コード例 #1
0
void create() {
::create();
    set_short("%^BOLD%^%^BLACK%^Eternal Darkness%^RESET%^");
    set_day_long("The house looks like an elephant just ran through it.  Furniture is smashed, priceless items smashed and "
           "blood is everywhere.  A staircase going upstairs has been completely destroyed, the area around where it would "
           "have been singed %^BOLD%^%^BLACK%^black%^RESET%^.  Someone strong must have had an argument with someone else here...");
   
    set_night_long("The house looks like an elephant just ran through it.  Furniture is smashed, priceless items smashed and "
           "blood is everywhere.  A staircase going upstairs has been completely destroyed, the area around where it would "
           "have been singed %^BOLD%^%^BLACK%^black%^RESET%^.  Someone strong must have had an argument with someone else here...");
    
    set_items(([
        "stairs" : "They have been completely destroyed.",
        "furniture" : "Everything has been smashed.",
        "blood" : "Could a mortal have been trespassing here?",
                  
        
        
    ]));
    set_properties(([
        "indoors" : 1,
        "light" : 1,
        "night light" : 0,
	"no teleport" : 1,
    ]));
    set_exits(([
        "east" : ROOMS "dtowne2n2.c",
                
                
    ]));

}
コード例 #2
0
void create() {
::create();
    set_short("%^BOLD%^%^BLACK%^Eternal Darkness%^RESET%^");
    set_day_long("%^GREEN%^Trees bend in different directions, some tangling up with each other but all conforming "
          "to the path.  %^BOLD%^Grass grows tall, suggesting that no one has walked through here in a long time. "
          "A couple of rocks sit on the ground but the area is otherwise plain.");
   
    set_night_long("%^GREEN%^Trees bend in different directions, some tangling up with each other but all conforming "
          "to the path.  %^BOLD%^Grass grows tall, suggesting that no one has walked through here in a long time. "
          "A couple of rocks sit on the ground but the area is otherwise plain.");
    
    set_items(([
        "trees" : "Could they have been planted to create this path?",
        "formation" : "It is to the southeast.",          
        
        
    ]));
    set_properties(([
        "outdoors" : 1,
        "light" : 1,
        "night light" : 0,
	"no teleport" : 1,
    ]));
    set_exits(([
        "north" : ROOMS "forest2.c",
        "east" : ROOMS "forest4.c",
                
                
    ]));

}
コード例 #3
0
void create() {
 ::create();
    set_short("West Fallor Road.");
    set_long(
      "Fallor Road is lightly traveled.  Houses line the road to the "
      "north and south.  The ancient stones underfoot running east and "
      "west make the road easy to follow. "
);
    set_night_long(
      "Running east and west through the southwest section of Tirun, "
      "Fallor Road is peaceful at night.  Shadows to the north and south "
      "show themselves to be buildings.  The stones underfoot are hard "
      "to make out in the darkness. "
);
    set_exits( 
              (["west" : ROOMS"wfallor4",
                "east" : ROOMS"wfallor2",
        "enter weaponsmith shop" : ROOMS "weaponsmith_shop",
]) );
add_exit_alias("enter weaponsmith shop", "weaponsmith shop");
add_exit_alias("enter weaponsmith shop", "weaponsmith");
add_exit_alias("enter weaponsmith shop", "shop");
add_exit_alias("enter weaponsmith shop", "enter shop");
add_exit_alias("enter weaponsmith shop", "north");
    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Ancient stones pave the ground.",
          "stones" : "Rocks carved into squares and layed to make a road.",
          "wall" : "A fortified wall that protects the city."
         ]) );
}
コード例 #4
0
void create() {
 ::create();
   set_short("On top of the northeastern turret");
   set_day_long("This is the top of the northeastern turret. Right to the "
     "west, the northwestern turret can be spotted. The platform atop the "
     "northeastern turret consists of three more rooms, in a square "
     "fashion above the turret itself. A ladder sticks out of a hole in "
     "the ground, leading back down to the bottom floor.");
   set_night_long("The night makes the hill the temple rests on look "
     "larger than it is. A hole in the center of the floor is the way back "
     "down to the ground floor of the northeastern turret. A ladder sticks "
     "out of the hole. Straight to the west, the northwestern turret can "
     "be seen.");
   set_items(([
     "turret" : "The northwestern turret is to the west.",
     "ladder" : "It sticks about a foot out of the hole, like a sore thumb.",
     "platform":"This is a platform of sorts, atop the northeastern turret."
   ]));
   set_properties(([ "light" : 2, "night light" : 2, "outdoors" : 1 ]));
   set_exits(([
     "down"  : ROOMS"l1ne1",
     "east"  : ROOMS"l2ne2",
     "south" : ROOMS"l2ne3",
   ]));
}
コード例 #5
0
void create() {
room::create();
   set_properties( ([ "light" : 2]) );
    set_property("forest",1);
    set_short("Outdoor room");
    set_day_long(
      "There's a break in the bleak forest, and birds chip once again!"
      "There's a cottage house set in the middle of a gorgous "
      "wildflower field.  Leading up to the front door of "
      "the house is a dirt pathway.  The sun is shining bright "
      "and the squirrels and the chipmunks are scattered about the "
      "field, basking in the sunlight."
    );

