# This file has been autogenerated, you can edit this online. -Version 0; -Date 1024369007; Area { Name "&bD&ri&ys&Gc&Mo&cw&Yo&gr&Bl&Wd&x"; Plane "Cathuria"; Builders "Prowler Kaz"; Repop "The groovy music gets a little groovier.&n\n"; LVnum 13900; UVnum 13999; Security 5; Recall 7200; Temp 10; Flags (verbose); Economy 1940702; }; Mobile { Vnum 13900; Name "disco stu"; Short "Disco Stu"; Long "Disco Stu pulls some funky moves.\n"; Desc "Disco Stu is one funky guy. You can tell that because he is wearing a\n jacket with \"Disco Stu\" written on it. As everyone knows THIS is the true\n mark of funkiness. Disco Stu's job is to welcome you to\n &MD&yi&Cs&Rc&Bo&Ww&Yo&mr&Gl&Cd. &x\n"; Level 230; Align 750; Act (npc sentinel); Affected (haste); Sex (male); }; Mobile { Vnum 13901; Name "frank"; Short "Frank the bartender"; Long "Frank the bartender is waiting for your order.\n"; Desc "Frank is a fully qualified bar tender, with all the necessary\n acreditations to serve alcohol in a public place.\n"; Level 225; Align 300; Act (npc sentinel); Sex (male); Shop { Trade []; Markup 100; Markdown 100; }; }; Mobile { Vnum 13902; Name "evil robot dancer"; Short "an evil robot dancer"; Long "An evil robot dancer is dancing evilly.\n"; Desc "This is an evil robotic dancer. It is evil, and it dances.\n"; Level 220; Align -750; Act (npc stay_area wimpy); Race (Mechanoid); }; Mobile { Vnum 13903; Name "disco dancer elven beautiful"; Short "an elven dancer"; Long "An elven dancer is dancing very seductively.\n"; Desc "A beautiful elven dancer is here - you are entranced by her graceful\n movements.\n"; Level 213; Align 32; Act (npc stay_area); Sex (female); Race (Elf); Specfun "spec_cast_mage"; }; Mobile { Vnum 13904; Name "discoball ball"; Short "the &mD&Gi&Ws&gc&Co&bb&Ra&Bl&Ml&x"; Long "The &mD&Gi&Ws&gc&Co&bb&Ra&Bl&Ml&x rotates slowly, reflecting the spectrum.\n"; Desc "The Discoball is a mutated fire elemental which casts light onto the\n discohall below. Due to the amount of light it creates it has been blinded\n since birth.\n"; Level 204; Act (npc sentinel); Affected (blind); Race (Fire Elemental); Specfun "spec_breath_fire"; }; Mobile { Vnum 13905; Name "worm dancer"; Short "a disco dancing worm"; Long "A worm is making a pitiful attempt at dancing.\n"; Desc "This is a worm. It is disco dancing. Don't ask me how, I just work here.\n"; Level 214; Align 333; Act (npc stay_area); Affected (hide pass-door); Race (Ooze); }; Mobile { Vnum 13906; Name "manager"; Short "the Manager of &gD&Bi&Rs&Wc&mo&Yw&bo&Mr&Gl&Cd&x"; Long "The Manager of &gD&Bi&Rs&Wc&mo&Yw&bo&Mr&Gl&Cd&x sits here.\n"; Desc "This is the manager of Discoworld. She sees you, and pretends that she\n wasn't actually stealing from the company. You say that you won't tell\n anyone. If Prowler finds out that she is stealing from him, and you helped\n her, he'll be annoyed. (you don't want to see an annoyed imm)\n"; Level 224; Align -300; Act (npc sentinel scavenger); Sex (female); Race (Dwarf); Specfun "spec_thief"; }; Mobile { Vnum 13907; Name "scrooge mcduck accountant"; Short "Scrooge McDuck"; Long "Scrooge McDuck, the &RD&bi&Ws&mc&co&Bw&Yo&gr&Cl&Md&x accountant, sits here counting money.\n"; Desc "This is Scrooge McDuck, the &RD&bi&Ws&mc&co&Bw&Yo&gr&Cl&Md&x accountant.\n Personally you really don't think he should be trusted with the money,\n because he has a rather psychotic look in his eyes.\n"; Level 218; Align -200; Act (npc sentinel banker); Affected (infrared); Sex (male); Race (Animal); MudProg { Type (give_prog); Args "note prowler"; Comlist "say Ah! your here to collect the money for Prowler.