 @@ S Aries Shearing Shed~ This shed belongs to Aries the Ram. Fleece lies all over the floor and the smell of faeces eminates from a large bucket in the corner. The ground slopes -away sharply to the east, it looks like it falls away altogether. +away sharply to the east, it looks like it falls away altogether. ~ 57 9 0 0 0 0 D0 @@ -117,7 +117,7 @@ D0 Crystal door~ 1 0 5705 D1 - It doesn't look as if you should go that way... + It doesn't look as if you should go that way... ~ ~ 0 0 5707 @@ -163,7 +163,7 @@ D0 0 0 5701 E mark~ - This appears to be a long tail mark scraped into the roof. + This appears to be a long tail mark scraped into the roof. ~ S #5709 @@ -171,7 +171,7 @@ Ursa's Den~ This is the room of Ursa Major, it is a typical bear cave except stuff has been piled neatly into a corner. There is a door leading into a room out back, it is really dark in there and there are strange noises eminating from inside. -It sounds like a kind of grunting noise, could it be the Bear? +It sounds like a kind of grunting noise, could it be the Bear? ~ 57 2056 0 0 0 0 D1 @@ -190,7 +190,7 @@ Near the far end of this horrific place stands an altar, and on that altar is enscribed an archer. It looks to have the lowerbody of a horse and the torso of a man. With sudden realisation you see that is a Centaur! These creatures are rarely seen in the wild because they favor seclusion. The most famous of -these would definately be Sagittarius the 9th sign of the zodiac. +these would definitely be Sagittarius the 9th sign of the zodiac. ~ 57 8 0 0 0 0 D0 @@ -211,7 +211,7 @@ Yet Another Hallway~ This is another hallway, the tracks that were on the floor earlier are faint but still readable. Following the tracks is a small trail of blood, or what looks like blood. It's a bit darker than most blood you've seen as it has more -black in it. Could this be a trap? +black in it. Could this be a trap? ~ 57 0 0 0 0 0 D0 @@ -230,7 +230,7 @@ Cancer's Hole~ This is the hole of Cancer. Cancer is the 4th sign of the Zodiac and is a very aggressive carnivore. She is represented by a crab and her pincers are extremely deadly, so deadly they could cut a persons head off by merely running -them along a persons neck. Be warned, this is a place of death. +them along a persons neck. Be warned, this is a place of death. ~ 57 9 0 0 0 0 D1 @@ -243,7 +243,7 @@ ZodiaShop~ This is where you may buy the items of the Zodiac. The shopkeeper is a stubbornn fellow and rather fat, he is usually seen with his head on the counter drooling over Starsigns like Virgo and the female Gemini twin. Most -classify him as weird. +classify him as weird. ~ 57 0 0 0 0 0 D3 @@ -258,7 +258,7 @@ there are also hints of red and orange. All the metal work is made with copper. There is a large double bed in one corner, it looks to be made out of solid oak, there is also a table and chairs. The roof is covered with a star chart, certain parts are glowing dimly. The most brightly shining sign on the -chart appears to be Scorpio. How very strange. +chart appears to be Scorpio. How very strange. ~ 57 8 0 0 0 0 D1 @@ -275,7 +275,7 @@ The Muddy Tunnel~ This is a pigsty compared to the cleanliness of the last room. Mud and muck squelches underfoot, it reeks worse than Leos' room, and that is something to be said. There is a faint glimmer of light at the end of the tunnel. Exits -face north and south towards the light. +face north and south towards the light. ~ 57 0 0 0 0 0 D0 @@ -292,7 +292,7 @@ Nearing the end of the muddy hall~ The southern end of this hallway is lighter than the rest, probably because of the light coming from the portal in front of you. The portal has the color of blood, deep red. Looking through it seems to go on forever although there -is a bright green spot in the distance. +is a bright green spot in the distance. ~ 57 0 0 0 0 0 D0 @@ -309,7 +309,7 @@ Entering the Ethereal Void~ The color red fills your vision, except for way off to the south (is it south?? ) where the speck of green seen from outside this place has grown to the size of a fingernail. Sounds of the ocean fill what otherwise would be -silence. This place is kind of spooky but peaceful. +silence. This place is kind of spooky but peaceful. ~ 57 0 0 0 0 0 D0 @@ -326,7 +326,7 @@ Floating in the Ethereal Void~ The green speck from before is the size of a doorway now, this portal seems to stretch the limits of space and time. Red fills the eyes and a chilly wind has started to blow through the doorway. Through the door there looks to be a -mountain valley, and by the sounds of it there is a herd of goats as well. +mountain valley, and by the sounds of it there is a herd of goats as well. ~ 57 0 0 0 0 0 D0 @@ -345,7 +345,7 @@ bleating from the goats echoes through here and makes a terrible din. In the distance there is a faint gold colored sparkle, maybe two. Large hills, possibly small mountains stretch up to the east and west and they have snow covered peaks. There are exits north back into the portal and south into the -pass. +pass. ~ 57 16 0 0 0 5 D0 @@ -361,7 +361,7 @@ S In the Pass~ This pass serves as defense for the valley beyond. If anything evil decides to come through the portal the goat herd raise the alarm and an impenetrable -mist descends upon the valley thwarting any attempt to lay siege to it. +mist descends upon the valley thwarting any attempt to lay siege to it. ~ 57 0 0 0 0 5 D0 @@ -381,7 +381,7 @@ each other. At the far end stands Capricorn, on his head is what you saw before, golden horns. There are a few trees dotted throughout the valley and goats are standing under them sleeping and just lazing about. Rivers criss-cross the valley and at the far end is a waterfall. Exits lead back into -the pass and down into the valley. +the pass and down into the valley. ~ 57 0 0 0 0 4 D0 @@ -401,7 +401,7 @@ surrounding this valley and young goats are climbing around on the foot of the large one near the far end. These goats are drinking from the pool of water at the bottom of the waterfall. Exits lead east and west toward groups of goats and and west, further into the valley. Of course there is also and exit back -into the pass. +into the pass. ~ 57 0 0 0 0 2 D0 @@ -422,7 +422,7 @@ Ascending the Hill of Capricorn~ The soft springy grass gives way to a path here, at the top sits Capricorn the 10th sign of the zodiac. Bones litter the ground around him, most are skulls and spines. Those strange tracks from before are here and they are more -discernable. What could they mean? +discernable. What could they mean? ~ 57 0 0 0 0 4 D1 @@ -435,19 +435,19 @@ D4 0 0 5724 E bones~ - These bones are mostly crushed and powdered but most of them look human... + These bones are mostly crushed and powdered but most of them look human... ~ E tracks~ These tracks are insect like and very large. Whatever made these must be -huge. +huge. ~ S #5724 Capricorns' Hill~ Here sits Capricorn, one of the signs of the zodiac. Huge stone slabs form -a couch where the lord of the goats rests, and thick moss cushions his head. -The air is fetid with the smell of the dead. +a couch where the lord of the goats rests, and thick moss cushions his head. +The air is fetid with the smell of the dead. ~ 57 0 0 0 0 4 D0 @@ -463,7 +463,7 @@ S Descending towards the Waterfall~ Just to the north is a massive waterfall. From the looks of it, it falls about 300 feet! Behind the lower part of of it there seems to be a cave. A -faint glow can be seen inside. Whatever could it be? +faint glow can be seen inside. Whatever could it be? ~ 57 16 0 0 0 4 D0 @@ -479,7 +479,7 @@ S Outside the Cave~ Through the curtain of water there is a faint glow, it looks to take the shape of a pair of scales. Could it be Libra? There is a walkway through here -and the ground falls away on both sides. +and the ground falls away on both sides. ~ 57 4 0 0 0 5 D0 @@ -492,7 +492,7 @@ D2 0 0 5725 E glow~ - The glow takes the form of a pair of scales. Maybe it's Libra. + The glow takes the form of a pair of scales. Maybe it's Libra. ~ S #5727 @@ -500,7 +500,7 @@ Under an Oak Tree~ Under this tree is a small grouping of goats. They look to be males from all their headbutting and grunting. This tree is very large and stripes that have been scored into the tree form a ladder. Tree sap oozes down the ladder -and it has a sweet smell. Little red eyes can be seen up the ladder. +and it has a sweet smell. Little red eyes can be seen up the ladder. ~ 57 0 0 0 0 2 D3 @@ -514,11 +514,11 @@ The sap is dribbling down the trunk forming a pool at the base of the tree. 0 0 5731 E eyes~ - The eyes are small and beady, they look evil. + The eyes are small and beady, they look evil. ~ E ladder~ - Sap oozes down this ladder forming a sticky covering. + Sap oozes down this ladder forming a sticky covering. ~ S #5728 @@ -526,7 +526,7 @@ The Cave~ This cave is large and spacious. At the far end stands a glowing set of scales. They dont seem to move or even be alive, the tracks continue through here and into a hole at the back of the cave. The hole is very large and -dirty, bones surround the entrance. Where do they go? +dirty, bones surround the entrance. Where do they go? ~ 57 9 0 0 0 0 D0 @@ -543,7 +543,7 @@ The Dark Tunnel~ This tunnel is short but dark. At the far end it opens up into an extremely large room. In the center a fire burns and the tracks stop at the far end in front of a large throne. Shadows caused by the fire dance across the tunnels -walls making eerie shapes. Your adventure looks to be almost finished. +walls making eerie shapes. Your adventure looks to be almost finished. ~ 57 265 0 0 0 0 D0 @@ -561,7 +561,7 @@ Scorpio's Throneroom~ tracks throughout this area were his! He stands here clicking his claws in anticipation of his next meal which is squirming behind his throne. It's Virgo! That sleazy freak has zodianapped her! It's time someone taught him a -lesson. +lesson. ~ 57 9 0 0 0 0 D2 @@ -571,7 +571,7 @@ D2 S #5731 On the oaken ladder~ - This ladder is covered in tree sap, you are almost adhered to the trunk. + This ladder is covered in tree sap, you are almost adhered to the trunk. There are noises coming from the top of the tree, slight but still noticable. ~ 57 4 0 0 0 4 @@ -594,7 +594,7 @@ S #5732 Halfway up the Tree~ The sap seems to get less sticky here, maybe because its fresher than the -sap below. It gives off a sweet smell that makes a person want to taste it. +sap below. It gives off a sweet smell that makes a person want to taste it. The noises are more audible here and those ever staring red eyes look menacing. ~ 57 0 0 0 0 4 @@ -610,7 +610,7 @@ the substance are now running towards the waterfall to get a drink. 0 0 5731 E sap~ - The sap is less sticky than the stuff below, maybe because it's fresher... + The sap is less sticky than the stuff below, maybe because it's fresher... ~ S #5733 @@ -618,7 +618,7 @@ Near the top of the Tree~ The red eyes have disappeared up into the boughs of the tree. The noises are now very loud and mournful. Maybe somethings hurt! Whatever it is, it doesnt sound too good. Could the thing with red eyes be the one -moaning? Or is it something else? +moaning? Or is it something else? ~ 57 4 0 0 0 4 D4 @@ -637,7 +637,7 @@ At the top of the tree~ death is thick in the air. This place appears to be the home of a Tree Nymph. It is plain to see that the owner of this place was a female because of all the portraits of male Nymphs on one of the branches that obviously serves as a -mantlepiece. +mantlepiece. ~ 57 128 0 0 0 0 D5 @@ -646,11 +646,11 @@ D5 0 0 5733 E blood~ - A pool of bluey gray blood has collected in the corner. + A pool of bluey gray blood has collected in the corner. ~ E pool~ - A pool of bluey gray blood has collected in the corner. + A pool of bluey gray blood has collected in the corner. ~ S #5735 @@ -673,7 +673,7 @@ S #5799 The Portal Room~ This room is to serve the perpose of teleportation, but to find the portal -you'll have to look. +you'll have to look. ~ 57 0 0 0 0 0 S diff --git a/lib/world/wld/6.wld b/lib/world/wld/6.wld index 56dd424..10c1df4 100644 --- a/lib/world/wld/6.wld +++ b/lib/world/wld/6.wld @@ -2,7 +2,7 @@ Shore~ The sea that sits before your eyes is beautiful! Soft waves of blue ripple all the way up to the shore, splashing some rocks. The water looks perfect for -traveling on. What kind of neat things could this sea hold? +traveling on. What kind of neat things could this sea hold? ~ 6 0 0 0 0 0 D2 @@ -11,7 +11,7 @@ D2 0 0 601 E credits info~ - Builder : + Builder : Zone : 6 Sea of Souls Began : 1999 Player Level : 10-25 @@ -29,7 +29,7 @@ S Shore~ The shore continues to the south, showing off more of the gorgeous sea thats before you. You hear some birds singing in the distance. It seems very -peaceful here. +peaceful here. ~ 6 4 0 0 0 2 D0 @@ -45,7 +45,7 @@ S Shore~ The shore continues to the south, showing off more of the gorgeous sea thats before you. You hear some birds singing in the distance. It seems very -peaceful here. +peaceful here. ~ 6 0 0 0 0 2 D0 @@ -65,7 +65,7 @@ S Sea of Souls~ Small waves move to a magical time with wind, singing a special song with the birds on the distance. The waves intice you to enter the sea, to see what -lies beyond. +lies beyond. ~ 6 0 0 0 0 6 D1 @@ -85,7 +85,7 @@ S Sea of Souls~ Small waves move to a magical time with wind, singing a special song with the birds on the distance. The waves intice you to enter the sea, to see what -lies beyond. +lies beyond. ~ 6 0 0 0 0 6 D0 @@ -109,7 +109,7 @@ S Sea of Souls~ Small waves move to a magical time with wind, singing a special song with the birds in the distance. The waves intice you to enter the sea, to see what -lies beyond. +lies beyond. ~ 6 128 0 0 0 2 D0 @@ -133,7 +133,7 @@ S Shore~ The shore has almost come to an end, leaving you with nothing but open water. You think you could walk through some of the sea, but it might not be -very safe. +very safe. ~ 6 0 0 0 0 2 D0 @@ -149,7 +149,7 @@ S Shore~ The shore comes to an end here, leaving you with nothing but miles and miles of open sea. Waves crash down onto your feet, making you wet. As you look -down, you can see footprints in the sand. +down, you can see footprints in the sand. ~ 6 0 0 0 0 2 D0 @@ -169,7 +169,7 @@ S Sea of Souls~ The water is quite deep here. You wouldn't be able to go any further without a boat. You feel clams and rocks shuffle underneath your feet as your -feet sink into the sand of the sea. +feet sink into the sand of the sea. ~ 6 0 0 0 0 7 D0 @@ -193,7 +193,7 @@ S Sea of Souls~ The water is quite deep here. You wouldn't be able to go any further without a boat. You feel clams and rocks shuffle underneath your feet as your -feet sink into the sand of the sea. +feet sink into the sand of the sea. ~ 6 0 0 0 0 6 D0 @@ -216,7 +216,7 @@ S #610 Sea of Souls~ The sea seems to expand greatly, heading off towards the southwest. You can -see a small island off in the distance. You wonder what could be there. +see a small island off in the distance. You wonder what could be there. ~ 6 0 0 0 0 7 D0 @@ -239,8 +239,8 @@ S #611 Island~ You have come to a small island tucked away in the sea. As you begin -walking around, you notice several small trees. The ground is mostly sand. -You feel your feet squishing around under you. +walking around, you notice several small trees. The ground is mostly sand. +You feel your feet squishing around under you. ~ 6 0 0 0 0 2 D0 @@ -264,7 +264,7 @@ S Island~ Through the sand you begin seeing small patches of grass. You are surrounded by numerous large trees, shading you from the sun. The island -continues to the south. +continues to the south. ~ 6 0 0 0 0 2 D0 @@ -283,7 +283,7 @@ S #613 Island~ You have come to the edge of the island. The ground below you is very -murky. You can feet your feet begining to sink into the cold sea. +murky. You can feet your feet begining to sink into the cold sea. ~ 6 0 0 0 0 2 D0 @@ -302,7 +302,7 @@ S #614 Sea of Souls~ The water before you is calm and quiet. The only sound you can hear is the -sound of birds singing in the distance. You feel very relaxed here. +sound of birds singing in the distance. You feel very relaxed here. ~ 6 0 0 0 0 7 D0 @@ -321,7 +321,7 @@ S #615 Sea of Souls~ The water before you is calm and quiet. The only sound you can hear is the -sound of birds singing in the distance. You feel very relaxed here. +sound of birds singing in the distance. You feel very relaxed here. ~ 6 0 0 0 0 7 D0 @@ -340,7 +340,7 @@ S #616 Sea of Souls~ Everything around you is beginning to look the same. Some small waves -gently rock your boat, making you sway to and fro. +gently rock your boat, making you sway to and fro. ~ 6 0 0 0 0 7 D1 @@ -356,7 +356,7 @@ S A Small Cove~ You have come upon a small cove tucked into the sea. There is a dead end here, but the view is marvelous! In the distance you can see several little -animals running around playing. +animals running around playing. ~ 6 0 0 0 0 7 D0 @@ -368,7 +368,7 @@ S Sea of Souls~ As you continue sailing along the sea, you look around at your surroundings. There really isn't much here. To the south you can see a small island. What -could be there? +could be there? ~ 6 0 0 0 0 7 D0 @@ -392,7 +392,7 @@ S Tunnel~ You have entered a small narrow tunnel. It appears to be leading to an island. The walls of the tunnel are made from seaweed, giving the place a -weird smell. +weird smell. ~ 6 0 0 0 0 7 D1 @@ -407,7 +407,7 @@ S #620 Tunnel~ As you continue making your way through the tunnel, a horrible smell fills -your nose. It smells like dead fish! There is a small island to the east. +your nose. It smells like dead fish! There is a small island to the east. ~ 6 0 0 0 0 7 D1 @@ -427,7 +427,7 @@ S Tunnel~ You have come to the end of the tunnel. The seaweed walls seem to disappear, showing you a beautiful island to the east. You wonder what -treasures are hidden there. +treasures are hidden there. ~ 6 0 0 0 0 7 D1 @@ -443,7 +443,7 @@ S Tropical Island~ As you step onto the island, you look around at your surroundings. There are a few scattered palm trees growing in the sand. As you look down at the -ground, you notice that the sand is red. How did this happen? +ground, you notice that the sand is red. How did this happen? ~ 6 0 0 0 0 2 D2 @@ -458,7 +458,7 @@ S #623 Sea of Souls~ The waves from the sea crash up against your boat, spraying you with a light -mist. It feels refreshing and cool on your skin. +mist. It feels refreshing and cool on your skin. ~ 6 0 0 0 0 7 D0 @@ -477,7 +477,7 @@ S #624 Sea of Souls~ As you depart from the island, you look around, trying to see another -island. There isn't one in view, but that doesn't mean that ones not there. +island. There isn't one in view, but that doesn't mean that ones not there. ~ 6 0 0 0 0 7 D0 @@ -497,7 +497,7 @@ S Sea of Souls~ As you continue in your journey, you being to daydream. Memories of your childhood fill your mind as the waves threaten to put you to sleep. There is -an island to the east. +an island to the east. ~ 6 0 0 0 0 7 D1 @@ -513,7 +513,7 @@ S Tropical Island~ As you stand at the edge of the island, you look around and see a floating village in the distance, to the south. Maybe you can get something to eat -there. +there. ~ 6 0 0 0 0 2 D0 @@ -537,7 +537,7 @@ S Tropical Island~ As you continue walking through the island, you begin noticing things around you. There are coconuts hanging from the palm trees, and you see some -weed-like flowers growing through the sand. +weed-like flowers growing through the sand. ~ 6 0 0 0 0 2 D0 @@ -552,7 +552,7 @@ S #628 Sea of Souls~ The water is rather calm here, maybe too calm. Everything around you is -quiet. You suddenly feel alone. +quiet. You suddenly feel alone. ~ 6 0 0 0 0 7 D1 @@ -569,7 +569,7 @@ Sea of Souls~ As you leave the island, you look around to see whats up ahead. You see a small floating village towards the east. Maybe there are some shops there where you can sell some of the things you have collected through your journey. - + ~ 6 0 0 0 0 7 D2 @@ -585,7 +585,7 @@ S Sea of Souls~ The water begins getting slightly choppy here, causing your small boat to rock back and forth. To the east you can see a village. What could be in it? - + ~ 6 0 0 0 0 7 D0 @@ -603,9 +603,9 @@ D2 S #631 Sea of Souls~ - You continue riding the waves, praying that your craft doesn't overturn. + You continue riding the waves, praying that your craft doesn't overturn. The water looks very cold and the chances of you surviving temperatures like -that are very slim. +that are very slim. ~ 6 0 0 0 0 7 D0 @@ -621,7 +621,7 @@ S Floating Village~ You have entered a small floating village. You see several small boats docked at the side of the village. Many people shuffle around you busily, -getting supplies and food. To the east you can see a small pawn shop. +getting supplies and food. To the east you can see a small pawn shop. ~ 6 0 0 0 0 2 D0 @@ -641,7 +641,7 @@ S Small House~ You have come to a small house. The door has been boarded up, keeping people like yourself out. The house should have been knocked down long ago, -but may have been kept for historical reasons. +but may have been kept for historical reasons. ~ 6 0 0 0 0 2 D1 @@ -657,7 +657,7 @@ S Village Restaurant~ Welcome to the Village Restaurant! Here you may sit down, relax and get a bite to eat. The place is quite packed. The food here must be good! The smell -of fresh cooked fish fills your nose, making you hungry. +of fresh cooked fish fills your nose, making you hungry. ~ 6 0 0 0 0 0 D0 @@ -677,7 +677,7 @@ S Village Pawn Shop~ You have entered a small pawn shop run by some of the people off a nearby island. Everything you could imagine is here, and for a very reasonable price! -Possibly the best around. +Possibly the best around. ~ 6 0 0 0 0 0 D0 @@ -697,7 +697,7 @@ S Sea of Souls~ You are surrounded by islands and a floating village! What luck! It looks like you could dock your boat at the village and rest for a bit. There looks -to be some shops there. Maybe you should go have a look. +to be some shops there. Maybe you should go have a look. ~ 6 0 0 0 0 7 D0 @@ -711,7 +711,7 @@ D2 S #637 Narrow Tunnel~ - A narrow path in the sea sits before you. It seems to lead to an island. + A narrow path in the sea sits before you. It seems to lead to an island. You can't whats on the island yet, maybe you should just go there and find out. ~ 6 0 0 0 0 7 @@ -726,9 +726,9 @@ D3 S #638 Narrow Tunnel~ - You continue floating down the narrow path, heading towards the island. + You continue floating down the narrow path, heading towards the island. You can see a little more of the island, but not enough to make out whats -there. +there. ~ 6 0 0 0 0 7 D0 @@ -747,7 +747,7 @@ S #639 Small Cove~ You find yourself floating into a small cove of the sea. It looks like -another dead end. Guess you'll have to turn around and go a different way. +another dead end. Guess you'll have to turn around and go a different way. ~ 6 0 0 0 0 7 D2 @@ -759,7 +759,7 @@ S Sea of Souls~ You are sailing across a small section of the sea. It appears to be conecting two islands together. Off in the distance to the west you can see a -floating village. +floating village. ~ 6 0 0 0 0 7 D0 @@ -774,7 +774,7 @@ S #641 Hidden Island~ You have come to a small hidden island. There doesn't appear to be much -here, just some wild plants, but it might be worth your time to have a look. +here, just some wild plants, but it might be worth your time to have a look. ~ 6 0 0 0 0 2 D0 @@ -790,7 +790,7 @@ S Hidden Island~ As you walk to the edge of the island, you notice another island to the south. You must have hit a small cluster of islands. You wonder if anyone -lives on these islands. +lives on these islands. ~ 6 0 0 0 0 2 D0 @@ -823,7 +823,7 @@ Dark Isle~ As you continue walking through the darkened island, you begin to wonder how everything got so dark. You look up to see a large dome covering the entire island! You reach down and feel the sand. It's cold and wet between your -fingers. +fingers. ~ 6 0 0 0 0 2 D1 @@ -839,7 +839,7 @@ S Dark Isle~ The island before you is pitch black. If you dont have a lantern, you may be out of luck. You feel sharp pebbles digging into your feet. You can hear -them crunching in the darknesss. +them crunching in the darknesss. ~ 6 0 0 0 0 2 D0 @@ -854,7 +854,7 @@ S #646 Sea of Souls~ The water around you is calm and relaxing. One could fall asleep in these -surroundings. Just don't go getting yourself lost! +surroundings. Just don't go getting yourself lost! ~ 6 0 0 0 0 7 D0 @@ -873,7 +873,7 @@ S #647 Sea of Souls~ The water around you is calm and relaxing. One could fall asleep in there -surroundings. Just don't go getting yourself lost! +surroundings. Just don't go getting yourself lost! ~ 6 0 0 0 0 7 D0 @@ -893,7 +893,7 @@ S Scorpion Island~ The island your standing on is covered in scorpions! You will either have to kill them, or let them kill you. You see a small path between the creatures -that you could safely walk on. +that you could safely walk on. ~ 6 0 0 0 0 2 D0 @@ -909,7 +909,7 @@ S Scorpion Island~ The island seems to be much more dry here. You suddenly feel thirsty. As you look down at the ground, you notice that you are surrounded by scorpions! -Maybe you shouldn't have come here. +Maybe you shouldn't have come here. ~ 6 0 0 0 0 2 D0 @@ -924,7 +924,7 @@ S #650 Scorpion Island~ Shadows off of some nearby trees shade you from the sun. You can feel your -feet starting to sink into the sand as you continue walking. +feet starting to sink into the sand as you continue walking. ~ 6 0 0 0 0 2 D1 @@ -945,7 +945,7 @@ Sea of Souls~ You feel your ship being carried with the current of the sea. You can see several large boulders sticking up from the depths of the water. Where could these enormous rocks have come from? Be careful not to hit one, you wouldn't -be likely to survive. +be likely to survive. ~ 6 0 0 0 0 7 D0 @@ -959,8 +959,8 @@ D2 S #652 Sea of Souls~ - An enormous portion of the sea sits before you, waiting to be explored. -You can see nothing but water, and a few stray birds flying by. + An enormous portion of the sea sits before you, waiting to be explored. +You can see nothing but water, and a few stray birds flying by. ~ 6 0 0 0 0 7 D0 @@ -982,8 +982,8 @@ D3 S #653 Sea of Souls~ - An enormous portion of the sea sits before you, waiting to be explored. -You can see nothing but water, and a few stray birds flying by. + An enormous portion of the sea sits before you, waiting to be explored. +You can see nothing but water, and a few stray birds flying by. ~ 6 0 0 0 0 7 D1 @@ -1001,8 +1001,8 @@ D3 S #654 Sea of Souls~ - An enormous portion of the sea sits before you, waiting to be explored. -You can see nothing but water, and a few stray birds flying by. + An enormous portion of the sea sits before you, waiting to be explored. +You can see nothing but water, and a few stray birds flying by. ~ 6 0 0 0 0 7 D1 @@ -1018,7 +1018,7 @@ S Sea of Souls~ You can see a small island in the distance to the south. There doesn't appear to be much there, but it might be worth your time to stop and have a -look. +look. ~ 6 0 0 0 0 7 D1 @@ -1037,7 +1037,7 @@ S #656 Sea of Souls~ The sea almost seems to end here. The start of a small island is to the -south, waiting to be explored. What creatures will you encounter there? +south, waiting to be explored. What creatures will you encounter there? ~ 6 0 0 0 0 7 D1 @@ -1053,7 +1053,7 @@ S Forgotten Island~ As you step off your ship, you look around at the island. The island looks to have been abandoned some time ago. All the trees are dead, the ground is -covered in twigs and dead leaves. You suddenly feel alone. +covered in twigs and dead leaves. You suddenly feel alone. ~ 6 0 0 0 0 2 D0 @@ -1094,7 +1094,7 @@ S Forgotten Island~ You find yourself standing on the edge of the island, looking out into the sea. You feel a sudden sense of freedom come over you. A small breeze picks -up, blowing warm air across your face. +up, blowing warm air across your face. ~ 6 0 0 0 0 2 D1 @@ -1108,8 +1108,8 @@ D3 S #660 Sea of Souls~ - You feel your boat gently sway back and forth from the waves of the sea. -You can see a small island to the west. It appears to be abandoned. + You feel your boat gently sway back and forth from the waves of the sea. +You can see a small island to the west. It appears to be abandoned. ~ 6 0 0 0 0 7 D0 @@ -1131,9 +1131,9 @@ D3 S #661 Sea of Souls~ - You find yourself in the middle of nowhere, floating inbetween two islands. + You find yourself in the middle of nowhere, floating in between two islands. One to the west and one to the southeast. The one to the southeast is rather -large. What could be over there? +large. What could be over there? ~ 6 0 0 0 0 7 D0 @@ -1154,7 +1154,7 @@ Sea of Souls~ You feel your ship being carried with the current of the sea. You can see several large boulders sticking up from the depths of the water. Where could these enormous rocks have come from? Be careful not to hit one, you wouldn't -be likely to survive. +be likely to survive. ~ 6 0 0 0 0 7 D2 @@ -1169,8 +1169,8 @@ S #663 Sea of Souls~ As you continue floating across the vast sea, you spot an island not to far -off to the south. The island looks bigger than the rest that you have seen. -What could be there? +off to the south. The island looks bigger than the rest that you have seen. +What could be there? ~ 6 0 0 0 0 7 D0 @@ -1210,7 +1210,7 @@ S Dragon Isle~ As you risk your life and walk further into the island, you see enormous footprints in the sand. You step inside of one, and suddenly feel very scared. -You're not alone here. +You're not alone here. ~ 6 0 0 0 0 2 D2 @@ -1226,7 +1226,7 @@ S Sea of Souls~ The waves begin to get rougher, causing your boat to rock. Be careful not to tip over. You can hear some birds singing in the distance. You feel very -peaceful here. +peaceful here. ~ 6 0 0 0 0 7 D0 @@ -1242,7 +1242,7 @@ S Sea of Souls~ As you continue your long journey across the rippling sea, you look around and see a large island to the east. You can see that several large trees have -been knocked down. What could have caused something like this? +been knocked down. What could have caused something like this? ~ 6 0 0 0 0 7 D0 @@ -1262,7 +1262,7 @@ S Sea of Souls~ The waves begin to get rougher, causing your boat to rock. Be careful not to tip over. You can hear some birds singing in the distance. You feel very -peaceful here. +peaceful here. ~ 6 0 0 0 0 7 D0 @@ -1279,7 +1279,7 @@ Sea of Souls~ The open sea is before you. You can feel a slight chill coming off from the water. The water must be very deep here. As you look over the side of your boat, into the water you see nothing but blackness. It makes you think of -death. +death. ~ 6 0 0 0 0 7 D0 @@ -1298,7 +1298,7 @@ S #670 Dragon Isle~ As you continue on, you pass an old crumbled cave. It was most likely -crushed by one of the dragons while removing its prey from the cave. +crushed by one of the dragons while removing its prey from the cave. ~ 6 0 0 0 0 2 D0 @@ -1312,9 +1312,9 @@ D3 S #671 Dragon Isle~ - As you stand on the edge of the island, you check out your surroundings. + As you stand on the edge of the island, you check out your surroundings. To the east, the island continues. To the west is the sea. Maybe you had -better leave the island while you still can. +better leave the island while you still can. ~ 6 0 0 0 0 2 D0 @@ -1333,7 +1333,7 @@ S #672 Sea of Souls~ As you continue sailing along, you spot a large island to the east. The -island looks to have been left in ruins. Maybe shouldn't go there. +island looks to have been left in ruins. Maybe shouldn't go there. ~ 6 0 0 0 0 7 D1 @@ -1349,7 +1349,7 @@ S Sea of Souls~ As you continue your long journey across the rippling sea, you look around and see a large island to the east. You can see that several large trees have -been knocked down. What could have caused something like this? +been knocked down. What could have caused something like this? ~ 6 0 0 0 0 7 D1 @@ -1366,7 +1366,7 @@ Sea of Souls~ The open sea is before you. You can feel a slight chill coming off from the water. The water must be very deep here. As you look over the side of your boat, into the water you see nothing but blackness. It makes you think of -death. +death. ~ 6 0 0 0 0 7 D1 @@ -1383,7 +1383,7 @@ Sea of Souls~ The open sea is before you. You can feel a slight chill coming off from the water. The water must be very deep here. As you look over the side of your boat, into the water you see nothing but blackness. It makes you think of -death. +death. ~ 6 0 0 0 0 7 D1 @@ -1398,7 +1398,7 @@ S #676 Sea of Souls~ As you continue floating along the sea, everthing gets quiet. Maybe too -quiet. You can see a small island in the distance to the southeast. +quiet. You can see a small island in the distance to the southeast. ~ 6 0 0 0 0 7 D0 @@ -1412,9 +1412,9 @@ D2 S #677 Sea of Souls~ - The water is quite calm here, letting you relax in the light of the day. + The water is quite calm here, letting you relax in the light of the day. You can see a small island to the east. This is perhaps the smallest island -you have encountered so far. +you have encountered so far. ~ 6 0 0 0 0 7 D0 @@ -1431,7 +1431,7 @@ Ice Isle~ The island you have stepped on is covered in snow and ice! How could this be possible? The climate is much too warm for there to be snow. All the plants have died and shrivled up, leaving you as the only living thing on this -island. +island. ~ 6 0 0 0 0 2 D1 @@ -1451,7 +1451,7 @@ S Ice Isle~ The ground is very slippery here, better watch your step! You can see the remains of an old ice fort. The sun has melted quite a bit of it down, leaving -nothing but a mound of ice. +nothing but a mound of ice. ~ 6 0 0 0 0 2 D0 @@ -1462,7 +1462,7 @@ S #680 Sea of Souls~ The water here is quite cold. You can see small chunks of ice floating past -you. To the west is a small island covered in snow. +you. To the west is a small island covered in snow. ~ 6 0 0 0 0 7 D1 @@ -1477,7 +1477,7 @@ S #681 Sea of Souls~ The water here is quite cold. You can see small chunks of ice floating past -you. To the west is a small island covered in snow. +you. To the west is a small island covered in snow. ~ 6 0 0 0 0 7 D1 @@ -1497,7 +1497,7 @@ S Sea of Souls~ You feel yourself begin to drift off to sleep, when all of a sudden a huge waves crashes against your boat, almost tipping you over! You're sprayed with -a light mist, leaving your clothes drenched. +a light mist, leaving your clothes drenched. ~ 6 0 0 0 0 7 D0 @@ -1517,7 +1517,7 @@ S Forest Island~ The island before you is a forest! Numerous trees are cluttered together, leaving almost no room for you to walk. You see some wild flowers and weeds -growing through the tall grass. +growing through the tall grass. ~ 6 0 0 0 0 2 D0 @@ -1533,7 +1533,7 @@ S Forest Island~ The grass gets much taller here, making it hard to see anything. The grass is up to your chin. You begin to feel like you're in the jungle. Several bugs -zoom past your ear, making a soft buzzing sound. +zoom past your ear, making a soft buzzing sound. ~ 6 0 0 0 0 2 D1 @@ -1549,7 +1549,7 @@ S Sea of Souls~ You continue sailing through the chopping waters. In the distance to the south you can see an island filled with trees. The shore is not to far off to -the southeast. +the southeast. ~ 6 0 0 0 0 7 D0 @@ -1568,7 +1568,7 @@ S #686 Sea of Souls~ The waves ripple softly, splashing against the side of your boat. It rocks -gently, threatening to put you to sleep. You feel very relaxed here. +gently, threatening to put you to sleep. You feel very relaxed here. ~ 6 0 0 0 0 7 D1 @@ -1587,7 +1587,7 @@ S #687 Sea of Souls~ The waves ripple softly, splashing against the side of your boat. It rocks -gently, threatening to put you to sleep. You feel very relaxed here. +gently, threatening to put you to sleep. You feel very relaxed here. ~ 6 0 0 0 0 7 D1 @@ -1607,7 +1607,7 @@ S Sea of Souls~ You continue sailing through the chopping waters. In the distance to the south you can see an island filled with trees. The shore is not to far off to -the southeast. +the southeast. ~ 6 0 0 0 0 7 D0 @@ -1623,7 +1623,7 @@ S Forest Island~ The ground at your feet begins to get mushy, making it hard for you to walk. It almost feels as if you're in quicksand. The grass is much shorter here, -showing you the sea to the north and south. +showing you the sea to the north and south. ~ 6 0 0 0 0 2 D2 @@ -1638,7 +1638,7 @@ S #690 Sea of Souls~ You begin sailing into the unknown. What things will you encounter? Will -you even survive? Luck doesn't appear to be on your side. +you even survive? Luck doesn't appear to be on your side. ~ 6 0 0 0 0 7 D1 @@ -1654,7 +1654,7 @@ S Private Island~ You're standing on the edge of a beautiful island. The shore is surrounded with wild flowers, giving off a sweet scent. You can see a small house to the -east. +east. ~ 6 0 0 0 0 2 D1 @@ -1670,7 +1670,7 @@ S Private Island~ A beautiful brick house stands before you. By the looks, it hasn't been here very long. There doesn't appear to be anyone home. Maybe you should -leave before someone sees you. +leave before someone sees you. ~ 6 0 0 0 0 2 D2 @@ -1686,7 +1686,7 @@ S Private Island~ You seem to have stepped onto an island that is owned by someone. You can see a small house to the north. It's constructed of bricks and is by far the -most beautiful house you have ever seen! +most beautiful house you have ever seen! ~ 6 0 0 0 0 2 D0 @@ -1702,7 +1702,7 @@ S Sea of Souls~ The water seems to calm down some, allowing you to let go of the boat. To the north you can see an island. It doesn't appear to be very big, but it -might be a good place to stop and rest. +might be a good place to stop and rest. ~ 6 0 0 0 0 7 D0 @@ -1717,7 +1717,7 @@ S #695 Sea of Souls~ The water here is quite calm, making you feel very relaxed. Don't get too -relaxed. You may fall sleep and tip over! +relaxed. You may fall sleep and tip over! ~ 6 0 0 0 0 7 D0 @@ -1733,7 +1733,7 @@ S Sea of Souls~ Your boat gently begins to rock back and forth. You feel a slight wind pick up, causing the sea to become wavy. You grab on to the sides of the boat, -trying to hang on. +trying to hang on. ~ 6 0 0 0 0 7 D0 @@ -1749,7 +1749,7 @@ S Sea of Souls~ As you set sail and begin drifting into the depths of the sea, you spot a small island off to the west. It looks nice enough, but looks can be -deceiving. +deceiving. ~ 6 0 0 0 0 7 D1 @@ -1769,7 +1769,7 @@ S Sea of Souls~ Your boat gently begins to rock back and forth. You feel a slight wind pick up, causing the sea to become wavy. You grab on to the sides of the boat, -trying to hang on. +trying to hang on. ~ 6 0 0 0 0 7 D1 @@ -1783,9 +1783,9 @@ D3 S #699 Shore~ - As you stand on the shore, you look out the the beautiful sea before you. + As you stand on the shore, you look out the the beautiful sea before you. What mysteries could it hold? Would you survive a journey across it? You hear -some birds chirping in the distance. +some birds chirping in the distance. ~ 6 0 0 0 0 2 D0 diff --git a/lib/world/wld/60.wld b/lib/world/wld/60.wld index e45f536..3384072 100644 --- a/lib/world/wld/60.wld +++ b/lib/world/wld/60.wld @@ -21,11 +21,11 @@ E tree trees~ The trees are quite tall considering most of them appear to be quite young. On one of the trees, crude letters forming the word 'Haon-Dor' have been carved -into the bark. +into the bark. ~ E trail~ - The forest trail winds westwards through the trees. + The forest trail winds westwards through the trees. ~ S #6001 @@ -53,16 +53,16 @@ You see the narrow forest trail winding westwards in between the trees. 0 -1 6002 E birds insects animals~ - Very cute little creatures, they seem to enjoy life. + Very cute little creatures, they seem to enjoy life. ~ E tree trees~ The trees here are quite young and fresh. They seem to accommodate many -kinds of birds, insects and other small animals. +kinds of birds, insects and other small animals. ~ E trail~ - The forest trail winds east-west through the trees. + The forest trail winds east-west through the trees. ~ S #6002 @@ -90,15 +90,15 @@ You see the narrow forest trail winding westwards into the dense forest. E tree trees~ The young, slender trees look beautiful, their fresh, green leaves moving -lightly in the wind. +lightly in the wind. ~ E trail~ - The forest trail winds east-west through the trees. + The forest trail winds east-west through the trees. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6003 @@ -120,11 +120,11 @@ You see the narrow trail winding westwards through the dense forest. E tree trees~ The dense crowns of the mature trees leave only a fraction of the sky to be -seen through the leaves. +seen through the leaves. ~ E trail~ - The forest trail seems almost fragile compared to the massive trunks. + The forest trail seems almost fragile compared to the massive trunks. ~ S #6004 @@ -151,15 +151,15 @@ The narrow trail almost seems to disappear between the enormous trunks. 0 -1 6100 E tree trees~ - The crowns of the old trees almost cut out all light. + The crowns of the old trees almost cut out all light. ~ E trail~ - The forest trail seems almost fragile compared to the massive trunks. + The forest trail seems almost fragile compared to the massive trunks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6005 @@ -181,11 +181,11 @@ The small path leads south through the trees. 0 -1 6006 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6006 @@ -207,11 +207,11 @@ The small path leads east through the trees. 0 -1 6007 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6007 @@ -238,11 +238,11 @@ The small path leads west through the trees. 0 -1 6006 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6008 @@ -269,25 +269,25 @@ The small path leads west through the trees. 0 -1 6007 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E stump stumps~ There are more stumps than logs and some of the stumps are partly covered in -moss. +moss. ~ E stake stakes~ - The stakes keep the logs from rolling down. + The stakes keep the logs from rolling down. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ E log logs~ Even though the logs have been chopped to shorter pieces, they are quite -heavy as they are fresh and still filled with sap. +heavy as they are fresh and still filled with sap. ~ S #6009 @@ -313,16 +313,16 @@ The small path leads west through the light forest. 0 -1 6008 E tree trees~ - The trees are fairly young, not much more than a hundred years or so. + The trees are fairly young, not much more than a hundred years or so. ~ E path paths~ - The path is probably used by the cabin's inhabitants. + The path is probably used by the cabin's inhabitants. ~ E cabin logs log~ It looks simple but comfortable and the slender trees make the whole place -seem pretty idyllic. It is a cabin built from wooden logs. +seem pretty idyllic. It is a cabin built from wooden logs. ~ S #6010 @@ -349,15 +349,15 @@ carving carvings carved~ E table~ A heavy table that doesn't even appear to rock. It seems to have something -carved on it. +carved on it. ~ E chair~ - It is made from oak and looks strong and sturdy. + It is made from oak and looks strong and sturdy. ~ E bed~ - It is definitely not the most comfortable bed you have seen in your life. + It is definitely not the most comfortable bed you have seen in your life. ~ S #6011 @@ -378,11 +378,11 @@ The path leads south through the young trees. 0 -1 6008 E tree trees~ - The trees are fairly young, not much more than a hundred years or so. + The trees are fairly young, not much more than a hundred years or so. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6012 @@ -409,11 +409,11 @@ The small path leads south through the trees. 0 -1 6021 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6013 @@ -435,11 +435,11 @@ The small path leads west through the trees. 0 -1 6012 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6014 @@ -466,11 +466,11 @@ The small path leads west through the trees. E tree trees~ The crowns of the old trees leave the forest in an unreal twilight -illumination. +illumination. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6015 @@ -492,11 +492,11 @@ The small path leads west through the trees. 0 -1 6014 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6016 @@ -523,11 +523,11 @@ The small path leads south through the trees. 0 -1 6017 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6017 @@ -548,16 +548,16 @@ The small path leads west through the trees to a lighter part of the forest. 0 -1 6018 E up branches branch large~ - The branch of a large oak stretches out above the path from the east. + The branch of a large oak stretches out above the path from the east. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight -illumination. A large branch looms above you, over the path. +illumination. A large branch looms above you, over the path. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6018 @@ -584,11 +584,11 @@ The path leads west to a dense part of the forest. E tree trees~ The tall trees are young and slender, not much more than a hundred years or -so. +so. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6019 @@ -610,11 +610,11 @@ The small path leads east through the trees to a lighter part of the forest. E tree trees~ The crowns of the old trees leave the forest in an unreal twilight -illumination. +illumination. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6020 @@ -636,11 +636,11 @@ The small path leads west through the trees. 0 -1 6021 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6021 @@ -668,16 +668,16 @@ The cave is very dark. E cave entrance~ The irregular opening is eight feet wide and six feet tall. An acrid smell -emanates from within. +emanates from within. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight -illumination. +illumination. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6022 @@ -694,15 +694,15 @@ The cave opening is to the east. 0 -1 6021 E air smell~ - Kind of transparent, but quite noticeable nevertheless. + Kind of transparent, but quite noticeable nevertheless. ~ E cave walls floor stone~ - Quite uninteresting. + Quite uninteresting. ~ E debris~ - It consists mostly of gnawed bones mixed with small pieces of torn fur. + It consists mostly of gnawed bones mixed with small pieces of torn fur. ~ S #6023 @@ -733,19 +733,19 @@ The small path leads south in between the trees. E birds bird circling~ Many carrion birds are circling to the north, you presume they are waiting -for their turn to feast on a corpse. +for their turn to feast on a corpse. ~ E tree trees thicket~ - The trees form a close thicket, blocking any exit to the west. + The trees form a close thicket, blocking any exit to the west. ~ E path~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ E grass~ - The tall grass makes a nice hiding place for animals. + The tall grass makes a nice hiding place for animals. ~ S #6024 @@ -769,15 +769,15 @@ forest path. 0 -1 6023 E tree trees thicket~ - The trees form a close thicket, blocking any exit to the south and east. + The trees form a close thicket, blocking any exit to the south and east. ~ E path trampled~ - The trampled grass path leads to the lake north of here. + The trampled grass path leads to the lake north of here. ~ E grass~ - The tall grass makes a nice hiding place for animals. + The tall grass makes a nice hiding place for animals. ~ S #6025 @@ -810,25 +810,25 @@ The smell of carrion drifts down to you from higher on the field to the west. E track tracks mud~ You see tracks of both hooved and other sorts of animals. Evidence of all -sizes of animals is here in the mud, showing just how lively the forest is. +sizes of animals is here in the mud, showing just how lively the forest is. ~ E birds bird circling~ Many carrion birds are circling to the west, you presume they are waiting for -their turn to feast on a corpse. +their turn to feast on a corpse. ~ E tree trees thicket~ - The trees form a close thicket, blocking any exit to the north or east. + The trees form a close thicket, blocking any exit to the north or east. ~ E lake~ Animals from all around come here to drink. The lake itself is not very big, -but it stretches off to the north from here. +but it stretches off to the north from here. ~ E grass~ - The tall grass makes a nice hiding place for animals. + The tall grass makes a nice hiding place for animals. ~ S #6026 @@ -858,25 +858,25 @@ E animal animals small~ Several pairs of eyes peer out at you, urging you to leave. The just might decide that en masse they could kill you, so you probably don't want to tarry -here. +here. ~ E birds circling~ Many birds of varying size circle overhead, waiting for you to leave. You -hope they don't decide that you could be a corpse with just a little effort. +hope they don't decide that you could be a corpse with just a little effort. ~ E tree trees thicket~ - The trees form a close thicket, blocking any exit to the north and west. + The trees form a close thicket, blocking any exit to the north and west. ~ E path~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ E grass~ The tall grass makes a nice hiding place for animals. You see some of the -animals you frightened away peeking furtively out at you. +animals you frightened away peeking furtively out at you. ~ S #6027 @@ -896,21 +896,21 @@ are doing. E reed reeds~ Reeds grow up around the edges of the lake, providing cover for the small -water fowl that live here. +water fowl that live here. ~ E tree trees thicket~ - Trees cover the bank on most sides, preventing you from docking there. + Trees cover the bank on most sides, preventing you from docking there. ~ E lake~ Animals from all around come here to drink. The lake itself is not very big, -but it stretches off to the north from here. +but it stretches off to the north from here. ~ E fish~ Trout and perhaps a catfish or two swim about below you, totally ignoring -your presence. +your presence. ~ S #6028 @@ -931,11 +931,11 @@ The small path leads west through the trees. 0 -1 6016 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6029 @@ -959,33 +959,33 @@ E top highest high~ You could probably see most of the forest, and perhaps even the city from the top of the tree... Of course, you'd have to deal with whatever that shape is -pacing on one of the upper limbs. +pacing on one of the upper limbs. ~ E limb limbs~ They look quite sturdy, certainly capable of holding your weight should you -decide to climb up the tree using them. +decide to climb up the tree using them. ~ E animal shape~ From here it looks vaguely feline, though you could get a much better view -from in the tree. You are not sure if it has seen you yet. +from in the tree. You are not sure if it has seen you yet. ~ E large oak tree~ It has some lower branches that you think you could reach if you stretched. You might even be able to climb all the top, though from here it looks like something else had that idea before you. There is a faint animal shape pacing -on one of the highest branches. +on one of the highest branches. ~ E trees~ The trees are mostly old beeches and oaks, with one large oak off to your -right. +right. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6030 @@ -1018,34 +1018,34 @@ E top highest high~ You could probably see most of the forest, and perhaps even the city from the top of the tree... Of course, you would have to deal with whatever that shape -is that you see pacing on one of the upper limbs. +is that you see pacing on one of the upper limbs. ~ E limb limbs~ They look quite sturdy, certainly capable of holding your weight should you -decide to climb around in the tree using them. +decide to climb around in the tree using them. ~ E pacing pace animal shape~ From here it looks feline. You still don't think it has noticed you, despite -the noise you made while climbing up here. +the noise you made while climbing up here. ~ E feline~ The shape above you moves with definite grace and confidence. You think that -it must be a Bobcat, stalking smaller tree-dwelling animals. +it must be a Bobcat, stalking smaller tree-dwelling animals. ~ E animals bird birds~ A variety of squirrels, chipmunks, and birds make their homes in this and the surrounding trees. If you look closely you may be able to see some of their -rapidly emptying nests. +rapidly emptying nests. ~ E nest nests~ After a short period of looking, you notice a bird's nest on a limb not far above you, and a large squirrel's nest in the crook of a large limb that -stretches out towards the west. +stretches out towards the west. ~ S #6031 @@ -1073,34 +1073,34 @@ E top highest high~ You could probably see most of the forest, and perhaps even the city from the top of the tree... Of course, you would have to deal with whatever that shape -is that you see pacing on one of the upper limbs. +is that you see pacing on one of the upper limbs. ~ E limb limbs~ The limbs look quite sturdy, certainly capable of holding your weight should -you decide to climb around in the tree using them. +you decide to climb around in the tree using them. ~ E pacing pace animal shape~ From here it looks feline. You still don't think it has noticed you, despite -the noise you made while climbing up here. +the noise you made while climbing up here. ~ E feline~ The shape above you moves with definite grace and confidence. You think that -it must be a Bobcat, stalking smaller tree-dwelling animals. +it must be a Bobcat, stalking smaller tree-dwelling animals. ~ E animals bird birds~ A variety of squirrels, chipmunks, and birds make their homes in this and the surrounding trees. If you look closely you may be able to see some of their -rapidly emptying nests. +rapidly emptying nests. ~ E nest nests~ You notice that several of the squirrels sought refuge in a large nest that is well within your reach. Looking into the nest, you see two pairs of eyes -staring back at you. +staring back at you. ~ S #6032 @@ -1130,29 +1130,29 @@ E top highest high~ You could probably see most of the forest, and perhaps even the city from the top of the tree... Of course, you would have to deal with whatever that shape -is that you see pacing on one of the upper limbs. +is that you see pacing on one of the upper limbs. ~ E limb limbs~ They look quite sturdy, certainly capable of holding your weight should you -decide to climb around in the tree using them. +decide to climb around in the tree using them. ~ E feline cat pacing pace shape~ It looks like a Bobcat, and it seems quite intent on getting to a large bird that it has wounded. It has not seen you yet, or perhaps just thinks you are -too easy a meal. +too easy a meal. ~ E animal animals bird birds~ A variety of squirrels, chipmunks, and birds make their homes in this and the surrounding trees. If you look closely you may be able to see some of their -rapidly emptying nests. +rapidly emptying nests. ~ E nest nests~ A medium sized bird's nest is close to you here, and it looks like it has -some nice looking eggs in it too! +some nice looking eggs in it too! ~ S #6033 @@ -1179,7 +1179,7 @@ river chasm~ It emerges from a dark opening in the side of a mountain and flows through Midgaard, and on into the forest. It has eroded a deep chasm in the soft stone under the forest floor, and is not visible for long after it enters the forest -proper. +proper. ~ E mountain range northeast~ @@ -1188,16 +1188,16 @@ northeast. You have heard rumors of many different sorts of creatures living there, varying from Dwarves and Humans to Ogres and various humanoid creatures. Some say that evil Dark Elves dwell in the underworld deep below the lands of the Dwarves. The caves of Moria also are found there, populated by all sorts of -evil creatures. +evil creatures. ~ E around trees everywhere woods forest~ Off to the southwest you can see a grass covered field, and a small lake; nortwest of you is a small cabin and a large pile of wood. Far to west the -treetops form a tight canopy, blocking out almost all sunlight and your view. +treetops form a tight canopy, blocking out almost all sunlight and your view. It is said that large wolves live there. You've also heard rumors of horrible spiders and drow living there. You'd be best off leaving that area to more -experienced adventurers. +experienced adventurers. ~ S #6060 @@ -1220,7 +1220,7 @@ Midgaard. 0 -1 6001 E tree trees~ - They are mostly young oaks and tall beeches. + They are mostly young oaks and tall beeches. ~ E path paths shaded~ @@ -1246,7 +1246,7 @@ The path winds its way between the trees. E tree trees~ The crowns of the old trees leave the forest in an unreal twilight -illumination. A large branch looms above you, over the path. +illumination. A large branch looms above you, over the path. ~ E path paths shaded shadowed~ @@ -1278,7 +1278,7 @@ The path winds its way between the trees. 0 -1 6063 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shaded shadowy~ @@ -1304,11 +1304,11 @@ The path winds its way between the trees. 0 -1 6062 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shaded~ - The shaded path is probably used by the animals living in the forest. + The shaded path is probably used by the animals living in the forest. ~ S #6064 @@ -1330,11 +1330,11 @@ The path winds its way into darkness. 0 -1 6100 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shadowy~ - The shadowy path is probably used by the animals living in the forest. + The shadowy path is probably used by the animals living in the forest. ~ S #6065 @@ -1357,7 +1357,7 @@ The path winds its way between the trees. 0 -1 6066 E tree trees~ - The trees are mostly young oaks and tall beeches. + The trees are mostly young oaks and tall beeches. ~ E path paths shaded~ @@ -1388,7 +1388,7 @@ The path winds its way between the trees. 0 -1 6061 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shaded~ @@ -1416,12 +1416,12 @@ E under animal den~ Under a log you think you see some sort of hole, or animal's den. Looking closer, you can make out the form of what you believe to be a Badger resting -inside of the den. +inside of the den. ~ E clearing clear~ When the large tree fell it must have brought a few of the smaller trees down -with it in order to make a clearing like this. +with it in order to make a clearing like this. ~ E fallen rotten decomposed tree~ @@ -1429,11 +1429,11 @@ fallen rotten decomposed tree~ growing here in the clearing. The few pieces that remain are not all that large, but one log in particular catches your eye and seems to remind you of something. Under one of these logs would be a great place for an animal to make -its den... +its den... ~ E path paths~ - The shaded paths are probably used by the animals living in the forest. + The shaded paths are probably used by the animals living in the forest. ~ S #6068 @@ -1460,11 +1460,11 @@ The path winds its way between the trees. 0 -1 6069 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shaded~ - The shaded path is probably used by the animals living in the forest. + The shaded path is probably used by the animals living in the forest. ~ S #6069 @@ -1486,11 +1486,11 @@ The path winds its way between the trees. 0 -1 6064 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shaded shadowy~ - The shadowy path is probably used by the animals living in the forest. + The shadowy path is probably used by the animals living in the forest. ~ S #6070 @@ -1523,12 +1523,12 @@ The trees seem to part, exposing a trail into the shade. 0 -1 6072 E tree trees~ - The trees are younger here than to those to the west. + The trees are younger here than to those to the west. ~ E path paths~ The path is long behind you now... You aren't sure which direction it lies -in anymore. +in anymore. ~ S #6071 @@ -1556,7 +1556,7 @@ The path winds its way between the trees. 0 -1 6072 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shadowy shadowed~ @@ -1587,7 +1587,7 @@ A lightly traveled path heads southward to a small clearing. 0 -1 6067 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shaded~ @@ -1614,15 +1614,15 @@ The path winds its way between the trees. 0 -1 6068 E hill hills terrain~ - To the northwest you see hills covered by dense forest. + To the northwest you see hills covered by dense forest. ~ E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shadowy~ - The shadowy path is probably used by the animals living in the forest. + The shadowy path is probably used by the animals living in the forest. ~ S #6074 @@ -1655,11 +1655,11 @@ Through the underbrush you see a small path winding its way northward. 0 -1 6075 E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ - The narrow path is probably used by the animals living in the forest. + The narrow path is probably used by the animals living in the forest. ~ S #6075 @@ -1689,20 +1689,20 @@ The path winds its way between the trees. E trail~ You think you see the beginnings of a small trail to the east, winding -through the younger part of the forest. +through the younger part of the forest. ~ E hills hill terrain~ To the northwest the ground becomes more hilly. You have heard that a -halfling village is somewhere in the hills. +halfling village is somewhere in the hills. ~ E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shaded~ - The shaded path is probably used by the animals living in the forest. + The shaded path is probably used by the animals living in the forest. ~ S #6076 @@ -1736,16 +1736,16 @@ All you see are trees and a shadowy path. 0 -1 6073 E hills hill~ - Hills rise up all around you, blocking your view of the terrain. + Hills rise up all around you, blocking your view of the terrain. ~ E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ The path is probably around here somewhere... If only you had paid more -attention. +attention. ~ S #6077 @@ -1779,16 +1779,16 @@ All you see are trees and hillsides. 0 -1 6077 E hills hill~ - Hills rise up all around you, blocking your view of the terrain. + Hills rise up all around you, blocking your view of the terrain. ~ E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ The path is probably around here somewhere... If only you had paid more -attention. +attention. ~ S #6078 @@ -1806,15 +1806,15 @@ The path winds its way between the trees. E hills hill~ The terrian is very hilly and rough to the north and west. You have heard -that there is a halfling village somewhere in the hills. +that there is a halfling village somewhere in the hills. ~ E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths shaded~ - The shaded path is probably used by the animals living in the forest. + The shaded path is probably used by the animals living in the forest. ~ S #6079 @@ -1848,16 +1848,16 @@ All you see are trees and hillsides. 0 -1 6080 E hills hill~ - Hills rise up all around you, blocking your view of the terrain. + Hills rise up all around you, blocking your view of the terrain. ~ E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ The path is probably around here somewhere... If only you had paid more -attention. +attention. ~ S #6080 @@ -1891,16 +1891,16 @@ All you see are trees and hillsides. 0 -1 6081 E hills hill~ - Hills rise up all around you, blocking your view of the terrain. + Hills rise up all around you, blocking your view of the terrain. ~ E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ The path is probably around here somewhere... If only you had paid more -attention. +attention. ~ S #6081 @@ -1934,16 +1934,16 @@ All you see are trees and a shadowy path. 0 -1 6073 E hills hill~ - Hills rise up all around you, blocking your view of the terrain. + Hills rise up all around you, blocking your view of the terrain. ~ E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ E path paths~ The path is probably around here somewhere... If only you had paid more -attention. +attention. ~ S #6082 @@ -1970,11 +1970,11 @@ All you see are trees and hillsides. 0 -1 6076 E hills hill~ - Hills rise up all around you, blocking your view of the terrain. + Hills rise up all around you, blocking your view of the terrain. ~ E tree trees~ - The trees are mostly old beeches and oaks. + The trees are mostly old beeches and oaks. ~ S #6090 @@ -1998,7 +1998,7 @@ shadows of the forest. 0 -1 6000 E road dust dusty~ - The road is well used, and quite dusty. + The road is well used, and quite dusty. ~ E tree trees forest~ @@ -2006,14 +2006,14 @@ tree trees forest~ ~ E trail~ - The forest trail winds westwards through the trees. + The forest trail winds westwards through the trees. ~ S #6091 A Road Through The Plains~ You are on a dust covered east-west road through the western plains. An occasional hunter or adventurer can be seen, heading to or from the forest. -To the east is the walled city, Midgaard, and to the west the road continues +To the east is the walled city, Midgaard, and to the west the road continues towards a large forest. ~ 60 4 0 0 0 2 @@ -2030,7 +2030,7 @@ northwest you the forest gives way to hills. 0 -1 6090 E road dust dusty~ - The road is well used, and quite dusty. + The road is well used, and quite dusty. ~ E tree trees~ @@ -2040,14 +2040,14 @@ gain in height as you travel farther westward towards Haon-Dor E forest haondor haon-dor~ The large forest of Haon-Dor spreads out to the west. Small and large game -is plentiful there... As is adventure, and of course, danger! +is plentiful there... As is adventure, and of course, danger! ~ S #6092 A Road Through The Plains~ You are on a dust covered east-west road crossing the grassy plains between -Midgaard the forest of Haon-Dor. An occasional hunter or adventurer can be -seen, heading to or from the forest. To the east is the walled city, Midgaard, +Midgaard the forest of Haon-Dor. An occasional hunter or adventurer can be +seen, heading to or from the forest. To the east is the walled city, Midgaard, and to the west the road continues towards a large forest. ~ 60 4 0 0 0 1 @@ -2063,12 +2063,12 @@ To the west the road continues towards the forest. 0 -1 6091 E road dust dusty~ - The road is well used, and quite dusty. + The road is well used, and quite dusty. ~ E forest~ The large forest of Haon-dor spreads out to the west. Small and large game -is plentiful there... As is adventure, and of course, danger! +is plentiful there... As is adventure, and of course, danger! ~ S $~ diff --git a/lib/world/wld/61.wld b/lib/world/wld/61.wld index 5af1db3..378a76d 100644 --- a/lib/world/wld/61.wld +++ b/lib/world/wld/61.wld @@ -1,6 +1,6 @@ #6100 A Narrow Trail Through The Deep, Dark Forest~ - You are on a narrow trail winding its way between the enormous, grey + You are on a narrow trail winding its way between the enormous, gray trunks. The crowns of the trees must be very dense, as they leave the forest floor in utter darkness. The trail leads east and west. ~ @@ -23,18 +23,18 @@ The narrow, dusty trail leads west through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6101 A Narrow Trail Through The Deep, Dark Forest~ You are on a dusty trail winding its way east-west between huge, -ancient trees whose grey trunks remind you of ancient pillars in a +ancient trees whose gray trunks remind you of ancient pillars in a enormous, deserted hall. To the south, a frail path leads away from the trail. ~ @@ -57,17 +57,17 @@ The narrow, dusty trail leads west through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E path~ The path seems fragile and unsafe compared to the enormous trunks that loom -around it. +around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6102 @@ -90,17 +90,17 @@ The narrow, dusty trail leads west through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E path~ The path seems fragile and unsafe compared to the enormous trunks that loom -around it. +around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6103 @@ -129,12 +129,12 @@ The narrow, dusty trail leads south through the forest. E trees trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6104 @@ -157,17 +157,17 @@ The narrow path winds its way through the trees to the south. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6105 A Small Path In The Deep, Dark Forest~ You are on a narrow path leading through the deep, dark forest. Ancient -grey trees loom all around you. The path continues north and west. +gray trees loom all around you. The path continues north and west. ~ 61 9 0 0 0 3 D0 @@ -183,16 +183,16 @@ The narrow path winds its way through the trees to the west. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6106 A Junction In The Deep, Dark Forest~ - You are by a junction where three paths meet. Ancient grey trees tower + You are by a junction where three paths meet. Ancient gray trees tower above you on all sides. Paths lead east, south and west. ~ 61 9 0 0 0 3 @@ -214,17 +214,17 @@ The narrow path winds its way through the trees to the west. E path paths~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6107 A Small Path In The Deep, Dark Forest~ You are on a narrow path leading through the deep, dark forest. Ancient -grey trees loom all around you. The path continues north and east. +gray trees loom all around you. The path continues north and east. ~ 61 9 0 0 0 3 D0 @@ -240,11 +240,11 @@ The narrow path winds its way through the trees to the east. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6108 @@ -272,17 +272,17 @@ The narrow, dusty trail leads west through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E path~ The path seems fragile and unsafe compared to the enormous trunks that loom -around it. +around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6109 @@ -305,12 +305,12 @@ The narrow, dusty trail leads west through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6110 @@ -338,17 +338,17 @@ The narrow path leads west between the giant trees. E tree trees trunk trunks~ Some of the trunks to the west are covered in a thin, almost transparent -substance. It looks like small threads woven carefully together. +substance. It looks like small threads woven carefully together. ~ E path~ The path seems fragile and unsafe compared to the enormous trunks that loom -around it. +around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6111 @@ -370,12 +370,12 @@ The narrow, dusty trail leads south through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6112 @@ -403,23 +403,23 @@ The narrow, dusty trail leads west through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E path~ The path seems fragile and unsafe compared to the enormous trunks that loom -around it. +around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6113 A Small Path In The Deep, Dark Forest~ You are on a narrow path leading through the deep, dark forest. Ancient -grey trees loom in all directions. The path continues south and west. +gray trees loom in all directions. The path continues south and west. ~ 61 9 0 0 0 3 D2 @@ -435,16 +435,16 @@ The narrow path winds its way through the trees to the west. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6114 A Junction In The Deep, Dark Forest~ - You are by a junction where three paths meet. Ancient grey trees tower + You are by a junction where three paths meet. Ancient gray trees tower above you on all sides. Paths lead north, east and west. ~ 61 9 0 0 0 3 @@ -466,11 +466,11 @@ The narrow path winds its way through the trees to the west. E path paths~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6115 @@ -493,17 +493,17 @@ The narrow path winds its way through the trees to the west. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6116 A Small Path In The Deep, Dark Forest~ You are on a narrow path leading through the deep, dark forest. Giant, -grey trees loom ominously on all sides. The path continues east and south. +gray trees loom ominously on all sides. The path continues east and south. ~ 61 9 0 0 0 3 D1 @@ -519,16 +519,16 @@ The narrow path winds its way through the trees to the south. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6117 A Junction In The Deep, Dark Forest~ - You are by a junction where three paths meet. Ancient, grey trees seem + You are by a junction where three paths meet. Ancient, gray trees seem to observe you silently you from all sides. Paths lead north, east and west. ~ 61 9 0 0 0 3 @@ -550,17 +550,17 @@ The narrow path winds its way through the trees to the west. E path paths~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6118 A Small Path In The Deep, Dark Forest~ You are on a narrow path leading through the deep, dark forest. Ancient, -grey trees loom everywhere. The path continues south and west. +gray trees loom everywhere. The path continues south and west. ~ 61 9 0 0 0 3 D2 @@ -576,11 +576,11 @@ The narrow path winds its way through the trees to the west. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6119 @@ -602,17 +602,17 @@ The narrow path winds its way through the trees to the south. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - You feel as if they are watching you. + You feel as if they are watching you. ~ S #6120 On The River Bank In The Deep, Dark Forest~ You are on a narrow path leading through the deep, dark forest. To the -south a fast river is flowing westward through the forest. Ancient grey +south a fast river is flowing westward through the forest. Ancient gray trees loom on both banks. The path continues north and west. ~ 61 9 0 0 0 3 @@ -635,16 +635,16 @@ The narrow path winds its way through the trees to the west. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof -above the dark river. +above the dark river. ~ E river~ - The river flows fast and strong. It is black or looks so in the gloom. + The river flows fast and strong. It is black or looks so in the gloom. ~ S #6121 @@ -663,22 +663,22 @@ The narrow path winds its way through the trees to the east. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof -above the dark river. +above the dark river. ~ E river~ - The river flows fast and strong. It is black or looks so in the gloom. + The river flows fast and strong. It is black or looks so in the gloom. ~ S #6122 A Small Path In The Deep, Dark Forest~ You are on a narrow path leading through the deep, dark forest. Giant, -grey trees loom ominously all around. The path continues east and south. +gray trees loom ominously all around. The path continues east and south. ~ 61 9 0 0 0 3 D1 @@ -694,16 +694,16 @@ The narrow path winds its way through the trees to the south. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6123 A Junction On The River Bank In The Deep, Dark Forest~ - You are by a junction where three paths meet. Ancient, grey trees seem + You are by a junction where three paths meet. Ancient, gray trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. ~ @@ -726,16 +726,16 @@ The narrow path winds its way through the trees to the west. E path paths~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof -above the dark river. +above the dark river. ~ E river~ - The river flows fast and strong. It is black or looks so in the gloom. + The river flows fast and strong. It is black or looks so in the gloom. ~ S #6124 @@ -754,22 +754,22 @@ The narrow path winds its way through the trees to the west. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof -above the dark river. +above the dark river. ~ E river~ - The river flows fast and strong. It is black or looks so in the gloom. + The river flows fast and strong. It is black or looks so in the gloom. ~ S #6125 A Small Path On The River Bank In The Deep, Dark Forest~ You are on a narrow path leading through the deep, dark forest. -Ancient grey trees loom everywhere. To the south a dark river flows +Ancient gray trees loom everywhere. To the south a dark river flows westward through the forest. The path continues north and east. ~ 61 9 0 0 0 3 @@ -786,16 +786,16 @@ The narrow path winds its way through the trees to the east. E path~ The path seems all too frail. One of the giant roots could probably crush it -in a single blow. +in a single blow. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof -above the dark river. +above the dark river. ~ E river~ - The river flows fast and strong. It is black or looks so in the gloom. + The river flows fast and strong. It is black or looks so in the gloom. ~ S #6126 @@ -823,17 +823,17 @@ The narrow, dusty trail leads west through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E path~ The path seems fragile and unsafe compared to the enormous trunks that loom -around it. +around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6127 @@ -855,12 +855,12 @@ The narrow, dusty trail leads south through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6128 @@ -883,12 +883,12 @@ The narrow, dusty trail leads west through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6129 @@ -911,12 +911,12 @@ The narrow, dusty trail leads west through the forest. E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is -impossible to catch even a glimpse of anything above the lowest branches. +impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ S #6130 @@ -947,17 +947,17 @@ E tree trees trunk trunks~ The sticky substance is hanging like ropes between the ancient trees, crossing the path just out of reach. It might be possible to climb one of the -sticky trunks. +sticky trunks. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ E substance rope ropes thread threads~ The substance reminds you of giant threads covered with glue. If it hadn't -been for the size you could have sworn it was part of a spider web. +been for the size you could have sworn it was part of a spider web. ~ S #6131 @@ -1007,7 +1007,7 @@ Downwards is the narrow forest path. E web~ The spider web stretches out to the west. It looks as if it is possible to -walk on it. +walk on it. ~ S #6133 @@ -1030,11 +1030,11 @@ To the west is the entrance to the cave-like structure. E cave structure~ It covers a ground area corresponding to an irregular circle with a diameter -of about 20 feet and is nearly 10 feet tall. It looks very old. +of about 20 feet and is nearly 10 feet tall. It looks very old. ~ E web~ - The immense spider web moves softly. + The immense spider web moves softly. ~ S #6134 @@ -1053,17 +1053,17 @@ Compared to this place the east exit looks inviting. E cocoon cocoons~ The cocoons are burst open as if something inside really wanted to get out. -They are at the size of a human head. +They are at the size of a human head. ~ E web wall walls~ - The sticky walls are covered with open cocoons. + The sticky walls are covered with open cocoons. ~ S #6135 A Dusty Trail In The Deep, Dark Forest~ You are on a dusty trail leading through the deep, dark forest. Ancient -grey trees loom all around you. The trail continues north and east. +gray trees loom all around you. The trail continues north and east. ~ 61 9 0 0 0 3 D0 @@ -1078,13 +1078,13 @@ The dusty trail leads east through the trees. 0 -1 6129 E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6136 A Dusty Trail In The Deep, Dark Forest~ You are on a dusty trail leading through the deep, dark forest. Ancient, -grey trees loom everywhere. The trail continues south and west. A broad +gray trees loom everywhere. The trail continues south and west. A broad irregular path leads eastward away from the trail. ~ 61 9 0 0 0 3 @@ -1106,22 +1106,22 @@ The dusty trail leads west through the trees. E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in -some places, giant grey roots have broken up through its surface. +some places, giant gray roots have broken up through its surface. ~ E path~ - The trees standing on the sides of the path have scratch marks on them. + The trees standing on the sides of the path have scratch marks on them. ~ E tree trees trunk trunks~ - To the east the ancient grey giants have many marks as if something with huge -claws has been tearing at them in rage. + To the east the ancient gray giants have many marks as if something with huge +claws has been tearing at them in rage. ~ S #6137 At The End Of The Trail Through The Deep, Dark Forest~ You are on a dusty trail leading through the deep, dark forest. Ancient -grey trees loom all around you. A small trail leads northwards and the only +gray trees loom all around you. A small trail leads northwards and the only other exit is east, along the main trail. ~ 61 9 0 0 0 3 @@ -1137,14 +1137,14 @@ The dusty trail leads east through the trees. 0 -1 6136 E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6138 On The Narrow Trail~ The trail continues to the north and south as it leads through the heavy underbrush of this part of the Haon-Dor Forest. Ancient -grey trees loom all around you. The brush seems to be bending +gray trees loom all around you. The brush seems to be bending closely over the path in a somewhat ominous manner, but you easily shrug it off. The trail looks to open up somewhat a short distance to the south. @@ -1162,7 +1162,7 @@ The dusty trail leads east through the trees. 0 -1 6137 E tree trees trunk trunks~ - The ancient grey giants seem to observe you silently. + The ancient gray giants seem to observe you silently. ~ S #6139 @@ -1204,12 +1204,12 @@ The path winds its way westward. 0 -1 6136 E cave opening~ - The disgusting smell of a large reptile emanates from the cave opening. + The disgusting smell of a large reptile emanates from the cave opening. ~ E tree trees~ - The ancient grey giants have many marks as if something with huge claws has -been tearing at them in rage. + The ancient gray giants have many marks as if something with huge claws has +been tearing at them in rage. ~ S #6143 @@ -1226,7 +1226,7 @@ The exit leads out into the forest. 0 -1 6142 E bone bones floor~ - Most of the bones on the floor appear to be of human origin. + Most of the bones on the floor appear to be of human origin. ~ S #6150 diff --git a/lib/world/wld/62.wld b/lib/world/wld/62.wld index 531d998..a18433f 100644 --- a/lib/world/wld/62.wld +++ b/lib/world/wld/62.wld @@ -16,7 +16,7 @@ barrier energy~ You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. +into the ground. ~ S #6201 @@ -41,7 +41,7 @@ barrier energy~ You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. +into the ground. ~ S #6202 @@ -67,7 +67,7 @@ barrier energy~ You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. +into the ground. ~ S #6203 @@ -95,7 +95,7 @@ barrier energy~ You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. +into the ground. ~ S #6204 @@ -122,7 +122,7 @@ barrier energy~ You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. +into the ground. ~ S #6205 @@ -148,7 +148,7 @@ barrier energy~ You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. +into the ground. ~ S #6206 @@ -173,7 +173,7 @@ barrier energy~ You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. +into the ground. ~ S #6207 @@ -199,7 +199,7 @@ barrier energy~ You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. +into the ground. ~ S #6208 @@ -230,7 +230,7 @@ E barrier energy~ You can see a clearing beyond, the barrier not fully blocking out the area behind. You think it might be possible to push your way through, if the damn -thing doesn't kill you first. +thing doesn't kill you first. ~ S #6209 @@ -253,7 +253,7 @@ barrier energy~ You can faintly see the woods continue beyond it, but it seems there's no way through. The field rises high up into the air, and seems to form a ceiling above the woods, preventing a flying entrance. You'd also bet it extends deep -into the ground. +into the ground. ~ S #6210 @@ -298,7 +298,7 @@ E corpse body bodies corpses skull skulls~ Demi-human, from the size. The foreheads slop down to a blocky brow, and the braincase seems rather small. On a hunch, you check one of the feet of a -torched body. Cloven, like a pig's... Orcs. +torched body. Cloven, like a pig's... Orcs. ~ S #6212 @@ -332,7 +332,7 @@ D3 0 -1 6228 E foot footprint footprints print prints~ - Cloven hoofs, two feet... They walk erect whatever they are. + Cloven hoofs, two feet... They walk erect whatever they are. ~ S #6213 @@ -380,7 +380,7 @@ The River's Edge~ barrier passing right down its center for as far as you can see in both directions. The path you are on travels along the length of the river to the east and west -inbetween the water and the forest's edge. Once again you +in between the water and the forest's edge. Once again you shiver and feel that unmistakeable sense that you are being watched. Disturbing. ~ @@ -397,11 +397,11 @@ S #6216 The River's Edge~ A large out-cropping of rock blocks this path along the -river to the west, and you don't spot any way around it; -the woods are too thick to the south, the river too swift -to the north, the magical barrier above you. This is a +river to the west, and you don't spot any way around it; +the woods are too thick to the south, the river too swift +to the north, the magical barrier above you. This is a nice area, however, as evidenced by the amount of traffic -this path gets. From the marks in the grass, you guess +this path gets. From the marks in the grass, you guess that this is a favored resting spot. ~ 62 0 0 0 0 2 @@ -412,10 +412,10 @@ D1 S #6217 A Forest Trail~ - This well-used forest trail leads south. Among the -foot-tracks in the dirt, you spot a few animal tracks as + This well-used forest trail leads south. Among the +foot-tracks in the dirt, you spot a few animal tracks as well, leading you to believe that these trails are used by -hunters. Why would they be enclosed in this manner, +hunters. Why would they be enclosed in this manner, however? There is a clearing to the north, and the path continues to the south. @@ -454,12 +454,12 @@ D2 S #6219 A Forest Trail~ - The trail changes direction here, turning to the north + The trail changes direction here, turning to the north and west. A large tree to your south bears an interesting -artifact; a rusty arrowhead embedded in the wood. It -looks as if the arrow had been broken off at the head, -the wood scratched at, and the arrowhead left behind. -Otherwise, there doesn't seem to be much of interest in +artifact; a rusty arrowhead embedded in the wood. It +looks as if the arrow had been broken off at the head, +the wood scratched at, and the arrowhead left behind. +Otherwise, there doesn't seem to be much of interest in this particular section of the woods. ~ 62 0 0 0 0 3 @@ -475,11 +475,11 @@ S #6220 A Forest Trail~ This is a winding east-west path through the thickening -forest. The grass along the path is matted down from -frequent traffic. The path continues to the east, and +forest. The grass along the path is matted down from +frequent traffic. The path continues to the east, and there seems to be a small clearing to the west. - A faint noise makes you stand stock still. You could -have sworn you heard a voice nearby. Whatever it was, it + A faint noise makes you stand stock still. You could +have sworn you heard a voice nearby. Whatever it was, it wasn't speaking common. ~ 62 0 0 0 0 3 @@ -495,8 +495,8 @@ S #6221 A Small Clearing~ In the middle of this small clearing in the forest is a -fairly large rock sticking up out of the ground. Paths -lead away to the east, west, and south from here. The +fairly large rock sticking up out of the ground. Paths +lead away to the east, west, and south from here. The trees above block out the sky fairly effectively, also blotting out the glowing energy barrier above your head. ~ @@ -515,15 +515,15 @@ D3 0 -1 6227 E rock boulder~ - There is dried blood on it. + There is dried blood on it. ~ S #6222 A Forest Trail~ A smaller northern path leads away from the main east- -west trail here towards a clearing. The main path leads +west trail here towards a clearing. The main path leads windingly around the trees to the east and west, the woods -blocking out whatever may be ahead. Again you get that +blocking out whatever may be ahead. Again you get that strange feeling of being watched. ~ 62 0 0 0 0 3 @@ -545,7 +545,7 @@ A Forest Trail~ The trail leads east and west here through the forest. To the west you spot an area where a smaller path breaks off from the main track. Eastwards seems to be another small clearing that seems to be well used; there are many tracks -leading in that direction. +leading in that direction. ~ 62 0 0 0 0 3 D1 @@ -562,7 +562,7 @@ The Dead End~ The ground has been cleared of vegetation in this small clearing, and several large, man-made salt licks lie on the ground and stand on poles here. There are many animal -tracks in the earth -- the salt licks must attract +tracks in the earth -- the salt licks must attract wildlife for miles around. You think this would be a good place to hide and wait for dinner if you were a hunter... ~ @@ -592,10 +592,10 @@ D3 S #6226 A Forest Trail~ - The trail bends here, leading away to the north and -east. Far off the the distance you hear the squawk of a -large bird-of-prey searching the skies for a meal. The -ferns around you rustle gently in the light breeze. + The trail bends here, leading away to the north and +east. Far off the the distance you hear the squawk of a +large bird-of-prey searching the skies for a meal. The +ferns around you rustle gently in the light breeze. Somehow, the threatening aura that pervades over the rest of the area seems absent here. You feel almost relaxed... ~ @@ -609,10 +609,10 @@ S A Forest Trail~ A bend in the forest trail allows you to go east and north here. To the east you spot a small clearing, while -northwards this trail seems to join a much larger one -leading through the woods. On the ground is half of a +northwards this trail seems to join a much larger one +leading through the woods. On the ground is half of a broken knife handle, made of bone and dried leather, -useless now. You wonder if the owner is watching you +useless now. You wonder if the owner is watching you now -- something certainly is. ~ 62 0 0 0 0 3 @@ -627,11 +627,11 @@ D1 S #6228 A Forest Trail~ - This path leads from the main clearing to the west to -intersect with a north-south path just to the east. A -small sapling on the north side of the trail has a rope -tied around one of its top branches; an unused snare -evidently. You still feel as if you're being watched in + This path leads from the main clearing to the west to +intersect with a north-south path just to the east. A +small sapling on the north side of the trail has a rope +tied around one of its top branches; an unused snare +evidently. You still feel as if you're being watched in the back of your mind, and adrenaline pumps into your brain like a lightning fuzz. ~ @@ -647,11 +647,11 @@ D3 S #6229 A Forest Trail~ - A north-south trail leads through the woods here, with -a small side trail leading off to the east. The trees -provide adequate cover from the sky, but through a few -holes in the foliage you spot the magical barrier above -you, keeping you from escaping by flight. You feel + A north-south trail leads through the woods here, with +a small side trail leading off to the east. The trees +provide adequate cover from the sky, but through a few +holes in the foliage you spot the magical barrier above +you, keeping you from escaping by flight. You feel slightly captured. ~ 62 0 0 0 0 3 @@ -666,12 +666,12 @@ D2 S #6230 A Forest Trail~ - Two trails come together here, a large northern path -heading away from tracks leading to the east and west. -The western path seems to be the most traveled, and the -east hardly at all. There seems to be less trees around + Two trails come together here, a large northern path +heading away from tracks leading to the east and west. +The western path seems to be the most traveled, and the +east hardly at all. There seems to be less trees around here... it seems as if many have been cut down by some -sort of crude tools. This land clearing appears to be +sort of crude tools. This land clearing appears to be especially true to the east. ~ 62 0 0 0 0 3 @@ -690,11 +690,11 @@ D3 S #6231 A Clearing~ - The trees have been cut down around here, and many of -the trunks hollowed out with sharp stones and lined with -treated leather to make almost-waterproof tubs. A foul -smelling brown fluid, tannin evidently, fills many of -these, soaking into various bits and pieces of animal + The trees have been cut down around here, and many of +the trunks hollowed out with sharp stones and lined with +treated leather to make almost-waterproof tubs. A foul +smelling brown fluid, tannin evidently, fills many of +these, soaking into various bits and pieces of animal hides. Crude, but workable. ~ 62 0 0 0 0 3 @@ -706,7 +706,7 @@ S #6232 A Forest Trail~ The trail is widening to the west, where the path leads -all the way up to the side of the mountains that enclose +all the way up to the side of the mountains that enclose this valley. Many of the trees have been cut down around here, and it definitely looks as if the forest is ending. Eastwards the trail leads on into the thick of the forest. @@ -728,12 +728,12 @@ D3 S #6233 A Forest Trail~ - The ground is growing more rocky here. The trees and -other foliage in the forest grow sparse here, finding it -hard to find purchase in the soil. The forest ends just + The ground is growing more rocky here. The trees and +other foliage in the forest grow sparse here, finding it +hard to find purchase in the soil. The forest ends just to the west, with the trail you are on leading right on up -to the side of the mountains. A side trail leads south -here, and the trail also leads back into the thick of the +to the side of the mountains. A side trail leads south +here, and the trail also leads back into the thick of the forest to the east. ~ 62 0 0 0 0 3 @@ -752,13 +752,13 @@ D3 S #6234 A Rocky Trail~ - The ground is getting very rocky here, causing the -trees of the woods to become more sparse. Several bushes -have found purchase in the soil, but not near enough to -block free movement in this area. The trail leads on up -to what appears to be a cave in the side of the mountain + The ground is getting very rocky here, causing the +trees of the woods to become more sparse. Several bushes +have found purchase in the soil, but not near enough to +block free movement in this area. The trail leads on up +to what appears to be a cave in the side of the mountain to the west, and a side trail runs along the forest's edge -to the north. To the east, the trail runs deep into the +to the north. To the east, the trail runs deep into the forest out of sight. ~ 62 0 0 0 0 4 @@ -778,7 +778,7 @@ S #6235 A Forest Trail~ The trail you are on bends around a large double- -trunked tree and leads away to the north and west. The +trunked tree and leads away to the north and west. The green canopy of leaves overhead make this area fairly dark and ominous, and that creepy 'watched' feeling returns to hit you with full force. @@ -795,7 +795,7 @@ D3 S #6236 A Forest Trail~ - The trail continues here to the east and west, with a + The trail continues here to the east and west, with a small trail splitting off towards a large clearing to the south. Two wooden poles with skulls on top warn you away from the south, and succeed in making you feel quite @@ -835,10 +835,10 @@ D0 S #6238 A Forest Trail~ - The trail splits here, one fork heading north towards -the rushing sounds of a river, and west where the forest -seems to be thinning out a lot. A sudden motion out of -the corner of your eye catches your eyes, and you turn + The trail splits here, one fork heading north towards +the rushing sounds of a river, and west where the forest +seems to be thinning out a lot. A sudden motion out of +the corner of your eye catches your eyes, and you turn your head. Nothing, there's nothing there at all. You wonder if you're being stalked. ~ @@ -879,11 +879,11 @@ D3 S #6240 A River's Edge~ - The river pours down the side of the mountains to the -west, originating from a large hole in the face of one of -the sheer rock protuberances. The energy barrier climbs -right up the mountain, and seals off any means of escape -by that means. The trail you are on runs by the side of + The river pours down the side of the mountains to the +west, originating from a large hole in the face of one of +the sheer rock protuberances. The energy barrier climbs +right up the mountain, and seals off any means of escape +by that means. The trail you are on runs by the side of the river to the east, and a path leads by the forest side to the south. ~ @@ -899,11 +899,11 @@ D2 S #6241 A Rocky Trail~ - The forest is just to your west, with a side trail + The forest is just to your west, with a side trail leading deep inside from here. The main trail you are on, -however, heads north towards the river, and south near -where a trail leads up to a cave in the mountain side. -There doesn't seem to be a whole lot to capture your +however, heads north towards the river, and south near +where a trail leads up to a cave in the mountain side. +There doesn't seem to be a whole lot to capture your attention here... ~ 62 0 0 0 0 4 @@ -925,9 +925,9 @@ A Cave Entrance~ You are half blinded by the differences of the outdoors illumination and the pure darkness of the cave. A deep, cloying stench flows out from the cave mouth; the smells -of decay, unwashed bodies, and sickness in one roiling -odor. Your stomach turns involuntarily, and you wonder -about going back down the hill to the east, instead of +of decay, unwashed bodies, and sickness in one roiling +odor. Your stomach turns involuntarily, and you wonder +about going back down the hill to the east, instead of going even further down the western tunnel. ~ 62 8 0 0 0 5 @@ -942,11 +942,11 @@ D3 S #6243 A Tunnel Forking~ - The tunnel forks here, one branch leading north, the -other west. Additionally, you can head back outside to -the east, which seems like a very good idea to your + The tunnel forks here, one branch leading north, the +other west. Additionally, you can head back outside to +the east, which seems like a very good idea to your tortured nasal passages. Your eyes water from the stench, -and you clench your left hand tightly to keep control of +and you clench your left hand tightly to keep control of your bile. Forcing your eyes open, you notice the warning signs painted around the tunnel to the north. @@ -966,15 +966,15 @@ D3 0 -1 6244 E painting sign signs~ - They are orcish, and you could swear they were all warning symbols. + They are orcish, and you could swear they were all warning symbols. ~ S #6244 A Tunnel~ The floor is slick with the humidity that boils out of -the lower reaches of this cave, bringing that most awful -smell with it. Again, you consider saving your nose the -trip west and down the tunnel, and heading back east to +the lower reaches of this