    set_night_long(
      "Red eyes glaring in the pitch blackness of the night.  The "
      "moons are afraid to shine down upon the fields.  There is a "
      "presence of evil living in the cottage, and in the stillness "
      "of the night, nothing dares to whisper a sound."
    );
    set_items(([
        "room" : "a room.",
    ]));
    set_smell("default", "It smells of outdoors..");
    set_listen("default", "Sounds like a forest");
    set_exits( ([
"house" :  ROOMS "newhouse",
"east" :  ROOMS "outdoor2",
    ]) );

}
コード例 #6
0
void create() {
 ::create();
    set_short("South Xelan Road.");
    set_long(
      "South Xelan Road is lightly traveled.  Houses line the road to the "
      "east and west.  The ancient stones underfoot running north and "
      "south make the road easy to follow. "
);
    set_night_long(
      "South Xelan is peaceful at night.  Shadows to the east and west "
      "show themselves to be buildings.  The stones underfoot are hard "
      "to make out in the darkness. "
);
    set_exits( 
              (["north" : ROOMS"sxelan2",
                "south" : ROOMS"sxelan4",
]) );
    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Ancient stones pave the ground.",
          "stones" : "Rocks carved into squares and layed to make a road.",
          "wall" : "A fortified wall that protects the city."
         ]) );
}
コード例 #7
0
ファイル: swamp49.c プロジェクト: ehershey/pd
void create() {
::create();
set_short("A dark part of the swamp");
set_day_long("The water here is shallow and warm.  Everything looks the same...");
set_night_long("The water here is shallow and warm.  Everything looks the same...");
set_property("swamp",1);
set_items(([

"water" : "The water is shallow and warm.",
"plantlife": "The plantlife here is quite extraordinary.  While the jungles to
the north and west are quite impressive, these plants are  many times larger
and occassionally even intelligent..",
]));
set_properties((["light" : 0, "night light" : 0,]));
set_exits(([

"north": SWAMP "swamp47.c",
"east": SWAMP "swamp47.c",
"south": SWAMP "swamp47.c",
"west": SWAMP "swamp47.c",
"northeast" : SWAMP "swamp47.c",
"southwest": SWAMP "swamp47.c",
"northwest": SWAMP "swamp47.c",
"southeast": SWAMP "swamp50.c",

])); 
}
コード例 #8
0
void create() {
 ::create();
    set_short("West Dovin Road.");
    set_long(
      "Dovin Road is lightly traveled.  A dirty pub sprawls near the road to the north.  "
      "Wide areas on either side of it are devoid of houses.  "
      "The ancient stones underfoot running east and west make the road easy "
      "to follow. "
);
    set_night_long(
      "Running east and west through the northwest section of Tirun, "
      "this section of Dovin Road is often filled with noise "
      "from the pub that sits near the city wall.  The stones underfoot are "
      "hard to make out in the darkness. "
);
    set_smell("default", "It smells of stale beer.");
    set_exits( 
              (["east" : ROOMS"wdovin2",
                "west" : ROOMS"wdovin4",
                "enter pub" : ROOMS"brig_pub",
]) );
  add_exit_alias("enter pub", "pub");
    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Ancient stones pave the ground.",
          "stones" : "Rocks carved into squares and layed to make a road.",
          "wall" : "A fortified wall that protects the city."
         ]) );
}
コード例 #9
0
void create() {
 ::create();
   set_short("%^BOLD%^%^BLACK%^Barley in sight of the edge of the marsh");
   set_day_long("%^BOLD%^%^BLACK%^"
     "Mud and soft dirt make up the ground of the marsh. Saplings and larger trees "
     "sprout forth from the ground. Pools of collected water form in some of the "
     "lower dips in the marsh. Black barked trees grow in the marsh mud. The "
     "trees' many leaves prevent much of the daylight from entering the dark "
     "confines of the marsh.");
   set_night_long("%^BOLD%^%^BLACK%^"
     "Very little light penetrates the dark confines of the night marsh. Trees, "
     "both small and large, sprout in the mud and dirt. Pools of murky grey "
     "form in the small ditches in the marsh ground. The light from the edge of "
     "marsh can barely be seen.");
   set_items(([
     "edge"   : "Barely can the edge of the marsh be made out from here.",
     "ground" : "The marsh ground is merely a mix of mud and soft dirt.",
     "pools"  : "Small pools form in the ditches in the ground.",
     "mud"    : "A very watery mud is what most of the ground consists of.",
     "trees"  : "Trees of all sized grow here, most with vines around them."
   ]));
   set_properties((["light" : 2, "night light" : 1, "swamp" : 1 ]));
   set_exits(([
      "south" : ROOMS"marsh3",
      "north" : ROOMS"marsh5",
   ]));
}
コード例 #10
0
void create() {
::create();
    set_short("%^BOLD%^%^BLACK%^Eternal Darkness%^RESET%^");
    set_day_long("This would appear to be some sort of wash room.  A large, stone bowl full of hot water rests on top of a "
            "tiny pillar of similar material.  A circular mirror with incredible golden designs branching out of it sits "
            "above the bowl and two chairs sit on either side of it.  Another, even larger oval of a bowl of marble  sits on "
            "the floor with a couple of period legs bracing it.  The water within it bubbles with heat.");
   
