/* Okay so this is a crappy area coded just to give me a few rooms to play */ /* with so I can try coding some mobiles etc. */ /* This zone is copyright of u01mat@abdn.ac.uk 1996 */ /* This header should accompany this file */ /* All may crap comments are surrounded by /* */ i think so should be easy */ /* to edit out. Last time I coded putting text in /* */ meant it was ignored */ /* sorry if that is not the case here. */ /* ZZ = start of vnums XX = area numbers */ /* i would guess XX and ZZ will be the same but I made them different just */ /* incase they are not */ /* if possible could you make a file of all the bugs you fix in this area */ /* and mail it back to me. That way I will know what I have done wrong and */ /* hopefully it wont happen again. If you have any queries, etc mail me or */ /* note me on the mud. */ /* Yours sincerely, well almost sincerely, */ /* Deth (u01mat@abdn.ac.uk) */ #AREA {90 100} Deth Deth Keep.~ #ROOMS #ZZ00 Before the drawbridge~ You stand before the Deth Keep. It is a large ominous castle standing alone on a craggy peak. The only way to reach the keep appears to be the large solid looking drawbridge in front of you. ~ XX A 5 D3 You see a drawbridge to the west. ~ ~ 0 -1 ZZ01 S #ZZ01 On the drawbridge~ You are standing on a large drawbridge before the Deth Keep. As you look to either side you can see a huge drop of over one thousand feet that will almost certainly kill you. ~ XX A 1 D1 To the east you see a rocky path. ~ ~ 0 -1 ZZ00 D3 To the west the drawbridge continues. ~ ~ 0 -1 ZZ02 S #ZZ02 Before the gates of the Deth keep~ You stand before the gates of a formidable keep, at least it seemed formidable from the other side of the drawbridge. As you get closer you notice the keep appears to have fallen into disrepair. ~ XX D 1 D1 To the east is a large drawbridge. ~ ~ 0 -1 ZZ01 D3 To the west is a entrance to the keep. ~ ~ 0 -1 ZZ03 #ZZ03 Inside the gates of the Deth keep~ Standing inside the gates of the keep you can see a guard house to the south and some sort of dining hall to the north. Although the keep looks like it is falling apart you can hear and see signs that it is still well guarded. ~ XX D 1 D0 To the north is the guards dining hall. ~ ~ 0 -1 ZZ05 D1 To the east are the gates of the keep. ~ ~ 0 -1 ZZ02 D2 To the south are the guards barracks. ~ ~ 0 -1 ZZ04 D3 To the west is a small courtyard. ~ ~ 0 -1 ZZ06 S #ZZ04 Inside the guards barracks~ You are standing inside the barracks of the keep. They are quite large and can house many soldiers, however you notice that more than half the bunks are now empty. ~ XX D 1 D0 To the north is the keep entrance. ~ ~ 0 -1 ZZ03 S #ZZ05 Inside the guards dining hall~ Standing in the dining hall you can see a number of guards eating their evening meal. There are huge tables that can seat several more guards than are currently here. ~ XX D 1 D2 To the south is the keep entrance. ~ ~ 0 -1 ZZ03 S #ZZ06 A small coutyard before the keep~ You are standing in a small courtyard before the main building of the keep. This looks like the perfect place to be killed by an archer on the battlements. However like most of the guards the archers seem to be absent. ~ XX D 1 D1 To the east is the keep entrance. ~ ~ 0 -1 ZZ03 D3 To the west is the main building of the keep. ~ ~ 0 -1 ZZ07 S #ZZ07 Within the keep entrance~ Now that you have entered the keep you realise just how run down it has become. There is refuse scattered around the corridors and rats stroll gently across the floor without a care in the world. ~ XX D 1 D0 To the north is a small stairway. ~ ~ 0 -1 ZZ10 D1 To the east is a small courtyard. ~ ~ 0 -1 ZZ06 D2 To the south is a small stairway. ~ ~ 0 -1 ZZ11 D3 To the west the main hall of the keep. ~ ~ 0 -1 ZZ08 S #ZZ08 The main hall of the keep~ Having entered the main keep you realise what a place of splendour this must have once been. The