Beispiel #1
0
void create() {
    ::create();
    SetProperty("light", 3);
    SetProperty("night light", 1);
    SetProperty("no castle", 1);
    SetShort( "the southern end of East Road");
    SetLong(
            "Starting your journey down East Road, you can see that this is "
            "a less travelled street. Boc La Road is south from here, running "
            "straight through Praxis. Every now and then you can see a street "
            "lamp or two, in its ancient and rusted stage. The walls of the supply "
            "store border the western side of the road, and the Praxis Library, "
            "one of the biggest libraries in this realm, is to the east.");
    SetItems(
            (["road" : "East Road, which marks the far east end of Praxis.",
             "roads" : "East Road and Boc La Road.",
             "side" : "It's the supply shop.",
             "shop" : "The local adventurer's supply shop sits on Boc La "
             "and East Road.",
             "walls" : "They are nothing special.",
             "wall" : "You are fairly certain that you cannot climb them.",
             "library" : "It is open for your reading pleasure."]) );
    SetSkyDomain("town");
    SetExits( 
            (["north" : "/domains/Praxis/east_road2",
             "south" : "/domains/Praxis/e_boc_la3",
             "east"	 : "/domains/Praxis/library"]) );
    SetProperty("no castle", 1);
}
static void create() {
    room::create();

    SetTerrainType(T_UNDERGROUND | T_ROUGH);
    SetAmbientLight(0);
    SetShort("The half-dry drain.");
    SetLong("You are in a half-dry sewer drain. To the north the drain runs a little bit\n"+
        "downwards into some water to the east you can see a small hole. To the west\n"+
        "you see another drain.");
    SetItems( ([ 
        "north" : "You see the drain running down into some water.",
        "east" : "Through the hole you can just make out a very small room.",
        "west" : "You see a drain running to the west.",
        "water" : "The water is dirty but it looks like you would be able to swim in it.",
        "hole" : "Through the hole you can just make out a very small room.",
        ] ));
    SetInventory( ([
        "/domains/diku-alfa/room/72.zon/npc/7203_wererat" :1,
        ]) );
    SetExits( ([
        "north" : "/domains/diku-alfa/room/72.zon/7216",
        "east" : "/domains/diku-alfa/room/72.zon/7218",
        "west" : "/domains/diku-alfa/room/72.zon/7219",
        ] ));
}
Beispiel #3
0
void create() {
    ::create();
    SetProperty("light", 3);
    SetProperty("no castle", 1);
    SetShort( "the western highway in the shadows of the Daroq Mountains");
    SetLong(
            "The Daroq Mountains tower above you to the west, blocking "
            "out the sky so much that an eerie twilight covers the land.  "
            "There is a small overgrown path to the south heading towards "
            "some rather ominous-looking peaks in the distance.  "
            "The Great Western Highway, which provides a route of travel "
            "east, ends just west of here in a mountain pass.  There is only "
            "a small break in the forest that surrounds you to the north.");
    SetItems(
            (["peaks" : "The peaks you see are the twin peaks of the "
             "Destiny Mountains.",
             "path" : "The path is very overgrown and seems to go in "
             "the direction of the peaks in\nthe distance.",
             "mountains" : "A huge mountain range that seperates the "
             "barren Qajip Desert from the fertile lands of the east.",
             "mountain" : "Kateihl Mountain, a known stronghold of goblins.",
             "highway" : "The Great Western Highway ends here at a "
             "mountain pass.",
             ({"pass", "break"}) : "It is just large enough for you to get "
             "through.",
             "forest" : "A very dark, uninviting forest."]) );
Beispiel #4
0
void create() {
    ::create();
    SetProperty("light", 1);
    SetProperty("indoors", 1);
    SetProperty("no castle", 1);
    SetListen("default", "Sounds taunt you from every direction.");
    SetSmell("default", "Musty odors arise from deeper into the "
            "mountain.");
    SetShort( "Tunnel entrance under the Daroq Mountains");
    SetLong(
            "You are inside the poorly lit tunnel of goblins under the Daroq "
            "Mountains.  The only source of light is the opening to the outside.  "
            "As the tunnel drops down deeper into the mountain, it gets even darker."