    set_night_long("This would appear to be some sort of wash room.  A large, stone bowl full of hot water rests on top of a "
            "tiny pillar of similar material.  A circular mirror with incredible golden designs branching out of it sits "
            "above the bowl and two chairs sit on either side of it.  Another, even larger oval of a bowl of marble  sits on "
            "the floor with a couple of period legs bracing it.  The water within it bubbles with heat.");
    
    set_items(([
        "bowl" : "The marble or the stone bowl?",
        "marble bowl" : "It is full of boiling hot water.",
        "mirror" : "It has to be the most priceless thing in the house.",
                          
        
        
    ]));
    set_properties(([
        "indoors" : 1,
        "light" : 1,
        "night light" : 0,
	"no teleport" : 1,
    ]));
    set_exits(([
        "north" : ROOMS "dhouse1rm3.c",
        
                
    ]));

}
コード例 #11
0
void create() {
room::create();
   set_properties( ([ "light" : 2]) );
    set_property("swamp",1);
    set_short("Elephant's Graveyard");
    set_day_long(
      "This is The heart of the graveyard. Bones are scattered "
      "everywhere and sickly elephants begging for death."
    );
    set_night_long(
      "There are sharp bones scattered everywhere.  This is the beginning "
      "of an Elephant's Graveyard.  It is a very drab and dreay place to "
      "be."
    );
    set_items(([
        "bones" : "They are of all different sizes from mostly elephants.",
        "graveyard" : "There are bones scattered everywhere.",
    ]));
    set_smell("default", "It smells like rotting flesh.");
    set_listen("default", "Sounds of elephants begging for mercy");
    set_exits( ([
"north" : ELE "ele24",
"northeast" : ELE "ele25",
"east" : ELE "ele20",
"south" : ELE "ele13",
"southwest" : ELE "ele12",
"northwest" : ELE "ele23",
"west" : ELE "ele18",
    ]) );
}
コード例 #12
0
void create() {
 ::create();
    set_short("South Veros Road.");
    set_long(
      "Honin Road is a highly-traveled road that runs west and east through "
      "Tirun. A stable is to the south.  To the east the Gate of Dawn can be "
      "seen.  Ancient stones underfoot run east and west, making the road easy "
      "to traverse. ");
    set_night_long(
        "Honin Road is mostly deserted at night.  To the south the shadow of a "
        "building forms in the darkness. The road continues to the east and west. "
        " The stones underfoot are hard to make out in the dark. ");
    set_exits( 
              (["west" : ROOMS"ehonin5",
                "east" : ROOMS"egate",
                "enter stable" : ROOMS"eranch",
]) );
add_exit_alias("enter stable", "stable");
add_exit_alias("enter stable", "enter");
    add_pre_exit_function("east", "go_east");