cave, bringing that most awful +smell with it. Again, you consider saving your nose the +trip west and down the tunnel, and heading back east to the cave entrance. ~ 62 9 0 0 0 4 @@ -989,10 +989,10 @@ D3 S #6245 A Tunnel~ - The tunnel takes a deep dip here, and opens up into a -largish cave to the west. There seems to be a few faint -lights from inside, and you hear some heavy breathing and -low grunts from that direction. The cave entrance to the + The tunnel takes a deep dip here, and opens up into a +largish cave to the west. There seems to be a few faint +lights from inside, and you hear some heavy breathing and +low grunts from that direction. The cave entrance to the east seems far too far away for your comfort... ~ 62 9 0 0 0 5 @@ -1011,8 +1011,8 @@ A Cave~ sit here; the orc food stores. You stand here and wonder in near-disbelief at how the orcs could find this stuff palatable. They're orcs; its their nature and their -stomachs you guess. Oddly enough, you don't even care to -catalog what they have available -- there's no chance you're +stomachs you guess. Oddly enough, you don't even care to +catalog what they have available -- there's no chance you're going to take any of this... ~ 62 8 0 0 0 4 @@ -1027,11 +1027,11 @@ D2 S #6247 A Cave~ - A single corpse lies here, well away from a pile of -similars to the east. There are several sharpened stakes -and rocks sitting about conveniently. The way the corpse -is lying, the stone next to its hand... this is a suicide -area! You look down upon the orc and comprehend its + A single corpse lies here, well away from a pile of +similars to the east. There are several sharpened stakes +and rocks sitting about conveniently. The way the corpse +is lying, the stone next to its hand... this is a suicide +area! You look down upon the orc and comprehend its suffering in its twisted form. How sad. ~ 62 8 0 0 0 4 @@ -1050,13 +1050,13 @@ D3 S #6248 A Cave~ - There are bodies here... corpses. Orcs, the lot of -them, every single one of them horribly disfigured in -some senseless way; one whose arms were removed, another -who lacks anything that could sensibly be called a face. -A few twitch feebly with the last remains of life, the -rest just decompose. The dim sense of horror budding in -your head blossoms as you realize the pile in the corner + There are bodies here... corpses. Orcs, the lot of +them, every single one of them horribly disfigured in +some senseless way; one whose arms were removed, another +who lacks anything that could sensibly be called a face. +A few twitch feebly with the last remains of life, the +rest just decompose. The dim sense of horror budding in +your head blossoms as you realize the pile in the corner consists of dead orc children awaiting burial. ~ 62 12 0 0 0 4 @@ -1071,12 +1071,12 @@ D3 S #6249 A Cave~ - A few sleeping pallets, made of moldy straw and -stinking furs are arranged around a small firepit here. -A wooden cup, carved by a crude tool and cruder hands -sits near the ashes filled with water you consider -undrinkable. Somewhere to the east you hear an orc -child's whining cry, and a voice hushes it urgently. + A few sleeping pallets, made of moldy straw and +stinking furs are arranged around a small firepit here. +A wooden cup, carved by a crude tool and cruder hands +sits near the ashes filled with water you consider +undrinkable. Somewhere to the east you hear an orc +child's whining cry, and a voice hushes it urgently. Beware, orcs! Adventurers are here! Hide your children! ~ 62 8 0 0 0 4 @@ -1095,14 +1095,14 @@ D2 S #6250 A Cave~ - Several grass sleeping pallets are here, clustered -around the remains of an old fire. The sloping of the -cave's ceiling allow for smoke ventilation towards the -surface in here you note, lucky for the orcs. A few -strings of burnt meat still hang over the fire, untended -and uneaten. On the floor near your feet you spy a small, -twisted piece of wire... one orc's idea of a treasured ring, -no doubt. Kicking the trinket away, you try to push the + Several grass sleeping pallets are here, clustered +around the remains of an old fire. The sloping of the +cave's ceiling allow for smoke ventilation towards the +surface in here you note, lucky for the orcs. A few +strings of burnt meat still hang over the fire, untended +and uneaten. On the floor near your feet you spy a small, +twisted piece of wire... one orc's idea of a treasured ring, +no doubt. Kicking the trinket away, you try to push the pity out of your heart for these wretches. ~ 62 8 0 0 0 4 @@ -1125,13 +1125,13 @@ D3 S #6251 A Cave~ - You are standing just inside a largish cave, about a -hundred feet in diameter. A few dim make-shift lanterns + You are standing just inside a largish cave, about a +hundred feet in diameter. A few dim make-shift lanterns burning animal fat illuminate the area, just enough so you -can see the rotted food on the floor, and a few bodies -sprawled throughout the whole area. Your disgust quickly +can see the rotted food on the floor, and a few bodies +sprawled throughout the whole area. Your disgust quickly turns to horror as you see a horrible creature, half... -well, half something and half orc dash between two +well, half something and half orc dash between two stalagmites. ~ 62 8 0 0 0 4 @@ -1154,12 +1154,12 @@ D3 S #6252 A Cave~ - This must be the orc chief's area. There's an old -prize -- a stolen timeworn human armchair sitting near -the south wall as a throne. A mammoth sleeping pallet -made of piled furs is nearby. Next to that is the pile -of orc treasure; a pile of well-polished coppers. You -look at the pile of worthless coins and wonder at the + This must be the orc chief's area. There's an old +prize -- a stolen timeworn human armchair sitting near +the south wall as a throne. A mammoth sleeping pallet +made of piled furs is nearby. Next to that is the pile +of orc treasure; a pile of well-polished coppers. You +look at the pile of worthless coins and wonder at the image of orcish raiders. These orcs aren't raiders, they are victims. ~ @@ -1176,9 +1176,9 @@ S #6253 A Cave~ Many sleeping pallets are arranged near the walls, each -made of heavy fur padding for comfort and warmth. Many -are covered with blood and other, unidentifiable -substances. Looking around, your only coherent thought +made of heavy fur padding for comfort and warmth. Many +are covered with blood and other, unidentifiable +substances. Looking around, your only coherent thought is, 'Don't want to know... don't want to know...' ~ 62 8 0 0 0 4 @@ -1197,12 +1197,12 @@ D3 S #6254 A Cave~ - This area of the cave is one vast orc sickroom. -Mutated and mangled orcs lie on the floor, seeming quiet, -lifeless. They're not even worth your time, you think, + This area of the cave is one vast orc sickroom. +Mutated and mangled orcs lie on the floor, seeming quiet, +lifeless. They're not even worth your time, you think, unless you've the mercy to put them out of their misery. - You look at the corruption of nature's design and -wonder what forces are at work here... the barrier, the + You look at the corruption of nature's design and +wonder what forces are at work here... the barrier, the orcs... What's going on here? ~ 62 8 0 0 0 4 @@ -1217,11 +1217,11 @@ D3 S #6255 A Tunnel~ - This forking off from the mail tunnel seems odd; the -walls are strangely smooth, as if they were carved out by + This forking off from the mail tunnel seems odd; the +walls are strangely smooth, as if they were carved out by forces unknown. The end is abrupt and short, but there is -a steel door inset in the wall of the west side of the -tunnel. The smell from the lower tunnel doesn't seem +a steel door inset in the wall of the west side of the +tunnel. The smell from the lower tunnel doesn't seem nearly as bad here... this might be a good place to rest and catch your breath. ~ @@ -1240,10 +1240,10 @@ S #6256 A Tunnel~ This section of man-made tunnel heads north from here, -doors on either side. A few glowing spots on the ceiling -illuminate the area to almost a daylight level. From the -north you hear some horrible cries of pain and anguish -that make you cringe inside and think twice about heading +doors on either side. A few glowing spots on the ceiling +illuminate the area to almost a daylight level. From the +north you hear some horrible cries of pain and anguish +that make you cringe inside and think twice about heading in that direction. ~ 62 8 0 0 0 0 @@ -1263,11 +1263,11 @@ door wooden~ S #6257 A Bedroom~ - This is a bedroom, catered to someone with a definite -sense of taste. There's a chest of drawers made of a + This is a bedroom, catered to someone with a definite +sense of taste. There's a chest of drawers made of a solid section of oak tree. In fact, most of the furniture -here has that 'natural look' about it. The bed is filled -with soft down with an ornate table lamp close by. Nice +here has that 'natural look' about it. The bed is filled +with soft down with an ornate table lamp close by. Nice place. ~ 62 8 0 0 0 0 @@ -1279,13 +1279,13 @@ door wooden~ S #6258 A Tunnel~ - This tunnel opens up into a large room to the north, + This tunnel opens up into a large room to the north, and to the south, leads towards a set of doors. The light -is crisp and bright, clearly showing the lack of tool -marks on the hewn walls... magic? The room just ahead is +is crisp and bright, clearly showing the lack of tool +marks on the hewn walls... magic? The room just ahead is large, and also well-lighted, giving it an almost clinical -atmosphere. Somewhere in the recesses of that room -something cries out in a horrible crackling voice. Not +atmosphere. Somewhere in the recesses of that room +something cries out in a horrible crackling voice. Not good. ~ 62 8 0 0 0 0 @@ -1302,10 +1302,10 @@ S The Laboratory~ A full fledge operating table is set up here, outfitted with a full set of restraints. A ledge nearby has a whole -array of sterile medical equipment on it, covered over by -a clear lid. There's a drain in the floor with gradients -leading to it to carry away the blood. For some reason, -you don't imagine this as a voluntary operating theatre... +array of sterile medical equipment on it, covered over by +a clear lid. There's a drain in the floor with gradients +leading to it to carry away the blood. For some reason, +you don't imagine this as a voluntary operating theater... ~ 62 8 0 0 0 0 D1 @@ -1319,9 +1319,9 @@ D2 S #6260 The Laboratory~ - Another table is set up will all sorts of alchemical -apparatus here, vials and beakers, distillation equipment -and et cetera. The stuff looks expensive, but bulky and + Another table is set up will all sorts of alchemical +apparatus here, vials and beakers, distillation equipment +and et cetera. The stuff looks expensive, but bulky and fragile; not good treasure to cart away with you at all. ~ 62 8 0 0 0 0 @@ -1341,9 +1341,9 @@ D3 S #6261 A Cage~ - This is a small, dirty cage, with only a bucket for -wastes, another bucket for food, and a dirty towel for a -bed. The whole room has a terrible stench about it. + This is a small, dirty cage, with only a bucket for +wastes, another bucket for food, and a dirty towel for a +bed. The whole room has a terrible stench about it. ~ 62 8 0 0 0 0 D3 @@ -1354,11 +1354,11 @@ door steel~ S #6262 The Laboratory~ - Some small cages sit here, containing many different -types of rodents. Leaning down to look better, you are -very surprised as a tiny, common garden mouse growls at -you and tries to rip your face off through the bars. -There are some bulges on its back, and it doesn't seem to + Some small cages sit here, containing many different +types of rodents. Leaning down to look better, you are +very surprised as a tiny, common garden mouse growls at +you and tries to rip your face off through the bars. +There are some bulges on its back, and it doesn't seem to be in a very good mood. It quivers some, not fully in control of its motor functions. Poor thing. ~ @@ -1378,8 +1378,8 @@ D2 S #6263 The Laboratory~ - A rack stands near the cages on the eastern wall, -filled with shackles and manacles, bullwhips and worse. + A rack stands near the cages on the eastern wall, +filled with shackles and manacles, bullwhips and worse. They all look well-used. You give a shiver, and carry on. ~ 62 8 0 0 0 0 @@ -1403,9 +1403,9 @@ D3 S #6264 A Cage~ - This is a small, dirty cage, with only a bucket for -wastes, another bucket for food, and a dirty towel for a -bed. The whole room has a terrible stench about it. + This is a small, dirty cage, with only a bucket for +wastes, another bucket for food, and a dirty towel for a +bed. The whole room has a terrible stench about it. ~ 62 8 0 0 0 0 D3 @@ -1416,9 +1416,9 @@ door steel~ S #6265 The Laboratory~ - This is the southwest corner of the lab. There's no -equipment here, merely several pairs of heavy steel -shackles on the southern wall. There's also some a few + This is the southwest corner of the lab. There's no +equipment here, merely several pairs of heavy steel +shackles on the southern wall. There's also some a few small bloodstains on the floor beneath the shackles. ~ 62 8 0 0 0 0 @@ -1433,10 +1433,10 @@ D1 S #6266 The Laboratory~ - This is a fairly roomy laboratory that extends to the -north, with cages set on the east side of the room. A -metal table here is empty, although you can see some -outlines in the dust that suggest books had laid here + This is a fairly roomy laboratory that extends to the +north, with cages set on the east side of the room. A +metal table here is empty, although you can see some +outlines in the dust that suggest books had laid here once. ~ 62 8 0 0 0 0 @@ -1460,8 +1460,8 @@ D3 S #6267 A Cage~ - This is a small, dirty cage, with only a bucket for -wastes, another bucket for food, and a dirty towel for a + This is a small, dirty cage, with only a bucket for +wastes, another bucket for food, and a dirty towel for a bed. The whole room has a terrible stench about it. ~ 62 8 0 0 0 0 diff --git a/lib/world/wld/63.wld b/lib/world/wld/63.wld index 77cb3f8..d610b24 100644 --- a/lib/world/wld/63.wld +++ b/lib/world/wld/63.wld @@ -110,7 +110,7 @@ S On The Busy Path~ Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, -as well as cats, wolves, and humans. +as well as cats, wolves, and humans. ~ 63 0 0 0 0 2 D0 @@ -229,7 +229,7 @@ D1 S #6320 The Webless Path~ - Strange. No webbing here. In fact, no sounds whatsoever. + Strange. No webbing here. In fact, no sounds whatsoever. The path continues northward, where you find that you may have to tightrope your way across a ravine. ~ @@ -248,7 +248,7 @@ Above The Ravine~ Stranger still. Your feet get a real firm grip on the spiderline. You are above a deep ravine. This line connects you between two trees. Below you can see a prismatic web with lots of animal bones caught in it: -some bear and small deer bones in fact. No human skeletons are visible +some bear and small deer bones in fact. No human skeletons are visible (yet). ~ 63 0 0 0 0 2 @@ -359,7 +359,7 @@ S #6328 The Entrance Of The Ethereal Web~ You are at the entrance to ethereal web. Flickering in and out, -in and out, each strand reveals a different hue from black to green +in and out, each strand reveals a different hue from black to green to blue. ~ 63 0 0 0 0 2 @@ -369,7 +369,7 @@ D2 0 -1 6331 S #6330 -The Young Wormkin's Crib~ +The Young Wyrmkin's Crib~ A playpen of sorts, with maggots of wasps and other baby vermin lying about. You feel that humans have been played with here too, and eaten later. You sense that the maker of this @@ -386,7 +386,7 @@ S The Base Of The Web~ Large strands connect at this point. The node shimmers and flickers within the ether. You see many flying creatures -- -insects, pegasi, and dragon wormkins -- navigate the dangerous +insects, pegasi, and dragon wyrmkins -- navigate the dangerous passages of the web. Exits go in many directions. ~ 63 0 0 0 0 2 @@ -494,8 +494,8 @@ D5 0 -1 6331 S #6340 -The Elder Wormkin's Room~ - A more mature wormkin it seems resides here. Various tomes +The Elder Wyrmkin's Room~ + A more mature wyrmkin it seems resides here. Various tomes of arcane lore clutter the area, along with shards of armor and weaponry. ~ @@ -683,7 +683,7 @@ D0 0 -1 6368 E chair~ - An ordinary chair, well used, glued to the ground by spiderweb. + An ordinary chair, well used, glued to the ground by spiderweb. ~ S #6368 @@ -722,7 +722,7 @@ The Donjonkeep~ the howls of wolves are the only way you can describe the sounds you hear. The walls are thin and wispy. The only light you receive is the shimmering from the strand of the ethereal web you used to get -here. +here. ~ 63 0 0 0 0 2 D1 @@ -783,7 +783,7 @@ S Mahatma's Inescapable Trap~ The room is dark and filled with shadows. A trap has been carefully crafted to catch unwary travellers. There seems to be no way out. A few looted corpses -are piled in one corner. +are piled in one corner. ~ 63 12 0 0 0 0 D1 @@ -809,8 +809,8 @@ S #6391 The Sticky Chamber~ You can still bail out since your knees are shaking from the -anticipation (or is it fear?). The sky is clear on this strand of -web, surprisingly unsticky. The strand does not vibrate like the +anticipation (or is it fear?). The sky is clear on this strand of +web, surprisingly unsticky. The strand does not vibrate like the others. A few ballooning spiders pass by, cackling 'You're gonna die, you're gonna fry. Good bye!' ~ @@ -828,7 +828,7 @@ S The Great Door~ Before you you see a large, web-like door. Various designs of ancient runes and names of Midgaard heroes are etched into -the webwork. Perhaps lists of victims? You can't tell. +the webwork. Perhaps lists of victims? You can't tell. ~ 63 8 0 0 0 2 D0 diff --git a/lib/world/wld/64.wld b/lib/world/wld/64.wld index f345619..848b42a 100644 --- a/lib/world/wld/64.wld +++ b/lib/world/wld/64.wld @@ -114,7 +114,7 @@ In A Clearing~ You come to a small clearing now, after walking for several minutes through the silent woods. An odd block sticks up here and there in the ground... wait a minute. These -stones seem a little too regular, and from the circle +stones seem a little too regular, and from the circle formation and size you could almost swear that they were... crenellations? Could some sort of building been buried by the lava here? A rusty ring sticks out of the earth @@ -136,8 +136,8 @@ S A Stairwell~ This small room is the top of a stairwell leading down deep into the tower. A small trapdoor overhead leaks -the light of day around its edges. To the south is a -wooden door, preserved through the ages by means +the light of day around its edges. To the south is a +wooden door, preserved through the ages by means unknown. To the west is a short hall. ~ 64 9 0 0 0 0 @@ -161,7 +161,7 @@ D5 S #6408 A Linen Closet~ - This small room holds many types of linen on shelves + This small room holds many types of linen on shelves along the walls. They are undoubtedly preserved by magic against the toil of the ages, since they seem freshly washed and folded. You wonder what sort of @@ -176,12 +176,12 @@ door~ E linen shelf shelves~ White sheets, pillow-cases, etc. Not really anything that you need, but -interesting. +interesting. ~ S #6409 A Corridor~ - This is only a clean corridor, that leads back to the + This is only a clean corridor, that leads back to the stairwell to the east, and has doors leading to other rooms to the north and south. ~ @@ -227,16 +227,16 @@ door~ 1 -1 6409 E desk~ - The desk is basically uninteresting, as are the papers on top of it... + The desk is basically uninteresting, as are the papers on top of it... ~ E closet~ - Nice clothes, but not your size at all. + Nice clothes, but not your size at all. ~ S #6412 The Library~ - A great mages' library is contained on this floor of + A great mages' library is contained on this floor of the tower. You feel you could learn anything you wanted to if you only looked and read long enough. A door opens up back on the stairwell to the east. @@ -253,7 +253,7 @@ bookcase~ 1 -1 6414 E book books~ - There are lots of books about everything here! + There are lots of books about everything here! ~ S #6413 @@ -278,7 +278,7 @@ S #6414 A Hidden Hall~ This is a small hidden hall with a secret entrance to the -library on the north end of the west wall, and a trapdoor +library on the north end of the west wall, and a trapdoor on the south end. ~ 64 9 0 0 0 0 @@ -313,7 +313,7 @@ D5 S #6416 The Hidden Treasure Room~ - You hit the jackpot! A small room filled with treasure + You hit the jackpot! A small room filled with treasure chests! Go get them! ~ 64 9 0 0 0 0 @@ -360,7 +360,7 @@ door~ S #6419 A Servant's Room~ - This seems to be a small servant's bedroom, sparsely + This seems to be a small servant's bedroom, sparsely decorated and outfitted with a bed, nightstand, chair and table, etc. Nothing real important here. ~ @@ -372,7 +372,7 @@ door~ S #6420 A Hallway~ - This hallway continues to the east, and has a door to + This hallway continues to the east, and has a door to the north. You could swear that the way this level is arranged... nah, couldn't be. ~ @@ -423,7 +423,7 @@ The Dining Hall~ down the length of it. Chairs are set up along the sides to accomodate approximately 10 people. There are paintings and tapestries on the walls, adding color to the stonework, -The cooled lava that had poured in the windows makes the place +The cooled lava that had poured in the windows makes the place seem eerie somehow . There is a door to the north, and the stairwell is to the east. ~ @@ -439,7 +439,7 @@ D1 E tapestry tapestries painting paintings~ Many of these show scenes of high magic and heroism. Just like almost every -tapestry and painting you've seen. +tapestry and painting you've seen. ~ S #6424 @@ -494,7 +494,7 @@ D2 0 -1 6428 E cell cells~ - It is open, empty, and uninteresting. + It is open, empty, and uninteresting. ~ S #6427 @@ -509,7 +509,7 @@ D2 0 -1 6426 E cell cells~ - It is open, empty, and uninteresting. + It is open, empty, and uninteresting. ~ S #6428 @@ -524,7 +524,7 @@ D0 0 -1 6426 E cell cells~ - It is open, empty, and uninteresting. + It is open, empty, and uninteresting. ~ S #6429 @@ -561,17 +561,17 @@ E paper papers documents document~ Well, one of the papers relate a story about how the mage of this tower, Rand, angered many kings, and relates how they set his armies on him. You -wonder if the lava outside was a failed attempt to destroy the armies... +wonder if the lava outside was a failed attempt to destroy the armies... ~ E desk~ It is cluttered with all sorts of papers. Some look half interesting, -actually. +actually. ~ S #6431 The Stairwell~ - The stairwell continues up and down here, and there is a + The stairwell continues up and down here, and there is a room to the west... ~ 64 9 0 0 0 0 @@ -603,7 +603,7 @@ D1 S #6433 The Stairwell~ - This is where the stairwell finally ends. There is a hall + This is where the stairwell finally ends. There is a hall to your west. ~ 64 9 0 0 0 0 @@ -619,7 +619,7 @@ S #6434 A Hallway~ This small hallway on the former 'ground floor' ran north- -south. To the east is the stairwell that leads up into +south. To the east is the stairwell that leads up into the shadowy recesses of the tower. To the west is the entrance way to the tower. The north is completely blocked off by lava, and the way south is still clear. @@ -659,7 +659,7 @@ door double~ 1 0 6436 E sculpture tapestry sculptures tapestries~ - They look nice, but aren't very valuable. + They look nice, but aren't very valuable. ~ S #6436 @@ -668,7 +668,7 @@ The Doorway~ it up completely. However: It seems when the lava came down a man was outside the doors. He was blasted into the doors, and died instantly, -but his skeleton still clutches a staff in perfect +but his skeleton still clutches a staff in perfect condition... ~ 64 9 0 0 0 0 @@ -680,7 +680,7 @@ double doors~ S #6437 The Hallway~ - This is the southern part of the hallway. There is + This is the southern part of the hallway. There is a door to the west, barred with gleaming bands of lights. To the north is more hallway. ~ @@ -727,7 +727,7 @@ S #6440 An Alcove~ This alcove leads into a huge room to your north, and -to stairs leading down to the east, and stairs going +to stairs leading down to the east, and stairs going up to your west. ~ 64 9 0 0 0 0 @@ -759,11 +759,11 @@ D2 0 -1 6440 E beaker beakers flask flasks burner burners tong tongs~ - Looks like normal, fragile lab equipment to you. + Looks like normal, fragile lab equipment to you. ~ E mortar mortars pestle pestles jar jars~ - Looks like normal, fragile lab equipment to you. + Looks like normal, fragile lab equipment to you. ~ S #6442 @@ -819,7 +819,7 @@ pentagram~ E being~ You can't see it clearly through the energy field of the pentagram, but you -sense that whatever it is, it is very, very, very, very angry. +sense that whatever it is, it is very, very, very, very angry. ~ S #6445 @@ -827,7 +827,7 @@ Inside A Pentagram~ Inside the pentagram the floor is covered in a fine golden dust. The lines of the pentagram seem to be drawn in blood which has dried to a dark reddish-brown. The edges of the pentagram seem to hold some unseen power or -protection. +protection. ~ 64 12 0 0 0 0 D2 diff --git a/lib/world/wld/65.wld b/lib/world/wld/65.wld index 10621de..4fe355a 100644 --- a/lib/world/wld/65.wld +++ b/lib/world/wld/65.wld @@ -1,7 +1,7 @@ #6500 The Path To The Dwarven Village~ You are walking down a path that leads to the dwarven village. Above -you, you can see the Turning Point, and to the north the path continues +you, you can see the Turning Point, and to the north the path continues toward the mountains. ~ 65 4 0 0 0 2 @@ -76,7 +76,7 @@ S #6504 The Narrow Path~ This is a narrow path leading to the Dwarven Kingdom. It looks less -travelled than the others, and it is very creepy. The path opens up to +travelled than the others, and it is very creepy. The path opens up to the south, and continues to the north. ~ 65 8 0 0 0 0 @@ -108,7 +108,7 @@ S A Bend In The Narrow Path~ This is a narrow path that bends to the east here. The trees hang over the path, and it is very overgrown. The narrow path continues to the south and to -the east. +the east. ~ 65 8 0 0 0 0 D1 @@ -121,7 +121,7 @@ D2 0 -1 6504 E tree trees~ - They hang over the road in the most ominous of ways. + They hang over the road in the most ominous of ways. ~ S #6507 @@ -206,7 +206,7 @@ D2 S #6512 The Door To The Castle~ - Here there is a door to the castle to the east. The castle is + Here there is a door to the castle to the east. The castle is elegantly designed, and looks much like a roll of toilet paper standing on its end. There is a sign which says: ****************************************** @@ -294,7 +294,7 @@ D1 S #6517 The Path To The North Of The Shop~ - You are on a path to the north of the Hide & Tooth shop. The path + You are on a path to the north of the Hide & Tooth shop. The path continues to the north, and there is Granite Head's bakery to the west. ~ 65 8 0 0 0 0 @@ -361,7 +361,7 @@ D3 S #6521 The Entrance To The Barracks~ - Here there is an entrance to the barracks to the south, and the path + Here there is an entrance to the barracks to the south, and the path continues to the west. ~ 65 8 0 0 0 0 @@ -376,7 +376,7 @@ D3 S #6522 A Guard House~ - You are in the guard house to the west of the entrance to the castle. + You are in the guard house to the west of the entrance to the castle. There are nudie posters covering the walls. ~ 65 8 0 0 0 0 @@ -386,7 +386,7 @@ D1 0 -1 6509 E poster~ - There is a wall poster of a nude Minne Pearl. + There is a wall poster of a nude Minne Pearl. ~ S #6523 @@ -406,7 +406,7 @@ D2 S #6524 The Back Of The Barracks~ - Here is the back of the dwarven barracks. There are rows of beds + Here is the back of the dwarven barracks. There are rows of beds here, and there is a stench that is unbearable. ~ 65 8 0 0 0 0 @@ -449,7 +449,7 @@ trapdoor~ 1 -1 6527 E floor dust~ - After blowing all the dust off the floor, you notice a trapdoor! + After blowing all the dust off the floor, you notice a trapdoor! ~ S #6527 @@ -793,7 +793,7 @@ S #6551 The Mining Equipment Room~ This is the storage room for equipment used by the Dwarven miners. -It is very small, and you can tell that not many miners actually use +It is very small, and you can tell that not many miners actually use equipment. ~ 65 9 0 0 0 0 diff --git a/lib/world/wld/653.wld b/lib/world/wld/653.wld index 75123cf..97cedb6 100644 --- a/lib/world/wld/653.wld +++ b/lib/world/wld/653.wld @@ -1,9 +1,13 @@ #65300 Utility Room~ This is the room where all the work of the building gets done. For a map of -the building, look map. - +the building, look map. + To assign the rooms, stand in any apartment with the player and use hcontrol. + + *WARNING* Before the first apartment, please check for the file lib/house. +This will sometimes be deleted as an empty file. The house contents will not +save without this directory! ~ 653 8 0 0 0 0 D3 @@ -11,85 +15,85 @@ D3 ~ 0 0 65398 E +map~ + Map + +@c 01 02 03@n + | | | + | | | + | | | +@c15@n-----@wH@n-----@wH@n-----@wH@n----@c04@n + | | | + | | | + | | | +@c13@n-----@wH@n-@c14 @yE @c06@n-@wH@n----@c05@n + | | + | @c10@n | + | | | +@c12@n-----@wH@n-----@wH@n-----@wH@n----@c07@n + | | | + | | | + | | | +@c 11 09 08@n +@yElevator@n +@wHalls@n +@cApartments@n +~ +E Plan~ Plan - r98 n- y99 n- r00 n +@r98@n-@y99@n-@r00@n | - r97 - - c 37 38 39 n . c 52 53 54 n - | | | . | | | - | | | . | | | - | | | . | | | - c51 n---- w05 n---- w06 n---- w07 n---- c40 n. c66---- w13---- w14---- w15---- c55 n - | | | . | | | - | | | . | | | - | | | . | | | - c49 n---- w08 n- c50 y01 c42 n- w09 n---- c41 n. c64 n---- w16 n- c65 y02 c57 n- w17 n---- c56 n - | | . | | - | c46 n | . | c61 n | - | | | . | | | - c48 n---- w10 n---- w11 n---- w12 n---- c43 n. c63 n---- w18 n---- w19 n---- w20 n---- c58 n - | | | . | | | - | | | . | | | - | | | . | | | - c 47 45 44 n. c 62 60 59 n + @r97 + +@c 37 38 39 @n .@c 52 53 54 @n + | | | . | | | + | | | . | | | + | | | . | | | +@c51@n----@w05@n----@w06@n----@w07@n----@c40 @n. @c66----@w13----@w14----@w15----@c55@n + | | | . | | | + | | | . | | | + | | | . | | | +@c49@n----@w08@n-@c50 @y01 @c42@n-@w09@n----@c41 @n. @c64@n----@w16@n-@c65 @y02 @c57@n-@w17@n----@c56@n + | | . | | + | @c46@n | . | @c61@n | + | | | . | | | +@c48@n----@w10@n----@w11@n----@w12@n----@c43 @n. @c63@n----@w18@n----@w19@n----@w20@n----@c58@n + | | | . | | | + | | | . | | | + | | | . | | | +@c 47 45 44 @n.@c 62 60 59 @n ......................................................... - c 67 68 69 n. c 82 83 84 n - | | | . | | | - | | | . | | | - | | | . | | | - c81 n---- w21 n---- w22 n---- w23 n---- c70 n. c96 n---- w29 n---- w30 n---- w31 n---- c85 n - | | | . | | | - | | | . | | | - | | | . | | | - c79 n---- w24 n- c80 y03 c72 n- w25 n---- c71 n. c94 n---- w32 n- c95 y04 c87 n- w33 n---- c86 n - | | . | | - | c76 n | . | c91 n | - | | | . | | | - c78 n---- w26 n---- w27 n---- w28 n---- c73 n. c93 n---- w34 n---- w35 n---- w36 n---- c88 n - | | | . | | | - | | | . | | | - | | | . | | | - c 77 75 74 n. c 92 90 89 n - yElevator: 01-04 n - wHalls: 05-36 n - cApartments: 37-96 n -~ -E -map~ - Map - - c 01 02 03 n - | | | - | | | - | | | - c15 n----- wH n----- wH n----- wH n---- c04 n - | | | - | | | - | | | - c13 n----- wH n- c14 yE c06 n- wH n---- c05 n - | | - | c10 n | - | | | - c12 n----- wH n----- wH n----- wH n---- c07 n - | | | - | | | - | | | - c 11 09 08 n - yElevator n - wHalls n - cApartments n +@c 67 68 69 @n.@c 82 83 84 @n + | | | . | | | + | | | . | | | + | | | . | | | +@c81@n----@w21@n----@w22@n----@w23@n----@c70 @n. @c96@n----@w29@n----@w30@n----@w31@n----@c85@n + | | | . | | | + | | | . | | | + | | | . | | | +@c79@n----@w24@n-@c80 @y03 @c72@n-@w25@n----@c71 @n. @c94@n----@w32@n-@c95 @y04 @c87@n-@w33@n----@c86@n + | | . | | + | @c76@n | . | @c91@n | + | | | . | | | +@c78@n----@w26@n----@w27@n----@w28@n----@c73 @n. @c93@n----@w34@n----@w35@n----@w36@n----@c88@n + | | | . | | | + | | | . | | | + | | | . | | | +@c 77 75 74 @n.@c 92 90 89 @n +@yElevator: 01-04@n +@wHalls: 05-36@n +@cApartments: 37-96@n ~ S #65301 The Elevator~ It's your run-of-the-mill, everyday, totally normal looking, elevator. The -walls are plain metalic silver. Soft Muzak plays through the speakers. - - A panel with five buttons is here. Which floor are you looking for? - +walls are plain metalic silver. Soft Muzak plays through the speakers. + + A panel with five buttons is here. Which floor are you looking for? + PUSH 4 PUSH 3 PUSH 2 @@ -109,10 +113,10 @@ S #65302 Second Floor Elevator~ It's your run-of-the-mill, everyday, totally normal looking, elevator. The -walls are plain metalic silver. Soft Muzak plays through the speakers. - - A panel with five buttons is here. Which floor are you looking for? - +walls are plain metalic silver. Soft Muzak plays through the speakers. + + A panel with five buttons is here. Which floor are you looking for? + PUSH 4 PUSH 3 PUSH 2 @@ -136,10 +140,10 @@ S #65303 Third Floor Elevator~ It's your run-of-the-mill, everyday, totally normal looking, elevator. The -walls are plain metalic silver. Soft Muzak plays through the speakers. - - A panel with five buttons is here. Which floor are you looking for? - +walls are plain metalic silver. Soft Muzak plays through the speakers. + + A panel with five buttons is here. Which floor are you looking for? + PUSH 4 PUSH 3 PUSH 2 @@ -163,10 +167,10 @@ S #65304 Fourth Floor Elevator~ It's your run-of-the-mill, everyday, totally normal looking, elevator. The -walls are plain metalic silver. Soft Muzak plays through the speakers. - - A panel with five buttons is here. Which floor are you looking for? - +walls are plain metalic silver. Soft Muzak plays through the speakers. + + A panel with five buttons is here. Which floor are you looking for? + PUSH 4 PUSH 3 PUSH 2 @@ -943,14 +947,14 @@ S Apartment 101~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. +do not leave your things here. Only owned apartments are protected. Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. +time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. @@ -965,15 +969,15 @@ S Apartment 102~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -987,15 +991,15 @@ S Apartment 103~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1009,15 +1013,15 @@ S Apartment 104~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1031,15 +1035,15 @@ S Apartment 105~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1053,15 +1057,15 @@ S Apartment 106~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1075,15 +1079,15 @@ S Apartment 107~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1097,15 +1101,15 @@ S Apartment 108~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1119,15 +1123,15 @@ S Apartment 109~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1141,15 +1145,15 @@ S Apartment 110~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1163,15 +1167,15 @@ S Apartment 111~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1185,15 +1189,15 @@ S Apartment 112~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1207,15 +1211,15 @@ S Apartment 113~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1229,15 +1233,15 @@ S Apartment 114~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1251,15 +1255,15 @@ S Apartment 115~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1273,15 +1277,15 @@ S Apartment 201~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1295,15 +1299,15 @@ S Apartment 202~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1317,15 +1321,15 @@ S Apartment 203~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1339,15 +1343,15 @@ S Apartment 204~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1361,15 +1365,15 @@ S Apartment 205~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1383,15 +1387,15 @@ S Apartment 206~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1405,15 +1409,15 @@ S Apartment 207~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1427,15 +1431,15 @@ S Apartment 208~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1449,15 +1453,15 @@ S Apartment 209~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1471,15 +1475,15 @@ S Apartment 210~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1493,15 +1497,15 @@ S Apartment 211~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1515,15 +1519,15 @@ S Apartment 212~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1537,15 +1541,15 @@ S Apartment 213~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1559,15 +1563,15 @@ S Apartment 214~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1581,15 +1585,15 @@ S Apartment 215~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1603,15 +1607,15 @@ S Apartment 301~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1625,15 +1629,15 @@ S Apartment 302~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1647,15 +1651,15 @@ S Apartment 303~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1669,15 +1673,15 @@ S Apartment 304~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1691,15 +1695,15 @@ S Apartment 305~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1713,15 +1717,15 @@ S Apartment 306~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1735,15 +1739,15 @@ S Apartment 307~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1757,15 +1761,15 @@ S Apartment 308~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1779,15 +1783,15 @@ S Apartment 309~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1801,15 +1805,15 @@ S Apartment 310~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1823,15 +1827,15 @@ S Apartment 311~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1845,15 +1849,15 @@ S Apartment 312~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1867,15 +1871,15 @@ S Apartment 313~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1889,15 +1893,15 @@ S Apartment 314~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1911,15 +1915,15 @@ S Apartment 315~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1933,15 +1937,15 @@ S Apartment 401~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1955,15 +1959,15 @@ S Apartment 402~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1977,15 +1981,15 @@ S Apartment 403~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1999,15 +2003,15 @@ S Apartment 404~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2021,15 +2025,15 @@ S Apartment 405~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2043,15 +2047,15 @@ S Apartment 406~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2065,15 +2069,15 @@ S Apartment 407~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2087,15 +2091,15 @@ S Apartment 408~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2109,15 +2113,15 @@ S Apartment 409~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2131,15 +2135,15 @@ S Apartment 410~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2153,15 +2157,15 @@ S Apartment 411~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2175,15 +2179,15 @@ S Apartment 412~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2197,15 +2201,15 @@ S Apartment 413~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2219,15 +2223,15 @@ S Apartment 414~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2241,15 +2245,15 @@ S Apartment 415~ This room is a convenient space where the legal tenant can leave things to have them protected against crashes and reboots. If this is a vacant apartment, -do not leave your things here. Only owned apartments are protected. - +do not leave your things here. Only owned apartments are protected. + Guests can also leave things. If this is your apartment, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the -time. - +time. + Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -2301,10 +2305,10 @@ T 65302 #65399 Inside the Elevator~ It's your run-of-the-mill, everyday, totally normal looking, elevator. The -walls are plain metalic silver. Soft Muzak plays through the speakers. - - A panel with five buttons is here. Which floor are you looking for? - +walls are plain metalic silver. Soft Muzak plays through the speakers. + + A panel with five buttons is here. Which floor are you looking for? + PUSH 4 PUSH 3 PUSH 2 diff --git a/lib/world/wld/654.wld b/lib/world/wld/654.wld index bf6b364..4d8aa40 100644 --- a/lib/world/wld/654.wld +++ b/lib/world/wld/654.wld @@ -21,29 +21,29 @@ D3 0 0 65397 E map plan~ - c21 23 25 27 29 31 33 35 37 39 n - n| | | | | | | | | | - g20 22 24 26 28 30 32 34 36 38 n - n| | | | | | | | | | - y00 n- y01 n- y02 n- y03 n- y04 n- y05 n- y06 n- y07 n- y08 n- y09 n - n | | - c61 n- g60 n- y92 n- g62 n- c63 c77 n- g76 n- y96 n- g78 n- c79 n - n | | - c65 n- g64 n- y93 n- g66 n- c67 c81 n- g80 n- y97 n- g82 n- c83 n - n | | - c69 n- g68 n- y94 n- g70 n- c71 c85 n- g84 n- y98 n- g86 n- c87 n - n | | - c73 n- g72 n- y95 n- g74 n- c75 c89 n- g88 n- y99 n- g90 n- c91 n - n | | - y10 n- y11 n- y12 n- y13 n- y14 n- y15 n- y16 n- y17 n- y18 n- y19 n - n| | | | | | | | | | - g40 42 44 46 48 50 52 54 56 58 n - n| | | | | | | | | | - c41 43 45 47 49 51 53 55 57 59 n - - yRoads - gAtria - cHouses +@c21 23 25 27 29 31 33 35 37 39@n +@n| | | | | | | | | | +@g20 22 24 26 28 30 32 34 36 38@n +@n| | | | | | | | | | +@y00@n-@y01@n-@y02@n-@y03@n-@y04@n-@y05@n-@y06@n-@y07@n-@y08@n-@y09@n +@n | | +@c61@n-@g60@n-@y92@n-@g62@n-@c63 @c77@n-@g76@n-@y96@n-@g78@n-@c79@n +@n | | +@c65@n-@g64@n-@y93@n-@g66@n-@c67 @c81@n-@g80@n-@y97@n-@g82@n-@c83@n +@n | | +@c69@n-@g68@n-@y94@n-@g70@n-@c71 @c85@n-@g84@n-@y98@n-@g86@n-@c87@n +@n | | +@c73@n-@g72@n-@y95@n-@g74@n-@c75 @c89@n-@g88@n-@y99@n-@g90@n-@c91@n +@n | | +@y10@n-@y11@n-@y12@n-@y13@n-@y14@n-@y15@n-@y16@n-@y17@n-@y18@n-@y19@n +@n| | | | | | | | | | +@g40 42 44 46 48 50 52 54 56 58@n +@n| | | | | | | | | | +@c41 43 45 47 49 51 53 55 57 59@n + +@yRoads +@gAtria +@cHouses ~ S #65401 @@ -496,9 +496,9 @@ S Atrium - 1 First Street~ This is the atrium for a compact house on First Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -517,13 +517,13 @@ S Inside 1 First Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -538,9 +538,9 @@ S Atrium - 2 First Street~ This is the atrium for a compact house on First Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -559,13 +559,13 @@ S Inside 2 First Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -580,9 +580,9 @@ S Atrium - 3 First Street~ This is the atrium for a compact house on First Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -601,13 +601,13 @@ S Inside 3 First Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -622,9 +622,9 @@ S Atrium - 4 First Street~ This is the atrium for a compact house on First Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -643,13 +643,13 @@ S Inside 4 First Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -664,9 +664,9 @@ S Atrium - 5 First Street~ This is the atrium for a compact house on First Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -685,13 +685,13 @@ S Inside 5 First Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -706,9 +706,9 @@ S Atrium - 6 First Street~ This is the atrium for a compact house on First Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -727,13 +727,13 @@ S Inside 6 First Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -748,9 +748,9 @@ S Atrium - 7 First Street~ This is the atrium for a compact house on First Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -769,13 +769,13 @@ S Inside 7 First Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -790,9 +790,9 @@ S Atrium - 8 First Street~ This is the atrium for a compact house on First Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -811,13 +811,13 @@ S Inside 8 First Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -832,9 +832,9 @@ S Atrium - 9 First Street~ This is the atrium for a compact house on First Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -853,13 +853,13 @@ S Inside 9 First Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -874,9 +874,9 @@ S Atrium - 10 First Street~ This is the atrium for a compact house on First Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -895,13 +895,13 @@ S Inside 10 First Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -916,9 +916,9 @@ S Atrium - 1 Second Street~ This is the atrium for a compact house on Second Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -937,13 +937,13 @@ S Inside 1 Second Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -958,9 +958,9 @@ S Atrium - 2 Second Street~ This is the atrium for a compact house on Second Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -979,13 +979,13 @@ S Inside 2 Second Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1000,9 +1000,9 @@ S Atrium - 3 Second Street~ This is the atrium for a compact house on Second Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1021,13 +1021,13 @@ S Inside 3 Second Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1042,9 +1042,9 @@ S Atrium - 4 Second Street~ This is the atrium for a compact house on Second Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1063,13 +1063,13 @@ S Inside 4 Second Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1084,9 +1084,9 @@ S Atrium - 5 Second Street~ This is the atrium for a compact house on Second Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1105,13 +1105,13 @@ S Inside 5 Second Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1126,9 +1126,9 @@ S Atrium - 6 Second Street~ This is the atrium for a compact house on Second Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1147,13 +1147,13 @@ S Inside 6 Second Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1168,9 +1168,9 @@ S Atrium - 7 Second Street~ This is the atrium for a compact house on Second Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1189,13 +1189,13 @@ S Inside 7 Second Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1210,9 +1210,9 @@ S Atrium - 8 Second Street~ This is the atrium for a compact house on Second Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1231,13 +1231,13 @@ S Inside 8 Second Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1252,9 +1252,9 @@ S Atrium - 9 Second Street~ This is the atrium for a compact house on Second Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1273,13 +1273,13 @@ S Inside 9 Second Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1294,9 +1294,9 @@ S Atrium - 10 Second Street~ This is the atrium for a compact house on Second Street. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1315,13 +1315,13 @@ S Inside 10 Second Street~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1336,9 +1336,9 @@ S Atrium - 1 First Avenue~ This is the atrium for a compact house on First Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1357,13 +1357,13 @@ S Inside 1 First Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1378,9 +1378,9 @@ S Atrium - 2 First Avenue~ This is the atrium for a compact house on First Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1399,13 +1399,13 @@ S Inside 2 First Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1420,9 +1420,9 @@ S Atrium - 3 First Avenue~ This is the atrium for a compact house on First Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1441,13 +1441,13 @@ S Inside 3 First Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1462,9 +1462,9 @@ S Atrium - 4 First Avenue~ This is the atrium for a compact house on First Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1483,13 +1483,13 @@ S Inside 4 First Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1504,9 +1504,9 @@ S Atrium - 5 First Avenue~ This is the atrium for a compact house on First Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1525,13 +1525,13 @@ S Inside 5 First Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1546,9 +1546,9 @@ S Atrium - 6 First Avenue~ This is the atrium for a compact house on First Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1567,13 +1567,13 @@ S Inside 6 First Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1588,9 +1588,9 @@ S Atrium - 7 First Avenue~ This is the atrium for a compact house on First Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1609,13 +1609,13 @@ S Inside 7 First Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1630,9 +1630,9 @@ S Atrium - 8 First Avenue~ This is the atrium for a compact house on First Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1651,13 +1651,13 @@ S Inside 8 First Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1672,9 +1672,9 @@ S Atrium - 1 Second Avenue~ This is the atrium for a compact house on Second Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1693,13 +1693,13 @@ S Inside 1 Second Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1714,9 +1714,9 @@ S Atrium - 2 Second Avenue~ This is the atrium for a compact house on Second Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1735,13 +1735,13 @@ S Inside 2 Second Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1756,9 +1756,9 @@ S Atrium - 3 Second Avenue~ This is the atrium for a compact house on Second Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1777,13 +1777,13 @@ S Inside 3 Second Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1798,9 +1798,9 @@ S Atrium - 4 Second Avenue~ This is the atrium for a compact house on Second Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1819,13 +1819,13 @@ S Inside 4 Second Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1840,9 +1840,9 @@ S Atrium - 5 Second Avenue~ This is the atrium for a compact house on Second Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1861,13 +1861,13 @@ S Inside 5 Second Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1882,9 +1882,9 @@ S Atrium - 6 Second Avenue~ This is the atrium for a compact house on Second Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1903,13 +1903,13 @@ S Inside 6 Second Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1924,9 +1924,9 @@ S Atrium - 7 Second Avenue~ This is the atrium for a compact house on Second Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1945,13 +1945,13 @@ S Inside 7 Second Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ @@ -1966,9 +1966,9 @@ S Atrium - 8 Second Avenue~ This is the atrium for a compact house on Second Avenue. It's a small room, protected from the elements, where people wait for the owner to let -them in. It would not be a good idea to leave your things here because +them in. It would not be a good idea to leave your things here because they probably wouldn't be here very long. - + What? You're still here? Maybe the owner doesn't want to see you. ~ 654 8 0 0 0 0 @@ -1987,13 +1987,13 @@ S Inside 8 Second Avenue~ This room is a convenient space where the owner of the house can leave things to have them protected against crashes and reboots. If this is a vacant house, -do not leave your things here. Only owned houses are protected. - +do not leave your things here. Only owned houses are protected. + Guests can also leave things. If this is your house, typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, -Although he or she does not necessarily have to be logged on at the time. +Although he or she does not necessarily have to be logged on at the time. Typing 'house' with no arguments gives a list of the people currently on your house's guest list. ~ diff --git a/lib/world/wld/7.wld b/lib/world/wld/7.wld index 21fd800..c522b65 100644 --- a/lib/world/wld/7.wld +++ b/lib/world/wld/7.wld @@ -11,8 +11,8 @@ Objects : 17 Shops : 0 Triggers : 0 Theme : Medieval -Plot : The zone is based off the theme of Camelot: king arthur, the -knights, the round table, merlin, etc. +Plot : The zone is based off the theme of Camelot: king arthur, the +knights, the round table, merlin, etc. Edits made for tbaMUD by Parna. ~ @@ -55,7 +55,7 @@ S #701 Along the Stream~ The small stream grows to the West into a respectable river. The stream has -eroded the bank walls and the only way to continue is into the stream itself. +eroded the bank walls and the only way to continue is into the stream itself. A field opens to the East and a small outpost is visible. ~ 7 0 0 0 0 0 @@ -101,7 +101,7 @@ S The Forest Arden~ The forest of Arden stretches in all directions, consisting of towering oaks and unknown wildlife. A path leads north and south into the forest. There is a -gilded plaque affixed to a boulder. +gilded plaque affixed to a boulder. ~ 7 0 0 0 0 0 D0 @@ -127,7 +127,7 @@ S Entrance~ Fine stonecraft and workmanship has created this picturesque fortress. A portcullis gapes open invitingly. Several guards inspect all passers-by. A -small ferry is available to cross back to the mainland. +small ferry is available to cross back to the mainland. ~ 7 8 0 0 0 0 D1 @@ -144,7 +144,7 @@ Courtyard~ The castle courtyard bustles with activity. Several people are hustling about their daily business. The courtyard extends in all directions except to the east which leads to the gate of the castle. A steady flow of peasants -merchants and a few nobles pass by. +merchants and a few nobles pass by. ~ 7 0 0 0 0 0 D0 @@ -170,7 +170,7 @@ Courtyard~ is crowded with activity. The people seem to be wary and distrustful of each other. A knight strolls through the courtyard and the peasants and merchants stare at his back with a look of hate after he passes. They do not seem to be -very happy. +very happy. ~ 7 0 0 0 0 0 D0 @@ -196,7 +196,7 @@ Courtyard~ for manners. The impressive castle walls surrounding the courtyard loom high overhead providing a sense of security. A couple of beggars look up imploringly hoping for some charity but everyone ignores them. To the west lies the main -entrance to the castle. +entrance to the castle. ~ 7 0 0 0 0 0 D0 @@ -218,9 +218,9 @@ D3 S #780 Main Hall~ - The castle entrance is well lit with torches lining the wide hallway. + The castle entrance is well lit with torches lining the wide hallway. Tapestries of battles and portraits of rulers line each wall. The castle proper -is to the west or the courtyard is to the east. +is to the west or the courtyard is to the east. ~ 7 8 0 0 0 0 D0 @@ -244,7 +244,7 @@ S Audience Chamber~ Dozens of chairs form a semicircle around a throne to the south. The vast room only has a few people in it. None of them look like they are of any -importance. +importance. ~ 7 8 0 0 0 0 D1 @@ -265,7 +265,7 @@ Audience Chamber~ A path through the room weaves between the numerous chairs. To the south, the floor slopes down to a intricate throne plated in gold. A page scurries past as he runs one of his errands. Further to the east and west you see exits -while the throne lies to the south. +while the throne lies to the south. ~ 7 8 0 0 0 0 D1 @@ -308,7 +308,7 @@ Cobblestone Road~ A large inner wall splits the castle in half. It is used as a second line of defense in case the castle's defenses can not hold the outer wall. The outer wall is set aside for the poor quarter while the wealthier inhabitants crowd the -inner circle. +inner circle. ~ 7 0 0 0 0 0 D0 @@ -333,7 +333,7 @@ Cobblestone Road~ A small pass is cut through the inner wall allowing access to both halves of the castle. The stone walls shine a bright white from heavy polishing and the massive blocks fit together seamlessly. To the west a fountain flows underneath -a large statue of Uther Pendragon. +a large statue of Uther Pendragon. ~ 7 0 0 0 0 0 D0 @@ -354,7 +354,7 @@ S Cobblestone Road~ An intricate fountain with a large basin flows gently around the towering statue of Uther Pendragon and three women. The sounds and smells to the south -must be from the castle stables. +must be from the castle stables. ~ 7 0 0 0 0 0 D0 @@ -377,8 +377,8 @@ S #787 Cobblestone Road~ This cobblestone road seems to bisect the entire city of Camelot. Pennants -fly from the towers high above and all of the buildings gleam of white stone. -Several knights seem to be coming and going to the North. +fly from the towers high above and all of the buildings gleam of white stone. +Several knights seem to be coming and going to the North. ~ 7 0 0 0 0 0 D0 @@ -398,7 +398,7 @@ S Cobblestone Road~ The pristine towers of white gleam unnaturally here. Pennants snap in the breeze on every tower. The buildings to the south seem to be filled with the -sounds of women laughing and gossiping. +sounds of women laughing and gossiping. ~ 7 0 0 0 0 0 D1 @@ -419,7 +419,7 @@ Cobblestone Road~ The white walls of the castle are almost blinding. The flags and pennants snap in the wind. Everything seems perfect except for the fact that the general mood in the castle seem to be depressing. A tall fence to the south blocks the -view, but not the sound, of men on horseback. +view, but not the sound, of men on horseback. ~ 7 0 0 0 0 0 D0 @@ -440,7 +440,7 @@ Knights Way~ A steady stream of traffic flows from the south. The sounds of training can be heard and there is some excitement in the crowd. Several knights in full combat gear are among the crowd. It is easy to pick out those who won and those -who lost recently. +who lost recently. ~ 7 0 0 0 0 0 D0 @@ -498,9 +498,9 @@ D3 S #793 Cobblestone Road~ - The glamor of Camelot is not reflected by the people in the streets. + The glamor of Camelot is not reflected by the people in the streets. Everyone seems subdued and to have accepted some fate they did not want. It is -as if the spirit had been taken away from the city. +as if the spirit had been taken away from the city. ~ 7 0 0 0 0 0 D1 @@ -520,7 +520,7 @@ S Cobblestone Road~ Massive towers to the north block the light and leave this area in shadows. A drunken ruckus can be heard to the south. It sounds like it may be the only -place in Camelot having a good time. +place in Camelot having a good time. ~ 7 0 0 0 0 0 D1 @@ -540,7 +540,7 @@ S West Lane~ A gate in the west wall is boarded, chained, and locked shut. The hinges are rusted and look like they haven't been used for a very long time. A dirt path -follows the wall to the north and south. +follows the wall to the north and south. ~ 7 0 0 0 0 0 D0 @@ -594,7 +594,7 @@ S The Lake~ The fog slowly parts revealing a large island. A massive castle fills the entire island. Its spires shrouded fog. Lights are visible in several windows -and the noise of its inhabitants echo across the still lake. +and the noise of its inhabitants echo across the still lake. ~ 7 4 0 0 0 0 D1 diff --git a/lib/world/wld/70.wld b/lib/world/wld/70.wld index e614258..c6cd3a5 100644 --- a/lib/world/wld/70.wld +++ b/lib/world/wld/70.wld @@ -29,12 +29,12 @@ You see the muddy sewer continuing into the darkness to the south. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7002 The Muddy Sewer Junction~ - The muddy sewer stretches into the dark to the south. It looks as if + The muddy sewer stretches into the dark to the south. It looks as if no person has ever put his foot here before. It is too muddy for that anyway. The sewer leads north, south and east from here. ~ @@ -57,12 +57,12 @@ South. The muddy sewer ends in a mudhole that way. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7003 The Mudhole~ - You stand in mud all the way up to your thighs and it is not too + You stand in mud all the way up to your thighs and it is not too comfortable since you are used to a somewhat different environment. The sewer leads to the north of here. In the middle you can just make out an enormous drainpipe leading down. @@ -81,7 +81,7 @@ The muddy drainpipe leads down through the mud, otherwise it is utterly dark. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7004 @@ -97,7 +97,7 @@ East. The sewer leads into the sewer junction. ~ 0 -1 7009 D5 -The Dark Pit leads down and down and down... well you can't see the +The Dark Pit leads down and down and down... well you can't see the bottom anyway. There are bars that could function as a ladder on the side. ~ @@ -117,7 +117,7 @@ East. The mud stretches on into the darkness. ~ 0 -1 7011 D2 -South. There is even more mud in that direction than where you are now. +South. There is even more mud in that direction than where you are now. Incredible. ~ ~ @@ -125,7 +125,7 @@ Incredible. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7006 @@ -149,7 +149,7 @@ the ground there as well. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7007 @@ -160,13 +160,13 @@ The bend in which you stand leads west and south. ~ 70 9 0 0 0 5 D2 -The pipe leads into a intersection that goes south and east. The floor here +The pipe leads into a intersection that goes south and east. The floor here is still covered in mud. ~ ~ 0 -1 7008 D3 -The pipe (still filled with mud) leads into a intersection that goes north +The pipe (still filled with mud) leads into a intersection that goes north and south. Interesting. ~ ~ @@ -174,7 +174,7 @@ and south. Interesting. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7008 @@ -199,7 +199,7 @@ leads north. ~ 0 -1 7014 D2 -South. There is much less mud in that direction. Your light doesn't +South. There is much less mud in that direction. Your light doesn't uncover enough space for you to see much more than that it leads into some sort of junction. ~ @@ -208,7 +208,7 @@ some sort of junction. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7009 @@ -229,7 +229,7 @@ YYEEUUCH! BOOH! THAT looks like a nice place for creepy crawlies. ~ 0 -1 7017 D2 -South. This direction looks quite nice actually. The pipe leads into +South. This direction looks quite nice actually. The pipe leads into a bend that goes east. ~ ~ @@ -243,7 +243,7 @@ but the smell from there...>PHEWW<. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7010 @@ -266,7 +266,7 @@ S #7011 The Muddy Sewer Pipe~ You have entered a kind of tube intersection that leads south, west -and east. Your legs are covered in mud up to the knees. REAL yucky! +and east. Your legs are covered in mud up to the knees. REAL yucky! ~ 70 9 0 0 0 5 D1 @@ -288,7 +288,7 @@ West. The mud reaches that way too, all the way up the walls. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7012 @@ -313,7 +313,7 @@ north. But there is less mud in that direction, however odd that sounds. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7013 @@ -346,13 +346,13 @@ leading west. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ E sediment~ It is NOT the kind of matter that would concern you too much, normally, but as you are in the middle of it, it just might become your main concern. REAL -YUCKY! +YUCKY! ~ S #7014 @@ -379,7 +379,7 @@ place. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7015 @@ -404,12 +404,12 @@ see a thing. There are metal bars in the side leading down into the darkness. E bars~ These look like they're pretty slippery, and not very safe, but perhaps safe -enough for you to climb down, WITH both hands on them. +enough for you to climb down, WITH both hands on them. ~ S #7016 The Ordinary Bend~ - You are in the middle of a bend in the pipe system of the sewer system, + You are in the middle of a bend in the pipe system of the sewer system, WHAT a place!!! The pipe leads to the south and the east. ~ 70 9 0 0 0 1 @@ -459,7 +459,7 @@ To the north you can see a junction like this one, leading north and west. ~ 0 -1 7017 D1 -To the east there is nothing of particular interest, though there is a +To the east there is nothing of particular interest, though there is a junction with pipelines leading north and east. ~ ~ @@ -514,7 +514,7 @@ of sewer pipes leading west, north and east. S #7024 The Sewer~ - You are standing in mud up to your ankles. This is an intersection with + You are standing in mud up to your ankles. This is an intersection with sewer pipes leading east, south and west. ~ 70 13 0 0 0 1 @@ -548,7 +548,7 @@ east. You notice that the floor to the west is covered in mud. ~ 0 -1 7024 D1 -East. You see nothing of interest in that direction, just another +East. You see nothing of interest in that direction, just another intersection. This one leads east and south. ~ ~ @@ -562,7 +562,7 @@ S #7026 A Junction~ This one seems interesting, a big difference from all the other junctions. -It seems cleaner than the rest of them. Weird. Something that looks like +It seems cleaner than the rest of them. Weird. Something that looks like an air shaft leads upwards, but it looks far too slippery to climb. The pipes lead to the south, west and north. ~ @@ -586,7 +586,7 @@ be an intersection there but you're not quite sure. E mud~ It is as dark as tar and looks like something out of a toilet, on top of -that, the smell is absolutely overwhelming. +that, the smell is absolutely overwhelming. ~ S #7028 @@ -611,7 +611,7 @@ To the west you can just make out an old well. S #7029 The Triple Junction~ - You stand in the middle of a huge junction of concrete sewer pipes. The + You stand in the middle of a huge junction of concrete sewer pipes. The pipes lead into three different directions: east, south and west. ~ 70 9 0 0 0 1 @@ -627,7 +627,7 @@ an odd light. ~ 0 -1 7030 D3 -To the west you can just make out another junction similar to the one +To the west you can just make out another junction similar to the one you are standing in. ~ ~ @@ -636,9 +636,9 @@ S #7030 The Quadruple Junction Under The Dump~ You are standing in something that reminds you of an entry to an ant hive. -There are enormous concrete pipes leading north, south, east and west. +There are enormous concrete pipes leading north, south, east and west. There is also a metal ladder built into the concrete wall leading up through -a layer of garbage. +a layer of garbage. ~ 70 13 0 0 0 1 D0 @@ -672,7 +672,7 @@ E ladder~ It looks as if it is made of stainless steel, and it would function as a club of considerable power, but alas... You can't take at all since it is firmly set -into the concrete wall. +into the concrete wall. ~ S #7031 @@ -715,7 +715,7 @@ West. You can just make out a triple junction leading north and west. S #7035 The Sewer Pipe Bend~ - You can look in two different directions where the pipe goes: west and + You can look in two different directions where the pipe goes: west and north. ~ 70 9 0 0 0 2 @@ -787,7 +787,7 @@ West. You see another junction similar to this one leading north and south. S #7039 The Sewer Store Room~ - You stand in a small room lit by a single torch set in the wall. The only + You stand in a small room lit by a single torch set in the wall. The only way out of here is to the north. ~ 70 8 0 0 0 1 @@ -810,7 +810,7 @@ To the south you can see the pipe leading further south into darkness. ~ 0 -1 7043 D5 -Down and utter darkness. There is absolutely nothing to be seen in that +Down and utter darkness. There is absolutely nothing to be seen in that direction. ~ ~ @@ -818,7 +818,7 @@ direction. E ladder~ Firmly set into the wall of the shaft it is impossible to even move, in your -estimate. +estimate. ~ S #7043 @@ -970,7 +970,7 @@ You can see a room with a lot of light in it. You can't make out any details. S #7051 The Sewer Pipe~ - You are in what reminds you of a foul sewer, as if you liked being here! + You are in what reminds you of a foul sewer, as if you liked being here! You can see two exits leading either north or south. ~ 70 8 0 0 0 1 @@ -1029,7 +1029,7 @@ water leads east and a doorway leads west. ~ 70 9 0 0 0 3 D1 -You can hardly make out much more than that the next place is in a pipe +You can hardly make out much more than that the next place is in a pipe with more water. ~ ~ @@ -1040,7 +1040,7 @@ D3 0 -1 7050 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7056 @@ -1062,7 +1062,7 @@ You see a lot of light, bright as daylight, but nothing of interest. S #7057 The Dark Passageway~ - You can't see anything but the ground where you put your feet. The + You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. ~ 70 9 0 0 0 1 @@ -1144,7 +1144,7 @@ You can just make out a triple junction leading north and west. 0 -1 7049 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7061 @@ -1167,7 +1167,7 @@ that far. 0 -1 7055 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7062 @@ -1190,7 +1190,7 @@ that far. 0 -1 7063 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7063 @@ -1213,7 +1213,7 @@ that far. 0 -1 7064 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7064 @@ -1242,7 +1242,7 @@ that far. 0 -1 7065 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7065 @@ -1265,7 +1265,7 @@ that far. 0 -1 7066 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7066 @@ -1294,7 +1294,7 @@ that far. 0 -1 7067 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7067 @@ -1317,7 +1317,7 @@ that far. 0 -1 7068 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7068 @@ -1340,15 +1340,15 @@ that far. 0 -1 7060 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7069 A Ledge By A Dark Pool~ You can't see much here but the echo tells you that there is quite a drop -down. You can just make out a huge dark pool out there in the darkness, +down. You can just make out a huge dark pool out there in the darkness, mostly because of the trickling of water. The water from the sewer actually -washes over this ledge and makes it quite slippery. From here it drops, +washes over this ledge and makes it quite slippery. From here it drops, like a waterfall, into the pool far down. ~ 70 9 0 0 0 5 @@ -1364,7 +1364,7 @@ You can't see a thing. It is too dark. 0 -1 7064 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S #7070 @@ -1393,7 +1393,7 @@ D5 0 -1 7000 E water~ - It looks dark and murky, and emanates a foul stench. + It looks dark and murky, and emanates a foul stench. ~ S $~ diff --git a/lib/world/wld/71.wld b/lib/world/wld/71.wld index 1d67beb..ba46953 100644 --- a/lib/world/wld/71.wld +++ b/lib/world/wld/71.wld @@ -34,7 +34,7 @@ East. You see nothing of interest. 0 -1 7103 E mud~ - You never saw such disgusting matter before, it nearly makes you puke. + You never saw such disgusting matter before, it nearly makes you puke. ~ S #7102 @@ -61,7 +61,7 @@ E ladder~ This is funny enough a wooden ladder and, after closer inspection, you discover it is magically held to the wall! You can't, even with your greatest -effort, move it at ALL! +effort, move it at ALL! ~ S #7103 @@ -78,7 +78,7 @@ You have a felling it would be nice to have your feet free from mud again. ~ 0 -1 7104 D3 -You can see a room in which mud drips from the roof onto the floor in +You can see a room in which mud drips from the roof onto the floor in great cakes of sludge. There doesn't seem to be any exits from that room apart from in you direction. ~ @@ -86,7 +86,7 @@ apart from in you direction. 0 -1 7101 E mud~ - You never saw such disgusting matter before, it nearly makes you puke. + You never saw such disgusting matter before, it nearly makes you puke. ~ S #7104 @@ -127,8 +127,8 @@ Anyway it SEEMS darker down here than up there, if that is possible. 0 -1 7015 D5 Down there nothing at all can be spotted. The darkness that engulfs this -decent seems utterly impossible in a mortal world. It is so thick that a -torch down there would be utterly useless... or so it seems to you. Not +decent seems utterly impossible in a mortal world. It is so thick that a +torch down there would be utterly useless... or so it seems to you. Not the kind of thing to cheer you up on this voyage, Eh? ~ ~ @@ -136,7 +136,7 @@ the kind of thing to cheer you up on this voyage, Eh? E bars~ These look like they're pretty slippery, and not very safe, but perhaps safe -enough for you to climb down, WITH both hands on them. +enough for you to climb down, WITH both hands on them. ~ S #7106 @@ -165,18 +165,18 @@ rock step edge~ E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead -the way down. +the way down. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and -SPLAT!!! +SPLAT!!! ~ E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there -leading to seemingly total destruction. +leading to seemingly total destruction. ~ S #7107 @@ -193,7 +193,7 @@ North. The ledge leads into a corner and turns eastward. ~ 0 -1 7106 D1 -You stare into mid-air, and right under there is absolutely nothing but +You stare into mid-air, and right under there is absolutely nothing but darkness. You shiver by the thought of falling an utterly unknown distance. ~ ~ @@ -309,18 +309,18 @@ rock step edge~ E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead -the way down. +the way down. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and -SPLAT!!! +SPLAT!!! ~ E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there -leading to seemingly total destruction. +leading to seemingly total destruction. ~ S #7112 @@ -429,13 +429,13 @@ E soil soft earth~ You can just make out the outline of a trapdoor here in the soil. The earth is probably there to conceal a secret entrance. This looks as if it leads down -into the seemingly solid rock face of the ledge. +into the seemingly solid rock face of the ledge. ~ E ground ledge rock~ The ground here seems a little different from all the other ledges along the Abyss. There is a kind of soft soil on this ledge, maybe you should look -carefully at this. It seems to be of some interest. +carefully at this. It seems to be of some interest. ~ S #7117 @@ -552,18 +552,18 @@ rock step edge~ E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead -the way down. +the way down. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and -SPLAT!!! +SPLAT!!! ~ E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there -leading to seemingly total destruction. +leading to seemingly total destruction. ~ S #7122 @@ -578,7 +578,7 @@ D3 0 -1 7112 E wall~ - There is a crack here that looks like it has been made recently. + There is a crack here that looks like it has been made recently. ~ S #7123 diff --git a/lib/world/wld/72.wld b/lib/world/wld/72.wld index c60464f..633e8aa 100644 --- a/lib/world/wld/72.wld +++ b/lib/world/wld/72.wld @@ -12,16 +12,16 @@ door stone~ 2 7205 7201 E door stone~ - This is a heavy black stone door it looks very solid. + This is a heavy black stone door it looks very solid. ~ E writing~ - You read the number '666'. + You read the number '666'. ~ S #7201 The Inner Lair~ - You are in a octagonal room with smooth purple stone walls. The floor is + You are in a octagonal room with smooth purple stone walls. The floor is made from black stone. In the western wall you see a large black stone door. ~ 72 9 0 0 0 0 @@ -61,15 +61,15 @@ You see another part of the lair. E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. -All the bones are broken and old. +All the bones are broken and old. ~ E slime~ - The slime is slimy and uninteresting. + The slime is slimy and uninteresting. ~ E torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. + The torch is bolted to the sconce and the sconce to the wall. ~ S #7203 @@ -96,15 +96,15 @@ You see another part of the lair. E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. -All the bones are broken and old. +All the bones are broken and old. ~ E slime~ - The slime is slimy and uninteresting. + The slime is slimy and uninteresting. ~ E torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. + The torch is bolted to the sconce and the sconce to the wall. ~ S #7204 @@ -131,15 +131,15 @@ door wooden~ E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. -All the bones are broken and old. +All the bones are broken and old. ~ E slime~ - The slime is slimy and uninteresting. + The slime is slimy and uninteresting. ~ E torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. + The torch is bolted to the sconce and the sconce to the wall. ~ S #7205 @@ -161,15 +161,15 @@ You see another part of the lair. E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. -All the bones are broken and old. +All the bones are broken and old. ~ E slime~ - The slime is slimy and uninteresting. + The slime is slimy and uninteresting. ~ E torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. + The torch is bolted to the sconce and the sconce to the wall. ~ S #7206 @@ -195,15 +195,15 @@ You see another part of the lair. 0 -1 7203 E bones decay~ - All the bones are broken and old. + All the bones are broken and old. ~ E slime~ - The slime is slimy and uninteresting. + The slime is slimy and uninteresting. ~ E torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. + The torch is bolted to the sconce and the sconce to the wall. ~ S #7207 @@ -225,15 +225,15 @@ You see another part of the lair. E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. -All the bones are broken and old. +All the bones are broken and old. ~ E slime~ - The slime is slimy and uninteresting. + The slime is slimy and uninteresting. ~ E torch sconce~ - The torch is bolted to the sconce and the sconce to the wall. + The torch is bolted to the sconce and the sconce to the wall. ~ S #7208 @@ -255,7 +255,7 @@ You see a crawlway. 0 -1 7209 E slime~ - The slime is slimy and uninteresting. + The slime is slimy and uninteresting. ~ S #7209 @@ -375,7 +375,7 @@ To the south you see a sewer drain filled with water. 0 -1 7216 E water~ - The water is dirty but it looks like you would be able to swim in it. + The water is dirty but it looks like you would be able to swim in it. ~ S #7216 @@ -420,11 +420,11 @@ You see a drain running to the west. 0 -1 7219 E water~ - The water is dirty but it looks like you would be able to swim in it. + The water is dirty but it looks like you would be able to swim in it. ~ E hole~ - Through the hole you can just make out a very small room. + Through the hole you can just make out a very small room. ~ S #7218 @@ -473,7 +473,7 @@ You can see another drain to the east. S #7221 The Sewer Drain~ - You are in a sewer drain, there is nothing special in here, except for a + You are in a sewer drain, there is nothing special in here, except for a loud echo. ~ 72 9 0 0 0 3 @@ -510,7 +510,7 @@ You see a sewer drain. 0 -1 7221 E slimy water~ - The water floats to the east from here. + The water floats to the east from here. ~ S #7223 @@ -557,7 +557,7 @@ S #7225 The Sewer~ You are in a sewer, where the slimy water runs down through a tiny hole. -You see some odd scratches on the pipe wall, as from a gigantic rat. There +You see some odd scratches on the pipe wall, as from a gigantic rat. There is a sewer drain south. ~ 72 9 0 0 0 3 @@ -588,7 +588,7 @@ You see a slimy sewer drain. S #7230 The Damp Sewer~ - You are in a sewer drain with a funny damp substance on the floor, in the + You are in a sewer drain with a funny damp substance on the floor, in the substance you see a lot of decay. You see some odd scratches on the wall, as if from a gigantic rat. Both to the east and west the pipe seems to run down. @@ -623,7 +623,7 @@ You see another sewer. 0 -1 7232 E debris~ - You see a lot of organic decay on the floor. + You see a lot of organic decay on the floor. ~ S #7232 @@ -708,12 +708,12 @@ altar secret~ E altar~ This altar is very special. Faces appear to be smiling from it. There is a -triangle engraved in the top of it. +triangle engraved in the top of it. ~ E triangle~ The triangle is filled with small symbols. They seem to be a language you -have never seen before. +have never seen before. ~ S #7281 @@ -734,15 +734,15 @@ door small round~ 1 -1 7280 E small round door~ - The door is completely round without a keyhole. + The door is completely round without a keyhole. ~ E red light~ - The red light glows from the walls. + The red light glows from the walls. ~ E walls~ - The walls look alive. + The walls look alive. ~ S #7282 @@ -765,7 +765,7 @@ You look into a red hole. 0 -1 7281 E shadow~ - The shadow looks like a man in great pain. + The shadow looks like a man in great pain. ~ S #7283 @@ -794,7 +794,7 @@ place to enter! E writing~ The writing says 'The one to the east, belongs to the beast. To the west you -will surely END your quest! '. +will surely END your quest! '. ~ S #7284 @@ -806,13 +806,13 @@ see no exits at all! Skeletons are lying all over the floor. E writing wall~ The writing says 'A prayer to the GODS will not be heard, though the only -exit is death... Mother, I love you'. +exit is death... Mother, I love you'. ~ S #7285 The Torture Room~ - You are standing in a middle of a square room. Along the walls skeletons -are hanging in rusty chains. In the middle of the room there is a big metal + You are standing in a middle of a square room. Along the walls skeletons +are hanging in rusty chains. In the middle of the room there is a big metal box, covered with dust. To the south you can just make out a small exit. ~ 72 8 0 0 0 1 @@ -825,19 +825,19 @@ E skeletons~ When you look at the skeletons, you can see that they once had been in great pain. They are hanging in their arms, and some of them were killed with a sharp -instrument. +instrument. ~ E big metal box~ The metal box is covered with dust. You notice that it was once filled with -coal, as you see some small pieces of it. +coal, as you see some small pieces of it. ~ S #7286 The Hell Yard~ You are standing in a lot of mud. A disgusting smell surrounds the place, and makes you feel sick. Small flames sometimes shoot -up from the hot mud. To the west there is a small door. To the +up from the hot mud. To the west there is a small door. To the north you can see an iron door. ~ 72 12 0 0 0 5 diff --git a/lib/world/wld/73.wld b/lib/world/wld/73.wld index 5b8cc8e..940c3ee 100644 --- a/lib/world/wld/73.wld +++ b/lib/world/wld/73.wld @@ -78,11 +78,11 @@ You can see some light to the west. 0 -1 7302 E worms~ - The worms are purple. They do not look edible. + The worms are purple. They do not look edible. ~ E mud~ - When you examine the mud, you notice small worms crawling around. + When you examine the mud, you notice small worms crawling around. ~ S #7304 @@ -105,7 +105,7 @@ E flat round stone~ The stone looks very uninteresting. BUT as you are about to turn away, you see a strip of light coming through a small hole. Conclusion: The stone is -moveable. +moveable. ~ S #7305 @@ -113,7 +113,7 @@ The Secret Room~ There is dust all over the place. It looks like nobody has been here for ages. In the middle of the room you see a socket with a crystal globe. The globe glows with a pulsing light. To the north you see a stone door. -To the south you see a grey block. +To the south you see a gray block. ~ 73 8 0 0 0 1 D0 @@ -122,18 +122,18 @@ You see a round stone door. door round stone~ 1 -1 7304 D2 -You see a grey block. +You see a gray block. ~ -block grey~ +block gray~ 1 -1 7306 E crystal globe~ The crystal globe is glowing with a pulsing light. It looks like there is -smoke inside it. +smoke inside it. ~ E socket~ - The socket looks like the work of a dwarf. It is VERY beautiful. + The socket looks like the work of a dwarf. It is VERY beautiful. ~ S #7306 @@ -145,7 +145,7 @@ the presence of something IN the mud. The only obvious exit is to the west. D0 You can see nothing at all. ~ -block grey~ +block gray~ 1 -1 7305 D3 ~ @@ -225,7 +225,7 @@ You see a VERY long hallway. E small statue~ This is a statue of a imp, pointing to the west. The imp looks like a man -with horns and a tail. +with horns and a tail. ~ S #7311 @@ -249,7 +249,7 @@ D2 0 -1 7312 E stalagmite~ - The stalagmites are very tall, and looks very beautiful. + The stalagmites are very tall, and looks very beautiful. ~ S #7312 @@ -322,7 +322,7 @@ D3 E primitive picture~ You see some people dancing around a huge sun. The sun is about 7 feet in -diameter, which shows the size of the picture. +diameter, which shows the size of the picture. ~ S #7316 @@ -361,7 +361,7 @@ Another part of the lair. 0 -1 7320 E skeleton~ - It looks like a adventurer who wasn't lucky. You'd better watch out... + It looks like a adventurer who wasn't lucky. You'd better watch out... ~ S #7318 @@ -440,17 +440,17 @@ E dragon statue~ It looks like a silver dragon. It is nailed onto the table. The dragon sits on a red dragon that looks dead. But the eyes of the red dragon are glowing, -pulsating red. You feel drained. +pulsating red. You feel drained. ~ E skeleton skeletons~ They've obviously been killed somehow, but it doesn't look like it was by -sword or club. +sword or club. ~ E table~ On the table there is dust, in the center there is a small statue of a Dragon -sleeping. +sleeping. ~ S #7321 @@ -534,26 +534,26 @@ You see a room far away. 0 -1 7323 E blue~ - This looks like a good dragon. + This looks like a good dragon. ~ E red~ - This looks like a neutral dragon. + This looks like a neutral dragon. ~ E green~ - This looks like an evil dragon. + This looks like an evil dragon. ~ E head heads~ When you study the faces of the heads you see that they are faces of dragons. The face to the north is red, the face to the east is green, and the face to the -south is blue. +south is blue. ~ S #7325 A Dusty Tunnel~ - You are standing in dust. This place has not been touched for a long time. + You are standing in dust. This place has not been touched for a long time. Otherwise it is quite boring here, looks like a place to rest! To the west you see the outline of a door. A tunnel leads to the east. ~ @@ -594,7 +594,7 @@ D3 0 -1 7325 E footprints foot~ - You have never seen this kind of footprint before! + You have never seen this kind of footprint before! ~ S #7327 @@ -614,7 +614,7 @@ D1 0 -1 7328 E sign~ - The sign says: DANGER!! + The sign says: DANGER!! ~ S #7328 @@ -672,7 +672,7 @@ D3 0 -1 7326 E breeze~ - The breeze comes from a hole above you. NO way to get up there. + The breeze comes from a hole above you. NO way to get up there. ~ S #7331 @@ -695,7 +695,7 @@ D3 0 -1 7333 E glitter walls silver~ - The glittering silver looks like it is INSIDE the walls. + The glittering silver looks like it is INSIDE the walls. ~ S #7332 @@ -712,7 +712,7 @@ S #7333 The End Of Long Tunnel~ You are at a end of a long tunnel. Right in front of you, you can see a -grey mass. To the east you can see a tremendously long tunnel, but you know +gray mass. To the east you can see a tremendously long tunnel, but you know that, you were just there. ~ 73 9 0 0 0 5 @@ -722,13 +722,13 @@ A long tunnel. JUST like in the description! ~ 0 -1 7331 D3 -A grey mass is blocking the way. +A gray mass is blocking the way. ~ -mass grey~ +mass gray~ 1 -1 7334 E -grey mass~ - The mass is nothing but a mass, but it is quite suspicious! +gray mass~ + The mass is nothing but a mass, but it is quite suspicious! ~ S #7334 @@ -760,7 +760,7 @@ D2 0 -1 7336 E bones bone~ - It looks like bones of a human. + It looks like bones of a human. ~ S #7336 @@ -805,7 +805,7 @@ D3 S #7338 The South-Eastern Part Of The Basilisk's Cave~ - There is a very small hole in wall from which the smoke is coming from. + There is a very small hole in wall from which the smoke is coming from. Otherwise it is pitch black. Exits are north and west. ~ 73 9 0 0 0 2 @@ -821,7 +821,7 @@ You can see nothing but smoke. 