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This just converts the few DOS text files still in here to standard text files (line-endings), removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces all the tabs (except in .zon files, where they seem to be common) with expanded spaces. It's easy to confirm this is actually a non-change, except for whitespace: * `git show -w` shows this commit as only removing 8 trailing blank lines. This should make no difference to tbaMUD itself, but it will make working on these files, especially with scripts and automated tools, much easier. This is the base change for a set of other changes I will put up once/if this merges, without this, the others are just too complicated to wrangle.
128 lines
3.8 KiB
Text
128 lines
3.8 KiB
Text
#26800
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Blindingly lit hallway~
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This east-west hallway is so brightly lit that you can barely see anything.
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You have to shield your eyes just to see in front of you. It appears to be
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made from the same metal as the entrance to the building does.
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~
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268 8 0 0 0 0
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D0
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You see nothing there. Really. You don't. I promise.
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~
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door secret~
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0 0 26804
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D1
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You see the blindingly bright hallway.
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~
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~
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0 0 26802
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D3
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You see the blindingly bright hallway.
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~
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~
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0 0 26798
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E
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credits~
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Vice Island is an evil-only area. It's rather large for a medium-sized MUD
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and is intended to be used in concurrence with Oceania.
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This area is intended to be part 1 of 4 subareas I have in mind for Oceania.
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It has mainly evil mobs, and almost all of the equipment in it is evil only.
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---------------------------------------------------------------------------
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I make no legal claim on Vice Island save this: You MUST give me credit for
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its design SOMEPLACE in your mud. You can hide it if you want, but I want
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some credit somewhere for it. :) I spent 6 months making Oceania and Vice
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Island, and I feel some need to have it known that my work is appreciated.
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---------------------------------------------------------------------------
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Builder : Questor
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Zone : 268 Vice Island II
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Player Level : 20-25
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Rooms : 5
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Links :
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Zone 268 is linked to the following zones:
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267 Vice Island at 26800 (west ) ---> 26798
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267 Vice Island at 26804 (east ) ---> 26797
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267 Vice Island at 26804 (south) ---> 26792
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~
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S
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#26801
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Deadly Iron Maiden~
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As you step into the room, you trip over a piece of wire--the wire breaks,
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and the bars of the coffin-like structure start to close. You try to run out,
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but before you can, the door snaps shut. You feel the spikes pierce your skin
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as you are about to lose consciousness the closing walls stop and you wonder at
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the luck you seem to have of late.
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~
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268 516 0 0 0 0
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S
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T 26800
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#26802
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Blindingly lit hallway~
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This east-west hallway is so brightly lit that you can barely see anything.
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You have to shield your eyes just to see in front of you. It appears to be
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made from the same metal as the entrance to the building does. Openings to
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your north and south look like they need to be examined closely before you even
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think about going those ways. The Grand Temple of Terror is to your east.
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~
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268 8 0 0 0 0
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D0
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It looks as if this is the true source of all the light. It, however, is NOT
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cold like the globe in the first room, and it is also not at all the kind of
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place a person could survive if they took the chance.
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~
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~
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0 0 26803
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D1
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You can see the grand temple of terror.
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~
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~
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0 0 26804
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D2
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You can see what looks to be an iron maiden in the southern room--however,
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it fits every part of that room...and looks like it's just about to snap
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shut. It looks like you'd be very dumb to attempt entrance.
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~
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~
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0 0 26801
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D3
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The blindingly lit hallway continues onwards.
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~
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~
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0 0 26800
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S
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#26803
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The HellFire Room~
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You should really be more careful in your adventures. The gods favor you
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this day. This used to be a death trap. Next time read the descriptions.
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The Gods are not always forgiving.
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~
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268 516 0 0 0 0
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D2
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Umm...you're dead. You can't look that way. Leave us alone. We're a DT damnit!
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~
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~
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0 0 26802
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S
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#26804
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Grand Temple of Terror~
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This shrine to terror couldn't be more aptly named. Elaborately made
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drawings all around the room depict one terrifying act after another. The
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light is so bright that even though you close your eyes to hide the awful
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sights, you can still see them! You want to run, but are mesmerized by the
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utter horror of this place.
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~
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268 8 0 0 0 0
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D1
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You see nothing worth mentioning...
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~
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door secret~
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1 -1 26797
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D2
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You see, strangely enough, a way to the High Priest of Terror's office.
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~
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~
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0 0 26792
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E
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drawings~
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Don't look at them any more closely than you have to!
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~
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S
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$~
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