void create() { room::create(); SetAmbientLight(30); SetShort("Science Classroom"); SetLong("This small room provides a teaching space for the advanced topics researched by the facility."); SetClimate("indoors"); SetItems( ([ ]) ); SetExits(([ "south" : "/domains/campus/room/science5", ])); }
void create() { ::create(); SetAmbientLight(30); SetClimate("outdoors"); AddTerrainType(T_ROAD); SetShort("5th Avenue"); SetLong("The street continues east and west here. The road is deteriorating\n"+ "due to lack of care and maintenance. There's a small burnt out car\n"+ "still smouldering blocking the pavement. The fumes from the burning\n"+ "paint gives you a slight headache."); SetItems( ([ ({"road","street"}) : "The road is in a bad way",
static void create() { room::create(); SetClimate("temperate"); SetAmbientLight(30); SetNightLight(20); SetDayLight(30); SetShort("%^B_BLACK%^%^WHITE%^ A Dim Alley %^RESET%^"); SetInventory(([ ])); }
static void create() { room::create(); SetTown("Ackian Training Camp 07B"); SetClimate("sub-arctic"); SetAmbientLight(40); SetShort("Cherry Avenue"); SetLong("This is Cherry Avenue, shortly before it reaches a market . "+ "Unfortunately, the market looks to be closed. Probably has "+ "something to do with the barrier blocking the road."); SetItems(([ ({"here","room"}):"This is a length of Cherry Avenue somewhat "+ "west of its intersection with Ferdinand Street.",
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(30); SetShort("Mansion Guest Room East"); SetLong("You are in the east upstairs guest room of the mansion. " "The room is sumptuously appointed and furnished. " "The state of the bed suggests that someone has " "been staying here recently."); SetItems( ([ ({"furniture","furnishings"}) : "Comfortable and attractive." ]) );
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(30); SetShort("a green room"); SetLong("This is a green room. Probability Lab 2 is east."); SetExits( ([ "east" : "/domains/campus/room/plab2" ]) ); SetDoor("east","/domains/campus/doors/green_door2"); SetObviousExits("e"); }
static void create() { object ob; room::create(); SetClimate("indoors"); SetAmbientLight(30); SetShort("catch_tell room"); SetLong("This is a room designed to receive certain messages from NPC's. It is largely for debugging purposes, and it is not vital to normal mud operations."); SetExits(([ "west" : "/secure/room/network", ])); }
static void create() { room::create(); SetTown("Ackian Training Camp 07B"); SetClimate("sub-arctic"); SetAmbientLight(40); SetShort("Ferdinand Street"); SetLong("This is a Ferdinand, a fairly narrow street that leads north into the northern train terminal of "+ "Ackian Training Camp 07B. To either side of the street are the facades of two stone houses. "+ "The street itself is made up of flat stones that look like some sort of white slate. To "+ "the south, Ferdinand continues until it intersects with a larger street."); SetItems(([ ({"here","room"}):"This is the northern end of Ferdinand Street in Ackian Training Camp 07B.",
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(0); SetShort("Under the pit"); SetLong("You stand in a completely dark cavern leading west. The wall looks weird here."); SetItems( ([ "east" : "", "west" : "", ({"wall", "crack", "rock"}) : "There is a crack here that looks like it has been made recently.", ] ));
static void create() { room::create(); SetClimate("temperate"); SetAmbientLight(30); SetNightLight(20); SetDayLight(30); SetShort("%^B_BLACK%^%^WHITE%^ Ciscoburg Market - South %^RESET%^"); SetInventory(([ ])); }
static void create() { object ob; room::create(); SetClimate("sub-arctic"); SetAmbientLight(30); SetShort("Orchard Park"); SetLong("This is Orchard Park just a ways southeast of the entrance. "+ "There are cherry trees and neatly cut grass, and a hideous "+ "stone wall painted bright green runs from the northwest to the "+ "southeast."); SetItems( ([ ({"park","orchard","garden","orchard park","here","room"}):"This is "+ "slightly northeast of the entrance to Orchard Park.",
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(30); SetShort("the training area"); SetLong("You are in a large room with "+ "a very high ceiling, mirrored walls, and a "+ "hardwood floor. This area is designed for skills "+ "training, though at the moment no workshops are "+ "scheduled. The rest of the Adventurers' Guild is "+ "east of here."); SetItems( ([ ({"wall","walls"}) : "The walls have mirrors set into them.",