            "  On the east wall a thick clump of bushes has grown up in "
            "front of a small cave making it difficult to see it. "
            "Off to the northeast you can see a rocky path.");
    SetItems(
            (["tunnel" : "It is very dim.",
             "light" : "There is not much of it.",
             "opening" : "It leads to the outside world.",
             "mountain" : "You feel evil throughout it."]) );
    SetExits( ([ 
                "out" : "/domains/Praxis/pass2",
                ]) );
    AddExit("down", "/domains/Praxis/mountains/tunnel1", (: "go_down" :));
}
Beispiel #5
0
void create() {
    ::create();
    SetProperty("light", 3);
    SetProperty("night light", 1);
    SetProperty("no castle", 1);
    SetSmell( "default", "The faint smell of foliage wafts towards you.");
    SetShort( "the east end of Praxis");
    SetLong(
      "The dirt path brings you to the end of the village of Praxis. "
      "Boc La Road meets up with a smaller dirt path which leads "
      "out further east into the wilderness. The path is very "
      "narrow and looks unsafe. After travelling a couple of meters it "
      "is suddenly engulfed in a mass of green leaves and undergrowth. "
      "Up ahead, you can see the darker path of East road, leading to "
      "Praxis' cemetery. West takes you back along East Boc La road.");
    SetItems(
      (["road" : "It leads west toward the village center.",
        "village" : "Praxis is a small adventuring community "
        "of the Nightmare reality.",
        "wilderness" : "Stories tell of bandits and rogues out "
        "in the wilderness.",
        "path" : "The path leads in many directions from here, towards the "
        "Praxis cemetery, the wilderness, and back towards Monument Square.",
        "cemetery": "The Praxis cemetery is off to the north on East Road." ]) );
    SetSkyDomain("town");
    SetExits( ([ 
        "west" : "/domains/Praxis/e_boc_la2",
        "north" : "/domains/Praxis/east_road1",
        "east" : "/domains/Praxis/wild1",
      ]) );
}
Beispiel #6
0
void create() {
    ::create();
    SetAmbientLight(0);
    SetShort("underground room");
    SetLong("This is a dark underground room. The walls are rough and bare. A passageway leads away to the southwest.");
    SetItems(([
                ({ "ground", "rock", "rocks", "earth", "dirt", "stone", "stones" }) : "Rough and dirty, as one would expect from a simple underground area.",
Beispiel #7
0
void create() {
    ::create();
    SetAmbientLight(5);
    SetShort("underground passageway");
    SetLong("This is a dark underground passageway. The walls are rough and bare. To the west the passage opens up into a cave-like area. The passageway continues northeast and east from here.");
    SetItems(([
                ({ "passage", "passageway", "This provides access to areas below the ground." }) : "This provides access to areas below the ground.",
Beispiel #8
0
static void create() {
    room::create();
    SetClimate("indoors");
    SetAmbientLight(30);
    SetShort("Putcri Brothers' storage");
    SetLong("This is the Putcri Brothers' storage room.");
    SetInventory(([
        "/domains/ATC/armor/belt" : 3,
        "/domains/ATC/armor/goldish_ring" : 5,
        "/domains/ATC/armor/guard_bandana" : 5,
        "/domains/ATC/armor/rusty_chainmail_shirt" : 10,
        "/domains/ATC/obj/small_bag" : 20,
        "/domains/ATC/obj/copper_canteen" : 5,
        "/domains/ATC/obj/match" : 25,
        "/domains/ATC/obj/torch" : 10,
        "/domains/ATC/weap/paddle" : 5,
        "/domains/ATC/weap/butcher_knife" : 10,
        "/domains/ATC/weap/dagger" : 20,
        "/domains/ATC/weap/gladius" : 5,
        "/domains/ATC/weap/hand_axe" : 10,
        "/domains/ATC/weap/knife" : 10,
      ]));
    SetNoClean(1);

    SetExits( ([
        "up" : "/domains/ATC/room/putcri_bros",
      ]) );
}
Beispiel #9
0
void create() {
    ::create();
    SetAmbientLight(5);
    SetShort("a dark passageway");
    SetLong("This is a dark underground passageway. The walls are rough and bare.");
    SetItems(([
                ({ "passage", "passageway", "This provides access to areas below the ground." }) : "This provides access to areas below the ground.",
