/********************************************************* * DOOM.ZONE * * Written By: Slayer * * Code By: Rex * * Notes: Distribute with full DYRT distribution only * * Edited by Rex on 29 September 1996 * *********************************************************/ #include "undef.h" #include "cflags.h" #include "exits.h" %zone:doom %mobiles Name = doomguard PName = "The Guard" Location = 1 Strength = 100 Damage = 10 Armor = 2 Speed = 0 MFlags { BarNorth } Description = "There is a guard standing here looking down on you." End = doomguard Name = oldman PName = "The Man" Location = 3 Strength = 100 Damage = 10 Aggression = 70 Speed = 0 Description = "A smelly old man is standing in front of you." End = oldman Name = jeffery PName = "Jeffery" Location = 6 Damage = 90 Armor = 15 Speed = 0 Description = "Jeffery the gardener is here." End = jeffery Name = rudy PName = "Rudy" Location = 7 Strength = 120 Damage = 20 Speed = 2 SFlags { Female } Description = "Rudy the Cook is here brandishing her knives at you." End = rudy Name = drunk PName = "The Drunk" Location = 8 Strength = 50 Damage = 10 Speed = 0 Description = "There is a drunk here." End = drunk Name = skeleton PName = "The Skeleton" Location = 11 Strength = 150 Damage = 10 Speed = 0 Description = "There is a Skeleton warrior here." End = skeleton Name = nathan PName = "Nathan" Location = 12 Strength = 150 Damage = 12 Aggression = 60 Speed = 0 Description = "Nathan the angry ogre is here." End = nathan Name = huge PName = "Huge" Location = 14 Strength = 200 Damage = 10 Aggression = 60 Speed = 0 Description = "There is a huge guard standing here." End = huge Name = doom PName = "Doom" Location = 15 Strength = 300 Damage = 30 Speed = 0 PFlags { NoSummon } Description = "Doom, the town Lord is standing here laughing at you." End = doom %objects Name = gate1 PName = gate Location = IN_ROOM:1 State = 2 MaxState = 2 Linked = gate2 OFlags { NoGet Openable Lockable } Desc[0] = "The gate is open." Desc[1] = "The gate is closed." Desc[2] = "The gate is locked." Examine = "The gate is made of hefty materials and looks old and rusty." End = gate1 Name = gate2 PName = gate Location = IN_ROOM:2 State = 2 MaxState = 2 Linked = gate1 OFlags { NoGet Openable Lockable } Desc[0] = "The gate is open." Desc[1] = "The gate is closed." Desc[2] = "The gate is locked." Examine = "The gate is made of hefty materials and looks old and rusty." End = gate2 Name = pie AltName = food Location = IN_ROOM:5 State = 1 MaxState = 1 BValue = 5 Size = 2 Weight = 5 OFlags { Food GetFlips } Desc[0] = "An apple pie has been left here." Desc[1] = "There is an apple pie resting beside the window." Examine = "It is freshly baked and looks delicious." End = pie Name = gatekey PName = key Location = WORN_BY:doomguard BValue = 100 Size = 1 Weight = 1 OFlags { Key WearOnNeck } Desc[0] = "A huge iron key is lying here." Examine = " It looks as though it were meant for opening drawbridges or very large gates." End = gatekey Name = knife Location = WIELDED_BY:rudy BValue = 100 Size = 5 Weight = 3 Damage = 10 OFlags { Weapon PitReset } Desc[0] = "A sharp butcher's knife is lying here." Examine = "The blade is long, thick and sharp; a nasty weapon." End = knife Name = door1 PName = door Location = IN_ROOM:13 State = 2 MaxState = 2 Linked = door2 OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door1 Name = door2 PName = door Location = IN_ROOM:14 State = 2 MaxState = 2 Linked = door1 OFlags { NoGet Lockable Openable } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door2 Name = heavy PName = shield Location = WORN_BY:huge BValue = 100 Size = 7 Weight = 5 Armor = 10 OFlags { WearOnArms Armor PitReset } Desc[0] = "There is a heavy shield lying here." End = heavy Name = carvings Location = IN_ROOM:13 OFlags { NoGet } Desc[0] = "There are some strange carvings in the ground here." Examine = " Looking at the carvings closely, you make out the word REDRUM." End = carvings Name = shelf Location = IN_ROOM:14 OFlags { NoGet Container } Examine = "There seem to be a few interesting books here." End = shelf Name = book Location = IN_CONTAINER:shelf BValue = 100 Size = 3 Weight = 5 Desc[0] = "There is a massive book lying