Exemplo n.º 1
0
void create() {
::create();
    set_short("A corridor");
    set_long("The secret corridor looks nothing like the other halls.  It is extremely slender and short.  The walls, the ceiling "
	"and the floor are all a bright white colour. ");
    
    set_items(([
          "walls" : "The walls are all white.",
	          
    ]));
    set_properties(([
        "indoors" : 1,
        "light" : 1,
        "night light" : 1,
	"no teleport" : 1,
    ]));
    set_exits(([
        "southwest" : ROOMS "seekpal27.c",
	"east" : ROOMS "seekpal29.c",	
    ]));
        
}
Exemplo n.º 2
0
void create() 
{
	::create();
		set_name("desert");
		set_short("The MuaBark desert");
		set_long("The MuaBark Desert stretches off in all directions. Large sand dunes make it impossible to see very far in any direction. A powerful wind kicks sand into the air, making it difficult to breath.");
		
		set_properties(([
			"light"		: 3,
			"night light"	: 1,
			"dessert"     	: 1
		]));
		
		set_listen("default", "The deafening sound of the powerful desert winds drowns out all other sounds");
		set_exits(([
			"northwest"			: ROOMS "muabark001.c",
			"southeast"			: ROOMS "muabark021.c",
			"east"				: ROOMS "muabark019.c",
			
			
		]));
}
Exemplo n.º 3
0
void create()
{
    ::create();
        set_name("dirt path");
        set_short("Dirt Path");
        set_long("This small dirt path goes around the north side of a large wooden shed to the southwest. To the north are grasslands, only small trees break up the horizon. The dirt path has many different types of tracks on it, it looks like many different types of creatures walk this path.");  
        set_properties( ([ 
        "town"        : 1, 
        "light"       : 2,
        "night light" : -2,        
        ]) );
        set_items(([
            "shed"          :   "A large wooden shed, it has a small wooden door with a large lock on it.",
        ]));
        set_listen("default", "It is very quiet in this part of town.");
        set_smell("default", "The strong smell of sea salt fills the air.");
        set_exits(([
			"west"      : ROOMS "thrarandil039.c",
			"south"     : ROOMS "thrarandil041.c",
        ]));
        
}
Exemplo n.º 4
0
void create_object(void)
{
    set_short("A dimly lit room");
    set_long("A small, dimly lit room. A large mural adorns the west wall, " +
             "and a large wooden desk stands by the east wall. A big wooden " +
             "chair with a dark blue cushion stands in front of the desk. " +
             "By the south wall stands a large bed covered with a black " +
             "sheet. The only light in the room comes from a flickering " +
             "candle on the desk.\n");
    set_new_light(5);
    set_skip_obvious(1);
    add_property("indoors");
    
    add_item("room","A room that looks as if it serves as living quarters " +
             "for a person of some rank");
    add_item("mural","A large mural depicting a huge black dragon in flight");
    add_item("dragon","A huge, black dragon flying over a forested valley " +
             "under a starlit sky. For a moment you thought you saw it's " +
             "eyes glow faintly");
    add_item("eyes|eye|glow","Nah, it couldn't have been..");
    add_item("valley","A beautiful valley. A river flows through it, and " +
             "there is a village and a castle there. It looks familiar " +
             "somehow..");
    add_item("river","It flows from the north to the south");
    add_item("village","A small, peaceful village");
    add_item("castle","A dark, eerie castle");
    add_item("sky","It is filled with stars");
    add_item("star|stars|dot|dots","Small, white dots on the mural");
    add_item("wall|walls","Smooth, black stone");
    add_item("desk","A heavy oak desk");
    add_item("chair","An oak chair with a dark blue cushion in it");
    add_item("cushion","A soft, dark blue cushion");
    add_item("bed","A heavy oak bed, neatly made");
    add_item("sheet","A black velvet sheet");
    add_item("candle","A flickering wax candle");

