/********************************************************* * KASTLE.ZONE * * Core Zone: Author Unknown * * Notes: Distribute with full DYRT distribution only * * Edited by Rex on 30 September 1996 * *********************************************************/ #include "undef.h" #include "cflags.h" #include "exits.h" %zone:kastle %mobiles Name = blix Location = 13 Strength = 80 Damage = 10 Speed = 2 Description = "Blix the Goblin looks happy to see you." End = blix Name = crud Location = 16 Strength = 120 Damage = 10 Aggression = 10 Speed = 2 Description = "A Creeping Crud is slushing around, trying to get at you." End = crud Name = knight PName = "The Knight" Location = 4 Strength = 200 Damage = 10 Aggression = 30 Speed = 0 Description = "A Skeletal Knight is waiting here for someone to strangle." Examine = "According to him, your neck is just about the right size." End = knight Name = skapti Location = 19 Strength = 100 Damage = 10 Aggression = 80 Speed = 0 Description = " Skapti the Tax Collector wrings his hands at the prospect of new taxes." Examine = " You sense a future land known as the United States, and the word 'politician' finds its way into your brain. You have never heard the word before." End = skapti Name = flosi Location = 19 Strength = 100 Damage = 10 Aggression = 80 Speed = 0 Description = " Flosi the Tax Collector wrings his hands at the prospect of new taxes." Examine = " You sense a future land known as the United States, and the word 'politician' finds its way into your brain. You have never heard the word before." End = flosi %objects Name = fireplace Location = IN_ROOM:4 State = 0 MaxState = 1 OFlags { Lit Extinguish Lightable NoGet } Desc[0] = " A cheerful fire blazing in the fireplace makes the room feel quite toasty." Desc[1] = "There is a cold draft coming from the stone cold fireplace." Examine = "The flue is open leading up into a large chimney." End = fireplace Name = rock_wall PName = wall Location = IN_ROOM:1 State = 1 MaxState = 1 Linked = ROCK_WALL@CASTLE OFlags { PushToggle NoGet } Desc[0] = " An open panel disguised as solid rock allows passage to the north." Desc[1] = "The passage ends to the north in a solid rock wall." End = rock_wall Name = null_door PName = door Location = IN_ROOM:2 State = 2 MaxState = 2 Linked = heavy_door OFlags { Lockable Openable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = null_door Name = heavy_door PName = door AltName = heavydoor Location = IN_ROOM:3 State = 2 MaxState = 2 Linked = null_door OFlags { Lockable Openable NoGet } Desc[0] = "The heavy door is open." Desc[1] = "The heavy door is closed." Desc[2] = "The heavy door is locked." End = heavy_door Name = oak_door PName = door AltName = oakdoor Location = IN_ROOM:3 State = 1 MaxState = 1 Linked = oak_door_1 OFlags { Lockable Openable NoGet } Desc[0] = "The oak door is open." Desc[1] = "The oak door is closed." End = oak_door Name = oak_door_1 PName = door Location = IN_ROOM:4 State = 1 MaxState = 1 Linked = oak_door OFlags { Lockable Openable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." End = oak_door_1 Name = door Location = IN_ROOM:20 State = 2 MaxState = 2 Linked = door_1 OFlags { Lockable NoGet Openable } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door Name = door_1 PName = door Location = IN_ROOM:21 State = 2 MaxState = 2 Linked = door OFlags { Lockable Openable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_1 Name = bar_stone PName = stone AltName = bar Location = IN_ROOM:18 State = 1 MaxState = 1 Linked = WALL_STONE@CASTLE OFlags { Pushable NoGet } Desc[0] = " A block of stone is sitting on the stairs here beside an opening leading up." Desc[1] = " The stairway is blocked by a large block of stone that is barred in place." End = bar_stone Name = hole Location = IN_ROOM:12 State = 1 MaxState = 1 Linked = hole_1 OFlags { NoGet } Desc[0] = "A hole has been dug through the snow leading down." End = hole Name = hole_1 PName = hole Location = IN_ROOM:13 State = 1 MaxState = 1 Linked = hole OFlags { NoGet } Desc[0] = "A hole has been dug through the thick crusty snow." End = hole_1 Name = snow_ice PName = ice AltName = snow Location = IN_ROOM:14 State = 1 MaxState = 1 Linked = SNOW_ICE@BLIZZARD OFlags { NoGet } Desc[0] = "A hole has been chipped through the ice." End = snow_ice Name = gold_chain PName = chain AltName = gold Location = IN_ROOM:1 State = 0 MaxState = 1 OFlags { PushToggle NoGet } Desc[0] = " A very valuable looking gold chain lies here half buried in the dirt." End = gold_chain Name = skis Location = IN_ROOM:5 State = 1 MaxState = 1 BValue = 50 Size = 20 Weight = 10 OFlags { GetFlips WearOnFeet } Desc[0] = "A pair of wooden skis has been left here." Desc[1] = "A pair of wooden skis stand in the corner, gathering dust." End = skis Name = sword_cuthbert PName = cuthbert AltName = sword Location = IN_ROOM:4 State = 1 MaxState = 1 BValue = 200 Size = 20 Weight = 10 Damage = 13 OFlags { Weapon PitReset } Desc[0] = "Cuthbert is lying here complaining about being left alone." Desc[1] = " A magnificent-looking sword is displayed above the fireplace." Examine = " The sword is finely engraved with the words 'Cuthbert the Scared'." End = sword_cuthbert Name = chair_lazyboy PName = lazyboy AltName = chair Location = IN_ROOM:4 State = 1 MaxState = 1 OFlags { Container PushToggle Openable NoGet } Desc[0] = "The lazyboy is reclining." Desc[1] = "The lazyboy looks inviting." End = chair_lazyboy Name = old_coins PName = coins Location = IN_CONTAINER:chair_lazyboy BValue = 60 Size = 3 Weight = 3 Desc[0] = "A few old coins are scattered about here." End = old_coins Name = armor_suit PName = suit AltName = armor Location = IN_ROOM:2 OFlags { Container NoGet } Desc[0] = " A suit of armor bearing the royal seal is standing here beside the door." End = armor_suit Name = fancy_key PName = key Location = IN_CONTAINER:armor_suit BValue = 60 Size = 1 Weight = 1 OFlags { Key PitReset } Desc[0] = "A fancy-looking key has been left here." End = fancy_key Name = chamber_pot PName = pot Location = IN_ROOM:6 BValue = 160 Size = 5 Weight = 5 OFlags { Container } Desc[0] = "A splendid solid gold chamber pot is sitting here." End = chamber_pot Name = ledge Location = IN_ROOM:7 OFlags { NoGet } End = ledge Name = nest_egg PName = egg Location = IN_ROOM:7 BValue = 160 Size = 5 Weight = 5 OFlags { Destroyed } Desc[0] = "A silver egg has been left here." End = nest_egg Name = bread AltName = food Location = IN_ROOM:5 State = 1 MaxState = 1 BValue = 10 Size = 2 Weight = 2 OFlags { GetFlips Food } Desc[0] = "Some stale bread has been left here." Desc[1] = "The only thing left on the shelves is some stale bread." End = bread Name = ball Location = IN_ROOM:17 BValue = 160 Size = 20 Weight = 10 Desc[0] = "Someone has left their bowling ball here." Examine = " This is actually a very large black pearl with some holes drilled in it." End = ball Name = chest Location = IN_ROOM:19 State = 2 MaxState = 2 OFlags { Container Lockable Openable NoGet } Desc[0] = "The chest is open." Desc[1] = "The chest is closed." Desc[2] = "The chest is locked." End = chest Name = check Location = IN_CONTAINER:chest State = 0 MaxState = 0 BValue = 150 Size = 1 Weight = 1 Desc[0] = "There is a check lying here." Examine = "It is made out to His Royal Highness for $50." End = check Name = tapestry Location = IN_ROOM:4 OFlags { NoGet } Examine = "Behind the tapestry you find a doorway." End = tapestry %locations 1 n:^rock_wall s:2; lflags { RealTime } Escape Passage South^ The Passage opens up here allowing you to stand. There are lit torches spaced evenly along both walls providing plenty of light to see by. Much further to the south the torches end, and it appears that someone is standing there by a door. The floor here is dirt, but oddly enough your footsteps sound hollow. ^ 2 n:1 s:8 w:^null_door; lflags { RealTime } Entrance to the Royal Hideaway^ The tunnel continues south here into darkness and you feel a cold draft coming from that direction. To the north you can feel the warmth of the many torches lining the passageway. A heavy wooden door, banded with iron, is set in the west wall. ^ 3 e:^heavy_door s:^oak_door; lflags { RealTime } Side Hallway^ This is a small alcove off the main passageway. The walls are paneled with wood finely painted and inlaid with gold. This place looks fit for a king. There is a heavy wooden door banded with iron on the eastern wall. There is a stout oak door on the southern wall. ^ 4 n:^oak_door_1 s:6 w:5 u:7; lflags { RealTime } Cozy Room^ You are in a cozy little room inside the royal hideout. The west wall is hung with a large colorful tapestry meant to depict the heroic deeds of the royal family. Oddly enough, however, it is completely blank. The east wall is occupied by a huge fireplace in front of which sits the royal Lazy-boy, a chair fit for a king. ^ 5 e:4; lflags { Dark } Store Room^ This room is where emergency stores were kept. It is larger than it appears and the walls are lined with tall shelves. The shelves are now virtually empty. ^ 6 n:4; lflags { Peaceful RealTime } Royal Bedroom^ A sense of awe briefly overcomes you at the splendor of the royal bedroom. Gold seems to guild everything here. Even the ceiling is inlaid with gold patterns surrounding the splendid royal seal. The