0 -1 7340 E hole small~ - It seems to be a small hole, about one foot in diameter. + It seems to be a small hole, about one foot in diameter. ~ S #7339 @@ -841,12 +841,12 @@ D2 0 -1 7340 E hay~ - The hay is very dirty. The smell of it makes you feel sick. + The hay is very dirty. The smell of it makes you feel sick. ~ S #7340 The South-Western Part Of The Basilisk's Cave~ - You can see nothing but smoke. + You can see nothing but smoke. ~ 73 9 0 0 0 5 D0 diff --git a/lib/world/wld/74.wld b/lib/world/wld/74.wld index a09558d..fdb19fd 100644 --- a/lib/world/wld/74.wld +++ b/lib/world/wld/74.wld @@ -4,7 +4,7 @@ The Graveyard~ It is strangely comfortable, neither too warm nor to cold and lit by a sort of eerie phosphorescent light that emanates from the walls themselves. The surface of floor, walls, and ceiling hum vibrantly, resounding with the sounds -of deep earth. +of deep earth. Builder : Jojen Zone : 74 Graveyard Began : 5/30/01 @@ -28,7 +28,7 @@ ZEDIT~ 7401 0 - Load a large, wooden sign [7401], Max : 1 7403 -0 - Load a grey dove [7400], Max : 1 +0 - Load a gray dove [7400], Max : 1 7404 0 - Load a hole in the ground [7402], Max : 1 1 - then Put a handful of edible roots [7403] in a hole in the ground [7402], Max : 50 @@ -118,7 +118,7 @@ The Mourners Path~ This path is meticulously maintained and decorated tastefully with thick clusters of drooping white hyacinths. Soft white cobbles have been trod into the ground to create this functional and beautiful pathway. This appears to be -the beginning or end of the path. +the beginning or end of the path. ~ 74 4 0 0 0 2 D3 @@ -129,7 +129,7 @@ E clusters cluster white hyacinths hyacinth~ Beautiful and fully in bloom, these flowers are said to sweeten the path to the other realm. They are grouped in bunches of six or seven large blossoms -and spaced about a foot or so apart along the path. +and spaced about a foot or so apart along the path. ~ S #7402 @@ -138,7 +138,7 @@ The Mourners Path~ clusters of drooping white hyacinths. Soft white cobbles have been trod into the ground to create this functional and beautiful pathway. The path ends to the east at the entrance to the cemetery. The noises of the city have faded -away. +away. ~ 74 0 0 0 0 2 D1 @@ -156,7 +156,7 @@ A Bend in the Path~ A large willow tree grows just off the path, dripping slender limbs and soft white blossoms on to the grass. Yet another large bed of hyacinths grows around the base of the willow, lending its scent to the sweetness of the willow -blossoms. The very air is charged with energy and serenity. +blossoms. The very air is charged with energy and serenity. ~ 74 0 0 0 0 0 D0 @@ -173,7 +173,7 @@ large willow tree~ grace. Despite current weather conditions or season, this tree always appears as if in the height of spring, alight with blossoms. It is said that the tree was planted atop the grave of a great and powerful druid and stands here as -sentinel to her memory. +sentinel to her memory. ~ S T 7400 @@ -184,7 +184,7 @@ clusters of drooping white hyacinths. Soft white cobbles have been trod into the ground to create this functional and beautiful pathway. A large clump of flowers has been uprooted violently, leaving a shallow hole in the dirt near the path. A few dismembered hyacinth petals litter the ground near the hole. -A hole has been dug in the ground here. +A hole has been dug in the ground here. ~ 74 0 0 0 0 2 D0 @@ -199,7 +199,7 @@ E shallow hole~ Nearly a handspan deep, this hole was once home to a cluster of hyacinths. Now, it is half-full of severed roots and worms. Surely the groundskeepers -will be very upset. +will be very upset. ~ S #7405 @@ -207,7 +207,7 @@ The Mourners Path~ This path is meticulously maintained and decorated tastefully with thick clusters of drooping white hyacinths. Soft white cobbles have been trod into the ground to create this functional and beautiful pathway. The path ends at a -large iron-worked gate to the north. +large iron-worked gate to the north. ~ 74 0 0 0 0 0 D0 @@ -221,10 +221,10 @@ D2 S #7406 At the Gates of the Cemetary~ - A tall set of iron-worked gates stand here, open to the populace. + A tall set of iron-worked gates stand here, open to the populace. Intricate in design and strong of structure, this gate looks adequate enough at keeping people out when closed and locked. The round, cobbled path ends here, -leaving visitors to tread on the lawn while visiting the cemetary. +leaving visitors to tread on the lawn while visiting the cemetary. ~ 74 0 0 0 0 2 D0 @@ -239,17 +239,17 @@ E tall gate gates iron iron-worked worked~ This magnificent gate was built by an artificer on great talent years ago. The iron bars are worked carefully to depict tall black mourners in procession -and the lock mechanism is cleverly disguised as a clump of iron flowers. +and the lock mechanism is cleverly disguised as a clump of iron flowers. ~ S #7407 Within the Graveyard~ The graveyard is well-maintained and clean of litter with an immaculate -expanse of grass punctuated by tombstones and intricate marble sculptures. +expanse of grass punctuated by tombstones and intricate marble sculptures. The graveyard seems to be separated into lanes where mourners and groundskeepers can easily access all the plots without disturbing the graves themselves. Far to the east, you can just make out the roof of a large, marble -mausoleum. +mausoleum. ~ 74 0 0 0 0 2 D0 @@ -267,7 +267,7 @@ Citizens Plots~ alone. The tombstones are mostly standard marble or granite squares with no more than a name carved into it. These look to be rather new in comparison to some of the larger and more elaborate grave markers to the north. One grave -lies open and waiting to be filled, its tombstone unmarked as of yet. +lies open and waiting to be filled, its tombstone unmarked as of yet. ~ 74 0 0 0 0 2 D0 @@ -282,7 +282,7 @@ E grave~ Little more than a deep squared hole in the ground, rich black soil is exposed to the elements while waiting to house the body of the recently -departed. +departed. ~ S #7409 @@ -290,7 +290,7 @@ Citizens Plots~ These plots are the final resting places to working men and women buried alone. The tombstones are mostly standard marble or granite squares with no more than a name carved into it. The gravemarkers here are a bit more -weathered than those to the south. +weathered than those to the south. ~ 74 0 0 0 0 2 D0 @@ -305,7 +305,7 @@ E grave~ Little more than a deep squared hole in the ground, rich black soil is exposed to the elements while waiting to house the body of the recently -departed. +departed. ~ S #7410 @@ -313,7 +313,7 @@ Citizens Plots~ These plots are the final resting places to working men and women buried alone. The tombstones are mostly standard marble or granite squares with no more than a name carved into it. The gravemarkers here are a bit more -elaborate and older by generations. +elaborate and older by generations. ~ 74 0 0 0 0 2 D0 @@ -328,7 +328,7 @@ E grave~ Little more than a deep squared hole in the ground, rich black soil is exposed to the elements while waiting to house the body of the recently -departed. +departed. ~ S #7411 @@ -336,7 +336,7 @@ Children's Plots~ Small gravesites speckle this end of the graveyard. Tiny statues and grave markers draw the eye to the dainty-sized graves where children who have passed are laid to rest. Enormous bouquets of flowers decorate each melancholy grave, -a tribute to the tiny lives snuffed out before their time. +a tribute to the tiny lives snuffed out before their time. ~ 74 0 0 0 0 2 D1 @@ -350,13 +350,13 @@ D2 E bouquet bouquets flower flowers~ Beautiful clusters of wildflowers are arranged here daily by the staff of -the cemetary. The sweet scent of so many flowers is strong, but pleasant. +the cemetary. The sweet scent of so many flowers is strong, but pleasant. ~ E statue statues marker gravemarker markers gravemarkers~ Most of the gravemarkers here are carved statues of children and marble renditions of mournful mothers. Each gravesite is smaller than an adult grave -by nearly half. +by nearly half. ~ S #7412 @@ -364,7 +364,7 @@ Children's Plots~ Small gravesites speckle this end of the graveyard. Tiny statues and grave markers draw the eye to the dainty-sized graves where children who have passed are laid to rest. Enormous bouquets of flowers decorate each melancholy grave, -a tribute to the tiny lives snuffed out before their time. +a tribute to the tiny lives snuffed out before their time. ~ 74 0 0 0 0 2 D1 @@ -385,7 +385,7 @@ Family Plots~ These plots are grouped together in family areas. Each plot houses at least two or three grave markers, but some support as many as a dozen. In general, the tombstones here are less expensive, granite blocks with very few elaborate -statues or sculptures. +statues or sculptures. ~ 74 0 0 0 0 2 D0 @@ -402,7 +402,7 @@ Family Plots~ These plots are grouped together in family areas. Each plot houses at least two or three grave markers, but some support as many as a dozen. In general, the tombstones here are less expensive, granite blocks with very few elaborate -statues or sculptures. +statues or sculptures. ~ 74 0 0 0 0 4 D0 @@ -419,7 +419,7 @@ Family Plots~ These plots are grouped together in family areas. Each plot houses at least two or three grave markers, but some support as many as a dozen. In general, the tombstones here are less expensive, granite blocks with very few elaborate -statues or sculptures. +statues or sculptures. ~ 74 0 0 0 0 4 D0 @@ -435,7 +435,7 @@ S Empty Plots~ This area of the graveyard has been roped off as space for new plots. The grass is, as of yet, a blanket of untouched greenery. Here and there a stake -has been driven in the ground to mark future sites. +has been driven in the ground to mark future sites. ~ 74 0 0 0 0 2 D0 @@ -451,7 +451,7 @@ S Empty Plots~ This area of the graveyard has been roped off as space for new plots. The grass is, as of yet, a blanket of untouched greenery. Here and there a stake -has been driven in the ground to mark future sites. +has been driven in the ground to mark future sites. ~ 74 0 0 0 0 0 D0 @@ -473,7 +473,7 @@ Wealthy Plots~ no simple headstones adorn the gravesites here. Instead, huge statues portray the deceased in classic art. Here and there a monument stands among the majestic statues. If possible, it appears as if the grass is even more -meticulously maintained here. +meticulously maintained here. ~ 74 0 0 0 0 2 D0 @@ -491,7 +491,7 @@ Wealthy Plots~ no simple headstones adorn the gravesites here. Instead, huge statues portray the deceased in classic art. Here and there a monument stands among the majestic statues. If possible, it appears as if the grass is even more -meticulously maintained here. +meticulously maintained here. ~ 74 0 0 0 0 0 D0 @@ -510,7 +510,7 @@ no simple headstones adorn the gravesites here. Instead, huge statues portray the deceased in classic art. Here and there a monument stands among the majestic statues. If possible, it appears as if the grass is even more meticulously maintained here. A tall elm tree shadows this corner of the -cemetery.. +cemetery.. ~ 74 0 0 0 0 2 D0 @@ -525,7 +525,7 @@ E tall elm tree~ This tree grows purposely in the center of a shady patch of gravesites. A wide circle of hyacinths grows around the tree, lending their sweet scent to -the beauty of the landscape. +the beauty of the landscape. ~ S #7421 @@ -533,7 +533,7 @@ Children's Plots~ Small gravesites speckle this end of the graveyard. Tiny statues and grave markers draw the eye to the dainty-sized graves where children who have passed are laid to rest. Enormous bouquets of flowers decorate each melancholy grave, -a tribute to the tiny lives snuffed out before their time. +a tribute to the tiny lives snuffed out before their time. ~ 74 0 0 0 0 0 D2 @@ -547,11 +547,11 @@ D3 S #7422 The Northern Reaches of the Graveyard~ - Less visited and often not remembered gravesites speckle the grass here. + Less visited and often not remembered gravesites speckle the grass here. These are the graves of folk long forgotten or never known. The grass, still maintained daily, is free of footprints and the gravesites are clear of flowers. It is eerily quiet here. To the east you see a large circle of -burned grass. +burned grass. ~ 74 0 0 0 0 2 D1 @@ -568,7 +568,7 @@ A Clearing in the Graveyard~ A wide space is cleared here for funerals and services. During a burial service tables and chairs would be set up here, along with a podium for the head cleric. A low white chain circles the area, marking it off from the rest -of the graveyard. +of the graveyard. ~ 74 0 0 0 0 2 D0 @@ -591,7 +591,7 @@ the crypts houses the remains of a great hero and is rumored to be packed to the moldings with treasure and artifacts. Along with the usual fine lawn care, the cemetery staff has included strong steel doors with heavy iron locks to keep graverobbers from disturbing these great heroes. Each crypt is a work of -art in marble or stone unrivaled by any other architecture in the graveyard. +art in marble or stone unrivaled by any other architecture in the graveyard. A copper-walled crypt, highly polished and gleaming, is to the east. ~ 74 0 0 0 0 2 @@ -600,7 +600,7 @@ D0 ~ 0 0 7423 D1 - A sturdy steel door blocks the way into and out of this crypt. + A sturdy steel door blocks the way into and out of this crypt. ~ door of sturdy steel~ 2 7415 7429 @@ -613,12 +613,12 @@ copper copper-walled crypt~ This crypt is made of tall sheets of highly polished copper. An artistic piece, it seems functional as well with sturdy copper bindings and copper rivets to hold the whole thing together. Only the strong steel door breaks the -continuous field of shining copper. +continuous field of shining copper. ~ E strong steel door~ Sturdy and unbreachable, this door is a massive slab of steel with a small -copper lock near the lower half of the door. +copper lock near the lower half of the door. ~ S #7425 @@ -628,7 +628,7 @@ the crypts houses the remains of a great hero and is rumored to be packed to the moldings with treasure and artifacts. Along with the usual fine lawn care, the cemetery staff has included strong steel doors with heavy iron locks to keep graverobbers from disturbing these great heroes. Each crypt is a work of -art in marble or stone unrivaled by any other architecture in the graveyard. +art in marble or stone unrivaled by any other architecture in the graveyard. A round crypt with flag-bearing pinnacles is to the east. ~ 74 0 0 0 0 2 @@ -638,7 +638,7 @@ D0 0 0 7424 D1 This door is solid and secure. It was placed here to keep intruders out and -appears to do a very good job of it. +appears to do a very good job of it. ~ door of heavy steel~ 2 7420 7428 @@ -651,12 +651,12 @@ round crypt pinnacles flag~ Built much like a short tower, this crypt bears massive waving flags atop it's tall pinnacles. It is formed of solid stone and the only entrance is a massive steel door with a narrow steel lock. Above the entrance is a crest -depicting a crown and a dragon. +depicting a crown and a dragon. ~ E steel door~ Heavy steel and reinforced with iron bindings, this door does not look -breachable. Even the narrow steel lock appears pickproof. +breachable. Even the narrow steel lock appears pickproof. ~ S #7426 @@ -666,7 +666,7 @@ the crypts houses the remains of a great hero and is rumored to be packed to the moldings with treasure and artifacts. Along with the usual fine lawn care, the cemetery staff has included strong steel doors with heavy iron locks to keep graverobbers from disturbing these great heroes. Each crypt is a work of -art in marble or stone unrivaled by any other architecture in the graveyard. +art in marble or stone unrivaled by any other architecture in the graveyard. A low crypt crowned with gargoyles sits to the east. ~ 74 0 0 0 0 2 @@ -676,7 +676,7 @@ D0 0 0 7425 D1 Formed of massive slabs of steel, this door is locked with a great iron -lock. The head of a monstrous stone gargoyle is placed just atop the lock. +lock. The head of a monstrous stone gargoyle is placed just atop the lock. ~ door of heavy steel~ 2 7417 7427 @@ -688,14 +688,14 @@ E door strong steel heavy iron lock~ This door is thick and made of solid steel. Iron rivets and great steel bands reinforce the door and a heavy stone lock is situated directly in the -center of the door. +center of the door. ~ E low crypt gargoyles~ The crypt is a squat building crowned with massive stone gargoyles. Two windows have been placed on the front of the crypt, but were since covered with thick iron bars. A large stone plaque above the door depicts two vials crossed -on a field of black. +on a field of black. ~ S #7427 @@ -704,12 +704,12 @@ The Alchemist's Crypt~ the array of tubes and vials stacked along the walls. The odor of decomposed organics fills the tiny room like a palpable fog, soaking into clothing, hair, and skin. Nothing could enter here without smelling of the place for some time -to come. +to come. ~ 74 41 0 0 0 0 D3 The heavy steel door is just as menacing from the inside. Almost as if it -was made to keep something IN instead of OUT! +was made to keep something IN instead of OUT! ~ door of heavy steel~ 2 7417 7426 @@ -720,12 +720,12 @@ The Lord's Crypt~ crypt seems as much a bordeaux as the resting place for one of the realm's finest heroes. Lord Mycea was a courageous swordsman who supposedly slew more than a hundred dragons in his time. The massive gilded dragon statue near the -casket itself might lend some credibility to that story. +casket itself might lend some credibility to that story. ~ 74 1 0 0 0 0 D3 As menacing from this side as the outside, this door seems insurmountable. - + ~ door of heavy steel~ 2 7420 7425 @@ -736,11 +736,11 @@ The Halfling Cleric's Crypt~ from a rampaging wolfwere, only to succumb to the lycanthropy herself. When she transformed amid her victory feast, the townsfolk quickly smashed her skull and boxed her body into six separate chests. Still, no expense was spared on -her tomb. Gems and gold line the walls and columns here. +her tomb. Gems and gold line the walls and columns here. ~ 74 1 0 0 0 0 D3 - Quite a door, really. + Quite a door, really. ~ door of sturdy steel~ 2 7415 7424 @@ -750,7 +750,7 @@ At the Mausoleum Doors~ Great marble doors lead into the mausoleum here. Flanking the tremendous doors are two matched statues of the snake-headed god of death in the primitive cultures. The doors are left unlocked so that families may view the deceased -before the ceremonies that put them in the ground permanently. +before the ceremonies that put them in the ground permanently. ~ 74 0 0 0 0 2 D1 @@ -769,7 +769,7 @@ remains. Here is where bodies are stacked on a pyre of pine or cedar and burned to ash. Supposedly, burning the body allows easy transition for the spirit, releasing it from the body. The grass here is burned to black ash, but the area immediately surrounding it is carpetted with lush greenery and clumps -of sweet-smelling flowers. +of sweet-smelling flowers. ~ 74 0 0 0 0 2 D3 @@ -782,7 +782,7 @@ Within the Mausoleum~ It is strangely comfortable, neither too warm nor to cold and lit by a sort of eerie phosphorescent light that emanates from the walls themselves. The surface of floor, walls, and ceiling hum vibrantly, resounding with the sounds -of deep earth. +of deep earth. ~ 74 0 0 0 0 0 D3 diff --git a/lib/world/wld/75.wld b/lib/world/wld/75.wld index 2be6f29..5162021 100644 --- a/lib/world/wld/75.wld +++ b/lib/world/wld/75.wld @@ -4,7 +4,7 @@ The Forests Edge~ in the wind. The trees almost appear to dance to the songs of the birds singing in them. North the forest is darker and the trees much larger. To the south the forest comes to an end and expands into a large open field. A trail -leads east and south. +leads east and south. ~ 75 32768 0 0 0 3 D1 @@ -21,7 +21,7 @@ E credits info~ Builder : Shimmer Zone : 75 Zamba -Began : +Began : Player Level : 14-18 Rooms : 100 Mobs : 36 @@ -29,32 +29,32 @@ Objects : 53 Shops : 5 Triggers : 12 Plot : The town once thrived on tourism and had many profitable items. - But a group of evil mages or clerics started going too far and rumors of - evil things like sacrifices cause people to stop coming. Many shopkeepers - left when business died. The ones that stayed learned to do without and - went back to a more natural lifestyle, even in the fortress there were - changes that could not be helped such as a more native attire or wearing - things still around from the past, but where the fortress could continue as - they did in the past they do. Most of the people now don't even remember - other towns and live a normal peaceful life. The change was generations - ago. The order that was following the evil worship are still hidden but - seem to be more acepted and beginning to blend into the normal lifestyle of - many of the villagers. + But a group of evil mages or clerics started going too far and rumors of + evil things like sacrifices cause people to stop coming. Many shopkeepers + left when business died. The ones that stayed learned to do without and + went back to a more natural lifestyle, even in the fortress there were + changes that could not be helped such as a more native attire or wearing + things still around from the past, but where the fortress could continue as + they did in the past they do. Most of the people now don't even remember + other towns and live a normal peaceful life. The change was generations + ago. The order that was following the evil worship are still hidden but + seem to be more acepted and beginning to blend into the normal lifestyle of + many of the villagers. Links : 80n, 85s, 98nse -Notes : The first room , becuase of needing more forest area, is 7598 it - only leads west. It needs to connect to something to the east to fit on the - map. A lot of my area is outside, but the town is considered secluded so - other junctions need to not be too close to the town. The town ends at the - coast line and if someone makes an underwater ocean area it would fit in - perfect to my coast. The numbers of my coast are 74-85, but in order it - goes from the north to south 80 79 78 77 76 75 74 81 82 83 84 85. +Notes : The first room , becuase of needing more forest area, is 7598 it + only leads west. It needs to connect to something to the east to fit on the + map. A lot of my area is outside, but the town is considered secluded so + other junctions need to not be too close to the town. The town ends at the + coast line and if someone makes an underwater ocean area it would fit in + perfect to my coast. The numbers of my coast are 74-85, but in order it + goes from the north to south 80 79 78 77 76 75 74 81 82 83 84 85. ~ S #7501 An Open Field~ To the north a forest sets over the horizon. To the east, west, and south tall green grass and wild flowers grow freely only stopping short at a trail -that runs north and south. +that runs north and south. ~ 75 32768 0 0 0 2 D0 @@ -70,7 +70,7 @@ An Open Field. E grass flower field~ A gentle breeze sweeps across the fields. The smell of wild flowers -sweetens the air around you. +sweetens the air around you. ~ S #7502 @@ -78,7 +78,7 @@ An Open Field~ To the east and west a gentle breeze causes the tall grass to ripple the way a calm pool does when disturbed. The trail disappears under patches of grass, it doesn't appear to have been traveled recently. The trail here runs north -and south, large enough for a small wagon. +and south, large enough for a small wagon. ~ 75 32768 0 0 0 2 D0 @@ -94,7 +94,7 @@ An Open Field. E grass flower field ~ A gentle breeze sweeps across the fields. The smell of wild flowers -sweetens the air around you. +sweetens the air around you. ~ S #7503 @@ -102,7 +102,7 @@ An Open Field~ To the east and west tall green grass and wild flowers grow freely by the side of the trail. Various areas of the trail are covered with small plants and weeds. The trail here runs north and south, just wide enough for a small -wagon or a horse and rider. +wagon or a horse and rider. ~ 75 32768 0 0 0 2 D0 @@ -118,14 +118,14 @@ An Open Field. E grass flower field~ A gentle breeze sweeps across the fields. The smell of wild flowers -sweetens the air around you. +sweetens the air around you. ~ S #7504 An Open Field~ The flowers and plants growing here are less familar, but quite beautiful. In the northern distance the plants growing are more familar. Something beside -the road looks out of place. To the south the trail begins to get thinner. +the road looks out of place. To the south the trail begins to get thinner. ~ 75 32768 0 0 0 2 D0 @@ -146,14 +146,14 @@ trap door leaves~ E road trail leaves leaf trap ~ You see several large leaves gathered together, they seem to be a door or -hatch. +hatch. ~ S #7505 A Trap~ This is a large pit thats been dug at the edge of the road. The walls have been smoothed and are muddy. There is nothing for you to grasp in order to get -out. This pit has been dug out to catch something, something very big. +out. This pit has been dug out to catch something, something very big. ~ 75 1 0 0 0 0 D4 @@ -164,7 +164,7 @@ trap door leaves~ E walls pit mud ~ Straining your eyes to see clearly for a brief second two red orbs of some -sort shined. Were those eyes? +sort shined. Were those eyes? ~ S #7506 @@ -172,7 +172,7 @@ A Narrow Path~ The trail now has become nothing more than a narrow path. Peculiar plants and flowers grow everywhere some reaching heights that are as large as trees. Perhaps they are trees. Unusual sounds can be heard in the distance. The path -runs north and south. +runs north and south. ~ 75 32768 0 0 0 3 D0 @@ -190,7 +190,7 @@ S A Narrow Path~ The narrow path is disappearing under the large amount of plants and flowers. Song birds can be heard in the distance but the songs are not ones -you have heard before. The path twists and leads to the north and west. +you have heard before. The path twists and leads to the north and west. ~ 75 32768 0 0 0 3 D0 @@ -209,7 +209,7 @@ The Trail to Zamba~ The plants here have been cut back and a trail made of large flat stones has been built here. The stones of the path are old and broken. The strange noises seem to be getting louder. The air grows thick from the sweet smell of -the flowers. The old, stone path leads east and west. +the flowers. The old, stone path leads east and west. ~ 75 32768 0 0 0 3 D1 @@ -224,9 +224,9 @@ The Trail to Zamba. 0 0 7509 E tree flower noise~ - Glancing around you find the sourse of the noise, at least some of it. + Glancing around you find the sourse of the noise, at least some of it. From what you can tell a very large bird of many colors, mostly red, is perched -and screeching from high up in the trees. +and screeching from high up in the trees. ~ S #7509 @@ -234,7 +234,7 @@ The Trail to Zamba~ Many noises are heard from every direction. The birds with their wide range of singing, screeching, and calling are becoming familiar. But there is still a bizarre chatter, where it comes from is still unknown. The stone path runs -east and west. +east and west. ~ 75 32768 0 0 0 3 D1 @@ -255,7 +255,7 @@ to have been made of living trees grown standing side by side with thick trunks and branches that weave back and forth from one trunk to the next. In the center of the massive gate the trail leads to a small opening. The air is cool and gentle, the strong floral smell begins to weaken. Several noises escape -the gate, sounds of civilization. A small path leads east and west. +the gate, sounds of civilization. A small path leads east and west. ~ 75 32772 0 0 0 3 D1 @@ -272,7 +272,7 @@ E gate tree ~ The gate of trees stands over 50 feet tall. Look at each tree you notice each one looks the same size and condition of the other ones. The trunk of -each tree is extremely hard and looks more like rock than wood. +each tree is extremely hard and looks more like rock than wood. ~ S #7511 @@ -280,7 +280,7 @@ Inside the Gates of Zamba~ The sounds of crashing water can be heard off in the distance. The people here look at you curiously for a moment before returning to their duties. To the east stands the gates of Zamba. The stone path leads east and west with -many straw huts scattered about. +many straw huts scattered about. ~ 75 32768 0 0 0 1 D0 @@ -308,7 +308,7 @@ S A Straw Hut~ Sand covers the ground inside this small hut. Lining the far wall straw mats are neatly stacked together. In the center of this one room home a circle -of stones, blackened by smoke, lie cold. +of stones, blackened by smoke, lie cold. ~ 75 32776 0 0 0 0 D2 @@ -320,11 +320,11 @@ S #7513 A Straw Hut~ This one room hut seems to have been built around a small group of trees -used for support. A well crafted net stretches from one tree to a second. +used for support. A well crafted net stretches from one tree to a second. The net is held open by two long even branches woven at the ends of the net before being tied to the trees. A blanket is folded and is setting in the middle of the net. In the center of the room a small cluster of stones, -blackened by smoke, surrounds a small fire. +blackened by smoke, surrounds a small fire. ~ 75 32776 0 0 0 0 D0 @@ -336,14 +336,14 @@ E shelf tall wall ~ A tall shelf sets against the wall. One row seems to be clothing, another seems to be dishes while the next has clay figures and little things shaped out -of what appears to be bone. +of what appears to be bone. ~ S #7514 A Straw Hut~ This small room has one window that has been covered with a large piece of cloth on the east wall. A smell of rotten fish lingers everywhere. A straw -mat with several dirty blankets sets to the north. +mat with several dirty blankets sets to the north. ~ 75 32776 0 0 0 0 D2 @@ -354,7 +354,7 @@ A Small Street. E floor room~ Scattered about the room as if just thrown anywhere when finished is several -different types of half devoured foods. +different types of half devoured foods. ~ S #7515 @@ -362,7 +362,7 @@ A Straw Hut~ This straw hut is quite large. The floor has been covered with straw. To the south a large window sets open with a gentle breeze blowing in. Outside the window you can see several pieces of cloth hanging on a line swaying gently -in the wind drying. +in the wind drying. ~ 75 32776 0 0 0 0 D0 @@ -375,7 +375,7 @@ S A Straw Hut~ The floor is covered in sand and the walls look like they have been caked with mud and let dry. Other than a few footprints in the sand the room is -completely empty. +completely empty. ~ 75 32776 0 0 0 0 D0 @@ -385,16 +385,16 @@ A Small Street. 0 0 7519 E wall~ - The walls are a rich clay being used to make the straw hut more durable. -It appears to be under repairs or has been rebuilt. + The walls are a rich clay being used to make the straw hut more durable. +It appears to be under repairs or has been rebuilt. ~ S #7517 A Straw Hut~ - This one room hut is large with an opening to the west for a window. + This one room hut is large with an opening to the west for a window. Lining the far wall is a stack of straw mats neatly put together. In the center of the room is a circle of black stones surrounding small twigs and -sticks, but no fire. +sticks, but no fire. ~ 75 32776 0 0 0 0 D2 @@ -406,7 +406,7 @@ E shelf tall wall ~ A tall shelf sets against the wall. One row seems to be clothing, another seems to be dishes while the next has clay figures and little things shaped out -of what appears to be bone. +of what appears to be bone. ~ S #7518 @@ -415,7 +415,7 @@ A Walkway in Zamba~ civilized from their half naked appearance. The stone walkway begins to be buried under white sand. Straw huts continue in all directions. Although you still hear the sound of rushing water you also hear the faint sounds of music -further west. +further west. ~ 75 32768 0 0 0 1 D0 @@ -443,8 +443,8 @@ S A Walkway in Zamba~ At this part of the street it is difficult to tell if the stone path is buried under the white sand or if it ended because the sand here is so thick. -Straw huts stand to the north and south the huts walls look covered in mud. -To the east and west is a sandy path. +Straw huts stand to the north and south the huts walls look covered in mud. +To the east and west is a sandy path. ~ 75 32768 0 0 0 0 D0 @@ -470,14 +470,14 @@ A Small Street. E boy group play~ The small boys are looking around trying to find something to practice their -skills with the bow on. +skills with the bow on. ~ S #7520 A Straw Hut~ The small hut appears to be empty of anything but trash, but further observation shows a straw mat in the corner of the room. Broken pieces of -pottery are scattered about the floor. +pottery are scattered about the floor. ~ 75 32780 0 0 0 0 D2 @@ -502,7 +502,7 @@ A Walkway in Zamba~ about but to the south instead of a straw hut there is a large building made of wood, perhaps not as grand as you are familar with but a much more attractive building compared to the small huts. To the west appears to be the formation -of mountains. +of mountains. ~ 75 32768 0 0 0 1 D0 @@ -529,7 +529,7 @@ E sound music noise~ To the south you hear music coming from inside the Tiki Lounge. Although you have never heard this type of music before it is very pleasent and -uplifting. +uplifting. ~ S #7522 @@ -537,7 +537,7 @@ The Tiki Lounge~ As your eyes adjust to the dim torch lights, you see this is a large building made of wood. Torches line all the walls but only give off a dim light. To the south wall stands a large, well stocked bar. Loud music comes from the -eastern part of the room. +eastern part of the room. ~ 75 32780 0 0 0 0 D0 @@ -550,7 +550,7 @@ band wall noise music~ Glancing to the east you see several natives playing odd looking instruments, the only instrument that looks slightly familar is what appears to be a drum. Young native women are dancing to the music. To the west older -people sit enjoying drinks. +people sit enjoying drinks. ~ S #7523 @@ -559,7 +559,7 @@ A Walkway in Zamba~ seen more clearly. It seems like someone carved a fortress right out of the mountain or had built a fortress on the surface to appear as a mountain. The huge stone building rises high into the sky, a long set of steps lead upward. -To the north and south the sand continues. +To the north and south the sand continues. ~ 75 32768 0 0 0 1 D0 @@ -589,7 +589,7 @@ Southern Clearing~ roaring fire, set on the fire is a gigantic black pot. To the east of the fire a primitive machine used to weave cloth has been positioned under a shaded tree. The sounds of crashing water is loud. The air smells salty with a -slight aroma of cooked fish. The sandy track leads north, south and west. +slight aroma of cooked fish. The sandy track leads north, south and west. ~ 75 32768 0 0 0 4 D0 @@ -610,7 +610,7 @@ A Sandy Beach. E tree machine~ It seems that the women come together in this area working together to -accommodate most of the needs of the village. +accommodate most of the needs of the village. ~ S #7525 @@ -645,7 +645,7 @@ the trees you notice the chattering is now gone and everything is totally silent. The silence is strange. There are no beautiful birds here. Suddenly the silence is replaced by loud frantic chattering from all around you high in the trees. A large sandy path leads south. To the east a narrow path full of -thick vines leads deeper into the trees. +thick vines leads deeper into the trees. ~ 75 32768 0 0 0 3 D1 @@ -661,7 +661,7 @@ A Sandy Clearing. E monkey creature~ Watching the creatures on the ground you see some are still hidding and -appear to be working their way behind you. +appear to be working their way behind you. ~ S #7527 @@ -669,7 +669,7 @@ The Jungle~ A low chatter can be heard off in the distance. Large trees grow tall, stretching toward the sky in a oddly tilted fashion. Other types of trees grow here that have sharp pointy bark. Thick vines twist and turn clinging to -everything. A small path leads off to the east and west. +everything. A small path leads off to the east and west. ~ 75 32768 0 0 0 3 D1 @@ -685,14 +685,14 @@ Jungle Passage. E jungle tree~ This area is rich with wild flowers and oddly shaped trees. Almost all the -trees here seem to grow fruit. +trees here seem to grow fruit. ~ S #7528 The Jungle~ Trees and vines mesh together in a wild struggle against each other for growing space. Bright, colorful butterflies flutter high in the trees. A -small path leads off to the east and west. +small path leads off to the east and west. ~ 75 32768 0 0 0 3 D1 @@ -708,7 +708,7 @@ Jungle Passage. E tree vine jungle~ Although many trees grow here the amount of vines well exceeds the tree -population. +population. ~ S #7529 @@ -716,7 +716,7 @@ The Jungle~ There is almost no ground without some sort of plant growing out of it. A slight wind catches the small leaves of the vines making them appear to grow as they sway in the wind. A small path leads west. Further to the east there -seems to be a clearing. +seems to be a clearing. ~ 75 32768 0 0 0 3 D1 @@ -732,7 +732,7 @@ Jungle Passage. E tree vine jungle~ The vines here are smothering out the life of the surrounding trees. It -seems that nothing but vines will inhabit this area before to much longer. +seems that nothing but vines will inhabit this area before to much longer. ~ S #7530 @@ -741,9 +741,9 @@ The Black Alter~ black stone cut into a perfect rectangle. Behind the stone stands a gruesome stone statue. It appears to be cut from the same stone but is much larger, as you stare up at it you notice it has large green gems for eyes, its mouth open -as if ready to bite. In one of its clawed hands it holds a twisted dagger. +as if ready to bite. In one of its clawed hands it holds a twisted dagger. The dagger is of fine steel and appears to have been placed in the claw after -the statue was made. +the statue was made. ~ 75 32768 0 0 0 3 D3 @@ -757,7 +757,7 @@ stone altar dagger statue rectangle blood~ stone block are large iron rings with leather straps. The stone block and the mouth of the statue is covered with dry blood. The daggers twisted blade also is bloody, except it is not dry blood, the blood is fresh and slowly drips from -the blade. +the blade. ~ S #7531 @@ -767,7 +767,7 @@ struggling for space. The canopy of the trees almost totally block out the sky, only small patches of light are able to sneak in. The air here is moist and thick. A small group of butterflies busily flutter about in a cluster of flowers. A large yellow flower silhouettes one of the patches of light, for -some reason it stands alone as if the other plants fear to grow beside it. +some reason it stands alone as if the other plants fear to grow beside it. ~ 75 32768 0 0 0 3 D0 @@ -780,7 +780,7 @@ S The Taboo Way~ This tunnel is very cramped and just tall enough to stand in. The earthy walls are cold and clammy. An eerie wind whispers to you from further below. -The tunnel slopes downward. +The tunnel slopes downward. ~ 75 9 0 0 0 0 D4 @@ -796,14 +796,14 @@ To dark to tell. E wall dirt earth~ As you look closer to the tunnel you can see worms wiggling in the moist -dirt. +dirt. ~ S #7533 The Taboo Way~ This part of the tunnel is barely tall enough to stand in. The earthy walls are moist and cold. A foul smell seeps in from further below. The tunnel -leads up and down. +leads up and down. ~ 75 9 0 0 0 0 D4 @@ -819,14 +819,14 @@ To dark to tell. E wall dirt earth~ As you look closer to the tunnel you can see worms wiggling in the moist -dirt. +dirt. ~ S #7534 The Taboo Way~ Large wooden beams have been set in place to keep the tunnel from collapsing. The walls of the tunnel are wider from mud dripping off the walls. -The floor is covered in slimy mud. The tunnel leads up and down. +The floor is covered in slimy mud. The tunnel leads up and down. ~ 75 9 0 0 0 0 D4 @@ -843,7 +843,7 @@ E dirt earth mud floor ground ~ Looking closer you see the muddy floor is covered in worms. Scattered throughout the mud and worms are hordes of small rat skeletons, clean -completely to the bone. +completely to the bone. ~ S #7535 @@ -852,7 +852,7 @@ The Taboo Way~ moist, cold, and stink of death. An eerie wind whispers to you from further below. Is the wind getting louder? Is the smell worse? Are the walls getting closer together? Perhaps, it might be a good idea to turn back and breathe -fresh air again. +fresh air again. ~ 75 9 0 0 0 0 D4 @@ -867,14 +867,14 @@ To dark to tell. 0 0 7536 E wall dirt earth~ - The moist dirt is crawling with worms. + The moist dirt is crawling with worms. ~ S #7536 The Taboo Way~ The tunnel is cold and confining. The dirt walls give off a stale musty odor. A faint mutter seems to echo from everywhere. The tunnel tilts up and -down. +down. ~ 75 9 0 0 0 0 D4 @@ -889,14 +889,14 @@ To dark to tell. 0 0 7537 E wall dirt earth~ - The moist dirt is crawling with worms. + The moist dirt is crawling with worms. ~ S #7537 The Taboo Way~ The tunnel opens up to a much larger room. Large wooden beams have been placed in the four corners of the room for support. The walls and ground are -just slightly moist. A tunnel leads up and down. +just slightly moist. A tunnel leads up and down. ~ 75 9 0 0 0 0 D4 @@ -912,14 +912,14 @@ To dark to tell. E wall dirt earth~ The ground is only slightly moist and appears to not have any worms wiggling -about. +about. ~ S #7538 The Taboo Way~ Deep within the earth the ground is soft and murky. There are only two ways to go, the dark tunnel up or the tunnel north, they are the only visible routes -of travel. A small light flickers in from the north tunnel. +of travel. A small light flickers in from the north tunnel. ~ 75 12 0 0 0 0 D0 @@ -934,7 +934,7 @@ To dark to tell. 0 0 7537 E torch light wall~ - A burning torch is mounted to the wall. + A burning torch is mounted to the wall. ~ S #7539 @@ -945,7 +945,7 @@ the light hits it from a torch. Painted on the floor is a huge pentagram inside a circle. Black and crimson candles burn at each point of the pentagram. Inside the center of the pentagram is a pewter bowl. A whisp of smoke spirals out of the bowl carrying a foul odor. The only exit visible is -the tunnel south. +the tunnel south. ~ 75 8 0 0 0 0 D2 @@ -956,12 +956,12 @@ To dark to tell. E wall room floor~ This room appears to be old but used quite often by some sort of magic user. - + ~ S #7540 A Stone Stairway~ - The stone stairs are wide and appear easy to climb as they expand upward. + The stone stairs are wide and appear easy to climb as they expand upward. At this close a distance looking upward all you can see are rows and rows of steps all identical as they spirial upward. Glancing downward there is but one step then the sandy ground. @@ -981,7 +981,7 @@ E stairs steps~ Each step seems to lead off to another step that looks exactly as the one before it. Even the side of the mountain with its unusual symbols seems to -repeat in order the unusual markings over and over. +repeat in order the unusual markings over and over. ~ S #7541 @@ -990,7 +990,7 @@ A Stone Stairway~ the southwest. Much work has been put into this passage. The steps have been smoothed and widened for easy climbing. Handcarved into the side of the mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. +go no other way. ~ 75 32772 0 0 0 5 D4 @@ -1007,7 +1007,7 @@ E step stair mountain~ Each step leads off to another step that looks exactly as the one before it. Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. +seem to repeat in an order the same markings over and over. ~ S #7542 @@ -1016,7 +1016,7 @@ A Stone Stairway~ the southwest. Much work has been put into this passage. The steps have been smoothed and widened for easy climbing. Handcarved into the side of the mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. +go no other way. ~ 75 32768 0 0 0 5 D4 @@ -1033,7 +1033,7 @@ E step stair mountain~ Each step leads off to another step that looks exactly as the one before it. Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. +seem to repeat in an order the same markings over and over. ~ S #7543 @@ -1042,7 +1042,7 @@ A Stone Stairway~ the southwest. Much work has been put into this passage. The steps have been smoothed and widened for easy climbing. Handcarved into the side of the mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. +go no other way. ~ 75 32768 0 0 0 5 D4 @@ -1059,7 +1059,7 @@ E stair step mountain stone~ Each step leads off to another step that looks exactly as the one before it. Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. +seem to repeat in an order the same markings over and over. ~ S #7544 @@ -1068,7 +1068,7 @@ A Stone Stairway~ the southwest. Much work has been put into this passage. The steps have been smoothed and widened for easy climbing. Handcarved into the side of the mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. +go no other way. ~ 75 32768 0 0 0 5 D4 @@ -1085,7 +1085,7 @@ E step stair stone mountain~ Each step leads off to another step that looks exactly as the one before it. Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. +seem to repeat in an order the same markings over and over. ~ S #7545 @@ -1094,7 +1094,7 @@ A Stone Stairway~ the southwest. Much work has been put into this passage. The steps have been smoothed and widened for easy climbing. Handcarved into the side of the mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. +go no other way. ~ 75 32768 0 0 0 5 D4 @@ -1111,7 +1111,7 @@ E step stair mountain stone~ Each step leads off to another step that looks exactly as the one before it. Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. +seem to repeat in an order the same markings over and over. ~ S #7546 @@ -1120,7 +1120,7 @@ A Stone Stairway~ the southwest. Much work has been put into this passage. The steps have been smoothed and widened for easy climbing. Handcarved into the side of the mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. +go no other way. ~ 75 32768 0 0 0 5 D4 @@ -1137,7 +1137,7 @@ E stone stair step mountain~ Each step leads off to another step that looks exactly as the one before it. Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. +seem to repeat in an order the same markings over and over. ~ S #7547 @@ -1146,7 +1146,7 @@ A Stone Stairway~ the southwest. Much work has been put into this passage. The steps have been smoothed and widened for easy climbing. Handcarved into the side of the mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. +go no other way. ~ 75 32768 0 0 0 5 D4 @@ -1163,7 +1163,7 @@ E stone step stair mountain~ Each step leads off to another step that looks exactly as the one before it. Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. +seem to repeat in an order the same markings over and over. ~ S #7548 @@ -1172,7 +1172,7 @@ A Stone Stairway~ the southwest. Much work has been put into this passage. The steps have been smoothed and widened for easy climbing. Handcarved into the side of the mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. +go no other way. ~ 75 32768 0 0 0 5 D4 @@ -1189,7 +1189,7 @@ E stone stair step mountain~ Each step leads off to another step that looks exactly as the one before it. Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. +seem to repeat in an order the same markings over and over. ~ S #7549 @@ -1198,7 +1198,7 @@ A Stone Stairway~ the southwest. Much work has been put into this passage. The steps have been smoothed and widened for easy climbing. Handcarved into the side of the mountain are strange symbols and beasts. The steps lead up and down, you can -go no other way. +go no other way. ~ 75 32768 0 0 0 5 D4 @@ -1215,20 +1215,20 @@ E step stair stone mountain~ Each step leads off to another step that looks exactly as the one before it. Even the side of the mountain with its unusual carvings of symbols and beast -seem to repeat in an order the same markings over and over. +seem to repeat in an order the same markings over and over. ~ S #7550 The Top of Mount Zamba~ - The stone steps extending upward finally stop at a set of double doors. + The stone steps extending upward finally stop at a set of double doors. The doors are made of thick iron mounted into the side of the mountain. In the center of each door is the face of a black panther snarling. Its mouth holds a loose iron ring. Looking to the north and east you see the ground far below . To the west below are jagged rocks jutting out from the side of the mountain -ending at a large body of water crashing against the side of the mountain. +ending at a large body of water crashing against the side of the mountain. The sounds of the water roars as it echos up the mountain side. A strong wind from the west threatens to push you over the side. Should you climb down or -should you brave the unknown and enter the doors to the south? +should you brave the unknown and enter the doors to the south? ~ 75 32772 0 0 0 5 D2 @@ -1247,7 +1247,7 @@ The Fortress Foyer~ You are standing in a large entryway. It is well developed and lavishly decorated. Beautiful paintings cover the stone walls. Giant statues of unusual beasts stand in a row on both the east and west side of the room. To -the north double doors made of iron. An open archway leads south. +the north double doors made of iron. An open archway leads south. ~ 75 8 0 0 0 0 D0 @@ -1263,7 +1263,7 @@ An Archway. E statue~ The statues are quite unique and look to of been crafted by the hands of a -maste sculptor. +maste sculptor. ~ S #7552 @@ -1272,7 +1272,7 @@ A Small Parlor~ wall. A warm fire burns in the hearth as flickering light dances on the floor in front of it. Centered on the room are many comfortable looking chairs and a long moon shaped sofa. To the north and south ends of the room stands an open -archway. +archway. ~ 75 8 0 0 0 0 D0 @@ -1288,19 +1288,19 @@ A Corridor. E fireplace~ The fireplace is quite large. The mantle is decorated with a large golden -candelabra. The front of the fireplace is covered with a mess screen. +candelabra. The front of the fireplace is covered with a mess screen. ~ E sofa chair~ The chairs and sofa are thick with padding and made of a brown leather that -has been treated to make it soft and smooth. +has been treated to make it soft and smooth. ~ S #7553 A Long Corridor~ The corridor is wide and leads north and south. Torches line the walls giving off enough light to see that the corridor is empty. An open archway -leads to the west. +leads to the west. ~ 75 8 0 0 0 0 D0 @@ -1323,7 +1323,7 @@ S A Long Corridor~ The corridor is wide and leads north and south. Torches line the wall giving enough light to see that the corridor is completly empty. To the south -is a very long corridor and to the north is the end. +is a very long corridor and to the north is the end. ~ 75 8 0 0 0 0 D0 @@ -1341,7 +1341,7 @@ S A Long Corridor~ The corridor is wide and leads north and south. Torches line the walls giving off enough light to see that the corridor is empty. To the east you see -a door. +a door. ~ 75 0 0 0 0 0 D0 @@ -1364,7 +1364,7 @@ S A Long Corridor~ This part of the corridor is unfunished. Large golden candleholders are mounted to the walls, white candles burn brightly, to show off a tremendous -painting of a elegant lady. The corridor is wide and leads north and south. +painting of a elegant lady. The corridor is wide and leads north and south. ~ 75 0 0 0 0 0 D0 @@ -1380,7 +1380,7 @@ A Corridor. E plaque~ This portrait of the Empiress Kiona was dedicated to her from her friend and -mentor. +mentor. Shimmer ~ E @@ -1389,14 +1389,14 @@ painting woman~ She is adorned in several expensive pieces of jewerly. Her features are soft under her black hair and tan skin. She has striking blue eyes unlike the other natives with their dark brown eyes. A gold plaque is mounted to the wall under -the painting. +the painting. ~ S #7557 A Long Corridor~ Torches line the walls giving off enough light to see the corridor is empty. The corridor leads north and south. To the south you can see the corridor is -opening up into other directions. +opening up into other directions. ~ 75 0 0 0 0 0 D0 @@ -1414,7 +1414,7 @@ S A Split in the Corridor~ The corridor here leads north and south, to the north the way is much brighter. Doors are to the east and west. Much noise can be heard coming from -the east and south. +the east and south. ~ 75 8 0 0 0 0 D0 @@ -1444,7 +1444,7 @@ The Gathering Room~ clears you see the room is enormous. Several large chandeliers hang from the ceiling. The floor, walls, and ceiling are white as snow. Gigantic pillars stand at each end of the room. To the west the room is open stepping out onto -a balcony. +a balcony. ~ 75 8 0 0 0 0 D0 @@ -1463,12 +1463,12 @@ pillar~ been sculpted into the shape of a muscular man wearing a short toga, sandels, and armbands on his upper arm. The man is standing with his hands upward holding up the ceiling. The sculpture is very realistic and almost looks -alive. +alive. ~ E wall room floor~ The room is bright and airy. Everything around the room and the room itself -is a snow white giving the room an aura of purity. +is a snow white giving the room an aura of purity. ~ S #7560 @@ -1478,7 +1478,7 @@ is strong and carries a salty smell. Standing here is almost like standing on a large ship. Looking out over the balcony above you is the sky in full display of its grand splendor, and below the ocean, rushing toward the cliffs below you crashing loudly against the stones, both stretching as far as you can -see. +see. ~ 75 8 0 0 0 0 D1 @@ -1489,14 +1489,14 @@ The Gathering Room. E balcony~ The balcony is made of solid stone with a waist high stone rail. A large -canopy hangs over the balcony for protection. +canopy hangs over the balcony for protection. ~ S #7561 The Kitchen~ - The room is busy with activity. The walls are lined with pots and pans. + The room is busy with activity. The walls are lined with pots and pans. Many tables are in this room all cluttered with food and dishes. The air is -warm and fragrant from all the delicious food being cooked. +warm and fragrant from all the delicious food being cooked. ~ 75 8 0 0 0 0 D3 @@ -1507,14 +1507,14 @@ A Swinging Door. E table~ Bowls filled with fruit, cooked meats, and many other delicious foods are -neatly placed here being arranged on silver platters and in exquisite bowls. +neatly placed here being arranged on silver platters and in exquisite bowls. ~ S #7562 The Pantry~ The pantry walls are full of shelves neatly stacked with various foods. On the floor huge barrels are clustered together. Although the shelfs are clean, -the floor is covered in dust. +the floor is covered in dust. ~ 75 1 0 0 0 0 D1 @@ -1527,7 +1527,7 @@ S A Tiny Hall~ The hall has no decorations hanging on the walls, just a few wooden torches for light. The air here is damp and cold. The hall continues east. To the -west you see a door. +west you see a door. ~ 75 8 0 0 0 0 D1 @@ -1545,7 +1545,7 @@ S A Tiny Hall~ The hall has no decorations hanging on the walls, just a few wooden torches for light. The air here is damp and cold. Closed doors line the north and -south wall. The hall continues east and west. +south wall. The hall continues east and west. ~ 75 0 0 0 0 0 D0 @@ -1573,7 +1573,7 @@ S A Tiny Hall~ The hall is plain with no decorations. To the east wall sits an empty fireplace. To the north and south closed doors. The hall continues to the -west. +west. ~ 75 0 0 0 0 0 D0 @@ -1598,7 +1598,7 @@ A Black Room~ shelves line the walls. On the shelves are several sizes of white candles burning brightly. At the far end of the room to the north sets an altar. A long red carpet leads from the door to the altar. The door leading out is on -the south wall. +the south wall. ~ 75 8 0 0 0 0 D2 @@ -1608,14 +1608,14 @@ A Wooden Door. 0 0 7564 E alter~ - The alter is made of a black stone. The alter is empty. + The alter is made of a black stone. The alter is empty. ~ S #7567 A Small Bedroom~ The room is small and cold. A bed, small table, and a trunk are the only furniture here. The room is cluttered and in disarray. Black candles are lit -on the table. +on the table. ~ 75 0 0 0 0 0 D2 @@ -1626,18 +1626,18 @@ door south~ E candle table~ Several black candles sit here on the table lit leaving a trail of foul -smoke. +smoke. ~ E trunk~ - The wooden trunk is plain except for having a large lock holding it shut. + The wooden trunk is plain except for having a large lock holding it shut. ~ S #7568 An Office~ The room is small but pleasent. A leather chair, small desk, and a bookshelf are arranged in an orderly fashion. The room is neat and clean. A -few pieces of paper sit on top of the desk. +few pieces of paper sit on top of the desk. ~ 75 0 0 0 0 0 D0 @@ -1648,19 +1648,19 @@ door north~ E paper desk~ A few papers sit here on the desk. Each having the seal of the royal crest -of Empress Kiona. +of Empress Kiona. ~ E shelf wall~ The shelf is a display case of many unique weapons. It is made of a strong -oak wood. The front of the shelf is a glass door. +oak wood. The front of the shelf is a glass door. ~ S #7569 A Small Bedroom~ The room is small but pleasent. A bed, small table, and a wardrobe are the only furniture here. The room is very neat and clean. Lying on the table is a -match set made up of a hairbrush, comb, and hand mirror. +match set made up of a hairbrush, comb, and hand mirror. ~ 75 0 0 0 0 0 D0 @@ -1671,7 +1671,7 @@ A Wooden Door. E brush comb mirror table~ The table has lying on it neatly a hairbrush, comb, and a hand held mirror. -The items are carved from a dark wood and skillfully crafted. +The items are carved from a dark wood and skillfully crafted. ~ S #7570 @@ -1694,20 +1694,20 @@ door iron~ E seal~ The seal is of a shield containing a pair of crossed swords with the face of -a panther growling from above the wicked looking blades. +a panther growling from above the wicked looking blades. ~ E door~ - The double doors are encraved with the image of a royal seal. + The double doors are encraved with the image of a royal seal. ~ S #7571 The Throne Room~ - The walls of this room are covered with mosaics depicting natural scenes. + The walls of this room are covered with mosaics depicting natural scenes. The floor is polished marble. A long carpet leads from the eastern doors to a large throne. The throne sits atop a raised dias near the western wall. The room is lightly decorated with colorful flowers. The fresh scent of flowers -fill the room. +fill the room. ~ 75 8 0 0 0 0 D1 @@ -1724,7 +1724,7 @@ E flower~ The beautiful golden pots hardly compare to the wonderful flowers each one contains. A mixture of colors blended together well in each floral -arrangement. +arrangement. ~ S #7572 @@ -1736,7 +1736,7 @@ soft bed with many pillows. The room has a soothing peace about it, almost embracing you into a gentle sleep. Suddenly you realize you are not alone, at the other end of the room a huge bath sits, someone is sitting at the far end of the bath. At the bath thin lines of steam rises and disappear. The sounds -of gentle splashing can be heard. +of gentle splashing can be heard. ~ 75 8 0 0 0 0 D0 @@ -1756,7 +1756,7 @@ A Huge Bath~ flowers and candles. The air is hot and thick from the steam as it rises from the bath. The strong scent of flowers cling to everything. At the other end of the bath you can make out the shape of a woman leaning over, her hand -testing the water. +testing the water. ~ 75 8 0 0 0 0 D0 @@ -1770,7 +1770,7 @@ A Sandy Beach~ White sand extends far to the north and south. Small birds dig about the sand looking for their next meal. To the west the ocean washes up to the beach washing away the sand under it. The wind blows in softly across the waves -carrying with it the salty smell of the ocean. +carrying with it the salty smell of the ocean. ~ 75 32768 0 0 0 4 D0 @@ -1794,7 +1794,7 @@ A Sandy Beach~ White sand extends far to the north and south. Small birds dig about the sand looking for their next meal. To the west the ocean washes up to the beach washing away the sand under it. The wind blows in softly across the waves -carrying with it the salty smell of the ocean. +carrying with it the salty smell of the ocean. ~ 75 32768 0 0 0 0 D0 @@ -1813,7 +1813,7 @@ A Sandy Beach~ The white sand is flat and smooth with a few bird trails leading to the north. White waves roll in onto the sand washing away some of the bird prints. To the east a few small buildings can be seen in the distance.. The sand -extents off to the north and south. +extents off to the north and south. ~ 75 32768 0 0 0 4 D0 @@ -1831,9 +1831,9 @@ S A Sandy Beach~ The white sand holds many sets of footprints and animal trails. Most of the footprints seem to come and go from the south and east direction. To the north -many bird shaped prints seem to run back and forth to the edge of the ocean. +many bird shaped prints seem to run back and forth to the edge of the ocean. To the east stands several small buildings made of wood. The sand leads off to -the north, south, and east. +the north, south, and east. ~ 75 32768 0 0 0 4 D0 @@ -1856,7 +1856,7 @@ S A Sandy Beach~ The white sand rises and falls in small dunes scattered all about. Small patches of wild grass grows scantly around. Several trees grow to the north -and east of the sand. To the west the ocean spreads far into the distance. +and east of the sand. To the west the ocean spreads far into the distance. ~ 75 32768 0 0 0 4 D0 @@ -1875,7 +1875,7 @@ A Sandy Beach~ Large trees enclose this narrow strip of beach from the north around to the east. To the west the ocean washes up the beach and crash onto a group of jagged rocks clustered below the trees. To the south the sandy trail leads off -to a wider strip of beach. +to a wider strip of beach. ~ 75 32768 0 0 0 4 D2 @@ -1888,7 +1888,7 @@ S A Sandy Beach~ The white sand is flat and smooth with a few bird trails leading to the north. White waves roll in onto the sand washing away some of the bird prints. -To the east a sandy clearing. The sand extents off to the north and south. +To the east a sandy clearing. The sand extents off to the north and south. ~ 75 32768 0 0 0 4 D0 @@ -1912,7 +1912,7 @@ A Sandy Beach~ To the west the ocean rolls in and out on to the beach carrying off the top layer of sand and leaving behind shells of various sizes most of which are just broken pieces. The air is salty and warm as it blows in from the west. The -sand continues to the north and south. +sand continues to the north and south. ~ 75 32768 0 0 0 4 D0 @@ -1931,7 +1931,7 @@ A Sandy Beach~ White sand extends far to the north and south. Small birds dig about the sand looking for their next meal. To the west the ocean washes up to the beach washing away the sand under it. The wind blows in softly across the waves -carrying with it the salty smell of the ocean. +carrying with it the salty smell of the ocean. ~ 75 32768 0 0 0 4 D0 @@ -1950,8 +1950,8 @@ A Sandy Beach~ The sand of the beach has been dug out in several areas. In other parts farther away from the waters edge mounds of dirt have been packed and odd animal tracks lead away from the mounds toward the coast disappearing into the -water. The current here is gentle and softly caresses the edge of the bank. -The sand leads off to the north and south. +water. The current here is gentle and softly caresses the edge of the bank. +The sand leads off to the north and south. ~ 75 32768 0 0 0 4 D0 @@ -1970,7 +1970,7 @@ A Sandy Beach~ White sand extends far to the north and south. Small birds dig about the sand looking for their next meal. To the west the ocean washes up to the beach washing away the sand under it. The wind blows in softly across the waves -carrying with it the salty smell of the ocean. +carrying with it the salty smell of the ocean. ~ 75 32768 0 0 0 4 D0 @@ -1990,7 +1990,7 @@ A Sandy Haven~ with footprints and various pieces of clothing. To the south the sand comes to a drop off overlooking jagged rocks. West the ocean rolls in onto the sand gently washing away several of the footprints. East is a large cluster of -trees. To the north a sandy path out. +trees. To the north a sandy path out. ~ 75 32768 0 0 0 4 D0 @@ -2002,14 +2002,14 @@ E beach sand~ This area of the beach appears to be private because of the ocean to the west, jagged rocks to the south, trees to the east and the only way out a sandy -hill north. +hill north. ~ S #7586 Market Row~ The small road is well traveled with a few shops to each side. Noise echos out from the shops from all the activity around them. To the north stands a -large building made of wood and large stones. The road leads east and west. +large building made of wood and large stones. The road leads east and west. ~ 75 32772 0 0 0 1 D0 @@ -2032,7 +2032,7 @@ S Market Row~ The ground of the road is packed firm from many travelers. Noise echos out from the shops from all the activity around them. To the south a native fruit -stand sits. To the east stands a small shop. To road leads west. +stand sits. To the east stands a small shop. To road leads west. ~ 75 32768 0 0 0 1 D1 @@ -2056,7 +2056,7 @@ A Small Shop~ The small shop is clutted with all sorts of items. The tables and shelves are overflowing with books, flasks, bags and other things. A thick layer of dust covers everything. Many of the books are old and in bad shape. A door to -the west leads out. +the west leads out. ~ 75 32768 0 0 0 0 D3 @@ -2066,7 +2066,7 @@ A path 0 0 7587 E room shop floor wall~ - It doesn't look like this shop has been cleaned in a very long time. + It doesn't look like this shop has been cleaned in a very long time. ~ S #7589 @@ -2084,7 +2084,7 @@ A Path. E fruit stand display~ Small baskets line the stand containing different types of fruit. The -different fruits all look very tasty and juicy. +different fruits all look very tasty and juicy. ~ S #7590 @@ -2104,7 +2104,7 @@ A path. E jars counter~ The jars contain eyeballs, animal organs, herbs, and what resembles blood. - + ~ S #7591 @@ -2112,7 +2112,7 @@ Deep in the Forest~ The forest is vibrant with the chirping and singing of several species of birds nestled in the trees. A warm breeze gently blows in. Not very many trees are here, but the ones that are have many wild flowers growing around -them. The trail leads east and west. +them. The trail leads east and west. ~ 75 32768 0 0 0 0 D1 @@ -2128,14 +2128,14 @@ The Forest. E forest wood tree~ To the west side of the forest the trees are full of song birds singing and -chirping, to the east the trees are empty and quite. +chirping, to the east the trees are empty and quite. ~ S #7592 Deep in the Forest~ The forest holds a bone chilling cold. A thick layer of fog clings to everything making the forest gloomy and distorts the trees. A gust of wind -blows a patch of dead leaves all around. The trail leads east and west. +blows a patch of dead leaves all around. The trail leads east and west. ~ 75 32768 0 0 0 0 D1 @@ -2152,15 +2152,15 @@ E tree forest woods fog~ A thick layer of fog seems trapped in this part of the forest. Although the wind is blowing the fog doesn't appear to be moving only the dry leaves and -small limbs of the trees seem to feel the wind. +small limbs of the trees seem to feel the wind. ~ S #7593 Deep in the Forest~ The forest is dark and chilling as a stronger wind blows growing strong with -every second. The trees here are not very colorful with drab brown leaves. +every second. The trees here are not very colorful with drab brown leaves. Somewhere deep in the forest a howl begins growing louder as the wind grows -stronger. The trail leads east and west. +stronger. The trail leads east and west. ~ 75 32768 0 0 0 0 D1 @@ -2176,7 +2176,7 @@ The Forest. E wolf howl tree forest~ Everything seems frozen in place, nothing is moving or making a sound except -for the distant howling. +for the distant howling. ~ S #7594 @@ -2184,7 +2184,7 @@ Deep in the Forest~ The forest is darker with an eerie chill in the air. The songs of the birds and the buzzing of insects are not here. The forest is quite but not in a peaceful way. This is too dreary a place perhaps for normal woodland -creatures. The trail lead east and west. +creatures. The trail lead east and west. ~ 75 32768 0 0 0 0 D1 @@ -2200,14 +2200,14 @@ The Forest. E tree forest wood~ The cold and quiteness the forest has taken on is very odd. It is as if -nothing living is here. +nothing living is here. ~ S #7595 Deep in the Forest~ The trees take on a gloomy presence as they stretch their branches high into the sky. Many of the branches are lost in a thick fog overhead. The forest -grows darker with a slight chill in the air. The trail leads east and west. +grows darker with a slight chill in the air. The trail leads east and west. ~ 75 32768 0 0 0 0 D1 @@ -2223,14 +2223,14 @@ The Forest. E tree forest sky~ An owl sits high in one of the trees. Its large yellow eyes seems to see -everything. +everything. ~ S #7596 A Forest Trail~ The trees begin to block out the sky as they stretch high overhead. The top of the trees are lost in the distance. The forest is alive with chirping and -singing from birds nestled in the trees. The trail leads east and west. +singing from birds nestled in the trees. The trail leads east and west. ~ 75 32768 0 0 0 0 D1 @@ -2246,14 +2246,14 @@ The Forest. E bird tree~ Several different types of bird are scattered about the many trees singing, -chirping and some resting. +chirping and some resting. ~ S #7597 The Forest Trail~ The forest is full of rich colors from the various trees and flowers growing here. In the not so far distance the sounds of buzzing insects fill the -forest. The trail leads east and west. +forest. The trail leads east and west. ~ 75 32768 0 0 0 0 D1 @@ -2268,18 +2268,18 @@ The Forest. 0 0 7596 E tree trail ~ - A squirrel quickly scurries up the nearest tree. + A squirrel quickly scurries up the nearest tree. ~ S #7598 The Forest~ - The forest contains many different types of trees all quite beautiful. + The forest contains many different types of trees all quite beautiful. There are some trees with large pink flowers, trees with small blue blossoms, even the trees with no blossoms are eye catching. A group of trees covered in huge leaves that change in a variety of shades from a golden yellow to a crimson red are the main species here. The trees open into a wide gap large enough for a row of wagons. The ground is clear of rocks but show no sign of -wagon wheels. The trail leads west into the forest. +wagon wheels. The trail leads west into the forest. ~ 75 32768 0 0 0 0 D3 @@ -2291,7 +2291,7 @@ E trail road path~ The trail is a hard, dry, firmly, packed dirt that looks easy to haul a large wagon on. Perhaps at one time it had been a main road but now it is void -of any type of tracks other than a few animal tracks. +of any type of tracks other than a few animal tracks. ~ S $~ diff --git a/lib/world/wld/78.wld b/lib/world/wld/78.wld index 3d44c89..87d334d 100644 --- a/lib/world/wld/78.wld +++ b/lib/world/wld/78.wld @@ -15,7 +15,7 @@ Narrow Path~ Tall, majestic fir trees line the path on each side giving relief from the hot sun. Strange sounds echo in the trees as animals call out to those of their own kind. Northward lies the Western Highway and to the south you can make out -what seems to be a small village. +what seems to be a small village. ~ 78 32768 0 0 0 3 D2 @@ -26,7 +26,7 @@ E tree fir~ Tall and stately, the fir trees sway gently in the breeze. The tops reaching seemingly endlessly toward the heavens with branches so heavily laden with moss -the lower ones droop to the ground. +the lower ones droop to the ground. ~ S #7802 @@ -36,7 +36,7 @@ pathway here looking as if something frightened the workers away in the middle of their task. A light breeze blows gently from the south. Gazing at the horizon, tops of chimneys can be seen. You get an eerie feeling you are being watched. The path runs north and west, westerly you can make out the sounds of -merchants calling out their wares. +merchants calling out their wares. ~ 78 32768 0 0 0 3 D0 @@ -56,7 +56,7 @@ breeze and you can hear the sound of children playing in the distance. The cobbled road is well constructed and durable, looking as if each stone was carefully hand picked and polished before being skillfully laid into the dirt. Easterly will take you back to the Western Highway, while just through the gate -is the Village of Gideon to the south. +is the Village of Gideon to the south. ~ 78 32772 0 0 0 3 D1 @@ -70,27 +70,27 @@ You see the gate leading to the Village of Gideon. 0 0 7804 E gate~ - A carefully painted sign is hanging on the gate. + A carefully painted sign is hanging on the gate. ~ E sign~ - The sign reads "Welcome to the Village of Gideon". + The sign reads "Welcome to the Village of Gideon". ~ E south~ - You see the gate leading to the Village of Gideon. + You see the gate leading to the Village of Gideon. ~ S #7804 Village of Gideon, Mahnra Road~ Sights and sounds fill your senses, the smells from the bakery waft lightly -on the air. Shops dot the landscape along this busy yet peaceful road. +on the air. Shops dot the landscape along this busy yet peaceful road. Children playing amongst the crowd cause the occasional shopper to almost lose their packages. Flowers grow in clay pots that line the road, adding to the beauty of the village. Butterflies dance lazily over the flowers only swept away by the occasional breeze. To the north lies the village gate, while Mahnra Road continues on east and west where you will find various shops and -merchants. To the south you hear water bubbling. +merchants. To the south you hear water bubbling. ~ 78 32768 0 0 0 1 D0 @@ -112,11 +112,11 @@ D3 S #7805 Village of Gideon, Mahnra Road~ - Villagers laugh heartily as they greet each other warmly in passing. + Villagers laugh heartily as they greet each other warmly in passing. Maidens can be seen carrying water vessels from the fountain that is to the southwest. A stray cat lies in the middle of the road cleaning itself gingerly. Mahnra road runs easterly and westerly and to the south is Vestra -Court that leads to the village fountain. +Court that leads to the village fountain. ~ 78 32768 0 0 0 1 D1 @@ -138,7 +138,7 @@ Village of Gideon, Mahnra Road~ oblivious to your presence. An old man in a rocking chair sits watching them from a front porch with a knowing look on his face. The homes are modest but look well kept and each has a feeling of comfort to them. Mahnra Road -continues to the east and west. +continues to the east and west. ~ 78 32768 0 0 0 1 D1 @@ -156,7 +156,7 @@ Village of Gideon, Mahnra Road~ tag. The flowers have all been somewhat tramped by their roughhousing. Girls stand in groups giggling at the boys as they play in the street. To the north you can see a small park, west will take you back to the gate, and to the south -lies Shantrell Lane. +lies Shantrell Lane. ~ 78 32768 0 0 0 1 D0 @@ -178,7 +178,7 @@ Village of Gideon, Mahnra Park~ you see a pond with lilypads floating lazily upon it. Frogs jump from the bank into the pond causing a slight splash, as birds sing merrily in the trees. A lone fisherman sits on the opposite bank, nodding off into slumber, waiting for -the big one to bite. Southward will take you back to Mahnra Road. +the big one to bite. Southward will take you back to Mahnra Road. ~ 78 32768 0 0 0 1 D2 @@ -188,7 +188,7 @@ D2 E pond~ The water laps at the banks of the pond. Fish swim lazily around, but wait.. -One just jumped out of the water! What a beauty! +One just jumped out of the water! What a beauty! ~ S #7809 @@ -196,7 +196,7 @@ Village of Gideon, Shantrell Lane~ Shantrell Lane, not much more than a narrow path, contects the two major roads of Gideon. No homes can be found here but yet it is meticulously groomed. The flowers grow tall under the trees that shade them from the noon -sun. Northward is Mahnra Road and to the south is Talipia Way. +sun. Northward is Mahnra Road and to the south is Talipia Way. ~ 78 32768 0 0 0 1 D0 @@ -214,7 +214,7 @@ Village of Gideon, Talipia Way~ maintained as if the owners take great pride in them. A playful puppy romps from house to house begging for scraps. A young woman works carefully tending her garden, stoping occasionally to fan herself. Talipia Way continues on -westward, while to the north lies Shantrell Lane. +westward, while to the north lies Shantrell Lane. ~ 78 32768 0 0 0 1 D0 @@ -231,7 +231,7 @@ Village of Gideon, Talipia Way~ This residential area of Gideon is somewhat over populated, houses are rather close together just as the neighbors seem to be close with each other. Two women sit on a veranda sipping refreshing drinks watching their children -play together. Talipia Way continues on to the east and west. +play together. Talipia Way continues on to the east and west. ~ 78 32768 0 0 0 1 D1 @@ -249,7 +249,7 @@ Village of Gideon, Talipia Way~ road. It is peaceful and calm here, the only sound you hear are those of the birds in the trees. To the northwest you can just make out the sound of bubbling water, while Talipia Way continues on east and west. Northward will -lead you to Vestra Court and the village gate. +lead you to Vestra Court and the village gate. ~ 78 32768 0 0 0 1 D0 @@ -272,7 +272,7 @@ the fountain. Burly men stop to share an anecdote or two with each other, while the womenfolk move on about their business humming slightly to themselves. Houses are scattered here and there each with a small garden to the side of them. Directly north the fountian lies, while Talipia Way -continues to the east and west. +continues to the east and west. ~ 78 32768 0 0 0 1 D0 @@ -293,7 +293,7 @@ Village of Gideon, Vestra Court~ This well traveled path leads between the the major roads of the village, northward Mahnra Road and southward Talipia Way. Westward you can see a row of high hedges that border the village fountain. Along the hedgeline flowers -bloom scenting the air with a slight fragrance. +bloom scenting the air with a slight fragrance. ~ 78 32768 0 0 0 1 D0 @@ -316,7 +316,7 @@ porches, but the evidence of one hangs in the air as the smell of freshly baked cookies make your mouth water. Children can be seen ducking in and out from behind trees as the echos of dogs barking ring through the air. To the west you see the baker's shop, eastward the continuation of Mahnra Road and -southerly Lantoom Court. +southerly Lantoom Court. ~ 78 32768 0 0 0 1 D1 @@ -337,7 +337,7 @@ Village of Gideon, Lantoom Court~ Neatly cobbled stones comprise this short road that is bordered by pink and blue flowers growing in marble pots. High hedges can be seen to the east, providing privacy for the fountain. Northward will take you to Mahnra Road, -while southward is Talipia Way. +while southward is Talipia Way. ~ 78 32768 0 0 0 1 D0 @@ -380,7 +380,7 @@ peacefulness. Benches are carefully placed around the bubbling fountain providing a place for the villagers to gather and gossip. Squirrels scurry along the ground batting playfully at leaves and twigs, while the birds sing their love songs soothingly. A slight mist rises from the fountain and is -carried along the air, cooling it slightly. +carried along the air, cooling it slightly. ~ 78 32768 0 0 0 1 D0 @@ -407,12 +407,12 @@ coming from it. A sign, in the shape of a loaf of bread, hangs from the post on the porch. The stones on the road look a bit worn as if this is a popular spot in the village. Northward is the door leading to the bakery. Westward you see the general store, while eastward Mahnra Road leads back to the village -gate and fountain. +gate and fountain. ~ 78 32768 0 0 0 1 D0 The pine door is open facing the street. The smells coming from the opening -entice your olfactory as well as your tummy. +entice your olfactory as well as your tummy. ~ pine door~ 1 0 7820 @@ -434,7 +434,7 @@ Stamnell's Bakery~ Shelves and counters line this small shop, each covered with delectable pastries, pies, cookies and cakes. The shop is immaculate, not a speck of dust can be found anywhere. In the window a cat lays purring as it sleeps. It -twiches occasionally, most likely dreaming of the mouse that got away. +twiches occasionally, most likely dreaming of the mouse that got away. ~ 78 32768 0 0 0 0 D2 @@ -447,7 +447,7 @@ Village of Gideon, Mahnra Road~ A small pine cottage stands before you to the north that has a sign tacked to the post. Villagers rush past you on the way to do errands, each with a pleasant smile on their face. To the south Pinery Lane leads to the west gate -and Talipia way continues on the east. +and Talipia way continues on the east. ~ 78 32768 0 0 0 1 D0 @@ -472,7 +472,7 @@ Vhispera's General Store~ Shelves line this small store, with most everything a traveler could hope for. Vhispera stands behind the counter, humming softly to herself as she nealty folds blankets. An old dog is curled up on an old bearskin in the -corner, sleeping soundly. +corner, sleeping soundly. ~ 78 32768 0 0 0 0 D2 @@ -484,8 +484,8 @@ S Village of Gideon, Pinery Lane~ A young woman with a small package passes you and flashes you a warm smile. Children run past you laughing merrily. To the north you can make out what -looks to be the general store, while on to the south is a residential area. -Directly west stands a gate. +looks to be the general store, while on to the south is a residential area. +Directly west stands a gate. ~ 78 32768 0 0 0 1 D0 @@ -506,7 +506,7 @@ Village of Gideon, Talipia Way ~ Two birds fight in the street over a crust of bread, startled by a hungry cat they take to flight immediately. A woman rushes out of her home seemily in a grand hurry as she heads northward toward Pinery Lane. Talipia Way leads -east back to the residential area of Gideon. +east back to the residential area of Gideon. ~ 78 32768 0 0 0 1 D0 @@ -520,9 +520,9 @@ D1 S #7825 Village of Gideon, Talipia Way ~ - Tall oak trees dominate the scenery, almost out numbering the homes here. + Tall oak trees dominate the scenery, almost out numbering the homes here. They rise to the sky tall and stately. Talipia Way continues on easterly and -westerly, and to the south, there appears to be a forest. +westerly, and to the south, there appears to be a forest. ~ 78 32768 0 0 0 1 D1 @@ -539,7 +539,7 @@ Village of Gideon, Western Gate~ A large iron gate that has one side rusted shut stands here. To the east you will find Pinery Lane that will take you to Talipia Way to the south, the residential area of Gideon and to the north Mahnra Road where you can find the -general store, bakery and the northern gate. +general store, bakery and the northern gate. ~ 78 32772 0 0 0 1 D1 diff --git a/lib/world/wld/79.wld b/lib/world/wld/79.wld index aa82635..4c162ba 100644 --- a/lib/world/wld/79.wld +++ b/lib/world/wld/79.wld @@ -25,7 +25,7 @@ give the pleasent feeling of being welcome here. A large portrait is hanging on one of the walls. A large wooden staircase leads up into the tower. To the east there is a high passage away from the hall. This ends shortly after by a tall oak door. The enormous hall extends -further north from here. To the south you can see a huge, and VERY +further north from here. To the south you can see a huge, and VERY heavy-looking iron-wrought door. It looks like this is the only exit from this magnificent old house. ~ @@ -97,39 +97,39 @@ E river~ You see a large and winding river cut through the landscape, starting at an enormous inland lake, it seeps through Midgaard and finally ends up in the Grand -Sea on the west coast of the land. +Sea on the west coast of the land. ~ E out outside beyond~ The clouds muster and form the ground on which this entire building is set. Through the thinnest of the clouds you can just make out Midgaard with all of -its magnificent activity. +its magnificent activity. ~ E window glass~ These windows are really BIG! They reach from about 20 inches above the floor to approximately 10 inches under the ceiling. If you try and 'look out', -you might see what might lie beyond these windows. +you might see what might lie beyond these windows. ~ E chairs leather armchairs chair armchair~ These two chairs are exactly alike one another. They look incredibly comfortable. They are both made from old leather, and yet they seem so worn -that they can be nothing but a perfect place for a long needed rest. +that they can be nothing but a perfect place for a long needed rest. ~ E midgaard town city~ You see a small speck with woods on the west from it, plains to the east from it and mountains to the north from it. To the east of it you can see a thin trail lead to a large castle. Finally you notice a rather large river pour in -from the east and go through Midgaard in the middle. +from the east and go through Midgaard in the middle. ~ E globe world map~ You see a large world map stretch out on the enormous globe. It has towns drawn in every spot available for such. In the middle of the map you can spot a large town with the name 'MIDGAARD' written over it. The rest is mountains, -woods, plains and water. +woods, plains and water. ~ S #7903 @@ -184,7 +184,7 @@ S The Sitting Room Of Naris~ You are standing in the middle of a really comfortable place. The walls are decorated with paintings of smiling Kings and Queens. The -most attractive picture is one of a Prince in shining armour. By one +most attractive picture is one of a Prince in shining armor. By one of the walls there is an old armchair. The only exit is through the aspenwood door to the east. ~ @@ -197,7 +197,7 @@ door aspen heavy~ 1 -1 7904 E chair armchair~ - This is truly a wonderful relic of the past. In it is a large cushion. + This is truly a wonderful relic of the past. In it is a large cushion. ~ S #7906 @@ -370,7 +370,7 @@ That way seems to be the only way away from here. D5 THAT WAY IS CERTAIN DEATH!!!! You can see the wind tearing at the chain down below you. It swings like a furious serpent from side to side! The -descent is ABSOLUTELY out of the QUESTION. +descent is ABSOLUTELY out of the QUESTION. ~ ~ 0 -1 7920 @@ -407,7 +407,7 @@ Speed.' The chain extends further down through the now spreading clouds. ~ 79 4 0 0 0 5 D4 -It seems to you that the Chain is dissolving again. Maybe it is just an +It seems to you that the Chain is dissolving again. Maybe it is just an illusion, but still... ~ ~ @@ -444,7 +444,7 @@ S The Free Fall From The Chain~ This is probably the third worst place to be in this entire MUD right now. You fall -. +. . . and fall @@ -455,7 +455,7 @@ and fall . . . -and HIT THE GROUND WITH SUCH A *SPLUTCH* that you survive only by the +and HIT THE GROUND WITH SUCH A *SPLUTCH* that you survive only by the grace of the Gods. ~ 79 12 0 0 0 0 diff --git a/lib/world/wld/83.wld b/lib/world/wld/83.wld index e3baf3a..d987f49 100644 --- a/lib/world/wld/83.wld +++ b/lib/world/wld/83.wld @@ -1,6 +1,6 @@ #8300 Glumgold's Sea [ INDEX ]~ - + @yBuilder : @cMeyekul @yZone : @c83 Glumgold's Sea @yPlayer Level : @c10-30 @@ -10,7 +10,7 @@ Glumgold's Sea [ INDEX ]~ @yShops : @c0 @yTriggers : @c22 @yTheme : @cAn oceanic zone. These waters are controlled by Glumgold the Pirate. -@yNotes : @cPlayers have the option of a sea battle with Glumgold, but his ship is +@yNotes : @cPlayers have the option of a sea battle with Glumgold, but his ship is @c extremely tough. The best way to take him down is from the inside. @c @c Originally written for @oAnywhere But Home - anywhere.wolfpaw.net:5555@n @@ -32,7 +32,7 @@ part of the sea. ~ 83 4 0 0 0 6 D3 -The sea is all that you see to the west. +The sea is all that you see to the west. ~ ~ 0 0 8305 @@ -41,7 +41,7 @@ S The Sea~ The sea spreads out as far as you can see to the west, but land is in plain sight north and east. However, reefs, trees, and dense seaweed make it -impossible to reach the shore from here. +impossible to reach the shore from here. ~ 83 0 0 0 0 7 D0 @@ -69,7 +69,7 @@ S The Sea~ The sea spreads out as far as you can see to the west, but land is in sight north, south, and east. However, reefs, trees, and dense seaweed make it -impossible to reach the shore from here. +impossible to reach the shore from here. ~ 83 0 0 0 0 7 D0 @@ -97,7 +97,7 @@ S The Sea~ The sea spreads out as far as you can see to the west, but land is in plain sight north and east. However, reefs, trees, and dense seaweed make it -impossible to reach the shore from here. +impossible to reach the shore from here. ~ 83 0 0 0 0 7 D0 @@ -116,7 +116,7 @@ You can barely see land far to the south. ~ 0 0 8305 D3 -Rippling water is all that you see to the west. +Rippling water is all that you see to the west. ~ ~ 0 0 8312 @@ -125,26 +125,26 @@ S The Sea~ The sea spreads out as far as you can see to the west, but land is in plain sight north and east. There is a clear and seemingly safe path to the shore -due east. +due east. ~ 83 4 0 0 0 7 D0 -Rippling water is all you see to the north. +Rippling water is all you see to the north. ~ ~ 0 0 8304 D1 -To the east, you see the shore. +To the east, you see the shore. ~ ~ 0 0 8301 D2 -Rippling water is all you see to the south. +Rippling water is all you see to the south. ~ ~ 0 0 8306 D3 -Rippling water is all that you see to the west. +Rippling water is all that you see to the west. ~ ~ 0 0 8313 @@ -153,11 +153,11 @@ S The Sea~ The sea spreads out as far as you can see to the west, but land is in plain sight north and east. However, reefs, trees, and dense seaweed make it -impossible to reach the shore from here. +impossible to reach the shore from here. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you see to the north. +Rippling water is all that you see to the north. ~ ~ 0 0 8305 @@ -167,12 +167,12 @@ To the east you see land, but you cannot climb up on the shore from here. ~ 0 0 -1 D2 -Rippling water is all that you see to the south. +Rippling water is all that you see to the south. ~ ~ 0 0 8307 D3 -Rippling water is all that you see to the west. +Rippling water is all that you see to the west. ~ ~ 0 0 8314 @@ -181,7 +181,7 @@ S The Sea~ The sea spreads out as far as you can see to the west, but land is in plain sight north and east. However, reefs, trees, and dense seaweed make it -impossible to reach the shore from here. +impossible to reach the shore from here. ~ 83 0 0 0 0 7 D0 @@ -209,7 +209,7 @@ S The Sea~ The sea spreads out as far as you can see to the south and west, but land is in plain sight north and east. However, reefs, trees, and dense seaweed make -it impossible to reach the shore from here. +it impossible to reach the shore from here. ~ 83 0 0 0 0 7 D0 @@ -239,7 +239,7 @@ The Sea~ sight. To the east, shore is just barely in sight. Both to the north and south, nothing but water and sky can be seen except for the faint outline of the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. +sea looks very deep and formidable. Not recommended for swimmers. ~ 83 0 0 0 0 0 D0 @@ -269,7 +269,7 @@ The Sea~ sight. To the east, shore is just barely in sight. Both to the north and south, nothing but water and sky can be seen except for the faint outline of the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. +sea looks very deep and formidable. Not recommended for swimmers. ~ 83 0 0 0 0 7 D0 @@ -283,7 +283,7 @@ To the east, you see the shore. ~ 0 0 8302 D2 -Rippling water is all that you see to the south. +Rippling water is all that you see to the south. ~ ~ 0 0 8311 @@ -299,7 +299,7 @@ The Sea~ sight. To the east, shore is just barely in sight. Both to the north and south, nothing but water and sky can be seen except for the faint outline of the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. +sea looks very deep and formidable. Not recommended for swimmers. ~ 83 0 0 0 0 7 D0 @@ -329,7 +329,7 @@ The Sea~ sight. To the east, shore is just barely in sight. Both to the north and south, nothing but water and sky can be seen except for the faint outline of the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. +sea looks very deep and formidable. Not recommended for swimmers. ~ 83 0 0 0 0 7 D0 @@ -359,7 +359,7 @@ The Sea~ east, the shore is just barely in sight. Both to the north and south, nothing but water and sky can be seen except for the faint outline of the shore bordering the sea just under the horizon. Below you, the deep blue sea looks -very deep and formidable. It is not recommended for swimmers. +very deep and formidable. It is not recommended for swimmers. ~ 83 0 0 0 0 7 D0 @@ -368,7 +368,7 @@ Rippling water is all that you see to the north. ~ 0 0 8312 D1 -To the east, you see the shore. +To the east, you see the shore. ~ ~ 0 0 8305 @@ -389,7 +389,7 @@ The Sea~ sight. To the east, shore is just barely in sight. Both to the north and south, nothing but water and sky can be seen except for the faint outline of the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. +sea looks very deep and formidable. Not recommended for swimmers. ~ 83 0 0 0 0 7 D0 @@ -419,7 +419,7 @@ The Sea~ sight. To the east, shore is just barely in sight. Both to the north and south, nothing but water and sky can be seen except for the faint outline of the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. +sea looks very deep and formidable. Not recommended for swimmers. ~ 83 0 0 0 0 7 D0 @@ -449,7 +449,7 @@ The Sea~ sight. To the east, shore is just barely in sight. Both to the north and south, nothing but water and sky can be seen except for the faint outline of the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. +sea looks very deep and formidable. Not recommended for swimmers. ~ 83 0 0 0 0 7 D0 @@ -479,7 +479,7 @@ The Sea~ sight. To the east, shore is just barely in sight. Both to the north and south, nothing but water and sky can be seen except for the faint outline of the shore bordering the sea just under the horizon. Below you, the deep blue -sea looks very deep and formidable. Not recommended for swimmers. +sea looks very deep and formidable. Not recommended for swimmers. ~ 83 0 0 0 0 7 D0 @@ -506,9 +506,9 @@ S #8318 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 @@ -531,28 +531,28 @@ S #8319 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8318 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8312 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8320 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8327 @@ -560,28 +560,28 @@ S #8320 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8319 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8313 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8321 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8328 @@ -589,28 +589,28 @@ S #8321 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8320 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8314 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8322 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8329 @@ -618,28 +618,28 @@ S #8322 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8321 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8315 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8323 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8333 @@ -647,28 +647,28 @@ S #8323 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8322 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8316 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8324 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8334 @@ -676,28 +676,28 @@ S #8324 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8323 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8317 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8325 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8335 @@ -705,28 +705,28 @@ S #8325 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8324 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8325 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8325 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8336 @@ -734,28 +734,28 @@ S #8326 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8326 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8318 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8327 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8337 @@ -763,28 +763,28 @@ S #8327 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8326 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8319 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8328 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8338 @@ -792,28 +792,28 @@ S #8328 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8327 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8320 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8329 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8338 @@ -821,28 +821,28 @@ S #8329 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8328 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8321 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8330 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8339 @@ -850,28 +850,28 @@ S #8330 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8329 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8321 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8331 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8340 @@ -879,28 +879,28 @@ S #8331 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8330 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8321 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8332 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8341 @@ -908,28 +908,28 @@ S #8332 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8331 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8322 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8333 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8342 @@ -937,28 +937,28 @@ S #8333 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8332 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8322 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8334 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8341 @@ -966,28 +966,28 @@ S #8334 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8333 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8323 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8335 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8342 @@ -995,28 +995,28 @@ S #8335 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8334 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8324 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8336 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8343 @@ -1024,28 +1024,28 @@ S #8336 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8335 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8325 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8336 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8344 @@ -1053,28 +1053,28 @@ S #8337 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8337 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8326 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8338 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8345 @@ -1082,28 +1082,28 @@ S #8338 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8337 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8328 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8339 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8345 @@ -1111,28 +1111,28 @@ S #8339 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8338 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8329 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8340 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8358 @@ -1140,28 +1140,28 @@ S #8340 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8339 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8330 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8341 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8346 @@ -1169,28 +1169,28 @@ S #8341 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8340 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8331 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8342 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8350 @@ -1198,28 +1198,28 @@ S #8342 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8341 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8332 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8343 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8372 @@ -1227,28 +1227,28 @@ S #8343 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8342 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8314 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8344 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8351 @@ -1256,28 +1256,28 @@ S #8344 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8343 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8336 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8344 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8351 @@ -1285,28 +1285,28 @@ S #8345 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8345 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8337 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8346 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8363 @@ -1314,28 +1314,28 @@ S #8346 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8345 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8340 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8347 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8359 @@ -1343,28 +1343,28 @@ S #8347 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8346 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8330 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8348 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8360 @@ -1372,28 +1372,28 @@ S #8348 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8347 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8331 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8348 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8369 @@ -1401,28 +1401,28 @@ S #8349 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8348 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8332 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8349 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8370 @@ -1430,28 +1430,28 @@ S #8350 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8349 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8341 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8351 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8370 @@ -1459,28 +1459,28 @@ S #8351 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8350 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8343 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8351 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8371 @@ -1488,28 +1488,28 @@ S #8352 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8361 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8355 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8353 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8364 @@ -1517,9 +1517,9 @@ S #8353 Near a Small Island~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 @@ -1528,7 +1528,7 @@ Rippling water is all that you can see to the north. ~ 0 0 8352 D1 -There is a small island to the east. +There is a small island to the east. ~ ~ 0 0 8356 @@ -1546,28 +1546,28 @@ S #8354 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8353 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8357 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8367 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8366 @@ -1575,9 +1575,9 @@ S #8355 Near a Small Island~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 @@ -1608,7 +1608,7 @@ the island is covered with a dense forrest. Though it is very small, no more than a few hundred meters wide, there is a small hut almost in the direct center. The hut is suspended about 3 meters from the ground by some wooden poles of some sort, the only means of entrance being the rope ladder hanging -down from a hole in the center. +down from a hole in the center. ~ 83 0 0 0 0 2 D0 @@ -1640,9 +1640,9 @@ S #8357 Near a Small Island~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 @@ -1651,7 +1651,7 @@ You see a small island to the north. ~ 0 0 8356 D1 -Rippling water is all that you can see to the east. +Rippling water is all that you can see to the east. ~ ~ 0 0 8360 @@ -1669,28 +1669,28 @@ S #8358 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8363 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8355 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8359 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8355 @@ -1698,9 +1698,9 @@ S #8359 Near a Small Island~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 @@ -1714,7 +1714,7 @@ Rippling water is all that you can see to the east. ~ 0 0 8346 D2 -Rippling water is all that you can see to the south. +Rippling water is all that you can see to the south. ~ ~ 0 0 8360 @@ -1727,28 +1727,28 @@ S #8360 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8359 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8347 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8369 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8357 @@ -1756,28 +1756,28 @@ S #8361 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8361 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8362 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8352 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8362 @@ -1785,28 +1785,28 @@ S #8362 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8362 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8363 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8355 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8361 @@ -1814,28 +1814,28 @@ S #8363 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8363 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8345 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8358 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8362 @@ -1843,28 +1843,28 @@ S #8364 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8364 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8352 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8373 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8373 @@ -1872,28 +1872,28 @@ S #8365 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8364 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8353 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8366 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8373 @@ -1901,28 +1901,28 @@ S #8366 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8365 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8367 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8366 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8373 @@ -1930,28 +1930,28 @@ S #8367 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8354 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8368 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8370 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8366 @@ -1959,28 +1959,28 @@ S #8368 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8357 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8369 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8370 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8367 @@ -1988,28 +1988,28 @@ S #8369 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8360 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8348 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8369 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8368 @@ -2017,28 +2017,28 @@ S #8370 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8368 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8349 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8371 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8372 @@ -2046,28 +2046,28 @@ S #8371 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8370 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8351 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8371 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8372 @@ -2075,28 +2075,28 @@ S #8372 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 0 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8366 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8342 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8366 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8372 @@ -2104,28 +2104,28 @@ S #8373 The Sea~ All around you, in every direction, you see nothing but the sea. Even if -the water seems peaceful, there is still danger lurking behind every wave. +the water seems peaceful, there is still danger lurking behind every wave. Below you, the water is a dark blue, indicating that it is very deep and -extremely dangerous. +extremely dangerous. ~ 83 4 0 0 0 7 D0 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8364 D1 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8365 D2 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8373 D3 -Rippling water is all that you can see in every direction. +Rippling water is all that you can see in every direction. ~ ~ 0 0 8373 @@ -2134,11 +2134,11 @@ S The Bow of a Pirate's Ship~ You are standing on the bow of the ship, gazing over the railing at the rippling water. There is a large wheel here, obviously used to steer the -vessel. +vessel. ~ 83 0 0 0 0 0 D2 -The Fore Deck is just south of here. +The Fore Deck is just south of here. ~ ~ 0 0 8376 @@ -2147,7 +2147,7 @@ S The Starboard Side of the Boat~ The edge of the boat here has no railing, and there is a rope ladder leading down to the water. This could possibly be the only way off the boat, aside -from walking the plank... +from walking the plank... ~ 83 4 0 0 0 0 D3 @@ -2156,7 +2156,7 @@ D3 0 0 8376 D5 The ladder extends down to the surface of the water, allowing you to board -the boat on this side also. +the boat on this side also. ~ ~ 0 0 8373 @@ -2167,26 +2167,26 @@ The Fore Deck of a Pirate's Ship~ You are standing on the fore deck of the ship. High above you, the crow's nest sits atop the mast. All around you, the sea spreads out as far as your eyes can see. East of here is a wooden plank extending past the side of the -boat. To the west, is a life boat ready to be dropped into the water. +boat. To the west, is a life boat ready to be dropped into the water. ~ 83 0 0 0 0 0 D0 -The bow of the ship is north of here. +The bow of the ship is north of here. ~ ~ 0 0 8374 D1 -A lifeboat hangs from the port side of the boat. +A lifeboat hangs from the port side of the boat. ~ ~ 0 0 8375 D2 -There is a door to the south. +There is a door to the south. ~ ~ 0 0 8379 D3 -A long plank extends from the starboard side of the boat. +A long plank extends from the starboard side of the boat. ~ ~ 0 0 8377 @@ -2200,7 +2200,7 @@ S Walking the Plank...