    load_doors();
    reset(0);
}
Exemplo n.º 5
0
void create() {
  ::create();
  set_properties( ([
    "light" : 2, "night light" : 0, "indoors" : 0, "mountain" : 1,
  ]) );
  set_short("a mountain");
  set_long(
    "The large chasm to the west looms dangerously close, but a stone "
    "walkway has been erected which leads over it and out to a plateau. "
    "The walkway is curved, resembling an inversed archway. It seems "
    "to be secured rather well to the mountainside. Northwards, the path "
    "opens up a bit into a wider space. Mountain peaks rise high above in "
    "all directions, but the plateau is higher than any of them."
  );
  set_items( ([
    "chasm" : "A wide, deep drop into nothingness.",
   ({ "walkway", "archway" }) : "This stone marvel leads steeply up towards "
     "the top of the plateau.",
   "peaks" : "They rise up against the sky.",
   "plateau" : "It is the highest point visible. The walkway rises quickly "
     "up towards the top of it, which can't be seen from here.",
  ]) );
Exemplo n.º 6
0
void create() {
room::create();
   set_properties( ([ "light" : 3, "indoors" : 1]) );
set_property("building",1);
    set_short("rundown kitchen");
    set_long(
      "A beat up room, this kitchen doesn't appear to be in the best of shape.  The walls are "
      "covered in dirt and grime, the once tiled floor is coming apart, and the only window has "
      "shattered.  The table in this room is made of cedar.  There is an empty ceramic pot in the corner. "
    );
    set_items(([
        "window" : "It has been shattered.  The giant rock on the ground looks like it was chucked in.",
        "table" : "It is bare and made of cedar.",
        "pot" : "It's empty.",
        "floor" : "Its tiles are being torn up from years of being walked on.",
        "walls" : "Yep, dirty, huh?.",
    ]));
   set_listen("default", "Rats and other small rodents scurry across the floor.");
   set_exits( ([ 
        "west" : ROOMS"enter1.c",
    ]) );
}
Exemplo n.º 7
0
void setup(void) {
   add_area("Gurba");
   add_area("GurbaSquare");
   add_area("GurbaOutdoor");

   set_short("Gurba Town Square - East");
   set_long("Here on the eastern side of the town square, a large " +
      "crowd of merchants are trying to convince people to buy their " +
      "wares. The resulting bedlam is fantastically loud and utterly " +
      "disorganized. The bricks here are well-worn from the constant " +
      "traffic. Gelmir Road leads off towards the east from here.");

   set_exits(([
      "north" : DIR + "/rooms/square_northeast",
      "south" : DIR + "/rooms/square_southeast",
      "west" : DIR + "/rooms/square_center",
      "east" : DIR + "/rooms/gelmir1",
   ]));

   add_item("merchants", "These fine gentlemen and ladies work " +
      "tirelessly to promote the sales of their respective goods.");
}
Exemplo n.º 8
0
void create() {
room::create();
   set_properties( ([ "light" : 2, "indoors" : 0]) );
    set_short("fenton woods");
   set_property("forest",1);
    set_long(
      "The ground is rather flat at this point. Grass grows thicker now. "
      "Little trees and big trees alike surround any and all that enter the "
      "forest. The canopy of the forest stretches up into the sky. "
    );
    set_items(([
	"grass" : "Grass comes in thicker at this point. ",
	"trees" : "They make up Fenton Woods.",
	"canopy" : "The canopy here covers a lot of the sky.",
    ]));
   set_listen("default", "Faint echoes of woodland creatures can be heard.");
   set_exits( ([ 
        "west" : ROOMS"forest9.c",
	"north" : ROOMS"forest11.c",
	"south" : ROOMS"forest2.c",
    ]) );
}
Exemplo n.º 9
0
void create() {
    ::create();
    set_short("West 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 north and south.  ");
    set_night_long(
      "Ganthus Road is deserted and peaceful at night.  To the north and south, "
      "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 "
      "west and east.  ");
    set_exits(([
	"west"  : ROOMS"nwganthus2",
	"east"  : ROOMS"nveros2",]));
    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."]) );
}
Exemplo n.º 10
0
void create()
{
    ::create();
        set_name("dirt path");
        set_short("Dirt Path");
        set_long("This part of town is undeveloped and rustic. Only a small dirt path connects this place to the rest of town. To the east is an endless grassy field, it stretches off far into the horizon. A few small trees dot the landscape, they are mere silhouettes at this distance.");  
        set_properties( ([ 
        "town"        : 1, 
        "light"       : 2,
        "night light" : -2,        
        ]) );
        set_items(([
            "path"  : "A small dirt path, with tiny patches of grass.",
        ]));
        set_listen("default", "The sound of grass swaying in the wind fills the air.");
        set_smell("default", "The air is fresh and clean.");
        set_exits(([
			"north"     : ROOMS "thrarandil047.c",
			"south"     : ROOMS "thrarandil049.c",
        ]));
        
