# This file has been autogenerated, you can edit this online. -Version 0; -Date 1024369007; Area { Name "Limbo"; Plane "Limbo"; Builders ""; Repop "You hear screams of pain in the distance.&n\n"; LVnum 1; UVnum 99; Security 5; Flags (hidden); Economy 4014776; }; Mobile { Vnum 1; Name "dancing sword"; Short "the dancing sword"; Long "A short sword stands here, ready to get into a spin.\n"; Desc "A short SHARP sword is just waiting for a fight.\n"; Level 500; Align 1000; Act (npc sentinel); Affected (infrared); Sex (female); Race (Object); }; Mobile { Vnum 2; Name "peacekeeper saint fred"; Short "Saint Fred"; Long "Saint Fred the peacekeeper is righting wrongs everywhere.\n"; Desc "A kindly looking old man with a slightly insane look about him, Saint\n Fred is wearing white robes and carries only a single weapon, the Colt\n Peacemaker '45, a huge instrument of destruction. You can see that this guy\n takes the business of peace as one where sissies don't live too long. I\n think that the UN wouldn't be too happy to hear about this guy.\n"; Level 135; Align 1000; Class (Cleric); Act (npc sentinel wimpy); Affected (detect-invis detect-hidden infrared breathing); Sex (male); Parts (torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs); Specfun "spec_peacemaker"; MudProg { Type (speech_prog); Args "p transport me to the bazaar"; Comlist "say Very well, $n\n echoaround $n $i claps his hands and $n disappears in a flash.\n trans $n 9900\n"; }; MudProg { Type (speech_prog); Args "bazaar bizarre"; Comlist "say If it is your wish to go to the Bizarre Bazaar,\n say simply say the words \"transport me to the bazaar\".\n"; }; }; Mobile { Vnum 3; Name "supermob"; Short "supermob"; Long "A mob stands here with a proud expression on his face.\n"; Desc "This mob has a great big 'S' emblazoned across his chest. He is wearing\n his underpants on the outside of his tights and he swirls his cape\n dramatically.\n"; Level 1000; Affected (detect-evil detect-invis detect-hidden infrared aura-sight); }; Mobile { Vnum 10; Name "demon"; Short "A Demon-Summon"; Long "A demon summoned from hell to do his master's bidding.\n"; Desc "Come on! This thing is the stuff nightmares are made from, a real\n wet-your-bed-with-terror kinda guy he doesn't look friendly.\n"; Level 10; Affected (detect-invis detect-hidden infrared aura-sight); Race (Demon); }; Mobile { Vnum 11; Name "%s zombie"; Short "A %s zombie"; Long "A %s zombie risen from the grave to serve his master.\n"; Desc "Wowee! It's got bits on! The decay has really set in with this one and\n it looks like this zombie is the thing to turn you off your food, it really\n is sickening.\n"; Align -500; Affected (detect-invis detect-hidden infrared aura-sight); Race (Undead); Parts (torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs); }; Mobile { Vnum 12; Name "%s skeleton"; Short "a %s skeleton"; Long "A skeleton made from the bones of some dead %s.\n"; Desc "I wonder what holds the bones together? This guy has been on a diet for\n WAY too long now and he looks a little emancipated, perhaps the strict\n master he follows has something to do with that.\n"; Level 3; Align -400; Affected (detect-hidden); Race (Undead); Parts (torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs); }; Mobile { Vnum 13; Name "%s mummy"; Short "a %s mummy"; Long "A mummy, covered in cloth looks to be shaped like a %s.\n"; Desc "Well preserved this undead creature looks to be strong enough to rips\n your arms off, that shambling walk and vacant stare from empty eye sockets\n makes you tremble slightly as you look at this unheavenly sight.\n"; Level 11; Align -700; Affected (detect-invis detect-hidden pass-door); Race (Undead); Parts (torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs); }; Mobile { Vnum 14; Name "%s lich"; Short "a %s lich"; Long "The %s lich drives fear into your heart as it gazes at you.\n"; Desc "Cold black eyes and a deathly chill emnating from this creature are the\n only signs of it's condition, the power exudes from it and you shiver with\n fear.\n"; Level 12; Align -1000; Affected (detect-invis detect-hidden sanctuary infrared flying pass-door); Race (Undead); Parts (torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs); }; Mobile { Vnum 15; Name "earthy elemental"; Short "an earth elemental"; Long "A great earthy shape rises up from the ground and attacks!