コード例 #1
0
void create() {
::create();
set_property ("plain", 1);
set_property ("outdoors" ,1);
set_property ("light", 2);
set_property ("night light", 1);

set_short("Power Lane");
set_long("The street here is straddled by two buildings. Nothing special, "
         "the buildings look to be dwellings of some sort. With the "
         "ethnicity so varied in this city, one really has no clue "
         "to whom the occupants may be. Looming south, the gates of the "
         "city can be seen. To the north, another intersection can be seen. "
         "Still far to the north, the city square can be viewed. "
        );
set_items(([
         "buildings" : "Buildings straddle the street here. You think that they are probably dwellings though fielding a guess as to whom the occupants are is incomprehensible." ,
         "gates" : "The gates of the city loom further to the south." ,
         "intersection" : "Action gives away an intersection a bit north of here." ,
         "residents" : "Residents of all creeds and class mingle while going about their buisness." ,
         "children" : "Children laugh and play freely in the streets." ,
         "streets" : " The streets are clean and free of debris." ,
      ]));
set_exits( ([
             "north" : ROOMS "power4.c",
             "south" : ROOMS "power2.c",
             "east" : ROOMS "power_b2.c",
             "west" : ROOMS "power_b1.c",
         ]) );
set_smell("default", "The city smells clean and the air is brisk.");
set_listen("default", "The sounds of a busy city are all about.");


}
コード例 #2
0
void create()
{
    ::create();
        set_name("prudash");
        set_short("Prudash");
        set_long("There are three staircases that lead in three different directions. Two lead down, while the one to the south leads up. A large fur lines the floor, it comes from a huge beast not native to these lands. Two large torches are fixed on the north wall, each one with an enormous flame burning inside it. Small banners hang from the ceiling, the are tattered and old.");  
        set_properties( ([
        "light"       : 2,
        "night light" : 2,
        "forest"      : 2,
        "indoors"     : 1,
        ]) );
        set_items(([
        "torch"      :   "A small torch fixed to the walls.",
    	"fur"        :   "A huge fur from some unknown beast.",
    	"banners"    :   "Small banners, blood red in color. They have a picture of an axe sewn into them.",
        ]));
	    set_listen("default", "It is rather quiet.");
	    set_smell("default", "The sounds of burning torches echos through the halls.");
	    set_exits(([
			"west"        : ROOMS "prudash029.c",
            "east"        : ROOMS "prudash027.c", 
            "south"       : ROOMS "prudash032.c",
        ]));
}
コード例 #3
0
void create() {
::create();
   set_short("The Mage shrine.");
   set_long("Energy fills the air, bolts of electricity quickly zap across the room. "
            "This is a shrine to the Mages of Primal Darkness. There are statues scattered througout the room.");

        set_items(([
                "statues"      :   "Statues built in the Honor of the first high mortal Sorceror, Conjurer, "         
                                   "Pyromancer, Wizard, Necromancer, and Druid.",                               
                "pyromancer"   :   "Misery, the first high mortal Pyromancer.",
                "Pyromancer"   :   "Misery, the first high mortal Pyromancer.",
                "Sorceror"     :   "A block of uncarved stone.",
                "sorceror"     :   "A block of uncarved stone.",
                "conjurer"     :   "Tarque, the first high mortal Conjurer.",
                "Conjurer"     :   "Tarque, the first high mortal Conjurer.",
                "Wizard"       :   "Kabaal, the first high mortal Wizard.",
                "wizard"       :   "Kabaal, the first high mortal Wizard.",
                "Necromancer"  :   "Caera, the first high mortal Necromancer.",
                "necromancer"  :   "Caera, the first high mortal Necromancer.",
                "Druid"        :   "Nightshade, the first high mortal Druid.",
                "druid"        :   "Nightshade, the first high mortal Druid.",
		"electricity"  :   "You can see small bolts of electricity in the air.",
                        ]));
        set_properties(([
                         "light" : 1,
                         "indoors" : 1,
        ]));
	set_listen("default", "The sound of electricity bolts through the air.");
	set_smell("default", "You smell singed hair.");
        set_exits(([
                    "east" : ROOMS "hm_lounge/hm_lounge1.c",
                
