diff --git a/changelog b/changelog index f63cf00..c462142 100644 --- a/changelog +++ b/changelog @@ -35,6 +35,11 @@ export (QQ's a zone into a tarball)t Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist) (lots of major bugfixes too) tbaMUD 3.59 +[Apr 05 2009] - Rumble + Updated World and files for 3.59 release. +[Apr 02 2009] - Rumble + real_abils.str changed from 25 to 18. Since 18 is max str. + Changed ch to k in do_stat for quests. (thanks Frenze) [Mar 14 2009] - Jamdog Bug-Fix: real_shop function could hang if a shop was added with the max VNUM (Thanks Slicer) Removed find_shop function, which was a duplicate of real_shop. diff --git a/lib/misc/socials.new b/lib/misc/socials.new index 6ffa750..f964523 100644 --- a/lib/misc/socials.new +++ b/lib/misc/socials.new @@ -3043,21 +3043,6 @@ $n hisses at your $t. You hiss at $p. $n hisses at $p. -~hjfidty hjfidty 0 8 8 0 -You hjfidty. -$n hjfidty's. -You hjfidty to $N. -$n hjfidty's to $N. -$n hjfidty's to you. -You hjfidty to the empty room. -You hjfidty to yourself. -$n hjfidty's to $mself. -# -# -# -# -# - ~hmmmmm hmmmmm 0 5 0 0 Hmmmmm. $n seems to think about it for a while, and then goes hmm. diff --git a/lib/text/help/help.hlp b/lib/text/help/help.hlp index 6e888ef..3305540 100644 --- a/lib/text/help/help.hlp +++ b/lib/text/help/help.hlp @@ -292,7 +292,7 @@ See also: WORK, CARTOGRAPHY, LOCATION, THEME, PLOT, SIZE, ALIGN, BIAS CARTOGRAPHY The reasons behind mapping are simple. It solidifies what you are planning -to build into MUD terms. also, though final products rarely are an exact copy +to build into MUD terms. Also, though final products rarely are an exact copy of the map, they provide a concrete reference for you to look at when the builder's block question rears its ugly head "Hmm, what do I build next?" Lastly, not all players have nifty clients especially made for MUDding with @@ -1389,7 +1389,7 @@ road. killing them, give them a pelt, teeth, claws or something to be sold. See rule #14 for more info. -4) There should have between three and eight lines of text in a room desc. +4) There should be between three and eight lines of text in a room desc. Proper grammar should be used at all times in said text. Going over 8 lines can be a bad idea because of the limit of player scrolling and how daunting that amount of information becomes in a single dose. If a description @@ -1555,9 +1555,9 @@ fix parts. This is perfectly normal and should not in any way be interpreted as an insult. The comments you receive may include a lot of nit-picky details but once you are an experienced builder and have gained our trust and respect we will not be going over your work as closely. Try and learn as much as you -can from this test and review process and keep it in mind as you work on future -projects it is the most direct and concrete way for us to teach you how to -build. Everyone wants builders, but they want standards as well. We would +can from this test and review process. Keep it in mind as you work on future +projects. It is the most direct and concrete way for us to teach you how to +build. Everyone wants builders, but they want quality work more. We would rather have one good zone than ten mediocre ones. #31 @@ -2512,6 +2512,7 @@ maxhit LVL_BUILDER BOTH NUMBER Max HP maxmana LVL_BUILDER BOTH NUMBER Max mana maxmove LVL_BUILDER BOTH NUMBER Max movement move LVL_BUILDER BOTH NUMBER Current movement +name LVL_IMPL PC MISC To change player names nodelete LVL_GOD PC BINARY Undeletable flag nohassle LVL_GOD PC BINARY NOHASSLE flag nosummon LVL_BUILDER PC BINARY NOSUMMON flag @@ -2668,7 +2669,8 @@ Displays when the game was booted and calculates how long ago that was. Record uptime: -Up since Thu Nov 6 16:09:55 2008: 47 days, 9:28 +tbaMUD 3.51 from crackwhip.com: +Up since Fri Jun 27 07:04:55 2008: 209 days, 2:45 #31 USERS STATUS @@ -3100,15 +3102,15 @@ TRIGEDIT-TYPES TYPES TRIGGER-LIST TRIGGER-TYPES TRIG-TYPES OBJ-TRIG-TYPES TRIGED | TRIGEDIT-ROOM-LEAVE | TRIGEDIT-OBJ-REMOVE | TRIGEDIT-MOB-ENTRY | | TRIGEDIT-ROOM-DOOR | TRIGEDIT-OBJ-LOAD | TRIGEDIT-MOB-RECEIVE | | TRIGEDIT-ROOM-TIME | TRIGEDIT-OBJ-CAST | TRIGEDIT-MOB-FIGHT | -=========================| TRIGEDIT-OBJ-LEAVE | TRIGEDIT-MOB-HITPRCNT | - | TRIGEDIT-OBJ-CONSUME | TRIGEDIT-MOB-BRIBE | -Further help can be =========================| TRIGEDIT-MOB-LOAD | +| TRIGEDIT-ROOM-LOGIN | TRIGEDIT-OBJ-LEAVE | TRIGEDIT-MOB-HITPRCNT | +|========================| TRIGEDIT-OBJ-CONSUME | TRIGEDIT-MOB-BRIBE | +Further help can be |=========================| TRIGEDIT-MOB-LOAD | accessed by typing: | TRIGEDIT-MOB-MEMORY | @RHELP @n. | TRIGEDIT-MOB-CAST | i.e. @RHELP TRIGEDIT-MOB-ACT@n | TRIGEDIT-MOB-LEAVE | | TRIGEDIT-MOB-DOOR | - | TRIGEDIT-MOB-TIME | -See also: TRIG-COMMANDS, VARIABLES, EXPRESSIONS ========================= + | TRIGEDIT-MOB-TIME | +See also: TRIG-COMMANDS, VARIABLES, EXPRESSIONS |=========================| #31 TRIGEDIT-OBJECT-COMMANDS ROOM-COMMANDS OBJECT-COMMANDS TRIG-MOB-COMMAND TRIGEDIT-MUDCOMMANDS @@ -3132,11 +3134,11 @@ TRIGEDIT-COMMANDS TRIG-COMMANDS TRIGGER-COMMANDS TRIGEDIT-COMMANDLISTS %COMMANDS | halt | dg_affect | dg_affect | dg_affect | wait | dg_cast | dg_cast | dg_cast | | makeuid | %at% | %at% | %at% | -| rdelete | %transform% | %transform% |==================| -| remote | mhunt | otimer | +| rdelete | %transform% | %transform% | move | +| remote | mhunt | otimer |==================| | return | mremember | osetval | -| switch | mforget |===================| -| case | %goto% | +| switch | mforget | move | +| case | %goto% |===================| | break | mkill | | done | %junk% | Further help can be accessed by | while | %follow% | typing: @RHELP @n. @@ -3307,7 +3309,27 @@ PORTAL EXAMPLES: ROOM: @RTSTAT 101@n MOB: @RTSTAT 102@n -See also: MGOTO, TELEPORT +See also: MGOTO, TELEPORT, %MOVE% +#31 +%MOVE% MOVE-OBJECT MOVE-ALL + +In an object trigger, moves the object to which the trig is attached to the +specified room. The object can be on the floor, inside another object or in a +player or mobs inventory (not eq): +Usage: %move% + +In a room trigger, moves the specified object, or all objects to the specified +room. The object must be on the floor of the room to which the trig is +attached: +Usage: %move% %obj.name% + %move% all + +The target room should be a VNUM. + +Note: This does not create a copy of the object, but moves the actual object to the floor of the target +room. + +See also: %TELEPORT% #31 DG_CAST TRIG-CAST TRIGEDIT-CAST TRIGEDIT-SPELLS DG-CASTS %CAST% %SPELLS% %dg_cast% @@ -4273,10 +4295,10 @@ MOB-TRIGGERS MOBILE-TRIGGERS TRIGEDIT-MOB-TYPES 17) Leave @RHELP TRIGEDIT-MOB-LEAVE@n 18) Door @RHELP TRIGEDIT-MOB-DOOR@n #31 -TRIGEDIT-OBJ-GET TRIG-OBJ-GET +TRIGEDIT-OBJ-GET TRIG-OBJ-GET TRIGEDIT-OBJ-TAKE TRIG-OBJ-TAKE -Activated any time a character attempts to pick up this object. -Does not work with waits. +Activated any time a character attempts to pick up this object or takes it from +a container. Does not work with waits. Numeric Arg : percentage chance this trigger will activate. Argument : not used. @@ -4305,10 +4327,10 @@ Variables: Example: @RTSTAT 84, 1366@n #31 -TRIGEDIT-OBJ-GIVE TRIGEDIT-OBJ-RECEIVE TRIG-OBJ-GIVE TRIG-OBJ-RECEIVE %PUT% +TRIGEDIT-OBJ-GIVE TRIGEDIT-OBJ-RECEIVE TRIG-OBJ-GIVE TRIG-OBJ-RECEIVE %PUT% TRIGEDIT-OBJ-PUT TRIG-OBJ-PUT -Activated when a player attempts to give this object away or put it -inside a container. +Activated when a player attempts to give this object away or put it inside a +container. If used with a return 0 the character will fail to give the object. @@ -4362,7 +4384,7 @@ Variables: Example: @RTSTAT 88@n #31 -TRIGEDIT-OBJ-CAST %SPELLNAME% +TRIGEDIT-OBJ-CAST %SPELLNAME% TRIG-OBJ-CAST Activated when the obj is targeted by a spell. @@ -4522,8 +4544,8 @@ This trigger will not fire for people %teleport%'d into the room. Numeric Arg : percentage chance this trigger will activate. Argument : not used. -If used return 0 the character will fail to enter the room. But you can not use -a wait. +If used with a return 0 the character will fail to enter the room. But you can +not use a wait. Variables: %actor% - the character entering the room. @@ -4617,6 +4639,18 @@ Variables: See also: TRIGEDIT-ROOM-GLOBAL, %TIME% #31 +TRIGEDIT-ROOM-LOGIN TRIGEDIT-LOGIN TRIG-ROOM-LOGIN + +Activated if a player enters the game in the room the trigger is attached to. + +Numeric Arg : percent chance this trigger will be activated. +Argument : not used. + +Variables: +%self% - the room. + +See also: TRIG-TYPE +#31 TRIGEDIT-MOB-RANDOM TRIGEDIT-RANDOM TRIG-MOB-RANDOM TRIG-RANDOM No specific event needs to occur for this trigger to be activated. Every 13 @@ -5172,6 +5206,7 @@ Trigger Editor [1300] @RHELP TRIGEDIT-EDITOR@n 6) Commands: @RHELP TRIGEDIT-COMMANDLIST@n @csay My trigger commandlist is not complete!@n +W) Copy Trigger @RHELP TRIGEDIT-COPY@n Q) Quit Enter Choice : @@ -5254,6 +5289,13 @@ step by step. In it, you can use different types of commands: trigger - specific commands, flow control commands - if this is a mobile trigger, you can use standard mud commands like say or give. #31 +TRIGEDIT-COPY + +Allows you to copy an existing trigger into a new trigger. First create a new +trigger, then choose copy and type in the vnum of the trigger you want to copy. + +See Also: TRIGEDIT-MENU +#31 DG-SCRIPTS DG_SCRIPTS DGSCRIPTS Stands for Death Gate scripts and are named after the original MUD they came from. @@ -5853,17 +5895,6 @@ See also: REDIT, OEDIT, MEDIT, SEDIT, ZEDIT, ZRESET, RLIST, OLIST, MLIST, SLIST, SHOW-ZONE Advanced: TRIGEDIT, TSTAT, TLIST, DIG, XCOPY, BUILDWALK #31 -BUILDERS IMMORTALS - - A builder is a term usually used to describe a person who designs MUD zones -for other characters to explore. Any player with motivation, ideas, and good -writing style can be a builder as well as a player. As a Builder, your job is -to create the virtual world in which players can roam around, solve puzzles, -find treasures, and gain experience. A Builder creates the rooms, objects, -mobs, shops, and triggers with which players will interact. - -See also: OLC, REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, TRIGEDIT, AEDIT -#31 DEPENDENT ZEDIT-DEPENDENT DEPENDANT ZEDIT-DEPENDANT One of the most common mistakes by new builders is their misunderstanding @@ -6069,8 +6100,7 @@ See also: SEDIT-MENU, SLIST, OLC ZEDIT Usage: zedit [room vnum] - zedit new (Implementors only!) - + Zedit lets you edit (online) the zone files for your particular zone. Within zedit you can alter the loading of monsters and objects and the closing/locking of doors etc. @@ -6079,6 +6109,7 @@ If no room number is specified, the current room is used as target. @RGOTO 11@n to enter The Builder Academy hallway on how to use zedit. +Implementors wanting to create zones, see: @R HELP ZONE-CREATE@n See also: ZEDIT-MENU, ZEDIT-NEW, OLC, SHOW-ZONES #31 BUILDWALKING BUILD-WALKING DIGWALK WALKDIG @@ -6770,15 +6801,20 @@ ZEDIT-CREATE ZEDIT-CREATION ZONE-CREATE ZONE-CREATION ZCREATE Usage: zedit new Only Implementors can create new zones. Zones can be any size but must -consist of consecutive vnums. +consist of consecutive vnums. tbaMUD supports 0-655 zones. That means vnums +0 -> 65500. So to create zone 350 you would type: zedit new 350 35000 35099 +for a 100 vnum zone. Which I find the easiest to manage. But, in reality you +can create a zone of any size you want. It is my experience that most builders +rarely finish a 50 room zone so giving them over 100 is a waste of resources. +I force most builders to start small to prove themselves before giving them +more. When they do build a full zone of 50+ rooms, mobs, objects, etc. +I then give them another 100. Examples: zedit new 1 100 199 - Creates zone 1 vnums 100 to 199. zedit new 123 12300 12499 - Creates zone 123 vnums 12300 to 12499 - -Max zone number is 655. Max vnum is 65534. -65535 is reserved for corpses. +Max zone number is 655. Max vnum is 65534. 65535 is reserved for corpses. See Also: ZEDIT, ZEDIT-NEW #31 @@ -7064,9 +7100,8 @@ Be careful how you word what they are wearing. For example of what not to say: "A huge werewolf is wielding a mace of Oblivion." Reason being, if he does not load the mace, this would not make any sense. Do not describe objects that a mob is wearing in their look or extra desc. All such objects should actually - be made and equipped to the mob. - Give your mobs names, or at least an occupation. Seeing the generic "a + Name your mobs, or at least give them an occupation. Seeing the generic "a citizen is standing here." gets boring pretty quick and makes the game become a drone, room-to-room hack and slash. As a player, which would you like to say that you killed: 'a citizen' or 'The Great Speaker of the Land'? Both @@ -7370,7 +7405,7 @@ PROPER USAGE: @RVSTAT OBJ 350@n OEDIT-TYPES OBJECT-TYPES OBJ-TYPES OBJ-WEAPONS TRASH FURNITURE COUCH CHAIRS SEAT 5) Type : @cUNDEFINED@n - This specifies what type an object is defined as; also controls the meanings + This specifies what type an object is defined as and controls the meanings of value0 through value4 (option C). The Type Flag must be one of the following: 0 UNDEFINED Do not set. @@ -7407,13 +7442,14 @@ beneficial lying around. This may sound obvious, but it has been done. Also consider creating objects that are harmful to the owner. Objects that lower certain stats, saving throws, or confer weaknesses make the game more interesting. Remember that a lot of small items make an area more interesting -than a few incredibly powerful items, for the most part. Do not feel lim armor. A giant untakeable -monolith, and other strange and odd items can add a lot of atmosphere to an -area. They can also be used to distract players. Most of the useless items are -often best as trash, but can be worn, and do not feel that items should not get -strange wear flags. After all, who is to say that boat you just created can not -actually be a ring of water walking? All that would be needed for that is to -have a boat with a finger wear position set. +than a few incredibly powerful items, for the most part. Do not limit yourself +to only armor and weapons. A giant untakeable monolith, and other strange and +odd items can add a lot of atmosphere to an area. They can also be used to +distract players. Most of the useless items are often best as trash, but can +be worn, and do not be afraid of using strange wear flags. After all, who is +to say that boat you just created can not actually be a ring of water walking? +All that would be needed for that is to have a boat with a finger wear position +set. You can and should add depth and interest to your area by creating objects that do not have any game value. These can be rocks, candlesticks, toys, clothing, or anything else you can think of. This makes the truly useful @@ -8037,8 +8073,8 @@ add small interesting details to your area and are often remembered by players. Please take the time to write extra descriptions. On most MUDs, you can look at 100 objects and "You see nothing special..." all 100 times. In an effort to make all MUDs different and better, take the time to write an extra description -for your object. Think of an objects extra description as the same thing as a -mobs description when you look at it, which it actually is. For the extra +for your object. Think of an object's extra description as the same thing as a +mob's description when you look at it, which it actually is. For the extra descriptions keywords, use the same keywords as you did earlier. A very easy way to detect lazy builders with bad grammar is when objects have no description at all. This causes frustration on the player side, because @@ -8317,6 +8353,7 @@ rumble@@tbamud.com 6 SEA of Souls -- Unknown 10-25 7 CAMELOT -- Rumble 20-30 9 River Island Of Minos -- Mahatma 4-25 + 11 Frozen Castle -- Detta 25-30 15 Straight Path -- Steppin 13-30 16 CAMELOT II -- Rumble 20-30 17 CAMELOT III -- Rumble 20-30 @@ -8333,8 +8370,13 @@ rumble@@tbamud.com 33 Three Of Swords -- C.A.W. 5-30 35 Miden'Nir -- Copper II 4-10 36 Chessboard of Midgaard -- Exxon 6-30 + 37 CAPITAL Sewer System -- Welcor 3- 7 + 38 CAPITAL Sewer System II -- Welcor 7-14 + 39 HAVEN -- Nivan 3-14 40 Mines of Moria -- Redferne 3-13 41 Mines of Moria II -- Redferne 3-13 + 42 Dragon CHASM -- Guldane 22-30 + 43 ARCTIC Zone -- Walrus 14-18 44 ORC Camp -- Welcor 3- 7 45 Woodland MONASTERY -- Gnoff 12-15 46 ANT Hill -- Garrison 3- 7 @@ -8358,6 +8400,7 @@ rumble@@tbamud.com 73 Tunnels in the Sewer -- Redferne 1-19 74 Newbie GRAVEyard -- Jojen 3- 5 75 ZAMBA -- Shimmer 14-18 + 78 GIDEON -- Arina 7-14 79 Redferne's Residence -- DikuMUD 12-26 83 GLUMGOLD's Sea -- Meyekul 10-30 86 DUKE Kalithorn's Keep -- Destiny 3-14 @@ -8484,11 +8527,11 @@ Zone names CAPITALIZED are accessed by teleporter. i.e. "teleport sanctus" Uncapitalized zones are linked through a capitalized zone. Teleporter Trigger: 99 -The above world includes: (as of Dec 2006): - 9375 mobiles 3456 prototypes - 9204 objects 4235 prototypes - 11505 rooms 185 zones - 1075 triggers +The above world includes: (as of 2009): + 9967 mobiles 3613 prototypes + 10686 objects 4512 prototypes + 12029 rooms 183 zones + 1396 triggers 315 shops If you wish to see what standards we have used to balance these zones just stop by TBA or see the help files on OBJ-LIMITS, MOB-LIMITS. @@ -8793,20 +8836,21 @@ ZMud (PC) - @Chttp://www.zuggsoft.com/zmud/down.asp#zMUD@n ZMud Free (PC) - http://forums.zuggsoft.com/index.php?page=4&action=file&file_id=18 CMUD (PC) - http://www.zuggsoft.com/cmud/ Portal (PC) - http://gameaxle.com/ -GMud (PC) - http://www.uberworld.org/gmud.exe (fits on a floppy). +GMud (PC) - http://sourceforge.net/projects/gmud/ (fits on a floppy). TinTin++ - http://tintin.sourceforge.net/ +Mushclient - http://www.gammon.com.au/mushclient/mushclient.htm Atlantis (Mac) - http://riverdark.net/atlantis/ Pueblo - http://pueblo.sf.net/ Fireclient (PC) - http://www.firebolt.com/download.php -Tinyfugue (Many platforms) - http://tf.tcp.com/~hawkeye/tf/ +Tinyfugue (Many platforms) - http://tinyfugue.sourceforge.net/ MCL (Linux) - http://www.andreasen.org/mcl/ MudMaster (DOS) - http://www.mud-master.com/index.html CRT (PC) - http://www.vandyke.com BetterTelnet (Mac) - http://www.cstone.net/~rbraun/mac/telnet/ PuTTY (PC) - http://www.chiark.greenend.org.uk/~sgtatham/putty/ -Cantrip (Mac OS 10) - http://www.solidsun.com/cm/ +Cantrip (Mac OS 10) - http://code.google.com/p/cantrip/ Savitar (Mac OS 10) - http://www.heynow.com/Savitar/ -RoAClient - http://www.rhoneware.com/RoAClient/ +RoAClient - http://rware.ncmp.net/roaclient/ Warning: Some clients will give you problems since they use special characters like the / character (Avplay, Mush, and SimpleMU) if you are getting weird @@ -11468,10 +11512,10 @@ DELETE SUICIDE select the option to delete your character. #0 -TRIGEDIT-OBJ-ACT DODGE SEARCH PEEK SCAN WHOIS OOC OUT-OF-CHARACTER DUALWIELD DUAL-WIELD SINGING REMORTS RECLASS CLANS SWIMMING COMPARE IEDIT LANGUAGES PERCENT-LOADING PERCENTAGE-LOADING IDENTIFY CLONES CLONING ZCLONE BERSERK CLANS MUSIC RACES IMC +TRIGEDIT-OBJ-ACT TRANSLATE DODGE SEARCH PEEK SCAN WHOIS OOC OUT-OF-CHARACTER DUALWIELD DUAL-WIELD SINGING REMORTS RECLASS CLANS SWIMMING COMPARE IEDIT LANGUAGES PERCENT-LOADING PERCENTAGE-LOADING IDENTIFY CLONES CLONING ZCLONE BERSERK CLANS MUSIC RACES IMC Not implemented. - + Translation engine: http://babelfish.yahoo.com/ #0 ORDINAL-DIRECTIONS NORTHWEST NORTHEAST SOUTHWEST SOUTHEAST NW SW SE NE STATLIST GEDIT TRUST ZDELETE MOUNTS RIDE TAME PARALYZE PARALYSE HASTE BLOCKING IGNORE COOK CAMPFIRES HORSES ZONE-DELETE IMC LINKLOAD INTERMUD @@ -12079,6 +12123,17 @@ From: justo tested the Zones. What have we got in that regard now ? Justo's Monthly Zone report +#31 +BUILDERS IMMORTALS + + A builder is a term usually used to describe a person who designs MUD zones +for other characters to explore. Any player with motivation, ideas, and good +writing style can be a builder as well as a player. As a Builder, your job is +to create the virtual world in which players can roam around, solve puzzles, +find treasures, and gain experience. A Builder creates the rooms, objects, +mobs, shops, and triggers with which players will interact. + +See also: OLC, REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, TRIGEDIT, AEDIT #31 TRIAL-VNUM-ASSIGNER ASSIGNER TRIAL-VNUM-LIMITER TBALIM JUNK-ASSIGNER LIMITER VNUM-ASSIGNER TASKS @@ -12254,8 +12309,8 @@ to goto and test them out. Your Vnum (look at your title to see what Vnum you were assigned) includes your trial room/mob/object. For example, if your title says: Rumble has trial Vnum 13900, this means I will make one room, one mob, and one object by editing that Vnum (i.e. redit 13900). Both the -mob and object must load in the room through zedit. Do not make a shop or -trigger with your Vnum, those are more advanced and should only be attempted +mob and object must load in the room through zedit. Do not make a shop, quest, +or trigger with your Vnum, those are more advanced and should only be attempted when the first four forms of OLC are well understood. Your Trial Vnum must have your name in the room title. This one Vnum is your chance to show off your building abilities. Every @@ -12274,6 +12329,7 @@ assigned a Vnum or zone please be patient and mudmail Rumble. Once you are assigned either of these do not remove them from your title. Your title should always have your trial vnum or your zone somewhere in it. +The best examples: 13593, 13700 #0 BOOBS NOASSHOLE TITS IMMORAL @@ -12753,4 +12809,14 @@ MOB: 1308 ~ - ~- ` ~ "~ ~ =~^ `~ ` `,_ , ` ~-^ ` ~^ ~^ -~^ ^~ -~^ -~ `^ ~~ -~ #31 +VOTE VOTING + +Please feel free to provide feedback of your TBA experience: + +http://www.mudconnect.com/mud-bin/vote_rank.cgi?mud=The+Builder+Academy +http://mudgamers.com/2009/01/01/the-builder-academy/ +http://www.topmudsites.com/vote-tbamud.html +http://www.themudslide.com/do_poll.html +http://www.mudlists.com/cgi-bin/exchange/vote.pl?member=519 +#1 $ diff --git a/lib/world/mob/0.mob b/lib/world/mob/0.mob index acb8919..9a557f5 100644 --- a/lib/world/mob/0.mob +++ b/lib/world/mob/0.mob @@ -576,9 +576,9 @@ This saleswoman is laden with gadgets and gizmos that are outrageously priced. has made her a success at pushing useless products on uneducated buyers. Only on a rare occasion does she sell anything useful. ~ -10 0 0 0 0 0 0 0 0 E -33 9 -9 6d6+330 5d5+5 -330 108900 +253962 0 0 0 2128 0 0 0 0 E +30 10 -8 6d6+300 5d5+5 +300 90000 8 8 2 E T 98 diff --git a/lib/world/mob/11.mob b/lib/world/mob/11.mob index ee0f207..6a5e271 100644 --- a/lib/world/mob/11.mob +++ b/lib/world/mob/11.mob @@ -94,4 +94,16 @@ bejewelled. 250 62500 8 8 2 E +#1199 +tester card player dealer~ +a tester dealer~ +A tester dealer stands here. +~ +It looks unfinished. +~ +10 0 0 0 0 0 0 0 0 E +0 20 10 1d1+0 1d1+0 +0 0 +8 8 1 +E $ diff --git a/lib/world/mob/12.mob b/lib/world/mob/12.mob index 9883654..5b0e505 100644 --- a/lib/world/mob/12.mob +++ b/lib/world/mob/12.mob @@ -11,7 +11,7 @@ The Immortal Innkeeper is organizing her books here. 8 8 2 E #1201 -postmasters~ +postmaster~ the Immortal Postmaster~ The Immortal Postmaster is hard at work here. ~ @@ -215,19 +215,8 @@ the test mob~ Test mobs can be whatever you want them to be. ~ 8 0 0 0 0 0 0 0 0 E -22 13 -3 4d4+220 3d3+3 -220 48400 +3 19 8 0d0+30 1d2+0 +30 900 8 8 0 -Str: 14 -Dex: 14 -Int: 14 -Wis: 14 -Con: 14 -Cha: 14 -SavingPara: 5 -SavingRod: 5 -SavingPetri: 5 -SavingBreath: 5 -SavingSpell: 5 E $ diff --git a/lib/world/mob/30.mob b/lib/world/mob/30.mob index fe54430..28218bd 100644 --- a/lib/world/mob/30.mob +++ b/lib/world/mob/30.mob @@ -142,6 +142,35 @@ it would help to make a better impression. 330 108900 8 8 1 E +#3011 +travelling saleswoman woman~ +the travelling saleswoman~ +This saleswoman is laden with gadgets and gizmos that are outrageously priced. +~ + A combination of good business sense, charming personality, and good looks +has made her a success at pushing useless products on uneducated buyers. Only +on a rare occasion does she sell anything useful. +~ +253962 0 0 0 0 0 0 0 0 E +30 10 -8 6d6+300 5d5+5 +300 90000 +8 8 2 +E +#3012 +kind soul~ +a kind soul~ +A very kind and caring soul is here looking out for those who need it. +~ + She immediately reminds you of your mother. Constantly worrying about +everyone and everything. She is always around to help out those who have hit +hard times and need a little boost. +~ +253962 0 0 0 0 0 0 0 0 E +30 10 -8 6d6+300 5d5+5 +300 90000 +8 8 2 +E +T 3016 #3020 master mage guildmasters~ the mages' guildmaster~ diff --git a/lib/world/mob/index b/lib/world/mob/index index 1abff80..3728723 100644 --- a/lib/world/mob/index +++ b/lib/world/mob/index @@ -80,7 +80,6 @@ 169.mob 175.mob 186.mob -186.mob 187.mob 200.mob 201.mob diff --git a/lib/world/obj/0.obj b/lib/world/obj/0.obj index ad30864..dbb323a 100644 --- a/lib/world/obj/0.obj +++ b/lib/world/obj/0.obj @@ -31,6 +31,10 @@ The email listing of the gods is pinned against the wall.~ 0 0 0 0 1 1 0 30 E +emails listing~ + HELP CONTACT +~ +E wizlist~ Implementors ~~~~~~~~~~~ @@ -47,10 +51,6 @@ wizlist~ Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor Theophilus Tocamat Torpidai Treestump Tuskony Zizazat ~ -E -emails listing~ - HELP CONTACT -~ #5 foraged berries~ some foraged berries~ @@ -1128,7 +1128,7 @@ A strange device labeled "teleporter" was left here.~ ~ 12 0 0 0 0 a 0 0 0 0 0 0 0 0 0 0 0 -10 100 0 0 +1 10 0 0 T 99 T 176 E diff --git a/lib/world/obj/30.obj b/lib/world/obj/30.obj index c722ef5..cd6696a 100644 --- a/lib/world/obj/30.obj +++ b/lib/world/obj/30.obj @@ -46,6 +46,24 @@ A key made of a dull metal is lying on the ground here.~ 18 cdq 0 0 0 ao 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 +#3006 +teleporter~ +the teleporter~ +A strange device labeled "teleporter" was left here.~ +~ +12 0 0 0 0 a 0 0 0 0 0 0 0 +0 0 0 0 +1 10 0 0 +T 3014 +T 3015 +E +teleporter~ + This teleporter is used to transfer players between zones. Accessible zones +are listed under HELP AREAS by being CAPITALIZED. For example to teleport to: + 74 Newbie GRAVEyard -- Jojen 3- 5 +type: teleport grave + The teleporter may also be used to recall back to Midgaard at any time. +~ #3009 waybread bread~ a waybread~ @@ -131,17 +149,17 @@ sword small~ a small sword~ A small sword lies here.~ ~ -5 n 0 0 0 an 0 0 0 0 0 0 0 +5 e 0 0 0 an 0 0 0 0 0 0 0 0 1 6 11 3 60 10 0 E -sword small~ - The small sword seems to have an inscription of some sort. -~ -E inscription~ It says: 'May this sword be a good companion. ' ~ +E +sword small~ + The small sword seems to have an inscription of some sort. +~ #3022 sword long~ a long sword~ @@ -259,7 +277,7 @@ a candle~ A candle lies here, unlit.~ ~ 1 0 0 0 0 ao 0 0 0 0 0 0 0 -0 0 4 0 +0 0 -1 0 1 5 1 0 E candle~ @@ -510,6 +528,44 @@ A pair of leather pants is lying on the ground.~ 9 0 0 0 0 af 0 0 0 0 0 0 0 3 0 0 0 8 150 10 0 +#3082 +leather gorget neck guard~ +a leather gorget~ +A leather neck guard has been left here~ +~ +9 0 0 0 0 ac 0 0 0 0 0 0 0 +3 0 0 0 +1 0 0 0 +E +leather gorget neck guard~ + This leather neck guard is meant to protect the throat and face in battle. +~ +#3083 +leather ring~ +a leather ring~ +A leather wring with strange symbols lies here.~ +~ +11 0 0 0 0 ab 0 0 0 0 0 0 0 +1 0 0 0 +1 10 1 0 +E +leather ring~ + The ring used to have some strange writing and symbols around the band but it +has become so worn with time and use that it is unreadable. +~ +#3084 +leather boots~ +a pair of leather boots~ +A pair of leather boots is lying here.~ +~ +11 0 0 0 0 ag 0 0 0 0 0 0 0 +4 0 0 0 +2 11 0 0 +E +leather boots~ + The boots are worn with age but well oiled and polished to still remain +useable. +~ #3085 sleeves bronze~ a pair of bronze sleeves~ @@ -526,6 +582,50 @@ A pair of leather sleeves is lying on the ground.~ 9 0 0 0 0 ai 0 0 0 0 0 0 0 2 0 0 0 4 75 10 0 +#3087 +brown leather cape~ +a brown leather cape~ +A brown leather cape was abandoned on the floor~ +~ +9 0 0 0 0 ak 0 0 0 0 0 0 0 +5 0 0 0 +4 100 0 0 +E +brown leather cape~ + It is a rough brown leather cape that is frayed at the end. +~ +A +1 1 +#3088 +leather old belt~ +an old leather belt~ +A belt made of leather was left here.~ +~ +9 e 0 0 0 al 0 0 0 0 0 0 0 +2 0 0 0 +1 30 0 0 +E +belt leather old~ + It looks very, very old. +~ +A +18 2 +A +1 1 +#3089 +leather wristguard~ +a leather wristguard~ +A leather wristguard lies in the dirt.