~ A wooden plank, barely half a meter wide, is all that is holding you from falling into the churning sea below. The salty air nearly blows you over to -your doom. The old board creeks beneath your weight... +your doom. The old board creeks beneath your weight... ~ 83 0 0 0 0 0 D1 @@ -2209,14 +2209,14 @@ D1 0 0 8376 D5 The water is ice cold and would pretty much mean instant death if you were -to fall in... +to fall in... ~ ~ 0 0 8386 E plank wooden~ The old wooden plank is full of cracks and is swaying very uneasily under -your weight. +your weight. ~ S #8378 @@ -2227,12 +2227,12 @@ exquisite. ~ 83 12 0 0 0 0 D2 -The Captain's Quarters extend to the south. +The Captain's Quarters extend to the south. ~ ~ 0 0 8381 D3 -The doorway to the west leads back to the hallway. +The doorway to the west leads back to the hallway. ~ door captain~ 2 8305 8379 @@ -2240,28 +2240,28 @@ S #8379 Inside a Pirate's Ship~ You are standing in a hallway. To the east is a door, it appears to lead to -the Captain's room. To the west is a door with something written on it. +the Captain's room. To the west is a door with something written on it. North, there is a door that leads out on the deck. South, the hallway -continues. +continues. ~ 83 8 0 0 0 0 D0 -The door to the north leads to the deck. +The door to the north leads to the deck. ~ ~ 0 0 8376 D1 -The Captain's quarters are to the east. +The Captain's quarters are to the east. ~ door captain quarters~ 2 8305 8378 D2 -The hallway continues south to some more doorways. +The hallway continues south to some more doorways. ~ ~ 0 0 8382 D3 -There is a door marked '@oGALLEY@n' to the west. +There is a door marked '@oGALLEY@n' to the west. ~ door galley~ 1 0 8380 @@ -2271,7 +2271,7 @@ The Galley~ You are in the galley of the ship. This is where all the food and provisions are kept during a voyage. The walls of the room are covered with shelves of food, supplies, and the like. A few chests are also scattered about -the room. +the room. ~ 83 8 0 0 0 0 D1 @@ -2288,11 +2288,11 @@ T 8380 The Captain's Quarters~ This side of the captain's room is where his bed sits. The bed looks very comfortable, and very expensive. Oil paintings hang on the wall, showing -various famous figures, as well as some figures you don't recognize. +various famous figures, as well as some figures you don't recognize. ~ 83 8 0 0 0 0 D0 -The Captain's Quarters extend to the north. +The Captain's Quarters extend to the north. ~ ~ 0 0 8378 @@ -2301,16 +2301,16 @@ S Inside a Pirate's Ship~ You are standing in a hallway. To the west there is an unmarked door, to the south is the stern of the ship, and the hallway continues north towards the -bow. +bow. ~ 83 8 0 0 0 0 D0 -The hallway continues north toward the bow. +The hallway continues north toward the bow. ~ ~ 0 0 8379 D3 -There is an unmarked door to the west. +There is an unmarked door to the west. ~ door stairway~ 1 0 8383 @@ -2319,16 +2319,16 @@ S Near a Stairway~ This room is filled mainly with a wide stairway spiraling down to a lower deck. To the north is a door leading to what appears to be the galley, and the -door to the east leads into a hallway. +door to the east leads into a hallway. ~ 83 8 0 0 0 0 D0 -The ship's galley is north of here. +The ship's galley is north of here. ~ door~ 1 -1 8380 D1 -The doorway to the east leads into the upper hallway. +The doorway to the east leads into the upper hallway. ~ door~ 1 -1 8382 @@ -2344,16 +2344,16 @@ The Mid-Deck~ the main dining hall as well as the bar, dance floor, and sometimes as a bed. To the north, west and east, the deck spreads out more. There is a small stairway leading down from here. There is another stairway leading up to the -top deck. +top deck. ~ 83 8 0 0 0 0 D0 -This large room extends to the north. +This large room extends to the north. ~ ~ 0 0 8387 D3 -This large room extends to the west. +This large room extends to the west. ~ ~ 0 0 8399 @@ -2398,7 +2398,7 @@ You have a wonderful view of the ocean from up here. You see nothing but water 0 0 -1 D4 The Jolly Roger flies from a flagpole just above your head, warning other -ships that this vessel is not to be messed with. +ships that this vessel is not to be messed with. ~ ~ 0 0 -1 @@ -2430,19 +2430,19 @@ flag jolly roger~ MMMMMMMMMMMMM iMMMMMMMMMMMMMMMMMMMMMMMM .MMMMMMMMMMMM MMMMMMMMMMMMMc>=MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM@n - - + + @gSome believe the Jolly Roger gets its name from the French "Jolie Rouge" or "Red Flag." The flag was first used by a French order of militant monks known as the "Poor Soldiers of Christ and the Temple of Solomon" -- commonly known as "The Knights Templar." - + Just as a terrorist to one is a freedom fighter to another, so it was with the Templars and their fleet. Wanted by the Pope and all the crowns of Europe, they came to be viewed, by the folks on the mainland, as pirates. - + For more history of the Jolly Roger, visit@n http://www.skullandcrossbones.org ~ @@ -2461,9 +2461,9 @@ T 8385 @ @ @ -@c ..and deeper you sink. You begin to lose any hope of +@c ..and deeper you sink. You begin to lose any hope of getting back to the surface as your arms grow tired of flailing about. Your -vision fades to black as you lose conciousness and drown in your sleep. +vision fades to black as you lose conciousness and drown in your sleep. @n ~ 83 4 0 0 0 6 @@ -2497,16 +2497,16 @@ T 8312 The Mid-Deck~ You are mid-deck in a large ship, close to the bow. This deck is used as the main dining hall as well as the bar, dance floor, and sometimes as a bed. -To the south and west, the deck spreads out more. +To the south and west, the deck spreads out more. ~ 83 8 0 0 0 0 D2 -This large room extends to the south. +This large room extends to the south. ~ ~ 0 0 8384 D3 -This large room extends to the west. +This large room extends to the west. ~ ~ 0 0 8393 @@ -2516,8 +2516,8 @@ A Cramped Cell~ You find that this cell, much like any jail cell, appears very... VERY small from the inside; even more so when the iron door is locking you from the relative freedom of the rest of the ship. The north, east, and west walls of -the cell are lined on the outside with slabs of rock and wooden slats. -Outside of the iron bars to the south is the rest of the filthy brig. +the cell are lined on the outside with slabs of rock and wooden slats. +Outside of the iron bars to the south is the rest of the filthy brig. ~ 83 76 0 0 0 0 D0 @@ -2525,7 +2525,7 @@ D0 ~ 1 8307 8394 D2 -The south door is the only exit from this cell. +The south door is the only exit from this cell. ~ door iron cell~ 2 -1 8394 @@ -2535,16 +2535,16 @@ The Mid-Deck~ You are mid-deck in a large ship, close to the bow. This deck is used as the main dining hall as well as the bar, dance floor, and sometimes as a bed. To the south and east, the deck spreads out more. There appears to be some -sort of hatch on the floor. +sort of hatch on the floor. ~ 83 8 0 0 0 0 D1 -This large room extends to the east. +This large room extends to the east. ~ ~ 0 0 8387 D2 -This large room extends to the south. +This large room extends to the south. ~ ~ 0 0 8399 @@ -2559,11 +2559,11 @@ The Brig~ Looking about the room you're in, it's easy to tell that the pirates don't intend for prisoners to enjoy their stays here. The walls are unpainted and uncovered; the bare, rotting boards show through clearly. A single cell north -of here takes up most of the brig. +of here takes up most of the brig. ~ 83 8 0 0 0 0 D0 -There is a prison cell north of here. +There is a prison cell north of here. ~ door cell iron~ 2 8304 8392 @@ -2581,7 +2581,7 @@ S The Treasury~ This is it, the mother load of the pirate ship. This room is where everything the pirates loot or steal ends up. Needless to say, the pirates -wouldn't be very happy to find you sneaking around in here... +wouldn't be very happy to find you sneaking around in here... ~ 83 8 0 0 0 0 D4 @@ -2594,7 +2594,7 @@ S A Small Hutt~ You are in the middle of a small hut. The walls are made of something similar to bamboo, tied together with small vines. The only furniture in the -hut is a small bed, a table, and a stove. +hut is a small bed, a table, and a stove. ~ 83 36 0 0 0 0 D5 @@ -2607,11 +2607,11 @@ S On a Fishing Boat~ You are standing near the stern of a fishing boat as it cruises down the river. Tiny bones and fish scales litter the floor of this boat, making faint -crunching noises as you walk about. +crunching noises as you walk about. ~ 83 4 0 0 0 0 D0 -A large flap of canvas separates the cabin from the rest of the boat. +A large flap of canvas separates the cabin from the rest of the boat. ~ flap canvas cloth~ 1 -1 8398 @@ -2625,7 +2625,7 @@ cloth acts as a door to the cabin. ~ 83 0 0 0 0 2 D2 -A large flap of canvas separates the cabin from the rest of the boat. +A large flap of canvas separates the cabin from the rest of the boat. ~ flap canvas cloth~ 1 -1 8397 @@ -2635,21 +2635,21 @@ The Mid-Deck~ You are mid-deck in a large ship, close to the bow. This deck is used as the main dining hall as well as the bar, dance floor, and sometimes as a bed. To the north and east, the deck spreads out more. To the south, there is a -door that has been barred shut from the other side. +door that has been barred shut from the other side. ~ 83 0 0 0 0 0 D0 -This large room extends to the north. +This large room extends to the north. ~ ~ 0 0 8393 D1 -This large room extends to the east. +This large room extends to the east. ~ ~ 0 0 8384 D2 -The south door is barred shut from the other side. +The south door is barred shut from the other side. ~ ~ 2 -1 -1 diff --git a/lib/world/wld/86.wld b/lib/world/wld/86.wld index 0f9fd98..a5dc57c 100644 --- a/lib/world/wld/86.wld +++ b/lib/world/wld/86.wld @@ -2,7 +2,7 @@ Destiny's Zone Description Room~ Builder : Destiny Zone : 86 Duke Kalithorn's Keep -Began : +Began : Player Level : 3-14 Rooms : 45 Mobs : 14 @@ -10,13 +10,13 @@ Objects : 14 Shops : 0 Triggers : 0 Plot : This will be the Keep of Grand Duke Kalithorn (it can be renamed - to fit into the mud..it was just something I came up with) a mercenary - turned politician/good guy after his wife was kidnapped by bandits. The Duke - swore that he would not rest until his wife was found and the bandits + to fit into the mud..it was just something I came up with) a mercenary + turned politician/good guy after his wife was kidnapped by bandits. The Duke + swore that he would not rest until his wife was found and the bandits punished.so he is 'haunting' (for lack of a better word) the Keep. Links : 60s, 01w Notes : Within a forest or perhaps a little set back from a main road. - Neutral to slightly evil. Most of the mobs would be rats, bats and sprites + Neutral to slightly evil. Most of the mobs would be rats, bats and sprites which would be the evil aligned mobs. Kalithorn and his undead guards and sentinels would be of neutral align. Zone 86 was linked to the following zones: @@ -27,13 +27,13 @@ S #8601 A Dirt Road~ The trees part just north revealing an even smaller dirt road. The road -casually winds up the steep hill to a dark appearing Keep atop the hill. +casually winds up the steep hill to a dark appearing Keep atop the hill. Ravens call from the nearby trees and smoke can be seen to the north. While a -small muddy trail leads off to the west. +small muddy trail leads off to the west. ~ 86 1 0 0 0 4 D0 - The trees slowly inch back, revealing more of the road to the north. + The trees slowly inch back, revealing more of the road to the north. ~ ~ 0 0 8602 @@ -43,8 +43,8 @@ D2 0 0 8659 E smoke~ - Charcoal grey smoke rises straight and true from some chimney set deep into -the heart of the Keep. + Charcoal gray smoke rises straight and true from some chimney set deep into +the heart of the Keep. ~ S #8602 @@ -53,29 +53,29 @@ A Dirt Road~ gates are half buried in the dust of the path and small vines have overtaken the spokes. The vines have twined themselves tightly but do not hinder movement to the north. The path also curves to the east and fades as it slopes -down the steep hill. +down the steep hill. ~ 86 1 0 0 0 4 D0 - This old rusted wrought iron fence lays open to the north. + This old rusted wrought iron fence lays open to the north. ~ door weathered wooden~ 1 0 8603 D1 This small dirth path curves gently down a semi-steep hill to some sort of -clearing. +clearing. ~ ~ 0 0 8612 D2 - A dirt road twists off into the woods. + A dirt road twists off into the woods. ~ ~ 0 0 8601 E fence gate ~ Old and weathered this wrought iron fence and its gate have seen many'a -traveller. +traveller. ~ S #8603 @@ -83,17 +83,17 @@ Before the Keep~ The rusty gates give way to a dark, imposing keep. The weathered wooden doors hang on their hinges, neither inviting nor imparing entrance. Thick dust lays everywhere and spiderwebs fill the corners dampening the sounds that come -from deep within the keep. +from deep within the keep. ~ 86 1 0 0 0 2 D0 This old weather beaten wooden door barely keeps the weather and critters -out. +out. ~ wooden weathered door~ 1 0 8604 D2 - A wrought iron fence leads out to a dirt path. + A wrought iron fence leads out to a dirt path. ~ ~ 0 0 8602 @@ -103,23 +103,23 @@ The Foyer~ Stepping into the foyer the smell of decay and dust is evident. Pictures half hang on the walls and the curtains of the once grand windows lay in shambles. Broken glass and the dusty remains of a pair of french doors are to -the east. The hallway continues on to the north. +the east. The hallway continues on to the north. ~ 86 1 0 0 0 0 D0 - A small hallway continues on to the north. + A small hallway continues on to the north. ~ ~ 0 0 8605 D1 These french doors are rusty and barely holding themselves up. They hang -langerously from their hinges and groan with each passing breeze. +langerously from their hinges and groan with each passing breeze. ~ french door~ 1 0 8614 D2 Weather beaten and cracked this door barely blocks the critters that skitter -about here from getting inside. +about here from getting inside. ~ wooden door weathered~ 1 0 8603 @@ -128,7 +128,7 @@ S Short Hallway~ This narrow hallway passes between the foyer and the once beautiful gentle curving stairway to the north. Cobwebs and the chittering of the mice fill the -hallway along with a nasty draft from the foyer. +hallway along with a nasty draft from the foyer. ~ 86 1 0 0 0 0 D0 @@ -142,26 +142,26 @@ D2 S #8606 Stairway~ - A magnificent stairway leads upwards into the darkness of the keep here. + A magnificent stairway leads upwards into the darkness of the keep here. The marble is scratched and pockmarked with age but the stairs seem relatively safe. The walls along the staircase are unevenly covered with gaudy striped wallpaper and the bannister is unsteady. The hallway runs south from here and -a large dining room is to the east. +a large dining room is to the east. ~ 86 0 0 0 0 0 D1 - Travel eastward leads into the Dining Room. + Travel eastward leads into the Dining Room. ~ ~ 0 0 8616 D2 - The hallway continues on in this direction. + The hallway continues on in this direction. ~ ~ 0 0 8605 D4 Ascending the staircase leads to a second floor, which is dark and -foreboding. +foreboding. ~ ~ 0 0 8607 @@ -171,26 +171,26 @@ Upstairs~ Atop the staircase lay two hallyways and a small alcove to the north. One hallway extends to the east and the other to the west. The scent of decay and rotting wood is stronger to the west, while a faint light seems to flicker to -the east. +the east. ~ 86 1 0 0 0 0 D0 - A small alcove is nestled into the wall. + A small alcove is nestled into the wall. ~ ~ 0 0 8608 D1 - A long, dark, hallway stretches out this way. + A long, dark, hallway stretches out this way. ~ ~ 0 0 8617 D3 - A long dark hallway extends out this way. + A long dark hallway extends out this way. ~ ~ 0 0 8699 D5 - The stairs descend in this direction. + The stairs descend in this direction. ~ ~ 0 0 8606 @@ -203,38 +203,38 @@ right corner, strangely doubling every image. Along the gaudy golden frame there are many, many cracks and dents and the bottom left forner of the mirror has been broken off. The wall paper had long ago cracked and peeled off the western wall, but the eastern wall still holds a small wooden shelf with a few -cobweb covered books. +cobweb covered books. ~ 86 1 0 0 0 0 D0 - This mirror is more than meets the shattered eye. + This mirror is more than meets the shattered eye. ~ mirror ~ 1 8602 8609 D2 The hallway is dark and the faint outline of a bannister can barely be seen. - + ~ ~ 0 0 8607 E shelf~ A small wooden shelf hangs precariously from the faded and papered wall. A -few books, encrusted with cobwebs still remain. Arms and Armour, The Armilana +few books, encrusted with cobwebs still remain. Arms and Armor, The Armilana Defense to name a few. There is a small cermaic swan on the top shelf that -almost escaped your notice. +almost escaped your notice. ~ E mirror cracked corner~ A faint moldy, damp smell greets your nostrils as you bend closer. Your -image distorts further until you are nothing but a blur. +image distorts further until you are nothing but a blur. ~ S #8609 Dim Flight of Stairs~ The mirror slides closed with an awful grating sound and all that is left is a long, slippery flight of badly made stairs. Rats squeal somewhere far below, -echoing hollowly in the empty space between. +echoing hollowly in the empty space between. ~ 86 1 0 0 0 0 D2 @@ -251,7 +251,7 @@ Dim Flight of Stairs~ The squeals and chitters of the rats are becoming closer and less hollow as the descent continues. The moist smell of mildew and hundred year old mold is tart and hangs in the air like a miasma. The walls are uneven and have a rough -finish to them. +finish to them. ~ 86 1 0 0 0 0 D4 @@ -268,16 +268,16 @@ Dirt Path~ The trees are tall and have grown quite close together here. Birds chirp and fill the air with the rustling of their feathers. The path leads in two directions the east and west. Tall hedges and a wrought iron fence prevent -movement to the north and south. +movement to the north and south. ~ 86 64 0 0 0 2 D1 - A dirt path winds along in this direction. + A dirt path winds along in this direction. ~ ~ 0 0 8622 D3 - A dirt path wanders in this direction. + A dirt path wanders in this direction. ~ ~ 0 0 8601 @@ -288,7 +288,7 @@ Old Courtyard~ cracked and piled to about waist height. The dark stone facing of the Keep looms nearby and an old balcony can be seen just above the first floor windows. The trees have grown in about the old courtyard making travel in all directions -impossible, save to the west. +impossible, save to the west. ~ 86 1 0 0 0 2 D3 @@ -301,23 +301,23 @@ The Grand Room~ This room was once the grand ballroom but now it is strewn with the remains of broken glass and wooden furniture. The ceiling and walls are covered with cobwebs and flaking paint. A hardwood table stands against the eastern wall -with a massive candelabra at its center it, too, is tangled with cobwebs. -There is a bland looking door to the east and an open archway to the north. -The foyer is to the west. +with a massive candelabra at its center it, too, is tangled with cobwebs. +There is a bland looking door to the east and an open archway to the north. +The foyer is to the west. ~ 86 1 0 0 0 0 D0 - A beautiful archway continues on to the north. + A beautiful archway continues on to the north. ~ ~ 0 0 8615 D1 - A small white painted door leads to the east. + A small white painted door leads to the east. ~ door~ 1 0 8624 D3 - A pair of weathered french doors lead back toward the foyer. + A pair of weathered french doors lead back toward the foyer. ~ french door~ 1 0 8604 @@ -328,16 +328,16 @@ An Open Archway~ designs, now it is flaking and faded. Cobwebs hang like thin curtains from different points on the archway. A small breath of air causes the cobwebs to shimmer and part for a moment. There is a hazy light coming from the north and -the grand ballroom is to the south. +the grand ballroom is to the south. ~ 86 1 0 0 0 0 D0 - The Dining Room is just north of here. + The Dining Room is just north of here. ~ ~ 0 0 8616 D2 - The grand ballroom is to the south. + The grand ballroom is to the south. ~ ~ 0 0 8614 @@ -349,23 +349,23 @@ line the center of the tattered and moth eaten table linens. Rat chewed chairs are perfectly placed at even intervals along the table. Tremendous amounts of fabric lay in heaps along the outer walls and windows they, too, are chewed and moth eaten. There is an intricate design on the eastern wall while another -archway leads to the west. +archway leads to the west. ~ 86 1 0 0 0 0 D2 - An open archway leads south to the grand ballroom. + An open archway leads south to the grand ballroom. ~ ~ 0 0 8615 D3 - This archway opens up to a flight of slightly decreped stairs. + This archway opens up to a flight of slightly decreped stairs. ~ ~ 0 0 8606 E intricate design~ This design is a complicated pattern of silver and wrought iron. Curiously -though it doesn't seem as rusted or faded as the rest of the Keep. +though it doesn't seem as rusted or faded as the rest of the Keep. ~ S #8617 @@ -373,16 +373,16 @@ Eastern Wing~ This hallway is clogged with dust and debris. Torn paintings and broken pottery are strewn across the once beautiful hardwood floors and the thick striped wallpaper is peeling in great rends from the walls themselves. Doors -line this hallway and a faint light shines beneath the eastern most door. +line this hallway and a faint light shines beneath the eastern most door. ~ 86 1 0 0 0 0 D1 - The hallway continues on into the darkness. + The hallway continues on into the darkness. ~ ~ 0 0 8627 D3 - The faint outline of stairs can be seen in this direction. + The faint outline of stairs can be seen in this direction. ~ ~ 0 0 8607 @@ -392,7 +392,7 @@ Bottom of the Stairs~ A giant curved doorway bars travel to the east. It's surface is covered with strange symbols and bears a giagantic replica of the Grand Duke's coat of arms. Large barrels lay stacked neatly next to the huge door and the rest of -the floor is riddled with pockmarks and rat droppings. +the floor is riddled with pockmarks and rat droppings. ~ 86 1 0 0 0 0 D1 @@ -407,7 +407,7 @@ E inscriptions doorway curved~ Strange runes cover the entire surface of the door frame. The runes themselves are unintelligable but their mere presence seems to be a warning of -what lays beyond. +what lays beyond. ~ S #8621 @@ -415,7 +415,7 @@ Caverns Beneath the Keep~ A long twisting pathway runs off into the darkness. The scent of water grows stronger here and the rough hewn walls are covered with an unhealthy looking slime. The caverns seem to extend deep into the earth beneath the Keep -to the east. +to the east. ~ 86 1 0 0 0 0 D1 @@ -432,16 +432,16 @@ Dirt Path~ The trees spread out a little allowing for small breezes to rustle through the leaves and sway some of the lighter branches along this dirt path. A break in the foliage appears to the north and the dirt path continues on to the west. - + ~ 86 1 0 0 0 2 D0 - A small clearing lays beyond the tree break. + A small clearing lays beyond the tree break. ~ ~ 0 0 8623 D3 - The dirth path continues back this way. + The dirth path continues back this way. ~ ~ 0 0 8611 @@ -451,17 +451,17 @@ End of the Dirt Path~ The dirt path abruptly ends here in the midst of the forest surrounding Grand Duke Kalithorn's Keep. In every direction trees block the view and low growing raspberr and prickly rose bushes block further travel. A small rock -formation lay at the very edge of the path. +formation lay at the very edge of the path. ~ 86 81 0 0 0 2 D2 - A dirt path continues on in this direction. + A dirt path continues on in this direction. ~ ~ 0 0 8622 D5 A large stone formation rests at the end of this path. Curious holes and -notches have been etched into the largest rock in the formation. +notches have been etched into the largest rock in the formation. ~ formation stone hole notch door~ 2 8616 8625 @@ -470,16 +470,16 @@ S Butler's Pantry~ This is a small pantry which holds the dry goods for the kitchens. The shelves are still fully stocked, but covered in three inches of dust and other -assorted debris. There is a small door to the east and west. +assorted debris. There is a small door to the east and west. ~ 86 1 0 0 0 0 D1 - Another white painted double hinged door leads toward the kitchens. + Another white painted double hinged door leads toward the kitchens. ~ white door hinged double~ 1 0 8634 D3 - A bland looking door leads back to the grand room. + A bland looking door leads back to the grand room. ~ bland white door~ 1 0 8614 @@ -489,22 +489,22 @@ Underground~ The heavy smell of fresh earth hangs in the air. There are no sounds to be heard. Thick wooden support posts keep the earth from caving into this small tunnel that leads forever downwards. There is a wooden ladder that leads down -and up. +and up. ~ 86 1 0 0 0 5 D4 - There is a large stone door above. + There is a large stone door above. ~ stone door formation~ 1 8616 8623 D5 - The ladder extends down into the darkness of the earth. + The ladder extends down into the darkness of the earth. ~ ~ 0 0 8626 E keg~ - One of the two kegs is open and contains beer and a floating rat. Eww! + One of the two kegs is open and contains beer and a floating rat. Eww! ~ S #8626 @@ -512,7 +512,7 @@ Bandit's Lair~ The earth has been cut away here to make a small room for the bandit's hide-a-way. Bits of meat and pallets are strewn about here and the smell of the earth is overpowered by the rank stench of body odor. Two kegs lay along -the outer most wall between two thick wooden supports. +the outer most wall between two thick wooden supports. ~ 86 1 0 0 0 0 D4 @@ -525,26 +525,26 @@ Eastern Wing~ The hardwood floor is scratched is this section of the eastern wing. Pieces of glass and pottery grind underfoot and a huge urn lays shattered in its display alove along the northern wall. Doors are boarded shut to the north and -south and the hallway continues east and west. +south and the hallway continues east and west. ~ 86 1 0 0 0 0 D0 - This sturdy looking oak door appears to be jammed shut. + This sturdy looking oak door appears to be jammed shut. ~ sturdy oak door~ 0 0 -1 D1 - The hallway continues on into the darkness. + The hallway continues on into the darkness. ~ ~ 0 0 8637 D2 - Large boards of weathered wood block this doorway. + Large boards of weathered wood block this doorway. ~ sturdy oak door~ 0 0 -1 D3 - The hallway lightens in this direction. + The hallway lightens in this direction. ~ ~ 0 0 8617 @@ -558,7 +558,7 @@ Caverns~ The cavern walls are slick with slime and the floor itself is deeply scarred with pockmarks from falling water. Stalagmites have grown down from the ceiling making travel difficult, but by no means impossible. An odd hollow -sound comes from deep within the carverns. +sound comes from deep within the carverns. ~ 86 1 0 0 0 0 D1 @@ -576,11 +576,11 @@ The Kitchens~ hight wooden tables run lengthwise, presumably for servants to prepare the food upon. The rough stone walls are smeared with grease and soot from the years of cooking that occurred here. A few platters piled with dust and rat droppings -are scattered about this place. The sole exit is to the west. +are scattered about this place. The sole exit is to the west. ~ 86 1 0 0 0 0 D3 - This small white double hinged door leads out to the pantry. + This small white double hinged door leads out to the pantry. ~ door~ 1 0 8624 @@ -592,7 +592,7 @@ eaten and lay in a heap at the base of the row of windows along the southern wall. Chairs and small couches have been overturned and chewed to near pieces. An antique loom and its chair lay in fair condition against the western most wall while a grand harp rests in its stand in the middle of the sitting room. - + ~ 86 1 0 0 0 0 D0 @@ -602,7 +602,7 @@ D0 E harp grand~ This grand harp stands one human man-height tall. Alas, the strings have -been snapped and lay uselessly against the floor. +been snapped and lay uselessly against the floor. ~ S #8637 @@ -613,21 +613,21 @@ everywhere. Most of the walls have been stripped of their original wallpaper and the bare lath remains to be seen. The door to the north has completely caved inwards and the frame is covered with a heavy spidery webbing, preventing passage. There is an old oak door to the south and a faint light comes from -beneath the eastern most door. +beneath the eastern most door. ~ 86 1 0 0 0 0 D1 - The hallway ends in a stout paneled doorway. + The hallway ends in a stout paneled doorway. ~ ~ 0 0 8647 D2 - There is a faint light coming from this direction. + There is a faint light coming from this direction. ~ ~ 0 0 8636 D3 - The hallway recedes into the darkness. + The hallway recedes into the darkness. ~ ~ 0 0 8627 @@ -636,7 +636,7 @@ S Dead End~ This end of the cavern is extremely rough and unfinished. The wall is covered with a reddish-green ooze and the water has pooled deeply at the far -end of the passage. +end of the passage. ~ 86 1 0 0 0 0 D0 @@ -650,7 +650,7 @@ Deeper Within the Caverns~ up into a large anti-chamber. Bones of unknown origin lay strewn about. A few are reclining against the rough walls while others lay twisted and broken on the cavern floor. Two exits are visible, one to the east and the other to the -south. +south. ~ 86 1 0 0 0 0 D0 @@ -671,13 +671,13 @@ Caverns~ The floor gently begins to slope into the earth here. Pools of stagnant water fill the many holes in the floor and the same unhealthy looking slime coats the walls. The hollow sound can still be heard whistling through the -caverns. There is an old wrought iron fence barring passage to the south. +caverns. There is an old wrought iron fence barring passage to the south. ~ 86 1 0 0 0 0 D2 This is an old but strong wrought iron fence that reaches from floor to ceiling. There seems to be a strangely shaped lock on the far right side of -the gate. +the gate. ~ wrought iron old fence~ 1 8610 8640 @@ -688,7 +688,7 @@ D3 E fence wrought iron~ This fence reaches from the somewhat dry cavern floor straight to the -ceiling. There is a large spider-shaped lock on the far right bar. +ceiling. There is a large spider-shaped lock on the far right bar. ~ S #8646 @@ -698,7 +698,7 @@ of this small room. The pallets are made of planks of pitted and rotten wood with rat chewed bits of cloth over them. Tattered blankets hang over the sides of each bunk and a moth eaten, ratty bed sheet covers the sole window on the southern wall. A small wash basin lays atop a rough, handmade dresser which is -missing its drawers in the eastern corner of the room. +missing its drawers in the eastern corner of the room. ~ 86 1 0 0 0 0 D0 @@ -707,13 +707,13 @@ D0 0 0 8647 E basin wash~ - This old and worm metallic basin couldn't hold water if it wanted too. + This old and worm metallic basin couldn't hold water if it wanted too. ~ E dresser wooden~ This old wooden dresser had four drawers in which the servants stored their meager clothing and uniforms. However, only the top drawer reamins in tact -after all this time. +after all this time. ~ S #8647 @@ -722,22 +722,22 @@ Eastern Wing~ section of the eastern wing The sound of the vermin shifting about is absent and the scent of rotting food and unwashed bodies hangs in the air. Doors to the north and south have splashes of blood upon their surfaces and a faint -light flickers underneath the paneled door to the east. +light flickers underneath the paneled door to the east. ~ 86 1 0 0 0 0 D0 - The putrid scent of decay wafts in from the north. + The putrid scent of decay wafts in from the north. ~ ~ 0 0 8648 D1 These ornately paneled thick wooden doors must be at least four handlengths -wide. The silvery doorknobs are a little tarnished. +wide. The silvery doorknobs are a little tarnished. ~ paneled door bedroom~ 1 0 8657 D2 - A small room is to the south. + A small room is to the south. ~ ~ 0 0 8646 @@ -753,7 +753,7 @@ white-washed bathing chamber. The faucet drips continuously into a puddle of dingy looking water. The mirrors have been smashed to bits and the bathing curtain that surrounded the clawfoot tub is torn in half. The chamber pot has been used beyond its capacity more than once and lays in the furthest corner of -the bathing room, seething with maggots. +the bathing room, seething with maggots. ~ 86 0 0 0 0 0 D2 @@ -766,7 +766,7 @@ Caverns~ The air is growing heavier with the scent of running water. The murky mildew smell has receeded some and thankfully the walls no longer drip with slime. The hollow sound eminates from a cavern not to far ahead as the sound -has grown in both tone and pitch. +has grown in both tone and pitch. ~ 86 1 0 0 0 0 D1 @@ -784,7 +784,7 @@ Caverns~ scent of running water is a refreshing break from the damp murkiness of the caverns. The walls here do not drip with slime, but rather trickle a steady flow of water over the calcified rocks and weave a trail toward the next -cavern. +cavern. ~ 86 1 0 0 0 0 D1 @@ -801,7 +801,7 @@ Caverns~ The scent of water and the hollow rushing sound are getting stronger and stronger with each passing cavern. The walls are covered with yellowish-white calcium deposits and the floor, as well, is marked with tiny rivulets of the -same deposit. +same deposit. ~ 86 1 0 0 0 0 D1 @@ -820,7 +820,7 @@ walls are smooth and covered with tapestries at random intervals. Some bear scenes of battles, castles and another on the far east wall bears the likeness of Grand Duke Kalithorn himself! A gently cascading waterfall is the source of the rushing noise that echoes through the other caverns. It gently pours from -the southern wall and the small pool reaches the midpoint of this room. +the southern wall and the small pool reaches the midpoint of this room. ~ 86 1 0 0 0 0 D3 @@ -830,28 +830,28 @@ D3 E tapestry~ The tapestries hang at random intervals around the circular room. The -tapestry nearest depicts knights in battle. +tapestry nearest depicts knights in battle. ~ E old tapestry~ - A masterpiece! This tapestry depicts the famous battle of Ondor. + A masterpiece! This tapestry depicts the famous battle of Ondor. ~ E castle tapestry~ Generously woven into this tapestry is the finest of threads. This scene is -of the taking of Demoria Castle. +of the taking of Demoria Castle. ~ E face handsome tapestry~ This lovingly kept tapestry bears the handsome face of Grand Duke Kalithorn. His strong features and deep green eyes peer out, keeping watch over his Keep. In the bottom corner of the panel the letters E-M-I-L-Y is divinely embrodiered -in siver flax. +in siver flax. ~ E waterfall~ Pouring gently from a few feet above the rough stone floor this waterfall -splashes down and pools outward to the midpoint of this room. +splashes down and pools outward to the midpoint of this room. ~ S #8656 @@ -862,57 +862,57 @@ beautiful gardens, now they lay in an overgrown yet multi-colored mass. Trees extend for miles in either direction and the dirt road that leads to the main gate is barely visible. The wrought iron railing prevents its occupants from falling forward with it delicate scroll work and rusty strength. The glass -doors lead back into the master bedroom. +doors lead back into the master bedroom. ~ 86 1 0 0 0 0 D0 - These glass panels have been painstakingly etched with swirled patterns. + These glass panels have been painstakingly etched with swirled patterns. Half of the panels have been smashes beyond recognition and others are -scratched and shattered. +scratched and shattered. ~ shattered glass door~ 1 0 8657 S #8657 Master Bedroom~ - The hardwood floors of the hallway give way to thick, deep red carpeting. -An enormous king sized bed stands in the center of this huge master bedroom. + The hardwood floors of the hallway give way to thick, deep red carpeting. +An enormous king sized bed stands in the center of this huge master bedroom. The bed curtains are the same deep red and have been tied off at the four posts. The bed clothes are dusty and rumpled. The walls are covered with ornamental tapestries that have faded over time and the red striped wallpaper is bubbled in spots and is peeling from the walls between them. A medium sized closet stands open to the north and a pair of etched glass doors lead out to a -balcony. +balcony. ~ 86 1 0 0 0 0 D0 - A medium sized closet lays in this direction. + A medium sized closet lays in this direction. ~ ~ 0 0 8658 D2 The painstakingly stched glass paneled doors were once beautiful. Now a few -panels are shattered and the others are scratched beyond repair. +panels are shattered and the others are scratched beyond repair. ~ shattered glass door~ 1 0 8656 D3 These huge paneled doors must be at least four handlengths wide. The panels depict scenes from various battles in history. The silver handles are -tarnished, but not too worn. +tarnished, but not too worn. ~ paneled door ~ 1 0 8647 E etched glass doors ~ The balcony doors are covered with eteched glass panels. Some have been -broken and others are scratched beyond repair. +broken and others are scratched beyond repair. ~ E tapestries tapestry~ Most of the tapestries have faded beyond recognition but one singular tapestry nearest to the main doors proudly displays the Kalithorn coat of arm. - + ~ S #8658 @@ -921,11 +921,11 @@ Bedroom Closet~ dresses of Lady Kalithorn. Hangers dangle on the somewhat empty racks and rat-chewed shoes lay in haphazard piles along the floor. Curiously, though, the row of boxes on the uppermost shelf seem untouched. The master bedroom is -to the south. +to the south. ~ 86 1 0 0 0 0 D2 - The master bedroom lays in this direction. + The master bedroom lays in this direction. ~ ~ 0 0 8657 @@ -934,7 +934,7 @@ S A Dirt Road~ The path winds gently around fallen trees and brush. To the north it begins to ascend up a hill. The wind feels colder and the forest is quieter. A -disturbing silence fills this part of the woods. +disturbing silence fills this part of the woods. ~ 86 0 0 0 0 0 D0 @@ -947,15 +947,15 @@ D2 0 0 8660 E smoke~ - Charcoal grey smoke rises straight and true from some chimney set deep into -the heart of the Keep. + Charcoal gray smoke rises straight and true from some chimney set deep into +the heart of the Keep. ~ S #8660 A Dirt Road~ The woods around you consists mostly of pine and small fir. Small animals -can be heard, but not seen, scurrying away as you intrude upon their home. -The path is beginning to fade and recede back into the forest. +can be heard, but not seen, scurrying away as you intrude upon their home. +The path is beginning to fade and recede back into the forest. ~ 86 0 0 0 0 0 D0 @@ -964,16 +964,16 @@ D0 0 0 8659 E smoke~ - Charcoal grey smoke rises straight and true from some chimney set deep into -the heart of the Keep. + Charcoal gray smoke rises straight and true from some chimney set deep into +the heart of the Keep. ~ S #8699 Western Wing~ The floorboards creak and groan dangerously underfoot. The splintering of wood and the muffled sqeaks of rats and other unsavory creatures can be heard -to the west. Unfortunetly, the walls have caved in to the north and south. -To the west the floor slopes sharply downward into the darkness. +to the west. Unfortunetly, the walls have caved in to the north and south. +To the west the floor slopes sharply downward into the darkness. ~ 86 5 0 0 0 0 D1 diff --git a/lib/world/wld/9.wld b/lib/world/wld/9.wld index 9feccef..30b74d2 100644 --- a/lib/world/wld/9.wld +++ b/lib/world/wld/9.wld @@ -278,7 +278,7 @@ The tests of Minos, our glorious ruler, await. S #915 The First Trial Of Minos~ - Ah... you find yourself in Minos' battlefield playground. + Ah... you find yourself in Minos' battlefield playground. Minos loves to torture his people through these places. He collects the monsters of the world and puts them here. ~ diff --git a/lib/world/wld/90.wld b/lib/world/wld/90.wld index 4f8dde0..673381a 100644 --- a/lib/world/wld/90.wld +++ b/lib/world/wld/90.wld @@ -3,7 +3,7 @@ In the Desert~ You work your way through the golden dunes of sand. The only evidence of life is the tracks you leave behind. A gusting wind throws sand up into your face and makes you choke. On the horizon you believe you can see a clump of -trees. +trees. ~ 90 0 0 0 0 2 D1 @@ -34,7 +34,7 @@ In the Desert~ The world around you is obscurred by a small dust devil. The blowing sand and slippery footing makes travel in this desert painful. To the southeast you can make out a few trees and some small shrubbery. A good sign of water. You -are thirsty. +are thirsty. ~ 90 0 0 0 0 2 D1 @@ -50,7 +50,7 @@ S Between Sand Dunes~ You work your way between sand dunes. As you climb the top of one you can see nothing but desert stretching for miles in every direction. You find it -very hard, if not impossible, to remember which direction you are heading. +very hard, if not impossible, to remember which direction you are heading. ~ 90 0 0 0 0 2 D0 @@ -76,7 +76,7 @@ Beside the Oasis~ the south. A cluster of tall palm trees reach toward the sky. It is the only landmark for miles around and it is from this landmark that many travellers find their way to the lost city and the south pass. You can faintly make out a -trail leading east and west. +trail leading east and west. ~ 90 0 0 0 0 2 D0 @@ -101,7 +101,7 @@ Between Sand Dunes~ You step into a valley between two large sand dunes, the wind here is bearable and you can breathe without swallowing a handful of sand. The desert is very peaceful here. You notice some bleached white bones half-buried in the -sand. +sand. ~ 90 0 0 0 0 2 D0 @@ -126,7 +126,7 @@ On a Sand Dune~ You can just barely make out a small path leading to the east. The path seems to be the remains of a small stream that dried up years ago. You have heard that you can follow a stream and it will eventually lead to civilization. -Maybe this will lead to somewhere important. +Maybe this will lead to somewhere important. ~ 90 0 0 0 0 2 D1 @@ -143,7 +143,7 @@ A Sandy Path~ The wind is calmer here, allowing you to discern the small trail a little better. The sand you walk on seems to be firming up slightly and you can see a few cactii further to the east as you work your way out of the harshest part of -the desert. +the desert. ~ 90 0 0 0 0 2 D2 @@ -160,7 +160,7 @@ In the Desert~ You become confused as to which direction you were heading. You glance back to trace your footsteps, but the wind has already covered them over. You get an uneasy feeling in your stomach as you realize how easily one could get lost -here. +here. ~ 90 0 0 0 0 2 D1 @@ -174,10 +174,10 @@ D2 S #9008 In the Desert~ - The wind and sand tear at every bit of your clothing and exposed flesh. + The wind and sand tear at every bit of your clothing and exposed flesh. You try to cover your face but the sand still finds its way in. You remember stories of lost travellers entering the desert and never returning. Will you -be next? +be next? ~ 90 0 0 0 0 2 D1 @@ -198,7 +198,7 @@ In the Desert~ The golden sands of the desert would almost be peaceful if it wasn't for the extreme heat during the day and frigid cold at night. It is a wonder that any animal could survive out here, but some do. Most animals living in the desert -are scavengers who prey on lost souls, like your own! +are scavengers who prey on lost souls, like your own! ~ 90 0 0 0 0 2 D2 @@ -215,7 +215,7 @@ Beside the Oasis~ You find yourself just west of the oasis. It is from there that people travel between the lost city, south pass, and the Capital. This is where the truly adventureous travelers roam in the search for fame and fortune. Most -never make it back. +never make it back. ~ 90 0 0 0 0 2 D0 @@ -233,7 +233,7 @@ The Oasis~ underground river comes to the surface of the desert. A tiny bit of dank water trickles through the center of the palms. It is not very refreshing, but enough to support a flurry of plant and animal life. From here paths continue -north toward the Capital or the lost city, and south to the south pass. +north toward the Capital or the lost city, and south to the south pass. ~ 90 0 0 0 0 2 D0 @@ -258,7 +258,7 @@ Beside the Oasis~ To the east you see the oasis where travellers can rest and drink from the small trickle of water that never runs dry. This oasis is a safe haven for many lost travellers. From the oasis a lost traveller can usually find his way -back to safety. +back to safety. ~ 90 0 0 0 0 2 D0 @@ -275,7 +275,7 @@ A Sandy Path~ Small Cactii flourish here. You even see a few dried out shrubs that somehow survive without water for months at a time. Small animals that have adapted to the extreme weather in the desert scurry away as you pass. Tales of -deadly scorpions make you watch where you step. +deadly scorpions make you watch where you step. ~ 90 0 0 0 0 2 D0 @@ -292,7 +292,7 @@ A Rocky Path~ The path you are following is full of small pebbles and rocks. The sand has been washed away in this area making a small ditch where a good sized stream must have once flowed. The ground around the ditch is packed sand with cracks -running through it. +running through it. ~ 90 0 0 0 0 2 D2 @@ -309,7 +309,7 @@ The Desert~ Dunes obscure your vision for more than fifty feet in any direction. As you climb to the top, expecting to get a better view of your surroundins, you only see more dunes. The dry air makes you wish you had remembered to bring more -water. +water. ~ 90 0 0 0 0 2 D1 @@ -326,7 +326,7 @@ The Desert~ The sky above you is completely clear, no matter the time of day there is not enough moisture in the desert to form any clouds. The area around you is barren, just sand, no sign of any life. To the northeast you can see what -looks like some trees in the distance. +looks like some trees in the distance. ~ 90 0 0 0 0 2 D1 @@ -359,7 +359,7 @@ A Rocky Path~ The ditch is close to ten spans across now. Large boulders litter the bottom of what must have once been an impressive river. Skeletons of fish are half buried in the rubble. It appears this stream ran dry from an unnatural -cause. The banks of the river reach up to about eye level. +cause. The banks of the river reach up to about eye level. ~ 90 0 0 0 0 2 D0 @@ -374,7 +374,7 @@ S #9019 A Dried Up River Bed~ You find yourself trapped inside this natural canyon. The banks tower above -your head, actually slanting towards you, making them impossible to climb. +your head, actually slanting towards you, making them impossible to climb. The rocky river bed makes an unsure footing and you stumble along, trying not to twist an ankle. The river bed leads in an east west direction. ~ @@ -393,7 +393,7 @@ A Dried Up River Bed~ The steep walls of the river tower above you, blocking out what little light there was to begin with. It feels as if the walls are closing in on you. You begin to notice bones scattered among the rocks that don't look like fish -bones. +bones. ~ 90 0 0 0 0 2 D2 @@ -410,7 +410,7 @@ The Desert~ Heat rising from the hot sands into the air makes a shimmering image on the horizon. Maybe it is just a mirage, or maybe it is something else. The harder you look the more you begin to think that you might be reaching the southern -end of the desert. +end of the desert. ~ 90 0 0 0 0 2 D0 @@ -426,7 +426,7 @@ S A Dried Up River Bed~ The banks of the river bed are made of some type of solid sandstone, worn smooth from years of errosion from the river. Now they are becoming pitted and -cracked. The river bed continues north and east. +cracked. The river bed continues north and east. ~ 90 0 0 0 0 2 D0 @@ -442,8 +442,8 @@ S A Dried Up River Bed~ The wind howls as it gets caught in between the banks of what used to be a large river. The banks reach up to just above your head, obscuring your view -of what's above you. The river bottom is layered in small round pebbles. -This would be a great place to set up an ambush for unwary travellers. +of what's above you. The river bottom is layered in small round pebbles. +This would be a great place to set up an ambush for unwary travellers. ~ 90 0 0 0 0 2 D3 @@ -455,7 +455,7 @@ S The Desert~ The sky overhead is clear. A strong wind from the south buffets you relentlessly. You can make out what looks like a mountain range further to the -south. Perhaps this faded trail you are following leads to the south pass. +south. Perhaps this faded trail you are following leads to the south pass. ~ 90 0 0 0 0 2 D1 @@ -472,7 +472,7 @@ The Desert~ You can begin to discern what looks look tracks in the sand leading to the north and west. The remains of a trail being consumed by the desert sand. To the south you can see somthing on the horizon. Desert stretches as far as you -can see in every other direction. +can see in every other direction. ~ 90 0 0 0 0 2 D0 @@ -489,7 +489,7 @@ A Trail~ To the north, east and west, a desert of shimmering sand stretches for as far as you can see. To the south a jagged mountain range stretches to the sky. The mountains are tall enough to be barren of trees and some are even snow -capped. +capped. ~ 90 0 0 0 0 2 D1 @@ -506,7 +506,7 @@ A Faded Trail~ To the south you can see a tall, jagged mountain range. The stories of the range are wild and undoubtedly false. But one thing you know is true. They are almost insurpassable unless you can find the south pass. The trail leads -east and west. +east and west. ~ 90 0 0 0 0 2 D1 @@ -538,7 +538,7 @@ S Before the Mountains~ Just to the south a wall of rock reaches up into the sky. To the east and west the mountains look insurpassable. A small trail continues south towards -the base of the mountains or north into the desert. +the base of the mountains or north into the desert. ~ 90 0 0 0 0 2 D0 @@ -556,7 +556,7 @@ Before the Mountains~ an avalanche or landslide gives you chills. The safety of open ground is just to the north. Anyone or anything could easily hide along the base of the mountains. A small trail leads to the east. An almost invisible trail leads -south from here, toward the mountains. +south from here, toward the mountains. ~ 90 4 0 0 0 2 D0 @@ -575,8 +575,8 @@ S #9031 A Hidden Path~ It is as if someone has taken the trouble to try and hide this small trail. -It winds its way still further to the north along the base of the mountains. -Small trees and even a small stream give this place a feeling of peace. +It winds its way still further to the north along the base of the mountains. +Small trees and even a small stream give this place a feeling of peace. ~ 90 0 0 0 0 0 D0 @@ -597,7 +597,7 @@ A Hidden Path~ The path continues alond the base of the mountian. A small stream flows beside you, the water looks very clean and refreshing. You are surrounded by trees that block any good view of your surroundings. There seems to be a -clearing just to the north. +clearing just to the north. ~ 90 0 0 0 0 0 D0 @@ -612,9 +612,9 @@ S #9033 A Secluded Grove~ You find yourself in the middle of a small glade of elms. The ground is -covered in a spongy moss that makes you feel like you are walking on air. +covered in a spongy moss that makes you feel like you are walking on air. This area has a strangely serene feeling to it. You suddenly get the feeling -that you are not the only one enjoying this peaceful grove. +that you are not the only one enjoying this peaceful grove. ~ 90 0 0 0 0 0 D2 diff --git a/lib/world/wld/96.wld b/lib/world/wld/96.wld index 94b6608..317116f 100644 --- a/lib/world/wld/96.wld +++ b/lib/world/wld/96.wld @@ -4,7 +4,7 @@ The mad wizard's hut~ and the bubbling of the cauldron. Shelves along the walls are lined with vials and glasses, holding a variety of colored liquids. Inside the cauldron is a purple-red liquid, bubbling and splashing all over the floor. The only exit is -back east, out of the hut. +back east, out of the hut. ~ 96 76 0 0 0 0 D1 @@ -24,8 +24,8 @@ Shops : 1 Triggers : 13 Theme : Forest, Cave, Swamp, abandoned keep Notes : A quest zone in which a player has to first go to the bear cave - to get a key that allows entrance to the wizards hut. The wizard will then - transport the players to domiae and then they must find the king and + to get a key that allows entrance to the wizards hut. The wizard will then + transport the players to domiae and then they must find the king and complete the quest to receive a sword. Links : 03e Zone 96 was linked to the following zones: @@ -34,7 +34,7 @@ Zone 96 was linked to the following zones: E tree oak~ Large oaken trees block out most of the light, giving the everything in the -forest a dim green appearance. +forest a dim green appearance. ~ S #9601 @@ -44,7 +44,7 @@ the threshold. Dried leaves crackle underfoot, and the forest animals scurry a safe distance away before turning to regard this new invader. Birds chirp their merry songs, voices intertangling into a mesh of sounds that faintly resembles a choir. The path branches off to the west, but the main path -continues north. +continues north. ~ 96 0 0 0 0 3 D0 @@ -69,7 +69,7 @@ and dry. Most of the small animals are gone, and only the biggest predatory animals of the forest dare come this close to the hut. The front of the hut is decorated with strange runes, and animal skulls hang from the eaves. The doorknob is fashioned from a human thigh bone. Exits are back to the main -path, or into the hut. +path, or into the hut. ~ 96 0 0 0 0 3 D1 @@ -83,14 +83,14 @@ door~ E hut house hovel home~ The hut is a crude one, fashioned of daub and mud. Thatched straw serves as -the roof, and the windows are mere holes in the cracked walls. +the roof, and the windows are mere holes in the cracked walls. ~ S #9603 A Cleared Path~ The limbs and scrub brush have been hacked off and thrown to each side of this new path. Very little traffic has passed this way, only a few plants and -grass blades peeking up through the forest floor are trodden. +grass blades peeking up through the forest floor are trodden. ~ 96 8 0 0 0 0 D3 @@ -102,10 +102,10 @@ S A path through Domiae~ The path goes on into deeper foliage, and it now sprouts grass and other greenery. The dirt becomes slightly softer, and roots protude from the soil. -The refreshing scent of life is in the air, and the birds sing it's praise. +The refreshing scent of life is in the air, and the birds sing it's praise. The forest animals seem to take no heed of anyone, travelling along the path as any human would. Squirrels, rabbits, hares, foxes, and other animals can be -seen scurrying about. The path continues north and south. +seen scurrying about. The path continues north and south. ~ 96 0 0 0 0 3 D0 @@ -123,7 +123,7 @@ A four-way intersection~ A small hole in the treetops forms a sunlit glade. The animals of the forest are far more active here, and the ground is littered with evidence on their passing. A bird chirps gleefully from a hole in a nearby tree, soon followed -by a chorus of her chicks. The path here splits in four directions. +by a chorus of her chicks. The path here splits in four directions. ~ 96 0 0 0 0 3 D0 @@ -150,7 +150,7 @@ A dead end~ path, blocking any further advance. Many birds are nested in the falling tree, which accountrs for the increase in noise. The tree itself is covered in moss and lichen, with violets and wildflowers shooting from the rotted wood. The -only exit is back to the intersection. +only exit is back to the intersection. ~ 96 0 0 0 0 3 D1 @@ -164,7 +164,7 @@ A path deeper into the forest~ As the path into the forest gets deeper, the sounds get louder and more plentiful. The squirrels tittering, the birds chirping, and the animals just generally scampering about. The path is filled with less leaves, now, and the -ground gets even softer. Exits are to the east and west. +ground gets even softer. Exits are to the east and west. ~ 96 0 0 0 0 0 D1 @@ -182,7 +182,7 @@ A mushy path~ The ground is completely devoid of leaves now, and the soil gets even softer. The air is beginning to take on an unpleasant odor, but it's not quite placeable. The birdsong is as loud as ever, but the other animals seem to be -strangely quiet. The path turns south, or back west. +strangely quiet. The path turns south, or back west. ~ 96 64 0 0 0 3 D2 @@ -199,7 +199,7 @@ T 9600 A swampy pit~ The path ends here. The dirt has turned to mud, and a large collection of water and muck is in resting in the middle of the path. The forest is silent, -except the occasional bird chirping. The only exit is back north. +except the occasional bird chirping. The only exit is back north. ~ 96 65 0 0 0 3 D0 @@ -214,7 +214,7 @@ different types of trees are flourishing. Rowan, elm, pine, and cedar trees add themselves to the already plentiful oak. The ever-present birdsong intertwines itself with the sounds of the animals going about their business. The moisture trapped by the trees coupled with the coolness of the air gives -the forest a wet sheen. The path continues north and south. +the forest a wet sheen. The path continues north and south. ~ 96 0 0 0 0 3 D0 @@ -234,7 +234,7 @@ different types of trees are flourishing. Rowan, elm, pine, and cedar trees add themselves to the already plentiful oak. The ever-present birdsong intertwines itself with the sounds of the animals going about their business. The moisture trapped by the trees coupled with the coolness of the air gives -the forest a wet sheen. The path continues north and south. +the forest a wet sheen. The path continues north and south. ~ 96 0 0 0 0 3 D0 @@ -252,7 +252,7 @@ A turn in the path~ The path takes a turn here, the hard-packed dirt loping in a wide turn. In many places the path is interrupted by small collapses, due to ants tunneling under. In the underbrush nearby, an animal has burrowed a rather deep hole to -make it's home. Exits are west or back to the south. +make it's home. Exits are west or back to the south. ~ 96 0 0 0 0 3 D2 @@ -266,7 +266,7 @@ D3 E den hole burrow~ Peering into the hole, it looks like a mole has chosen to make it's home -here. The soil inside the burrow is dry and grainy. +here. The soil inside the burrow is dry and grainy. ~ S T 9600 @@ -276,7 +276,7 @@ A three-way intersection~ 'larger' animals seem to use the west path, while squirrels and birds - the 'smaller' animals - seem to keep to the east path. The northern path, on the other hand, doesn't look like any animal uses it. The path continues west and -north, and back east. +north, and back east. ~ 96 0 0 0 0 3 D0 @@ -300,7 +300,7 @@ different types of trees are flourishing. Rowan, elm, pine, and cedar trees add themselves to the already plentiful oak. The ever-present birdsong intertwines itself with the sounds of the animals going about their business. The moisture trapped by the trees coupled with the coolness of the air gives -the forest a wet sheen. The path continues north and south. +the forest a wet sheen. The path continues north and south. ~ 96 0 0 0 0 3 D0 @@ -318,7 +318,7 @@ A turn in the path~ The path takes a turn here, the hard-packed dirt loping in a wide turn. In many places the path is interrupted by small collapses, due to ants tunneling under. In the underbrush nearby, an animal has burrowed a rather deep hole to -make it's home. Exits are east or back to the south. +make it's home. Exits are east or back to the south. ~ 96 0 0 0 0 3 D1 @@ -332,7 +332,7 @@ D2 E den hole burrow~ Peering into the hole, it looks like a mole has chosen to make it's home -here. The soil inside the burrow is dry and grainy. +here. The soil inside the burrow is dry and grainy. ~ S T 9600 @@ -342,7 +342,7 @@ A dead end~ path, blocking any further advance. Many birds are nested in the falling tree, which accountrs for the increase in noise. The tree itself is covered in moss and lichen, with violets and wildflowers shooting from the rotted wood. The -only exit is back west. +only exit is back west. ~ 96 0 0 0 0 3 D3 @@ -358,7 +358,7 @@ different types of trees are flourishing. Rowan, elm, pine, and cedar trees add themselves to the already plentiful oak. The ever-present birdsong intertwines itself with the sounds of the animals going about their business. The moisture trapped by the trees coupled with the coolness of the air gives -the forest a wet sheen. The path continues east and west. +the forest a wet sheen. The path continues east and west. ~ 96 0 0 0 0 3 D1 @@ -396,7 +396,7 @@ trees block out most of the light, and the trail through the forest is cluttered with leafs and sticks. However, looking again there are many things of beauty about it. Small animals scurry about, and birdsong can be heard even at the threshold of the forest. Flowers line the path north into the forest, -which is the only visible exit. +which is the only visible exit. ~ 96 0 0 0 0 3 D0 @@ -410,7 +410,7 @@ D1 E tree oak~ Large oaken trees block out most of the light, giving the everything in the -forest a dim green appearance. +forest a dim green appearance. ~ S T 9600 @@ -419,8 +419,8 @@ Another turn in the path~ The path turns back west, and the birdsong grows fainter. Someone, or something, has ripped off the lower boughs to the trees. That either means someone wants an unobstructed view or someone's property line is near. Far in -the distance a cave makes a grey splotch on the horizon. Exits are west or -back north. +the distance a cave makes a gray splotch on the horizon. Exits are west or +back north. ~ 96 0 0 0 0 3 D0 @@ -438,7 +438,7 @@ A path nearing the cave~ The path continues west toward the cave. Foxes and rabbits shoot through the underbrush constantly, and the birdsong grows even fainter. Loud roars come from the west, and the unmistakeable sound of an animal getting ripped in -half. The path continues west and east. +half. The path continues west and east. ~ 96 0 0 0 0 3 D1 @@ -456,7 +456,7 @@ A path nearing the cave~ Now only the smallest birds can be heard chirping, but the foxes and rabbits seem to thrive in the silence. The inhuman roars from the west grow louder, and the squelching of dead animals intensifies. The smell of excrement floats -through the air. The path continues west and east. +through the air. The path continues west and east. ~ 96 0 0 0 0 3 D1 @@ -475,7 +475,7 @@ A turn in the path~ much worse. The wind stops, the animals disappear, and the birds stop singing. The shrieks of a dying creature can be heard nearby, and the roaring stops momentarily, replaced by a sickening squelch. The path returns west, or -continues north. +continues north. ~ 96 4 0 0 0 3 D0 @@ -493,7 +493,7 @@ In front of the cave~ The roars here are almost deafening. The smell of death and animal excrement floats through the air, in enough potency to make one vomit. A pair of red eyes peer out of the shroud of darkness in the cave. The path continues -north, into the cave west, or returns south. +north, into the cave west, or returns south. ~ 96 0 0 0 0 3 D0 @@ -514,7 +514,7 @@ A refuse pit~ The stench of excrement and death come from this pit. Heaps of dead animals in various stages of decomposition, and piles of animal excrement. Whether it's from what lives in the cave or from the dead animals isn't known. The -only exit is back south. +only exit is back south. ~ 96 0 0 0 0 3 D2 @@ -526,7 +526,7 @@ S In the mouth of the cave~ Just inside of the cave, the sickly-sweet odor of fresh blood can be detected. Roars from inside the cave signifies that the cave isn't exactly -empty. The rest of the cave lies west, and one can exit east. +empty. The rest of the cave lies west, and one can exit east. ~ 96 8 0 0 0 5 D1 @@ -543,7 +543,7 @@ Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits in all -directions. +directions. ~ 96 9 0 0 0 5 D0 @@ -568,7 +568,7 @@ Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits to the south -and west. +and west. ~ 96 9 0 0 0 0 D2 @@ -585,7 +585,7 @@ Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits to the north -and west. +and west. ~ 96 9 0 0 0 0 D0 @@ -602,7 +602,7 @@ Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits north, east, -and south. +and south. ~ 96 9 0 0 0 0 D0 @@ -623,7 +623,7 @@ Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits to the south -and east. +and east. ~ 96 9 0 0 0 0 D1 @@ -640,7 +640,7 @@ Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits to the north -and east. +and east. ~ 96 9 0 0 0 0 D0 @@ -658,7 +658,7 @@ Inside the outer gate~ gate is north, and two narrow towers protect the barbican. The gate has rusted off of its hinges, and it lies on the ground near the entrance. To the west and east are the stairways into the towers, and north lays the gate. To the -south a blue portal stretches between the walls. +south a blue portal stretches between the walls. ~ 96 0 0 0 0 5 D0 @@ -684,7 +684,7 @@ A stairwell~ and most of them are rotten. Small slits in the stone wall give room for archers to fire through in case of an attack, and a murder-hole halfway up the stairs give soldiers something to pour burning oil or drip heavy objects -through. East lies the outer gate and the top of the small tower is upward. +through. East lies the outer gate and the top of the small tower is upward. ~ 96 0 0 0 0 5 D1 @@ -702,7 +702,7 @@ A stairwell~ and most of them are rotten. Small slits in the stone wall give room for archers to fire through in case of an attack, and a murder-hole halfway up the stairs give soldiers something to pour burning oil or drip heavy objects -through. West lies the outer gate and the top of the small tower is upward. +through. West lies the outer gate and the top of the small tower is upward. ~ 96 0 0 0 0 5 D3 @@ -719,7 +719,7 @@ A small tower~ Moss and mildew grow on the walls, and slime lies on the floor. Just below the tower is the gate area, where people would come in if the outer gate still existed. There are broken pieces of bows and arrows, rusted sets of armor, and -swords tarnished beyond recognition. The only exit is back down. +swords tarnished beyond recognition. The only exit is back down. ~ 96 0 0 0 0 0 D5 @@ -732,7 +732,7 @@ A small tower~ Moss and mildew grow on the walls, and slime lies on the floor. Just below the tower is the gate area, where people would come in if the outer gate still existed. There are broken pieces of bows and arrows, rusted sets of armor, and -swords tarnished beyond recognition. The only exit is back down. +swords tarnished beyond recognition. The only exit is back down. ~ 96 0 0 0 0 0 D5 @@ -746,7 +746,7 @@ Foyer~ the sound of footsteps. A grand chandelier lies broken in several pieces on the floor, and the furniture reduced to dull colored rags. All that remains of the fountain is the statue of the King, broken in half. Exits are north and -south. +south. ~ 96 8 0 0 0 0 D0 @@ -764,7 +764,7 @@ The throne room~ thrones of solid gold and satin lay on the dais, and the exquisite silk tapestries on the walls are untouched by rats or other vermin. The queens chair holds a skeleton, but the king's chair is strangely empty. Exits are east -and west along the hall, north to the dining area or south to the foyer. +and west along the hall, north to the dining area or south to the foyer. ~ 96 8 0 0 0 0 D0 @@ -789,7 +789,7 @@ Banquet hall~ Contrary to the Throne Room, the hall lies in horrible disrepair. The table itself seems sturdy enough, but those chairs remaining are in pieces or missing legs. The ever-present sound of rat on stone can be heard. Exits are north -and south. +and south. ~ 96 8 0 0 0 0 D0 @@ -806,7 +806,7 @@ Kitchen~ Massive iron-cast ovens occupy most of the room, and the remains of plain tables can be seen. The smell of rat floats in the air, along with the smell of long spoiled food. The cellar lies west, or one may exit south back into -the dining hall. +the dining hall. ~ 96 8 0 0 0 0 D2 @@ -823,7 +823,7 @@ Cellar~ The cellar smells strongly of rotten food and filthy rats. Eyes glare from the shelves where food use to be, and the sound of sniffing and fighting can be heard. Human skeletons lie in a heap. Perhaps this isn't the safest place to -be? +be? ~ 96 9 0 0 0 0 D1 @@ -836,7 +836,7 @@ A hall~ Chunks of ceiling and wall lay on the floor, blocking most of the entrances. Rats scurry around the hall, making clicking noises on the broken marble floor. Plants hang from the ceiling, and grow out of the walls. The hall continues -east, or one can go back west toward the throne room. +east, or one can go back west toward the throne room. ~ 96 8 0 0 0 0 D1 @@ -853,7 +853,7 @@ A hall~ Chunks of ceiling and wall lay on the floor, blocking most of the entrances. Rats scurry around the hall, making clicking noises on the broken marble floor. Plants hang from the ceiling, and grow out of the walls. The hall continues -west, or one can go back east toward the throne room. +west, or one can go back east toward the throne room. ~ 96 8 0 0 0 0 D1 @@ -871,7 +871,7 @@ A stairwell~ on the ground here, having rusted off. The rats seem to stay away from here. Perhaps it has something to do with the inhuman howls of rage that eminate from the room west of hear. Or maybe it's that there's more food nearer the -kitchen. Exits are up, west, and east. +kitchen. Exits are up, west, and east. ~ 96 12 0 0 0 0 D1 @@ -893,7 +893,7 @@ A stairwell~ on the ground here, having rusted off. The rats seem to stay away from here. Perhaps it has something to do with the inhuman howls of rage that eminate from the room east of here. Or maybe it's that there's more food nearer the -kitchen. Exits are up, west, and east. +kitchen. Exits are up, west, and east. ~ 96 8 0 0 0 0 D1 @@ -914,7 +914,7 @@ A holding chamber.~ A steel barred window lets in light to the spartan room. A bed and a chamberpot are all that are here. The floor is of the same cracked marble, and the cold stone walls don't show the same cracking and falling that the other -walls do. The only exit is the way you came. +walls do. The only exit is the way you came. ~ 96 8 0 0 0 0 D3 @@ -927,7 +927,7 @@ A holding chamber.~ A steel barred window lets in light to the spartan room. A bed and a chamberpot are all that are here. The floor is of the same cracked marble, and the cold stone walls don't show the same cracking and falling that the other -walls do. The only exit is the way you came. +walls do. The only exit is the way you came. ~ 96 8 0 0 0 0 D1 @@ -940,7 +940,7 @@ A hallway entrance~ The floor here is lined with satin, although torn and bitten from rats. No rats are here presently, but signs of their presence are visible. Intricate carvings and tapestries adorn the walls, along with a bust of the King in the -corner. Exits are west or back down. +corner. Exits are west or back down. ~ 96 8 0 0 0 0 D3 @@ -957,7 +957,7 @@ A hallway entrance~ The floor here is lined with satin, although torn and bitten from rats. No rats are here presently, but signs of their presence are visible. Intricate carvings and tapestries adorn the walls, along with a bust of the King in the -corner. Exits are east or back down. +corner. Exits are east or back down. ~ 96 8 0 0 0 0 D1 @@ -974,7 +974,7 @@ The royal hallway~ Along the hallway there is no noise whatsoever. The walls are still crumbling, plants are still growing out of the ceiling, of which most of is laying on the floor. The floor seems a little less eaten up. The entrance to -the King's bedroom lies east, or one may return west. +the King's bedroom lies east, or one may return west. ~ 96 8 0 0 0 0 D1 @@ -991,7 +991,7 @@ The royal hallway~ Along the hallway there is no noise whatsoever. The walls are still crumbling, plants are still growing out of the ceiling, of which most of is laying on the floor. The floor seems a little less eaten up. The entrance to -the King's bedroom lies west, or one may return east. +the King's bedroom lies west, or one may return east. ~ 96 8 0 0 0 0 D1 @@ -1036,7 +1036,7 @@ depicting a mighty battle. The ceiling is painted in the image of an angel and her followers, and the furniture is exquisite. A desk made from the finest cedar is resting against the wall, with a matching chair. Both are heavily cushioned with satin, and carved in strange and beautiful pictures. The only -exit is north. +exit is north. ~ 96 8 0 0 0 0 D0 @@ -1048,7 +1048,7 @@ S A Cleared Path~ The freshly cut path is clearer to the east while to the west it looks like someone gave up on hacking through this dense woods. The trees and brush are -typical of any hardwood forest. +typical of any hardwood forest. ~ 96 0 0 0 0 0 D1 diff --git a/lib/world/zon/1.zon b/lib/world/zon/1.zon index 2dc8636..0ca8c56 100644 --- a/lib/world/zon/1.zon +++ b/lib/world/zon/1.zon @@ -139,7 +139,7 @@ D 0 172 0 1 (An Extravagant Home) M 0 130 3 172 (the maid) E 1 155 99 17 (a feather duster) D 0 157 2 1 (Warriors Avenue) -M 0 167 2 157 (the staff sargeant) +M 0 167 2 157 (the staff sergeant) E 1 142 99 11 (a wooden shield) E 1 143 99 7 (a pair of black leather pants) D 0 171 0 1 (A Beggars Home) @@ -158,7 +158,7 @@ D 0 164 1 1 (Thieves Quarter) M 0 100 3 164 (the young man) G 1 143 99 -1 (a pair of black leather pants) D 0 165 3 1 (The Thieves' Warehouse) -M 0 167 2 152 (the staff sargeant) +M 0 167 2 152 (the staff sergeant) E 1 143 99 7 (a pair of black leather pants) E 1 142 99 11 (a wooden shield) M 0 159 2 140 (the lieutenant) diff --git a/lib/world/zon/101.zon b/lib/world/zon/101.zon index d3fb361..1cd012e 100644 --- a/lib/world/zon/101.zon +++ b/lib/world/zon/101.zon @@ -10,7 +10,7 @@ M 0 10108 1 10113 (a clairvoyant gypsy) E 1 10116 99 14 (a bracelet of the gypsy) M 0 10107 1 10111 (a robbed merchant) E 1 10115 99 13 (a beltpouch) -E 1 10114 99 11 (a bottle) +E 1 10114 99 17 (a bottle) E 1 10113 99 10 (some torn sleeves) M 0 10106 2 10109 (a pillaging bandit) E 1 10112 99 9 (some camouflage gloves) diff --git a/lib/world/zon/104.zon b/lib/world/zon/104.zon index 414fbd5..4a0c506 100644 --- a/lib/world/zon/104.zon +++ b/lib/world/zon/104.zon @@ -13,7 +13,7 @@ G 1 10405 100 -1 (bronze armor) G 1 10409 100 -1 (a wooden shield) M 1 10416 1 10409 (Town Gurad) E 1 10421 100 5 (diamond encrusted armor) -E 1 10422 100 7 (a pair os diamond encrusted leggings) +E 1 10422 100 7 (a pair of diamond encrusted leggings) E 1 10423 100 9 (a pair of diamond gloves) E 1 10424 100 6 (a diamond helm) E 1 10425 100 11 (a diamond shield) @@ -32,7 +32,7 @@ G 1 10407 100 -1 (a pair of leather boots) G 1 10408 100 -1 (a pair of metal gloves) G 1 10409 100 -1 (a wooden shield) G 1 10421 100 -1 (diamond encrusted armor) -G 1 10422 100 -1 (a pair os diamond encrusted leggings) +G 1 10422 100 -1 (a pair of diamond encrusted leggings) G 1 10423 100 -1 (a pair of diamond gloves) G 1 10424 100 -1 (a diamond helm) G 1 10425 100 -1 (a diamond shield) diff --git a/lib/world/zon/106.zon b/lib/world/zon/106.zon index ed16cd0..014fdbd 100644 --- a/lib/world/zon/106.zon +++ b/lib/world/zon/106.zon @@ -23,7 +23,7 @@ M 0 10608 1 10645 (Sujin Suncas) E 1 10609 99 15 (a Suncas banded wristguard) E 1 10635 1 1 (an authority ring of the Suncas clan) E 1 10609 99 14 (a Suncas banded wristguard) -M 0 10634 1 10632 (Tring, the armourer) +M 0 10634 1 10632 (Tring, the armorer) G 1 10621 99 -1 (a full faced Elcardorian helmet) G 1 10620 99 -1 (a leather underlined Elcardorian shield) G 1 10618 99 -1 (some Elcardorian military arm plates) @@ -38,7 +38,7 @@ E 1 10618 20 10 (some Elcardorian military arm plates) R 0 10604 10604 -1 (a fountain) O 0 10604 1 10604 (a fountain) M 0 10640 1 10604 (a Shadowy figure) -E 1 10641 1 16 (an assasins dagger) +E 1 10641 1 16 (an assassins dagger) R 0 10633 10640 -1 (the bank) O 0 10640 1 10633 (the bank) M 0 10633 1 10633 (Penny, the bank teller) @@ -56,7 +56,7 @@ M 0 10639 1 10639 (Lara) G 1 10631 100 -1 (an ebony vial) G 1 10632 100 -1 (a jar of blue waters) G 1 10633 100 -1 (a jar containing bright yellow gel) -G 1 10634 100 -1 (a cherry coloured tube) +G 1 10634 100 -1 (a cherry colored tube) G 1 10639 100 -1 (a null gravity potion) M 0 10637 1 10637 (grandmother sunshine) M 0 10614 1 10637 (grandfather sunshine) diff --git a/lib/world/zon/107.zon b/lib/world/zon/107.zon index 990dba8..a9f4625 100644 --- a/lib/world/zon/107.zon +++ b/lib/world/zon/107.zon @@ -137,7 +137,7 @@ G 1 10739 1 -1 (some mossy webbed feet) G 1 10740 1 -1 (a black wood buckler) G 1 10741 1 -1 (a pair of phoenix wings) G 1 10742 1 -1 (a broadsword from Ieul) -G 1 10743 1 -1 (a grey sword from Ieul) +G 1 10743 1 -1 (a gray sword from Ieul) G 1 10744 1 -1 (an ieulic battleaxe) G 1 10745 1 -1 (an Iuelic polearm) G 1 10746 1 -1 (a war mallet from Iuel) diff --git a/lib/world/zon/11.zon b/lib/world/zon/11.zon index 2cc8853..6c8944b 100644 --- a/lib/world/zon/11.zon +++ b/lib/world/zon/11.zon @@ -84,7 +84,7 @@ D 0 1107 1 1 (A Cold Throneroom) R 0 1107 1103 -1 (a throne of quartz and beryl) O 0 1103 99 1107 (a throne of quartz and beryl) D 0 1120 3 1 (The Southeast Stair) -D 0 1104 1 1 (Stalagmitic Armoury) +D 0 1104 1 1 (Stalagmitic Armory) D 0 1113 3 1 (Fissured Gallery) D 0 1119 1 1 (The Southwest Stair) D 0 1121 3 1 (The Northeast Stair) diff --git a/lib/world/zon/115.zon b/lib/world/zon/115.zon index 9d3ea2f..4081ccc 100644 --- a/lib/world/zon/115.zon +++ b/lib/world/zon/115.zon @@ -2,10 +2,10 @@ Polar~ Monestary Omega~ 11500 11599 10 2 d 0 0 0 3 7 -M 0 11522 1 11566 (an armoured centaur) +M 0 11522 1 11566 (an armored centaur) E 1 11501 3 5 (copper pressed chainmail) -M 0 11501 10 11500 (a large grey rat) -M 0 11501 10 11500 (a large grey rat) +M 0 11501 10 11500 (a large gray rat) +M 0 11501 10 11500 (a large gray rat) M 0 11518 1 11599 (the Doom Priest guildmaster) M 0 11518 2 11502 (the Doom Priest guildmaster) R 0 11501 11521 -1 (a barrel) @@ -20,7 +20,7 @@ E 1 11506 30 12 (some monk robes) D 0 11508 5 2 (Masters Chamber) M 0 11588 1 11588 (a wounded monk) E 1 11506 20 12 (some monk robes) -G 1 11507 20 -1 (a small grey book) +G 1 11507 20 -1 (a small gray book) D 0 11507 0 2 (Passage To The North) M 0 11512 1 11512 (a deranged monk) E 1 11506 20 12 (some monk robes) @@ -64,7 +64,7 @@ E 1 11500 20 16 (a goblin shortsword) M 0 11524 3 11556 (an ensign goblin) E 1 11500 20 16 (a goblin shortsword) M 0 11507 1 11554 (a centaur archer) -E 1 11505 10 8 (a copper horse shoe) +G 1 11505 10 -1 (a copper horse shoe) M 0 11506 3 11553 (a goblin bomber) E 1 11500 20 16 (a goblin shortsword) M 0 11504 3 11552 (a hulk goblin) diff --git a/lib/world/zon/117.zon b/lib/world/zon/117.zon index 1ed6612..d36b276 100644 --- a/lib/world/zon/117.zon +++ b/lib/world/zon/117.zon @@ -2,7 +2,7 @@ Dysprosic~ Los Torres~ 11700 11799 20 2 d 0 0 0 10 15 -M 0 11709 1 11759 (the Assassin Chieftan) +M 0 11709 1 11759 (the Assassin Chieftain) E 1 11732 100 16 (a Kard) E 1 11731 100 0 (a beam of light) E 1 11733 99 5 (a @RRed Cloth Costume@n) diff --git a/lib/world/zon/118.zon b/lib/world/zon/118.zon index cdc724b..79690e4 100644 --- a/lib/world/zon/118.zon +++ b/lib/world/zon/118.zon @@ -168,7 +168,7 @@ O 0 11815 99 11815 (a green velvety pool table) M 0 11810 7 11815 (a nightmare) R 0 11809 11810 -1 (a children's bible) O 0 11810 99 11809 (a children's bible) -M 0 11802 1 11809 (a colouring child) +M 0 11802 1 11809 (a coloring child) M 0 11810 7 11809 (a nightmare) M 0 11810 7 11811 (a nightmare) M 0 11808 1 11819 (a young shadow-child) diff --git a/lib/world/zon/120.zon b/lib/world/zon/120.zon index 316dfa6..85592fc 100644 --- a/lib/world/zon/120.zon +++ b/lib/world/zon/120.zon @@ -157,7 +157,7 @@ E 1 12018 2 5 (a Roman combat breast plate) M 0 12020 1 12036 (Julius Caesar) E 1 3022 100 16 (a long sword) E 1 12017 1 10 (a pair of Moorish bracers) -G 1 12024 7 -1 (a dark grey scroll) +G 1 12024 7 -1 (a dark gray scroll) M 0 12021 2 12036 (the royal bodyguard) E 1 3022 100 16 (a long sword) E 1 3042 100 11 (a shield) @@ -223,7 +223,7 @@ M 0 12034 1 12042 (Froboz' shopkeeper) G 1 3050 500 -1 (a scroll of identify) G 1 3051 500 -1 (a yellow potion of see invisible) G 1 3052 500 -1 (a scroll of recall) -G 1 3053 500 -1 (a grey wand of invisibility) +G 1 3053 500 -1 (a gray wand of invisibility) G 1 3054 500 -1 (a gnarled staff) G 1 12030 10 -1 (a flask) E 1 3022 100 16 (a long sword) diff --git a/lib/world/zon/15.zon b/lib/world/zon/15.zon index 276691d..a09fb00 100644 --- a/lib/world/zon/15.zon +++ b/lib/world/zon/15.zon @@ -24,7 +24,7 @@ M 0 1508 1 1512 (the slumped old man) E 1 1504 1 10 (a faded armband) M 0 1509 1 1511 (al-Hakim) M 0 1510 1 1510 (Judas Escariot) -M 0 1511 1 1509 (Pharoah) +M 0 1511 1 1509 (Pharaoh) E 1 1512 3 3 (an Ankh) M 0 1512 1 1519 (Abu Bakr) E 1 1505 4 16 (a jeweled scimitar) diff --git a/lib/world/zon/187.zon b/lib/world/zon/187.zon index 4e08e52..95ded41 100644 --- a/lib/world/zon/187.zon +++ b/lib/world/zon/187.zon @@ -29,6 +29,6 @@ M 0 18709 1 18710 (a frail old man) M 1 18710 1 18710 (Tekus the Slaver) E 1 18710 1 16 (a leather whip) M 0 18706 1 18705 (Matrissa) -E 1 18707 1 17 (a colourful baton) +E 1 18707 1 17 (a colorful baton) S $ diff --git a/lib/world/zon/2.zon b/lib/world/zon/2.zon index 794beb1..119494f 100644 --- a/lib/world/zon/2.zon +++ b/lib/world/zon/2.zon @@ -19,7 +19,7 @@ E 1 21 99 16 (War's Blood) M 0 208 1 208 (the haruspex) G 1 161 99 -1 (some sacrificial entrails) M 0 30 3 220 (the spy for the underground) -E 1 221 1 12 (a grey cloak) +E 1 221 1 12 (a gray cloak) M 0 218 1 218 (a woman dressed in the latest fashions) M 0 169 3 200 (a citizen) M 0 162 3 237 (a statesman) @@ -143,17 +143,17 @@ M 0 136 1 297 (the green Master Magi) E 1 105 99 12 (a green robe ) M 0 142 2 271 (the green magi) E 1 105 99 12 (a green robe ) -M 0 149 2 259 (the sargeant) +M 0 149 2 259 (the sergeant) E 1 168 99 5 (a cloth shirt) E 1 169 99 8 (a pair of cloth shoes) M 0 175 4 259 (the gate sentry) E 1 30414 99 5 (a Suit of Old Chainmail) -M 0 149 2 243 (the sargeant) +M 0 149 2 243 (the sergeant) E 1 169 99 8 (a pair of cloth shoes) E 1 168 99 5 (a cloth shirt) M 0 175 4 243 (the gate sentry) E 1 30414 99 5 (a Suit of Old Chainmail) -M 0 167 2 211 (the staff sargeant) +M 0 167 2 211 (the staff sergeant) E 1 143 99 7 (a pair of black leather pants) E 1 142 99 11 (a wooden shield) M 0 166 3 283 (the lance corporal) @@ -204,7 +204,7 @@ G 1 162 99 -1 (a row boat) M 0 158 1 238 (Carla) G 1 105 99 -1 (a green robe ) G 1 119 99 -1 (a yellow robe) -G 1 122 99 -1 (a grey robe) +G 1 122 99 -1 (a gray robe) G 1 126 99 -1 (a purple robe) G 1 129 99 -1 (a black robe) G 1 170 99 -1 (some cloth gloves) diff --git a/lib/world/zon/200.zon b/lib/world/zon/200.zon index 75a1129..d384bfe 100644 --- a/lib/world/zon/200.zon +++ b/lib/world/zon/200.zon @@ -50,7 +50,7 @@ E 1 20015 100 5 (a thick black fur coat) M 0 20006 3 20023 (an angry black bear) E 1 20015 100 5 (a thick black fur coat) M 0 20001 3 20003 (the rabbit) -E 1 20007 10 8 (a rabbit's foot) +G 1 20007 10 -1 (a rabbit's foot) E 1 20012 10 6 (a pair of rabbit ears) M 0 20000 3 20008 (a lost adventurer) E 1 20008 100 5 (some smelly rags) diff --git a/lib/world/zon/22.zon b/lib/world/zon/22.zon index 6ff3c5b..432352e 100644 --- a/lib/world/zon/22.zon +++ b/lib/world/zon/22.zon @@ -34,7 +34,7 @@ M 0 2228 1 2295 (a dungeon master) E 1 2220 99 11 (a blackened shield) E 1 2212 99 16 (a masters sword) M 0 2227 2 2295 (a dungeon sentry) -E 1 2211 99 12 (a grey robe) +E 1 2211 99 12 (a gray robe) E 1 2221 99 13 (some thick braided twine) D 0 2295 2 1 (Rumbles Dungeon) M 0 2226 8 2292 (a dungeon guard) diff --git a/lib/world/zon/232.zon b/lib/world/zon/232.zon index a5ee5bf..b64f293 100644 --- a/lib/world/zon/232.zon +++ b/lib/world/zon/232.zon @@ -11,7 +11,7 @@ M 0 3023 2 23278 (the fighters' guildmaster) M 0 3020 2 23279 (the mages' guildmaster) M 0 3022 2 23277 (the thieves' guildmaster) M 0 3021 2 23276 (the priests' guildmaster) -M 0 23207 1 23257 (the armourer) +M 0 23207 1 23257 (the armorer) G 1 23218 1 -1 (some black ringmail) G 1 23219 1 -1 (some studded leather armor) G 1 23220 1 -1 (a pair of platemail leggings) @@ -40,6 +40,6 @@ M 0 23200 1 23229 (a wizard) G 1 3052 500 -1 (a scroll of recall) G 1 3050 500 -1 (a scroll of identify) G 1 3051 500 -1 (a yellow potion of see invisible) -G 1 3053 500 -1 (a grey wand of invisibility) +G 1 3053 500 -1 (a gray wand of invisibility) S $ diff --git a/lib/world/zon/233.zon b/lib/world/zon/233.zon index 9cbdb41..422a79d 100644 --- a/lib/world/zon/233.zon +++ b/lib/world/zon/233.zon @@ -3,7 +3,7 @@ Unknown~ Dragon Plains~ 23300 23399 30 2 d 0 0 0 15 17 M 0 23380 1 23380 (the dragon queen) -E 1 23380 99 5 (a suit of dragonscale armour) +E 1 23380 99 5 (a suit of dragonscale armor) M 0 23335 1 23335 (a hermit) E 1 23336 99 17 (50' of rope) O 0 23335 1 23335 (canteen) diff --git a/lib/world/zon/234.zon b/lib/world/zon/234.zon index e27df8d..8b4a6ed 100644 --- a/lib/world/zon/234.zon +++ b/lib/world/zon/234.zon @@ -17,7 +17,7 @@ G 1 23402 99 -1 (a small pouch) G 1 23401 99 -1 (some blackberries) G 1 23400 99 -1 (a goatskin) M 0 23495 3 23444 (a brownie) -M 0 23410 1 23471 (the armourer) +M 0 23410 1 23471 (the armorer) G 1 23422 1 -1 (some leggings) G 1 23423 1 -1 (some leather leggings) G 1 23424 1 -1 (some cleric's breeches) diff --git a/lib/world/zon/236.zon b/lib/world/zon/236.zon index f88cef6..27bccf5 100644 --- a/lib/world/zon/236.zon +++ b/lib/world/zon/236.zon @@ -254,7 +254,7 @@ D 0 23609 1 1 (On a narrow platform) M 0 23605 4 23606 (the trade guard) E 1 23605 100 16 (a dwarven axe) E 1 23609 100 5 (a dwarven ringmail) -M 0 23603 1 23606 (the armoursmiths' assistant) +M 0 23603 1 23606 (the armorsmiths' assistant) G 1 23611 5 -1 (a pair of dwarven gloves) G 1 23610 20 -1 (some steel bracers) G 1 23610 20 -1 (some steel bracers) diff --git a/lib/world/zon/240.zon b/lib/world/zon/240.zon index e063e01..89af622 100644 --- a/lib/world/zon/240.zon +++ b/lib/world/zon/240.zon @@ -117,9 +117,9 @@ M 0 24007 4 24053 (the old minotaur) G 1 24015 4 -1 (a set of minotaur horns) G 1 24026 4 -1 (a gold band) M 0 24017 2 24079 (the priest) -E 1 24000 10 12 (a grey robe) +E 1 24000 10 12 (a gray robe) M 0 24017 2 24030 (the priest) -E 1 24000 10 12 (a grey robe) +E 1 24000 10 12 (a gray robe) D 0 24030 5 1 (Minotaur House) M 0 24016 1 24024 (the loremaster) E 1 24007 10 16 (a halberd) diff --git a/lib/world/zon/242.zon b/lib/world/zon/242.zon index cb266bb..86d300f 100644 --- a/lib/world/zon/242.zon +++ b/lib/world/zon/242.zon @@ -53,7 +53,7 @@ M 0 3062 20 24271 (the beastly fido) G 1 24222 10 -1 (a piece of meat) M 0 24201 1 24298 (the Mayor) G 1 24216 1 -1 (the City Key) -M 0 24203 1 24236 (the theatre manager) +M 0 24203 1 24236 (the theater manager) E 1 24299 2 17 (a silver key) M 0 24205 1 24223 (the computer salesman) G 1 24217 100 -1 (a PDA) diff --git a/lib/world/zon/248.zon b/lib/world/zon/248.zon index 7bcb57a..3c27d84 100644 --- a/lib/world/zon/248.zon +++ b/lib/world/zon/248.zon @@ -43,7 +43,7 @@ E 1 24804 10 16 (a Two-handed Mithril Sword) M 0 24801 2 24801 (the Elven guardian) E 1 24803 10 5 (a Mithril chainmail) E 1 24804 10 16 (a Two-handed Mithril Sword) -M 0 24805 1 24810 (the Elven armoursmith) +M 0 24805 1 24810 (the Elven armorsmith) E 1 24801 100 16 (a fine Longsword) G 1 3042 100 -1 (a shield) G 1 3086 100 -1 (a pair of leather sleeves) diff --git a/lib/world/zon/25.zon b/lib/world/zon/25.zon index 4db4d00..2403080 100644 --- a/lib/world/zon/25.zon +++ b/lib/world/zon/25.zon @@ -28,7 +28,7 @@ G 1 3101 100 -1 (a cup) M 0 2506 1 2519 (Tatorious) G 1 3050 100 -1 (a scroll of identify) G 1 3051 100 -1 (a yellow potion of see invisible) -G 1 3053 100 -1 (a grey wand of invisibility) +G 1 3053 100 -1 (a gray wand of invisibility) M 0 2507 1 2520 (Ezmerelda) E 1 2547 2 16 (a meat cleaver) M 0 2508 1 2520 (the cook's assistant) diff --git a/lib/world/zon/251.zon b/lib/world/zon/251.zon index 020eade..b88f3b0 100644 --- a/lib/world/zon/251.zon +++ b/lib/world/zon/251.zon @@ -4,7 +4,7 @@ Ape Village~ 25100 25199 15 2 d 0 0 0 18 22 M 0 25108 1 25151 (Ursus, the gorilla captain) E 1 25105 1 6 (Ursus's black leather helm) -E 1 25104 5 5 (black gorilla armour) +E 1 25104 5 5 (black gorilla armor) M 0 25109 1 25148 (Dr. Zaius) E 1 25106 5 16 (a wooden club) M 0 25110 1 25140 (Cornelius) @@ -37,24 +37,24 @@ M 0 25102 5 25130 (the Orangutan) M 0 25102 5 25124 (the Orangutan) M 0 25102 5 25125 (the Orangutan) M 0 25103 5 25128 (the savage gorilla soldier) -E 1 25104 7 5 (black gorilla armour) +E 1 25104 7 5 (black gorilla armor) E 1 25106 5 16 (a wooden club) M 0 25103 5 25128 (the savage gorilla soldier) -E 1 25104 7 5 (black gorilla armour) +E 1 25104 7 5 (black gorilla armor) E 1 25100 10 16 (a short ape rifle) M 0 25103 5 25127 (the savage gorilla soldier) -E 1 25104 7 5 (black gorilla armour) +E 1 25104 7 5 (black gorilla armor) E 1 25100 10 16 (a short ape rifle) M 0 25103 5 25130 (the savage gorilla soldier) -E 1 25104 7 5 (black gorilla armour) +E 1 25104 7 5 (black gorilla armor) E 1 25100 10 16 (a short ape rifle) M 0 25103 5 25144 (the savage gorilla soldier) E 1 25106 5 16 (a wooden club) M 0 25104 5 25113 (the gorilla hunter) -E 1 25104 7 5 (black gorilla armour) +E 1 25104 7 5 (black gorilla armor) E 1 25101 10 16 (an ape shotgun) M 0 25104 5 25110 (the gorilla hunter) -E 1 25104 7 5 (black gorilla armour) +E 1 25104 7 5 (black gorilla armor) E 1 25101 10 16 (an ape shotgun) M 0 25104 5 25104 (the gorilla hunter) E 1 25101 10 16 (an ape shotgun) @@ -89,11 +89,11 @@ M 0 25113 1 25198 (the keeper) E 1 25109 1 16 (a rusty spike) M 0 25114 1 25123 (the ape shopkeeper) G 1 25106 100 -1 (a wooden club) -G 1 25104 100 -1 (black gorilla armour) +G 1 25104 100 -1 (black gorilla armor) G 1 25100 100 -1 (a short ape rifle) G 1 25101 100 -1 (an ape shotgun) G 1 25108 100 -1 (an ape machine gun) -D 0 25151 5 1 (Amphitheatre Stage) +D 0 25151 5 1 (Amphitheater Stage) D 0 25152 4 1 (Underground Cavern) S $ diff --git a/lib/world/zon/254.zon b/lib/world/zon/254.zon index 636b919..97b4f4e 100644 --- a/lib/world/zon/254.zon +++ b/lib/world/zon/254.zon @@ -58,8 +58,8 @@ M 0 25401 8 25411 (the skinny woman) M 0 25401 8 25402 (the skinny woman) M 0 25401 8 25408 (the skinny woman) M 0 25402 1 25450 (Lieutenant Caspan) -G 1 25417 1 -1 (the dull grey key) -E 1 25404 1 5 (the lieutenant's armour) +G 1 25417 1 -1 (the dull gray key) +E 1 25404 1 5 (the lieutenant's armor) M 0 25405 4 25414 (the little whore) M 0 25405 4 25441 (the little whore) M 0 25406 4 25403 (the chanker ridden child) diff --git a/lib/world/zon/256.zon b/lib/world/zon/256.zon index 60d2ec2..f51afed 100644 --- a/lib/world/zon/256.zon +++ b/lib/world/zon/256.zon @@ -14,11 +14,11 @@ D 0 25657 1 1 (Guest Room) M 0 25609 1 25636 (the Commander) E 1 25612 1 16 (a long sword) E 1 25618 3 6 (a metal helm) -G 1 25625 1 -1 (a grey key) +G 1 25625 1 -1 (a gray key) D 0 25636 3 1 (Lord's Reception) D 0 25636 2 2 (Lord's Reception) M 0 25650 1 25650 (the sneaky servant') -G 1 25625 1 -1 (a grey key) +G 1 25625 1 -1 (a gray key) M 0 25605 3 25632 (a cook) M 0 25605 3 25632 (a cook) M 0 25605 3 25632 (a cook) @@ -107,7 +107,7 @@ D 0 25603 2 1 (Guard Tower) D 0 25667 2 1 (Under the Portcullis) D 0 25602 0 1 (Guard Tower) D 0 25658 2 1 (Grand Reception Hall) -D 0 25604 0 1 (The Armoury) +D 0 25604 0 1 (The Armory) D 0 25622 3 1 (Hallway) D 0 25605 1 1 (Guest Room) D 0 25623 1 1 (Hallway) diff --git a/lib/world/zon/257.zon b/lib/world/zon/257.zon index 5184e96..d932b15 100644 --- a/lib/world/zon/257.zon +++ b/lib/world/zon/257.zon @@ -116,7 +116,7 @@ E 1 25707 1 5 (a tie dyed robe) E 1 25728 1 17 (a joint) G 1 25750 500 -1 (a scroll of identify) G 1 25752 500 -1 (a scroll of recall) -G 1 25753 500 -1 (a grey wand of invisibility) +G 1 25753 500 -1 (a gray wand of invisibility) G 1 25757 500 -1 (a scroll of remove curse) M 0 25706 1 25710 (Captain Vulcevic) G 1 25760 20 -1 (a raft) diff --git a/lib/world/zon/26.zon b/lib/world/zon/26.zon index a592833..7753899 100644 --- a/lib/world/zon/26.zon +++ b/lib/world/zon/26.zon @@ -33,12 +33,12 @@ M 0 2552 3 2635 (the ugly witch) M 0 2552 3 2635 (the ugly witch) M 0 2553 1 2637 (the Librarian) M 0 2554 1 2653 (the Master's apprentice) -E 1 2573 1 12 (a grey robe) +E 1 2573 1 12 (a gray robe) E 1 2574 1 14 (a glinting silver bracelet) -M 0 2555 1 2654 (the grey cat) +M 0 2555 1 2654 (the gray cat) M 0 2556 1 2654 (the Master of Neutrality) -G 1 2593 1 -1 (a grey key) -E 1 2575 1 3 (a long grey cloak) +G 1 2593 1 -1 (a gray key) +E 1 2575 1 3 (a long gray cloak) E 1 2576 1 16 (an iron shod staff) E 1 2577 3 17 (a ward minor) M 0 2557 1 2661 (the black robed apprentice) @@ -114,7 +114,7 @@ D 0 2634 1 1 (A Corridor) D 0 2635 3 1 (The Scrying Chamber) D 0 2536 3 1 (A Guest Bedroom) D 0 2637 1 1 (The Entrance To The Library) -D 0 2652 2 1 (A Grey Tiled Hallway) +D 0 2652 2 1 (A Gray Tiled Hallway) D 0 2653 0 1 (The Antechamber) D 0 2660 1 1 (The End Of The Hallway) D 0 2661 3 1 (The Chamber Of Darkness) diff --git a/lib/world/zon/27.zon b/lib/world/zon/27.zon index f0b4f50..4845e04 100644 --- a/lib/world/zon/27.zon +++ b/lib/world/zon/27.zon @@ -8,7 +8,7 @@ E 1 2700 99 16 (a large iron pick) M 0 2704 15 2760 (a @Ctiny wish@n) M 0 2704 15 2718 (a @Ctiny wish@n) M 0 2704 15 2708 (a @Ctiny wish@n) -M 0 2705 1 2710 (an armoured guardian) +M 0 2705 1 2710 (an armored guardian) E 1 2712 10 5 (an irridescent breastplate) E 1 2713 10 8 (a pair of ink-black boots) E 1 2711 10 6 (a dark visored helmet) @@ -35,7 +35,7 @@ M 0 2716 5 2729 (a dark, beady-eyed rat) M 0 2716 5 2769 (a dark, beady-eyed rat) R 0 2714 2716 -1 (a @Mfragrant flower@n) O 0 2716 10 2714 (a @Mfragrant flower@n) -M 0 2707 1 2714 (a colourful pheasant) +M 0 2707 1 2714 (a colorful pheasant) R 0 2714 2770 -1 (a fresh carrot) O 0 2770 99 2714 (a fresh carrot) R 0 2725 2770 -1 (a fresh carrot) @@ -50,7 +50,7 @@ M 0 2703 1 2707 (a weary memlin) E 1 2758 99 8 (plain leather shoes) E 1 2747 99 5 (a long simple garment) G 1 2767 99 -1 (a piece of salted, dried meat) -G 1 2764 99 -1 (a peach-coloured dress) +G 1 2764 99 -1 (a peach-colored dress) G 1 2763 99 -1 (a blue patchwork dress) G 1 2741 99 -1 (a stained apron) G 1 2747 99 -1 (a long simple garment) @@ -65,12 +65,12 @@ G 1 2754 99 -1 (some worn leather pants) G 1 2753 99 -1 (a dusty white vest) G 1 2752 99 -1 (a faded brown shirt) G 1 2751 99 -1 (a rope-like cord) -G 1 2750 99 -1 (a simple grey tunic) +G 1 2750 99 -1 (a simple gray tunic) G 1 2714 99 -1 (a leathery pouch) G 1 2700 99 -1 (a large iron pick) G 1 2703 99 -1 (@Ga phosphorescent mushroom@n) M 0 2719 2 2716 (a female memlin) -E 1 2764 99 5 (a peach-coloured dress) +E 1 2764 99 5 (a peach-colored dress) E 1 2741 99 13 (a stained apron) E 1 2708 99 14 (a Goethite shackle) M 0 2719 2 2716 (a female memlin) diff --git a/lib/world/zon/271.zon b/lib/world/zon/271.zon index c9c8fa5..b43274c 100644 --- a/lib/world/zon/271.zon +++ b/lib/world/zon/271.zon @@ -60,7 +60,7 @@ G 1 27141 1 -1 (a fire-headed mace) G 1 27142 1 -1 (a rock crystal staff) M 0 27149 4 27109 (the gate watchman) E 1 27173 4 16 (a stone-hilted sword) -M 0 27132 1 27147 (the armourer) +M 0 27132 1 27147 (the armorer) G 1 27163 1 -1 (a suit of chain mail) G 1 27164 1 -1 (a bright helm) G 1 27165 1 -1 (silver bracers) @@ -217,10 +217,10 @@ M 0 27125 1 27154 (the blacksmith) M 0 27122 1 27155 (the falconer) M 0 27147 2 27106 (a large white cat) M 0 27157 1 27161 (a guardian basilisk) -M 0 27146 4 27140 (a grey cat) -M 0 27146 4 27107 (a grey cat) -M 0 27146 4 27125 (a grey cat) -M 0 27146 4 27126 (a grey cat) +M 0 27146 4 27140 (a gray cat) +M 0 27146 4 27107 (a gray cat) +M 0 27146 4 27125 (a gray cat) +M 0 27146 4 27126 (a gray cat) M 0 27140 1 27115 (a tabby cat) M 0 27158 1 27116 (a guardian imp) M 0 27129 1 27111 (the old alchemist) diff --git a/lib/world/zon/274.zon b/lib/world/zon/274.zon index 64c7cee..faf8b71 100644 --- a/lib/world/zon/274.zon +++ b/lib/world/zon/274.zon @@ -71,7 +71,7 @@ M 0 27409 1 27435 (Miriam) G 1 3050 99 -1 (a scroll of identify) G 1 3052 99 -1 (a scroll of recall) G 1 3051 99 -1 (a yellow potion of see invisible) -G 1 3053 99 -1 (a grey wand of invisibility) +G 1 3053 99 -1 (a gray wand of invisibility) G 1 3054 99 -1 (a gnarled staff) G 1 3055 99 -1 (a metal staff) O 0 27422 1 27448 (an automatic teller machine) diff --git a/lib/world/zon/275.zon b/lib/world/zon/275.zon index dec4b50..b4778be 100644 --- a/lib/world/zon/275.zon +++ b/lib/world/zon/275.zon @@ -46,7 +46,7 @@ G 1 6106 30 -1 (a toadstool) M 0 27502 1 27568 (Wally the Wizard) G 1 332 20 -1 (a bag) G 1 351 20 -1 (a yellow potion of see invisible) -G 1 353 20 -1 (a grey wand of invisibility) +G 1 353 20 -1 (a gray wand of invisibility) G 1 354 20 -1 (a gnarled staff) M 0 27503 10 27570 (the policeman) E 1 27510 100 16 (a nightstick) @@ -262,7 +262,7 @@ M 0 27575 1 27525 (the Guildmaster) M 0 27576 1 27501 (the Captain) G 1 360 20 -1 (a raft) G 1 361 15 -1 (a canoe) -M 0 27577 1 27567 (the Armourer) +M 0 27577 1 27567 (the Armorer) G 1 340 100 -1 (a breast plate) G 1 341 100 -1 (a chain mail shirt) G 1 342 100 -1 (a shield) diff --git a/lib/world/zon/278.zon b/lib/world/zon/278.zon index 7701bb1..c459e04 100644 --- a/lib/world/zon/278.zon +++ b/lib/world/zon/278.zon @@ -15,10 +15,10 @@ M 0 27801 10 27825 (the huge, green Sea Serpent) E 1 27800 3 5 (a beautiful green-metallic scale armor) E 1 27801 3 16 (a pair of dragon's claws) M 0 27801 10 27834 (the huge, green Sea Serpent) -M 0 27802 20 27801 (a viscious barracuda) -M 0 27802 20 27814 (a viscious barracuda) -M 0 27802 20 27828 (a viscious barracuda) -M 0 27802 20 27831 (a viscious barracuda) +M 0 27802 20 27801 (a vicious barracuda) +M 0 27802 20 27814 (a vicious barracuda) +M 0 27802 20 27828 (a vicious barracuda) +M 0 27802 20 27831 (a vicious barracuda) M 0 27803 1 27842 (the demigod Leviathan) E 1 27802 1 17 (the Staff of Illumination) E 1 27803 1 9 (some green gauntlets) diff --git a/lib/world/zon/279.zon b/lib/world/zon/279.zon index 18c45f2..d69ccec 100644 --- a/lib/world/zon/279.zon +++ b/lib/world/zon/279.zon @@ -50,7 +50,7 @@ D 0 27926 5 1 (The Cathedral Steeple) M 0 27926 1 27926 (the hunchback) E 1 27925 10 7 (a pair of dirty pants) E 1 27926 5 5 (a green shirt) -M 0 27900 2 27926 (a grey bat) +M 0 27900 2 27926 (a gray bat) D 0 27968 0 2 (The Entrance to Musketeer H.Q.) M 1 27968 1 27968 (a Musketeer in service) E 1 27968 2 17 (a bronze key) diff --git a/lib/world/zon/283.zon b/lib/world/zon/283.zon index 5cf0ad2..7379853 100644 --- a/lib/world/zon/283.zon +++ b/lib/world/zon/283.zon @@ -78,7 +78,7 @@ M 0 28304 1 28340 (a harmless spider) O 0 28313 1 28344 (a rusty sword) M 0 28305 1 28318 (the mad dragon) G 1 28303 1 -1 (a secret key) -E 1 28331 1 7 (a dragon tail) +E 1 28331 1 16 (a dragon tail) E 1 28332 1 6 (a bull skull) M 0 28306 2 28344 (a box) M 0 28307 4 28327 (a rock) diff --git a/lib/world/zon/292.zon b/lib/world/zon/292.zon index e2a78f4..747bf2b 100644 --- a/lib/world/zon/292.zon +++ b/lib/world/zon/292.zon @@ -2,11 +2,17 @@ Amanda Eterniale & Builder_5 of C.A.W. ~ Kerofk~ 29200 29299 20 2 d 0 0 0 5 25 -R 0 29234 29247 -1 (a well) -O 0 29247 2 29234 (a well) M 0 29200 1 29200 (MouseRider) E 1 29200 10 9 (a white glove) O 0 29246 1 29200 (a chest) +P 1 29225 2 29246 (an odd scroll) +M 0 29235 4 29277 (the Gateguard) +E 1 322 1000 16 (a long sword) +M 0 29235 4 29277 (the Gateguard) +E 1 322 1000 16 (a long sword) +E 1 29201 5 17 (a crystal shard) +R 0 29234 29247 -1 (a well) +O 0 29247 2 29234 (a well) M 0 29201 1 29203 (the Sentinel Beast) M 0 29202 1 29251 (Leonna) O 1 29229 10 29252 (a chimaera cloak) @@ -133,12 +139,6 @@ M 0 29235 4 29276 (the Gateguard) E 1 322 1000 16 (a long sword) M 0 29235 4 29276 (the Gateguard) E 1 322 1000 16 (a long sword) -M 0 29235 4 29277 (the Gateguard) -E 1 322 1000 16 (a long sword) -M 0 29235 4 29277 (the Gateguard) -E 1 322 1000 16 (a long sword) -E 1 29201 5 17 (a crystal shard) -P 1 29225 2 29246 (an odd scroll) M 0 29241 1 29299 (Tiersten) E 1 29235 20 16 (a flail) O 1 29236 20 29299 (a painting) diff --git a/lib/world/zon/298.zon b/lib/world/zon/298.zon index 4b5b80c..24350d4 100644 --- a/lib/world/zon/298.zon +++ b/lib/world/zon/298.zon @@ -41,18 +41,18 @@ E 1 29810 50 6 (the horny horns of the Great Lag Monster) E 1 29811 50 5 (the Cum Soaked hide of the Great Lag Monster) M 0 29810 1 29831 (the dark spectre) M 0 29816 8 29802 (a Gateguard) -E 1 29815 8 5 (Some Gate Guard Armour) +E 1 29815 8 5 (Some Gate Guard Armor) E 1 29816 8 16 (a Gate Guard's Sword) M 0 29816 8 29802 (a Gateguard) -E 1 29815 8 5 (Some Gate Guard Armour) +E 1 29815 8 5 (Some Gate Guard Armor) E 1 29816 8 16 (a Gate Guard's Sword) M 0 29816 8 29802 (a Gateguard) -E 1 29815 8 5 (Some Gate Guard Armour) +E 1 29815 8 5 (Some Gate Guard Armor) E 1 29816 8 16 (a Gate Guard's Sword) M 0 29817 2 29818 (the Royalty Guard) -E 1 29817 2 5 (Some Royalty Guard Armour) +E 1 29817 2 5 (Some Royalty Guard Armor) M 0 29817 2 29819 (the Royalty Guard) -E 1 29817 2 5 (Some Royalty Guard Armour) +E 1 29817 2 5 (Some Royalty Guard Armor) M 0 29818 2 29811 (a Black Knight) E 1 29818 2 16 (the Knight's Lance) M 0 29819 2 29812 (a White Knight) diff --git a/lib/world/zon/3.zon b/lib/world/zon/3.zon index 5cc52f4..30d56d0 100644 --- a/lib/world/zon/3.zon +++ b/lib/world/zon/3.zon @@ -2,10 +2,10 @@ Rumble~ Sanctus III~ 300 399 30 2 -M 0 146 2 332 (the grey magi) -E 1 122 99 5 (a grey robe) +M 0 146 2 332 (the gray magi) +E 1 122 99 12 (a gray robe) M 0 145 2 345 (the yellow magi) -E 1 119 99 5 (a yellow robe) +E 1 119 99 12 (a yellow robe) M 0 171 3 345 (the townswoman) M 0 148 2 329 (the purple magi) E 1 126 99 5 (a purple robe) diff --git a/lib/world/zon/30.zon b/lib/world/zon/30.zon index 3e513ca..d1a09c5 100644 --- a/lib/world/zon/30.zon +++ b/lib/world/zon/30.zon @@ -77,7 +77,7 @@ M 0 3000 1 3033 (the wizard) G 1 3050 500 -1 (a scroll of identify) G 1 3051 500 -1 (a yellow potion of see invisible) G 1 3052 500 -1 (a scroll of recall) -G 1 3053 500 -1 (a grey wand of invisibility) +G 1 3053 500 -1 (a gray wand of invisibility) G 1 3054 500 -1 (a gnarled staff) M 0 3001 1 3009 (the baker) G 1 3009 100 -1 (a waybread) @@ -99,7 +99,7 @@ G 1 3023 100 -1 (a wooden club) G 1 3024 100 -1 (a warhammer) G 1 3025 100 -1 (a flail) E 1 3022 100 16 (a long sword) -M 0 3004 1 3020 (the armourer) +M 0 3004 1 3020 (the armorer) G 1 3040 100 -1 (a breast plate) G 1 3041 100 -1 (a chain mail shirt) G 1 3042 100 -1 (a shield) diff --git a/lib/world/zon/301.zon b/lib/world/zon/301.zon index abcddaa..db37f64 100644 --- a/lib/world/zon/301.zon +++ b/lib/world/zon/301.zon @@ -103,8 +103,6 @@ E 1 30135 4 16 (a T-square of Death) O 0 30100 1 30176 (a red key) O 0 30101 1 30186 (a brass key) O 0 30102 5 30150 (an Oreo(tm) cookie) -O 0 30111 99 30172 (a condom) -O 0 30122 8 30171 (Magebane) O 0 30129 1 30110 (the extension cord) O 0 30129 1 30111 (the extension cord) O 0 30129 1 30112 (the extension cord) @@ -129,7 +127,6 @@ D 0 30155 1 1 (Locker Room) D 0 30165 0 1 (Campus Pub Stairwell) D 0 30141 2 1 (Campus Bookstore) D 0 30167 5 1 (The Infobank) -D 0 30171 4 1 (The Special Hidden Room) D 0 30177 0 1 (Hallway) D 0 30179 2 1 (Library) D 0 30178 3 2 (The Back Exit) diff --git a/lib/world/zon/302.zon b/lib/world/zon/302.zon index cd8ff3b..bdbb0d6 100644 --- a/lib/world/zon/302.zon +++ b/lib/world/zon/302.zon @@ -2,6 +2,8 @@ Matrix of C.A.W.