static void create() { room::create(); SetTown("Ylsrim"); SetClimate("arid"); SetAmbientLight(30); SetShort("Kaliid Road south of the bank"); SetLong("Kaliid Road stretches as far as you can see east and west " "across Ylsrim. The rough wall on the north side of the road " "looks like the distinctive adobe of the Bank of Ylsrim. As " "the road travels along side the bank walls west, you can see " "Kaliid Road intersect with another."); AddItem(({ "bank", "bank of ylsrim" }), "Ylsrim's local bank. It has " "an adobe wall filled with holes.", ({ "ylsrim" }));
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(10); SetShort("sewer"); SetLong("You are in the stinking underground tunnels of "+ "a sewer system. The air here is quite foul, "+ "and periodic blasts of steam from wall-mounted vents make it "+ "very hot and very humid. There is a foot-high stream of dark liquid "+ "covering the bottom of this tunnel, running east to west along "+ "the tunnel's length."); SetItems( ([ ({"tunnel","tunnels"}) : "You are in a sewer tunnel."+ "It's foul, dark, and hot.",
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(16); SetShort("access tunnel"); SetLong("You are standing in what appears to be an underground "+ "service access tunnel of some kind. The overhead neon lights flicker and "+ "provide barely useful illumination. The air is damp and musty, and it "+ "feels as though nobody has gone through here in years. The tunnel runs "+ "north and south from here."); SetItems(([ ({"wall","walls","corridor","hall"}) : "The thick, metal walls here are scarred "+ "and badly corroded. Wherever you are, it's seen heavy use in the distant past.",
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(50); SetShort("Conference Room"); SetLong("This is the Virtual Campus ad hoc conference room. It is "+ "elegantly appointed with richly carved mahogany paneling and gold-leaf trim. "+ "The luxurious carpeting and moody lighting make this conference room "+ "a very comfortable, relaxing environment. The main hallway is north of here.\n"+ "%^GREEN%^There is a sign you can read here.%^RESET%^"); SetItems(([ ({"panels","paneling","wall","walls","mahogany","wood"}) : "The walls are "+ "paneled in rich, dark mahogany. The wood is intricately carved with "+ "exquisite designs. This sort of craftmanship must have cost a fortune.",
static void create() { room::create(); SetClimate("temperate"); SetAmbientLight(30); SetNightLight(20); SetDayLight(30); SetShort("%^B_BLACK%^%^WHITE%^ Ciscoburg - Residential Area South %^RESET%^"); SetDayLong("This is the housing area of the village. Houses are arranged in a hodgepodge around communal gardens and wells. Alleys and paths wind haphazardly between it all, though most of them are neatly cobbled. People are busily going about their lives, carrying conversations on over step-sweeping, grocery-toting, gardening, laundry-hanging, &c. Most houses have colorfully shingled, steepled roofs, but a few are flat, with small personal gardens on top. One looks to be reachable by a nearby ladder. To the north, you can see more houses, and to the south are the docks of Ciscoburg. "); SetItems(([ ({ "gardens" }) : "Depending on the season, these gardens are either neatly fallow, or riotously blooming and overflowing with plant life. Several have tidily trussed trelli, for grapes, beans, or just vining flowers.",
void create() { ::create(); SetAmbientLight(30); SetClimate("outdoors"); SetShort("old school building entrance"); SetLong("You stand in the entrance of a large school building. Although it may "+ "have been a pleasant place in the past, years of neglect have made it "+ "very unpleasant. There is bad smelling grime on the floor and ceiling, "+ "and the walls are completely covered with various forms of grafitti. "+ "Garbage and debris partially cover the floor. The doorway to the south "+ "used to have a door, but now it is just plank of wood on hinges.\n"); SetItems( ([ ({"walls","wall"}) : "The walls are dirty and covered with grafitti.", "grafitti" : (:grafitti:),
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(30); SetShort("Secret Room"); SetLong("You are in a small, cramped room."); SetExits( ([ "out" : "/domains/town/room/mansion_mbdroom", "north" : "/domains/town/room/mansion_mbdroom" ]) ); SetInventory( ([ "/domains/town/obj/safe" : 1, ]) ); }
static void create() { room::create(); SetClimate("indoors"); SetTerrainType(T_WOODS); SetAmbientLight(0); SetShort("A junction in the deep, dark forest"); SetLong("You are by a junction where three paths meet. Ancient grey trees tower above\n"+ "you on all sides. Paths lead north, east and west."); SetItems( ([ "north" : "The narrow path winds its way through the trees to the north.", "east" : "The narrow path winds its way through the trees to the east.", "west" : "The narrow path winds its way through the trees to the west.", ({"tree", "trees", "trunk", "trunks"}) : "The ancient grey giants seem to observe you silently.",
