void create() { ::create(); set_properties( (["light" : 2, "night light" : 1, ]) ); set_short( "a snowy tundra" ); set_long( desc_long() ); set_exits(([ "east" : ROOMS"tundra/52", "south" : ROOMS"tundra/50",])); set_items( ([ ]) ); set_smell("default", "The dry arctic wind carries little scent."); set_listen("default", "The sound of animals and humanoids fighting can be heard throughout the tundra."); set_items(desc_items()); }
void create() { ::create(); set_short("A dead end"); set_long("The passage ends abruptly here. There is little of note here apart from flat stone- the path of the water which carved out this tunnel changed eons ago and this tiny passage is all that is left."); set_listen("default", "There is little sound here."); set_smell("default", "The air is a little musty."); set_items(([ ])); set_properties(([ "light" : 2, "night light" : 1, ])); set_exits(([ "northwest" : ROOMS"cc24.c", ])); }
void create() { ocean::create(); set_properties( ([ "light" : 2]) ); set_property("indoors",1); set_short("Swamp waters"); set_long( "%^BLUE%^ In the swampy-waters, swimming. There's a whirlpool here." ); set_items(([ "water" : "Mixture of blue and brown.", "whirlpool" : "Just water going around clockwise.", ])); set_listen("default", "Burbles of air bubbles escaping upwards."); set_exits( ([ "north" : WATER "level12", ]) ); }
void create() { ::create(); set_short("A dark and musty mausoleum"); set_long("This stone passage twists and winds, being deliberately constructed to confuse and ward off any thieves. There is little of note here. The walls are crafted from stone bricks set in place by mortar."); set_smell("default", "The sweet smell of crushed roses and earth is present here."); set_listen("default", "As quiet as a grave."); set_properties(([ "light" : 1, "night light" : 0, ])); set_exits(([ "north" : ROOMS"maze28.c", "west" : ROOMS"maze22.c", "southwest" : ROOMS"maze27.c", ])); }
void create() { ::create(); set_properties( (["light" : 2, "night light" : 1, ]) ); set_short("a mountain pass"); set_long( desc_long() ); //set_exits(([ "north" : ROOMS"mountainpath/2", //"south" : ROOMS"tundra/92", //])); set_items( ([ ]) ); set_smell("default", "The dry arctic wind carries little scent."); set_listen("default", "The sound of animals and humanoids fighting can be heard throughout the mountain pass."); set_items(desc_items()); }
void create() { ::create(); set_short("A dead end"); set_long("This section of the cave has apparently suffered a cave-in and further access is impossible. The floor, walls and ceiling of this section of cave are heavily damaged, although they do not look to be in imminent danger of falling in again."); set_listen("default", "There is little sound here."); set_smell("default", "The air is a little musty."); set_items(([ ])); set_properties(([ "light" : 2, "night light" : 1, ])); set_exits(([ "north" : ROOMS"cc26.c", ])); }
void create() { ocean::create(); set_properties( ([ "light" : 2]) ); set_property("indoors",1); set_short("Swamp waters"); set_long( "%^BLUE%^ In the swampy-waters, swimming." ); set_items(([ "water" : "Mixture of blue and brown.", ])); set_listen("default", "Burbles of air bubbles escaping upwards."); set_exits( ([ "northwest" : WATER "ll9", "north" : WATER "ll10", ]) ); }
void create() { ::create(); set_property("indoors",0); set_property("light",0); set("short","Dungeon"); set("long","This cell is terrible. The mere sight of it would cause those " "with a weak stomach to vomit. Not to mention the smell. Filth is smeared " "all over the walls and hangs from the ceiling. What kind of animal could live " "like this??"); set_smell("default","The foul fumes singe your nose hairs."); set_listen("default","Drip, drip, drip."); set_items(([({"spiders","rats","rodents"}):"They're too fast for you to get a good look at them.", "wall":"The exposed stone is bare and cold.", "torches":"The torch flickers against the wall.", "ooze":"The pudrid, %^BOLD%^%^GREEN%^green%^RESET%^ ooze is quite disgusting.", "floor":"The floor is wet and slippery.", "filth":"Why on earth would you look at that??"]));
void create() { room::create(); set_properties( ([ "light" : 2]) ); set_property("building",1); set_short("A Mental Insitution"); set_long( "%^BOLD%^%^WHITE%^A sound proof, padded room, all white of course. " ); set_items(([ "walls" : "Padded so no one can hurt themselves", "room" : "It is for those who are mentally challenged.", "pad" : "They absorb hits so one dosn't hurt themselves.", ])); set_listen("default", "Complete silence fills the air"); set_exits( ([ "north" : UMI "hosp9", ]) ); }