\n"; Level 10; Align -510; Act (npc aggressive stay_area assist buried racist); Affected (detect-invis detect-hidden infrared sneak hide); Parts (torso eyes left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs); }; Object { Vnum 1; Name "pile trash"; Short "a pile of trash"; Long "A pile of trash lies here."; Level 0; Wear (take); Material (mucus); Values [0, 0, 0, 0]; }; Object { Vnum 2; Name "coin gold"; Short "a gold coin"; Long "One miserable gold coin."; Level 0; Type (money); Wear (take); Material (gold); Values [1, 0, 0, 0]; }; Object { Vnum 3; Name "coins gold"; Short "some gold coins"; Long "A pile of gold coins."; Level 0; Type (money); Wear (take); Material (gold); Values [0, 0, 0, 0]; }; Object { Vnum 4; Name "generic potion"; Short "a generic potion"; Long "A bland generic potion is lying here."; Level 26; Cost 150; Weight 2; Type (potion); Wear (take hold); Extra (glow); Material (glass); Values [12, (.), (.), (.)]; }; Object { Vnum 5; Name "colt peacemaker 45 pistol"; Short "&Ka &wcolt &Kpeacemaker '45"; Long "A heavy pistol made from heavy black steel."; Level 135; Weight 16; Type (weapon); Wear (take wield double); Extra (dark no-cast fragile); Material (steel); Required (fear); Values [(high explosive), 0, 0, (<weapon> blast)]; Affect { Location (speed); Modifier 20; }; Affect { Location (damroll); Modifier 100; }; }; Object { Vnum 10; Name "corpse"; Short "corpse of %s"; Long "The corpse of %s&x is lying here."; Level 0; Weight 100; Type ("npc corpse"); Wear (take); Extra (fragile); Material (organic); Values [(<race> Human), 0, 0, 1]; ExDesc { Keyword "corpse"; Text "You see the remains of some poor soul who encountered someone far\n stronger and vicious than themselves, the corpse lies here mouldering and\n you can see worms at work doing the decomposition business they do so well.\n"; }; }; Object { Vnum 11; Name "corpse"; Short "corpse of %s"; Long "The corpse of %s&x is lying here."; Level 0; Weight 100; Type ("pc corpse"); Material (organic); Values [(<race> Human), 0, 0, 1]; }; Object { Vnum 12; Name "head food"; Short "head of %s"; Long "The severed head of %s&x is lying here."; Action "You crack the hard skull and the squishy brains ooze into your mouth.&n\n"; Level 0; Weight 5; Type (limb); Wear (take); Material (organic); Values [(<limb> head), 0, 0, 0]; }; Object { Vnum 13; Name "heart food"; Short "heart of %s"; Long "The torn-out heart of %s&x is lying here."; Action "You feel the heart beat weakly in your grasp as you bite into it.&n\n"; Level 0; Weight 2; Type (food); Wear (take); Material (organic); Values [16, 0, 0, 0]; }; Object { Vnum 14; Name "guts entrails food pile slimy"; Short "%s&x's slimy guts"; Long "A slimy pile of %s&x's spilled entrails lies here."; Action "Cold slippery coils slide down your throat making you shiver.&n\n"; Level 0; Weight 5; Type (food); Wear (take); Material (organic); Values [16, 0, 0, 0]; }; Object { Vnum 15; Name "teeth loosened ivory pieces"; Short "%s&x's loosened teeth"; Long "Small pieces of ivory, once from %s&x's mouth lie scattered about."; Level 0; Weight 5; Wear (take); Material (ivory); Values [0, 0, 0, 0]; }; Object { Vnum 16; Name "turd"; Short "steaming turd"; Long "The steaming turds of %s&x assail your nostrils."; Level 0; Material (organic); Values [5, 0, 0, 1]; }; Object { Vnum 20; Name "mushroom food"; Short "a Magic Mushroom"; Long "A delicious magic mushroom is here."; Level 0; Cost 10; Type (food); Wear (take); Material (organic); Values [5, 0, 0, 0]; }; Object { Vnum 21; Name "ball light"; Short "a bright ball of light"; Long "A bright ball of light shimmers in the air."; Level 0; Type (light); Wear (take float); Extra (glow); Material (glass); Values [0, 0, -1, 0]; }; Object { Vnum 22; Name "magical spring"; Short "a magical spring"; Long "A magical spring flows from the ground here."; Level 0; Cost 10; Weight 5000; Type (fountain); Extra (magic); Material (eternium); Values [100000, 100000, (<liquid> water), 0]; }; Object { Vnum 23; Name "portal"; Short "a portal to %s"; Long "A magical portal that bends reality to %s."; Level 0; Cost 10; Weight 5000; Type (portal); Extra (magic); Material (glass); Values [100000, 100000, 0, 0]; }; Object { Vnum 24; Name "nexus"; Short "a nexus to %s"; Long "A gaping hole in reality that we call a nexus leads to %s."; Level 0; Cost 10; Weight 5000; Type (portal); Extra (magic); Material (mucus); Values [100000, 100000, 0, 0]; }; Object { Vnum 25; Name "blank scroll"; Short "a blank scroll"; Long "A scroll with no writing is lying here."; Level 24; Cost 375; Weight 2; Type (scroll); Wear (take hold); Material (paper); Required (scrolls); Values [20, (.), (.), (.)]; }; Object { Vnum 26; Name "food steak"; Short "a small steak"; Long "A small steak is here on the ground."; Action "The steak is a little old a leathery, but tasty enough.