Det høres kanskje litt rart ut, spesielt siden det er så få som leser den ene bloggen jeg har nå, men jeg har altså startet en ny blogg. Denne blir da til ymse diverse, mens den andre blir ensrettet mot bokbransjeting. Den er å finne på bokbryggeriet.blogspot.com. Så for dere som føler for å ta turen: Enjoy, og gi meg gjerne tilbakemelding :)
Leia Mais…15. juni 2009
14. juni 2009
Hva er en god bok?
Som litteraturkonsulent er en nødt til å ha et aktivt forhold til problemstillingen, for det er mange filosofier rundt det å gi kritikk. Finnes det en objektiv mal å forholde seg til? Er all litteratur subjektiv? Baserer litterær kvalitet seg på hva forfatteren mener, eller hva leseren oppfatter?
Når jeg skal bedømme et manuskript er det første jeg gjør å lese igjennom historien fra begynnelse til slutt uten å fokusere på enkeltdeler. Dette er lakmustesten for min del, for presterer forfatteren å trekke meg inn i historien og holde meg der skal det mye småplukk til for at jeg ikke anbefaler at forlaget går videre med den. Dette er åpenbart den mest subjektive delen av mine egne kritikker, og baserer seg på to kriterier: Konfliktnivå og Troverdighet.
Etter denne gjennomlesningen finner jeg frem notatboken og noterer ned førsteintrykket. De svakeste delene er viktige å få med seg, men her skriver jeg også ned de delene jeg syntes ressonerte best. Hva som er viktig å beholde er minst like viktig som hva som må endres på. Når dette er gjort åpner jeg første side på nytt, denne gangen med pennen i hånden.
Andre gjennomlesning handler mindre om historieflyten, men mer om det objektive. Kan forfatteren det han skriver om? Florerer det med skrivefeil, særskriving(orddeling) eller annet grammatisk hurlumhei? Hvordan er skrivestilen forøvrig(synsvinkel), og er forfatteren konsekvent? Hvor god er miljøskildringene, og passer denne overens med stemningen forfatteren prøver å få frem?(umulig å vite, men hvis det virker kunstig anbefaler jeg gjerne at forfatteren kikker på det)
Etter disse gjennomlesningene er det på tide å skrive selve uttalelsen. Forlagene har gjerne sine egne retningslinjer på hva de ønsker å ha med i en slik uttalelse, men jevnt over inkluderer de disse delene:
Referat
For min egen del er dette den kjipeste delen å skrive, men den er ganske nyttig å ha med seg. Det blir som å gå igjennom historien en tredje gang, og det hender at jeg får ny innsikt når jeg jobber med denne.
Sjanger
Forlaget vet stort sett hvilken sjanger det er snakk om før de sender den til deg, men mange bøker er litt av ditt og litt av datt. Jeg har også vært borti eksempler hvor jeg har anbefalt endringer som endrer sjanger, og dette kan komplisere ting litt.
Målgruppe
Hvem er det trolig vil lese boken? Hvem har forfatteren skrevet den til? Her er det greit å tenke aldersgruppe hvis det er en ungdomsbok, iallefall en minstealder på grunnlag av språklig vanskelighetsgrad. Utover dette blir målgruppen fort definert av andre bøker det er normal å sammenligne den med, såkalt...
Komparativ lesning
Å sette bøker i bås er en kunstform, og krever at en har god oversikt over lignende bøker. Dette er nok hovedårsaken til at mange bransjeansatte spesialiserer seg på sjangere, i tillegg til at de interesserer seg for sjangeren selvfølgelig. Selv om boken er nyskapende er det ofte bøker det er naturlig å sammenligne den med, og finner du ikke en er det også viktig informasjon for forlaget.
Språk og stil
Språkbruk, litterært håndtverk og synsvinkel er tre utrykk som går igjen her. Jeg er smertelig klar over min egen begrensning når det gjelder grammatikk, men det viktigste her er om språkflyten er god, og det ikke er overveldende mange skrivefeil. En og annen feil går den an å leve med, og refererer du til hvor du fant dem i manuskriptet er det mulig å rette dem opp. Det er tross alt ikke et sluttprodukt du har i hendene.(stort sett)
Miljøbeskrivelse
Miljøet kan ofte ha mye å si for om boken fremstår som troverdig eller ikke, og er i enkelte tifeller en slags ekstra rollefigur. Hvordan rollene oppfatter miljøet rundt seg kan ha mye å si for vår oppfatning av rollens sinnsstilling. Utover hvor passende miljøbeskrivelsene er, er det viktig å se på nivået av beskrivelser. Det er ofte her jeg anbefaler kutt, ettersom forfattere gjerne beskriver mer enn de behøver. Med andre ord: Stopper historien opp skal det bort.
Karaktertegninger
Er karakterne troverdige? Forandrer de seg iløpet av historien(statisk/dynamisk)? Er de heroiske, idiotiske, forglemmelige? Er det rett og slett for mange av dem? Reagerer de, eller er de proaktive?
Konklusjon
Helt til slutt ønsker forlaget en anbefaling, og kan ofte være et enkelt Ja eller NEI. Når ting er litt mer i grenseland havner jeg stort sett på nei, men med notater på hva som bør endres på for at det kan kunne snus til et ja. Forlagene gir stort sett gode tilbakemeldinger til forfattere i Norge, vi er tross alt et lite land med et lite språk.
13. juni 2009
MUD - slik MMORPG var en gang i tiden pluss litt kode

Det er ikke akkurat noe nytt at folk blir hektet på online rollespill, da World Of Warcraft kom på banen var det flere av oss som hadde brukt altfor mange timer foran skjermen på spill som Everquest og lignende. For min egen del snublet jeg inn i tekstbasert spilling, eller såkalte MUD(Multi User Dungeon). Disse eksisterer forsåvidt fremdeles, det er tross alt noe tiltrekkende ved å lage sine egne bilder i hodet heller enn å få alt servert og ferdig tygget på en skjerm.
Den mest kjente av disse MUDene tør jeg påstå er ValhallaMUD, en verden løst basert på norrøn mytologi og Tolkiens tekster. Som alle andre rollespill lager man en karakter og prøver å få denne best mulig, men i motsetning til MMORPG var det lite snakk som var utenfor karakteren din. Ettersom alt var tekstbasert var det lett å gli inn i rollen, for alt var slik du forestilte deg det var. Det var sosialt, man kom som regel godt overens med folk og "guder"(tidligere spillere som modererte spillet). Noen kom så godt igang at de selv ble tildelt gudestatus eller startet egne spill, og det er igrunn i den anledning at jeg blogger ivei om dette nå. jeg kom nemlig over noen gamle dokumenter som inkluderte en sone jeg kodet for en MUD som aldri kom av bena. Den er kompatibel med ValhallaMUD men jeg tror vitterlig aldri den kommer til å bli implementert. Derfor poster jeg likegodt sulamitten her, kos dere kodenerder.
------------------------------
#include
/*quests galore*/
#define KEZAHL_ONGOING "Seeking the sought for the seeker of all"
#define KEZAHL_COMPLETE "Finders keepers, Losers weepers"
#define PAST_ONGOING "in the past"
#define PAST_COMPLETE ""
#define PRESENT_ONGOING "in the present"
#define PRESENT_COMPLETE ""
#define FUTURE_ONGOING "in the future"
#define FUTURE_COMPLETE ""
#define SPIRIT_ONGOING "Searching for guardian spirits"
#define SPIRIT_COMPLETE "You've found a guardian spirit"
#define SPIRIT_BONDED "A guardian spirit watches over you"
#define M_DESERT_GIANT(GENDER) \
race RACE_RAT \
level 15 \
sex GENDER \
height 125 \
weight 330 \
NATURAL_DEF(WPN_BITE, ARM_HLEATHER) \
alignment -750 \
MSET_ABILITY(20,25,15,20,10,10,0,0) \
MSET_WEAPON(10,10,10,10,20,5) \
MSET_SPELL(5,0,0,0,0,5,5,5,5,5,5) \
#define CIGAR(price,smoketime) \
extra {"$rem_s"} \
"You put away your $2N for later enjoyment." \
extra {"$rem_o"} \
"$1n puts away $1s $2N for later enjoyment." \
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD} \
type ITEM_OTHER \
cost price PENNY \
value[1] 0 \
dilcopy cigar_dil2@paltina(); \
dilcopy cigar_dil@paltina(smoketime); \
dilcopy smoke_dil@paltina();
%zone kezahl
title "The Valley of KeZahl"
creators {"Mendax"}
notes
"This area was first intended as a newbie zone. Lots of neat stuff to explore and a nice quest with interesting turns. It expanded however and it seems I may not be able to contain myself :) This quest is a bit advanced, as it has several subquests you have to complete to get the grand prize If there are any problems just email me at rpg2b@hotmail.com and I'll do my best to fix it in a jiffy. "
lifespan 50
reset RESET_ANYHOW
%dil
/*past dils*/
dilbegin drip();
var
i : integer;
code
{
heartbeat := PULSE_SEC*30;
:start:
wait(SFB_CMD, (activator.type == UNIT_ST_PC));
i := rnd (1,25);
if (i > 1)
goto start;
exec("scream", activator);
act("$1n gets a load of water in his head from above", A_ALWAYS, activator, null, null, TO_REST);
act("You get a what seems like a bucket of water poured over your head", A_ALWAYS, activator, null, null, TO_CHAR);
act("$1n shakes his body like a bull trying to dry up.", A_ALWAYS, activator, null, null, TO_REST);
act("You shake your body like a bull trying to dry up a bit.", A_ALWAYS, activator, null, null, TO_CHAR);
pause;
goto start;
}
dilend
dilbegin pond ();
var
pc : unitptr;
msgs : stringlist;
i : integer;
code
{
msgs := {"The mist recedes gently.",
"bubbles appear on the otherwise clear surface.",
"A couple of guppies appear deep in the pond.",
"You become entranced staring at the fish."};
interrupt(SFB_CMD,( (command("enter")) and
( ("pond" in argument) or
("water" in argument) )), int_enter);
:start:
heartbeat := PULSE_SEC * (rnd(30,60));
wait(SFB_TICK, TRUE);
i := rnd(0, length(msgs));
act(msgs.[i], A_SOMEONE, self.inside, null, null, TO_ALL);
foreach(UNIT_ST_PC, pc)
{
if ( ((1 == rnd(1,2)) and (pc.position <= 5)) )
{
act("Your sense of peace, eases your recovery.", A_SOMEONE, pc, null, null, TO_CHAR);
pc.hp := pc.hp + 10;
if (pc.hp > pc.max_hp) pc.hp := pc.max_hp;
pc.mana := pc.mana + 10;
if (pc.mana > pc.max_mana) pc.mana := pc.max_mana;
pc.endurance := pc.endurance + 20;
if (pc.endurance > pc.max_endurance) pc.endurance := pc.max_endurance;
}
}
goto start;
:int_enter:
pc := activator;
secure(pc, lost);
block;
act("You dive deep into the pond!", A_SOMEONE, pc, null, null, TO_CHAR);
act("$1n dives deep into the pond!", A_SOMEONE, pc, null, null, TO_REST);
link(pc, findroom("in_pond@kezahl"));
exec("look", pc);
unsecure(pc);
goto start;
:lost:
goto start;
}
dilend
dilbegin in_pond( _exits : string);
var
pc : unitptr;
msgs : stringlist;
item : unitptr;
i :integer;
dirs : stringlist;
code
{
heartbeat := PULSE_SEC*5;
interrupt(SFB_CMD,( (command("exit")) and
( ("pond" in argument) or
("water" in argument) )), int_exit);
dirs := getwords(_exits);
:start:
wait(SFB_TICK, TRUE);
foreach(UNIT_ST_PC, pc)
{
if (pc.level <= IMMORTAL_LEVEL)
{
act("$1n is having trouble breathing!",
A_SOMEONE, pc, null, null, TO_REST);
act("You're having trouble breathing, and your eq is getting waterlogged", A_SOMEONE, pc, null, null, TO_CHAR);
pc.hp := pc.hp - (pc.max_hp /10);
item := pc.inside;
while(item)
{
item.hp := (item.hp - (item.max_hp/10));
item := item.next;
}
position_update(pc);
}
}
goto start;
:int_exit:
pc := activator;
secure(pc, start);
block;
i := rnd(0, length(dirs));
link(pc, findroom("pond@kezahl"));
act("You hurry out of the cold blue water! ", A_SOMEONE, pc, null, null, TO_CHAR);
act("$1n hurries out of the water!", A_SOMEONE, pc, null, null, TO_REST);
unsecure(pc);
goto start;
}
dilend
/*quest dils*/
dilbegin ring_teleport ();
var
pc : unitptr;
msgs : stringlist;
item : unitptr;
i :integer;
dirs : stringlist;
code
{
:init:
heartbeat := PULSE_SEC * 3;
interrupt(SFB_DONE, ( command("wear") and
(medium == self) ), int_wear);
interrupt(SFB_DONE, ( command("remove") and
(medium == self) ), int_remove);
interrupt(SFB_DONE,
((command("say")) and
("what was" in argument) and
(self.equip==WEAR_WIELD) and
(medium == self) ), int_past);
interrupt(SFB_DONE,
((command("say")) and
("what is" in argument) and
(self.equip==WEAR_WIELD) and
(medium == self) ), int_present);
interrupt(SFB_DONE,
((command("say")) and
("what becomes" in argument) and
(self.equip==WEAR_WIELD) and
(medium == self) ), int_future);
interrupt(SFB_DONE,
((command("say")) and
("take me back" in argument) and
(self.equip==WEAR_WIELD) and
(medium == self) ), int_back);
:start:
wait(SFB_MSG, TRUE);
goto start;
:int_past:
pc := activator;
secure(pc, start);
act("A white mist forms around you, as your &c+wSoul Ring&[default], recognizes your prayer.", A_ALWAYS, pc, null, null, TO_CHAR);
act("$1n's &c+wSoul Ring&[default] creates a barriers of mist! And suddenly $1n is gone", A_ALWAYS, pc, null, null, TO_REST);
pause;
link(pc, findroom("clearing@kezahl"));
unsecure(pc);
goto start;
:int_present:
pc := activator;
secure(pc, start);
act("A white mist forms around you, as your &c+wSoul Ring&[default], recognizes your prayer.", A_ALWAYS, pc, null, null, TO_CHAR);
act("$1n's &c+wSoul Ring&[default] creates a barriers of mist! And suddenly $1n is gone", A_ALWAYS, pc, null, null, TO_REST);
pause;
link(pc, findroom("caved_in@kezahl"));
unsecure(pc);
goto start;
:int_future:
pc := activator;
secure(pc, start);
act("A white mist forms around you, as your &c+wSoul Ring&[default], recognizes your prayer.", A_ALWAYS, pc, null, null, TO_CHAR);
act("$1n's &c+wSoul Ring&[default] creates a barriers of mist! And suddenly $1n is gone", A_ALWAYS, pc, null, null, TO_REST);
pause;
link(pc, findroom("in_box@kezahl"));
unsecure(pc);
goto start;
:int_back:
pc := activator;
secure(pc, start);
act("A white mist forms around you, as your &c+wSoul Ring&[default], recognizes your prayer.", A_ALWAYS, pc, null, null, TO_CHAR);
act("$1n's &c+wSoul Ring&[default] creates a barriers of mist! And suddenly $1n is gone", A_ALWAYS, pc, null, null, TO_REST);
pause;
link(pc, findroom("square_nw@paltina"));
unsecure(pc);
goto start;
:int_wear:
pc := activator;
secure(pc, start);
exec("pray", pc);
act("In a fit of divine inspiration, you hear a soothing voice.", A_ALWAYS, pc, null, null, TO_CHAR);
pause;
act("'Now our souls are one, if you remove me you will surely lose it all. Thank you for freeing me.'", A_ALWAYS, pc, null, null, TO_CHAR);
unsecure(pc);
goto start;
:int_remove:
pc := activator;
secure(pc, start);
act("Your soul ring screams 'NOOOOOO!!!'", A_ALWAYS, pc, null, null, TO_CHAR);
act("$1n's soul ring screams loudly!", A_ALWAYS, pc, null, null, TO_REST);
pause;
act("You feel your soul weaken as you remove your soul ring.", A_ALWAYS, pc, null, null, TO_CHAR);
pc.mana := 0;
unsecure(pc);
goto start;
:lost:
goto start;
}
dilend
dilbegin ring_act();
code
{
:start:
heartbeat := PULSE_SEC*SECS_PER_MUD_DAY/6;
wait (SFB_TICK,(self.equip==WEAR_WIELD));
heartbeat := PULSE_SEC*5;
act ("The mists inside your &c+wSoul Ring&[default], start to &c+rglow&[default].", A_ALWAYS,self.outside,self,null,TO_CHAR);
act ("The mists inside $1n's &c+wSoul Ring&[default], starts to &c+rglow&[default].", A_ALWAYS,self.outside,self,null,TO_REST);
goto start;