void create() { ::create(); set_short("Stone Hallway"); set_properties( (["light" : 2, "night light" : 2]) ); set_property("indoors", 1); set_property("no gate", 1); set_listen("default", "A small rock can be heard tumbling somewhere."); set_long("After a distance, the flow of water bubbles up into a small pond. The room here seems to have been carved out of the stone, as the walls are flat and smooth, coming to precise corners. There are magnificent carvings of dragons framing the hallway that continues to the east."); set_exits( (["east" : "/d/tirun/monastery"]) ); add_pre_exit_function("east", "go_east"); set_items( ([ "pond" : "The pond is a few meters wide, it must be used as a well of some sort." ,"walls" : "The walls are smooth and chiseled, with a few designs carved into them in a few places." ,"dragons" : "They are incredibly accurate, as if a dragon actually posed for the artist." ,"hallway" : "The hallway leads into another room of somesort. A flickering red glow can be seen, probably from a torch." ,"designs" : "One of the designs looks like an odd picture." ,"picture" : "The picture depicts a humanoid hopping on one foot. How curious." ]) ); }
void create() { room::create(); set_properties( (["light":0, "indoors":1, "cave":1]) ); set_short("Raknid's Nest"); set_long( "A dark tunnel. " ); set_items(([ "tunnel" : "One of many in this place.", ])); set_listen("default", "Sounds of chattering insects."); set_exits( ([ "southwest" : NEST "est68", "east" : NEST "est76", ]) ); }
void create() { ::create(); set_short("Forest Path"); set_properties( (["light" : 2, "night light" : 1]) ); set_property("forest", 1); set_listen("default", "The ocassional twig snapping can be heard."); set_smell("default", "The scent of pine fills the air."); set_long("The light seems to be sucked into the area to the south. This must be the cursed town of Tenebrae. The gate can been seen to the south, while the path eastward travels deeper into the forest."); set_exits( (["east" : ROOMS+"thirtysix", "west" : "/d/coach/rooms/tenebrae_coach.c", "south" : ROOMS+"thirtyeight", ]) ); set_items( ([ ({"tree","trees"}) : "The trees are dark green. They have shed their brown needles all over the ground." ,"needles" : "There are many needles all over the ground." ,"path" : "It seems to be fairly well travelled." ,"roots" : "The roots are large and gnarled." ]) );
void create() { room::create(); set_properties( (["light":0, "indoors":1, "cave":1]) ); set_short("Raknid's Nest"); set_long( "Inside a dark tunnel. " ); set_items(([ "tunnel" : "One of many in this place.", ])); set_listen("default", "Sounds of chattering insects."); set_exits( ([ "south" : HIVE "hive46", "west" : HIVE "hive50", ]) ); }
void create() { ::create(); set_short("The cave entrace"); set_day_long("By the looks of it you have stumbled across the entrance to a small cave it seems. On the ground you can make out many tracks from things moving in and out of the cave. A small little guard post sits just insdie the cave but with nothing guarding. There also appears to be a old encampment behind the cave.\n"); set_night_long("A dim light can just be seen ahead of you, the source seems to be a small guard post. Just so it happens there is nothing ther guarding. The night sky is dark an apart from that light you can't see anything.\n"); set_properties(([ "light" : 1, "night light" : 0, ])); set_exits(([ "inside" : ROOMS "cave1.c", "north" : ROOMS "room7.c", "east" : ROOMS "room5.c", "south" : ROOMS "room3.c", ])); set_smell("default", "The smell of the rotting animals hangs around."); set_listen("default", "Loud screams fill the air."); }
void create() { room::create(); set_properties( (["light":0, "indoors":1, "cave":1]) ); set_short("Raknid's Nest"); set_long( "The tunnel turns sharply. " ); set_items(([ "tunnel" : "Deep underneath the Sabai Dessert.", ])); set_listen("default", "Sounds of chattering insects."); set_exits( ([ "northeast" : NEST "nest4", "east" : NEST "nest2", ]) ); }
