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", ])); }
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", ])); }
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." ]) ); }
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", ])); }
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", ]) ); }
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." ]) ); }
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", ])); }
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." ]) ); }
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", ])); }
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", ])); }
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", ]) ); }
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."]) ); }
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", ])); }
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."]) ); }
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." ]) ); }
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", ])); }
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." ]) ); }
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." ]) ); }
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", ]) ); }
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", ]) ); }
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", ])); }
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." ]) ); }
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", ])); }
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", ]) ); }
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."]) ); }
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"); }
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", ])); }
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", ])); }
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." ]) ); }
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(""); }