}
dilend
dilbegin to_quest();
var
pc: unitptr;
item: unitptr;
code
{
:init:
heartbeat := PULSE_SEC*4;
:start:
wait (SFB_CMD, activator.type == UNIT_ST_PC);
secure(pc,lostpc);
pc := activator;
if ("KEZAHL_ONGOING" in pc.quests)
{
exec("say "+pc.name+" a gate back to the great beyond, just nod, you'll get where you belong.", self);
if (command("nod"))
{
act("The Shaman mutters something, begins to sing and suddenly a mist appears around you!" ,A_ALWAYS,pc,null,null,TO_CHAR);
act("The Shaman mutters something, begins to sing and a mist forms around $1n !",A_ALWAYS,pc,null,null,TO_REST);
pause;
act ("when the mist clears you find yourself in total darkness" ,A_ALWAYS,pc,null,null,TO_CHAR);
link(pc, findroom("square_nw@paltina"));
}
}
unsecure(pc);
:lostpc:
goto start;
}
dilend
/*weapon dil*/
dilbegin make_arrow();
code
{
:start:
heartbeat := PULSE_SEC*SECS_PER_MUD_DAY/24;
wait (SFB_TICK,(self.equip==WEAR_WIELD));
heartbeat := PULSE_SEC*5;
act ("Having nothing else to do, you make an arrow for your $2n ",A_ALWAYS,self.outside,self,null,TO_CHAR);
sendto ("add charge",self);
goto start;
}
dilend
dilbegin bowarrow();
var
charge : integer;
pwr : integer;
flux : integer;
vict :unitptr;
n:integer;
pc : unitptr;
code
{
pwr := 5;
:init:
charge := interrupt (SFB_MSG,((self==activator) and
(argument=="add charge")), charge);
heartbeat := PULSE_SEC*1;
:start:
wait (SFB_CMD,(command ("target"in argument) and (self.equip==WEAR_WIELD)));
block;
pc :=self.outside;
vict := self.outside.fighting;
if (vict==null) goto no_person;
secure (vict,start);
secure (pc,start);
if (pwr<=0) goto fail;
pwr := pwr-1;
self.extra.descr := "A strong Longbow manufactured in the cursed valley of KeZahl. It is rumoured to be of supreme quality, and it has a small container of arrows attached to it. A fast look in the container tells you there are "+itoa(pwr)+ " arrows left.";
flux := rnd (1,40);
act ("You set an Arrow to the string and fire into the air.", A_ALWAYS,self.outside,self,vict,TO_CHAR);
act ("$1n shoots an arrow into the air.", A_HIDEINV,self.outside,self,vict,TO_REST);
if (flux < (self.outside.abilities[ABIL_DEX]))
{
act ("Your arrow pierces $3n's body and drains the blood from $3s body!", A_ALWAYS,self.outside,self,vict,TO_CHAR);
act ("$1n's arrow pierces $3n's body, and blod starts to flow from the wound!", A_SOMEONE,self.outside,self,vict,TO_NOTVICT);
act ("$1n's arrow pierces your body, and blood starts to flow from the wound!", A_SOMEONE,self.outside,self,vict,TO_VICT);
n := cast_spell(SPL_CAUSE_WOUNDS_2,self.outside,self,vict,"");
unsecure(vict);
unsecure(pc);
goto start;
}
else
{
act ("Your arrow misses $3n by a wide margin, you could do with a few bow lessons.", A_ALWAYS,self.outside,self,vict,TO_CHAR);
act ("$1n's arrow misses $3n by a wide margin, some bow practice is definitely recommended.", A_SOMEONE,self.outside,self,vict,TO_NOTVICT);
act ("$1n's arrow misses you by a comfortable margin, you thank god for $1s lousy bow skills.", A_SOMEONE,self.outside,self,vict,TO_VICT);
unsecure(vict);
unsecure(pc);
goto start;
}
:fail:
{
act ("As you reach for another arrow, you realize the container is empty", A_ALWAYS,self.outside,self,vict,TO_CHAR);
unsecure(vict);
unsecure(pc);
goto start;
}
:charge:
clear (charge);
if (pwr<5)
pwr:=pwr+1;
self.extra.descr := "A strong Longbow manufactured in the cursed valley of KeZahl. It is rumoured to be of supreme quality, and it has a small container of arrows attached to it. A fast look in the container tells you there are "+itoa(pwr)+ " arrows left.";
goto init;
goto start;
:no_person:
act ("You set an arrow to the string, and try a shot a a nearby tree.",A_ALWAYS,self.outside,null,null,TO_CHAR);
act ("$1n shoots an arrow at a nearby tree", A_SOMEONE,self.outside,null,null,TO_REST);
unsecure(pc);
unsecure(vict);
goto start;
}
dilend
/*shop dil*/
dilbegin resize_func(item1:integer, item2:integer, item3:integer,
arm_type:integer, arm_type2:integer,
cash:integer, a_name:string);
external
string accept_dil@function (pc:unitptr,s:string);
var
mn:string;
answer:string;
i:integer;
amount:integer;
pc:unitptr;
size:string;
tgt:unitptr;
diff:integer;
code
{
heartbeat := PULSE_SEC*5;
:start:
wait (SFB_DONE,command ("give") and
(self==target));
if (not (visible(self, activator)))
{
exec("say I can't resize it when I can't see you!.",self);
exec("drop "+medium.name, self);
goto start;
}
pc := activator;
secure (pc,lostpc);
tgt := medium;
secure (tgt,lostitem);
dilcopy ("busy@function(Please wait I am busy with other work right now.",
self);
if (not (tgt.type&UNIT_ST_OBJ))
{
exec ("say I can't resize that, "+pc.name+".",self);
:giveit:
link (tgt, pc);
act ("$2n gives $3n to $1n",
A_SOMEONE,pc,self,tgt,TO_REST);
act ("$2n gives $3n to you.",
A_SOMEONE,pc,self,tgt,TO_CHAR);
i := dildestroy ("busy@function",self);
unsecure (pc);
unsecure (tgt);
goto start;
}
if ("$resize" in tgt.extra)
{
exec ("say It cant be resize any more, "+pc.name+".",self);
goto giveit;
}
if ((tgt.objecttype != item1) and
(tgt.objecttype != item2) and
(tgt.objecttype != item3))
{
exec ("say I can not resize this, I am only a "+a_name+".",self);
goto giveit;
}
if (tgt.objecttype == ITEM_ARMOR)
{
if ((tgt.value[0]!=arm_type) and
(arm_type2!=tgt.value[0]))
{
exec ("say I can't resize that I am only a "+a_name+".",self);
goto giveit;
}
}
amount := (100*tgt.height) / pc.height;
if (amount > 100)
diff := amount - 100;
else
diff := 100 - amount;
if (diff==0) goto no_need;
i := cash*diff;
mn := moneystring(i, TRUE);
exec ("say That will cost "+mn+" to have that resized.",self);
answer := accept_dil@function(pc, "Do you want this resized or not?");
pause;
if (answer=="no")
goto no;
if (transfermoney(pc, self, i))
{
exec ("resize "+tgt.name+" "+pc.name,self);
if (not ("$resized" in tgt.extra))
{
exec ("say I am sorry, I do not seem to be able to resize this, "+
"after all I am just a "+a_name+".",self);
diff := transfermoney(self,pc, i);
goto giveit;
}
exec ("say There you go, thats the best I can do.",self);
goto giveit;
}
else
goto no_money;
:no:
exec ("say Very well then come back when you want me to.",self);
goto giveit;
:no_need:
exec ("say It already fits you. I should charge you for "+
"waisting my time!",self);
goto giveit;
:no_money:
exec ("say You don't seem to have enough money. Come back when you "+
"have found enough to pay me.",self);
goto giveit;
:lostpc:
:lostitem:
i := dildestroy ("busy@function",self);
unsecure (pc);
unsecure (tgt);
goto start;
}
dilend
dilbegin engrave();
var
pc : unitptr;
ting : unitptr;
pris : integer;
i : integer;
text : string;
blah : extraptr;
cash : string;
code
{
heartbeat := PULSE_SEC*4;
:start:
wait(SFB_DONE,command("give") and (self == target));
if(not visible(self,medium))goto start;
if(not visible(self,activator))
{
exec("sigh",self);
exec("say How can I deal with someone I can't see?", self );
exec("drop"+medium.name,self);
goto start;
}
pc := activator;
ting := medium;
secure(pc,nopc);
secure(ting,ingenting);
dilcopy("busy@function(say Please wait, I am working right now.)",self);
if((ting.type != UNIT_ST_OBJ)or(ting.objecttype == ITEM_LIGHT)
or(ting.objecttype == ITEM_SCROLL)or(ting.objecttype == ITEM_FOOD)
or(ting.objecttype == ITEM_BOOK)or(ting.objecttype == ITEM_SPELL)
or(MAT_CLOTH in ting.extra)or(MAT_FIRE in ting.extra)or
((ting.objecttype == ITEM_ARMOR)and(ting.value[0]==0)))
{
exec("say Sorry, it is beyond my ability to engrave this.",self);
:giveback:
unsecure(ting);
link(ting, pc);
act("$3n gives $2n to $1n.",A_SOMEONE,pc,ting,self,TO_REST);
act("$3n gives $2n to you.",A_SOMEONE,pc,ting,self,TO_CHAR);
i := dildestroy("busy@function",self);
unsecure (pc);
goto start;
}
if("engraving" in ting.extra)
{
exec("say Hmm... this item appears to be engraved already, "+pc.name+
".",self);
goto giveback;
}
if("$no_engrave" in ting.extra)
{
exec("emote examines "+ting.title+"carefully...",self);
exec("say This item cannot be engraved. I am sorry, "+pc.name+
".",self);
goto giveback;
}
:brief:
exec("say What do you want engraved on this "+ting.name+", "+pc.name+
"?",self);
exec("say Just say the line, and remember, maximum 10 letters!",self);
:brieftext:
wait(SFB_DONE, command("say")and(activator == pc));
text := argument;
if(length(text) > 10)
{
exec("say I am sorry, but this is too long!",self);
exec("say Try another one, 10 letters maximum.",self);
goto brieftext;
}
exec("say An engraving saying: '"+text+"', yes?",self);
wait(SFB_DONE,(command("say") or command("nod")or
command("shake"))and(activator == pc));
if((command("say")and((" " + argument)in "no"))
or command("shake"))
{
exec("say Oh, what is it then?",self);
goto brieftext;
}
pause;
pris := (5*GOLD_MARK_MULT);
cash := moneystring(pris,TRUE);
exec("say This engraving will cost you "+cash+".",self);
if(not transfermoney(pc,self,pris))
{
exec("say ...which you don't have apparently.",self);
exec("say Come back when you are richer, "+pc.name+".",self);
goto giveback;
}
ting.title := ting.title+" (engraved: '" + text + "')";
blah := "" in ting.extra;
if(blah)
{
blah.descr := blah.descr + "&n'" + text + "' is engraved on it.";
addextra( ting.extra, {"engraving"}, "It says '" + text + "'" );
}
else
{
addextra(ting.extra,{"dummy"},"You see nothing special.&n'"+text+
"' is engraved on it.");
blah := "dummy" in ting.extra;
substring( blah.names, "dummy" );
}
pause;
exec("say There, hope you like it, " + pc.name + "!", self);
destroy(self.inside);
goto giveback;
:nopc:
exec("shrug ",self);
exec("drop "+ting.name,self);
i := dildestroy("busy@function",self);
unsecure(pc);
unsecure(ting);
goto start;
:ingenting:
exec("say Huh? Where did that ting go?",self);
i := dildestroy("busy@function",self);
unsecure(ting);
unsecure(pc);
goto start;
}
dilend
%rooms
/*past rooms*/
forest_1
title "In the Eerie Forest"
descr
"A timid mist hangs over the speckle of trees you've entered, naught like the white devil just south of here, light even shines trough the occasional hole in the green cover above you. As you look further north, you notice a strange rock formation, it's almost like a gate. To your south lies the eerie forest"
movement SECT_FOREST
north to cave_enter;
south to forest_2;
end
forest_2
title "Deep in the Eerie Forest"
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. You're on a north south path at the moment, but the trees allow further passage to the west."
movement SECT_FOREST
north to forest_1;
south to forest_3;
west to forest_8;
end
forest_3
title "Deep in the Eerie Forest"
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. You're on a north south path at the moment, but the trees allow further passage on a crossing east - west trail."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. "
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
north to forest_2;
west to forest_9;
east to forest_14;
south to forest_4;
end
forest_4
title " In the Eerie Forest"
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. You're just north of a clearing in the mist , and you're following the north - south path at the moment, but you could also go east or west."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. "
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
north to forest_3;
south to clearing;
east to forest_14;
west to forest_10;
end
forest_5
title " In the Eerie Forest"
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. You're just south of a clearing in the mist , and you're following the north - south path at the moment, but you could also go east or west."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. "
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
north to clearing;
west to forest_12;
south to forest_6;
east to forst_16;
end
forest_6
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. The mist becomes increasingly thick as you move from the centre of the forest, almost forcing you into the middle. But you should still be able to go further south and east. As you make a move towards the west however, you notice that the mists have stiffened into some sort of wall."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although you don't like it you have to play by it's rules."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
east to forest_17;
south to forest_7;
north to forest_5;
end
forest_7
title " In the Eerie Forest "
descr
"As you push your way though the mist to the southern part of the forest, you find yourself standing in front of a HUGE tree. There's a hole in it so you should be able to go into it and perhaps even climb it. Or you could fight your way back north to the forest proper."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. "
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
extra {"tree"}
"this tree is HUGE, it must be hundreds of years old. "
movement SECT_FOREST
south to tree;
north to forest_6;
end
forest_8
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. As it is, you're walking along what seems to be a solid wall of mist to the north and west, leaving you with the option to go south or east."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
east to forest_2;
south to forest_9;
end
forest_9
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. As it is, you're walking along what seems to be a solid wall of mist to the west, leaving you with the option to go south, north or east."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
east to forest_3;
south to forest_10;
north to forest_9;
end
forest_10
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. A whiff of sea catches your nose as the wind carries a breath of wind from the west. Maybe that's the way out?"
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
east to forest_4;
west to forest_13;
south to forest_11;
north to forest_9;
end
forest_11
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. As it is, you're walking along what seems to be a solid wall of mist to the west, leaving you with the option to go north, south or east."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
east to clearing;
south to forest_12;
north to forest_10;
end
forest_12
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. As it is, you're walking along what seems to be a solid wall of mist to the south and west, leaving you with the option to go north or east."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
east to forest_5;
north to forest_11;
end
forest_13
title "Before a pond "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles, but the sea air is also strong here, and as you scout to your south you see what looks like a pond. Time for a swim perhaps?"