\n unlock chest\n oload 13910\n recho Scrooge McDuck gets a pile of gold coins from a brass bound chest.\n give pile $n\n say There you go. Better get it to Prowler quick, he's been waiting for it for a while now.\n"; }; }; Mobile { Vnum 13908; Name "bouncer off duty"; Short "an off duty bouncer"; Long "An off duty bouncer stands here looking really mean.\n"; Desc "He looks mean. He looks tough. He is ... the off-duty bouncer dude.\n"; Level 233; Align -140; Act (npc sentinel aggressive); Sex (male); Race (Troll); }; Mobile { Vnum 13909; Name "bouncer"; Short "a bouncer"; Long "A bouncer stands here looking for trouble.\n"; Desc "This is one tough guy. He walks around Discoworld looking for trouble,\n and he tends to find it pretty quickly too.\n"; Level 236; Align 120; Act (npc stay_area); Affected (pass-door); Sex (male); }; Object { Vnum 13900; Name "chain chunky gold"; Short "a chunky gold chain"; Long "A chunky gold chain, as used by disco dancers."; Level 0; Cost 803; Weight 5; Type (treasure); Wear (take neck); Material (gold); Values [803, 0, 0, 0]; Affect { Location (dexterity); Modifier -3; }; }; Object { Vnum 13901; Name "shot glass sambucca"; Short "a shot glass"; Long "A shot glass containing sambucca."; Level 210; Cost 30; Type (drink-container); Wear (take); Material (glass); Values [3, 3, (<liquid> water), 0]; }; Object { Vnum 13902; Name "pretzels"; Short "a packet of pretzels"; Long "A packet of pretzels."; Level 230; Cost 25; Type (food); Wear (take); Material (organic); Values [80, 0, 0, 0]; }; Object { Vnum 13903; Name "bullseye amulet"; Short "bullseye amulet"; Long "An amulet is on the ground"; Level 0; Weight 5; Type (armour); Wear (take neck); Extra (noremove); Material (wood); Values [0, -1, 0, 0]; }; Object { Vnum 13904; Name "chest brass bound"; Short "a brass bound chest"; Long "A brass bound chest sits here."; Level 0; Weight 0; Type (container); Material (wood); Values [100000000, 13, 13909, 0]; }; Object { Vnum 13905; Name "key office"; Short "a key to an office"; Long "A key to an office."; Level 0; Weight 2; Type (key); Wear (take hold); Material (copper); Values [0, 0, 0, 0]; }; Object { Vnum 13906; Name "discoball ball"; Short "a disco ball"; Long "A Discoball hangs above, casting light over the room."; Level 0; Weight 0; Type (light); Extra (glow); Material (crystal); Values [0, 0, -1, 0]; }; Object { Vnum 13907; Name "power discoball"; Short "the power of the Discoball"; Long "The power of the Discoball."; Level 0; Type (light); Wear (take body); Material (mithril); Values [0, 0, -1, 0]; }; Object { Vnum 13908; Name "note prowler"; Short "a note"; Long "A note signed by Prowler sits on the desk."; Level 0; Weight 0; Wear (take); Material (paper); Values [0, 0, 0, 0]; ExDesc { Keyword "note"; Text "&/ &k&7 &x\n &k&7 Where have the profits gone? I &x\n &k&7 haven't received this months &x\n &k&7 money. Make sure it gets to me. &x\n &k&7 -- Prowler &x\n &k&7 &x\n"; }; }; Object { Vnum 13909; Name "key small steel"; Short "a small steel key"; Long "A small steel key is here."; Level 0; Type (key); Wear (take hold); Material (steel); Values [0, 0, 0, 0]; }; Object { Vnum 13910; Name "pile gold coins"; Short "a pile of gold"; Long "A pile of gold glitters in the light."; Level 0; Weight 20; Type (money); Wear (take); Extra (glow); Material (eternium); Values [20000, 0, 0, 0]; }; Room { Vnum 13900; Name "Entrance to Discoworld"; Desc "You stand at the entrance to a fantastic place you had only heard of in\n legend. Yes, you have found the mythical land of &fDISCOWORLD&x. You find\n yourself wanting to various disco dances such as the Waltz, and the Foxtrot.