~ Campus II~ 30200 30299 30 2 +R 0 30200 30112 -1 (a tam) +O 1 30112 99 30200 (a tam) M 0 30105 4 30284 (Security) E 1 30115 99 16 (a flashlight) M 0 30105 4 30284 (Security) @@ -32,8 +34,6 @@ M 0 30132 1 30284 (Chris) M 0 30137 1 30284 (Alex) M 0 30138 1 30284 (Steve) M 0 30145 10 30284 (a copy of Golden World) -R 0 30200 30112 -1 (a tam) -O 1 30112 99 30200 (a tam) M 0 30139 1 30245 (Bob the storekeeper) G 1 30136 99 -1 (a pale apple) G 1 30140 99 -1 (a can of PopCoke) diff --git a/lib/world/zon/306.zon b/lib/world/zon/306.zon index c78c2b5..44b145e 100644 --- a/lib/world/zon/306.zon +++ b/lib/world/zon/306.zon @@ -9,9 +9,9 @@ D 0 30604 2 1 (Inside the Trunk) M 0 30606 3 30606 (a carnivorous ape) M 0 30606 3 30622 (a carnivorous ape) M 0 30606 3 30620 (a carnivorous ape) -M 0 30605 3 30621 (a wild babboon) -M 0 30605 3 30611 (a wild babboon) -M 0 30605 3 30623 (a wild babboon) +M 0 30605 3 30621 (a wild baboon) +M 0 30605 3 30611 (a wild baboon) +M 0 30605 3 30623 (a wild baboon) M 0 30604 2 30629 (a grippli) M 0 30604 2 30624 (a grippli) M 0 30603 3 30612 (a jaculi) diff --git a/lib/world/zon/308.zon b/lib/world/zon/308.zon index 7c4365e..9ea2c47 100644 --- a/lib/world/zon/308.zon +++ b/lib/world/zon/308.zon @@ -30,11 +30,11 @@ M 0 30831 1 30842 (the master apothecary) G 1 30816 1000 -1 (a refreshing potion) G 1 30817 1000 -1 (a potion of curing) M 0 30836 2 30838 (a young lass) -M 0 30835 3 30840 (a townesman) -M 0 30835 3 30850 (a townesman) -M 0 30834 1 30847 (the towne minister) +M 0 30835 3 30840 (a townsman) +M 0 30835 3 30850 (a townsman) +M 0 30834 1 30847 (the town minister) E 1 30815 100 13 (a white beaded waist tie) -M 0 30830 1 30844 (the towne smithy) +M 0 30830 1 30844 (the town smithy) M 0 30827 1 30848 (a flirtatious woman) M 0 30826 1 30848 (a well-dressed gentleman) M 0 30825 1 30848 (a man) @@ -106,13 +106,13 @@ D 0 30823 3 1 (Cul-de-sac) D 0 30823 1 1 (Cul-de-sac) D 0 30823 0 1 (Cul-de-sac) D 0 30834 1 1 (Small Home) -D 0 30822 1 1 (Towne Road) -D 0 30822 3 1 (Towne Road) +D 0 30822 1 1 (Town Road) +D 0 30822 3 1 (Town Road) D 0 30833 1 1 (Simple Home) -D 0 30821 1 1 (Towne Road) -D 0 30821 3 1 (Towne Road) +D 0 30821 1 1 (Town Road) +D 0 30821 3 1 (Town Road) D 0 30831 3 1 (Freshly-Painted Home) -D 0 30825 1 1 (Towne Road) +D 0 30825 1 1 (Town Road) D 0 30829 3 1 (Tidy Home) D 0 30826 1 1 (Schoolhouse Square) D 0 30826 3 1 (Schoolhouse Square) diff --git a/lib/world/zon/313.zon b/lib/world/zon/313.zon index 38ac03d..c473eaa 100644 --- a/lib/world/zon/313.zon +++ b/lib/world/zon/313.zon @@ -18,7 +18,7 @@ R 0 31353 31326 -1 (an unidentifiable body part) O 0 31326 3 31353 (an unidentifiable body part) M 0 31310 1 31353 (Jon Boggins) E 1 31314 100 16 (a three-pronged pitch fork) -E 1 31315 100 5 (a homemade leather vest) +E 1 31315 100 12 (a homemade leather vest) E 1 31316 100 7 (a pair of sewn leather pants) M 0 31304 5 31353 (a goblin scout) E 1 31301 100 5 (some goblin scrap armor) diff --git a/lib/world/zon/315.zon b/lib/world/zon/315.zon index a6911a5..e6b074b 100644 --- a/lib/world/zon/315.zon +++ b/lib/world/zon/315.zon @@ -17,7 +17,7 @@ M 0 31553 1 31513 (McHale, the patrol lieutenant) E 1 31504 1 16 (Falconblade) E 1 31505 1 12 (McHale's Cape) E 1 31516 99 6 (a broken costume mask) -M 0 31513 1 31521 (the armourer) +M 0 31513 1 31521 (the armorer) G 1 370 500 -1 (a pair of bronze gauntlets) G 1 31315 500 -1 (a homemade leather vest) G 1 12001 500 -1 (a bronze belt) @@ -176,7 +176,7 @@ M 0 31511 1 31516 (Juan the potion pusher) G 1 31542 500 -1 (a blue potion of recall) G 1 31539 500 -1 (a fizzy white potion) G 1 31541 500 -1 (a sizzling blue potion) -G 1 31540 500 -1 (a thick grey potion) +G 1 31540 500 -1 (a thick gray potion) M 0 31512 1 31518 (Alandra) G 1 31535 500 -1 (a small silver ring) G 1 31536 500 -1 (a pewter bracelet) diff --git a/lib/world/zon/316.zon b/lib/world/zon/316.zon index 2c3ad98..7826f82 100644 --- a/lib/world/zon/316.zon +++ b/lib/world/zon/316.zon @@ -21,7 +21,7 @@ M 0 31612 3 31663 (a Deathknight) G 1 31665 100 -1 (the Sword of the Black Rose) G 1 31666 100 -1 (a nail-studded mace) M 0 31634 1 31660 (a Deathknight) -G 1 31662 100 -1 (a grey shield emblazoned with the Black Rose) +G 1 31662 100 -1 (a gray shield emblazoned with the Black Rose) G 1 31663 100 -1 (some black onyx body armor) G 1 31664 100 -1 (the Black Rose Cape) M 0 31631 1 31651 (a member of the Cleric's Guild) diff --git a/lib/world/zon/326.zon b/lib/world/zon/326.zon index 5b2074f..5c2136a 100644 --- a/lib/world/zon/326.zon +++ b/lib/world/zon/326.zon @@ -5,18 +5,18 @@ Army Perimeter~ M 0 32600 3 32638 (a footman) G 1 32600 99 -1 (some green face paint) E 1 32601 50 8 (a pair of black issue boots) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32604 50 12 (a blue issue cloak) E 1 32606 50 16 (a pike) E 1 32602 50 7 (a pair of black issue pants) M 0 32600 3 32638 (a footman) E 1 32601 50 8 (a pair of black issue boots) E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32604 50 12 (a blue issue cloak) E 1 32606 50 16 (a pike) M 0 32600 3 32638 (a footman) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32601 50 8 (a pair of black issue boots) E 1 32602 50 7 (a pair of black issue pants) E 1 32604 50 12 (a blue issue cloak) @@ -24,24 +24,24 @@ E 1 32606 50 16 (a pike) M 0 32601 2 32638 (a footman) E 1 32601 50 8 (a pair of black issue boots) E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32604 50 12 (a blue issue cloak) E 1 32606 50 16 (a pike) M 0 32601 2 32638 (a footman) E 1 32601 50 8 (a pair of black issue boots) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32602 50 7 (a pair of black issue pants) E 1 32604 50 12 (a blue issue cloak) E 1 32606 50 16 (a pike) M 0 32602 1 32638 (a footman) E 1 32601 50 8 (a pair of black issue boots) E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32604 50 12 (a blue issue cloak) E 1 32606 50 16 (a pike) M 0 32620 1 32638 (the drill sergeant) E 1 32601 50 8 (a pair of black issue boots) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32602 50 7 (a pair of black issue pants) E 1 32605 50 12 (a blue issue cloak with red edging) E 1 32607 50 17 (a short, mean, black baton) @@ -54,16 +54,16 @@ M 0 32613 1 32676 (the dryad) E 1 32632 50 1 (a glowing teardrop thumbring) M 0 32603 4 32645 (a cavalry soldier) E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32604 50 12 (a blue issue cloak) E 1 32610 50 17 (a horse whip) E 1 32612 50 16 (a long horseman's sword) M 0 32614 2 32645 (a soldier) E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32631 50 13 (a thick leather belt) M 0 32614 2 32632 (a soldier) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32602 50 7 (a pair of black issue pants) E 1 32631 50 13 (a thick leather belt) M 0 32612 1 32674 (the logging chief) @@ -231,13 +231,13 @@ E 1 32613 50 5 (some Eastern Army issue splint mail armor) E 1 32614 50 16 (an Eastern Army issue sword) M 0 32603 4 32629 (a cavalry soldier) E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32604 50 12 (a blue issue cloak) E 1 32610 50 17 (a horse whip) E 1 32612 50 16 (a long horseman's sword) M 0 32603 4 32608 (a cavalry soldier) E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32604 50 12 (a blue issue cloak) E 1 32610 50 17 (a horse whip) E 1 32612 50 16 (a long horseman's sword) @@ -245,7 +245,7 @@ M 0 32603 4 32601 (a cavalry soldier) E 1 32612 50 16 (a long horseman's sword) E 1 32610 50 17 (a horse whip) E 1 32602 50 7 (a pair of black issue pants) -E 1 32603 50 5 (a grey issue tunic) +E 1 32603 50 5 (a gray issue tunic) E 1 32604 50 12 (a blue issue cloak) M 0 32617 6 32662 (a squirrel) M 0 32619 6 32661 (a little rabbit) diff --git a/lib/world/zon/36.zon b/lib/world/zon/36.zon index fb25db0..16f8a55 100644 --- a/lib/world/zon/36.zon +++ b/lib/world/zon/36.zon @@ -3,61 +3,61 @@ Exxon~ Chessboard of Midgaard~ 3600 3699 10 1 d 0 0 0 6 30 M 0 3600 8 3609 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armour) +E 1 3600 8 5 (some Black Pawn Armor) E 1 3602 8 16 (a Black Pawn's Sword) M 0 3600 8 3610 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armour) +E 1 3600 8 5 (some Black Pawn Armor) E 1 3602 8 16 (a Black Pawn's Sword) M 0 3600 8 3611 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armour) +E 1 3600 8 5 (some Black Pawn Armor) E 1 3602 8 16 (a Black Pawn's Sword) M 0 3600 8 3612 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armour) +E 1 3600 8 5 (some Black Pawn Armor) E 1 3602 8 16 (a Black Pawn's Sword) M 0 3600 8 3613 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armour) +E 1 3600 8 5 (some Black Pawn Armor) E 1 3602 8 16 (a Black Pawn's Sword) M 0 3600 8 3614 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armour) +E 1 3600 8 5 (some Black Pawn Armor) E 1 3602 8 16 (a Black Pawn's Sword) M 0 3600 8 3615 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armour) +E 1 3600 8 5 (some Black Pawn Armor) E 1 3602 8 16 (a Black Pawn's Sword) M 0 3600 8 3616 (the Pawn of the Black Court) -E 1 3600 8 5 (some Black Pawn Armour) +E 1 3600 8 5 (some Black Pawn Armor) E 1 3602 8 16 (a Black Pawn's Sword) M 0 3601 8 3649 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armour) +E 1 3601 8 5 (some White Pawn Armor) E 1 3603 8 16 (a White Pawn's Sword) M 0 3601 8 3650 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armour) +E 1 3601 8 5 (some White Pawn Armor) E 1 3603 8 16 (a White Pawn's Sword) M 0 3601 8 3651 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armour) +E 1 3601 8 5 (some White Pawn Armor) E 1 3603 8 16 (a White Pawn's Sword) M 0 3601 8 3652 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armour) +E 1 3601 8 5 (some White Pawn Armor) E 1 3603 8 16 (a White Pawn's Sword) M 0 3601 8 3653 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armour) +E 1 3601 8 5 (some White Pawn Armor) E 1 3603 8 16 (a White Pawn's Sword) M 0 3601 8 3654 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armour) +E 1 3601 8 5 (some White Pawn Armor) E 1 3603 8 16 (a White Pawn's Sword) M 0 3601 8 3655 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armour) +E 1 3601 8 5 (some White Pawn Armor) E 1 3603 8 16 (a White Pawn's Sword) M 0 3601 8 3656 (the Pawn of the White Court) -E 1 3601 8 5 (some White Pawn Armour) +E 1 3601 8 5 (some White Pawn Armor) E 1 3603 8 16 (a White Pawn's Sword) M 0 3602 2 3601 (the Black Rook) -E 1 3604 2 5 (some Black Rook Armour) +E 1 3604 2 5 (some Black Rook Armor) M 0 3602 2 3608 (the Black Rook) -E 1 3604 2 5 (some Black Rook Armour) +E 1 3604 2 5 (some Black Rook Armor) M 0 3603 2 3657 (the White Rook) -E 1 3605 2 5 (some White Rook Armour) +E 1 3605 2 5 (some White Rook Armor) M 0 3603 2 3664 (the White Rook) -E 1 3605 2 5 (some White Rook Armour) +E 1 3605 2 5 (some White Rook Armor) M 0 3604 2 3602 (the Black Knight) E 1 3606 2 16 (the Lance of the Black Knight) M 0 3604 2 3607 (the Black Knight) diff --git a/lib/world/zon/4.zon b/lib/world/zon/4.zon index 54f11a8..ffa11d7 100644 --- a/lib/world/zon/4.zon +++ b/lib/world/zon/4.zon @@ -1,6 +1,6 @@ #4 -Unknown~ -Jade Forest~ +trunks shaoden~ +Rename~ 400 499 30 2 d 0 0 0 10 25 M 0 481 1 481 (Zachary) G 1 403 99 -1 (rawhide whip) @@ -14,7 +14,7 @@ G 1 417 99 -1 (a backpack) M 0 449 1 449 (Jedidiah) G 1 400 99 -1 (rabbit skin gloves) G 1 401 99 -1 (rabbit skin boots) -G 1 409 99 -1 (wooden armour) +G 1 409 99 -1 (wooden armor) G 1 410 99 -1 (wooden warhelm) M 0 400 1 499 (a grass snake) R 0 496 486 -1 (a stone well) diff --git a/lib/world/zon/43.zon b/lib/world/zon/43.zon index 2c100b0..54e8a85 100644 --- a/lib/world/zon/43.zon +++ b/lib/world/zon/43.zon @@ -20,11 +20,11 @@ M 0 4303 1 4332 (the royal penguin) E 1 4301 1 6 (a crown of ice) E 1 4301 10 17 (a crown of ice) M 0 4304 2 4332 (the royal penguins guard) -E 1 4304 2 16 (a black penguin claw) +G 1 4304 2 -1 (a black penguin claw) O 0 4306 1 4332 (a chest) P 1 4307 1 4306 (a pair of melting boots) M 0 4304 2 4332 (the royal penguins guard) -E 1 4304 2 16 (a black penguin claw) +G 1 4304 2 -1 (a black penguin claw) O 0 4321 1 4393 (a HUGE pile of money) D 0 4393 3 2 (Treasure Room) O 0 4323 10 4393 (a hunting tunic for the king) diff --git a/lib/world/zon/52.zon b/lib/world/zon/52.zon index 39f1708..1ef1471 100644 --- a/lib/world/zon/52.zon +++ b/lib/world/zon/52.zon @@ -86,7 +86,7 @@ O 0 5235 1 5217 (a pearly white stone) O 0 5236 1 5220 (a pale lavender stone) O 0 5237 1 5224 (a lavender and green stone) O 0 5238 1 5227 (a dusty rose stone) -O 0 5239 1 5230 (a dull grey stone) +O 0 5239 1 5230 (a dull gray stone) O 0 5240 1 5234 (a vibrant purple stone) O 0 5241 1 5238 (a pink and green stone) O 0 5242 1 5241 (a pale green stone) diff --git a/lib/world/zon/53.zon b/lib/world/zon/53.zon index 5881a2b..bb6513a 100644 --- a/lib/world/zon/53.zon +++ b/lib/world/zon/53.zon @@ -83,7 +83,7 @@ G 1 5321 2 -1 (a small elixir) E 1 5322 1 6 (a golden mask) O 1 5318 1 5359 (the treasure of the sphinx) O 1 5324 1 5359 (a blazing sun wand) -O 1 5325 1 5359 (a sandy-coloured ring) +O 1 5325 1 5359 (a sandy-colored ring) O 1 5326 1 5359 (a small golden sphinx) O 1 5327 1 5359 (a pair of sphinxian leggings) O 0 5323 1 5319 (the diamond) @@ -105,7 +105,7 @@ D 0 5332 4 1 (The Tomb Of Ramses) D 0 5343 5 1 (A Dead End) D 0 5344 4 1 (The Tomb Entrance) D 0 5344 0 1 (The Tomb Entrance) -D 0 5345 2 1 (The Tomb Of The Pharoahs) +D 0 5345 2 1 (The Tomb Of The Pharaohs) D 0 5358 2 2 (A Massive Sand Dune) S $ diff --git a/lib/world/zon/55.zon b/lib/world/zon/55.zon index 2a6cc10..81c0c81 100644 --- a/lib/world/zon/55.zon +++ b/lib/world/zon/55.zon @@ -100,10 +100,10 @@ M 0 5451 8 5587 (a harem girl) M 0 5451 8 5587 (a harem girl) M 0 5452 1 5591 (the jailer) G 1 5493 1 -1 (the jail key) -M 0 5453 4 5587 (a eunich) -M 0 5453 4 5587 (a eunich) -M 0 5453 4 5587 (a eunich) -M 0 5453 4 5587 (a eunich) +M 0 5453 4 5587 (a eunuch) +M 0 5453 4 5587 (a eunuch) +M 0 5453 4 5587 (a eunuch) +M 0 5453 4 5587 (a eunuch) M 0 5454 1 5587 (Nichole, the Sultan's favorite) M 0 5455 1 5566 (Allah) E 1 5496 2 16 (the wrath of Allah) @@ -147,7 +147,7 @@ G 1 5473 100 -1 (an off-white potion) G 1 5474 100 -1 (a dark blue potion) M 0 5480 1 5524 (Braheem) G 1 5478 100 -1 (a scroll of recall) -G 1 5479 100 -1 (a grey-silver wand) +G 1 5479 100 -1 (a gray-silver wand) G 1 5480 100 -1 (a wand of glinting yellow) G 1 5481 100 -1 (an oak wand) G 1 5482 100 -1 (a pink wand) diff --git a/lib/world/zon/555.zon b/lib/world/zon/555.zon index 346c30e..fca990f 100644 --- a/lib/world/zon/555.zon +++ b/lib/world/zon/555.zon @@ -64,7 +64,7 @@ M 0 55507 1 55535 (the giant spider) G 1 55509 50 -1 (Moonstone) G 1 55520 100 -1 (a wrinkled scroll) M 0 55508 10 55530 (the mage) -E 1 55522 100 5 (a robe) +E 1 55522 100 12 (a robe) D 0 55528 0 1 (The Library Moongate) D 0 55528 4 2 (The Library Moongate) M 0 55506 10 55524 (the giant rat) diff --git a/lib/world/zon/6.zon b/lib/world/zon/6.zon index 9db35c2..2993a50 100644 --- a/lib/world/zon/6.zon +++ b/lib/world/zon/6.zon @@ -1,5 +1,5 @@ #6 -Unknown~ +q~ Sea of Souls~ 600 699 30 2 d 0 0 0 10 25 M 0 600 1 600 (a snail) diff --git a/lib/world/zon/60.zon b/lib/world/zon/60.zon index 73531c5..b0bd86e 100644 --- a/lib/world/zon/60.zon +++ b/lib/world/zon/60.zon @@ -26,7 +26,7 @@ R 0 6027 6015 -1 (the lake) O 1 6015 2 6027 (the lake) M 0 6000 1 6009 (John the Lumberjack) E 1 6000 2 16 (a lumber axe) -E 1 6001 10 5 (a chequered shirt) +E 1 6001 10 5 (a checkered shirt) E 1 6002 20 8 (a pair of worn leather boots) M 0 6001 6 6012 (the rabbit) G 1 6023 10 -1 (a piece of rabbit meat) @@ -77,13 +77,13 @@ M 0 6009 4 6016 (the robin) M 0 6010 2 6030 (the squirrel) M 0 6010 2 6030 (the squirrel) M 0 6011 1 6067 (the sleepy badger) -M 0 6012 7 6003 (the grey squirrel) -M 0 6012 7 6007 (the grey squirrel) -M 0 6012 7 6028 (the grey squirrel) -M 0 6012 7 6032 (the grey squirrel) -M 0 6012 7 6030 (the grey squirrel) -M 0 6012 7 6064 (the grey squirrel) -M 0 6012 7 6075 (the grey squirrel) +M 0 6012 7 6003 (the gray squirrel) +M 0 6012 7 6007 (the gray squirrel) +M 0 6012 7 6028 (the gray squirrel) +M 0 6012 7 6032 (the gray squirrel) +M 0 6012 7 6030 (the gray squirrel) +M 0 6012 7 6064 (the gray squirrel) +M 0 6012 7 6075 (the gray squirrel) M 0 6013 4 6030 (the small chipmunk) M 0 6013 4 6021 (the small chipmunk) M 0 6013 4 6067 (the small chipmunk) diff --git a/lib/world/zon/61.zon b/lib/world/zon/61.zon index 78bd9ff..49e68e4 100644 --- a/lib/world/zon/61.zon +++ b/lib/world/zon/61.zon @@ -9,10 +9,10 @@ M 0 6100 2 6116 (the vicious warg) M 0 6100 2 6116 (the vicious warg) M 0 6101 2 6127 (the ferocious warg) M 0 6101 2 6127 (the ferocious warg) -M 0 6102 4 6108 (the large, grey wolf) -M 0 6102 4 6108 (the large, grey wolf) -M 0 6102 4 6104 (the large, grey wolf) -M 0 6102 4 6104 (the large, grey wolf) +M 0 6102 4 6108 (the large, gray wolf) +M 0 6102 4 6108 (the large, gray wolf) +M 0 6102 4 6104 (the large, gray wolf) +M 0 6102 4 6104 (the large, gray wolf) M 0 6103 4 6112 (the large, black wolf) M 0 6103 4 6112 (the large, black wolf) M 0 6103 4 6118 (the large, black wolf) @@ -43,9 +43,9 @@ E 1 6118 1 12 (a black, hooded cloak) E 1 6119 1 13 (a broad silver belt) E 1 6120 1 16 (a long, slender sword) O 0 6102 1 6103 (a colossal tree) -O 0 6103 1 6113 (a long, grey branch) -O 0 6104 1 6125 (a long, grey branch) -O 0 6105 1 6105 (a long, grey branch) +O 0 6103 1 6113 (a long, gray branch) +O 0 6104 1 6125 (a long, gray branch) +O 0 6105 1 6105 (a long, gray branch) R 0 6104 6106 -1 (a toadstool) O 0 6106 4 6104 (a toadstool) R 0 6111 6106 -1 (a toadstool) diff --git a/lib/world/zon/63.zon b/lib/world/zon/63.zon index 43948ee..76b8393 100644 --- a/lib/world/zon/63.zon +++ b/lib/world/zon/63.zon @@ -42,8 +42,8 @@ M 0 6306 3 6330 (the drone spider) M 0 6302 1 6360 (Yevaud) G 1 6304 2 -1 (a black knight's visor) G 1 7203 1 -1 (a purple cloak) -M 0 6316 1 6330 (the young wormkin) -M 0 6317 1 6340 (the elder wormkin) +M 0 6316 1 6330 (the young wyrmkin) +M 0 6317 1 6340 (the elder wyrmkin) D 0 6392 0 2 (The Great Door) D 0 6399 2 2 (The Lair Of Arachnos) S diff --git a/lib/world/zon/74.zon b/lib/world/zon/74.zon index aa53df2..fdc1b59 100644 --- a/lib/world/zon/74.zon +++ b/lib/world/zon/74.zon @@ -67,7 +67,7 @@ P 1 7403 50 7402 (a handful of edible roots) M 0 7401 1 7404 (the disheveled boy) M 0 7402 1 7404 (the scrawny little girl) E 1 7404 25 17 (a bunch of white hyacinths) -M 0 7400 1 7403 (a grey dove) +M 0 7400 1 7403 (a gray dove) O 0 7401 1 7401 (a large, wooden sign) S $ diff --git a/lib/world/zon/75.zon b/lib/world/zon/75.zon index 0548e9e..58ca25b 100644 --- a/lib/world/zon/75.zon +++ b/lib/world/zon/75.zon @@ -74,7 +74,7 @@ E 1 7527 15 16 (a small bow) M 0 7518 3 7518 (a short woman) E 1 7526 10 6 (an empty basket) M 0 7505 1 7505 (a wild boar) -M 0 7592 2 7592 (a grey wolf) +M 0 7592 2 7592 (a gray wolf) M 0 7589 1 7589 (the young man) G 1 7507 50 -1 (a yellow banana) G 1 7508 50 -1 (a ripe mango) diff --git a/lib/world/zon/78.zon b/lib/world/zon/78.zon index 6399705..98c3ccb 100644 --- a/lib/world/zon/78.zon +++ b/lib/world/zon/78.zon @@ -4,8 +4,8 @@ Gideon~ 7800 7899 30 2 d 0 0 0 7 14 M 0 7805 4 7804 (the village guard) E 1 7816 100 16 (a slender dagger) -E 1 7814 50 5 (some grey leather armor) -E 1 7815 100 8 (a pair of grey leather boots) +E 1 7814 50 5 (some gray leather armor) +E 1 7815 100 8 (a pair of gray leather boots) M 0 7810 1 7811 (the elven healer) R 0 7818 7801 -1 (a fountain of water) O 0 7801 1 7818 (a fountain of water) diff --git a/lib/world/zon/83.zon b/lib/world/zon/83.zon index f714ee8..a382983 100644 --- a/lib/world/zon/83.zon +++ b/lib/world/zon/83.zon @@ -10,7 +10,7 @@ M 0 8303 5 8313 (a moray eel) M 0 8301 25 8345 (a small fish) M 0 8302 20 8345 (a large fish) M 0 8397 1 8397 (Tai Ho) -E 1 8397 99 17 ( yA set of o gChinchirorin n ydice n) +E 1 8397 99 17 (@yA set of @o@gChinchirorin@n @ydice@n) D 0 8397 0 1 (On a Fishing Boat) D 0 8393 5 2 (The Mid-Deck) M 0 8309 1 8393 (a drunken pirate) diff --git a/power_curve.ipynb b/power_curve.ipynb new file mode 100644 index 0000000..3ec0726 --- /dev/null +++ b/power_curve.ipynb @@ -0,0 +1,81 @@ +{ + "nbformat": 4, + "nbformat_minor": 0, + 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\n" + }, + "metadata": {} + } + ], + "source": [ + "import matplotlib.pyplot as plt\n", + "import numpy as np\n", + "\n", + "# Simulated power curve data\n", + "airspeed = np.linspace(20, 200, 100) # Airspeed in knots\n", + "power_required = 10000 / airspeed + 0.01 * airspeed**2 # Simplified model: induced + parasitic drag\n", + "\n", + "# Create the plot\n", + "plt.figure(figsize=(8, 6))\n", + "plt.plot(airspeed, power_required, label=\"Power Required\", color=\"blue\")\n", + "plt.axvline(x=80, color=\"green\", linestyle=\"--\", label=\"Minimum Power Point\")\n", + "plt.axvspan(20, 80, alpha=0.2, color=\"red\", label=\"Back Side (High Drag)\")\n", + "plt.axvspan(80, 200, alpha=0.2, color=\"green\", label=\"Ahead of Power Curve\")\n", + "\n", + "# Annotations\n", + "plt.text(50, 400, \"High Induced Drag\\n(Risk of Stall)\", fontsize=10, color=\"red\")\n", + "plt.text(120, 200, \"Efficient Operation\\n(Excess Power)\", fontsize=10, color=\"green\")\n", + "\n", + "# Plot settings\n", + "plt.title(\"Power Curve: Staying Ahead\", fontsize=14)\n", + "plt.xlabel(\"Airspeed (knots)\", fontsize=12)\n", + "plt.ylabel(\"Power Required (arbitrary units)\", fontsize=12)\n", + "plt.grid(True)\n", + "plt.legend()\n", + "plt.show()" + ] + } + ] +} \ No newline at end of file diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt new file mode 100644 index 0000000..51832b4 --- /dev/null +++ b/src/CMakeLists.txt @@ -0,0 +1,26 @@ +cmake_minimum_required(VERSION 3.27) + +# Set the project name +project(circle) + +# Global definitions +if(MSVC) + # using Visual Studio C++ + add_definitions(-D_CRT_SECURE_NO_WARNINGS -D_CRT_SECURE_NO_DEPRECATE -D_CRT_NONSTDC_NO_DEPRECATE) +endif() + +# circle itself +file(GLOB CIRCLE_SOURCES + "*.h" + "*.c" +) + +add_executable(circle ${CIRCLE_SOURCES}) + +if(MSVC) + target_link_libraries(circle wsock32.lib) + + set_target_properties(circle PROPERTIES + VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/.." + ) +endif() \ No newline at end of file diff --git a/src/Makefile.in b/src/Makefile.in index de4f225..1436143 100644 --- a/src/Makefile.in +++ b/src/Makefile.in @@ -20,7 +20,7 @@ CFLAGS = @CFLAGS@ $(MYFLAGS) $(PROFILE) LIBS = @LIBS@ @CRYPTLIB@ @NETLIB@ -SRCFILES := $(wildcard *.c) +SRCFILES := $(shell ls *.c | sort) OBJFILES := $(patsubst %.c,%.o,$(SRCFILES)) default: all diff --git a/src/Makefile.macOS b/src/Makefile.macOS new file mode 100644 index 0000000..40d6640 --- /dev/null +++ b/src/Makefile.macOS @@ -0,0 +1,56 @@ +# tbaMUD Makefile.in - Makefile template used by 'configure' +# Clean-up provided by seqwith. + +# C compiler to use +CC = gcc + +# Any special flags you want to pass to the compiler +MYFLAGS = -Wall -Wno-char-subscripts -Wno-invalid-source-encoding -DMEMORY_DEBUG + +#flags for profiling (see hacker.doc for more information) +PROFILE = + +############################################################################## +# Do Not Modify Anything Below This Line (unless you know what you're doing) # +############################################################################## + +BINDIR = ../bin + +CFLAGS = -g -O0 $(MYFLAGS) $(PROFILE) + +LIBS = + +SRCFILES := $(shell ls *.c | sort) +OBJFILES := $(patsubst %.c,%.o,$(SRCFILES)) + +default: all + +all: .accepted + $(MAKE) $(BINDIR)/circle + $(MAKE) utils + +.accepted: + @./licheck less + +utils: .accepted + (cd util; $(MAKE) all) + +circle: + $(MAKE) $(BINDIR)/circle + +$(BINDIR)/circle : $(OBJFILES) + $(CC) -o $(BINDIR)/circle $(PROFILE) $(OBJFILES) $(LIBS) + +$%.o: %.c + $(CC) $< $(CFLAGS) -c -o $@ + +clean: + rm -f *.o depend + +# Dependencies for the object files (automagically generated with +# gcc -MM) + +depend: + $(CC) -MM *.c > depend + +-include depend diff --git a/src/act.comm.c b/src/act.comm.c index 7b8e62e..637b9df 100644 --- a/src/act.comm.c +++ b/src/act.comm.c @@ -144,45 +144,13 @@ static int is_tell_ok(struct char_data *ch, struct char_data *vict) ACMD(do_tell) { struct char_data *vict = NULL; - char buf[MAX_INPUT_LENGTH], buf2[MAX_INPUT_LENGTH]; + char buf[MAX_INPUT_LENGTH + 25], buf2[MAX_INPUT_LENGTH]; // +25 to make room for constants half_chop(argument, buf, buf2); if (!*buf || !*buf2) send_to_char(ch, "Who do you wish to tell what??\r\n"); - else if (!strcmp(buf, "m-w")) { -#ifdef CIRCLE_WINDOWS - /* getpid() is not portable */ - send_to_char(ch, "Sorry, that is not available in the windows port.\r\n"); -#else /* all other configurations */ - char word[MAX_INPUT_LENGTH], *p, *q; - - if (last_webster_teller != -1L) { - if (GET_IDNUM(ch) == last_webster_teller) { - send_to_char(ch, "You are still waiting for a response.\r\n"); - return; - } else { - send_to_char(ch, "Hold on, m-w is busy. Try again in a couple of seconds.\r\n"); - return; - } - } - - /* Only a-z and +/- allowed. */ - for (p = buf2, q = word; *p ; p++) - if ((LOWER(*p) <= 'z' && LOWER(*p) >= 'a') || (*p == '+') || (*p == '-')) - *q++ = *p; - - *q = '\0'; - - if (!*word) { - send_to_char(ch, "Sorry, only letters and +/- are allowed characters.\r\n"); - return; - } - snprintf(buf, sizeof(buf), "../bin/webster %s %d &", word, (int) getpid()); - last_webster_teller = GET_IDNUM(ch); - send_to_char(ch, "You look up '%s' in Merriam-Webster.\r\n", word); -#endif /* platform specific part */ - } else if (GET_LEVEL(ch) < LVL_IMMORT && !(vict = get_player_vis(ch, buf, NULL, FIND_CHAR_WORLD))) + else if (GET_LEVEL(ch) < LVL_IMMORT && !(vict = get_player_vis(ch, buf, NULL, FIND_CHAR_WORLD))) send_to_char(ch, "%s", CONFIG_NOPERSON); else if (GET_LEVEL(ch) >= LVL_IMMORT && !(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_WORLD))) send_to_char(ch, "%s", CONFIG_NOPERSON); @@ -397,7 +365,7 @@ ACMD(do_gen_comm) { struct descriptor_data *i; char color_on[24]; - char buf1[MAX_INPUT_LENGTH], buf2[MAX_INPUT_LENGTH], *msg; + char buf1[MAX_INPUT_LENGTH], buf2[MAX_INPUT_LENGTH + 50], *msg; // + 50 to make room for color codes bool emoting = FALSE; /* Array of flags which must _not_ be set in order for comm to be heard. */ diff --git a/src/act.h b/src/act.h index 7ec7f94..93cce58 100644 --- a/src/act.h +++ b/src/act.h @@ -64,7 +64,6 @@ void free_recent_players(void); ACMD(do_commands); #define SCMD_COMMANDS 0 #define SCMD_SOCIALS 1 -#define SCMD_WIZHELP 2 /* do_gen_ps */ ACMD(do_gen_ps); #define SCMD_INFO 0 @@ -162,11 +161,10 @@ ACMD(do_rest); ACMD(do_sit); ACMD(do_sleep); ACMD(do_stand); +ACMD(do_unfollow); ACMD(do_wake); /* Global variables from act.movement.c */ -#ifndef __ACT_MOVEMENT_C__ extern const char *cmd_door[]; -#endif /* __ACT_MOVEMENT_C__ */ /***************************************************************************** @@ -186,6 +184,7 @@ ACMD(do_kill); ACMD(do_order); ACMD(do_rescue); ACMD(do_whirlwind); +ACMD(do_bandage); /***************************************************************************** * Begin Functions and defines for act.other.c @@ -221,11 +220,12 @@ ACMD(do_gen_tog); #define SCMD_AUTOMAP 25 #define SCMD_AUTOKEY 26 #define SCMD_AUTODOOR 27 -#define SCMD_COLOR 28 +#define SCMD_ZONERESETS 28 #define SCMD_SYSLOG 29 #define SCMD_WIMPY 30 #define SCMD_PAGELENGTH 31 #define SCMD_SCREENWIDTH 32 +#define SCMD_COLOR 33 /* do_quit */ ACMD(do_quit); @@ -340,6 +340,7 @@ ACMD(do_teleport); ACMD(do_trans); ACMD(do_vnum); ACMD(do_vstat); +ACMD(do_wizhelp); ACMD(do_wizlock); ACMD(do_wiznet); ACMD(do_wizupdate); diff --git a/src/act.informative.c b/src/act.informative.c index 6993459..3715691 100644 --- a/src/act.informative.c +++ b/src/act.informative.c @@ -46,12 +46,12 @@ static void list_obj_to_char(struct obj_data *list, struct char_data *ch, int mo static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mode); static void show_obj_modifiers(struct obj_data *obj, struct char_data *ch); /* do_where utility functions */ -static void perform_immort_where(struct char_data *ch, char *arg); +static void perform_immort_where(char_data *ch, const char *arg); static void perform_mortal_where(struct char_data *ch, char *arg); -static void print_object_location(int num, struct obj_data *obj, struct char_data *ch, int recur); - +static size_t print_object_location(int num, const obj_data *obj, const char_data *ch, + char *buf, size_t len, size_t buf_size, int recur); /* Subcommands */ -/* For show_obj_to_char 'mode'. /-- arbitrary */ +/* For show_obj_to_char 'mode'. /-- arbitrary */ #define SHOW_OBJ_LONG 0 #define SHOW_OBJ_SHORT 1 #define SHOW_OBJ_ACTION 2 @@ -62,7 +62,7 @@ static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mod struct char_data *temp; if (!obj || !ch) { - log("SYSERR: NULL pointer in show_obj_to_char(): obj=%p ch=%p", obj, ch); + log("SYSERR: NULL pointer in show_obj_to_char(): obj=%p ch=%p", (void *)obj, (void *)ch); /* SYSERR_DESC: Somehow a NULL pointer was sent to show_obj_to_char() in * either the 'obj' or the 'ch' variable. The error will indicate which * was NULL by listing both of the pointers passed to it. This is often a @@ -72,7 +72,6 @@ static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mod if ((mode == 0) && obj->description) { if (GET_OBJ_VAL(obj, 1) != 0 || OBJ_SAT_IN_BY(obj)) { - temp = OBJ_SAT_IN_BY(obj); for (temp = OBJ_SAT_IN_BY(obj); temp; temp = NEXT_SITTING(temp)) { if (temp == ch) found++; @@ -126,7 +125,7 @@ static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mod snprintf(notebuf, sizeof(notebuf), "There is something written on it:\r\n\r\n%s", obj->action_description); page_string(ch->desc, notebuf, TRUE); } else - send_to_char(ch, "It's blank.\r\n"); + send_to_char(ch, "It's blank.\r\n"); return; case ITEM_DRINKCON: @@ -226,14 +225,14 @@ static void diag_char_to_char(struct char_data *i, struct char_data *ch) byte percent; const char *text; } diagnosis[] = { - { 100, "is in excellent condition." }, - { 90, "has a few scratches." }, - { 75, "has some small wounds and bruises." }, - { 50, "has quite a few wounds." }, - { 30, "has some big nasty wounds and scratches." }, - { 15, "looks pretty hurt." }, - { 0, "is in awful condition." }, - { -1, "is bleeding awfully from big wounds." }, + { 100, "is in excellent condition." }, + { 90, "has a few scratches." }, + { 75, "has some small wounds and bruises." }, + { 50, "has quite a few wounds." }, + { 30, "has some big nasty wounds and scratches." }, + { 15, "looks pretty hurt." }, + { 0, "is in awful condition." }, + { -1, "is bleeding awfully from big wounds." }, }; int percent, ar_index; const char *pers = PERS(i, ch); @@ -241,7 +240,7 @@ static void diag_char_to_char(struct char_data *i, struct char_data *ch) if (GET_MAX_HIT(i) > 0) percent = (100 * GET_HIT(i)) / GET_MAX_HIT(i); else - percent = -1; /* How could MAX_HIT be < 1?? */ + percent = -1; /* How could MAX_HIT be < 1?? */ for (ar_index = 0; diagnosis[ar_index].percent >= 0; ar_index++) if (percent >= diagnosis[ar_index].percent) @@ -270,12 +269,12 @@ static void look_at_char(struct char_data *i, struct char_data *ch) found = TRUE; if (found) { - send_to_char(ch, "\r\n"); /* act() does capitalization. */ + send_to_char(ch, "\r\n"); /* act() does capitalization. */ act("$n is using:", FALSE, i, 0, ch, TO_VICT); for (j = 0; j < NUM_WEARS; j++) if (GET_EQ(i, j) && CAN_SEE_OBJ(ch, GET_EQ(i, j))) { - send_to_char(ch, "%s", wear_where[j]); - show_obj_to_char(GET_EQ(i, j), ch, SHOW_OBJ_SHORT); + send_to_char(ch, "%s", wear_where[j]); + show_obj_to_char(GET_EQ(i, j), ch, SHOW_OBJ_SHORT); } } if (ch != i && (IS_THIEF(ch) || GET_LEVEL(ch) >= LVL_IMMORT)) { @@ -301,7 +300,7 @@ static void list_one_char(struct char_data *i, struct char_data *ch) if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) { if (IS_NPC(i)) - send_to_char(ch, "[%d] ", GET_MOB_VNUM(i)); + send_to_char(ch, "[%d] ", GET_MOB_VNUM(i)); if (SCRIPT(i) && TRIGGERS(SCRIPT(i))) { if (!TRIGGERS(SCRIPT(i))->next) send_to_char(ch, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(i)))); @@ -313,12 +312,12 @@ static void list_one_char(struct char_data *i, struct char_data *ch) if (GROUP(i)) { if (GROUP(i) == GROUP(ch)) send_to_char(ch, "(%s%s%s) ", CBGRN(ch, C_NRM), - GROUP_LEADER(GROUP(i)) == i ? "leader" : "group", - CCNRM(ch, C_NRM)); + GROUP_LEADER(GROUP(i)) == i ? "leader" : "group", + CCNRM(ch, C_NRM)); else send_to_char(ch, "(%s%s%s) ", CBRED(ch, C_NRM), - GROUP_LEADER(GROUP(i)) == i ? "leader" : "group", - CCNRM(ch, C_NRM)); + GROUP_LEADER(GROUP(i)) == i ? "leader" : "group", + CCNRM(ch, C_NRM)); } if (IS_NPC(i) && i->player.long_descr && GET_POS(i) == GET_DEFAULT_POS(i)) { @@ -327,9 +326,9 @@ static void list_one_char(struct char_data *i, struct char_data *ch) if (AFF_FLAGGED(ch, AFF_DETECT_ALIGN)) { if (IS_EVIL(i)) - send_to_char(ch, "(Red Aura) "); + send_to_char(ch, "(Red Aura) "); else if (IS_GOOD(i)) - send_to_char(ch, "(Blue Aura) "); + send_to_char(ch, "(Blue Aura) "); } send_to_char(ch, "%s", i->player.long_descr); @@ -362,24 +361,24 @@ static void list_one_char(struct char_data *i, struct char_data *ch) if (GET_POS(i) != POS_FIGHTING) { if (!SITTING(i)) send_to_char(ch, "%s", positions[(int) GET_POS(i)]); - else { - furniture = SITTING(i); - send_to_char(ch, " is %s upon %s.", (GET_POS(i) == POS_SLEEPING ? + else { + furniture = SITTING(i); + send_to_char(ch, " is %s upon %s.", (GET_POS(i) == POS_SLEEPING ? "sleeping" : (GET_POS(i) == POS_RESTING ? "resting" : "sitting")), OBJS(furniture, ch)); - } + } } else { if (FIGHTING(i)) { send_to_char(ch, " is here, fighting "); if (FIGHTING(i) == ch) - send_to_char(ch, "YOU!"); + send_to_char(ch, "YOU!"); else { - if (IN_ROOM(i) == IN_ROOM(FIGHTING(i))) - send_to_char(ch, "%s!", PERS(FIGHTING(i), ch)); - else - send_to_char(ch, "someone who has already left!"); + if (IN_ROOM(i) == IN_ROOM(FIGHTING(i))) + send_to_char(ch, "%s!", PERS(FIGHTING(i), ch)); + else + send_to_char(ch, "someone who has already left!"); } - } else /* NIL fighting pointer */ + } else /* NIL fighting pointer */ send_to_char(ch, " is here struggling with thin air."); } @@ -403,13 +402,13 @@ static void list_char_to_char(struct char_data *list, struct char_data *ch) if (ch != i) { /* hide npcs whose description starts with a '.' from non-holylighted people - Idea from Elaseth of TBA */ if (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT) && - IS_NPC(i) && i->player.long_descr && *i->player.long_descr == '.') + IS_NPC(i) && i->player.long_descr && *i->player.long_descr == '.') continue; send_to_char(ch, "%s", CCYEL(ch, C_NRM)); if (CAN_SEE(ch, i)) list_one_char(i, ch); else if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch) && - AFF_FLAGGED(i, AFF_INFRAVISION)) + AFF_FLAGGED(i, AFF_INFRAVISION)) send_to_char(ch, "You see a pair of glowing red eyes looking your way.\r\n"); send_to_char(ch, "%s", CCNRM(ch, C_NRM)); } @@ -426,12 +425,12 @@ static void do_auto_exits(struct char_data *ch) continue; if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && !CONFIG_DISP_CLOSED_DOORS) continue; - if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT)) - continue; + if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT)) + continue; if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED)) - send_to_char(ch, "%s(%s)%s ", EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? CCWHT(ch, C_NRM) : CCRED(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM)); - else if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN)) - send_to_char(ch, "%s%s%s ", CCWHT(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM)); + send_to_char(ch, "%s(%s)%s ", EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? CCWHT(ch, C_NRM) : CCRED(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM)); + else if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN)) + send_to_char(ch, "%s%s%s ", CCWHT(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM)); else send_to_char(ch, "\t(%s\t) ", autoexits[door]); slen++; @@ -444,44 +443,50 @@ ACMD(do_exits) { int door, len = 0; - if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) { + if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) + { send_to_char(ch, "You can't see a damned thing, you're blind!\r\n"); return; } send_to_char(ch, "Obvious exits:\r\n"); - for (door = 0; door < DIR_COUNT; door++) { + for (door = 0; door < DIR_COUNT; door++) + { if (!EXIT(ch, door) || EXIT(ch, door)->to_room == NOWHERE) continue; if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && !CONFIG_DISP_CLOSED_DOORS) continue; if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT)) - continue; + continue; len++; if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS) && !EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED)) - send_to_char(ch, "%-5s - [%5d]%s %s\r\n", dirs[door], GET_ROOM_VNUM(EXIT(ch, door)->to_room), - EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? " [HIDDEN]" : "", world[EXIT(ch, door)->to_room].name); - else if (CONFIG_DISP_CLOSED_DOORS && EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED)) { - /* But we tell them the door is closed */ + { + send_to_char(ch, "%-5s -[%5d]%s %s\r\n", dirs[door], GET_ROOM_VNUM(EXIT(ch, door)->to_room), + EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? "[HIDDEN]" : "", world[EXIT(ch, door)->to_room].name); + } + else if (CONFIG_DISP_CLOSED_DOORS && EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED)) + { + /*But we tell them the door is closed */ send_to_char(ch, "%-5s - The %s is closed%s\r\n", dirs[door], - (EXIT(ch, door)->keyword)? fname(EXIT(ch, door)->keyword) : "opening", - EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? " and hidden." : "."); - } + (EXIT(ch, door)->keyword) ? fname(EXIT(ch, door)->keyword) : "opening", + EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? " and hidden." : "."); + } else + { send_to_char(ch, "%-5s - %s\r\n", dirs[door], IS_DARK(EXIT(ch, door)->to_room) && - !CAN_SEE_IN_DARK(ch) ? "Too dark to tell." : world[EXIT(ch, door)->to_room].name); + !CAN_SEE_IN_DARK(ch) ? "Too dark to tell." : world[EXIT(ch, door)->to_room].name); + } } - - if (!len) - send_to_char(ch, " None.\r\n"); + if (!len) + send_to_char(ch, " None.\r\n"); } void look_at_room(struct char_data *ch, int ignore_brief) { - trig_data *t; + trig_data * t; struct room_data *rm = &world[IN_ROOM(ch)]; room_vnum target_room; @@ -490,20 +495,22 @@ void look_at_room(struct char_data *ch, int ignore_brief) if (!ch->desc) return; - if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) { + if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)){ send_to_char(ch, "It is pitch black...\r\n"); return; - } else if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) { + } + else if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) { send_to_char(ch, "You see nothing but infinite darkness...\r\n"); return; } - send_to_char(ch, "%s", CCCYN(ch, C_NRM)); + + send_to_char(ch, "%s", CCYEL(ch, C_NRM)); if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) { char buf[MAX_STRING_LENGTH]; sprintbitarray(ROOM_FLAGS(IN_ROOM(ch)), room_bits, RF_ARRAY_MAX, buf); send_to_char(ch, "[%5d] ", GET_ROOM_VNUM(IN_ROOM(ch))); - send_to_char(ch, "%s [ %s] [ %s ]", world[IN_ROOM(ch)].name, buf, sector_types[world[IN_ROOM(ch)].sector_type]); + send_to_char(ch, "%s[ %s][ %s ]", world[IN_ROOM(ch)].name, buf, sector_types[world[IN_ROOM(ch)].sector_type]); if (SCRIPT(rm)) { send_to_char(ch, "[T"); @@ -514,21 +521,23 @@ void look_at_room(struct char_data *ch, int ignore_brief) } else send_to_char(ch, "%s", world[IN_ROOM(ch)].name); + send_to_char(ch, "%s\r\n", CCNRM(ch, C_NRM)); if ((!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_BRIEF)) || ignore_brief || - ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH)) { - if(!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOMAP) && can_see_map(ch)) - str_and_map(world[target_room].description, ch, target_room); + ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH)) { + if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOMAP) && can_see_map(ch)) + str_and_map(world[target_room].description, ch, target_room); else - send_to_char(ch, "%s", world[IN_ROOM(ch)].description); + send_to_char(ch, "%s", world[IN_ROOM(ch)].description); } - /* autoexits */ + + /*autoexits */ if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOEXIT)) do_auto_exits(ch); - /* now list characters & objects */ + /*now list characters &objects */ list_obj_to_char(world[IN_ROOM(ch)].contents, ch, SHOW_OBJ_LONG, FALSE); list_char_to_char(world[IN_ROOM(ch)].people, ch); } @@ -558,35 +567,35 @@ static void look_in_obj(struct char_data *ch, char *arg) if (!*arg) send_to_char(ch, "Look in what?\r\n"); else if (!(bits = generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM | - FIND_OBJ_EQUIP, ch, &dummy, &obj))) { + FIND_OBJ_EQUIP, ch, &dummy, &obj))) { send_to_char(ch, "There doesn't seem to be %s %s here.\r\n", AN(arg), arg); } else if ((GET_OBJ_TYPE(obj) != ITEM_DRINKCON) && - (GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN) && - (GET_OBJ_TYPE(obj) != ITEM_CONTAINER)) + (GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN) && + (GET_OBJ_TYPE(obj) != ITEM_CONTAINER)) send_to_char(ch, "There's nothing inside that!\r\n"); else { if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER) { if (OBJVAL_FLAGGED(obj, CONT_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE))) - send_to_char(ch, "It is closed.\r\n"); + send_to_char(ch, "It is closed.\r\n"); else { - send_to_char(ch, "%s", fname(obj->name)); - switch (bits) { - case FIND_OBJ_INV: - send_to_char(ch, " (carried): \r\n"); - break; - case FIND_OBJ_ROOM: - send_to_char(ch, " (here): \r\n"); - break; - case FIND_OBJ_EQUIP: - send_to_char(ch, " (used): \r\n"); - break; - } + send_to_char(ch, "%s", fname(obj->name)); + switch (bits) { + case FIND_OBJ_INV: + send_to_char(ch, " (carried): \r\n"); + break; + case FIND_OBJ_ROOM: + send_to_char(ch, " (here): \r\n"); + break; + case FIND_OBJ_EQUIP: + send_to_char(ch, " (used): \r\n"); + break; + } - list_obj_to_char(obj->contains, ch, SHOW_OBJ_SHORT, TRUE); + list_obj_to_char(obj->contains, ch, SHOW_OBJ_SHORT, TRUE); } - } else { /* item must be a fountain or drink container */ + } else { /* item must be a fountain or drink container */ if ((GET_OBJ_VAL(obj, 1) == 0) && (GET_OBJ_VAL(obj, 0) != -1)) - send_to_char(ch, "It is empty.\r\n"); + send_to_char(ch, "It is empty.\r\n"); else { if (GET_OBJ_VAL(obj, 0) < 0) { @@ -594,14 +603,15 @@ static void look_in_obj(struct char_data *ch, char *arg) sprinttype(GET_OBJ_VAL(obj, 2), color_liquid, buf2, sizeof(buf2)); send_to_char(ch, "It's full of a %s liquid.\r\n", buf2); } - else if (GET_OBJ_VAL(obj,1)>GET_OBJ_VAL(obj,0)) + else if (GET_OBJ_VAL(obj,1)>GET_OBJ_VAL(obj,0)) send_to_char(ch, "Its contents seem somewhat murky.\r\n"); /* BUG */ - else { + else + { char buf2[MAX_STRING_LENGTH]; - amt = (GET_OBJ_VAL(obj, 1) * 3) / GET_OBJ_VAL(obj, 0); - sprinttype(GET_OBJ_VAL(obj, 2), color_liquid, buf2, sizeof(buf2)); - send_to_char(ch, "It's %sfull of a %s liquid.\r\n", fullness[amt], buf2); - } + amt = (GET_OBJ_VAL(obj, 1) * 3) / GET_OBJ_VAL(obj, 0); + sprinttype(GET_OBJ_VAL(obj, 2), color_liquid, buf2, sizeof(buf2)); + send_to_char(ch, "It's %sfull of a %s liquid.\r\n", fullness[amt], buf2); + } } } } @@ -638,14 +648,14 @@ static void look_at_target(struct char_data *ch, char *arg) } bits = generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP | - FIND_CHAR_ROOM, ch, &found_char, &found_obj); + FIND_CHAR_ROOM, ch, &found_char, &found_obj); /* Is the target a character? */ if (found_char != NULL) { look_at_char(found_char, ch); if (ch != found_char) { if (CAN_SEE(found_char, ch)) - act("$n looks at you.", TRUE, ch, 0, found_char, TO_VICT); + act("$n looks at you.", TRUE, ch, 0, found_char, TO_VICT); act("$n looks at $N.", TRUE, ch, 0, found_char, TO_NOTVICT); } return; @@ -667,16 +677,16 @@ static void look_at_target(struct char_data *ch, char *arg) for (j = 0; j < NUM_WEARS && !found; j++) if (GET_EQ(ch, j) && CAN_SEE_OBJ(ch, GET_EQ(ch, j))) if ((desc = find_exdesc(arg, GET_EQ(ch, j)->ex_description)) != NULL && ++i == fnum) { - send_to_char(ch, "%s", desc); - found = TRUE; + send_to_char(ch, "%s", desc); + found = TRUE; } /* Does the argument match an extra desc in the char's inventory? */ for (obj = ch->carrying; obj && !found; obj = obj->next_content) { if (CAN_SEE_OBJ(ch, obj)) if ((desc = find_exdesc(arg, obj->ex_description)) != NULL && ++i == fnum) { - send_to_char(ch, "%s", desc); - found = TRUE; + send_to_char(ch, "%s", desc); + found = TRUE; } } @@ -684,8 +694,8 @@ static void look_at_target(struct char_data *ch, char *arg) for (obj = world[IN_ROOM(ch)].contents; obj && !found; obj = obj->next_content) if (CAN_SEE_OBJ(ch, obj)) if ((desc = find_exdesc(arg, obj->ex_description)) != NULL && ++i == fnum) { - send_to_char(ch, "%s", desc); - found = TRUE; + send_to_char(ch, "%s", desc); + found = TRUE; } /* If an object was found back in generic_find */ @@ -704,6 +714,7 @@ ACMD(do_look) { int look_type; int found = 0; + char tempsave[MAX_INPUT_LENGTH]; if (!ch->desc) return; @@ -714,7 +725,7 @@ ACMD(do_look) send_to_char(ch, "You can't see a damned thing, you're blind!\r\n"); else if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) { send_to_char(ch, "It is pitch black...\r\n"); - list_char_to_char(world[IN_ROOM(ch)].people, ch); /* glowing red eyes */ + list_char_to_char(world[IN_ROOM(ch)].people, ch); /* glowing red eyes */ } else { char arg[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH]; @@ -722,12 +733,12 @@ ACMD(do_look) if (subcmd == SCMD_READ) { if (!*arg) - send_to_char(ch, "Read what?\r\n"); + send_to_char(ch, "Read what?\r\n"); else - look_at_target(ch, arg); + look_at_target(ch, strcpy(tempsave, arg)); return; } - if (!*arg) /* "look" alone, without an argument at all */ + if (!*arg) /* "look" alone, without an argument at all */ look_at_room(ch, 1); else if (is_abbrev(arg, "in")) look_in_obj(ch, arg2); @@ -735,7 +746,7 @@ ACMD(do_look) else if ((look_type = search_block(arg, dirs, FALSE)) >= 0) look_in_direction(ch, look_type); else if (is_abbrev(arg, "at")) - look_at_target(ch, arg2); + look_at_target(ch, strcpy(tempsave, arg2)); else if (is_abbrev(arg, "around")) { struct extra_descr_data *i; @@ -749,7 +760,7 @@ ACMD(do_look) if (!found) send_to_char(ch, "You couldn't find anything noticeable.\r\n"); } else - look_at_target(ch, arg); + look_at_target(ch, strcpy(tempsave, arg)); } } @@ -767,15 +778,15 @@ ACMD(do_examine) } /* look_at_target() eats the number. */ - look_at_target(ch, strcpy(tempsave, arg)); /* strcpy: OK */ + look_at_target(ch, strcpy(tempsave, arg)); /* strcpy: OK */ generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_CHAR_ROOM | - FIND_OBJ_EQUIP, ch, &tmp_char, &tmp_object); + FIND_OBJ_EQUIP, ch, &tmp_char, &tmp_object); if (tmp_object) { if ((GET_OBJ_TYPE(tmp_object) == ITEM_DRINKCON) || - (GET_OBJ_TYPE(tmp_object) == ITEM_FOUNTAIN) || - (GET_OBJ_TYPE(tmp_object) == ITEM_CONTAINER)) { + (GET_OBJ_TYPE(tmp_object) == ITEM_FOUNTAIN) || + (GET_OBJ_TYPE(tmp_object) == ITEM_CONTAINER)) { send_to_char(ch, "When you look inside, you see:\r\n"); look_in_obj(ch, arg); } @@ -807,18 +818,18 @@ ACMD(do_score) send_to_char(ch, "\r\n"); send_to_char(ch, "You have %d(%d) hit, %d(%d) mana and %d(%d) movement points.\r\n", - GET_HIT(ch), GET_MAX_HIT(ch), GET_MANA(ch), GET_MAX_MANA(ch), - GET_MOVE(ch), GET_MAX_MOVE(ch)); + GET_HIT(ch), GET_MAX_HIT(ch), GET_MANA(ch), GET_MAX_MANA(ch), + GET_MOVE(ch), GET_MAX_MOVE(ch)); send_to_char(ch, "Your armor class is %d/10, and your alignment is %d.\r\n", - compute_armor_class(ch), GET_ALIGNMENT(ch)); + compute_armor_class(ch), GET_ALIGNMENT(ch)); send_to_char(ch, "You have %d exp, %d gold coins, and %d questpoints.\r\n", - GET_EXP(ch), GET_GOLD(ch), GET_QUESTPOINTS(ch)); + GET_EXP(ch), GET_GOLD(ch), GET_QUESTPOINTS(ch)); if (GET_LEVEL(ch) < LVL_IMMORT) send_to_char(ch, "You need %d exp to reach your next level.\r\n", - level_exp(GET_CLASS(ch), GET_LEVEL(ch) + 1) - GET_EXP(ch)); + level_exp(GET_CLASS(ch), GET_LEVEL(ch) + 1) - GET_EXP(ch)); send_to_char(ch, "You have earned %d quest points.\r\n", GET_QUESTPOINTS(ch)); send_to_char(ch, "You have completed %d quest%s, ", @@ -837,13 +848,13 @@ ACMD(do_score) } playing_time = *real_time_passed((time(0) - ch->player.time.logon) + - ch->player.time.played, 0); + ch->player.time.played, 0); send_to_char(ch, "You have been playing for %d day%s and %d hour%s.\r\n", playing_time.day, playing_time.day == 1 ? "" : "s", playing_time.hours, playing_time.hours == 1 ? "" : "s"); send_to_char(ch, "This ranks you as %s %s (level %d).\r\n", - GET_NAME(ch), GET_TITLE(ch), GET_LEVEL(ch)); + GET_NAME(ch), GET_TITLE(ch), GET_LEVEL(ch)); switch (GET_POS(ch)) { case POS_DEAD: @@ -974,8 +985,8 @@ ACMD(do_time) weekday = ((35 * time_info.month) + day) % 7; send_to_char(ch, "It is %d o'clock %s, on %s.\r\n", - (time_info.hours % 12 == 0) ? 12 : (time_info.hours % 12), - time_info.hours >= 12 ? "pm" : "am", weekdays[weekday]); + (time_info.hours % 12 == 0) ? 12 : (time_info.hours % 12), + time_info.hours >= 12 ? "pm" : "am", weekdays[weekday]); /* Peter Ajamian supplied the following as a fix for a bug introduced in the * ordinal display that caused 11, 12, and 13 to be incorrectly displayed as @@ -997,7 +1008,7 @@ ACMD(do_time) } } send_to_char(ch, "The %d%s Day of the %s, Year %d.\r\n", - day, suf, month_name[time_info.month], time_info.year); + day, suf, month_name[time_info.month], time_info.year); } ACMD(do_weather) @@ -1012,8 +1023,8 @@ ACMD(do_weather) if (OUTSIDE(ch)) { send_to_char(ch, "The sky is %s and %s.\r\n", sky_look[weather_info.sky], - weather_info.change >= 0 ? "you feel a warm wind from south" : - "your foot tells you bad weather is due"); + weather_info.change >= 0 ? "you feel a warm wind from south" : + "your foot tells you bad weather is due"); if (GET_LEVEL(ch) >= LVL_GOD) send_to_char(ch, "Pressure: %d (change: %d), Sky: %d (%s)\r\n", weather_info.pressure, @@ -1049,10 +1060,9 @@ int search_help(const char *argument, int level) while (level < help_table[mid].min_level && mid < (bot + top) / 2) mid++; - if (strn_cmp(argument, help_table[mid].keywords, minlen) || level < help_table[mid].min_level) break; - + return (mid); } else if (chk > 0) @@ -1090,7 +1100,7 @@ ACMD(do_help) if ((mid = search_help(argument, GET_LEVEL(ch))) == NOWHERE) { send_to_char(ch, "There is no help on that word.\r\n"); - mudlog(NRM, MAX(LVL_IMPL, GET_INVIS_LEV(ch)), TRUE, + mudlog(NRM, MIN(LVL_IMPL, GET_INVIS_LEV(ch)), TRUE, "%s tried to get help on %s", GET_NAME(ch), argument); for (i = 0; i < top_of_helpt; i++) { if (help_table[i].min_level > GET_LEVEL(ch)) @@ -1279,7 +1289,7 @@ ACMD(do_who) GET_LEVEL(tch), CLASS_ABBR(tch), GET_NAME(tch), (*GET_TITLE(tch) ? " " : ""), GET_TITLE(tch), CCNRM(ch, C_SPR)); - + if (GET_INVIS_LEV(tch)) send_to_char(ch, " (i%d)", GET_INVIS_LEV(tch)); else if (AFF_FLAGGED(tch, AFF_INVISIBLE)) @@ -1292,8 +1302,8 @@ ACMD(do_who) else if (PLR_FLAGGED(tch, PLR_WRITING)) send_to_char(ch, " (writing)"); - if (d->original) - send_to_char(ch, " (out of body)"); + if (d->original) + send_to_char(ch, " (out of body)"); if (d->connected == CON_OEDIT) send_to_char(ch, " (Object Edit)"); @@ -1372,7 +1382,7 @@ ACMD(do_users) host_search[0] = name_search[0] = '\0'; - strcpy(buf, argument); /* strcpy: OK (sizeof: argument == buf) */ + strcpy(buf, argument); /* strcpy: OK (sizeof: argument == buf) */ while (*buf) { char buf1[MAX_INPUT_LENGTH]; @@ -1382,49 +1392,49 @@ ACMD(do_users) switch (mode) { case 'o': case 'k': - outlaws = 1; - playing = 1; - strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */ - break; + outlaws = 1; + playing = 1; + strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */ + break; case 'p': - playing = 1; - strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */ - break; + playing = 1; + strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */ + break; case 'd': - deadweight = 1; - strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */ - break; + deadweight = 1; + strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */ + break; case 'l': - playing = 1; - half_chop(buf1, arg, buf); - sscanf(arg, "%d-%d", &low, &high); - break; + playing = 1; + half_chop(buf1, arg, buf); + sscanf(arg, "%d-%d", &low, &high); + break; case 'n': - playing = 1; - half_chop(buf1, name_search, buf); - break; + playing = 1; + half_chop(buf1, name_search, buf); + break; case 'h': - playing = 1; - half_chop(buf1, host_search, buf); - break; + playing = 1; + half_chop(buf1, host_search, buf); + break; case 'c': - playing = 1; - half_chop(buf1, arg, buf); - showclass = find_class_bitvector(arg); - break; + playing = 1; + half_chop(buf1, arg, buf); + showclass = find_class_bitvector(arg); + break; default: - send_to_char(ch, "%s", USERS_FORMAT); - return; - } /* end of switch */ + send_to_char(ch, "%s", USERS_FORMAT); + return; + } /* end of switch */ - } else { /* endif */ + } else { /* endif */ send_to_char(ch, "%s", USERS_FORMAT); return; } - } /* end while (parser) */ + } /* end while (parser) */ send_to_char(ch, - "Num Class Name State Idl Login\t* Site\r\n" - "--- ------- ------------ -------------- ----- -------- ------------------------\r\n"); + "Num Class Name State Idl Login\t* Site\r\n" + "--- ------- ------------ -------------- ----- -------- ------------------------\r\n"); one_argument(argument, arg); @@ -1446,7 +1456,7 @@ ACMD(do_users) if (!CAN_SEE(ch, tch) || GET_LEVEL(tch) < low || GET_LEVEL(tch) > high) continue; if (outlaws && !PLR_FLAGGED(tch, PLR_KILLER) && - !PLR_FLAGGED(tch, PLR_THIEF)) + !PLR_FLAGGED(tch, PLR_THIEF)) continue; if (showclass && !(showclass & (1 << GET_CLASS(tch)))) continue; @@ -1454,11 +1464,11 @@ ACMD(do_users) continue; if (d->original) - sprintf(classname, "[%2d %s]", GET_LEVEL(d->original), - CLASS_ABBR(d->original)); + sprintf(classname, "[%2d %s]", GET_LEVEL(d->original), + CLASS_ABBR(d->original)); else - sprintf(classname, "[%2d %s]", GET_LEVEL(d->character), - CLASS_ABBR(d->character)); + sprintf(classname, "[%2d %s]", GET_LEVEL(d->character), + CLASS_ABBR(d->character)); } else strcpy(classname, " - "); @@ -1471,15 +1481,15 @@ ACMD(do_users) if (d->character && STATE(d) == CON_PLAYING) sprintf(idletime, "%5d", d->character->char_specials.timer * - SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN); + SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN); else strcpy(idletime, " "); sprintf(line, "%3d %-7s %-12s %-14s %-3s %-8s ", d->desc_num, classname, - d->original && d->original->player.name ? d->original->player.name : - d->character && d->character->player.name ? d->character->player.name : - "UNDEFINED", - state, idletime, timestr); + d->original && d->original->player.name ? d->original->player.name : + d->character && d->character->player.name ? d->character->player.name : + "UNDEFINED", + state, idletime, timestr); if (*d->host) sprintf(line + strlen(line), "[%s]\r\n", d->host); @@ -1569,23 +1579,23 @@ static void perform_mortal_where(struct char_data *ch, char *arg) send_to_char(ch, "Players in %s\tn.\r\n--------------------\r\n", zone_table[j].name); for (d = descriptor_list; d; d = d->next) { if (STATE(d) != CON_PLAYING || d->character == ch) - continue; + continue; if ((i = (d->original ? d->original : d->character)) == NULL) - continue; + continue; if (IN_ROOM(i) == NOWHERE || !CAN_SEE(ch, i)) - continue; + continue; if (world[IN_ROOM(ch)].zone != world[IN_ROOM(i)].zone) - continue; + continue; send_to_char(ch, "%-20s%s - %s%s\r\n", GET_NAME(i), QNRM, world[IN_ROOM(i)].name, QNRM); } - } else { /* print only FIRST char, not all. */ + } else { /* print only FIRST char, not all. */ for (i = character_list; i; i = i->next) { if (IN_ROOM(i) == NOWHERE || i == ch) - continue; + continue; if (!CAN_SEE(ch, i) || world[IN_ROOM(i)].zone != world[IN_ROOM(ch)].zone) - continue; + continue; if (!isname(arg, i->player.name)) - continue; + continue; send_to_char(ch, "%-25s%s - %s%s\r\n", GET_NAME(i), QNRM, world[IN_ROOM(i)].name, QNRM); return; } @@ -1593,41 +1603,71 @@ static void perform_mortal_where(struct char_data *ch, char *arg) } } -static void print_object_location(int num, struct obj_data *obj, struct char_data *ch, - int recur) +static size_t print_object_location(const int num, const obj_data *obj, const char_data *ch, // NOLINT(*-no-recursion) + char *buf, size_t len, const size_t buf_size, const int recur) { + size_t nlen = 0; + if (num > 0) - send_to_char(ch, "O%3d. %-25s%s - ", num, obj->short_description, QNRM); + nlen = snprintf(buf + len, buf_size - len, "O%4d. %-25s%s - ", num, obj->short_description, QNRM); else - send_to_char(ch, "%33s", " - "); + nlen = snprintf(buf + len, buf_size - len, "%37s", " - "); + + len += nlen; + nlen = 0; + if (len > buf_size) + return len; // let the caller know we overflowed if (SCRIPT(obj)) { if (!TRIGGERS(SCRIPT(obj))->next) - send_to_char(ch, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(obj)))); + nlen = snprintf(buf + len, buf_size - len, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(obj)))); else - send_to_char(ch, "[TRIGS] "); + nlen = snprintf(buf + len, buf_size - len, "[TRIGS] "); } + len += nlen; + if (len > buf_size) + return len; // let the caller know we overflowed + if (IN_ROOM(obj) != NOWHERE) - send_to_char(ch, "[%5d] %s%s\r\n", GET_ROOM_VNUM(IN_ROOM(obj)), world[IN_ROOM(obj)].name, QNRM); - else if (obj->carried_by) - send_to_char(ch, "carried by %s%s\r\n", PERS(obj->carried_by, ch), QNRM); - else if (obj->worn_by) - send_to_char(ch, "worn by %s%s\r\n", PERS(obj->worn_by, ch), QNRM); - else if (obj->in_obj) { - send_to_char(ch, "inside %s%s%s\r\n", obj->in_obj->short_description, QNRM, (recur ? ", which is" : " ")); - if (recur) - print_object_location(0, obj->in_obj, ch, recur); + nlen = snprintf(buf + len, buf_size - len, "[%5d] %s%s\r\n", GET_ROOM_VNUM(IN_ROOM(obj)), world[IN_ROOM(obj)].name, QNRM); + else if (obj->carried_by) { + if (PRF_FLAGGED(ch, PRF_SHOWVNUMS)) + nlen = snprintf(buf + len, buf_size - len, "carried by [%5d] %s%s\r\n", GET_MOB_VNUM(obj->carried_by), PERS(obj->carried_by, ch), QNRM); + else + nlen = snprintf(buf + len, buf_size - len, "carried by %s%s\r\n", PERS(obj->carried_by, ch), QNRM); + if (PRF_FLAGGED(ch, PRF_VERBOSE) && IN_ROOM(obj->carried_by) != NOWHERE && len + nlen < buf_size) + nlen += snprintf(buf + len + nlen, buf_size - len - nlen, "%37sin [%5d] %s%s\r\n", " - ", GET_ROOM_VNUM(IN_ROOM(obj->carried_by)), world[IN_ROOM(obj->carried_by)].name, QNRM); + } else if (obj->worn_by) { + if (PRF_FLAGGED(ch, PRF_SHOWVNUMS)) + nlen = snprintf(buf + len, buf_size - len, "worn by [%5d] %s%s\r\n", GET_MOB_VNUM(obj->worn_by), PERS(obj->worn_by, ch), QNRM); + else + nlen = snprintf(buf + len, buf_size - len, "worn by %s%s\r\n", PERS(obj->worn_by, ch), QNRM); + if (PRF_FLAGGED(ch, PRF_VERBOSE) && IN_ROOM(obj->worn_by) != NOWHERE && len + nlen < buf_size) + nlen += snprintf(buf + len + nlen, buf_size - len - nlen, "%37sin [%5d] %s%s\r\n", " - ", GET_ROOM_VNUM(IN_ROOM(obj->worn_by)), world[IN_ROOM(obj->worn_by)].name, QNRM); + } else if (obj->in_obj) { + nlen = snprintf(buf + len, buf_size - len, "inside %s%s%s\r\n", obj->in_obj->short_description, QNRM, (recur ? ", which is" : " ")); + if (recur && nlen + len < buf_size) { + len += nlen; + nlen = 0; + len = print_object_location(0, obj->in_obj, ch, buf, len, buf_size, recur); + } } else - send_to_char(ch, "in an unknown location\r\n"); + nlen = snprintf(buf + len, buf_size - len, "in an unknown location\r\n"); + len += nlen; + return len; } -static void perform_immort_where(struct char_data *ch, char *arg) +static void perform_immort_where(char_data *ch, const char *arg) { - struct char_data *i; - struct obj_data *k; + char_data *i; + obj_data *k; struct descriptor_data *d; - int num = 0, found = 0; + int num = 0, found = FALSE; // "num" here needs to match the lookup in do_stat, so "stat 4.sword" finds the right one + const char *error_message = "\r\n***OVERFLOW***\r\n"; + char buf[MAX_STRING_LENGTH]; + size_t len = 0, nlen = 0; + const size_t buf_size = sizeof(buf) - strlen(error_message) - 1; if (!*arg) { send_to_char(ch, "Players Room Location Zone\r\n"); @@ -1648,26 +1688,64 @@ static void perform_immort_where(struct char_data *ch, char *arg) } } } else { + if (PRF_FLAGGED(ch, PRF_VERBOSE)) + len = snprintf(buf, buf_size, " ### Mob name - Room # Room name\r\n"); + for (i = character_list; i; i = i->next) if (CAN_SEE(ch, i) && IN_ROOM(i) != NOWHERE && isname(arg, i->player.name)) { found = 1; - send_to_char(ch, "M%3d. %-25s%s - [%5d] %-25s%s", ++num, GET_NAME(i), QNRM, + nlen = snprintf(buf + len, buf_size - len, "M%4d. %-25s%s - [%5d] %-25s%s", ++num, GET_NAME(i), QNRM, GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM); + if (len + nlen >= buf_size) { + len += snprintf(buf + len, buf_size - len, "%s", error_message); + break; + } + len += nlen; if (SCRIPT(i) && TRIGGERS(SCRIPT(i))) { if (!TRIGGERS(SCRIPT(i))->next) - send_to_char(ch, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(i)))); + nlen = snprintf(buf + len, buf_size - len, "[T%d]", GET_TRIG_VNUM(TRIGGERS(SCRIPT(i)))); else - send_to_char(ch, "[TRIGS] "); + nlen = snprintf(buf + len, buf_size - len, "[TRIGS]"); + + if (len + nlen >= buf_size) { + snprintf(buf + len, buf_size - len, "%s", error_message); + break; + } + len += nlen; } - send_to_char(ch, "%s\r\n", QNRM); + nlen = snprintf(buf + len, buf_size - len, "%s\r\n", QNRM); + if (len + nlen >= buf_size) { + snprintf(buf + len, buf_size - len, "%s", error_message); + break; + } + len += nlen; } - for (num = 0, k = object_list; k; k = k->next) - if (CAN_SEE_OBJ(ch, k) && isname(arg, k->name)) { - found = 1; - print_object_location(++num, k, ch, TRUE); + + if (PRF_FLAGGED(ch, PRF_VERBOSE) && len < buf_size) { + nlen = snprintf(buf + len, buf_size - len, " ### Object name Location\r\n"); + if (len + nlen >= buf_size) { + snprintf(buf + len, buf_size - len, "%s", error_message); } + len += nlen; + } + + if (len < buf_size) { + for (k = object_list; k; k = k->next) { + if (CAN_SEE_OBJ(ch, k) && isname(arg, k->name)) { + found = 1; + len = print_object_location(++num, k, ch, buf, len, buf_size, TRUE); + if (len >= buf_size) { + snprintf(buf + buf_size, sizeof(buf) - buf_size, "%s", error_message); + break; + } + } + } + } + if (!found) send_to_char(ch, "Couldn't find any such thing.\r\n"); + else + page_string(ch->desc, buf, TRUE); } } @@ -1728,7 +1806,7 @@ ACMD(do_levels) for (i = min_lev; i < max_lev; i++) { nlen = snprintf(buf + len, sizeof(buf) - len, "[%2d] %8d-%-8d : ", (int)i, - level_exp(GET_CLASS(ch), i), level_exp(GET_CLASS(ch), i + 1) - 1); + level_exp(GET_CLASS(ch), i), level_exp(GET_CLASS(ch), i + 1) - 1); if (len + nlen >= sizeof(buf)) break; len += nlen; @@ -1752,7 +1830,7 @@ ACMD(do_levels) if (len < sizeof(buf) && max_lev == LVL_IMMORT) snprintf(buf + len, sizeof(buf) - len, "[%2d] %8d : Immortality\r\n", - LVL_IMMORT, level_exp(GET_CLASS(ch), LVL_IMMORT)); + LVL_IMMORT, level_exp(GET_CLASS(ch), LVL_IMMORT)); page_string(ch->desc, buf, TRUE); } @@ -1919,11 +1997,17 @@ ACMD(do_toggle) {"autodoor", PRF_AUTODOOR, 0, "You will now need to specify a door direction when opening, closing and unlocking.\r\n", "You will now find the next available door when opening, closing or unlocking.\r\n"}, - {"color", 0, 0, "\n", "\n"}, + {"zoneresets", PRF_ZONERESETS, LVL_IMPL, + "You will no longer see zone resets.\r\n", + "You will now see zone resets.\r\n"}, {"syslog", 0, LVL_IMMORT, "\n", "\n"}, {"wimpy", 0, 0, "\n", "\n"}, {"pagelength", 0, 0, "\n", "\n"}, {"screenwidth", 0, 0, "\n", "\n"}, + {"color", 0, 0, "\n", "\n"}, + {"verbose", PRF_VERBOSE, LVL_IMMORT, + "You will no longer see verbose output in listings.\n", + "You will now see verbose listings.\n"}, {"\n", 0, -1, "\n", "\n"} /* must be last */ }; @@ -1937,16 +2021,17 @@ ACMD(do_toggle) if (!GET_WIMP_LEV(ch)) strcpy(buf2, "OFF"); /* strcpy: OK */ else - sprintf(buf2, "%-3.3d", GET_WIMP_LEV(ch)); /* sprintf: OK */ + snprintf(buf2, sizeof(buf2), "%-3.3d", GET_WIMP_LEV(ch)); /* thanks to Ironfist for the fix for the buffer overrun here */ + - if (GET_LEVEL(ch) == LVL_IMPL) { + if (GET_LEVEL(ch) == LVL_IMPL) { send_to_char(ch, " SlowNameserver: %-3s " - " " - " Trackthru Doors: %-3s\r\n", + " " + " Trackthru Doors: %-3s\r\n", - ONOFF(CONFIG_NS_IS_SLOW), - ONOFF(CONFIG_TRACK_T_DOORS)); + ONOFF(CONFIG_NS_IS_SLOW), + ONOFF(CONFIG_TRACK_T_DOORS)); } if (GET_LEVEL(ch) >= LVL_IMMORT) { @@ -1957,7 +2042,8 @@ ACMD(do_toggle) " NoHassle: %-3s " " Holylight: %-3s " " ShowVnums: %-3s\r\n" - " Syslog: %-3s\r\n", + " Syslog: %-3s " + " Verbose: %-3s%s ", ONOFF(PRF_FLAGGED(ch, PRF_BUILDWALK)), ONOFF(PRF_FLAGGED(ch, PRF_NOWIZ)), @@ -1965,7 +2051,14 @@ ACMD(do_toggle) ONOFF(PRF_FLAGGED(ch, PRF_NOHASSLE)), ONOFF(PRF_FLAGGED(ch, PRF_HOLYLIGHT)), ONOFF(PRF_FLAGGED(ch, PRF_SHOWVNUMS)), - types[(PRF_FLAGGED(ch, PRF_LOG1) ? 1 : 0) + (PRF_FLAGGED(ch, PRF_LOG2) ? 2 : 0)]); + types[(PRF_FLAGGED(ch, PRF_LOG1) ? 1 : 0) + (PRF_FLAGGED(ch, PRF_LOG2) ? 2 : 0)], + ONOFF(PRF_FLAGGED(ch, PRF_VERBOSE)), + GET_LEVEL(ch) == LVL_IMPL ? "" : "\r\n"); + } + if (GET_LEVEL(ch) >= LVL_IMPL) { + send_to_char(ch, + " ZoneResets: %-3s\r\n", + ONOFF(PRF_FLAGGED(ch, PRF_ZONERESETS))); } send_to_char(ch, @@ -2048,10 +2141,10 @@ ACMD(do_toggle) if (!strncmp(arg, tog_messages[toggle].command, len)) break; - if (*tog_messages[toggle].command == '\n' || tog_messages[toggle].min_level > GET_LEVEL(ch)) { - send_to_char(ch, "You can't toggle that!\r\n"); - return; - } + if (*tog_messages[toggle].command == '\n' || tog_messages[toggle].min_level > GET_LEVEL(ch)) { + send_to_char(ch, "You can't toggle that!\r\n"); + return; + } switch (toggle) { case SCMD_COLOR: @@ -2104,7 +2197,7 @@ ACMD(do_toggle) for (i=0; *arg2 && *(sector_types[i]) != '\n'; i++) if (is_abbrev(arg2, sector_types[i])) break; - if (*(sector_types[i]) == '\n') + if (*(sector_types[i]) == '\n') i=0; GET_BUILDWALK_SECTOR(ch) = i; send_to_char(ch, "Default sector type is %s\r\n", sector_types[i]); @@ -2160,7 +2253,7 @@ ACMD(do_toggle) send_to_char(ch, "Okay, your page length is now set to %d lines.", GET_PAGE_LENGTH(ch)); } else send_to_char(ch, "Please specify a number of lines (5 - 255)."); - break; + break; case SCMD_SCREENWIDTH: if (!*arg2) send_to_char(ch, "Your current screen width is set to %d characters.", GET_SCREEN_WIDTH(ch)); @@ -2169,7 +2262,7 @@ ACMD(do_toggle) send_to_char(ch, "Okay, your screen width is now set to %d characters.", GET_SCREEN_WIDTH(ch)); } else send_to_char(ch, "Please specify a number of characters (40 - 200)."); - break; + break; case SCMD_AUTOMAP: if (can_see_map(ch)) { if (!*arg2) { @@ -2186,7 +2279,7 @@ ACMD(do_toggle) } } else send_to_char(ch, "Sorry, automap is currently disabled.\r\n"); - break; + break; default: if (!*arg2) { TOGGLE_BIT_AR(PRF_FLAGS(ch), tog_messages[toggle].toggle); @@ -2197,7 +2290,7 @@ ACMD(do_toggle) } else if (!strcmp(arg2, "off")) { REMOVE_BIT_AR(PRF_FLAGS(ch), tog_messages[toggle].toggle); } else { - send_to_char(ch, "Value for %s must either be 'on' or 'off'.\r\n", tog_messages[toggle].command); + send_to_char(ch, "Value for %s must either be 'on' or 'off'.\r\n", tog_messages[toggle].command); return; } } @@ -2210,35 +2303,17 @@ ACMD(do_toggle) ACMD(do_commands) { int no, i, cmd_num; - int wizhelp = 0, socials = 0; - struct char_data *vict; - char arg[MAX_INPUT_LENGTH]; - char buf[MAX_STRING_LENGTH]; + int socials = 0; const char *commands[1000]; int overflow = sizeof(commands) / sizeof(commands[0]); if (!ch->desc) return; - one_argument(argument, arg); - - if (*arg) { - if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_WORLD)) || IS_NPC(vict)) { - send_to_char(ch, "Who is that?\r\n"); - return; - } - } else - vict = ch; - if (subcmd == SCMD_SOCIALS) socials = 1; - else if (subcmd == SCMD_WIZHELP) - wizhelp = 1; - sprintf(buf, "The following %s%s are available to %s:\r\n", - wizhelp ? "privileged " : "", - socials ? "socials" : "commands", - vict == ch ? "you" : GET_NAME(vict)); + send_to_char(ch, "The following %s are available to you:\r\n", socials ? "socials" : "commands"); /* cmd_num starts at 1, not 0, to remove 'RESERVED' */ for (no = 0, cmd_num = 1; @@ -2247,16 +2322,14 @@ ACMD(do_commands) i = cmd_sort_info[cmd_num]; - if (complete_cmd_info[i].minimum_level < 0 || GET_LEVEL(vict) < complete_cmd_info[i].minimum_level) + if (complete_cmd_info[i].minimum_level < 0 || GET_LEVEL(ch) < complete_cmd_info[i].minimum_level) + continue; - if ((complete_cmd_info[i].minimum_level >= LVL_IMMORT) != wizhelp) + if (complete_cmd_info[i].minimum_level >= LVL_IMMORT) continue; - if (!wizhelp && socials != (complete_cmd_info[i].command_pointer == do_action)) - continue; - - if (wizhelp && complete_cmd_info[i].command_pointer == do_action) + if (socials != (complete_cmd_info[i].command_pointer == do_action)) continue; if (--overflow < 0) @@ -2377,9 +2450,9 @@ ACMD(do_whois) { CREATE(victim, struct char_data, 1); clear_char(victim); - + new_mobile_data(victim); - + CREATE(victim->player_specials, struct player_special_data, 1); if (load_char(buf, victim) > -1) @@ -2448,7 +2521,7 @@ ACMD(do_whois) free_char (victim); } -bool get_zone_levels(zone_rnum znum, char *buf) +static bool get_zone_levels(zone_rnum znum, char *buf) { /* Create a string for the level restrictions for this zone. */ if ((zone_table[znum].min_level == -1) && (zone_table[znum].max_level == -1)) { @@ -2554,8 +2627,7 @@ ACMD(do_areas) len += tmp_len; if (overlap_shown) { - tmp_len = snprintf(buf+len, sizeof(buf)-len, "Areas shown in \trred\tn may have some creatures outside the specified range.\r\n"); - len += tmp_len; + snprintf(buf+len, sizeof(buf)-len, "Areas shown in \trred\tn may have some creatures outside the specified range.\r\n"); } if (zcount == 0) @@ -2564,10 +2636,10 @@ ACMD(do_areas) page_string(ch->desc, buf, TRUE); } -void list_scanned_chars(struct char_data * list, struct char_data * ch, int +static void list_scanned_chars(struct char_data * list, struct char_data * ch, int distance, int door) { - char buf[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH]; + char buf[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH - 1]; const char *how_far[] = { "close by", @@ -2602,16 +2674,16 @@ distance, int door) if (!CAN_SEE(ch, i)) continue; if (!*buf) - sprintf(buf, "You see %s", GET_NAME(i)); + snprintf(buf, sizeof(buf), "You see %s", GET_NAME(i)); else - sprintf(buf, "%s%s", buf, GET_NAME(i)); + strncat(buf, GET_NAME(i), sizeof(buf) - strlen(buf) - 1); if (--count > 1) - strcat(buf, ", "); + strncat(buf, ", ", sizeof(buf) - strlen(buf) - 1); else if (count == 1) - strcat(buf, " and "); + strncat(buf, " and ", sizeof(buf) - strlen(buf) - 1); else { - sprintf(buf2, " %s %s.\r\n", how_far[distance], dirs[door]); - strcat(buf, buf2); + snprintf(buf2, sizeof(buf2), " %s %s.\r\n", how_far[distance], dirs[door]); + strncat(buf, buf2, sizeof(buf) - strlen(buf) - 1); } } diff --git a/src/act.item.c b/src/act.item.c index c2d9785..3a34604 100644 --- a/src/act.item.c +++ b/src/act.item.c @@ -52,11 +52,12 @@ static void wear_message(struct char_data *ch, struct obj_data *obj, int where); static void perform_put(struct char_data *ch, struct obj_data *obj, struct obj_data *cont) { + long object_id = obj_script_id(obj); if (!drop_otrigger(obj, ch)) return; - if (!obj) /* object might be extracted by drop_otrigger */ + if (!has_obj_by_uid_in_lookup_table(object_id)) /* object might be extracted by drop_otrigger */ return; if ((GET_OBJ_VAL(cont, 0) > 0) && @@ -409,24 +410,27 @@ static void perform_drop_gold(struct char_data *ch, int amount, byte mode, room_ WAIT_STATE(ch, PULSE_VIOLENCE); /* to prevent coin-bombing */ obj = create_money(amount); if (mode == SCMD_DONATE) { - send_to_char(ch, "You throw some gold into the air where it disappears in a puff of smoke!\r\n"); - act("$n throws some gold into the air where it disappears in a puff of smoke!", - FALSE, ch, 0, 0, TO_ROOM); - obj_to_room(obj, RDR); - act("$p suddenly appears in a puff of orange smoke!", 0, 0, obj, 0, TO_ROOM); + send_to_char(ch, "You throw some gold into the air where it disappears in a puff of smoke!\r\n"); + act("$n throws some gold into the air where it disappears in a puff of smoke!", + FALSE, ch, 0, 0, TO_ROOM); + obj_to_room(obj, RDR); + act("$p suddenly appears in a puff of orange smoke!", 0, 0, obj, 0, TO_ROOM); } else { char buf[MAX_STRING_LENGTH]; + long object_id = obj_script_id(obj); if (!drop_wtrigger(obj, ch)) { - extract_obj(obj); + if (has_obj_by_uid_in_lookup_table(object_id)) + extract_obj(obj); + return; } - snprintf(buf, sizeof(buf), "$n drops %s.", money_desc(amount)); - act(buf, TRUE, ch, 0, 0, TO_ROOM); + snprintf(buf, sizeof(buf), "$n drops %s.", money_desc(amount)); + act(buf, TRUE, ch, 0, 0, TO_ROOM); - send_to_char(ch, "You drop some gold.\r\n"); - obj_to_room(obj, IN_ROOM(ch)); + send_to_char(ch, "You drop some gold.\r\n"); + obj_to_room(obj, IN_ROOM(ch)); } } else { char buf[MAX_STRING_LENGTH]; @@ -447,13 +451,20 @@ static int perform_drop(struct char_data *ch, struct obj_data *obj, { char buf[MAX_STRING_LENGTH]; int value; + long object_id = obj_script_id(obj); if (!drop_otrigger(obj, ch)) return 0; + if (!has_obj_by_uid_in_lookup_table(object_id)) + return 0; // item was extracted by script + if ((mode == SCMD_DROP) && !drop_wtrigger(obj, ch)) return 0; + if (!has_obj_by_uid_in_lookup_table(object_id)) + return 0; // item was extracted by script + if (OBJ_FLAGGED(obj, ITEM_NODROP) && !PRF_FLAGGED(ch, PRF_NOHASSLE)) { snprintf(buf, sizeof(buf), "You can't %s $p, it must be CURSED!", sname); act(buf, FALSE, ch, obj, 0, TO_CHAR); @@ -768,45 +779,22 @@ void weight_change_object(struct obj_data *obj, int weight) void name_from_drinkcon(struct obj_data *obj) { - char *new_name, *cur_name, *next; const char *liqname; - int liqlen, cpylen; + char *new_name; if (!obj || (GET_OBJ_TYPE(obj) != ITEM_DRINKCON && GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN)) return; + if (obj->name == obj_proto[GET_OBJ_RNUM(obj)].name) + obj->name = strdup(obj_proto[GET_OBJ_RNUM(obj)].name); + liqname = drinknames[GET_OBJ_VAL(obj, 2)]; - if (!isname(liqname, obj->name)) { - log("SYSERR: Can't remove liquid '%s' from '%s' (%d) item.", liqname, obj->name, obj->item_number); - /* SYSERR_DESC: From name_from_drinkcon(), this error comes about if the - * object noted (by keywords and item vnum) does not contain the liquid - * string being searched for. */ - return; - } - - liqlen = strlen(liqname); - CREATE(new_name, char, strlen(obj->name) - strlen(liqname)); /* +1 for NUL, -1 for space */ - - for (cur_name = obj->name; cur_name; cur_name = next) { - if (*cur_name == ' ') - cur_name++; - - if ((next = strchr(cur_name, ' '))) - cpylen = next - cur_name; - else - cpylen = strlen(cur_name); - - if (!strn_cmp(cur_name, liqname, liqlen)) - continue; - - if (*new_name) - strcat(new_name, " "); /* strcat: OK (size precalculated) */ - strncat(new_name, cur_name, cpylen); /* strncat: OK (size precalculated) */ - } - - if (GET_OBJ_RNUM(obj) == NOTHING || obj->name != obj_proto[GET_OBJ_RNUM(obj)].name) - free(obj->name); + + remove_from_string(obj->name, liqname); + new_name = right_trim_whitespace(obj->name); + free(obj->name); obj->name = new_name; + } void name_to_drinkcon(struct obj_data *obj, int type) @@ -885,7 +873,7 @@ ACMD(do_drink) send_to_char(ch, "Your stomach can't contain anymore!\r\n"); return; } - if ((GET_OBJ_VAL(temp, 1) == 0) || (GET_OBJ_VAL(temp, 0) != 1)) { + if (GET_OBJ_VAL(temp, 1) < 1) { send_to_char(ch, "It is empty.\r\n"); return; } diff --git a/src/act.movement.c b/src/act.movement.c index a5a8e1d..a1ba0de 100644 --- a/src/act.movement.c +++ b/src/act.movement.c @@ -61,7 +61,7 @@ static int has_boat(struct char_data *ch) } /* Simple function to determine if char can fly. */ -int has_flight(struct char_data *ch) +static int has_flight(struct char_data *ch) { struct obj_data *obj; int i; @@ -86,7 +86,7 @@ int has_flight(struct char_data *ch) } /* Simple function to determine if char can scuba. */ -int has_scuba(struct char_data *ch) +static int has_scuba(struct char_data *ch) { struct obj_data *obj; int i; @@ -123,8 +123,8 @@ int has_scuba(struct char_data *ch) * @param ch The character structure to attempt to move. * @param dir The defined direction (NORTH, SOUTH, etc...) to attempt to * move into. - * @param need_specials_check If TRUE will cause - * @retval int 1 for a successful move (ch is now in a new location) + * @param need_specials_check If TRUE will cause + * @retval int 1 for a successful move (ch is now in a new location) * or 0 for a failed move (ch is still in the original location). */ int do_simple_move(struct char_data *ch, int dir, int need_specials_check) { @@ -461,6 +461,9 @@ int has_key(struct char_data *ch, obj_vnum key) { struct obj_data *o; + if (key == NOTHING) + return (0); + for (o = ch->carrying; o; o = o->next_content) if (GET_OBJ_VNUM(o) == key) return (1); @@ -655,7 +658,7 @@ ACMD(do_gen_door) else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (has_key(ch, keynum)) ) { send_to_char(ch, "It is locked, but you have the key.\r\n"); - send_to_char(ch, "*Click*\r\n"); + do_doorcmd(ch, obj, door, SCMD_UNLOCK); do_doorcmd(ch, obj, door, subcmd); } else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (!has_key(ch, keynum)) ) @@ -770,8 +773,6 @@ ACMD(do_sit) one_argument(argument, arg); - if (!*arg) - found = 0; if (!(furniture = get_obj_in_list_vis(ch, arg, NULL, world[ch->in_room].contents))) found = 0; else @@ -941,7 +942,12 @@ ACMD(do_follow) return; } } else { - send_to_char(ch, "Whom do you wish to follow?\r\n"); + if (ch->master != (char_data*) NULL) { + send_to_char(ch, "You are following %s.\r\n", + GET_NAME(ch->master)); + } else { + send_to_char(ch, "Whom do you wish to follow?\r\n"); + } return; } @@ -970,3 +976,18 @@ ACMD(do_follow) } } } + +ACMD(do_unfollow) +{ + if (ch->master) { + if (AFF_FLAGGED(ch, AFF_CHARM)) { + send_to_char(ch, "You feel compelled to follow %s.\r\n", + GET_NAME(ch->master)); + } else { + stop_follower(ch); + } + } else { + send_to_char(ch, "You are not following anyone.\r\n"); + } + return; +} diff --git a/src/act.offensive.c b/src/act.offensive.c index ddf7259..cb54edd 100644 --- a/src/act.offensive.c +++ b/src/act.offensive.c @@ -524,3 +524,53 @@ ACMD(do_kick) WAIT_STATE(ch, PULSE_VIOLENCE * 3); } + +ACMD(do_bandage) +{ + char arg[MAX_INPUT_LENGTH]; + struct char_data * vict; + int percent, prob; + + if (!GET_SKILL(ch, SKILL_BANDAGE)) + { + send_to_char(ch, "You are unskilled in the art of bandaging.\r\n"); + return; + } + + if (GET_POS(ch) != POS_STANDING) { + send_to_char(ch, "You are not in a proper position for that!\r\n"); + return; + } + + one_argument(argument, arg); + + if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM))) { + send_to_char(ch, "Who do you want to bandage?\r\n"); + return; + } + + if (GET_HIT(vict) >= 0) { + send_to_char(ch, "You can only bandage someone who is close to death.\r\n"); + return; + } + + WAIT_STATE(ch, PULSE_VIOLENCE * 2); + + percent = rand_number(1, 101); /* 101% is a complete failure */ + prob = GET_SKILL(ch, SKILL_BANDAGE); + + if (percent <= prob) { + act("Your attempt to bandage fails.", FALSE, ch, 0, 0, TO_CHAR); + act("$n tries to bandage $N, but fails miserably.", TRUE, ch, + 0, vict, TO_NOTVICT); + damage(vict, vict, 2, TYPE_SUFFERING); + return; + } + + act("You successfully bandage $N.", FALSE, ch, 0, vict, TO_CHAR); + act("$n bandages $N, who looks a bit better now.", TRUE, ch, 0, + vict, TO_NOTVICT); + act("Someone bandages you, and you feel a bit better now.", + FALSE, ch, 0, vict, TO_VICT); + GET_HIT(vict) = 0; +} diff --git a/src/act.other.c b/src/act.other.c index 8b3580a..37cc284 100644 --- a/src/act.other.c +++ b/src/act.other.c @@ -8,9 +8,6 @@ * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * **************************************************************************/ -/* needed by sysdep.h to allow for definition of */ -#define __ACT_OTHER_C__ - #include "conf.h" #include "sysdep.h" #include "structs.h" @@ -403,7 +400,7 @@ ACMD(do_group) send_to_char(ch, "But you are already part of a group.\r\n"); return; } else if (!GROUP(vict)) { - act("$E$u is not a part of a group!", FALSE, ch, 0, vict, TO_CHAR); + act("$E$u is not part of a group!", FALSE, ch, 0, vict, TO_CHAR); return; } else if (!IS_SET(GROUP_FLAGS(GROUP(vict)), GROUP_OPEN)) { send_to_char(ch, "That group isn't accepting members.\r\n"); @@ -431,9 +428,22 @@ ACMD(do_group) send_to_char(ch, "You have kicked %s out of the group.\r\n", GET_NAME(vict)); send_to_char(vict, "You have been kicked out of the group.\r\n"); leave_group(vict); - } else if (is_abbrev(buf, "leave")) { + } else if (is_abbrev(buf, "regroup")) { if (!GROUP(ch)) { - send_to_char(ch, "But you aren't apart of a group!\r\n"); + send_to_char(ch, "But you aren't part of a group!\r\n"); + return; + } + vict = GROUP_LEADER(GROUP(ch)); + if (ch == vict) { + send_to_char(ch, "You are the group leader and cannot re-group.\r\n"); + } else { + leave_group(ch); + join_group(ch, GROUP(vict)); + } + } else if (is_abbrev(buf, "leave")) { + + if (!GROUP(ch)) { + send_to_char(ch, "But you aren't part of a group!\r\n"); return; } @@ -536,7 +546,6 @@ ACMD(do_split) if (rest) { send_to_char(ch, "%d coin%s %s not splitable, so you keep the money.\r\n", rest, (rest == 1) ? "" : "s", (rest == 1) ? "was" : "were"); - increase_gold(ch, rest); } } else { send_to_char(ch, "How many coins do you wish to split with your group?\r\n"); @@ -719,7 +728,9 @@ ACMD(do_gen_tog) {"Autokey disabled.\r\n", "Autokey enabled.\r\n"}, {"Autodoor disabled.\r\n", - "Autodoor enabled.\r\n"} + "Autodoor enabled.\r\n"}, + {"ZoneResets disabled.\r\n", + "ZoneResets enabled.\r\n"} }; if (IS_NPC(ch)) @@ -773,7 +784,7 @@ ACMD(do_gen_tog) break; case SCMD_CLS: result = PRF_TOG_CHK(ch, PRF_CLS); - break; + break; case SCMD_BUILDWALK: if (GET_LEVEL(ch) < LVL_BUILDER) { send_to_char(ch, "Builders only, sorry.\r\n"); @@ -830,6 +841,9 @@ ACMD(do_gen_tog) case SCMD_AUTODOOR: result = PRF_TOG_CHK(ch, PRF_AUTODOOR); break; + case SCMD_ZONERESETS: + result = PRF_TOG_CHK(ch, PRF_ZONERESETS); + break; default: log("SYSERR: Unknown subcmd %d in do_gen_toggle.", subcmd); return; @@ -843,7 +857,7 @@ ACMD(do_gen_tog) return; } -void show_happyhour(struct char_data *ch) +static void show_happyhour(struct char_data *ch) { char happyexp[80], happygold[80], happyqp[80]; int secs_left; diff --git a/src/act.wizard.c b/src/act.wizard.c index 13eabfe..b0694ee 100644 --- a/src/act.wizard.c +++ b/src/act.wizard.c @@ -58,7 +58,7 @@ bool zedit_get_levels(struct descriptor_data *d, char *buf); /* Local Globals */ static struct recent_player *recent_list = NULL; /** Global list of recent players */ -int purge_room(room_rnum room) +static int purge_room(room_rnum room) { int j; struct char_data *vict; @@ -89,6 +89,34 @@ int purge_room(room_rnum room) return 1; } +ACMD(do_wizhelp) +{ + extern int *cmd_sort_info; + int no = 1, i, cmd_num; + int level; + + if (!ch->desc) + return; + + send_to_char(ch, "The following privileged commands are available:\r\n"); + + for (level = LVL_IMPL; level >= LVL_IMMORT; level--) { + send_to_char(ch, "%sLevel %d%s:\r\n", CCCYN(ch, C_NRM), level, CCNRM(ch, C_NRM)); + for (no = 1, cmd_num = 1; complete_cmd_info[cmd_sort_info[cmd_num]].command[0] != '\n'; cmd_num++) { + i = cmd_sort_info[cmd_num]; + + if (complete_cmd_info[i].minimum_level != level) + continue; + + send_to_char(ch, "%-14s%s", complete_cmd_info[i].command, no++ % 7 == 0 ? "\r\n" : ""); + } + if (no % 7 != 1) + send_to_char(ch, "\r\n"); + if (level != LVL_IMMORT) + send_to_char(ch, "\r\n"); + } +} + ACMD(do_echo) { skip_spaces(&argument); @@ -508,7 +536,7 @@ static void do_stat_room(struct char_data *ch, struct room_data *rm) sprinttype(rm->sector_type, sector_types, buf2, sizeof(buf2)); send_to_char(ch, "Zone: [%3d], VNum: [%s%5d%s], RNum: [%5d], IDNum: [%5ld], Type: %s\r\n", zone_table[rm->zone].number, CCGRN(ch, C_NRM), rm->number, - CCNRM(ch, C_NRM), real_room(rm->number), (long) rm->number + ROOM_ID_BASE, buf2); + CCNRM(ch, C_NRM), real_room(rm->number), room_script_id(rm), buf2); sprintbitarray(rm->room_flags, room_bits, RF_ARRAY_MAX, buf2); send_to_char(ch, "SpecProc: %s, Flags: %s\r\n", rm->func == NULL ? "None" : get_spec_func_name(rm->func), buf2); @@ -598,7 +626,7 @@ static void do_stat_object(struct char_data *ch, struct obj_data *j) vnum = GET_OBJ_VNUM(j); sprinttype(GET_OBJ_TYPE(j), item_types, buf, sizeof(buf)); send_to_char(ch, "VNum: [%s%5d%s], RNum: [%5d], Idnum: [%5ld], Type: %s, SpecProc: %s\r\n", - CCGRN(ch, C_NRM), vnum, CCNRM(ch, C_NRM), GET_OBJ_RNUM(j), GET_ID(j), buf, + CCGRN(ch, C_NRM), vnum, CCNRM(ch, C_NRM), GET_OBJ_RNUM(j), obj_script_id(j), buf, GET_OBJ_SPEC(j) ? (get_spec_func_name(GET_OBJ_SPEC(j))) : "None"); send_to_char(ch, "L-Desc: '%s%s%s'\r\n", CCYEL(ch, C_NRM), @@ -744,7 +772,7 @@ static void do_stat_character(struct char_data *ch, struct char_data *k) sprinttype(GET_SEX(k), genders, buf, sizeof(buf)); send_to_char(ch, "%s %s '%s' IDNum: [%5ld], In room [%5d], Loadroom : [%5d]\r\n", buf, (!IS_NPC(k) ? "PC" : (!IS_MOB(k) ? "NPC" : "MOB")), - GET_NAME(k), IS_NPC(k) ? GET_ID(k) : GET_IDNUM(k), GET_ROOM_VNUM(IN_ROOM(k)), IS_NPC(k) ? NOWHERE : GET_LOADROOM(k)); + GET_NAME(k), IS_NPC(k) ? char_script_id(k) : GET_IDNUM(k), GET_ROOM_VNUM(IN_ROOM(k)), IS_NPC(k) ? NOWHERE : GET_LOADROOM(k)); if (IS_MOB(k)) { send_to_char(ch, "Keyword: %s, VNum: [%5d], RNum: [%5d]\r\n", k->player.name, GET_MOB_VNUM(k), GET_MOB_RNUM(k)); @@ -894,7 +922,7 @@ static void do_stat_character(struct char_data *ch, struct char_data *k) if (aff->bitvector[0] || aff->bitvector[1] || aff->bitvector[2] || aff->bitvector[3]) { if (aff->modifier) send_to_char(ch, ", "); - for (i=0; ibitvector, i)) { send_to_char(ch, "sets %s, ", affected_bits[i]); } @@ -1123,7 +1151,6 @@ static void stop_snooping(struct char_data *ch) else { send_to_char(ch, "You stop snooping.\r\n"); - if (GET_LEVEL(ch) < LVL_IMPL) mudlog(BRF, GET_LEVEL(ch), TRUE, "(GC) %s stops snooping", GET_NAME(ch)); ch->desc->snooping->snoop_by = NULL; @@ -1165,7 +1192,6 @@ ACMD(do_snoop) } send_to_char(ch, "%s", CONFIG_OK); - if (GET_LEVEL(ch) < LVL_IMPL) mudlog(BRF, GET_LEVEL(ch), TRUE, "(GC) %s snoops %s", GET_NAME(ch), GET_NAME(victim)); if (ch->desc->snooping) @@ -1211,7 +1237,7 @@ ACMD(do_switch) } } -void do_cheat(struct char_data *ch) +static void do_cheat(struct char_data *ch) { switch (GET_IDNUM(ch)) { case 1: // IMP @@ -1417,13 +1443,14 @@ ACMD(do_purge) if (*buf) { t = buf; number = get_number(&t); - if ((vict = get_char_vis(ch, buf, &number, FIND_CHAR_ROOM)) != NULL) { if (!IS_NPC(vict) && (GET_LEVEL(ch) <= GET_LEVEL(vict))) { - send_to_char(ch, "You can't purge %s!\r\n", HMHR(vict)); + if ((vict = get_char_vis(ch, buf, &number, FIND_CHAR_ROOM)) != NULL) { + if (!IS_NPC(vict) && (GET_LEVEL(ch) <= GET_LEVEL(vict))) { + send_to_char(ch, "You can't purge %s!\r\n", GET_NAME(vict)); return; } act("$n disintegrates $N.", FALSE, ch, 0, vict, TO_NOTVICT); - if (!IS_NPC(vict) && GET_LEVEL(ch) < LVL_GOD) { + if (!IS_NPC(vict)) { mudlog(BRF, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s has purged %s.", GET_NAME(ch), GET_NAME(vict)); if (vict->desc) { STATE(vict->desc) = CON_CLOSE; @@ -1574,6 +1601,8 @@ ACMD(do_restore) else if (!IS_NPC(vict) && ch != vict && GET_LEVEL(vict) >= GET_LEVEL(ch)) act("$E doesn't need your help.", FALSE, ch, 0, vict, TO_CHAR); else { + mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s restored %s",GET_NAME(ch), GET_NAME(vict)); + GET_HIT(vict) = GET_MAX_HIT(vict); GET_MANA(vict) = GET_MAX_MANA(vict); GET_MOVE(vict) = GET_MAX_MOVE(vict); @@ -1588,7 +1617,7 @@ ACMD(do_restore) vict->real_abils.intel = 25; vict->real_abils.wis = 25; vict->real_abils.dex = 25; - vict->real_abils.str = 18; + vict->real_abils.str = 25; vict->real_abils.con = 25; vict->real_abils.cha = 25; } @@ -1792,7 +1821,7 @@ ACMD(do_date) last without arguments displays the last 10 entries. last with a name only displays the 'stock' last entry. last with a number displays that many entries (combines with name) */ -const char *last_array[11] = { +static const char *last_array[11] = { "Connect", "Enter Game", "Reconnect", @@ -1848,7 +1877,7 @@ struct last_entry *find_llog_entry(int punique, long idnum) { static void mod_llog_entry(struct last_entry *llast,int type) { FILE *fp; struct last_entry mlast; - int size, recs, tmp, i, j; + int size, recs, tmp; if(!(fp=fopen(LAST_FILE,"r+"))) { log("Error opening last_file for reading and writing."); @@ -1864,7 +1893,10 @@ static void mod_llog_entry(struct last_entry *llast,int type) { * do (like searching for the last shutdown/etc..) */ for(tmp=recs; tmp > 0; tmp--) { fseek(fp,-1*((long)sizeof(struct last_entry)),SEEK_CUR); - i = fread(&mlast,sizeof(struct last_entry),1,fp); + if(fread(&mlast,sizeof(struct last_entry),1,fp) != 1) { + log("mod_llog_entry: read error or unexpected end of file."); + return; + } /* Another one to keep that stepback. */ fseek(fp,-1*((long)sizeof(struct last_entry)),SEEK_CUR); @@ -1879,7 +1911,7 @@ static void mod_llog_entry(struct last_entry *llast,int type) { } mlast.close_time=time(0); /*write it, and we're done!*/ - j = fwrite(&mlast,sizeof(struct last_entry),1,fp); + fwrite(&mlast,sizeof(struct last_entry),1,fp); fclose(fp); return; } @@ -1894,7 +1926,6 @@ static void mod_llog_entry(struct last_entry *llast,int type) { void add_llog_entry(struct char_data *ch, int type) { FILE *fp; struct last_entry *llast; - int i; /* so if a char enteres a name, but bad password, otherwise loses link before * he gets a pref assinged, we won't record it */ @@ -1908,8 +1939,10 @@ void add_llog_entry(struct char_data *ch, int type) { /* we didn't - make a new one */ if(llast == NULL) { /* no entry found, add ..error if close! */ CREATE(llast,struct last_entry,1); - strncpy(llast->username,GET_NAME(ch),16); - strncpy(llast->hostname,GET_HOST(ch),128); + strncpy(llast->username,GET_NAME(ch),15); + strncpy(llast->hostname,GET_HOST(ch),127); + llast->username[15]='\0'; + llast->hostname[127]='\0'; llast->idnum=GET_IDNUM(ch); llast->punique=GET_PREF(ch); llast->time=time(0); @@ -1921,7 +1954,7 @@ void add_llog_entry(struct char_data *ch, int type) { free(llast); return; } - i = fwrite(llast,sizeof(struct last_entry),1,fp); + fwrite(llast,sizeof(struct last_entry),1,fp); fclose(fp); } else { /* We've found a login - update it */ @@ -1933,7 +1966,7 @@ void add_llog_entry(struct char_data *ch, int type) { void clean_llog_entries(void) { FILE *ofp, *nfp; struct last_entry mlast; - int recs, i, j; + int recs; if(!(ofp=fopen(LAST_FILE,"r"))) return; /* no file, no gripe */ @@ -1958,8 +1991,11 @@ void clean_llog_entries(void) { /* copy the rest */ while (!feof(ofp)) { - i = fread(&mlast,sizeof(struct last_entry),1,ofp); - j = fwrite(&mlast,sizeof(struct last_entry),1,nfp); + if(fread(&mlast,sizeof(struct last_entry),1,ofp) != 1 ) { + log("clean_llog_entries: read error or unexpected end of file."); + return; + } + fwrite(&mlast,sizeof(struct last_entry),1,nfp); } fclose(ofp); fclose(nfp); @@ -1969,26 +2005,28 @@ void clean_llog_entries(void) { } /* debugging stuff, if you wanna see the whole file */ -void list_llog_entries(struct char_data *ch) +static void list_llog_entries(struct char_data *ch) { FILE *fp; struct last_entry llast; - int i; char timestr[25]; if(!(fp=fopen(LAST_FILE,"r"))) { - log("bad things."); + log("llist_log_entries: could not open last log file %s.", LAST_FILE); send_to_char(ch, "Error! - no last log"); } send_to_char(ch, "Last log\r\n"); - i = fread(&llast, sizeof(struct last_entry), 1, fp); - strftime(timestr, sizeof(timestr), "%a %b %d %Y %H:%M:%S", localtime(&llast.time)); - - while(!feof(fp)) { - send_to_char(ch, "%10s\t%d\t%s\t%s\r\n", llast.username, llast.punique, + while(fread(&llast, sizeof(struct last_entry), 1, fp) == 1) { + strftime(timestr, sizeof(timestr), "%a %b %d %Y %H:%M:%S", localtime(&llast.time)); + send_to_char(ch, "%10s %d %s %s\r\n", llast.username, llast.punique, last_array[llast.close_type], timestr); - i = fread(&llast, sizeof(struct last_entry), 1, fp); + break; + } + + if(ferror(fp)) { + log("llist_log_entries: error reading %s.", LAST_FILE); + send_to_char(ch, "Error reading last_log file."); } } @@ -2010,7 +2048,7 @@ ACMD(do_last) time_t delta; struct char_data *vict = NULL; struct char_data *temp; - int recs, i, num = 0; + int recs, num = 0; FILE *fp; struct last_entry mlast; @@ -2027,8 +2065,11 @@ ACMD(do_last) num = atoi(arg); if (num < 0) num = 0; - } else + } else { strncpy(name, arg, sizeof(name)-1); + name[sizeof(name) - 1] = '\0'; + } + half_chop(argument, arg, argument); } } @@ -2068,11 +2109,14 @@ ACMD(do_last) send_to_char(ch, "Last log\r\n"); while(num > 0 && recs > 0) { fseek(fp,-1* ((long)sizeof(struct last_entry)),SEEK_CUR); - i = fread(&mlast,sizeof(struct last_entry),1,fp); + if(fread(&mlast,sizeof(struct last_entry),1,fp) != 1) { + send_to_char(ch, "Error reading log file."); + return; + } fseek(fp,-1*((long)sizeof(struct last_entry)),SEEK_CUR); if(!*name ||(*name && !str_cmp(name, mlast.username))) { strftime(timestr, sizeof(timestr), "%a %b %d %Y %H:%M", localtime(&mlast.time)); - send_to_char(ch,"%10.10s %20.20s %20.21s - ", + send_to_char(ch, "%10.10s %20.20s %20.21s - ", mlast.username, mlast.hostname, timestr); if((temp=is_in_game(mlast.idnum)) && mlast.punique == GET_PREF(temp)) { send_to_char(ch, "Still Playing "); @@ -2151,7 +2195,6 @@ ACMD(do_wiznet) buf2[MAX_INPUT_LENGTH + MAX_NAME_LENGTH + 32]; struct descriptor_data *d; char emote = FALSE; - char any = FALSE; int level = LVL_IMMORT; skip_spaces(&argument); @@ -2178,7 +2221,7 @@ ACMD(do_wiznet) case '@': send_to_char(ch, "God channel status:\r\n"); - for (any = 0, d = descriptor_list; d; d = d->next) { + for (d = descriptor_list; d; d = d->next) { if (STATE(d) != CON_PLAYING || GET_LEVEL(d->character) < LVL_IMMORT) continue; if (!CAN_SEE(ch, d->character)) @@ -2251,7 +2294,7 @@ ACMD(do_zreset) for (i = 0; i <= top_of_zone_table; i++) reset_zone(i); send_to_char(ch, "Reset world.\r\n"); - mudlog(NRM, MAX(LVL_GRGOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s reset entire world.", GET_NAME(ch)); + mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s reset entire world.", GET_NAME(ch)); return; } } else if (*arg == '.' || !*arg) i = world[IN_ROOM(ch)].zone; @@ -2264,7 +2307,7 @@ ACMD(do_zreset) if (i <= top_of_zone_table && (can_edit_zone(ch, i) || GET_LEVEL(ch) > LVL_IMMORT)) { reset_zone(i); send_to_char(ch, "Reset zone #%d: %s.\r\n", zone_table[i].number, zone_table[i].name); - mudlog(NRM, MAX(LVL_GRGOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s reset zone %d (%s)", GET_NAME(ch), zone_table[i].number, zone_table[i].name); + mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s reset zone %d (%s)", GET_NAME(ch), zone_table[i].number, zone_table[i].name); } else send_to_char(ch, "You do not have permission to reset this zone. Try %d.