Add the first rooms of the Grenzland Building in Midgaard
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17
lib/world/obj/49.obj
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17
lib/world/obj/49.obj
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@@ -0,0 +1,17 @@
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#4900
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boards bulletin gen_boards~
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a bulletin board~
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A small bulletin board is mounted on a wall here.~
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~
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13 0 0 0 0 0 0 0 0 0 0 0 0
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0 0 0 0
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0 0 0 0 0
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E
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bulletin~
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Use 'look board' to read the board.
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~
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E
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board~
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If you can read this, the board is not working.
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~
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$
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@@ -38,6 +38,7 @@
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44.obj
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44.obj
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45.obj
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45.obj
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46.obj
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46.obj
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49.obj
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50.obj
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50.obj
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51.obj
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51.obj
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52.obj
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52.obj
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@@ -637,10 +637,17 @@ You see Poor Alley.
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S
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S
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#3026
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#3026
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The Dark Alley~
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The Dark Alley~
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The dark alley, to the west is the common square and to the south is the
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The dark alley, to the west is the common square and to the south
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Guild of Thieves. The alley continues east.
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is the Guild of Thieves. The alley continues east. You see a curious
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building to the north you swear wasn't here the last time you have
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been to this dark alley.
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~
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~
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30 0 0 0 0 1
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30 0 0 0 0 1
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D0
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This building wasn't here last time, right?
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~
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~
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0 -1 4901
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D1
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D1
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The alley continues east.
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The alley continues east.
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~
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~
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@@ -1,25 +1,58 @@
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#4900
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#4900
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The Reading Room~
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The Common Room~
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You are in a small, simple room which is mostly empty, save a few
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You are in the common room of the Grenzland Building. People are
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wooden desks and benches. To the south you see the Great Library.
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talking quietly or reading in silence. There is a fire crackling in
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the hearth to the North. To the East you see the Grenzland Shop. To
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the South you see the Entry Hall. To the West you see a room that is
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not yet finished.
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~
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~
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49 de 0 0 0 0
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49 de 0 0 0 0
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D1
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You see the Grenzland Shop.
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~
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~
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1 -1 4902
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D2
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D2
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You see the Great Library.
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You see the Entry Hall to the Grenzland Building.
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~
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~
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~
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~
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1 -1 4901
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1 -1 4901
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S
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S
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#4901
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#4901
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The Great Library of Grenzland~
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The Entry Hall to the Grenzland Building~
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You are in the magnificent Great Library of Grenzland. To the
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You are in the Entry Hall to the Grenzland Building. To the North
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north you see a small reading room.
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you see the Common Room. To the South is a Dark Alley.
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~
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~
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49 de 0 0 0 0
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49 de 0 0 0 0
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D0
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D0
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You see a small reading room.
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You see the Common Room.
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~
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~
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~
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~
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1 -1 4900
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1 -1 4900
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D2
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You see a Dark Alley.
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~
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~
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1 -1 3026
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S
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#4902
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The Grenzland Shop~
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You are in the Grenzland Shop. It looks deserted (for now). To
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the West you see the Common Room.
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There is a small note pinned to the counter.
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~
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49 de 0 0 0 0
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D3
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You see the Common Room.
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~
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~
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1 -1 4900
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E
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note~
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The note reads:
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The store is closed until I can figure out the format of .shp files.
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- a.
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~
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S
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S
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$
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$
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@@ -1,6 +1,8 @@
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#30
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#49
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GrenzlandMUD~
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GrenzlandMUD~
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Grenzland~
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Grenzland~
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4900 4999 15 2 d 0 0 0 1 33
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4900 4999 15 2 d 0 0 0 1 33
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R 0 4901 4900 -1 (a bulletin board)
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O 0 4900 99 4901 (a bulletin board)
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S
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S
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$
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$
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@@ -53,6 +53,7 @@ struct board_info_type board_info[NUM_OF_BOARDS] = {
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{1226, 0, 0, LVL_IMPL, LIB_ETC "board.builder", 0},
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{1226, 0, 0, LVL_IMPL, LIB_ETC "board.builder", 0},
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{1227, 0, 0, LVL_IMPL, LIB_ETC "board.staff", 0},
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{1227, 0, 0, LVL_IMPL, LIB_ETC "board.staff", 0},
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{1228, 0, 0, LVL_IMPL, LIB_ETC "board.advertising", 0},
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{1228, 0, 0, LVL_IMPL, LIB_ETC "board.advertising", 0},
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{4900, 0, 0, LVL_IMMORT, LIB_ETC "board.grenzland", 0},
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};
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};
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/* local (file scope) global variables */
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/* local (file scope) global variables */
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@@ -13,7 +13,7 @@
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#ifndef _BOARDS_H_
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#ifndef _BOARDS_H_
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#define _BOARDS_H_
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#define _BOARDS_H_
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#define NUM_OF_BOARDS 7 /* change if needed! */
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#define NUM_OF_BOARDS 8 /* change if needed! */
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#define MAX_BOARD_MESSAGES 60 /* arbitrary -- change if needed */
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#define MAX_BOARD_MESSAGES 60 /* arbitrary -- change if needed */
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#define MAX_MESSAGE_LENGTH 4096 /* arbitrary -- change if needed */
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#define MAX_MESSAGE_LENGTH 4096 /* arbitrary -- change if needed */
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@@ -136,6 +136,7 @@ void assign_objects(void)
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ASSIGNOBJ(3097, gen_board); /* freeze board */
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ASSIGNOBJ(3097, gen_board); /* freeze board */
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ASSIGNOBJ(3098, gen_board); /* immortal board */
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ASSIGNOBJ(3098, gen_board); /* immortal board */
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ASSIGNOBJ(3099, gen_board); /* mortal board */
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ASSIGNOBJ(3099, gen_board); /* mortal board */
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ASSIGNOBJ(4900, gen_board); /* mortal board */
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ASSIGNOBJ(115, bank);
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ASSIGNOBJ(115, bank);
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ASSIGNOBJ(334, bank); /* atm */
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ASSIGNOBJ(334, bank); /* atm */
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