void create() { ::create(); set_short("Endbringer's Room"); set_long( "%^BOLD%^%^RED%^Endbringer's Room%^RESET%^\n" "This is the room of the great %^BOLD%^%^BLACK%^S%^WHITE%^h%^BLACK%^a%^WHITE%^d%^BLACK%^o%^WHITE%^w %^BLACK%^L%^WHITE%^o%^BLACK%^r%^WHITE%^d %^RED%^E%^BLACK%^n%^RED%^d%^BLACK%^b%^RED%^r%^BLACK%^i%^RED%^n%^BLACK%^g%^RED%^e%^BLACK%^r%^RESET%^ and his beautiful wife, A%^BOLD%^%^WHITE%^k%^BLACK%^i%^RESET%^s%^BOLD%^%^WHITE%^h%^BLACK%^i%^RESET%^. On one wall is the painting of a female ferrel and on the other, hangs a set of staves and daggers. In the left corner of the room rests a large bed, with %^BOLD%^%^MAGENTA%^purplish%^BLACK%^ black%^RESET%^ sheets neatly covering the resting place of the two lovebirds. Standing before the painting is a desk made of solid oak, which has an undorderly and messy look." ); set_items(([ "staves" : "These newly carved staves lean against the wall, resting with older ones that looked used. They were hand made by Akishi, the truly added detail show her interest and love for the hobby.", "desk" : "Magic scrolls, leather bound books, letters from the past & present, and parchments on necromancy rest messily upon the desk. A human skull is being used as a paperweight, and it stares down on the papers with a blank look.", "painting" : "This is a painting of Endbringer's first wife, %^BOLD%^%^CYAN%^S%^BLACK%^u%^CYAN%^r%^BLACK%^i%^RESET%^. She had been wandering Lodos one day and mysteriously disappeared.", "daggers" : "Many worn out daggers line the wall, giving off an eerie feel. They showed their loyalty and use to Endbringer during use.", ]) ); set_smell("default", "The soft scent of roses hovers in the air."); set_listen("default", "There is a calming silence here."); set_exits( ([ "west" : ROOMS "4-1.c", ]) ); }
void create() { ::create(); set_property("outdoors",0); set_property("light",0); set("short","Palace Wall"); set("long","The wall of the Palace forms a large box around the city. " " The land surrounding the city can be seen from this height. The wind" " whirls about up here. The wall leads to the north and south. A large" " shelter is to the east on this section of the wall. It appears to be" " a headquarters for the archers."); set_smell("default","The air here is clear and refreshing."); set_listen("default","The soft sound of people talking can be heard below."); set_items((["sky":"The sky is dark as ever.", "turret":"The turret is where the archers hang out and protect the citizens of Tenebrae.", "wall":"The wall surrounds the city and connects the turrets", "shelter":"The shelter looks nice and warm"])); set_exits((["north":ROOMS "tower5.c","south":ROOMS "tower7.c","enter":ROOMS "tower9.c"])); }
void create() { room::create(); set_properties( (["light":0, "indoors":1, "cave":1]) ); set_short("Raknid's Nest"); set_long( "Inside a very dark tunnel. " ); set_items(([ "tunnel" : "It is very dark in here.", ])); set_listen("default", "Sounds of chattering insects."); set_exits( ([ "southeast" : HIVE "hve37", "northwest" : HIVE "hve32", ]) ); }
void create() { ::create(); set_short("In the cave"); set_long("This section of the cave tightens to a narrow bottleneck, sealed off with a wide door to the east. The door appears to be reinforced with bars of metal running across it and is placed upon solid hinges. A complicated-looking lock is shackled across a central bar, keeping the door closed. The cave leads out to the west and northwest."); set_listen("default", "There is little sound here."); set_smell("default", "The air is reasonably musty."); set_items(([ ])); set_properties(([ "light" : 2, "night light" : 1, ])); set_exits(([ "east" : ROOMS"cco.c", "northwest" : ROOMS"cci.c", "west" : ROOMS"ccx.c", ])); }
void create() { string desc; ::create(); desc = do_descript(); set_short("Forest Path"); set_properties( (["light" : 2, "night light" : 1]) ); set_property("forest", 1); set_listen("default", "The ocassional twig snapping can be heard."); set_smell("default", "The scent of pine fills the air."); set_long(desc); set_exits( ([ "west" : ROOMS+"thirtytwo", "east" : "/d/tenefarm/rooms/beginning", ]) ); set_items( ([ ({"tree","trees"}) : "The trees are %^GREEN%^dark green%^RESET%^. They have shed their brown needles all over the ground." ,"needles" : "There are many needles all over the ground." ,"path" : "It seems to be fairly well travelled." ,"roots" : "The roots are large and gnarled." ,({"rock","rocks"}) : "This rock was perhaps a marker for the right way to go."