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
extra{"pond"}
"it looks like pond, and smells like a sea. Inland saltwater? "
movement SECT_FOREST
west to forest_10;
south to pond;
end
forest_14
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. As it is, you're walking along what seems to be a solid wall of mist to the north, leaving you with the option to go north and west, and although the eastward mist seems thick like porridge, you think you might be able to push through."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
east to forest_19;
west to forest_3;
south to forest_15;
end
forest_15
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. As it is, you're walking along what seems to be a solid wall of mist to the east, but you're still able to leave in every other direction."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
west to forest_4;
south to forest_16;
north to forest_14;
end
forest_16
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. To your west is a clearing in the mist, but as a stark contrast the mist is hard as rock to your east."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
west to clearing;
south to forest_17;
north to forest_15;
end
forest_17
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. As it is, you're walking along what seems to be a solid wall of mist to the east, but you're still able to leave in every other direction."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
west to forest_5;
south to forest_18;
north to forest_16;
end
forest_18
title " In the Eerie Forest "
descr
"There's something eerie about these woods, and a white carpet of mist hangs over it, you wonder what might have caused such a spectacle. A thick foil of leaves covers the soft ground, making a squishy noise as you walk, and the humid air carries a scent of fresh pine needles. As it is, you're walking along what seems to be a solid wall of mist, to the east and south. But you're still able to leave in every other direction."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
west to forest_6;
north to forest_17;
end
forest_19
title " In a thick mist "
descr
"There's something eerie about these woods, and the mist is almost choking you at the moment. The thick foil of leaves, that covers the soft ground, is barely noticeable amongst the white gooey stuff. And the humid air, carries a scent of fresh pine needles. Strange as it may seem you seem to be able to squeeze into a tree to your east, or you could follow the mists wishes and go back west"
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. Although it seems to have stiffened a bit in this area, it still moves, albeit slowly."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves, providing nourishment for a new generation of trees. "
movement SECT_FOREST
west to forest_14;
east to wayward_pine;
end
tree
title "In a hollow tree"
descr
"You're standing inside a giant of a tree, and it's restful compared to the white slop outside. You're able to squeeze yourself north and out of the tree, but you should be able to climb up as well."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own."
movement SECT_FOREST
north to forest_7;
dilcopy climb ("tree2", 17, 20, "up");
end
tree2
title "Up above the mist"
descr
"You're WAY up above ground. And you feel as if you could see the world from up here. Below you is a carpet of white, but as you look closer, the mist flickers and moves, almost like it's alive.on the few visible areas of green you see some green specs moving around."
extra {"mist","air"}
"This mist does NOT seem natural, but alas you cannot put a name to it. It seems to shift and move like it had a life of its own. It moves like a live thing, first one way then another. But some areas seem more solid than others. A bit to the north west you notice a pond, and far north beyond the clearing lies a mountain."
movement SECT_FOREST
north to ef10;
dilcopy climb ("tree", 17, 20, "down");
end
wayward_pine
title "Inside a wayward pine"
descr
"You've cramped yourself in a wayward pine, but then anything's better than the cold gooey mists outside."
extra {"mist","air"}
"The mist does not seem natural, but alas you cannot put your finger to it.
It seems to shift and move like it had a life of its own,and although it seems to have
turned into a gooey substance in this area, it still moves, however slowly.
The inside is actually quite cosy, with leaves covering the gound... But wait, is that a crack in the ground?"
extra {"crack ","leaves"}
"there seems to be a crack in the ground. Maybe you should SEARCH it?"
movement SECT_FOREST
west to forest_18;
down to burrow open {EX_OPEN_CLOSE, EX_CLOSED, EX_HIDDEN} keyword {" ground", "leaves", "crack", "tree"};
end
burrow
title "In a burrow"
descr
"You are stading in the middle of what seems to be a badgers burrow. The native animals don't seem to be affected by the mist in the same way as you, and certainly not the badgers. The ground looks kind of lumpy, like something was buried there."
extra {"leaves","ground"}
"The ground is covered with molding green and brown leaves,and it seems like the badgers have buried something here. You wonder what it could be."
movement SECT_FOREST
up to wayward_pine open {EX_OPEN_CLOSE, EX_CLOSED};
end
cave_enter
title "At a strange rock formation"
descr
"You are at the entrance of a cavern, the mist has receded in this area. Obviously not preferring areas that drip with water. And this place sure is soggy. The cave seems to be sporadically lit up, and as you listen closely, there seems to be some kind of humanoid sound coming from far within. And of course, to the south lies the mists of mystery."
extra {"cave","cavern"}
"The cave doesn't look very inviting, but could it possibly be worse than the white hell outside?"
extra {"water","drip"}
"The entire cavern drips with water, you wonder how it's lit up, if not by fire. Then by....."
movement SECT_MOUNTAIN
north to cav1;
south to forest_1;
end
cav1
title "In a strange dripping cave"
descr
"You're standing inside a dreary dripping cave. It seems to be sporadically lit up, and as you listen closely, there seems to be some kind of humanoid sound coming from far within. And of course, to the far south lies the mists of mystery."
extra {"cave","cavern"}
"The cave doesn't look very inviting, but could it possibly be worse than the white hell outside?"
extra {"water","drip"}
"The entire cavern drips with water, you wonder how it's lit up, if not by fire. Then by....."
movement SECT_MOUNTAIN
north to cav2;
south to cave_enter;
dilcopy drip@kezahl();
end
cav2
title "At an intersection in a strange dripping cave"
descr
"You're standing at an intersection in the strange wet cave. Back south lies the dreary mists of mystery, and to your north you see naught but darkness, but to your left you hear laughter. Maybe someone there could help you get out of this awful valley?"
extra {"cave","cavern"}
"The cave doesn't look very inviting, but could it possibly be worse than the white hell outside?"
extra {"water","drip"}
"The entire cavern drips with water, you wonder how it's lit up, if not by fire. Then by....."
movement SECT_MOUNTAIN
north to cav3;
south to cav1;
west to cav4;
dilcopy drip@kezahl();
end
cav3
title "In a strange dripping cave"
descr
"You're standing inside a dreary dripping cave. Light flickers before your eyes, and you can hear you are not alone as an evil laughter reaches your ears."
extra {"cave","cavern"}
"The cave doesn't look very inviting, but could it possibly be worse than the white hell outside?"
extra {"water","drip"}
"The entire cavern drips with water, you wonder how it's lit up, if not by fire. Then by....."
movement SECT_MOUNTAIN
east to cav7;
south to cav2;
dilcopy drip@kezahl();
end
cav4
title " Further along in a strange dripping cave"
descr
"You've entered a slightly warmer part of the cave, the air doesn't strike you with it's humidity anymore, and you feel more at ease. If only you could find the source of that laughter up ahead, you might be able to get out of this dreadful valley"
extra {"cave","cavern"}
"The cave doesn't look very inviting, but could it possibly be worse than the white hell outside?"
movement SECT_MOUNTAIN
north to cav5;
east to cav2;
end
cav5
title "A corridor in a strange dripping cave"
descr
"As you continue north, you find yourself wanting the cold mist back, cause this is turning unbearably hot, what manner of creature could want of live in this godforsaken heat?"
extra {"cave","cavern"}
"The cave doesn't look very inviting, but could it possibly be worse than the white hell outside?"
extra {"water","drip"}
"The entire cavern drips with water, you wonder how it's lit up, if not by fire. Then by....."
movement SECT_MOUNTAIN
north to cav1;
south to forest_1;
end
cav6
title "At a hideous throne in a strange dripping cave"
descr
"Finally you arrive at the source of the laughter, but as you look around you don't exactly feel uplifted. Bones lie scattered around the floor, a huge fire in the far end of the cavern is the source of the heat, and as you look closer you notice a strange green little creature, staring right back at you."
extra {"cave","cavern"}
"The cave doesn't look very inviting, but could it possibly be worse than the white hell outside?"
extra {"creature","fire"}
"The creature at the fire is staring right back at you."
movement SECT_MOUNTAIN
south to cav6;
end
cav7
title "In a strange dripping cave"
descr
"You're standing inside a dreary dripping cave. It seems to be sporadically lit up, and as you move along the floor actually seems smoother, as if often used. But alas the trail stops at the wall...There should be something there, but you don't see anything"
extra {"floor","ground"}
"smooth...up until the wall. Maybe there's something behind it?"
extra {"water","drip"}
"The entire cavern drips with water, you wonder how it's lit up, if not by fire. Then by....."
movement SECT_MOUNTAIN
west to cav3;
north to cav8 open {EX_OPEN_CLOSE, EX_CLOSED, EX_HIDDEN} keyword {"wall", "cave", "path", "door"};
dilcopy drip@kezahl();
end
cav8
title "In a strange dripping dungeon"
descr
"This must be hell, you're standing in a dungeon filled with sick prisoners that look a little like goblins, only a lot worse off. The wall are filled with marks, and the small amount of light is offered by yourself, not a nice way to go with water dripping on your body every minute of every day(at least you wont die of thirst)."
extra {"cave","cavern"}
"The cave doesn't look very inviting, but could it possibly be worse than the white hell outside?"
extra {"water","drip"}
"The entire cavern drips with water, you wonder how it's lit up, if not by fire. Then by....."
movement SECT_MOUNTAIN
south to cav7 open {EX_OPEN_CLOSE, EX_CLOSED} keyword{"wall", "cave", "path", "door"};
dilcopy drip@kezahl();
end
pond
title "At a peaceful looking pond"
descr
"You're standing on the edge of a peaceful looking pond, untouched by mists it strengthens your idea that the mists recede from running water. The water looks clear and cool, and you feel like taking a swim."
extra {"water","pond"}
"Ah, that looks tempting, just the thought of ENTERing the water and EXITing refreshed as ever is heavenly enough."
movement SECT_MOUNTAIN
north to forest_13;
dilcopy pond@kezahl();
end
clearing
title "At a clear spot in the mists."
descr
"This is practically the only spot not touched by the dreadful white shimmering mist that has put it's mark on the valley, it could be that it's a thing of chance, but as you look around you notice a spring of cool clear water. Perhaps the mist has something against running water?"
movement SECT_MOUNTAIN
north to forest_4;
south to forest_5;
west to forest_11;
east to forest_16;
end
in_pond
title "Deep down in a pond"
descr
"You can't believe it, you're actually swimming 10 feet below the surface, you are surrounded by seaweed and guppies, but you cannot help but feel free like a bird. It's like flying(with no air, oops). The bottom is covered with a forest of kelp, and once in a while they stretch up and tickle you."
extra {"kelp","forest"}
"The forest of kelp is stretched all along the bottom, with the occasional speck of 'normal' seaweed. The natural hiding place for the guppies that are swimming about here."
movement SECT_FOREST
dilcopy in_pond@kezahl();
end
/*present rooms*/
caved_in
names {"caved in","cavern"}
title "At a cavern"
descr
"The cavern before you has caved in by some unnatural means. Thus removing your option to exit the valley this way. There is a small plaque here reading: Within lies the fallen of the goblin war, may they forever rest in peace. To your south lies a fair town called KeZahl, perhaps someone there could help you in your quest?"
movement SECT_MOUNTAIN
south to road1;
ALWAYS_LIGHT
end
road1
names {"road"}
title "A dirt road"
descr
"Your following a dirt road flowing north and south to the town of KeZahl. To your east and west lie the remains of the once proud forest of eerie, and to your north lies a pile of rubble."
movement SECT_CITY
east to nfor1;
west to nfor2;
north to caved_in;
south to road2;
ALWAYS_LIGHT
end
nfor2
names {"eerie forest","forest"}
title "Eerie Remains"
descr
"Standing in the remains of what was once the great forest of eerie, is really depressing, the destruction of man has really done it's worst here, with burnings and reapings with no sense of consequence. You don't feel very comfortable going into the burned wastes beyond an decide the only way is back east to the road"
movement SECT_FOREST
east to road1;
ALWAYS_LIGHT
end
road2
names {" road"}
title "A dirt road"
descr
"You're further along the dirt road and you're just before the city of KeZahl. Far to your north lies a pile of rubble. But it's more tempting to enter the city."
movement SECT_CITY
north to road1;
south to mroad1;
ALWAYS_LIGHT
end
nfor1
names {"eerie forest","forest"}
title "Eerie Remains"
descr
"Standing in the remains of what was once the great forest of eerie, is really depressing, the destruction of man has really done it's worst here, with burnings and reapings with no sense of consequence. You don't feel very comfortable going into the burned wastes beyond an decide the only way is back west to the road"
movement SECT_FOREST
west to road1;
ALWAYS_LIGHT
end
mroad1
names {"main road","road"}
title "The Main Road"
descr
"You are on a broad street leading north-south through the City of KeZahl. To your north lies a long stretch of dirty road, ending in a pile of rubble. To your south, a tall, grey church, with a dark and heavy-looking oak door, rises above your head. To your west lies the reapers retreat while to your east lies the smugglers alcove."
movement SECT_CITY
east to inn2;
west to inn1;
north to road2;
south to mroad2;
ALWAYS_LIGHT
end
mroad2
names {"main road","road"}
title "The Main Road"
descr
"You are on a broad street leading north-south through the City of KeZahl. To your north lies a long stretch of dirty road, ending in a pile of rubble. To your south, a tall, grey church, with a dark and heavy-looking oak door, rises above your head. To your east lies a jeweller while to your west lies a baker."
movement SECT_CITY
east to bakery;
west to jeweler;
north to mroad1;
south to mroad3;
ALWAYS_LIGHT
end
mroad3
names {"main road","road"}
title "The Main Road"
descr
"You are on a broad street leading north-south through the City of KeZahl. To your north lies a long stretch of dirty road, ending in a pile of rubble. To your south, a tall, grey church, with a dark and heavy-looking oak door, rises above your head. To your east lies a burned down building while to your west lies the local jail."
movement SECT_CITY
east to out_of_business;
west to jail;
north to mroad2;
south to mroad4;
ALWAYS_LIGHT
end
mroad4
names {"main road","road"}
title "The Main Road"
descr
"You are on a broad street leading north-south through the City of KeZahl. To your north lies a long stretch of road, ending in a pile of rubble. To your south, a huge statue rises above your head. To your east lies the local butcher while to your west lies an ironmonger."
movement SECT_CITY
east to butchery;
west to ironmongery;
north to mroad3;
south to square;
ALWAYS_LIGHT
end
mroad5
names {"main road","road"}
title "The Main Road"
descr
"You are on a broad street leading north-south through the City of KeZahl. To your north lies a huge statue, depicting the hero of KeZahl. To your south, a tall, grey church, with a dark and heavy-looking oak door, rises above your head."
movement SECT_CITY
north to square;
south to mroad6;
ALWAYS_LIGHT
end
mroad6
names {"main road","road"}
title "The Main Road"
descr
"You are on a broad street leading north-south through the City of KeZahl. To your north lies a huge statue, depicting the hero of KeZahl. To your south, a tall, grey church, with a dark and heavy-looking oak door, rises above your head. To your west lies the local bank, while to your west lies a small workshop."
movement SECT_CITY
east to workshop;
west to bank;
north to mroad6;
south to mroad7;
ALWAYS_LIGHT
end
mroad7
names {"main road","road"}
title "The Main Road"
descr
"You are on a broad street leading north-south through the City of KeZahl. To your north lies a huge statue, depicting the hero of KeZahl. To your south, a tall, grey church, with an open dark and heavy-looking oak door, rises above your head. To your east lies a clerics store, while to your west lies an apothecary."
movement SECT_CITY
west to apotek;
north to mroad6;
south to ent_temple;
east to cleric descr "A door leads into a clerics shop."
open {EX_OPEN_CLOSE} keyword {"door"};
ALWAYS_LIGHT
end
square
names {"statue square"}
title "The Statue Square"
descr
"A huge statue stands majestically in the middle of this place, with a nice little garden around it. The statue depicts the great warrior KeZahl who conquered the white devil thus freeing the area of a long forgotten curse. Though by recent events it seems the curse has once again surfaced into the open.The very broad Main Road leads north and south through the city, and Main Street leads east and west."