    ]));
}
コード例 #4
0
ファイル: 4-2.2.c プロジェクト: ehershey/pd
void create() {
  ::create();
    set_short( "Kumi's Room" );
    set_long( "%^BOLD%^%^WHITE%^Kumi's Room%^RESET%^\n"
              "This tiny %^CYAN%^light blue%^RESET%^ room seems to be a secret workroom of some sort. Tiny %^BOLD%^%^CYAN%^blue orbs%^RESET%^ dance around, shedding light to the room. A tall flute of %^BOLD%^%^GREEN%^Mountain%^RED%^ Dew%^RESET%^ sits on a desk next to strange mechanical machines of some sort. A small picture frame stands on the other side of the desk." );
    set_items(([
        "room" : "%^BOLD%^Read the main description, dork!%^RESET%^",
        "orbs" : "%^BOLD%^%^CYAN%^Tiny blue orbs floating around the room.%^RESET%^",
        "flute" : "A tall frosted glass flute filled to the top with cool %^BOLD%^%^GREEN%^Mountain%^RED%^ Dew%^RESET%^.",
        "dew" : "Delicious dew from the mountains of Tirun.",
        "desk" : "An ornate %^ORANGE%^rosewood%^RESET%^ desk, standing low to the ground.",
        "machine" : "A c64 w/64k of ram, 12\" screen, 5.25\" floppy drive, an Atari joystick, and Commodore 300 modem.",
        "machines" : "A c64 w/64k of ram, 12\" screen, 5.25\" floppy drive, an Atari joystick, and Commodore 300 modem.",
        "picture" : "%^BOLD%^%^WHITE%^A silver picture frame with a picture of Kumi's late grandfather in it. There is an inscription on the bottom of the frame.%^RESET%^",
        "frame" : "%^BOLD%^%^WHITE%^A silver picture frame with a picture of Kumi's late grandfather in it. There is an inscription on the bottom of the frame.%^RESET%^",
        "inscription" : "An inscription on the bottom of the picture frame. Perhaps you should try to read it."
        
    ]) );
    set_smell("default", "Smells like post-teen spirit!");
    set_listen("default", "http://radio.djkumi.net:7777/listen.pls");
    set_exits( ([
        "passage" :  ROOMS "4-2.c",
    ]) );

}
コード例 #5
0
void create()
{
    ::create();
        set_name("syntherian warship");
        set_short("Syntherian Warship");
        set_long("An array of various tools line the hull of the ship. Each one looks a hundred years old and is terribly worn. "
                 "Below the hanging instruments are boxes of varying size and shape. Some are old and splintered while others appear to be built from fresh wood. "
                 "It appears this section of the ship is rarely visited. The place seems to be in a in a general state of disarray with everything placed randomly around. "
                 "Only small streams of light seep into this part of ship from the sleeping quarters. Random shadows dance around each other in strange patterns, hiding many things in their darkness. "
                );  
        set_properties( ([
        "light"       : 2,
        "night light" : 2,
        "town"        : 1,
        "indoors"         : 1,
 