\n It's just a pity that those aren't disco dances. Idiot.\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13901; } ]; Resets { # Disco Stu to room. M 13900 1; # equip a chunky gold chain lear. E 13900 ("lear"); }; }; Room { Vnum 13901; Name "Just inside Discoworld"; Desc "You can see a disco hall to the north, and a bar to the east.\n Below you is a sauna.\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13904; }, @(<dir> east) { ToRoom 13903; }, @(<dir> south) { ToRoom 13900; }, @(<dir> west) { ToRoom 13902; Flags (door closed locked); }, @(<dir> down) { ToRoom 13905; } ]; }; Room { Vnum 13902; Name "Gateway from Discoworld to the Hall of Worlds"; Desc "This is where the Hall of Worlds meets Discoworld.\n"; Flags (indoors); Exit [ @(<dir> east) { ToRoom 13901; Flags (door bashproof pickproof passproof); } ]; }; Room { Vnum 13903; Name "The bar"; Desc "You stand in the bar of Discoworld. This is where you can buy some drinks and snacks.\n"; Flags (indoors); Exit [ @(<dir> west) { ToRoom 13901; } ]; Resets { # Frank the bartender to room. M 13901 1; # a shot glass to inventory. G 13901; # a packet of pretzels to inventory. G 13902; # a shot glass to inventory. G 13901; }; }; Room { Vnum 13904; Name "Disco hall"; Desc "The disco hall\n South end of Disco hall\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13906; }, @(<dir> east) { ToRoom 13907; }, @(<dir> south) { ToRoom 13901; }, @(<dir> west) { ToRoom 13908; } ]; Resets { # a disco ball to room. O 13906; # an evil robot dancer to room. M 13902 2; }; }; Room { Vnum 13905; Name "Sauna"; Desc "This is the sauna of Discoworld. It is especially designed for the races that prefer warmer areas.\n"; Flags (indoors); Exit [ @(<dir> up) { ToRoom 13901; } ]; }; Room { Vnum 13906; Name "Disco hall"; Desc "You stand in the centre of the disco hall\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13911; }, @(<dir> east) { ToRoom 13909; }, @(<dir> south) { ToRoom 13904; }, @(<dir> west) { ToRoom 13910; }, @(<dir> up) { ToRoom 13914; } ]; Resets { # a disco ball to room. O 13906; # an evil robot dancer to room. M 13902 4; # a disco dancing worm to room. M 13905 3; }; }; Room { Vnum 13907; Name "Disco hall"; Desc "Southeast corner of Disco hall\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13909; }, @(<dir> west) { ToRoom 13904; } ]; Resets { # a disco ball to room. O 13906; # an evil robot dancer to room. M 13902 2; }; }; Room { Vnum 13908; Name "Disco hall"; Desc "Southwest corner of Disco hall\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13910; }, @(<dir> east) { ToRoom 13904; } ]; Resets { # a disco ball to room. O 13906; # an evil robot dancer to room. M 13902 1; }; }; Room { Vnum 13909; Name "Disco hall"; Desc "East side of Disco hall\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13912; }, @(<dir> south) { ToRoom 13907; }, @(<dir> west) { ToRoom 13906; } ]; Resets { # a disco ball to room. O 13906; }; }; Room { Vnum 13910; Name "Disco hall"; Desc "West side of Disco hall\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13913; }, @(<dir> east) { ToRoom 13906; }, @(<dir> south) { ToRoom 13908; } ]; Resets { # a disco ball to room. O 13906; # an evil robot dancer to room. M 13902 1; }; }; Room { Vnum 13911; Name "Disco hall"; Desc "North end of Disco hall\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13915; Flags (door closed); }, @(<dir> east) { ToRoom 