[Sep 13 2007] - Rumble
  Changed binary search functions (real_xxxx, real_zone_by_thing), except real_shop. (thanks Neme)
  script_proto list freed when exiting without saving in oedit/medit/redit.  (thanks Neme)
  dg_olc.c, trigedit_save(): trig name and arg duping removed. (thanks Neme)
  genobj.c, update_all_obects(): object ID copied, no more 0 uid. (thanks Neme)
  CLEANUP_ALL in redit after saving a room.  (thanks Neme)
  new function in genolc.c: free_save_list(), called during shutdown.  (thanks Neme)
  Event_free_all() now frees all events. (thanks Neme)
  Fixed memory leak in perform_act(). (thanks Rhade)
  Changed NUM_BOARDS from 10 to 7 (the actual num of boards). (thanks Neme)
  Removed the Keywords option in hedit since they have to be in the body.
[Sep 12 2007] - Rumble
  Fixed crash bug caused by olist with no objects. (Thanks Rhade)
  Several changes made to compile clean on older versions of GCC. (Thanks Neme)
?Sep 10 2007] - Rumble
  Fixed items with rnum = NOTHING or NOBODY being changed to rnum = 0.  (Thanks Neme)
  Fixed memory leak in dg_olc.c trigedit save. (Thanks Neme)
[Sep 04 2007] - Rumble
  Changed CLSOLC to LVL_BUILDER.
  removed delete_doubledollar from do_say. (thanks Rhade)
[Sep 01 2007] - Rumble
  Made Puff a hidden mob since she is used on room entry trigs to do dg_cast.
  Fixed dg_affect to not add 1 to the desired affect duration.
  Fixed dg_affect to work with 128 bits.
This commit is contained in:
Rumble
2007-09-13 15:00:59 +00:00
parent f95bff93e5
commit 6c84a36236
54 changed files with 14481 additions and 14187 deletions

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@@ -7,7 +7,7 @@ a strange portal located above you.
D4
~
~
0 0 100
0 0 -1
S
T 1200
#1
@@ -21,7 +21,7 @@ D5
A strange portal in the floor is the only exit.
~
~
0 0 100
0 0 -1
S
#2
Welcome to the Builder Academy~
@@ -38,7 +38,7 @@ patience, and the ability to take constructive criticism.
Your first task is to apply for builder status at:
http://geocities.com/buildersacademy/
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.
@@ -553,7 +553,7 @@ D2
0 0 21
S
#33
Rumble's Room~
6~
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
@@ -702,7 +702,7 @@ D3
D4
~
trapdoor~
1 0 130
1 0 -1
S
#90
Epictetus' Prison Cell~

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@@ -92,19 +92,19 @@ D5
~
0 0 100
E
altar~
The altar is made from black granite and has been carved into a small basin
with a high back. Almost as if it was meant to be some sort of seat.
Inscriptions in some foreign tongue are written on every square inch of the
altar. You wonder what they must say and who could have written it.
~
E
statue~
As you examine the statues more closely you realize they must resemble the
two gods responsible for the creation and ongoing protection of Sanctus, Ferret
and Rumble. They both radiate a strength and power that resembles the solid
white marble they were crafted from.
~
E
altar~
The altar is made from black granite and has been carved into a small basin
with a high back. Almost as if it was meant to be some sort of seat.
Inscriptions in some foreign tongue are written on every square inch of the
altar. You wonder what they must say and who could have written it.
~
S
T 158
T 163
@@ -239,17 +239,17 @@ D5
~
0 0 142
E
table~
The table is made out of cherry. It is worn from years of use. The glass
top allows for an excellent view of the map protected within.
~
E
map~
The map is a geographic representation of Sanctus. Not even really a 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.
~
E
table~
The table is made out of cherry. It is worn from years of use. The glass
top allows for an excellent view of the map protected within.
~
S
#109
@@ -315,9 +315,13 @@ Quest Room~
recover stolen items, or seek revenge on people who have wronged them. This
small room is decorated with paintings of famous quests and the exulted hereos
that have become common names throughout the realm. It is said that completing
a quest is a prerequisite towards immortality.
a quest is a prerequisite towards immortality.
~
1 8 0 0 0 0
D1
~
~
0 0 -1
D2
~
~
@@ -383,18 +387,18 @@ D1
~
0 0 100
E
hole~
You can look out over the inner wall to the western side of Sanctus. The
smell of charred human remains and smoldering plaster makes your eyes water so
it is difficult to see much else through the tiny hole.
~
E
man silhouette~
The distinct outline of a human body that must have taken the brunt of the
blast when the portal imploded. You wonder what or who it might have been.