    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Honin Road leads to Arulo Juncture west and out "
            "of town east.",
          "juncture" : "The central square of Tirun."]) );
}
コード例 #13
0
void create() {
 ::create();
   set_short("%^BOLD%^%^BLACK%^Near the edge of a dark marsh");
   set_day_long("%^BOLD%^%^BLACK%^"
     "The marsh is very dark humid. Vines climb the dark brown barked trees in "
     "twisted coils. Ferns and moss grow about the muddy ground. Tons of "
     "underbrush and tree saplings grow in the protein-full dirt. The rays of "
     "sunlight that come into the swamp shine into small puddles of water "
     "in the dips of the landscape.");
   set_night_long("%^BOLD%^%^BLACK%^"
     "The marsh is not only damp and humid but increadibly dark at night. Large "
     "trees have vines coiled about them and moss about them. Ferns and other "
     "underbrush grow in the muddy ground. Puddles of water rest in small dips "
     "in the marsh.");
   set_items(([
     "puddles" : "Puddles form in minature valleys in the marsh ground.",
     "dips"    : "The dips in the ground form minature valleys.",
     "ferns"   : "Ferns and moss grow in patches near the trees.",
     "saplings": "Tree saplings sprout in the muddy ground.",
     "vines"   : "Thick vines coil around the trees, in an upwards spiral."
   ]));
   set_properties((["light" : 2, "night light" : 2, "swamp" : 1 ]));
   set_exits(([
      "south" : ROOMS"marsh1",
      "north" : ROOMS"marsh3",
   ]));
}
コード例 #14
0
void create() {
 ::create();
    set_short("west Honin Road.");
    set_long(
      "Honin Road is a highly-traveled road that runs west and east through "
      "Tirun. Far to the east is the Tirun Market. Some distance west, above "
      "the city gates, a great mountain range can be seen.  Ancient stones "
      "underfoot run east and west, making the road easy to traverse. ");
    set_night_long(
        "Honin Road is mostly deserted at night.  A dark road intersects Honin "
        "here leading north and south into the darkness.  Honin continues east "
        "and west.  The stones underfoot are hard to make out in the dark. ");
    set_exits( 
              (["east" : ROOMS"whonin5",
                "west" : ROOMS"whonin7",
                "north"  : ROOMS "nhaven1",
                "south"  : ROOMS "shaven1",
]) );

    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Honin Road leads west and east through town.",
          "juncture" : "The central square of Tirun."]) );
}
コード例 #15
0
void create() {
    ::create();
    set_short("South Parthos Road.");
    set_long(
        "Parthos Road is lightly traveled.  Houses line the road to the east. "
        "Built against the city wall, these houses are not much more than shacks.  "
        "The ancient stones underfoot running north and south make the road easy "
        "to follow. "
    );
    set_night_long(
        "Running north and south through the southeast section of Tirun, "
        "Parthos Road is peaceful at night.  Shadows to the east show themselves "
        "to be buildings built against the city wall.  The stones underfoot are "
        "hard to make out in the darkness. "
    );
    set_exits(
        (["north" : ROOMS"sparthos4",
          "south" : ROOMS"sparthos6",
         ]) );
    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Ancient stones pave the ground.",
          "stones" : "Rocks carved into squares and layed to make a road.",
          "wall" : "A fortified wall that protects the city."
         ]) );
}
コード例 #16
0
void create() {
::create();
    set_short("%^BOLD%^%^BLACK%^Eternal Darkness%^RESET%^");
    set_day_long("A king sized bed stands proudly against the north wall.  the floor has the same blood-red carpet, only over "
           "a mahogany floor this time.  The walls are mahogany here too.  A couple of windows would show a nice view to the "
           "east and west, were they not boarded up from the outside. An open door leads to another room south of here.");
   
    set_night_long("A king sized bed stands proudly against the north wall.  the floor has the same blood-red carpet, only over "
           "a mahogany floor this time.  The walls are mahogany here too.  A couple of windows would show a nice view to the "
           "east and west, were they not boarded up from the outside. An open door leads to another room south of here.");
    
    set_items(([
        "carpet" : "A blood-red carpet with white edging.",
        "walls" : "Boards of mahogany have been used for the walls, nailed to the structure of the house with golden nails.",
        "stairs" : "They go downstairs.",
        "bed" : "It's decorated with expensive looking blankets and pillows.",
        "windows" : "They are boarded up from the outside.",                  
        
        
    ]));
    set_properties(([
        "indoors" : 1,
        "light" : 1,
        "night light" : 0,
	"no teleport" : 1,
    ]));
    set_exits(([
        "downstairs" : ROOMS "dhouse1rm1.c",
        "south" : ROOMS "dhouse1rm5.c",
                
    ]));