~ +~ +9 0 0 0 0 am 0 0 0 0 0 0 0 +1 0 0 0 +3 30 0 0 +E +leather wristguard~ + The wristguard has been heavily oiled and is extremely flexible and +supportive. It is laced with some leather string to loosen and tighten to +almost any size. +~ #3096 boards social bulletin gen_boards~ a social bulletin board~ @@ -535,13 +635,13 @@ A large, sociable bulletin board is mounted on a wall here.~ 0 0 0 0 0 0 0 0 E -board~ - If you can read this, the board is not working. -~ -E social bulletin~ Use 'look board' to read the board. ~ +E +board~ + If you can read this, the board is not working. +~ #3097 boards frozen bulletin gen_boards~ a frozen bulletin board~ @@ -551,13 +651,13 @@ A large bulletin board is here, carved from a block of ice.~ 0 0 0 0 0 0 0 0 E -board~ - If you can read this, the board is not working. -~ -E freeze bulletin~ Use 'look board' to read the board. ~ +E +board~ + If you can read this, the board is not working. +~ #3098 boards holy bulletin gen_boards~ a holy bulletin board~ @@ -567,13 +667,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~ 0 0 0 0 0 0 0 0 E -board~ - If you can read this, the board is not working. -~ -E holy bulletin~ Use 'look board' to read the board. ~ +E +board~ + If you can read this, the board is not working. +~ #3099 boards bulletin gen_boards~ a bulletin board~ @@ -583,11 +683,11 @@ A large bulletin board is mounted on a wall here.~ 0 0 0 0 0 0 0 0 E -board~ - If you can read this, the board is not working. -~ -E bulletin~ Use 'look board' to read the board. ~ +E +board~ + If you can read this, the board is not working. +~ $~ diff --git a/lib/world/obj/index b/lib/world/obj/index index 761cbc9..0a94f6c 100644 --- a/lib/world/obj/index +++ b/lib/world/obj/index @@ -79,7 +79,6 @@ 169.obj 175.obj 186.obj -186.obj 187.obj 200.obj 201.obj diff --git a/lib/world/qst/index b/lib/world/qst/index index b6b68da..8f59cfc 100644 --- a/lib/world/qst/index +++ b/lib/world/qst/index @@ -1,2 +1,3 @@ 0.qst +1.qst $ diff --git a/lib/world/shp/0.shp b/lib/world/shp/0.shp index 4394d85..e74f508 100644 --- a/lib/world/shp/0.shp +++ b/lib/world/shp/0.shp @@ -16,7 +16,7 @@ CircleMUD v3.0 Shop File~ 6 98 0 -3001 +100 -1 0 28 diff --git a/lib/world/shp/30.shp b/lib/world/shp/30.shp index d07cf65..bcc96ee 100644 --- a/lib/world/shp/30.shp +++ b/lib/world/shp/30.shp @@ -1,375 +1,398 @@ -CircleMUD v3.0 Shop File~ -#3000~ -3050 -3051 -3052 -3053 -3054 --1 -1.15 -0.15 -2 -3 -4 -10 --1 -%s Sorry, I haven't got exactly that item.~ -%s You don't seem to have that.~ -%s I don't buy such items.~ -%s That is too expensive for me!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -3000 -2 -3033 --1 -0 -28 -0 -0 -#3001~ -3009 -3010 -3011 --1 -1.40 -0.90 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Oops - %d a minor bug - please report!~ -0 -6 -3001 -0 -3009 --1 -0 -28 -0 -0 -#3002~ -3030 -3031 -3032 -3033 -3036 --1 -1.50 -0.40 -1 -8 -15 --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I don't buy THAT... Try another shop.~ -%s I can't afford such a treasure.~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -3002 -0 -3010 --1 -0 -28 -0 -0 -#3003~ -3020 -3021 -3022 -3023 -3024 -3025 --1 -1.30 -0.40 -5 --1 -%s I haven't got that kind of a weapon!~ -%s You don't carry that weapon!~ -%s I only buy weapons.~ -%s I can't afford such a great weapon!~ -%s sorry, but NO CREDIT!~ -%s That costs just %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3003 -0 -3011 --1 -0 -28 -0 -0 -#3004~ -3040 -3041 -3042 -3043 -3044 -3045 -3046 -3070 -3071 -3075 -3076 -3080 -3081 -3085 -3086 --1 -1.20 -0.50 -9 --1 -%s Haven't got that on storage - try list!~ -%s You don't seem to have that.~ -%s I only buy armors.. Go away!~ -%s That is too expensive for me - Try a wizard!~ -%s You can't afford it!~ -%s That'll be %d coins, please.~ -%s You'll get %d coins for it!~ -0 -6 -3004 -0 -3020 --1 -0 -28 -0 -0 -#3006~ -3060 -3061 --1 -1.20 -0.90 -22 --1 -%s Sorry pal, I have not got that kind of ship.~ -%s Ok, but let me see it first.~ -%s I only trade ships.~ -%s I can't afford such a nice ship.~ -%s This ship is too expensive for you.~ -%s Here is your ship, I'll take %d gold coins.~ -%s What a fine deal, you get %d gold coins.~ -0 -6 -3006 -0 -3049 --1 -6 -22 -0 -0 -#3007~ --1 -2.00 -0.50 --1 -%s Sorry, you aren't on my list of people I can sell to.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, I don't buy from outsiders.~ -%s Sorry, but here, no money means no goods!~ -%s That will be %d coins, please. Thank you.~ -%s Here, you can have %d coins for that.~ -2 -6 -3007 -1 -3050 --1 -0 -28 -0 -0 -#3009~ -3102 -3103 -3104 --1 -1.20 -0.80 --1 -%s Sorry, I don't have that -- try list!~ -%s Sorry, I don't buy waters from outsiders.~ -%s Sorry, I don't buy waters from outsiders.~ -%s Sorry, I don't buy waters from outsiders.~ -%s Sorry, but here, no money means no water!~ -%s That will be %d coins, please. Thank you.~ -%s Here, you can have %d coins for that.~ -0 -6 -3009 -0 -3058 --1 -0 -28 -0 -0 -#3040~ -3000 -3001 -3002 -3003 -3004 --1 -1.10 -0.90 --1 -%s It's very noisy in here, what did you say you wanted to buy?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Are you drunk or what?? - NO CREDIT!~ -%s That'll be - say %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3040 -0 -3007 --1 -0 -28 -0 -0 -#3042~ -3002 -3003 --1 -1.20 -0.80 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3042 -112 -3018 --1 -0 -28 -0 -0 -#3043~ -3002 -3004 --1 -1.10 -0.90 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3043 -104 -3003 --1 -0 -28 -0 -0 -#3044~ -3003 -3004 --1 -1.70 -0.80 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3044 -88 -3028 --1 -0 -28 -0 -0 -#3045~ -3002 -3003 -3004 --1 -1.50 -0.75 --1 -%s Haven't got that on storage - try list!~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s If you have no money, you'll have to go!~ -%s That'll be %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3045 -56 -3022 --1 -0 -28 -0 -0 -#3046~ -3004 -3003 --1 -1.30 -0.70 --1 -%s It's very noisy in here, what did you say you wanted to buy?~ -%s I don't buy!~ -%s I don't buy!~ -%s I don't buy!~ -%s Oh, bugger off, NO CREDIT!~ -%s That'll be - say %d coins.~ -%s Here, you can have %d coins for that.~ -0 -6 -3046 -0 -3048 --1 -0 -28 -0 -0 -$~ +CircleMUD v3.0 Shop File~ +#3000~ +3050 +3051 +3052 +3053 +3054 +-1 +1.15 +0.15 +2 +3 +4 +10 +-1 +%s Sorry, I haven't got exactly that item.~ +%s You don't seem to have that.~ +%s I don't buy such items.~ +%s That is too expensive for me!~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s You'll get %d coins for it!~ +0 +6 +3000 +2 +3033 +-1 +0 +28 +0 +0 +#3001~ +3009 +3010 +3011 +-1 +1.40 +0.90 +-1 +%s Haven't got that on storage - try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s If you have no money, you'll have to go!~ +%s That'll be %d coins.~ +%s Oops - %d a minor bug - please report!~ +0 +6 +3001 +0 +3009 +-1 +0 +28 +0 +0 +#3002~ +3030 +3031 +3032 +3033 +3036 +-1 +1.50 +0.40 +1 +8 +15 +-1 +%s Haven't got that on storage - try list!~ +%s You don't seem to have that.~ +%s I don't buy THAT... Try another shop.~ +%s I can't afford such a treasure.~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s You'll get %d coins for it!~ +0 +6 +3002 +0 +3010 +-1 +0 +28 +0 +0 +#3003~ +3020 +3021 +3022 +3023 +3024 +3025 +-1 +1.30 +0.40 +5 +-1 +%s I haven't got that kind of a weapon!~ +%s You don't carry that weapon!~ +%s I only buy weapons.~ +%s I can't afford such a great weapon!~ +%s sorry, but NO CREDIT!~ +%s That costs just %d coins.~ +%s Here, you can have %d coins for that.~ +0 +6 +3003 +0 +3011 +-1 +0 +28 +0 +0 +#3004~ +3040 +3041 +3042 +3043 +3044 +3045 +3046 +3070 +3071 +3075 +3076 +3080 +3081 +3085 +3086 +-1 +1.20 +0.50 +9 +-1 +%s Haven't got that on storage - try list!~ +%s You don't seem to have that.~ +%s I only buy armors.. Go away!~ +%s That is too expensive for me - Try a wizard!~ +%s You can't afford it!~ +%s That'll be %d coins, please.~ +%s You'll get %d coins for it!~ +0 +6 +3004 +0 +3020 +-1 +0 +28 +0 +0 +#3005~ +3006 +-1 +1.20 +0.90 +-1 +%s Sorry, I don't stock that item.~ +%s You don't seem to have that.~ +%s I don't trade in such items.~ +%s I can't afford that!~ +%s You are too poor!~ +%s That'll be %d coins, thanks.~ +%s I'll give you %d coins for that.~ +0 +6 +3011 +0 +3000 +-1 +0 +28 +0 +0 +#3006~ +3060 +3061 +-1 +1.20 +0.90 +22 +-1 +%s Sorry pal, I have not got that kind of ship.~ +%s Ok, but let me see it first.~ +%s I only trade ships.~ +%s I can't afford such a nice ship.~ +%s This ship is too expensive for you.~ +%s Here is your ship, I'll take %d gold coins.~ +%s What a fine deal, you get %d gold coins.~ +0 +6 +3006 +0 +3049 +-1 +6 +22 +0 +0 +#3007~ +-1 +2.00 +0.50 +-1 +%s Sorry, you aren't on my list of people I can sell to.~ +%s Sorry, I don't buy from outsiders.~ +%s Sorry, I don't buy from outsiders.~ +%s Sorry, I don't buy from outsiders.~ +%s Sorry, but here, no money means no goods!~ +%s That will be %d coins, please. Thank you.~ +%s Here, you can have %d coins for that.~ +2 +6 +3007 +1 +3050 +-1 +0 +28 +0 +0 +#3009~ +3102 +3103 +3104 +-1 +1.20 +0.80 +-1 +%s Sorry, I don't have that -- try list!~ +%s Sorry, I don't buy waters from outsiders.~ +%s Sorry, I don't buy waters from outsiders.~ +%s Sorry, I don't buy waters from outsiders.~ +%s Sorry, but here, no money means no water!~ +%s That will be %d coins, please. Thank you.~ +%s Here, you can have %d coins for that.~ +0 +6 +3009 +0 +3058 +-1 +0 +28 +0 +0 +#3040~ +3000 +3001 +3002 +3003 +3004 +-1 +1.10 +0.90 +-1 +%s It's very noisy in here, what did you say you wanted to buy?~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s Are you drunk or what?? - NO CREDIT!~ +%s That'll be - say %d coins.~ +%s Here, you can have %d coins for that.~ +0 +6 +3040 +0 +3007 +-1 +0 +28 +0 +0 +#3042~ +3002 +3003 +-1 +1.20 +0.80 +-1 +%s Haven't got that on storage - try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s If you have no money, you'll have to go!~ +%s That'll be %d coins.~ +%s Here, you can have %d coins for that.~ +0 +6 +3042 +112 +3018 +-1 +0 +28 +0 +0 +#3043~ +3002 +3004 +-1 +1.10 +0.90 +-1 +%s Haven't got that on storage - try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s If you have no money, you'll have to go!~ +%s That'll be %d coins.~ +%s Here, you can have %d coins for that.~ +0 +6 +3043 +104 +3003 +-1 +0 +28 +0 +0 +#3044~ +3003 +3004 +-1 +1.70 +0.80 +-1 +%s Haven't got that on storage - try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s If you have no money, you'll have to go!~ +%s That'll be %d coins.~ +%s Here, you can have %d coins for that.~ +0 +6 +3044 +88 +3028 +-1 +0 +28 +0 +0 +#3045~ +3002 +3003 +3004 +-1 +1.50 +0.75 +-1 +%s Haven't got that on storage - try list!~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s If you have no money, you'll have to go!~ +%s That'll be %d coins.~ +%s Here, you can have %d coins for that.~ +0 +6 +3045 +56 +3022 +-1 +0 +28 +0 +0 +#3046~ +3004 +3003 +-1 +1.30 +0.70 +-1 +%s It's very noisy in here, what did you say you wanted to buy?~ +%s I don't buy!~ +%s I don't buy!~ +%s I don't buy!~ +%s Oh, bugger off, NO CREDIT!~ +%s That'll be - say %d coins.~ +%s Here, you can have %d coins for that.~ +0 +6 +3046 +0 +3048 +-1 +0 +28 +0 +0 +$~ diff --git a/lib/world/trg/0.trg b/lib/world/trg/0.trg index 75e71a9..9e1660a 100644 --- a/lib/world/trg/0.trg +++ b/lib/world/trg/0.trg @@ -1829,8 +1829,9 @@ l~ if %cmd.mudcommand% == look && %arg% /= orb %send% %actor% As you look at the orb a feeling of peace and serenity comes over you. %echoround% %actor% %actor.name% stares at the orb. +else + return 0 end -return 0 ~ #63 Mob Speech and Expressions Example~ @@ -2749,7 +2750,7 @@ end #98 Mob Act - 98 Teleporter Give~ 0 e 0 -has entered the game.~ +steps out of space and time.~ * By Rumble of The Builder Academy tbamud.com 9091 if %actor.is_pc% if !%actor.eq(*)% @@ -2821,7 +2822,7 @@ set ant 4600 set zodiac 5701 set grave 7401 set zamba 7500 -set gidean 7801 +set gideon 7801 set glumgold 8301 set duke 8660 set oasis 9000 diff --git a/lib/world/trg/1.trg b/lib/world/trg/1.trg index 2e3567d..7a2ec18 100644 --- a/lib/world/trg/1.trg +++ b/lib/world/trg/1.trg @@ -634,7 +634,7 @@ end ~ #137 Thief Guildmaster Steals - M122~ -0 b 100 +0 b 5 ~ * By Rumble of The Builder Academy tbamud.com 9091 * Idea taken from cheesymud.com @@ -1974,8 +1974,7 @@ set txt[21] I count him braver who overcomes his desires than him who conquers h set txt[22] The unfortunate need people who will be kind to them; the prosperous need people to be kind to. set txt[23] Youth is easily deceived, because it is quick to hope. set txt[24] Teaching is the highest form of understanding. -set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habitset txt[26] The exemplary moral virtue of a military man is courage. Because it is a moral virtue, involving feeling as well as reason, one achieves it by avoiding the pitfalls of excess or defect. -set txt[27] Courage is a man's ability to handle fear. +set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habitset txt[27] Courage is a man's ability to handle fear. set speech %%txt[%max%]%% eval speech %speech% say %speech% @@ -1986,14 +1985,15 @@ Confucius - 23~ ~ * By Rumble of The Builder Academy tbamud.com 9091 * Confucius - M23 - T186 By Rumble -eval max %random.27% +set max 45.27% set txt[1] Before you embark on a journey of revenge, dig two graves. set txt[2] Everything has its beauty but not everyone sees it. set txt[3] Forget injuries, never forget kindnesses. set txt[4] It does not matter how slowly you go so long as you do not stop. set txt[5] Respect yourself and others will respect you. set txt[6] Study the past if you would define the future. -set txt[7] The superior man, when resting in safety, does not forget that danger may come. When in a state of security he does not forget the possibility of ruin. When all is orderly, he does not forget that disorder may come. Thus his person is not endanset txt[8] What the superior man seeks is in himself; what the small man seeks is in others. +set txt[7] The superior man, when resting in safety, does not forget that danger may come. When in a state of security he does not forget the possibility of ruin. When all is orderly, he does not forget that disorder may come. +set txt[8] What the superior man seeks is in himself; what the small man seeks is in others. set txt[9] Wheresoever you go, go with all your heart. set txt[10] By nature, men are nearly alike; by practice, they get to be wide apart. set txt[11] A man who has committed a mistake and doesn't correct it, is committing another mistake. @@ -2001,7 +2001,7 @@ set txt[12] If you know, to recognize that you know, If you don't know, to reali set txt[13] Never hesitate to ask a lesser person. set txt[14] People with virtue must speak out; People who speak are not all virtuous. set txt[15] What you do not wish upon yourself, extend not to others. -set txt[16] We take great pains to persuade other that we are happy than in endeavouring to think so ourselves. +set txt[16] We take great pains to persuade other that we are happy than in endeavoring to think so ourselves. set txt[17] Better a diamond with a flaw than a pebble without. set txt[18] The people may be made to follow a path of action, but they may not be made to understand it. set txt[19] The superior man is modest in his speech, but exceeds in his actions. @@ -2013,8 +2013,7 @@ set txt[24] What you do not want done to yourself, do not do to others. set txt[25] When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge. set txt[26] In any prisoner situation when you are communicating with a fellow prisoner be sure to agree about a danger signal first. Second make a cover story in case you are caught, and third, you need to decide on a backup communication system. set txt[27] The superior man understands what is right; the inferior man understands what is accepted by a majority. -set speech %%txt[%max%]%% -eval speech %speech% +eval speech %%txt[0%]%% say %speech% ~ #187 diff --git a/lib/world/trg/11.trg b/lib/world/trg/11.trg index d4e6398..efff948 100644 --- a/lib/world/trg/11.trg +++ b/lib/world/trg/11.trg @@ -277,7 +277,7 @@ can't be interacted with~ 0 c 100 *~ if %self.alias% /= %arg% || %arg% /= %self.alias% - %send% %actor.name% %self.name% is frozen by some unnatural magic. + %send% %actor% %self.name% is frozen by some unnatural magic. else return 0 end @@ -286,7 +286,7 @@ end Rooms don't allow casting~ 2 p 100 ~ -%send% %actor.name% The powerful magic of this place absorbs your spell. +%send% %actor% The powerful magic of this place absorbs your spell. ~ #1117 Mobs get out of fight~ @@ -1083,4 +1083,415 @@ nop %actor.class(cleric)% set %actor.class(cleric)% %actor.class(cleric)% ~ +#1138 +test imm force~ +2 c 100 +test~ +%force% testdet say test +%force% testdet redit +~ +#1139 +test echo card~ +2 c 100 +test~ +set UL1 _ +set UM1 _ +set UR1 _ +set UL4 | +set UL2 | +set UM4 | +set UM2 | +set UR4 | +set UR2 | +set ULn ... +set UMn ... +set URn ... +set UL3 _ +set UM3 _ +set UR3 _ +set ML1 _ +set MM1 _ +set MR1 _ +set ML4 | +set ML2 | +set MM4 | +set MM2 | +set MR4 | +set MR2 | +set MLn ... +set MMn ... +set MRn ... +set ML3 _ +set MM3 _ +set MR3 _ +set LL1 _ +set LM1 _ +set LR1 _ +set LL4 | +set LL2 | +set LM4 | +set LM2 | +set LR4 | +set LR2 | +set LLn ... +set LMn ... +set LRn ... +set LL3 _ +set LM3 _ +set LR3 _ +global UL1 +global UL2 +global UL3 +global UL4 +global UM1 +global UM2 +global UM3 +global UM4 +global UR1 +global UR2 +global UR3 +global UR4 +global ML1 +global ML2 +global ML3 +global ML4 +global MM1 +global MM2 +global MM3 +global MM4 +global MR1 +global MR2 +global MR3 +global MR4 +global LL1 +global LL2 +global LL3 +global LL4 +global LM1 +global LM2 +global LM3 +global LM4 +global LR1 +global LR2 +global LR3 +global LR4 +set ulc w +set umc w +set urc w +set mlc w +set mmc w +set mrc w +set llc w +set lmc w +set lrc w +global ulc +global umc +global urc +global mlc +global mmc +global mrc +global llc +global lmc +global lrc +%echo% @n _______________ +%echo% @n| @%ulc%_@Y%UL1%@%ulc%_ @%umc%_@Y%UM1%@%umc%_ @%urc%_@Y%UR1%@%urc%_@n | +%echo% @n|@%ulc%| |@%umc%| |@%urc%| |@n| +%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n| +%echo% @n|@%ulc%|@u%ULn%@n@%ulc%|@%umc%|@u%UMn%@n@%umc%|@%urc%|@u%URn%@n@%urc%|@n| +%echo% @n|@%ulc%|_@Y%UL3%@%ulc%_|@%umc%|_@Y%UM3%@%umc%_|@%urc%|_@Y%UR3%@%urc%_|@n| +%echo% @n|@%mlc% _@Y%ML1%@%mlc%_ @%mmc%_@Y%MM1%@%mmc%_ @%mrc%_@Y%MR1%@%mrc%_@n | +%echo% @n|@%mlc%| |@%mmc%| |@%mrc%| |@n| +%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n| +%echo% @n|@%mlc%|@u%MLn%@n@%mlc%|@%mmc%|@u%MMn%@n@%mmc%|@%mrc%|@u%MRn%@n@%mrc%|@n| +%echo% @n|@%mlc%|_@Y%ML3%@%mlc%_|@%mmc%|_@Y%MM3%@%mmc%_|@%mrc%|_@Y%MR3%@%mrc%_|@n| +%echo% @n|@%llc% _@Y%LL1%@%llc%_ @%lmc%_@Y%LM1%@%lmc%_ @%lrc%_@Y%LR1%@%lrc%_ @n| +%echo% @n|@%llc%| |@%lmc%| |@%lrc%| |@n| +%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n| +%echo% @n|@%llc%|@u%LLn%@n@%llc%|@%lmc%|@u%LMn%@n@%lmc%|@%lrc%|@u%LRn%@n@%lrc%|@n| +%echo% @n|@%llc%|_@Y%LL3%@%llc%_|@%lmc%|_@Y%LM3%@%lmc%_|@%lrc%|_@Y%LR3%@%lrc%_|@n| +%echo% @n|_______________| +~ +#1140 +dealer say new game~ +0 d 0 +new game~ +wait 1s +if %actor.varexists(ffplaying)% + %send% %actor% @GYou are already playing a game.@n + %send% %actor% @GIf you forfeit, you will lose the cards you've won.@n + %send% %actor% @GYour opponent will keep the cards they've won.@n + %send% %actor% @GSay forfeit to accept this and end the game.@n + %send% %actor% @GSay continue to carry on with your current game.@n +elseif %playing% + %echo% Sorry, I'm already playing a game. +else + %send% %actor% Starting new game! + set UL1 _ + set UM1 _ + set UR1 _ + set UL4 | + set UL2 | + set UM4 | + set UM2 | + set UR4 | + set UR2 | + set ULn ... + set UMn ... + set URn ... + set UL3 _ + set UM3 _ + set UR3 _ + set ML1 _ + set MM1 _ + set MR1 _ + set ML4 | + set ML2 | + set MM4 | + set MM2 | + set MR4 | + set MR2 | + set MLn ... + set MMn ... + set MRn ... + set ML3 _ + set MM3 _ + set MR3 _ + set LL1 _ + set LM1 _ + set LR1 _ + set LL4 | + set LL2 | + set LM4 | + set LM2 | + set LR4 | + set LR2 | + set LLn ... + set LMn ... + set LRn ... + set LL3 _ + set LM3 _ + set LR3 _ + global lrn + global lmn + global lln + global mrn + global mmn + global mln + global umn + global urn + global uln + global UL1 + global UL2 + global UL3 + global UL4 + global UM1 + global UM2 + global UM3 + global UM4 + global UR1 + global UR2 + global UR3 + global UR4 + global ML1 + global ML2 + global ML3 + global ML4 + global MM1 + global MM2 + global MM3 + global MM4 + global MR1 + global MR2 + global MR3 + global MR4 + global LL1 + global LL2 + global LL3 + global LL4 + global LM1 + global LM2 + global LM3 + global LM4 + global LR1 + global LR2 + global LR3 + global LR4 + set ulc w + set umc w + set urc w + set mlc w + set mmc w + set mrc w + set llc w + set lmc w + set lrc w + global ulc + global umc + global urc + global mlc + global mmc + global mrc + global llc + global lmc + global lrc + set ffplaying 1 + remote ffplaying %actor.id% + set playing 1 + global playing + wait 1s + %echo% Heads you start, tails I start. + wait 1s + %echo% flips a coin... + wait 2s + switch 2 + case 1 + %echo% The coin comes up heads. + wait 1s + %echo% Ok, you go first, choose your card and position. + break + case 2 + %echo% The coin comes up tails. + wait 1s + %echo% Ok, I'll go first. + %force% %actor% xxxchoose + break + default + %echo% The coin comes up heads. + wait 1s + %echo% Ok, you go first, choose your card and position. + break + done +end +~ +#1141 +mob xxxchoose~ +2 c 100 +xxxchoose~ +switch %random.5% + case 1 + set cardchoice 001 + break + case 2 + set cardchoice 002 + break + case 3 + set cardchoice 003 + break + case 4 + set cardchoice 004 + break + case 5 + set cardchoice 005 + break + default + set cardchoice 005 + break +done +global cardchoice +switch %random.9% + case 1 + set cardpos UL + break + case 2 + set cardpos UM + break + case 3 + set cardpos UR + break + case 4 + set cardpos ML + break + case 5 + set cardpos MM + break + case 6 + set cardpos MR + break + case 7 + set cardpos LL + break + case 8 + set cardpos LM + break + case 9 + set cardpos LR + break +done +global cardpos +%force% %actor% xxxcardchoice %cardchoice% +~ +#1142 +actor xxxcardchoice~ +2 c 100 +xxxcardchoice~ +%echo% I'm going to put card %cardchoice% in the %cardpos% position. +switch %arg% + case 001 + set %cardpos%1 2 + set %cardpos%2 1 + set %cardpos%3 2 + set %cardpos%4 1 + break + case 002 + set %cardpos%1 1 + set %cardpos%2 2 + set %cardpos%3 1 + set %cardpos%4 2 + break + case 003 + set %cardpos%1 2 + set %cardpos%2 2 + set %cardpos%3 2 + set %cardpos%4 1 + break + case 004 + set %cardpos%1 2 + set %cardpos%2 1 + set %cardpos%3 2 + set %cardpos%4 2 + break + case 005 + set %cardpos%1 2 + set %cardpos%2 2 + set %cardpos%3 2 + set %cardpos%4 2 + break +done +global %cardpos%1 +global %cardpos%2 +global %cardpos%3 +global %cardpos%4 +~ +#1143 +show board~ +2 c 100 +show~ +%echo% @n _______________ +%echo% @n| @%ulc%_@Y%UL1%@%ulc%_ @%umc%_@Y%UM1%@%umc%_ @%urc%_@Y%UR1%@%urc%_@n | +%echo% @n|@%ulc%| |@%umc%| |@%urc%| |@n| +%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n| +%echo% @n|@%ulc%|@u%ULn%@n@%ulc%|@%umc%|@u%UMn%@n@%umc%|@%urc%|@u%URn%@n@%urc%|@n| +%echo% @n|@%ulc%|_@Y%UL3%@%ulc%_|@%umc%|_@Y%UM3%@%umc%_|@%urc%|_@Y%UR3%@%urc%_|@n| +%echo% @n|@%mlc% _@Y%ML1%@%mlc%_ @%mmc%_@Y%MM1%@%mmc%_ @%mrc%_@Y%MR1%@%mrc%_@n | +%echo% @n|@%mlc%| |@%mmc%| |@%mrc%| |@n| +%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n| +%echo% @n|@%mlc%|@u%MLn%@n@%mlc%|@%mmc%|@u%MMn%@n@%mmc%|@%mrc%|@u%MRn%@n@%mrc%|@n| +%echo% @n|@%mlc%|_@Y%ML3%@%mlc%_|@%mmc%|_@Y%MM3%@%mmc%_|@%mrc%|_@Y%MR3%@%mrc%_|@n| +%echo% @n|@%llc% _@Y%LL1%@%llc%_ @%lmc%_@Y%LM1%@%lmc%_ @%lrc%_@Y%LR1%@%lrc%_ @n| +%echo% @n|@%llc%| |@%lmc%| |@%lrc%| |@n| +%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n| +%echo% @n|@%llc%|@u%LLn%@n@%llc%|@%lmc%|@u%LMn%@n@%lmc%|@%lrc%|@u%LRn%@n@%lrc%|@n| +%echo% @n|@%llc%|_@Y%LL3%@%llc%_|@%lmc%|_@Y%LM3%@%lmc%_|@%lrc%|_@Y%LR3%@%lrc%_|@n| +%echo% @n|_______________| +~ +#1144 +new trigger~ +2 c 100 +test~ +%echo% var is %var% +%echo% var2 is %var2% +%echo% coloured var is @Y%var%@n +set col Y +%echo% var coloured var is @%col%%var%@n +~ $~ diff --git a/lib/world/trg/13.trg b/lib/world/trg/13.trg index 4bbfe47..b4eb112 100644 --- a/lib/world/trg/13.trg +++ b/lib/world/trg/13.trg @@ -1831,8 +1831,8 @@ if %actor.varexists(TBA_trial_vnum)% && %actor.level% == 31 %send% %actor% You cannot enable nohassle until you finish your trial vnum. elseif %cmd.mudcommand% == buildwalk || (%cmd.mudcommand% == toggle && buildwalk /= %arg.car%) %send% %actor% You cannot enable buildwalk until you finish your trial vnum. - elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete - %send% %actor% Sedit, Trigedit, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum. + elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == qedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete + %send% %actor% Sedit, Trigedit, Qedit, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum. elseif %cmd.mudcommand% == zpurge %send% %actor% Zpurge is not required for your trial vnum. Use 'purge' or 'purge item.' elseif %cmd.mudcommand% == sacrifice diff --git a/lib/world/trg/261.trg b/lib/world/trg/261.trg index ede8ae5..934a155 100644 --- a/lib/world/trg/261.trg +++ b/lib/world/trg/261.trg @@ -1 +1,16 @@ -$~ +#26100 +Jump into pool - 26121~ +2 c 100 +ju~ +* By Rumble of The Builder Academy tbamud.com 9091 +wait 1 sec +%send% %actor% You jump into the pool of water. +%echoaround% %actor% %actor.name% jumps into the pool of water and disappears. +%teleport% %actor% 26122 +wait 1 sec +nop %actor.pos(resting)% +%echoaround% %actor% %actor.name% falls from above screaming %actor.hisher% lungs out. %actor.heshe% hits lands in the center of the bed with a soft thump! +%send% %actor% You fall into the middle of a soft bed. +%force% %actor% look +~ +$~ diff --git a/lib/world/trg/30.trg b/lib/world/trg/30.trg index 504e0fa..c703abd 100644 --- a/lib/world/trg/30.trg +++ b/lib/world/trg/30.trg @@ -239,4 +239,308 @@ Newbie Tour Guide~ has entered the game.~ %echo% This trigger commandlist is not complete! ~ +#3013 +Newbie Tour Guide Loader~ +0 e 0 +has entered the game.~ +* By Rumble of The Builder Academy tbamud.com 9091 +* Num Arg 0 means the argument has to match exactly. So trig will only fire off: +* "has entered game." and not "has" or "entered" etc. (that would be num arg 1). +* Figure out what vnum the mob is in so we can use zoneecho. +eval inroom %self.room% +%zoneecho% %inroom.vnum% %self.name% shouts, 'Welcome, %actor.name%!' +~ +#3014 +Teleporter~ +1 c 3 +teleport~ +* By Rumble w/help from Jamie Nelson on http://groups.yahoo.com/group/dg_scripts/ +%send% %actor% You attempt to manipulate space and time. +%echoaround% %actor% %actor.name% attempts to manipulate space and time. +wait 1 sec +set sanctus 100 +set jade 400 +set newbie 500 +set sea 600 +set camelot 775 +set nuclear 1800 +set spider 1999 +set arena 2000 +set tower 2200 +set memlin 2798 +set mudschool 2800 +set midgaard 3001 +set capital 3702 +set haven 3998 +set chasm 4200 +set arctic 4396 +set Orc 4401 +set monastery 4512 +set ant 4600 +set zodiac 5701 +set grave 7401 +set zamba 7500 +set gidean 7801 +set glumgold 8301 +set duke 8660 +set oasis 9000 +set domiae 9603 +set northern 10004 +set south 10101 +set dbz 10301 +set orchan 10401 +set elcardo 10604 +set iuel 10701 +set omega 11501 +set torres 11701 +set dollhouse 11899 +set hannah 12500 +set maze 13001 +set wyvern 14000 +set caves 16999 +set cardinal 17501 +set circus 18700 +set western 20001 +set sapphire 20101 +set kitchen 22001 +set terringham 23200 +set dragon 23300 +set school 23400 +set mines 23500 +set aldin 23601 +set crystal 23875 +set pass 23901 +set maura 24000 +set enterprise 24100 +set new 24200 +set valley 24300 +set prison 24457 +set nether 24500 +set yard 24700 +set elven 24801 +set jedi 24901 +set dragonspyre 25000 +set ape 25100 +set vampyre 25200 +set windmill 25300 +set village 25400 +set shipwreck 25516 +set keep 25645 +set jareth 25705 +set light 25800 +set mansion 25907 +set grasslands 26000 +set igor's 26100 +set forest 26201 +set farmlands 26300 +set banshide 26400 +set beach 26500 +set ankou 26600 +set vice 26728 +set desert 26900 +set wasteland 27001 +set sundhaven 27119 +set station 27300 +set smurfville 27400 +set sparta 27501 +set shire 27700 +set oceania 27800 +set notre 27900 +set motherboard 28000 +set khanjar 28100 +set kerjim 28200 +set haunted 28300 +set ghenna 28400 +set hell 28601 +set goblin 28700 +set galaxy 28801 +set werith's 28900 +set lizard 29000 +set black 29100 +set kerofk 29202 +set trade 29400 +set jungle 29500 +set froboz 29600 +set desire 29801 +set cathedral 29900 +set ancalador 30000 +set campus 30100 +set bull 30401 +set chessboard 30537 +set tree 30600 +set castle 30700 +set baron 30800 +set westlawn 30900 +set graye 31003 +set teeth 31100 +set leper 31200 +set altar 31400 +set mcgintey 31500 +set wharf 31700 +set dock 31800 +set yllnthad 31900 +set bay 32200 +set pale 32300 +set army 32400 +set revelry 32500 +set perimeter 32600 +if !