        ]) );
        set_items(([
                "tools"         :       "Quite a collection of tools, everything from axes to wrenches.",
                "boxes"         :       "Obviously used for long term storage as they are all nailed tightly shut.",
                "hull"          :       "The inner side of the hull of the ship, it is made of solid wood.",
                "shadows"       :       "Strange dark forms created by the varied items near by. Who knows what secrets they hide behind their veil.",         
            ]));
            set_listen("default", "The room is silent.");
            set_smell("default", "The smell of burning oil fills the air.");
                set_exits(([
                        "north"         : ROOMS"warship03.c",
        ]));
        set_search("tools",   "There does not appear to be anything of use among these relics of the past.");
        set_search("boxes",   "The nails holding the boxes shut are too large to be pried away.");
        set_search("shadows", "After looking carefully, and allowing your eyes to adjust to the light, you spot what looks like part of a door behind a stack of boxes.");
        set_search("door",    "The door is mostly hidden by shadows and stacked boxes. Pulling on the boxes might move them.");
} 
コード例 #6
0
void create()
{
    ::create();
        set_name("rogue hall");
        set_short("Rogue Hall");
        set_long("The entrance to the rogue hall is lined with expensive paintings and sculptures. Everything here is obviously stolen, it is an amazing collection. On the floor lies an expensive tapestry, being used as a rug. In the corner is a small fireplace, it looks like it hasn't been used in years.");  
        set_properties( ([ "no attack"   : 1,
        "no magic"    : 1,
        "no bump"     : 1,
        "light"       : 2,
        "night light" : 2,
        "no steal"    : 1,
        "indoors"     : 1,
        "town"        : 1, ]) );
        set_items(([
    	"paintings"    :  "Various paintings from around the world.",
    	"sculptures"   :  "Expensive sculptures stolen fron various places around the world."
	    ]));
	    set_listen("default", "Small whispers can be heard everywhere.");
	    set_smell("default", "The air is stale.");
	    set_exits(([
			"out"		: ROOMS "thrarandil013.c",
			"down"      : ROOMS "futureroom.c",
        ]));
        add_pre_exit_function("down", "go_down");
}
コード例 #7
0
void create() {
    room::create();
    set_properties( ([ "light" : 2]) );
    set_property("swamp",1);
    set_short("Marsh");
    set_day_long(
        "Walking on a not so sturdy plank, which is over a very swampy marsh. "
    );
    set_night_long(
        "Guided only by moonlight, the plank looks worst now then it did in "
        "the daytime.  There are creepy eyes all around."
    );
    set_items(([
                   "marsh" : "There are bones sticking out of the mud and dead trees.",
                   "mud" : "Mixture of dirt and water, mostly water.",
                   "eyes" : "Red eyes glowing everywhere.",
                   "plank" : "Not very much effort was made in making of this wooden "
                   "plank.",
               ]));
    set_smell("default", "It smells of muddy waters.");
    set_listen("default", "Sounds of creatures splashing in a distance");
    set_exits( ([
                    "north" : ROOMS "docks3",
                    "south" : ROOMS "docks",
                ]) );
}
コード例 #8
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 #9
0
void create()
{
    ::create();
        set_name("small island");
        set_short("Small island");
        set_long("Lush green plants cover the entire island with the exception of a sandy shore that circles the island. "
                  "To the west along the shore something %^ORANGE%^brown%^RESET%^ rests on the beach. "
                  "Several large trees stand tall above the plants to the southwest, deeper into the island. "       
                );  
        set_properties( ([
        "light"       : 2,
        "night light" : 0,
        "forest"      : 1,
        ]) );
        set_items(([
        "sea"       :   "A vast sea which looks endless.",
        "island"    :   "A small island covered with lush greens.",
        "water"     :   "Small waves break on the sandy shore.",
        "plants"    :   "A wide variety of green plant life that grows wild.",
        "shore"     :   "A thin sandy beach that circles most of the island.",
        "trees"     :   "Large, thin, and tall. Maybe they have some fruit growing on them.",
        ]));
            set_listen("default", "The waves wash up on the shore creating a calming scene. Occasionally  a strange noise from the island breaks the peace.");
            set_smell("default", "Sea salt fills the air, masking out all other smells.");
                set_exits(([
                        "west"              : ROOMS"island04.c",
                        "southeast"         : ROOMS"island01.c",                  
        ])); 
}
コード例 #10
0
void create() {
room::create();
   set_properties( ([ "light" : 2]) );
   set_properties( ([ "no teleport" : 1]) );
    set_property("mountain",1);
   set_short("Adavi Swamp");
    set_day_long(
      "The mountain curves and dissappears in to the "
      "tree line. The trees along the east are tightly "
      "grown, allowing no short cut through."
    );
    set_night_long(
      "The mountain curves and dissappears in to the "
      "tree line. The trees along the east are tightly "
      "grown, allowing no short cut through."
    );
    set_items(([
        "mountain" : ".",
        "tree" : ".",
        "trees" : ".",
        "path"   : ".",
        "wall"   : ".",
    ]));
    set_smell("default","A fresh crisp cold air fills your lungs.");
    set_exits( ([
"north" : BLACK "b33",
    ]) );
}
コード例 #11
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 #12
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 #13
0
void create()
{
    ::create();
        set_name("arund mine");
        set_short("Arund Mine");
        set_long("The cave's ceiling opens here, revealing the sky above. "
                    "A constant breeze of fresh air rushes in from above. "
                    "Dangling from a rope that leads up is a large wooden bucket. "
                    "Resting up against the wall of the cave is a ladder that leads up through the opening. "
                    "The floor of the cave is rough and uneven, and chunks of broken stone are everywhere. "
                    );

        set_properties( ([
        "light"       : 2,
        "night light" : 0, 
        "indoors"      : 1,
        ]) );
        set_items(([
        "opening"   :   "A large hole in the ceiling of the cave with a ladder leading up through it.",
        "floor"     :   "The floor is littered with stones and small piles of dirt.",
        "dirt"      :   "Simple small piles of dirt.",
        "rope"      :   "Definitely a very sturdy rope, and tied to its end is a large wooden bucket.",
        "bucket"    :   "A simple square wooden bucket hanging over the hole from a rope. It is very dirty and worn.",
        "ladder"    :   "A hastily constructed ladder made from wood. It appears to lead down into the hole."
            ]));
        set_listen("default", "A strong breeze comes in from above.");
        set_smell("default", "A number of horrible odors have combined into one terrible one.");
                