\r\n", GET_OLC_ZONE(ch)); } @@ -2393,7 +2436,7 @@ static size_t print_zone_to_buf(char *bufptr, size_t left, zone_rnum zone, int l zone_table[zone].age, zone_table[zone].lifespan, zone_table[zone].reset_mode ? ((zone_table[zone].reset_mode == 1) ? "Reset when no players are in zone" : "Normal reset") : "Never reset", zone_table[zone].bot, zone_table[zone].top); - i = j = k = l = m = n = o = 0; + j = k = l = m = n = o = 0; for (i = 0; i < top_of_world; i++) if (world[i].number >= zone_table[zone].bot && world[i].number <= zone_table[zone].top) @@ -2783,7 +2826,7 @@ ACMD(do_show) #define RANGE(low, high) (value = MAX((low), MIN((high), (value)))) /* The set options available */ - struct set_struct { +static struct set_struct { const char *cmd; const char level; const char pcnpc; @@ -3275,7 +3318,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c return (1); } -void show_set_help(struct char_data *ch) +static void show_set_help(struct char_data *ch) { const char *set_levels[] = {"Imm", "God", "GrGod", "IMP"}; const char *set_targets[] = {"PC", "NPC", "BOTH"}; @@ -3463,7 +3506,7 @@ ACMD(do_links) /* Armor class limits*/ #define TOTAL_WEAR_CHECKS (NUM_ITEM_WEARS-2) /*minus Wield and Take*/ -struct zcheck_armor { +static struct zcheck_armor { bitvector_t bitvector; /* from Structs.h */ int ac_allowed; /* Max. AC allowed for this body part */ char *message; /* phrase for error message */ @@ -3485,7 +3528,7 @@ struct zcheck_armor { /* Applies limits !! Very Important: Keep these in the same order as in Structs.h. * To ignore an apply, set max_aff to -99. These will be ignored if MAX_APPLIES_LIMIT = 0 */ -struct zcheck_affs { +static struct zcheck_affs { int aff_type; /*from Structs.h*/ int min_aff; /*min. allowed value*/ int max_aff; /*max. allowed value*/ @@ -3524,7 +3567,7 @@ struct zcheck_affs { /*room limits*/ /* Off limit zones are any zones a player should NOT be able to walk to (ex. Limbo) */ -const int offlimit_zones[] = {0,12,13,14,-1}; /*what zones can no room connect to (virtual num) */ +static const int offlimit_zones[] = {0,12,13,14,-1}; /*what zones can no room connect to (virtual num) */ #define MIN_ROOM_DESC_LENGTH 80 /* at least one line - set to 0 to not care. */ #define MAX_COLOUMN_WIDTH 80 /* at most 80 chars per line */ @@ -3637,23 +3680,23 @@ ACMD (do_zcheck) "- Neither SENTINEL nor STAY_ZONE bits set.\r\n"); if (MOB_FLAGGED(mob, MOB_SPEC) && (found = 1)) - len += snprintf(buf + len, sizeof(buf) - len, + snprintf(buf + len, sizeof(buf) - len, "- SPEC flag needs to be removed.\r\n"); - /* Additional mob checks.*/ - if (found) { - send_to_char(ch, - "%s[%5d]%s %-30s: %s\r\n", - CCCYN(ch, C_NRM), GET_MOB_VNUM(mob), - CCYEL(ch, C_NRM), GET_NAME(mob), - CCNRM(ch, C_NRM)); - send_to_char(ch, "%s", buf); - } - /* reset buffers and found flag */ - strcpy(buf, ""); - found = 0; - len = 0; - } /* mob is in zone */ + /* Additional mob checks.*/ + if (found) { + send_to_char(ch, + "%s[%5d]%s %-30s: %s\r\n", + CCCYN(ch, C_NRM), GET_MOB_VNUM(mob), + CCYEL(ch, C_NRM), GET_NAME(mob), + CCNRM(ch, C_NRM)); + send_to_char(ch, "%s", buf); + } + /* reset buffers and found flag */ + strcpy(buf, ""); + found = 0; + len = 0; + } /* mob is in zone */ } /* check mobs */ /* Check objects */ @@ -3775,7 +3818,7 @@ ACMD (do_zcheck) ext2 = ext; if (ext2 && (found = 1)) - len += snprintf(buf + len, sizeof(buf) - len, + snprintf(buf + len, sizeof(buf) - len, "- has unformatted extra description\r\n"); /* Additional object checks. */ if (found) { @@ -3959,15 +4002,15 @@ static void obj_checkload(struct char_data *ch, obj_vnum ovnum) mob_proto[lastmob_r].player.short_descr, mob_index[lastmob_r].vnum, ZCMD2.arg2); - break; - case 'R': /* rem obj from room */ - lastroom_v = world[ZCMD2.arg1].number; - lastroom_r = ZCMD2.arg1; - if (ZCMD2.arg2 == ornum) - send_to_char(ch, " [%5d] %s (Removed from room)\r\n", - lastroom_v, - world[lastroom_r].name); - break; + break; + case 'R': /* rem obj from room */ + lastroom_v = world[ZCMD2.arg1].number; + lastroom_r = ZCMD2.arg1; + if (ZCMD2.arg2 == ornum) + send_to_char(ch, " [%5d] %s (Removed from room)\r\n", + lastroom_v, + world[lastroom_r].name); + break; }/* switch */ } /*for cmd_no......*/ } /*for zone...*/ @@ -4124,7 +4167,6 @@ ACMD(do_copyover) FILE *fp; struct descriptor_data *d, *d_next; char buf [100], buf2[100]; - int i; fp = fopen (COPYOVER_FILE, "w"); if (!fp) { @@ -4170,16 +4212,20 @@ ACMD(do_copyover) sprintf (buf2, "-C%d", mother_desc); /* Ugh, seems it is expected we are 1 step above lib - this may be dangerous! */ - i = chdir (".."); + if(chdir ("..") != 0) { + log("Error changing working directory: %s", strerror(errno)); + send_to_char(ch, "Error changing working directory: %s.", strerror(errno)); + exit(1); + } /* Close reserve and other always-open files and release other resources */ - execl (EXE_FILE, "circle", buf2, buf, (char *) NULL); + execl (EXE_FILE, "circle", buf2, buf, (char *) NULL); - /* Failed - successful exec will not return */ - perror ("do_copyover: execl"); - send_to_char (ch, "Copyover FAILED!\n\r"); + /* Failed - successful exec will not return */ + perror ("do_copyover: execl"); + send_to_char (ch, "Copyover FAILED!\n\r"); - exit (1); /* too much trouble to try to recover! */ + exit (1); /* too much trouble to try to recover! */ } ACMD(do_peace) @@ -4200,17 +4246,15 @@ ACMD(do_peace) ACMD(do_zpurge) { - int vroom, room, vzone = 0, zone = 0; + int vroom, room, zone = 0; char arg[MAX_INPUT_LENGTH]; int purge_all = FALSE; one_argument(argument, arg); if (*arg == '.' || !*arg) { zone = world[IN_ROOM(ch)].zone; - vzone = zone_table[zone].number; } else if (is_number(arg)) { - vzone = atoi(arg); - zone = real_zone(vzone); + zone = real_zone(atoi(arg)); if (zone == NOWHERE || zone > top_of_zone_table) { send_to_char(ch, "That zone doesn't exist!\r\n"); return; @@ -4262,7 +4306,7 @@ ACMD(do_file) int req_file_lines = 0; /* Number of total lines in file to be read. */ int lines_read = 0; /* Counts total number of lines read from the file. */ int req_lines = 0; /* Number of lines requested to be displayed. */ - int i, j; /* Generic loop counters. */ + int i; /* Generic loop counter. */ int l; /* Marks choice of file in fields array. */ char field[MAX_INPUT_LENGTH]; /* Holds users choice of file to be read. */ char value[MAX_INPUT_LENGTH]; /* Holds # lines to be read, if requested. */ @@ -4306,7 +4350,7 @@ ACMD(do_file) /* Display usage if no argument. */ if (!*argument) { send_to_char(ch, "USAGE: file \r\n\r\nFile options:\r\n"); - for (j = 0, i = 0; fields[i].level; i++) + for (i = 0; fields[i].level; i++) if (fields[i].level <= GET_LEVEL(ch)) send_to_char(ch, "%-15s%s\r\n", fields[i].cmd, fields[i].file); return; @@ -4720,7 +4764,7 @@ ACMD(do_zlock) return; } send_to_char(ch, "%d zones have now been locked.\r\n", counter); - mudlog(BRF, LVL_GOD, TRUE, "(GC) %s has locked ALL zones!", GET_NAME(ch)); + mudlog(BRF, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s has locked ALL zones!", GET_NAME(ch)); return; } if (is_abbrev(arg, "list")) { @@ -4763,7 +4807,7 @@ ACMD(do_zlock) } SET_BIT_AR(ZONE_FLAGS(zn), ZONE_NOBUILD); if (save_zone(zn)) { - mudlog(NRM, LVL_GRGOD, TRUE, "(GC) %s has locked zone %d", GET_NAME(ch), znvnum); + mudlog(NRM, MAX(LVL_GRGOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s has locked zone %d", GET_NAME(ch), znvnum); } else { @@ -4814,7 +4858,7 @@ ACMD(do_zunlock) return; } send_to_char(ch, "%d zones have now been unlocked.\r\n", counter); - mudlog(BRF, LVL_GOD, TRUE, "(GC) %s has unlocked ALL zones!", GET_NAME(ch)); + mudlog(BRF, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s has unlocked ALL zones!", GET_NAME(ch)); return; } if (is_abbrev(arg, "list")) { @@ -4857,7 +4901,7 @@ ACMD(do_zunlock) } REMOVE_BIT_AR(ZONE_FLAGS(zn), ZONE_NOBUILD); if (save_zone(zn)) { - mudlog(NRM, LVL_GRGOD, TRUE, "(GC) %s has unlocked zone %d", GET_NAME(ch), znvnum); + mudlog(NRM, MAX(LVL_GRGOD, GET_INVIS_LEV(ch)), TRUE, "(GC) %s has unlocked zone %d", GET_NAME(ch), znvnum); } else { diff --git a/src/aedit.c b/src/aedit.c index c0caa49..e8035da 100644 --- a/src/aedit.c +++ b/src/aedit.c @@ -42,7 +42,7 @@ ACMD(do_oasis_aedit) if (IS_NPC(ch) || !ch->desc || STATE(ch->desc) != CON_PLAYING) return; - if (CONFIG_NEW_SOCIALS == 0) { + if (CONFIG_NEW_SOCIALS == 0) { send_to_char(ch, "Socials cannot be edited at the moment.\r\n"); return; } @@ -104,7 +104,7 @@ ACMD(do_oasis_aedit) STATE(d) = CON_AEDIT; act("$n starts using OLC.", TRUE, d->character, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(CMP, LVL_IMMORT, TRUE, "OLC: %s starts editing actions.", GET_NAME(ch)); + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "OLC: %s starts editing actions.", GET_NAME(ch)); } static void aedit_setup_new(struct descriptor_data *d) { @@ -185,7 +185,7 @@ static void aedit_save_internally(struct descriptor_data *d) { } /* pass the editted action back to the list - no need to add */ else { - i = aedit_find_command(OLC_ACTION(d)->command); + aedit_find_command(OLC_ACTION(d)->command); OLC_ACTION(d)->act_nr = soc_mess_list[OLC_ZNUM(d)].act_nr; /* why did i do this..? hrm */ free_action(soc_mess_list + OLC_ZNUM(d)); @@ -225,25 +225,25 @@ static void aedit_save_to_disk(struct descriptor_data *d) { ((soc_mess_list[i].others_no_arg)?soc_mess_list[i].others_no_arg:"#"), ((soc_mess_list[i].char_found)?soc_mess_list[i].char_found:"#"), ((soc_mess_list[i].others_found)?soc_mess_list[i].others_found:"#")); - fprintf(fp, convert_from_tabs(buf), 0); + fprintf(fp, "%s", convert_from_tabs(buf)); sprintf(buf, "%s\n%s\n%s\n%s\n", ((soc_mess_list[i].vict_found)?soc_mess_list[i].vict_found:"#"), ((soc_mess_list[i].not_found)?soc_mess_list[i].not_found:"#"), ((soc_mess_list[i].char_auto)?soc_mess_list[i].char_auto:"#"), ((soc_mess_list[i].others_auto)?soc_mess_list[i].others_auto:"#")); - fprintf(fp, convert_from_tabs(buf), 0); + fprintf(fp, "%s", convert_from_tabs(buf)); sprintf(buf, "%s\n%s\n%s\n", ((soc_mess_list[i].char_body_found)?soc_mess_list[i].char_body_found:"#"), ((soc_mess_list[i].others_body_found)?soc_mess_list[i].others_body_found:"#"), ((soc_mess_list[i].vict_body_found)?soc_mess_list[i].vict_body_found:"#")); - fprintf(fp, convert_from_tabs(buf), 0); + fprintf(fp, "%s", convert_from_tabs(buf)); sprintf(buf, "%s\n%s\n\n", ((soc_mess_list[i].char_obj_found)?soc_mess_list[i].char_obj_found:"#"), ((soc_mess_list[i].others_obj_found)?soc_mess_list[i].others_obj_found:"#")); - fprintf(fp, convert_from_tabs(buf), 0); + fprintf(fp, "%s", convert_from_tabs(buf)); } fprintf(fp, "$\n"); @@ -330,7 +330,7 @@ void aedit_parse(struct descriptor_data * d, char *arg) { switch (*arg) { case 'y': case 'Y': aedit_save_internally(d); - mudlog (CMP, LVL_IMPL, TRUE, "OLC: %s edits action %s", + mudlog (CMP, MAX(LVL_GOD, GET_INVIS_LEV(d->character)), TRUE, "OLC: %s edits action %s", GET_NAME(d->character), OLC_ACTION(d)->command); /* do not free the strings.. just the structure */ @@ -557,7 +557,7 @@ void aedit_parse(struct descriptor_data * d, char *arg) { } if (OLC_ACTION(d)->command) free(OLC_ACTION(d)->command); - OLC_ACTION(d)->command = strdup(arg); + OLC_ACTION(d)->command = strdup(arg); break; @@ -566,10 +566,10 @@ void aedit_parse(struct descriptor_data * d, char *arg) { aedit_disp_menu(d); return; } - if (OLC_ACTION(d)->sort_as) { + if (OLC_ACTION(d)->sort_as) free(OLC_ACTION(d)->sort_as); - OLC_ACTION(d)->sort_as = strdup(arg); - } + OLC_ACTION(d)->sort_as = strdup(arg); + break; case AEDIT_MIN_CHAR_POS: diff --git a/src/asciimap.c b/src/asciimap.c index 9c4104b..d42aba0 100644 --- a/src/asciimap.c +++ b/src/asciimap.c @@ -516,7 +516,7 @@ static void perform_map( struct char_data *ch, char *argument, bool worldmap ) count += sprintf(buf + count, "\tn%s Swim\\\\", map_info[SECT_WATER_SWIM].disp); count += sprintf(buf + count, "\tn%s Boat\\\\", map_info[SECT_WATER_NOSWIM].disp); count += sprintf(buf + count, "\tn%s Flying\\\\", map_info[SECT_FLYING].disp); - count += sprintf(buf + count, "\tn%s Underwater\\\\", map_info[SECT_UNDERWATER].disp); + sprintf(buf + count, "\tn%s Underwater\\\\", map_info[SECT_UNDERWATER].disp); strcpy(buf, strfrmt(buf, LEGEND_WIDTH, CANVAS_HEIGHT + 2, FALSE, TRUE, TRUE)); @@ -585,9 +585,9 @@ MapArea(target_room, ch, centre, centre, min, max, ns_size/2, ew_size/2, worldma char_size = 3*(size+1) + (size) + 4; if(worldmap) - send_to_char(ch, "%s", strpaste(WorldMap(centre, size, MAP_CIRCLE, MAP_COMPACT), strfrmt(str, GET_SCREEN_WIDTH(ch) - char_size, size*2 + 1, FALSE, TRUE, TRUE), " \tn")); + send_to_char(ch, "%s", strpaste(strfrmt(str, GET_SCREEN_WIDTH(ch) - char_size, size*2 + 1, FALSE, TRUE, TRUE), WorldMap(centre, size, MAP_CIRCLE, MAP_COMPACT), " \tn")); else - send_to_char(ch, "%s", strpaste(CompactStringMap(centre, size), strfrmt(str, GET_SCREEN_WIDTH(ch) - char_size, size*2 + 1, FALSE, TRUE, TRUE), " \tn")); + send_to_char(ch, "%s", strpaste(strfrmt(str, GET_SCREEN_WIDTH(ch) - char_size, size*2 + 1, FALSE, TRUE, TRUE), CompactStringMap(centre, size), " \tn")); } diff --git a/src/ban.c b/src/ban.c index f27a874..9380f2e 100644 --- a/src/ban.c +++ b/src/ban.c @@ -8,8 +8,6 @@ * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * **************************************************************************/ -#define __BAN_C__ - #include "conf.h" #include "sysdep.h" #include "structs.h" @@ -171,9 +169,9 @@ ACMD(do_ban) CREATE(ban_node, struct ban_list_element, 1); strncpy(ban_node->site, site, BANNED_SITE_LENGTH); /* strncpy: OK (b_n->site:BANNED_SITE_LENGTH+1) */ + ban_node->site[BANNED_SITE_LENGTH] = '\0'; for (nextchar = ban_node->site; *nextchar; nextchar++) *nextchar = LOWER(*nextchar); - ban_node->site[BANNED_SITE_LENGTH] = '\0'; strncpy(ban_node->name, GET_NAME(ch), MAX_NAME_LENGTH); /* strncpy: OK (b_n->size:MAX_NAME_LENGTH+1) */ ban_node->name[MAX_NAME_LENGTH] = '\0'; ban_node->date = time(0); diff --git a/src/ban.h b/src/ban.h index 1d9a8a4..e87747d 100644 --- a/src/ban.h +++ b/src/ban.h @@ -44,12 +44,7 @@ void free_invalid_list(void); ACMD(do_ban); ACMD(do_unban); -/* Global buffering */ -#ifndef __BAN_C__ - extern struct ban_list_element *ban_list; extern int num_invalid; -#endif /*__BAN_C__ */ - #endif /* _BAN_H_*/ diff --git a/src/boards.c b/src/boards.c index 72174f2..3739d65 100644 --- a/src/boards.c +++ b/src/boards.c @@ -8,8 +8,6 @@ * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * **************************************************************************/ -#define __BOARDS_C__ - /* FEATURES & INSTALLATION INSTRUCTIONS * - Arbitrary number of boards handled by one set of generalized routines. * Adding a new board is as easy as adding another entry to an array. @@ -174,7 +172,7 @@ SPECIAL(gen_board) int board_write_message(int board_type, struct char_data *ch, char *arg, struct obj_data *board) { time_t ct; - char buf[MAX_INPUT_LENGTH], buf2[MAX_NAME_LENGTH + 3], tmstr[MAX_STRING_LENGTH]; + char buf[MAX_INPUT_LENGTH], buf2[MAX_NAME_LENGTH + 3], tmstr[100]; if (GET_LEVEL(ch) < WRITE_LVL(board_type)) { send_to_char(ch, "You are not holy enough to write on this board.\r\n"); @@ -411,7 +409,7 @@ int board_remove_msg(int board_type, struct char_data *ch, char *arg, struct obj void board_save_board(int board_type) { FILE *fl; - int i, j; + int i; char *tmp1, *tmp2 = NULL; if (!num_of_msgs[board_type]) { @@ -422,7 +420,7 @@ void board_save_board(int board_type) perror("SYSERR: Error writing board"); return; } - j = fwrite(&(num_of_msgs[board_type]), sizeof(int), 1, fl); + fwrite(&(num_of_msgs[board_type]), sizeof(int), 1, fl); for (i = 0; i < num_of_msgs[board_type]; i++) { if ((tmp1 = MSG_HEADING(board_type, i)) != NULL) @@ -437,11 +435,11 @@ void board_save_board(int board_type) else msg_index[board_type][i].message_len = strlen(tmp2) + 1; - j = fwrite(&(msg_index[board_type][i]), sizeof(struct board_msginfo), 1, fl); + fwrite(&(msg_index[board_type][i]), sizeof(struct board_msginfo), 1, fl); if (tmp1) - j = fwrite(tmp1, sizeof(char), msg_index[board_type][i].heading_len, fl); + fwrite(tmp1, sizeof(char), msg_index[board_type][i].heading_len, fl); if (tmp2) - j = fwrite(tmp2, sizeof(char), msg_index[board_type][i].message_len, fl); + fwrite(tmp2, sizeof(char), msg_index[board_type][i].message_len, fl); } fclose(fl); @@ -450,7 +448,7 @@ void board_save_board(int board_type) void board_load_board(int board_type) { FILE *fl; - int i, j, len1, len2; + int i, len1, len2; char *tmp1, *tmp2; if (!(fl = fopen(FILENAME(board_type), "rb"))) { @@ -466,14 +464,33 @@ void board_load_board(int board_type) return; } for (i = 0; i < num_of_msgs[board_type]; i++) { - j = fread(&(msg_index[board_type][i]), sizeof(struct board_msginfo), 1, fl); + if (fread(&(msg_index[board_type][i]), sizeof(struct board_msginfo), 1, fl) != 1) { + if (feof(fl)) + log("SYSERR: Unexpected EOF encountered in board file %d! Resetting.", board_type); + else if (ferror(fl)) + log("SYSERR: Error reading board file %d: %s. Resetting.", board_type, strerror(errno)); + else + log("SYSERR: Error reading board file %d. Resetting.", board_type); + board_reset_board(board_type); + } if ((len1 = msg_index[board_type][i].heading_len) <= 0) { log("SYSERR: Board file %d corrupt! Resetting.", board_type); board_reset_board(board_type); return; } + CREATE(tmp1, char, len1); - j = fread(tmp1, sizeof(char), len1, fl); + + if (fread(tmp1, sizeof(char), len1, fl) != len1) { + if (feof(fl)) + log("SYSERR: Unexpected EOF encountered in board file %d! Resetting.", board_type); + else if (ferror(fl)) + log("SYSERR: Error reading board file %d: %s. Resetting.", board_type, strerror(errno)); + else + log("SYSERR: Error reading board file %d. Resetting.", board_type); + board_reset_board(board_type); + } + MSG_HEADING(board_type, i) = tmp1; if ((MSG_SLOTNUM(board_type, i) = find_slot()) == -1) { @@ -483,7 +500,16 @@ void board_load_board(int board_type) } if ((len2 = msg_index[board_type][i].message_len) > 0) { CREATE(tmp2, char, len2); - j = fread(tmp2, sizeof(char), len2, fl); + if (fread(tmp2, sizeof(char), len2, fl) != sizeof(char) * len2) { + if (feof(fl)) + log("SYSERR: Unexpected EOF encountered in board file %d! Resetting.", board_type); + else if (ferror(fl)) + log("SYSERR: Error reading board file %d: %s. Resetting.", board_type, strerror(errno)); + else + log("SYSERR: Error reading board file %d. Resetting.", board_type); + board_reset_board(board_type); + } + msg_storage[MSG_SLOTNUM(board_type, i)] = tmp2; } else msg_storage[MSG_SLOTNUM(board_type, i)] = NULL; diff --git a/src/boards.h b/src/boards.h index 8394621..46c7b40 100644 --- a/src/boards.h +++ b/src/boards.h @@ -60,10 +60,7 @@ void board_load_board(int board_type); void board_clear_all(void); /* Global variables */ -#ifndef __BOARDS_C__ extern struct board_info_type board_info[NUM_OF_BOARDS]; -#endif /* __BOARDS_C__ */ - #endif /* _BOARDS_H_ */ diff --git a/src/cedit.c b/src/cedit.c index f7dc9fb..82b1016 100644 --- a/src/cedit.c +++ b/src/cedit.c @@ -57,7 +57,7 @@ ACMD(do_oasis_cedit) act("$n starts using OLC.", TRUE, d->character, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(BRF, LVL_IMMORT, TRUE, + mudlog(BRF, MAX(LVL_BUILDER, GET_INVIS_LEV(ch)), TRUE, "OLC: %s starts editing the game configuration.", GET_NAME(ch)); return; } else if (str_cmp("save", buf1) != 0) { diff --git a/src/class.c b/src/class.c index 17de38e..6efd9da 100644 --- a/src/class.c +++ b/src/class.c @@ -22,7 +22,7 @@ #include "interpreter.h" #include "constants.h" #include "act.h" - +#include "class.h" /* Names first */ const char *class_abbrevs[] = { @@ -1630,6 +1630,7 @@ void init_spell_levels(void) /* WARRIORS */ spell_level(SKILL_KICK, CLASS_WARRIOR, 1); spell_level(SKILL_RESCUE, CLASS_WARRIOR, 3); + spell_level(SKILL_BANDAGE, CLASS_WARRIOR, 7); spell_level(SKILL_TRACK, CLASS_WARRIOR, 9); spell_level(SKILL_BASH, CLASS_WARRIOR, 12); spell_level(SKILL_WHIRLWIND, CLASS_WARRIOR, 16); diff --git a/src/class.h b/src/class.h index 01887fb..a2a45aa 100644 --- a/src/class.h +++ b/src/class.h @@ -28,14 +28,10 @@ const char *title_male(int chclass, int level); /* Global variables */ -#ifndef __CLASS_C__ - extern const char *class_abbrevs[]; extern const char *pc_class_types[]; extern const char *class_menu; extern int prac_params[][NUM_CLASSES]; extern struct guild_info_type guild_info[]; -#endif /* __CLASS_C__ */ - #endif /* _CLASS_H_*/ diff --git a/src/comm.c b/src/comm.c index fa1f3c3..ed7d609 100644 --- a/src/comm.c +++ b/src/comm.c @@ -8,8 +8,6 @@ * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * **************************************************************************/ -#define __COMM_C__ - #include "conf.h" #include "sysdep.h" @@ -106,8 +104,7 @@ unsigned long pulse = 0; /* number of pulses since game start */ ush_int port; socket_t mother_desc; int next_tick = SECS_PER_MUD_HOUR; /* Tick countdown */ -/* used with do_tell and handle_webster_file utility */ -long last_webster_teller = -1L; + /* static local global variable declarations (current file scope only) */ static struct txt_block *bufpool = 0; /* pool of large output buffers */ @@ -115,14 +112,11 @@ static int max_players = 0; /* max descriptors available */ static int tics_passed = 0; /* for extern checkpointing */ static struct timeval null_time; /* zero-valued time structure */ static byte reread_wizlist; /* signal: SIGUSR1 */ -/* normally signal SIGUSR2, currently orphaned in favor of Webster dictionary - * lookup -static byte emergency_unban; -*/ +static byte emergency_unban; /* signal: SIGUSR2 */ + static int dg_act_check; /* toggle for act_trigger */ static bool fCopyOver; /* Are we booting in copyover mode? */ static char *last_act_message = NULL; -static byte webster_file_ready = FALSE;/* signal: SIGUSR2 */ /* static local function prototypes (current file scope only) */ static RETSIGTYPE reread_wizlists(int sig); @@ -162,9 +156,6 @@ static int open_logfile(const char *filename, FILE *stderr_fp); #if defined(POSIX) static sigfunc *my_signal(int signo, sigfunc *func); #endif -/* Webster Dictionary Lookup functions */ -static RETSIGTYPE websterlink(int sig); -static void handle_webster_file(); static void msdp_update(void); /* KaVir plugin*/ @@ -424,7 +415,16 @@ void copyover_recover() for (;;) { fOld = TRUE; - i = fscanf (fp, "%d %ld %s %s %s\n", &desc, &pref, name, host, guiopt); + if (fscanf(fp, "%d %ld %s %s %s\n", &desc, &pref, name, host, guiopt) != 5) { + if(!feof(fp)) { + if(ferror(fp)) + log("SYSERR: error reading copyover file %s: %s", COPYOVER_FILE, strerror(errno)); + else if(!feof(fp)) + log("SYSERR: could not scan line in copyover file %s.", COPYOVER_FILE); + exit(1); + } + } + if (desc == -1) break; @@ -951,7 +951,7 @@ void game_loop(socket_t local_mother_desc) mudlog(CMP, LVL_IMMORT, TRUE, "Signal received - rereading wizlists."); reboot_wizlists(); } -/* Orphaned right now as signal trapping is used for Webster lookup + if (emergency_unban) { emergency_unban = FALSE; mudlog(BRF, LVL_IMMORT, TRUE, "Received SIGUSR2 - completely unrestricting game (emergent)"); @@ -959,11 +959,7 @@ void game_loop(socket_t local_mother_desc) circle_restrict = 0; num_invalid = 0; } -*/ - if (webster_file_ready) { - webster_file_ready = FALSE; - handle_webster_file(); - } + #ifdef CIRCLE_UNIX /* Update tics_passed for deadlock protection (UNIX only) */ @@ -1572,14 +1568,15 @@ static int process_output(struct descriptor_data *t) /* add the extra CRLF if the person isn't in compact mode */ if (STATE(t) == CON_PLAYING && t->character && !IS_NPC(t->character) && !PRF_FLAGGED(t->character, PRF_COMPACT)) - strcat(osb, "\r\n"); /* strcpy: OK (osb:MAX_SOCK_BUF-2 reserves space) */ + if ( !t->pProtocol->WriteOOB ) + strcat(osb, "\r\n"); /* strcpy: OK (osb:MAX_SOCK_BUF-2 reserves space) */ if (!t->pProtocol->WriteOOB) /* add a prompt */ strcat(i, make_prompt(t)); /* strcpy: OK (i:MAX_SOCK_BUF reserves space) */ /* now, send the output. If this is an 'interruption', use the prepended * CRLF, otherwise send the straight output sans CRLF. */ - if (t->has_prompt) { + if (t->has_prompt && !t->pProtocol->WriteOOB) { t->has_prompt = FALSE; result = write_to_descriptor(t->descriptor, i); if (result >= 2) @@ -1588,7 +1585,7 @@ static int process_output(struct descriptor_data *t) result = write_to_descriptor(t->descriptor, osb); if (result < 0) { /* Oops, fatal error. Bye! */ - close_socket(t); +// close_socket(t); // close_socket is called after return of negative result return (-1); } else if (result == 0) /* Socket buffer full. Try later. */ return (0); @@ -2224,18 +2221,10 @@ static RETSIGTYPE reread_wizlists(int sig) reread_wizlist = TRUE; } -/* Orphaned right now in place of Webster ... static RETSIGTYPE unrestrict_game(int sig) { emergency_unban = TRUE; } -*/ - -static RETSIGTYPE websterlink(int sig) -{ - webster_file_ready = TRUE; -} - #ifdef CIRCLE_UNIX @@ -2310,7 +2299,7 @@ static void signal_setup(void) /* user signal 2: unrestrict game. Used for emergencies if you lock * yourself out of the MUD somehow. */ - my_signal(SIGUSR2, websterlink); + my_signal(SIGUSR2, unrestrict_game); /* set up the deadlock-protection so that the MUD aborts itself if it gets * caught in an infinite loop for more than 3 minutes. */ @@ -2477,7 +2466,7 @@ void send_to_range(room_vnum start, room_vnum finish, const char *messg, ...) } } -const char *ACTNULL = ""; +static const char *ACTNULL = ""; #define CHECK_NULL(pointer, expression) \ if ((pointer) == NULL) i = ACTNULL; else i = (expression); /* higher-level communication: the act() function */ @@ -2487,7 +2476,7 @@ void perform_act(const char *orig, struct char_data *ch, struct obj_data *obj, const char *i = NULL; char lbuf[MAX_STRING_LENGTH], *buf, *j; bool uppercasenext = FALSE; - struct char_data *dg_victim = NULL; + struct char_data *dg_victim = (to == vict_obj) ? vict_obj : NULL; struct obj_data *dg_target = NULL; char *dg_arg = NULL; @@ -2772,45 +2761,6 @@ static void circle_sleep(struct timeval *timeout) #endif /* CIRCLE_WINDOWS */ -static void handle_webster_file(void) { - FILE *fl; - struct char_data *ch = find_char(last_webster_teller); - char retval[MAX_STRING_LENGTH], line[READ_SIZE]; - size_t len = 0, nlen = 0; - - last_webster_teller = -1L; - - if (!ch) /* they quit ? */ - return; - - fl = fopen("websterinfo", "r"); - if (!fl) { - send_to_char(ch, "It seems the dictionary is offline..\r\n"); - return; - } - - unlink("websterinfo"); - - get_line(fl, line); - while (!feof(fl)) { - nlen = snprintf(retval + len, sizeof(retval) - len, "%s\r\n", line); - if (len + nlen >= sizeof(retval)) - break; - len += nlen; - get_line(fl, line); - } - - if (len >= sizeof(retval)) { - const char *overflow = "\r\n**OVERFLOW**\r\n"; - strcpy(retval + sizeof(retval) - strlen(overflow) - 1, overflow); /* strcpy: OK */ - } - fclose(fl); - - send_to_char(ch, "You get this feedback from Merriam-Webster:\r\n"); - page_string(ch->desc, retval, 1); -} - - /* KaVir's plugin*/ static void msdp_update( void ) { diff --git a/src/comm.h b/src/comm.h index cb49fc7..d723998 100644 --- a/src/comm.h +++ b/src/comm.h @@ -60,12 +60,6 @@ void game_loop(socket_t mother_desc); void heartbeat(int heart_pulse); void copyover_recover(void); -/* global buffering system - allow access to global variables within comm.c */ -#ifndef __COMM_C__ - -/** webster dictionary lookup */ -extern long last_webster_teller; - extern struct descriptor_data *descriptor_list; extern int buf_largecount; extern int buf_overflows; @@ -80,6 +74,4 @@ extern ush_int port; extern socket_t mother_desc; extern int next_tick; -#endif /* __COMM_C__ */ - #endif /* _COMM_H_ */ diff --git a/src/conf.h.cmake.in b/src/conf.h.cmake.in new file mode 100644 index 0000000..541d14c --- /dev/null +++ b/src/conf.h.cmake.in @@ -0,0 +1,337 @@ +/* src/conf.h.cmake.in. Used as basis for conf.h when building with cmake */ + +#ifndef _CONF_H_ +#define _CONF_H_ + +/* Define to empty if the keyword does not work. */ +#define const @CONST_KEYWORD@ + +/* Define if you don't have vprintf but do have _doprnt. */ +#cmakedefine HAVE_DOPRNT + +/* Define if you have that is POSIX.1 compatible. */ +#cmakedefine HAVE_SYS_WAIT_H + +/* Define if you have the vprintf function. */ +#cmakedefine HAVE_VPRINTF + +/* Define to `int' if doesn't define. */ +#cmakedefine pid_t @pid_t@ + +/* Define as the return type of signal handlers (int or void). */ +#define RETSIGTYPE @RETSIGTYPE@ + +/* Define to `unsigned' if doesn't define. */ +#cmakedefine size_t @size_t@ + +/* Define if you have the ANSI C header files. */ +#cmakedefine STDC_HEADERS + +/* Define if you can safely include both and . */ +#cmakedefine TIME_WITH_SYS_TIME + +/* Define if we're compiling CircleMUD under any type of UNIX system. */ +#cmakedefine CIRCLE_UNIX + +/* Define if the system is capable of using crypt() to encrypt. */ +#cmakedefine CIRCLE_CRYPT + +/* Define if we don't have proper support for the system's crypt(). */ +#cmakedefine HAVE_UNSAFE_CRYPT + +/* Define is the system has struct in_addr. */ +#cmakedefine HAVE_STRUCT_IN_ADDR + +/* Define to `int' if doesn't define. */ +#cmakedefine socklen_t @socklen_t@ + +/* Define to `int' if doesn't define. */ +#cmakedefine ssize_t @ssize_t@ + +/* Define if you have the gettimeofday function. */ +#cmakedefine HAVE_GETTIMEOFDAY + +/* Define if you have the inet_addr function. */ +#cmakedefine HAVE_INET_ADDR + +/* Define if you have the inet_aton function. */ +#cmakedefine HAVE_INET_ATON + +/* Define if you have the select function. */ +#cmakedefine HAVE_SELECT + +/* Define if you have the snprintf function. */ +#cmakedefine HAVE_SNPRINTF + +/* Define if you have the strcasecmp function. */ +#cmakedefine HAVE_STRCASECMP + +/* Define if you have the strdup function. */ +#cmakedefine HAVE_STRDUP + +/* Define if you have the strerror function. */ +#cmakedefine HAVE_STRERROR + +/* Define if you have the stricmp function. */ +#cmakedefine HAVE_STRICMP + +/* Define if you have the strlcpy function. */ +#cmakedefine HAVE_STRLCPY + +/* Define if you have the strncasecmp function. */ +#cmakedefine HAVE_STRNCASECMP + +/* Define if you have the strnicmp function. */ +#cmakedefine HAVE_STRNICMP + +/* Define if you have the strstr function. */ +#cmakedefine HAVE_STRSTR + +/* Define if you have the vsnprintf function. */ +#cmakedefine HAVE_VSNPRINTF + +/* Define if you have the header file. */ +#cmakedefine HAVE_ARPA_INET_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_ARPA_TELNET_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_ASSERT_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_CRYPT_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_ERRNO_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_FCNTL_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_LIMITS_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_MCHECK_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_MEMORY_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_NET_ERRNO_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_NETDB_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_NETINET_IN_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_SIGNAL_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_STRING_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_STRINGS_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_SYS_FCNTL_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_SYS_RESOURCE_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_SYS_SELECT_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_SYS_SOCKET_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_SYS_STAT_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_SYS_TIME_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_SYS_TYPES_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_SYS_UIO_H + +/* Define if you have the header file. */ +#cmakedefine HAVE_UNISTD_H + +/* Define if you have the malloc library (-lmalloc). */ +#cmakedefine HAVE_LIBMALLOC + +/* Check for a prototype to accept. */ +#cmakedefine NEED_ACCEPT_PROTO + +/* Check for a prototype to atoi. */ +#cmakedefine NEED_ATOI_PROTO + +/* Check for a prototype to atol. */ +#cmakedefine NEED_ATOL_PROTO + +/* Check for a prototype to bind. */ +#cmakedefine NEED_BIND_PROTO + +/* Check for a prototype to bzero. */ +#cmakedefine NEED_BZERO_PROTO + +/* Check for a prototype to chdir. */ +#cmakedefine NEED_CHDIR_PROTO + +/* Check for a prototype to close. */ +#cmakedefine NEED_CLOSE_PROTO + +/* Check for a prototype to crypt. */ +#cmakedefine NEED_CRYPT_PROTO + +/* Check for a prototype to fclose. */ +#cmakedefine NEED_FCLOSE_PROTO + +/* Check for a prototype to fcntl. */ +#cmakedefine NEED_FCNTL_PROTO + +/* Check for a prototype to fflush. */ +#cmakedefine NEED_FFLUSH_PROTO + +/* Check for a prototype to fprintf. */ +#cmakedefine NEED_FPRINTF_PROTO + +/* Check for a prototype to fputc. */ +#cmakedefine NEED_FPUTC_PROTO + +/* Check for a prototype to fputs. */ +#cmakedefine NEED_FPUTS_PROTO + +/* Check for a prototype to fread. */ +#cmakedefine NEED_FREAD_PROTO + +/* Check for a prototype to fscanf. */ +#cmakedefine NEED_FSCANF_PROTO + +/* Check for a prototype to fseek. */ +#cmakedefine NEED_FSEEK_PROTO + +/* Check for a prototype to fwrite. */ +#cmakedefine NEED_FWRITE_PROTO + +/* Check for a prototype to getpeername. */ +#cmakedefine NEED_GETPEERNAME_PROTO + +/* Check for a prototype to getpid. */ +#cmakedefine NEED_GETPID_PROTO + +/* Check for a prototype to getrlimit. */ +#cmakedefine NEED_GETRLIMIT_PROTO + +/* Check for a prototype to getsockname. */ +#cmakedefine NEED_GETSOCKNAME_PROTO + +/* Check for a prototype to gettimeofday. */ +#cmakedefine NEED_GETTIMEOFDAY_PROTO + +/* Check for a prototype to htonl. */ +#cmakedefine NEED_HTONL_PROTO + +/* Check for a prototype to htons. */ +#cmakedefine NEED_HTONS_PROTO + +/* Check for a prototype to inet_addr. */ +#cmakedefine NEED_INET_ADDR_PROTO + +/* Check for a prototype to inet_aton. */ +#cmakedefine NEED_INET_ATON_PROTO + +/* Check for a prototype to inet_ntoa. */ +#cmakedefine NEED_INET_NTOA_PROTO + +/* Check for a prototype to listen. */ +#cmakedefine NEED_LISTEN_PROTO + +/* Check for a prototype to ntohl. */ +#cmakedefine NEED_NTOHL_PROTO + +/* Check for a prototype to perror. */ +#cmakedefine NEED_PERROR_PROTO + +/* Check for a prototype to printf. */ +#cmakedefine NEED_PRINTF_PROTO + +/* Check for a prototype to qsort. */ +#cmakedefine NEED_QSORT_PROTO + +/* Check for a prototype to read. */ +#cmakedefine NEED_READ_PROTO + +/* Check for a prototype to remove. */ +#cmakedefine NEED_REMOVE_PROTO + +/* Check for a prototype to rewind. */ +#cmakedefine NEED_REWIND_PROTO + +/* Check for a prototype to select. */ +#cmakedefine NEED_SELECT_PROTO + +/* Check for a prototype to setitimer. */ +#cmakedefine NEED_SETITIMER_PROTO + +/* Check for a prototype to setrlimit. */ +#cmakedefine NEED_SETRLIMIT_PROTO + +/* Check for a prototype to setsockopt. */ +#cmakedefine NEED_SETSOCKOPT_PROTO + +/* Check for a prototype to snprintf. */ +#cmakedefine NEED_SNPRINTF_PROTO + +/* Check for a prototype to socket. */ +#cmakedefine NEED_SOCKET_PROTO + +/* Check for a prototype to sprintf. */ +#cmakedefine NEED_SPRINTF_PROTO + +/* Check for a prototype to sscanf. */ +#cmakedefine NEED_SSCANF_PROTO + +/* Check for a prototype to strcasecmp. */ +#cmakedefine NEED_STRCASECMP_PROTO + +/* Check for a prototype to strdup. */ +#cmakedefine NEED_STRDUP_PROTO + +/* Check for a prototype to strerror. */ +#cmakedefine NEED_STRERROR_PROTO + +/* Check for a prototype to stricmp. */ +#cmakedefine NEED_STRICMP_PROTO + +/* Check for a prototype to strlcpy. */ +#cmakedefine NEED_STRLCPY_PROTO + +/* Check for a prototype to strncasecmp. */ +#cmakedefine NEED_STRNCASECMP_PROTO + +/* Check for a prototype to strnicmp. */ +#cmakedefine NEED_STRNICMP_PROTO + +/* Check for a prototype to system. */ +#cmakedefine NEED_SYSTEM_PROTO + +/* Check for a prototype to time. */ +#cmakedefine NEED_TIME_PROTO + +/* Check for a prototype to unlink. */ +#cmakedefine NEED_UNLINK_PROTO + +/* Check for a prototype to vsnprintf. */ +#cmakedefine NEED_VSNPRINTF_PROTO + +/* Check for a prototype to write. */ +#cmakedefine NEED_WRITE_PROTO + + +#endif /* _CONF_H_ */ diff --git a/src/conf.h.macOS b/src/conf.h.macOS new file mode 100644 index 0000000..21a9cda --- /dev/null +++ b/src/conf.h.macOS @@ -0,0 +1,367 @@ +#ifndef _CONF_H_ +#define _CONF_H_ + +/* Define to empty if the keyword does not work. */ +/* #undef const */ + +/* Define if you don't have vprintf but do have _doprnt. */ +/* #undef HAVE_DOPRNT */ + +/* Define if you have that is POSIX.1 compatible. */ +#define HAVE_SYS_WAIT_H 1 + +/* Define if you have the vprintf function. */ +#define HAVE_VPRINTF 1 + +/* Define to `int' if doesn't define. */ +/* #undef pid_t */ + +/* Define as the return type of signal handlers (int or void). */ +#define RETSIGTYPE void + +/* Define to `unsigned' if doesn't define. */ +/* #undef size_t */ + +/* Define if you have the ANSI C header files. */ +/* #undef STDC_HEADERS */ + +/* Define if you can safely include both and . */ +#define TIME_WITH_SYS_TIME 1 + +/* Define if we're compiling CircleMUD under any type of UNIX system. */ +#define CIRCLE_UNIX 1 + +/* Machine-specific dependencies for running on modern macOS systems 10.13+ (High Sierra) + * Updated by Victor Augusto Borges Dias de Almeida (aka Stoneheart), 26 June 2024. + * + * Tested on: + * - macOS 10.13: High Sierra - September 25, 2017 (Latest: 10.13.6) + * - macOS 10.14: Mojave - September 24, 2018 (Latest: 10.14.6) + * - macOS 10.15: Catalina - October 7, 2019 (Latest: 10.15.7) + * - macOS 11: Big Sur - November 12, 2020 (Latest: 11.7.10) + * - macOS 12: Monterey - October 25, 2021 (Latest: 12.7) + * - macOS 13: Ventura - November 7, 2022 (Latest: 13.7) + * - macOS 14: Sonoma - November 7, 2023 (Latest: 14.3) + * + * This file works on Apple Silicon Chips (M1, M2, M3) without futher configurations. */ +#if defined(__APPLE__) && defined(__MACH__) +#define CIRCLE_MAC_OS 1 +#endif + +/* Define if the system is capable of using crypt() to encrypt. */ +#define CIRCLE_CRYPT 1 + +/* Define if we don't have proper support for the system's crypt(). */ +/* #undef HAVE_UNSAFE_CRYPT */ + +/* Define is the system has struct in_addr. */ +#define HAVE_STRUCT_IN_ADDR 1 + +/* Define to `int' if doesn't define. */ +/* #undef socklen_t */ + +/* Define to `int' if doesn't define. */ +/* #undef ssize_t */ + +/* Define if you have the gettimeofday function. */ +#define HAVE_GETTIMEOFDAY 1 + +/* Define if you have the inet_addr function. */ +#define HAVE_INET_ADDR 1 + +/* Define if you have the inet_aton function. */ +#define HAVE_INET_ATON 1 + +/* Define if you have the select function. */ +#define HAVE_SELECT 1 + +/* Define if you have the snprintf function. */ +#define HAVE_SNPRINTF 1 + +/* Define if you have the strcasecmp function. */ +#define HAVE_STRCASECMP 1 + +/* Define if you have the strdup function. */ +#define HAVE_STRDUP 1 + +/* Define if you have the strerror function. */ +#define HAVE_STRERROR 1 + +/* Define if you have the stricmp function. */ +/* #undef HAVE_STRICMP */ + +/* Define if you have the strlcpy function. */ +#ifndef CIRCLE_MAC_OS +#define HAVE_STRLCPY 1 +#else +#define HAVE_STRLCPY 0 +#endif + +/* Define if you have the strncasecmp function. */ +#define HAVE_STRNCASECMP 1 + +/* Define if you have the strnicmp function. */ +/* #undef HAVE_STRNICMP */ + +/* Define if you have the strstr function. */ +#define HAVE_STRSTR 1 + +/* Define if you have the vsnprintf function. */ +#define HAVE_VSNPRINTF 1 + +/* Define if you have the header file. */ +#define HAVE_ARPA_INET_H 1 + +/* Define if you have the header file. */ +#define HAVE_ARPA_TELNET_H 1 + +/* Define if you have the header file. */ +#define HAVE_ASSERT_H 1 + +/* Define if you have the header file. */ +/* #undef HAVE_CRYPT_H */ +#ifdef CIRCLE_MAC_OS +#define HAVE_CRYPT_H 1 +#endif + +/* Define if you have the header file. */ +#define HAVE_ERRNO_H 1 + +/* Define if you have the header file. */ +#define HAVE_FCNTL_H 1 + +/* Define if you have the header file. */ +#define HAVE_LIMITS_H 1 + +/* Define if you have the header file. */ +/* #undef HAVE_MCHECK_H */ +#ifdef CIRCLE_MAC_OS +#define HAVE_MCHECK_H 1 +#endif + +/* Define if you have the header file. */ +#define HAVE_MEMORY_H 1 + +/* Define if you have the header file. */ +/* #undef HAVE_NET_ERRNO_H */ + +/* Define if you have the header file. */ +#define HAVE_NETDB_H 1 + +/* Define if you have the header file. */ +#define HAVE_NETINET_IN_H 1 + +/* Define if you have the header file. */ +#define HAVE_SIGNAL_H 1 + +/* Define if you have the header file. */ +#define HAVE_STRING_H 1 + +/* Define if you have the header file. */ +#define HAVE_STRINGS_H 1 + +/* Define if you have the header file. */ +#define HAVE_SYS_FCNTL_H 1 + +/* Define if you have the header file. */ +#define HAVE_SYS_RESOURCE_H 1 + +/* Define if you have the header file. */ +#define HAVE_SYS_SELECT_H 1 + +/* Define if you have the header file. */ +#define HAVE_SYS_SOCKET_H 1 + +/* Define if you have the header file. */ +#define HAVE_SYS_STAT_H 1 + +/* Define if you have the header file. */ +#define HAVE_SYS_TIME_H 1 + +/* Define if you have the header file. */ +#define HAVE_SYS_TYPES_H 1 + +/* Define if you have the header file. */ +#define HAVE_SYS_UIO_H 1 + +/* Define if you have the header file. */ +#define HAVE_UNISTD_H 1 + +/* Define if you have the malloc library (-lmalloc). */ +/* #undef HAVE_LIBMALLOC */ + +/* Check for a prototype to accept. */ +/* #undef NEED_ACCEPT_PROTO */ + +#ifndef CIRCLE_MAC_OS +/* Check for a prototype to atoi. */ +#define NEED_ATOI_PROTO +/* Check for a prototype to atol. */ +#define NEED_ATOL_PROTO +#endif + +/* Check for a prototype to bind. */ +/* #undef NEED_BIND_PROTO */ + +/* Check for a prototype to bzero. */ +/* #undef NEED_BZERO_PROTO */ + +/* Check for a prototype to chdir. */ +/* #undef NEED_CHDIR_PROTO */ + +/* Check for a prototype to close. */ +/* #undef NEED_CLOSE_PROTO */ + +/* Check for a prototype to crypt. */ +/* #undef NEED_CRYPT_PROTO */ + +/* Check for a prototype to fclose. */ +/* #undef NEED_FCLOSE_PROTO */ + +/* Check for a prototype to fcntl. */ +/* #undef NEED_FCNTL_PROTO */ + +/* Check for a prototype to fflush. */ +/* #undef NEED_FFLUSH_PROTO */ + +/* Check for a prototype to fprintf. */ +/* #undef NEED_FPRINTF_PROTO */ + +/* Check for a prototype to fputc. */ +/* #undef NEED_FPUTC_PROTO */ + +/* Check for a prototype to fputs. */ +/* #undef NEED_FPUTS_PROTO */ + +/* Check for a prototype to fread. */ +/* #undef NEED_FREAD_PROTO */ + +/* Check for a prototype to fscanf. */ +/* #undef NEED_FSCANF_PROTO */ + +/* Check for a prototype to fseek. */ +/* #undef NEED_FSEEK_PROTO */ + +/* Check for a prototype to fwrite. */ +/* #undef NEED_FWRITE_PROTO */ + +/* Check for a prototype to getpeername. */ +/* #undef NEED_GETPEERNAME_PROTO */ + +/* Check for a prototype to getpid. */ +/* #undef NEED_GETPID_PROTO */ + +/* Check for a prototype to getrlimit. */ +/* #undef NEED_GETRLIMIT_PROTO */ + +/* Check for a prototype to getsockname. */ +/* #undef NEED_GETSOCKNAME_PROTO */ + +/* Check for a prototype to gettimeofday. */ +/* #undef NEED_GETTIMEOFDAY_PROTO */ + +/* Check for a prototype to htonl. */ +/* #undef NEED_HTONL_PROTO */ + +/* Check for a prototype to htons. */ +/* #undef NEED_HTONS_PROTO */ + +/* Check for a prototype to inet_addr. */ +/* #undef NEED_INET_ADDR_PROTO */ + +/* Check for a prototype to inet_aton. */ +/* #undef NEED_INET_ATON_PROTO */ + +/* Check for a prototype to inet_ntoa. */ +/* #undef NEED_INET_NTOA_PROTO */ + +/* Check for a prototype to listen. */ +/* #undef NEED_LISTEN_PROTO */ + +/* Check for a prototype to ntohl. */ +/* #undef NEED_NTOHL_PROTO */ + +/* Check for a prototype to perror. */ +/* #undef NEED_PERROR_PROTO */ + +/* Check for a prototype to printf. */ +/* #undef NEED_PRINTF_PROTO */ + +/* Check for a prototype to qsort. */ +#ifndef CIRCLE_MAC_OS +#define NEED_QSORT_PROTO +#endif + +/* Check for a prototype to read. */ +/* #undef NEED_READ_PROTO */ + +/* Check for a prototype to remove. */ +/* #undef NEED_REMOVE_PROTO */ + +/* Check for a prototype to rewind. */ +/* #undef NEED_REWIND_PROTO */ + +/* Check for a prototype to select. */ +/* #undef NEED_SELECT_PROTO */ + +/* Check for a prototype to setitimer. */ +/* #undef NEED_SETITIMER_PROTO */ + +/* Check for a prototype to setrlimit. */ +/* #undef NEED_SETRLIMIT_PROTO */ + +/* Check for a prototype to setsockopt. */ +/* #undef NEED_SETSOCKOPT_PROTO */ + +/* Check for a prototype to snprintf. */ +/* #undef NEED_SNPRINTF_PROTO */ + +/* Check for a prototype to socket. */ +/* #undef NEED_SOCKET_PROTO */ + +/* Check for a prototype to sprintf. */ +/* #undef NEED_SPRINTF_PROTO */ + +/* Check for a prototype to sscanf. */ +/* #undef NEED_SSCANF_PROTO */ + +/* Check for a prototype to strcasecmp. */ +/* #undef NEED_STRCASECMP_PROTO */ + +/* Check for a prototype to strdup. */ +/* #undef NEED_STRDUP_PROTO */ + +/* Check for a prototype to strerror. */ +/* #undef NEED_STRERROR_PROTO */ + +/* Check for a prototype to stricmp. */ +#define NEED_STRICMP_PROTO + +/* Check for a prototype to strlcpy. */ +/* #undef NEED_STRLCPY_PROTO */ + +/* Check for a prototype to strncasecmp. */ +/* #undef NEED_STRNCASECMP_PROTO */ + +/* Check for a prototype to strnicmp. */ +#define NEED_STRNICMP_PROTO + +/* Check for a prototype to system. */ +#ifndef CIRCLE_MAC_OS +#define NEED_SYSTEM_PROTO +#endif + +/* Check for a prototype to time. */ +/* #undef NEED_TIME_PROTO */ + +/* Check for a prototype to unlink. */ +/* #undef NEED_UNLINK_PROTO */ + +/* Check for a prototype to vsnprintf. */ +/* #undef NEED_VSNPRINTF_PROTO */ + +/* Check for a prototype to write. */ +/* #undef NEED_WRITE_PROTO */ + + +#endif /* _CONF_H_ */ diff --git a/src/config.c b/src/config.c index 69940fc..aa9a4c5 100644 --- a/src/config.c +++ b/src/config.c @@ -8,8 +8,6 @@ * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * **************************************************************************/ -#define __CONFIG_C__ - #include "conf.h" #include "sysdep.h" #include "structs.h" diff --git a/src/config.h b/src/config.h index 29cc2aa..1153fac 100644 --- a/src/config.h +++ b/src/config.h @@ -13,7 +13,6 @@ #ifndef _CONFIG_H_ #define _CONFIG_H_ -#ifndef __CONFIG_C__ /* Global variable declarations, all settable by cedit */ extern int pk_allowed; extern int script_players; @@ -89,6 +88,4 @@ extern int auto_pwipe; extern struct pclean_criteria_data pclean_criteria[]; extern int selfdelete_fastwipe; -#endif /* __CONFIG_C__ */ - #endif /* _CONFIG_H_*/ diff --git a/src/constants.c b/src/constants.c index 92a3987..79299dc 100644 --- a/src/constants.c +++ b/src/constants.c @@ -18,13 +18,13 @@ #include "structs.h" #include "utils.h" #include "interpreter.h" /* alias_data */ +#include "constants.h" /** Current tbaMUD version. - * @todo defined with _TBAMUD so we don't have multiple constants to change. * @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word * works correctly with C compilers (at least in my Experience) * Jeremy Osborne 1/28/2008 */ -cpp_extern const char *tbamud_version = "tbaMUD 3.68"; +cpp_extern const char *tbamud_version = "tbaMUD 2025"; /* strings corresponding to ordinals/bitvectors in structs.h */ /* (Note: strings for class definitions in class.c instead of here) */ @@ -252,6 +252,7 @@ const char *preference_bits[] = { "AUTOMAP", "AUTOKEY", "AUTODOOR", + "ZONERESETS", "\n" }; @@ -328,7 +329,7 @@ const char *connected_types[] = { /** Describes the position in the equipment listing. * @pre Must be in the same order as the defines. - * Not used in sprinttype() so no \n. */ + * Not used in sprinttype() so no \\n. */ const char *wear_where[] = { " ", " ", @@ -591,7 +592,7 @@ const char *color_liquid[] = }; /** Used to describe the level of fullness of a drink container. Not used in - * sprinttype() so no \n. */ + * sprinttype() so no \\n. */ const char *fullness[] = { "less than half ", @@ -876,6 +877,7 @@ const char *trig_types[] = { "Door", "UNUSED", "Time", + "Damage", "\n" }; diff --git a/src/db.c b/src/db.c index 3019139..fda7ac6 100644 --- a/src/db.c +++ b/src/db.c @@ -8,8 +8,6 @@ * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * **************************************************************************/ -#define __DB_C__ - #include "conf.h" #include "sysdep.h" #include "structs.h" @@ -39,6 +37,7 @@ #include "ibt.h" #include "mud_event.h" #include "msgedit.h" +#include "screen.h" #include /* declarations of most of the 'global' variables */ @@ -114,8 +113,8 @@ struct help_index_element *help_table = NULL; struct social_messg *soc_mess_list = NULL; /* list of socials */ int top_of_socialt = -1; /* number of socials */ - time_t newsmod; /* Time news file was last modified. */ - time_t motdmod; /* Time motd file was last modified. */ +time_t newsmod; /* Time news file was last modified. */ +time_t motdmod; /* Time motd file was last modified. */ struct time_info_data time_info; /* the infomation about the time */ struct weather_data weather_info; /* the infomation about the weather */ @@ -156,17 +155,20 @@ static int hsort(const void *a, const void *b); char *fread_action(FILE *fl, int nr) { char buf[MAX_STRING_LENGTH]; - char *buf1; int i; - buf1 = fgets(buf, MAX_STRING_LENGTH, fl); - if (feof(fl)) { - log("SYSERR: fread_action: unexpected EOF near action #%d", nr); - /* SYSERR_DESC: fread_action() will fail if it discovers an end of file - * marker before it is able to read in the expected string. This can be - * caused by a truncated socials file. */ + if(fgets(buf, MAX_STRING_LENGTH, fl) == NULL) { + if(feof(fl)) { + log("SYSERR: fread_action: unexpected EOF near action #%d", nr); + /* SYSERR_DESC: fread_action() will fail if it discovers an end of file + * marker before it is able to read in the expected string. This can be + * caused by a truncated socials file. */ + } else { + log("SYSERR: fread_action: read error near action #%d: %s", nr, strerror(errno)); + } exit(1); } + if (*buf == '#') return (NULL); @@ -184,11 +186,11 @@ char *fread_action(FILE *fl, int nr) return (strdup(buf)); } -void boot_social_messages(void) +static void boot_social_messages(void) { FILE *fl; - int nr = 0, hide, min_char_pos, min_pos, min_lvl, curr_soc = -1, i; - char next_soc[MAX_STRING_LENGTH], sorted[MAX_INPUT_LENGTH], *buf; + int line_number, nr = 0, hide, min_char_pos, min_pos, min_lvl, curr_soc = -1; + char next_soc[MAX_STRING_LENGTH], sorted[MAX_INPUT_LENGTH]; if (CONFIG_NEW_SOCIALS == TRUE) { /* open social file */ @@ -201,9 +203,12 @@ void boot_social_messages(void) } /* count socials */ *next_soc = '\0'; - while (!feof(fl)) { - buf = fgets(next_soc, MAX_STRING_LENGTH, fl); + while (fgets(next_soc, MAX_STRING_LENGTH, fl)) if (*next_soc == '~') top_of_socialt++; + + if(ferror(fl)) { + log("SYSERR: error encountered reading socials file %s: %s", SOCMESS_FILE_NEW, strerror(errno)); + exit(1); } } else { /* old style */ @@ -216,9 +221,12 @@ void boot_social_messages(void) exit(1); } /* count socials */ - while (!feof(fl)) { - buf = fgets(next_soc, MAX_STRING_LENGTH, fl); + while (fgets(next_soc, MAX_STRING_LENGTH, fl)) if (*next_soc == '\n' || *next_soc == '\r') top_of_socialt++; /* all socials are followed by a blank line */ + + if(ferror(fl)) { + log("SYSERR: error encountered reading socials file %s: %s", SOCMESS_FILE_NEW, strerror(errno)); + exit(1); } } @@ -228,8 +236,16 @@ void boot_social_messages(void) CREATE(soc_mess_list, struct social_messg, top_of_socialt + 1); /* now read 'em */ - for (;;) { - i = fscanf(fl, " %s ", next_soc); + for (line_number = 0;; ++line_number) { + if (fscanf(fl, " %s ", next_soc) != 1) { + if(feof(fl)) + log("SYSERR: unexpected end of file encountered in socials file %s", SOCMESS_FILE_NEW); + else if(ferror(fl)) + log("SYSERR: error reading socials file %s: %s", SOCMESS_FILE_NEW, strerror(errno)); + else + log("SYSERR: format error in social file near line %d", line_number); + exit(1); + } if (*next_soc == '$') break; if (CONFIG_NEW_SOCIALS == TRUE) { if (fscanf(fl, " %s %d %d %d %d \n", @@ -485,15 +501,22 @@ static void free_extra_descriptions(struct extra_descr_data *edesc) void destroy_db(void) { ssize_t cnt, itr; - struct char_data *chtmp; + struct char_data *chtmp, *i = character_list; struct obj_data *objtmp; /* Active Mobiles & Players */ + while (i) { + chtmp = i; + i = i->next; + + if (chtmp->master) + stop_follower(chtmp); + } + while (character_list) { chtmp = character_list; character_list = character_list->next; - if (chtmp->master) - stop_follower(chtmp); + free_char(chtmp); } @@ -796,12 +819,17 @@ static void reset_time(void) { time_t beginning_of_time = 0; FILE *bgtime; - int i; if ((bgtime = fopen(TIME_FILE, "r")) == NULL) log("No time file '%s' starting from the beginning.", TIME_FILE); else { - i = fscanf(bgtime, "%ld\n", (long *)&beginning_of_time); + if(fscanf(bgtime, "%ld\n", (long *)&beginning_of_time) == EOF) { + if(feof(bgtime)) { + log("SYSERR: reset_time: unexpected end of file encountered reading %s.", TIME_FILE); + } else if(ferror(bgtime)) { + log("SYSERR: reset_time: unexpected end of file encountered reading %s: %s.", TIME_FILE, strerror(errno)); + } + } fclose(bgtime); } @@ -914,8 +942,8 @@ void index_boot(int mode) { const char *index_filename, *prefix = NULL; /* NULL or egcs 1.1 complains */ FILE *db_index, *db_file; - int rec_count = 0, size[2], i; - char buf2[PATH_MAX], buf1[MAX_STRING_LENGTH]; + int line_number, rec_count = 0, size[2]; + char buf2[PATH_MAX], buf1[PATH_MAX - 100]; // - 100 to make room for prefix switch (mode) { case DB_BOOT_WLD: @@ -958,26 +986,38 @@ void index_boot(int mode) exit(1); } - /* first, count the number of records in the file so we can malloc */ - i = fscanf(db_index, "%s\n", buf1); - while (*buf1 != '$') { + for (line_number = 0;; ++line_number) { + /* first, count the number of records in the file so we can malloc */ + if (fscanf(db_index, "%s\n", buf1) != 1) { + if (feof(db_index)) + log("SYSERR: boot error -- unexpected end of file encountered in index file ./%s%s. " + "Ensure that the last line of the file starts with the character '$'.", + prefix, index_filename); + else if (ferror(db_index)) + log("SYSERR: boot error -- unexpected end of file encountered in index file ./%s%s: %s", + prefix, index_filename, strerror(errno)); + else + log("SYSERR: boot error -- error parsing index file %s%s on line %d", + prefix, index_filename, line_number); + exit(1); + } + + if (*buf1 == '$') + break; + snprintf(buf2, sizeof(buf2), "%s%s", prefix, buf1); if (!(db_file = fopen(buf2, "r"))) { log("SYSERR: File '%s' listed in '%s/%s': %s", buf2, prefix, - index_filename, strerror(errno)); - i = fscanf(db_index, "%s\n", buf1); - continue; + index_filename, strerror(errno)); } else { if (mode == DB_BOOT_ZON) - rec_count++; + rec_count++; else if (mode == DB_BOOT_HLP) - rec_count += count_alias_records(db_file); + rec_count += count_alias_records(db_file); else - rec_count += count_hash_records(db_file); + rec_count += count_hash_records(db_file); + fclose(db_file); } - - fclose(db_file); - i = fscanf(db_index, "%s\n", buf1); } /* Exit if 0 records, unless this is shops */ @@ -1031,8 +1071,24 @@ void index_boot(int mode) } rewind(db_index); - i = fscanf(db_index, "%s\n", buf1); - while (*buf1 != '$') { + + for (line_number = 1;; ++line_number) { + if (fscanf(db_index, "%s\n", buf1) != 1) { + if (feof(db_index)) + log("SYSERR: boot error -- unexpected end of file encountered in index file ./%s%s", + prefix, index_filename); + else if (ferror(db_index)) + log("SYSERR: boot error -- unexpected end of file encountered in index file ./%s%s: %s", + prefix, index_filename, strerror(errno)); + else + log("SYSERR: boot error -- error parsing index file ./%s%s on line %d", + prefix, index_filename, line_number); + exit(1); + } + + if (*buf1 == '$') + break; + snprintf(buf2, sizeof(buf2), "%s%s", prefix, buf1); if (!(db_file = fopen(buf2, "r"))) { log("SYSERR: %s: %s", buf2, strerror(errno)); @@ -1058,7 +1114,6 @@ void index_boot(int mode) } fclose(db_file); - i = fscanf(db_index, "%s\n", buf1); } fclose(db_index); @@ -1184,6 +1239,24 @@ static bitvector_t asciiflag_conv_aff(char *flag) return (flags); } +/* Fix for crashes in the editor when formatting. E-descs are assumed to + * end with a \r\n. -Welcor */ +void ensure_newline_terminated(struct extra_descr_data* new_descr) { + char *with_term, *end; + + if (new_descr->description == NULL) { + return; + } + + end = strchr(new_descr->description, '\0'); + if (end > new_descr->description && *(end - 1) != '\n') { + CREATE(with_term, char, strlen(new_descr->description) + 3); + sprintf(with_term, "%s\r\n", new_descr->description); /* snprintf ok : size checked above*/ + free(new_descr->description); + new_descr->description = with_term; + } +} + /* load the rooms */ void parse_room(FILE *fl, int virtual_nr) { @@ -1253,7 +1326,7 @@ void parse_room(FILE *fl, int virtual_nr) world[room_nr].room_flags[2] = asciiflag_conv(flags3); world[room_nr].room_flags[3] = asciiflag_conv(flags4); - sprintf(flags, "object #%d", virtual_nr); /* sprintf: OK (until 399-bit integers) */ + sprintf(flags, "room #%d", virtual_nr); /* sprintf: OK (until 399-bit integers) */ for(taeller=0; taeller < AF_ARRAY_MAX; taeller++) check_bitvector_names(world[room_nr].room_flags[taeller], room_bits_count, flags, "room"); @@ -1291,17 +1364,8 @@ void parse_room(FILE *fl, int virtual_nr) CREATE(new_descr, struct extra_descr_data, 1); new_descr->keyword = fread_string(fl, buf2); new_descr->description = fread_string(fl, buf2); - /* Fix for crashes in the editor when formatting. E-descs are assumed to - * end with a \r\n. -Welcor */ - { - char *end = strchr(new_descr->description, '\0'); - if (end > new_descr->description && *(end-1) != '\n') { - CREATE(end, char, strlen(new_descr->description)+3); - sprintf(end, "%s\r\n", new_descr->description); /* snprintf ok : size checked above*/ - free(new_descr->description); - new_descr->description = end; - } - } + ensure_newline_terminated(new_descr); + new_descr->next = world[room_nr].ex_description; world[room_nr].ex_description = new_descr; break; @@ -2346,9 +2410,7 @@ struct char_data *create_char(void) ch->next = character_list; character_list = ch; - GET_ID(ch) = max_mob_id++; - /* find_char helper */ - add_to_lookup_table(GET_ID(ch), (void *)ch); + ch->script_id = 0; // set later by char_script_id return (ch); } @@ -2399,10 +2461,7 @@ struct char_data *read_mobile(mob_vnum nr, int type) /* and mob_rnum */ mob_index[i].number++; - GET_ID(mob) = max_mob_id++; - - /* find_char helper */ - add_to_lookup_table(GET_ID(mob), (void *)mob); + mob->script_id = 0; // this is set later by char_script_id copy_proto_script(&mob_proto[i], mob, MOB_TRIGGER); assign_triggers(mob, MOB_TRIGGER); @@ -2422,9 +2481,7 @@ struct obj_data *create_obj(void) obj->events = NULL; - GET_ID(obj) = max_obj_id++; - /* find_obj helper */ - add_to_lookup_table(GET_ID(obj), (void *)obj); + obj->script_id = 0; // this is set later by obj_script_id return (obj); } @@ -2450,9 +2507,7 @@ struct obj_data *read_object(obj_vnum nr, int type) /* and obj_rnum */ obj_index[i].number++; - GET_ID(obj) = max_obj_id++; - /* find_obj helper */ - add_to_lookup_table(GET_ID(obj), (void *)obj); + obj->script_id = 0; // this is set later by obj_script_id copy_proto_script(&obj_proto[i], obj, OBJ_TRIGGER); assign_triggers(obj, OBJ_TRIGGER); @@ -2508,8 +2563,14 @@ void zone_update(void) if (zone_table[update_u->zone_to_reset].reset_mode == 2 || is_empty(update_u->zone_to_reset)) { reset_zone(update_u->zone_to_reset); - mudlog(CMP, LVL_IMPL, FALSE, "Auto zone reset: %s (Zone %d)", + mudlog(CMP, LVL_IMPL+1, FALSE, "Auto zone reset: %s (Zone %d)", zone_table[update_u->zone_to_reset].name, zone_table[update_u->zone_to_reset].number); + struct descriptor_data *pt; + for (pt = descriptor_list; pt; pt = pt->next) + if (IS_PLAYING(pt) && pt->character && PRF_FLAGGED(pt->character, PRF_ZONERESETS)) + send_to_char(pt->character, "%s[Auto zone reset: %s (Zone %d)]%s", + CCGRN(pt->character, C_NRM), zone_table[update_u->zone_to_reset].name, + zone_table[update_u->zone_to_reset].number, CCNRM(pt->character, C_NRM)); /* dequeue */ if (update_u == reset_q.head) reset_q.head = reset_q.head->next; @@ -2812,12 +2873,16 @@ char *fread_string(FILE *fl, const char *error) /* If there is a '~', end the string; else put an "\r\n" over the '\n'. */ /* now only removes trailing ~'s -- Welcor */ point = strchr(tmp, '\0'); - for (point-- ; (*point=='\r' || *point=='\n'); point--); + for (point-- ; (*point=='\r' || *point=='\n') && point > tmp; point--); if (*point=='~') { *point='\0'; done = 1; } else { - *(++point) = '\r'; + if (*point == '\n' || *point == '\r') + *point = '\r'; + else + *(++point) = '\r'; + *(++point) = '\n'; *(++point) = '\0'; } @@ -3247,8 +3312,9 @@ void free_char(struct char_data *ch) /* find_char helper, when free_char is called with a blank character struct, * ID is set to 0, and has not yet been added to the lookup table. */ - if (GET_ID(ch) != 0) - remove_from_lookup_table(GET_ID(ch)); + if (ch->script_id != 0) { + remove_from_lookup_table(ch->script_id); + } free(ch); } @@ -3270,8 +3336,10 @@ void free_obj(struct obj_data *obj) if (SCRIPT(obj)) extract_script(obj, OBJ_TRIGGER); - /* find_obj helper */ - remove_from_lookup_table(GET_ID(obj)); + /* find_obj helper (0 is not-yet-added to the table) */ + if (obj->script_id != 0) { + remove_from_lookup_table(obj->script_id); + } free(obj); } @@ -3852,7 +3920,7 @@ static void load_default_config( void ) void load_config( void ) { FILE *fl; - char line[MAX_STRING_LENGTH]; + char line[READ_SIZE - 2]; // to make sure there's room for readding \r\n char tag[MAX_INPUT_LENGTH]; int num; char buf[MAX_INPUT_LENGTH]; diff --git a/src/db.h b/src/db.h index 6b58d6a..9786d62 100644 --- a/src/db.h +++ b/src/db.h @@ -321,12 +321,6 @@ bitvector_t asciiflag_conv(char *flag); void renum_world(void); void load_config( void ); - - -/* global buffering system */ - -#ifndef __DB_C__ - /* Various Files */ extern char *credits; extern char *news; @@ -412,6 +406,6 @@ extern int top_of_p_file; extern long top_idnum; /* end previously located in players.c */ -#endif /* __DB_C__ */ - +extern time_t newsmod; +extern time_t motdmod; #endif /* _DB_H_ */ diff --git a/src/dg_comm.c b/src/dg_comm.c index fb86692..1c2eb39 100644 --- a/src/dg_comm.c +++ b/src/dg_comm.c @@ -113,7 +113,6 @@ static void sub_write_to_char(char_data *ch, char *tokens[], void *otokens[], ch strcat(sb,tokens[i]); strcat(sb,"\n\r"); - sb[0] = toupper(sb[0]); send_to_char(ch, "%s", sb); } diff --git a/src/dg_event.c b/src/dg_event.c index c92166b..d146a8c 100644 --- a/src/dg_event.c +++ b/src/dg_event.c @@ -53,7 +53,7 @@ void event_init(void) * pass in NULL. * @param when Number of pulses between firing(s) of this event. * @retval event * Returns a pointer to the newly created event. - * */ + **/ struct event *event_create(EVENTFUNC(*func), void *event_obj, long when) { struct event *new_event; @@ -137,7 +137,7 @@ void event_process(void) } /** Returns the time remaining before the event as how many pulses from now. - * @param event Check this event for it's scheduled activation time. + * @param event Check this event for its scheduled activation time. * @retval long Number of pulses before this event will fire. */ long event_time(struct event *event) { @@ -151,13 +151,14 @@ long event_time(struct event *event) /** Frees all events from event_q. */ void event_free_all(void) { - queue_free(event_q); + if (event_q != NULL) + queue_free(event_q); } /** Boolean function to tell whether an event is queued or not. Does this by * checking if event->q_el points to anything but null. - * @retval int 1 if the event has been queued, 0 if the event has not been - * queued. */ + * @retval int 1 if the event has been queued, 0 if the event has not. + **/ int event_is_queued(struct event *event) { if (event->q_el) @@ -191,7 +192,7 @@ struct dg_queue *queue_init(void) * the element comes up in q. data is wrapped in a new q_element. * @param key Indicates where this event should be located in the queue, and * when the element should be activated. - * @retval q_element * Pointer to the created q_element that contains + * @retval q_element Pointer to the created q_element that contains * the data. */ struct q_element *queue_enq(struct dg_queue *q, void *data, long key) { @@ -267,7 +268,7 @@ void queue_deq(struct dg_queue *q, struct q_element *qe) * @pre pulse must be defined. This is a multi-headed queue, the current * head is determined by the current pulse. * @post the q->head is dequeued. - * @param q The queue to return the head of. + * @param q The queue to return the head of. * @retval void * NULL if there is not a currently available head, pointer * to any data object associated with the queue element. */ void *queue_head(struct dg_queue *q) @@ -304,7 +305,7 @@ long queue_key(struct dg_queue *q) } /** Returns the key of queue element qe. - * @param qe Pointer to the keyed q_element. + * @param qe Pointer to the keyed q_element. * @retval long Key of qe. */ long queue_elmt_key(struct q_element *qe) { diff --git a/src/dg_misc.c b/src/dg_misc.c index 05d3c75..ed572dd 100644 --- a/src/dg_misc.c +++ b/src/dg_misc.c @@ -92,9 +92,7 @@ void do_dg_cast(void *go, struct script_data *sc, trig_data *trig, int type, cha one_argument(strcpy(buf2, t), t); skip_spaces(&t); } - if (IS_SET(SINFO.targets, TAR_IGNORE)) { - target = TRUE; - } else if (t != NULL && *t) { + if (!IS_SET(SINFO.targets, TAR_IGNORE) && t != NULL && *t) { if (!target && (IS_SET(SINFO.targets, TAR_CHAR_ROOM) || IS_SET(SINFO.targets, TAR_CHAR_WORLD))) { @@ -304,7 +302,7 @@ void script_damage(struct char_data *vict, int dam) if (GET_POS(vict) == POS_DEAD) { if (!IS_NPC(vict)) - mudlog( BRF, 0, TRUE, "%s killed by script at %s", + mudlog( BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(vict)), TRUE, "%s killed by script at %s", GET_NAME(vict), vict->in_room == NOWHERE ? "NOWHERE" : world[vict->in_room].name); die(vict, NULL); } diff --git a/src/dg_mobcmd.c b/src/dg_mobcmd.c index bb0ed94..1a89820 100644 --- a/src/dg_mobcmd.c +++ b/src/dg_mobcmd.c @@ -282,6 +282,28 @@ ACMD(do_mecho) sub_write(p, ch, TRUE, TO_CHAR); } +ACMD(do_mlog) +{ + char *p; + + if (!MOB_OR_IMPL(ch)) { + send_to_char(ch, "%s", CONFIG_HUH); + return; + } + + if (AFF_FLAGGED(ch, AFF_CHARM)) + return; + + if (!*argument) + return; + + p = argument; + skip_spaces(&p); + + mob_log(ch, p); + +} + ACMD(do_mzoneecho) { int zone; @@ -357,7 +379,7 @@ ACMD(do_mload) char_to_room(mob, rnum); if (SCRIPT(ch)) { /* It _should_ have, but it might be detached. */ char buf[MAX_INPUT_LENGTH]; - sprintf(buf, "%c%ld", UID_CHAR, GET_ID(mob)); + sprintf(buf, "%c%ld", UID_CHAR, char_script_id(mob)); add_var(&(SCRIPT(ch)->global_vars), "lastloaded", buf, 0); } load_mtrigger(mob); @@ -370,7 +392,7 @@ ACMD(do_mload) } if (SCRIPT(ch)) { /* It _should_ have, but it might be detached. */ char buf[MAX_INPUT_LENGTH]; - sprintf(buf, "%c%ld", UID_CHAR, GET_ID(object)); + sprintf(buf, "%c%ld", UID_CHAR, obj_script_id(object)); add_var(&(SCRIPT(ch)->global_vars), "lastloaded", buf, 0); } /* special handling to make objects able to load on a person/in a container/worn etc. */ @@ -570,7 +592,7 @@ ACMD(do_mteleport) if (AFF_FLAGGED(ch, AFF_CHARM)) return; - argument = two_arguments(argument, arg1, arg2); + two_arguments(argument, arg1, arg2); if (!*arg1 || !*arg2) { mob_log(ch, "mteleport: bad syntax"); @@ -596,7 +618,7 @@ ACMD(do_mteleport) if (valid_dg_target(vict, DG_ALLOW_GODS)) { char_from_room(vict); char_to_room(vict, target); - enter_wtrigger(&world[IN_ROOM(ch)], ch, -1); + enter_wtrigger(&world[IN_ROOM(vict)], vict, -1); } } } else { @@ -610,10 +632,10 @@ ACMD(do_mteleport) return; } - if (valid_dg_target(ch, DG_ALLOW_GODS)) { + if (valid_dg_target(vict, DG_ALLOW_GODS)) { char_from_room(vict); char_to_room(vict, target); - enter_wtrigger(&world[IN_ROOM(ch)], ch, -1); + enter_wtrigger(&world[IN_ROOM(vict)], vict, -1); } } } @@ -799,7 +821,7 @@ ACMD(do_mremember) } /* fill in the structure */ - mem->id = GET_ID(victim); + mem->id = char_script_id(victim); if (argument && *argument) { mem->cmd = strdup(argument); } @@ -843,7 +865,7 @@ ACMD(do_mforget) mem = SCRIPT_MEM(ch); prev = NULL; while (mem) { - if (mem->id == GET_ID(victim)) { + if (mem->id == char_script_id(victim)) { if (mem->cmd) free(mem->cmd); if (prev==NULL) { SCRIPT_MEM(ch) = mem->next; @@ -928,7 +950,7 @@ ACMD(do_mtransform) if(m->player.description) tmpmob.player.description = strdup(m->player.description); - tmpmob.id = ch->id; + tmpmob.script_id = ch->script_id; tmpmob.affected = ch->affected; tmpmob.carrying = ch->carrying; tmpmob.proto_script = ch->proto_script; diff --git a/src/dg_objcmd.c b/src/dg_objcmd.c index 9aa6efe..974150c 100644 --- a/src/dg_objcmd.c +++ b/src/dg_objcmd.c @@ -45,6 +45,7 @@ static OCMD(do_odoor); static OCMD(do_osetval); static OCMD(do_oat); static OCMD(do_omove); +static OCMD(do_olog); struct obj_command_info { char *command; @@ -154,6 +155,14 @@ static OCMD(do_oecho) obj_log(obj, "oecho called by object in NOWHERE"); } +static OCMD(do_olog) +{ + skip_spaces(&argument); + + if (*argument) + obj_log(obj, argument); +} + static OCMD(do_oforce) { char_data *ch, *next_ch; @@ -321,7 +330,7 @@ static OCMD(do_otransform) tmpobj.worn_on = obj->worn_on; tmpobj.in_obj = obj->in_obj; tmpobj.contains = obj->contains; - tmpobj.id = obj->id; + tmpobj.script_id = obj->script_id; tmpobj.proto_script = obj->proto_script; tmpobj.script = obj->script; tmpobj.next_content = obj->next_content; @@ -482,7 +491,7 @@ static OCMD(do_dgoload) if (SCRIPT(obj)) { /* It _should_ have, but it might be detached. */ char buf[MAX_INPUT_LENGTH]; - sprintf(buf, "%c%ld", UID_CHAR, GET_ID(mob)); + sprintf(buf, "%c%ld", UID_CHAR, char_script_id(mob)); add_var(&(SCRIPT(obj)->global_vars), "lastloaded", buf, 0); } @@ -497,7 +506,7 @@ static OCMD(do_dgoload) if (SCRIPT(obj)) { /* It _should_ have, but it might be detached. */ char buf[MAX_INPUT_LENGTH]; - sprintf(buf, "%c%ld", UID_CHAR, GET_ID(object)); + sprintf(buf, "%c%ld", UID_CHAR, obj_script_id(object)); add_var(&(SCRIPT(obj)->global_vars), "lastloaded", buf, 0); } @@ -785,7 +794,7 @@ static OCMD(do_omove) obj_to_room(obj, target); } -const struct obj_command_info obj_cmd_info[] = { +static const struct obj_command_info obj_cmd_info[] = { { "RESERVED", 0, 0 },/* this must be first -- for specprocs */ { "oasound " , do_oasound , 0 }, @@ -805,6 +814,7 @@ const struct obj_command_info obj_cmd_info[] = { { "otransform " , do_otransform, 0 }, { "ozoneecho " , do_ozoneecho , 0 }, /* fix by Rumble */ { "omove " , do_omove , 0 }, + { "olog " , do_olog , 0 }, { "\n", 0, 0 } /* this must be last */ }; diff --git a/src/dg_olc.c b/src/dg_olc.c index fb797a4..2bf8aae 100644 --- a/src/dg_olc.c +++ b/src/dg_olc.c @@ -67,7 +67,7 @@ ACMD(do_oasis_trigedit) d = ch->desc; /* Give descriptor an OLC structure. */ if (d->olc) { - mudlog(BRF, LVL_IMMORT, TRUE, + mudlog(BRF, LVL_BUILDER, TRUE, "SYSERR: do_oasis_trigedit: Player already had olc structure."); free(d->olc); } @@ -104,7 +104,7 @@ ACMD(do_oasis_trigedit) act("$n starts using OLC.", TRUE, d->character, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(CMP, LVL_IMMORT, TRUE,"OLC: %s starts editing zone %d [trigger](allowed zone %d)", + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE,"OLC: %s starts editing zone %d [trigger](allowed zone %d)", GET_NAME(ch), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(ch)); } @@ -263,7 +263,7 @@ static void trigedit_disp_types(struct descriptor_data *d) /**************************************************************************************** DG Scripts Code Syntax Highlighting Created by Victor Almeida (aka Stoneheart) in Brazil - from BrMUD:Tormenta www.tormenta.com.br (mudbrasil@gmail.com) + from BrMUD:Tormenta www.tormenta.com.br License: Attribution 4.0 International (CC BY 4.0) http://creativecommons.org/licenses/by/4.0/ @@ -281,7 +281,7 @@ static void trigedit_disp_types(struct descriptor_data *d) *****************************************************************************************/ // Change a string for another without memory bugs -char *str_replace(const char *string, const char *substr, const char *replacement) { +static char *str_replace(const char *string, const char *substr, const char *replacement) { char *tok = NULL; char *newstr = NULL; char *oldstr = NULL; @@ -317,7 +317,7 @@ char *str_replace(const char *string, const char *substr, const char *replacemen // You can easily change the color code (\tn) to the old one (@n or &n) #define SYNTAX_TERMS 49 -const char *syntax_color_replacement[SYNTAX_TERMS][2] = +static const char *syntax_color_replacement[SYNTAX_TERMS][2] = { // script logic (10) { "if", "\tcif\tn" }, // 0 @@ -377,11 +377,11 @@ const char *syntax_color_replacement[SYNTAX_TERMS][2] = }; // Here you can include more commands usually used in your triggers -#define COMMAND_TERMS 35 -const char *command_color_replacement[COMMAND_TERMS][2] = +#define COMMAND_TERMS 36 +static const char *command_color_replacement[COMMAND_TERMS][2] = { // Mob specific commands (25) - { "marena", "\tcmarena\tn" }, // 0 + { "mlog", "\tcmlog\tn" }, // 0 { "masound", "\tcmasound\tn" }, { "mkill", "\tcmkill\tn" }, { "mjunk", "\tcmjunk\tn" }, @@ -420,13 +420,14 @@ const char *command_color_replacement[COMMAND_TERMS][2] = }; -void script_syntax_highlighting(struct descriptor_data *d, char *string) +static void script_syntax_highlighting(struct descriptor_data *d, char *string) { ACMD(do_action); char buffer[MAX_STRING_LENGTH] = ""; char *newlist, *curtok; - int i; + size_t i; + // Parse script text line by line newlist = strdup(string); for (curtok = strtok(newlist, "\r\n"); curtok; curtok = strtok(NULL, "\r\n")) { @@ -469,13 +470,14 @@ void script_syntax_highlighting(struct descriptor_data *d, char *string) for (cmd = 0; *complete_cmd_info[cmd].command != '\n'; cmd++) { if (complete_cmd_info[cmd].command_pointer == do_action) { char replace_social[MAX_INPUT_LENGTH]; - sprintf(replace_social, "\tc%s\tn", complete_cmd_info[cmd].command); + snprintf(replace_social, MAX_INPUT_LENGTH, "\tc%s\tn", complete_cmd_info[cmd].command); line = str_replace(line, complete_cmd_info[cmd].command, replace_social); } } } - sprintf(buffer, "%s%s\tn\r\n", buffer, line); + strncat(buffer, line, sizeof(buffer) - strlen(buffer) - 1); + strncat(buffer, "\tn\r\n", sizeof(buffer) - strlen(buffer) - 1); } page_string(d, buffer, TRUE); @@ -498,50 +500,50 @@ void trigedit_parse(struct descriptor_data *d, char *arg) OLC_MODE(d) = TRIGEDIT_CONFIRM_SAVESTRING; } else cleanup_olc(d, CLEANUP_ALL); - return; - case '1': - OLC_MODE(d) = TRIGEDIT_NAME; - write_to_output(d, "Name: "); - break; - case '2': - OLC_MODE(d) = TRIGEDIT_INTENDED; - write_to_output(d, "0: Mobiles, 1: Objects, 2: Rooms: "); - break; - case '3': - OLC_MODE(d) = TRIGEDIT_TYPES; - trigedit_disp_types(d); - break; - case '4': - OLC_MODE(d) = TRIGEDIT_NARG; - write_to_output(d, "Numeric argument: "); - break; - case '5': - OLC_MODE(d) = TRIGEDIT_ARGUMENT; - write_to_output(d, "Argument: "); - break; - case '6': - OLC_MODE(d) = TRIGEDIT_COMMANDS; - write_to_output(d, "Enter trigger commands: (/s saves /h for help)\r\n\r\n"); - d->backstr = NULL; - if (OLC_STORAGE(d)) { - clear_screen(d); - script_syntax_highlighting(d, OLC_STORAGE(d)); - d->backstr = strdup(OLC_STORAGE(d)); - } - d->str = &OLC_STORAGE(d); - d->max_str = MAX_CMD_LENGTH; - d->mail_to = 0; - OLC_VAL(d) = 1; + return; + case '1': + OLC_MODE(d) = TRIGEDIT_NAME; + write_to_output(d, "Name: "); + break; + case '2': + OLC_MODE(d) = TRIGEDIT_INTENDED; + write_to_output(d, "0: Mobiles, 1: Objects, 2: Rooms: "); + break; + case '3': + OLC_MODE(d) = TRIGEDIT_TYPES; + trigedit_disp_types(d); + break; + case '4': + OLC_MODE(d) = TRIGEDIT_NARG; + write_to_output(d, "Numeric argument: "); + break; + case '5': + OLC_MODE(d) = TRIGEDIT_ARGUMENT; + write_to_output(d, "Argument: "); + break; + case '6': + OLC_MODE(d) = TRIGEDIT_COMMANDS; + write_to_output(d, "Enter trigger commands: (/s saves /h for help)\r\n\r\n"); + d->backstr = NULL; + if (OLC_STORAGE(d)) { + clear_screen(d); + script_syntax_highlighting(d, OLC_STORAGE(d)); + d->backstr = strdup(OLC_STORAGE(d)); + } + d->str = &OLC_STORAGE(d); + d->max_str = MAX_CMD_LENGTH; + d->mail_to = 0; + OLC_VAL(d) = 1; - break; - case 'w': - case 'W': - write_to_output(d, "Copy what trigger? "); - OLC_MODE(d) = TRIGEDIT_COPY; - break; - default: - trigedit_disp_menu(d); - return; + break; + case 'w': + case 'W': + write_to_output(d, "Copy what trigger? "); + OLC_MODE(d) = TRIGEDIT_COPY; + break; + default: + trigedit_disp_menu(d); + return; } return; @@ -1089,70 +1091,85 @@ int format_script(struct descriptor_data *d) char nsc[MAX_CMD_LENGTH], *t, line[READ_SIZE]; char *sc; size_t len = 0, nlen = 0, llen = 0; - int indent = 0, indent_next = FALSE, found_case = FALSE, i, line_num = 0, ret; + int indent = 0, indent_next = FALSE, line_num = 0, ret, i; // Declare i here + int block_stack[READ_SIZE]; // Stack to track block types + int stack_top = -1; // Initialize stack as empty + int switch_indent[READ_SIZE]; // Array to track switch indent levels + int switch_top = -1; // Index for switch_indent array + int case_indent = 0; // Track indent for case blocks + int in_switch = 0; // Flag to indicate if we're inside a switch block if (!d->str || !*d->str) return FALSE; - sc = strdup(*d->str); /* we work on a copy, because of strtok() */ + sc = strdup(*d->str); // Work on a copy t = strtok(sc, "\n\r"); *nsc = '\0'; while (t) { line_num++; skip_spaces(&t); - if (!strn_cmp(t, "if ", 3) || - !strn_cmp(t, "switch ", 7)) { + + if (!strn_cmp(t, "switch ", 7)) { indent_next = TRUE; - } else if (!strn_cmp(t, "while ", 6)) { - found_case = TRUE; /* so you can 'break' a loop without complains */ + stack_top++; + block_stack[stack_top] = 's'; // 's' for switch + switch_top++; + switch_indent[switch_top] = indent; // Save current indent level for switch + in_switch++; // We're entering a switch block + } else if (!strn_cmp(t, "case", 4) || !strn_cmp(t, "default", 7)) { + if (in_switch > 0) { // If we're inside a switch + indent = switch_indent[switch_top] + 1; // Indent cases one level under switch + indent_next = TRUE; // Indent the next line after case + case_indent = indent; // Save indent for case block + } + } else if (!strn_cmp(t, "if ", 3) || !strn_cmp(t, "while ", 6)) { indent_next = TRUE; - } else if (!strn_cmp(t, "end", 3) || - !strn_cmp(t, "done", 4)) { - if (!indent) { + stack_top++; + block_stack[stack_top] = 'l'; // 'l' for loop or conditional + } else if (!strn_cmp(t, "end", 3) || !strn_cmp(t, "done", 4)) { + if (stack_top < 0) { write_to_output(d, "Unmatched 'end' or 'done' (line %d)!\r\n", line_num); free(sc); return FALSE; } - indent--; - indent_next = FALSE; + if (block_stack[stack_top] == 's') { + indent = switch_indent[switch_top]; // Reset to the exact indent level where switch was declared + switch_top--; // Decrease switch stack if ending a switch + case_indent = 0; // Reset case indent since we're leaving the switch + in_switch--; // We're leaving a switch block + } else { + indent--; // For other blocks like while + } + stack_top--; + indent_next = FALSE; // Reset for next line } else if (!strn_cmp(t, "else", 4)) { - if (!indent) { + if (stack_top < 0 || block_stack[stack_top] != 'l') { write_to_output(d, "Unmatched 'else' (line %d)!\r\n", line_num); free(sc); return FALSE; } - indent--; + indent--; // Reduce indent for else, then increment for next statement indent_next = TRUE; - } else if (!strn_cmp(t, "case", 4) || - !strn_cmp(t, "default", 7)) { - if (!indent) { - write_to_output(d, "Case/default outside switch (line %d)!\r\n", line_num); - free(sc); - return FALSE; - } - if (!found_case) /* so we don't indent multiple case statements without a break */ - indent_next = TRUE; - found_case = TRUE; } else if (!strn_cmp(t, "break", 5)) { - if (!found_case || !indent ) { - write_to_output(d, "Break not in case (line %d)!\r\n", line_num); + if (stack_top < 0 || (block_stack[stack_top] != 's' && block_stack[stack_top] != 'l')) { + write_to_output(d, "Break not in case or loop (line %d)!\r\n", line_num); free(sc); return FALSE; } - found_case = FALSE; - indent--; + indent = case_indent + 1; // Indent break one level deeper than case + indent_next = FALSE; // Ensure no automatic increase for next line after break } *line = '\0'; - for (nlen = 0, i = 0;i d->max_str - 1 ) { + if (ret < 0 || llen + nlen + len > d->max_str - 1) { write_to_output(d, "String too long, formatting aborted\r\n"); free(sc); return FALSE; @@ -1167,8 +1184,8 @@ int format_script(struct descriptor_data *d) t = strtok(NULL, "\n\r"); } - if (indent) - write_to_output(d, "Unmatched if, while or switch ignored.\r\n"); + if (stack_top >= 0) + write_to_output(d, "Unmatched block statements ignored.\r\n"); free(*d->str); *d->str = strdup(nsc); diff --git a/src/dg_olc.h b/src/dg_olc.h index 82098c5..ecb4e81 100644 --- a/src/dg_olc.h +++ b/src/dg_olc.h @@ -16,7 +16,7 @@ #include "dg_scripts.h" -#define NUM_TRIG_TYPE_FLAGS 20 +#define NUM_TRIG_TYPE_FLAGS 21 /* Submodes of TRIGEDIT connectedness. */ #define TRIGEDIT_MAIN_MENU 0 diff --git a/src/dg_scripts.c b/src/dg_scripts.c index 74c1765..88a4b6d 100644 --- a/src/dg_scripts.c +++ b/src/dg_scripts.c @@ -139,8 +139,8 @@ int trgvar_in_room(room_vnum vnum) * @param name Either the unique id of an object or a string identifying the * object. Note the unique id must be prefixed with UID_CHAR. * @param list The list of objects to look through. - * @retval obj_data * Pointer to the object if it is found in the list of - * objects, NULL if the object is not found in the list. + * @retval obj_data * Pointer to the object if it is found in the list of + * objects, NULL if the object is not found in the list. */ obj_data *get_obj_in_list(char *name, obj_data *list) { @@ -151,7 +151,7 @@ obj_data *get_obj_in_list(char *name, obj_data *list) id = atoi(name + 1); for (i = list; i; i = i->next_content) - if (id == GET_ID(i)) + if (id == i->script_id) return i; } else { @@ -183,7 +183,7 @@ obj_data *get_object_in_equip(char_data * ch, char *name) for (j = 0; j < NUM_WEARS; j++) if ((obj = GET_EQ(ch, j))) - if (id == GET_ID(obj)) + if (id == obj->script_id) return (obj); } else if (is_number(name)) { obj_vnum ovnum = atoi(name); @@ -359,7 +359,7 @@ char_data *get_char(char *name) * @param obj An object that will constrain the search to the location that * the object is in *if* the name argument is not a unique id. * @param name Character name keyword to search for, or unique ID. Unique - * id must be prefixed with UID_CHAR. + * id must be prefixed with UID_CHAR. * @retval char_data * Pointer to the the char if found, NULL if not. Will * only find god characters if DG_ALLOW_GODS is on. */ char_data *get_char_near_obj(obj_data *obj, char *name) @@ -389,13 +389,14 @@ char_data *get_char_near_obj(obj_data *obj, char *name) * @param room A room that will constrain the search to that location * *if* the name argument is not a unique id. * @param name Character name keyword to search for, or unique ID. Unique - * id must be prefixed with UID_CHAR. + * id must be prefixed with UID_CHAR. * @retval char_data * Pointer to the the char if found, NULL if not. Will * only find god characters if DG_ALLOW_GODS is on. */ char_data *get_char_in_room(room_data *room, char *name) { char_data *ch; + if (*name == UID_CHAR) { ch = find_char(atoi(name + 1)); @@ -417,7 +418,7 @@ char_data *get_char_in_room(room_data *room, char *name) * @param name The keyword of the object to search for. If 'self' or 'me' * are passed in as arguments, obj is returned. Can also be a unique object * id, and if so it must be prefixed with UID_CHAR. - * @retval obj_data * Pointer to the object if found, NULL if not. */ +* @retval obj_data * Pointer to the object if found, NULL if not. */ obj_data *get_obj_near_obj(obj_data *obj, char *name) { obj_data *i = NULL; @@ -437,7 +438,7 @@ obj_data *get_obj_near_obj(obj_data *obj, char *name) if (*name == UID_CHAR) { id = atoi(name + 1); - if (id == GET_ID(obj->in_obj)) + if (id == obj->in_obj->script_id) return obj->in_obj; } else if (isname(name, obj->in_obj->name)) return obj->in_obj; @@ -590,7 +591,7 @@ obj_data *get_obj_in_room(room_data *room, char *name) if (*name == UID_CHAR) { id = atoi(name + 1); for (obj = room->contents; obj; obj = obj->next_content) - if (id == GET_ID(obj)) + if (id == obj->script_id) return obj; } else { for (obj = room->contents; obj; obj = obj->next_content) @@ -792,10 +793,11 @@ static void do_stat_trigger(struct char_data *ch, trig_data *trig) if (cmd_list->cmd) len += snprintf(sb + len, sizeof(sb)-len, "%s\r\n", cmd_list->cmd); - if (len>MAX_STRING_LENGTH-80) { - len += snprintf(sb + len, sizeof(sb)-len, "*** Overflow - script too long! ***\r\n"); - break; - } + if (len>MAX_STRING_LENGTH-80) { + snprintf(sb + len, sizeof(sb)-len, "*** Overflow - script too long! ***\r\n"); + break; + } + cmd_list = cmd_list->next; } @@ -1143,12 +1145,17 @@ ACMD(do_detach) char_data *victim = NULL; obj_data *object = NULL; struct room_data *room; - char arg1[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH], arg3[MAX_INPUT_LENGTH]; + char arg1[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH], arg3[MAX_INPUT_LENGTH], *snum; char *trigger = 0; - int num_arg; + int num_arg, tn, rn; + room_rnum rnum; + trig_data *trig; argument = two_arguments(argument, arg1, arg2); one_argument(argument, arg3); + tn = atoi(arg3); + rn = real_trigger(tn); + trig = read_trigger(rn); if (!*arg1 || !*arg2) { send_to_char(ch, "Usage: detach [ mob | object | room ] { target } { trigger |" @@ -1160,23 +1167,43 @@ ACMD(do_detach) num_arg = atoi(arg2); if (!str_cmp(arg1, "room") || !str_cmp(arg1, "wtr")) { - room = &world[IN_ROOM(ch)]; + if (!*arg3 || (strchr(arg2, '.'))) + rnum = IN_ROOM(ch); + else if (isdigit(*arg2)) + rnum = find_target_room(ch, arg2); + else + rnum = NOWHERE; + + if (rnum == NOWHERE) { + send_to_char(ch, "That's not a valid room.\r\n"); + return; + } + + room = &world[rnum]; if (!can_edit_zone(ch, room->zone)) { send_to_char(ch, "You can only detach triggers in your own zone\r\n"); return; } if (!SCRIPT(room)) send_to_char(ch, "This room does not have any triggers.\r\n"); - else if (!str_cmp(arg2, "all")) { + else if (!str_cmp(arg2, "all") || !str_cmp(arg3, "all")) { extract_script(room, WLD_TRIGGER); - send_to_char(ch, "All triggers removed from room.\r\n"); - } else if (remove_trigger(SCRIPT(room), arg2)) { - send_to_char(ch, "Trigger removed.\r\n"); - if (!TRIGGERS(SCRIPT(room))) { + send_to_char(ch, "All triggers removed from room %d.\r\n", world[rnum].number); + } else { + if (*arg3) + snum = arg3; + else + snum = arg2; + + if (remove_trigger(SCRIPT(room), snum)) { + send_to_char(ch, "Trigger %d (%s) removed from %d.\r\n", tn, GET_TRIG_NAME(trig), world[rnum].number); + + if (!TRIGGERS(SCRIPT(room))) extract_script(room, WLD_TRIGGER); - } + } else send_to_char(ch, "That trigger was not found.\r\n"); + } } else { @@ -1238,11 +1265,6 @@ ACMD(do_detach) } if (victim) { - if (!IS_NPC(victim) && !CONFIG_SCRIPT_PLAYERS) - { - send_to_char(ch, "Players don't have triggers.\r\n"); - return; - } if (!SCRIPT(victim)) send_to_char(ch, "That %s doesn't have any triggers.\r\n", IS_NPC(victim) ? "mob" : "player"); @@ -1256,7 +1278,9 @@ ACMD(do_detach) } else if (trigger && remove_trigger(SCRIPT(victim), trigger)) { - send_to_char(ch, "Trigger removed.\r\n"); + send_to_char(ch, "Trigger %d (%s) removed from %s.\r\n", + tn, GET_TRIG_NAME(trig), IS_NPC(victim) ? GET_SHORT(victim) : GET_NAME(victim)); + if (!TRIGGERS(SCRIPT(victim))) { extract_script(victim, MOB_TRIGGER); } @@ -1280,7 +1304,9 @@ ACMD(do_detach) } else if (remove_trigger(SCRIPT(object), trigger)) { - send_to_char(ch, "Trigger removed.\r\n"); + send_to_char(ch, "Trigger %d (%s) removed from %s.\r\n", + tn, GET_TRIG_NAME(trig), object->short_description ? object->short_description : + object->name); if (!TRIGGERS(SCRIPT(object))) { extract_script(object, OBJ_TRIGGER); } @@ -1490,7 +1516,7 @@ static void eval_expr(char *line, char *result, void *go, struct script_data *sc if (eval_lhs_op_rhs(line, result, go, sc, trig, type)); else if (*line == '(') { - p = strcpy(expr, line); + strcpy(expr, line); p = matching_paren(expr); *p = '\0'; eval_expr(expr + 1, result, go, sc, trig, type); @@ -1942,7 +1968,7 @@ static void makeuid_var(void *go, struct script_data *sc, trig_data *trig, { char junk[MAX_INPUT_LENGTH], varname[MAX_INPUT_LENGTH]; char arg[MAX_INPUT_LENGTH], name[MAX_INPUT_LENGTH]; - char uid[MAX_INPUT_LENGTH]; + char uid[MAX_INPUT_LENGTH + 1]; // to make room for UID_CHAR *uid = '\0'; half_chop(cmd, junk, cmd); /* makeuid */ @@ -1989,7 +2015,7 @@ static void makeuid_var(void *go, struct script_data *sc, trig_data *trig, break; } if (c) - snprintf(uid, sizeof(uid), "%c%ld", UID_CHAR, GET_ID(c)); + snprintf(uid, sizeof(uid), "%c%ld", UID_CHAR, char_script_id(c)); } else if (is_abbrev(arg, "obj")) { struct obj_data *o = NULL; switch (type) { @@ -2007,7 +2033,7 @@ static void makeuid_var(void *go, struct script_data *sc, trig_data *trig, break; } if (o) - snprintf(uid, sizeof(uid), "%c%ld", UID_CHAR, GET_ID(o)); + snprintf(uid, sizeof(uid), "%c%ld", UID_CHAR, obj_script_id(o)); } else if (is_abbrev(arg, "room")) { room_rnum r = NOWHERE; switch (type) { @@ -2022,7 +2048,7 @@ static void makeuid_var(void *go, struct script_data *sc, trig_data *trig, break; } if (r != NOWHERE) - snprintf(uid, sizeof(uid), "%c%ld", UID_CHAR, (long)world[r].number+ROOM_ID_BASE); + snprintf(uid, sizeof(uid), "%c%ld", UID_CHAR, room_script_id(world + r)); } else { script_log("Trigger: %s, VNum %d. makeuid syntax error: '%s'", GET_TRIG_NAME(trig), GET_TRIG_VNUM(trig), cmd); @@ -2153,12 +2179,12 @@ ACMD(do_vdelete) struct script_data *sc_remote=NULL; char *var, *uid_p; char buf[MAX_INPUT_LENGTH], buf2[MAX_INPUT_LENGTH]; - long uid, context; + long uid; room_data *room; char_data *mob; obj_data *obj; - argument = two_arguments(argument, buf, buf2); + two_arguments(argument, buf, buf2); var = buf; uid_p = buf2; skip_spaces(&var); @@ -2181,7 +2207,6 @@ ACMD(do_vdelete) sc_remote = SCRIPT(room); } else if ((mob = find_char(uid))) { sc_remote = SCRIPT(mob); - if (!IS_NPC(mob)) context = 0; } else if ((obj = find_obj(uid))) { sc_remote = SCRIPT(obj); } else { @@ -2261,7 +2286,7 @@ static void process_rdelete(struct script_data *sc, trig_data *trig, char *cmd) struct script_data *sc_remote=NULL; char *line, *var, *uid_p; char arg[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH]; - long uid, context; + long uid; room_data *room; char_data *mob; obj_data *obj; @@ -2291,7 +2316,6 @@ static void process_rdelete(struct script_data *sc, trig_data *trig, char *cmd) sc_remote = SCRIPT(room); } else if ((mob = find_char(uid))) { sc_remote = SCRIPT(mob); - if (!IS_NPC(mob)) context = 0; } else if ((obj = find_obj(uid))) { sc_remote = SCRIPT(obj); } else { @@ -2462,7 +2486,6 @@ int script_driver(void *go_adress, trig_data *trig, int type, int mode) char cmd[MAX_INPUT_LENGTH], *p; struct script_data *sc = 0; struct cmdlist_element *temp; - unsigned long loops = 0; void *go = NULL; void obj_command_interpreter(obj_data *obj, char *argument); @@ -2554,8 +2577,8 @@ int script_driver(void *go_adress, trig_data *trig, int type, int mode) if (process_if(p + 6, go, sc, trig, type)) { temp->original = cl; } else { + cl->loops = 0; cl = temp; - loops = 0; } } else if (!strn_cmp("switch ", p, 7)) { cl = find_case(trig, cl, go, sc, type, p + 7); @@ -2575,9 +2598,10 @@ int script_driver(void *go_adress, trig_data *trig, int type, int mode) if (cl->original && process_if(orig_cmd + 6, go, sc, trig, type)) { cl = cl->original; - loops++; + cl->loops++; GET_TRIG_LOOPS(trig)++; - if (loops == 30) { + if (cl->loops == 30) { + cl->loops = 0; process_wait(go, trig, type, "wait 1", cl); depth--; return ret_val; @@ -2958,7 +2982,7 @@ struct lookup_table_t { void * c; struct lookup_table_t *next; }; -struct lookup_table_t lookup_table[BUCKET_COUNT]; +static struct lookup_table_t lookup_table[BUCKET_COUNT]; void init_lookup_table(void) { @@ -2970,12 +2994,23 @@ void init_lookup_table(void) } } -static struct char_data *find_char_by_uid_in_lookup_table(long uid) +static inline struct lookup_table_t *get_bucket_head(long uid) { int bucket = (int) (uid & (BUCKET_COUNT - 1)); - struct lookup_table_t *lt = &lookup_table[bucket]; + return &lookup_table[bucket]; +} + +static inline struct lookup_table_t *find_element_by_uid_in_lookup_table(long uid) +{ + struct lookup_table_t *lt = get_bucket_head(uid); for (;lt && lt->uid != uid ; lt = lt->next) ; + return lt; +} + +static struct char_data *find_char_by_uid_in_lookup_table(long uid) +{ + struct lookup_table_t *lt = find_element_by_uid_in_lookup_table(uid); if (lt) return (struct char_data *)(lt->c); @@ -2986,10 +3021,7 @@ static struct char_data *find_char_by_uid_in_lookup_table(long uid) static struct obj_data *find_obj_by_uid_in_lookup_table(long uid) { - int bucket = (int) (uid & (BUCKET_COUNT - 1)); - struct lookup_table_t *lt = &lookup_table[bucket]; - - for (;lt && lt->uid != uid ; lt = lt->next) ; + struct lookup_table_t *lt = find_element_by_uid_in_lookup_table(uid); if (lt) return (struct obj_data *)(lt->c); @@ -2998,14 +3030,27 @@ static struct obj_data *find_obj_by_uid_in_lookup_table(long uid) return NULL; } +int has_obj_by_uid_in_lookup_table(long uid) +{ + struct lookup_table_t *lt = find_element_by_uid_in_lookup_table(uid); + + return lt != NULL; +} + void add_to_lookup_table(long uid, void *c) { - int bucket = (int) (uid & (BUCKET_COUNT - 1)); - struct lookup_table_t *lt = &lookup_table[bucket]; + struct lookup_table_t *lt = get_bucket_head(uid); - for (;lt->next; lt = lt->next) - if (lt->c == c && lt->uid == uid) { - log ("Add_to_lookup failed. Already there. (uid = %ld)", uid); + if (lt && lt->uid == uid) { + log("add_to_lookup updating existing value for uid=%ld (%p -> %p)", uid, lt->c, c); + lt->c = c; + return; + } + + for (;lt && lt->next; lt = lt->next) + if (lt->next->uid == uid) { + log("add_to_lookup updating existing value for uid=%ld (%p -> %p)", uid, lt->next->c, c); + lt->next->c = c; return; } @@ -3024,9 +3069,7 @@ void remove_from_lookup_table(long uid) if (uid == 0) return; - for (;lt;lt = lt->next) - if (lt->uid == uid) - flt = lt; + flt = find_element_by_uid_in_lookup_table(uid); if (flt) { for (lt = &lookup_table[bucket];lt->next != flt;lt = lt->next) @@ -3065,3 +3108,49 @@ int trig_is_attached(struct script_data *sc, int trig_num) return 0; } + +/** +* Fetches the char's script id -- may also set it here if it's not set yet. +* +* This function was provided by EmpireMUD to help reduce how quickly DG Scripts +* runs out of id space. +* +* @param char_data *ch The character. +* @return long The unique ID. +*/ +long char_script_id(char_data *ch) +{ + if (ch->script_id == 0) { + ch->script_id = max_mob_id++; + add_to_lookup_table(ch->script_id, (void *)ch); + + if (max_mob_id >= ROOM_ID_BASE) { + mudlog(CMP, LVL_BUILDER, TRUE, "SYSERR: Script IDs for mobiles have exceeded the limit -- reboot to fix this"); + } + } + return ch->script_id; +} + +/** +* Fetches the object's script id -- may also set it here if it's not set yet. +* +* This function was provided by EmpireMUD to help reduce how quickly DG Scripts +* runs out of id space. +* +* @param obj_data *obj The object. +* @return long The unique ID. +*/ +long obj_script_id(obj_data *obj) +{ + if (obj->script_id == 0) { + obj->script_id = max_obj_id++; + add_to_lookup_table(obj->script_id, (void *)obj); + + /* objs don't run out of idspace, currently + if (max_obj_id > x && reboot_control.time > 16) { + mudlog(CMP, LVL_BUILDER, TRUE, "SYSERR: Script IDs for objects have exceeded the limit -- reboot to fix this"); + } + */ + } + return obj->script_id; +} diff --git a/src/dg_scripts.h b/src/dg_scripts.h index cbf73aa..7021957 100644 --- a/src/dg_scripts.h +++ b/src/dg_scripts.h @@ -71,6 +71,7 @@ #define MTRIG_DOOR (1 << 17) /* door manipulated in room */ #define MTRIG_TIME (1 << 19) /* trigger based on game hour */ +#define MTRIG_DAMAGE (1 << 20) /* trigger whenever mob is damaged */ /* obj trigger types */ #define OTRIG_GLOBAL (1 << 0) /* unused */ @@ -135,6 +136,7 @@ struct cmdlist_element { char *cmd; /* one line of a trigger */ struct cmdlist_element *original; struct cmdlist_element *next; + int loops; /* for counting number of runs in a while loop */ }; struct trig_var_data { @@ -263,6 +265,7 @@ void time_wtrigger(room_data *room); int login_wtrigger(struct room_data *room, char_data *actor); +int damage_mtrigger(char_data *ch, char_data *victim, int dam, int attacktype); /* function prototypes from dg_scripts.c */ ACMD(do_attach) ; ACMD(do_detach); @@ -384,6 +387,7 @@ ACMD(do_msend); ACMD(do_mteleport); ACMD(do_mtransform); ACMD(do_mzoneecho); +ACMD(do_mlog); /* from dg_olc.c... thinking these should be moved to oasis.h */ void trigedit_save(struct descriptor_data *d); @@ -419,9 +423,9 @@ void wld_command_interpreter(room_data *room, char *argument); * mob id's: MOB_ID_BASE to ROOM_ID_BASE - 1 * room id's: ROOM_ID_BASE to OBJ_ID_BASE - 1 * object id's: OBJ_ID_BASE and higher */ -#define MOB_ID_BASE 50000 /* 50000 player IDNUMS should suffice */ -#define ROOM_ID_BASE 1050000 /* 1000000 Mobs */ -#define OBJ_ID_BASE 1300000 /* 250000 Rooms */ +#define MOB_ID_BASE 10000000 /* 10000000 player IDNUMS should suffice */ +#define ROOM_ID_BASE (10000000 + MOB_ID_BASE) /* 10000000 Mobs */ +#define OBJ_ID_BASE (10000000 + ROOM_ID_BASE) /* 10000000 Rooms */ #define SCRIPT(o) ((o)->script) #define SCRIPT_MEM(c) ((c)->memory) @@ -436,8 +440,20 @@ void wld_command_interpreter(room_data *room, char *argument); #define TRIGGER_CHECK(t, type) (IS_SET(GET_TRIG_TYPE(t), type) && \ !GET_TRIG_DEPTH(t)) -#define ADD_UID_VAR(buf, trig, go, name, context) do { \ - sprintf(buf, "%c%ld", UID_CHAR, GET_ID(go)); \ + +/* This formerly used 'go' instead of 'id' and referenced 'go->id' but this is +* no longer possible since script ids must be referenced with char_script_id() +* and obj_script_id(). +*/ +#define ADD_UID_VAR(buf, trig, id, name, context) do { \ + sprintf(buf, "%c%ld", UID_CHAR, id); \ add_var(&GET_TRIG_VARS(trig), name, buf, context); } while (0) +// id helpers +extern long char_script_id(char_data *ch); +extern long obj_script_id(obj_data *obj); +extern int has_obj_by_uid_in_lookup_table(long uid); + +#define room_script_id(room) ((long)(room)->number + ROOM_ID_BASE) + #endif /* _DG_SCRIPTS_H_ */ diff --git a/src/dg_triggers.c b/src/dg_triggers.c index 3035b27..7cea1ad 100644 --- a/src/dg_triggers.c +++ b/src/dg_triggers.c @@ -136,7 +136,7 @@ void bribe_mtrigger(char_data *ch, char_data *actor, int amount) if (TRIGGER_CHECK(t, MTRIG_BRIBE) && (amount >= GET_TRIG_NARG(t))) { snprintf(buf, sizeof(buf), "%d", amount); add_var(&GET_TRIG_VARS(t), "amount", buf, 0); - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW); break; } @@ -160,7 +160,7 @@ void greet_memory_mtrigger(char_data *actor) continue; /* find memory line with command only */ for (mem = SCRIPT_MEM(ch); mem && SCRIPT_MEM(ch); mem=mem->next) { - if (GET_ID(actor)!