}
コード例 #17
0
void create() {
 ::create();
    set_short("North Veros Road.");
    set_long(
      "Running north and south through the center of Tirun, Veros Road "
      "stays busy.  Some distance south, the Tirun Market place bustles with "
      "activity.  To the north the tops of trees can be seen above the city "
      "walls.  The ancient stones underfoot running north and south make the "
      "road easy to follow. "
);
    set_night_long(
      "Running north and south through the center of Tirun, Veros Road "
      "is peaceful at night.  The road leads away into the darkness to "
      "the north and south.  The stones underfoot are hard to make out "
      "in the darkness. "
);
    set_exits( 
              (["north" : ROOMS"nveros4",
                "south" : ROOMS"nveros2",
            "enter house" : ROOMS"gcroom",
]) );
add_exit_alias("enter house", "house");
add_exit_alias("enter house", "enter");

    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Ancient stones pave the ground.",
          "stones" : "Rocks carved into square and layed to make a road.",
          "marketplace" : "The center of commerce in Tirun.",
          "ships" : "Big boats berthed at the Tirun Docks.",
          "mast" : "A large pole on which a sail is hung."
         ]) );
}
コード例 #18
0
void create() {
 ::create();
    set_short("East Mullin Road.");
    set_long(
      "Mullin Road is lightly traveled.  The city wall stands south of here.  "
      "Houses line the road to the north.  The ancient stones underfoot running "
      "north and south make the road easy to follow. "
);
    set_night_long(
      "Running east and west through the southeast section of Tirun, "
      "Mullin Road is peaceful at night.  Shadows to the north show themselves "
      "to be buildings.  The city wall looms as a ominous shadow to the south.  "
      "The stones underfoot are hard to make out in the darkness. "
);
    set_exits( 
              (["west" : ROOMS"emullin2",
                "east" : ROOMS"emullin4",
]) );
    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Ancient stones pave the ground.",
          "stones" : "Rocks carved into squares and layed to make a road.",
          "wall" : "A fortified wall that protects the city."
         ]) );
}
コード例 #19
0
ファイル: room84.c プロジェクト: ehershey/pd
void create() {
    ::create();
     set_name("An underground tunnel.");
     set_short("An underground tunnel.");
     set_long("It looks like a nest of some unfriendly people have "
"made a tunnel into the castle. The earth walls seem stifling, as if " 
"they are about to cave in. Small worms stick their heads out of the "
"ground to look at any travelers. The tunnel continues on to the west.");
     set_night_long("It is far too dark to see anything at night in the tunnel.");
     set_properties(([
        "light"       : 1,
        "night light" : -2,
        "no bump"     : 1,
        "underground"       : 1,
        "no steal"    : 1,
]));
 set_exits( (["west" : ROOMS"room85", 
              "southeast" : ROOMS"room83",
]) );
 set_listen("default", "Deathly silence blankets this place.");
 set_smell("default", "An earthy smell hangs around.");

    set_items( ([

            "wall" : "Hard packed clay and dirt.",
            "stones" : "pebbles packed into the walls and ceiling",
      ]) );

}
コード例 #20
0
void create() {
desert::create();
   set_properties( ([ "light" : 2]) );
    set_property("desert",1);
    set_short("Sabai Desert");
    set_day_long(
      "A large boulder stands out."
    );
    set_night_long(
      "A large boulder stands out."
    );
    set_items(([
        "desert" : "Lots and lots of sand.",
        "cactus" : "A big thorny plant.",
        "cactuses" : "A bunch of big thorny plants scatter across the desert.",
        "trees" : "Palm trees out in the distance.",
        "water" : "It's off in the distance, surrounded by palm trees.",
        "boulder" : "Nothing special about it, might want to come back in "
                    "three months or so.",
        "stars" : "Fills the night-sky.",
      ]));
    set_smell("default", "It smells of dry sand");
    set_listen("default", "Sounds very quiet, and still");
    set_exits( ([
"out" : SAB "sab24",
    ]) );
}
コード例 #21
0
void create() {
    ::create();
    set_short("%^BOLD%^%^BLACK%^Eternal Darkness%^RESET%^");
    set_day_long("%^BOLD%^%^BLACK%^A rather large, %^YELLOW%^golden gate %^BLACK%^blocks entry to the garden to the north.  There are big, scary looking houses north and south.");

    set_night_long("%^BOLD%^%^BLACK%^A rather large, %^YELLOW%^golden gate %^BLACK%^blocks entry to the garden to the north.  There are big, scary looking houses north and south.");

    set_items(([
                   "houses" : "The houses to the east and west look pretty big... and scary.",
                   "gate" : "The gate is crafted of beautiful gold but has rusted over the years.  What little can be seen behind it is a beautiful garden, full of life.",