%arg% + *they didnt type a location + set fail 1 +else + *take the first word they type after the teleport command + *compare it to a variable above + eval loc %%%arg.car%%% + if !%loc% + *they typed an invalid location + set fail 1 + end +end +if %fail% + %send% %actor% You fail. + %echoaround% %actor% %actor.name% fails. + halt +end +%echoaround% %actor% %actor.name% seems successful as %actor.heshe% steps into another realm. +%teleport% %actor% %loc% +%force% %actor% look +%echoaround% %actor% %actor.name% steps out of space and time. +~ +#3015 +Teleporter Recall~ +1 c 7 +recall~ +* By Rumble of The Builder Academy tbamud.com 9091 +%send% %actor% You recall to safety. +%echoaround% %actor% %actor.name% recalls. +%teleport% %actor% 3001 +%force% %actor% look +~ +#3016 +Kind Soul Gives Newbie Equipment~ +0 g 100 +~ +* By Rumble of The Builder Academy tbamud.com 9091 +* If a player is < level 5 and naked it fully equips them. If < 5 and missing +* some equipment it will equip one spot. +if %actor.is_pc% && %actor.level% < 5 + wait 2 sec + if !%actor.eq(*)% + say get some clothes on! Here, I will help. + %load% obj 3037 %actor% light + %load% obj 3083 %actor% rfinger + %load% obj 3083 %actor% lfinger + %load% obj 3082 %actor% neck1 + %load% obj 3082 %actor% neck2 + %load% obj 3040 %actor% body + %load% obj 3076 %actor% head + %load% obj 3080 %actor% legs + %load% obj 3084 %actor% feet + %load% obj 3071 %actor% hands + %load% obj 3086 %actor% arms + %load% obj 3042 %actor% shield + %load% obj 3087 %actor% about + %load% obj 3088 %actor% waist + %load% obj 3089 %actor% rwrist + %load% obj 3089 %actor% lwrist + %load% obj 3021 %actor% wield + %load% obj 3055 %actor% hold + halt + end + if !%actor.eq(light)% + Say you really shouldn't be wandering these parts without a light source %actor.name%. + shake + %load% obj 3037 + give candle %actor.name% + halt + end + if !%actor.eq(rfinger)% || !%actor.eq(lfinger)% + Say did you lose one of your rings? + sigh + %load% obj 3083 + give ring %actor.name% + halt + end + if !%actor.eq(neck1)% || !%actor.eq(neck2)% + Say you lose everything don't you? + roll + %load% obj 3082 + give neck %actor.name% + halt + end + if !%actor.eq(body)% + say you won't get far without some body armor %actor.name%. + %load% obj 3040 + give plate %actor.name% + halt + end + if !%actor.eq(head)% + Say protect that noggin of yours, %actor.name%. + %load% obj 3076 + give cap %actor.name% + halt + end + if !%actor.eq(legs)% + Say why do you always lose your pants %actor.name%? + %load% obj 3080 + give leggings %actor.name% + halt + end + if !%actor.eq(feet)% + Say you can't go around barefoot %actor.name%. + %load% obj 3084 + give boots %actor.name% + halt + end + if !%actor.eq(hands)% + Say need some gloves %actor.name%? + %load% obj 3071 + give gloves %actor.name% + halt + end + if !%actor.eq(arms)% + Say you must be freezing %actor.name%. + %load% obj 3086 + give sleeve %actor.name% + halt + end + if !%actor.eq(shield)% + Say you need one of these to protect yourself %actor.name%. + %load% obj 3042 + give shield %actor.name% + halt + end + if !%actor.eq(about)% + Say you are going to catch a cold %actor.name%. + %load% obj 3087 + give cape %actor.name% + halt + end + if !%actor.eq(waist)% + Say better use this to hold your pants up %actor.name%. + %load% obj 3088 + give belt %actor.name% + halt + end + if !%actor.eq(rwrist)% || !%actor.eq(lwrist)% + Say misplace something? + smile + %load% obj 3089 + give wristguard %actor.name% + halt + end + if !%actor.eq(wield)% + Say without a weapon you will be Fido food %actor.name%. + %load% obj 3021 + give sword %actor.name% + halt + end +end +~ +#3017 +Newbie Guide~ +2 s 100 +~ +%echo% welcome %actor.name% +~ $~ diff --git a/lib/world/trg/75.trg b/lib/world/trg/75.trg index 8662325..c71e87d 100644 --- a/lib/world/trg/75.trg +++ b/lib/world/trg/75.trg @@ -1,93 +1,91 @@ -#7500 -robed figure attack~ -0 k 100 -~ -say How dare you intrude on our worship! DIE! -~ -#7505 -boar snorting~ -0 b 100 -q~ -* %echo% sends to the room -%echo% %self.name% sniffs at the muddy ground grunting. -* %asound% sends to the neighbouring rooms. -%asound% You hear a grunting sound from below. -* wait waits a little while before letting the script be run again. -wait 15 s -~ -#7522 -barkeeper greeting~ -0 g 100 -~ -say Welcome, come over here and get you something to drink. -~ -#7539 -witch doctor chart~ -0 b 100 -~ -* %echo% sends to the room -%echo% %self.name% sways his arms chanting. -* %asound% sends to the neighbouring rooms. -%asound% You hear a bizarre chanting from nearby. -* wait waits a little while before letting the script be run again. -wait 20 s -~ -#7552 -chubby man greeting~ -0 g 100 -~ - Say Hello, wait here and I will see if Empress Kiona will see you. -~ -#7567 -voodoo doll says out~ -0 g 100 -~ -say Get out of my room! -~ -#7571 -panther growl~ -0 b 100 -~ -* %echo% sends to the room -%echo% %self.name% releases a low growl. -* %asound% sends to the neighbouring rooms. -%asound% You hear a low growl. -* wait waits a little while before letting the script be run again. -wait 30 s -~ -#7573 -Empress Kiona~ -0 g 100 -~ -say Your not one of my servant! Get out! -~ -#7588 -man sells bags~ -0 g 100 -~ -say Buy something or get out, I'm to old to be wasting my time! -~ -#7589 -fruit stand boy~ -0 g 100 -~ -say You'll not find any fruit finer than right here. Try some. -~ -#7590 -mage in shop~ -0 g 100 -~ -say Looking for something? -~ -#7592 -wolf howl~ -0 b 100 -~ -* %echo% sends to the room -%echo% %self.name% lifts its head and howls. -* %asound% sends to the neighbouring rooms. -%asound% You hear a low howling, "Ow Ow Owwww" -* wait waits a little while before letting the script be run again. -wait 30 s -~ -$~ +#7500 +robed figure attack~ +0 k 100 +~ +say How dare you intrude on our worship! DIE! +~ +#7505 +Boar Snorting~ +0 b 2 +~ +* %echo% sends to the room +%echo% %self.name% sniffs at the muddy ground grunting. +* %asound% sends to the neighbouring rooms. +%asound% You hear a grunting sound from close by. +~ +#7522 +barkeeper greeting~ +0 g 100 +~ +say Welcome, come over here and get you something to drink. +~ +#7539 +witch doctor chart~ +0 b 100 +~ +* %echo% sends to the room +%echo% %self.name% sways his arms chanting. +* %asound% sends to the neighbouring rooms. +%asound% You hear a bizarre chanting from nearby. +* wait waits a little while before letting the script be run again. +wait 20 s +~ +#7552 +chubby man greeting~ +0 g 100 +~ + Say Hello, wait here and I will see if Empress Kiona will see you. +~ +#7567 +voodoo doll says out~ +0 g 100 +~ +say Get out of my room! +~ +#7571 +panther growl~ +0 b 100 +~ +* %echo% sends to the room +%echo% %self.name% releases a low growl. +* %asound% sends to the neighbouring rooms. +%asound% You hear a low growl. +* wait waits a little while before letting the script be run again. +wait 30 s +~ +#7573 +Empress Kiona~ +0 g 100 +~ +say Your not one of my servant! Get out! +~ +#7588 +man sells bags~ +0 g 100 +~ +say Buy something or get out, I'm to old to be wasting my time! +~ +#7589 +fruit stand boy~ +0 g 100 +~ +say You'll not find any fruit finer than right here. Try some. +~ +#7590 +mage in shop~ +0 g 100 +~ +say Looking for something? +~ +#7592 +wolf howl~ +0 b 100 +~ +* %echo% sends to the room +%echo% %self.name% lifts its head and howls. +* %asound% sends to the neighbouring rooms. +%asound% You hear a low howling, "Ow Ow Owwww" +* wait waits a little while before letting the script be run again. +wait 30 s +~ +$~ diff --git a/lib/world/trg/index b/lib/world/trg/index index 724c923..0104a90 100644 --- a/lib/world/trg/index +++ b/lib/world/trg/index @@ -80,7 +80,6 @@ 169.trg 175.trg 186.trg -186.trg 187.trg 200.trg 201.trg diff --git a/lib/world/wld/0.wld b/lib/world/wld/0.wld index efa10c9..ada3952 100644 --- a/lib/world/wld/0.wld +++ b/lib/world/wld/0.wld @@ -25,7 +25,6 @@ A strange portal in the floor is the only exit. S #2 Welcome to the Builder Academy~ - A builder is a term usually used to describe a person who designs MUD zones for other characters to explore. Any player with motivation, ideas, and good writing style can be a builder as well as a player. As a Builder, your job is @@ -35,17 +34,14 @@ mobs, shops, and triggers with which players will interact. If this is something you are interested in doing then you have come to the right place. Be warned, building is not easy and will require hard work, patience, and the ability to take constructive criticism. - Your first task is to apply for builder status at: - http://www.geocities.com/buildersacademy/ - When you finish and submit the application tell anyone level 32 or higher and they will advance you to begin your training. - ~ 0 24 0 0 0 0 S +T 3017 #3 The Builder Academy~ Congratulations on your new-found immortality. Now all you need to know is @@ -93,7 +89,6 @@ The Builder Academy Implementation~ regulations. But, some are required in order to make this place run smoothly. Please realize we handle a lot of newbie builders with a very minimal staff so be patient, learn to use the helpfiles and have fun. - Read the following help files on TBA's training process: @RHELP TRIALROOM HELP BUILDER-REPORT @@ -348,7 +343,6 @@ great zone takes many things; such as time, patience, good grammar/spelling, knowing how to balance your zone, a lot of work, and most importantly planning. Now this all may sound like a lot to do, but I can assure you that with this zone, and the help of others, you can do this. - @RHELP DICTIONARY@n @RHELP WORK@n @RHELP PLANNING@n @@ -451,11 +445,8 @@ D2 S #18 A Quick Mob Quest Tutorial~ - See: @RHELP TRIGEDIT-MOB-TUTORIAL@n - @RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1@n. - ~ 0 24 0 0 0 0 D0 @@ -486,7 +477,6 @@ Advanced Trigedit Example~ Begin by @RSTAT GATEGUARD@n and then tstat each trigger listed to see what they do. This example is explained under @RHELP TRIGEDIT-ADVANCED-TUTORIAL@n. Including triggers 4, 5, 7, 8. - To pay the gateguard take the pile of coins, then: @RGIVE 10 COINS GUARD@n. ~ 0 24 0 0 0 0 @@ -543,7 +533,6 @@ and give feedback. The easiest way to get to them all is through: @RHELP TRIGEDIT-MENU@n and @RHELP TRIGEDIT-TYPE@n. There are 1000's of triggers on TBA you can use as examples. @RHELP EXAMPLES@n for a few. @RHELP TRIG-EXAMPLES@n for some advanced ones. - @RGOTO 14@n to access the next hallway. ~ 0 8 0 0 0 0 @@ -554,9 +543,7 @@ D2 S #33 Rumble's Room~ - The only thing necessary for evil to triumph is for good men to do nothing. - -Edmund Burke ~ 0 8 0 0 0 0 @@ -577,7 +564,6 @@ Catcher Rye~ The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one. --Wilhelm Stekel - ...you'll find that you're not the first person who was ever confused and frighteneed and even sickened by human behavior. You're by no means alone on that score, you'll be excited and stimulated to know. Many, many men have been @@ -625,7 +611,6 @@ worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself. - John Stuart Mill ~ E diff --git a/lib/world/wld/1.wld b/lib/world/wld/1.wld index 893dbe3..317c1a6 100644 --- a/lib/world/wld/1.wld +++ b/lib/world/wld/1.wld @@ -56,7 +56,6 @@ Zone 1 is linked to the following zones: 2 Sanctus II at 115 (down ) ---> 248 2 Sanctus II at 118 (down ) ---> 254 2 Sanctus II at 119 (down ) ---> 259 - 2 Sanctus II at 121 (down ) ---> 289 2 Sanctus II at 122 (down ) ---> 295 3 Sanctus III at 128 (down ) ---> 340 @@ -251,7 +250,6 @@ map~ more of a scaled model. The walls and buildings of the city are raised higher than the rest of the map to give it a third dimension. Small soldiers are scattered around the top of the table to help the War Master place his men. - ~ S #109 @@ -372,7 +370,7 @@ D5 S #116 Travelling Room~ - This used to be a traveling room. Entire sections of the floor are now + This used to be a travelling room. Entire sections of the floor are now embedded in the ceiling and it is even possible to see to the outside through a hole in one wall. This is what happens when a portal becomes unstable. It is certainly a grim reminder to flee the second it seems a portal may be falling @@ -453,7 +451,7 @@ Travelling Room~ A few of the higher mages of Sanctus have been able to control the gateways that have opened between realms. One of these controlled portals is kept in this room. It is a one way ticket to the realm of Midgaard. The portals are -still eratic and uncontrollable so anyone who uses them does so at their own +still erratic and uncontrollable so anyone who uses them does so at their own risk. The flickering of the portal casts eerie shadows along the white walls. This must be the only room in the temple that has an uneasy feeling about it. ~ @@ -1051,7 +1049,6 @@ The Rustic~ The only restaurant in Sanctus. The Rustic serves up decent meals to anyone that can afford them. The prices are fair and the service is excellent. The place is rather deserted and only a few customers are chatting idly in the back. - ~ 1 8 0 0 0 0 D2 diff --git a/lib/world/wld/100.wld b/lib/world/wld/100.wld index a3eb5f0..1367bff 100644 --- a/lib/world/wld/100.wld +++ b/lib/world/wld/100.wld @@ -32,7 +32,6 @@ Shops : 0 Triggers : 0 Theme : Connector forest between a city and Dun Maura Links : 04s, 56w, 96n - Zone 100 was linked to the following zones: 96 Domiae at 10056 (west ) ---> 9603 240 Dun Maura at 10096 (north) ---> 24000 diff --git a/lib/world/wld/101.wld b/lib/world/wld/101.wld index 000ee01..4e8c616 100644 --- a/lib/world/wld/101.wld +++ b/lib/world/wld/101.wld @@ -14,7 +14,6 @@ Notes : Meant to connect a main city, Haven, and Iuel.Plains/fields with the desert and mountains to the east. A river runs through it ;-). Replace all XXXX with a name of a major city. Links : 01n to a city, 10s, 37s to Haven - Zone: 101 was linked to the following zones: 107 Realms of Iuel at 10131 (west ) ---> 10740 ~ diff --git a/lib/world/wld/103.wld b/lib/world/wld/103.wld index 533fc18..52eff8f 100644 --- a/lib/world/wld/103.wld +++ b/lib/world/wld/103.wld @@ -628,7 +628,6 @@ End of the Small Hall~ @gThe walls are close together, and the floor seems to be much nicer then the other areas of the building, it is a sleek marble and it has been freshly shined. The hall is now over, if you go west, there seems to be someone there. - ~ 103 8 0 0 0 0 D0 diff --git a/lib/world/wld/104.wld b/lib/world/wld/104.wld index 55eca24..02fe65e 100644 --- a/lib/world/wld/104.wld +++ b/lib/world/wld/104.wld @@ -16,7 +16,6 @@ Taylor's Zone Description Room~ @r| _________ | / @r| |@W\\//@r|@W\\//@r| | / @r|______|@W//\\@r|@W//\\@r|_________|/ - Link N from 10463 @n ~ diff --git a/lib/world/wld/117.wld b/lib/world/wld/117.wld index 6a9c6a1..9180b2b 100644 --- a/lib/world/wld/117.wld +++ b/lib/world/wld/117.wld @@ -8,7 +8,6 @@ Theme- a community made of two towers (not based on LOTR :P) with one building c Plot- The government of Lost Torres is being unusually corrupt and ruthless to its citizens. You must meet with a councillor and free the people of Los Torres There will be about 60 rooms in the area, around 30 mobs and approximately 40 objects. Dysprosic - ~ 117 596 0 0 0 0 S @@ -584,7 +583,6 @@ a circle of light around the desk and the chair. E walls tapestries~ The walls are draped with tapestries showing strange pictures and patterns. - ~ E desk chair~ @@ -979,7 +977,6 @@ D0 E kitchen pots pans~ The kitchen area is fairly dirty, with some pots and pans lying in the sink. - ~ E sofas living~ @@ -1206,7 +1203,6 @@ coffee table. E kitchen pots pans~ The kitchen area is fairly dirty, with some pots and pans lying in the sink. - ~ E bed~ @@ -1300,7 +1296,6 @@ D0 E chairs~ There are metal chairs places here so that citizens can look down and relax. - ~ E view citizens town~ @@ -1322,7 +1317,6 @@ D2 E kitchen pots pans~ The kitchen area is fairly dirty, with some pots and pans laying in the sink. - ~ E living sofas~ @@ -1561,7 +1555,6 @@ Under the Forest~ The forest leads down into this mysterious cave. There are no clues around here as to what this place is. The pile of sand in the back of the room leads up to the forest, or the path in the cave continues on east into the darkness. - ~ 117 4 0 0 0 0 D1 diff --git a/lib/world/wld/118.wld b/lib/world/wld/118.wld index 942177d..b796f1a 100644 --- a/lib/world/wld/118.wld +++ b/lib/world/wld/118.wld @@ -1,30 +1,24 @@ #11800 Detta's [Dollhouse] Description Room~ - @BTheme:@n This zone is a little abstract, more a sort of Alice-in-Wonderland experience that revolves around a strange dollhouse in an antique shop. The idea is to get out once you're in, which basically entails completing the quest... a series of mini-quests. Note that to get any sense of this zone, you pretty much need to start in the room down from here, and nohassle needs to be off. ;) - @GPlayers:@n Mainly for players around level 10-ish, this zone is primarily neutral with a couple evil places and a couple good ones. Its been designed as mostly a puzzle-solving, quest area, but opportunity for xp to be gained as well, as each completed quest gives 10,000 xp. - @RLocation:@n The only concrete location in the zone is the beginning room which is a London street leading into an antiques shop. - @MSecrets:@n There are now absolutely loads up :), just type LOOK SPOILERS to see them, but you'll have more fun here if you don't ;). - @CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses, please mudmail me - Detta. :-) All input appreciated! You can also email me at detta@@builderacademy.net East takes you through the other zones I have built here. Down takes you to the starting room of this zone. - ~ 118 520 0 0 0 0 D1 @@ -66,11 +60,9 @@ E telling you to "crawl in here". The command crawl will cause you to crawl under the bed and enter room 11871 where the hiding girl is. Giving her the journal will make her ask you for three things... Three corpses in particular. - The corpse of a fish (the red trout - mobvnum: 11830, objvnum: 11856) The corpse of a bird (the taildove - mobvnum: 11831, objvnum: 11857) The corpse of a toad (the vile toad - mobvnum: 11832, objvnum: 11858) - Once you have brought her all three of those things she will apologize and ask for one further thing... a secret that Ridley guards. If you go to Ridley and ask her a question with the word secret in it she will @@ -109,7 +101,6 @@ way out and agrees to do whatever you say. The key here is that she does just that, whatever you speak she does... So if you say north, she moves north etc. All you have to do is lead her with speech to the vortex and through it. Once on the other side she will happily write in the journal when you give it to her. - ~ E 05~ @@ -170,41 +161,23 @@ spoilers~ really have to look there are a few little neat zone inclusions listed here to spoil your zone exploring pleasure. Just type look and then the number to look at each one (look 1 for example). - 01: The Antique Shop - 02: The Journal Quest - 03: The Playing Child - 04: The Colouring Child - 05: Ridley - 06: The Tunnel-man - 07: The Running Girl - 08: The Blind Girl - 09: The Weeping Girl - 10: The Fidgety Girl - 11: Ruth - 12: The Emaciated Girl - 13: The Silent Girl - 14: The Angry Girl - 15: The Scarred Child - 16: The Ghostly Girl - 17: The Fiery Bloodstone Amulet - ~ E 6~ @@ -344,7 +317,6 @@ music echoes off the distant walls and ceiling. 118 8 0 0 0 0 D0 The hallway continues on to the north, the hard flooring covered with a rug. - ~ ~ 0 0 11810 @@ -2410,12 +2382,10 @@ S #11894 How Perceptive Are You?~ Count the F's in the following text, try to read through it only once: - FINISHED FILES ARE THE RE- SULT OF YEARS OF SCIENTIF- IC STUDY COMBINED WITH THE EXPERIENCE OF YEARS... - Once you have counted them all, type look next ~ 118 24 0 0 0 0 @@ -2429,11 +2399,8 @@ EXPERIENCE O@RF@y YEARS...@n E next~ How many F's did you get? - The answer is that there are 6 :) - Most people only count three as the brain does not process the F in the word of - PS. if you are really stuck, type LOOK TWO, to see exactly where the F's are ~ S diff --git a/lib/world/wld/120.wld b/lib/world/wld/120.wld index 050da41..cffb762 100644 --- a/lib/world/wld/120.wld +++ b/lib/world/wld/120.wld @@ -402,10 +402,8 @@ look around you, and all you see is tawny fur and gaping jaws... it is too late to run, too late to hide. Twelve lions rip you and your belongings into a gory mass of bloodied leather, bronze, and bone. - What's that old saying? Cats killed the curious? Something like that, I'm sure... - ~ 120 12 0 0 0 0 S @@ -1214,7 +1212,6 @@ Clay Avenue~ through the heart of the city. There are marble steps leading up. To the south, off in the distance, you can see a large stone structure and a mountain that is partially obscured by the haze. There is a general store to the north. - ~ 120 0 0 0 0 0 D0 @@ -1401,7 +1398,6 @@ E spires towers~ There are two tall spires on either side of the gate and are constantly manned by the city guards. They are made of stone and stand about 40 feet tall. - ~ S #12052 diff --git a/lib/world/wld/125.wld b/lib/world/wld/125.wld index a69f784..13e5808 100644 --- a/lib/world/wld/125.wld +++ b/lib/world/wld/125.wld @@ -450,7 +450,6 @@ S Plexus Street~ You are traveling along Plexus Street but you notice something different. As you look around the area you suddenly notice a hidden alley to the west. - ~ 125 0 0 0 0 0 D0 diff --git a/lib/world/wld/13.wld b/lib/world/wld/13.wld index 72a7dbc..c3069ad 100644 --- a/lib/world/wld/13.wld +++ b/lib/world/wld/13.wld @@ -1,8 +1,6 @@ #1300 The Builder Academy~ - The Builder Academy zone has been moved: @RGOTO 3@n - ~ 13 8 0 0 0 0 S diff --git a/lib/world/wld/130.wld b/lib/world/wld/130.wld index e329f58..d0d4ac6 100644 --- a/lib/world/wld/130.wld +++ b/lib/world/wld/130.wld @@ -1,16 +1,13 @@ #13000 Mist Maze Imm Room~ - This zone is just a brief randomly created maze, where the mobs randomly load when players enter and mobs will randomly load what the players get. More often than not, the players will only get coins - ** Important note ** Any immortals entering any portion of this zone, except this room, while they have NOHASSLE activated will result in a flood of error messages. If an immortal has need to enter this zone, ensure you are prepared for the erroneous errors, or make sure they have NOHASSLE disabled. - ** Instructions for adding this zone ** Load object 13099 to any room where a swirling mist is appropriate using zedit. Once the object is in place, the zone is ready to go. The final @@ -1656,7 +1653,6 @@ In the Mist~ The mists swirl, sometimes obscuring your vision completely, at other times clearing enough that you think you see the path. Reality fades as the cold damp mist permeates your very being. - But there is something else now. Something that wasn't there before. Ahead is a tree unlike any seen before. Upon this tree grows fruit of every size, color shape. It is quite possibly the most amazing thing seen, as apples, @@ -1712,9 +1708,7 @@ There is no alternative but to plunge ahead. S #13099 Mist Maze Corpse Disposal~ - Corpse disposal - This room is not reachable by mortals no matter what they try. It is here simply as a method of corpse disposal. ~ diff --git a/lib/world/wld/140.wld b/lib/world/wld/140.wld index 4cad6fa..e7617bf 100644 --- a/lib/world/wld/140.wld +++ b/lib/world/wld/140.wld @@ -1636,7 +1636,6 @@ to the light you can see figures grouped around tables and standing within small alcoves around the room. As you get a better view of the interior of the room you are aware of all the eyes, seen and unseen that focus on you. The urge to climb out of this chamber to some place well-lighted is very strong. - ~ 140 96 0 0 0 0 D4 diff --git a/lib/world/wld/150.wld b/lib/world/wld/150.wld index f1ed7ef..94bd8e4 100644 --- a/lib/world/wld/150.wld +++ b/lib/world/wld/150.wld @@ -827,7 +827,6 @@ You see the corridor. E sign~ TREASURE ROOM - Authorized personnel only - all others keep out. ANY trespassing will be SEVERELY punished!! ~ @@ -1580,9 +1579,7 @@ E sign~ The sign is covered with soot and the wood is quite charred, but you can still make out the following letters: - T TO SB DGE NER L RE - ~ S #15067 @@ -1751,7 +1748,6 @@ E stones glow stone ring circle~ Each stone is at least fifteen feet tall, maybe more, and the dark material glows with a greenish aura providing more than enough light for you to see by. - ~ S $~ diff --git a/lib/world/wld/169.wld b/lib/world/wld/169.wld index 79e71dd..ab6d2a1 100644 --- a/lib/world/wld/169.wld +++ b/lib/world/wld/169.wld @@ -644,7 +644,6 @@ battle, irreverently form the throne itself. D2 The door is unusually wide, and cut to fit the somewhat irregular shape of the hole it is set in, which is simply a large hole dug into the stone wall. - ~ door, wood~ 1 0 16931 diff --git a/lib/world/wld/175.wld b/lib/world/wld/175.wld index 83d7e7a..4c5a726 100644 --- a/lib/world/wld/175.wld +++ b/lib/world/wld/175.wld @@ -79,7 +79,6 @@ From this side, the door is clearly visible, but the way the edge of the door merges with the frame suggests that from the other side the door is well hidden. - ~ door hidden~ 2 17500 17502 @@ -105,9 +104,7 @@ appears suspiciously door-like. 175 8 0 0 0 0 D0 The brilliant tapestry is a rich and colorful depiction of a violent clash of four armies, each led by it's own Wizardly commander. It is so realistic, it could almost be moving. - It is also suspiciously door-shaped. - ~ tapestry~ 1 0 17505 @@ -130,7 +127,6 @@ the wall. 175 265 0 0 0 0 D2 From behind, the tapestry is merly thick cloth. - ~ tapestry~ 1 0 17504 @@ -267,7 +263,6 @@ The mirror completely restricts your sight to what may possibly lie beyond. 0 0 17503 D3 A carved obsidian doorframe surrounds a rectangle of pure darkness. - ~ darkness~ 1 0 17522 @@ -318,7 +313,6 @@ E read sign~ My Tower of Evil lies above. All tresspassers will be killed on sight. Turn back now, or face my wrath. - - Carcophan ~ S @@ -336,11 +330,9 @@ D3 0 0 17518 D4 There is a small porthole covering the ascent of the stairwell. On it is written the following words: - "I am the end of every life, and the beggining of every end. What am I?" - ~ porthole~ 0 0 17519 @@ -352,7 +344,6 @@ E ceiling porthole stairwell~ There is a small porthole covering the ascent of the stairwell. There is an inscription written on the porthole: - "I am the end of every life, and the beggining of every end. What am I?" @@ -398,17 +389,14 @@ D3 0 0 17519 D5 The inscription on the porthole reads: - "This way is now barred to you, You, my friend, cannot come through." - ~ porthole~ 0 0 17517 E look porthole~ The inscription on the porthole reads: - "This way is now barred to you, You, my friend, cannot come through." ~ @@ -444,19 +432,16 @@ your path upwards. 175 0 0 0 0 0 D4 The grate is huge, thick and immovable. There is writing here: - "If this riddle you wish to solve, Five keys you need to find, Look for them all in your forge's anvil, And you will find they be of like kind." - ~ grate~ 0 0 17521 E grate door plaque poetry~ The grate is huge, thick and immovable. There is writing here: - "If this riddle you wish to solve, Five keys you need to find, Look for them all in your forge's anvil, @@ -465,7 +450,6 @@ And you will find they be of like kind." E anvil~ Upon close inspection you find the following is engraved into the metal: - "abcdefghijklmnopqrstuvwkyz." ~ S @@ -479,7 +463,6 @@ wall. Above you is another grate, with a plaque fixed in the center. 175 0 0 0 0 0 D5 The grate can only open inwards, and if it did so it would crush you. Probably better not to mess with it. - ~ grate~ 0 0 17520 @@ -503,7 +486,6 @@ the others. 