        set_exits(([
                    //"west"         : "/d/shadow/rooms/thirtythree.c",
                    "ladder"       : ROOMS"arund001.c",
            ]));
}
コード例 #14
0
void create()
{
    ::create();
        set_name("thrarandil harbor");
        set_short("Thrarandil Harbor");
        set_long("Thrarandil Harbor was built long ago, and is one of the few structures in this city that is repaired regularly. A large pier extends out to the west into the sea. The pier is largely made of wood planks, a few stone pillars are used to support the massive structure. Many large boats can be seen docked, loading and unloading cargo.");  
        set_properties( ([ 
        "town"        : 1, 
        "light"       : 2,
        "night light" : -2,        
        ]) );
        set_items(([
            "pier"          :   "A large wooden structure made so ships can dock safely.",
            "pillars"       :   "Huge stone pillars that extend down to the sea floor.",
            "ships"         :   "Mostly large transport ships from various regions around the world",
        ]));
        set_listen("default", "Many different sounds can be heard from all directions.");
        set_smell("default", "The strong smell of sea salt fills the air.");
        set_exits(([
			"east"		: ROOMS "thrarandil025.c",
			"north"     : ROOMS "thrarandilWhall.c",
			"west"      : ROOMS "thrarandil027.c",
        ]));
        