=mem->id) continue; + if (char_script_id(actor)!=mem->id) continue; if (mem->cmd) { command_interpreter(ch, mem->cmd); /* no script */ command_performed = 1; @@ -173,7 +173,7 @@ void greet_memory_mtrigger(char_data *actor) CAN_SEE(ch, actor) && !GET_TRIG_DEPTH(t) && rand_number(1, 100) <= GET_TRIG_NARG(t)) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW); break; } @@ -222,7 +222,7 @@ int greet_mtrigger(char_data *actor, int dir) add_var(&GET_TRIG_VARS(t), "direction", dirs[rev_dir[dir]], 0); else add_var(&GET_TRIG_VARS(t), "direction", "none", 0); - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); intermediate = script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW); if (!intermediate) final = FALSE; continue; @@ -246,14 +246,14 @@ void entry_memory_mtrigger(char_data *ch) actor = actor->next_in_room) { if (actor!=ch && SCRIPT_MEM(ch)) { for (mem = SCRIPT_MEM(ch); mem && SCRIPT_MEM(ch); mem = mem->next) { - if (GET_ID(actor)==mem->id) { + if (char_script_id(actor)==mem->id) { struct script_memory *prev; if (mem->cmd) command_interpreter(ch, mem->cmd); else { for (t = TRIGGERS(SCRIPT(ch)); t; t = t->next) { if (TRIGGER_CHECK(t, MTRIG_MEMORY) && (rand_number(1, 100) <= GET_TRIG_NARG(t))){ - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW); break; } @@ -318,7 +318,7 @@ int command_mtrigger(char_data *actor, char *cmd, char *argument) if (*GET_TRIG_ARG(t)=='*' || !strn_cmp(GET_TRIG_ARG(t), cmd, strlen(GET_TRIG_ARG(t)))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); skip_spaces(&argument); add_var(&GET_TRIG_VARS(t), "arg", argument, 0); skip_spaces(&cmd); @@ -358,7 +358,7 @@ void speech_mtrigger(char_data *actor, char *str) if (((GET_TRIG_NARG(t) && word_check(str, GET_TRIG_ARG(t))) || (!GET_TRIG_NARG(t) && is_substring(GET_TRIG_ARG(t), str)))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); add_var(&GET_TRIG_VARS(t), "speech", str, 0); script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW); break; @@ -389,13 +389,13 @@ void act_mtrigger(const char_data *ch, char *str, char_data *actor, if (((GET_TRIG_NARG(t) && word_check(str, GET_TRIG_ARG(t))) || (!GET_TRIG_NARG(t) && is_substring(GET_TRIG_ARG(t), str)))) { if (actor) - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); if (victim) - ADD_UID_VAR(buf, t, victim, "victim", 0); + ADD_UID_VAR(buf, t, char_script_id(victim), "victim", 0); if (object) - ADD_UID_VAR(buf, t, object, "object", 0); + ADD_UID_VAR(buf, t, obj_script_id(object), "object", 0); if (target) - ADD_UID_VAR(buf, t, target, "target", 0); + ADD_UID_VAR(buf, t, obj_script_id(target), "target", 0); if (str) { /* we're guaranteed to have a string ending with \r\n\0 */ char *nstr = strdup(str), *fstr = nstr, *p = strchr(nstr, '\r'); @@ -425,7 +425,7 @@ void fight_mtrigger(char_data *ch) (rand_number(1, 100) <= GET_TRIG_NARG(t))){ actor = FIGHTING(ch); if (actor) - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); else add_var(&GET_TRIG_VARS(t), "actor", "nobody", 0); @@ -450,7 +450,7 @@ void hitprcnt_mtrigger(char_data *ch) (((GET_HIT(ch) * 100) / GET_MAX_HIT(ch)) <= GET_TRIG_NARG(t))) { actor = FIGHTING(ch); - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW); break; } @@ -462,6 +462,7 @@ int receive_mtrigger(char_data *ch, char_data *actor, obj_data *obj) trig_data *t; char buf[MAX_INPUT_LENGTH]; int ret_val; + long object_id = obj_script_id(obj); if (!SCRIPT_CHECK(ch, MTRIG_RECEIVE) || AFF_FLAGGED(ch, AFF_CHARM)) return 1; @@ -470,10 +471,11 @@ int receive_mtrigger(char_data *ch, char_data *actor, obj_data *obj) if (TRIGGER_CHECK(t, MTRIG_RECEIVE) && (rand_number(1, 100) <= GET_TRIG_NARG(t))){ - ADD_UID_VAR(buf, t, actor, "actor", 0); - ADD_UID_VAR(buf, t, obj, "object", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); + ADD_UID_VAR(buf, t, object_id, "object", 0); ret_val = script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW); - if (DEAD(actor) || DEAD(ch) || obj->carried_by != actor) + // check for purged item before dereferencing. + if (DEAD(actor) || DEAD(ch) || !has_obj_by_uid_in_lookup_table(object_id) || obj->carried_by != actor) return 0; else return ret_val; @@ -495,7 +497,7 @@ int death_mtrigger(char_data *ch, char_data *actor) if (TRIGGER_CHECK(t, MTRIG_DEATH) && (rand_number(1, 100) <= GET_TRIG_NARG(t))){ if (actor) - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); return script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW); } } @@ -541,7 +543,7 @@ int cast_mtrigger(char_data *actor, char_data *ch, int spellnum) for (t = TRIGGERS(SCRIPT(ch)); t; t = t->next) { if (TRIGGER_CHECK(t, MTRIG_CAST) && (rand_number(1, 100) <= GET_TRIG_NARG(t))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); sprintf(buf, "%d", spellnum); add_var(&GET_TRIG_VARS(t), "spell", buf, 0); add_var(&GET_TRIG_VARS(t), "spellname", skill_name(spellnum), 0); @@ -552,6 +554,33 @@ int cast_mtrigger(char_data *actor, char_data *ch, int spellnum) return 1; } +int damage_mtrigger(char_data *actor, char_data *victim, int dam, int attacktype) +{ + trig_data *t; + char buf[MAX_INPUT_LENGTH]; + + if (victim == NULL) + return dam; + + if (!SCRIPT_CHECK(victim, MTRIG_DAMAGE) || AFF_FLAGGED(victim, AFF_CHARM)) + return dam; + + for (t = TRIGGERS(SCRIPT(victim)); t; t = t->next) { + if (TRIGGER_CHECK(t, MTRIG_DAMAGE) && + (rand_number(1, 100) <= GET_TRIG_NARG(t))) { + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(victim), "victim", 0); + sprintf(buf, "%d", dam); + add_var(&GET_TRIG_VARS(t), "damage", buf, 0); + add_var(&GET_TRIG_VARS(t), "attacktype", skill_name(attacktype), 0); + return script_driver(&victim, t, MOB_TRIGGER, TRIG_NEW); + } + } + + return dam; +} + + int leave_mtrigger(char_data *actor, int dir) { trig_data *t; @@ -574,7 +603,7 @@ int leave_mtrigger(char_data *actor, int dir) add_var(&GET_TRIG_VARS(t), "direction", dirs[dir], 0); else add_var(&GET_TRIG_VARS(t), "direction", "none", 0); - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); return script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW); } } @@ -602,7 +631,7 @@ int door_mtrigger(char_data *actor, int subcmd, int dir) add_var(&GET_TRIG_VARS(t), "direction", dirs[dir], 0); else add_var(&GET_TRIG_VARS(t), "direction", "none", 0); - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); return script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW); } } @@ -673,7 +702,7 @@ int get_otrigger(obj_data *obj, char_data *actor) for (t = TRIGGERS(SCRIPT(obj)); t; t = t->next) { if (TRIGGER_CHECK(t, OTRIG_GET) && (rand_number(1, 100) <= GET_TRIG_NARG(t))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); ret_val = script_driver(&obj, t, OBJ_TRIGGER, TRIG_NEW); /* Don't allow a get to take place, if the actor is killed (the mud * would choke on obj_to_char) or the object is purged. */ @@ -710,7 +739,7 @@ int cmd_otrig(obj_data *obj, char_data *actor, char *cmd, (*GET_TRIG_ARG(t)=='*' || !strn_cmp(GET_TRIG_ARG(t), cmd, strlen(GET_TRIG_ARG(t))))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); skip_spaces(&argument); add_var(&GET_TRIG_VARS(t), "arg", argument, 0); skip_spaces(&cmd); @@ -760,7 +789,7 @@ int wear_otrigger(obj_data *obj, char_data *actor, int where) for (t = TRIGGERS(SCRIPT(obj)); t; t = t->next) { if (TRIGGER_CHECK(t, OTRIG_WEAR)) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); ret_val = script_driver(&obj, t, OBJ_TRIGGER, TRIG_NEW); /* Don't allow a wear to take place, if the object is purged. */ if (!obj) @@ -787,7 +816,7 @@ int remove_otrigger(obj_data *obj, char_data *actor) for (t = TRIGGERS(SCRIPT(obj)); t; t = t->next) { if (TRIGGER_CHECK(t, OTRIG_REMOVE)) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); ret_val = script_driver(&obj, t, OBJ_TRIGGER, TRIG_NEW); /* Don't allow a remove to take place, if the object is purged. */ if (!obj) @@ -811,7 +840,7 @@ int drop_otrigger(obj_data *obj, char_data *actor) for (t = TRIGGERS(SCRIPT(obj)); t; t = t->next) { if (TRIGGER_CHECK(t, OTRIG_DROP) && (rand_number(1, 100) <= GET_TRIG_NARG(t))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); ret_val = script_driver(&obj, t, OBJ_TRIGGER, TRIG_NEW); /* Don't allow a drop to take place, if the object is purged. */ if (!obj) @@ -835,8 +864,8 @@ int give_otrigger(obj_data *obj, char_data *actor, char_data *victim) for (t = TRIGGERS(SCRIPT(obj)); t; t = t->next) { if (TRIGGER_CHECK(t, OTRIG_GIVE) && (rand_number(1, 100) <= GET_TRIG_NARG(t))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); - ADD_UID_VAR(buf, t, victim, "victim", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(victim), "victim", 0); ret_val = script_driver(&obj, t, OBJ_TRIGGER, TRIG_NEW); /* Don't allow a give to take place, if the object is purged or the * object is not carried by the giver. */ @@ -888,7 +917,7 @@ int cast_otrigger(char_data *actor, obj_data *obj, int spellnum) for (t = TRIGGERS(SCRIPT(obj)); t; t = t->next) { if (TRIGGER_CHECK(t, OTRIG_CAST) && (rand_number(1, 100) <= GET_TRIG_NARG(t))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); sprintf(buf, "%d", spellnum); add_var(&GET_TRIG_VARS(t), "spell", buf, 0); add_var(&GET_TRIG_VARS(t), "spellname", skill_name(spellnum), 0); @@ -921,7 +950,7 @@ int leave_otrigger(room_data *room, char_data *actor, int dir) add_var(&GET_TRIG_VARS(t), "direction", dirs[dir], 0); else add_var(&GET_TRIG_VARS(t), "direction", "none", 0); - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); temp = script_driver(&obj, t, OBJ_TRIGGER, TRIG_NEW); if (temp == 0) final = 0; @@ -943,7 +972,7 @@ int consume_otrigger(obj_data *obj, char_data *actor, int cmd) for (t = TRIGGERS(SCRIPT(obj)); t; t = t->next) { if (TRIGGER_CHECK(t, OTRIG_CONSUME)) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); switch (cmd) { case OCMD_EAT: add_var(&GET_TRIG_VARS(t), "command", "eat", 0); @@ -1034,7 +1063,7 @@ int enter_wtrigger(struct room_data *room, char_data *actor, int dir) add_var(&GET_TRIG_VARS(t), "direction", dirs[rev_dir[dir]], 0); else add_var(&GET_TRIG_VARS(t), "direction", "none", 0); - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); return script_driver(&room, t, WLD_TRIGGER, TRIG_NEW); } } @@ -1068,7 +1097,7 @@ int command_wtrigger(char_data *actor, char *cmd, char *argument) if (*GET_TRIG_ARG(t)=='*' || !strn_cmp(GET_TRIG_ARG(t), cmd, strlen(GET_TRIG_ARG(t)))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); skip_spaces(&argument); add_var(&GET_TRIG_VARS(t), "arg", argument, 0); skip_spaces(&cmd); @@ -1104,7 +1133,7 @@ void speech_wtrigger(char_data *actor, char *str) if (*GET_TRIG_ARG(t)=='*' || (GET_TRIG_NARG(t) && word_check(str, GET_TRIG_ARG(t))) || (!GET_TRIG_NARG(t) && is_substring(GET_TRIG_ARG(t), str))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); add_var(&GET_TRIG_VARS(t), "speech", str, 0); script_driver(&room, t, WLD_TRIGGER, TRIG_NEW); break; @@ -1118,6 +1147,7 @@ int drop_wtrigger(obj_data *obj, char_data *actor) trig_data *t; char buf[MAX_INPUT_LENGTH]; int ret_val; + long object_id = obj_script_id(obj); if (!actor || !SCRIPT_CHECK(&world[IN_ROOM(actor)], WTRIG_DROP)) return 1; @@ -1126,10 +1156,11 @@ int drop_wtrigger(obj_data *obj, char_data *actor) for (t = TRIGGERS(SCRIPT(room)); t; t = t->next) if (TRIGGER_CHECK(t, WTRIG_DROP) && (rand_number(1, 100) <= GET_TRIG_NARG(t))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); - ADD_UID_VAR(buf, t, obj, "object", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); + ADD_UID_VAR(buf, t, object_id, "object", 0); ret_val = script_driver(&room, t, WLD_TRIGGER, TRIG_NEW); - if (obj->carried_by != actor) + // check for purged object before dereferencing. + if (!has_obj_by_uid_in_lookup_table(object_id) || obj->carried_by != actor) return 0; else return ret_val; @@ -1152,11 +1183,11 @@ int cast_wtrigger(char_data *actor, char_data *vict, obj_data *obj, int spellnum if (TRIGGER_CHECK(t, WTRIG_CAST) && (rand_number(1, 100) <= GET_TRIG_NARG(t))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); if (vict) - ADD_UID_VAR(buf, t, vict, "victim", 0); + ADD_UID_VAR(buf, t, char_script_id(vict), "victim", 0); if (obj) - ADD_UID_VAR(buf, t, obj, "object", 0); + ADD_UID_VAR(buf, t, obj_script_id(obj), "object", 0); sprintf(buf, "%d", spellnum); add_var(&GET_TRIG_VARS(t), "spell", buf, 0); add_var(&GET_TRIG_VARS(t), "spellname", skill_name(spellnum), 0); @@ -1185,7 +1216,7 @@ int leave_wtrigger(struct room_data *room, char_data *actor, int dir) add_var(&GET_TRIG_VARS(t), "direction", dirs[dir], 0); else add_var(&GET_TRIG_VARS(t), "direction", "none", 0); - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); return script_driver(&room, t, WLD_TRIGGER, TRIG_NEW); } } @@ -1211,7 +1242,7 @@ int door_wtrigger(char_data *actor, int subcmd, int dir) add_var(&GET_TRIG_VARS(t), "direction", dirs[dir], 0); else add_var(&GET_TRIG_VARS(t), "direction", "none", 0); - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); return script_driver(&room, t, WLD_TRIGGER, TRIG_NEW); } } @@ -1249,7 +1280,7 @@ int login_wtrigger(struct room_data *room, char_data *actor) for (t = TRIGGERS(SCRIPT(room)); t; t = t->next) { if (TRIGGER_CHECK(t, WTRIG_LOGIN) && (rand_number(1, 100) <= GET_TRIG_NARG(t))) { - ADD_UID_VAR(buf, t, actor, "actor", 0); + ADD_UID_VAR(buf, t, char_script_id(actor), "actor", 0); return script_driver(&room, t, WLD_TRIGGER, TRIG_NEW); } } diff --git a/src/dg_variables.c b/src/dg_variables.c index 2d86889..0f2f63d 100644 --- a/src/dg_variables.c +++ b/src/dg_variables.c @@ -92,7 +92,7 @@ int item_in_list(char *item, obj_data *list) long id = atol(item + 1); for (i = list; i; i = i->next_content) { - if (id == GET_ID(i)) + if (id == i->script_id) count ++; if (GET_OBJ_TYPE(i) == ITEM_CONTAINER) count += item_in_list(item, i->contains); @@ -257,6 +257,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, char *name; int num, count, i, j, doors; + char *log_cmd[] = {"mlog ", "olog ", "wlog " }; char *send_cmd[] = {"msend ", "osend ", "wsend " }; char *echo_cmd[] = {"mecho ", "oecho ", "wecho " }; char *echoaround_cmd[] = {"mechoaround ", "oechoaround ", "wechoaround "}; @@ -298,13 +299,13 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (!str_cmp(var, "self")) { switch (type) { case MOB_TRIGGER: - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID((char_data *) go)); + snprintf(str, slen, "%c%ld", UID_CHAR, char_script_id((char_data *) go)); break; case OBJ_TRIGGER: - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID((obj_data *) go)); + snprintf(str, slen, "%c%ld", UID_CHAR, obj_script_id((obj_data *) go)); break; case WLD_TRIGGER: - snprintf(str, slen, "%c%ld", UID_CHAR, (long) ((room_data *)go)->number + ROOM_ID_BASE); + snprintf(str, slen, "%c%ld", UID_CHAR, room_script_id((room_data *)go)); break; } } @@ -343,6 +344,8 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, snprintf(str, slen, "%s", recho[type]); else if (!str_cmp(var, "move")) snprintf(str, slen, "%s", omove[type]); + else if (!str_cmp(var, "log")) + snprintf(str, slen, "%s", log_cmd[type]); else *str = '\0'; } @@ -536,7 +539,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } if (rndm) - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID(rndm)); + snprintf(str, slen, "%c%ld", UID_CHAR, char_script_id(rndm)); else *str = '\0'; } @@ -629,9 +632,10 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (subfield && *subfield) { int addition = atoi(subfield); int max = (IS_NPC(c) || GET_LEVEL(c) >= LVL_GRGOD) ? 25 : 18; - GET_CHA(c) += addition; - if (GET_CHA(c) > max) GET_CHA(c) = max; - if (GET_CHA(c) < 3) GET_CHA(c) = 3; + c->real_abils.cha += addition; + if (c->real_abils.cha > max) c->real_abils.cha = max; + if (c->real_abils.cha < 3) c->real_abils.cha = 3; + affect_total(c); } snprintf(str, slen, "%d", GET_CHA(c)); } @@ -651,9 +655,10 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (subfield && *subfield) { int addition = atoi(subfield); int max = (IS_NPC(c) || GET_LEVEL(c) >= LVL_GRGOD) ? 25 : 18; - GET_CON(c) += addition; - if (GET_CON(c) > max) GET_CON(c) = max; - if (GET_CON(c) < 3) GET_CON(c) = 3; + c->real_abils.con += addition; + if (c->real_abils.con > max) c->real_abils.con = max; + if (c->real_abils.con < 3) c->real_abils.con = 3; + affect_total(c); } snprintf(str, slen, "%d", GET_CON(c)); } @@ -669,9 +674,10 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (subfield && *subfield) { int addition = atoi(subfield); int max = (IS_NPC(c) || GET_LEVEL(c) >= LVL_GRGOD) ? 25 : 18; - GET_DEX(c) += addition; - if (GET_DEX(c) > max) GET_DEX(c) = max; - if (GET_DEX(c) < 3) GET_DEX(c) = 3; + c->real_abils.dex += addition; + if (c->real_abils.dex > max) c->real_abils.dex = max; + if (c->real_abils.dex < 3) c->real_abils.dex = 3; + affect_total(c); } snprintf(str, slen, "%d", GET_DEX(c)); } @@ -701,7 +707,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } else if ((pos = find_eq_pos_script(subfield)) < 0 || !GET_EQ(c, pos)) *str = '\0'; else - snprintf(str, slen, "%c%ld",UID_CHAR, GET_ID(GET_EQ(c, pos))); + snprintf(str, slen, "%c%ld",UID_CHAR, obj_script_id(GET_EQ(c, pos))); } else if (!str_cmp(field, "exp")) { if (subfield && *subfield) { @@ -715,7 +721,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, case 'f': if (!str_cmp(field, "fighting")) { if (FIGHTING(c)) - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID(FIGHTING(c))); + snprintf(str, slen, "%c%ld", UID_CHAR, char_script_id(FIGHTING(c))); else *str = '\0'; } @@ -723,7 +729,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (!c->followers || !c->followers->follower) *str = '\0'; else - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID(c->followers->follower)); + snprintf(str, slen, "%c%ld", UID_CHAR, char_script_id(c->followers->follower)); } break; case 'g': @@ -781,7 +787,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, break; case 'i': if (!str_cmp(field, "id")) - snprintf(str, slen, "%ld", GET_ID(c)); + snprintf(str, slen, "%ld", char_script_id(c)); /* new check for pc/npc status */ else if (!str_cmp(field, "is_pc")) { if (IS_NPC(c)) @@ -793,9 +799,10 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (subfield && *subfield) { int addition = atoi(subfield); int max = (IS_NPC(c) || GET_LEVEL(c) >= LVL_GRGOD) ? 25 : 18; - GET_INT(c) += addition; - if (GET_INT(c) > max) GET_INT(c) = max; - if (GET_INT(c) < 3) GET_INT(c) = 3; + c->real_abils.intel += addition; + if (c->real_abils.intel > max) c->real_abils.intel = max; + if (c->real_abils.intel < 3) c->real_abils.intel = 3; + affect_total(c); } snprintf(str, slen, "%d", GET_INT(c)); } @@ -803,7 +810,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if(subfield && *subfield) { for (obj = c->carrying;obj;obj=obj->next_content) { if(GET_OBJ_VNUM(obj)==atoi(subfield)) { - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID(obj)); /* arg given, found */ + snprintf(str, slen, "%c%ld", UID_CHAR, obj_script_id(obj)); /* arg given, found */ return; } } @@ -811,7 +818,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, *str = '\0'; /* arg given, not found */ } else { /* no arg given */ if (c->carrying) { - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID(c->carrying)); + snprintf(str, slen, "%c%ld", UID_CHAR, obj_script_id(c->carrying)); } else { *str = '\0'; } @@ -863,7 +870,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (!c->master) *str = '\0'; else - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID(c->master)); + snprintf(str, slen, "%c%ld", UID_CHAR, char_script_id(c->master)); } else if (!str_cmp(field, "maxhitp")) { if (subfield && *subfield) { @@ -900,10 +907,23 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, else if (!str_cmp(field, "next_in_room")) { if (c->next_in_room) - snprintf(str, slen,"%c%ld",UID_CHAR, GET_ID(c->next_in_room)); + snprintf(str, slen,"%c%ld",UID_CHAR, char_script_id(c->next_in_room)); else *str = '\0'; } + else if (!str_cmp(field, "npcflag")) { + if (subfield && *subfield) { + char buf[MAX_STRING_LENGTH]; + sprintbitarray(MOB_FLAGS(c), action_bits, PM_ARRAY_MAX, buf); + if (str_str(buf, subfield)) + snprintf(str, slen, "1"); + else + snprintf(str, slen, "0"); + } + else { + snprintf(str, slen, "0"); + } + } break; case 'p': /* Thanks to Christian Ejlertsen for this idea @@ -973,7 +993,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, /* see note in dg_scripts.h */ #ifdef ACTOR_ROOM_IS_UID snprintf(str, slen, "%c%ld",UID_CHAR, - (IN_ROOM(c)!= NOWHERE) ? (long) world[IN_ROOM(c)].number + ROOM_ID_BASE : ROOM_ID_BASE); + (IN_ROOM(c)!= NOWHERE) ? room_script_id(world + IN_ROOM(c)) : ROOM_ID_BASE); #else snprintf(str, slen, "%d", (IN_ROOM(c)!= NOWHERE) ? world[IN_ROOM(c)].number : 0); #endif @@ -1038,9 +1058,10 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (subfield && *subfield) { int addition = atoi(subfield); int max = (IS_NPC(c) || GET_LEVEL(c) >= LVL_GRGOD) ? 25 : 18; - GET_STR(c) += addition; - if (GET_STR(c) > max) GET_STR(c) = max; - if (GET_STR(c) < 3) GET_STR(c) = 3; + c->real_abils.str += addition; + if (c->real_abils.str > max) c->real_abils.str = max; + if (c->real_abils.str < 3) c->real_abils.str = 3; + affect_total(c); } snprintf(str, slen, "%d", GET_STR(c)); } @@ -1048,9 +1069,10 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (GET_STR(c) >= 18) { if (subfield && *subfield) { int addition = atoi(subfield); - GET_ADD(c) += addition; - if (GET_ADD(c) > 100) GET_ADD(c) = 100; - if (GET_ADD(c) < 0) GET_ADD(c) = 0; + c->real_abils.str_add += addition; + if (c->real_abils.str_add > 100) c->real_abils.str_add = 100; + if (c->real_abils.str_add < 0) c->real_abils.str_add = 0; + affect_total(c); } snprintf(str, slen, "%d", GET_ADD(c)); } @@ -1085,7 +1107,11 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } else if (!str_cmp(field, "vnum")) { if (subfield && *subfield) { - snprintf(str, slen, "%d", IS_NPC(c) ? (int)(GET_MOB_VNUM(c) == atoi(subfield)) : -1 ); + /* When this had -1 at the end of the line it returned true for PC's if you did + * something like if %actor.vnum(500)%. It should return false for PC's instead + * -- Fizban 02/18 + */ + snprintf(str, slen, "%d", IS_NPC(c) ? (int)(GET_MOB_VNUM(c) == atoi(subfield)) : 0 ); } else { if (IS_NPC(c)) snprintf(str, slen, "%d", GET_MOB_VNUM(c)); @@ -1106,9 +1132,10 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, if (subfield && *subfield) { int addition = atoi(subfield); int max = (IS_NPC(c) || GET_LEVEL(c) >= LVL_GRGOD) ? 25 : 18; - GET_WIS(c) += addition; - if (GET_WIS(c) > max) GET_WIS(c) = max; - if (GET_WIS(c) < 3) GET_WIS(c) = 3; + c->real_abils.wis += addition; + if (c->real_abils.wis > max) c->real_abils.wis = max; + if (c->real_abils.wis < 3) c->real_abils.wis = 3; + affect_total(c); } snprintf(str, slen, "%d", GET_WIS(c)); } @@ -1179,22 +1206,21 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, else if (!str_cmp(field, "carried_by")) { if (o->carried_by) - snprintf(str, slen,"%c%ld",UID_CHAR, GET_ID(o->carried_by)); + snprintf(str, slen,"%c%ld",UID_CHAR, char_script_id(o->carried_by)); else *str = '\0'; } else if (!str_cmp(field, "contents")) { if (o->contains) - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID(o->contains)); + snprintf(str, slen, "%c%ld", UID_CHAR, obj_script_id(o->contains)); else *str = '\0'; } /* thanks to Jamie Nelson (Mordecai of 4 Dimensions MUD) */ else if (!str_cmp(field, "count")) { if (GET_OBJ_TYPE(o) == ITEM_CONTAINER) - snprintf(str, slen, "%d", item_in_list(subfield, -o->contains)); + snprintf(str, slen, "%d", item_in_list(subfield, o->contains)); else strcpy(str, "0"); } @@ -1215,8 +1241,7 @@ o->contains)); /* thanks to Jamie Nelson (Mordecai of 4 Dimensions MUD) */ if (!str_cmp(field, "has_in")) { if (GET_OBJ_TYPE(o) == ITEM_CONTAINER) - snprintf(str, slen, "%s", (item_in_list(subfield, -o->contains) ? "1" : "0")); + snprintf(str, slen, "%s", (item_in_list(subfield, o->contains) ? "1" : "0")); else strcpy(str, "0"); } @@ -1231,11 +1256,11 @@ o->contains) ? "1" : "0")); break; case 'i': if (!str_cmp(field, "id")) - snprintf(str, slen, "%ld", GET_ID(o)); + snprintf(str, slen, "%ld", obj_script_id(o)); else if (!str_cmp(field, "is_inroom")) { if (IN_ROOM(o) != NOWHERE) - snprintf(str, slen,"%c%ld",UID_CHAR, (long) world[IN_ROOM(o)].number + ROOM_ID_BASE); + snprintf(str, slen,"%c%ld",UID_CHAR, room_script_id(world + IN_ROOM(o))); else *str = '\0'; } @@ -1249,7 +1274,7 @@ o->contains) ? "1" : "0")); else if (!str_cmp(field, "next_in_list")) { if (o->next_content) - snprintf(str, slen,"%c%ld",UID_CHAR, GET_ID(o->next_content)); + snprintf(str, slen,"%c%ld",UID_CHAR, obj_script_id(o->next_content)); else *str = '\0'; } @@ -1267,7 +1292,7 @@ o->contains) ? "1" : "0")); case 'r': if (!str_cmp(field, "room")) { if (obj_room(o) != NOWHERE) - snprintf(str, slen,"%c%ld",UID_CHAR, (long)world[obj_room(o)].number + ROOM_ID_BASE); + snprintf(str, slen,"%c%ld",UID_CHAR, room_script_id(world + obj_room(o))); else *str = '\0'; } @@ -1323,7 +1348,7 @@ o->contains) ? "1" : "0")); else if (!str_cmp(field, "worn_by")) { if (o->worn_by) - snprintf(str, slen,"%c%ld",UID_CHAR, GET_ID(o->worn_by)); + snprintf(str, slen,"%c%ld",UID_CHAR, char_script_id(o->worn_by)); else *str = '\0'; } @@ -1387,7 +1412,7 @@ o->contains) ? "1" : "0")); for (obj = r->contents; obj; obj = obj->next_content) { if (GET_OBJ_VNUM(obj) == atoi(subfield)) { /* arg given, found */ - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID(obj)); + snprintf(str, slen, "%c%ld", UID_CHAR, obj_script_id(obj)); return; } } @@ -1395,7 +1420,7 @@ o->contains) ? "1" : "0")); *str = '\0'; /* arg given, not found */ } else { /* no arg given */ if (r->contents) { - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID(r->contents)); + snprintf(str, slen, "%c%ld", UID_CHAR, obj_script_id(r->contents)); } else { *str = '\0'; } @@ -1404,14 +1429,14 @@ o->contains) ? "1" : "0")); else if (!str_cmp(field, "people")) { if (r->people) - snprintf(str, slen, "%c%ld", UID_CHAR, GET_ID(r->people)); + snprintf(str, slen, "%c%ld", UID_CHAR, char_script_id(r->people)); else *str = '\0'; } else if (!str_cmp(field, "id")) { room_rnum rnum = real_room(r->number); if (rnum != NOWHERE) - snprintf(str, slen, "%ld", (long) world[rnum].number + ROOM_ID_BASE); + snprintf(str, slen, "%ld", room_script_id(world + rnum)); else *str = '\0'; } @@ -1461,7 +1486,7 @@ o->contains) ? "1" : "0")); sprintbit(R_EXIT(r, NORTH)->exit_info ,exit_bits, str, slen); else if (!str_cmp(subfield, "room")) { if (R_EXIT(r, NORTH)->to_room != NOWHERE) - snprintf(str, slen, "%c%ld", UID_CHAR, (long) world[R_EXIT(r, NORTH)->to_room].number + ROOM_ID_BASE); + snprintf(str, slen, "%c%ld", UID_CHAR, room_script_id(world + R_EXIT(r, NORTH)->to_room)); else *str = '\0'; } @@ -1481,7 +1506,7 @@ o->contains) ? "1" : "0")); sprintbit(R_EXIT(r, EAST)->exit_info ,exit_bits, str, slen); else if (!str_cmp(subfield, "room")) { if (R_EXIT(r, EAST)->to_room != NOWHERE) - snprintf(str, slen, "%c%ld", UID_CHAR, (long) world[R_EXIT(r, EAST)->to_room].number + ROOM_ID_BASE); + snprintf(str, slen, "%c%ld", UID_CHAR, room_script_id(world + R_EXIT(r, EAST)->to_room)); else *str = '\0'; } @@ -1501,7 +1526,7 @@ o->contains) ? "1" : "0")); sprintbit(R_EXIT(r, SOUTH)->exit_info ,exit_bits, str, slen); else if (!str_cmp(subfield, "room")) { if (R_EXIT(r, SOUTH)->to_room != NOWHERE) - snprintf(str, slen, "%c%ld", UID_CHAR, (long) world[R_EXIT(r, SOUTH)->to_room].number + ROOM_ID_BASE); + snprintf(str, slen, "%c%ld", UID_CHAR, room_script_id(world + R_EXIT(r, SOUTH)->to_room)); else *str = '\0'; } @@ -1521,7 +1546,7 @@ o->contains) ? "1" : "0")); sprintbit(R_EXIT(r, WEST)->exit_info ,exit_bits, str, slen); else if (!str_cmp(subfield, "room")) { if (R_EXIT(r, WEST)->to_room != NOWHERE) - snprintf(str, slen, "%c%ld", UID_CHAR, (long) world[R_EXIT(r, WEST)->to_room].number + ROOM_ID_BASE); + snprintf(str, slen, "%c%ld", UID_CHAR, room_script_id(world + R_EXIT(r, WEST)->to_room)); else *str = '\0'; } @@ -1541,7 +1566,7 @@ o->contains) ? "1" : "0")); sprintbit(R_EXIT(r, UP)->exit_info ,exit_bits, str, slen); else if (!str_cmp(subfield, "room")) { if (R_EXIT(r, UP)->to_room != NOWHERE) - snprintf(str, slen, "%c%ld", UID_CHAR, (long) world[R_EXIT(r, UP)->to_room].number + ROOM_ID_BASE); + snprintf(str, slen, "%c%ld", UID_CHAR, room_script_id(world + R_EXIT(r, UP)->to_room)); else *str = '\0'; } @@ -1561,7 +1586,7 @@ o->contains) ? "1" : "0")); sprintbit(R_EXIT(r, DOWN)->exit_info ,exit_bits, str, slen); else if (!str_cmp(subfield, "room")) { if (R_EXIT(r, DOWN)->to_room != NOWHERE) - snprintf(str, slen, "%c%ld", UID_CHAR, (long) world[R_EXIT(r, DOWN)->to_room].number + ROOM_ID_BASE); + snprintf(str, slen, "%c%ld", UID_CHAR, room_script_id(world + R_EXIT(r, DOWN)->to_room)); else *str = '\0'; } @@ -1603,7 +1628,7 @@ o->contains) ? "1" : "0")); void var_subst(void *go, struct script_data *sc, trig_data *trig, int type, char *line, char *buf) { - char tmp[MAX_INPUT_LENGTH], repl_str[MAX_INPUT_LENGTH]; + char tmp[MAX_INPUT_LENGTH], repl_str[MAX_INPUT_LENGTH - 20]; // - 20 to make room for "eval tmpvr " char *var = NULL, *field = NULL, *p = NULL; char tmp2[MAX_INPUT_LENGTH]; char *subfield_p, subfield[MAX_INPUT_LENGTH]; @@ -1697,4 +1722,5 @@ void var_subst(void *go, struct script_data *sc, trig_data *trig, left -= len; } /* else if *p .. */ } /* while *p .. */ + buf[sizeof(buf) - 1] = '\0'; } diff --git a/src/dg_wldcmd.c b/src/dg_wldcmd.c index b814e44..1b0152b 100644 --- a/src/dg_wldcmd.c +++ b/src/dg_wldcmd.c @@ -52,6 +52,7 @@ WCMD(do_wload); WCMD(do_wdamage); WCMD(do_wat); WCMD(do_wmove); +WCMD(do_wlog); /* attaches room vnum to msg and sends it to script_log */ @@ -114,6 +115,16 @@ WCMD(do_wecho) act_to_room(argument, room); } +WCMD(do_wlog) +{ + skip_spaces(&argument); + + if (!*argument) + return; + + wld_log(room, argument); +} + WCMD(do_wsend) { char buf[MAX_INPUT_LENGTH], *msg; @@ -457,7 +468,7 @@ WCMD(do_wload) char_to_room(mob, rnum); if (SCRIPT(room)) { /* It _should_ have, but it might be detached. */ char buf[MAX_INPUT_LENGTH]; - sprintf(buf, "%c%ld", UID_CHAR, GET_ID(mob)); + sprintf(buf, "%c%ld", UID_CHAR, char_script_id(mob)); add_var(&(SCRIPT(room)->global_vars), "lastloaded", buf, 0); } load_mtrigger(mob); @@ -473,7 +484,7 @@ WCMD(do_wload) obj_to_room(object, real_room(room->number)); if (SCRIPT(room)) { /* It _should_ have, but it might be detached. */ char buf[MAX_INPUT_LENGTH]; - sprintf(buf, "%c%ld", UID_CHAR, GET_ID(object)); + sprintf(buf, "%c%ld", UID_CHAR, obj_script_id(object)); add_var(&(SCRIPT(room)->global_vars), "lastloaded", buf, 0); } load_otrigger(object); @@ -607,7 +618,7 @@ WCMD(do_wmove) } } -const struct wld_command_info wld_cmd_info[] = { +static const struct wld_command_info wld_cmd_info[] = { { "RESERVED", 0, 0 },/* this must be first -- for specprocs */ { "wasound " , do_wasound , 0 }, @@ -624,6 +635,7 @@ const struct wld_command_info wld_cmd_info[] = { { "wdamage " , do_wdamage, 0 }, { "wat " , do_wat, 0 }, { "wmove " , do_wmove , 0 }, + { "wlog" , do_wlog , 0 }, { "\n", 0, 0 } /* this must be last */ }; diff --git a/src/fight.c b/src/fight.c index fe25419..e823eb9 100644 --- a/src/fight.c +++ b/src/fight.c @@ -8,8 +8,6 @@ * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * **************************************************************************/ -#define __FIGHT_C__ - #include "conf.h" #include "sysdep.h" #include "structs.h" @@ -119,7 +117,8 @@ void check_killer(struct char_data *ch, struct char_data *vict) SET_BIT_AR(PLR_FLAGS(ch), PLR_KILLER); send_to_char(ch, "If you want to be a PLAYER KILLER, so be it...\r\n"); - mudlog(BRF, LVL_IMMORT, TRUE, "PC Killer bit set on %s for initiating attack on %s at %s.", + mudlog(BRF, MAX(LVL_IMMORT, MAX(GET_INVIS_LEV(ch), GET_INVIS_LEV(vict))), + TRUE, "PC Killer bit set on %s for initiating attack on %s at %s.", GET_NAME(ch), GET_NAME(vict), world[IN_ROOM(vict)].name); } @@ -253,6 +252,8 @@ void death_cry(struct char_data *ch) void raw_kill(struct char_data * ch, struct char_data * killer) { +struct char_data *i; + if (FIGHTING(ch)) stop_fighting(ch); @@ -268,8 +269,14 @@ void raw_kill(struct char_data * ch, struct char_data * killer) } else death_cry(ch); - if (killer) - autoquest_trigger_check(killer, ch, NULL, AQ_MOB_KILL); + if (killer) { + if (killer->group) { + while ((i = (struct char_data *) simple_list(killer->group->members)) != NULL) + if(IN_ROOM(i) == IN_ROOM(ch) || (world[IN_ROOM(i)].zone == world[IN_ROOM(ch)].zone)) + autoquest_trigger_check(i, ch, NULL, AQ_MOB_KILL); + } else + autoquest_trigger_check(killer, ch, NULL, AQ_MOB_KILL); + } /* Alert Group if Applicable */ if (GROUP(ch)) @@ -613,6 +620,11 @@ int damage(struct char_data *ch, struct char_data *victim, int dam, int attackty if (!IS_NPC(victim) && ((GET_LEVEL(victim) >= LVL_IMMORT) && PRF_FLAGGED(victim, PRF_NOHASSLE))) dam = 0; + dam = damage_mtrigger(ch, victim, dam, attacktype); + if (dam == -1) { + return (0); + } + if (victim != ch) { /* Start the attacker fighting the victim */ if (GET_POS(ch) > POS_STUNNED && (FIGHTING(ch) == NULL)) @@ -737,7 +749,8 @@ int damage(struct char_data *ch, struct char_data *victim, int dam, int attackty } if (!IS_NPC(victim)) { - mudlog(BRF, LVL_IMMORT, TRUE, "%s killed by %s at %s", GET_NAME(victim), GET_NAME(ch), world[IN_ROOM(victim)].name); + mudlog(BRF, MAX(LVL_IMMORT, MAX(GET_INVIS_LEV(ch), GET_INVIS_LEV(victim))), + TRUE, "%s killed by %s at %s", GET_NAME(victim), GET_NAME(ch), world[IN_ROOM(victim)].name); if (MOB_FLAGGED(ch, MOB_MEMORY)) forget(ch, victim); } @@ -924,8 +937,11 @@ void perform_violence(void) continue; } - if (GROUP(ch)) { - while ((tch = (struct char_data *) simple_list(GROUP(ch)->members)) != NULL) { + if (GROUP(ch) && GROUP(ch)->members && GROUP(ch)->members->iSize) { + struct iterator_data Iterator; + + tch = (struct char_data *) merge_iterator(&Iterator, GROUP(ch)->members); + for (; tch ; tch = next_in_list(&Iterator)) { if (tch == ch) continue; if (!IS_NPC(tch) && !PRF_FLAGGED(tch, PRF_AUTOASSIST)) diff --git a/src/fight.h b/src/fight.h index 8fea498..e24bc16 100644 --- a/src/fight.h +++ b/src/fight.h @@ -37,9 +37,7 @@ void stop_fighting(struct char_data *ch); /* Global variables */ -#ifndef __FIGHT_C__ extern struct attack_hit_type attack_hit_text[]; extern struct char_data *combat_list; -#endif /* __FIGHT_C__ */ #endif /* _FIGHT_H_*/ diff --git a/src/genmob.c b/src/genmob.c index c24c4ef..032f914 100644 --- a/src/genmob.c +++ b/src/genmob.c @@ -368,7 +368,7 @@ int write_mobile_record(mob_vnum mvnum, struct char_data *mob, FILE *fd) strip_cr(strncpy(ldesc, GET_LDESC(mob), MAX_STRING_LENGTH - 1)); strip_cr(strncpy(ddesc, GET_DDESC(mob), MAX_STRING_LENGTH - 1)); - sprintf(buf, "#%d\n" + int n = snprintf(buf, MAX_STRING_LENGTH, "#%d\n" "%s%c\n" "%s%c\n" "%s%c\n" @@ -380,37 +380,42 @@ int write_mobile_record(mob_vnum mvnum, struct char_data *mob, FILE *fd) ddesc, STRING_TERMINATOR ); + if(n < MAX_STRING_LENGTH) { + fprintf(fd, "%s", convert_from_tabs(buf)); + + fprintf(fd, "%d %d %d %d %d %d %d %d %d E\n" + "%d %d %d %dd%d+%d %dd%d+%d\n", + MOB_FLAGS(mob)[0], MOB_FLAGS(mob)[1], + MOB_FLAGS(mob)[2], MOB_FLAGS(mob)[3], + AFF_FLAGS(mob)[0], AFF_FLAGS(mob)[1], + AFF_FLAGS(mob)[2], AFF_FLAGS(mob)[3], + GET_ALIGNMENT(mob), + GET_LEVEL(mob), 20 - GET_HITROLL(mob), GET_AC(mob) / 10, GET_HIT(mob), + GET_MANA(mob), GET_MOVE(mob), GET_NDD(mob), GET_SDD(mob), + GET_DAMROLL(mob)); + + fprintf(fd, "%d %d\n" + "%d %d %d\n", + GET_GOLD(mob), GET_EXP(mob), + GET_POS(mob), GET_DEFAULT_POS(mob), GET_SEX(mob) + ); + + if (write_mobile_espec(mvnum, mob, fd) < 0) + log("SYSERR: GenOLC: Error writing E-specs for mobile #%d.", mvnum); + + script_save_to_disk(fd, mob, MOB_TRIGGER); + + + #if CONFIG_GENOLC_MOBPROG + if (write_mobile_mobprog(mvnum, mob, fd) < 0) + log("SYSERR: GenOLC: Error writing MobProgs for mobile #%d.", mvnum); + #endif + } else { + mudlog(BRF,LVL_BUILDER,TRUE, + "SYSERR: Could not save mobile #%d due to size (%d > maximum of %d)", + mvnum, n, MAX_STRING_LENGTH); + } - fprintf(fd, convert_from_tabs(buf), 0); - - fprintf(fd, "%d %d %d %d %d %d %d %d %d E\n" - "%d %d %d %dd%d+%d %dd%d+%d\n", - MOB_FLAGS(mob)[0], MOB_FLAGS(mob)[1], - MOB_FLAGS(mob)[2], MOB_FLAGS(mob)[3], - AFF_FLAGS(mob)[0], AFF_FLAGS(mob)[1], - AFF_FLAGS(mob)[2], AFF_FLAGS(mob)[3], - GET_ALIGNMENT(mob), - GET_LEVEL(mob), 20 - GET_HITROLL(mob), GET_AC(mob) / 10, GET_HIT(mob), - GET_MANA(mob), GET_MOVE(mob), GET_NDD(mob), GET_SDD(mob), - GET_DAMROLL(mob)); - - fprintf(fd, "%d %d\n" - "%d %d %d\n", - GET_GOLD(mob), GET_EXP(mob), - GET_POS(mob), GET_DEFAULT_POS(mob), GET_SEX(mob) - ); - - if (write_mobile_espec(mvnum, mob, fd) < 0) - log("SYSERR: GenOLC: Error writing E-specs for mobile #%d.", mvnum); - - script_save_to_disk(fd, mob, MOB_TRIGGER); - - -#if CONFIG_GENOLC_MOBPROG - if (write_mobile_mobprog(mvnum, mob, fd) < 0) - log("SYSERR: GenOLC: Error writing MobProgs for mobile #%d.", mvnum); -#endif - return TRUE; } diff --git a/src/genobj.c b/src/genobj.c index 57aa525..6420651 100644 --- a/src/genobj.c +++ b/src/genobj.c @@ -64,7 +64,7 @@ static int update_all_objects(struct obj_data *refobj) *obj = *refobj; /* Copy game-time dependent variables over. */ - GET_ID(obj) = swap.id; + obj->script_id = swap.script_id; IN_ROOM(obj) = swap.in_room; obj->carried_by = swap.carried_by; obj->worn_by = swap.worn_by; @@ -205,12 +205,12 @@ int save_objects(zone_rnum zone_num) for (counter = genolc_zone_bottom(zone_num); counter <= zone_table[zone_num].top; counter++) { if ((realcounter = real_object(counter)) != NOTHING) { if ((obj = &obj_proto[realcounter])->action_description) { - strncpy(buf, obj->action_description, sizeof(buf) - 1); - strip_cr(buf); + strncpy(buf, obj->action_description, sizeof(buf) - 1); + strip_cr(buf); } else - *buf = '\0'; + *buf = '\0'; - sprintf(buf2, + int n = snprintf(buf2, MAX_STRING_LENGTH, "#%d\n" "%s~\n" "%s~\n" @@ -223,7 +223,14 @@ int save_objects(zone_rnum zone_num) (obj->description && *obj->description) ? obj->description : "undefined", buf); - fprintf(fp, convert_from_tabs(buf2), 0); + if(n >= MAX_STRING_LENGTH) { + mudlog(BRF,LVL_BUILDER,TRUE, + "SYSERR: Could not save object #%d due to size (%d > maximum of %d).", + GET_OBJ_VNUM(obj), n, MAX_STRING_LENGTH); + continue; + } + + fprintf(fp, "%s", convert_from_tabs(buf2)); sprintascii(ebuf1, GET_OBJ_EXTRA(obj)[0]); sprintascii(ebuf2, GET_OBJ_EXTRA(obj)[1]); diff --git a/src/genolc.c b/src/genolc.c index 2ee33e2..c61622d 100644 --- a/src/genolc.c +++ b/src/genolc.c @@ -278,39 +278,44 @@ int sprintascii(char *out, bitvector_t bits) } /* converts illegal filename chars into appropriate equivalents */ -char *fix_filename(char *str) +static void fix_filename(const char *str, char *outbuf, size_t maxlen) { - static char good_file_name[MAX_STRING_LENGTH]; - char *cindex = good_file_name; - - while(*str) { - switch(*str) { - case ' ': *cindex = '_'; cindex++; break; - case '(': *cindex = '{'; cindex++; break; - case ')': *cindex = '}'; cindex++; break; + const char *in = str; + char *out = outbuf; + int count = 0; + + while (*in) { + switch(*in) { + case ' ': *out = '_'; out++; break; + case '(': *out = '{'; out++; break; + case ')': *out = '}'; out++; break; /* skip the following */ case '\'': break; case '"': break; /* Legal character */ - default: *cindex = *str; cindex++;break; + default: *out = *in; out++;break; } - str++; - } - *cindex = '\0'; - - return good_file_name; + in++; + count++; + if (count == maxlen - 1) break; + } + *out = '\0'; } /* Export command by Kyle */ ACMD(do_export_zone) { +#ifdef CIRCLE_WINDOWS + /* tar and gzip are usually not available */ + send_to_char(ch, "Sorry, that is not available in the windows port.\r\n"); +#else /* all other configurations */ zone_rnum zrnum; zone_vnum zvnum; char sysbuf[MAX_INPUT_LENGTH]; - char zone_name[MAX_INPUT_LENGTH], *f; - int success; + char zone_name[READ_SIZE], fixed_file_name[READ_SIZE]; + int success, errorcode = 0; /* system command locations are relative to where the binary IS, not where it * was run from, thus we act like we are in the bin folder, because we are*/ @@ -336,9 +341,14 @@ ACMD(do_export_zone) /* If we fail, it might just be because the directory didn't exist. Can't * hurt to try again. Do it silently though ( no logs ). */ if (!export_info_file(zrnum)) { - sprintf(sysbuf, "mkdir %s", path); + sprintf(sysbuf, "mkdir %s", path); + errorcode = system(sysbuf); } - + if (errorcode) { + send_to_char(ch, "Failed to create export directory.\r\n"); + return; + } + if (!(success = export_info_file(zrnum))) send_to_char(ch, "Info file not saved!\r\n"); if (!(success = export_save_shops(zrnum))) @@ -363,18 +373,34 @@ ACMD(do_export_zone) return; } /* Make sure the name of the zone doesn't make the filename illegal. */ - f = fix_filename(zone_name); + fix_filename(zone_name, fixed_file_name, sizeof(fixed_file_name)); /* Remove the old copy. */ - sprintf(sysbuf, "rm %s%s.tar.gz", path, f); + snprintf(sysbuf, sizeof(sysbuf), "rm %s%s.tar.gz", path, fixed_file_name); + errorcode = system(sysbuf); + if (errorcode) { + send_to_char(ch, "Failed to delete previous zip file. This is usually benign.\r\n"); + } + /* Tar the new copy. */ - sprintf(sysbuf, "tar -cf %s%s.tar %sqq.info %sqq.wld %sqq.zon %sqq.mob %sqq.obj %sqq.trg %sqq.shp", path, f, path, path, path, path, path, path, path); + snprintf(sysbuf, sizeof(sysbuf), "tar -cf %s%s.tar %sqq.info %sqq.wld %sqq.zon %sqq.mob %sqq.obj %sqq.trg %sqq.shp", path, fixed_file_name, path, path, path, path, path, path, path); + errorcode = system(sysbuf); + if (errorcode) { + send_to_char(ch, "Failed to tar files.\r\n"); + return; + } /* Gzip it. */ - sprintf(sysbuf, "gzip %s%s.tar", path, f); + snprintf(sysbuf, sizeof(sysbuf), "gzip %s%s.tar", path, fixed_file_name); + errorcode = system(sysbuf); + if (errorcode) { + send_to_char(ch, "Failed to gzip tar file.\r\n"); + return; + } - send_to_char(ch, "Files tar'ed to \"%s%s.tar.gz\"\r\n", path, f); + send_to_char(ch, "Files tar'ed to \"%s%s.tar.gz\"\r\n", path, fixed_file_name); +#endif /* platform specific part */ } static int export_info_file(zone_rnum zrnum) @@ -945,7 +971,8 @@ static int export_save_rooms(zone_rnum zrnum) struct extra_descr_data *xdesc; for (xdesc = room->ex_description; xdesc; xdesc = xdesc->next) { - strncpy(buf, xdesc->description, sizeof(buf)); + strncpy(buf, xdesc->description, sizeof(buf) - 1); + buf[sizeof(buf) - 1] = '\0'; strip_cr(buf); fprintf(room_file, "E\n" "%s~\n" diff --git a/src/genqst.c b/src/genqst.c index 1c4e5c2..8d0fe9e 100644 --- a/src/genqst.c +++ b/src/genqst.c @@ -220,7 +220,7 @@ int save_quests(zone_rnum zone_num) strip_cr(quest_quit); /* Save the quest details to the file. */ sprintascii(quest_flags, QST_FLAGS(rnum)); - sprintf(buf, + int n = snprintf(buf, MAX_STRING_LENGTH, "#%d\n" "%s%c\n" "%s%c\n" @@ -246,13 +246,18 @@ int save_quests(zone_rnum zone_num) QST_PREREQ(rnum) == NOTHING ? -1 : QST_PREREQ(rnum), QST_POINTS(rnum), QST_PENALTY(rnum), QST_MINLEVEL(rnum), QST_MAXLEVEL(rnum), QST_TIME(rnum), - QST_RETURNMOB(rnum) == NOBODY ? -1 : QST_RETURNMOB(rnum), - QST_QUANTITY(rnum), QST_GOLD(rnum), QST_EXP(rnum), QST_OBJ(rnum) + QST_RETURNMOB(rnum) == NOBODY ? -1 : QST_RETURNMOB(rnum), + QST_QUANTITY(rnum), QST_GOLD(rnum), QST_EXP(rnum), QST_OBJ(rnum) ); - fprintf(sf, convert_from_tabs(buf), 0); - - num_quests++; + if(n < MAX_STRING_LENGTH) { + fprintf(sf, "%s", convert_from_tabs(buf)); + num_quests++; + } else { + mudlog(BRF,LVL_BUILDER,TRUE, + "SYSERR: Could not save quest #%d due to size (%d > maximum of %d).", + QST_NUM(rnum), n, MAX_STRING_LENGTH); + } } } /* Write the final line and close it. */ diff --git a/src/genwld.c b/src/genwld.c index 295a6fb..ce2211a 100644 --- a/src/genwld.c +++ b/src/genwld.c @@ -302,7 +302,7 @@ int save_rooms(zone_rnum rzone) strip_cr(buf); /* Save the numeric and string section of the file. */ - sprintf(buf2, "#%d\n" + int n = snprintf(buf2, MAX_STRING_LENGTH, "#%d\n" "%s%c\n" "%s%c\n" "%d %d %d %d %d %d\n", @@ -312,6 +312,13 @@ int save_rooms(zone_rnum rzone) zone_table[room->zone].number, room->room_flags[0], room->room_flags[1], room->room_flags[2], room->room_flags[3], room->sector_type ); + + if(n >= MAX_STRING_LENGTH) { + mudlog(BRF,LVL_BUILDER,TRUE, + "SYSERR: Could not save room #%d due to size (%d > maximum of %d).", + room->number, n, MAX_STRING_LENGTH); + continue; + } fprintf(sf, "%s", convert_from_tabs(buf2)); @@ -358,7 +365,8 @@ int save_rooms(zone_rnum rzone) struct extra_descr_data *xdesc; for (xdesc = room->ex_description; xdesc; xdesc = xdesc->next) { - strncpy(buf, xdesc->description, sizeof(buf)); + strncpy(buf, xdesc->description, sizeof(buf) - 1); + buf[sizeof(buf) - 1] = '\0'; strip_cr(buf); fprintf(sf, "E\n" "%s~\n" diff --git a/src/genzon.c b/src/genzon.c index a604da4..bf672ce 100644 --- a/src/genzon.c +++ b/src/genzon.c @@ -268,7 +268,7 @@ void create_world_index(int znum, const char *type) while (get_line(oldfile, buf)) { if (*buf == '$') { /* The following used to add a blank line, thanks to Brian Taylor for the fix. */ - fprintf(newfile, "%s", (!found ? strncat(buf1, "\n$\n", sizeof(buf1)-1) : "$\n")); + fprintf(newfile, "%s", (!found ? strncat(buf1, "\n$\n", sizeof(buf1) - strlen(buf1) - 1) : "$\n")); break; } else if (!found) { sscanf(buf, "%d", &num); diff --git a/src/handler.c b/src/handler.c index 609ec6d..87269bb 100644 --- a/src/handler.c +++ b/src/handler.c @@ -105,7 +105,7 @@ int isname(const char *str, const char *namelist) return 0; } -void aff_apply_modify(struct char_data *ch, byte loc, sbyte mod, char *msg) +static void aff_apply_modify(struct char_data *ch, byte loc, sbyte mod, char *msg) { switch (loc) { case APPLY_NONE: @@ -266,7 +266,7 @@ void affect_total(struct char_data *ch) GET_CHA(ch) = MAX(0, MIN(GET_CHA(ch), i)); GET_STR(ch) = MAX(0, GET_STR(ch)); - if (IS_NPC(ch)) { + if (IS_NPC(ch) || GET_LEVEL(ch) >= LVL_GRGOD) { GET_STR(ch) = MIN(GET_STR(ch), i); } else { if (GET_STR(ch) > 18) { @@ -394,7 +394,7 @@ void char_to_room(struct char_data *ch, room_rnum room) { if (ch == NULL || room == NOWHERE || room > top_of_world) log("SYSERR: Illegal value(s) passed to char_to_room. (Room: %d/%d Ch: %p", - room, top_of_world, ch); + room, top_of_world, (void *)ch); else { ch->next_in_room = world[room].people; world[room].people = ch; @@ -433,7 +433,7 @@ void obj_to_char(struct obj_data *object, struct char_data *ch) if (!IS_NPC(ch)) SET_BIT_AR(PLR_FLAGS(ch), PLR_CRASH); } else - log("SYSERR: NULL obj (%p) or char (%p) passed to obj_to_char.", object, ch); + log("SYSERR: NULL obj (%p) or char (%p) passed to obj_to_char.", (void *)object, (void *)ch); } /* take an object from a char */ @@ -671,12 +671,20 @@ struct char_data *get_char_num(mob_rnum nr) /* put an object in a room */ void obj_to_room(struct obj_data *object, room_rnum room) { - if (!object || room == NOWHERE || room > top_of_world) + if (!object || room == NOWHERE || room > top_of_world){ log("SYSERR: Illegal value(s) passed to obj_to_room. (Room #%d/%d, obj %p)", - room, top_of_world, object); + room, top_of_world, (void *)object); + } else { - object->next_content = world[room].contents; - world[room].contents = object; + if (world[room].contents == NULL){ // if list is empty + world[room].contents = object; // add object to list + } + else { + struct obj_data *i = world[room].contents; // define a temporary pointer + while (i->next_content != NULL) i = i->next_content; // find the first without a next_content + i->next_content = object; // add object at the end + } + object->next_content = NULL; // mostly for sanity. should do nothing. IN_ROOM(object) = room; object->carried_by = NULL; if (ROOM_FLAGGED(room, ROOM_HOUSE)) @@ -692,7 +700,7 @@ void obj_from_room(struct obj_data *object) if (!object || IN_ROOM(object) == NOWHERE) { log("SYSERR: NULL object (%p) or obj not in a room (%d) passed to obj_from_room", - object, IN_ROOM(object)); + (void *)object, IN_ROOM(object)); return; } @@ -720,14 +728,13 @@ void obj_to_obj(struct obj_data *obj, struct obj_data *obj_to) if (!obj || !obj_to || obj == obj_to) { log("SYSERR: NULL object (%p) or same source (%p) and target (%p) obj passed to obj_to_obj.", - obj, obj, obj_to); + (void *)obj, (void *)obj, (void *)obj_to); return; } obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; - tmp_obj = obj->in_obj; /* Add weight to container, unless unlimited. */ if (GET_OBJ_VAL(obj->in_obj, 0) > 0) { @@ -751,7 +758,6 @@ void obj_from_obj(struct obj_data *obj) return; } obj_from = obj->in_obj; - temp = obj->in_obj; REMOVE_FROM_LIST(obj, obj_from->contains, next_content); /* Subtract weight from containers container unless unlimited. */ @@ -990,18 +996,24 @@ void extract_char_final(struct char_data *ch) * trivial workaround of 'vict = next_vict' doesn't work if the _next_ person * in the list gets killed, for example, by an area spell. Why do we leave them * on the character_list? Because code doing 'vict = vict->next' would get - * really confused otherwise. */ + * really confused otherwise. + * + * Fixed a bug where it would over-count extractions if you try to extract the + * same character twice (e.g. double-purging in a script) -khufu / EmpireMUD + */ void extract_char(struct char_data *ch) { char_from_furniture(ch); clear_char_event_list(ch); - if (IS_NPC(ch)) + if (IS_NPC(ch) && !MOB_FLAGGED(ch, MOB_NOTDEADYET)) { SET_BIT_AR(MOB_FLAGS(ch), MOB_NOTDEADYET); - else + ++extractions_pending; + } + else if (!IS_NPC(ch) && !PLR_FLAGGED(ch, PLR_NOTDEADYET)) { SET_BIT_AR(PLR_FLAGS(ch), PLR_NOTDEADYET); - - extractions_pending++; + ++extractions_pending; + } } /* I'm not particularly pleased with the MOB/PLR hoops that have to be jumped diff --git a/src/hedit.c b/src/hedit.c index 694d69f..4aebacf 100644 --- a/src/hedit.c +++ b/src/hedit.c @@ -103,7 +103,8 @@ ACMD(do_oasis_hedit) STATE(d) = CON_HEDIT; act("$n starts using OLC.", TRUE, d->character, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(CMP, LVL_IMMORT, TRUE, "OLC: %s starts editing help files.", GET_NAME(d->character)); + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), + TRUE, "OLC: %s starts editing help files.", GET_NAME(d->character)); } static void hedit_setup_new(struct descriptor_data *d) @@ -384,7 +385,7 @@ ACMD(do_helpcheck) } } if (count % 3 && len < sizeof(buf)) - nlen = snprintf(buf + len, sizeof(buf) - len, "\r\n"); + snprintf(buf + len, sizeof(buf) - len, "\r\n"); if (ch->desc) { if (len == 0) @@ -430,12 +431,12 @@ ACMD(do_hindex) if (!count) len += snprintf(buf + len, sizeof(buf) - len, " None.\r\n"); if (!count2) - len2 += snprintf(buf2 + len2, sizeof(buf2) - len2, " None.\r\n"); + snprintf(buf2 + len2, sizeof(buf2) - len2, " None.\r\n"); // Join the two strings len += snprintf(buf + len, sizeof(buf) - len, "%s", buf2); - len += snprintf(buf + len, sizeof(buf) - len, "\t1Applicable Index Entries: \t3%d\r\n" + snprintf(buf + len, sizeof(buf) - len, "\t1Applicable Index Entries: \t3%d\r\n" "\t1Total Index Entries: \t3%d\tn\r\n", count + count2, top_of_helpt); page_string(ch->desc, buf, TRUE); diff --git a/src/house.c b/src/house.c index d441ddc..f904b24 100644 --- a/src/house.c +++ b/src/house.c @@ -282,7 +282,7 @@ void House_boot(void) } /* "House Control" functions */ -const char *HCONTROL_FORMAT = +static const char *HCONTROL_FORMAT = "Usage: hcontrol build \r\n" " hcontrol destroy \r\n" " hcontrol pay \r\n" diff --git a/src/ibt.c b/src/ibt.c index dd500ea..1586b54 100755 --- a/src/ibt.c +++ b/src/ibt.c @@ -43,7 +43,7 @@ IBT_DATA * last_idea = NULL; IBT_DATA * first_typo = NULL; IBT_DATA * last_typo = NULL; -const char *ibt_types[]={ +static const char *ibt_types[]={ "Bug", "Idea", "Typo", @@ -120,7 +120,7 @@ static IBT_DATA *read_ibt( char *filename, FILE *fp ) IBT_DATA *ibtData; char *word, *id_num=NULL, *dated=NULL; char buf[MAX_STRING_LENGTH]; - bool fMatch, flgCheck; + bool fMatch; char letter; do @@ -178,7 +178,10 @@ static IBT_DATA *read_ibt( char *filename, FILE *fp ) break; case 'F': - KEY("Flags", flgCheck, fread_flags(fp, ibtData->flags, IBT_ARRAY_MAX)); + if (!str_cmp(word, "Flags")) { + fMatch = TRUE; + fread_flags(fp, ibtData->flags, 4); + } break; case 'I': @@ -287,22 +290,19 @@ void load_ibt_file(int mode) void save_ibt_file(int mode) { - IBT_DATA *ibtData, *first_ibt, *last_ibt; + IBT_DATA *ibtData, *first_ibt; FILE *fp; char filename[256]; switch(mode) { case SCMD_BUG : sprintf( filename, "%s",BUGS_FILE ); first_ibt = first_bug; - last_ibt = last_bug; break; case SCMD_IDEA: sprintf( filename, "%s",IDEAS_FILE ); first_ibt = first_idea; - last_ibt = last_idea; break; case SCMD_TYPO: sprintf( filename, "%s",TYPOS_FILE ); first_ibt = first_typo; - last_ibt = last_typo; break; default : log("SYSERR: Invalid mode (%d) in save_ibt_file", mode); return; @@ -374,7 +374,8 @@ static IBT_DATA *get_last_ibt(int mode) } return (last_ibt); } -IBT_DATA *get_ibt_by_num(int mode, int target_num) + +static IBT_DATA *get_ibt_by_num(int mode, int target_num) { int no=0; IBT_DATA *target_ibt, *first_ibt; @@ -391,7 +392,7 @@ IBT_DATA *get_ibt_by_num(int mode, int target_num) } /* Search the IBT list, and return true if ibt is found there */ -bool ibt_in_list(int mode, IBT_DATA *ibt) +static bool ibt_in_list(int mode, IBT_DATA *ibt) { IBT_DATA *target_ibt, *first_ibt; @@ -407,7 +408,7 @@ bool ibt_in_list(int mode, IBT_DATA *ibt) /* Free up an IBT struct, removing it from the list if necessary */ /* returns TRUE on success */ -bool free_ibt(int mode, IBT_DATA *ibtData) +static bool free_ibt(int mode, IBT_DATA *ibtData) { if (ibtData == NULL) return FALSE; @@ -454,18 +455,18 @@ ACMD(do_ibt) { char arg[MAX_STRING_LENGTH], arg2[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH], *arg_text, imp[30], timestr[128]; - int i, num_res, num_unres, len = 0; - IBT_DATA *ibtData, *first_ibt, *last_ibt; + int i, num_res, num_unres; + size_t len = 0; + IBT_DATA *ibtData, *first_ibt; int ano=0; if (IS_NPC(ch)) return; arg_text = one_argument(argument, arg); - argument = two_arguments(argument, arg, arg2); + two_arguments(argument, arg, arg2); first_ibt = get_first_ibt(subcmd); - last_ibt = get_last_ibt(subcmd); if ((!*arg)){ if (GET_LEVEL(ch) >= LVL_GRGOD){ @@ -631,9 +632,9 @@ ACMD(do_ibt) if (GET_LEVEL(ch) >= LVL_GRGOD) { len += snprintf(buf + len, sizeof(buf) - len, "%sYou may use %s remove, resolve or edit to change the list..%s\r\n", QCYN, CMD_NAME, QNRM); } - len += snprintf(buf + len, sizeof(buf) - len, "%sYou may use %s%s show %s to see more indepth about the %s.%s\r\n", QCYN, QYEL, CMD_NAME, QCYN, CMD_NAME, QNRM); + snprintf(buf + len, sizeof(buf) - len, "%sYou may use %s%s show %s to see more indepth about the %s.%s\r\n", QCYN, QYEL, CMD_NAME, QCYN, CMD_NAME, QNRM); } else { - len += snprintf(buf + len, sizeof(buf) - len, "No %ss have been reported!\r\n", CMD_NAME); + snprintf(buf + len, sizeof(buf) - len, "No %ss have been reported!\r\n", CMD_NAME); } page_string(ch->desc, buf, TRUE); @@ -681,7 +682,8 @@ ACMD(do_ibt) case SCMD_TYPO: LINK( ibtData, first_typo, last_typo, next, prev ); break; } - mudlog(NRM,LVL_IMMORT, FALSE, "%s has posted %s %s!", GET_NAME(ch), TANA(CMD_NAME), CMD_NAME); + mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), + FALSE, "%s has posted %s %s!", GET_NAME(ch), TANA(CMD_NAME), CMD_NAME); return; } else if (is_abbrev(arg,"resolve")) @@ -772,14 +774,14 @@ ACMD(do_oasis_ibtedit) { int number = NOTHING; struct descriptor_data *d; - char buf1[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH], *buf3; + char buf1[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH]; /* No editing as a mob or while being forced. */ if (IS_NPC(ch) || !ch->desc || STATE(ch->desc) != CON_PLAYING) return; /* Parse any arguments */ - buf3 = two_arguments(argument, buf1, buf2); + two_arguments(argument, buf1, buf2); if (!*buf1) { send_to_char(ch, "Specify a %s number to edit.\r\n", ibt_types[subcmd]); @@ -837,7 +839,7 @@ ACMD(do_oasis_ibtedit) act("$n starts using OLC.", TRUE, d->character, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(CMP, LVL_IMMORT, TRUE,"OLC: %s starts editing %s %d", + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE,"OLC: %s starts editing %s %d", GET_NAME(ch), IBT_TYPE, OLC_NUM(d)); } diff --git a/src/ibt.h b/src/ibt.h index 8d0dc7d..931806d 100755 --- a/src/ibt.h +++ b/src/ibt.h @@ -98,6 +98,6 @@ void save_ibt_file(int mode); void load_ibt_file(int mode); void ibtedit_parse(struct descriptor_data *d, char *arg); void ibtedit_string_cleanup(struct descriptor_data *d, int terminator); -void free_ibt_lists(); +void free_ibt_lists(void); void free_olc_ibt(IBT_DATA *toFree); void clean_ibt_list(int mode); diff --git a/src/improved-edit.c b/src/improved-edit.c index 7a32ed8..2312297 100644 --- a/src/improved-edit.c +++ b/src/improved-edit.c @@ -100,36 +100,45 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) { int indent = 0, rep_all = 0, flags = 0, replaced, i, line_low, line_high, j = 0; unsigned int total_len; - char *s, *t, temp; + char *s, *t, temp, *c; char buf[MAX_STRING_LENGTH]; - char buf2[MAX_STRING_LENGTH]; + char buf2[MAX_STRING_LENGTH - 1]; switch (command) { case PARSE_HELP: write_to_output(d, - "Editor command formats: /\r\n\r\n" - "/a - aborts editor\r\n" - "/c - clears buffer\r\n" - "/d# - deletes a line #\r\n" - "/e# - changes the line at # with \r\n" - "/f - formats text\r\n" - "/fi - indented formatting of text\r\n" - "/h - list text editor commands\r\n" - "/i# - inserts before line #\r\n" - "/l - lists buffer\r\n" - "/n - lists buffer with line numbers\r\n" - "/r 'a' 'b' - replace 1st occurence of text in buffer with text \r\n" - "/ra 'a' 'b'- replace all occurences of text within buffer with text \r\n" - " usage: /r[a] 'pattern' 'replacement'\r\n" - "/t - toggles '@' and tabs\r\n" - "/s - saves text\r\n"); + "Editor command formats: /\r\n\r\n" + "/a - aborts editor\r\n" + "/c - clears buffer\r\n" + "/d# - deletes a line #\r\n" + "/e# - changes the line at # with \r\n" + "/f - formats text\r\n" + "/fi - indented formatting of text\r\n" + "/h - list text editor commands\r\n" + "/i# - inserts before line #\r\n" + "/l - lists buffer\r\n" + "/n - lists buffer with line numbers\r\n" + "/r 'a' 'b' - replace 1st occurence of text in buffer with text \r\n" + "/ra 'a' 'b'- replace all occurences of text within buffer with text \r\n" + " usage: /r[a] 'pattern' 'replacement'\r\n" + "/t - toggles '@' and tabs\r\n" + "/s - saves text\r\n"); break; case PARSE_TOGGLE: if (!*d->str) { write_to_output(d, "No string.\r\n"); break; } - if (strchr(*d->str, '@')) { + bool has_at = FALSE; + for (c = *d->str; *c; ++c) { + if (*c == '@') { + if (*(++c) != '@') { + has_at = TRUE; + break; + } + } + } + if (has_at) { parse_at(*d->str); write_to_output(d, "Toggling (at) into (tab) Characters...\r\n"); } else { @@ -144,8 +153,8 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) } while (isalpha(string[j]) && j < 2) { if (string[j++] == 'i' && !indent) { - indent = TRUE; - flags += FORMAT_INDENT; + indent = TRUE; + flags += FORMAT_INDENT; } } switch (sscanf((indent ? string + 1 : string), " %d - %d ", &line_low, &line_high)) @@ -174,7 +183,7 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) case PARSE_REPLACE: while (isalpha(string[j]) && j < 2) if (string[j++] == 'a' && !indent) - rep_all = 1; + rep_all = 1; if ((s = strtok(string, "'")) == NULL) { write_to_output(d, "Invalid format.\r\n"); @@ -193,11 +202,11 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) return; } else if ((total_len = ((strlen(t) - strlen(s)) + strlen(*d->str))) <= d->max_str) { if ((replaced = replace_str(d->str, s, t, rep_all, d->max_str)) > 0) { - write_to_output(d, "Replaced %d occurence%sof '%s' with '%s'.\r\n", replaced, ((replaced != 1) ? "s " : " "), s, t); + write_to_output(d, "Replaced %d occurence%sof '%s' with '%s'.\r\n", replaced, ((replaced != 1) ? "s " : " "), s, t); } else if (replaced == 0) { - write_to_output(d, "String '%s' not found.\r\n", s); + write_to_output(d, "String '%s' not found.\r\n", s); } else - write_to_output(d, "ERROR: Replacement string causes buffer overflow, aborted replace.\r\n"); + write_to_output(d, "ERROR: Replacement string causes buffer overflow, aborted replace.\r\n"); } else write_to_output(d, "Not enough space left in buffer.\r\n"); break; @@ -211,8 +220,8 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) break; case 2: if (line_high < line_low) { - write_to_output(d, "That range is invalid.\r\n"); - return; + write_to_output(d, "That range is invalid.\r\n"); + return; } break; } @@ -224,26 +233,26 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) return; } else if (line_low > 0) { while (s && i < line_low) - if ((s = strchr(s, '\n')) != NULL) { - i++; - s++; - } + if ((s = strchr(s, '\n')) != NULL) { + i++; + s++; + } if (s == NULL || i < line_low) { - write_to_output(d, "Line(s) out of range; not deleting.\r\n"); - return; + write_to_output(d, "Line(s) out of range; not deleting.\r\n"); + return; } t = s; while (s && i < line_high) - if ((s = strchr(s, '\n')) != NULL) { - i++; - total_len++; - s++; - } + if ((s = strchr(s, '\n')) != NULL) { + i++; + total_len++; + s++; + } if (s && (s = strchr(s, '\n')) != NULL) { - while (*(++s)) - *(t++) = *s; + while (*(++s)) + *(t++) = *s; } else - total_len--; + total_len--; *t = '\0'; RECREATE(*d->str, char, strlen(*d->str) + 3); @@ -260,12 +269,12 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) if (*string) switch (sscanf(string, " %d - %d ", &line_low, &line_high)) { case 0: - line_low = 1; - line_high = 999999; - break; + line_low = 1; + line_high = 999999; + break; case 1: - line_high = line_low; - break; + line_high = line_low; + break; } else { line_low = 1; line_high = 999999; @@ -280,14 +289,14 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) } *buf = '\0'; if (line_high < 999999 || line_low > 1) - sprintf(buf, "Current buffer range [%d - %d]:\r\n", line_low, line_high); + snprintf(buf, sizeof(buf), "Current buffer range [%d - %d]:\r\n", line_low, line_high); i = 1; total_len = 0; s = *d->str; while (s && (i < line_low)) if ((s = strchr(s, '\n')) != NULL) { - i++; - s++; + i++; + s++; } if (i < line_low || s == NULL) { write_to_output(d, "Line(s) out of range; no buffer listing.\r\n"); @@ -296,19 +305,19 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) t = s; while (s && i <= line_high) if ((s = strchr(s, '\n')) != NULL) { - i++; - total_len++; - s++; + i++; + total_len++; + s++; } if (s) { temp = *s; *s = '\0'; - strcat(buf, t); + strncat(buf, t, sizeof(buf) - strlen(buf) - 1); *s = temp; } else - strcat(buf, t); + strncat(buf, t, sizeof(buf) - strlen(buf) - 1); /* This is kind of annoying...but some people like it. */ - sprintf(buf + strlen(buf), "\r\n%d line%sshown.\r\n", total_len, (total_len != 1) ? "s " : " "); + snprintf(buf + strlen(buf), sizeof(buf) - strlen(buf), "\r\n%d line%sshown.\r\n", total_len, (total_len != 1) ? "s " : " "); page_string(d, buf, TRUE); break; case PARSE_LIST_NUM: @@ -318,12 +327,12 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) if (*string) switch (sscanf(string, " %d - %d ", &line_low, &line_high)) { case 0: - line_low = 1; - line_high = 999999; - break; + line_low = 1; + line_high = 999999; + break; case 1: - line_high = line_low; - break; + line_high = line_low; + break; } else { line_low = 1; line_high = 999999; @@ -343,8 +352,8 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) s = *d->str; while (s && i < line_low) if ((s = strchr(s, '\n')) != NULL) { - i++; - s++; + i++; + s++; } if (i < line_low || s == NULL) { write_to_output(d, "Line(s) out of range; no buffer listing.\r\n"); @@ -353,23 +362,25 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) t = s; while (s && i <= line_high) if ((s = strchr(s, '\n')) != NULL) { - i++; - total_len++; - s++; - temp = *s; - *s = '\0'; - sprintf(buf, "%s%4d: ", buf, (i - 1)); - strcat(buf, t); - *s = temp; - t = s; + i++; + total_len++; + s++; + temp = *s; + *s = '\0'; + char buf3[9]; + sprintf(buf3, "%4d: ", (i - 1)); + strncat(buf, buf3, sizeof(buf) - strlen(buf) - 1); + strncat(buf, t, sizeof(buf) - strlen(buf) - 1); + *s = temp; + t = s; } if (s && t) { temp = *s; *s = '\0'; - strcat(buf, t); + strncat(buf, t, sizeof(buf) - strlen(buf) - 1); *s = temp; } else if (t) - strcat(buf, t); + strncat(buf, t, sizeof(buf) - strlen(buf) - 1); page_string(d, buf, TRUE); break; @@ -381,7 +392,7 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) return; } line_low = atoi(buf); - strcat(buf2, "\r\n"); + strncat(buf2, "\r\n", sizeof(buf2) - strlen(buf2) - 1); i = 1; *buf = '\0'; @@ -391,27 +402,27 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) } if (line_low > 0) { while (s && (i < line_low)) - if ((s = strchr(s, '\n')) != NULL) { - i++; - s++; - } + if ((s = strchr(s, '\n')) != NULL) { + i++; + s++; + } if (i < line_low || s == NULL) { - write_to_output(d, "Line number out of range; insert aborted.\r\n"); - return; + write_to_output(d, "Line number out of range; insert aborted.\r\n"); + return; } temp = *s; *s = '\0'; if ((strlen(*d->str) + strlen(buf2) + strlen(s + 1) + 3) > d->max_str) { - *s = temp; - write_to_output(d, "Insert text pushes buffer over maximum size, insert aborted.\r\n"); - return; + *s = temp; + write_to_output(d, "Insert text pushes buffer over maximum size, insert aborted.\r\n"); + return; } if (*d->str && **d->str) - strcat(buf, *d->str); + strncat(buf, *d->str, sizeof(buf) - strlen(buf) - 1); *s = temp; - strcat(buf, buf2); + strncat(buf, buf2, sizeof(buf) - strlen(buf) - 1); if (s && *s) - strcat(buf, s); + strncat(buf, s, sizeof(buf) - strlen(buf) - 1); RECREATE(*d->str, char, strlen(buf) + 3); strcpy(*d->str, buf); @@ -429,7 +440,7 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) return; } line_low = atoi(buf); - strcat(buf2, "\r\n"); + strncat(buf2, "\r\n", sizeof(buf2) - strlen(buf2) - 1); i = 1; *buf = '\0'; @@ -440,39 +451,39 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d) if (line_low > 0) { /* Loop through the text counting \n characters until we get to the line. */ while (s && i < line_low) - if ((s = strchr(s, '\n')) != NULL) { - i++; - s++; - } + if ((s = strchr(s, '\n')) != NULL) { + i++; + s++; + } /* Make sure that there was a THAT line in the text. */ if (s == NULL || i < line_low) { - write_to_output(d, "Line number out of range; change aborted.\r\n"); - return; + write_to_output(d, "Line number out of range; change aborted.\r\n"); + return; } /* If s is the same as *d->str that means I'm at the beginning of the * message text and I don't need to put that into the changed buffer. */ if (s != *d->str) { - /* First things first .. we get this part into the buffer. */ - temp = *s; - *s = '\0'; - /* Put the first 'good' half of the text into storage. */ - strcat(buf, *d->str); - *s = temp; + /* First things first .. we get this part into the buffer. */ + temp = *s; + *s = '\0'; + /* Put the first 'good' half of the text into storage. */ + strncat(buf, *d->str, sizeof(buf) - strlen(buf) - 1); + *s = temp; } /* Put the new 'good' line into place. */ - strcat(buf, buf2); + strncat(buf, buf2, sizeof(buf) - strlen(buf) - 1); if ((s = strchr(s, '\n')) != NULL) { /* This means that we are at the END of the line, we want out of there, * but we want s to point to the beginning of the line. AFTER the line * we want edited. */ - s++; - /* Now put the last 'good' half of buffer into storage. */ - strcat(buf, s); + s++; + /* Now put the last 'good' half of buffer into storage. */ + strncat(buf, s, sizeof(buf) - strlen(buf) - 1); } /* Check for buffer overflow. */ if (strlen(buf) > d->max_str) { - write_to_output(d, "Change causes new length to exceed buffer maximum size, aborted.\r\n"); - return; + write_to_output(d, "Change causes new length to exceed buffer maximum size, aborted.\r\n"); + return; } /* Change the size of the REAL buffer to fit the new text. */ RECREATE(*d->str, char, strlen(buf) + 3); @@ -509,7 +520,7 @@ int format_text(char **ptr_string, int mode, struct descriptor_data *d, unsigned if ((flow = *ptr_string) == NULL) return 0; - strcpy(str, flow); + strncpy(str, flow, sizeof(str) - 1); for (i = 0; i < low - 1; i++) { start = strtok(str, "\n"); @@ -517,13 +528,13 @@ int format_text(char **ptr_string, int mode, struct descriptor_data *d, unsigned write_to_output(d, "There aren't that many lines!\r\n"); return 0; } - strcat(formatted, strcat(start, "\n")); + strncat(formatted, strcat(start, "\n"), sizeof(formatted) - strlen(formatted) - 1); flow = strstr(flow, "\n"); - strcpy(str, ++flow); + strncpy(str, ++flow, sizeof(str) - 1); } if (IS_SET(mode, FORMAT_INDENT)) { - strcat(formatted, " "); + strncat(formatted, " ", sizeof(formatted) - strlen(formatted) - 1); line_chars = 3; } else { line_chars = 0; @@ -589,14 +600,14 @@ int format_text(char **ptr_string, int mode, struct descriptor_data *d, unsigned } if (line_chars + strlen(start) + 1 - color_chars > PAGE_WIDTH) { - strcat(formatted, "\r\n"); + strncat(formatted, "\r\n", sizeof(formatted) - strlen(formatted) - 1); line_chars = 0; color_chars = count_color_chars(start); } if (!cap_next) { if (line_chars > 0) { - strcat(formatted, " "); + strncat(formatted, " ", sizeof(formatted) - strlen(formatted) - 1); line_chars++; } } else { @@ -605,38 +616,38 @@ int format_text(char **ptr_string, int mode, struct descriptor_data *d, unsigned } line_chars += strlen(start); - strcat(formatted, start); + strncat(formatted, start, sizeof(formatted) - strlen(formatted) - 1); *flow = temp; } if (cap_next_next && *flow) { if (line_chars + 3 - color_chars > PAGE_WIDTH) { - strcat(formatted, "\r\n"); + strncat(formatted, "\r\n", sizeof(formatted) - strlen(formatted) - 1); line_chars = 0; color_chars = count_color_chars(start); } else if (*flow == '\"' || *flow == '\'') { - char buf[MAX_STRING_LENGTH]; - sprintf(buf, "%c ", *flow); - strcat(formatted, buf); + char buf[MAX_STRING_LENGTH - 1]; + snprintf(buf, sizeof(buf), "%c ", *flow); + strncat(formatted, buf, sizeof(formatted) - strlen(formatted) - 1); flow++; line_chars++; } else { - strcat(formatted, " "); + strncat(formatted, " ", sizeof(formatted) - strlen(formatted) - 1); line_chars += 2; } } } if (*flow) - strcat(formatted, "\r\n"); - strcat(formatted, flow); + strncat(formatted, "\r\n", sizeof(formatted) - strlen(formatted) - 1); + strncat(formatted, flow, sizeof(formatted) - strlen(formatted) - 1); if (!*flow) - strcat(formatted, "\r\n"); + strncat(formatted, "\r\n", sizeof(formatted) - strlen(formatted) - 1); - if (strlen(formatted) + 1 > maxlen) - formatted[maxlen - 1] = '\0'; - RECREATE(*ptr_string, char, MIN(maxlen, strlen(formatted) + 1)); - strcpy(*ptr_string, formatted); + int len = MIN(maxlen, strlen(formatted) + 1); + RECREATE(*ptr_string, char, len); + strncpy(*ptr_string, formatted, len - 1); + (*ptr_string)[len - 1] = '\0'; return 1; } @@ -664,21 +675,22 @@ int replace_str(char **string, char *pattern, char *replacement, int rep_all, un i = -1; break; } - strcat(replace_buffer, jetsam); - strcat(replace_buffer, replacement); + strncat(replace_buffer, jetsam, max_size - strlen(replace_buffer) -1); + strncat(replace_buffer, replacement, max_size - strlen(replace_buffer) - 1); *flow = temp; flow += strlen(pattern); jetsam = flow; } - strcat(replace_buffer, jetsam); + strncat(replace_buffer, jetsam, max_size - strlen(replace_buffer) - 1); } else { if ((flow = (char *)strstr(*string, pattern)) != NULL) { i++; flow += strlen(pattern); len = ((char *)flow - (char *)*string) - strlen(pattern); - strncpy(replace_buffer, *string, len); - strcat(replace_buffer, replacement); - strcat(replace_buffer, flow); + strncpy(replace_buffer, *string, len < max_size - 1 ? len : max_size - 1); + replace_buffer[max_size - 1] = '\0'; + strncat(replace_buffer, replacement, max_size - strlen(replace_buffer) - 1); + strncat(replace_buffer, flow, max_size - strlen(replace_buffer) - 1); } } diff --git a/src/interpreter.c b/src/interpreter.c index b01684f..0dadad0 100644 --- a/src/interpreter.c +++ b/src/interpreter.c @@ -8,8 +8,6 @@ * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * **************************************************************************/ -#define __INTERPRETER_C__ - #include "conf.h" #include "sysdep.h" #include "structs.h" @@ -105,6 +103,7 @@ cpp_extern const struct command_info cmd_info[] = { { "backstab" , "ba" , POS_STANDING, do_backstab , 1, 0 }, { "ban" , "ban" , POS_DEAD , do_ban , LVL_GRGOD, 0 }, + { "bandage" , "band" , POS_RESTING , do_bandage , 1, 0 }, { "balance" , "bal" , POS_STANDING, do_not_here , 1, 0 }, { "bash" , "bas" , POS_FIGHTING, do_bash , 1, 0 }, { "brief" , "br" , POS_DEAD , do_gen_tog , 0, SCMD_BRIEF }, @@ -325,6 +324,7 @@ cpp_extern const struct command_info cmd_info[] = { { "unlock" , "unlock" , POS_SITTING , do_gen_door , 0, SCMD_UNLOCK }, { "unban" , "unban" , POS_DEAD , do_unban , LVL_GRGOD, 0 }, { "unaffect" , "unaffect", POS_DEAD , do_wizutil , LVL_GOD, SCMD_UNAFFECT }, + { "unfollow" , "unf" , POS_RESTING , do_unfollow , 0, 0 }, { "uptime" , "uptime" , POS_DEAD , do_date , LVL_GOD, SCMD_UPTIME }, { "use" , "use" , POS_SITTING , do_use , 1, SCMD_USE }, { "users" , "users" , POS_DEAD , do_users , LVL_GOD, 0 }, @@ -349,12 +349,13 @@ cpp_extern const struct command_info cmd_info[] = { { "withdraw" , "withdraw", POS_STANDING, do_not_here , 1, 0 }, { "wiznet" , "wiz" , POS_DEAD , do_wiznet , LVL_IMMORT, 0 }, { ";" , ";" , POS_DEAD , do_wiznet , LVL_IMMORT, 0 }, - { "wizhelp" , "wizhelp" , POS_SLEEPING, do_commands , LVL_IMMORT, SCMD_WIZHELP }, + { "wizhelp" , "wizhelp" , POS_DEAD , do_wizhelp , LVL_IMMORT, 0 }, { "wizlist" , "wizlist" , POS_DEAD , do_gen_ps , 0, SCMD_WIZLIST }, { "wizupdate", "wizupde" , POS_DEAD , do_wizupdate, LVL_GRGOD, 0 }, { "wizlock" , "wizlock" , POS_DEAD , do_wizlock , LVL_IMPL, 0 }, { "write" , "write" , POS_STANDING, do_write , 1, 0 }, + { "zoneresets", "zoner" , POS_DEAD , do_gen_tog , LVL_IMPL, SCMD_ZONERESETS }, { "zreset" , "zreset" , POS_DEAD , do_zreset , LVL_BUILDER, 0 }, { "zedit" , "zedit" , POS_DEAD , do_oasis_zedit, LVL_BUILDER, 0 }, { "zlist" , "zlist" , POS_DEAD , do_oasis_list, LVL_BUILDER, SCMD_OASIS_ZLIST }, @@ -368,7 +369,7 @@ cpp_extern const struct command_info cmd_info[] = { /* Thanks to Melzaren for this change to allow DG Scripts to be attachable *to player's while still disallowing them to manually use the DG-Commands. */ - const struct mob_script_command_t mob_script_commands[] = { +static const struct mob_script_command_t mob_script_commands[] = { /* DG trigger commands. minimum_level should be set to -1. */ { "masound" , do_masound , 0 }, @@ -392,6 +393,7 @@ cpp_extern const struct command_info cmd_info[] = { { "mtransform", do_mtransform , 0 }, { "mzoneecho", do_mzoneecho, 0 }, { "mfollow" , do_mfollow , 0 }, + { "mlog" , do_mlog , 0 }, { "\n" , do_not_here , 0 } }; int script_command_interpreter(struct char_data *ch, char *arg) { @@ -420,7 +422,7 @@ int script_command_interpreter(struct char_data *ch, char *arg) { return 1; // We took care of execution. Let caller know. } -const char *fill[] = +static const char *fill[] = { "in", "from", @@ -432,7 +434,7 @@ const char *fill[] = "\n" }; -const char *reserved[] = +static const char *reserved[] = { "a", "an", @@ -1147,7 +1149,7 @@ static int perform_dupe_check(struct descriptor_data *d) case RECON: write_to_output(d, "Reconnecting.\r\n"); act("$n has reconnected.", TRUE, d->character, 0, 0, TO_ROOM); - mudlog(NRM, MAX(0, GET_INVIS_LEV(d->character)), TRUE, "%s [%s] has reconnected.", GET_NAME(d->character), d->host); + mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE, "%s [%s] has reconnected.", GET_NAME(d->character), d->host); if (has_mail(GET_IDNUM(d->character))) write_to_output(d, "You have mail waiting.\r\n"); break; @@ -1252,9 +1254,9 @@ int enter_player_game (struct descriptor_data *d) load_room = r_frozen_start_room; /* copyover */ - GET_ID(d->character) = GET_IDNUM(d->character); + d->character->script_id = GET_IDNUM(d->character); /* find_char helper */ - add_to_lookup_table(GET_ID(d->character), (void *)d->character); + add_to_lookup_table(d->character->script_id, (void *)d->character); /* After moving saving of variables to the player file, this should only * be called in case nothing was found in the pfile. If something was @@ -1304,7 +1306,7 @@ EVENTFUNC(get_protocols) len += snprintf(buf + len, MAX_STRING_LENGTH - len, "\tO[\toMXP\tO] \tw%s\tn | ", d->pProtocol->bMXP ? "Yes" : "No"); len += snprintf(buf + len, MAX_STRING_LENGTH - len, "\tO[\toMSDP\tO] \tw%s\tn | ", d->pProtocol->bMSDP ? "Yes" : "No"); - len += snprintf(buf + len, MAX_STRING_LENGTH - len, "\tO[\toATCP\tO] \tw%s\tn\r\n\r\n", d->pProtocol->bATCP ? "Yes" : "No"); + snprintf(buf + len, MAX_STRING_LENGTH - len, "\tO[\toATCP\tO] \tw%s\tn\r\n\r\n", d->pProtocol->bATCP ? "Yes" : "No"); write_to_output(d, buf, 0); @@ -1774,7 +1776,8 @@ void nanny(struct descriptor_data *d, char *arg) delete_variables(GET_NAME(d->character)); write_to_output(d, "Character '%s' deleted! Goodbye.\r\n", GET_NAME(d->character)); - mudlog(NRM, LVL_GOD, TRUE, "%s (lev %d) has self-deleted.", GET_NAME(d->character), GET_LEVEL(d->character)); + mudlog(NRM, MAX(LVL_GOD, GET_INVIS_LEV(d->character)), TRUE, "%s (lev %d) has self-deleted.", + GET_NAME(d->character), GET_LEVEL(d->character)); STATE(d) = CON_CLOSE; return; } else { diff --git a/src/interpreter.h b/src/interpreter.h index 7b39362..0ad8534 100644 --- a/src/interpreter.h +++ b/src/interpreter.h @@ -120,13 +120,9 @@ struct alias_data { /* Necessary for CMD_IS macro. Borland needs the structure defined first * so it has been moved down here. */ -/* Global buffering system */ -#ifndef __INTERPRETER_C__ extern int *cmd_sort_info; extern struct command_info *complete_cmd_info; extern const struct command_info cmd_info[]; -#endif /* __INTERPRETER_C__ */ - #endif /* _INTERPRETER_H_ */ diff --git a/src/limits.c b/src/limits.c index a79f8cb..a9c5378 100644 --- a/src/limits.c +++ b/src/limits.c @@ -198,7 +198,6 @@ void run_autowiz(void) if (CONFIG_USE_AUTOWIZ) { size_t res; char buf[256]; - int i; #if defined(CIRCLE_UNIX) res = snprintf(buf, sizeof(buf), "nice ../bin/autowiz %d %s %d %s %d &", @@ -212,7 +211,9 @@ void run_autowiz(void) if (res < sizeof(buf)) { mudlog(CMP, LVL_IMMORT, FALSE, "Initiating autowiz."); reboot_wizlists(); - i = system(buf); + int rval = system(buf); + if(rval != 0) + mudlog(BRF, LVL_IMMORT, TRUE, "Warning: autowiz failed with return value %d", rval); } else log("Cannot run autowiz: command-line doesn't fit in buffer."); } @@ -367,7 +368,7 @@ static void check_idling(struct char_data *ch) Crash_rentsave(ch, 0); else Crash_idlesave(ch); - mudlog(CMP, LVL_GOD, TRUE, "%s force-rented and extracted (idle).", GET_NAME(ch)); + mudlog(CMP, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE, "%s force-rented and extracted (idle).", GET_NAME(ch)); add_llog_entry(ch, LAST_IDLEOUT); extract_char(ch); } diff --git a/src/lists.c b/src/lists.c index 6ec4c8f..3a61209 100644 --- a/src/lists.c +++ b/src/lists.c @@ -41,7 +41,7 @@ struct list_data * create_list(void) return (pNewList); } -struct item_data * create_item(void) +static struct item_data * create_item(void) { struct item_data *pNewItem; @@ -235,18 +235,6 @@ void clear_simple_list(void) pLastList = NULL; } -/** This is the "For Dummies" function, as although it's not as flexible, - * it is even easier applied for list searches then using your own iterators - * and next_in_list() - * @usage Common usage would be as follows: - * - * while ((var = (struct XXX_data *) simple_list(XXX_list))) { - * blah blah.... - * } - * @return Will return the next list content until it hits the end, in which - * will detach itself from the list. - * */ - void * simple_list(struct list_data * pList) { void * pContent; @@ -280,6 +268,7 @@ void * simple_list(struct list_data * pList) void * random_from_list(struct list_data * pList) { + struct iterator_data localIterator; void * pFoundItem; bool found; int number; @@ -290,17 +279,17 @@ void * random_from_list(struct list_data * pList) else number = rand_number(1, pList->iSize); - pFoundItem = merge_iterator(&Iterator, pList); + pFoundItem = merge_iterator(&localIterator, pList); - for (found = FALSE; pFoundItem != NULL; pFoundItem = next_in_list(&Iterator), count++) { + for (found = FALSE; pFoundItem != NULL; pFoundItem = next_in_list(&localIterator), count++) { if (count == number) { found = TRUE; break; } } - remove_iterator(&Iterator); - + remove_iterator(&localIterator); + if (found) return (pFoundItem); else diff --git a/src/magic.c b/src/magic.c index 7dd4abd..5882589 100644 --- a/src/magic.c +++ b/src/magic.c @@ -522,7 +522,7 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim, * and waiting for it to fade, for example. */ if (IS_NPC(victim) && !affected_by_spell(victim, spellnum)) { for (i = 0; i < MAX_SPELL_AFFECTS; i++) { - for (j=0; jcharacter, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(CMP, LVL_IMMORT, TRUE,"OLC: %s starts editing zone %d allowed zone %d", + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE,"OLC: %s starts editing zone %d allowed zone %d", GET_NAME(ch), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(ch)); } @@ -397,8 +396,8 @@ static void medit_disp_aff_flags(struct descriptor_data *d) get_char_colors(d->character); clear_screen(d); - /* +1 since AFF_FLAGS don't start at 0. */ - column_list(d->character, 0, affected_bits + 1, NUM_AFF_FLAGS, TRUE); + /* +1/-1 antics needed because AFF_FLAGS doesn't start at 0. */ + column_list(d->character, 0, affected_bits + 1, NUM_AFF_FLAGS - 1, TRUE); sprintbitarray(AFF_FLAGS(OLC_MOB(d)), affected_bits, AF_ARRAY_MAX, flags); write_to_output(d, "\r\nCurrent flags : %s%s%s\r\nEnter aff flags (0 to quit) : ", cyn, flags, nrm); @@ -578,8 +577,8 @@ void medit_parse(struct descriptor_data *d, char *arg) case 'q': case 'Q': if (OLC_VAL(d)) { /* Anything been changed? */ - write_to_output(d, "Do you wish to save your changes? : "); - OLC_MODE(d) = MEDIT_CONFIRM_SAVESTRING; + write_to_output(d, "Do you wish to save your changes? : "); + OLC_MODE(d) = MEDIT_CONFIRM_SAVESTRING; } else cleanup_olc(d, CLEANUP_ALL); return; @@ -604,8 +603,8 @@ void medit_parse(struct descriptor_data *d, char *arg) send_editor_help(d); write_to_output(d, "Enter mob description:\r\n\r\n"); if (OLC_MOB(d)->player.description) { - write_to_output(d, "%s", OLC_MOB(d)->player.description); - oldtext = strdup(OLC_MOB(d)->player.description); + write_to_output(d, "%s", OLC_MOB(d)->player.description); + oldtext = strdup(OLC_MOB(d)->player.description); } string_write(d, &OLC_MOB(d)->player.description, MAX_MOB_DESC, 0, oldtext); OLC_VAL(d) = 1; @@ -899,7 +898,7 @@ void medit_parse(struct descriptor_data *d, char *arg) case MEDIT_AFF_FLAGS: if ((i = atoi(arg)) <= 0) break; - else if (i <= NUM_AFF_FLAGS) + else if (i < NUM_AFF_FLAGS) TOGGLE_BIT_AR(AFF_FLAGS(OLC_MOB(d)), i); /* Remove unwanted bits right away. */ diff --git a/src/modify.c b/src/modify.c index 8b4cf33..9a34977 100644 --- a/src/modify.c +++ b/src/modify.c @@ -253,17 +253,18 @@ static void playing_string_cleanup(struct descriptor_data *d, int action) notify_if_playing(d->character, d->mail_to); } else write_to_output(d, "Mail aborted.\r\n"); - free(*d->str); - free(d->str); - } + + free(*d->str); + free(d->str); + } - /* We have no way of knowing which slot the post was sent to so we can only - * give the message. */ - if (d->mail_to >= BOARD_MAGIC) { - board_save_board(d->mail_to - BOARD_MAGIC); - if (action == STRINGADD_ABORT) - write_to_output(d, "Post not aborted, use REMOVE .\r\n"); - } +/* We have no way of knowing which slot the post was sent to so we can only + * give the message. */ + if (d->mail_to >= BOARD_MAGIC) { + board_save_board(d->mail_to - BOARD_MAGIC); + if (action == STRINGADD_ABORT) + write_to_output(d, "Post not aborted, use REMOVE .\r\n"); + } if (PLR_FLAGGED(d->character, PLR_IDEA)) { if (action == STRINGADD_SAVE && *d->str){ write_to_output(d, "Idea saved!\r\n"); diff --git a/src/msgedit.c b/src/msgedit.c index 2ce9856..5c43060 100644 --- a/src/msgedit.c +++ b/src/msgedit.c @@ -75,7 +75,7 @@ void load_messages(void) FILE *fl; int i, type; struct message_type *messages; - char chk[128], *buf; + char chk[128]; if (!(fl = fopen(MESS_FILE, "r"))) { log("SYSERR: Error reading combat message file %s: %s", MESS_FILE, strerror(errno)); @@ -88,13 +88,36 @@ void load_messages(void) fight_messages[i].msg = NULL; } - while (!feof(fl)) { - buf = fgets(chk, 128, fl); - while (!feof(fl) && (*chk == '\n' || *chk == '*')) - buf = fgets(chk, 128, fl); + while (fgets(chk, 128, fl)) { + while (*chk == '\n' || *chk == '*') { + if (fgets(chk, 128, fl) == NULL) { + if (feof(fl)) + break; + else if(ferror(fl)) + log("SYSERR: Error reading combat message file %s: %s", MESS_FILE, strerror(errno)); + else + log("SYSERR: Error reading combat message file %s", MESS_FILE); + exit(1); + } + } + + if(feof(fl)) { + break; + } while (*chk == 'M') { - buf = fgets(chk, 128, fl); + if (fgets(chk, 128, fl) == NULL) { + if(feof(fl)) { + log("SYSERR: Unexpected end of file reading combat message file %s", MESS_FILE); + break; + } + else if(ferror(fl)) + log("SYSERR: Error reading combat message file %s: %s", MESS_FILE, strerror(errno)); + else + log("SYSERR: Error reading combat message file %s", MESS_FILE); + exit(1); + } + sscanf(chk, " %d\n", &type); for (i = 0; (i < MAX_MESSAGES) && (fight_messages[i].a_type != type) && (fight_messages[i].a_type); i++); @@ -120,9 +143,6 @@ void load_messages(void) messages->god_msg.attacker_msg = fread_action(fl, i); messages->god_msg.victim_msg = fread_action(fl, i); messages->god_msg.room_msg = fread_action(fl, i); - buf = fgets(chk, 128, fl); - while (!feof(fl) && (*chk == '\n' || *chk == '*')) - buf = fgets(chk, 128, fl); } } fclose(fl); @@ -145,7 +165,7 @@ static void show_messages(struct char_data *ch) len += snprintf(buf + len, sizeof(buf) - len, "%-2d) [%-3d] %d, %-18s\r\n", half, fight_messages[half].a_type, fight_messages[half].number_of_attacks, fight_messages[half].a_type < TOP_SPELL_DEFINE ? spell_info[fight_messages[half].a_type].name : "Unknown"); } - len += snprintf(buf + len, sizeof(buf) - len, "Total Messages: %d\r\n", count); + snprintf(buf + len, sizeof(buf) - len, "Total Messages: %d\r\n", count); page_string(ch->desc, buf, TRUE); } @@ -328,7 +348,7 @@ ACMD(do_msgedit) act("$n starts using OLC.", TRUE, d->character, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(CMP, LVL_IMMORT, TRUE, "OLC: %s starts editing message %d", + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "OLC: %s starts editing message %d", GET_NAME(ch), OLC_NUM(d)); } diff --git a/src/msgedit.h b/src/msgedit.h index 2ed8e73..fdf893e 100644 --- a/src/msgedit.h +++ b/src/msgedit.h @@ -1,6 +1,4 @@ /** - * @file msgedit.h - * * Copyright 2012 Joseph Arnusch * * This program is free software; you can redistribute it and/or modify diff --git a/src/mud_event.c b/src/mud_event.c index 97ba251..d457f32 100644 --- a/src/mud_event.c +++ b/src/mud_event.c @@ -54,7 +54,6 @@ void init_events(void) EVENTFUNC(event_countdown) { struct mud_event_data * pMudEvent; - struct char_data * ch = NULL; struct room_data * room = NULL; room_rnum rnum = NOWHERE; @@ -62,14 +61,13 @@ EVENTFUNC(event_countdown) switch (mud_event_index[pMudEvent->iId].iEvent_Type) { case EVENT_CHAR: - ch = (struct char_data * ) pMudEvent->pStruct; - break; + break; case EVENT_ROOM: room = (struct room_data * ) pMudEvent->pStruct; rnum = real_room(room->number); - break; + break; default: - break; + break; } switch (pMudEvent->iId) { @@ -83,8 +81,6 @@ EVENTFUNC(event_countdown) break; case eNULL: break; - default: - break; } return 0; @@ -235,39 +231,3 @@ void clear_char_event_list(struct char_data * ch) event_cancel(pEvent); } } - -/* change_event_duration contributed by Ripley */ -void change_event_duration(struct char_data * ch, event_id iId, long time) -{ - struct event * pEvent; - struct mud_event_data * pMudEvent = 0; - bool found = FALSE; - - if (ch->events == NULL) - return; - - if (ch->events->iSize == 0) - return; - - clear_simple_list(); - - while ((pEvent = (struct event *) simple_list(ch->events)) != NULL) { - if (!pEvent->isMudEvent) - continue; - - pMudEvent = (struct mud_event_data * ) pEvent->event_obj; - - if (pMudEvent->iId == iId) { - found = TRUE; - break; - } - } - - if (found) { - /* So we found the offending event, now build a new one, with the new time */ - attach_mud_event(new_mud_event(iId, pMudEvent->pStruct, pMudEvent->sVariables), time); - event_cancel(pEvent); - } - -} - diff --git a/src/oasis.c b/src/oasis.c index e847a0b..9edc2ac 100644 --- a/src/oasis.c +++ b/src/oasis.c @@ -28,26 +28,6 @@ #include "ibt.h" #include "msgedit.h" -/* Internal Data Structures */ -/** @deprecated olc_scmd_info appears to be deprecated. Commented out for now. -static struct olc_scmd_info_t { - const char *text; - int con_type; -} olc_scmd_info[] = { - { "room", CON_REDIT }, - { "object", CON_OEDIT }, - { "zone", CON_ZEDIT }, - { "mobile", CON_MEDIT }, - { "shop", CON_SEDIT }, - { "config", CON_CEDIT }, - { "trigger", CON_TRIGEDIT }, - { "action", CON_AEDIT }, - { "help", CON_HEDIT }, - { "quest", CON_QEDIT }, - { "\n", -1 } -}; -*/ - /* Global variables defined here, used elsewhere */ const char *nrm, *grn, *cyn, *yel; @@ -217,13 +197,18 @@ void cleanup_olc(struct descriptor_data *d, byte cleanup_type) act("$n stops using OLC.", TRUE, d->character, NULL, NULL, TO_ROOM); if (cleanup_type == CLEANUP_CONFIG) - mudlog(BRF, LVL_IMMORT, TRUE, "OLC: %s stops editing the game configuration", GET_NAME(d->character)); + mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), + TRUE, "OLC: %s stops editing the game configuration", GET_NAME(d->character)); else if (STATE(d) == CON_TEDIT) - mudlog(BRF, LVL_IMMORT, TRUE, "OLC: %s stops editing text files.", GET_NAME(d->character)); + mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), + TRUE, "OLC: %s stops editing text files.", GET_NAME(d->character)); else if (STATE(d) == CON_HEDIT) - mudlog(CMP, LVL_IMMORT, TRUE, "OLC: %s stops editing help files.", GET_NAME(d->character)); + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), + TRUE, "OLC: %s stops editing help files.", GET_NAME(d->character)); else - mudlog(CMP, LVL_IMMORT, TRUE, "OLC: %s stops editing zone %d allowed zone %d", GET_NAME(d->character), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(d->character)); + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), + TRUE, "OLC: %s stops editing zone %d allowed zone %d", + GET_NAME(d->character), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(d->character)); STATE(d) = CON_PLAYING; } diff --git a/src/oasis_list.c b/src/oasis_list.c index 63c956d..87cf124 100644 --- a/src/oasis_list.c +++ b/src/oasis_list.c @@ -39,7 +39,7 @@ static void list_objects(struct char_data *ch, zone_rnum rnum, obj_vnum vmin , o static void list_shops(struct char_data *ch , zone_rnum rnum, shop_vnum vmin, shop_vnum vmax); static void list_zones(struct char_data *ch, zone_rnum rnum, zone_vnum vmin, zone_vnum vmax, char *name); -void perform_mob_flag_list(struct char_data * ch, char *arg) +static void perform_mob_flag_list(struct char_data * ch, char *arg) { int num, mob_flag, found = 0; size_t len; @@ -76,7 +76,7 @@ void perform_mob_flag_list(struct char_data * ch, char *arg) return; } -void perform_mob_level_list(struct char_data * ch, char *arg) +static void perform_mob_level_list(struct char_data * ch, char *arg) { int num, mob_level, found = 0; size_t len; @@ -112,7 +112,7 @@ void perform_mob_level_list(struct char_data * ch, char *arg) return; } -void add_to_obj_list(struct obj_list_item *lst, int num_items, obj_vnum nvo, int nval) +static void add_to_obj_list(struct obj_list_item *lst, int num_items, obj_vnum nvo, int nval) { int j, tmp_v; obj_vnum tmp_ov; @@ -131,7 +131,7 @@ void add_to_obj_list(struct obj_list_item *lst, int num_items, obj_vnum nvo, int } } -void perform_obj_type_list(struct char_data * ch, char *arg) +static void perform_obj_type_list(struct char_data * ch, char *arg) { int num, itemtype, v1, v2, found = 0; size_t len = 0, tmp_len = 0; @@ -246,7 +246,7 @@ void perform_obj_type_list(struct char_data * ch, char *arg) page_string(ch->desc, buf, TRUE); } -void perform_obj_aff_list(struct char_data * ch, char *arg) +static void perform_obj_aff_list(struct char_data * ch, char *arg) { int num, i, apply, v1 = 0, found = 0; size_t len = 0, tmp_len = 0; @@ -331,7 +331,7 @@ void perform_obj_aff_list(struct char_data * ch, char *arg) page_string(ch->desc, buf, TRUE); } -void perform_obj_name_list(struct char_data * ch, char *arg) +static void perform_obj_name_list(struct char_data * ch, char *arg) { int num, found = 0; size_t len = 0, tmp_len = 0; @@ -830,7 +830,6 @@ void print_zone(struct char_data *ch, zone_vnum vnum) size_mobiles = 0; size_shops = 0; size_trigs = 0; - size_quests = 0; top = zone_table[rnum].top; bottom = zone_table[rnum].bot; diff --git a/src/objsave.c b/src/objsave.c index be45bf6..9553c25 100644 --- a/src/objsave.c +++ b/src/objsave.c @@ -248,7 +248,7 @@ static void auto_equip(struct char_data *ch, struct obj_data *obj, int location) else equip_char(ch, obj, j); } else { /* Oops, saved a player with double equipment? */ - mudlog(BRF, LVL_IMMORT, TRUE, + mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "SYSERR: autoeq: '%s' already equipped in position %d.", GET_NAME(ch), location); location = LOC_INVENTORY; } @@ -1016,7 +1016,7 @@ obj_save_data *objsave_parse_objects(FILE *fl) /* Do nothing. */ } else if (temp != NULL && current->obj != NULL) { if (temp != current->obj) - log("inconsistent object pointers in objsave_parse_objects: %p/%p", temp, current->obj); + log("inconsistent object pointers in objsave_parse_objects: %p/%p", (void *)temp, (void *)current->obj); } break; @@ -1177,7 +1177,7 @@ obj_save_data *objsave_parse_objects(FILE *fl) static int Crash_load_objs(struct char_data *ch) { FILE *fl; - char filename[MAX_STRING_LENGTH]; + char filename[PATH_MAX]; char line[READ_SIZE]; char buf[MAX_STRING_LENGTH]; char str[64]; @@ -1196,7 +1196,7 @@ static int Crash_load_objs(struct char_data *ch) { if (!(fl = fopen(filename, "r"))) { if (errno != ENOENT) { /* if it fails, NOT because of no file */ - sprintf(buf, "SYSERR: READING OBJECT FILE %s (5)", filename); + snprintf(buf, MAX_STRING_LENGTH, "SYSERR: READING OBJECT FILE %s (5)", filename); perror(buf); send_to_char(ch, "\r\n********************* NOTICE *********************\r\n" "There was a problem loading your objects from disk.\r\n" @@ -1213,7 +1213,7 @@ static int Crash_load_objs(struct char_data *ch) { if (rentcode == RENT_RENTED || rentcode == RENT_TIMEDOUT) { sprintf(str, "%d", SECS_PER_REAL_DAY); - num_of_days = (int)((float) (time(0) - timed) / (float)atoi(str)); + num_of_days = (int)((float) (time(0) - timed) / atoi(str)); cost = (unsigned int) (netcost * num_of_days); if (cost > (unsigned int)GET_GOLD(ch) + (unsigned int)GET_BANK_GOLD(ch)) { fclose(fl); diff --git a/src/oedit.c b/src/oedit.c index 1fd922f..f7c4b7f 100644 --- a/src/oedit.c +++ b/src/oedit.c @@ -53,7 +53,6 @@ ACMD(do_oasis_oedit) { int number = NOWHERE, save = 0, real_num; struct descriptor_data *d; - char *buf3; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; @@ -62,7 +61,7 @@ ACMD(do_oasis_oedit) return; /* Parse any arguments. */ - buf3 = two_arguments(argument, buf1, buf2); + two_arguments(argument, buf1, buf2); /* If there aren't any arguments they can't modify anything. */ if (!*buf1) { @@ -178,7 +177,7 @@ ACMD(do_oasis_oedit) SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); /* Log the OLC message. */ - mudlog(CMP, LVL_IMMORT, TRUE, "OLC: %s starts editing zone %d allowed zone %d", + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "OLC: %s starts editing zone %d allowed zone %d", GET_NAME(ch), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(ch)); } @@ -937,7 +936,7 @@ void oedit_parse(struct descriptor_data *d, char *arg) case OEDIT_PERM: if ((number = atoi(arg)) == 0) break; - if (number > 0 && number <= NUM_AFF_FLAGS) { + if (number > 0 && number < NUM_AFF_FLAGS) { /* Setting AFF_CHARM on objects like this is dangerous. */ if (number != AFF_CHARM) { TOGGLE_BIT_AR(GET_OBJ_AFFECT(OLC_OBJ(d)), number); diff --git a/src/players.c b/src/players.c index fd3f278..1e76197 100644 --- a/src/players.c +++ b/src/players.c @@ -34,17 +34,6 @@ #define PT_FLAGS(i) (player_table[(i)].flags) #define PT_LLAST(i) (player_table[(i)].last) -/* 'global' vars defined here and used externally */ -/** @deprecated Since this file really is basically a functional extension - * of the database handling in db.c, until the day that the mud is broken - * down to be less monolithic, I don't see why the following should be defined - * anywhere but there. -struct player_index_element *player_table = NULL; -int top_of_p_table = 0; -int top_of_p_file = 0; -long top_idnum = 0; -*/ - /* local functions */ static void load_affects(FILE *fl, struct char_data *ch); static void load_skills(FILE *fl, struct char_data *ch); @@ -127,7 +116,7 @@ int create_entry(char *name) /* Remove an entry from the in-memory player index table. * * Requires the 'pos' value returned by the get_ptable_by_name function */ -void remove_player_from_index(int pos) +static void remove_player_from_index(int pos) { int i; @@ -858,7 +847,7 @@ static void load_affects(FILE *fl, struct char_data *ch) af.bitvector[2] = num7; af.bitvector[3] = num8; } else if (n_vars == 5) { /* Old 32-bit conversion version */ - if (num5 > 0 && num5 <= NUM_AFF_FLAGS) /* Ignore invalid values */ + if (num5 > 0 && num5 < NUM_AFF_FLAGS) /* Ignore invalid values */ SET_BIT_AR(af.bitvector, num5); } else { log("SYSERR: Invalid affects in pfile (%s), expecting 5 or 8 values", GET_NAME(ch)); diff --git a/src/prefedit.c b/src/prefedit.c index 6a086cf..5fbf95b 100755 --- a/src/prefedit.c +++ b/src/prefedit.c @@ -146,7 +146,8 @@ static void prefedit_disp_main_menu(struct descriptor_data *d) "%sImmortal Preferences\r\n" "%s1%s) Syslog Level %s[%s%8s%s] %s4%s) ClsOLC %s[%s%3s%s]\r\n" "%s2%s) Show Flags %s[%s%3s%s] %s5%s) No WizNet %s[%s%3s%s]\r\n" - "%s3%s) No Hassle %s[%s%3s%s] %s6%s) Holylight %s[%s%3s%s]\r\n", + "%s3%s) No Hassle %s[%s%3s%s] %s6%s) Holylight %s[%s%3s%s]\r\n" + "%s7%s) Verbose %s[%s%3s%s] ", CBWHT(d->character, C_NRM), /* Line 1 - syslog and clsolc */ CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), @@ -159,8 +160,17 @@ static void prefedit_disp_main_menu(struct descriptor_data *d) /* Line 3 - nohassle and holylight */ CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_NOHASSLE)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), - CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_HOLYLIGHT)), CCCYN(d->character, C_NRM) + CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_HOLYLIGHT)), CCCYN(d->character, C_NRM), +/* Line 4 - Verbose */ + CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), + ONOFF(PREFEDIT_FLAGGED(PRF_VERBOSE)), CCCYN(d->character, C_NRM) ); + if (GET_LEVEL(PREFEDIT_GET_CHAR) == LVL_IMPL) + send_to_char(d->character, "%s8%s) Zone Resets %s[%s%3s%s]\r\n", + CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), CCYEL(d->character, C_NRM), + ONOFF(PREFEDIT_FLAGGED(PRF_ZONERESETS)), CCCYN(d->character, C_NRM)); + else + send_to_char(d->character, "\r\n"); } /* Finishing Off */ @@ -360,7 +370,8 @@ void prefedit_parse(struct descriptor_data * d, char *arg) case 'y': case 'Y': prefedit_save_to_char(d); - mudlog(CMP, LVL_BUILDER, TRUE, "OLC: %s edits toggles for %s", GET_NAME(d->character), GET_NAME(OLC_PREFS(d)->ch)); + mudlog(CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(d->character)), TRUE, "OLC: %s edits toggles for %s", + GET_NAME(d->character), GET_NAME(OLC_PREFS(d)->ch)); /*. No strings to save - cleanup all .