               ]));
    set_properties(([
                        "outdoors" : 1,
                        "light" : 1,
                        "night light" : 0,
                        "no teleport" : 1,
                    ]));
    set_exits(([
                   "west" : ROOMS "dtownl2.c",
                   "east" : ROOMS "dtownr2.c",
                   "south" : ROOMS "dtowne5n.c",

               ]));

}
コード例 #22
0
void create() {
 ::create();
    set_short("South Veros Road.");
    set_long(
      "Running north and south through the center of Tirun, Veros Road "
      "stays busy.  Ganthus Road intersects Veros Road running east and "
      "west from here.  Far to the south the masts of ships can be seen "
      "above the city walls.  The ancient stones underfoot run north, "
      "south, west, and east making the road easy to traverse. "
);
    set_night_long(
      "Running north and south through the center of Tirun, Veros Road "
      "is peaceful at night.  A dark road intersects Veros here leading "
      "west and east into the darkness.  Veros continues north and south. "
      " The Ancient stones underfoot are hard to make out in the dark. "
);
    set_exits( 
              (["north" : ROOMS"sveros1",
                "south" : ROOMS"sveros3",
                "east"  : ROOMS "eganthus",
                "west"  : ROOMS "wganthus1",
]) );

    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Ancient stones pave the ground.",
          "stones" : "Rocks carved into square and layed to make a road.",
          "marketplace" : "The center of commerce in Tirun.",
          "ships" : "Big boats berthed at the Tirun Docks.",
          "mast" : "A large pole on which a sail is hung."
         ]) );
}
コード例 #23
0
void create() {
::create();
    set_short("%^BOLD%^%^BLACK%^Eternal Darkness%^RESET%^");
    set_day_long("%^BOLD%^%^BLACK%^The trees are thick together, forming walls in places.  Vines dangle all over the place. ");
   
    set_night_long("%^BOLD%^%^BLACK%^The trees are thick together, forming walls in places.  Vines dangle all over the place. ");
    
    set_items(([
        "vines" : "The vines are all over the place.",
        "trees" : "Many different, green trees.",
    ]));
    set_properties(([
        "indoors" : 1,
        "light" : 1,
        "night light" : 0,
	"no teleport" : 1,
    ]));
    set_exits(([
        "north" : ROOMS "jungleent.c",
        "south" : ROOMS "jungleent3.c",
		     
	 ]));
	

}
コード例 #24
0
void create() {
room::create();
   set_properties( ([ "light" : 2]) );
    set_property("swamp",1);
    set_short("Elephant's Graveyard");
    set_day_long(
      "This is an elephant's graveyard.  There are sounds of sick elephants "
      "and looking around there are bones scattered everywhere."
    );
    set_night_long(
      "There are sharp bones scattered everywhere.  This is the beginning "
      "of an Elephant's Graveyard.  It is a very drab and dreay place to "
      "be."
    );
    set_items(([
        "bones" : "They are of all different sizes from mostly elephants.",
        "graveyard" : "There are bones scattered everywhere.",
    ]));
    set_smell("default", "It smells like rotting flesh.");
    set_listen("default", "Sounds of elephants begging for mercy");
    set_exits( ([
"north" : ROOMS "mar",
"northeast" : ROOMS "mar2",
"east" : ELE "ele22",
"south" : ELE "ele16",
"southeast" : ELE "ele17",
"southwest" : ELE "ele15",
    ]) );
}
コード例 #25
0
void create() {
    ::create();
    set_short("Southeast Ganthus Circle.");
    set_long(
      "Ganthus Road is a lightly-traveled road that circles around the heart of "
      "Tirun.  Because it leads through a rich neighborhood the road is as well "
      "guarded as the market.  The stones underfoot are well kept and the road "
      "is clean.  Large houses line the road to the south, east, and west.  ");
    set_night_long(
      "Ganthus Road is deserted and peaceful at night.  To the south, east, and west, "
      "the shadows coalesce into buildings.  The stones underfoot are hard to "
      "make out in the darkness.  The road leads off into the darkness to the "
      "north, southeast, and southwest.  ");
    set_exits(([
	"north"  : ROOMS"sganthus",
	"southwest"  : ROOMS"seganthus2",
	"southeast"  : ROOMS"xanth4",
       "enter church" : ROOMS"church",
      ]) );
add_exit_alias("enter church", "church");
    set_property("light", 3);
    set_property("night light", 1);
    set_items(
      (["road" : "Ganthus Road runs through the heart of Tirun.",
	"houses" : "Large two story brownstone houses."]) );
}
コード例 #26
0
void create() {
 ::create();
    set_short("Tirun Times");
    set_long("Welcome to the Tirun Times.  A large archway marks the entrance into the great hall.  The "
	"bright red carpet on the floor is fairly new.  Portraits of past scholars and students adorn "
	"the walls.  A large desk sits in the back of the room next to a large door.  A portly woman is "
	"sitting behind it, busily at work.");
    set_night_long("Welcome to the Tirun Times.  The building seems very quiet.  Not much activity is taking place "
	"except for the occasional late night reporter hard at work.  A desk sits to the north next to a large "
	"door.  The door is blocked off by a red, velvet rope.");
    set_exits( 
              (["north" : ROOMS"times/newsroom",
                "south" : ROOMS"whonin5",
]) );