here." Examine = " The cover is dusty. Wiping it off you can barely make out the word 'Death'." End = book Name = lairkey PName = key Location = WORN_BY:doom BValue = 100 Size = 1 Weight = 1 OFlags { Key WearOnNeck } Desc[0] = "There is a large key on the ground before you." Examine = " The key looks like it belongs to a chest, but it is a skeleton key and can probably open most anything." End = lairkey Name = chest Location = IN_ROOM:15 State = 2 MaxState = 2 OFlags { Openable Lockable NoGet Container } Desc[0] = "There is an open chest here." Desc[1] = "The chest is closed." Desc[2] = "The chest is locked." Examine = " The chest is very old and falling apart. It has an almost evil feel to it." End = chest Name = doomblade AltName = sword Location = IN_CONTAINER:chest BValue = 200 Size = 8 Weight = 10 Damage = 20 OFlags { Weapon PitReset } Desc[0] = "The Doomblade lies before your feet." Examine = "The blade is very sharp, and not to be toyed with." End = doomblade %locations /* 1 */ f1 e:f2 d:f2 w:SNOW_TEMPLE@BLIZZARD u:SNOW_TEMPLE@BLIZZARD; lflags { Cold Outdoors RealTime } Path Down The Mountain^ You are on a steep path that leads up and down the mountain, with snow lashing you from all sides. Above you you can make out some sort of stone structure, while below you see the beginnings of a large forest. To the northeast you see what may be smoke rising above the trees. ^ /* 2 */ f2 w:f1 u:f1 n:f3; lflags { Cold Outdoors RealTime } The Silent Forest^ The trees around you are silent and lifeless. The only thing you hear is the sound of snowflakes falling to the ground. To your west is a path leading up a snowy mountain, and to the north the forest continues. ^ /* 3 */ f3 s:f2 n:1; lflags { Outdoors RealTime } The Silent Forest^ This forest definitely needs some life. The trees on either side of the path block passage to the east and west, and to the south the forest path continues. To the north you see a small clearing. ^ /* 4 */ 1 n:^gate1 s:f3; lflags { Outdoors RealTime } The Gates to Doom^ You are in a small clearing. To your south is a path through the forest surrounded by trees. To the north of you is a giant iron gate, and on each side of the gate is a wall stretching out for miles. Looking through the gate you can kind of make out a small town. The gates look very large and heavy. ^ /* 5 */ 2 n:4 s:^gate2 e:3; lflags { NoMobiles Outdoors RealTime } Road to Town^ You are on a road that leads to the north and south through a lifeless forest. You notice the flowers on the side of the road are dead and seem to have been trampled on. To the north you can see a town and notice that there are no houses, but little huts instead. You can see that a lot of the huts have been burned down or are damaged as if there had been a fire here. The road leads north to the town, or south to a large and heavy set of gates that lead through a long wall. To the east you see a small wooden shack through the trees. ^ /* 6 */ 3 w:2; lflags { RealTime } A Wooden Shack^ This shack appears to have not been used in a long time. You notice that it is very messy and has a strong musty smell to it. There is a table in the middle of the room that has scraps of old cut up fish on it. On the east wall is an old rocking chair, the chair looks unused and has collected a lot of dust. There are a lot of cracks in the ceiling and walls, letting dim, diffuse light into the room. ^ /* 7 */ 4 w:5 n:7 s:2; lflags { Outdoors RealTime } Town Road^ You are standing at the entrance to a small town. There are a lot of old shacks around you, although many of them are not standing anymore. You notice a pleasant-looking shack to the west; is doesn't look as dirty as the rest of the shacks that are still standing. To the north you see that the forest closes back in on the town, while to the south you can see a gate in the distance. ^ /* 8 */ 5 e:4 w:6; lflags { RealTime } Shack^ You are in a large, tidy, and nice-smelling one room shack. There is a nice sized dinner table in the middle of the room with a white cloth over the it. An old iron stove sits against the north wall. The shack is nicely decorated with paintings hanging from walls and resting on shelves around