13912; }, @(<dir> south) { ToRoom 13906; }, @(<dir> west) { ToRoom 13913; } ]; Resets { # a disco ball to room. O 13906; }; }; Room { Vnum 13912; Name "Disco hall"; Desc "Northeast corner of Disco hall\n"; Flags (indoors); Exit [ @(<dir> south) { ToRoom 13909; }, @(<dir> west) { ToRoom 13911; } ]; Resets { # a disco ball to room. O 13906; }; }; Room { Vnum 13913; Name "Disco hall"; Desc "Northwest side of Disco hall\n"; Flags (indoors); Exit [ @(<dir> east) { ToRoom 13911; }, @(<dir> south) { ToRoom 13910; } ]; Resets { # a disco ball to room. O 13906; # an elven dancer to room. M 13903 5; }; }; Room { Vnum 13914; Name "Above the Disco hall"; Desc "You are flying above the disco hall. This is where the Discoball is, a creature that somehow casts light on all below.\n"; Flags (indoors); Sector (air); Exit [ @(<dir> down) { ToRoom 13906; } ]; Resets { # the Discoball to room. M 13904 1; # equip the power of the Discoball body. E 13907 ("body"); }; }; Room { Vnum 13915; Name "Darkened corridor"; Desc "You stand in a dimly lit corridor which leads north into the darkness.\n"; Flags (dark indoors); Exit [ @(<dir> north) { ToRoom 13916; }, @(<dir> south) { ToRoom 13911; Flags (door closed); } ]; }; Room { Vnum 13916; Name "Darkened corridor"; Desc "The corridor is bent here. It leads south, towards the Disco hall, and east towards some offices.\n"; Flags (dark indoors); Exit [ @(<dir> east) { ToRoom 13917; }, @(<dir> south) { ToRoom 13915; }, @(<dir> down) { Desc "Below here you can see the Discoball above the Disco hall. It seems there are some weird spacial effects around here.\n"; Keyword "trapdoor"; ToRoom 13914; Flags (door closed); } ]; }; Room { Vnum 13917; Name "End of corridor"; Desc "This is the end of the corridor. It is brighter here, because of the light coming from the surrounding offices.\n There is a sign on the door to the south, and a note on the door to the east.\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13918; Flags (door closed); }, @(<dir> east) { Key 13910; ToRoom 13920; Flags (door closed locked); }, @(<dir> south) { ToRoom 13919; Flags (door closed); }, @(<dir> west) { ToRoom 13916; } ]; }; Room { Vnum 13918; Name "Manager's office"; Desc "This cramped office is home to the manager, who sits behind the desk,\n pretending that she hasn't been stealing from Prowler. She looks reasonably\n worried though, and the note on the desk signed by Prowler probably has\n something to do with it.\n"; Flags (indoors); Exit [ @(<dir> south) { ToRoom 13917; Flags (door closed); } ]; Resets { # the Manager of Discoworld to room. M 13906 1; # a key to an office to inventory. G 13905; # a note to room. O 13908; }; }; Room { Vnum 13919; Name "Accountant's office"; Desc "This is the office of the the Discoworld accountant. The pressure to make money for Prowler, when the manager has been stealing it all has driven him crazy.\n"; Flags (indoors); Exit [ @(<dir> north) { ToRoom 13917; Flags (door closed); } ]; Resets { # Scrooge McDuck to room. M 13907 1; # a small steel key to inventory. G 13909; # a brass bound chest to room. O 13904; # a pile of gold inside a pile of gold. P 13910 13904; }; }; Room { Vnum 13920; Name "Security office"; Desc "This is the room where the bouncers, or 'event staff', as they prefer to\n be known, go when they are off duty. They tend to be easily provoked.\n"; Flags (indoors); Exit [ @(<dir> west) { ToRoom 13917; Flags (door closed locked); } ]; Resets { # an off duty bouncer to room. M 13908 6; # a bouncer to room. M 13909 3; }; }; eof