void create(){ seteuid(getuid()); set("author", "Waxer"); set("light", 1); set_outside("zone", "2"); set("short", "at the battle of Cephrin"); set("long", @EndDesc A large, dry gorge lies to the southeast. The battlefield surrounds you in its gruesome intensity. The now decayed corpses of the fallen, caught in their death throes paint a portrait of a long and desperate battle. The vegetation seems to grow thicker to the north, allowing even some trees to line the path you are standing on. EndDesc); set("item_desc", ([ "gorge" : "This is a large, dry gorge, you would have to jump across it.\n", "vegetation" : "The forest around the battle has begun to seep back into the area.\n", "trees" : "Some small pine and cedar trees have begun to line the path.\n", ])); set("exits", ([ "southeast" : ROOMS(b4), "north" : ROOMS(b10), ])); set("pre_exit_func", ([ "southeast" : "foo" ])); ::create(); }
void create() { seteuid(getuid()); set("author", "Gendor"); set("light", 1); set("short", "the dock."); set_outside("zone", "2"); set("long", @ENDLONG Here, a large net lies on the edge of the dock. Offshore, you can hear an arguement about somthing. ENDLONG ); set("item_desc", ([ "dock" : "The dock is made of wood, and is very small.\n", ]) ); set("listen", ([ "default" : "You are a dumbass....you left the net...No I didn't! YOU did!\n", ]) ); set("exits", ([ "south" : ROOMS(dock), ]) ); set("objects", ([ MON(crab) : 1, ]) ); ::create(); }
void extra_create() { set_short( "Room with no escape" ); set_outside("f"); set_outdoors("f"); set_long("You can run, but you can't hide...\n"); set_exits((["north" : "/u/a/allanon/workroom/noexit2.c"]) ); }
void create() { seteuid(getuid()); set("short", "On the ramparts."); set("long", "You stand on the ramparts on the castle wall. "); set("light", 1) ; set_outside("Light"); set("exits", ([ "west" : ROOMS(rampart12.c), "east" : ROOMS(rampart14.c), ]) ) ; ::create(); }
void create() { seteuid(getuid()); set("short", "On the ramparts.") ; set("long", @ENDLONG You are on the ramparts of the castle wall. ENDLONG ); set_outside("Light") ; set("exits", ([ "north" :ROOMS(rampart6), "south" : ROOMS(rampart4), ]) ); set("item_desc", ([ ]) ); set("objects", ([ ]) ); ::create(); }
void extra_create() { set_outside("F"); set_outdoors("F"); set_short( "Eastern edge of a battleground" ); set_long(wrap("You're standing in a dense forest. A few trees have deep "+ "cuts in them, as if someone was trying to cut them down but was "+ "interrupted. The ground vegetation is quite scuffed here - it seems like "+ "many people have moved through the area recently. There are a few "+ "bloodstains dotting the ground here and there, and they make you feel "+ "ill-at-ease. At least there's less blood here than the center of the "+ "battleground. This seems to be a dead end: trees block your path in every "+ "way except the one you entered from...\n")); set_item_desc(([ ({"trees", "deep cuts", "cuts", "dense forest", "forest"}) : "Seems like "+ "lumberjacks tried to cut these trees down but had to stop before "+ "finishing. Upon closer examination of the trees, you spot a very faint "+ "trail leading away to the southwest.\n",
void create() { seteuid(geteuid()); set("author","highlander"); set( "light", 1 ); set_outside(); set("short","A boring room"); set( "long", @EndText Long desc goes here :> EndText ); set( "exits", ([ ]) ); set("item_desc", ([ ]) ); set("search_desc", ([ ]) ); ::create(); }
void extra_create() { set_outside("p"); set_light( (: query_ambient_light :) ); set_short( "A barren clearing in the middle of the forest" ); set_long( wrap("The ground here is badly blackened, seemingly from an old "+ "explosion. The blast area stretches for at least 20 feet in both "+ "directions. The gutted, fire-charred remains of a laboratory, now almost "+ "destroyed by the forces of nature, stands in the middle. Curious slime "+ "trails and puddles of sickly ooze dot the clearing, giving off a strong, "+ "pungent odor. A large, forbidding-looking hole with a ladder leads "+ "downwards. Pale green fog billows out of it, making it difficult to "+ "breathe.\n")); add_monster("/u/a/allanon/area/caverns_of_slime/mon/ghost.c"); set_item_desc(([ "ground" : "It's scorched pretty badly.\n", ({ "remains", "laboratory"}) : "The remains look like they could collapse any "+ "day now.\n",