Beispiel #10
0
void create() {
    ::create();
    SetListen("default", "Raucus noise is coming from "
            "inside the pub west.");
    SetShort( "Centre Path outside Lars' Pub");
    SetLong(
            "Centre Path leads through the heart of the business district "
            "of Praxis, and down towards the famous Port of Praxis. "
            "Rowdy customers can be seen heading west towards Lar's Pub. "
            "The building is very old and worn. The abuse of many drunken "
            "adventurer's has began to take its toll on the establishment. "
           );
    SetExits( 
            (["north" : "/domains/Praxis/square",
             "south" : "/domains/Praxis/s_centre2",
             "west" : "/domains/Praxis/pub"]) );
    SetProperty("light", 3);
    SetProperty("night light", 1);
    SetItems(
            (["path" : "Centre Path leads to Monument Square south and out "
             "of town north.",
             "road" : "Boc La Road is the main east-west road.",
             "pub" : "Lars Pub, now mostly obsolete, but it is the original.",
             "square" : "The central square of Praxis."]) );
    SetProperty("no castle", 1);
}
static void create() {
    room::create();

    SetTerrainType(T_UNDERGROUND | T_ROUGH);
    SetAmbientLight(0);
    SetShort("A MUDDY intersection");
    SetLong("You wouldn't want to know the true feeling of standing in this mud up to \n"+
        "your hips. >BWAADR<. All that fills your mind right now is the dream of \n"+
        "a hot bath. This is NOT very clean mud you know, remember you're in the\n"+
        "sewer! The pipes leads north, south and east.");
    SetItems( ([ 
        "north" : "North. Sludge and sediment fills this corridor of the sewer that leads\n"+
            "into a bend going west.",
        "east" : "East. You can see absolutely nothing of interest in that direction (Maybe\n"+
            "that's why it's so damn interesting.??) There's no mud in that direction\n"+
            "either, GREAT!",
        "south" : "South. All you can see is more mud! Although the pipe goes into a bend\n"+
            "leading west.",
        "mud" : "It's dark as tar and looks like something out of a toilet, on top of THAT\n"+
            "the smell is absolutely OVERWHELMING.",
        "sediment" : "It's NOT the kind of matter that would concern you too much, normally, but\n"+
            "as you are in the middle of it, it just might become your main concern.\n"+
            "REAL YUCKY!",
        ] ));
    SetExits( ([
        "north" : "/domains/diku-alfa/room/70.zon/7012",
        "east" : "/domains/diku-alfa/room/70.zon/7026",
        "south" : "/domains/diku-alfa/room/70.zon/7014",
        ] ));
}
Beispiel #12
0
static void create() {
    room::create();
    SetClimate("indoors");
    SetAmbientLight(30);
    SetShort("Gorm's storage room");
    SetLong("This is a small, bare room where Gorm keeps his goods. The main store is above.");
    SetInventory(([
        OBJ +"skin" : 5,
        OBJ +"match" : 5,
        OBJ +"torch" : 5,
        WEAP +"axe" : 5,
        WEAP +"dagger" : 5,
        WEAP +"javelin" : 5,
        WEAP +"sword" : 5,
        ARMOR +"armored_boot_l" : 2,
        ARMOR +"armored_boot_r" : 2,
        ARMOR +"armored_glove_r" : 2,
        ARMOR +"armored_glove_l" : 2,
        ARMOR +"chainmail" : 5,
        ARMOR +"leather_armor" : 5,
        ARMOR +"orc_boot_r" : 5,
        ARMOR +"orc_boot_l" : 5,
        ARMOR +"orc_tallboot_r" : 5,
        ARMOR +"orc_tallboot_l" : 5,
        ARMOR +"orc_helmet" : 5,
        ARMOR +"platemail" : 1,
        ARMOR +"pants" : 10,
        ARMOR +"dress" : 10,
      ]));
    SetExits( ([ 
        "up" : ROOM+ "shop",
      ]) );
    SetNoClean(1);

}
Beispiel #13
0
void create() {    

    SetAmbientLight(30);
    SetShort("Magical Mind Altering Altar");
    SetLong(
            "This room is clean and has almost brand new furniture in it.  A strange\n"+
            "tilted altar is in the middle of the room.  Tables with wheels, which are\n"+
            "covered with magical devices, have been pushed up against the walls.\n");
    addi("furniture",