}
Exemplo n.º 11
0
void create() {
room::create();
    set_properties( (["light":0, "indoors":1, "cave":1]) );
    set_short("Raknid's sleeping quaters");
    set_long(
      "Sleeping quarters set aside for the guards. There are "
      "two straw beds on the floor."
         
    );
    set_items(([
        "quaters" : "A small room with four walls.",
        "sleeping quaters" : "A small room with four walls.",
        "beds" : "Made of fresh straw.",
        "straw" : "Dried out grass.",
        "floor" : "Two beds of straw is placed on the floor.",
  
    ]));
    set_listen("default", "Sounds of chattering insects.");
    set_exits( ([
"southwest" : NEST "nest9",
    ])  );
}
Exemplo n.º 12
0
void extra_create()
{
  set_short( "Royal Guard's barracks in the Bastion" );
  set_long(wrap("You have come to a heavily fortified barracks. The way "+
  "north leads to a strongly reinforced door, and is obstructed by a number "+
  "of defensive mechanisms such as crossbow traps pointed at the south "+
  "entrance. There are some wooden beds along the walls; each of them has "+
  "a sword scabbard bolted right to the bed, providing easy access to "+
  "whatever weapons might once have been stored there. There is evidence that "+
  "this room has seem some fierce combat in ages past; ancient bloodstains "+
  "have never been cleaned off the stones, and there are numerous dents and "+
  "scratches along the floor and walls that look to have been made by "+
  "weaponry of various sorts.\n"));
  add_monster("/u/a/allanon/area/ity/mon/baresias.c");
  set_item_desc(([
  ({"defensive mechanisms", "crossbow traps", "traps"}) : "There are a "+
  "variety of devices in this room meant to hinder or stop progress to "+
  "the north. Some of them are crossbow traps, although the quarrels have "+
  "long since rotted away. Others are odd, tubular canisters with dragon's "+
  "heads on the ends. These have soot on the inside, but you are not sure "+
  "what they were used for. In any case, they have rusted badly and are "+
  "no longer functional.\n",
Exemplo n.º 13
0
void setup() {
   object obj, obj2;

   set_name("octopus");
   add_adj("giant");
   set_short("An octopus");
   set_long("A very big octopus with long arms, reaching for you.");

   set_level(10);
   set_hit_skill("combat/unarmed");
   set_skill("combat/unarmed", 50);
   set_skill("combat/defense", 100);

   obj = clone_object(DIR + "/obj/chest.c");
   obj->move(this_object());
   obj->setup();

   obj2 = clone_object("/domains/required/objects/coin.c");
   obj2->set_amount(random(500) + 1);
   obj2->move(obj);
   obj2->setup();
}
Exemplo n.º 14
0
void extra_create()
{
    set_name( "the ghost of Rifrad" );
    add_alias( "rifrad" );
    add_alias( "ghost" );
    add_alias( "doctor" );
    add_alias( "ghost of rifrad" );
    
    set_short( "the ghost of Rifrad" );
    set_ansi_short( sprintf( "%sthe ghost of Rifrad", HIK ) );
    
    set_long( "Where there was once a being, there is now a fluctuating "
      "darkness. A cold ghastly presence. All that remains of Rifrad "
      "is his incorporal form." );   
    
    set_gender( "male" );
    set_alignment( NEUTRAL_AL );
    
    set_stat( "str" , 200 );
    set_stat( "con" , 200 );
    set_stat( "wil" , 500 );
    set_stat( "dex" , 200 );
    
    set_proficiency( "hands", 75 );
    set_skill( "dodge", 65 );
    
    set_type( "psychic" );
    
    set( NoStunP, 1 );
    set( UndeadP, 1 );
    
    set_aggressive( 1 );
    
    set_natural_ac( 3 );
    
    call_out( "hello", 1 );
    