remnants of tapestries and statues no longer do justice to the room you stand in. You wonder how such a great castle could have come to such a state. ~ XX D 1 D1 To the east is the keep entrance. ~ ~ 0 -1 ZZ07 D3 To the west is the masters throne. ~ ~ 0 -1 ZZ09 S #ZZ09 Before the ruler of the keep~ You stand before the ruler of the keep, or at least you would if he was here. Before you sits a grotty little man who claims to be a cousin of Deth. Looking at this pathetic man you realise how the once great Deth Keep could have sunken to it's current state. This man could lose in a game of bingo if he was the only player. ~ XX D 1 D1 To the east is the main hall. ~ ~ 0 -1 ZZ08 S #ZZ10 A private stairway in the keep~ You are standing on a small private stairway leading upwards. It leads to a small area above the main throne room where Deth sleeps. ~ XX D 1 D2 To the south is the main entrance to the keep. ~ ~ 0 -1 ZZ07 D4 Leading upwards is a small stairway. ~ ~ 0 -1 ZZ16 S #ZZ11 A stairway in the keep~ You are standing at the top of a small stairway leading down into the depths below the keep. It seems seldom used as you can see from the dust present on all the surfaces. ~ XX D 1 D0 To the north is the entrance to the keep. ~ ~ 0 -1 ZZ07 D6 Leading down is a dust set of steps. ~ ~ 0 -1 ZZ12 S #ZZ12 The bottom of a stairway~ You are standing at the bottom of a small stairway in the keep. To the north you can see a small flickering light. ~ XX D 1 D0 To the north is a small room. ~ ~ 0 -1 ZZ13 D5 Leading up are a set of dusty steps. ~ ~ 0 -1 ZZ11 S #ZZ13 A small room under the keep~ You are standing in a small room under the keep. It appears there is or at least was life down here after all. A small straw mattress in one corner of the room suggest someone or something sleeps here. ~ XX D 1 D1 To the east is a small passageway. ~ ~ 0 -1 ZZ18 D2 To the south is a small stairway. ~ ~ 0 -1 ZZ12 S #ZZ14 A secluded hallway~ You are standing in a secluded hallway outside the bed chamber of Deth. The hallway itself seems quite bland and serves no purpose other than somewhere to put the door. ~ XX D 1 D0 To the north is a bend in the hallway. ~ ~ 0 -1 ZZ15 D3 To the west is a small doorway. ~ ~ 1 -1 ZZ17 S #ZZ15 A bend in the hallway~ You have reached a bend in the hallway leading to Deth's private chamber. Perhaps you should consider turning back rather than continuing to violate her privacy. ~ XX D 1 D1 To the east is a small stairway. ~ ~ 0 -1 ZZ16 D2 To the south is a small hallway. ~ ~ 0 -1 ZZ14 S #ZZ16 The top of a stairway~ You are at the top of a stairway leading the Deth's private chamber. It would be advisable to turn back now rather than face her wrath. ~ XX AD 1 D3 To the west is a bend in the hallway. ~ ~ 0 -1 ZZ15 D5 A small stairway leads down. ~ ~ 0 -1 ZZ10 S #ZZ17 A small comfortable room~ You are standing in a small comfortable room. This is certainly not what you expected to find. Instead of jewels and riches there is simply a small bed that does not appear to have been used for quite sometime. Suddenly you realise that it has all been a wasted journey. No one has ruled the keep for sometime, the guards have been stationed here as a token jesture to a once great dynasty, which is now no more. ~ XX D 1 D1 To the east is a door. ~ ~ 1 -1 ZZ14 S #ZZ18 A tight passageway~ You are standing in a small tight passageway heading east and west. To the west you can see a flickering light, but to the east you can see nothing. ~ XX AD 1 D1 To the east is a winch room. ~ ~ 0 -1 ZZ19 D3 To the west is a empty room. ~ ~ 0 -1 ZZ13 S #ZZ19 A small winch room~ You are standing in a small room filled with cogs and levers. Looking out a hole in the east wall you can see the underside of the drawbridge for the keep. ~ XX AD 1 D1 To the east is a crawlway under the drawbridge. ~ ~ 0 -1 ZZ20 D3 To the west is a tight passageway. ~ ~ 0 -1 ZZ18 S #ZZ20 Under the drawbridge~ You crawling along under the drawbridge to the keep, you can here guards walking about above you. The few from here is terrifying and you wonder whatever possessed you to come out here in the first place. ~ XX AD 1 D1 To the east is a small mountain ledge. ~ ~ 0 -1 ZZ21 D3 To the west is a small winch room. ~ ~ 0 -1 ZZ19 S #ZZ21 On a mountain side~ You are on a small part of the mountain side just below the begining of the drawbridge. You can hear the guards on the drawbridge moving around and talking. You wonder if you should risk climbing up and hope they don't notice you or if you should remain hidden. ~ XX D 1 D3 To the west is a crawlway under the drawbridge. ~ ~ 0 -1 ZZ20 D4 Looking up you see the begining of the drawbridge. ~ ~ 0 -1 ZZ01 S /* Some sort of connector rooms to go in here */ #0 #MOBILES #ZZ00 guard~ Guard~ On of the keeps guards stands before you. ~ Before you stands a man who has dedicated his life to defending the keep. ~ human~ ABFGT DZ 0 ZZ01 95 10 50D100+15000 100D10+500 5d10+50 slash -250 -250 -250 -250 CDFIU AB B 0 stand stand male 10000 AV ABCDEFGHIJK medium 0 #ZZ01 honour guard~ Honour Guard~ A guard stands before you in resplendant armour. ~ Before you stands one of the proud few chosen to defend Deth. ~ human~ ABGT DHVZc 1000 ZZ01 100 15 50D100+20000 100D10+500 10d10+50 slash -300 -300 -300 -300 ACDFHIU AB B 0 stand stand male 10000 AV ABCDEFGHIJK medium 0 #ZZ02 ruler man king master~ Master of the keep~ A small man sits before you. ~ The man who is currently ruling deth keep is small but of stocky build and has a proud look about him. Even with the world collapsing around him he would fight to the death. ~ human~ ABGR DHTVZc -1000 ZZ01 105 20 100d100+22000 10D100+1000 10d10+80 slash -350 -350 -350 -350 ACDFHIU ABC B 0 sit stand male 20000 AV ABCDEFGHIJK medium 0 #ZZ03 rat vermin~ rat~ A small furry and totally harmless rat. ~ The rat is small furry and of now harm to anyone. It looks like it is here only as a token gesture and for some strange reason it is classed as a rabbit. ~ rabbit~ ABGa J 0 ZZ01 100 0 100d100+30000 100D10+2000 10d10+50 claw -200 -200 -200 -200 ACDFIU ABCD B 0 stand stand either 0 AG ACDFJK tiny 0 /* Thats all me mobiles for just now. Hope to add more later if this bit */ /* works okay. */ #0 /* The objective of this being to create a complete set of objects that look */ /* good once you have a full set but are bloody hard to get. */ /* Hopefully the objects can remain unchanged. I would prefer to bump up the */ /* strength and power of the mobiles to make the objects hard enough to get. */ #OBJECTS #ZZ00 mithril breastplate~ Mithril Breastplate~ A gleaming breastplate lies here.~ mithril~ 9 AH D 15 15 15 15 100 15 10000 G A 5 4 A 12 100 A 13 100 A 18 8 A 19 8 /* +4 str +100 hp and mana +8 hit and dam */ /* (not as good as quest eq by +4 hit and dam and some spell saves and armor */ #ZZ01 mithril gloves~ Mithril Gloves~ A set of gleaming gloves lies here.~ mithril~ 9 AH H 15 15 15 15 100 8 5000 G A 12 100 A 13 100 A 18 5 A 19 5 /* Likes dagaars for hp and mana but with extra hit and dam */ #ZZ02 mithril leggings~ Mithril Leggings~ A set of gleaming leggings lies here.~ mithril~ 9 AH F 15 15 15 15 100 12 6000 G A 12 60 A 13 60 A 18 5 A 19 5 /* Same as knee pads but gives some extra hp and mana, worse ac*/ #ZZ03 mithril armplates~ Mithril Armplates~ A set of gleaming armplates lies here.~ mithril~ 9 AH I 15 15 15 15 100 12 6000 G A 12 60 A 13 60 A 18 4 A 19 4 /* Same as shoguns armplates with 1 xtra hit and dam some hp mana worse ac */ #ZZ04 mithril boots~ Mithril Boots~ A set of gleaming boots lies here.~ mithril~ 9 AH G 15 15 15 15 100 8 5000 G #ZZ05 mithril helmet~ Mithril Helmet~ A gleaming helmet lies here.~ mithril~ 9 AH E 15 15 15 15 100 7 5000 G A 12 100 A 13 100 A 18 8 A 19 8 /* same as crown of isles, worse armor no spell save no + stats */ #ZZ06 shimmering cloak~ Shimmering Cloak~ A cloak lies on the ground shimmering.