175 9 0 0 0 0 D1 To the east the darkness grows more solid. An echo can be heard far off in this direction. - ~ darkness~ 1 17513 17513 diff --git a/lib/world/wld/18.wld b/lib/world/wld/18.wld index 99f9e4e..3a72e5d 100644 --- a/lib/world/wld/18.wld +++ b/lib/world/wld/18.wld @@ -360,7 +360,6 @@ D3 E slogan wall east~ We created them, we can destroy them. We created them, we can destroy them. - ~ S #1817 diff --git a/lib/world/wld/186.wld b/lib/world/wld/186.wld index e6bc6b5..854cd31 100644 --- a/lib/world/wld/186.wld +++ b/lib/world/wld/186.wld @@ -681,9 +681,7 @@ The hall extends to the south where it seems to lighten somewhat. E plaque nameplate name~ It says: - Maynard, Death Jester of the Harlequins - ~ E statue~ diff --git a/lib/world/wld/187.wld b/lib/world/wld/187.wld index 737767d..b7a719b 100644 --- a/lib/world/wld/187.wld +++ b/lib/world/wld/187.wld @@ -23,7 +23,6 @@ Shops : 0 Triggers : 3 Theme : A circus. Links : 00n - Zone: 187 is linked to the following zones: 200 Western Highway at: 18700 (north) ---> 20003 ~ diff --git a/lib/world/wld/19.wld b/lib/world/wld/19.wld index 8115655..fb66afa 100644 --- a/lib/world/wld/19.wld +++ b/lib/world/wld/19.wld @@ -5,25 +5,20 @@ Forgotten Realms (Dungeons & Dragons). It is basically a hot, fetid swampland inhabited with spiders, bullywugs, and lizardfolk, with a submerged palace called Lost Ajhuutal in the Northern part. Have made liberal use of exit/extra descrips here, so examine at will. :) - @GPlayers:@n Geared towards mid/high level players of around 15-20, there are smaller mobs to kill here if you feel like braving the aggressive stronger ones ;-). It is also a fairly evil area, with some limitations on what you can use and access as a good player here. Some equipment/money to be gained, big bad guy to be slaughtered, and lots of xp. - @RLocation:@n Well the area itself is completely swampish, though at the southern part it could easily be joined to a river or lake, and a more foresty area would blend seamlessly into the eastern area. - @MSecrets:@n Yes there are some :-), type LOOK SPOILERS to reveal all. - @CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses, please mudmail me - Detta. :-) All input appreciated! You can also email me at detta@@builderacademy.net East takes you through the other zones I have built here. Down takes you to the starting room of this zone. - ~ 19 520 0 0 0 0 D1 @@ -44,15 +39,10 @@ spoilers~ really have to look there are a few little neat zone inclusions listed here to spoil your zone exploring pleasure. Just type look and then the number to look at each one (look 1 for example). - 1: The Leviathan - 2: Spider Cocoons - 3: The Dark Candleholder - 4: The Metal Contraption - ~ E 1~ @@ -99,21 +89,16 @@ into the machine before pouring, you'll get a potion, otherwise the mixture just pours onto the floor. There are three books scattered throughout the zone with the recipes of each potion in, but for now I'll just put them here. - Red potion (enhances physical strength) - fang (1900), egg (1908), blood (1951). - Blue potion (enhances magical strength) - gland (1934), tongue (1950), blood (1951). - Green potion (enhances dexterity & moves) - weed (1901), hide (1923), blood (1951). - Once the ingredients for one potion are inside, they must be mixed, an empty vial placed into the contraption and the mixture poured out. If any combination of ingredients other than those listed are combined, a black potion will be produced which lowers all three attributes. - ~ S #1901 @@ -332,7 +317,6 @@ lazily down, accumulating in a watery pool at the base. 19 0 0 0 0 0 D2 The way south looks too steep and too slippery to even begin trying to climb. - ~ ~ 0 0 -1 @@ -346,7 +330,6 @@ E thin rivulets water watery pool base~ Tiny veins of sparkling water line the surface of this slanted ground, muddy churning water bubbling continously in the pool that saturates the lower ground. - ~ S T 1971 @@ -772,7 +755,6 @@ E weak trunks branches leaves willows bark~ These frail looking trees look as though they are barely surviving off of the watery soil and fog shrouded sunlight, bending weakly in the slightest breeze. - ~ E moss grasses~ diff --git a/lib/world/wld/201.wld b/lib/world/wld/201.wld index 5589223..3e95863 100644 --- a/lib/world/wld/201.wld +++ b/lib/world/wld/201.wld @@ -858,7 +858,6 @@ T 20107 Underwater~ You are submerged underwater, and all around you is water. Corals sway under the water currents and dance, while shoals of fishes dart around in the shadows. - ~ 201 2 0 0 0 0 S diff --git a/lib/world/wld/232.wld b/lib/world/wld/232.wld index dcf581c..19b5142 100644 --- a/lib/world/wld/232.wld +++ b/lib/world/wld/232.wld @@ -534,7 +534,6 @@ S Terringham street~ You have come to a crossroad. To the west you see a large gate. You also see exits to the north, south, and east. The road here is in great condition. - ~ 232 0 0 0 0 0 D0 @@ -752,7 +751,6 @@ South gate~ A large gate looms up in front of you. To both sides of the gates gaurds stand watching over all who enter and leave. In case you were trying to escape the law this way be careful because the gate has sharp spear heads on the top. - ~ 232 0 0 0 0 0 D0 @@ -878,7 +876,6 @@ D2 E sign~ The Don room is to the Southwest. Please do not fight in this sacred area. - ~ S #23251 @@ -1089,7 +1086,6 @@ Terringham avenue~ You walk along a finely made road. The surface of the road is very smooth. The road looks like someone took their time to make travelling easy. To the south is the bank and to the east you can smell the scents of leather and oils. - ~ 232 0 0 0 0 0 D0 diff --git a/lib/world/wld/233.wld b/lib/world/wld/233.wld index ae853d4..262f793 100644 --- a/lib/world/wld/233.wld +++ b/lib/world/wld/233.wld @@ -151,7 +151,6 @@ Skeleton Shack~ You have come to a small shack made from bones of several creatures that are long dead. The smell of decay fills your nostrils, almost making you gag. A light covering of animal skin is on the the roof to help keep the rain out. - ~ 233 0 0 0 0 0 D0 @@ -181,7 +180,6 @@ An Abandoned Well~ An old rusted up well stands before you. There is no possible way that you could get any water out of here, not that anyone would want to. The bottom of the well is crawling with large black beetles. Watch out, one might escape! - ~ 233 0 0 0 0 0 D1 @@ -1370,7 +1368,6 @@ Indian Burial Ground~ bones lying around. You wonder how they could have gotten here. You begin looking around, then you see the reason. Numerous footprints from several large dragons have been smashed into the dirt, crushing some of the graves. - ~ 233 0 0 0 0 0 D1 diff --git a/lib/world/wld/234.wld b/lib/world/wld/234.wld index 13de1ab..19524d7 100644 --- a/lib/world/wld/234.wld +++ b/lib/world/wld/234.wld @@ -221,7 +221,6 @@ S Newbie School~ @RWhere@n will display all players that are currently in your zone. It will not tell you where they are, just that they are within the same zone as you. - ~ 234 152 0 0 0 0 D0 @@ -1483,7 +1482,6 @@ S A Hidden Store~ You enter a small, cluttered room which is filled with shelves of boots and pants. There are various types of items ranging from leather to plate mail. - ~ 234 152 0 0 0 0 D1 diff --git a/lib/world/wld/235.wld b/lib/world/wld/235.wld index b2b3203..71b1a9c 100644 --- a/lib/world/wld/235.wld +++ b/lib/world/wld/235.wld @@ -46,7 +46,6 @@ S Dwarven Mines~ The dust seems to go get thicker here as it threatens to choke the life out of you. You stumble over a large boulder, almost falling flat on your face! - ~ 235 0 0 0 0 0 D1 @@ -697,7 +696,6 @@ S Boulder Heap~ The boulders seem to be getting smaller, but less sturdy. Don't look down or you might lose your balance and fall. The fall does not look survivable. - ~ 235 0 0 0 0 0 D0 @@ -1002,7 +1000,6 @@ Hole in the Floor~ There is a large hole in the floor here. You could easily climb down into it. You notice a ladder suspended from the floor. Apparently you aren't the only one who's thought of making that trip. The mines continue to the east. - ~ 235 0 0 0 0 0 D1 @@ -1255,7 +1252,6 @@ S Dwarven Mines~ You begin to feel very lost. The only sounds you hear are those of your own footsteps. To the south is a large hole. The mines continue to the north. - ~ 235 0 0 0 0 0 D0 diff --git a/lib/world/wld/236.wld b/lib/world/wld/236.wld index 4af0052..2cee9c4 100644 --- a/lib/world/wld/236.wld +++ b/lib/world/wld/236.wld @@ -66,7 +66,6 @@ sign~ E masonry~ The stones have been set so close, you can't even force a knife between them. - ~ S #23602 @@ -1927,7 +1926,6 @@ jump... D2 A small tunnel opens up in the side of the mountain. The walls are perfectly smooth and a strong draft at the entrance makes you onder where it all goes. - ~ ~ 0 0 23669 diff --git a/lib/world/wld/237.wld b/lib/world/wld/237.wld index 2b08a2c..951a532 100644 --- a/lib/world/wld/237.wld +++ b/lib/world/wld/237.wld @@ -183,7 +183,6 @@ Handle one: Logs falling onto the road just before the boulder. Handle two: Rockslide further down the road. Handle three - this one has been locked in with a large padlock : A piece of the road just west of the lookout post falls to the valley below. - A thick length of rope leads from the handles out through the north wall. They are probably connecting to the traps. You feel tempted to pull a handle!!! diff --git a/lib/world/wld/238.wld b/lib/world/wld/238.wld index 98e2c40..847724b 100644 --- a/lib/world/wld/238.wld +++ b/lib/world/wld/238.wld @@ -1178,7 +1178,6 @@ trapdoor~ E pillar~ These pillars appear to be made of pure crystal and are about 10 feet tall. - ~ E pottery~ @@ -1263,7 +1262,6 @@ hallway that has lead you thus far. There are no decorations in this room and no kind of evidance of inhabitants. There are many tiles that line the floor throughout the floor seeming to form a circle. There are small markings placed in the circle but you cannot tell what they are for or where thet come from. - ~ 238 0 0 0 0 0 D1 @@ -1274,7 +1272,6 @@ Looking east appears to take you to the western hallway. E scratch~ There are many scratches forming a small circle in the middle of the tiles. - ~ E statue~ @@ -1408,7 +1405,6 @@ Looking south seems to lead you toward the beginning of the hidden hallway. E look sky~ This really looks like the real sky except it is sturdy and can hold you up. - ~ E look mountain~ diff --git a/lib/world/wld/239.wld b/lib/world/wld/239.wld index c47f1f7..4848786 100644 --- a/lib/world/wld/239.wld +++ b/lib/world/wld/239.wld @@ -279,7 +279,6 @@ desert hills peaks~ the sand. A vast desolance overwhelms even the more experienced adventurers. The beauty of the desert is unimaginable and astounding. The whereabouts of the way out of this hell befudles even the most traveled veterans at times. - ~ S #23907 @@ -548,7 +547,6 @@ E footprint snow snowbank ~ You notice a golden plaque attached to the side of the mountain and even though you cannot read the ancient runes you understand them somehow. - TO ENTER SAY THESE WORDS: Friend of NewHaven ~ S @@ -573,7 +571,6 @@ E stone carved door entrance secret~ You see ancient dwarven runes that you can not read but somehow you understand what they mean - SAY THESE WORDS: Farewell King ~ S @@ -918,7 +915,6 @@ On a Ponderosa Pine Branch~ trunk is petrified but the limbs are full of pinion nuts which attracts the animals that have made this tree their home in the middle of this desolance. Towards the west the branch is attached to the petrified trunk of the tree. - ~ 239 0 0 0 0 0 D3 @@ -933,7 +929,6 @@ Out on a Sturdy Branch~ trunk is petrified but the limbs are full of pinion nuts which attracts the animals that have made this tree their home in the middle of this desolance. Towards the east the branch is attached to the petrified trunk of the tree. - ~ 239 0 0 0 0 0 D1 @@ -1162,7 +1157,6 @@ enough. Every few strata there is a stairwell that winds up and down the chasm. Periodically a loose rock or boulder dislodges from the side of the chasm and crashes below on the sides of the chasm walls resounding for a few minutes then no sounds can be heard as it's course takes it from the sides. - ~ 239 269 0 0 0 0 D0 diff --git a/lib/world/wld/241.wld b/lib/world/wld/241.wld index 90b7204..c474344 100644 --- a/lib/world/wld/241.wld +++ b/lib/world/wld/241.wld @@ -183,7 +183,6 @@ The transporter room can be found to the east. 0 -1 24106 D2 This corridor continues to the south, leading eventually to main engineering. - ~ ~ 0 -1 24102 @@ -196,7 +195,6 @@ the Brig. E control panel computer screen sign~ The panel says: - *************************************************** * * * NCC-1701-D - "ENTERPRISE" * @@ -279,7 +277,6 @@ it. 0 -1 24109 D2 This corridor continues to the south, eventually reaching main engineering. - ~ ~ 0 -1 24105 @@ -366,14 +363,11 @@ D3 E screen~ Holodeck Instructions: - Holodecks work via vocal commands. They are as follows: - Programs (will give you a list of programs) (Will load up a pragram) Difficulty (Will set the difficulty to EASY, MEDIUM or HARD) Exit (Will make a door appear) - (Note for some programs, there will be a limit of three credits which will restock every half hour or so) ~ @@ -398,7 +392,6 @@ corridor. E instructional panel~ To operate the turbolift, say the name of the location you wish to get to: - 'deck 1' (engineering, transporter, the brig and the school) 'deck 2' (Ten forward, sick bay and the security center) 'deck 3' (the science labs, the gym and the main shuttle bay) @@ -424,7 +417,6 @@ D0 E instructional panel~ To operate the turbolift, say the name of the location you wish to get to: - 'deck 1' (engineering, transporter, the brig and the school) 'deck 2' (Ten forward, sick bay and the security center) 'deck 3' (the science labs, the gym and the main shuttle bay) @@ -670,7 +662,6 @@ is location to the east where most of the ships weaponry is currently stored. 241 8 0 0 0 0 D0 A wonderful place to relax and drink can be seen to the north, Ten Forward. - ~ ~ 0 -1 24121 @@ -762,7 +753,6 @@ tranquil warmth pulses throughout the area, along with the sweet smell of herbs and scented candles. Several different paintings have been hung from the walls, and a small couch and a recliner are positioned around a coffee table. A neatly made bed is partially hidden behind a curtain at the northern part of the room. - ~ 241 8 0 0 0 0 D1 @@ -1012,7 +1002,6 @@ D2 E instructional panel~ To operate the turbolift, say the name of the location you wish to get to: - 'deck 1' (engineering, transporter, the brig and the school) 'deck 2' (Ten forward, sick bay and the security center) 'deck 3' (the science labs, the gym and the main shuttle bay) @@ -1038,7 +1027,6 @@ non-crew personnel or non-ambassadors to step past this threshhold. E instructional panel~ To operate the turbolift, say the name of the location you wish to get to: - 'deck 1' (engineering, transporter, the brig and the school) 'deck 2' (Ten forward, sick bay and the security center) 'deck 3' (the science labs, the gym and the main shuttle bay) @@ -1164,7 +1152,6 @@ Outer Space~ The USS Enterprise is a short distance away, slowly moving at a quarter-impulse. Many thousand, thousand stars dominate the view in every direction apart from to the north, where a large red star is going super-nova. - ~ 241 0 0 0 0 0 D4 @@ -1208,7 +1195,6 @@ the bright beams. D2 The computers that give this machine life, live to the south. Becareful with everything around this area, a transporter can be a very dangerous thing indeed! - ~ ~ 0 -1 24106 diff --git a/lib/world/wld/242.wld b/lib/world/wld/242.wld index e60084f..216dce9 100644 --- a/lib/world/wld/242.wld +++ b/lib/world/wld/242.wld @@ -187,7 +187,6 @@ stone statue man~ The statue is of a man, looking up to the sky. He's dressed in a suit, and he's wearing a top hat. At the base of the statue is a plaque, which looks like this: - x-----------------------------------------------x | . SOUTHERN MIDGAARD RECONSTRUCTION MONUMENT . | | | @@ -373,7 +372,6 @@ D3 E sign signs~ The signs are all the same, and they look like this: - x---------------------------------------------x | | | MIDGAARD THEATRE PRESENTS: | @@ -1599,7 +1597,6 @@ D1 E advertisements bulletin board posters~ The posters look like this: - ********************************************* * CURLING RESULTS * * * @@ -1663,7 +1660,6 @@ D3 E advertisements bulletin board posters~ The posters look like this: - ********************************************* * THE HARDCORE BONSPIEL * * * diff --git a/lib/world/wld/243.wld b/lib/world/wld/243.wld index 2767502..bdbd59f 100644 --- a/lib/world/wld/243.wld +++ b/lib/world/wld/243.wld @@ -73,7 +73,6 @@ The field continues South. E sign~ The sign reads: - x------------------------------------------------x | | | <------ BigKing's Castle - West | @@ -1726,7 +1725,6 @@ A high cliff is South. E sign~ The sign reads: - x---------------------------------------------------------x | A MESSAGE FROM COOLAND SKI HILL | | | @@ -1846,9 +1844,7 @@ Ski Hill Entrance~ You're at the ski hill entrance. The snow is well packed down, and pine trees line the north and south sides of the road. A large plastic banner spans the entire width of the road exclaiming, - "WELCOME TO THE COOLAND SKI HILL!" - A small booth stands here, where people must buy their lift tickets to get in. A small wooden sign has been nailed to the booth. A steel gate lies west. @@ -1867,7 +1863,6 @@ gate steel~ E sign~ The sign reads: - x---------------------------------------------------------------x | WELCOME TO COOLAND SKI HILL! | | "Home of the Yeti" | diff --git a/lib/world/wld/244.wld b/lib/world/wld/244.wld index 62826b5..3720b43 100644 --- a/lib/world/wld/244.wld +++ b/lib/world/wld/244.wld @@ -16,7 +16,6 @@ door iron~ E sign notice door~ The notice looks like this: - x-------------------------------------------------------------------x | C O O L A N D P R I S O N | | | @@ -91,7 +90,6 @@ door iron~ E sign notice door~ The notice looks like this: - x-------------------------------------------------------------------x | C O O L A N D P R I S O N | | | @@ -125,7 +123,6 @@ door iron~ E sign notice door~ The notice looks like this: - x-------------------------------------------------------------------x | C O O L A N D P R I S O N | | | @@ -221,14 +218,12 @@ The cell hallway is West. E words sign notice door~ The scratchings look like this: - _____ ______ _____ _____ _______ _____ _____ | | / \ \ \ / \ |\ | | / \ / \ | / | . | | \ \ | \ \ | | \ \ |-----\ ____/ | | | | | \ | | | ___ | | | | / . | | | | | \ | | | \ | | |_____/ \______ |____/ \____/ | \| | \___/ \____/ - ~ S #24406 @@ -294,7 +289,6 @@ door iron~ E sign notice door~ The notice looks like this: - x-------------------------------------------------------------------x | C O O L A N D P R I S O N | | | @@ -342,7 +336,6 @@ door iron~ E sign notice door~ The notice looks like this: - x-------------------------------------------------------------------x | C O O L A N D P R I S O N | | | @@ -1165,7 +1158,6 @@ The staircase leads Down into darkness. E sign notice red lettering~ This sign looks like this: - x-------------------------------------------------------x | THIS IS YOUR FINAL WARNING!!! | | | @@ -1214,7 +1206,6 @@ door metal thick huge~ E sign notice~ The sign looks like this: - x------------------------------------------------------------x | C O O L A N D P R I S O N | | | diff --git a/lib/world/wld/245.wld b/lib/world/wld/245.wld index 88395f2..dad9091 100644 --- a/lib/world/wld/245.wld +++ b/lib/world/wld/245.wld @@ -340,7 +340,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D1 @@ -359,7 +358,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D1 @@ -382,7 +380,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D1 @@ -405,7 +402,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D1 @@ -428,7 +424,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D2 @@ -447,7 +442,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -470,7 +464,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -493,7 +486,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -516,7 +508,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -535,7 +526,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -558,7 +548,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -581,7 +570,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -604,7 +592,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -623,7 +610,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -646,7 +632,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -669,7 +654,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the center of the chamber holds a broiling darkness which actually moves and writhes as if with its own inner life. Hooting, howling creatures cavort about the walkway scavenging upon each other and any unwary visitors who might 'drop in'. - ~ 245 105 0 0 0 0 D0 @@ -1595,7 +1579,6 @@ Claustrophobia~ through this small spout at the base of the Maw. Above you lies the roiling black of the Maw, its creatures and its evil beckoning you back for more. A large chamber lies just below, a maze of brickwork floors and rough stone walls. - ~ 245 365 0 0 0 0 D5 diff --git a/lib/world/wld/247.wld b/lib/world/wld/247.wld index 9928a8c..871376c 100644 --- a/lib/world/wld/247.wld +++ b/lib/world/wld/247.wld @@ -173,7 +173,6 @@ A Grave~ This area of the cemetery is relatively new. The ground seems to settle beneath your feet and the smell of freshly dug dirt hits your nostrils. The gravel path is to the west and there are more graves to the east and south. - ~ 247 0 0 0 0 0 D1 @@ -201,7 +200,6 @@ A Grave~ This area of the cemetery is relatively new. The ground seems to settle beneath your feet and the smell of freshly dug dirt hits your nostrils. The gravel path is to the west and there are more graves to the east and south. - ~ 247 0 0 0 0 0 D1 @@ -1338,7 +1336,6 @@ The Catacombs~ The corridor here stretches north to south. This area looks extremely old and the ceiling seems to want to cave in. There are larger and larger chunks of stone that have fallen in. You wonder just how save this passageway is. - ~ 247 9 0 0 0 0 D0 @@ -1400,7 +1397,6 @@ The Guardian Chamber~ You have entered what looks like a waiting room. There is a high vaulted ceiling here and an archway leads to the east. There is a faint red light coming from the east and you hear what sounds like high voltage electricity. - ~ 247 521 0 0 0 0 D1 diff --git a/lib/world/wld/248.wld b/lib/world/wld/248.wld index dca3445..307f2b3 100644 --- a/lib/world/wld/248.wld +++ b/lib/world/wld/248.wld @@ -464,12 +464,9 @@ You see the Tavern of Hope. E sign~ Rooms are expensive but good! You may: - Offer - get an offer on a room - Time is in real life days. Rent - Rent a room (saves your stuff, and quits the game), minimum charge is one day. - - MY WAY OR THE HIGHWAY PAY YOUR RENT! WE WON'T THINK TWICE BEFORE KICKING YOU OUT. diff --git a/lib/world/wld/249.wld b/lib/world/wld/249.wld index 3328f1c..f936668 100644 --- a/lib/world/wld/249.wld +++ b/lib/world/wld/249.wld @@ -17,7 +17,6 @@ The Entrance of JEDI CLAN house~ Suddenly you realize that a different atmosphere surrounds you... You have a strange feeling, you feel the FORCE getting stronger in you. You see a sign. To the north, you find the JEDI clan atrium. - ~ 249 72 0 0 0 0 D0 @@ -212,7 +211,6 @@ The Corridor~ The Force is more powerful in you. You note that to the east the room become dark. There are paintings hanged on the wall. The light comes from a very small hole in the ceiling. - ~ 249 72 0 0 0 0 D1 diff --git a/lib/world/wld/250.wld b/lib/world/wld/250.wld index 29778a0..3681e7c 100644 --- a/lib/world/wld/250.wld +++ b/lib/world/wld/250.wld @@ -49,7 +49,6 @@ The End of the Ancient Path~ the foot of a path. The path leads north, to the mountain which has, until now been your only beacon. Now that you can better see the ominous mountain looming before you, you begin to rethink the idea of recalling to Midgaard. - ~ 250 0 0 0 0 0 D0 diff --git a/lib/world/wld/251.wld b/lib/world/wld/251.wld index f7f55ee..66e0390 100644 --- a/lib/world/wld/251.wld +++ b/lib/world/wld/251.wld @@ -809,7 +809,6 @@ S Human Cage~ You are in a large cage. The cage stinks of rotten food. A narrow window looks out onto the grassy plains to the east. Straw covers the stone floor. - ~ 251 8 0 0 0 0 D3 diff --git a/lib/world/wld/252.wld b/lib/world/wld/252.wld index fb52ff7..aff256d 100644 --- a/lib/world/wld/252.wld +++ b/lib/world/wld/252.wld @@ -29,7 +29,6 @@ Part of the Dark and Sinister Forest, also available for download, this is a castle molded into a cliff-face with an underarea full of vampyres. The upper level holds a smattering of Gypsy caretakers and some rats and bats. Some decent eq available as well as some good exp for the high level player. - Links: 00nw ~ S diff --git a/lib/world/wld/253.wld b/lib/world/wld/253.wld index 5bd3af0..f034748 100644 --- a/lib/world/wld/253.wld +++ b/lib/world/wld/253.wld @@ -483,7 +483,6 @@ Mess Hall~ the steel-handled torches hung on the wall. It looks as if a great number of soldiers must live in this compound, judging by the immense size of this table. A door leads south into the kitchen or you may head west out into the hallway. - ~ 253 8 0 0 0 0 D2 @@ -513,7 +512,6 @@ Training Room~ for a bit of a more comfortable fall when practicing the art of fighting. A few targets are lined against the west wall, obviously for archery. Some weapon racks hang on the north wall, but currently there are no weapons in those racks. - ~ 253 0 0 0 0 0 D1 diff --git a/lib/world/wld/254.wld b/lib/world/wld/254.wld index 178fd9c..32bfb70 100644 --- a/lib/world/wld/254.wld +++ b/lib/world/wld/254.wld @@ -448,7 +448,6 @@ Food Tent~ This is where the village comes to eat their meals, three times daily. A raised chair at the head of the long table looks down on all, this must obviously be Mordecai's seat of honor. Currently, there is no one here eating. - ~ 254 0 0 0 0 0 D0 @@ -902,7 +901,6 @@ Mordecai's Stash~ You have finally figured out why Mordecai didn't have any good stuff in his home. It was all here. A plush, velvet upholstered chair sits in the center of his wealth, obviously the place where Mordecai enjoys a great deal of his time. - ~ 254 0 0 0 0 0 D3 diff --git a/lib/world/wld/255.wld b/lib/world/wld/255.wld index 746c2c0..115317b 100644 --- a/lib/world/wld/255.wld +++ b/lib/world/wld/255.wld @@ -18,7 +18,6 @@ This is a subterranean ship stuck in cave-in with a bunch of aggro pirate ghosts who are also invisible. Some decent eq for the mid-level player as well as some good experience. Connects to Beach and Lighthouse area, also available for download. - Zone 255 is linked to the following zones: 265 Beach & Lighthouse at 25507 (up ) ---> 26506 265 Beach & Lighthouse at 25531 (west ) ---> 26502 @@ -69,7 +68,6 @@ directly below you, and from the looks of it, entombed here forever, is a huge saling vessel. The rope you are on drops you onto the crow's nest of the main mast of this ship. You see no movement on deck, not that you expected to, as it looks as if this ship has been here for many decades, possibly even centuries. - ~ 255 264 0 0 0 0 D4 diff --git a/lib/world/wld/256.wld b/lib/world/wld/256.wld index 77a4491..fc2759d 100644 --- a/lib/world/wld/256.wld +++ b/lib/world/wld/256.wld @@ -992,7 +992,6 @@ D1 ~ 0 -1 25654 D2 - ~ door front~ 0 -1 25638 @@ -1318,7 +1317,6 @@ dirt stone~ E claw claws track tracks mark marks~ They stop very abruptly here, right where the piles of earth begin, it seems. - ~ E floor~ @@ -1383,7 +1381,6 @@ S Along the Parapet~ You stand atop the parapet which runs east to west here. This narrow walkway connects all the guard towers and provides a means for defense in times of war. - ~ 256 0 0 0 0 0 D1 diff --git a/lib/world/wld/257.wld b/lib/world/wld/257.wld index a7a4d79..45c61c2 100644 --- a/lib/world/wld/257.wld +++ b/lib/world/wld/257.wld @@ -61,13 +61,11 @@ finest armor and weapons in all of Jareth. 257 0 0 0 0 0 D0 Looking north you see Bourbon Street stretch off into the distance. - ~ ~ 0 -1 25754 D1 You see Maris' Weaponry. - ~ ~ 0 -1 25763 @@ -78,7 +76,6 @@ You see the City Proper. 