movement SECT_CITY
north to mroad4;
south to mroad5;
west to mroad13;
east to mroad8;
ALWAYS_LIGHT
end
mroad8
names {"main street","street"}
title "The Main Street"
descr
"You are on a broad street leading east-west through the City of KeZahl. To your east lies the city of KeZahl. To your west, there's a small shrine, with a weird person playing with invisible creatures."
movement SECT_CITY
west to aband_shrine;
east to mroad9;
ALWAYS_LIGHT
end
mroad9
names {"main street","street"}
title "The Main Street"
descr
"You are on a broad street leading east-west through the City of KeZahl. To your east lies a huge statue, depicting the hero of KeZahl. To your west, you see a shrine roaming in the distance."
movement SECT_CITY
west to mroad8;
east to mroad10;
ALWAYS_LIGHT
end
mroad10
names {"main street","street"}
title "The Main Street"
descr
"You are on a broad street leading east-west through the City of KeZahl. To your east lies a huge statue, depicting the hero of KeZahl. To your west, you see a shrine roaming in the distance."
movement SECT_CITY
west to mroad9;
east to square;
ALWAYS_LIGHT
end
mroad11
names {"main street","street"}
title "The Main Street"
descr
"You are on a broad street leading east-west through the City of KeZahl. To your west lies a huge statue, depicting the hero of KeZahl. To your east, you see a cottage roaming in the distance."
movement SECT_CITY
west to square;
east to mroad12;
ALWAYS_LIGHT
end
mroad12
names {"main street","street"}
title "The Main Street"
descr
"You are on a broad street leading east-west through the City of KeZahl. To your west lies a huge statue, depicting the hero of KeZahl. To your east, you see a cottage brimming with life, that belongs to the mayor."
movement SECT_CITY
west to mroad11;
east to cottage;
ALWAYS_LIGHT
end
/*temple*/
tower1
names {" temple tower","temple","tower"}
title "Top of the Temple tower"
descr
"As you scout out over the city you get a strange feeling of seeing this before, only you haven't. To the far north lies a caved in entrance, to your west lies a dried up pond, turned into a shrine, to the east lies a cottage while the city underneath seems. Well not to impressive, and it seems shrouded in a timid mist from up here."
movement SECT_INSIDE
down to stairs_1;
ALWAYS_LIGHT
end
stairs_2
names {"temple stairs","temple","stairs"}
title "The Temple Stairs"
descr
"You are at the bottom of the stairs leading up to a lookout tower in the temple of KeZahl. You can exit the tower by going west or take a look at the city above."
movement SECT_INSIDE
east to ent_temple;
up to tower2;
ALWAYS_LIGHT
end
ent_temple
names {"Temple entrance"}
title "Temple Entrance"
descr
"You are in a high-ceilinged entrance room. The walls are white as chalk and the reddish floor is paved with carefully lain flagstones. A pair of huge bronze doors lead north to the main road outside and an arched doorway leads south into the central church."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to mroad8;
south to tem1;
west to stairs_1;
east to stairs_2;
ALWAYS_LIGHT
end
stairs_1
names {"temple stairs","temple","stairs"}
title "The Temple Stairs"
descr
"You are at the bottom of the stairs leading up to a lookout tower in the temple of KeZahl. You can exit the tower by going east or take a look at the city above."
movement SECT_INSIDE
east to ent_temple;
up to tower1;
ALWAYS_LIGHT
end
tower2
names {" temple tower","temple","tower"}
title "Top of the Temple tower"
descr
"As you scout out over the city you get a strange feeling of seeing this before, only you haven't. To the far north lies a caved in entrance, to your west lies a dried up pond, turned into a shrine, to the east lies a cottage while the city underneath seems. Well not to impressive, and it seems shrouded in a timid mist from up here."
movement SECT_INSIDE
down to stairs_2;
ALWAYS_LIGHT
end
tem1
names {"temple nave"}
title "Temple Nave"
descr
"You are in centre of the church. The arched ceiling high above you features many colourful mosaics. Memorial plaques are set in the white walls between the numerous tall mosaic windows and a large number of pews stand on the reddish stone floor."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to ent_temple;
south to tem3;
ALWAYS_LIGHT
end
tem3
names {"temple nave"}
title "Temple Nave"
descr
"You are in centre of the church. The arched ceiling high above you features many colourful mosaics. Memorial plaques are set in the white walls between the numerous tall mosaic windows and a large number of pews stand on the reddish stone floor."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to tem1;
east to chamber2;
west to chamber1;
south to inner_sanctum;
ALWAYS_LIGHT
end
chamber2
names {"temple altar"}
title "Temple Altar"
descr
"You are by a large gilded altar with many beautiful carvings. A pair of huge ivory candles stand on the red altar cloth, burning brightly. "
extra {"altar"}
"It looks very expensive"
extra {"candle", "candles"}
"There is nothing special about the candles."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS, UNIT_FL_SACRED}
movement SECT_INSIDE
west to tem3;
ALWAYS_LIGHT
end
chamber1
names {"temple altar"}
title "Temple Altar"
descr
"You are by a large gilded altar with many beautiful carvings. A pair of huge ivory candles stand on the red altar cloth, burning brightly. "
extra {"altar"}
"It looks very expensive"
extra {"candle", "candles"}
"There is nothing special about the candles."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS, UNIT_FL_SACRED}
movement SECT_INSIDE
east to tem3;
ALWAYS_LIGHT
end
inner_sanctum
names {"inner sanctum"}
title "Inner Sanctum"
descr
"You are in the south end of the Cathedral. Three enourmous mosaic windows make the light sparkle in a kaleidoscopic shower. The floor is covered by a soft red carpet, and in the centre stands a large three-legged golden bowl in which a small flame is burning steadily."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS, UNIT_FL_SACRED}
movement SECT_INSIDE
north to tem3;
extra {"bowl", "flame"}
"The flame doesn't appear to feed on anything, it just burns."
extra {"carpet"} "Red and soft. Not the kind you usually walk on."
extra {"windows"} "The mosaic colours are held in dark but very beautiful shades of blue and green."
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_NO_TELEPORT}
end
/*guard rooms*/
jail
title "Guard's Office"
descr "You are inside the guards office. Through the window in the eastern wall you see a creepy building beyond the village road. There is a sign hanging on the wall."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS, UNIT_FL_NO_MOB,
UNIT_FL_NO_TELEPORT}
movement SECT_INSIDE
east to mroad3;
west to jail_2 open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED, EX_PICKPROOF} key jail_key descr "You see the heavy steel door." keyword {"steel door", "door"};
ALWAYS_LIGHT
extra {"sign", "wall"}
"The sign says:&l
In order to accuse another player of a crime, you must accuse him
to the captain. Use the command:
accuse murder - for a murder accusation.
accuse stealing - for a stealing accusation."
end
jail_2
names {"jail"}
title "The Jail"
descr
"You are in a dark and humid jail. The dark stone walls are hard and cold to the touch. A heavy steel door, supposed to keep prisoners inside the jail, is in the eastern stone wall."
extra {"wall","walls"}
"The walls are marked with lots of scratches. Some of them spell sentences like `SERVUS STRIKES AGAIN'."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS, UNIT_FL_NO_TELEPORT}
movement SECT_INSIDE
east to jail key jail_key keyword {"steel door", "door"}
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED, EX_PICKPROOF} descr
"You see the heavy steel door.";
ALWAYS_LIGHT
dilcopy jailmaintain@paltina("captain@kezahl", "jail@kezahl");
end
guard_post
names {" guard post","guard","post"}
title "The Guard Post"
descr
"This is the guard post of mayor Hobyah's bodyguards, a sparse chamber with naught but what is necessary for an uncomfortable sleep and a lousy meal. There is a very good view to the main room to the north."
movement SECT_INSIDE
north to cottage;
ALWAYS_LIGHT
end
/*shops*/
out_of_business
names {"business","wreck"}
title "A pile of rubble."
descr
"This used to be an inn, but alas they incurred the wrath of the two most powerful houses in KeZahl. All that is left of this once wonderful inn is a pile of rubble and some scorched rocks. As you look closer you notice an inscription in one of the boards. ' Thou dos not bilung hir, lif nu!!! Ur ju vill DYE"
movement SECT_INSIDE
west to mroad3;
ALWAYS_LIGHT
end
ironmongery
names {"ironmongery"}
title "The Ironmonger's"
descr
"You are in a large room with white stone walls. The numerous shelves are filled with miscellaneous hardware. The door is to the south, and a sign hangs on the wall."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
south to mroad10;
extra {"sign"}
"It says :&l
Use `list' to see what is in store,
`buy
`sell
`value
ALWAYS_LIGHT
end
butchery
names {"butcher"}
title "The Butcher's"
descr
"You are in a small, smelly room. The stone floor is covered by a thick layer of sawdust, and from the ceiling various animal carcasses are hanging on hooks. The room is split in two by a large wooden counter. A sign hangs on the wall."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
south to mroad11;
extra {"sign"}
"It says :&l
Use `list' to see what is in store,
`buy
`sell
`value
ALWAYS_LIGHT
end
bank
names {"bank"}
title "The Bank"
descr
"You are in a high-ceilinged room with white-chalked walls. A pair of tall windows with bars are set in the west wall, and wall-like mahogany counter, complete with teller window, seperates the room in two. A small passage leads around the tellers to the east, and a sign hangs on the wall between the windows."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
extra {"sign"}
"It says :-&l
The Bank of KeZahl
We stash your cash and hold your gold
Use `deposit
`withdraw
`balance' to get a statement of your account,
`exchange
`exchange
movement SECT_CITY
east to mroad6;
ALWAYS_LIGHT
end
apotek
names {"apothecary"}
title "The Apothecary"
descr
"You are in a low-celinged room with many shelves filled with jars and bottles of all shapes and sizes. The scent of foreign herbs and spices puzzles your nose. A sign stands on a desk in the middle of the room."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
east to mroad7;
extra {"sign"}
"It says :-&l
Use `list' to see what is in store,
`buy
`sell
`request
`value
ALWAYS_LIGHT
end
clerics
names {"The Cleric","store","supplies"}
title "The Clerics store"
descr "A weak tinkle of small bells over the door announces your arrival in the small store. Windows of coloured glass let in the light and the air smells faintly of herbs, incense and other various healer ingredients. The shop is filled with trinkets of all sorts and a sign catches your attention. A door leads back to the street south of here."
extra {"bells over the door","bells","bell"}
"Tiny brass bells hang over the door, tinkling musically."
extra {"coloured windows","glass","windows","light"}
"The many-coloured glass makes you think of cathedral windows. Perhaps owner of this shop got his glass cheap from the church. Or perhaps he was out with a rock himself, collecting whatever fell down."
extra {"trinkets","herbs","incense","ingredients"}
"A lot of talismans, herbs, vials, holy charms and whatever the well-supplied superstitious needs to get him through the day."
extra {"sign"}
"&l
_______________________________________________________
| |
| 'list' - to view items currently in stock |
| 'buy ' - to buy an item from the cleric |
| 'sell' - to sell an item from your inventory |
| |
| 'ask cleric ' will give you a description |
| of the item in question; only items sold in this |
| store can be examined in this way. |
|_____________________________________________________|
"
west to mroad7 descr "A door leads back to the street."
open {EX_OPEN_CLOSE} keyword {"door"};
end
workshop
names {"kundruns workshop","workshop"}
title "At Kundrun's Workshop"
descr
"A characteristic smell of warm leather, metal and sound of people working fills this small shop. A single window offers a view of the main street. A dwarf and a gnome, both hard at work, can be seen through a half-open door at the back of the store. A sign hanging in the window offers some info on the workmanship prices. A small note is fastened underneath the sign."
extra {"sign in the window","sign","window"}
"The sign proclaims: &l
------------------------------------------
Kundruns Engraving Services
Engraving (max.10 letters) : min. 5 Gold
Note that the engraving cost increases sharply for magical items.
The engraving is permanent and cannot be removed or remade.
The engraving will be easily visible on the item (title as well
as description).
Give the item in question to Kundrun to engrave it with the text
of your choice. Please note that some items cannot be engraved.
------------------------------------------
A small note at the bottom of the sign demands your immediate attention."
extra {"note fastened to the sign","note"}
"The note reads: &l
Warning!
In some cases, the engraving can cause problems in
highly magical or Quest-related items (mainly if the
creator of the item uses its title or description in
DIL programs). If you encounter a problem using an
engraved item, report the problem through the God
Assistance Board and we'll replace your item for a
new one.
Thank you.
Mendax.
"
extra {"dwarf and the gnome in the workshop","dwarf","gnome","workshop"}
"They both appear very busy and hard at work. Better not bother them or your job will take even longer."
movement SECT_INSIDE
flags {UNIT_FL_NO_WEATHER,UNIT_FL_INDOORS}
ALWAYS_LIGHT
west to mroad7;
end
bakery
names {"baker"}
title "The Baker's"
descr
"You are in a large room with white-chalked walls. A pair of huge ovens are built into the south wall. A simple, but very large, desk stands in the middle of the room and on the other side are numerous baskets containing bread and pastries. A sign stands on the desk."
extra {"sign"}
"It says : &l
Use `list' to see what is in store,
`buy
`sell
`request
`value
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
east to mroad2;
ALWAYS_LIGHT
end
jeweler
names {"jeweller"}
title "The Jeweller's Shop"
descr
"You are in a small but beautifully furnished room. Warm light emanates from the small oil lamps on the walls and is reflected in the hard, polished surface of the big mahogany desk that stands in the centre of the room. A small sign with golden letters stands on the desk."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to mroad2;
extra {"oil","lamps"}
"They are made from polished gold and looks as if they are securely fastened to the smooth stone walls."
extra {"desk"}
"Your face is reflected in its surface."
extra {"sign"}
"The golden letters say : &l
Use `list' to see what is in store,
`buy
`sell
`request
`value
`give
ALWAYS_LIGHT
extra {"$metal room"} ""
extra {"$leather room"} ""
extra {"$clothes room"} ""
end
inn2
names {"Cindin","Smugglers Alcove","alcove"}
title "The Smugglers Alcove"
descr
"You are in a large but cosy room. The ceiling is high, but heavy wooden beams, stretching from wall to wall, make it seem lower. Numerous oil lamps, hanging from the beams, cast a warm light on the many well-worn wooden chairs and tables.There is another inn across the road to the west."
movement SECT_INSIDE
west to mroad1;
ALWAYS_LIGHT
end
inn1
names {" Montaglies", "reapers retreat","inn","retreat"}
title "The Reapers retreat"
descr
"As you enter the inn, fumes of spices hit you with the force you've never encountered before, but summoning your courage you continue in. You wonder if it's worth it, the panels on the wall depict ancient battles against some sort of white devil. A table in the corner has gathered the local gamblers, and they're WOMEN. At the bar you see tow people, one big fat and ugly, and the other young and roguish."
movement SECT_INSIDE
east to mroad1;
ALWAYS_LIGHT
end
/*other*/
office
names {"the office"}
title "The office"
descr
"You're in the mayors office, the room is covered with piles of paper and I generally in a manner of mess. There's a desk under all the paper, and a secretary is there trying to make some sense of it all."
movement SECT_INSIDE
extra {"pile", "paper", "desk"}
"piles upon piles of paper are scattered about the room, but there is an extra large one over by the desk, which is completely covered in them. You wonder how they find anything in here."
south to cottage;
ALWAYS_LIGHT
end
cottage
title "The Mayor's cottage"
descr
"The Mayor's home is a small but quaint cottage at the end of the village. There is a fireplace against one wall, and in addition to the Mayor's bed are four beds for his guards. A large desk sits against one wall, with what looks like an overstuffed chair standing before it. There is a bookshelf against one wall, and a nice rug covers the floor. His secretary is in the next room to the north, while a guard holds constant watch from the south."