void create() { room::create(); set_properties( (["light":0, "indoors":1, "cave":1]) ); set_short("Raknid's Nest"); set_long( "Inside a very dark tunnel, there are no torches lighting " "the way. " ); set_items(([ "tunnel" : "It is very dark in here.", ])); set_listen("default", "Sounds of chattering insects."); set_exits( ([ "south" : HIVE "hive47", "west" : HIVE "hive52", ]) ); }
void create() { room::create(); set_properties( ([ "light" : 2, "night light" : 1, "forest" : 1, ])); set_short("Farm"); set_day_long("The trail heads off west towards a small hill with a farmhouse on it, and a gate to a paddock is in to the south. Forest can be seen in all other directions and the trees sway in a slight breeze. The paddock is full of fresh %^GREEN%^green%^RESET%^ grass and there are several cows grazing. A slight wind buffers you and the hiss of the trees leaves can be heard among the mooing of the cows."); set_night_long("The hissing of the trees in the wind breaks the night silence. A paddock lit up with moonlight can be seen to the south and a large house like shape can be seen to the north-west. The trail continues off to the west towards a gate."); set_items(([ "gate" : "The gate is old and made out of the same wood as the forest. It is latched closed to stop the animals from getting out.", "forest" : "The forest is full of swaying trees, and a few stumps can be seen around the edge", ])); set_listen("default", "The sound of trees leaves rustling in the wind can be heard."); set_exits(([ "south" : ROOMS"paddocke1.c", "southwest" : ROOMS"yard2.c", ])); }
void create() { ::create(); set_property("outdoors",0); set_property("light",0); set("short","Rooftop"); set("long","Welcome to the rooftops of Tenebrae. The whole " "city can be seen from this height. To the east is the palace," " and the countryside can be seen everywhere else. The palace is now" " quite close. There is a spire that is close enough that you can see" " into the window."); set_smell("default","The air here is clear and refreshing."); set_listen("default","The soft sound of people talking can be heard below."); set_items((["sky":"The sky is dark as ever.", "house":"You're standing on it. Hope the roof doesn't give in.", "rooftop":"The rooftop is made of %^BLACK%^dark shingles%^RESET%^, which blend in with the ground.", "spire":"The spire is tall, and is only a few feet away from you. Perhaps within jumping distance.", "window":"Don't be a peeping Tom!!"])); set_exits((["northwest":ROOMS "roof13.c","southwest":ROOMS "roof10.c"])); }
void create() { ::create(); set_name("rafore street"); set_short("Rafore Street"); set_long("Rafore Street runs through the center of Lidelas, it runs north and south. The street is made up of large cobble stones, finely polished. The street is very wide, it looks like it was designed to allow a large amount of traffic to freely move about. On each side of the street, large buildings have been built. Every building is at least four stories high, there looks to be a series of arches above every window. The arches lead up to tall points. Each level of the buildings has a small ledge from which many small stone gargoyles are carved into the ledges."); set_properties( ([ "light" : 2, "night light" : 2,]) ); set_items(([ "gargoyles" : "They are not very large, and seem to be carved into the building." ])); set_listen("default", "The sound of carts moving on the stone steets can be heard in all directions."); set_smell("default", "The odor of horse manure fills the air."); set_exits(([ "north" : ROOMS "lidelas026.c", "south" : ROOMS "lidelas039.c", ])); }
void create() { ::create(); set_property("no castle", 1); set_property("light", 0); set_property("night light", 0); set_max_catch(15); set_max_fishing(4); set_chance(10); set("short","Pathway to city"); set("long","The pier here leads to a rocky shore. This entire " "area looks very creepy. The sky to the east is dark... more " "than your average night. Something very strange has happened to " "this land. The dock leads to the land eastward."); set_smell("default","The smell of the sea is here."); set_listen("default","The water occasionally crashes on the rocks."); set_items((["sky":"The sky seems to darken as you head east.", "dock":"The sturdy dock takes you to the land eastward.", "rocks":"If it weren't for this dock, it'd be impossible to land here"])); set_exits((["east":ROOMS "landing"])); }