0 -1 25705 D3 You see Maris' Armoury. - ~ ~ 0 -1 25700 @@ -270,12 +267,9 @@ You see the entrance hall. E sign~ Rooms are expensive but good! You may: - Offer - get an offer on a room - Time is in real life days. Rent - Rent a room (saves your stuff, and quits the game), minimum charge is one day. - - MY WAY OR THE HIGHWAY PAY YOUR RENT! WE WON'T THINK TWICE BEFORE KICKING YOU OUT. @@ -501,7 +495,6 @@ dregs found in the southern reaches of the city. To your west is the wall of a large complex of flats. To your east you see the western wall of of the bootery, where you may windowif so desired. North is more of River St, which crosses the river further up, and south, River St crosses Floris St in a square. - ~ 257 0 0 0 0 0 D0 @@ -671,7 +664,6 @@ target someone for assassination, you must write it on a piece of paper and drop the paper in the box. Be sure to include the name of the target, the price on their life, and a brief explanation why you wish them killed. East is the entrance to the Assassin's Guild, and west is the main room for Contracts, Ltd. - ~ 257 8 0 0 0 0 D1 @@ -790,22 +782,15 @@ You see the reception area. E 0~ The sign reads: - Use 'List' to see the available pets. Use 'Buy ' to buy yourself a pet. - Instructions for having pets: - You can use 'order ' to order your pets around. If you abuse your pet, it will no longer regard you as its master. If you have several pets you may use 'order followers ' - You can name the pet you buy with: 'buy ' - Regards, - The Shopkeeper - ~ S #25732 @@ -1060,7 +1045,6 @@ Dark Alley~ from a game of dice as you enter their territory, and they seem just a bit perturbed. You can leave to the north or south, though neither choice seems all that inviting since both directions lead to more of what you're standing in now. - ~ 257 1 0 0 0 0 D0 @@ -1173,7 +1157,6 @@ The Assassin's Guild~ bliss. The clarity of mind you feel, the strength of purpose emanating from the very walls seem to ooze into every part of your being. A soft, slightly padded mat lies on the floor, offering you the chance to rest or meditate, as you will. - ~ 257 668 0 0 0 0 D2 @@ -1397,7 +1380,6 @@ the crossing of Floris Ave. East of you is the entrance to Captain Vulcevic's Boat House, where Vulcevic buys, sells, and repairs new and used boats. West is the long tall building which houses flats for any who wish to lease, although the entrance is southwest. Directly west only leads to a tall, windowless wall. - ~ 257 0 0 0 0 0 D0 diff --git a/lib/world/wld/258.wld b/lib/world/wld/258.wld index fa47dda..baf04e4 100644 --- a/lib/world/wld/258.wld +++ b/lib/world/wld/258.wld @@ -45,7 +45,6 @@ Zone 258 is linked to the following zones: 260 Grasslands at 25850 (west ) ---> 26080 299 Abandoned Cathedral at 25872 (north) ---> 29955 265 Beach & Lighthouse at 25874 (down ) ---> 26500 - TODO: several missing rooms/links from dibrova zone 35 ~ @@ -817,9 +816,7 @@ You can go south around the Inn. E sign~ The sign reads: - The Woodsman - ~ S #25871 diff --git a/lib/world/wld/261.wld b/lib/world/wld/261.wld index fe516ba..acd8983 100644 --- a/lib/world/wld/261.wld +++ b/lib/world/wld/261.wld @@ -372,13 +372,13 @@ D3 ~ 0 0 26113 E -closet~ - Nice clothes, but not your size at all. -~ -E desk~ The desk is basically uninteresting, as are the papers on top of it... ~ +E +closet~ + Nice clothes, but not your size at all. +~ S #26112 Pantry~ @@ -536,6 +536,7 @@ doing here?! - ~ 261 0 0 0 0 0 S +T 26100 #26122 Bedroom~ You land with a -THUMP! - in the center of a huge feather bed which sits in @@ -659,7 +660,7 @@ cell cells~ ~ S #26128 -undefined~ +A Dark Room~ It is pitch black... ~ 261 9 0 0 0 0 @@ -878,11 +879,11 @@ D3 door~ 1 0 26135 E -mortar mortars pestle pestles jar jars~ +beaker beakers flask flasks burner burners tong tongs~ Looks like normal, fragile lab equipment to you. ~ E -beaker beakers flask flasks burner burners tong tongs~ +mortar mortars pestle pestles jar jars~ Looks like normal, fragile lab equipment to you. ~ S @@ -907,7 +908,6 @@ A Twisty Path~ The path heads due west toward a large home. You have heard of an old married couple who used to be Head Enchanter and Enchantress to the Lord at Lord's Keep, maybe this is it... The path also heads north through the forest. - ~ 261 0 0 0 0 0 D0 diff --git a/lib/world/wld/262.wld b/lib/world/wld/262.wld index 3761bf5..50a5cc6 100644 --- a/lib/world/wld/262.wld +++ b/lib/world/wld/262.wld @@ -7,7 +7,6 @@ which are not part of the package you receive from the CircleMud download. Apologies to the original builder if I have offended at all by reposting this zone on my webpage, just thought that others might appreciate the mobs and eq as well. - Links: 17s, 18se, 20e, 45n, 56esw 26233 west to 3053 26239 east to silverthorne diff --git a/lib/world/wld/263.wld b/lib/world/wld/263.wld index 3420ea9..642a9ac 100644 --- a/lib/world/wld/263.wld +++ b/lib/world/wld/263.wld @@ -20,7 +20,6 @@ This zone was made as a connector to other zones, a basic filler zone full of low level mobs and eq. DragonSpyre, the Corn Maize, the Sinister Forest, Jher, and Ofingia all connect off this zone on Dibrova. It is not a particularly stand-out zone, but is a decent enough connector zone. - Links: 00n, 15e, 32e, 49n, 95s Zone 263 is linked to the following zones: 257 Jareth Main City at 26300 (east ) ---> 25756 @@ -481,7 +480,6 @@ S Lake's Edge~ The road runs east and west from here, around the lake. A farm lies just southeast of you, to the northeast you see a dock which leads out into the lake. - ~ 263 0 0 0 0 0 D1 diff --git a/lib/world/wld/264.wld b/lib/world/wld/264.wld index a2e7bc7..f5d1287 100644 --- a/lib/world/wld/264.wld +++ b/lib/world/wld/264.wld @@ -32,7 +32,6 @@ There is some kick ass eq in there that shouldn't be easy to get and a Fountain of Eternal Life that we made to contain a neverending supply of healing water - water that cast cure light with every drink. By making the village so difficult to find, we felt it would keep this fountain from being abused. - Entrance/Exit: 00E, 28N ~ S @@ -236,7 +235,6 @@ E tree~ The Markings read: -Beware the cold Embrace of the Banshee. - There appears to be some sort of stain just below that, as well. It almost looks like dry blood. ~ diff --git a/lib/world/wld/265.wld b/lib/world/wld/265.wld index 9780d66..16d8af3 100644 --- a/lib/world/wld/265.wld +++ b/lib/world/wld/265.wld @@ -19,7 +19,6 @@ credits~ This zone is exactly what the title implies, nothing more to it than that. There is a large lack of objs for this zone, it is suggested that some be created for it, otherwise the zone would be quite bland. - Zone 265 is linked to the following zones: 258 Light Forest at 26500 (up ) ---> 25874 255 Shipwreck at 26502 (east ) ---> 25531 @@ -329,7 +328,6 @@ Takker's Jetty~ All along the jetty, men relax in the sun, sitting in comfortable niches in the rocks where they can wile away their time telling tall tales about 'the ones that got away', discussing politics, or every now and then, doing some fishing. - ~ 265 0 0 0 0 0 D0 diff --git a/lib/world/wld/266.wld b/lib/world/wld/266.wld index 7c2c313..4667a0a 100644 --- a/lib/world/wld/266.wld +++ b/lib/world/wld/266.wld @@ -844,7 +844,6 @@ you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. To the south is a strange opening in the trees, almost as if it lead to a meadow or field of some sort, but it couldn't be, because it is still just as dark as ever in that direction. - ~ 266 1 0 0 0 0 D0 @@ -1503,7 +1502,6 @@ Climbing Up the Cliff~ You simply cannot do it. Your arms are like jello and your breath is coming in hot racking gasps that make your palms sweat and your head ache. You have no choice but to head back down to the forest and find your way out some other way. - ~ 266 0 0 0 0 0 D4 @@ -1744,7 +1742,6 @@ withered and brittle. Strangely enough, with all the lingering death around you, there seems to be a great deal of movement around you, but always out of the corner of your eye. Always just out of sight. To your north is a deep, dark valley. It looks exteremely uninviting from here, best to just pass it by. - ~ 266 1 0 0 0 0 D1 @@ -2247,7 +2244,6 @@ pentagram catches fire and burns brightly. The runes on the slab begin to glow fiercely. A droning sound begins and intensifies painfully. Reality seems to slip away as the room begins to spin around you. Trying to get a grip on yourself in this maddening scene, you notice an entryway opening up before you. - ~ 266 0 0 0 0 0 S diff --git a/lib/world/wld/267.wld b/lib/world/wld/267.wld index a4b6eca..4a75fe4 100644 --- a/lib/world/wld/267.wld +++ b/lib/world/wld/267.wld @@ -1981,7 +1981,6 @@ Entrance to the Office of the High Priest of Terror~ to this fact. Perhaps it's the skulls lined up on spikes around the room. Or, perhaps the fact that it looks to be several rooms. You really don't want to be here. You can go south or north... Neither way looks too comforting. - ~ 267 8 0 0 0 0 D0 diff --git a/lib/world/wld/27.wld b/lib/world/wld/27.wld index 0236ec6..7a3a0e9 100644 --- a/lib/world/wld/27.wld +++ b/lib/world/wld/27.wld @@ -1,6 +1,5 @@ #2700 Detta's [Memlin Caverns] Description Room~ - @BTheme:@n This zone is the under-mountain homeland of a group of neutral peace-loving creatures called memlins. Their humble network of caverns has been infiltrated by a sorceress who has recently risen to power and is seeking @@ -9,28 +8,23 @@ race. The basic objective then is to destroy the sorceress, though she has her ways of staying alive! For players interested in a deeper knowledge of the zone, there is @Ynow a little tour guide available@n in the temple who will explain all sorts of things about the storyline behind it - @GPlayers:@n This zone is geared towards players between levels 17-25, and is slightly evil aligned with most of the mobs being either neutral or evil. It is primarily a quest zone with killing the sorceress not being just your usual hack n slash job ;-) Lots of xp to be gained however if you feel like slaughtering the helpless community instead of helping them! - @RLocation:@n The zone itself is almost entirely underground, and made up of a network of caverns. Its sole exit however, opens out into a forest and this is the area it would be most seamlessly attached to. - @MSecrets:@n There are quite a few here now. I'd recommend exploring the zone without taking a peek at these little spoilers.. But if you must, just type LOOK SPOILERS to reveal all. - @CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses, please mudmail me - Detta. :-) All input appreciated! You can also email me at detta@@builderacademy.net East takes you through the other zones I have built here. Down takes you to the starting room of this zone. - ~ 27 520 0 0 0 0 D1 @@ -50,19 +44,12 @@ spoilers~ Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you really have to look there are a few little secrets listed here to spoil your zone exploring pleasure. Just type look # to look at each one. - 1: Temple Entrance Puzzle - 2: Lost Child Puzzle - 3: Goethite Shackle - 4: Girl who Transforms to Doll - 5: Colour-changing Shard of Glass - 6: Defeating the Sorceress - 7: Getting the Orb ~ E @@ -241,7 +228,6 @@ in a creature's jaws. D0 A puff of dust hangs about this small entrance into a dimly lit cave and every now and again the clang of a metal object being dropped can be heard. - ~ undefined~ 0 0 2707 diff --git a/lib/world/wld/271.wld b/lib/world/wld/271.wld index dc892e6..638a688 100644 --- a/lib/world/wld/271.wld +++ b/lib/world/wld/271.wld @@ -45,7 +45,6 @@ Zone 271 is linked to the following zones: 272 Sundhaven II at 27144 (east ) ---> 27260 272 Sundhaven II at 27145 (west ) ---> 27221 272 Sundhaven II at 27148 (down ) ---> 27257 - 272 Sundhaven II at 27149 (east ) ---> 27249 272 Sundhaven II at 27152 (east ) ---> 27257 272 Sundhaven II at 27152 (west ) ---> 27250 @@ -487,7 +486,6 @@ rules conduct~ 2) Don't point. 3) No stealing the tips. 4) No honor among thieves. - The list is, of course, left anonymous. ~ S diff --git a/lib/world/wld/272.wld b/lib/world/wld/272.wld index d19b57a..97f1ada 100644 --- a/lib/world/wld/272.wld +++ b/lib/world/wld/272.wld @@ -51,7 +51,6 @@ Zone 272 is linked to the following zones: 271 Sundhaven at 27252 (up ) ---> 27101 271 Sundhaven at 27253 (north) ---> 27162 271 Sundhaven at 27254 (down ) ---> 27101 - 271 Sundhaven at 27255 (north) ---> 27118 271 Sundhaven at 27256 (south) ---> 27101 271 Sundhaven at 27257 (west ) ---> 27152 @@ -687,7 +686,6 @@ A dark passageway~ Your foot slides as your boot sinks into some unpleasant substance on the muddy floor.. Mold? Only inspection in better light will tell. Eastwards the passage slants into a dark pool, and disappears to the west into blackness. - ~ 272 9 0 0 0 0 D1 diff --git a/lib/world/wld/273.wld b/lib/world/wld/273.wld index 90fca1a..1cdceea 100644 --- a/lib/world/wld/273.wld +++ b/lib/world/wld/273.wld @@ -678,7 +678,6 @@ spacestation. D1 The access pannel for this hatch has a red flashing light on it. The LCD reads: - 'No Pressure' ~ hatch~ @@ -722,7 +721,6 @@ D3 The hatch to Agrodome #3 is closed. The control pannel onthe door has a red flashing light on it. The LCD reads: - ** NO PRESSURE ** ~ hatch~ diff --git a/lib/world/wld/274.wld b/lib/world/wld/274.wld index cb0037e..b3a9e0a 100644 --- a/lib/world/wld/274.wld +++ b/lib/world/wld/274.wld @@ -256,7 +256,6 @@ S Entrance to Smurfberry Patch ~ You see ordered rows of bushes growing what appear to be Smurfberries. The patch continues to the north, south and west. To the east lies Smurfy Road. - ~ 274 0 0 0 0 0 D0 @@ -289,7 +288,6 @@ Smurfy Road~ You are walking down a well-kept road in the middle of Smurfville. To the north, you see a cute little smurfy well. To the west is what appears to be a Smurfberry Patch. To the east, you see yet another row of well-kept houses. - ~ 274 0 0 0 0 0 D0 @@ -486,7 +484,6 @@ You peer into the dark well and think you may just be able to squeeze down. E well~ You peer into the dark well and think you may just be able to squeeze down. - ~ S #27423 diff --git a/lib/world/wld/275.wld b/lib/world/wld/275.wld index be072bb..b2bc65c 100644 --- a/lib/world/wld/275.wld +++ b/lib/world/wld/275.wld @@ -9,7 +9,6 @@ Zone 275 is linked to the following zones: 276 New Sparta II at 27580 (north) ---> 27612 276 New Sparta II at 27599 (north) ---> 27600 276 New Sparta II at 27599 (south) ---> 27601 - guildmaster: 72, 73, 74, 75 ~ 275 0 0 0 0 0 @@ -2003,7 +2002,6 @@ You see the bar stools. E table~ This is your standard tournament pool table (would you expect anything less). - ~ S #27590 diff --git a/lib/world/wld/276.wld b/lib/world/wld/276.wld index 524dbd5..3625616 100644 --- a/lib/world/wld/276.wld +++ b/lib/world/wld/276.wld @@ -16,7 +16,6 @@ You see Second Avenue. E credits info~ The city of New Sparta. By Naved. - Zone 276 is linked to the following zones: 275 New Sparta at 27600 (south) ---> 27599 275 New Sparta at 27601 (north) ---> 27599 diff --git a/lib/world/wld/277.wld b/lib/world/wld/277.wld index 256fa86..a5efc40 100644 --- a/lib/world/wld/277.wld +++ b/lib/world/wld/277.wld @@ -31,8 +31,6 @@ M QQ21 spec_guard battlemaster M QQ22 spec_thief youth M QQ32 spec_guard shiriff S - - This is the classic Shire area. It is in a mixed format, part Merc 2.2, part standard Diku. Links 50u diff --git a/lib/world/wld/278.wld b/lib/world/wld/278.wld index a44d56f..fab6194 100644 --- a/lib/world/wld/278.wld +++ b/lib/world/wld/278.wld @@ -254,7 +254,6 @@ At a sharp turn in the current~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current allowes passage only to the east and south. - ~ 278 0 0 0 0 0 D1 @@ -490,7 +489,6 @@ At a sharp turn in the current~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current allowes passage only to the east and south. - ~ 278 0 0 0 0 0 D1 @@ -794,7 +792,6 @@ At a sharp turn in the current~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current allowes passage only to the east and south. - ~ 278 0 0 0 0 0 D1 @@ -872,7 +869,6 @@ At a sharp turn in the current~ keeping it from off-course. You realize this will be hard work. Seagulls chirp above, and wales spurt water far off into the horizon. The wind blows constant- ly here. The current allowes passage only to the east and south. - ~ 278 0 0 0 0 0 D1 diff --git a/lib/world/wld/28.wld b/lib/world/wld/28.wld index 87d28f8..ced2087 100644 --- a/lib/world/wld/28.wld +++ b/lib/world/wld/28.wld @@ -181,7 +181,6 @@ porkchops in the corpse. To pick them up, type . When you are sure you have all you need from the corpse you may choose to for a reward if you are lucky. - Then go ~ 28 44 0 0 0 0 @@ -232,7 +231,6 @@ abilities. The signs have large Titles: WARRIOR, MAGE, THIEF and CLERIC. To read a sign type where xxx is one of the above. - When you are done here, go north. ~ 28 60 0 0 0 0 @@ -248,11 +246,8 @@ E warrior~ The only skill you can learn on this low level is a kick, which will do a little damage to your enemy - if you hit. - To get better at this, type - If you just want to see what you can learn, type . - Later, you can use the skill in combat by typing . ~ E @@ -272,11 +267,8 @@ thief~ The only skill you can learn on this low level is backstab. A backstab is, as the name suggests, a way of getting behind your enemy, and stab him/her/it in the back. - To get better at this, type - If you just want to see what you can learn, type - Later, you can use the skill by typing instead of to initiate combat. Note, though that you need to use a pointed weapon to be able to backstab. diff --git a/lib/world/wld/280.wld b/lib/world/wld/280.wld index 9e408ee..f5fa8ea 100644 --- a/lib/world/wld/280.wld +++ b/lib/world/wld/280.wld @@ -30,7 +30,6 @@ and .zon file, and if you so choose to make one, the .obj file can be edited to suit your particular MUD. This is my first zone I have released publicaly, and I hope you all enjoy it. E-mail me with any comments or suggestions. All that said, enjoy! - Links: 00 portal ~ S @@ -114,7 +113,6 @@ circuits here, criss-crossing each other. The amount of power surging through this area is probably tremendous. The section of the motherboard seems to have been misshapen from the large amount of heat, it's stretching out towards the west. Why it went that way, instead of sloping downwards, you have no idea. - ~ 280 8 0 0 0 0 D0 diff --git a/lib/world/wld/281.wld b/lib/world/wld/281.wld index afef5d3..1986c47 100644 --- a/lib/world/wld/281.wld +++ b/lib/world/wld/281.wld @@ -17,7 +17,6 @@ maybe east of Midgaard. The area was originally written for low-level -Methem (mputkone@@rieska.oulu.fi) - Replace XXXX with a town name of your choosing. ~ S diff --git a/lib/world/wld/282.wld b/lib/world/wld/282.wld index 73171ac..cc8cf31 100644 --- a/lib/world/wld/282.wld +++ b/lib/world/wld/282.wld @@ -49,7 +49,6 @@ The Authors can be reached at their email addresses quoted below, or on Burning MUD - burning.stacken.kth.se 4000 --Raf --Blizzard picard@@indigo.ie purcellc@@post.queensu.ca - Zone 282 is linked to the following zones: 265 Beach & Lighthouse at 28200 (south) ---> 26536 ~ @@ -175,7 +174,6 @@ S A cavern~ A long cavern continues to the west, at the end of it is a bright glowing statue, you can not make out any of it's features but it looks magnificent. - ~ 282 0 0 0 0 0 D0 diff --git a/lib/world/wld/283.wld b/lib/world/wld/283.wld index 6165324..6c5e070 100644 --- a/lib/world/wld/283.wld +++ b/lib/world/wld/283.wld @@ -389,11 +389,8 @@ To the west looks to be a large chair with a dark figure sitting in it... E sign~ *****************North = The Slow-Death Room************ - ********************South = Quick-Death******************* - ********************West = The Dungeon Ruler's Lair********** - *******BE WARNED: UNPREPARED INTRUDERS WILL DIE******* ~ S @@ -1180,7 +1177,6 @@ Oops!~ You are climbing down the ladder to the ground when all of a sudden a large gust of wind comes along and hits you hard. Unprepared, you lose your grip on the very wet ropes, and fly head first into the ground below you. OUCH!!!!! - ~ 283 741 0 0 0 0 D4 diff --git a/lib/world/wld/284.wld b/lib/world/wld/284.wld index fd21ba9..7e5fe5b 100644 --- a/lib/world/wld/284.wld +++ b/lib/world/wld/284.wld @@ -1187,7 +1187,6 @@ S The streets of Ghenna.~ You are standing on a city street in Ghenna. Paved with cobble- stones, the road is slick with the blood of many a wayward adventurer. Watch your step! - ~ 284 1 0 0 0 0 D1 @@ -1318,7 +1317,6 @@ The dominatrix's abode.~ This room is filled with all manner of black, silver studded leather. Whips, chains and handcuffs are displayed prominently on each of the 3 walls. A position chair sits in the middle of the room for your hedonistic desires. - ~ 284 1 0 0 0 0 D2 @@ -1393,7 +1391,6 @@ A trashed abode.~ This place looks as though it was once a lovely home. The furniture which is completely trashed is reminiscent of a victorian styled era. A rickety stairwell leads upward, but doesnt look too stable. Better watch your step. - ~ 284 1 0 0 0 0 D0 @@ -1663,7 +1660,6 @@ The madame's room.~ under a ceiling made entirely of mirrors. The two lamps that are located on either side of the bed are draped with a gauzy red material which casts an eerie glow on an array of dildos which are mounted on the wall like trophys. - ~ 284 8 0 0 0 0 D0 @@ -1693,7 +1689,6 @@ A slimey footpath.~ What the hell?! This footpath is covered with a slimey substance akin to ectoplasm - its really gross. The path is so slippery that you cant ascend to where there is a covered walkway above you. Your only option is to go West. - ~ 284 5 0 0 0 0 D3 diff --git a/lib/world/wld/285.wld b/lib/world/wld/285.wld index 68f99ae..bc5bbf3 100644 --- a/lib/world/wld/285.wld +++ b/lib/world/wld/285.wld @@ -31,7 +31,6 @@ E credits info~ Descent to Hell Zone. Originally written by Strahd - Zone 285 is linked to the following zones: 286 Descent to Hell II at 28500 (north) ---> 28690 286 Descent to Hell II at 28500 (west ) ---> 28699 @@ -378,7 +377,6 @@ The Office of Big Mouth~ room is decorated posters of naked women and autographed pictures of famous tortured souls. Behind a large oaken desk sleeps Big Mouth. This mouth looks large enough to step into if it were open. You wonder what this guy eats... - ~ 285 9 0 0 0 0 D3 diff --git a/lib/world/wld/286.wld b/lib/world/wld/286.wld index 7573ff9..1565da5 100644 --- a/lib/world/wld/286.wld +++ b/lib/world/wld/286.wld @@ -30,12 +30,9 @@ E plaque~ Descent to Hell ************ - You just GO TO HELL!!!! *chuckle* - Made for levels 50-85 - Brought to you by Strahd ~ S @@ -401,7 +398,6 @@ Greed~ imagination! Wait! You suddenly feel as if it is all slowly disappearing. Someone is taking your treasure. They have no right! It is yours! You found it first. Let them go get thier own treasures! You see a door to the east. - ~ 286 9 0 0 0 0 D1 @@ -606,7 +602,6 @@ S Blackened Hallway~ This dark hallway looks as if it was made by a lavaworm... All the surfaces in it are melted and burnt. The smell of brimstone and sulfur fill the air. - ~ 286 9 0 0 0 0 D0 @@ -629,7 +624,6 @@ S Blackened Hallway~ This dark hallway looks as if it was made by a lavaworm... All the surfaces in it are melted and burnt. The smell of brimstone and sulfur fill the air. - ~ 286 9 0 0 0 0 D1 @@ -1972,9 +1966,7 @@ You see a blackened hallway. E poster~ Don't go to heaven....They're boring.... - ***GO TO HELL!!!**** - You'll be damned if you don't ;) ~ S diff --git a/lib/world/wld/287.wld b/lib/world/wld/287.wld index d117821..369ff16 100644 --- a/lib/world/wld/287.wld +++ b/lib/world/wld/287.wld @@ -234,7 +234,6 @@ The road continues east to a city. E sign~ It has boards with fingers pointing north, south, and west. - EAST - Ofingia SOUTH - Sorvecgden-Lacgorr NORTH - Midgaard @@ -587,7 +586,6 @@ S Southeastern Market Square~ The fragrance of fresh bread fills the air here. Ofintine bread is considered the best in the world by those who know what REAL bread tastes like. - ~ 287 0 0 0 0 0 D0 @@ -738,7 +736,6 @@ The public section of the library is to the north. E blue chewed paper~ It is a letter, or rather, half of a letter. - has never done. I say more happily that your ring is finished. It is a work of great art, and no king wears its equal. Indeed, the stone quarried from the [dwarven?] mines of Holdraxe is said to have magical @@ -760,7 +757,6 @@ E papyrus scroll fragment~ Some ancient scribe has written a list of legendary weapons, of which only this tiny scrap remains. - The great warrior Highlander, it is said, bore a mighty claymore, the equal of which is unknown to me. I have heard it glowed brightly when drawn, but I see no way this would be useful. The great smith Durgandon @@ -774,13 +770,11 @@ named for its thinness, and its renowned edge. It is supple steel, but quite sturdy, and I have seen Zeb plunge it deep into an oak without injuring the blade. Dorig is truly a great craftsman. There are dark rumors of a scimitar borne by the Goblin King that, if - Shoot! There is no more. ~ E small vellum~ Like the rest it is a fragment: - The age of Iron came next; it is our present age. In these days men dwindled both in stature and nobility still further from the Bronze Age, so say the philosophers. They began forging their tools and @@ -791,7 +785,6 @@ So says the philosopher: To the world that stumbles lost and lone, A king descends from heaven's throne. Death by death is overthrown. - Here the page has been torn off. ~ E @@ -952,7 +945,6 @@ sharper smell of sourdough rye. No bakers anywhere in Midgaard, Thalos, or Rome can equal Marya Luzarna, who comes from a long line of bakers. Her great-great-great-grandfather Ogann baked the great Rye Loaf of Ofingia, which could be carried in a pocket, and yet fed an army of Ofintines for thirty days. - ~ 287 8 0 0 0 0 D3 @@ -1226,7 +1218,6 @@ The Spiral Tunnel~ The stream of water seems to be your last friend. Its water is muddy but it still tastes good after walking so far. The gloom of these caverns is beginning to darken your mind, and you long for the common room of the Grunting Boar Inn. - ~ 287 9 0 0 0 0 D4 @@ -1354,7 +1345,6 @@ S #28752 A Small Armory~ The Goblins keep a few weapons here, perhaps those they do not like to use. - ~ 287 9 0 0 0 0 D1 @@ -1511,7 +1501,6 @@ A Pale-Glowing Hall in Goblin-Town~ The bizarre magical glow these walls have is unnerving. These tunnels are certainly the kind of dank, filthy holes goblins like best. Bones and rotten meat litter the floor, and strange crawling beasts live on the gathered garbage. - ~ 287 8 0 0 0 0 D0 @@ -1680,7 +1669,6 @@ The Mess~ not have to take off your armor, but his pot always needs another chunk of meat, however it tastes. Around him are stacked jars of strange substances to add to his pot, probably not tasty spices. Dry, boiled bones are piled in the corner. - ~ 287 8 0 0 0 0 D2 @@ -2051,7 +2039,6 @@ because diving into the lake put out your light. It is not very large; roughly a round inverted bowl, fifty feet across, and about 15 feet high. To the north a small stream flows out through a tunnel. Of all the numerous influences that feed this lake, none are large enough, or low enough, for you to leave through. - ~ 287 204 0 0 0 0 D0 @@ -2295,7 +2282,6 @@ E throne bones bone~ It is made, seemingly, of the bones of the many enemies that the Great Goblin killed. All over it evil signs are carved; it glows with a pale, sickly light. - ~ S $~ diff --git a/lib/world/wld/288.wld b/lib/world/wld/288.wld index 1dfe944..ed90b8e 100644 --- a/lib/world/wld/288.wld +++ b/lib/world/wld/288.wld @@ -23,7 +23,6 @@ M 9332 spec_breath_acid I do not think that the cleric spec they are talking about is a friendly healing others one, so you will need to work that one out yourself (maybe the mage one will do in a pinch) - Links: 01w, 30s ~ 288 0 0 0 0 0 @@ -83,7 +82,6 @@ S On an InterGalactic Walkway~ You are on a well-paved path which seems that it was made deliberately for visitors like you. The walkway continues north and a small exit lies west. - ~ 288 0 0 0 0 0 D0 diff --git a/lib/world/wld/289.wld b/lib/world/wld/289.wld index c4865c1..4e6de5f 100644 --- a/lib/world/wld/289.wld +++ b/lib/world/wld/289.wld @@ -60,9 +60,7 @@ Page: Eshiay, Farlenian (and Koofy!), Aaron Barrs: Alerka E sign~ It says, - "WERITH'S WAYHOUSE" - ~ E stable~ @@ -71,7 +69,6 @@ stable~ E path paths~ Well-trodden paths around the sides of the building. Not much of interest. - ~ S #28901 diff --git a/lib/world/wld/290.wld b/lib/world/wld/290.wld index 5ea8e1c..c2036c3 100644 --- a/lib/world/wld/290.wld +++ b/lib/world/wld/290.wld @@ -52,7 +52,6 @@ Credits THANKS TO: C.A.W. for examples of areas. Builder_5 for the original Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a chance, and another, and... - Links: 17 ~ S @@ -308,7 +307,6 @@ conceivable reason why the lizardmen keep it here. E pillars wall~ What a useless concept. Why didn't the designer just put actual pillars in? - ~ S #29013 diff --git a/lib/world/wld/291.wld b/lib/world/wld/291.wld index 80851ed..abd635e 100644 --- a/lib/world/wld/291.wld +++ b/lib/world/wld/291.wld @@ -324,7 +324,6 @@ trampled down in many places where some unfortunate creature was hounded by something truly evil. A fresh burst of icy wind whips through the grass sending waves rolling through the glade. Out of the chilled wind comes a bout of the evil, maniacle, unholy cackles that cause your hair to stand on end. - ~ 291 0 0 0 0 0 D0 @@ -1351,7 +1350,6 @@ The Clock Tower~ intricate gears, cogs, and other clockwork parts meshing and grinding above you. The effect is almost hypnotic. A staircase is built into the wall allowing access to the intricate mechanisms above, if you dare to climb it. - ~ 291 8 0 0 0 0 D0 diff --git a/lib/world/wld/292.wld b/lib/world/wld/292.wld index 7c9283d..3daed01 100644 --- a/lib/world/wld/292.wld +++ b/lib/world/wld/292.wld @@ -534,7 +534,6 @@ Intersection~ Business Road joins Star Gate Road here. Small shops line the street to your south while Star Gate Road continues on its way east and west. - There is an odd feeling of power to your north. ~ 292 8 0 0 0 0 @@ -1194,7 +1193,6 @@ Town Hall--Entrance~ Organized Madness. There are people going every which way here, up across, over, under, through! Deliveries, messages, visits, appointments, WHEW! You're suddenly glad you don't work here! - There's a directory sign: Up-Mayor Kell Down-Jails @@ -1287,7 +1285,6 @@ Inner Chamber~ Now you've done it! You've interrupted a Council Session! You'll never work in this town again! What?!? You don't work here? Guards, ATTACK!!! - There is a big round table here with 6 seats. Otherwise, this room seems plain, to minimize the distractions upon the Council Members. ~ @@ -1390,9 +1387,7 @@ Uh-Oh!~ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA(breathe)AAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!! THUD! CRACK! KerPLOOMP! - (that wasn't a good idea, but now you know that, eh?) - ~ 292 4 0 0 0 0 S @@ -1401,7 +1396,6 @@ T 29204 Whoops...~ Accelerating at 9.81 m/s2 is usually not a good idea unless you have a... SSSSSSPPPPPPPLLLLLLAAAAAAAAATTTTTTTTT!!!!! - ~ 292 4 0 0 0 0 S diff --git a/lib/world/wld/293.wld b/lib/world/wld/293.wld index b274a20..7260df7 100644 --- a/lib/world/wld/293.wld +++ b/lib/world/wld/293.wld @@ -3,9 +3,7 @@ Entrance to the Blue Trials~ You enter the musty area beneath the blue temple and stop in awe. The stonework here is simply incredible--a combination of dwarven stonemanship and elven artistry. On the wall there is an inscription: - 'Only those who brave the elder beasts may arrive safely at the orb.' - There is a door to the east. ~ 293 9 0 0 0 0 @@ -27,7 +25,6 @@ Passageway~ It seems that door you just passed through disappeared behind you! The only way to go is forward, then, deeper into the passages. You're not sure if you feel comfortable about this... - The passage continues south. ~ 293 9 0 0 0 0 @@ -405,7 +402,6 @@ S Passageway~ There is a door to your north, with a plaque that says, 'The Trial of Death!' - Uh-oh. You wonder if you've a scroll of recall... ~ 293 9 0 0 0 0 @@ -422,9 +418,7 @@ S Killed by Arrow Traps!~ Suddenly thousands of arrows pepper your body...turning you into a giant pincushion!!!! - YOU ARE DEAD (R.I.P.!) - Welcome to The Builder Academy (TBA)! 0) Exit from TBA. 1) Enter TBA. @@ -434,9 +428,6 @@ Welcome to The Builder Academy (TBA)! 5) Delete this character. Make your choice: - - - (and then, the illusion and shock slowly fades away.) ~ 293 8 0 0 0 0 @@ -495,7 +486,6 @@ objects wink into being around you. A reward from the gods, perhaps? A rift opens in space below you, and you spot the street outside the White Temple in Kerofk. A voice booms around you: - "Take these toys, and remember this: don't expect plot continuity from a mud!" You feel relief. ~ diff --git a/lib/world/wld/294.wld b/lib/world/wld/294.wld index da09c97..b175349 100644 --- a/lib/world/wld/294.wld +++ b/lib/world/wld/294.wld @@ -51,7 +51,6 @@ Strange ship (not open, on docks #34). cityguard in the town you are attaching Trade Road to. The descriptions for rooms #00 and #17 can be switched at will. The default is set up to link onto a main city through an east exit to the - west end of Trade Road. Switching these two descriptions (don't forget to switch the Edesc's and change east for west and vice versa in the two descriptions!!!) 'reverses' the area, allowing a west exit @@ -228,7 +227,6 @@ Clay Street~ -- one going back down Clay Street to the east, over the wall, and a shop to the south. The wall doesn't look too safe, however; what with all those guards on top. The shop to the south looks like a considerably nicer place to go. - ~ 294 0 0 0 0 0 D1 @@ -433,7 +431,6 @@ Clay Street~ here. To the south, Clay Road continues towards the southern city wall, not far away. A nicely built building with an exquisite architecture is to the east, while the distinctive smell of tannin comes from a shop from the west. - ~ 294 0 0 0 0 0 D0 @@ -819,7 +816,6 @@ litter~ E shop shops building buildings~ They're getting noticeably worse now. You have a sudden attack of deja vu. - ~ S #29427 @@ -1013,7 +1009,6 @@ D3 E mortarwork wall~ Looks fresh. It also looks hastily built... To keep something out, or in? - ~ E ship~ @@ -1113,7 +1108,6 @@ Trade Road runs right outside. E lantern lanterns~ Your standard lantern, available for a pittance at your local General Store. - ~ E bench chair chairs~ @@ -1449,7 +1443,6 @@ bottle empty ale~ E news copy XXXX~ It's old. You'd be better off typing 'News' and reading the newest version. - ~ S #29450 diff --git a/lib/world/wld/295.wld b/lib/world/wld/295.wld index f14ea02..b1ce161 100644 --- a/lib/world/wld/295.wld +++ b/lib/world/wld/295.wld @@ -25,7 +25,6 @@ iwinning@@proweb.co.uk p.s If you are looking for a builder, I need somewhere to build :)- gimmie a mail at the above address. - Links: 00n ~ S diff --git a/lib/world/wld/296.wld b/lib/world/wld/296.wld index 8a598f1..f4d9819 100644 --- a/lib/world/wld/296.wld +++ b/lib/world/wld/296.wld @@ -50,9 +50,7 @@ A Littered Road~ The wheel tracks in the road lead east to a large parking-lot area, where many wagons and carts sit parked. To the north, you see the building, with the logo emblazoned: - 'Froboz's Fun Factory of Doom!' - ~ 296 0 0 0 0 0 D0 diff --git a/lib/world/wld/299.wld b/lib/world/wld/299.wld index 9a59d5d..ea55057 100644 --- a/lib/world/wld/299.wld +++ b/lib/world/wld/299.wld @@ -36,7 +36,6 @@ undead creatures deep in the catacombs below the cathedral. The area consists of 56 rooms, 15 mobiles, and 17 objects. N.B. The layout of the abandoned cathedral is loosely based upon an unfinished church created by CatsEye of VieMud 2.x - * This area was built to conform to the standard Diku gamma 0.0 release. Along with all other changes you must make to change diff --git a/lib/world/wld/30.wld b/lib/world/wld/30.wld index 905c509..1f82af6 100644 --- a/lib/world/wld/30.wld +++ b/lib/world/wld/30.wld @@ -58,9 +58,9 @@ E paintings ancient wall peasants gods giants~ The paintings are numerous in style and quality. But, they all have the same surreal quality that tugs at the mind to become lost in their depth and detail. - ~ S +T 3017 #3002 The Clerics' Inner Sanctum~ This is the inner sanctum. A picture of the mighty Thor, is hanging on @@ -197,19 +197,18 @@ You see the exit to the entrance hall. ~ 0 -1 3006 E -writing carving carvings symbols symbol~ - Although it is very hard to understand, you think it looks a lot like beer, -poems about beer, and small beer-mugs. -~ -E sign~ The sign reads: Free instructions provided by the Grunting Boar Inn. - Buy - Buy something (drinkable) from the bartender. List - The bartender will show you all the different drinks and specialties, and tell the price of each. ~ +E +writing carving carvings symbols symbol~ + Although it is very hard to understand, you think it looks a lot like beer, +poems about beer, and small beer-mugs. +~ S #3008 The Reception~ @@ -256,14 +255,6 @@ You see the main street. ~ 0 -1 3013 E -sign~ - Free instructions provided by the store: - - Buy - Will buy you some bread or pastry. - List - The baker will kindly tell you the price and sort of the bread in - his bakery. -~ -E danish pastry~ You see that this is truly delicious pastry. Must be made by a Dane from Denmark (which surely is not the capital of Sweden! ). Former ruler of @@ -271,6 +262,13 @@ Scandinavia, England, Northern Germany, Northern France, Russia, Greenland, Iceland, Estonia etc. Etc. The sight of those large, wholesome chokoladeboller makes your mouth water and your soul sing. ~ +E +sign~ + Free instructions provided by the store: + Buy - Will buy you some bread or pastry. + List - The baker will kindly tell you the price and sort of the bread in + his bakery. +~ S #3010 The General Store~ @@ -287,7 +285,6 @@ You see the main street. E note~ The note reads: - List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will @@ -310,7 +307,6 @@ You see the main street. E note~ The note reads: - List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will @@ -406,7 +402,6 @@ You see the main street. E statue~ What you see is the Midgaard Worm, stretching around the Palace of Midgaard. - ~ S #3015 @@ -536,12 +531,10 @@ You see the main street. E note~ You can use these commands for trading: - value To get the price of an item in your possession. sell To sell something. buy To buy something (provided that the shop has it in store). list Gives you a listing of the shop's inventory. - WE DON'T GIVE CREDIT; WE DON'T EXPECT TO RECEIVE CREDIT! NO HAGGLING ~ @@ -674,7 +667,6 @@ You see the common square. E guild~ It is the thieves' guild, don't enter if you care about your health or money. - ~ S #3027 @@ -769,22 +761,15 @@ You see the main street. E sign~ The sign reads: - Use 'List' to see the available pets. Use 'Buy ' to buy yourself a pet. - Instructions for having pets: - You can use 'order ' to order your pets around. If you abuse your pet, it will no longer regard you as its master. If you have several pets you may use 'order followers ' - You can name the pet you buy with: 'buy ' - Regards, - The Shopkeeper - ~ S #3032 @@ -829,14 +814,9 @@ The city gate is to the west. gate~ 1 3112 3052 E -wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -E -tower towers~ - Both of the towers are built from large grey rocks that have been fastened to -each other with some kind of mortar, just like the city wall. +bridge footbridge~ + It is too high up to reach but it looks as if one easily could walk across it +from one tower to the other. ~ E gate~ @@ -845,9 +825,14 @@ reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E -bridge footbridge~ - It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. +tower towers~ + Both of the towers are built from large grey rocks that have been fastened to +each other with some kind of mortar, just like the city wall. +~ +E +wall~ + It is built from large grey rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3041 @@ -873,14 +858,9 @@ You see Main Street. ~ 0 -1 3016 E -wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -E -tower towers~ - Both of the towers are built from large grey rocks that have been fastened to -each other with some kind of mortar, just like the city wall. +bridge footbridge~ + It is too high up to reach but it looks as if one easily could walk across it +from one tower to the other. ~ E gate~ @@ -889,9 +869,14 @@ reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E -bridge footbridge~ - It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. +tower towers~ + Both of the towers are built from large grey rocks that have been fastened to +each other with some kind of mortar, just like the city wall. +~ +E +wall~ + It is built from large grey rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3042 @@ -939,14 +924,14 @@ The road continues further south. ~ 0 -1 3047 E +wall writing letters~ + It says 'Who watches the watchmen? ' +~ +E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ -E -wall writing letters~ - It says 'Who watches the watchmen? ' -~ S #3044 Poor Alley~ @@ -1086,18 +1071,18 @@ You see the Concourse. ~ 0 -1 3100 E -wall~ +bridge~ It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. +some kind of mortar, just like the wall. ~ E opening~ You cannot really see it from here as it is somewhere beneath your feet. ~ E -bridge~ +wall~ It is built from large grey rocks that have been fastened to each other with -some kind of mortar, just like the wall. +some kind of mortar. It is far too high to climb. ~ S #3052 @@ -1118,14 +1103,9 @@ The forest edge is to the west. ~ 0 -1 6092 E -wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -E -tower towers~ - Both of the towers are built from large grey rocks that have been fastened to -each other with some kind of mortar, just like the city wall. +bridge footbridge~ + It is too high up to reach but it looks as if one easily could walk across it +from one tower to the other. ~ E gate~ @@ -1134,9 +1114,14 @@ reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E -bridge footbridge~ - It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. +tower towers~ + Both of the towers are built from large grey rocks that have been fastened to +each other with some kind of mortar, just like the city wall. +~ +E +wall~ + It is built from large grey rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3053 @@ -1157,14 +1142,9 @@ You see the city gate. gate~ 1 3112 3041 E -wall~ - It is built from large grey rocks that have been fastened to each other with -some kind of mortar. It is far too high to climb. -~ -E -tower towers~ - Both of the towers are built from large grey rocks that have been fastened to -each other with some kind of mortar, just like the city wall. +bridge footbridge~ + It is too high up to reach but it looks as if one easily could walk across it +from one tower to the other. ~ E gate~ @@ -1173,9 +1153,14 @@ reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E -bridge footbridge~ - It is too high up to reach but it looks as if one easily could walk across it -from one tower to the other. +tower towers~ + Both of the towers are built from large grey rocks that have been fastened to +each other with some kind of mortar, just like the city wall. +~ +E +wall~ + It is built from large grey rocks that have been fastened to each other with +some kind of mortar. It is far too high to climb. ~ S #3054 @@ -1198,17 +1183,17 @@ You see the southern end of the temple. ~ 0 -1 3001 E +altar~ + Even though the altar is more than ten feet long it appears to be made from a +single block of white virgin marble. +~ +E statue odin king god~ The statue represents the one-eyed Odin sitting on a his throne. He has long, grey hair and beard and a strict look on his face. On top of the throne, just above his shoulders, his two ravens Hugin and Munin are sitting and at his feet are his wolves Gere and Freke. ~ -E -altar~ - Even though the altar is more than ten feet long it appears to be made from a -single block of white virgin marble. -~ S #3058 Ye Olde Water Shoppe~ @@ -1317,29 +1302,6 @@ You see the entrance to the Grunting Boar Inn and Tavern. ~ 0 -1 3006 E -WANTED posters poster wall~ - Faces of various known Killers and Thieves can barely be seen behind the -crates on the west wall. Some of them look quite familar, sorta like that guy -who you saw in the Reception a minute ago... But then again, they are rather -hard to see past the crates. -~ -E -crates opened large~ - As you know, it is illegal to send contraband items through the Midgaard -Mail. The customs agents use this as a great excuse to seize liquor, rare -spices, and just about anything they might find useful or profitable. -~ -E -cobwebs~ - They seem to cover everything here, even the Postmaster himself. -~ -E -letters envelopes assorted~ - Envelopes of all sizes are heaped into hugh piles around the room. As you -look closer, you see a letter that you had posted a full week ago, laying -unnoticed and slightly rat-chewed towards the bottom of the pile. -~ -E sign~ ********************************************************** * * @@ -1358,6 +1320,29 @@ sign~ * Type 'HELP MAIL' for more info * ********************************************************** ~ +E +letters envelopes assorted~ + Envelopes of all sizes are heaped into hugh piles around the room. As you +look closer, you see a letter that you had posted a full week ago, laying +unnoticed and slightly rat-chewed towards the bottom of the pile. +~ +E +cobwebs~ + They seem to cover everything here, even the Postmaster himself. +~ +E +crates opened large~ + As you know, it is illegal to send contraband items through the Midgaard +Mail. The customs agents use this as a great excuse to seize liquor, rare +spices, and just about anything they might find useful or profitable. +~ +E +WANTED posters poster wall~ + Faces of various known Killers and Thieves can barely be seen behind the +crates on the west wall. Some of them look quite familar, sorta like that guy +who you saw in the Reception a minute ago... But then again, they are rather +hard to see past the crates. +~ S #3063 The Midgaard Donation Room~ diff --git a/lib/world/wld/301.wld b/lib/world/wld/301.wld index 28c6c9e..762b019 100644 --- a/lib/world/wld/301.wld +++ b/lib/world/wld/301.wld @@ -33,7 +33,6 @@ class range. Remove the extra '0' if you don't need/want it. Here are some recommended specials for the mobs: #04 should be given a sleep spell to cast #47 should be given an undead process. -* Zone 301 is linked to the following zones: 302 Campus at 30123 (south) ---> 30236 302 Campus at 30124 (north) ---> 30250 @@ -105,13 +104,13 @@ Campus Crescent continues to the west. ~ 0 -1 30101 E -cobblestone stone cobble~ - The cobblestones are clean. -~ -E dorm dormitory dormitories~ Well, they're dormitories. What else can be said? ~ +E +cobblestone stone cobble~ + The cobblestones are clean. +~ S #30103 Campus Crescent~ @@ -137,13 +136,13 @@ Campus Crescent continues to the west. ~ 0 -1 30102 E -caf cafeteria~ - You barely see, through the thick putrid fumes, the Mary Rotte Cafeteria. -~ -E cobblestone stone cobble~ The cobblestones are clean. ~ +E +caf cafeteria~ + You barely see, through the thick putrid fumes, the Mary Rotte Cafeteria. +~ S #30104 The Crossroads~ @@ -207,13 +206,13 @@ The Crossroads lie to the west. ~ 0 -1 30104 E -building~ - The buildings seem warm and inviting. You almost feel like hugging one. -~ -E cobblestone stone cobble~ The cobblestones are clean. ~ +E +building~ + The buildings seem warm and inviting. You almost feel like hugging one. +~ S #30106 Campus Crescent~ @@ -244,8 +243,8 @@ Campus Crescent continues to the west. ~ 0 -1 30105 E -round building~ - Yes... It's a round building. Go figure. +cobblestone stone cobble~ + The cobblestones are still clean. ~ E bookstore~ @@ -253,8 +252,8 @@ bookstore~ floor. ~ E -cobblestone stone cobble~ - The cobblestones are still clean. +round building~ + Yes... It's a round building. Go figure. ~ S #30107 @@ -279,13 +278,13 @@ Campus Crescent and its cobblestones are to the west. ~ 0 -1 30106 E -asphalt pavement~ - It's asphalt. -~ -E cobblestone stone cobble~ It's asphalt, you idiot! If you want to look at cobblestones, go west. ~ +E +asphalt pavement~ + It's asphalt. +~ S #30108 University Avenue~ @@ -309,8 +308,8 @@ The cafeteria lies to the west. ~ 0 -1 30128 E -cafeteria fog~ - The fog seems to be coming from the Mary Rotte Cafeteria. +cobblestone stone cobble~ + It's a dirt road. There are NO cobblestones here, although to the north... ~ E dirt~ @@ -318,8 +317,8 @@ dirt~ World Dictionary) ~ E -cobblestone stone cobble~ - It's a dirt road. There are NO cobblestones here, although to the north... +cafeteria fog~ + The fog seems to be coming from the Mary Rotte Cafeteria. ~ S #30109 @@ -339,14 +338,14 @@ Morris House lies to the west. ~ 0 -1 30129 E -dormitory dorm~ - They are student living establishments. -~ -E dirt~ It's unclean matter, such as mud, trash, earth, or soil. (Webster's New World Dictionary) ~ +E +dormitory dorm~ + They are student living establishments. +~ S #30110 University Avenue~ @@ -375,8 +374,8 @@ The Engineering building, Ellis Hall, lies to the west. ~ 0 -1 30132 E -building buildings~ - There are two buildings here. Which one? +cobblestone stone cobble~ + It's a dirt road. There are NO cobblestones here, although to the south... ~ E dirt~ @@ -384,8 +383,8 @@ dirt~ World Dictionary) ~ E -cobblestone stone cobble~ - It's a dirt road. There are NO cobblestones here, although to the south... +building buildings~ + There are two buildings here. Which one? ~ S #30111 @@ -415,14 +414,14 @@ The Commerce building, Dunning Hall, lies to the west. ~ 0 -1 30135 E -building buildings~ - There are two buildings here. Which one? -~ -E dirt~ It's unclean matter, such as mud, trash, earth, or soil. (Webster's New World Dictionary) ~ +E +building buildings~ + There are two buildings here. Which one? +~ S #30112 University Avenue~ @@ -474,8 +473,9 @@ University Avenue continues to the south. ~ 0 -1 30112 E -building~ - The student centre lies to the east. +dirt~ + It's unclean matter, such as mud, trash, earth, or soil. (Webster's New +World Dictionary) ~ E sign warning~ @@ -488,9 +488,8 @@ Fine $ 53.75 for excessively loud noises. ENTER AT YOUR OWN RISK! ~ E -dirt~ - It's unclean matter, such as mud, trash, earth, or soil. (Webster's New -World Dictionary) +building~ + The student centre lies to the east. ~ S #30114 @@ -515,13 +514,13 @@ University Avenue lies to the west. ~ 0 -1 30112 E -building~ - The student centre lies to the north. -~ -E non-descript non descript~ (No description) ~ +E +building~ + The student centre lies to the north. +~ S #30115 Union Street~ @@ -550,13 +549,13 @@ Union Street continues to the west. ~ 0 -1 30114 E -building buildings~ - There are two buildings here. Which one? -~ -E non-descript non descript~ (No description) ~ +E +building buildings~ + There are two buildings here. Which one? +~ S #30116 Division Road~ @@ -581,13 +580,13 @@ Union Street is to the west. ~ 0 -1 30115 E -asphalt pavement~ - It's asphalt. -~ -E building gym arena~ The Jock Hardy Arena lies to the north. ~ +E +asphalt pavement~ + It's asphalt. +~ S #30117 Division Road~ @@ -606,13 +605,13 @@ Division Road continues south. ~ 0 -1 30118 E -zork~ - What would possess you to look at that? What is a zork anyways? -~ -E asphalt pavement~ It's asphalt. ~ +E +zork~ + What would possess you to look at that? What is a zork anyways? +~ S #30118 Division Road~ @@ -636,14 +635,14 @@ The Campus bookstore lies to the west. ~ 0 -1 30141 E -asphalt pavement~ - It's asphalt. -~ -E bookstore building~ The bookstore is a 2-story cubical building, loud noises emanate from the top floor. ~ +E +asphalt pavement~ + It's asphalt. +~ S #30119 Division Road~ @@ -662,13 +661,13 @@ Division Road continues south. ~ 0 -1 30120 E -zork~ - What would possess you to look at that? What is a zork anyways? -~ -E asphalt pavement~ It's asphalt. ~ +E +zork~ + What would possess you to look at that? What is a zork anyways? +~ S #30120 Division Road~ @@ -687,14 +686,14 @@ Division Road continues south. ~ 0 -1 30121 E +asphalt pavement~ + It's asphalt. +~ +E tree~ It has been placed here just to relieve the monotony. It serves no other purpose whatsoever. ~ -E -asphalt pavement~ - It's asphalt. -~ S #30121 Division Road~ @@ -714,16 +713,16 @@ Wally World sits to the east. ~ 0 -1 30142 E +asphalt pavement~ + It's asphalt. +~ +E dorm dormitory~ This is a rather tall dormitory. You'd guess that in real life, it's probably 11-stories high, but since that would take an absurd amount of time to program, you don't think that there are that many floors in this replica of the building. ~ -E -asphalt pavement~ - It's asphalt. -~ S #30122 The Northern Campus Entrance~ @@ -740,12 +739,6 @@ The Student GHETTO... Beware! ~ 0 -1 30123 E -gate gateway pillar~ - The gateway is made of limestone and covered in ivy. As you already knew -that you feel rather silly wasting your time looking at it. There is a sign on -the left pillar. -~ -E sign plaque~ The nicely polished brass plaque reads: @@ -753,6 +746,12 @@ sign plaque~ ENTER AT YOUR OWN RISK ~ +E +gate gateway pillar~ + The gateway is made of limestone and covered in ivy. As you already knew +that you feel rather silly wasting your time looking at it. There is a sign on +the left pillar. +~ S #30123 The Ghetto~ @@ -827,14 +826,14 @@ There is a locked door leading to a stairwell. door~ 1 30105 30295 E +mailbox mailboxes~ + All of the mailboxes are all empty ... Just like normal you think. +~ +E tiles floor~ The floor is covered with tiles that are so ugly, you have a difficult time keeping your lunch down ~ -E -mailbox mailboxes~ - All of the mailboxes are all empty ... Just like normal you think. -~ S #30127 Mary Rotte Cafeteria Entrance~ @@ -861,14 +860,14 @@ There is a doorway leading to the kitchen. door doorway~ 1 -1 30143 E +cafeteria caf~ + Yes, this is the cafeteria. +~ +E door doorway~ You believe that the doorway leads to the kitchen. Let's give our compliments to the chef... *grin* ~ -E -cafeteria caf~ - Yes, this is the cafeteria. -~ S #30128 Mary Rotte Cafeteria Entrance~ @@ -895,14 +894,14 @@ The dining hall lies to the west... Beware! ~ 0 -1 30148 E +cafeteria caf~ + Yes, this is the cafeteria. +~ +E door doorway~ You believe that the doorway leads to the kitchen. Let's give our compliments to the chef... *grin* ~ -E -cafeteria caf~ - Yes, this is the cafeteria. -~ S #30129 Morris House~ @@ -952,16 +951,16 @@ The hallway continues west. ~ 0 -1 30324 E +round circle circular~ + Yes, it's round. +~ +E footnote~ Yes, believe it or not, this is a reasonably accurate representation of the Physics building, Stirling Hall at our university. The lecture halls are numbered in the same manner as represented and it is in fact round, so that you can walk in one direction all the way around the building. ~ -E -round circle circular~ - Yes, it's round. -~ S #30131 The Student Health Services Entrance~ @@ -1031,13 +1030,13 @@ University Avenue lies to the west. ~ 0 -1 30110 E -minds mind great greatest~ - All of whom were probably smarter than you. -~ -E halls hallways hall hallway~ They are twisting alright. ~ +E +minds mind great greatest~ + All of whom were probably smarter than you. +~ S #30134 Corry-Mack Hall~ @@ -1058,13 +1057,13 @@ Campus Crescent lies to the south. ~ 0 -1 30105 E -minds mind great greatest~ - All of whom were probably smarter than you. -~ -E halls hallways hall hallway~ They are twisting alright. ~ +E +minds mind great greatest~ + All of whom were probably smarter than you. +~ S #30135 Dunning Hall Lobby~ @@ -1201,6 +1200,10 @@ A long hallway lies to the west. ~ 0 -1 30153 E +plaque plaques~ + They are rather boring. A bunch of people you don't know. +~ +E sign~ The sign says: @n @@ -1209,10 +1212,6 @@ sign~ Locker Rooms -> West Exit -> South ~ -E -plaque plaques~ - They are rather boring. A bunch of people you don't know. -~ S #30140 The Grant Hall Building~ @@ -1301,13 +1300,13 @@ The kitchen continues south. ~ 0 -1 30144 E -food~ - Believe me, you don't want to look at that! -~ -E door doorway~ You stare intently at the door. Its wooden frame enthrals you. ~ +E +food~ + Believe me, you don't want to look at that! +~ S #30144 The Kitchen~ @@ -1350,13 +1349,13 @@ The dining hall continues south. ~ 0 -1 30147 E -students poor~ - You feel sorry for them. -~ -E food~ Believe me, you don't want to look at that! ~ +E +students poor~ + You feel sorry for them. +~ S #30146 Dining Hall~ @@ -1377,13 +1376,13 @@ The dining hall continues west. ~ 0 -1 30145 E -students poor~ - You feel sorry for them. -~ -E food~ Believe me, you don't want to look at that! ~ +E +students poor~ + You feel sorry for them. +~ S #30147 Dining Hall~ @@ -1404,13 +1403,13 @@ The dining hall continues east. ~ 0 -1 30148 E -students poor~ - You feel sorry for them. -~ -E food~ Believe me, you don't want to look at that! ~ +E +students poor~ + You feel sorry for them. +~ S #30148 Dining Hall~ @@ -1436,13 +1435,13 @@ The dining hall continues west. ~ 0 -1 30147 