    set_properties( ([ "no attack"   : 1,
        "no magic"    : 1,
        "no bump"     : 1,
        "light"       : 2,
        "night light" : 2,
        "no steal"    : 1 ]) );
    set_items(
        ([
	"carpet":"Its nice and new.  Very bouncy!",
	"desk":"The desk is a made from oak.  Its varnished in an antique red giving it a sense of class.  It is neat and "
		"clean.",
	"portaits":"The portaits are of scholars.",
]) );
    add_pre_exit_function("north", "go_north");
}
コード例 #27
0
void create() {
::create();
    set_short("%^BOLD%^%^BLACK%^Eternal Darkness%^RESET%^");
    set_day_long("%^BOLD%^%^BLACK%^Two houses, east and west, have wide open doors.  Everyone is busy at the ball.  Everyone in this town is so rich that "
           "there exists little or no need for security of posessions.  The town looks dead from here. ");
   
    set_night_long("%^BOLD%^%^BLACK%^Two houses, east and west, have wide open doors.  Everyone is busy at the ball.  Everyone in this town is so rich that "
           "there exists little or no need for security of posessions.  The town looks dead from here. ");
    
    set_items(([
        "houses" : "Many of the houses look like they're going to collpase.  A couple, east and west, can be entered here.",
        "street" : "It's falling apart in it's old age.",
                  
        
        
    ]));
    set_properties(([
        "outdoors" : 1,
        "light" : 1,
        "night light" : 0,
	"no teleport" : 1,
    ]));
    set_exits(([
        "north" : ROOMS "dtowne2n3.c",
        "south" : ROOMS "dtowne2n.c",
        "east" : ROOMS "dtowne2e1.c",
        "west" : ROOMS "dtowne2e2.c",
        
                
    ]));

}
コード例 #28
0
void create() {
    ::create();
    set_short("The highest, northeastern most point of the temple.");
    set_day_long("This is the highest northeastern most point of the entire "
      "temple, turrets included. Stones have been lined up to make a ledge "
      "around the outside edges of the turret. The whole countryside "
      "northeast of the temple can be seen from here.");
    set_night_long("The entire northeastern countryside from the temple can "
      "be seen in the moonlight from here. This is the highest northeastern "
      "point of the entire temple and turret. Stones and rocks have been "
      "arranged along the outside edge of the turret to make a ledge that "
      "could be used to sit on, or for defense.");
    set_items(([
	"ledge" : "As close to a wall as is out here.",
	"stones": "Many stones have made a ledge along the outside wall of "
	"this turret.",
	"country":"The northeastern country can be seen."
      ]));
    set_properties(([ "light" : 2, "night light" : 2, "outdoors" : 1 ]));
    set_exits(([
	"down"  : ROOMS"l1ne2",
	"west"  : ROOMS"l2ne1",
	"south" : ROOMS"l2ne4",
      ]));
}
コード例 #29
0
void create() {
 ::create();
    set_short("East Wayward Avenue.");
    set_long(
      "East Wayward Avenue is lightly traveled.  Houses line the road to the "
      "north and south.  The ancient stones underfoot running east and "
      "west make the road easy to follow.  North of here into a grey stone "
      "building, an odd glow is barely visible. ");