    add_special_attack( "soulwell", THISO, 8 );
}    
Exemplo n.º 15
0
Arquivo: beach.c Projeto: ehershey/pd
void create() {
    ::create();
    set_short("The Killy beach");
    set_long("The isle is a rather large one, unusual for "
      "this part of the sea.  Thick forestation covers "
      "most of the island, preventing anyone from "
      "crossing the island any further than the beach.");
    set_exits(([
      ]));
    set_max_catch(20);
    set_max_fishing(2);
    set_chance(75);
    set_fish(([
	"rainbow fish":10,
	"trout":15,
	"gold fish":5,
	"pirch":5,
	"stingray": 10,
	"lamprey":15
      ]));
    set_letter("m");
}
Exemplo n.º 16
0
void create()
{
    ::create();
        set_name("prudash");
        set_short("Prudash");
        set_long("The village of Prudash lies high in the trees, safe from the people of Lidelas. The village is inhabited by descendants of the troll armies from long ago, few free trolls are left. The are many small buildings built into the trees, with long wooden bridges that connect each building. Long vines hang down from each tree, going down to the forest floor. Small torches are fixed to many of the buildings, keeping the area lit no matter what time of day. The wooden bridges sway in the wind, making horrible creaking noises. All of the bridges look rather old, and are in dire need or repair.");  
        set_properties( ([
        "light"       : 2,
        "night light" : 2,
        "forest"      : 2,
        ]) );
        set_items(([
    	"building"     :   "Small wooden buildings high above the ground.",
    	"torches"      :   "Small torches line the buildings, lighting the village"
        ]));
	    set_listen("default", "The bridges creak with each step.");
	    set_smell("default", "The fresh forest air smells nice.");
	    set_exits(([
			"west"		: ROOMS "prudash001.c",
			"northeast"	: ROOMS "prudash003.c",
        ]));
}
Exemplo n.º 17
0
void create()
{
    ::create();
    set_name("alley way");
    set_short("Alley Way");
    set_long("A thin long alley way, the path is made of old cobble stone. This looks to be where many people dump their trash, there is garbage everywhere. Many tall buildings reach high into the air, blocking out the sky. Water falls from the tops of the buildings down into various puddles on the ground.");
    set_properties( ([
                         "town"        : 1,
                         "light"       : 2,
                         "night light" : -2,
                     ]) );
    set_items(([
                   "trash"  :     "Piles of garbage line the alley.",
               ]));
    set_listen("default", "The sounds of dripping water echo throughout the alley.");
    set_smell("default", "The smell of trash permeates everything.");
    set_exits(([
                   "south"     : ROOMS "thrarandil057.c",
                   "north"     : ROOMS "thrarandil055.c",
               ]));

}
Exemplo n.º 18
0
void create()
{
    ::create();
        set_name("sandy beach");
        set_short("Sandy Beach");
        set_long("Many small waves slide up onto the beach here, leaving various sea plants behind as the water falls back into the sea. Each plant looks different, there must be a large coral reef to the north. The sands of the beach are made up of a very fine and white sand, it feels very soft to the touch. A large cliff stands to the southeast, it rises high into the air.");  
        set_properties( ([
        "light"       : 2,
        "night light" : 2,]) );
        set_items(([
    	"beach"    :  "The beach is composed of an endless amount of white sand.",
    	"sea"    :  "The endless sea sparkles.",
    	"cliff"    : "A very tall sheer cliff, it looks like it is impossible to scale.",
	    ]));
	    set_listen("default", "The sounds of waves fill the air.");
	    set_smell("default", "The smell of sea salt is everywhere.");
	    set_exits(([
			"east"	    : ROOMS "beach09.c",
			"south"     : ROOMS "beach07.c",

        ]));
}
Exemplo n.º 19
0
void setup(void) {
   object obj;

   set_name("slim");
   set_gender( "male" );
   add_adj("large");
   set_short("Slim shady");
   set_long("This guy is skinny, he is also kind of creepy looking.  He " +
      "reminds you of an anemic scarecrow.");

   set_race("human");
   set_level(1);
   set_hit_skill("combat/unarmed");
   set_skill("combat/unarmed", 50);
   set_skill("combat/defense", 100);
   set_aggressive(0);

   obj = clone_object(DIR + "/obj/10ghat.c");
   obj->setup();
   obj->move(this_object());
   do_wear(obj);
}
Exemplo n.º 20
0
void create() {
room::create();
    set_properties( (["light":1, "indoors":1, "cave":1]) );
    set_short("Raknid's Nest");
    set_long(
      "The torches lights up the way along the path. "
     