}
コード例 #15
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 #16
0
ファイル: loki.c プロジェクト: ehershey/pd
void create()
{
::create();
set_properties(([
"light" : 1,
"indoors" : 0
]));
set_short("loki's room");
set_long("A large room, with numerous scrolls lining the far side of the wall "
"and two large parchments sit on the wall on either side of the door. In front "
"of the far wall is a small altar, lined with gold. In the corner of the room "
"sits a large wooden arch-way laced with vines. Between the wooden arch-way sits "
"a small red pillow. There are no windows.");
set_exits(([
"east" : ROOMS"illuminati/new/floor5.c",
]));
set_items(([
"right parchment" : " Loki - Born in a time long forgot into a world of peace "
"and harmony, around for the creation and the world and all apon it,  bestowed "
"with greaty powers and bound by duty. He saw the era when demons walked the "
"earth, and fought in the great battles. Set apon the earth the protect and "
"bring about peace. Apart the Order of Angels. Strong believe in the powers of "
"the ZI, and worshipper of the Lord our God.",
"left parchment" : " A letter of the oaths taken when serving God.",
"pillow" : " A small red silk pillow, the sides are laced with gold and silver stiching.",
]));
set_smell("default", "A soft aroma fills the air.");
}
コード例 #17
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 #18
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 #19
0
void create()
{
    ::create();
        set_name("prudash");
        set_short("Prudash");
        set_long("This room seems to be a makeshift barracks, many small cots line the walls. There are several wooden racks used for holding crude weapons. On the north wall there is a small hole, used for archers to shoot out of. The floor is rather bare, only large scratches cover the floor. There are a few small torches fixed to the walls, however it doesn't look like any have been lit for some time.");  
        set_properties( ([
        "light"       : 2,
        "night light" : 2,
        "forest"      : 2,
        "indoors"     : 1,
        ]) );
        set_items(([
        "torches"      :   "Small torches fixed to the walls.",
    	"hole"         :   "A small hole angled towards the ground, it can be used by archers to shoot through.",
    	"fur"          :   "The fur of a large bear like creature, it must have been a mighty beast.",
        ]));
	    set_listen("default", "It is rather quiet.");
	    set_smell("default", "The sounds of burning torches echos through the halls.");
	    set_exits(([
			"southeast"	: ROOMS "prudash023.c",
			"northeast" : ROOMS "prudash021.c",
            "west"      : ROOMS "prudash031.c", 
        ]));
}
コード例 #20
0
ファイル: cave10.c プロジェクト: ehershey/pd
void create() {
    ::create();
    set_short("Cavern of Fangs");
    set_long("The tunnel declines in the east and climbs up to the northwest. The red-yellow stone is the most common stone appearing in this section of the cavern, with the streaks of blue which frequent large bodies of it increasing in size and frequency.");
    set_smell("default", "The rancid stench of rotting meat is incredible.");
    set_listen("default", "The cavern is as silent as a tomb.");
    set_items(([
	({"stone"}) : "The stone underfoot makes a sudden switch to a red-yellow coloured stone with occasional cracks of blue streaking through it.",
コード例 #21
0
void create() {
    ::create();
    set_short("A stately garden");
    set_long("This stately house sits to the north of Ganthus road. The gardenhere is extensively decorated and well manicured. Many large roses bushes and shrubs have been planted here, although their form is somewhat disturbing - the silhouette of animals on the hunt. The house itself is large and expensive looking, with brass handrails on the second floor and a pair of large, heavy double doors which appear to be solid bronze.");
    set_smell("default", "The faint smell of flowers is present here.");
    set_listen("default", "This neighbourhood is quiet and peaceful.");
    set_items(([
	({"animals", "animal", "shrub", "shrubs", "rose", "roses"}) : "These shrubs are immaculately well cared for, shaped into the shapes of animals on the hunt. All of the animals, without exception, are predators- large cats, wolves, dogs and crocodiles.",
コード例 #22
0
void create() {
    ::create();
    set_short("Deep within the Mausoleum");
    set_long("This passageway runs north and south, barely lit by some unknown light source. A faint sparkling light betrays a magical field of energy to the north and south, shimmering in the air. All four walls are nothing but set grey stone, featureless and blank.");
    set_smell("default", "The faint scent of earth is present here.");
    set_listen("default", "You can hear the distant sound of dripping water.");
    set_items(([
	({"stairways"}) : "This staircase climbs up and up, disappearing beyond your view.",
コード例 #23
0
void create() {
room::create();
   set_properties( ([ "light" : 2]) );
   set_properties( ([ "no teleport" : 1]) );
    set_property("mountain",1);
    set_short("Adavi Swamp");
    set_day_long(
      "Large pine trees grown close together forms a small "
      "path bearing north and south.  Looking west through "
      "a small opening, the sun glistens off the polished "
      "mountain walls.   Slowly, the mud sucks and pulls "
      "downward, which will make it harder to travel "
      "quickly through the forest.  To the east, a large "
      "jagged boulder pierces through the trees."
    );
    set_night_long(
      "Large pine trees grown close together forms a small "
      "path bearing north and south.  Looking west through "
      "a small opening, the moon glistens off the polished "
      "mountain walls.   Slowly, the mud sucks and pulls "
      "downward, which will make it harder to travel "
      "quickly through the forest.  To the east, a large "
      "jagged boulder pierces through the trees."
    );
    set_items(([
        "pine" : "A sweet smelling tree, that have needles for "     
                 "leaves.",
        "trees" : "It's a pine tree, they have grown so thick, "
                  "that the narrow path is the widest gap "
                  "inside this place.",
        "tree"  : "It's a type of pine tree, the needles on the "
                  "trees are very short and sturdy, which when "
                  "you touch it feels like little pins sticking "
                  "in your fingers.",
        "path" : "If you can call it a path, it is very narrow, and "
                 "the mud is so deep that following this path would "
                 "require all your energy to get through it.",
       "opening" : "Brillent light bounces off the mountain side, "
                   "almost looks like diamonds sparkling.",
       "mountain" : "Smoothed polished rocks towering high above "                        "you.",
       "mud" :  "This mud clings on, pulling you down, it is dark "                   "brown in color, almost black.  You pray that it "                    "doesn't suck you under.",
       "forest" : "Even though the mud is quite discouraging, the "            
"view inside this forest is almost breathtaking.  "
                  "The pine trees are a deep green in color, but "
                  "when the natures' light peeks through, a golden "
                  "hue flutters down and dissapates before touching "          
"the ground.",
       "boulder" : "It is unclimbable, trees grow very close to "
                   "this boulder so that nothing can go in between.",
          