void create() { seteuid(getuid()); set("short", "On the ramparts."); set("long", @ENDLONG You are on the ramparts of the castle wall. ENDLONG ); set("light", 1); set_outside(); // default to weather zone A set("exits", ([ "west" : ROOMS(rampart9), "east" : ROOMS(rampart11), ]) ); set("item_desc", ([ ]) ); set("search_desc", ([ ]) ); set("objects", ([ ]) ); set("exit_msg", ([ ]) ); ::create(); }
void create() { seteuid(getuid()); set("author", "Gendor"); set("light", 1); set("short", "A forest path."); set_outside("zone", "2"); set("long", @ENDLONG You are on a plain forest path. To the west, you can see a campfire of some type. To the east, a weather-beaten path can be seen leading north and south. ENDLONG ); set("item_desc", ([ "path" : "The path has little footprints all over it.\n", "campfire" : "The fire crackles and spits a little.\n", ]) ); set("exits", ([ "east" : ROOMS(outskirts), "west" : ROOMS(wroad2) ]) ); ::create(); }
void create() { seteuid(getuid()); set_outside(); set("author", "Waxer"); set("light", 1); set("short", "inside a cruddy shack."); set("long", @ENDLONG You stand inside a broken-down shack that once used to be a nice home. All that remains of the furnishings is a wood-burning stove and a feather cot that lies in a corner. ENDLONG ); set("objects", ([ MON(c_man.c) : 1, ])); set("item_desc", ([ "stove" : "This is an ancient wood-burning stove.\n", "cot" : "It looks like a filthy sleeping place.\n", "boards" : "The boards look quite old and dry.", "windows" : "What windows? The glass litters the ground infront of the house.\n", "lantern" : "The lantern is lit.\n", "glass" : "The glass is in splinters on the ground.\n", ]) ); set("smell", ([ "default" : "The maintains a damp smell, perhaps from such little light it\nreceives.\n", "lantern" : "You smell fresh oil burning in the lanterm.\n", ]) ); set("exits", ([ "west" : ROOMS(shack), ]) ); create_door("west", "east", "The door is rotten and could be easily smashed down", "closed", "", 2); ::create(); }
void create() { seteuid(getuid()); set_outside("zone","2"); set("author", "Waxer"); set("light", 1); set("short", "The beginning of a cobblestone street."); set("long", @ENDLONG The cobblestone street continues. To the west the smell of burkhberry pie is pronounced. To the east the traffic becomes more frequent. To the north you can see a narrow path that leads through the forest. To the south is a small building with a sign over the door. ENDLONG ); set("item_desc", ([ "sign" : "You are too far away to look at the sign.\n", "traffic" : "There are many different kinds of commerce happening here.\n", "path" : "You sense this path may lead somewhere interesting.\n", "building" : "You see many dwarves going in an out of the building carrying bags.\n", ]) ); set("smell", ([ "default" : "You smell cedarwood burning from a nearby fireplace.\n", ]) ); set("exits", ([ "path" : ROOMS(npath), "south" : ROOMS(shop), "east" : ROOMS(street3), "west" : ROOMS(street), ]) ); ::create(); }
void create() { seteuid(getuid()); set_outside(); set("author", "Waxer"); set("light", 1); set("short", "outside a broken-down shack."); set("long", @ENDLONG Before you lies a broken down shack, the boards that once made this a fine home now have betrayed it to age and decay. The windows that once shielded the occupants, lay shattered on the ground outside. A small lantern hangs from the doorframe. ENDLONG ); set("item_desc", ([ "boards" : "The boards look quite old and dry.", "windows" : "What windows? The glass litters the ground infront of the house.\n", "lantern" : "The lantern is lit.\n", "glass" : "The glass is in splinters on the ground.\n", ]) ); set("smell", ([ "default" : "The maintains a damp smell, perhaps from such little light it\nreceives.\n", "lantern" : "You smell fresh oil burning in the lanterm.\n", ]) ); set("exits", ([ "east" : ROOMS(in_shack), "west" : ROOMS(nlane5), ]) ); create_door("east", "west", "The door is rotten and could be easily smashed down", "closed", "", 2); ::create(); }