            "The furniture is all made of oak.\n");
    addi("altar",
            "The altar is made out of wood and is tilted at a strange angle.\n");
    addi("tables",
            "The tables are covered with various wands, rings, orbs, magical herbs, and\n"+
            "some things you cannot even identify.\n");
    addi("table",
            "Each table is made out of sturdy oak and can be wheeled around the room.\n");
    addi("devices","The devices are very peculiar.\n");
    addi("device",
            "One device catches your eye.  It is squirting water down a drain.\n");
    addi("water","The water looks cool and refreshing.\n");
    addi("drain","The drain is on the floor.\n");
    addi("floor","The floor is well swept granite.\n");
    addi("walls","The stone walls are bare of decorations.\n");
    addi("wall","All the walls are the same.\n");
    addi("stone","All the stone in this room is granite.\n");
    addi("granite","The granite is grey and rough.\n");
    //new("/obj/mon/wizard")->move(this_object());
}
Beispiel #14
0
void create() {
    room::create();
    SetShort("the incept pod");
    SetLong("The incept pod. Some objects come here to be created "+
            "and identified. Go down to get out.");
    SetExits( ([ "down" : ROOM_START ]) );
}
Beispiel #15
0
void create() {
    ::create();
    SetProperty("light", 4);
    SetProperty("night light", 1);
    SetProperty("no castle", 1);
    SetShort( "Sun Alley near Centre Path");
    SetLong(
      "Sun Alley is a bright path, named for the fact that the sun "
      "always seems to be shining down upon it. The path is fairly "
      "quiet, except for the occasional villager that is out strolling "
      "or running their errands. The alley runs north of the village, "
      "and interescts Centre Path west of here. To the south "
      "you can see a small brown thatch house. " );
    SetItems(
      (["alley" : "It is bright and cheerful, not like that alley on "
        "the south end.",
        "path" : "The main north-south road of Praxis.",
        "intersection" : "Sun alley meets Centre Path there.",
        "house" : "It's a small thatch house, nothing special."]) );
    SetSkyDomain("town");
    SetExits( 
      (["east" : "/domains/Praxis/sun2",
        "west" : "/domains/Praxis/n_centre2",
        "south"	 : "/domains/Praxis/house"]) );
}
static void create() {
    room::create();

    SetClimate("outdoors");
    SetAmbientLight(30);
    SetShort("The matrix fault");
    SetLong("   You are standing on the bottom of a wide crack in the matrix, going \n"+
        "north and south. The sides of the fault are alive with writhing \n"+
        "worm-like things, snaking out from the cracked glass, sparking madly.\n"+
        "To the south, a pale blue wall cuts across the fault. It is part of a \n"+
        "pyramid, extending down into the ground even below the present depth. \n"+
        "High above you, to the south, the wall of another, larger pyramid, this \n"+
        "one apparently standing on the tip of the smaller one, looms ominously.");
    SetItems( ([ 
        "north" : "The fault zig-zags out of sight to the north, with plenty of clearing \n"+
            "between the sparks and good, even footing.",
        "south" : "There is a large tear in the pyramid's wall, about one half yard above \n"+
            "your present level. Beside the tear, something is written in \n"+
            "unpleasantly purple letters.",
        ({"tear", "letters", "writing"}) : "Looking closer, you can see that the letters have been spray-painted on \n"+
            "the wall, using a letter template:\n\n"+
            "                ====================================\n"+
            "                                LEVEL -4\n"+
            "                       PERMANENT STORAGE LEVEL\n"+
            "                          DATABASE IS DOWN\n\n"+
            "                   !   D O   N O T   E N T E R   !\n"+
            "                ====================================\n\n"+
            "Looking in through the tear, you see only a grey fog, shot through with \n"+
            "red lightening. A faint wailing, as from souls in agony, is \n"+