void create() { room::create(); set_properties( ([ "light" : 2]) ); set_property("building",1); set_short("A Mental Insitution"); set_long( "%^BOLD%^%^WHITE%^The hallway ends here, the door to the east has a sign on it. " ); set_items(([ "walls" : "No pitures on them, they are a solid white.", "hallway" : "It's a long hallway with doors on either side of it.", "door" : "The door has a sign on it.", "sign" : "%^BOLD%^%^RED%^ EMPLOYEES ONLY", ])); set_listen("default", "Complete silence fills the air"); set_smell("default", "Smells of chlorine stings at your nose"); set_exits( ([ "west" : UMI "hosp13", ]) ); }
void create() { ::create(); set_property("indoors",1); set_property("light",1); set("short","Palace"); set("long","This room explains why this hall is well kept, yet mostly " "unused. On the east wall is a large set of double doors, engraved with intricate " "symbols. The decorations abruptly end here, while the hall continues north. " "The red carpet leads right up to the doors. This room must belong to royalty."); set_smell("default","There is a fresh breeze in this part of the palace."); set_listen("default","It is fairly quiet here."); set_items((["wall":"The wall is quite plain here on the second floor.", "doors":"The immense doors have been carved with great care.", "decorations":"They stop abruptly after the room to the east.", "carpet":"The %^RED%^crimson carpet%^RESET%^ covers the ground."])); set_door("door", ROOMS "palace27.c", "enter", "bedroom key"); set_open("door", 1); set_locked("door", 0); set_exits((["north":ROOMS "palace26.c","south":ROOMS "palace24.c","enter":ROOMS "palace27.c"])); }
void create() { ::create(); set_name("desert"); set_short("The MuaBark desert"); set_long("The MuaBark Desert stretches off in all directions. Large sand dunes make it impossible to see very far in any direction. A powerful wind kicks sand into the air, making it difficult to breath."); set_properties(([ "light" : 3, "night light" : 1, "dessert" : 1 ])); set_listen("default", "The deafening sound of the powerful desert winds drowns out all other sounds"); set_exits(([ "northwest" : ROOMS "muabark069.c", "west" : ROOMS "muabark070.c", "east" : ROOMS "muabark075.c", "south" : ROOMS "muabark073.c", ])); }
void create() { ::create(); set_name("desert"); set_short("The MuaBark desert"); set_long("The desert never seems to end, all sense of direction seems to disappear in the never ending dunes. Some scattered bones can be seen half buried in a dune close by. Vultures can be seen circling overhead."); set_properties(([ "light" : 3, "night light" : 1, "dessert" : 1 ])); set_listen("default", "The deafening sound of the powerful desert winds drowns out all other sounds"); set_exits(([ "east" : ROOMS "muabark080.c", "west" : ROOMS "muabark077.c", "south" : ROOMS "muabark079.c", "northwest" : ROOMS "muabark075.c", ])); }
void create() { ::create(); set_name("feng avenue"); set_short("Feng avenue"); set_long("Feng avenue bisects Lidelas, splitting the town into the north and south ends. Feng avenue runs from the far west end of town, to the far east side of town. The avenue is made of very fine cobble stone, each stone looks almost new. Many large buildings line the street, the common theme between them all is that every one of them has ornate sculptures of gargoyles at points all over the buildings. All of the gargoyles seem to have been made to face the street, so that they may look onto anyone who passes by. Every building has many arched windows, above every window is a sharp point that eventually leads to a sharp tower. A small patch of grass is to the north, it seems to be very out of place for a town that is almost all stone and bronze."); set_properties( ([ "light" : 2, "night light" : 2,]) ); set_items(([ "gargoyles" : "They are not very large, and seem to be carved into the building." ])); set_listen("default", "The sound of carts moving on the stone steets can be heard in all directions."); set_smell("default", "The odor of horse manure fills the air."); set_exits(([ "east" : ROOMS "lidelas001.c", "west" : ROOMS "lidelas030.c", "north" : ROOMS "lidelas029.c", ])); }