extra {"mayor's home", "home", "room"}
"The Mayor's home looks like a nice place, whether for conducting business or just stopping in for a chat."
extra {"fireplace"}
"The fireplace glows with a warm flame."
extra {"mayor's bed", "beds", "bed"}
"The beds look to be quite comfortable."
extra {"large desk", "desk"}
"The desk is constructed of mahogany, or some similar fine wood. Its top
is covered with papers."
extra {"overstuffed chair", "chair"}
"The chair looks to be wonderfully comfortable. A truly great
place to sit."
extra {"bookshelf"}
"Just a load of books about laws."
extra {"nice rug", "rug"}
"The rug is just a nice throw rug."
flags {UNIT_FL_NO_WEATHER}
movement SECT_INSIDE
north to office;
south to guard_post;
west to mroad11;
ALWAYS_LIGHT
end
aband_shrine
names {"abandoned shrine", "shrine"}
title "An abandoned shrine"
descr
"Before you stands the remains of an ancient shrine, devoted to a long forgotten god of spirits, well not entirely forgotten. He has but one follower who still upholds the creed of spirit and plays the eternal game. Bright light envelops the area and you cannot help but notice the perfect symmetry of the trees around."
movement SECT_INSIDE
east to mroad10;
ALWAYS_LIGHT
end
/*future rooms*/
in_box
names {" box"}
title "In a box"
descr
"As you open your eyes, you realize you're stuck in a dark box. Struck by a fit of claustrophobia you panic slightly, but as you feel your way around there's a slight edge in the eastern wall. Perhaps you should check it out?"
movement SECT_INSIDE
east to depressing open {EX_OPEN_CLOSE, EX_CLOSED, EX_HIDDEN} keyword {"secret door", "door", "edge", "crack", "east wall"};
IN_ALWAYS_DARK
end
depressing
names {"depressing view","depressing","view"}
title "At a depressing view"
descr
"As you emerge from the confines of the box, you feel relieved, then shocked, and then depressed. The view before you has to be the worst area of land you've ever seen. And although you didn't feel right sitting in that box, you seemed more at ease there. As you scout around you notice a strange familiarity with it all. The pond in the south east has a thick cover of smoke, and bubbles appear on the surface from time to time. Far east lies a nest of some kind, and down below, what seems like a big scar has torn the valley apart. Although the ledges below primise a hasardous climb, it seems preferable to the box and decide it's time to go."
movement SECT_MOUNTAIN
west to in_box open {EX_OPEN_CLOSE, EX_CLOSED}
keyword {"secret door", "door", "box"};
down to ledge_2;
end
ledge_1
names {"ledge"}
title "Further along on a ledge"
descr "As you continue along west on the ledge, you notice what seems to be the remains of a valley beneath you, it continues far south into a mountain. east of here the ledge continues with a wide gap at one point and a nest beyond it."
movement SECT_MOUNTAIN
east to ledge_2;
down to valley_1;
end
ledge_2
names {"ledge"}
title "At a ledge"
descr "OUCH! As you climb down, you stumble upon some loose rocks and fall down to the ledge, and you see no other alternatives thn to follow the ledge east or west to find a better spot of climbing to the bottom. You can't stay here, and that's for sure."
movement SECT_MOUNTAIN
east to leadge_3;
west to ledge_1;
end
ledge_3
names {"ledge"}
title "At a crack in the ledge"
descr "You're stading beside a huge crack in the ledge, making it impossible for you to continue further east, but making good grips for climbing down to the rift below. The sky seems to have turned a blood red colour, almost like fire, and you acnnot help but wonder what might have done this to the land. What mighty curse has the power to upheave the landscape so?"
movement SECT_MOUNTAIN
down to rift_1;
west to ledge_2;
end
ledge_4
names {"ledge"}
title "Before a huge nest"
descr
"As you climb up the hill, you hear a loud SHRIEK, and it seems to come from the east. As you reach the top you see that it is a huge vulture like creature. down is the eternal rift maze and to your west lies a gap in the ledge, unabling you to go any further."
movement SECT_MOUNTAIN
down to rift_3;
east to nest;
end
valley_1
names {"scorched valley","valley"}
title "A scorched valley"
descr "You've entered another realm of destruction and despair , the curse that has obviously torn this once lovely place apart has rendered no place untouched, and no stone unturned. The sun has scrorched the earth below your feet, and the reek of burning stings your nose a decomposing corpse in its finishing stages. rat droppings are common, and you hear the occasional shriek from a nearby vulture looking for it's next meal. You should be able to climb back up from here, and the valley continues southwards into oblivion"
movement SECT_MOUNTAIN
up to ledge_1;
south to valley_2;
end
valley_2
names {"scorched valley","valley"}
title "A scorched valley"
descr "You've entered another realm of destruction and despair , the curse that has obviously torn this once lovely place apart has rendered no place untouched, and no stone unturned. The sun has scrorched the earth below your feet, and the reek of burning stings your nose a decomposing corpse in its finishing stages. rat droppings are common, and you hear the occasional shriek from a nearby vulture looking for it's next meal.."
movement SECT_MOUNTAIN
north to valley_1;
south to valley_3;
end
valley_3
names {"scorched valley","valley"}
title "A scorched valley"
descr "You've entered another realm of destruction and despair , the curse that has obviously torn this once lovely place apart has rendered no place untouched, and no stone unturned. The sun has scrorched the earth below your feet, and the reek of burning stings your nose a decomposing corpse in its finishing stages. rat droppings are common, and you hear the occasional shriek from a nearby vulture looking for it's next meal. There is a bridge to your east, though it seems it has taken its toll and has strated to crumble to dust, not a nice way to go, but most other stuff has gone already in the great upheaval. To your south lies a wall of stone, which strangely enough seems untouched. You wonder why that is."
movement SECT_MOUNTAIN
east to bridge;
north to valley_2;
south to dead_end;
end
dead_end
names {"dead end"}
title "At a dead end in the valley"
descr "You have come to a dead end. the walls rise high on every side but to the east, where the canyon suits the same purpose, and to the north, where the main part of the valley lies. As you look around you notice some strange marks on the southern wall, as well as the western. Could this have something to do with all this destruction?"
movement SECT_MOUNTAIN
extra{"marks","wall"}
" The maks seem to be some kind of writing, and you're able to decipher some of it. On the western wall it says -> Doth standeth against the mighty, doth standeth against the small. Then render this valley to blighty, yes all of this nature will fall. And on the southern -> Crumble to dust and fall into shadow, all those against us in this meadow. The power of cindin will stand against all, if not now the valley, surely will fall."
north to valley_3;
end
bridge
names {"bridge"}
title "At a broken bridge"
descr "This bridge was once a might ford on the river Gwerthynn, but fell along with the rest of the area, and is slowly crumbling into dust. The broken off area the the east serves as a ladder into the dry river canyon below, enabling you to seek out what is beneath, and to reach the pond you loved so much. Though it might have changed a bit"
movement SECT_CITY
west to valley_3;
down to canyon_1;
up to rift_2;
ALWAYS_LIGHT
end
rift_1
names {" rift"}
title "Down in a rift"
descr "Your down in a rift, with exits in nearly every direction, making you dizzy as you look around. Even after a few minutes you've lost your way back and start to ponder, where to? The earth offers little consolation, and the sky even less with it's burning red glare. You hope to one day be able to stop this wicked thing from ever happening."
movement SECT_MOUNTAIN
up to ledge_3;
west to rift_2;
east to rift_2;
down to rift_1;
end
rift_2
names {" rift"}
title "Down in a rift"
descr
"Your down in a rift, with exits in nearly every direction, making you dizzy as you look around. Even after a few minutes you've lost your way back and start to ponder, where to? The earth offers little consolation, and the sky even less with it's burning red glare. You hope to one day be able to stop this wicked thing from ever happening."
movement SECT_MOUNTAIN
east to rift_2;
west to rift_3;
north to rift_1;
south to rift_1;
end
rift_3
names {" rift"}
title "Down in a rift"
descr
"Your down in a rift, with exits in nearly every direction, making you dizzy as you look around. Even after a few minutes you've lost your way back and start to ponder, where to? The earth offers little consolation, and the sky even less with it's burning red glare. You hope to one day be able to stop this wicked thing from ever happening."
movement SECT_MOUNTAIN
east to rift_2;
west to rift_2;
up to ledge_4;
down to rift_1;
end
nest
title "In a vultures nest"
descr
"The Mother Vulture has put its time to good use, in its own mind at least.
The lair is filled with bones, and blood is splattered all around.
The creature must have a macabre sense of modern decoration, for as you look around, the only other thing that catches your eye besides the blood,
are bones, more blood and other half eaten bones. A Giant boulder is set to the eastern wall, and it just doesn't seem natural."
movement SECT_HILLS
west to edge_4;
SECRET_DOOR_DIFFICULTY(SOUTH, 20)
east to hidden_cave open {EX_OPEN_CLOSE, EX_CLOSED, EX_HIDDEN} keyword {"giant boulder", "rock", "boulder"};
end
hidden_cave
title "The Vultures Lair"
descr
"Hidden inside the great mountain, the vulture has been able to raise it's young with no fear from tha many dangers of this new world. Bones lie scattered after decades of struggle for survival. And for some strange reason, all the blood has spawned a new plant, the desert rose. Even in death there is life."
movement SECT_INSIDE
west to nest;
end
can1
names {" canyon"}
title "down in a canyon"
descr "You are standing at the bottom of a steep bridge, and a seemingly oft used path lies east of
here as the bridge covers every other exit ."
movement SECT_MOUNTAIN
east to can2;
up to bridge;
ALWAYS_LIGHT
end
can2
names {" canyon"}
title "Furhter along a canyon"
descr "Further along the canyon, you're still on the path to the pond where you had such good memories of peace health and guppies. The canyon continues west and south"
movement SECT_MOUNTAIN
west to can1;
south to can3;
end
can3
names {" canyon"}
title "Far along a canyon"
descr "Further along the canyon, you're still on the path to the pond where you had such good memories of peace health and guppies. The canyon continues west and north"
movement SECT_MOUNTAIN
west to can4;
north to can2;
end
can4
names {" canyon"}
title "Far along a canyon"
descr "Further along the canyon, you're still on the path to the pond where you had such good memories of peace health and guppies. The canyon continues east and south"
movement SECT_MOUNTAIN
east to can3;
south to can6;
end
can5
names {" canyon"}
title "Far along a canyon"
descr "Further along the canyon, youve found a dead end, and as you look around you you notice the pond right south-east of here"
movement SECT_MOUNTAIN
east to can6;
end
can6
names {" canyon"}
title "Far along a canyon"
descr "You're standing at a crosspoint in the canyon, you can either go east towards the pond, west to a strange end, or back north to the canyon proper ."
movement SECT_MOUNTAIN
east to can5;
west to can7;
north to can4;
end
can7
names {" canyon"}
title "Far along a canyon"
descr "Just south east of here lies your goal, the pond you once took such a nice and refrehing bath in, and you just cannot wait to try it again. Just follow the path to the south and You'll be fine, or you could turn back west to the canyon proper."
movement SECT_MOUNTAIN
west to can6;
south to can8;
end
can8
names {"canyon"}
title "before a pond"
descr "You're standing beside a fuming bubbling pond with a pair of huge creatures beside it, dare you dive in or do you leave for the canyon to the north?."
movement SECT_MOUNTAIN
east to tox_pool;
north to can7;
end
tox_pond
names {"toxic pond ","pond"}
title "At a toxic pond"
descr "Alas, the curse has reached this blessed place as well, the pond expell humes filled with poison, and has caused a series of weird mutations to the locasl flora and fauna. The playful guppies are long gone and replaced with huge monster crabs And a new sprout has arrived, expelling fumes of its own. but these seem more pleasant, even intoxicating."
movement SECT_MOUNTAIN
west to can8;
ALWAYS_LIGHT
end
%objects
/*present objects*/
firebreather
names {"red bottle", "bottle", "firebreather"}
title "a red bottle"
descr "A red bottle has been left here."
manipulate {MANIPULATE_TAKE}
LIQ_FIREBRT(2,8,8,0)
cost 1 SHILLING
end
bellytumbler
names {"blue bottle", "bottle", "bellytumbler"}
title "a blue bottle"
descr "A blue bottle has been left here."
manipulate {MANIPULATE_TAKE}
LIQ_BEER(0, 8,8,0)
cost 1 SHILLING
end
floating_mist
names {"white bottle", "bottle", "floating mist"}
title "a white bottle"
descr "A white bottle has been left here."
manipulate {MANIPULATE_TAKE}
LIQ_BEER(0, 8,8,0)
cost 1 SHILLING
end
long_ice_tea
names {"yellow bottle", "bottle", "long ice tea"}
title "a yellow bottle"
descr "A yellow bottle has been left here."
manipulate {MANIPULATE_TAKE}
LIQ_BEER(2, 8,8,0)
cost 1 SHILLING
end
ice_tea
names {"cup","ice tea"}
title "a cup"
descr "A cup has been set here."
manipulate {MANIPULATE_TAKE}
LIQ_TEA(1, 2, 2, 0)
cost 2 PENNY
extra {} "It is a small, simple cup."
end
coffee
names {"cup","coffee"}
title "a cup"
descr "A cup has been set here."
manipulate {MANIPULATE_TAKE}
LIQ_COFFE( 1, 2, 2, 0)
cost 2 PENNY
extra {} "It is a small, simple cup."
end
picker_upper
names {"silver bottle", "bottle", "picker upper"}
title "a silver bottle"
descr "A silver bottle has been left here."
manipulate {MANIPULATE_TAKE}
LIQ_BEER(0, 8,8,0)
cost 1 SHILLING
end
dice
names {"dice"}
title"a pair of dice"
descr"a pair of dice have been left here, probably after an unfortunate gamble"
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
type ITEM_OTHER
end
swordslinger
names {"bottle","swordslinger"}
title "a bottle"
descr "A bottle has been set here."
manipulate {MANIPULATE_TAKE}
LIQ_WATER( 1, 8, 8, 0)
cost 1 PENNY
extra {} "It is a large, simple bottle."
end
wallbanger
names {"brownish bottle","bottle","wallbanger"}
title "a bottle of wallbanger"
descr "A brownish bottle has been left here."
manipulate {MANIPULATE_TAKE}
LIQ_LOCALSPC( 2, 8, 8, 0)
cost 2 SHILLING
end
fury
names {"brown bottle","bottle","fury"}
title "a bottle"
descr "A brown bottle has been left here."
manipulate {MANIPULATE_TAKE}
LIQ_LOCALSPC( 2, 8, 8, 0)
cost 2 SHILLING
end
beer
names {"green bottle","bottle","beer"}
title "a bottle"
descr "A green bottle has been left here."
manipulate {MANIPULATE_TAKE}
LIQ_BEER(2, 8,8,0)
cost 4 PENNY
end
wine
names {"dark bottle","bottle","ale"}
title "a bottle"
descr "A dark bottle has been left here."
manipulate {MANIPULATE_TAKE}
LIQ_WINE( 2, 8, 8, 0)
cost 3 PENNY
end
brandy
names {"brandy bottle","bottle", "brandy"}
title "a brandy bottle"
descr "A brandy bottle is lying here."
manipulate {MANIPULATE_TAKE}
LIQ_BRANDY( 2, 10, 10, 0)
cost 3 SHILLING
extra {}
"The bottle is a special `Dragon Blood' brandy bottle. Its neck is shaped like a small dragon's head. Bottles like these are often worth a small amount of money, even when empty."
end
firewater
names {"firewater bottle","bottle", "firewater"}
title "a bottle of firewater"
descr "A bottle of firewater is lying here."
manipulate {MANIPULATE_TAKE}
LIQ_BRANDY( 2, 10, 10, 0)
cost 3 SHILLING
extra {}
"The bottle is a special `Dragon Blood' brandy bottle. Its neck is shaped like a small dragon's head. Bottles like these are often worth a small amount of money, even when empty."
end
/*ironmonger*/
torch
names {"torch"}
title "a torch"
descr "A large torch is here."