    );
    set_items(([
        "torches" : "It lights up the path making it "
                    "easier to see.",
        "path" : "Made of smooth stones taken from the "
                 "river bed.",
        "stones" : "It's worn smooth, from the years of "
                   "water-wear.",
  
    ]));
    set_exits( ([
"north" : HIVE "hiv23",
"southwest" : HIVE "hiv15",
    ])  );
}
Exemplo n.º 21
0
void create()
{
    ::create();
        set_name("sandy beach");
        set_short("Sandy Beach");
        set_long("To the south is a large cliff, it reaches high into the air. Small amounts of vegetation grows on the face of the cliff. The beach is made up of very white and fine sand, it stretches far off to the east. Waves bring foam to the beach surface, and other various items from the sea. The sea meets the horizon to the north.");  
        set_properties( ([
        "light"       : 2,
        "night light" : 2,]) );
        set_items(([
    	"beach"    :  "The beach is composed of an endless amount of white sand.",
    	"sea"    :  "The endless sea sparkles.",
    	"cliff"    : "A very tall sheer cliff, it looks like it is impossible to scale.",
	    ]));
	    set_listen("default", "The sounds of waves fill the air.");
	    set_smell("default", "The smell of sea salt is everywhere.");
	    set_exits(([
			"east"	    : ROOMS "beach07.c",
			"west"      : ROOMS "beach05.c",

        ]));
}
Exemplo n.º 22
0
void create()
{
    ::create();
        set_name("irminric circle street");
        set_short("Irminric Circle Street");
        set_long("Irminric Circle Street encircles the southern half of Thrarandil. The street is made of worn cobblestone, it looks to be very old. Some small buildings line the street, they are the homes of the many workers of the city. Each building has a small window looking out into the street. The homes are made of wood and brick, a sharp contrast to the large stone buildings of the inner city.");  
        set_properties( ([ 
        "town"        : 1, 
        "light"       : 2,
        "night light" : -2,        
        ]) );
        set_items(([
            "buildings"     :   "Small homes for all the workers. Each home has little window that looks out onto the steet.",
        ]));
        set_listen("default", "Only the sounds of people walking on the road can be heard.");
        set_smell("default", "The strong smell of sea salt fills the air.");
        set_exits(([
			"east"		: ROOMS "thrarandil007.c",
			"west"		: ROOMS "thrarandil009.c",
        ]));
        
}
Exemplo n.º 23
0
void create() 
{
    ::create();
    ob = this_object();

    set_property("no_tame", 1);
    name = gat["name"];
    set_name(name);
    set_gender("male");
    shorty = gat["shorty"];
    set_short(shorty);
    set("aggressive", 0);
    set_heart_beat(1);
    level = gat["level"];	 
    set_level(level);
    bodtype = gat["bodtype"];	 
    set_long("This used to be a wild animal, now it follows the comands of its owner.");
    set_body_type(bodtype);
    set_alignment(0);
    race = gat["race"];
    set("race", race);
    set_id( ({ race, name }) );
Exemplo n.º 24
0
Arquivo: bet.c Projeto: ehershey/pd
void create()
{
    ::create();
    set_short("The Colosseum.");
    set_long("%^RESET%^%^CYAN%^The Tirun Colosseum.%^RESET%^\n"
      "This chamber has a flight of stairs leading down.  The room vibrates with the "
      "noise of cheering and battling.  The fighting area of the Colosseum is below "