You can still see pieces of cloth and bone buried deeply into the wall inside
the shadow of the unlucky man.
~
E
hole~
You can look out over the inner wall to the western side of Sanctus. The
smell of charred human remains and smoldering plaster makes your eyes water so
it is difficult to see much else through the tiny hole.
~
S
#117
Travelling Room~
@@ -530,19 +534,19 @@ D2
~
0 0 129
E
shrine~
A beutiful shrine. It has two white marble figures facing each other with a
painting of the city below them. The two figures seem to be looking down at
the city with looks of worry and hopelessness. An unlit candle and mirror lay
on the floor beside the small shrine.
~
E
table desk chair~
The table, desk, and chair are made from solid oak of the highest quality.
A thin goose down mattress and pillow are the only comfortable looking items in
the room. The desk is bare and all the drawers are empty. It is as if no one
even lives here.
~
E
shrine~
A beutiful shrine. It has two white marble figures facing each other with a
painting of the city below them. The two figures seem to be looking down at
the city with looks of worry and hopelessness. An unlit candle and mirror lay
on the floor beside the small shrine.
~
S
#125
Plane of the Magi~
@@ -815,10 +819,14 @@ D0
~
0 0 128
E
bed~
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
with a down pillow overlaying it. The mattress is too thin to hold anything of
value.
window~
Overlooking the western gate you can see the shimmering protective dome.
You hope it lasts, peace and tranquility is a good thing.
~
E
chair~
It's just your standard wooden chair. Uncomfortable and only real
usefulness would be as firewood.
~
E
desk~
@@ -828,14 +836,10 @@ centered on the top of the desk. The desk has three drawers. All of them are
empty.
~
E
chair~
It's just your standard wooden chair. Uncomfortable and only real
usefulness would be as firewood.
~
E
window~
Overlooking the western gate you can see the shimmering protective dome.
You hope it lasts, peace and tranquility is a good thing.
bed~
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
with a down pillow overlaying it. The mattress is too thin to hold anything of
value.
~
S
#136

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@@ -39,57 +39,6 @@ D5
~
0 0 1999
E
spoilers~
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
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~
This is just a little trigger that sets off in room 1911 when you enter. A
series of messages goes off and then the leviathan mob emerges. If you move
more than one room away in the middle of fighting the creature it will disappear
again, reloading fully restored. This is just the framework so far for a little
quest I'm creating around it. Ooh, additionally the room that the leviathan
loads in will only let you leave 90% of the time due to slippery mud.
~
E
2~
The spider's cocoons are used to trap people.. Both players and mobs alike.
If you fight the whisper spider in room 1993 it will start sending messages
about wrapping web around you. Ultimately if you do not flee or kill the spider
quickly you will find yourself wrapped in a cocoon, unable to move or see
anything. In this state all you can do is send tells, and wriggle which makes
the cocoon visibly move to everyone else (as immortal you can also use the goto
command). To open one of these cocoons another player must have a fire torch
(object 1905) and type burn. This will set it on fire and release the trapped
mob or player. If a trapped player is not freed within about 5 minutes he/she
will die.
~
E
3~
In room 1982, a dark candleholder can be found. On zone reset a candle loads
inside, and if this is taken, a passage opens up to the north. Once on the
other side (room 1983), the passage closes and a voice can be heard telling you
to "leave what you have taken", in reference of course to the candle. If the
candle is not dropped and you continue on to any other room, it will be purged
and the voice will kindly remind you of your doom, as you are now essentially
trapped. However, dropping the candle like a good mudder will cause a drow
spirit to reveal herself, explaining that she will open the way if you call on
the name of Eilistraee. Naturally, saying the word Eilistraee causes the spirit
to vanish and the passage out to reopen.. Albeit for a limited time.
~
E
4~
In room 1990 there is a large metal contraption, that essentially produces
potions when the right ingredients are put into it. PRESS empties the machine
@@ -114,6 +63,57 @@ 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.
~
E
3~
In room 1982, a dark candleholder can be found. On zone reset a candle loads
inside, and if this is taken, a passage opens up to the north. Once on the
other side (room 1983), the passage closes and a voice can be heard telling you
to "leave what you have taken", in reference of course to the candle. If the
candle is not dropped and you continue on to any other room, it will be purged
and the voice will kindly remind you of your doom, as you are now essentially
trapped. However, dropping the candle like a good mudder will cause a drow
spirit to reveal herself, explaining that she will open the way if you call on
the name of Eilistraee. Naturally, saying the word Eilistraee causes the spirit
to vanish and the passage out to reopen.. Albeit for a limited time.