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
LIGHT_DEF(12, 2)
weight 1
cost 1 PENNY
end
lantern
names {"brass lantern", "lantern"}
title "a lantern"
descr "A brass lantern is here."
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
LIGHT_DEF(96, 4)
weight 1
cost 3 SILVER_MARK
end
bag
names {"bag"}
title "a bag"
descr "A bag has been left here."
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_ENTER}
CONTAINER_DEF(75)
weight 2
cost 5 PENNY
end
paper
names {"paper"}
title "a piece of paper"
descr "A piece of paper has been left here."
type ITEM_NOTE
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
cost 6 PENNY
end
quill
names {"goose-feather quill", "goose-feather", "quill"}
title "a goose-feather quill"
descr "A goose-feather quill is lying here."
type ITEM_PEN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
cost 2 PENNY
end
candle
names {"candlestick"}
title "a candlestick"
descr "A candlestick is standing here."
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
LIGHT_DEF(8, 2)
weight 5
cost 4 PENNY
extra {}
"It is a rather old-looking three-armed candlestick made from pewter. Its candles are a yellowish white colour."
end
/*baker*/
waybread
names {"waybread"}
title "a waybread"
descr "A hard loaf of a waybread has been left here."
manipulate {MANIPULATE_TAKE}
FOOD_DEF(12, 0)
weight 2
cost 1 PENNY
end
cake
names {"cake"}
title "a cake"
descr "A delicious looking cake has been left here."
manipulate {MANIPULATE_TAKE}
FOOD_DEF(8, 0)
weight 2
cost 1 PENNY
end
pastry
names {"pastry"}
title "a pastry"
descr "A delicious-looking pastry has been placed here."
manipulate {MANIPULATE_TAKE}
FOOD_DEF(5, 0)
weight 1
cost 3 PENNY
end
rolls
names {"rolls"}
title "a couple of rolls"
descr "A couple of tasty rolls have been left here."
manipulate {MANIPULATE_TAKE}
FOOD_DEF(12, 0)
weight 2
cost 1 PENNY
end
/*owling and ranger and guard*/
longbow
names {"Ranger Bow", "bow", "longbow"}
title "a rangers longbow"
descr "A well made, rangers longbow has been left here. Surely by mistake."
extra {}
"A Ranger Longbow manufactured especially for the Rangers in KeZahl. It is rumoured to be of supreme quality, and it has a small container of arrows attached to it."
extra {"$identify"}
"The magic reveals the rangers longbow to increase your bow skill, and by TARGETing, an arrow will be released."
extra {"$improved identify"}
"The Bow bonus is +5%, Bow Skill. The arrow has a power of 10 and is restored slowly by the blade itself.&n The longbow is of craftmanship 4 and magical bonus 3.&n"
extra {"$wear_s"}
"You make ready for your next shot, as you wield the mighty bow."
extra {"$wear_o"}
"$1n gets ready to shoot someone."
manipulate {MANIPULATE_TAKE,MANIPULATE_WIELD}
WEAPON_DEF(WPN_QUARTERSTAFF,0,0)
cost 5 GOLD_MARK
spell 10
dilcopy make_arrow();
dilcopy bowarrow();
end
iron_helmet
names {"iron helmet","helmet"}
title "an iron helmet"
descr "An iron helmet is lying on the ground."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_HEAD}
ARMOUR_PLATE(0, 0)
weight 8
cost 15 SHILLING
end
iron_plate
names {"iron breast plate", "breast plate"}
title "an iron breast plate"
descr "An iron breast plate is lying on the ground."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
ARMOUR_PLATE(0, 0)
weight 20
cost 20 SILVER_MARK
end
iron_bracers
names {"iron bracers","bracers"}
title "a pair of iron bracers"
descr "A pair of iron bracers is lying on the ground."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_ARMS}
ARMOUR_PLATE(0, 0)
weight 8
cost 25 SILVER_MARK
end
iron_gloves
names {"iron gauntlets","gauntlets"}
title "a pair of iron gauntlets"
descr "A pair of iron gauntlets is lying on the ground."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_HANDS}
ARMOUR_PLATE(0, 0)
weight 8
cost 15 SILVER_MARK
end
iron_leggings
names {"iron leggings","leggings"}
title "a pair of iron leggings"
descr "A pair of iron leggings is lying on the ground."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_LEGS}
ARMOUR_PLATE(0, 0)
weight 8
cost 25 SILVER_MARK
end
iron_boots
names {"iron boots","boots"}
title "a pair of iron boots"
descr "A pair of iron boots is lying on the ground."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_FEET}
ARMOUR_PLATE(0, 0)
weight 10
cost 10 SILVER_MARK
end
desk
names {"desk"}
title "the desk"
descr "A desk is set against the western wall."
CONTAINER_DEF(20)
weight 100
extra {} "The desk looks very sparse, there is a drawer in the left side."
extra {"desk drawer", "drawer"} "You notice a keyhole in the drawer."
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED, EX_PICKPROOF}
key desk_key
end
jail_key
/* Key to open the Jail */
names {"steel key","key"}
title "a steel key"
descr "A large steel key has been left here."
type ITEM_KEY
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 2
extra {}
"A key of this size must fit a very strong lock."
end
cloak
names {"green cloak","cloak"}
title "a green cloak"
descr "A green cloak lies here."
extra {}
"A green cloak, worn by the rangers of Kezahl."
manipulate {MANIPULATE_TAKE,MANIPULATE_WEAR_ABOUT}
type ITEM_WORN
weight 5
cost 8 PENNY
end
cuffs
names {"hand cuffs", "cuffs"}
title "a pair of hand cuffs"
descr "A pair of hand cuffs has been left here."
type ITEM_OTHER
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_WRIST}
weight 1
cost 4 SILVER_MARK
dilbegin cuffs();
external
integer skillresist@function(aa : integer, ad : integer,
sa : integer, sd : integer);
var
deputy : unitptr;
targ : unitptr;
skilla : integer;
skilld : integer;
hm : integer;
depname: string;
code
{
:loop:
unsecure(deputy);
wait(SFB_CMD, command("cuff"));
if (activator != self.outside)
goto loop;
deputy := activator;
secure(deputy, loop);
block;
if (argument == "")
{
act("Cuff who?", A_SOMEONE, deputy, null, null, TO_CHAR);
goto loop;
}
targ := findunit(deputy, argument, FIND_UNIT_SURRO, null);
if (targ == null)
{
act("That person is not here!", A_SOMEONE, deputy, null, null, TO_CHAR);
goto loop;
}
if (not (targ.type & (UNIT_ST_PC | UNIT_ST_NPC)))
{
act("You can't cuff that, silly!", A_SOMEONE, deputy, null, null,
TO_CHAR);
goto loop;
}
if (targ == deputy)
{
act("Cuffing yourself seems like a bad idea.", A_HIDEINV, deputy, null, null, TO_CHAR);
goto loop;
}
if (not isset(targ.charflags, CHAR_OUTLAW))
{
act("$3n is not wanted.", A_HIDEINV, deputy, null, targ, TO_CHAR);
goto loop;
}
skilla := deputy.abilities[ABIL_DEX];
skilld := targ.abilities[ABIL_DEX];
secure(targ, loop);
hm := skillresist@function(deputy.abilities[ABIL_DEX],
targ.abilities[ABIL_DEX],
skilla, skilld);
if (hm < 0)
{
act("Your attempt at cuffing $3n fails miserably.", A_SOMEONE, deputy, null, targ, TO_CHAR);
act("$1n attempts to cuff you but fails miserably.", A_SOMEONE, deputy, null, targ, TO_VICT);
act("$1n attempts to cuff $3n but fails miserably.", A_SOMEONE, deputy, self, targ, TO_NOTVICT);
link(self, targ);
goto loop;
}
act("You cuff $3n.", A_SOMEONE, deputy, null, targ, TO_CHAR);
act("$1n surprises you and put $2n around your wrists.", A_SOMEONE, deputy, self, targ, TO_VICT);
act("$1n puts $2n around $3N's wrists.", A_SOMEONE, deputy, self, targ, TO_NOTVICT);
follow(targ, deputy);
depname := deputy.name;
unsecure(deputy);
link(self, targ);
unequip(equipment(self.outside, WEAR_WRIST_R));
addequip(self, WEAR_WRIST_R);
dilcopy("cuffed@kazahl("+depname+")", self.outside);
dilcopy("cuffed2@kazahl("+depname+")", self.outside);
exec("sigh", self.outside); /* Do this to activate the DILs */
/* targ is secured, when broken we reset to loop */
:cuffed:
wait(SFB_CMD, self.equip != WEAR_WRIST_R);
goto cuffed;
}
dilend
end
/*jeweller*/
goldring
names {"gold ring", "ring"}
title "a gold ring"
descr "A gold ring has been left here."
type ITEM_TREASURE
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_FINGER, MANIPULATE_HOLD}
weight 1
cost 12 SILVER_MARK
extra {}
"It appears to be made of solid gold, and is beautifully polished."
end
silvering
names {"silver ring", "ring"}
title "a silver ring"
descr "A silver ring has been left here."
type ITEM_TREASURE
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_FINGER, MANIPULATE_HOLD}
weight 1
cost 1 SILVER_MARK
extra {}
"It appears to be made of solid silver, and is beautifully polished. It almost looks magical enough to use as a light."
bright 5
end
pendant
names {"pendant","silver"}
title "a silver pendant"
descr "A silver pendant has been left here."
type ITEM_TREASURE
romflags {OBJ_NOCOVER}
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_NECK, MANIPULATE_HOLD}
weight 5
cost 8 SILVER_MARK
extra {}
"It resembles the Hammer of Thor and appears to be made of solid silver."
end
amethyst
names {"amethyst","gem"}
title "a amethyst"
descr "A small beautifully polished amethyst has been left here."
type ITEM_TREASURE
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
cost 3 SILVER_MARK
extra {}
"It has a very deep purple colour."
end
/*butcher*/
tender_beef
names {"tender beef", "beef"}
title "a piece of tender beef"
descr "A piece of tender beef has been left here."
manipulate {MANIPULATE_TAKE}
FOOD_DEF(12, 0)
weight 1
cost 4 PENNY
end
fried_chicken
names {"fried chicken", "chicken"}
title "a fried chicken"
descr "A fried chicken has been left here."
manipulate {MANIPULATE_TAKE}
FOOD_DEF(24, 0)
weight 3
cost 4 PENNY
end
shish_kebab
names {"shish kebab", "kebab"}
title "a shish kebab"
descr "A shish kebab has been left here."
manipulate {MANIPULATE_TAKE}
FOOD_DEF(24, 0)
weight 3
cost 4 PENNY
end
meat_cleaver
names {"meat cleaver","cleaver"}
title "a meat cleaver"
descr "A meat cleaver has been left here."
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_HAND_AXE, -5, 0)
weight 4
cost 2 SILVER_MARK
end
/*cleric*/
holywater
names {"holy water","vial","water"}
title "a vial of holy water"
descr "A small, transparent vial stands here."
extra {}
"A small, transparent vial, containing what looks like water. A small holy sigil is engraved into the vial. If you want to use it, just 'sprinkle' whomever you want to use it on."
extra {"engraving","sigil"}
"This small sigil is the holy symbol of the church.&n"
extra {"$identify"}
"The holy water has only true power in the hands of skilled men of the church. However, it will always prove effective against undead and evil demons. Necromancers and other evil worshippers will have no use for the holy water.&n"
type ITEM_OTHER
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
weight 1
cost 1 SHILLING
spell 10
dilbegin holy_water();
var
mob : unitptr;
n : integer;
txt : string;
code
{
:start:
wait(SFB_CMD,command("sprinkle")and(activator==self.outside));
block;
txt := argument;
mob := findunit(activator,txt,FIND_UNIT_SURRO,null);
if (not(mob))
{
sendtext("Sprinkle who?&n",self.outside);
goto start;
}
if ((mob.type == UNIT_ST_PC)and
(mob!=activator)and(visible(self.outside,mob)))
{
act("You open your vial and sprinkle holy water over $3n with a blessing.", A_SOMEONE,self.outside,self,mob,TO_CHAR);
act("$1n opens a vial and sprinkles holy water over $3n with a blessing.", A_SOMEONE,self.outside,self,mob,TO_NOTVICT);
act("$1n opens a vial and sprinkles holy water over you with a blessing.", A_SOMEONE,self.outside,self,mob,TO_VICT);
n:=cast_spell(SPL_BLESS,self.outside,self,mob,"");
destroy(self);
}
if ((mob.type == UNIT_ST_PC)and(mob==activator))
{
act("You open your vial and sprinkle yourself with the holy water.", A_SOMEONE,self.outside,self,mob,TO_CHAR);
act("$1n opens a vial and sprinkles $1mself with holy water.", A_SOMEONE,self.outside,self,mob,TO_REST);
n := cast_spell(SPL_BLESS,self.outside,self,self.outside,"");
destroy(self);
}
if (mob.type==UNIT_ST_NPC)
{
act("You sprinkle $3n with holy water!", A_SOMEONE,self.outside,self,mob,TO_CHAR);
act("$1n sprinkles $3n with holy water!", A_SOMEONE,self.outside,self,mob,TO_REST);
if (((mob.race>5999)and(mob.race<6999)) or
((mob.race>5019)and(mob.race<5030)) or
((mob.race>5000)and(mob.race<5006)))
{
act("The water melts $3n like hot acid!", A_SOMEONE,self.outside,self,mob,TO_ALL);
n:=cast_spell(SPL_ACIDBALL_1,self.outside,self,mob,"");
exec("kill "+self.outside.name,mob);
}
destroy(self);
}
sendtext("Sprinkle who? --TEST--&n",self.outside);
goto start;
}
dilend
end
prot_talisman
names {"protective talisman","talisman"}
title "a protective talisman"
descr "A small talisman lies here, forgotten by all but you."
extra {}
"A small talisman, looks like a small, flat stone disc with a small hole. You've seen those before, they protect you against the evil eye and the various mischevous forces."
extra {"$wear_s"}
"You wear $2n around your neck.&n
You feel protected from evil eye.&n
You feel protected from various mischievous forces."
extra {"$rem_s"}
"You remove $2n.&n
You gasp, as you realize that you are now wounderable to evil eye.&n
With horror you realize that evil forces can now have free play with you."
extra {"$identify"}
"Rocks with natural holes in them are generally regarded as great protection from faeries altough no-one knows why but the faeries themselves, and they aren't too keen to share their secrets."
manipulate {MANIPULATE_TAKE,MANIPULATE_WEAR_NECK}
type ITEM_WORN
cost 2 SHILLING
end
holycharm
names {"holy charm","charm"}
title "a small holy charm"
descr "A small holy charm lies here in the dust."
extra {}
"This tiny item is a small token of all pious people. It is made of a shiny metal, altough hoping for silver would be aiming far too high."
extra {"$wear_s"}
"You wear $2n around your neck.&n
Your feel more confident under the protection of the gods."
type ITEM_WORN
manipulate {MANIPULATE_TAKE,MANIPULATE_WEAR_NECK}
cost 5 SHILLING
end
holybook
names {"holy book","book"}
title "a holy book"
descr "A book lies here in the dust."
extra {}
"Skimming through the book, you realise that it is an holy item, a book of the teachings and dogmas of the church. Pious people use them to further their understanding of gods and their works."
extra {"$identify"}
"When held, this book will raise your Div by one but its size will make you more clumsy in combat.&n"
type ITEM_BOOK
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
weight 4
cost 2 SILVER_MARK
open {EX_OPEN_CLOSE,EX_CLOSED}
end
heal_balm
names {"healing balm","balm","jug"}
title "a small jug of healing balm"
descr "A small white clay jug stands here."