the room. There is a door to the east that leads out to the town road, and to the west a door goes out to a large yard. ^ /* 9 */ 6 e:5; lflags { Outdoors RealTime } The Backyard^ You are in a large and nicely maintained yard which appears to be the nicest place in town that you have seen. There is a small pond set in the middle of the yard, with arranged groupings of flowers and bushes that surround giant trees. You hear the sounds of birds and other animals here that you have noticed to be absent elsewhere in the forest. This is the only nice place in town that you have seen so far. To the east you can enter the shack. ^ /* 10 */ 7 s:4 e:8 n:9; lflags { Outdoors RealTime } Town Road^ The forest to the north looks very thick and dark. The road you are standing on is narrower here than to the south, and it gets even narrower to the north. The dirt here looks like ashes, and there is a smell in the air of rotting flesh. There is a large shack to the east or you can go north or south on the town road. ^ /* 11 */ 8 w:7; lflags { RealTime } The Bar^ You walk into a large bar. This seems to be where most of the people are, for the bar is very crowded. There are people sitting at tables having drinks, talking, and people dancing on the dance floor. There are a bunch of drunks on the stage trying to dance, but they are stumbling and laughing too hard to do so. You notice one guy sitting at the bar by himself with a strange look on his face, maybe you should talk to him. ^ /* 12 */ 9 s:7 e:10; lflags { Outdoors RealTime } Forest Path^ You enter a path in the woods. It is dark and very creepy. You can barely see the path, only enough to know where to put your feet. You feel like you're being watched and looking around you realize the trees have horrible faces carved on them. The path leads to the east where there is a little more light, and to the south where it passes a large shack. ^ /* 13 */ 10 n:11 w:9; lflags { Outdoors RealTime } Forest Path^ You are deep in the forest. You notice a house to the north of you which appears to be the source of light for this area. You can hear something echoing in the background. It sounds almost like the screams of children in pain. ^ /* 14 */ 11 w:13 n:12 s:10; lflags { Outdoors RealTime } Path^ You are standing on a path in front of a large shack to your north. There are very loud screams coming from the west. The path here is well lit due to the light that is spilling out through the open doorway of the shack. The path also continues to the west and south. ^ /* 15 */ 12 s:11 d:16; lflags { RealTime } House^ You walk into the shack and notice that it is quite large. There isn't much in here though. A large dinner table sits in the middle of the room with broken plates and scraps of food on it. Whoever was eating here was a slob. There is a stairwell leading down a flight of VERY old looking stairs. ^ /* 16 */ 13 e:11 w:^door1; lflags { Outdoors RealTime } Path^ You are at the end of a long road standing before a large brick house. You notice a strange light and can hear the death cries from children and adults coming from inside this place. You can go east back down the road, or to your west is a door leading into the house. There are carvings on the ground in front of you. ^ /* 17 */ 14 e:^door2; lflags { RealTime } Brick House^ You are in a large brick house. The main feature of this room is book- shelves; a lot of shelves and a lot of books. You can hear death cries much more loudly here coming from beneath you. Through an opening you can see stairs that lead down into darkness. ^ /* 18 */ 15; lflags { Dark } Lair of DOOM^ You are in the cold damp basement of the house. There are corpses littering the floor and the smell down here is horrible. You would not want to stay down here for too long. You notice there are bats roosting in the rafters above you. A set of heavy stone stairs lead up to the main floor. ^ /* 19 */ 16; lflags { Death } The Old Stairs^ You make it about half way down the stairs, when suddenly a step breaks from under you. The rotted foundation of the shack breaks and splinters under your weight, impaling you through the abdomen. Suddenly you don't feel very well... ^