daleken/
daleken/data/notes/
daleken/data/player/
daleken/data/system/poses/
daleken/doc/Homepage/images/
daleken/log/
# 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