E -students poor~ - You feel sorry for them. -~ -E food~ Believe me, you don't want to look at that! ~ +E +students poor~ + You feel sorry for them. +~ S #30149 Kitchen~ @@ -1463,13 +1462,13 @@ There is a storeroom beyond the door to the south. door doorway~ 1 -1 30150 E -door doorway~ - It's a door. It has a nice steel frame surrounding a metallic door. -~ -E food~ Believe me, you don't want to look at that! ~ +E +door doorway~ + It's a door. It has a nice steel frame surrounding a metallic door. +~ S #30150 A Storeroom~ @@ -1484,16 +1483,16 @@ These stairs lead back to the door to the kitchen. door doorway~ 1 -1 30149 E -door doorway~ - It's a door. It has a nice steel frame surrounding a metallic door. +food~ + Well, it's food. ~ E spam pre-made packages ingredients uninteresting stuff~ It's rather uninteresting. ~ E -food~ - Well, it's food. +door doorway~ + It's a door. It has a nice steel frame surrounding a metallic door. ~ S #30151 @@ -1515,13 +1514,13 @@ The kitchen continues west. ~ 0 -1 30149 E -food~ - Believe me, you don't want to look at that! -~ -E door doorway~ You stare intently at the door. Its wooden frame enthrals you. ~ +E +food~ + Believe me, you don't want to look at that! +~ S #30152 Stairway~ @@ -1822,13 +1821,13 @@ The only way out is down. ~ 0 -1 30165 E -moshing mosh~ - All you can see is a mass of bodies moving up and down, up and down... -~ -E zorpa~ You see nothing special. Now what is a zorpa anyways? ~ +E +moshing mosh~ + All you can see is a mass of bodies moving up and down, up and down... +~ S #30167 The Infobank~ @@ -1849,17 +1848,17 @@ D5 plank~ 1 -1 30171 E +map~ + This map shows absolutely nothing, further proving the value of student +governments to you. +~ +E list~ The list reads: President Vice-President Seems as though everyone is claiming ignorance today. ~ -E -map~ - This map shows absolutely nothing, further proving the value of student -governments to you. -~ S #30168 The Games Room~ @@ -1906,8 +1905,9 @@ You can see the back hall from here complete with humming bank machines. ~ 0 -1 30138 E -prawn~ - You see nothing special. The Prawn is in excellent condition. +graffiti~ + You really don't want to read this! (if you want to continue reading type +"look wirt") ~ E wirt~ @@ -1915,9 +1915,8 @@ wirt~ read it type "look prawn" ~ E -graffiti~ - You really don't want to read this! (if you want to continue reading type -"look wirt") +prawn~ + You see nothing special. The Prawn is in excellent condition. ~ S #30171 @@ -1995,15 +1994,15 @@ be interesting. ~ 0 -1 30180 E -award awards~ - These are awards for various Engineering competitions which the university -entered at one time or another. -~ -E neat engineering devices~ You see lots of neat engineering devices which were used in the real world at some point or another. At least you think they were. ~ +E +award awards~ + These are awards for various Engineering competitions which the university +entered at one time or another. +~ S #30175 Hallway~ @@ -2040,12 +2039,9 @@ The hallway you probably entered from is handily located to the west. ~ 0 -1 30175 E -goalie~ - How did you know it was a goalie stick? Have you been reading the keywords? -~ -E -crest~ - The crest seems to be the crest belonging to the class of `97. +stage~ + The stage is located at the west end of the room. In one corner of the +stage, there is a hockey stick lying on the ground. ~ E hockey stick~ @@ -2053,9 +2049,12 @@ hockey stick~ crest prominently displayed. ~ E -stage~ - The stage is located at the west end of the room. In one corner of the -stage, there is a hockey stick lying on the ground. +crest~ + The crest seems to be the crest belonging to the class of `97. +~ +E +goalie~ + How did you know it was a goalie stick? Have you been reading the keywords? ~ S #30177 @@ -2263,13 +2262,13 @@ This leads into the building. door~ 2 30101 30178 E -building~ - This is the back side of Ellis Hall, the Engineering building. -~ -E pathway~ The path is well worn, but there are no discernible footsteps upon it. ~ +E +building~ + This is the back side of Ellis Hall, the Engineering building. +~ S #30188 A Pathway~ @@ -2386,7 +2385,6 @@ It's a long slide down. E pole greasepole grease~ The pole still looks pretty bad, and things don't seem to be getting better. - ~ S #30194 @@ -2407,7 +2405,6 @@ It's a long slide down. E pole greasepole grease~ The pole still looks pretty bad, and things don't seem to be getting better. - ~ S #30195 @@ -2428,7 +2425,6 @@ It's a long slide down. E pole greasepole grease~ The pole still looks pretty bad, and things don't seem to be getting better. - ~ S #30196 @@ -2449,7 +2445,6 @@ It's a long slide down. E pole greasepole grease~ The pole still looks pretty bad, and things don't seem to be getting better. - ~ S #30197 @@ -2470,7 +2465,6 @@ It's a long slide down. E pole greasepole grease~ The pole still looks pretty bad, and things don't seem to be getting better. - ~ S #30198 @@ -2491,7 +2485,6 @@ It's a long slide down. E pole greasepole grease~ The pole still looks pretty bad, and things don't seem to be getting better. - ~ S #30199 @@ -2512,7 +2505,6 @@ It's a long slide down. E pole greasepole grease~ The pole still looks pretty bad, and things don't seem to be getting better. - ~ S $~ diff --git a/lib/world/wld/302.wld b/lib/world/wld/302.wld index f02e2a1..0653f52 100644 --- a/lib/world/wld/302.wld +++ b/lib/world/wld/302.wld @@ -26,7 +26,6 @@ Zone 302 is linked to the following zones: 301 Campus at 30284 (up ) ---> 30120 301 Campus at 30284 (down ) ---> 30106 301 Campus at 30285 (north) ---> 30138 - 301 Campus at 30285 (west ) ---> 30132 301 Campus at 30285 (up ) ---> 30139 301 Campus at 30285 (down ) ---> 30169 @@ -42,7 +41,6 @@ Zone 302 is linked to the following zones: 301 Campus at 30295 (east ) ---> 30126 303 Campus at 30295 (up ) ---> 30312 303 Campus at 30296 (south) ---> 30302 - 303 Campus at 30299 (north) ---> 30300 303 Campus at 30299 (east ) ---> 30301 Links: 64e to catacombs @@ -779,7 +777,6 @@ S #30235 The Chute~ WHEEEEEEEEEEEE! What a fun ride!!!! Fortunately the only exit is down. - ~ 302 8 0 0 0 0 D5 @@ -817,7 +814,6 @@ door~ E overturned police policemobile mobile~ It is blocking the road quite nicely. Maybe it is meant to impede passage. - ~ S #30237 @@ -903,7 +899,6 @@ house run-down~ E overturned police policemobile mobile~ It is blocking the road quite nicely. Maybe it is meant to impede passage. - ~ S #30241 @@ -992,7 +987,6 @@ S #30244 Gael House~ This house reminds you of home, your parent's home. It's mind-boggling. - ~ 302 8 0 0 0 0 D3 @@ -1798,7 +1792,6 @@ door~ E sigils~ The sigils seem to form some strange shapes: - SSSSS SSS SS SSS @@ -1811,7 +1804,6 @@ sigils~ SSS SS SSS SSSSS - I wonder what it could be? ~ S @@ -1936,14 +1928,12 @@ door~ E sigils~ The sigils seem to form some strange shapes: - MMM MMM OOO OOO !! MMMM MMMM OO OO OO OO !! MM MM MM MM OO OO OO OO !! MM MMM MM OO OO OO OO !! MM M MM OO OO OO OO MM MM OOO OOO !! - ~ S #30285 @@ -2180,7 +2170,6 @@ Dunning Auditorium~ reminds you of movie theatres of old (like when they sat more than 10). Its main purpose seems to exist and collect dust. Maybe someone is doing some kind of study here. There is a sign on the east wall near the front of the room. - ~ 302 9 0 0 0 0 D1 diff --git a/lib/world/wld/303.wld b/lib/world/wld/303.wld index a96f09f..4c336cc 100644 --- a/lib/world/wld/303.wld +++ b/lib/world/wld/303.wld @@ -13,7 +13,6 @@ The hallway lies to the south. E credits info~ See zone description room for Campus. - Zone 303 is linked to the following zones: 302 Campus at 30300 (south) ---> 30299 302 Campus at 30301 (west ) ---> 30299 @@ -169,7 +168,6 @@ S #30307 Really Narrow Stairwell, Part II~ The Stairwell's Revenge. Now there is an exit to the west and one down. - ~ 303 13 0 0 0 0 D3 @@ -333,15 +331,9 @@ The stairwell leads down to the lobby. E sign~ The sign states: - - - The Campus Party is Here!! - Vote for the Campus Party, - Supporting our Beliefs!!! - ~ S #30313 @@ -393,7 +385,6 @@ african tribal music to the latest from Neil Young. E computer accessories~ This is so large and incomprehensible that you simply do not understand it. - ~ S #30315 @@ -617,7 +608,6 @@ S Hallway~ The hallway curves around slightly so that you can't quite see what is to the est and east. The sound of snoring denotes a lecture hall to the south. - ~ 303 8 0 0 0 0 D1 diff --git a/lib/world/wld/304.wld b/lib/world/wld/304.wld index 21a4140..edac19b 100644 --- a/lib/world/wld/304.wld +++ b/lib/world/wld/304.wld @@ -39,7 +39,6 @@ You see the entrance to the temple. E grass~ Looks like an average grass stalk. You pluck one and put it in your mouth. - ~ S #30402 diff --git a/lib/world/wld/305.wld b/lib/world/wld/305.wld index c5b3730..683c726 100644 --- a/lib/world/wld/305.wld +++ b/lib/world/wld/305.wld @@ -1602,7 +1602,6 @@ The Landing~ You drop down from the trap-door, and land on soft dirt. You seem to be inside some sort of enclave, and you see an underground river to the east. There is a small wooden dock extending from your enclave out into the river. - ~ 305 8 0 0 0 0 D1 @@ -1616,7 +1615,6 @@ The Landing~ You drop down from the trap-door, and land on soft dirt. You seem to be inside some sort of enclave, and you see an underground river to the west. There is a small wooden dock extending from your enclave out into the river. - ~ 305 8 0 0 0 0 D3 @@ -1677,7 +1675,6 @@ S The Underground River~ You bob along lazily in the strange craft, spinning in complete circles at points, but always headed downstream. In the distance you see another dock. - ~ 305 8 0 0 0 0 D0 diff --git a/lib/world/wld/307.wld b/lib/world/wld/307.wld index 357ffce..9ef4e6c 100644 --- a/lib/world/wld/307.wld +++ b/lib/world/wld/307.wld @@ -514,7 +514,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the south. - ~ 307 8 0 0 0 0 D2 @@ -527,7 +526,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the west. - ~ 307 8 0 0 0 0 D3 @@ -713,7 +711,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the west. - ~ 307 8 0 0 0 0 D3 @@ -726,7 +723,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the north. - ~ 307 8 0 0 0 0 D0 @@ -739,7 +735,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the west. - ~ 307 8 0 0 0 0 D3 @@ -752,7 +747,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the west. - ~ 307 8 0 0 0 0 D3 @@ -765,7 +759,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the west. - ~ 307 8 0 0 0 0 D3 @@ -778,7 +771,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the west. - ~ 307 8 0 0 0 0 D3 @@ -791,7 +783,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the east. - ~ 307 8 0 0 0 0 D1 @@ -804,7 +795,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the east. - ~ 307 0 0 0 0 0 D1 @@ -817,7 +807,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the east. - ~ 307 8 0 0 0 0 D1 @@ -830,7 +819,6 @@ Guest Room~ The rooms for the guests are done lavishly and in tones that are obviously meant to sooth and relax. This entire castle is more of a retreat than a private home for the Lord and Lady. The door to the hallway lies to the east. - ~ 307 8 0 0 0 0 D1 diff --git a/lib/world/wld/308.wld b/lib/world/wld/308.wld index 8be0eb3..e7380e8 100644 --- a/lib/world/wld/308.wld +++ b/lib/world/wld/308.wld @@ -170,7 +170,6 @@ Bend in the Gravel Road~ The road makes a twist to the north and east, heading toward the tower of Cailveh or away from it - depending on which way you may be traveling. A barn lies southeast of here, the only structure visible between here and the tower. - ~ 308 0 0 0 0 0 D0 @@ -348,7 +347,6 @@ D3 E sign~ All travelers welcome in Cailveh Towne. - Bring no malice with ye upon entry, but only the goodwill harbored within your heart. May the Gods be with you. ~ @@ -640,7 +638,6 @@ Cozy Home~ This home boasts a very warm wood stove burning in the northeast corner of the room, the warm air giving the place a drowsy, comfortable feeling. A plush armchair and matching divan lie against the south wall, beds on the north wall. - ~ 308 8 0 0 0 0 D3 diff --git a/lib/world/wld/309.wld b/lib/world/wld/309.wld index de1eedf..db2b354 100644 --- a/lib/world/wld/309.wld +++ b/lib/world/wld/309.wld @@ -333,7 +333,6 @@ The Fireside Inn~ visit. There is a layer of grime, mud and grease on the floor which makes footing relatively dangerous and a coating of dirt on every table. A bar lies on the east wall, behind which a man in a grubby smock serves drinks and food. - ~ 309 8 0 0 0 0 D2 @@ -527,7 +526,6 @@ Hovel~ This is the home of all the men of the area with no families who have no other place to go. There are no beds, just open floor space. The only piece of furniture in the room is a low table which may be used by sitting on the floor. - ~ 309 8 0 0 0 0 D1 @@ -870,7 +868,6 @@ that everyone in the keep is invited to and usually attend. Much revelry, singing and baudy jokes are told throughout the evenings - a favorite past time of the Baron's. On the east wall is the door into the kitchen, where wonderful smells emanate all day long - there is always something cooking in this place. - ~ 309 8 0 0 0 0 D1 @@ -1266,7 +1263,6 @@ S On the Battlements~ Just to the west is a guard's post where there is always someone on duty. To the east is the long wooden walkway which spans the upper level of the keep. - ~ 309 0 0 0 0 0 D1 diff --git a/lib/world/wld/31.wld b/lib/world/wld/31.wld index e08342c..3b29dab 100644 --- a/lib/world/wld/31.wld +++ b/lib/world/wld/31.wld @@ -417,16 +417,12 @@ The chain disappears in the clouds. E sign~ The sign points in all directions: - North - Emerald Avenue. East - Park Road. South - Emerald Avenue. West - Park Road. - Someone has added the following with red paint: - Up - Redferne's Flying Citadel. - ~ E chain~ @@ -899,7 +895,6 @@ altar~ The altar looks very old... You examine the floor around the altar and notice that it seems less dusty than the rest of the room... Someone must clean here regularly... Maybe that old guy in Park Cafe, he looked like that sort... - ~ E benches rows~ diff --git a/lib/world/wld/310.wld b/lib/world/wld/310.wld index a4067b5..18e9862 100644 --- a/lib/world/wld/310.wld +++ b/lib/world/wld/310.wld @@ -177,7 +177,6 @@ cliff sheer face~ E sign~ The sign reads: - ****************************** * * * The Graye Area * @@ -688,18 +687,14 @@ D3 E sign large~ There is a sign posted here, it says: - ATTENTION CITIZENS OF GRAYE! - Due to the demons beseiging our city, their night-time raids, and their recent kidnapping of King Relnar, we ask all citizens to observe the 7 pm curfew! Those out on the streets after dark run the risk of being mistaken for the enemy and killed! - signed, - The Graye Guard ~ S @@ -716,7 +711,6 @@ D1 E poster small~ The poster reads: - Great rewards will be given to anyone who can rescue the benevolent King Relnar. ~ diff --git a/lib/world/wld/311.wld b/lib/world/wld/311.wld index a830744..1970294 100644 --- a/lib/world/wld/311.wld +++ b/lib/world/wld/311.wld @@ -626,7 +626,6 @@ handholds or foot wedges. Flying through the air, moving yourself with not only your will but your hands as you pull yourself along the cliff wall, you chance to look down and realize that its probably a good idea if the fly spell you make use of is regularly maintained. To the south is the entrance into a small cave. - ~ 311 64 0 0 0 0 D0 diff --git a/lib/world/wld/312.wld b/lib/world/wld/312.wld index 12fbcd5..e740583 100644 --- a/lib/world/wld/312.wld +++ b/lib/world/wld/312.wld @@ -32,7 +32,6 @@ populated by lepers who have been banished or thrown out of their homeland. This was mainly built as a good place for high levels to get experience. The few objects that are there are meant to be fairly good in stats, as this zone was built to be difficult. - Zone 312 was linked to the following zones: 102 The Dream Halls - Hiruma at 31265 (west ) ---> 10234 102 The Dream Halls - Hiruma at 31266 (west ) ---> 10233 @@ -365,8 +364,6 @@ board~ **** In Memory and Honor **** May the souls of those departed rest in eternal peace - - Alnoor Farsins Jana Simpp Alexis Farsins Servonn Yllyn Vllad Tullins Rangol Urga @@ -876,7 +873,6 @@ Trail Through the Jungle~ Just to the west is a small pond, an acrid smell emanating from its direction. North from here is an opening in the jungle foliage, the volcano rising high beyond the clearing's boundaries. South, the path leads deep into the jungle. - ~ 312 4 0 0 0 0 D0 @@ -1446,7 +1442,6 @@ Through a Growth of Tall Weeds~ through the things can any way be found out of this mess. The line of sight only goes as far as an arm's length as the weeds which grow here are taller than most ordinary men and then some. Its a good possibility that you may be lost. - ~ 312 0 0 0 0 0 D0 diff --git a/lib/world/wld/313.wld b/lib/world/wld/313.wld index 73064a4..58f28c3 100644 --- a/lib/world/wld/313.wld +++ b/lib/world/wld/313.wld @@ -114,7 +114,6 @@ At the City Wall~ impenetrable wall which the citizens have fortified and refortified against goblin intrusion. The ground here is rocky and without growth, the rock bed which Ofingia was built upon stands higher than the rest of the land around it. - ~ 313 0 0 0 0 0 D1 @@ -332,7 +331,6 @@ Poorly-made Section of the Causeway~ This area of the farmlands appears to either have been very new during the time when the raids began or else it was destroyed by the raids, broken down into its current state by goblins intent on destroying everything in their path. - ~ 313 0 0 0 0 0 D0 diff --git a/lib/world/wld/314.wld b/lib/world/wld/314.wld index c1f6308..adfbb26 100644 --- a/lib/world/wld/314.wld +++ b/lib/world/wld/314.wld @@ -92,7 +92,6 @@ The Asylum Grounds~ only small patches of stonework still visible through the tangle. Once upon a time, this place must have been some sort of well-funded institution. What could have happened to cause it to be left in this state, one can only imagine. - ~ 314 1 0 0 0 0 D2 @@ -264,7 +263,6 @@ wide. The chairs face south to a large blackboard and an open area before it that must have been where a teacher's desk would have been placed. There is no such desk now. The chairs and desks remain only because they were bolted into the floor of the room, made so as to enforce discipline the old fashioned way. - ~ 314 9 0 0 0 0 D3 @@ -523,7 +521,6 @@ A Darkened Hall~ The hall turns at a right angle to the north, heading into darkness. The rubble is just as bad on this upper level as it is in the lower levels. There are no doors or windows in sight, but there is plenty of blood - ever present. - ~ 314 9 0 0 0 0 D0 @@ -783,7 +780,6 @@ The Old Stables~ spatters of red decorating every inch of the place. What sort of hideous crime was perpatrated at this place to cover the entire place in blood? What sort of hideous creature could do such a thing to such a mass of warm blooded creatures? - ~ 314 1 0 0 0 0 D0 @@ -1795,7 +1791,6 @@ Auditorium Seating~ Rows and rows of stone seats line the sloping floor, east to west up to the south wall where the seats actually reach the ceiling. More squatters lie wedged between seats, snug in their hopes that they will not be the next Chosen. - ~ 314 9 0 0 0 0 D1 @@ -1812,7 +1807,6 @@ Auditorium Seating~ Rows and rows of stone seats line the sloping floor, east to west up to the south wall where the seats actually reach the ceiling. More squatters lie wedged between seats, snug in their hopes that they will not be the next Chosen. - ~ 314 9 0 0 0 0 D3 diff --git a/lib/world/wld/315.wld b/lib/world/wld/315.wld index ed932f9..731e4ec 100644 --- a/lib/world/wld/315.wld +++ b/lib/world/wld/315.wld @@ -64,7 +64,6 @@ S #31503 Eastern Bridge~ The bridge runs straight south into the city, or north twoard McGintey Road. - ~ 315 32768 0 0 0 0 D0 @@ -374,7 +373,6 @@ S East Main~ The street heads south toward the bazaar or north toward the city gates and the Eastern Bridge. The city bank is just west of here, and the armory is east. - ~ 315 32768 0 0 0 0 D0 diff --git a/lib/world/wld/316.wld b/lib/world/wld/316.wld index aa335cf..13e2366 100644 --- a/lib/world/wld/316.wld +++ b/lib/world/wld/316.wld @@ -211,7 +211,6 @@ The feeling of power and strength still eminates all around you, lightening your step just a bit. A very tight little alley heads west from here, almost unnoticable to the naked eye. Gray stone buildings match the gray stone street you walk upon, all in contrast to the wonderful feeling of power all around you. - ~ 316 0 0 0 0 0 D0 @@ -271,7 +270,6 @@ Dirt Alley~ The stone of the street is left behind as you begin your way west along this path. Just west of here, the buildings drop away and the path heads toward what looks to be the edge of the plateau, for all you can see ahead is wide open air. - ~ 316 0 0 0 0 0 D1 @@ -371,7 +369,6 @@ Back Street~ The alley ends here, seeming to lead nowhere except back the way you came. As you scan the walls surrounding you, you can't help but feel as if maybe someone is watching your every move, however it is too dark for you to be sure. - ~ 316 1 0 0 0 0 D0 diff --git a/lib/world/wld/317.wld b/lib/world/wld/317.wld index 2d38b5b..6859cb0 100644 --- a/lib/world/wld/317.wld +++ b/lib/world/wld/317.wld @@ -209,7 +209,6 @@ merges into another street which heads south. Just south of your current locale is a short brick wall which encloses a large park that from the looks of it, is maintained quite regularly. The road also heads west past a small cobbled street and heads out of sight downhill toward McGintey's main business district. - ~ 317 8 0 0 0 0 D1 diff --git a/lib/world/wld/318.wld b/lib/world/wld/318.wld index 6bb9aa5..60d8d8b 100644 --- a/lib/world/wld/318.wld +++ b/lib/world/wld/318.wld @@ -10,7 +10,6 @@ Zone 318 is linked to the following zones: 322 McGintey Bay at 31846 (south) ---> 32271 322 McGintey Bay at 31847 (south) ---> 32269 322 McGintey Bay at 31848 (south) ---> 32267 - 322 McGintey Bay at 31849 (south) ---> 32265 ~ 318 0 0 0 0 0 @@ -112,7 +111,6 @@ the main business area. South of you is mroe of the road, which runs along side a very large building, presumably the Boat Station, where one may book passage to any of the islands of Dibrova. West of you is an alley where it looks like a sizable crowd has gathered, all intent and yelling at something in their center. - ~ 318 0 0 0 0 0 D0 @@ -662,7 +660,6 @@ warehouses or the place where the guard lived who watched over them. It makes little difference who lived here then, because the house has been completely gutted by the various hoodlums and punks of the town. It also looks as if it could be a favorite of some of the squatters of this town. The exit lies west. - ~ 318 8 0 0 0 0 D3 diff --git a/lib/world/wld/319.wld b/lib/world/wld/319.wld index 62e1d91..c180b35 100644 --- a/lib/world/wld/319.wld +++ b/lib/world/wld/319.wld @@ -36,8 +36,6 @@ new continents and islands to the MUD. The mobs have little eq as most of them are fish or other sea-faring animals. This zone can add a great deal of openings for builders to add to the overall theme of the MUD. - - Zone 319 is linked to the following zones: 320 Yllythad Sea II at 31900 (west ) ---> 32055 320 Yllythad Sea II at 31901 (west ) ---> 32046 @@ -47,7 +45,6 @@ Zone 319 is linked to the following zones: 320 Yllythad Sea II at 31906 (west ) ---> 32047 320 Yllythad Sea II at 31911 (west ) ---> 32048 320 Yllythad Sea II at 31916 (west ) ---> 32049 - 320 Yllythad Sea II at 31921 (west ) ---> 32050 322 McGintey Bay at 31926 (north) ---> 32203 322 McGintey Bay at 31931 (north) ---> 32204 @@ -60,7 +57,6 @@ Zone 319 is linked to the following zones: 320 Yllythad Sea II at 31997 (west ) ---> 32070 320 Yllythad Sea II at 31998 (west ) ---> 32065 320 Yllythad Sea II at 31999 (west ) ---> 32060 - Links: 01n to the beach ~ S @@ -568,7 +564,6 @@ S Among Fifteen Foot Waves~ Waves crush down in giant walls in every direction, the winds howls unceasingly as the rain is driven harder and harder against the sea's surface. - ~ 319 0 0 0 0 0 D0 @@ -1181,7 +1176,6 @@ S Among Fifteen Foot Waves~ Waves crush down in giant walls in every direction, the winds howls unceasingly as the rain is driven harder and harder against the sea's surface. - ~ 319 0 0 0 0 0 D0 @@ -1764,7 +1758,6 @@ S Among Fifteen Foot Waves~ Waves crush down in giant walls in every direction, the winds howls unceasingly as the rain is driven harder and harder against the sea's surface. - ~ 319 0 0 0 0 0 D0 diff --git a/lib/world/wld/320.wld b/lib/world/wld/320.wld index 453ee70..9565f58 100644 --- a/lib/world/wld/320.wld +++ b/lib/world/wld/320.wld @@ -30,7 +30,6 @@ Zone 320 is linked to the following zones: 319 Yllythad Sea at 32055 (east ) ---> 31900 319 Yllythad Sea at 32060 (east ) ---> 31999 319 Yllythad Sea at 32065 (east ) ---> 31998 - 319 Yllythad Sea at 32070 (east ) ---> 31997 321 Yllythad Sea III at 32071 (south) ---> 32101 321 Yllythad Sea III at 32072 (south) ---> 32102 @@ -514,7 +513,6 @@ S Among Fifteen Foot Waves~ Waves crush down in giant walls in every direction, the winds howls unceasingly as the rain is driven harder and harder against the sea's surface. - ~ 320 0 0 0 0 0 D0 @@ -1095,7 +1093,6 @@ S Among Fifteen Foot Waves~ Waves crush down in giant walls in every direction, the winds howls unceasingly as the rain is driven harder and harder against the sea's surface. - ~ 320 0 0 0 0 0 D0 @@ -1718,7 +1715,6 @@ S Among Fifteen Foot Waves~ Waves crush down in giant walls in every direction, the winds howls unceasingly as the rain is driven harder and harder against the sea's surface. - ~ 320 0 0 0 0 0 D0 diff --git a/lib/world/wld/321.wld b/lib/world/wld/321.wld index 27b56f1..3a99da9 100644 --- a/lib/world/wld/321.wld +++ b/lib/world/wld/321.wld @@ -30,7 +30,6 @@ Zone 321 is linked to the following zones: 319 Yllythad Sea at 32126 (north) ---> 31996 319 Yllythad Sea at 32131 (north) ---> 31991 319 Yllythad Sea at 32136 (north) ---> 31986 - 319 Yllythad Sea at 32141 (north) ---> 31981 319 Yllythad Sea at 32146 (north) ---> 31976 ~ @@ -520,7 +519,6 @@ S Among Fifteen Foot Waves~ Waves crush down in giant walls in every direction, the winds howls unceasingly as the rain is driven harder and harder against the sea's surface. - ~ 321 0 0 0 0 0 D0 @@ -1135,7 +1133,6 @@ S Among Fifteen Foot Waves~ Waves crush down in giant walls in every direction, the winds howls unceasingly as the rain is driven harder and harder against the sea's surface. - ~ 321 0 0 0 0 0 D0 @@ -1718,7 +1715,6 @@ S Among Fifteen Foot Waves~ Waves crush down in giant walls in every direction, the winds howls unceasingly as the rain is driven harder and harder against the sea's surface. - ~ 321 0 0 0 0 0 D0 diff --git a/lib/world/wld/322.wld b/lib/world/wld/322.wld index 9a88d2e..96bfb0b 100644 --- a/lib/world/wld/322.wld +++ b/lib/world/wld/322.wld @@ -30,7 +30,6 @@ Zone 322 is linked to the following zones: 318 Dock Area at 32265 (north) ---> 31849 318 Dock Area at 32267 (north) ---> 31848 318 Dock Area at 32269 (north) ---> 31847 - 318 Dock Area at 32271 (north) ---> 31846 318 Dock Area at 32273 (north) ---> 31842 318 Dock Area at 32275 (north) ---> 31843 @@ -1118,7 +1117,6 @@ Dock Area~ The calm, still waters of the Bay are only broken when a ship comes or goes from the docks to the east. Most of the ships docked along this area appear to be cargo haulers, the type to carry large amounts of goods over long distances. - ~ 322 4 0 0 0 0 D0 diff --git a/lib/world/wld/323.wld b/lib/world/wld/323.wld index 3a2dba6..95bb0ee 100644 --- a/lib/world/wld/323.wld +++ b/lib/world/wld/323.wld @@ -26,7 +26,6 @@ many miles. There are a number of cavernous mobs, all of them relatively high level - even the bats kick some ass. This zone is mainly intended to be a zone for high level players to gain good exp and find some good eq. - ~ S #32301 @@ -1102,7 +1101,6 @@ The Lake's Edge~ A passage runs west away from the lake. The ledge that borderd the lake runs south around it for a short space and then terminates at the cavern wall. Small ripples dance across the surface of the lake - otherwise, it is dead calm. - ~ 323 105 0 0 0 0 D1 @@ -1250,7 +1248,6 @@ The Lake's Edge~ With your back against a wall to the west and a deep subterrainean lake to the east, you may either go north or south along this ledge. You see a pile of... Something just south of here heaped against the south wall on the ground. - ~ 323 105 0 0 0 0 D0 diff --git a/lib/world/wld/324.wld b/lib/world/wld/324.wld index 4a43aa3..7ed82fd 100644 --- a/lib/world/wld/324.wld +++ b/lib/world/wld/324.wld @@ -26,7 +26,6 @@ D3 E credits info~ Army Encampment by Kaan - Zone 324 is linked to the following zones: 326 Army Perimeter at 32400 (west ) ---> 32610 326 Army Perimeter at 32414 (east ) ---> 32640 @@ -178,12 +177,10 @@ D4 E sign~ The sign has a note posted on it. It reads: - List - Tells you what I have to sell. Buy - Tells me what you want to buy. Value - Tells you what I will pay for an item. Sell - Tells me you will sell that item, to me. - ~ E swords weapons armor halberds whips~ @@ -1021,12 +1018,10 @@ You see the south gate through the door. E sign~ The sign has a note posted on it. It reads: - List - Tells you what I have to sell. Buy - Tells me what you want to buy. Value - Tells you what I will pay for an item. Sell - Tells me you will sell that item, to me. - ~ E fog mist~ @@ -1242,7 +1237,6 @@ E spires towers~ There are two tall spires on either side of the gate and are constantly manned by the city guards. They are made of stone and stand about 40 feet tall. - ~ S #32452 diff --git a/lib/world/wld/325.wld b/lib/world/wld/325.wld index 689f1e2..2f9c162 100644 --- a/lib/world/wld/325.wld +++ b/lib/world/wld/325.wld @@ -309,7 +309,6 @@ S Festival Grounds~ Just to the south is a small stage where a group of performers are acting out some sort of skit. The north, east and west are many other attractions as well. - ~ 325 0 0 0 0 0 D0 @@ -412,7 +411,6 @@ Eastern Grassway~ The oddities just keep coming as the people who ply their trade of entertainment pass by, doing whatever it is that they are good at. A large gathering of people are centered to the east, watching some kind of act or play. - ~ 325 0 0 0 0 0 D1 @@ -795,7 +793,6 @@ S Petting Zoo~ Small and large cages lie situated around this area, each one with a very unique and interesting animal. To the north are more of the cages and animals. - ~ 325 0 0 0 0 0 D0 diff --git a/lib/world/wld/326.wld b/lib/world/wld/326.wld index 1b57df5..f0b844c 100644 --- a/lib/world/wld/326.wld +++ b/lib/world/wld/326.wld @@ -19,11 +19,9 @@ D3 E info credits~ Army Perimeter by Kaan - Zone 326 is linked to the following zones: 324 Army Encampment at 32610 (east ) ---> 32400 324 Army Encampment at 32640 (west ) ---> 32414 - Links: 79e ~ S @@ -1144,7 +1142,6 @@ S Faint Path Through the Forest~ The path turns south and east from here, south leading deeper into the forest. You have the strangest feeling, almost as if you were being watched... - ~ 326 0 0 0 0 0 D2 @@ -1249,7 +1246,6 @@ Lookout Post~ The boards of this small platform have been painted in forest hues to conceal it that much the better. Branches and leaves have been draped over the tops of the post to give it a natural look. From below, no one would suspect a thing. - ~ 326 0 0 0 0 0 D5 diff --git a/lib/world/wld/33.wld b/lib/world/wld/33.wld index 6fdb12d..978d028 100644 --- a/lib/world/wld/33.wld +++ b/lib/world/wld/33.wld @@ -1440,7 +1440,6 @@ dirt stone~ E claw claws track tracks mark marks~ They stop very abruptly here, right where the piles of earth begin, it seems. - ~ E floor~ @@ -1453,7 +1452,6 @@ The Pit~ You fall through the illusionary floor. You hit the poisoned spikes below. - ~ 33 76 0 0 0 0 S diff --git a/lib/world/wld/37.wld b/lib/world/wld/37.wld index 89486d7..1bcd2bc 100644 --- a/lib/world/wld/37.wld +++ b/lib/world/wld/37.wld @@ -74,7 +74,6 @@ Pipe turning north and west~ stand upright, and just dry enough at this point to be able to walk without getting your feet wet. Still, sewage is trickling through the pipe and you come to the conclusion, that you're happy you chose to come here in the dry season. - ~ 37 32777 0 0 0 0 D0 @@ -167,7 +166,6 @@ A bend in the tunnel~ the pipe. It seems noone has been down here for ages to clean the grate, so it is stuck in it's current position. It's hopeless getting past it. Behind it you hear the sound of animals. Again you think of rats, but they sound so BIG!. - ~ 37 32777 0 0 0 0 D0 @@ -443,7 +441,6 @@ North of the grate.