~
E
2~
The spider's cocoons are used to trap people.. Both players and mobs alike.
If you fight the whisper spider in room 1993 it will start sending messages
about wrapping web around you. Ultimately if you do not flee or kill the spider
quickly you will find yourself wrapped in a cocoon, unable to move or see
anything. In this state all you can do is send tells, and wriggle which makes
the cocoon visibly move to everyone else (as immortal you can also use the goto
command). To open one of these cocoons another player must have a fire torch
(object 1905) and type burn. This will set it on fire and release the trapped
mob or player. If a trapped player is not freed within about 5 minutes he/she
will die.
~
E
1~
This is just a little trigger that sets off in room 1911 when you enter. A
series of messages goes off and then the leviathan mob emerges. If you move
more than one room away in the middle of fighting the creature it will disappear
again, reloading fully restored. This is just the framework so far for a little
quest I'm creating around it. Ooh, additionally the room that the leviathan
loads in will only let you leave 90% of the time due to slippery mud.
~
E
spoilers~
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
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
~
S
#1901
@@ -149,16 +149,16 @@ this direction.
~
0 0 1903
E
fungus~
These tiny sprouting mushrooms are typical swamp flora, thriving on the damp
rotting wood of the abandoned sign.
~
E
old broken crossroads sign~
This old splintered sign has long lost any visible markings, black rivulets
of ink staining the rotting wood that stands uselessly here, just a remnant of
past inhabitants.
~
E
fungus~
These tiny sprouting mushrooms are typical swamp flora, thriving on the damp
rotting wood of the abandoned sign.
~
S
#1902
Squelching Ground~
@@ -270,16 +270,16 @@ wafting on the western air.
~
0 0 1906
E
scarlet stains~
These large dark patches in the mud glisten slightly crimson in any light,
the faded blood stains of many fallen warriors.
~
E
glimpses metal armour weapons~
Small pieces of weaponry and armour protrude from the ground like shrapnel,
so deeply rusted and swallowed in mud that they are practically irretrievable
and are obviously of no further use for warring.
~
E
scarlet stains~
These large dark patches in the mud glisten slightly crimson in any light,
the faded blood stains of many fallen warriors.
~
S
T 1971
#1906
@@ -309,18 +309,18 @@ ripple in the restless breeze.
~
0 0 1912
E
scattered pools slime~
These slippery pools are coated with floating algae and slime of various
organic kinds. The water is presumably toxic as it is so saturated with rust
and rot that it glints scarlet in the light.
~
E
old rusted weapons armour rotted~
These battered pieces of metal and algae-encrusted leather are all that is
left of an obviously mighty battle. There are no corpses to be found, all that
died presumably devoured by creatures here or rotted long before these metals
began to rust.
~
E
scattered pools slime~
These slippery pools are coated with floating algae and slime of various
organic kinds. The water is presumably toxic as it is so saturated with rust
and rot that it glints scarlet in the light.
~
S
T 1971
#1907
@@ -383,17 +383,17 @@ overturned tree's skeletal branches grasping at the air.
~
0 0 1909
E
thin layers slime old unidentifiable stains~
The slick green coating of algae is obvious over all of these rocks, decaying
plant slime as well as darker and more ominous stains paint the jagged surfaces
various shades of red and black.
~
E
small jagged peaks sharp rocks~
These rocks look almost like the remnants of a huge embedded boulder or
statue that has been broken away by some massive force. Firmly entrenched in
the mud, the rough-edged base spikes out like several rows of teeth.
~
E
thin layers slime old unidentifiable stains~
The slick green coating of algae is obvious over all of these rocks, decaying
plant slime as well as darker and more ominous stains paint the jagged surfaces
various shades of red and black.
~
S
T 1971
#1909
@@ -460,16 +460,16 @@ impossible.
~
0 0 1910
E
ominous shadows~
Dark rippling shadows stir unnaturally beneath the water, the movements of
some hidden creature no doubt.
~
E
insects~
These simple swamp insects flit so fast it is hard to see them properly, tiny
and plated with defensive exoskeletons they pause only to feed on the smaller
zooplankton in the water.
~
E
ominous shadows~
Dark rippling shadows stir unnaturally beneath the water, the movements of
some hidden creature no doubt.
~
S
T 1908
T 1993
@@ -494,16 +494,16 @@ the air with an eye-watering metallic scent.
~
0 0 1906
E
glimpses shiny metal~
Old broken pieces of weapons and shields float in shards amongst the bubbling
water, stirring as though in some cauldron of death.
~
E
splintered bone~
Pieces of decaying bone are all that remain of any organic corpses, bleached
almost white from the alkaline water here and stripped by predators of all flesh
that hadn't rotted away naturally.