bed, perhaps the largest you have ever seen, is covered with sheets of luxurious gold silk. You get the impression that this king was a little obsessed with his gold. ^ 7 d:4; lflags { Dark OnePerson } Chimney^ Though this is a large chimney, it is still a tight squeeze. The bricks are coated with soot that rubs off on you and makes you sneeze. You can't climb any higher than this because of a small ledge constricting the chimney. ^ 8 n:2 s:9; lflags { Dark Cold } Long Cold Passageway^ This passageway is filled with cold air that goes right through your clothes and makes you shiver uncomfortably. The heavy frost that has collected on the walls reminds you of an icebox that hasn't been cleaned out in years. To the north you can just make out the light of the many torches that line the walls there, and to the south there is a small light at the end of the tunnel. ^ 9 n:8 u:10; lflags { Outdoors Cold RealTime } The Fells^ The escape passage emerges here high on the side of a steep rocky fell. The footing here is treacherous. Small avalanches of scree are set off by your footsteps as you scramble along the fell. Any descent would be impossible. The only other way out is up to the top of the fell which is covered in snow. ^ 10 s:11 w:9 d:11; lflags { Outdoors Cold RealTime } Top of the Glacier^ This is the top of a large glacier that extends down the steep mountainside. The fresh snow here looks good for skiing. Of course you'd best be careful or you might set of an avalanche. To the south you can barely make out the bottom of the glacier through the glare from the snow. West of here lies the fells. ^ 11 s:12; lflags { Outdoors Cold RealTime } Bottom of the Glacier^ You are at the bottom of the glacier. The top of the glacier is far above you, impossible to reach from here. The only exit appears to be through a snow bank to the south. ^ 12 n:11 d:^hole; lflags { Outdoors Cold RealTime } Snow Drift^ The snow here is heaped up into a large drift, and the wind whips through here on its way to parts unknown. The only way out would seem to be back the way you came. ^ 13 n:14 u:^hole_1; lflags { Dark Cold Soundproof NoMagic } Under the Snow Temple^ You are in a secret chamber beneath an old temple. It looks as though the place is ready to fall in. The walls are leaning precariously and there are cracks in the ceiling. There are some stairs at the north end of the chamber. ^ 14 s:13 u:^snow_ice; lflags { Cold NoMobiles RealTime } Snowy Stairs^ The stairs here are blocked by snow that has hardened into an icy crust. Perhaps you could dig through the ice if you had something to dig with. ^ 15 n:18 s:16; lflags { Dark } Under the Trap Door^ You are in the lower reaches of the castle, directly beneath a trap door. An open sewer runs to the south and a terrible odor is coming from that direction. The tunnel continues to the north. ^ 16 n:15 d:23; lflags { Dark } Smelly Room^ The sewer empties into a large pit here creating an unbearable odor. A chain hangs from the ceiling directly over the pit and just out of your reach. ^ 17 u:16; lflags { Dark OnePerson } Sewage Pit^ The walls of this pit are still coated with sewage and the stench here is overpowering. Sewage is still spilling in so you better not take too long. ^ 18 n:19 e:20 s:15 u:^bar_stone; lflags { Dark } Damp Tunnel^ It is dank and musty here and slime coats the walls. To one side there is a a set of stairs leading up. To the north the tunnel opens up and to the east can be seen rows of cells. ^ 19 s:18; lflags { RealTime } Tax Collectors^ This must be where the taxes are normally kept. However there is only one chest left and there is not much else to see. ^ 20 e:^door w:18; lflags { Dark } Castle Dungeons^ Rows of cells line the the walls of this place, however they are all empty now. A heavy iron door has been set in the eastern wall. ^ 21 w:^door_1; lflags { Dark } Solitary^ This must be where they put prisoners they didn't want to see anymore. There are several skeletons here and the floor is covered with soiled straw. ^ 22 d:17; lflags { Dark OnePerson Soundproof NoMobiles NoSummon } On the Chain^ You are hanging from the chain over the sewage pit. You could climb down from here into the pit before it fills again or you could just hang here for the rest of your mortal life. Well?.. get going. ^ 23; lflags { NoMobiles NoSummon Death } An Unpleasant Death^ You dive headlong into the sewage. Oh dear, you seemed to have drowned in.. er, well you know. ^ 24; lflags { NoMobiles NoSummon Death } Buried Alive^ Your clumsy attempt to climb down the glacier has set off an avalanche burying you alive... well dead actually. ^