            "occasionally heard from within.",
Beispiel #17
0
void create() {
    ::create();
    SetAmbientLight(5);
    SetShort("midden room");
    SetLong("A small room carved into the cave. The walls are rough and bare.");
    SetItems(([
                ({ "passage", "passageway", "This provides access to areas below the ground." }) : "This provides access to areas below the ground.",
Beispiel #18
0
void create() {
    ::create();
    SetAmbientLight(0);
    SetShort("underground passageway");
    SetLong("This is a dark underground passageway. The walls are rough and bare. The passageway contines northwest and southwest. There is some kind of room to the northeast.");
    SetItems(([
                ({ "passage", "passageway", "This provides access to areas below the ground." }) : "This provides access to areas below the ground.",
static void create() {
    room::create();

    SetClimate("outdoors");
    SetAmbientLight(30);
    SetShort("The matrix fault");
    SetLong("   You are standing on the bottom of a wide crack in the matrix, going \n"+
        "north and south. The sides of the fault are alive with writhing \n"+
        "worm-like things, snaking out from the cracked glass, sparking madly.\n"+
        "Surrounding to all sides but north, a pile of great slabs of glass has \n"+
        "fallen into a jumble beside the wall. They are much too large and \n"+
        "sharp-edged for you to climb and lose your precious fingers on! To the \n"+
        "north, there is at least four yards between the furthest reaches of the \n"+
        "worm-like strands, but to the south, the crack narrows to a point where \n"+
        "it is impossible to pass.");
    SetItems( ([ 
        "north" : "The fault zig-zags out of sight to the north, with plenty of clearing \n"+
            "between the sparks even if one has to jump from broken slab to broken \n"+
            "slab, catching one's balance whenever the treacherous slabs move under \n"+
            "one's feet.",
        "east" : "Between two large slabs of glass, standing balanced against each other, \n"+
            "there is a natural-looking tunnel leading east. The purple glow from \n"+
            "within the tunnel, however, is anything but natural-looking...",
        "west" : "Between two large slabs of glass, there is a narrow chute, sloping \n"+
            "gently west, down into the dark.",
        ({"slabs", "pile", "walls"}) : "Looking around, you find two tunnels: one small and dark, sloping down \n"+
            "to the west, the other larger, going east.",
        ] ));
Beispiel #20
0
static void create() {
    ::create();
    SetClimate("indoors");
    SetAmbientLight(30);
    SetShort("The General Store");
    SetLong("This is the local general store. You can buy or sell items here. A sign on the wall hangs here, explaining how things work. Try 'read sign'. East Village Road is south of here. The storeroom is below.");
    SetItems(([
        ({"store","shop","place"}) : "This is the local store.",
Beispiel #21
0
static void create() {
    room::create();
    SetClimate("indoors");
    SetProperty("light", 2);
    SetLong("The dining room is a smaller, quieter room. The stone floor is covered in heavy, plush rugs. Instead of tables, the walls are lined in well-padded, artfully carved booths with tall backs. The tops of the booths are connected with brass beams, and heavy, green drapes can be drawn across them to keep conversations even more private. The ceiling crossbeams support small brass, shaded chandeliers that cast a dim, warm light."); 
SetShort("%^B_BLACK%^%^WHITE%^ The Default Route - Dining %^RESET%^");
    SetItems(([
        ({ "booths", "booth", "artfully carved booths" }) : "The dark, polished wood of the booths are carved in relief with scrollwork and oak leaves. The occasional acorn stands out, being made of polished brass.",
Beispiel #22
0
static void create() {
    dummy::create();
    SetKeyName("lamp");
    SetId("lamp on a post","post","lamp post","lamppost");
    SetShort("a lamp on a post");
    SetLong("This is a lamp on a post which is lit at night so townsfolk "
      "can find their way around.");