    ]));
    set_smell("default", "A mixture of pine and wet earth scents the air.");
    set_exits( ([
"north" : BLACK "b29",
"south" : BLACK "b31",
"out" : BLACK "b40",
    ]) );
}
コード例 #24
0
void create() {
    ::create();
    set_short("End of a long corridor");
    set_long("The corridor ends here with a huge window, overlooking the Ganthus road. The window is possibly three metres across with wooden struts to support the various panes which coalesce into a single vast window. To the east there is a single door, while to the south lies a long corridor ending in a spiraling staircase.");
    set_smell("default", "This part of the house smells clean and pleasant.");
    set_listen("default", "The house is quiet and peaceful.");
    set_items(([
	({"window", "huge window"}) : "A fine view of Ganthus road is found through the glass here. The window itself is a work of engineering and art combined- magnificent and truely wonderful. Not to mention, expensive.",
      ]));
コード例 #25
0
void create() {
    ::create();
    set_short("In the cave");
    set_long("This section of the cave finishes here, heading southeast. The walls here are limestone, as are all the cave surfaces around this area. Attached to the west wall is a small statuette.");
    set_listen("default", "There is little sound here.");
    set_smell("default", "The air is reasonably musty.");
    set_items(([
	({"statue", "statuette"}) : "This brass small statue depicts a halfling striding merrily along, miming whistling some kind of tune. This is a well known mark of safety or safe passage.",
      ]));
コード例 #26
0
void create() {
  ::create();
    set_properties( (["light" : 3, "night light" : 2, "indoors" : 1, "no attack" : 1, "no scry" : 1, "no steal" : 1, "no teleport" : 1, "no bump" : 1, "no magic" : 1]) );
    set_short("Egg Hunt Waiting Room");
    set_long("This is the egg hunt waiting room. This is the place one comes when they're about to go on an egg hunt, is this not exciting? There is a sign here for your viewing pleasure.");
    set_smell("default", "Does anyone smell chocolate?");
    set_listen("default", "A faint breeze passes your ears from somewhere.");
    set_exits( (["square" : "/d/nopk/tirun/square"]) );
}
コード例 #27
0
void create() {
::create();
set_properties( ([ "light" : 1, "cavern" : 1, "night light" : 1]) );
set_smell("default", "The smell of fresh cut arrows overpowers the top of the walls.");
set_listen("default", "The stringing of bows chimes throughout the room.");
set_short("on top of the gate walls");
set_long("The top of the gate's walls are fairly straightforward and bland.  Although there is a lack of variation, there is still an attractiveness present here.  Sleek onyx lines the ground, growing tall to fence off the ledge.  Natural groves in the railing provide storage space for bows and arrows.  Gate guards can be seen below.");
set_items(([
({"walls"}) : "The walls are what you are currently walking on.",
コード例 #28
0
void create() {
::create();
set_properties( ([ "light" : 2, "cavern" : 1, "night light" : 2]) );
set_smell("default", "Throughout all of the smells of the city, an earthy smell overpowers most everything else.");
set_listen("default", "The clamor of a busy city fills your ears.");
set_short("Zolenia city path");
set_long("%^BOLD%^%^BLACK%^The residential pathway south of the city leads you to the Talabune Manor.  In ashes and flame on the building is written '%^RED%^Burning %^YELLOW%^Fate%^BLACK%^', the meaning of the family's name.  The pathway leads back toward the city in the northeast, but there are no doors in the city of Zolenia, and the Talabune Manor is open.");
set_items(([
({"dirt", "path"}) : "You are walking on a dirt path going into the residential area of the city of Zolenia..  It leads either back toward the square, or to the Talabune Manor.",
コード例 #29
0
void create() {
::create();
set_properties( ([ "light" : 2, "indoors" : 1, "cavern" : 1, "night light" : 2]) );
set_smell("default", "Throughout all of the smells of the city, an earthy smell overpowers most everything else.");
set_listen("default", "The clamor of a busy city fills your ears.");
set_short("Zolenia city path");
set_long("%^BOLD%^%^BLACK%^The main pathway throughout the city of Zolenia is filled with clamorous activity.  A few paths stem from the main one, heading into the residential district of the city.  The houses in the distance can be seen from here, not small buildings but huge manors in which entire drow families live.");
set_items(([
({"dirt", "path"}) : "You are walking on a dirt path going north and south through the underground city of Zolenia..  It branches off here into three separate paths.",
コード例 #30
0
void create() {
  ::create();
  set_properties( ([ "light" : 2, "indoors" : 1, "cavern" : 1, "night light" : 2]) );
  set_smell("default", "Throughout all of the smells of the city, an earthy smell overpowers most everything else.");
  set_listen("default", "The clangs of swords clashing with each other can be heard.");
  set_short("The Acadmey of Zolenia");
  set_long("%^BOLD%^%^BLACK%^The school of %^RED%^war %^BLACK%^is a very loud and boisterous room.  There are racks of weapons and armour lining the walls.  Many books on the art of war can be seen scattered along the ground.  There is a podium in the back of the room.");
  set_items(([
    ({"pathways", "paths"}) : "There is a pathway back to the main area of the Academy.",