extra {}
"The white clay jug is marked with healer's sigil. It is filled with balm used to rescue people hovering at the Death's door - however, only those skilled in First Aid know how to make use of it. Hold it in your hand and 'aid ' for the balm to work."
extra {"$identify"}
"This balm will heal the patient if applied corectly - the succes depends on healer's First Aid skill. The balm will only stabilize the patient, and will only work on mortally wounded.&n"
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
type ITEM_POTION
POTION_DEF(60,SPL_CURE_WOUNDS_2,SPL_CURE_WOUNDS_2,SPL_NONE)
weight 1
cost 2 SHILLING
dilbegin healing_balm();
var
u : unitptr;
pc : unitptr;
txt : string;
code
{
:start:
wait(SFB_CMD,(command("aid")or command("quaf"))and
(self.equip==WEAR_HOLD)
and(activator==self.outside)and(activator.position>POSITION_SLEEPING));
block;
pc := activator;
txt := argument;
if (command("quaf"))
{
sendtext("No idea in quaffing the balm, it's for external use only.&n",pc);
goto start;
}
if ((pc.position==POSITION_SITTING)or(pc.position==POSITION_RESTING))
{
sendtext("Nah... you're too relaxed to think about that right now...&n",pc);
goto start;
}
if (txt=="")
{
sendtext("Aid who?&n",pc);
goto start;
}
u := findunit(self.outside,txt,FIND_UNIT_SURRO,null);
if ((u.type==UNIT_ST_PC)or(u.type==UNIT_ST_NPC))
{
if (u==pc)
{
sendtext("What point would there be in applying the balm to yourself?&n"+
"You are not dying at the moment!&n",pc);
goto start;
}
if ((u.hp>0)and(u.position>POSITION_INCAP))
{
sendtext("But "+u.name+" is not dying at the moment!&n",pc);
goto start;
}
if ((u.type==UNIT_ST_NPC)and(u.race>999))
{
sendtext("You don't recognise the anatomy of this creature, you can't "+
"apply the balm!&n",pc);
goto start;
}
sendtext("You carefully apply the healing balm to "+u.name+"'s bleeding "+
"wounds...&n",pc);
act("$1n carefully applies some $2N to $3n's bleeding wounds...",
A_SOMEONE,pc,self,u,TO_NOTVICT);
if (openroll(60,5)
u.hp := 1;
u.position := POSITION_RESTING;
position_update(u);
act("The wounds on $3n's body close up, and a sigh comes from $3s chest.",
A_SOMEONE,pc,self,u,TO_NOTVICT);
act("The wounds on $3n's body close up, and a sigh comes from $3s chest.",
A_SOMEONE,pc,self,u,TO_CHAR);
sendtext("You awake from the coma, feeling weak yet still alive!&n",u);
destroy(self);
}
else
{
sendtext("Oh no! You must have made some error in your treatment!&n",pc);
act("There is no apparent effect to be seen.",A_SOMEONE,pc,self,u,TO_ALL);
destroy(self);
}
goto start;
}
sendtext("No-one here by this name.&n",self.outside);
goto start;
}
dilend
end
heal_herbs
names {"healing herbs","herbs","bunch"}
title "a bunch of healing herbs"
descr "A bunch of herbs lies here."
extra {}
"Altough they look very much like any other weed around this place, those have weak healing powers and if you eat them, you will probably feel a bit better."
extra {"$identify"}
"Eating the herbs will heal one hp if your wounds are not too extensive.&n"
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
FOOD_DEF(0,0)
weight 1
cost 6 PENNY
dilbegin healing_herbs();
code
{
:start:
wait(SFB_CMD, (command("eat") and
(("herbs" in argument) or ("bunch" in argument)) and
(activator==self.outside) and (activator.position>POSITION_SLEEPING)));
block;
sendtext("You munch the healing herbs... minty taste.&n",self.outside);
act("$1n munches some healing herbs.",A_SOMEONE,self.outside,self,null,TO_REST);
if (self.outside.hp == self.outside.max_hp)
{
destroy(self);
quit;
}
sendtext("Hmmm... You feel slightly better.&n",self.outside);
self.outside.hp := self.outside.hp+1;
position_update(self.outside);
destroy(self);
}
dilend
end
/*apothecary*/
poison
names {"red vial", "vial", "poison"}
title "a red bottle"
descr "A red vial has been gently placed here."
MATERIAL_GLASS("A reddish coloured glass")
manipulate {MANIPULATE_TAKE}
LIQ_WINE( 10, 15, 15, 15)
cost 2 PENNY
extra {}
"A small label reads DANGER: POISON, do NOT DRINK"
end
grapes
names {"grapes", "grape"}
title "a bunch of grapes"
descr "A bunch of grapes have been left here"
manipulate {MANIPULATE_TAKE}
FOOD_DEF(5,0)
weight 1
cost 1 PENNY
extra {} "They look like what might be used to make wine."
MATERIAL_ORGANIC("Grapes what else?")
end
p_rem_dis
names {"green fluids", "fluids", "flask", "potion"}
title "a flask of green fluids"
descr "A flask of green fluids has been disgarded here."
MATERIAL_ORGANIC("A mixture of organic compounds")
manipulate {MANIPULATE_TAKE}
POTION_DEF(50,SPL_REM_DISEASE, SPL_NONE, SPL_NONE)
weight 1
cost 4 SILVER_MARK
extra {} "It is your ordinary green fluids."
extra {"$identify"}
"This is a powerful potion that will aid in disease removal"
end
p_rem_poi
names {"oil","vial","potion"}
title "a vial of a oil"
descr "A vial of a oil has been discarded here."
MATERIAL_ORGANIC("A mixture of organic compounds")
manipulate {MANIPULATE_TAKE}
POTION_DEF(50,SPL_REMOVE_POISON, SPL_NONE, SPL_NONE)
weight 1
cost 4 SILVER_MARK
extra {} "It's a citrus like, smelling oil."
extra {"$identify"}
"This is a powerful potion that will aid in poison removal"
end
p_rem_dis_poi
names {"somadril", "vial", "potion"}
title "a vial of somadril"
descr "A vial of somadril has been discarded here."
MATERIAL_ORGANIC("A mixture of organic compounds")
manipulate {MANIPULATE_TAKE}
POTION_DEF(100,SPL_REM_DISEASE, SPL_REMOVE_POISON, SPL_NONE)
weight 1
cost 1 GOLD_MARK
extra {} "It's a vial of somadril."
extra {"$identify"}
"This is a powerful potion that will aid in BOTH disease and poison removal."
end
power_herbs
names {"blessed herbs", "herbs", "potion"}
title "the blessed herbs"
descr "A pile of herbs are lying here."
MATERIAL_ORGANIC("A mixture of organic compounds")
manipulate {MANIPULATE_TAKE}
POTION_DEF(100,SPL_MANA_BOOST, SPL_CURE_WOUNDS_2, SPL_NONE)
weight 1
cost 1 PENNY
extra {} "This is a powerful potion."
end
/*mayor*/
mayor_chain
names {"mayors chain", "chain"}
title "the mayors chain"
descr "A medallion with a fiery gemstone lies here."
extra {} "A chain made from the purest platinum and an object of mystery has after years of fruitless study ended up in the hands of the mayor of Kezahl. Rumour has it that he has unlocked its secrets and uses it to further his own goals."
extra {"$identify"} "The Mayors Chain will drain your opponents mana."
extra {"$wear_s"} "You place $2n neatly around your waist."
extra {"$wear_o"} "$1n slips $1s $2n around $1s waist and prepares for the inevitable."
extra {"$rem_s"} "You take $2n off and stow it securely away for another day."
extra {"$rem_o"} "$1n stops using $2n and puts it away."
manipulate {MANIPULATE_TAKE,MANIPULATE_WEAR_WAIST}
type ITEM_OTHER
MATERIAL_METAL("This item is made of pure platinum.")
dilcopy abi_restrict@function (ABIL_BRA,50,0,0,"");
dilcopy abi_restrict@function (ABIL_MAG,50,0,25,"");
dilbegin mdrain();
var
storenum : integer;
num : integer;
num2 : integer;
diff : integer;
mag_skill : integer;
code
{
:init:
heartbeat := PULSE_SEC*9;
:start:
wait(SFB_COM, ((self.outside.fighting) and
(self.equip == WEAR_WAIST)));
if (self.outside.type == UNIT_ST_NPC)
{
num2 := rnd(1, 5);
storenum := self.outside.fighting.mana / (2 * num2); mag_skill := self.outside.abilities[ABIL_MAG];
num2 := rnd(1,110);
if (mag_skill > num2)
{
self.outside.fighting.mana := self.outside.fighting.mana - storenum; num := rnd(10,130);
if (mag_skill > num)
{
act("Your $2n sends a surge of energy into your body!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_CHAR);
act("$3n pales visibly as $3s mana is drained away!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_CHAR);
act("$1n's $2n glows, energy crackles along $1s body!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_REST);
act("$3n pales visibly as $3s mana is drained away!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_NOTVICT);
act("You can feel your magic essence being siphoned!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_VICT);
diff := self.outside.max_mana - self.outside.mana;
if (storenum < diff) self.outside.mana := self.outside.mana + storenum; else
self.outside.mana := self.outside.mana + diff;
position_update(self.outside);
}
else
{
act("Your $2n glows as it drains mana from $3n!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_CHAR);
act("$1n's $2n glows as it drains mana from $3n!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_NOTVICT);
act("$1n's $2n glows as it drains your mana!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_VICT);
pause;
goto start;
}
}
else
{
act("Your $2n glows slightly as it attempts to battle $3n's will!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_CHAR);
act("$1n's $2n glows slightly in an attempt to battle $3n will!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_NOTVICT);
act("You feel $1n's $2n intruding on your will, you push the assault back!" ,A_ALWAYS, self.outside, self, self.outside.fighting,TO_VICT);
pause;
goto start;
}
pause;
goto start;
}
goto start;
}
dilend
end
unfinished_law
names {"unfinished law","law"}
title "an unfinished law"
descr "A piece of paper has been left here."
extra {}
"I Hobyah, mayor of KeZahl, hereby decree.... There's nothing more"
type ITEM_NOTE
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
cost 6 PENNY
end
axe_kezahl
names {"banshee", "battle axe", "axe"}
title "the Battle axe Banshee"
descr "The Battle axe Banshee rests on the ground."
extra {}
"Forged from a fallen star by the fabled Mystics of Paltina,
Stavanger is truly a fabulous piece of work. Its double bits gleam
cruelly, and the shaft is deeply inlaid with pure mithril.
Various glowing gems stud the shaft, a true weapon of devastating
power."
extra {"$identify"}
"This massive battle axe will improve your battle axe skill, while
adding to your strength and dexterity. It will weaken your magical
and cognizant abilities slightly."
extra {"$improved identify"}
"&l
Battle axe: +10%
Strength: +1 Dexterity: +2
Brain: -1 Magic: -1"
WEAPON_DEF(WPN_BATTLE_AXE, 9, 9)
WEAPON_TRANSFER(WPN_BATTLE_AXE, +10)
STR_TRANSFER(+1)
DEX_TRANSFER(+2)
BRA_TRANSFER(-1)
MAG_TRANSFER(-1)
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
weight 21
dilcopy level_restrict@function(40,0,25,"");
dilcopy weap_restrict@function(WPN_BATTLE_AXE,70,0,25,"");
dilcopy abi_restrict@function (ABIL_STR,70,0,25,"");
cost 428 PENNY
end
/*secretary*/
pen
names {"pen"}
title "a pen"
descr "A well used pen is lying here."
type ITEM_PEN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
cost 2 PENNY
end
finished_law
names {"finished law","law"}
title "a law of KeZahl"
descr "A piece of paper has been left here."
extra {}
"I Hobyah, mayor of KeZahl, hereby decree that from this day no fighting will be allowed between the two houses of Cindin And Montaglies. This is for the good peace, and well being of all of KeZahl citizens. Also any attempt to poison me will be punished severely. It is signed with the seal of KeZahl, and some unintelligible signature."
type ITEM_NOTE
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
cost 6 PENNY
end
/*other objects*/
cabinet
names {"cabinet"}
title "a cabinet"
descr "A small cabinet hangs on the wall here."
manipulate {MANIPULATE_ENTER}
CONTAINER_DEF(500)
open {EX_OPEN_CLOSE, EX_CLOSED}
weight 400
MATERIAL_WOOD("A rich coloured cherry wood")
extra {}
"it's an ordinary cabiet, where one might stove away unusable stuff."
end
fountain
names {"white fountain", "fountain", "water"}
title "a fountain"
descr "A small white fountain is standing at the end of the road."
LIQ_WATER(4000, 20000, 20000, 0)
spell 200
extra {}
"It is very nice. Made from fine white marble."
end
spirit_tome
names {"tome of spirits", "tome"}
title "a tome of spirits"
descr
"An ancient tome sits here."
extra {}
" This tome has a large heading title ON THE WORKINGS OF SPIRITS, and
reads:&l
Controlling a spirit is easy. It will respond to either
spirit or to the name you gave it upon bonding. Simply
TELL the spirit any commands that a player could execute,
and the spirit will try it's best to comply. These can
range from expressive gestures like TELL SPIRIT SMILE to
useful actions like TELL SPIRIT GET ALL. The familiar can
use armour, weapons and magic items and gain the effects of
those items. You can command a spirit to attack
with TELL SPIRIT KILL (target)
If you become separated from your familiar, it will try
to seek you out by walking to you.
In addition, if you type STATUS SPIRIT, your spirit will
report to you some of it's vital statistics....
You should keep your spirit following you are
all times. If you are forced to leave it behind somewhere,
it will not be able to hear your commands (your telepathic
link with the familiar requires you to be in the same room
with you.) Horrible stories have been told about spirits
killing even their protectorates if they cease
to protect nature.
"
manipulate {MANIPULATE_TAKE}
type ITEM_NOTE
weight 1
end
/*temple eq*/
broadsword
names {"broadsword", "sword"}
title "a weighted broadsword"
descr "A wide broadsword, with a heavy pommel for counterweight, has been left here."
extra {} "The blade on this beauty is wide and double edged. The heavy pommel on the sword provides a nice counter-balance, and you think you could swing it with only one hand."