}
Beispiel #23
0
static void create() {
    room::create();
    SetClimate("indoors");
    SetAmbientLight(30);
    SetShort("the Arena");
    SetLong("You are in a large room with blank cement walls. This room was built so Creators may test their armor, weapons and NPC's in combat. A large steel door is here, which can be used to prevent wimpy creatures from escaping.");
    SetItems( ([
                ({"wall","walls"}) : "The walls are smooth and cement.",
Beispiel #24
0
static void create() {
    room::create();
    SetClimate("outdoors");
    SetAmbientLight(30);
    SetShort("north of house");
    SetLong("The thick woods give way to a small clearing here, where an old house, painted white, stands. The front porch of the house is south. A narrow trail leads into the woods to the north.");
    SetItems(([
                ({ "forest", "wood", "vegetation" }) : "All around is vegetation growing so incredibly dense that it is impossible to wander off the path.",
Beispiel #25
0
static void create() {
    room::create();
    SetClimate("outdoors");
    SetAmbientLight(30);
    SetShort("living room");
    SetLong("This is the living room of the old house. It is a small, modest home, apparently constructed with an eye toward practicality rather than fanciness. A doorway north leads to the front porch.");
    SetItems(([
                ({ "forest", "wood", "vegetation" }) : "All around is vegetation growing so incredibly dense that it is impossible to wander off the path.",
Beispiel #26
0
void create() {
    room::create();
    SetAmbientLight(30);
    SetShort("the void");
    SetLong("The void.  Go down to get out.");
    SetExits( ([ "down" : STARTROOM ]) );
    SetNoModify(1);
}
Beispiel #27
0
static void create() {
    room::create();
    SetClimate("outdoors");
    SetAmbientLight(30);
    SetShort("front porch");
    SetLong("This is the rickety front porch of an old house. The front door is south. To the north is a clearing in the woods, and a path leading away.");
    SetItems(([
                ({ "forest", "wood", "vegetation" }) : "All around is vegetation growing so incredibly dense that it is impossible to wander off the path.",
Beispiel #28
0
static void create() {
    room::create();
    SetClimate("indoors");
    SetAmbientLight(30);
    SetShort("Village Stables");
    SetLong("These are the village stables. Townsfolk come here and leave their mounts in the care of Ingrid, the local horse girl. The place is orderly, if a bit stinky, and it's clear Ingrid runs a professional outfit.");
    SetItems(([
        ({ "building", "schoolhouse", "school", "village school", "village schoolhouse" }) : "A small but well-kept wooden building where townsfolk and their children go to acquire knowledge.",
Beispiel #29
0
/** Modify/add into the configuration a parameter of the type LONG

\retval EIMDW_NOT_OK            exception; when section   is not found
\retval EIDMW_ERR_PARAM_BAD     exception; when parameter could not be modified

\sa GetString(), SetString(), DelString,   GetLong(), DelLong()  
*************************************************************************************/
void CConfig::SetLong(
    tLocation location,                     /**< In:    tells to use the SYSTEM or USER configuration = CConfig::SYSTEM or CConfig::USER*/
    const struct Param_Num param,               /**< In:     parameter struct */
    long lValue                             /**< In:    Value that the parameter in the configuration should be set to */
    ) 
{
	return(SetLong(location,param.csParam,param.csSection,lValue));
}
Beispiel #30
0
static void create() {
    door::create();
    SetId("north", "door");
    SetShort("north", "a door made from fine oak");
    SetLong("north", "It is a magnificent door marking the entrance to "
            "the fighter class hall.");
    SetLockable("north", 1);
    SetKeys("north", "special_key_id");
    SetId("south", "door");
    SetShort("south", "a door made from fine oak");
    SetLong("south", "It is a magnificent door leading out to the recruitment "
            "area.");
    SetLockable("south", 1);
    SetKeys("south", "special_key_id");
    SetClosed(1);
    SetLocked(0);
}