~
E
glimpses shiny metal~
Old broken pieces of weapons and shields float in shards amongst the bubbling
water, stirring as though in some cauldron of death.
~
S
T 1971
#1913
@@ -769,16 +769,16 @@ roots sticking high into the air further south.
~
0 0 1917
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~
The plant life here is abundant but miserable looking, as though there is
constant competition to survive, nutrients being scavenged by almost every form
of life imaginable.
~
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.
~
S
T 1971
@@ -823,18 +823,18 @@ other, forming a bridge that extends to the east.
~
0 0 1922
E
fungus~
This is the same miserable organism that grows abundantly on every surface on
sight, flat and sickly green, they are just another indication that the entire
place is rotting.
~
E
shelled creatures~
Little snails, and the encrustations of crabs and mollusks decorate the
surfaces with their coloured remains. It is impossible to tell which of these
are alive and which are long dead, most seem perfectly content to stay
completely motionless.
~
E
fungus~
This is the same miserable organism that grows abundantly on every surface on
sight, flat and sickly green, they are just another indication that the entire
place is rotting.
~
S
T 1971
#1924
@@ -1068,9 +1068,10 @@ with what looks like a wooden padlock.
bamboogates~
1 1906 1931
E
great fire~
This raging fire seems to be kept continually going, the sickly smell of
flesh and burning leather wafting in the smokey air around it.
swords crude jewelled throne~
These rather beautiful swords have been carelessly bent and fastened together
to form a slightly unusual but attractive throne, coloured gems sparkling in the
hilts and firelight reflecting off the still shiny metal.
~
E
pieces broken armour decoration walls~
@@ -1078,10 +1079,9 @@ pieces broken armour decoration walls~
doubt serving the secondary purpose of displaying the vanquishing of foes.
~
E
swords crude jewelled throne~
These rather beautiful swords have been carelessly bent and fastened together
to form a slightly unusual but attractive throne, coloured gems sparkling in the
hilts and firelight reflecting off the still shiny metal.
great fire~
This raging fire seems to be kept continually going, the sickly smell of
flesh and burning leather wafting in the smokey air around it.
~
S
#1934
@@ -1149,17 +1149,17 @@ be heard, as though some hidden cave lies beneath.
~
0 0 1937
E
rudimentary shelter stiff reeds~
This primitive enclosure is of only basic use in shielding rainfall and heavy
winds. Open on one side, it seems for the most part abandoned, as though the
creatures who made it only gather here for certain occasions.
~
E
cooking utensils simple clay pots~
These recently used tools have been dumped on the ground with pieces of flesh
still clinging to them, the smell of rotting is almost unbearable and flies buzz
almost frantically around the filthy surfaces.
~
E
rudimentary shelter stiff reeds~
This primitive enclosure is of only basic use in shielding rainfall and heavy
winds. Open on one side, it seems for the most part abandoned, as though the
creatures who made it only gather here for certain occasions.
~
S
T 1971
#1937
@@ -1678,7 +1678,7 @@ surrounding trees acting as footholds. It seems as though the brittle wood
moans gently, complaining at the cruelty of the wind, restless breezes scurrying
here and there as though being chased.
~
19 0 0 0 0 0
19 0 0 0 0 3
D2
A line of trees continues around, curving as if to form a large circle that
shrouds the outside from view.
@@ -1698,7 +1698,7 @@ Drowned Path~
pool. Dirt and grit settle slowly at the bottom, covering partially what appear
to be the carefully set slate tiles of an ancient road running north and south.
~
19 0 0 0 0 0
19 0 0 0 0 3
D0
A small junction lies ahead, this path meeting with a larger west-to-east
trail.
@@ -1801,7 +1801,7 @@ Drizzling Path~
make up this old path, creeping algae and swamp slime give it a carpeted look,
tinting both the stone and the water slightly green.
~
19 0 0 0 0 0
19 0 0 0 0 2
D1
~
~
@@ -1823,7 +1823,7 @@ surface of these dark waters. Small fish dart nervously about, hiding instantly
at the sight of any shadow, and bulrushes sway gently, spreading ripples
throughout the pool.
~
19 4 0 0 0 0
19 4 0 0 0 2
D1
~
~
@@ -1865,7 +1865,7 @@ Place of Meeting~
rocks are placed strategically all around the center as if making up some sort
of seating. Beside the fire, a crude wooden platform has been erected.
~
19 0 0 0 0 0
19 0 0 0 0 2
D0
~
~

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@@ -7,6 +7,7 @@
6.wld
7.wld
9.wld
11.wld
12.wld
13.wld
14.wld