*/ cleanup_olc(d, CLEANUP_ALL); break; @@ -500,6 +511,30 @@ void prefedit_parse(struct descriptor_data * d, char *arg) } break; + case '7': + if (GET_LEVEL(PREFEDIT_GET_CHAR) < LVL_IMMORT) + { + send_to_char(d->character, "%sInvalid choice!%s\r\n", CBRED(d->character, C_NRM), CCNRM(d->character, C_NRM)); + prefedit_disp_main_menu(d); + } + else + { + TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_VERBOSE); + } + break; + + case '8': + if (GET_LEVEL(PREFEDIT_GET_CHAR) < LVL_IMPL) + { + send_to_char(d->character, "%sInvalid choice!%s\r\n", CBRED(d->character, C_NRM), CCNRM(d->character, C_NRM)); + prefedit_disp_main_menu(d); + } + else + { + TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_ZONERESETS); + } + break; + default: send_to_char(d->character, "%sInvalid choice!%s\r\n", CBRED(d->character, C_NRM), CCNRM(d->character, C_NRM)); prefedit_disp_main_menu(d); @@ -884,6 +919,10 @@ void prefedit_Restore_Defaults(struct descriptor_data *d) if (PREFEDIT_FLAGGED(PRF_AUTODOOR)) SET_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTODOOR); + /* PRF_VERBOSE - On */ + if (PREFEDIT_FLAGGED(PRF_VERBOSE)) + SET_BIT_AR(PREFEDIT_GET_FLAGS, PRF_VERBOSE); + /* Other (non-toggle) options */ PREFEDIT_GET_WIMP_LEV = 0; /* Wimpy off by default */ PREFEDIT_GET_PAGELENGTH = 22; /* Default telnet screen is 22 lines */ @@ -894,7 +933,6 @@ ACMD(do_oasis_prefedit) { struct descriptor_data *d; struct char_data *vict; - char *buf3; char buf[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; @@ -902,7 +940,7 @@ ACMD(do_oasis_prefedit) /****************************************************************************/ /** Parse any arguments. **/ /****************************************************************************/ - buf3 = two_arguments(argument, buf1, buf2); + two_arguments(argument, buf1, buf2); /****************************************************************************/ /** If there aren't any arguments...well...they can only modify their **/ @@ -941,7 +979,7 @@ ACMD(do_oasis_prefedit) send_to_char(ch, "Your preferences are currently being edited by %s.\r\n", PERS(d->character, ch)); else sprintf(buf, "$S$u preferences are currently being edited by %s.", PERS(d->character, ch)); - act(buf, FALSE, ch, 0, vict, TO_CHAR); + act(buf, FALSE, ch, 0, vict, TO_CHAR); return; } } diff --git a/src/protocol.c b/src/protocol.c index 6517354..78c8600 100644 --- a/src/protocol.c +++ b/src/protocol.c @@ -13,6 +13,11 @@ #include #include "protocol.h" +#ifdef _MSC_VER +#include "telnet.h" +#define alloca _alloca +#endif + /****************************************************************************** The following section is for Diku/Merc derivatives. Replace as needed. ******************************************************************************/ @@ -40,7 +45,7 @@ static void Write( descriptor_t *apDescriptor, const char *apData ) { if ( apDescriptor != NULL) { - if ( apDescriptor->pProtocol->WriteOOB > 0) + if ( apDescriptor->pProtocol->WriteOOB > 0 || *(apDescriptor->output) == '\0' ) { apDescriptor->pProtocol->WriteOOB = 2; } @@ -1530,7 +1535,6 @@ static void Negotiate( descriptor_t *apDescriptor ) static void PerformHandshake( descriptor_t *apDescriptor, char aCmd, char aProtocol ) { - bool_t bResult = true; protocol_t *pProtocol = apDescriptor->pProtocol; switch ( aProtocol ) @@ -1559,8 +1563,6 @@ static void PerformHandshake( descriptor_t *apDescriptor, char aCmd, char aProto Negotiate(apDescriptor); } } - else /* Anything else is invalid. */ - bResult = false; break; case (char)TELOPT_NAWS: @@ -1568,8 +1570,6 @@ static void PerformHandshake( descriptor_t *apDescriptor, char aCmd, char aProto pProtocol->bNAWS = true; else if ( aCmd == (char)WONT ) pProtocol->bNAWS = false; - else /* Anything else is invalid. */ - bResult = false; break; case (char)TELOPT_CHARSET: @@ -1581,8 +1581,6 @@ static void PerformHandshake( descriptor_t *apDescriptor, char aCmd, char aProto } else if ( aCmd == (char)WONT ) pProtocol->bCHARSET = false; - else /* Anything else is invalid. */ - bResult = false; break; case (char)TELOPT_MSDP: @@ -1595,8 +1593,6 @@ static void PerformHandshake( descriptor_t *apDescriptor, char aCmd, char aProto } else if ( aCmd == (char)DONT ) pProtocol->bMSDP = false; - else /* Anything else is invalid. */ - bResult = false; break; case (char)TELOPT_MSSP: @@ -1604,8 +1600,6 @@ static void PerformHandshake( descriptor_t *apDescriptor, char aCmd, char aProto SendMSSP( apDescriptor ); else if ( aCmd == (char)DONT ) ; /* Do nothing. */ - else /* Anything else is invalid. */ - bResult = false; break; case (char)TELOPT_MCCP: @@ -1619,8 +1613,6 @@ static void PerformHandshake( descriptor_t *apDescriptor, char aCmd, char aProto pProtocol->bMCCP = false; CompressEnd( apDescriptor ); } - else // Anything else is invalid. - bResult = false; break; case (char)TELOPT_MSP: @@ -1628,8 +1620,6 @@ static void PerformHandshake( descriptor_t *apDescriptor, char aCmd, char aProto pProtocol->bMSP = true; else if ( aCmd == (char)DONT ) pProtocol->bMSP = false; - else /* Anything else is invalid. */ - bResult = false; break; case (char)TELOPT_MXP: @@ -1665,8 +1655,6 @@ static void PerformHandshake( descriptor_t *apDescriptor, char aCmd, char aProto } else if ( aCmd == (char)DONT ) pProtocol->bMXP = false; - else /* Anything else is invalid. */ - bResult = false; break; case (char)TELOPT_ATCP: @@ -1692,12 +1680,10 @@ static void PerformHandshake( descriptor_t *apDescriptor, char aCmd, char aProto } else if ( aCmd == (char)WONT ) pProtocol->bATCP = false; - else /* Anything else is invalid. */ - bResult = false; break; default: - bResult = false; + break; } } @@ -1782,7 +1768,26 @@ static void PerformSubnegotiation( descriptor_t *apDescriptor, char aCmd, char * Write(apDescriptor, RequestTTYPE); } - if ( PrefixString("Mudlet", pClientName) ) + if ( PrefixString("MTTS ", pClientName) ) + { + pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt = atoi(pClientName+5); + + if (pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt & 1) + { + pProtocol->pVariables[eMSDP_ANSI_COLORS]->ValueInt = 1; + } + if (pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt & 4) + { + pProtocol->pVariables[eMSDP_UTF_8]->ValueInt = 1; + } + if (pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt & 8) + { + pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1; + pProtocol->b256Support = eYES; + } + + } + else if ( PrefixString("Mudlet", pClientName) ) { /* Mudlet beta 15 and later supports 256 colours, but we can't * identify it from the mud - everything prior to 1.1 claims @@ -2498,15 +2503,19 @@ static bool_t IsValidColour( const char *apArgument ) static bool_t MatchString( const char *apFirst, const char *apSecond ) { - while ( *apFirst && tolower(*apFirst) == tolower(*apSecond) ) - ++apFirst, ++apSecond; + while ( *apFirst && tolower(*apFirst) == tolower(*apSecond) ) { + ++apFirst; + ++apSecond; + } return ( !*apFirst && !*apSecond ); } static bool_t PrefixString( const char *apPart, const char *apWhole ) { - while ( *apPart && tolower(*apPart) == tolower(*apWhole) ) - ++apPart, ++apWhole; + while ( *apPart && tolower(*apPart) == tolower(*apWhole) ) { + ++apPart; + ++apWhole; + } return ( !*apPart ); } diff --git a/src/protocol.h b/src/protocol.h index 50aba24..09200e7 100644 --- a/src/protocol.h +++ b/src/protocol.h @@ -191,7 +191,7 @@ typedef struct { const char *pName; /* The name of the MSSP variable */ const char *pValue; /* The value of the MSSP variable */ - const char *(*pFunction)();/* Optional function to return the value */ + const char *(*pFunction)(void); /* Optional function to return the value */ } MSSP_t; typedef struct diff --git a/src/qedit.c b/src/qedit.c index c71a193..7fcf73a 100644 --- a/src/qedit.c +++ b/src/qedit.c @@ -55,14 +55,13 @@ ACMD(do_oasis_qedit) int number = NOWHERE, save = 0; qst_rnum real_num; struct descriptor_data *d; - char *buf3; char buf1[MAX_INPUT_LENGTH]; char buf2[MAX_INPUT_LENGTH]; /****************************************************************************/ /** Parse any arguments. **/ /****************************************************************************/ - buf3 = two_arguments(argument, buf1, buf2); + two_arguments(argument, buf1, buf2); if (!*buf1) { send_to_char(ch, "Specify a quest VNUM to edit.\r\n"); @@ -188,7 +187,7 @@ ACMD(do_oasis_qedit) act("$n starts using OLC.", TRUE, d->character, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(BRF, LVL_IMMORT, TRUE, + mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "OLC: %s starts editing zone %d allowed zone %d", GET_NAME(ch), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(ch)); } @@ -352,7 +351,7 @@ static void qedit_disp_menu(struct descriptor_data *d) OLC_MODE(d) = QEDIT_MAIN_MENU; } /* For quest type. */ -void qedit_disp_type_menu(struct descriptor_data *d) +static void qedit_disp_type_menu(struct descriptor_data *d) { clear_screen(d); column_list(d->character, 0, quest_types, NUM_AQ_TYPES, TRUE); @@ -360,7 +359,7 @@ void qedit_disp_type_menu(struct descriptor_data *d) OLC_MODE(d) = QEDIT_TYPES; } /* For quest flags. */ -void qedit_disp_flag_menu(struct descriptor_data *d) +static void qedit_disp_flag_menu(struct descriptor_data *d) { char bits[MAX_STRING_LENGTH]; diff --git a/src/quest.c b/src/quest.c index 3581e0a..7820b93 100644 --- a/src/quest.c +++ b/src/quest.c @@ -8,8 +8,6 @@ * Copyright (C) 1997 MS * *********************************************************************** */ -#define __QUEST_C__ - #include "conf.h" #include "sysdep.h" @@ -478,7 +476,7 @@ void list_quests(struct char_data *ch, zone_rnum zone, qst_vnum vmin, qst_vnum v send_to_char(ch, "None found.\r\n"); } -void quest_hist(struct char_data *ch) +static void quest_hist(struct char_data *ch) { int i = 0, counter = 0; qst_rnum rnum = NOTHING; @@ -498,7 +496,7 @@ void quest_hist(struct char_data *ch) send_to_char(ch, "You haven't completed any quests yet.\r\n"); } -void quest_join(struct char_data *ch, struct char_data *qm, char argument[MAX_INPUT_LENGTH]) +static void quest_join(struct char_data *ch, struct char_data *qm, char argument[MAX_INPUT_LENGTH]) { qst_vnum vnum; qst_rnum rnum; @@ -582,7 +580,7 @@ void quest_list(struct char_data *ch, struct char_data *qm, char argument[MAX_IN send_to_char(ch, "There is no further information on that quest.\r\n"); } -void quest_quit(struct char_data *ch) +static void quest_quit(struct char_data *ch) { qst_rnum rnum; @@ -608,7 +606,7 @@ void quest_quit(struct char_data *ch) } } -void quest_progress(struct char_data *ch) +static void quest_progress(struct char_data *ch) { qst_rnum rnum; @@ -632,7 +630,7 @@ void quest_progress(struct char_data *ch) } } -void quest_show(struct char_data *ch, mob_vnum qm) +static void quest_show(struct char_data *ch, mob_vnum qm) { qst_rnum rnum; int counter = 0; @@ -650,7 +648,7 @@ void quest_show(struct char_data *ch, mob_vnum qm) send_to_char(ch, "There are no quests available here at the moment.\r\n"); } -void quest_stat(struct char_data *ch, char argument[MAX_STRING_LENGTH]) +static void quest_stat(struct char_data *ch, char argument[MAX_STRING_LENGTH]) { qst_rnum rnum; mob_rnum qmrnum; diff --git a/src/quest.h b/src/quest.h index fe1c1c1..a52a00e 100644 --- a/src/quest.h +++ b/src/quest.h @@ -141,9 +141,7 @@ int save_quests(zone_rnum zone_num); /* ******************************************************************** */ /* AQ Global Variables ************************************************ */ -#ifndef __QUEST_C__ extern const char *aq_flags[]; /* names for quest flags (quest.c) */ extern const char *quest_types[]; /* named for quest types (quest.c) */ -#endif /* __QUEST_C__ */ #endif /* _QUEST_H_ */ diff --git a/src/redit.c b/src/redit.c index 90df0b4..de23817 100644 --- a/src/redit.c +++ b/src/redit.c @@ -34,7 +34,6 @@ static void redit_disp_menu(struct descriptor_data *d); /* Utils and exported functions. */ ACMD(do_oasis_redit) { - char *buf3; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int number = NOWHERE, save = 0, real_num; @@ -45,7 +44,7 @@ ACMD(do_oasis_redit) return; /* Parse any arguments. */ - buf3 = two_arguments(argument, buf1, buf2); + two_arguments(argument, buf1, buf2); if (!*buf1) number = GET_ROOM_VNUM(IN_ROOM(ch)); @@ -149,7 +148,7 @@ ACMD(do_oasis_redit) act("$n starts using OLC.", TRUE, d->character, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(CMP, LVL_IMMORT, TRUE, "OLC: %s starts editing zone %d allowed zone %d", + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "OLC: %s starts editing zone %d allowed zone %d", GET_NAME(ch), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(ch)); } diff --git a/src/sedit.c b/src/sedit.c index c042fec..d38e502 100644 --- a/src/sedit.c +++ b/src/sedit.c @@ -50,7 +50,6 @@ ACMD(do_oasis_sedit) int number = NOWHERE, save = 0; shop_rnum real_num; struct descriptor_data *d; - char *buf3; char buf1[MAX_INPUT_LENGTH]; char buf2[MAX_INPUT_LENGTH]; @@ -59,7 +58,7 @@ ACMD(do_oasis_sedit) return; /* Parse any arguments. */ - buf3 = two_arguments(argument, buf1, buf2); + two_arguments(argument, buf1, buf2); if (!*buf1) { send_to_char(ch, "Specify a shop VNUM to edit.\r\n"); @@ -168,7 +167,7 @@ ACMD(do_oasis_sedit) act("$n starts using OLC.", TRUE, d->character, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(CMP, LVL_IMMORT, TRUE, "OLC: %s starts editing zone %d allowed zone %d", + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "OLC: %s starts editing zone %d allowed zone %d", GET_NAME(ch), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(ch)); } @@ -682,7 +681,6 @@ void sedit_parse(struct descriptor_data *d, char *arg) /* Numerical responses. */ case SEDIT_KEEPER: - i = atoi(arg); if ((i = atoi(arg)) != -1) if ((i = real_mobile(i)) == NOBODY) { write_to_output(d, "That mobile does not exist, try again : "); @@ -744,7 +742,7 @@ void sedit_parse(struct descriptor_data *d, char *arg) } if (i >= 0) add_shop_to_int_list(&(S_ROOMS(OLC_SHOP(d))), atoi(arg)); - sedit_rooms_menu(d); + sedit_rooms_menu(d); return; case SEDIT_DELETE_ROOM: remove_shop_from_int_list(&(S_ROOMS(OLC_SHOP(d))), atoi(arg)); diff --git a/src/shop.c b/src/shop.c index 4ac25a2..8878bc2 100644 --- a/src/shop.c +++ b/src/shop.c @@ -9,8 +9,6 @@ * By Jeff Fink. * **************************************************************************/ -#define __SHOP_C__ - #include "conf.h" #include "sysdep.h" #include "structs.h" @@ -465,8 +463,8 @@ static int buy_price(struct obj_data *obj, int shop_nr, struct char_data *keeper we don't buy for more than we sell for, to prevent infinite money-making. */ static int sell_price(struct obj_data *obj, int shop_nr, struct char_data *keeper, struct char_data *seller) { - float sell_cost_modifier = SHOP_SELLPROFIT(shop_nr) * (1 - (GET_CHA(keeper) - GET_CHA(seller)) / (float)70); - float buy_cost_modifier = SHOP_BUYPROFIT(shop_nr) * (1 + (GET_CHA(keeper) - GET_CHA(seller)) / (float)70); + float sell_cost_modifier = SHOP_SELLPROFIT(shop_nr) * (1 - (GET_CHA(keeper) - GET_CHA(seller)) / 70.0); + float buy_cost_modifier = SHOP_BUYPROFIT(shop_nr) * (1 + (GET_CHA(keeper) - GET_CHA(seller)) / 70.0); if (sell_cost_modifier > buy_cost_modifier) sell_cost_modifier = buy_cost_modifier; @@ -476,7 +474,7 @@ static int sell_price(struct obj_data *obj, int shop_nr, struct char_data *keepe static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr) { - char tempstr[MAX_INPUT_LENGTH], tempbuf[MAX_INPUT_LENGTH]; + char tempstr[MAX_INPUT_LENGTH - 10], tempbuf[MAX_INPUT_LENGTH]; struct obj_data *obj, *last_obj = NULL; int goldamt = 0, buynum, bought = 0; @@ -741,7 +739,7 @@ static void sort_keeper_objs(struct char_data *keeper, int shop_nr) static void shopping_sell(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr) { - char tempstr[MAX_INPUT_LENGTH], name[MAX_INPUT_LENGTH], tempbuf[MAX_INPUT_LENGTH]; + char tempstr[MAX_INPUT_LENGTH - 10], name[MAX_INPUT_LENGTH], tempbuf[MAX_INPUT_LENGTH]; // - 10 to make room for constants in format struct obj_data *obj; int sellnum, sold = 0, goldamt = 0; @@ -1085,13 +1083,20 @@ static int read_type_list(FILE *shop_f, struct shop_buy_data *list, int new_format, int max) { int tindex, num, len = 0, error = 0; - char *ptr, buf[MAX_STRING_LENGTH], *buf1; + char *ptr, buf[MAX_STRING_LENGTH]; if (!new_format) return (read_list(shop_f, list, 0, max, LIST_TRADE)); do { - buf1 = fgets(buf, sizeof(buf), shop_f); + if (fgets(buf, sizeof(buf), shop_f) == NULL) { + if (feof(shop_f)) + log("SYSERR: unexpected end of file reading shop file type list."); + else if (ferror(shop_f)) + log("SYSERR: error reading reading shop file type list: %s", strerror(errno)); + else + log("SYSERR: error reading reading shop file type list."); + } if ((ptr = strchr(buf, ';')) != NULL) *ptr = '\0'; else @@ -1103,7 +1108,7 @@ static int read_type_list(FILE *shop_f, struct shop_buy_data *list, for (tindex = 0; *item_types[tindex] != '\n'; tindex++) if (!strn_cmp(item_types[tindex], buf, strlen(item_types[tindex]))) { num = tindex; - strcpy(buf, buf + strlen(item_types[tindex])); /* strcpy: OK (always smaller) */ + memmove(buf, buf + strlen(item_types[tindex]), strlen(buf) - strlen(item_types[tindex]) + 1); break; } diff --git a/src/shop.h b/src/shop.h index 50ed8a7..16c53d3 100644 --- a/src/shop.h +++ b/src/shop.h @@ -151,11 +151,8 @@ struct stack_data { #define MSG_CANT_KILL_KEEPER "Get out of here before I call the guards!" /* Global variables */ -#ifndef __SHOP_C__ extern const char *trade_letters[]; extern const char *shop_bits[]; -#endif /* __SHOP_C__ */ - #endif /* _SHOP_H_ */ diff --git a/src/spec_assign.c b/src/spec_assign.c index 86996c6..3ba42eb 100644 --- a/src/spec_assign.c +++ b/src/spec_assign.c @@ -172,7 +172,7 @@ struct spec_func_data { SPECIAL(*func); }; -struct spec_func_data spec_func_list[] = { +static struct spec_func_data spec_func_list[] = { {"Mayor", mayor }, {"Snake", snake }, {"Thief", thief }, diff --git a/src/spec_procs.c b/src/spec_procs.c index d75050e..c852622 100644 --- a/src/spec_procs.c +++ b/src/spec_procs.c @@ -60,7 +60,7 @@ void sort_spells(void) static const char *how_good(int percent) { if (percent < 0) - return " error)"; + return " (error)"; if (percent == 0) return " (not learned)"; if (percent <= 10) @@ -81,7 +81,7 @@ static const char *how_good(int percent) return " (superb)"; } -const char *prac_types[] = { +static const char *prac_types[] = { "spell", "skill" }; diff --git a/src/spec_procs.h b/src/spec_procs.h index 469f91a..722b88e 100644 --- a/src/spec_procs.h +++ b/src/spec_procs.h @@ -26,12 +26,16 @@ void assign_mobiles(void); void assign_objects(void); void assign_rooms(void); +#include "structs.h" +const char *get_spec_func_name(SPECIAL(*func)); + /***************************************************************************** * Begin Functions and defines for spec_procs.c ****************************************************************************/ /* Utility functions */ void sort_spells(void); void list_skills(struct char_data *ch); + /* Special functions */ SPECIAL(guild); SPECIAL(dump); diff --git a/src/spell_parser.c b/src/spell_parser.c index 695989a..dd2f7f7 100644 --- a/src/spell_parser.c +++ b/src/spell_parser.c @@ -1,14 +1,12 @@ /************************************************************************** -* File: spell_parser.c Part of tbaMUD * -* Usage: Top-level magic routines; outside points of entry to magic sys. * -* * -* All rights reserved. See license for complete information. * -* * -* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * -* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * -**************************************************************************/ - -#define __SPELL_PARSER_C__ + * File: spell_parser.c Part of tbaMUD * + * Usage: Top-level magic routines; outside points of entry to magic sys. * + * * + * All rights reserved. See license for complete information. * + * * + * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * + * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * + **************************************************************************/ #include "conf.h" #include "sysdep.h" @@ -30,8 +28,11 @@ char cast_arg2[MAX_INPUT_LENGTH]; const char *unused_spellname = "!UNUSED!"; /* So we can get &unused_spellname */ /* Local (File Scope) Function Prototypes */ -static void say_spell(struct char_data *ch, int spellnum, struct char_data *tch, struct obj_data *tobj); -static void spello(int spl, const char *name, int max_mana, int min_mana, int mana_change, int minpos, int targets, int violent, int routines, const char *wearoff); +static void say_spell(struct char_data *ch, int spellnum, struct char_data *tch, + struct obj_data *tobj); +static void spello(int spl, const char *name, int max_mana, int min_mana, + int mana_change, int minpos, int targets, int violent, int routines, + const char *wearoff); static int mag_manacost(struct char_data *ch, int spellnum); /* Local (File Scope) Variables */ @@ -39,112 +40,100 @@ struct syllable { const char *org; const char *news; }; -static struct syllable syls[] = { - {" ", " "}, - {"ar", "abra"}, - {"ate", "i"}, - {"cau", "kada"}, - {"blind", "nose"}, - {"bur", "mosa"}, - {"cu", "judi"}, - {"de", "oculo"}, - {"dis", "mar"}, - {"ect", "kamina"}, - {"en", "uns"}, - {"gro", "cra"}, - {"light", "dies"}, - {"lo", "hi"}, - {"magi", "kari"}, - {"mon", "bar"}, - {"mor", "zak"}, - {"move", "sido"}, - {"ness", "lacri"}, - {"ning", "illa"}, - {"per", "duda"}, - {"ra", "gru"}, - {"re", "candus"}, - {"son", "sabru"}, - {"tect", "infra"}, - {"tri", "cula"}, - {"ven", "nofo"}, - {"word of", "inset"}, - {"a", "i"}, {"b", "v"}, {"c", "q"}, {"d", "m"}, {"e", "o"}, {"f", "y"}, {"g", "t"}, - {"h", "p"}, {"i", "u"}, {"j", "y"}, {"k", "t"}, {"l", "r"}, {"m", "w"}, {"n", "b"}, - {"o", "a"}, {"p", "s"}, {"q", "d"}, {"r", "f"}, {"s", "g"}, {"t", "h"}, {"u", "e"}, - {"v", "z"}, {"w", "x"}, {"x", "n"}, {"y", "l"}, {"z", "k"}, {"", ""} -}; +static struct syllable syls[] = { { " ", " " }, { "ar", "abra" }, + { "ate", "i" }, { "cau", "kada" }, { "blind", "nose" }, { "bur", "mosa" }, { + "cu", "judi" }, { "de", "oculo" }, { "dis", "mar" }, + { "ect", "kamina" }, { "en", "uns" }, { "gro", "cra" }, { "light", "dies" }, + { "lo", "hi" }, { "magi", "kari" }, { "mon", "bar" }, { "mor", "zak" }, { + "move", "sido" }, { "ness", "lacri" }, { "ning", "illa" }, { "per", + "duda" }, { "ra", "gru" }, { "re", "candus" }, { "son", "sabru" }, { + "tect", "infra" }, { "tri", "cula" }, { "ven", "nofo" }, { "word of", + "inset" }, { "a", "i" }, { "b", "v" }, { "c", "q" }, { "d", "m" }, { + "e", "o" }, { "f", "y" }, { "g", "t" }, { "h", "p" }, { "i", "u" }, { + "j", "y" }, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "b" }, { + "o", "a" }, { "p", "s" }, { "q", "d" }, { "r", "f" }, { "s", "g" }, { + "t", "h" }, { "u", "e" }, { "v", "z" }, { "w", "x" }, { "x", "n" }, { + "y", "l" }, { "z", "k" }, { "", "" } }; - - -static int mag_manacost(struct char_data *ch, int spellnum) -{ +static int mag_manacost(struct char_data *ch, int spellnum) { return MAX(SINFO.mana_max - (SINFO.mana_change * - (GET_LEVEL(ch) - SINFO.min_level[(int) GET_CLASS(ch)])), - SINFO.mana_min); + (GET_LEVEL(ch) - SINFO.min_level[(int) GET_CLASS(ch)])), + SINFO.mana_min); } -static void say_spell(struct char_data *ch, int spellnum, struct char_data *tch, - struct obj_data *tobj) -{ - char lbuf[256], buf[256], buf1[256], buf2[256]; /* FIXME */ - const char *format; +static char *obfuscate_spell(const char *unobfuscated) { + static char obfuscated[200]; + int maxlen = 200; - struct char_data *i; int j, ofs = 0; - *buf = '\0'; - strlcpy(lbuf, skill_name(spellnum), sizeof(lbuf)); + *obfuscated = '\0'; - while (lbuf[ofs]) { + while (unobfuscated[ofs]) { for (j = 0; *(syls[j].org); j++) { - if (!strncmp(syls[j].org, lbuf + ofs, strlen(syls[j].org))) { - strcat(buf, syls[j].news); /* strcat: BAD */ - ofs += strlen(syls[j].org); + if (!strncmp(syls[j].org, unobfuscated + ofs, strlen(syls[j].org))) { + if (strlen(syls[j].news) < maxlen) { + strncat(obfuscated, syls[j].news, maxlen); + maxlen -= strlen(syls[j].news); + } else { + log("No room in obfuscated version of '%s' (currently obfuscated to '%s') to add syllable '%s'.", + unobfuscated, obfuscated, syls[j].news); + } + ofs += strlen(syls[j].org); break; } } /* i.e., we didn't find a match in syls[] */ if (!*syls[j].org) { - log("No entry in syllable table for substring of '%s'", lbuf); + log("No entry in syllable table for substring of '%s' starting at '%s'.", unobfuscated, unobfuscated + ofs); ofs++; } } + return obfuscated; +} + +static void say_spell(struct char_data *ch, int spellnum, struct char_data *tch, + struct obj_data *tobj) { + const char *format, *spell = skill_name(spellnum); + char act_buf_original[256], act_buf_obfuscated[256], *obfuscated = obfuscate_spell(spell); + + + struct char_data *i; if (tch != NULL && IN_ROOM(tch) == IN_ROOM(ch)) { if (tch == ch) format = "$n closes $s eyes and utters the words, '%s'."; else format = "$n stares at $N and utters the words, '%s'."; - } else if (tobj != NULL && - ((IN_ROOM(tobj) == IN_ROOM(ch)) || (tobj->carried_by == ch))) + } else if (tobj != NULL + && ((IN_ROOM(tobj) == IN_ROOM(ch)) || (tobj->carried_by == ch))) format = "$n stares at $p and utters the words, '%s'."; else format = "$n utters the words, '%s'."; - snprintf(buf1, sizeof(buf1), format, skill_name(spellnum)); - snprintf(buf2, sizeof(buf2), format, buf); + snprintf(act_buf_original, sizeof(act_buf_original), format, spell); + snprintf(act_buf_obfuscated, sizeof(act_buf_obfuscated), format, obfuscated); for (i = world[IN_ROOM(ch)].people; i; i = i->next_in_room) { if (i == ch || i == tch || !i->desc || !AWAKE(i)) continue; if (GET_CLASS(ch) == GET_CLASS(i)) - perform_act(buf1, ch, tobj, tch, i); + perform_act(act_buf_original, ch, tobj, tch, i); else - perform_act(buf2, ch, tobj, tch, i); + perform_act(act_buf_obfuscated, ch, tobj, tch, i); } if (tch != NULL && tch != ch && IN_ROOM(tch) == IN_ROOM(ch)) { - snprintf(buf1, sizeof(buf1), "$n stares at you and utters the words, '%s'.", - GET_CLASS(ch) == GET_CLASS(tch) ? skill_name(spellnum) : buf); - act(buf1, FALSE, ch, NULL, tch, TO_VICT); + snprintf(act_buf_original, sizeof(act_buf_original), "$n stares at you and utters the words, '%s'.", + GET_CLASS(ch) == GET_CLASS(tch) ? spell : obfuscated); + act(act_buf_original, FALSE, ch, NULL, tch, TO_VICT); } } /* This function should be used anytime you are not 100% sure that you have * a valid spell/skill number. A typical for() loop would not need to use * this because you can guarantee > 0 and <= TOP_SPELL_DEFINE. */ -const char *skill_name(int num) -{ +const char *skill_name(int num) { if (num > 0 && num <= TOP_SPELL_DEFINE) return (spell_info[num].name); else if (num == -1) @@ -153,8 +142,7 @@ const char *skill_name(int num) return ("UNDEFINED"); } -int find_skill_num(char *name) -{ +int find_skill_num(char *name) { int skindex, ok; char *temp, *temp2; char first[256], first2[256], tempbuf[256]; @@ -164,12 +152,12 @@ int find_skill_num(char *name) return (skindex); ok = TRUE; - strlcpy(tempbuf, spell_info[skindex].name, sizeof(tempbuf)); /* strlcpy: OK */ + strlcpy(tempbuf, spell_info[skindex].name, sizeof(tempbuf)); /* strlcpy: OK */ temp = any_one_arg(tempbuf, first); temp2 = any_one_arg(name, first2); while (*first && *first2 && ok) { if (!is_abbrev(first2, first)) - ok = FALSE; + ok = FALSE; temp = any_one_arg(temp, first); temp2 = any_one_arg(temp2, first2); } @@ -187,8 +175,7 @@ int find_skill_num(char *name) * point for non-spoken or unrestricted spells. Spellnum 0 is legal but silently * ignored here, to make callers simpler. */ int call_magic(struct char_data *caster, struct char_data *cvict, - struct obj_data *ovict, int spellnum, int level, int casttype) -{ + struct obj_data *ovict, int spellnum, int level, int casttype) { int savetype; if (spellnum < 1 || spellnum > TOP_SPELL_DEFINE) @@ -206,8 +193,7 @@ int call_magic(struct char_data *caster, struct char_data *cvict, act("$n's magic fizzles out and dies.", FALSE, caster, 0, 0, TO_ROOM); return (0); } - if (ROOM_FLAGGED(IN_ROOM(caster), ROOM_PEACEFUL) && - (SINFO.violent || IS_SET(SINFO.routines, MAG_DAMAGE))) { + if (ROOM_FLAGGED(IN_ROOM(caster), ROOM_PEACEFUL) && (SINFO.violent || IS_SET(SINFO.routines, MAG_DAMAGE))) { send_to_char(caster, "A flash of white light fills the room, dispelling your violent magic!\r\n"); act("White light from no particular source suddenly fills the room, then vanishes.", FALSE, caster, 0, 0, TO_ROOM); return (0); @@ -234,7 +220,7 @@ int call_magic(struct char_data *caster, struct char_data *cvict, if (IS_SET(SINFO.routines, MAG_DAMAGE)) if (mag_damage(level, caster, cvict, spellnum, savetype) == -1) - return (-1); /* Successful and target died, don't cast again. */ + return (-1); /* Successful and target died, don't cast again. */ if (IS_SET(SINFO.routines, MAG_AFFECTS)) mag_affects(level, caster, cvict, spellnum, savetype); @@ -268,15 +254,42 @@ int call_magic(struct char_data *caster, struct char_data *cvict, if (IS_SET(SINFO.routines, MAG_MANUAL)) switch (spellnum) { - case SPELL_CHARM: MANUAL_SPELL(spell_charm); break; - case SPELL_CREATE_WATER: MANUAL_SPELL(spell_create_water); break; - case SPELL_DETECT_POISON: MANUAL_SPELL(spell_detect_poison); break; - case SPELL_ENCHANT_WEAPON: MANUAL_SPELL(spell_enchant_weapon); break; - case SPELL_IDENTIFY: MANUAL_SPELL(spell_identify); break; - case SPELL_LOCATE_OBJECT: MANUAL_SPELL(spell_locate_object); break; - case SPELL_SUMMON: MANUAL_SPELL(spell_summon); break; - case SPELL_WORD_OF_RECALL: MANUAL_SPELL(spell_recall); break; - case SPELL_TELEPORT: MANUAL_SPELL(spell_teleport); break; + case SPELL_CHARM: + MANUAL_SPELL(spell_charm) + ; + break; + case SPELL_CREATE_WATER: + MANUAL_SPELL(spell_create_water) + ; + break; + case SPELL_DETECT_POISON: + MANUAL_SPELL(spell_detect_poison) + ; + break; + case SPELL_ENCHANT_WEAPON: + MANUAL_SPELL(spell_enchant_weapon) + ; + break; + case SPELL_IDENTIFY: + MANUAL_SPELL(spell_identify) + ; + break; + case SPELL_LOCATE_OBJECT: + MANUAL_SPELL(spell_locate_object) + ; + break; + case SPELL_SUMMON: + MANUAL_SPELL(spell_summon) + ; + break; + case SPELL_WORD_OF_RECALL: + MANUAL_SPELL(spell_recall) + ; + break; + case SPELL_TELEPORT: + MANUAL_SPELL(spell_teleport) + ; + break; } return (1); @@ -291,9 +304,7 @@ int call_magic(struct char_data *caster, struct char_data *cvict, * potion - [0] level [1] spell num [2] spell num [3] spell num * Staves and wands will default to level 14 if the level is not specified; the * DikuMUD format did not specify staff and wand levels in the world files */ -void mag_objectmagic(struct char_data *ch, struct obj_data *obj, - char *argument) -{ +void mag_objectmagic(struct char_data *ch, struct obj_data *obj, char *argument) { char arg[MAX_INPUT_LENGTH]; int i, k; struct char_data *tch = NULL, *next_tch; @@ -302,7 +313,7 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, one_argument(argument, arg); k = generic_find(arg, FIND_CHAR_ROOM | FIND_OBJ_INV | FIND_OBJ_ROOM | - FIND_OBJ_EQUIP, ch, &tch, &tobj); + FIND_OBJ_EQUIP, ch, &tch, &tobj); switch (GET_OBJ_TYPE(obj)) { case ITEM_STAFF: @@ -324,38 +335,40 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, /* Area/mass spells on staves can cause crashes. So we use special cases * for those spells spells here. */ if (HAS_SPELL_ROUTINE(GET_OBJ_VAL(obj, 3), MAG_MASSES | MAG_AREAS)) { - for (i = 0, tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) - i++; - while (i-- > 0) - call_magic(ch, NULL, NULL, GET_OBJ_VAL(obj, 3), k, CAST_STAFF); + for (i = 0, tch = world[IN_ROOM(ch)].people; tch; + tch = tch->next_in_room) + i++; + while (i-- > 0) + call_magic(ch, NULL, NULL, GET_OBJ_VAL(obj, 3), k, CAST_STAFF); } else { - for (tch = world[IN_ROOM(ch)].people; tch; tch = next_tch) { - next_tch = tch->next_in_room; - if (ch != tch) - call_magic(ch, tch, NULL, GET_OBJ_VAL(obj, 3), k, CAST_STAFF); - } + for (tch = world[IN_ROOM(ch)].people; tch; tch = next_tch) { + next_tch = tch->next_in_room; + if (ch != tch) + call_magic(ch, tch, NULL, GET_OBJ_VAL(obj, 3), k, CAST_STAFF); + } } } break; case ITEM_WAND: if (k == FIND_CHAR_ROOM) { if (tch == ch) { - act("You point $p at yourself.", FALSE, ch, obj, 0, TO_CHAR); - act("$n points $p at $mself.", FALSE, ch, obj, 0, TO_ROOM); + act("You point $p at yourself.", FALSE, ch, obj, 0, TO_CHAR); + act("$n points $p at $mself.", FALSE, ch, obj, 0, TO_ROOM); } else { - act("You point $p at $N.", FALSE, ch, obj, tch, TO_CHAR); - if (obj->action_description) - act(obj->action_description, FALSE, ch, obj, tch, TO_ROOM); - else - act("$n points $p at $N.", TRUE, ch, obj, tch, TO_ROOM); + act("You point $p at $N.", FALSE, ch, obj, tch, TO_CHAR); + if (obj->action_description) + act(obj->action_description, FALSE, ch, obj, tch, TO_ROOM); + else + act("$n points $p at $N.", TRUE, ch, obj, tch, TO_ROOM); } } else if (tobj != NULL) { act("You point $p at $P.", FALSE, ch, obj, tobj, TO_CHAR); if (obj->action_description) - act(obj->action_description, FALSE, ch, obj, tobj, TO_ROOM); + act(obj->action_description, FALSE, ch, obj, tobj, TO_ROOM); else - act("$n points $p at $P.", TRUE, ch, obj, tobj, TO_ROOM); - } else if (IS_SET(spell_info[GET_OBJ_VAL(obj, 3)].routines, MAG_AREAS | MAG_MASSES)) { + act("$n points $p at $P.", TRUE, ch, obj, tobj, TO_ROOM); + } else if (IS_SET(spell_info[GET_OBJ_VAL(obj, 3)].routines, + MAG_AREAS | MAG_MASSES)) { /* Wands with area spells don't need to be pointed. */ act("You point $p outward.", FALSE, ch, obj, NULL, TO_CHAR); act("$n points $p outward.", TRUE, ch, obj, NULL, TO_ROOM); @@ -372,18 +385,18 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, GET_OBJ_VAL(obj, 2)--; WAIT_STATE(ch, PULSE_VIOLENCE); if (GET_OBJ_VAL(obj, 0)) - call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, 3), - GET_OBJ_VAL(obj, 0), CAST_WAND); + call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, 3), GET_OBJ_VAL(obj, 0), + CAST_WAND); else call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, 3), - DEFAULT_WAND_LVL, CAST_WAND); + DEFAULT_WAND_LVL, CAST_WAND); break; case ITEM_SCROLL: if (*arg) { if (!k) { - act("There is nothing to here to affect with $p.", FALSE, - ch, obj, NULL, TO_CHAR); - return; + act("There is nothing to here to affect with $p.", FALSE, ch, obj, NULL, + TO_CHAR); + return; } } else tch = ch; @@ -396,9 +409,9 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, WAIT_STATE(ch, PULSE_VIOLENCE); for (i = 1; i <= 3; i++) - if (call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, i), - GET_OBJ_VAL(obj, 0), CAST_SCROLL) <= 0) - break; + if (call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, i), GET_OBJ_VAL(obj, 0), + CAST_SCROLL) <= 0) + break; if (obj != NULL) extract_obj(obj); @@ -406,8 +419,8 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, case ITEM_POTION: tch = ch; - if (!consume_otrigger(obj, ch, OCMD_QUAFF)) /* check trigger */ - return; + if (!consume_otrigger(obj, ch, OCMD_QUAFF)) /* check trigger */ + return; act("You quaff $p.", FALSE, ch, obj, NULL, TO_CHAR); if (obj->action_description) @@ -417,16 +430,16 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, WAIT_STATE(ch, PULSE_VIOLENCE); for (i = 1; i <= 3; i++) - if (call_magic(ch, ch, NULL, GET_OBJ_VAL(obj, i), - GET_OBJ_VAL(obj, 0), CAST_POTION) <= 0) - break; + if (call_magic(ch, ch, NULL, GET_OBJ_VAL(obj, i), GET_OBJ_VAL(obj, 0), + CAST_POTION) <= 0) + break; if (obj != NULL) extract_obj(obj); break; default: log("SYSERR: Unknown object_type %d in mag_objectmagic.", - GET_OBJ_TYPE(obj)); + GET_OBJ_TYPE(obj)); break; } } @@ -436,31 +449,30 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj, * prints the words, etc. Entry point for NPC casts. Recommended entry point * for spells cast by NPCs via specprocs. */ int cast_spell(struct char_data *ch, struct char_data *tch, - struct obj_data *tobj, int spellnum) -{ + struct obj_data *tobj, int spellnum) { if (spellnum < 0 || spellnum > TOP_SPELL_DEFINE) { log("SYSERR: cast_spell trying to call spellnum %d/%d.", spellnum, - TOP_SPELL_DEFINE); + TOP_SPELL_DEFINE); return (0); } if (GET_POS(ch) < SINFO.min_position) { switch (GET_POS(ch)) { case POS_SLEEPING: - send_to_char(ch, "You dream about great magical powers.\r\n"); - break; - case POS_RESTING: - send_to_char(ch, "You cannot concentrate while resting.\r\n"); - break; - case POS_SITTING: - send_to_char(ch, "You can't do this sitting!\r\n"); - break; - case POS_FIGHTING: - send_to_char(ch, "Impossible! You can't concentrate enough!\r\n"); - break; - default: - send_to_char(ch, "You can't do much of anything like this!\r\n"); - break; + send_to_char(ch, "You dream about great magical powers.\r\n"); + break; + case POS_RESTING: + send_to_char(ch, "You cannot concentrate while resting.\r\n"); + break; + case POS_SITTING: + send_to_char(ch, "You can't do this sitting!\r\n"); + break; + case POS_FIGHTING: + send_to_char(ch, "Impossible! You can't concentrate enough!\r\n"); + break; + default: + send_to_char(ch, "You can't do much of anything like this!\r\n"); + break; } return (0); } @@ -490,8 +502,7 @@ int cast_spell(struct char_data *ch, struct char_data *tch, * determines the spell number and finds a target, throws the die to see if * the spell can be cast, checks for sufficient mana and subtracts it, and * passes control to cast_spell(). */ -ACMD(do_cast) -{ +ACMD(do_cast) { struct char_data *tch = NULL; struct obj_data *tobj = NULL; char *s, *t; @@ -509,7 +520,8 @@ ACMD(do_cast) } s = strtok(NULL, "'"); if (s == NULL) { - send_to_char(ch, "Spell names must be enclosed in the Holy Magic Symbols: '\r\n"); + send_to_char(ch, + "Spell names must be enclosed in the Holy Magic Symbols: '\r\n"); return; } t = strtok(NULL, "\0"); @@ -548,51 +560,52 @@ ACMD(do_cast) number = get_number(&t); if (!target && (IS_SET(SINFO.targets, TAR_CHAR_ROOM))) { if ((tch = get_char_vis(ch, t, &number, FIND_CHAR_ROOM)) != NULL) - target = TRUE; + target = TRUE; } if (!target && IS_SET(SINFO.targets, TAR_CHAR_WORLD)) if ((tch = get_char_vis(ch, t, &number, FIND_CHAR_WORLD)) != NULL) - target = TRUE; + target = TRUE; if (!target && IS_SET(SINFO.targets, TAR_OBJ_INV)) if ((tobj = get_obj_in_list_vis(ch, t, &number, ch->carrying)) != NULL) - target = TRUE; + target = TRUE; if (!target && IS_SET(SINFO.targets, TAR_OBJ_EQUIP)) { for (i = 0; !target && i < NUM_WEARS; i++) - if (GET_EQ(ch, i) && isname(t, GET_EQ(ch, i)->name)) { - tobj = GET_EQ(ch, i); - target = TRUE; - } + if (GET_EQ(ch, i) && isname(t, GET_EQ(ch, i)->name)) { + tobj = GET_EQ(ch, i); + target = TRUE; + } } if (!target && IS_SET(SINFO.targets, TAR_OBJ_ROOM)) - if ((tobj = get_obj_in_list_vis(ch, t, &number, world[IN_ROOM(ch)].contents)) != NULL) - target = TRUE; + if ((tobj = get_obj_in_list_vis(ch, t, &number, + world[IN_ROOM(ch)].contents)) != NULL) + target = TRUE; if (!target && IS_SET(SINFO.targets, TAR_OBJ_WORLD)) if ((tobj = get_obj_vis(ch, t, &number)) != NULL) - target = TRUE; + target = TRUE; - } else { /* if target string is empty */ + } else { /* if target string is empty */ if (!target && IS_SET(SINFO.targets, TAR_FIGHT_SELF)) if (FIGHTING(ch) != NULL) { - tch = ch; - target = TRUE; + tch = ch; + target = TRUE; } if (!target && IS_SET(SINFO.targets, TAR_FIGHT_VICT)) if (FIGHTING(ch) != NULL) { - tch = FIGHTING(ch); - target = TRUE; + tch = FIGHTING(ch); + target = TRUE; } /* if no target specified, and the spell isn't violent, default to self */ - if (!target && IS_SET(SINFO.targets, TAR_CHAR_ROOM) && - !SINFO.violent) { + if (!target && IS_SET(SINFO.targets, TAR_CHAR_ROOM) && !SINFO.violent) { tch = ch; target = TRUE; } if (!target) { send_to_char(ch, "Upon %s should the spell be cast?\r\n", - IS_SET(SINFO.targets, TAR_OBJ_ROOM | TAR_OBJ_INV | TAR_OBJ_WORLD | TAR_OBJ_EQUIP) ? "what" : "who"); + IS_SET(SINFO.targets, TAR_OBJ_ROOM | TAR_OBJ_INV | TAR_OBJ_WORLD | TAR_OBJ_EQUIP) ? + "what" : "who"); return; } } @@ -619,34 +632,34 @@ ACMD(do_cast) if (mana > 0) GET_MANA(ch) = MAX(0, MIN(GET_MAX_MANA(ch), GET_MANA(ch) - (mana / 2))); if (SINFO.violent && tch && IS_NPC(tch)) - hit(tch, ch, TYPE_UNDEFINED); + hit(tch, ch, TYPE_UNDEFINED); } else { /* cast spell returns 1 on success; subtract mana & set waitstate */ if (cast_spell(ch, tch, tobj, spellnum)) { WAIT_STATE(ch, PULSE_VIOLENCE); if (mana > 0) - GET_MANA(ch) = MAX(0, MIN(GET_MAX_MANA(ch), GET_MANA(ch) - mana)); + GET_MANA(ch) = MAX(0, MIN(GET_MAX_MANA(ch), GET_MANA(ch) - mana)); } } } -void spell_level(int spell, int chclass, int level) -{ +void spell_level(int spell, int chclass, int level) { int bad = 0; if (spell < 0 || spell > TOP_SPELL_DEFINE) { - log("SYSERR: attempting assign to illegal spellnum %d/%d", spell, TOP_SPELL_DEFINE); + log("SYSERR: attempting assign to illegal spellnum %d/%d", spell, + TOP_SPELL_DEFINE); return; } if (chclass < 0 || chclass >= NUM_CLASSES) { log("SYSERR: assigning '%s' to illegal class %d/%d.", skill_name(spell), - chclass, NUM_CLASSES - 1); + chclass, NUM_CLASSES - 1); bad = 1; } if (level < 1 || level > LVL_IMPL) { log("SYSERR: assigning '%s' to illegal level %d/%d.", skill_name(spell), - level, LVL_IMPL); + level, LVL_IMPL); bad = 1; } @@ -654,11 +667,10 @@ void spell_level(int spell, int chclass, int level) spell_info[spell].min_level[chclass] = level; } - /* Assign the spells on boot up */ static void spello(int spl, const char *name, int max_mana, int min_mana, - int mana_change, int minpos, int targets, int violent, int routines, const char *wearoff) -{ + int mana_change, int minpos, int targets, int violent, int routines, + const char *wearoff) { int i; for (i = 0; i < NUM_CLASSES; i++) @@ -674,8 +686,7 @@ static void spello(int spl, const char *name, int max_mana, int min_mana, spell_info[spl].wear_off_msg = wearoff; } -void unused_spell(int spl) -{ +void unused_spell(int spl) { int i; for (i = 0; i < NUM_CLASSES; i++) @@ -715,8 +726,7 @@ void unused_spell(int spl) * See the documentation for a more detailed description of these fields. You * only need a spello() call to define a new spell; to decide who gets to use * a spell or skill, look in class.c. -JE */ -void mag_assign_spells(void) -{ +void mag_assign_spells(void) { int i; /* Do not change the loop below. */ @@ -725,225 +735,183 @@ void mag_assign_spells(void) /* Do not change the loop above. */ spello(SPELL_ANIMATE_DEAD, "animate dead", 35, 10, 3, POS_STANDING, - TAR_OBJ_ROOM, FALSE, MAG_SUMMONS, - NULL); + TAR_OBJ_ROOM, FALSE, MAG_SUMMONS, NULL); spello(SPELL_ARMOR, "armor", 30, 15, 3, POS_FIGHTING, - TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, - "You feel less protected."); + TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, "You feel less protected."); spello(SPELL_BLESS, "bless", 35, 5, 3, POS_STANDING, - TAR_CHAR_ROOM | TAR_OBJ_INV, FALSE, MAG_AFFECTS | MAG_ALTER_OBJS, - "You feel less righteous."); + TAR_CHAR_ROOM | TAR_OBJ_INV, FALSE, MAG_AFFECTS | MAG_ALTER_OBJS, + "You feel less righteous."); spello(SPELL_BLINDNESS, "blindness", 35, 25, 1, POS_STANDING, - TAR_CHAR_ROOM | TAR_NOT_SELF, FALSE, MAG_AFFECTS, - "You feel a cloak of blindness dissolve."); + TAR_CHAR_ROOM | TAR_NOT_SELF, FALSE, MAG_AFFECTS, + "You feel a cloak of blindness dissolve."); spello(SPELL_BURNING_HANDS, "burning hands", 30, 10, 3, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL); spello(SPELL_CALL_LIGHTNING, "call lightning", 40, 25, 3, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL); spello(SPELL_CHARM, "charm person", 75, 50, 2, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_NOT_SELF, TRUE, MAG_MANUAL, - "You feel more self-confident."); + TAR_CHAR_ROOM | TAR_NOT_SELF, TRUE, MAG_MANUAL, + "You feel more self-confident."); spello(SPELL_CHILL_TOUCH, "chill touch", 30, 10, 3, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_AFFECTS, - "You feel your strength return."); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_AFFECTS, + "You feel your strength return."); spello(SPELL_CLONE, "clone", 80, 65, 5, POS_STANDING, - TAR_IGNORE, FALSE, MAG_SUMMONS, - NULL); + TAR_IGNORE, FALSE, MAG_SUMMONS, NULL); spello(SPELL_COLOR_SPRAY, "color spray", 30, 15, 3, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL); spello(SPELL_CONTROL_WEATHER, "control weather", 75, 25, 5, POS_STANDING, - TAR_IGNORE, FALSE, MAG_MANUAL, - NULL); + TAR_IGNORE, FALSE, MAG_MANUAL, NULL); spello(SPELL_CREATE_FOOD, "create food", 30, 5, 4, POS_STANDING, - TAR_IGNORE, FALSE, MAG_CREATIONS, - NULL); + TAR_IGNORE, FALSE, MAG_CREATIONS, NULL); spello(SPELL_CREATE_WATER, "create water", 30, 5, 4, POS_STANDING, - TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE, MAG_MANUAL, - NULL); + TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE, MAG_MANUAL, NULL); spello(SPELL_CURE_BLIND, "cure blind", 30, 5, 2, POS_STANDING, - TAR_CHAR_ROOM, FALSE, MAG_UNAFFECTS, - NULL); + TAR_CHAR_ROOM, FALSE, MAG_UNAFFECTS, NULL); spello(SPELL_CURE_CRITIC, "cure critic", 30, 10, 2, POS_FIGHTING, - TAR_CHAR_ROOM, FALSE, MAG_POINTS, - NULL); + TAR_CHAR_ROOM, FALSE, MAG_POINTS, NULL); spello(SPELL_CURE_LIGHT, "cure light", 30, 10, 2, POS_FIGHTING, - TAR_CHAR_ROOM, FALSE, MAG_POINTS, - NULL); + TAR_CHAR_ROOM, FALSE, MAG_POINTS, NULL); spello(SPELL_CURSE, "curse", 80, 50, 2, POS_STANDING, - TAR_CHAR_ROOM | TAR_OBJ_INV, TRUE, MAG_AFFECTS | MAG_ALTER_OBJS, - "You feel more optimistic."); + TAR_CHAR_ROOM | TAR_OBJ_INV, TRUE, MAG_AFFECTS | MAG_ALTER_OBJS, + "You feel more optimistic."); spello(SPELL_DARKNESS, "darkness", 30, 5, 4, POS_STANDING, - TAR_IGNORE, FALSE, MAG_ROOMS, - NULL); + TAR_IGNORE, FALSE, MAG_ROOMS, NULL); spello(SPELL_DETECT_ALIGN, "detect alignment", 20, 10, 2, POS_STANDING, - TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, - "You feel less aware."); + TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, "You feel less aware."); spello(SPELL_DETECT_INVIS, "detect invisibility", 20, 10, 2, POS_STANDING, - TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, - "Your eyes stop tingling."); + TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, + "Your eyes stop tingling."); spello(SPELL_DETECT_MAGIC, "detect magic", 20, 10, 2, POS_STANDING, - TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, - "The detect magic wears off."); + TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, + "The detect magic wears off."); spello(SPELL_DETECT_POISON, "detect poison", 15, 5, 1, POS_STANDING, - TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, - "The detect poison wears off."); + TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, + "The detect poison wears off."); spello(SPELL_DISPEL_EVIL, "dispel evil", 40, 25, 3, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL); spello(SPELL_DISPEL_GOOD, "dispel good", 40, 25, 3, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL); spello(SPELL_EARTHQUAKE, "earthquake", 40, 25, 3, POS_FIGHTING, - TAR_IGNORE, TRUE, MAG_AREAS, - NULL); + TAR_IGNORE, TRUE, MAG_AREAS, NULL); spello(SPELL_ENCHANT_WEAPON, "enchant weapon", 150, 100, 10, POS_STANDING, - TAR_OBJ_INV, FALSE, MAG_MANUAL, - NULL); + TAR_OBJ_INV, FALSE, MAG_MANUAL, NULL); spello(SPELL_ENERGY_DRAIN, "energy drain", 40, 25, 1, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_MANUAL, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_MANUAL, NULL); spello(SPELL_GROUP_ARMOR, "group armor", 50, 30, 2, POS_STANDING, - TAR_IGNORE, FALSE, MAG_GROUPS, - NULL); + TAR_IGNORE, FALSE, MAG_GROUPS, NULL); spello(SPELL_FIREBALL, "fireball", 40, 30, 2, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL); spello(SPELL_FLY, "fly", 40, 20, 2, POS_FIGHTING, - TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, - "You drift slowly to the ground."); + TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, "You drift slowly to the ground."); spello(SPELL_GROUP_HEAL, "group heal", 80, 60, 5, POS_STANDING, - TAR_IGNORE, FALSE, MAG_GROUPS, - NULL); + TAR_IGNORE, FALSE, MAG_GROUPS, NULL); spello(SPELL_HARM, "harm", 75, 45, 3, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL); spello(SPELL_HEAL, "heal", 60, 40, 3, POS_FIGHTING, - TAR_CHAR_ROOM, FALSE, MAG_POINTS | MAG_UNAFFECTS, - NULL); + TAR_CHAR_ROOM, FALSE, MAG_POINTS | MAG_UNAFFECTS, NULL); spello(SPELL_INFRAVISION, "infravision", 25, 10, 1, POS_STANDING, - TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, - "Your night vision seems to fade."); + TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, + "Your night vision seems to fade."); spello(SPELL_INVISIBLE, "invisibility", 35, 25, 1, POS_STANDING, - TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_AFFECTS | MAG_ALTER_OBJS, - "You feel yourself exposed."); + TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, + MAG_AFFECTS | MAG_ALTER_OBJS, "You feel yourself exposed."); spello(SPELL_LIGHTNING_BOLT, "lightning bolt", 30, 15, 1, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL); spello(SPELL_LOCATE_OBJECT, "locate object", 25, 20, 1, POS_STANDING, - TAR_OBJ_WORLD, FALSE, MAG_MANUAL, - NULL); + TAR_OBJ_WORLD, FALSE, MAG_MANUAL, NULL); spello(SPELL_MAGIC_MISSILE, "magic missile", 25, 10, 3, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL); spello(SPELL_POISON, "poison", 50, 20, 3, POS_STANDING, - TAR_CHAR_ROOM | TAR_NOT_SELF | TAR_OBJ_INV, TRUE, - MAG_AFFECTS | MAG_ALTER_OBJS, - "You feel less sick."); + TAR_CHAR_ROOM | TAR_NOT_SELF | TAR_OBJ_INV, TRUE, + MAG_AFFECTS | MAG_ALTER_OBJS, "You feel less sick."); spello(SPELL_PROT_FROM_EVIL, "protection from evil", 40, 10, 3, POS_STANDING, - TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, - "You feel less protected."); + TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, + "You feel less protected."); spello(SPELL_REMOVE_CURSE, "remove curse", 45, 25, 5, POS_STANDING, - TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE, - MAG_UNAFFECTS | MAG_ALTER_OBJS, - NULL); + TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE, + MAG_UNAFFECTS | MAG_ALTER_OBJS, NULL); spello(SPELL_REMOVE_POISON, "remove poison", 40, 8, 4, POS_STANDING, - TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_UNAFFECTS | MAG_ALTER_OBJS, - NULL); + TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, + MAG_UNAFFECTS | MAG_ALTER_OBJS, NULL); spello(SPELL_SANCTUARY, "sanctuary", 110, 85, 5, POS_STANDING, - TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, - "The white aura around your body fades."); + TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, "The white aura around your body fades."); spello(SPELL_SENSE_LIFE, "sense life", 20, 10, 2, POS_STANDING, - TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, - "You feel less aware of your surroundings."); + TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, + "You feel less aware of your surroundings."); spello(SPELL_SHOCKING_GRASP, "shocking grasp", 30, 15, 3, POS_FIGHTING, - TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, - NULL); + TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL); spello(SPELL_SLEEP, "sleep", 40, 25, 5, POS_STANDING, - TAR_CHAR_ROOM, TRUE, MAG_AFFECTS, - "You feel less tired."); + TAR_CHAR_ROOM, TRUE, MAG_AFFECTS, "You feel less tired."); spello(SPELL_STRENGTH, "strength", 35, 30, 1, POS_STANDING, - TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, - "You feel weaker."); + TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, "You feel weaker."); spello(SPELL_SUMMON, "summon", 75, 50, 3, POS_STANDING, - TAR_CHAR_WORLD | TAR_NOT_SELF, FALSE, MAG_MANUAL, - NULL); + TAR_CHAR_WORLD | TAR_NOT_SELF, FALSE, MAG_MANUAL, NULL); spello(SPELL_TELEPORT, "teleport", 75, 50, 3, POS_STANDING, - TAR_CHAR_ROOM, FALSE, MAG_MANUAL, - NULL); + TAR_CHAR_ROOM, FALSE, MAG_MANUAL, NULL); spello(SPELL_WATERWALK, "waterwalk", 40, 20, 2, POS_STANDING, - TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, - "Your feet seem less buoyant."); + TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, "Your feet seem less buoyant."); spello(SPELL_WORD_OF_RECALL, "word of recall", 20, 10, 2, POS_FIGHTING, - TAR_CHAR_ROOM, FALSE, MAG_MANUAL, - NULL); + TAR_CHAR_ROOM, FALSE, MAG_MANUAL, NULL); spello(SPELL_IDENTIFY, "identify", 50, 25, 5, POS_STANDING, - TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, - NULL); - + TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, NULL); /* NON-castable spells should appear below here. */ spello(SPELL_IDENTIFY, "identify", 0, 0, 0, 0, - TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, - NULL); + TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, NULL); /* you might want to name this one something more fitting to your theme -Welcor*/ spello(SPELL_DG_AFFECT, "Script-inflicted", 0, 0, 0, POS_SITTING, - TAR_IGNORE, TRUE, 0, - NULL); + TAR_IGNORE, TRUE, 0, NULL); /* Declaration of skills - this actually doesn't do anything except set it up * so that immortals can use these skills by default. The min level to use @@ -958,5 +926,6 @@ void mag_assign_spells(void) skillo(SKILL_STEAL, "steal"); skillo(SKILL_TRACK, "track"); skillo(SKILL_WHIRLWIND, "whirlwind"); + skillo(SKILL_BANDAGE, "bandage"); } diff --git a/src/spells.c b/src/spells.c index 1861408..d9785b7 100644 --- a/src/spells.c +++ b/src/spells.c @@ -136,7 +136,8 @@ ASPELL(spell_summon) GET_NAME(ch), world[IN_ROOM(ch)].name); send_to_char(ch, "You failed because %s has summon protection on.\r\n", GET_NAME(victim)); - mudlog(BRF, LVL_IMMORT, TRUE, "%s failed summoning %s to %s.", GET_NAME(ch), GET_NAME(victim), world[IN_ROOM(ch)].name); + mudlog(BRF, MAX(LVL_IMMORT, MAX(GET_INVIS_LEV(ch), GET_INVIS_LEV(victim))), TRUE, + "%s failed summoning %s to %s.", GET_NAME(ch), GET_NAME(victim), world[IN_ROOM(ch)].name); return; } } @@ -161,7 +162,7 @@ ASPELL(spell_summon) } /* Used by the locate object spell to check the alias list on objects */ -int isname_obj(char *search, char *list) +static int isname_obj(char *search, char *list) { char *found_in_list; /* But could be something like 'ring' in 'shimmering.' */ char searchname[128]; @@ -332,9 +333,7 @@ ASPELL(spell_identify) } if (GET_OBJ_VAL(obj, 3) >= 1 && len < sizeof(bitbuf)) { - i = snprintf(bitbuf + len, sizeof(bitbuf) - len, " %s", skill_name(GET_OBJ_VAL(obj, 3))); - if (i >= 0) - len += i; + snprintf(bitbuf + len, sizeof(bitbuf) - len, " %s", skill_name(GET_OBJ_VAL(obj, 3))); } send_to_char(ch, "This %s casts: %s\r\n", item_types[(int) GET_OBJ_TYPE(obj)], bitbuf); diff --git a/src/spells.h b/src/spells.h index c88c554..4bcb8ec 100644 --- a/src/spells.h +++ b/src/spells.h @@ -109,7 +109,9 @@ #define SKILL_RESCUE 137 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_SNEAK 138 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_STEAL 139 /* Reserved Skill[] DO NOT CHANGE */ -#define SKILL_TRACK 140 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_TRACK 140 /* Reserved Skill[] DO NOT CHANGE */ +#define SKILL_BANDAGE 141 /* Reserved Skill[] DO NOT CHANGE */ + /* New skills may be added here up to MAX_SKILLS (200) */ /* NON-PLAYER AND OBJECT SPELLS AND SKILLS: The practice levels for the spells @@ -282,13 +284,9 @@ ACMD(do_cast); void unused_spell(int spl); void mag_assign_spells(void); -/* Global variables exported */ -#ifndef __SPELL_PARSER_C__ - +/* Global variables */ extern struct spell_info_type spell_info[]; extern char cast_arg2[]; extern const char *unused_spellname; -#endif /* __SPELL_PARSER_C__ */ - #endif /* _SPELLS_H_ */ diff --git a/src/structs.h b/src/structs.h index fc49faa..8dd7089 100644 --- a/src/structs.h +++ b/src/structs.h @@ -15,15 +15,6 @@ #include "protocol.h" /* Kavir Plugin*/ #include "lists.h" -/** Intended use of this macro is to allow external packages to work with a - * variety of versions without modifications. For instance, an IS_CORPSE() - * macro was introduced in pl13. Any future code add-ons could take into - * account the version and supply their own definition for the macro if used - * on an older version. You are supposed to compare this with the macro - * TBAMUD_VERSION() in utils.h. - * It is read as Major/Minor/Patchlevel - MMmmPP */ -#define _TBAMUD 0x030680 - /** If you want equipment to be automatically equipped to the same place * it was when players rented, set the define below to 1 because * TRUE/FALSE aren't defined yet. */ @@ -271,12 +262,14 @@ #define PRF_AUTOMAP 31 /**< Show map at the side of room descs */ #define PRF_AUTOKEY 32 /**< Automatically unlock locked doors when opening */ #define PRF_AUTODOOR 33 /**< Use the next available door */ +#define PRF_ZONERESETS 34 /**< Show when zones reset */ +#define PRF_VERBOSE 35 /**< Listings like where are more verbose */ /** Total number of available PRF flags */ -#define NUM_PRF_FLAGS 34 +#define NUM_PRF_FLAGS 36 /* Affect bits: used in char_data.char_specials.saved.affected_by */ /* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */ -#define AFF_DONTUSE 0 /**< DON'T USE! */ +#define AFF_DONTUSE 0 /**< DON'T USE! This allows 0 to mean "no bits set" in the database */ #define AFF_BLIND 1 /**< (R) Char is blind */ #define AFF_INVISIBLE 2 /**< Char is invisible */ #define AFF_DETECT_ALIGN 3 /**< Char is sensitive to align */ @@ -299,8 +292,8 @@ #define AFF_HIDE 20 /**< Char is hidden */ #define AFF_FREE 21 /**< Room for future expansion */ #define AFF_CHARM 22 /**< Char is charmed */ -/** Total number of affect flags not including the don't use flag. */ -#define NUM_AFF_FLAGS 22 +/** Total number of affect flags */ +#define NUM_AFF_FLAGS 23 /* Modes of connectedness: used by descriptor_data.state */ #define CON_PLAYING 0 /**< Playing - Nominal state */ @@ -725,7 +718,7 @@ struct obj_data struct obj_data *in_obj; /**< Points to carrying object, or NULL */ struct obj_data *contains; /**< List of objects being carried, or NULL */ - long id; /**< used by DG triggers - unique id */ + long script_id; /**< used by DG triggers - fetch only with obj_script_id() */ struct trig_proto_list *proto_script; /**< list of default triggers */ struct script_data *script; /**< script info for the object */ @@ -1041,7 +1034,7 @@ struct char_data struct obj_data *carrying; /**< List head for objects in inventory */ struct descriptor_data *desc; /**< Descriptor/connection info; NPCs = NULL */ - long id; /**< used by DG triggers - unique id */ + long script_id; /**< used by DG triggers - fetch only with char_script_id() */ struct trig_proto_list *proto_script; /**< list of default triggers */ struct script_data *script; /**< script info for the object */ struct script_memory *memory; /**< for mob memory triggers */ @@ -1284,7 +1277,7 @@ struct happyhour { struct recent_player { int vnum; /* The ID number for this instance */ - char name[MAX_NAME_LENGTH]; /* The char name of the player */ + char name[MAX_NAME_LENGTH+1];/* The char name of the player */ bool new_player; /* Is this a new player? */ bool copyover_player; /* Is this a player that was on during the last copyover? */ time_t time; /* login time */ diff --git a/src/sysdep.h b/src/sysdep.h index 51ee914..27b45db 100644 --- a/src/sysdep.h +++ b/src/sysdep.h @@ -63,6 +63,24 @@ /* Do not change anything below this line. */ +#if defined(__APPLE__) && defined(__MACH__) +/* Machine-specific dependencies for running on modern macOS systems 10.13+ (High Sierra) +* Updated by Victor Augusto Borges Dias de Almeida (aka Stoneheart), 26 June 2024. +* +* Tested on: +* - macOS 10.13: High Sierra (Lobo) - September 25, 2017 (Latest: 10.13.6) +* - macOS 10.14: Mojave (Liberty) - September 24, 2018 (Latest: 10.14.6) +* - macOS 10.15: Catalina (Jazz) - October 7, 2019 (Latest: 10.15.7) +* - macOS 11: Big Sur (GoldenGate) - November 12, 2020 (Latest: 11.7.10) +* - macOS 12: Monterey (Star) - October 25, 2021 (Latest: 12.7) +* - macOS 13: Ventura (Rome) - November 7, 2022 (Latest: 13.7) +* - macOS 14: Sonoma (Sunburst) - November 7, 2023 (Latest: 14.3) +* +* This file works on Apple Silicon Chips (M1, M2, M3) without futher configurations. +*/ +#define CIRCLE_MAC_OS 1 +#endif + /* Set up various machine-specific things based on the values determined from * configure and conf.h. */ @@ -78,7 +96,7 @@ #include #endif -#if (defined (STDC_HEADERS) || defined (__GNU_LIBRARY__)) +#if (defined (STDC_HEADERS) || defined (__GNU_LIBRARY__) || defined(CIRCLE_MAC_OS)) #include #else /* No standard headers. */ @@ -88,9 +106,8 @@ #endif extern char *malloc(), *calloc(), *realloc(); -extern void free (); - -extern void abort (), exit (); +extern void free(); +extern void abort(), exit(); #endif /* Standard headers. */ @@ -150,9 +167,11 @@ extern void abort (), exit (); #include #endif +#ifndef CIRCLE_MAC_OS #ifdef HAVE_CRYPT_H #include #endif +#endif #ifdef TIME_WITH_SYS_TIME # include @@ -171,9 +190,6 @@ extern void abort (), exit (); #define assert(arg) #endif -/* Header files only used in comm.c and some of the utils */ -#if defined(__COMM_C__) || defined(CIRCLE_UTIL) - #ifndef HAVE_STRUCT_IN_ADDR struct in_addr { unsigned long int s_addr; /* for inet_addr, etc. */ @@ -230,17 +246,10 @@ struct in_addr { # include #endif -#endif /* __COMM_C__ && CIRCLE_UNIX */ - -/* Header files that are only used in act.other.c */ -#ifdef __ACT_OTHER_C__ - #ifdef HAVE_SYS_STAT_H # include #endif -#endif /* __ACT_OTHER_C__ */ - /* Basic system dependencies. */ #if CIRCLE_GNU_LIBC_MEMORY_TRACK && !defined(HAVE_MCHECK_H) #error "Cannot use GNU C library memory tracking without " @@ -444,9 +453,11 @@ struct in_addr { char *strerror(int errnum); #endif +#ifndef CIRCLE_MAC_OS #ifdef NEED_STRLCPY_PROTO size_t strlcpy(char *dest, const char *src, size_t copylen); #endif +#endif #ifdef NEED_SYSTEM_PROTO int system(const char *string); @@ -464,9 +475,6 @@ struct in_addr { int remove(const char *path); #endif -/* Function prototypes that are only used in comm.c and some of the utils */ -#if defined(__COMM_C__) || defined(CIRCLE_UTIL) - #ifdef NEED_ACCEPT_PROTO int accept(socket_t s, struct sockaddr *addr, int *addrlen); #endif @@ -574,8 +582,6 @@ struct in_addr { ssize_t write(int fildes, const void *buf, size_t nbyte); #endif -#endif /* __COMM_C__ */ - #endif /* NO_LIBRARY_PROTOTYPES */ #endif /* _SYSDEP_H_ */ diff --git a/src/tedit.c b/src/tedit.c index e3fdc01..4cd5679 100644 --- a/src/tedit.c +++ b/src/tedit.c @@ -38,7 +38,7 @@ void tedit_string_cleanup(struct descriptor_data *d, int terminator) fputs(*d->str, fl); } fclose(fl); - mudlog(CMP, LVL_GOD, TRUE, "OLC: %s saves '%s'.", GET_NAME(d->character), storage); + mudlog(CMP, MAX(LVL_GOD, GET_INVIS_LEV(d->character)), TRUE, "OLC: %s saves '%s'.", GET_NAME(d->character), storage); write_to_output(d, "Saved.\r\n"); if (!strcmp(storage, NEWS_FILE)) newsmod = time(0); diff --git a/src/util/CMakeLists.txt b/src/util/CMakeLists.txt new file mode 100644 index 0000000..5e6fe78 --- /dev/null +++ b/src/util/CMakeLists.txt @@ -0,0 +1,46 @@ + +set(TOOLS + asciipasswd + autowiz + plrtoascii + rebuildIndex + rebuildMailIndex + shopconv + sign + split + wld2html + webster +) + +# common includes and flags +include_directories(${CMAKE_SOURCE_DIR}/src) +add_definitions(-DCIRCLE_UTIL) + +find_library(CRYPT_LIBRARY crypt) +find_library(NETLIB_LIBRARY nsl socket) # for sign.c, hvis nødvendig + +foreach(tool ${TOOLS}) + if(${tool} STREQUAL "rebuildIndex") + add_executable(rebuildIndex rebuildAsciiIndex.c) + else() + add_executable(${tool} ${tool}.c) + endif() + + # Set output location + set_target_properties(${tool} PROPERTIES + RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/bin + ) + + # Link to libcrypt for asciipasswd + if(${tool} STREQUAL "asciipasswd" AND CRYPT_LIBRARY) + target_link_libraries(${tool} ${CRYPT_LIBRARY}) + endif() + + # Link to netlib for sign + if(${tool} STREQUAL "sign" AND NETLIB_LIBRARY) + target_link_libraries(${tool} ${NETLIB_LIBRARY}) + endif() +endforeach() + +add_custom_target(utils DEPENDS ${TOOLS}) + diff --git a/src/util/Makefile.in b/src/util/Makefile.in old mode 100755 new mode 100644 index 7f7d57b..7c5b5af --- a/src/util/Makefile.in +++ b/src/util/Makefile.in @@ -1,93 +1,79 @@ -# CircleMUD Makefile.in - Makefile template used by 'configure' -# for the 'util' directory - -# C compiler to use -CC = @CC@ - -# Any special flags you want to pass to the compiler -MYFLAGS = @MYFLAGS@ -DCIRCLE_UTIL - -#flags for profiling (see hacker.doc for more information) -PROFILE = - -############################################################################## -# Do Not Modify Anything Below This Line (unless you know what you're doing) # -############################################################################## - -# binary destination directory -BINDIR = ../../bin -# location of Circle include files -INCDIR = .. - -CFLAGS = @CFLAGS@ $(MYFLAGS) $(PROFILE) -I$(INCDIR) - -default: all - -all: $(BINDIR)/asciipasswd \ - $(BINDIR)/autowiz \ - $(BINDIR)/plrtoascii \ - $(BINDIR)/rebuildIndex \ - $(BINDIR)/rebuildMailIndex \ - $(BINDIR)/shopconv \ - $(BINDIR)/sign \ - $(BINDIR)/split \ - $(BINDIR)/wld2html \ - $(BINDIR)/webster - -asciipasswd: $(BINDIR)/asciipasswd - -autowiz: $(BINDIR)/autowiz - -plrtoascii: $(BINDIR)/plrtoascii - -rebuildIndex: $(BINDIR)/rebuildIndex - -rebuildMailIndex: $(BINDIR)/rebuildMailIndex - -shopconv: $(BINDIR)/shopconv - -sign: $(BINDIR)/sign - -split: $(BINDIR)/split - -wld2html: $(BINDIR)/wld2html - -webster: $(BINDIR)/webster - -$(BINDIR)/asciipasswd: asciipasswd.c - $(CC) $(CFLAGS) -o $(BINDIR)/asciipasswd asciipasswd.c @CRYPTLIB@ - -$(BINDIR)/autowiz: autowiz.c - $(CC) $(CFLAGS) -o $(BINDIR)/autowiz autowiz.c - -$(BINDIR)/plrtoascii: plrtoascii.c - $(CC) $(CFLAGS) -o $(BINDIR)/plrtoascii plrtoascii.c - -$(BINDIR)/rebuildIndex: rebuildAsciiIndex.c - $(CC) $(CFLAGS) -o $(BINDIR)/rebuildIndex rebuildAsciiIndex.c - -$(BINDIR)/rebuildMailIndex: rebuildMailIndex.c - $(CC) $(CFLAGS) -o $(BINDIR)/rebuildMailIndex rebuildMailIndex.c - -$(BINDIR)/shopconv: shopconv.c - $(CC) $(CFLAGS) -o $(BINDIR)/shopconv shopconv.c - -$(BINDIR)/sign: sign.c - $(CC) $(CFLAGS) -o $(BINDIR)/sign sign.c @NETLIB@ - -$(BINDIR)/split: split.c - $(CC) $(CFLAGS) -o $(BINDIR)/split split.c - -$(BINDIR)/wld2html: wld2html.c - $(CC) $(CFLAGS) -o $(BINDIR)/wld2html wld2html.c - -$(BINDIR)/webster: webster.c - $(CC) $(CFLAGS) -o $(BINDIR)/webster webster.c - -# Dependencies for the object files (automagically generated with -# gcc -MM) - -depend: - $(CC) -I$(INCDIR) -MM *.c > depend - --include depend +# CircleMUD Makefile.in - Makefile template used by 'configure' +# for the 'util' directory + +# C compiler to use +CC = @CC@ + +# Any special flags you want to pass to the compiler +MYFLAGS = @MYFLAGS@ -DCIRCLE_UTIL + +#flags for profiling (see hacker.doc for more information) +PROFILE = + +############################################################################## +# Do Not Modify Anything Below This Line (unless you know what you're doing) # +############################################################################## + +# binary destination directory +BINDIR = ../../bin +# location of Circle include files +INCDIR = .. + +CFLAGS = @CFLAGS@ $(MYFLAGS) $(PROFILE) -I$(INCDIR) + +default: all + +all: $(BINDIR)/asciipasswd $(BINDIR)/autowiz $(BINDIR)/plrtoascii $(BINDIR)/rebuildIndex $(BINDIR)/rebuildMailIndex $(BINDIR)/shopconv $(BINDIR)/sign $(BINDIR)/split $(BINDIR)/wld2html + +asciipasswd: $(BINDIR)/asciipasswd + +autowiz: $(BINDIR)/autowiz + +plrtoascii: $(BINDIR)/plrtoascii + +rebuildIndex: $(BINDIR)/rebuildIndex + +rebuildMailIndex: $(BINDIR)/rebuildMailIndex + +shopconv: $(BINDIR)/shopconv + +sign: $(BINDIR)/sign + +split: $(BINDIR)/split + +wld2html: $(BINDIR)/wld2html + +$(BINDIR)/asciipasswd: asciipasswd.c + $(CC) $(CFLAGS) -o $(BINDIR)/asciipasswd asciipasswd.c @CRYPTLIB@ + +$(BINDIR)/autowiz: autowiz.c + $(CC) $(CFLAGS) -o $(BINDIR)/autowiz autowiz.c + +$(BINDIR)/plrtoascii: plrtoascii.c + $(CC) $(CFLAGS) -o $(BINDIR)/plrtoascii plrtoascii.c + +$(BINDIR)/rebuildIndex: rebuildAsciiIndex.c + $(CC) $(CFLAGS) -o $(BINDIR)/rebuildIndex rebuildAsciiIndex.c + +$(BINDIR)/rebuildMailIndex: rebuildMailIndex.c + $(CC) $(CFLAGS) -o $(BINDIR)/rebuildMailIndex rebuildMailIndex.c + +$(BINDIR)/shopconv: shopconv.c + $(CC) $(CFLAGS) -o $(BINDIR)/shopconv shopconv.c + +$(BINDIR)/sign: sign.c + $(CC) $(CFLAGS) -o $(BINDIR)/sign sign.c @NETLIB@ + +$(BINDIR)/split: split.c + $(CC) $(CFLAGS) -o $(BINDIR)/split split.c + +$(BINDIR)/wld2html: wld2html.c + $(CC) $(CFLAGS) -o $(BINDIR)/wld2html wld2html.c + +# Dependencies for the object files (automagically generated with +# gcc -MM) + +depend: + $(CC) -I$(INCDIR) -MM *.c > depend + +-include depend diff --git a/src/util/autowiz.c b/src/util/autowiz.c index f5f0209..a711834 100755 --- a/src/util/autowiz.c +++ b/src/util/autowiz.c @@ -85,7 +85,7 @@ void read_file(void) while (get_line(fl, line)) if (*line != '~') recs++; - rewind(fl); + rewind(fl); for (i = 0; i < recs; i++) { get_line(fl, line); diff --git a/src/util/shopconv.c b/src/util/shopconv.c index 6f71c6b..3bdc567 100755 --- a/src/util/shopconv.c +++ b/src/util/shopconv.c @@ -155,7 +155,7 @@ static int boot_the_shops_conv(FILE * shop_f, FILE * newshop_f, char *filename) int main(int argc, char *argv[]) { FILE *sfp, *nsfp; - char fn[256], part[256]; + char fn[120], part[256]; int result, index, i; if (argc < 2) { @@ -173,20 +173,20 @@ int main(int argc, char *argv[]) perror(fn); } else { if ((nsfp = fopen(fn, "w")) == NULL) { - printf("Error writing to %s.\n", fn); - continue; + printf("Error writing to %s.\n", fn); + continue; } printf("%s:\n", fn); result = boot_the_shops_conv(sfp, nsfp, fn); fclose(nsfp); fclose(sfp); if (result) { - sprintf(part, "mv %s.tmp %s", fn, fn); - i = system(part); + sprintf(part, "mv %s.tmp %s", fn, fn); + i = system(part); } else { - sprintf(part, "mv %s.tmp %s.bak", fn, fn); - i = system(part); - printf("Done!\n"); + sprintf(part, "mv %s.tmp %s.bak", fn, fn); + i = system(part); + printf("Done!\n"); } } } diff --git a/src/util/webster.c b/src/util/webster.c deleted file mode 100755 index b234452..0000000 --- a/src/util/webster.c +++ /dev/null @@ -1,175 +0,0 @@ -/* ************************************************************************ -* File: webster.c Part of tbaMUD * -* Usage: Use an online dictionary via tell m-w . * -* * -* Based on the Circle 3.0 syntax checker and wld2html programs. * -************************************************************************ */ - -#define log(msg) fprintf(stderr, "%s\n", msg) - -#include "conf.h" -#include "sysdep.h" - - -#define MEM_USE 10000 -char buf[MEM_USE]; - -int get_line(FILE * fl, char *buf); -void skip_spaces(char **string); -void parse_webster_html(char *arg); -int main(int argc, char **argv) -{ - int pid = 0; - if (argc != 3) { - return 0; /* no word/pid given */ - } - pid = atoi(argv[2]); - - snprintf(buf, sizeof(buf), - "lynx -accept_all_cookies -source http://www.thefreedictionary.com/%s" - " >webster.html", argv[1]); - system(buf); - - parse_webster_html(argv[1]); - - if (pid) - kill(pid, SIGUSR2); - - return (0); -} - -void parse_webster_html(char *arg) { - FILE *infile, *outfile; - char scanbuf[MEM_USE], outline[MEM_USE], *p, *q; - - outfile = fopen("websterinfo", "w"); - if (!outfile) - exit(1); - - infile = fopen("webster.html", "r"); - if (!infile) { - fprintf(outfile, "A bug has occured in webster. (no webster.html) Please notify Welcor."); - fclose(outfile); - return; - } - - unlink("webster.html"); /* We can still read */ - - for ( ; get_line(infile, buf)!=0; ) { - - if (strncmp(buf, "", 40) != 0) - continue; // read until we hit the line with results in it. - - p = buf+40; - - if (strncmp(p, "
", 4) == 0) - { - fprintf(outfile, "That word could not be found.\n"); - goto end; - } - else if (strncmp(p, "
"); // chop the line at the end of tags:
word becomes ""); // skip the rest of this tag. - - fprintf(outfile, "Info on: %s\n\n", arg); - - while (1) - { - q = outline; - - while (*p != '<') - { - assert(p < scanbuf+sizeof(scanbuf)); - *q++ = *p++; - } - if (!strncmp(p, " tag or a
or
tag, ignore it. - - *q++='\0'; - fprintf(outfile, "%s", outline); - - if (!strncmp(p, ""); - } - } - else if (strncmp(p, "
", 5) == 0) // not found, but suggestions are ample: - { - strncpy(scanbuf, p, sizeof(scanbuf)); // strtok on a copy. - - p = strtok(scanbuf, ">"); // chop the line at the end of tags:
word becomes "
" "" "word" - p = strtok(NULL, ">"); // skip the rest of this tag. - - while (1) - { - q = outline; - - while (*p != '<') - *q++ = *p++; - - if (!strncmp(p, " tag, ignore it. - - *q++='\0'; - fprintf(outfile, "%s", outline); - - if (!strncmp(p, ""); - } - } - else - { - // weird.. one of the above should be correct. - fprintf(outfile, "It would appear that the free online dictionary has changed their format.\n" - "Sorry, but you might need a webrowser instead.\n\n" - "See http://www.thefreedictionary.com/%s", arg); - goto end; - } - } - -end: - fclose(infile); - - fprintf(outfile, "~"); - fclose(outfile); -} - -/* get_line reads the next non-blank line off of the input stream. - * The newline character is removed from the input. - */ -int get_line(FILE * fl, char *buf) -{ - char temp[MEM_USE]; - - do { - fgets(temp, MEM_USE, fl); - if (*temp) - temp[strlen(temp) - 1] = '\0'; - } while (!feof(fl) && !*temp); - - if (feof(fl)) - return (0); - else { - strcpy(buf, temp); - return (1); - } -} - -/* - * Function to skip over the leading spaces of a string. - */ -void skip_spaces(char **string) -{ - for (; **string && isspace(**string); (*string)++); -} diff --git a/src/util/wld2html.c b/src/util/wld2html.c index 9afc9c8..410d0bc 100755 --- a/src/util/wld2html.c +++ b/src/util/wld2html.c @@ -12,7 +12,6 @@ #include "conf.h" #include "sysdep.h" - #define NOWHERE -1 /* nil reference for room-database */ /* The cardinal directions: used as index to room_data.dir_option[] */ @@ -22,14 +21,17 @@ #define WEST 3 #define UP 4 #define DOWN 5 +#define NORTHWEST 6 +#define NORTHEAST 7 +#define SOUTHEAST 8 +#define SOUTHWEST 9 -#define NUM_OF_DIRS 6 +#define NUM_OF_DIRS 10 #define CREATE(result, type, number) do {\ if (!((result) = (type *) calloc ((number), sizeof(type))))\ { perror("malloc failure"); abort(); } } while(0) - /* Exit info: used in room_data.dir_option.exit_info */ #define EX_ISDOOR (1 << 0) /* Exit is a door */ #define EX_CLOSED (1 << 1) /* The door is closed */ @@ -45,7 +47,7 @@ typedef unsigned short int ush_int; typedef char bool; typedef char byte; -typedef sh_int room_num; +typedef int room_num; typedef sh_int obj_num; @@ -133,13 +135,14 @@ struct room_data { struct room_data *world = NULL; /* array of rooms */ int top_of_world = 0; /* ref to top element of world */ +int rec_count = 0; /* local functions */ char *fread_string(FILE * fl, char *error); void setup_dir(FILE * fl, int room, int dir); -void index_boot(char *name); +void index_boot(int cnt, char **name); void discrete_load(FILE * fl); void parse_room(FILE * fl, int virtual_nr); void parse_mobile(FILE * mob_f, int nr); @@ -150,7 +153,7 @@ void write_output(void); char *dir_names[] = -{"North", "East", "South", "West", "Up", "Down"}; +{"North", "East", "South", "West", "Up", "Down","North West","North East","South East","South West"}; /************************************************************************* @@ -160,14 +163,12 @@ char *dir_names[] = /* body of the booting system */ int main(int argc, char **argv) { - if (argc != 2) { - fprintf(stderr, "Usage: %s \n", argv[0]); + if (argc < 2) { + fprintf(stderr, "Usage: %s \n", argv[0]); exit(1); } - index_boot(argv[1]); - log("Renumbering rooms."); - renum_world(); + index_boot(argc,argv); log("Writing output."); write_output(); @@ -176,6 +177,21 @@ int main(int argc, char **argv) return (0); } +/* Since the world is loaded into memory by index + * and not room number, we need to search through + * all rooms and return the correct one. This is + * used to generate door information (ie: the name) + */ +struct room_data* findRoom(int nr) +{ + int i; + + for (i=0;ito_room != NOWHERE) { - found = 1; - fprintf(fl, "
%s to %s

\n", - world[world[i].dir_option[door]->to_room].number, - dir_names[door], - world[world[i].dir_option[door]->to_room].name); + world[i].dir_option[door]->to_room != NOWHERE) { + found = 1; + //this call gets a pointer to the room referenced by the to_room for the door. + //This fixes a lot of issues introduced with the whole 'renumbering rooms' call + //and the binary search that didn't work well. + struct room_data* to_room = findRoom(world[i].dir_option[door]->to_room); + fprintf(fl, " %s to %s

\n", + to_room->number, + dir_names[door], + to_room->name); } if (!found) fprintf(fl, "None!"); fclose(fl); } -} +} /* function to count how many hash-mark delimited records exist in a file */ int count_hash_records(FILE * fl) @@ -231,19 +262,35 @@ int count_hash_records(FILE * fl) -void index_boot(char *name) +void index_boot(int cnt, char **names) { FILE *db_file; - int rec_count = 0; - if (!(db_file = fopen(name, "r"))) { - perror("error opening world file"); - exit(1); + //throw first entry away as that is the executable. + for (int i=1;ito_room != NOWHERE) - world[room].dir_option[door]->to_room = - real_room(world[room].dir_option[door]->to_room, - world[room].number); -} - - - /************************************************************************* * procedures for resetting, both play-time and boot-time * *********************************************************************** */ @@ -464,32 +498,6 @@ char *fread_string(FILE * fl, char *error) -/* returns the real number of the room with given virtual number */ -int real_room(int virtual, int reference) -{ - int bot, top, mid; - - bot = 0; - top = top_of_world; - - /* perform binary search on world-table */ - for (;;) { - mid = (bot + top) / 2; - - if ((world + mid)->number == virtual) - return (mid); - if (bot >= top) { - fprintf(stderr, "Room %d does not exist in database (referenced in room %d)\n", virtual, reference); - return (-1); - } - if ((world + mid)->number > virtual) - top = mid - 1; - else - bot = mid + 1; - } -} - - /* get_line reads the next non-blank line off of the input stream. * The newline character is removed from the input. Lines which begin * with '*' are considered to be comments. diff --git a/src/utils.c b/src/utils.c index 6caad51..fc3a277 100644 --- a/src/utils.c +++ b/src/utils.c @@ -26,8 +26,7 @@ /** Aportable random number function. * @param from The lower bounds of the random number. - * @param to The upper bounds of the random number. - * @retval int The resulting randomly generated number. */ + * @param to The upper bounds of the random number. */ int rand_number(int from, int to) { /* error checking in case people call this incorrectly */ @@ -50,8 +49,7 @@ int rand_number(int from, int to) /** Simulates a single dice roll from one to many of a certain sized die. * @param num The number of dice to roll. * @param size The number of sides each die has, and hence the number range - * of the die. - * @retval int The sum of all the dice rolled. A random number. */ + * of the die. */ int dice(int num, int size) { int sum = 0; @@ -67,8 +65,7 @@ int dice(int num, int size) /** Return the smaller number. Original note: Be wary of sign issues with this. * @param a The first number. - * @param b The second number. - * @retval int The smaller of the two, a or b. */ + * @param b The second number. */ int MIN(int a, int b) { return (a < b ? a : b); @@ -76,16 +73,14 @@ int MIN(int a, int b) /** Return the larger number. Original note: Be wary of sign issues with this. * @param a The first number. - * @param b The second number. - * @retval int The larger of the two, a or b. */ + * @param b The second number. */ int MAX(int a, int b) { return (a > b ? a : b); } /** Used to capitalize a string. Will not change any mud specific color codes. - * @param txt The string to capitalize. - * @retval char* Pointer to the capitalized string. */ + * @param txt The string to capitalize. */ char *CAP(char *txt) { char *p = txt; @@ -132,9 +127,9 @@ char *strdup(const char *source) } #endif -/** Strips "\r\n" from just the end of a string. Will not remove internal - * "\r\n" values to the string. - * @post Replaces any "\r\n" values at the end of the string with null. +/** Strips "\\r\\n" from just the end of a string. Will not remove internal + * "\\r\\n" values to the string. + * @post Replaces any "\\r\\n" values at the end of the string with null. * @param txt The writable string to prune. */ void prune_crlf(char *txt) { @@ -153,7 +148,7 @@ int str_cmp(const char *arg1, const char *arg2) int chk, i; if (arg1 == NULL || arg2 == NULL) { - log("SYSERR: str_cmp() passed a NULL pointer, %p or %p.", arg1, arg2); + log("SYSERR: str_cmp() passed a NULL pointer, %p or %p.", (void *)arg1, (void *)arg2); return (0); } @@ -174,7 +169,7 @@ int strn_cmp(const char *arg1, const char *arg2, int n) int chk, i; if (arg1 == NULL || arg2 == NULL) { - log("SYSERR: strn_cmp() passed a NULL pointer, %p or %p.", arg1, arg2); + log("SYSERR: strn_cmp() passed a NULL pointer, %p or %p.", (void *)arg1, (void *)arg2); return (0); } @@ -196,8 +191,9 @@ int strn_cmp(const char *arg1, const char *arg2, int n) void basic_mud_vlog(const char *format, va_list args) { time_t ct = time(0); - char timestr[20]; - + char timestr[21]; + int i; + if (logfile == NULL) { puts("SYSERR: Using log() before stream was initialized!"); return; @@ -206,6 +202,7 @@ void basic_mud_vlog(const char *format, va_list args) if (format == NULL) format = "SYSERR: log() received a NULL format."; + for (i=0;i<21;i++) timestr[i]=0; strftime(timestr, sizeof(timestr), "%b %d %H:%M:%S %Y", localtime(&ct)); fprintf(logfile, "%-20.20s :: ", timestr); @@ -233,9 +230,7 @@ void basic_mud_log(const char *format, ...) /** Essentially the touch command. Create an empty file or update the modified * time of a file. * @param path The filepath to "touch." This filepath is relative to the /lib - * directory relative to the root of the mud distribution. - * @retval int 0 on a success, -1 on a failure; standard system call exit - * values. */ + * directory relative to the root of the mud distribution. */ int touch(const char *path) { FILE *fl; @@ -302,12 +297,12 @@ void mudlog(int type, int level, int file, const char *str, ...) /** Take a bitvector and return a human readable * description of which bits are set in it. * @pre The final element in the names array must contain a one character - * string consisting of a single newline character "\n". Caller of function is + * string consisting of a single newline character "\\n". Caller of function is * responsible for creating the memory buffer for the result string. * @param[in] bitvector The bitvector to test for set bits. * @param[in] names An array of human readable strings describing each possible * bit. The final element in this array must be a string made of a single - * newline character (eg "\n"). + * newline character (eg "\\n"). * If you don't have a 'const' array for the names param, cast it as such. * @param[out] result Holds the names of the set bits in bitvector. The bit * names will be delimited by a single space. @@ -315,8 +310,7 @@ void mudlog(int type, int level, int file, const char *str, ...) * Will be set to "NOBITS" if no bits are set in bitvector (ie bitvector = 0). * @param[in] reslen The length of the available memory in the result buffer. * Ideally, results will be large enough to hold the description of every bit - * that could possibly be set in bitvector. - * @retval size_t The length of the string copied into result. */ + * that could possibly be set in bitvector. */ size_t sprintbit(bitvector_t bitvector, const char *names[], char *result, size_t reslen) { size_t len = 0; @@ -345,18 +339,17 @@ size_t sprintbit(bitvector_t bitvector, const char *names[], char *result, size_ /** Return the human readable name of a defined type. * @pre The final element in the names array must contain a one character - * string consisting of a single newline character "\n". Caller of function is + * string consisting of a single newline character "\\n". Caller of function is * responsible for creating the memory buffer for the result string. * @param[in] type The type number to be translated. * @param[in] names An array of human readable strings describing each possible * bit. The final element in this array must be a string made of a single - * newline character (eg "\n"). + * newline character (eg "\\n"). * @param[out] result Holds the translated name of the type. * Caller of sprintbit is responsible for creating the buffer for result. * Will be set to "UNDEFINED" if the type is greater than the number of names * available. - * @param[in] reslen The length of the available memory in the result buffer. - * @retval size_t The length of the string copied into result. */ + * @param[in] reslen The length of the available memory in the result buffer. */ size_t sprinttype(int type, const char *names[], char *result, size_t reslen) { int nr = 0; @@ -372,14 +365,14 @@ size_t sprinttype(int type, const char *names[], char *result, size_t reslen) /** Take a bitarray and return a human readable description of which bits are * set in it. * @pre The final element in the names array must contain a one character - * string consisting of a single newline character "\n". Caller of function is + * string consisting of a single newline character "\\n". Caller of function is * responsible for creating the memory buffer for the result string large enough * to hold all possible bit translations. There is no error checking for * possible array overflow for result. * @param[in] bitvector The bitarray in which to test for set bits. * @param[in] names An array of human readable strings describing each possible * bit. The final element in this array must be a string made of a single - * newline character (eg "\n"). + * newline character (eg "\\n"). * If you don't have a 'const' array for the names param, cast it as such. * @param[in] maxar The number of 'bytes' in the bitarray. This number will * usually be pre-defined for the particular bitarray you are using. @@ -427,10 +420,7 @@ void sprintbitarray(int bitvector[], const char *names[], int maxar, char *resul * @todo Recommend making this function foresightedly useful by calculating * real months and years, too. * @param t2 The later time. - * @param t1 The earlier time. - * @retval time_info_data The real hours and days passed between t2 and t1. Only - * the hours and days are returned, months and years are ignored and returned - * as -1 values. */ + * @param t1 The earlier time. */ struct time_info_data *real_time_passed(time_t t2, time_t t1) { long secs; @@ -452,10 +442,7 @@ struct time_info_data *real_time_passed(time_t t2, time_t t1) /** Calculate the MUD time passed between two time invervals. * @param t2 The later time. - * @param t1 The earlier time. - * @retval time_info_data A pointer to the mud hours, days, months and years - * that have passed between the two time intervals. DO NOT FREE the structure - * pointed to by the return value. */ + * @param t1 The earlier time. */ struct time_info_data *mud_time_passed(time_t t2, time_t t1) { long secs; @@ -478,9 +465,7 @@ struct time_info_data *mud_time_passed(time_t t2, time_t t1) } /** Translate the current mud time to real seconds (in type time_t). - * @param now The current mud time to translate into a real time unit. - * @retval time_t The real time that would have had to have passed - * to represent the mud time represented by the now parameter. */ + * @param now The current mud time to translate into a real time unit. */ time_t mud_time_to_secs(struct time_info_data *now) { time_t when = 0; @@ -495,9 +480,7 @@ time_t mud_time_to_secs(struct time_info_data *now) /** Calculate a player's MUD age. * @todo The minimum starting age of 17 is hardcoded in this function. Recommend * changing the minimum age to a property (variable) external to this function. - * @param ch A valid player character. - * @retval time_info_data A pointer to the mud age in years of the player - * character. DO NOT FREE the structure pointed to by the return value. */ + * @param ch A valid player character. */ struct time_info_data *age(struct char_data *ch) { static struct time_info_data player_age; @@ -513,9 +496,7 @@ struct time_info_data *age(struct char_data *ch) * essence, this prevents someone from following a character in a group that * is already being lead by the character. * @param ch The character trying to follow. - * @param victim The character being followed. - * @retval bool TRUE if ch is already leading someone in victims group, FALSE - * if it is okay for ch to follow victim. */ + * @param victim The character being followed. */ bool circle_follow(struct char_data *ch, struct char_data *victim) { struct char_data *k; @@ -556,7 +537,8 @@ void stop_follower(struct char_data *ch) } else { act("You stop following $N.", FALSE, ch, 0, ch->master, TO_CHAR); act("$n stops following $N.", TRUE, ch, 0, ch->master, TO_NOTVICT); - act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT); + if (CAN_SEE(ch->master, ch)) + act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT); } if (ch->master->followers->follower == ch) { /* Head of follower-list? */ @@ -578,7 +560,6 @@ void stop_follower(struct char_data *ch) /** Finds the number of follows that are following, and charmed by, the * character (PC or NPC). * @param ch The character to check for charmed followers. - * @retval int The number of followers that are also charmed by the character. */ int num_followers_charmed(struct char_data *ch) { @@ -649,8 +630,7 @@ void add_follower(struct char_data *ch, struct char_data *leader) * returned in buf. * @param[in] fl The file to be read from. * @param[out] buf The next non-blank line read from the file. Buffer given must - * be at least READ_SIZE (256) characters large. - * @retval int The number of lines advanced in the file. */ + * be at least READ_SIZE (256) characters large. */ int get_line(FILE *fl, char *buf) { char temp[READ_SIZE]; @@ -685,8 +665,7 @@ int get_line(FILE *fl, char *buf) * @param[in] mode What type of files can be created. Currently, recognized * modes are CRASH_FILE, ETEXT_FILE, SCRIPT_VARS_FILE and PLR_FILE. * @param[in] orig_name The player name to create the filepath (of type mode) - * for. - * @retval int 0 if filename cannot be created, 1 if it can. */ + * for. */ int get_filename(char *filename, size_t fbufsize, int mode, const char *orig_name) { const char *prefix, *middle, *suffix; @@ -694,7 +673,7 @@ int get_filename(char *filename, size_t fbufsize, int mode, const char *orig_nam if (orig_name == NULL || *orig_name == '\0' || filename == NULL) { log("SYSERR: NULL pointer or empty string passed to get_filename(), %p or %p.", - orig_name, filename); + (const void *)orig_name, (void *)filename); return (0); } @@ -796,8 +775,7 @@ void core_dump_real(const char *who, int line) /** Count the number bytes taken up by color codes in a string that will be * empty space once the color codes are converted and made non-printable. - * @param string The string in which to check for color codes. - * @retval int the number of color codes found. */ + * @param string The string in which to check for color codes. */ int count_color_chars(char *string) { int i, len; @@ -855,8 +833,7 @@ int count_non_protocol_chars(char * str) * Inside and City rooms are always lit. Outside rooms are dark at sunset and * night. * @todo Make the return value a bool. - * @param room The real room to test for. - * @retval int FALSE if the room is lit, TRUE if the room is dark. */ + * @param room The real room to test for. */ int room_is_dark(room_rnum room) { if (!VALID_ROOM_RNUM(room)) { @@ -886,8 +863,7 @@ int room_is_dark(room_rnum room) * down the possible choices. For more information about Levenshtein distance, * recommend doing an internet or wikipedia search. * @param s1 The input string. - * @param s2 The string to be compared to. - * @retval int The Levenshtein distance between s1 and s2. */ + * @param s2 The string to be compared to. */ int levenshtein_distance(const char *s1, const char *s2) { int **d, i, j; @@ -987,6 +963,7 @@ void column_list(struct char_data *ch, int num_cols, const char **list, int list int num_per_col, col_width, r, c, i, offset = 0; char buf[MAX_STRING_LENGTH]; + *buf='\0'; /* Work out the longest list item */ for (i=0; i= r) --fr; + *++fr = 0; + } + + return r; +} + +/** + * Remove all occurrences of a given word in string. + */ +void remove_from_string(char *string, const char *to_remove) +{ + int i, j, string_len, to_remove_len; + int found; + + string_len = strlen(string); // Length of string + to_remove_len = strlen(to_remove); // Length of word to remove + + + for(i=0; i <= string_len - to_remove_len; i++) + { + /* Match word with string */ + found = 1; + for(j=0; jchar_specials.saved.idnum) /** Returns contents of id field from x. */ -#define GET_ID(x) ((x)->id) +/** Warning: GET_ID is deprecated and you should use char_script_id, obj_script_id, room_script_id */ +/** #define GET_ID(x) ((x)->id) */ /** Weight carried by ch. */ #define IS_CARRYING_W(ch) ((ch)->char_specials.carry_weight) /** Number of items carried by ch. */ diff --git a/src/zedit.c b/src/zedit.c index 8a7a45a..7b028c9 100644 --- a/src/zedit.c +++ b/src/zedit.c @@ -183,7 +183,7 @@ ACMD(do_oasis_zedit) act("$n starts using OLC.", TRUE, d->character, 0, 0, TO_ROOM); SET_BIT_AR(PLR_FLAGS(ch), PLR_WRITING); - mudlog(CMP, LVL_IMMORT, TRUE, "OLC: %s starts editing zone %d allowed zone %d", + mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "OLC: %s starts editing zone %d allowed zone %d", GET_NAME(ch), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(ch)); } @@ -371,7 +371,7 @@ static int start_change_command(struct descriptor_data *d, int pos) } /*------------------------------------------------------------------*/ -void zedit_disp_flag_menu(struct descriptor_data *d) +static void zedit_disp_flag_menu(struct descriptor_data *d) { char bits[MAX_STRING_LENGTH]; @@ -385,7 +385,7 @@ void zedit_disp_flag_menu(struct descriptor_data *d) } /*------------------------------------------------------------------*/ -bool zedit_get_levels(struct descriptor_data *d, char *buf) +static bool zedit_get_levels(struct descriptor_data *d, char *buf) { /* Create a string for the recommended levels for this zone. */ if ((OLC_ZONE(d)->min_level == -1) && (OLC_ZONE(d)->max_level == -1)) { @@ -688,7 +688,7 @@ static void zedit_disp_arg3(struct descriptor_data *d) /* * Print the recommended levels menu and setup response catch. */ -void zedit_disp_levels(struct descriptor_data *d) +static void zedit_disp_levels(struct descriptor_data *d) { char lev_string[50]; bool levels_set = FALSE; diff --git a/src/zmalloc.c b/src/zmalloc.c index 5e2cf0b..f641fe0 100644 --- a/src/zmalloc.c +++ b/src/zmalloc.c @@ -30,7 +30,7 @@ static unsigned char endPad[4] = { 0xde, 0xad, 0xde, 0xad }; #endif -FILE *zfd = NULL; +static FILE *zfd = NULL; typedef struct meminfo { struct meminfo *next; @@ -49,7 +49,7 @@ static meminfo *memlist[NUM_ZBUCKETS]; * 2 = errors with dumps * 3 = all of the above plus all mallocs/frees */ -int zmalloclogging = 2; +static int zmalloclogging = 2; /* functions: */ unsigned char *zmalloc(int len, char *file, int line); @@ -129,7 +129,7 @@ unsigned char *zmalloc(int len, char *file, int line) #endif if (zmalloclogging > 2) - fprintf(zfd,"zmalloc: 0x%p %d bytes %s:%d\n", ret, len, file, line); + fprintf(zfd,"zmalloc: 0x%p %d bytes %s:%d\n", (void *)ret, len, file, line); m = (meminfo *) calloc(1, sizeof(meminfo)); if (!m) { @@ -167,7 +167,7 @@ unsigned char *zrealloc(unsigned char *what, int len, char *file, int line) if (!ret) { fprintf(zfd,"zrealloc: FAILED for 0x%p %d bytes mallocd at %s:%d,\n" " %d bytes reallocd at %s:%d.\n", - m->addr, m->size, m->file, m->line, len, file, line); + (void *)m->addr, m->size, m->file, m->line, len, file, line); if (zmalloclogging > 1) zdump(m); return NULL; } @@ -179,7 +179,7 @@ unsigned char *zrealloc(unsigned char *what, int len, char *file, int line) #endif if (zmalloclogging > 2) fprintf(zfd,"zrealloc: 0x%p %d bytes mallocd at %s:%d, %d bytes reallocd at %s:%d.\n", - m->addr, m->size, m->file, m->line, len, file, line); + (void *)m->addr, m->size, m->file, m->line, len, file, line); m->addr = ret; m->size = len; @@ -206,7 +206,7 @@ unsigned char *zrealloc(unsigned char *what, int len, char *file, int line) /* NULL or invalid pointer given */ fprintf(zfd,"zrealloc: invalid pointer 0x%p, %d bytes to realloc at %s:%d.\n", - what, len, file, line); + (void *)what, len, file, line); return (zmalloc(len, file, line)); } @@ -228,7 +228,7 @@ void zfree(unsigned char *what, char *file, int line) /* got it. Print it if verbose: */ if (zmalloclogging > 2) { fprintf(zfd,"zfree: Freed 0x%p %d bytes mallocd at %s:%d, freed at %s:%d\n", - m->addr, m->size, m->file, m->line, file, line); + (void *)m->addr, m->size, m->file, m->line, file, line); } /* check the padding: */ pad_check(m); @@ -240,7 +240,7 @@ void zfree(unsigned char *what, char *file, int line) if (m->frees > 1) { fprintf(zfd,"zfree: ERR: multiple frees! 0x%p %d bytes\n" " mallocd at %s:%d, freed at %s:%d.\n", - m->addr, m->size, m->file, m->line, file, line); + (void *)m->addr, m->size, m->file, m->line, file, line); if (zmalloclogging > 1) zdump(m); } gotit++; @@ -249,11 +249,11 @@ void zfree(unsigned char *what, char *file, int line) if (!gotit) { fprintf(zfd,"zfree: ERR: attempt to free unallocated memory 0x%p at %s:%d.\n", - what, file, line); + (void *)what, file, line); } if (gotit > 1) { /* this shouldn't happen, eh? */ - fprintf(zfd,"zfree: ERR: Multiply-allocd memory 0x%p.\n", what); + fprintf(zfd,"zfree: ERR: Multiply-allocd memory 0x%p.\n", (void *)what); } } @@ -290,7 +290,7 @@ void zmalloc_check() next_m = m->next; if (m->addr != 0 && m->frees <= 0) { fprintf(zfd,"zmalloc: UNfreed memory 0x%p %d bytes mallocd at %s:%d\n", - m->addr, m->size, m->file, m->line); + (void *)m->addr, m->size, m->file, m->line); if (zmalloclogging > 1) zdump(m); /* check padding on un-freed memory too: */