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(30); SetShort("Room One"); SetLong("This is a room you can use as a template."); SetItems( ([ "template" : "That's what this is.", ]) ); SetInventory(([ "/realms/ahat/area/obj/table" : 1, ])); }
void create() { room::create(); SetAmbientLight(30); SetDayLight(30); SetNightLight(30); SetShort("The sky"); SetLong("You are in the air above a fortress."); SetClimate("temperate"); SetTown("wilderness"); SetTerrainType(T_MIDAIR); SetMedium(MEDIUM_AIR); SetItems( ([ ({ "sea", "ocean" }) : "A seemingly endless body of water.", ]) );
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(30); SetShort("Upstairs Mansion Hallway South"); SetLong("You are in the beautifully decorated upstairs " "hallway of the mansion. There are rooms to " "the east and west, and the hallway continues " "north. The master bedroom is south. A large, " "circular marble staircase leads down to the " "ground floor."); SetItems( ([ ({"hall","hallway"}) : "A corridor permitting "+ "travel from one part of the mansion to another." ]) );
static void create() { room::create(); SetClimate("outdoors"); SetAmbientLight(40); SetNightLight(10); SetDayLight(30); SetShort("Forest Clearing"); SetLong("This is a small clearing in a path through the forest. The path leads west into a small valley, and northeast toward a forest and a bridge."); SetItems( ([ "clearing" : "An area with few trees.", "path" : "This forest path runs east " "and west. A small trail goes north of here.", ({"forest","wood","woods"}) : "This is a " "dark, creepy forest. You are standing on a " "path in a clearing, so it's a bit brighter here.",
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(30); SetShort("Grand Ballroom"); SetLong("This huge room is spectacular both in size " "and decor. Clearly the centerpiece of the mansion, " "this ballroom could easily accommodate hundreds of " "guests. The vaulted ceiling is dozens of feet high, and " "the polished marble floors feature beautiful, " "dazzling designs."); SetExits( ([ "east" : "/domains/town/room/mansion_dhall3" ]) ); }
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(5); SetShort("the basement"); SetLong("You are in the basement of the LPC University administrative building. It "+ "is very dark here, and rather damp. The fluorescent lighting seems to have "+ "completely failed. The east side "+ "of the basement seems somewhat better lit. The west wall seems heavily "+ "smudged...it's even grungier than the rest of this place."); SetItems(([ "basement" : "This is a dark, creepy basement.", "building" : "You are in the basement of the LPC University administrative building.", ({"wall","west wall"}) : "The wall seems to have a lot of smudged handprints "+ "on it.",
static void create() { room::create(); SetTown("Ylsrim"); SetClimate("arid"); SetAmbientLight(30); SetShort("Kaliid Road north of the bazaar"); SetLong("Kaliid Road stretches as far as you can see east and west across Ylsrim. South, Kaliid opens up into the central bazaar where vendors sell goods day and night. on the opposite side of the road is the entrance to the local adventurers' hall."); SetExits( ([ "east" : "/domains/Ylsrim/room/kaliid3", "south" : "/domains/Ylsrim/room/bazaar", "west" : "/domains/Ylsrim/room/kaliid5", ]) ); AddItem("hall", "A small building which serves as the focal point for " "the adventuring activities for which Ylsrim's support " "is widely known.", ({ "adventurer", "adventurers" }));
void create() { room::create(); SetAmbientLight(30); SetClimate("indoors"); SetShort("an ammoshop"); SetLong("You stand in the burnt out remains of Bison & Kid's ammo shop. "+ "There are charred shelves all over the walls that once held packets "+ "of ammo. You heard about this: a short time ago Frank, the owner "+ "of the adjacent Tyson & Kid's ammo shop decided he was sick of Hank "+ "and his stupid non-metric ammo. He ordered a hit on this backward "+ "looking old fool. One molotov cocktail and a hell of a lot of "+ "exploding ammo later, this is all that remains.\n", 60); AddExit("west",ROOM+"boul5"); SetItems( ([ ({"remains","burnt out remains"}) : "There's not much left, it's all been torched.",
static void create() { room::create(); SetClimate("temperate"); SetAmbientLight(30); SetNightLight(20); SetDayLight(30); SetShort("%^B_BLACK%^%^WHITE%^ Ciscoburg Park %^RESET%^"); SetItems(([ "trash" : "nope", ])); SetInventory(([ ])); }
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(30); SetShort("The fog"); SetLong(" You are in a grey fog, falling, screaming in pain as you realize\n"+ "that you are being torn to nothing, atom by atom, falling and falling \n"+ "and falling......\n"+ "....\n"+ "."); SetItems( ([ ] )); SetExits( ([ ] )); }