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
type ITEM_WEAPON
WEAPON_DEF(WPN_BROAD_SWORD, 0, 0)
weight 10
cost 7 SILVER_MARK
dilcopy abi_restrict@function(ABIL_STR,30,0,0,"");
end
hauberk
names {"plate hauberk","hauberk","plate"}
title "a plate hauberk"
descr "A heavy plate hauberk of fine steel lies here."
extra {}
"The well-polished steel shines brightly, showing signs of loving care. The plate is elegantly crafted, offering maximum protection with minimum encumbrance."
manipulate {MANIPULATE_TAKE,MANIPULATE_WEAR_BODY}
ARMOUR_CHAIN(0,0)
weight 30
cost 5 GOLD_MARK
dilcopy abi_restrict@function(ABIL_STR,30,0,0,"");
end
chausses
names {"plated chausses","chausses","leggings"}
title "plated chausses"
descr "A pair of plated chausses shines brightly here."
extra {}
"The well-polished steel shines brightly, showing signs of loving care. The chausses are elegantly crafted, offering maximum protection with minimum encumbrance. A short chain-mail shirt provides added protection to the groin area."
manipulate {MANIPULATE_TAKE,MANIPULATE_WEAR_LEGS}
ARMOUR_CHAIN(0,0)
weight 18
cost 3 GOLD_MARK
dilcopy abi_restrict@function(ABIL_STR,30,0,0,"");
end
vambracers
names {"plated vambracers","vambracers","bracers"}
title "plated vambracers"
descr "A pair of plated vambracers shines brightly here."
extra {}
"The well-polished steel shines brightly, showing signs of loving care. The vambracers are carefully crafted, offering maximum protection with minimum encumberance."
manipulate {MANIPULATE_TAKE,MANIPULATE_WEAR_ARMS}
ARMOUR_CHAIN(0,0)
weight 15
cost 3 GOLD_MARK
dilcopy abi_restrict@function(ABIL_STR,30,0,0,"");
end
gauntlets
names {"plated gauntlets","gauntlets","gloves"}
title "plated gauntlets"
descr "A pair of plated gauntlets lies here."
extra {}
"The well-polished steel shines brightly, showing signs of loving care. The gauntlets are crafted with great skill, providing maximum dexterity for your now well-armoured fingers."
manipulate {MANIPULATE_TAKE,MANIPULATE_WEAR_HANDS}
ARMOUR_CHAIN(0,0)
weight 8
cost 2 GOLD_MARK
dilcopy abi_restrict@function(ABIL_STR,30,0,0,"");
end
sorelets
names {"plated sorelets","sorelets","boots"}
title "plated sorelets"
descr "A pair of plated sorelets stands here."
extra {}
"The well-polished steel shines brightly, showing signs of loving care. Although heavy and rather uncomfortable, those sorelets will provide the best protection to your feet in combats. Don't leave home without them."
manipulate {MANIPULATE_TAKE,MANIPULATE_WEAR_FEET}
ARMOUR_CHAIN(0,0)
weight 10
cost 2 GOLD_MARK
dilcopy abi_restrict@function(ABIL_STR,30,0,0,"");
end
armet
names {"armet helmet","armet","helmet"}
title "an armet helmet"
descr "An armet helmet with its visor down stands here."
extra {}
"The well-polished steel shines brightly, showing signs of loving care. The sharp visor of the armet totally encloses the head when lowered, protecting your face from any harm that may come its way, but reducing your field of visibility substantially. A large red cross covers the helmet."
manipulate {MANIPULATE_TAKE,MANIPULATE_WEAR_HEAD}
ARMOUR_CHAIN(0,0)
weight 8
cost 4 GOLD_MARK
dilcopy abi_restrict@function(ABIL_STR,30,0,0,"");
end
/*monks*/
black_robe
names {"black robe","robe"}
title "a black robe"
descr "A black robe is lying on the ground."
extra {}
"The robe has some pretty good looking silver runes on the collar."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_ABOUT}
type ITEM_WORN
weight 5
cost 5 SHILLING
end
dark_blue_robe
names {"dark blue robe","blue robe","robe"}
title "a dark blue robe"
descr "A dark blue robe is lying on the ground."
extra {} "The robe is very strongly woven. The colour change from deep blue to almost black, as you hold it."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_ABOUT}
type ITEM_WORN
weight 5
cost 15 GOLD_MARK
CHAR_FLAG_TRANSFER(CHAR_DETECT_INVISIBLE)
dilcopy ali_restrict@function (350,1000,0,25,"");
dilcopy abi_restrict@function(ABIL_BRA,10,0,0,"");
extra {"$identify"}
"These robes bestows its wearer with the power of detecting invisible creatures and objects. It can only be worn by good persons.&n"
end
staff
names {"white staff","staff"}
title "a white staff"
descr "A white healer's staff lies here."
extra {}
"A white staff of a healer, a snake carved into the wood."
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_QUARTERSTAFF,0,0)
weight 2
cost 1 SHILLING,4 PENNY
end
reward_board
names {"bulletin board", "board"}
title "the wanted board"
descr "A large board with wanted persons is mounted on a wall here."
type ITEM_OTHER
//special SFUN_REWARD_BOARD
end
/*past objects */
plain_ring
names {"plain ring","plain","ring"}
title "a plain ring"
descr "A dull ring has been left here."
MATERIAL_METAL("Matted gold ")
extra {}
"a plain see-though stone in a dull ring."
type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 1 SHILLING
weight 1
end
spear
names {"spear"}
title "a spear"
descr "A huge spear lies on the ground here."
extra {}
"A huge spear, capable of large amounts of damage and perfect for mutilating people."
WEAPON_DEF(WPN_SPEAR,0,0)
manipulate {MANIPULATE_TAKE,MANIPULATE_WIELD}
weight 16
cost 1 SHILLING
end
natural_spring
names {"natural spring", "spring", "water"}
title "a natural spring"
descr "A natural spring sprouts from the ground here"
LIQ_WATER( 4000, 20000, 20000, 0)
cost 1000 CROWN
spell 200
extra {}
"This spring sprouts from the ground in a graceful manner, almost like a fountain, it has probably been the watering hole of many a creature trough the ages, and a faithful friend to travellers.."
end
owl_amulet
names {"amulet"}
title "the Amulet of the owl"
descr "A small glowing amulet lies here."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_NECK}
weight 1
extra {}
"Could this be the answer to the owls legendary wisdom?"
BRA_TRANSFER(+1)
end
acorn
names "acorn"
title "an acorn"
descr "A small acorn has been dropped here."
flags {UNIT_FL_MAGIC, UNIT_FL_BURIED}
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
extra {} "It looks like an acorn, perhaps from a Live Oak tree."
end
seaweed
names "seaweed"
title "some seaweed"
descr "A bunch of seaweed is drifing around here."
flags {UNIT_FL_MAGIC }
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
extra {} "It looks like seawee, smells like seaweed, tastes like seaweed. You guess it's seaweed."
end
glowing_stone
names {"glow stone", "stone"}
title "a glow stone"
descr "A small glowing stone has been left here"
MATERIAL_STONE("A greenish stone")
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 2
cost 1 PENNY
extra {} "It is a round stone, that happens to be glowing."
bright 5
end
circlet
names {"circlet of domination", "circlet"}
title "the circlet of domination"
descr
"A circlet made of an unknown substance has been left here in a pile of dust"
extra {}
" A thing of great evil, and used by powerhungry fools across the world, but although it gives you power over people it turns them against you in the end. Never to be let into the good society again."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD, MANIPULATE_WEAR_HEAD}
ARMOUR_CLOTHES(0, 0)
MAG_TRANSFER (+3)
CHA_TRANSFER (-5)
weight 2
cost 3 PENNY
end
/* shamans */
ragnarok
names {"ragnarok", "hand axe", "axe"}
title "Ragnarok"
descr "The axe called 'Ragnarok' rests on the ground. Ready to tear the world apart"
extra {}
"A relic from the ancient war, this axe has imbued upon it strange powers, that helped it's wielder in times of strife."
extra {"$identify"}
"This massive battle axe will improve your hand axe skill, while
adding to your strength. It will weaken your magical
abilities slightly."
extra {"$improved identify"}
"&l
Hand axe: +5%
Strength: +1 Magic: -1"
WEAPON_DEF(WPN_HAND_AXE, 9, 9)
WEAPON_TRANSFER(WPN_HAND_AXE, +5)
STR_TRANSFER(+2)
MAG_TRANSFER(-1)
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
weight 21
dilcopy level_restrict@function(40,0,25,"");
dilcopy weap_restrict(WPN_HAND_AXE,70,0,25,"");
dilcopy abi_restrict@function (ABIL_STR,70,0,25,"");
cost 428 PENNY
end
/*quest reward*/
soul_hunter /*fighter*/
names {"soul ring","soul","ring"}
title "a &c+wSoul Ring&[obj_title]"
descr "A dull ring surrounded by a white mist lies here."
MATERIAL_METAL("Matted gold, and other precious metals")
extra {}
"as you gaze into the blue stone, you cannot help but feel that there's a person inside it. There is a long decorative inscription following the rim of the stone."
extra {"inscription", "rim"}
"For that which was, utter 'what was'. For that which is, utter 'what is'. For that which will be, utter 'what becomes'. And for the mortal realm just say 'take me back'."
type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 100 SHILLING
weight 1
STR_TRANSFER(+2)
MAG_TRANSFER(-1)
DEX_TRANSFER(+2)
dilcopy ring_teleport();
dilcopy ring_act();
end
soul_deity /*cleric*/
names {"soul ring","soul","ring"}
title "a &c+wSoul Ring&[obj_title]"
descr "A dull ring surrounded by a white mist lies here."
MATERIAL_METAL("Matted gold, and other precious metals")
extra {}
"as you gaze into the red stone, you cannot help but feel that there's something inside it, just waiting to come out. There is a long decorative inscription following the rim of the stone."
extra {"inscription", "rim"}
"For that which was, utter 'what was'. For that which is, utter 'what is'. For that which will be, utter 'what becomes'. And for the mortal realm just say 'take me back'."
type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 100 SHILLING
weight 1
MAG_TRANSFER(-1)
BRA_TRANSFER(+2)
DIV_TRANSFER(+2)
dilcopy ring_teleport();
dilcopy ring_act();
end
soul_shadow /*rogue*/
names {"soul ring","soul","ring"}
title "a &c+wSoul Ring&[obj_title]"
descr "A dull ring surrounded by a black mist lies here."
MATERIAL_METAL("Matted gold, and other precious metals")
extra {}
"as you gaze into the black stone, you feel a chill down your spine. As if someone was watching back from the shadows. There is a long decorative inscription following the rim of the stone."
extra {"inscription", "rim"}
"For that which was, utter 'what was'. For that which is, utter 'what is'. For that which will be, utter 'what becomes'. And for the mortal realm just say 'take me back'."
type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 100 SHILLING
weight 1
STR_TRANSFER(-1)
MAG_TRANSFER(+1)
CON_TRANSFER(+2)
CHA_TRANSFER(-1)
DEX_TRANSFER(+2)
dilcopy ring_teleport();
dilcopy ring_act();
end
soul_renegade /*mage*/
names {"soul ring","soul","ring"}
title "a &c+wSoul Ring&[obj_title]"
descr "A dull ring surrounded by a white mist lies here."
MATERIAL_METAL("Matted gold, and other precious metals")
extra {}
"as you gaze into the blue stone, you cannot help but feel that there's a person inside it. There is a long decorative inscription following the rim of the stone."
extra {"inscription", "rim"}
"For that which was, utter 'what was'. For that which is, utter 'what is'. For that which will be, utter 'what becomes'. And for the mortal realm just say 'take me back'."
type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 100 SHILLING
weight 1
MAG_TRANSFER(+2)
BRA_TRANSFER(+1)
CHA_TRANSFER(+1)
DIV_TRANSFER(-1)
dilcopy ring_teleport();
dilcopy ring_act();
end
/*guard objects*/
safe
names {"safe"}
title "the safe"
descr "A safe is placed in a dark corner of the room."
extra {} "You notice that the safe has a keyhole, it looks very heavy."
manipulate {MANIPULATE_ENTER}
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED, EX_PICKPROOF}
key safe_key
CONTAINER_DEF(400)
end
safe_coins
MONEY(PENNY, 82)
extra {} "Looks like a lot of money."
end
safe_key
/* This is for the safe in the guards office */
names {"brass key","key"}
title "a key"
descr "A brass key has been left here."
type ITEM
23. mai 2009
Miljøpolitikk og litt om å leke Gud
Å diskutere miljøpolitikk nå for tiden handler for det meste om global oppvarming, klimakvoter og dyrevern. Ikke så rart med tanke på det mediekjøret som har vært rundt disse temaene de siste årene. Det som derimot forundrer meg er at så få personer har et aktivt forhold til sine egne meninger, og baserer seg ene og alene på at de føler det er de riktige tingene å mene.
Intrisikalverdi
Intrisikalverdi, eller egenverdi som det også kalles er grunnlaget for manges holdninger rundt miljøspørsmål. Tanken at alt har en verdi i og av seg selv er en flott tanke, og gir mange flotte assosiasjoner. Desverre er det irrasjonelt. Intrisikalverdi forutsetter en skaper, en som bryr seg like mye om hvert eneste gresstrå og menneskebarn. Moder jord, eller Gaia er en utbredt kultfigur i miljøkretser som bygger under nettopp disse verdiene. Alle skapninger har en verdi i seg selv.
Det rasjonelle motsvar kan lettest forklares med økonomiske begrep. Noe har kun verdi hvis du tillegger det en verdi, og ofte er det situasjonsbestemt. Et glass vann har ingen verdi for noen som er nær ved å drukne, men er uvurderlig for en som krysser en ørken. Jeg har problemer med å tillegge verdi til skapninger som er skadelige for mennesker. Malariamygg er verdiløs for meg, på lik linje med bendelorm og andre uhumske ting. Jeg verdsetter desto mer meitemark og bier, fordi disse små skapningene legger til rette for menneskeheten.
Naturbalansen
Et av de mange argumentene til miljøbevegelsen er at vi må ta vare på naturbalansen, og at det er skadelig for naturen at så mange arter dør ut. Fra deres ståsted er dette fullt forståelig, da de tillegger egenverdi til alle artene, men er dette helt på G?
Naturbalansen de snakker så pent og pyntelig om har igrunn aldri eksistert, det finnes ikke et enkelt punkt i historien da alt var i balanse. Verden forandrer seg kontinuerlig, og naturbalansen følger med. Skulle en ta miljøbevegelsen på ordet så er menneskeheten vår tids armageddon, og skulle helst ha sett at den industrielle revolusjon aldri fant sted.
Fyll jorden, og legg den under dere
Det er ikke å stikke under en stol at menneskeheten har hatt stor påvirkning på sine omgivelser. Vi former verden i vårt eget bilde og gjør kloden vår egen, og selvfølgelig vil dette ha konsekvenser. Bygger en hus ved en elv som flommer over kommer huset til å få vannskader, men vi lærer av det og bygger diker. I jordskjelvrammede områder har skyskraperene gigantiske hydrauliske system for å unngå skjelvskader, og vi har til og med stengt havet ute fra et stadig synkende Nederland.
Det er ikke bare kloden vi har begynt å forme, med en stadig forbedret genteknologi er vi snart på stadiet hvor vi kan ta kontroll over vår egen evolusjon. Miljøbevelgelsen og det religiøse strata roper unaturlig! og ugudelig! men dette er det mest naturlige i verden. Alt som skapes av mennesker er naturlig, da både kunnskapen og råmaterialet kommer fra naturen. At det ikke eksisterer vilt har ingenting med saken å gjøre. Videre kan det ikke kalles ugudelig, iallefall ikke fra et kristent ståsted (nå er jeg ikke kristen selv, men tidligere troende så jeg har et godt grunnlag for å hevde dette). Ettersom Gud ettergivelig skapte mennesket i sitt bilde, og Gud er en skaper, er den naturlige følgen av dette at mennesket er en skaper. Det å leke Gud er ikke en synd, men en plikt.
Ved å forbedre vårt eget arvemateriale(DNA) vil vi kunne fjerne genetiske svakheter som parkinsons o.l. Jeg har ingenting imot folk med syndromer som downs eller lignende, jeg sier heller ikke at disse har en lavere verdi, men det å gi sitt barn de beste mulige vilkårene for å overleve og blomste er enhver rasjonell forstanders øverste ansvar.
21. mai 2009
Voldsmonopolet under angrep.

En artikkel på dagbladet.no forteller at FrP vil ta stilling på Norsk bruk av leiesoldater i utlandet.
Forslaget fra programkomiteen lyder slik: «Forsvarets ressurser er ikke tilstrekkelige for å sikre egen og andre aktørers sikkerhet i forbindelse med utenlandsoppdrag. Det vil derfor være hensiktsmessig å åpne for bruk av private kontraktører for å sikre hjelpearbeidere og andre i forbindelse med operasjoner i utlandet. Danmark, USA, Storbritannia og andre har valgt å benytte seg av sivile sikkerhetsselskaper for å beskytte egne tjenestemenn og annet personell, med stort hell»
Privatisering synes jeg i det store og hele er en positiv ting, konkurranse fører til bedre tilbud innen privat så vel som offentlig sektor, men voldsmonopolet er det uaktuelt å sette ut på anbud. That way madness lies, eller i det minste mafiatilstander. Statens overordnede ansvar er forsvaret av dets innbyggeres frihet, og dette kan kun opprettholdes ved et voldsmonopol, og FrP som titulerer seg som liberale bør innse at dette er et forslag de bør ta kratig avstand fra.