      "the ground to take up less space in town and to hide this barbarous past time.\n\n"
      "You can enter the Colosseum to fight by typing <enter>.");
    set_exits( ([ 
        "north" : "/d/nopk/tirun/adv_hall",
        "out"  : "/d/nopk/tirun/square2",
      ]) );
    set_properties( ([ "no attack"   : 1,
        "no magic"    : 1,
        "no bump"     : 1,
        "light"       : 2,
        "night light" : 2,
        "indoors"     : 1,
        "no steal"    : 1 ]) );
    arena = ({});
Exemplo n.º 25
0
void create_object(void)
{
    set_short("The second floor of the third gate tower");
    set_long("The second floor of the third gate tower. There are several " +
             "holes and wooden hatches on the floor, and large iron " +
             "cauldrons hang over the hatches in chains from the ceiling. " +
             "There are thin arrowslits in the west and south walls, and " +
             "archways to the east and the northwest.\n");
    set_new_light(5);
    add_property("indoors");

    add_item("room","A room on the second floor of the tower");
    add_item("floor","A smooth, black stone floor with holes and wooden " +
             "hatches on it");
    add_item("hatch|hatches","The hatches cover shafts going down to the " +
             "tunnel below");
    add_item("hole|holes","Probably for firing arrows through, if an " +
             "attacking force would manage to come all the way down there");
    add_item("shafts|shaft","Probably used for pouring molten lead and " +
             "other nasty things down upon attackers in the tunnel below " +
             "through");
    add_item("cauldron|cauldrons","The big iron cauldrons are probably " +
             "being used for melting and keeping lead, that would be " +
             "poured down upon an attacking force in the tunnel below in");
    add_item("chain|chains","Strong iron chains holding up the cauldrons");
    add_item("ceilong|wall|walls","Smooth, black stone");
    add_item("arrowslits|arrowslit","Through the arrowslits in the west " +
             "wall you see the inner courtayard, and through those in the " +
             "south wall you see the outer courtyard");
    add_item("courtyard","You would have to go down there to get a good look");
    add_item("archway|archways","Two of them. One going east, the other " +
             "going northwest");

    add_exit(ROOM + "lev2_wall2","east");
    add_exit(ROOM + "lev2_guardroom2","northwest");

    reset(0);
}
Exemplo n.º 26
0
void create() {
   ::create();
   set_properties( ([
     "no attack" : 1,
     "no magic"  : 1,
     "no bump"   : 1,
     "outdoors"  : 1,
     "light"     : 2,
     "no steal"  : 1,
     "night light": 2,
     "town"      : 1,
   ]) );
   set_listen("default","A low hustle of city life echoes here.");
   set_short("Radyne Nova Commons");
   set_long(
     "%^BOLD%^%^BLUE%^Radyne Nova Commons%^RESET%^\n"
     "The heart of the Radyne Nova in this large open circle of "
     "white stone. Placed evenly around the commons are large, "
     "stone, pillars holding flames like great torches. "
     "There is a peace here even in the center of a busy capital "
     "like this. To the north the Radyne Palace can be seen, "
     "nestled in the ageless bounty of Pinnacle Heights. "
     "There is a statue of The Great Beast towering over the area. "
   );
   set_night_long(
     "%^BOLD%^%^BLUE%^Radyne Nova Commons%^RESET%^\n"
     "In the center of the Radyne Empire's capital city all "
     "is quiet, few people are out at this hour. "
     "The pillars radiate their fiery glow dimly over the commons "
     "and the surrounding streets, providing enough light "
    "to see just fine, but not enough to be very disturbing to "
    "the residents. The Great Beast's statue casts an ominous "
     "penumbra to each pillar. The palace is only an "
    "outline in the distance in shades of black. "
   );
   set_items( ([
     ({ "circle","stone","white stone"}) :
        "Well fitted, smooth white stone used as a road.",
Exemplo n.º 27
0
void create_object(void)
{
    set_short("Outside an old building");
    set_long("The road through the forest ends here in front of an old " +
           "building. The trees stand close to the road and their branches " +
           "reach out over it, leaving it in shadow. Nothing can " +
           "be heard in the dark forest around you. The building in front " +
           "of you is in a state of decay, but not yet a ruin. It appears " +
           "to have been used as a shrine once, but now it lays deserted. " +
           "An archway leads inside.\n");
    set_new_light(3);