    set_night_long(
      "East Wayward Avenue is peaceful at night.  Shadows to the north and south "
      "show themselves to be buildings.  The stones underfoot are hard "
      "to make out in the darkness.  North of here into a grey stone building, "
      "an odd glow is barely visible. ");
    set_exits( 
              (["east" : ROOMS"ewayward4",
                "west" : ROOMS"ewayward2",
       "enter sorceror hall" : ROOMS"mage/sorceror/sorceror_join",
]) );
add_exit_alias("enter sorceror hall", "hall");
add_exit_alias("enter sorceror hall", "sorceror");
add_exit_alias("enter sorceror hall", "sorceror hall");
    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Ancient stones pave the ground.",
          "stones" : "Rocks carved into squares and layed to make a road.",
          "wall" : "A fortified wall that protects the city."
         ]) );
}
コード例 #30
0
void create() {
::create();
    set_short("A room of silver.");
    set_day_long("%^BOLD%^This room is made completely of silver.  %^RESET%^%^ORANGE%^Gargoyles %^RESET%^%^BOLD%^and %^RESET%^%^MAGENTA%^vampires%^RESET%^%^BOLD%^ have been carved out of the walls and %^RESET%^%^RED%^b%^BOLD%^l%^RESET%^oo%^RED%^d%^RESET%^%^BOLD%^ trickles out of their mouthes like a fountain.  There is a throne in the centre of the room on an elevated pentagram.  A rim forms around the room but in between it and the pentagram, %^RED%^b%^BOLD%^l%^RESET%^o%^RED%^%^BOLD%^o%^RESET%^%^RED%^d %^RESET%^%^BOLD%^flows %^RED%^cri%^RESET%^%^RED%^m%^BOLD%^son%^RESET%^%^BOLD%^.  Suspended from the ceiling is a man made of some %^BLACK%^sh%^RESET%^%^BOLD%^im%^RESET%^me%^BOLD%^r%^BLACK%^ing%^RESET%^%^BOLD%^ rock that seems less silver but more beautiful. %^RESET%^%^RED%^B%^BOLD%^l%^RESET%^o%^BOLD%^%^RED%^o%^RESET%^%^RED%^d%^RESET%^%^BOLD%^ pours out of it's mouth and into a small, cylindrical hole in the centre of the pentagram, a couple of inches away from the base of the th%^RED%^ro%^RESET%^%^BOLD%^ne. "); 
    set_night_long("%^BOLD%^This room is made completely of silver.  %^RESET%^%^ORANGE%^Gargoyles %^RESET%^%^BOLD%^and %^RESET%^%^MAGENTA%^vampires%^RESET%^%^BOLD%^ have been carved out of the walls and %^RESET%^%^RED%^b%^BOLD%^l%^RESET%^oo%^RED%^d%^RESET%^%^BOLD%^ trickles out of their mouthes like a fountain.  There is a throne in the centre of the room on an elevated pentagram.  A rim forms around the room but in between it and the pentagram, %^RED%^b%^BOLD%^l%^RESET%^o%^RED%^%^BOLD%^o%^RESET%^%^RED%^d %^RESET%^%^BOLD%^flows %^RED%^cri%^RESET%^%^RED%^m%^BOLD%^son%^RESET%^%^BOLD%^.  Suspended from the ceiling is a man made of some %^BLACK%^sh%^RESET%^%^BOLD%^im%^RESET%^me%^BOLD%^r%^BLACK%^ing%^RESET%^%^BOLD%^ rock that seems less silver but more beautiful. %^RESET%^%^RED%^B%^BOLD%^l%^RESET%^o%^BOLD%^%^RED%^o%^RESET%^%^RED%^d%^RESET%^%^BOLD%^ pours out of it's mouth and into a small, cylindrical hole in the centre of the pentagram, a couple of inches away from the base of the th%^RED%^ro%^RESET%^%^BOLD%^ne. "); 
    set_items(([
          "grargoyles" : "The gargoyles all seem to grin as blood slowly trickles out of their mouthes ",
          "vampires" : "They're only stone... ",
          "throne" : "This is the throne of a powerful vampire indeed. It is jet black, the only thing that doesn't seem silver in this room, with a plush, crimson backing to it.  The top of the throne is shaped like fire.",
          "pentagram" : "All the blood from the ceiling gathers and pours down a hole in the centre of it ",
          "rim" : "A place to stand on so you don't fall into the swirling blood. ",
          "man" : "He eyes are widened and it looks like the blood is being sucked down his throat. ",
          "blood" : "It is everywhere, but in a very orderly, seductively beautiful way. ",
          "hole" : "The blood from the ceiling makes it's way into this. ",
      
              
                
    ]));
    set_properties(([
        "indoors" : 1,
        "light" : 1,
        "night light" : 0,
	"no teleport" : 1,
    ]));
    set_exits(([ "out" : ROOMS "vtower4.c",
                  ]));
    add_invis_exit("");
}