~ cloth~ 9 AH C 15 15 15 15 100 3 8000 G A 12 100 A 12 100 A 18 8 A 19 8 /* same as shawls of vestals, worse ac 2 hit goes to dam no spells saves */ /* no +4 con */ #ZZ07 mithril ring power~ Mithril Ring~ A very powerful looking ring lies abandoned on the ground.~ mithril~ 9 AH B 15 15 15 15 100 1 5000 G A 12 100 A 13 100 A 18 8 A 19 8 /* not even close to emerald ring, worse armor some hp goes to mana same */ /* hit and dam */ #ZZ08 mithril sword~ Mithril Sword~ A gleaming sword lies on the ground here.~ mithril~ 5 AH AN 1 25 4 20 0 95 25 20000 G /* About average for a good sword, no effects*/ #ZZ09 sword deth~ Sword of Deth~ A black sword lies on the ground absorbing all the light around it.~ mithril~ 5 BM AN 1 25 5 0 100 30 30000 G A 13 100 A 18 8 A 19 8 /* Should be the hardest piece of all to get. */ #ZZ10 bracer mithril~ Mithril Bracer~ A bracer lies here gleaming.~ mithril~ 9 AH L 15 15 15 15 100 4 5000 G A 12 80 A 13 80 A 18 8 A 19 8 /* You could almost call this a bracer of fire */ /* slightly better hit (+2) no xtra wis or int worse armor */ #ZZ11 girth mithril~ Mithril Girth~ A girth lies here gleaming.~ mithril~ 9 AH L 15 15 15 15 100 5 6000 G A 1 4 A 2 4 A 5 4 A 18 6 A 19 6 /* Better hit and dam than rainbow (+2) gives +4 to str,dex,con no hp or mana */ #ZZ12 cape mithril~ Mithril Cape~ A cape lies here gleaming.~ mithril~ 9 AH K 15 15 15 15 100 3 6000 G A 20 20 A 21 20 A 22 20 A 23 20 A 24 20 A 25 20 /* No hit, dam, hp or mana but pretty nice spell protection */ /* Would be nice to increase the ac on this one or maybe give a bit of */ /* hp+mana */ #0 /* The 15 for ac's on armor is just an standard number at the mo. */ /* None of the high level eq I have in the game at the momment is less tham */ /* 15 across the board. It may be possible to increase the ac's later but */ /* at the momment I have made them all 15 and will not place any ac modifiers */ /* This eq may seem powerful but it is not the best eq in the game */ /* I think the bracer girth leggings and gloves are probally better than */ /* anything else in the game but that is because the leggings and gloves */ /* i currently use are level 60 this eq is level 100. The girth and bracers */ /* are only slightly better and are worse armor. */ /* MAJOR POINT : If I get it set up properly there will be 2 of each honour */ /* guard and three of each regular guard in a room and they will assist each */ /* other. Two rock hard level 100's means the level 91's should have to group */ /* to kill them for the eq. This zone is intended as a place for level 90-91's*/ /* to kill stuff while they are waiting to rebirth or if they dont want to */ /* rebirth. If this goes well I may expand it. */ /* I think a dungeon is possible, a large wilderness outside the castle and */ /* or a small town in the shadow of the keep sorta thing. */ #RESETS M 0 ZZ00 9 ZZ01 *Guard E 1 ZZ04 3 8 *Boots E 1 ZZ08 -1 16 *Sword M 0 ZZ00 9 ZZ01 *Guard E 1 ZZ08 -1 16 *Sword M 0 ZZ00 9 ZZ01 *Guard E 1 ZZ08 -1 16 *Sword M 0 ZZ00 9 ZZ05 *Guard E 1 ZZ08 -1 16 *Sword E 1 ZZ05 3 16 *Helmet M 0 ZZ00 9 ZZ05 *Guard E 1 ZZ08 -1 16 *Sword M 0 ZZ00 9 ZZ05 *Guard E 1 ZZ08 -1 16 *Sword M 0 ZZ00 9 ZZ07 *Guard E 1 ZZ08 -1 16 *Sword E 1 ZZ01 3 16 *Gloves M 0 ZZ00 9 ZZ07 *Guard E 1 ZZ08 -1 16 *Sword M 0 ZZ00 9 ZZ07 *Guard E 1 ZZ08 -1 16 *Sword M 0 ZZ01 4 ZZ08 *Honour E 1 ZZ08 -1 16 *Sword E 1 ZZ10 2 14 *Bracer E 1 ZZ03 2 10 *Armplates M 0 ZZ01 4 ZZ08 *Honour E 1 ZZ08 -1 16 *Sword E 1 ZZ11 2 13 *Girth E 1 ZZ02 2 7 *Leggings M 0 ZZ01 4 ZZ14 *Honour E 1 ZZ08 -1 16 *Sword E 1 ZZ12 2 12 *Cape M 0 ZZ01 4 ZZ14 *Honour E 1 ZZ08 -1 16 *Sword E 1 ZZ00 2 5 *Platemail M 0 ZZ02 1 ZZ09 *Ruler E 1 ZZ09 1 16 *Dethsword E 1 ZZ07 3 1 *Ring E 1 ZZ06 4 3 *Cloak M 0 ZZ03 1 ZZ17 *Rat D 0 ZZ17 1 1 D 0 ZZ14 3 1 S #SPECIALS M ZZ02 spec_cast_mage S #$