~ this part of the sewers for themselves. Obviously the grate to your south is there to stop the bats from infecting the whole sewer system. You can see the pipe through it. You can also enter the bats' territory by going west or north. - ~ 37 32777 0 0 0 0 D0 @@ -524,7 +521,6 @@ A side tunnel~ duck not to scrape your head against the bats clinging to the ceiling, and no matter where you look there seem to be more bats. These bats however does not try to harm you - at the moment. The tunnel continues north and south of here. - ~ 37 32777 0 0 0 0 D0 diff --git a/lib/world/wld/38.wld b/lib/world/wld/38.wld index 177ad82..cc0a2f5 100644 --- a/lib/world/wld/38.wld +++ b/lib/world/wld/38.wld @@ -1,7 +1,6 @@ #3800 Gareth's Zone Description Room~ Zone 38 will be used to expand the sewer system started in zone 37. - Builder: Gareth Zone: 38 Name: Sewer Catacombs @@ -10,9 +9,7 @@ Plot: Players navigate the catacombs to find items, riches, and other suprises.. Size: No more than 50. Probably 40 or 30. Align: Evil with neutral. Level: 15-35 - See room 3700 for more detail. - Zone 38 is linked to the following zones: 37 Capital Sewer System at 3801 (up ) ---> 3717 ~ diff --git a/lib/world/wld/39.wld b/lib/world/wld/39.wld index ea843ff..1db09a7 100644 --- a/lib/world/wld/39.wld +++ b/lib/world/wld/39.wld @@ -564,7 +564,6 @@ your eyes and your light in some places. The floor is made up of a watery muck, consisting of water, sand, rotten seaweed, and some other things you wouldn't even want to think of. The much is shallow, only up to your knees. It churns violently in some places, as if there are living things under it. - ~ 39 9 0 0 0 0 D0 @@ -619,7 +618,6 @@ your eyes and your light in some places. The floor is made up of a watery muck, consisting of water, sand, rotten seaweed, and some other things you wouldn't even want to think of. The much is shallow, only up to your knees. It churns violently in some places, as if there are living things under it. - ~ 39 9 0 0 0 0 D1 @@ -644,7 +642,6 @@ your eyes and your light in some places. The floor is made up of a watery muck, consisting of water, sand, rotten seaweed, and some other things you wouldn't even want to think of. The much is shallow, only up to your knees. It churns violently in some places, as if there are living things under it. - ~ 39 9 0 0 0 0 D1 diff --git a/lib/world/wld/4.wld b/lib/world/wld/4.wld index 5636e63..780d2a3 100644 --- a/lib/world/wld/4.wld +++ b/lib/world/wld/4.wld @@ -163,7 +163,6 @@ D1 ~ 0 0 409 D3 - ~ ~ 0 0 407 @@ -460,7 +459,6 @@ its visibility. ~ 4 0 0 0 0 3 D0 - ~ ~ 0 0 426 @@ -957,7 +955,6 @@ D0 ~ 0 0 455 D1 - ~ ~ 0 0 448 @@ -1294,7 +1291,6 @@ feel. ~ 4 0 0 0 0 3 D0 - ~ ~ 0 0 479 @@ -1406,7 +1402,6 @@ D1 ~ 0 0 481 D3 - ~ ~ 0 0 479 diff --git a/lib/world/wld/43.wld b/lib/world/wld/43.wld index b5ddbb8..d73616f 100644 --- a/lib/world/wld/43.wld +++ b/lib/world/wld/43.wld @@ -10,7 +10,6 @@ Rooms: 95 Objs: 23 Mobs: 17 Location: Branching of west from 8601 to 4396 leading to the icy bridge - Zone 43 was linked to the following zones: 86 Duke Kalithorn's Keep at 4396 (east ) ---> 8601 ~ @@ -730,7 +729,6 @@ S ICE!!!~ As you walk down toward the eskimo's village you suddenly slip on a patch of ice and - F A L diff --git a/lib/world/wld/44.wld b/lib/world/wld/44.wld index b92b208..46f06da 100644 --- a/lib/world/wld/44.wld +++ b/lib/world/wld/44.wld @@ -277,7 +277,6 @@ The throne room. E map table~ This is what you see on the table: - XXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX XXXXXXXXXXXXX XXX @@ -335,7 +334,6 @@ Behind the shubbery.~ You are in the forest, and a small path leads to your west, back to the orc camp. To your north you might be able to push through the undergrowth and get further into the forest, while both south and east the forest is too dense. - ~ 44 0 0 0 0 0 D0 diff --git a/lib/world/wld/45.wld b/lib/world/wld/45.wld index 27aeb83..a055110 100644 --- a/lib/world/wld/45.wld +++ b/lib/world/wld/45.wld @@ -68,7 +68,6 @@ A Dormitory~ You have entered some sleeping quarters. The walls are lined with several beds. Besides each bed is a small table and a chair. The room has a very cluttered look. Several animals sit in a small circle, meditating quietly. - ~ 45 0 0 0 0 0 D0 diff --git a/lib/world/wld/5.wld b/lib/world/wld/5.wld index 8a9c23c..ab4bd3b 100644 --- a/lib/world/wld/5.wld +++ b/lib/world/wld/5.wld @@ -1044,7 +1044,6 @@ S Stall~ You're standing in a horses stall. Hay is covering the groundm, probably to hide the smell coming from under it. The exit can be seen to the southeast. - ~ 5 0 0 0 0 0 D3 diff --git a/lib/world/wld/57.wld b/lib/world/wld/57.wld index 2e91139..0d2b139 100644 --- a/lib/world/wld/57.wld +++ b/lib/world/wld/57.wld @@ -144,7 +144,6 @@ D O W N - Too bad, you seem to have fallen into a never ending abyss. ~ 57 6 0 0 0 0 diff --git a/lib/world/wld/6.wld b/lib/world/wld/6.wld index 3f02a64..28984cb 100644 --- a/lib/world/wld/6.wld +++ b/lib/world/wld/6.wld @@ -478,7 +478,6 @@ S Sea of Souls~ As you depart from the island, you look around, trying to see another island. There isn't one in view, but that doesn't mean that ones not there. - ~ 6 0 0 0 0 0 D0 @@ -749,7 +748,6 @@ S Small Cove~ You find yourself floating into a small cove of the sea. It looks like another dead end. Guess you'll have to turn around and go a different way. - ~ 6 0 0 0 0 0 D2 @@ -777,7 +775,6 @@ S Hidden Island~ You have come to a small hidden island. There doesn't appear to be much here, just some wild plants, but it might be worth your time to have a look. - ~ 6 0 0 0 0 0 D0 diff --git a/lib/world/wld/60.wld b/lib/world/wld/60.wld index 1008913..82dc74a 100644 --- a/lib/world/wld/60.wld +++ b/lib/world/wld/60.wld @@ -1225,7 +1225,6 @@ tree trees~ E path paths shaded~ The shaded path is probably used by the small animals living in the forest. - ~ S #6061 @@ -1252,7 +1251,6 @@ illumination. A large branch looms above you, over the path. E path paths shaded shadowed~ The shadowy path is probably used by the small animals living in the forest. - ~ S #6062 @@ -1285,7 +1283,6 @@ tree trees~ E path paths shaded shadowy~ The shaded path is probably used by the small animals living in the forest. - ~ S #6063 @@ -1365,7 +1362,6 @@ tree trees~ E path paths shaded~ The shadowed path is probably used by the small animals living in the forest. - ~ S #6066 @@ -1397,7 +1393,6 @@ tree trees~ E path paths shaded~ The shaded path is probably used by the small animals living in the forest. - ~ S #6067 @@ -1566,7 +1561,6 @@ tree trees~ E path paths shadowy shadowed~ The shadowy path is probably used by the small animals living in the forest. - ~ S #6072 @@ -1598,7 +1592,6 @@ tree trees~ E path paths shaded~ The shaded path is probably used by the small animals living in the forest. - ~ S #6073 @@ -2010,7 +2003,6 @@ road dust dusty~ E tree trees forest~ The trees are quite tall considering most of them appear to be quite young. - ~ E trail~ diff --git a/lib/world/wld/61.wld b/lib/world/wld/61.wld index 56e4592..c564881 100644 --- a/lib/world/wld/61.wld +++ b/lib/world/wld/61.wld @@ -964,12 +964,10 @@ S The Deadly Spider Web~ You are walking along the narrow path, ducking under the sticky ropes as you advance... - > A huge, poisonous spider drops from above! A huge, poisonous spider drops from above! A huge, poisonous spider drops from above! - > The huge, poisonous spider stings you! You resist the poison! The huge, poisonous spider stings you! You are poisoned! diff --git a/lib/world/wld/64.wld b/lib/world/wld/64.wld index 3c8cf9d..9a8e50d 100644 --- a/lib/world/wld/64.wld +++ b/lib/world/wld/64.wld @@ -819,7 +819,6 @@ sense that whatever it is, it is very, very, very, very angry. E pentagram~ It is centuries old. You don't think standing close by would be a good idea. - ~ S #6445 diff --git a/lib/world/wld/65.wld b/lib/world/wld/65.wld index 3c63a71..c13ef15 100644 --- a/lib/world/wld/65.wld +++ b/lib/world/wld/65.wld @@ -209,12 +209,10 @@ The Door To The Castle~ Here there is a door to the castle to the east. The castle is elegantly designed, and looks much like a roll of toilet paper standing on its end. There is a sign which says: - ****************************************** * WELCOME TO THE CASTLE OF STRANGELOVE * * Here, celibacy is uninvited * ****************************************** - ~ 65 8 0 0 0 0 D1 @@ -535,7 +533,6 @@ is a stack of dirty sheets piled in the corner. There is a ladder that leads down, out of the castle, and you can leave the room to the south. There is also a small wooden door to the west. There is a sign that says: - ------------------------- | I'm busy right now, | | and don't know when | @@ -548,7 +545,6 @@ There is a sign that says: | be found somewhere, | | deep in the mines.. | ------------------------- - ~ 65 8 0 0 0 0 D2 @@ -718,10 +714,8 @@ S At The Maze Inscription~ You are inside the maze, but not far enough in that you could get lost. There is an enscription on the wall which says: - 1 3 2 4 N W N S - This isn't too tough, so don't take it so rough. ~ 65 9 0 0 0 0 @@ -815,10 +809,8 @@ that there is no way that a dumb worker could have figured that out. It seems pretty desolate here. To the south is a bleak room. To the north, you see the maze. There is a sign above the south exit: - THOSE WHO ENTER, PLAN ON A TIMELY DEATH. (ESPECIALLY IF YOU'RE LOYAL TO THE QUEEN) - ~ 65 9 0 0 0 0 D0 diff --git a/lib/world/wld/7.wld b/lib/world/wld/7.wld index 5837029..f306925 100644 --- a/lib/world/wld/7.wld +++ b/lib/world/wld/7.wld @@ -52,7 +52,6 @@ links credits info~ 17 Camelot III at 795 (south) ---> 1720 16 Camelot II at 799 (north) ---> 1624 17 Camelot III at 799 (south) ---> 1724 - ~ S #775 diff --git a/lib/world/wld/74.wld b/lib/world/wld/74.wld index 39899ae..9aa2a11 100644 --- a/lib/world/wld/74.wld +++ b/lib/world/wld/74.wld @@ -36,7 +36,6 @@ ZEDIT~ 3 - Load the scrawny little girl [7402], Max : 1 4 - then Equip with a bunch of white hyacinths [7404], Held, Max : 25 7406 - 0 - Load a squat groundskeeper [7403], Max : 1 1 - then Equip with a pair of sturdy leather boots [7405], Worn on feet, Max : 75 7408 @@ -678,7 +677,6 @@ D0 D1 Formed of massive slabs of steel, this door is locked with a great iron lock. The head of a monstrous stone gargoyle is placed just atop the lock. - ~ door of heavy steel~ 2 7417 7427 diff --git a/lib/world/wld/75.wld b/lib/world/wld/75.wld index 22cf495..070e83d 100644 --- a/lib/world/wld/75.wld +++ b/lib/world/wld/75.wld @@ -1365,7 +1365,6 @@ A Long Corridor~ This part of the corridor is unfunished. Large golden candleholders are mounted to the walls, white candles burn brightly, to show off a tremendous painting of a elegant lady. The corridor is wide and leads north and south. - ~ 75 0 0 0 0 0 D0 @@ -1509,7 +1508,6 @@ E table~ Bowls filled with fruit, cooked meats, and many other delicious foods are neatly placed here being arranged on silver platters and in exquisite bowls. - ~ S #7562 @@ -1628,7 +1626,6 @@ door south~ E trunk~ The wooden trunk is plain except for having a large lock holding it shut. - ~ E candle table~ @@ -1860,7 +1857,6 @@ A Sandy Beach~ The white sand rises and falls in small dunes scattered all about. Small patches of wild grass grows scantly around. Several trees grow to the north and east of the sand. To the west the ocean spreads far into the distance. - ~ 75 32768 0 0 0 0 D0 @@ -1893,7 +1889,6 @@ A Sandy Beach~ The white sand is flat and smooth with a few bird trails leading to the north. White waves roll in onto the sand washing away some of the bird prints. To the east a sandy clearing. The sand extents off to the north and south. - ~ 75 32768 0 0 0 0 D0 @@ -2015,7 +2010,6 @@ Market Row~ The small road is well traveled with a few shops to each side. Noise echos out from the shops from all the activity around them. To the north stands a large building made of wood and large stones. The road leads east and west. - ~ 75 32772 0 0 0 0 D0 diff --git a/lib/world/wld/79.wld b/lib/world/wld/79.wld index 1b9c1b8..49aa538 100644 --- a/lib/world/wld/79.wld +++ b/lib/world/wld/79.wld @@ -46,9 +46,7 @@ D2 Here you see a REAL door. It would be more proper to call this a 'GATE', rather than a 'door'. It is really HUGE! On it hangs a large sign with very large letters spelling: - EMERGENCY EXIT - ~ gate iron huge~ 2 7901 7900 @@ -68,18 +66,14 @@ It ends in what seems like a large bedroom up there. E letters~ They read: - LIBRARY - ~ E runes~ These runes are utterly strange to you, but you are in luck today: Under the runes you can just make out a sentence in Common. It reads: - Stay out, if you treasure your life. That is if you are mortal. - ~ S #7902 diff --git a/lib/world/wld/83.wld b/lib/world/wld/83.wld index f7b764f..936fe80 100644 --- a/lib/world/wld/83.wld +++ b/lib/world/wld/83.wld @@ -18,7 +18,6 @@ Glumgold's Sea [ INDEX ]~ @yZone 83 is linked to the following zones: @c ?? at 8301 (east) ---> ???? @n - Donateable ~ 83 512 0 0 0 0 diff --git a/lib/world/wld/86.wld b/lib/world/wld/86.wld index bd7c8a3..5cd0419 100644 --- a/lib/world/wld/86.wld +++ b/lib/world/wld/86.wld @@ -13,7 +13,6 @@ Plot : This will be the Keep of Grand Duke Kalithorn (it can be renamed to fit into the mud..it was just something I came up with) a mercenary turned politician/good guy after his wife was kidnapped by bandits. The Duke swore that he would not rest until his wife was found and the bandits - punished.so he is 'haunting' (for lack of a better word) the Keep. Links : 60s, 01w Notes : Within a forest or perhaps a little set back from a main road. diff --git a/lib/world/wld/9.wld b/lib/world/wld/9.wld index 51c79d8..69ac6c8 100644 --- a/lib/world/wld/9.wld +++ b/lib/world/wld/9.wld @@ -272,7 +272,6 @@ D2 E sign cave~ A sign beside the dark cave opening reads: - WARNING! Only fools and dead people pass this way. The tests of Minos, our glorious ruler, await. ~ diff --git a/lib/world/wld/90.wld b/lib/world/wld/90.wld index d0f8910..48f25e6 100644 --- a/lib/world/wld/90.wld +++ b/lib/world/wld/90.wld @@ -24,7 +24,6 @@ Triggers : 1 Theme : A connector zone with a Rangers Guild. Plot : Nothing spectacular just a filler I did in a few days. Links : 00w, 30s, 31e - Zone 90 was linked to the following zones: 170 South Pass at 9030 (south) ---> 17018 140 Wyvern City at 9031 (east ) ---> 14000 diff --git a/lib/world/wld/96.wld b/lib/world/wld/96.wld index 678767c..3bdebdd 100644 --- a/lib/world/wld/96.wld +++ b/lib/world/wld/96.wld @@ -28,7 +28,6 @@ Notes : A quest zone in which a player has to first go to the bear cave transport the players to domiae and then they must find the king and complete the quest to receive a sword. Links : 03e - Zone 96 was linked to the following zones: 100 Northern Highway at 9603 (east ) ---> 10056 ~ diff --git a/lib/world/wld/index b/lib/world/wld/index index bc122dc..797d24e 100644 --- a/lib/world/wld/index +++ b/lib/world/wld/index @@ -81,7 +81,6 @@ 169.wld 175.wld 186.wld -186.wld 187.wld 200.wld 201.wld diff --git a/lib/world/zon/0.zon b/lib/world/zon/0.zon index c882f3e..080ea53 100644 --- a/lib/world/zon/0.zon +++ b/lib/world/zon/0.zon @@ -1,14 +1,14 @@ #0 Rumble~ The Builder Academy Zone~ -0 99 10 2 d 0 0 0 -1 -1 -M 0 1 1 1 (Puff) +0 99 10 2 D 0 89 4 2 (The Prison Cell Corridor) M 0 31 1 89 (the Commissar) G 1 68 99 -1 (the Commissar's key) M 0 18 1 2 (Friedrich Nietzsche) R 0 88 1228 -1 (a advertising bulletin board) O 0 1228 99 88 (a advertising bulletin board) +M 0 1 1 1 (Puff) R 0 90 86 -1 (a pair of shackles) R 0 90 84 -1 (the shower drain) O 0 84 1 90 (the shower drain) diff --git a/lib/world/zon/1.zon b/lib/world/zon/1.zon index 44b48d8..fd91620 100644 --- a/lib/world/zon/1.zon +++ b/lib/world/zon/1.zon @@ -2,6 +2,12 @@ Rumble~ Sanctus~ 100 199 10 2 +M 0 98 1 100 (the travelling saleswoman) +G 1 82 99 -1 (the teleporter) +M 0 156 1 100 (the speaker of the land) +E 1 151 99 12 (a fancy red vest) +E 1 150 99 5 (a white silken shirt) +E 1 148 99 7 (some blue velvet pants) R 0 124 355 -1 (a metal staff) O 0 355 99 124 (a metal staff) M 0 216 1 189 (Yoda) @@ -28,10 +34,6 @@ M 0 211 1 129 (the phoenix) M 0 206 1 162 (a chunky philosopher) G 1 47 99 -1 (the magic eight ball) D 0 162 2 1 (Thieves Avenue) -M 0 156 1 100 (the speaker of the land) -E 1 151 99 12 (a fancy red vest) -E 1 150 99 5 (a white silken shirt) -E 1 148 99 7 (some blue velvet pants) O 0 175 1 101 (a long rope) M 0 157 1 101 (the old sage) M 0 153 1 190 (the pickpocket) diff --git a/lib/world/zon/2.zon b/lib/world/zon/2.zon index baadac7..00a5ec1 100644 --- a/lib/world/zon/2.zon +++ b/lib/world/zon/2.zon @@ -2,6 +2,7 @@ Rumble~ Sanctus II~ 200 299 10 2 +M 0 13 1 235 (a kind soul) M 0 125 3 254 (the young girl) M 0 164 1 254 (the drunk) G 1 101 99 -1 (an imported bottle of beer) @@ -12,7 +13,7 @@ M 0 169 3 200 (a citizen) M 0 33 1 266 (Homer Simpson) E 1 71 99 1 (a chinese finger trap) E 1 71 99 2 (a chinese finger trap) -O 0 193 1 291 (a thin stream or red liquid) +O 0 193 1 291 (a thin stream of red liquid) M 0 130 3 291 (the maid) E 1 155 99 17 (a feather duster) D 0 280 4 2 (The Bakery) @@ -68,7 +69,6 @@ M 0 170 3 233 (the townsman) G 1 176 99 -1 (a cancer stick) R 0 288 172 -1 (a rubber chicken) O 0 172 99 288 (a rubber chicken) -M 0 13 2 235 (a kind soul) R 0 249 3099 -1 (a bulletin board) O 0 3099 99 249 (a bulletin board) R 0 253 3096 -1 (a social bulletin board) diff --git a/lib/world/zon/30.zon b/lib/world/zon/30.zon index d9b6496..2d58bd3 100644 --- a/lib/world/zon/30.zon +++ b/lib/world/zon/30.zon @@ -1,9 +1,14 @@ #30 DikuMUD~ Northern Midgaard~ -3000 3099 15 2 d 0 0 0 -1 -1 +3000 3099 15 2 +M 0 3012 1 3063 (a kind soul) +M 0 3011 1 3000 (the travelling saleswoman) +G 1 3006 99 -1 (the teleporter) R 0 3000 3099 -1 (a bulletin board) O 0 3099 99 3000 (a bulletin board) +R 0 3001 3034 -1 (an automatic teller machine) +O 0 3034 99 3001 (an automatic teller machine) M 0 3045 1 3022 (the waiter) G 1 3002 100 -1 (a bottle) G 1 3003 100 -1 (a bottle) @@ -66,11 +71,6 @@ E 1 3022 100 16 (a long sword) M 0 3068 4 3008 (the green gelatinous blob) R 0 3008 3034 -1 (an automatic teller machine) O 0 3034 99 3008 (an automatic teller machine) -R 0 3001 3034 -1 (an automatic teller machine) -O 0 3034 99 3001 (an automatic teller machine) -M 0 98 1 3001 (the travelling saleswoman) -G 1 82 99 -1 (the teleporter) -M 0 13 2 3063 (a kind soul) M 0 3000 1 3033 (the wizard) G 1 3050 500 -1 (a scroll of identify) G 1 3051 500 -1 (a yellow potion of see invisible) diff --git a/lib/world/zon/31.zon b/lib/world/zon/31.zon index 8fab45e..06e938f 100644 --- a/lib/world/zon/31.zon +++ b/lib/world/zon/31.zon @@ -1,58 +1,58 @@ -#31 -DikuMUD~ -Southern Midgaard~ -3100 3199 30 2 d 0 0 0 -1 -1 -M 0 3060 20 3111 (the cityguard) -E 1 3022 100 16 (a long sword) -G 1 3105 2 -1 (an iron key) -M 0 3060 20 3111 (the cityguard) -E 1 3022 100 16 (a long sword) -M 0 3060 20 3111 (the cityguard) -E 1 3022 100 16 (a long sword) -M 0 3060 20 3111 (the cityguard) -E 1 3022 100 16 (a long sword) -M 0 3068 4 3106 (the green gelatinous blob) -M 0 3100 1 3106 (the Maid) -G 1 3100 500 -1 (a cup) -G 1 3101 500 -1 (a cup) -G 1 3102 500 -1 (a cup) -M 0 3101 1 3106 (the Sexton) -G 1 3106 2 -1 (a rusty key) -M 0 3102 1 3110 (the Chief Guard) -G 1 3107 2 -1 (a wooden key) -M 0 3103 4 3110 (the upset cityguard) -M 1 3103 4 3110 (the upset cityguard) -M 1 3103 4 3110 (the upset cityguard) -M 1 3103 4 3110 (the upset cityguard) -M 0 3104 1 3137 (the Secretary) -M 0 3105 1 3138 (the Mayor) -E 1 3112 1 17 (the City Key) -M 0 3106 1 3120 (the Town Crier) -M 0 3120 1 3114 (the swan) -M 0 3121 1 3114 (the duckling) -M 0 3122 1 3109 (the sparrow) -M 0 3123 2 3113 (the duck) -M 0 3123 2 3115 (the duck) -O 0 3109 1 3110 (the desk) -P 1 3108 1 3109 (a brass key) -O 0 3110 1 3110 (the safe) -P 1 3115 1 3110 (the gold) -R 0 3101 3111 -1 (the Bench) -O 0 3111 3 3101 (the Bench) -R 0 3102 3111 -1 (the Bench) -O 0 3111 3 3102 (the Bench) -R 0 3103 3111 -1 (the Bench) -O 0 3111 3 3103 (the Bench) -R 0 3141 3113 -1 (a fountain) -O 0 3113 1 3141 (a fountain) -O 0 3114 1 3141 (a small pile of gold coins) -O 0 3116 1 3155 (a candlestick) -O 0 3117 1 3124 (an elm tree) -D 0 3111 3 2 (Park Road) -D 0 3110 1 2 (Cityguard HeadQuarters) -D 0 3129 2 2 (On The Concourse) -D 0 3150 0 2 (A Gravel Road In The Graveyard) -D 0 3154 2 1 (In Front Of The Chapel) -D 0 3155 0 1 (Inside The Chapel) -S -$ +#31 +DikuMUD~ +Southern Midgaard~ +3100 3199 30 2 +M 0 3060 20 3111 (the cityguard) +E 1 3022 100 16 (a long sword) +G 1 3105 2 -1 (an iron key) +M 0 3060 20 3111 (the cityguard) +E 1 3022 100 16 (a long sword) +M 0 3060 20 3111 (the cityguard) +E 1 3022 100 16 (a long sword) +M 0 3060 20 3111 (the cityguard) +E 1 3022 100 16 (a long sword) +M 0 3068 4 3106 (the green gelatinous blob) +M 0 3100 1 3106 (the Maid) +G 1 3100 500 -1 (a cup) +G 1 3101 500 -1 (a cup) +G 1 3102 500 -1 (a cup) +M 0 3101 1 3106 (the Sexton) +G 1 3106 2 -1 (a rusty key) +M 0 3102 1 3110 (the Chief Guard) +G 1 3107 2 -1 (a wooden key) +M 0 3103 4 3110 (the upset cityguard) +M 1 3103 4 3110 (the upset cityguard) +M 1 3103 4 3110 (the upset cityguard) +M 1 3103 4 3110 (the upset cityguard) +M 0 3104 1 3137 (the Secretary) +M 0 3105 1 3138 (the Mayor) +E 1 3112 1 17 (the City Key) +M 0 3106 1 3120 (the Town Crier) +M 0 3120 1 3114 (the swan) +M 0 3121 1 3114 (the duckling) +M 0 3122 1 3109 (the sparrow) +M 0 3123 2 3113 (the duck) +M 0 3123 2 3115 (the duck) +O 0 3109 1 3110 (the desk) +P 1 3108 1 3109 (a brass key) +O 0 3110 1 3110 (the safe) +P 1 3115 1 3110 (the gold) +R 0 3101 3111 -1 (the Bench) +O 0 3111 3 3101 (the Bench) +R 0 3102 3111 -1 (the Bench) +O 0 3111 3 3102 (the Bench) +R 0 3103 3111 -1 (the Bench) +O 0 3111 3 3103 (the Bench) +R 0 3141 3113 -1 (a fountain) +O 0 3113 1 3141 (a fountain) +O 0 3114 1 3141 (a small pile of gold coins) +O 0 3116 1 3155 (a candlestick) +O 0 3117 1 3124 (an elm tree) +D 0 3111 3 2 (Park Road) +D 0 3110 1 2 (Cityguard HeadQuarters) +D 0 3129 2 2 (On The Concourse) +D 0 3150 0 2 (A Gravel Road In The Graveyard) +D 0 3154 2 1 (In Front Of The Chapel) +D 0 3155 0 1 (Inside The Chapel) +S +$ diff --git a/lib/world/zon/index b/lib/world/zon/index index 0e49e73..be3b1dd 100644 --- a/lib/world/zon/index +++ b/lib/world/zon/index @@ -81,7 +81,6 @@ 169.zon 175.zon 186.zon -186.zon 187.zon 200.zon 201.zon diff --git a/src/act.wizard.c b/src/act.wizard.c index 16e07f4..8ab7abf 100644 --- a/src/act.wizard.c +++ b/src/act.wizard.c @@ -834,10 +834,10 @@ static void do_stat_character(struct char_data *ch, struct char_data *k) send_to_char(ch, "PRF: %s%s%s\r\n", CCGRN(ch, C_NRM), buf, CCNRM(ch, C_NRM)); send_to_char(ch, "Quest Points: [%9d] Quests Completed: [%5d]\r\n", - GET_QUESTPOINTS(ch), GET_NUM_QUESTS(ch)); + GET_QUESTPOINTS(k), GET_NUM_QUESTS(k)); if (GET_QUEST(ch) != NOTHING) send_to_char(ch, "Current Quest: [%5d] Time Left: [%5d]\r\n", - GET_QUEST(ch), GET_QUEST_TIME(ch)); + GET_QUEST(k), GET_QUEST_TIME(k)); } if (IS_MOB(k)) @@ -1569,7 +1569,7 @@ ACMD(do_restore) vict->real_abils.intel = 25; vict->real_abils.wis = 25; vict->real_abils.dex = 25; - vict->real_abils.str = 25; + vict->real_abils.str = 18; vict->real_abils.con = 25; vict->real_abils.cha = 25; } diff --git a/src/constants.c b/src/constants.c index 08b7367..0ff9ddc 100644 --- a/src/constants.c +++ b/src/constants.c @@ -24,7 +24,7 @@ * @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word * works correctly with C compilers (at least in my Experience) * Jeremy Osborne 1/28/2008 */ -cpp_extern const char *tbamud_version = "tbaMUD 3.58"; +cpp_extern const char *tbamud_version = "tbaMUD 3.59"; /* strings corresponding to ordinals/bitvectors in structs.h */ /* (Note: strings for class definitions in class.c instead of here) */ diff --git a/src/shop.c b/src/shop.c index 71d3853..481a2d8 100644 --- a/src/shop.c +++ b/src/shop.c @@ -21,6 +21,7 @@ #include "interpreter.h" #include "utils.h" #include "shop.h" +#include "genshp.h" #include "constants.h" #include "act.h" #include "modify.h" diff --git a/src/structs.h b/src/structs.h index 425801c..6eae312 100644 --- a/src/structs.h +++ b/src/structs.h @@ -19,7 +19,7 @@ * on an older version. You are supposed to compare this with the macro * TBAMUD_VERSION() in utils.h. * It is read as Major/Minor/Patchlevel - MMmmPP */ -#define _TBAMUD 0x030580 +#define _TBAMUD 0x030590 /** If you want equipment to be automatically equipped to the same place * it was when players rented, set the define below to 1 because