    add_item("road","The road ends here in front an old building");
    add_item("forest","The forest is dark and silent. You would surely get " +
             "lost should you enter it");
    add_item("building","The building is the decaying remains of an old " +
             "shrine");
    add_item("remains","The building is deteriorating, but it is not " +
             "really a ruin quite yet");
    add_item("tree|trees","Majestic old oak trees");
    add_item("branch|branches","The branches of the trees reach out over " +
             "the road, leaving it in shadow. They are very close and you " +
             "could probably reach one of them");
    add_item("shadow","Long shadows created by the branches hanging out " +
             "over the road");
    add_item("ruin","The building has not yet deteriorated enough to be " +
             "called a ruin");
    add_item("shrine","The building looks as if it was once used as a " +
             "shrine. On the roof above the entrance is a symbol");
    add_item("symbol","The symbol of The Church of True Faith");
    add_item("archway","The archway is decorated with figures and symbols");
    add_item("figure|figures","Figures depicting the struggle between good " +
             "and evil");
    add_item("symbols","Symbols of The Church of True Faith");

    add_exit(ROOM + "north_road11","west");
    add_exit(ROOM + "shrine_entrance","east");
}
Exemplo n.º 28
0
void create() {
::create();
    set_name("Syphon killer");
    set_short("Syphon killer");
    set_long(
      "\n"
      "         / \\\n"
      "        {   }\n"
      "        p   !\n"
      "        ; : ;\n"
      "        | : |\n"
      "        | : |\n"
      "        l ; l\n"
      "        l ; l\n"
      "        I ; I\n"
      "        I ; I\n"
      "        I ; I\n"
      "        I ; I\n"
      "        d | b\n"   
      "        H | H\n"
      "        H | H\n"
      "        H I H\n"
      " ,;,    H I H      ,;,\n"
      ";H@H;   ;_H_;,    ;H@H;\n"
      "`\\Y/d_,;|4H@HK|;,_b\\Y/'\n"
      " '\\;MMMMM$@@@$MMMMM;/'\n"
      "  \"~~~\"*;!8@8!;*~~~\"\n"
      "        ;888;\n"
      "        ;888;\n"
      "        ;888;\n"
      "        ;888;\n"
      "        d8@8b\n"
      "        O8@8O\n"
      "        T808T\n"
      "         `~` \n"
      "The sword has \"Syphon will die\" printed on the sword\n");
        
    set_id(({"sword", "slayer", "syphon slayer"}));
Exemplo n.º 29
0
void create()
{
    ::create();
        set_name("dirt road");
        set_short("Dirt Road");
        set_long("A thin dirt road that runs off of the main road. This road looks like it is very old, there is no grass anywhere on it, and the ground is packed down hard. Some old crates sit neatly stacked next to one of the houses. The buildings on this street look to be old and decrepit, this is where most of the dock hands live.");  
        set_properties( ([ 
        "town"        : 1, 
        "light"       : 2,
        "night light" : -2,        
        ]) );
        set_items(([
            "buildings"     :   "Small homes for all the workers. Each home has little window that looks out onto the steet.",
            "crates"        :   "Several large crates stacked up against a house, it almost looks like they are hiding something.",
        ]));
        set_listen("default", "It is rather quiet in this part of town.");
        set_smell("default", "The strong smell of sea salt fills the air.");
        set_exits(([
                        "northwest"     : ROOMS "thrarandil015.c",
                        "south"         : ROOMS "thrarandil013.c",
        ]));
        
}
Exemplo n.º 30
0
void setup(void) {
   add_area(AREA);
   add_area(FAIRYLAND_AREA);
   set_short("By Great Lake");
   set_long("You are standing by Great Lake. You can hear the gulls crying. " +
      "If you go east, you will end up in a clump of reeds.");

   add_exit("east", FAIRYLAND_ROOMS + "/reeds.c");
   add_exit("west", FAIRYLAND_ROOMS + "/lake_road.c");

   add_item("water", "Great Lake, the lake where Smaug is said to drink.");
   add_item("cold water", "Great Lake, the lake where Smaug is said to drink.");
   add_item("lake", "Great Lake, the lake where Smaug is said to drink.");
   add_item("Great Lake", "Great Lake, where Smaug is said to drink.");
   add_item("great lake", "Great Lake, where Smaug is said to drink.");
   add_item("reeds", "You think you see something behind the reeds.");
   add_item("clump of reeds", "You think you see something behind the clump of reeds.");
   add_item("gulls", "They flit off in the distance, echoes of their cries in the air.");

   add_action("listen_cmd", "listen");

   add_block("east");
}