&n\n"; Level 0; Type (food); Wear (take); Material (organic); Values [10, 0, 0, 0]; }; Object { Vnum 27; Name "food stew"; Short "some stew"; Long "Some stew in a wooden bowl is here on the ground."; Action "The stew is tasteless and not really satisfying.&n\n"; Level 0; Type (food); Wear (take); Material (organic); Values [10, 0, 0, 0]; }; Object { Vnum 28; Name "food rabbit haunch"; Short "a haunch of rabbit"; Long "A haunch from a rabbit is here on the ground."; Action "The rabbit haunch is succulent and tender.&n\n"; Level 0; Type (food); Wear (take); Material (organic); Values [10, 0, 0, 0]; }; Object { Vnum 29; Name "food berries berry"; Short "some forest berries"; Long "A variety of forest berries lie here on the ground."; Action "&mPurple juice runs down your chin as you eat the delicious fruits.&n\n"; Level 0; Type (food); Wear (take); Material (organic); Values [10, 0, 0, 0]; }; Object { Vnum 30; Name "food tuber root"; Short "a small tuber"; Long "A root or tuber of some description is here on the ground."; Action "The tuber is bland yet surprisingly filling.&n\n"; Level 0; Type (food); Wear (take); Material (organic); Values [10, 0, 0, 0]; }; Object { Vnum 31; Name "food goat"; Short "a leg of goat"; Long "A goat lost this leg, I wonder if it wants it back?"; Action "The meat is tough but it is a decent meal.&n\n"; Level 0; Type (food); Wear (take); Material (organic); Values [10, 0, 0, 0]; }; Object { Vnum 32; Name "food fish tuna dolphin-safe"; Short "dolphin-Safe Tuna"; Long "A tin with the words \"Dolphin-Safe Tuna\" is here on the ground."; Action "The tuna tastes a little fishy.&n\n"; Level 0; Type (food); Wear (take); Material (organic); Values [10, 0, 0, 0]; }; Object { Vnum 33; Name "food trout fine"; Short "a fine trout"; Long "A fine trout, looks tasty, is here on the ground."; Action "A fine fish, you find the trout to be good eating.&n\n"; Level 0; Type (food); Wear (take); Material (organic); Values [10, 0, 0, 0]; }; Object { Vnum 34; Name "food prawns"; Short "some prawns"; Long "A handfull of prawns lies here on the ground."; Action "These prawns are delicious, a real delicacy.&n\n"; Level 0; Type (food); Wear (take); Material (organic); Values [10, 0, 0, 0]; }; Object { Vnum 35; Name "food pigeon"; Short "a dead pigeon"; Long "Standard fare for the aviator races, a plump pigeon."; Level 0; Type (food); Wear (take); Material (organic); Values [10, 0, 0, 0]; }; Object { Vnum 36; Name "food dead lizard"; Short "a dead lizard"; Long "This dead lizard has been so for quite some time."; Action "The lizard tastes horrible, you find it hard to force it down.&n\n"; Level 0; Type (food); Wear (take); Material (organic); Values [1, 0, 0, 0]; }; Object { Vnum 37; Name "whetstone oilstone stone"; Short "a whetstone"; Long "This is a small smooth stone well oiled, used for sharpening things."; Level 0; Cost 250; Wear (take hold); Material (organic); Values [0, 0, 0, 0]; }; Object { Vnum 38; Name "blood stain"; Short "a large stain of blood"; Long "The ground is splattered with &rblood&x."; Level 0; Weight 1000; Type (fountain); Material (organic); Values [0, 0, (<liquid> water), 0]; }; Object { Vnum 39; Name "magic herbs pill"; Short "magic herbs"; Long "A bunch of magic herbs lies here."; Level 0; Type (pill); Wear (take); Material (leather); Values [10, (.), (.), (.)]; }; Object { Vnum 40; Name "builder token portal"; Short "a builder's token"; Long "A small runed token lies here."; Level 0; Cost 10000; Weight 2; Type (portal); Wear (take hold); Extra (bless owner runed no-id); Material (diamond); Values [9900, 0, 0, 0]; Affect { Name (permanent spell); Location (<skill> detect hidden); }; Affect { Name (permanent spell); Location (<skill> detect invis); }; Affect { Name (permanent spell); Location (<skill> infravision); }; Affect { Name (permanent spell); Location (<skill> ghoul form); }; Affect { Name (permanent spell); Location (<skill> fly); }; Affect { Name (permanent spell); Location (<skill> breathing); }; Affect { Name (permanent spell); Location (<skill> aura sight); }; Affect { Name (permanent spell); Location (<skill> boost); }; }; Object { Vnum 42; Name "seeds herbs"; Short "a few seeds"; Long "A few seeds lies here, ready for planting."; Level 25; Cost 1000; Wear (take hold); Extra (no-id); Material (organic); Required (herbalism); Values [0, 0, 0, 0]; }; Object { Vnum 43; Name "bandages linen soft roll"; Short "some soft linen bandages"; Long "A small roll of bandages lie on the ground."; Level 5; Cost 50; Wear (take hold); Extra (no-id); Material (linen); Values [0, 0, 0, 0]; }; Object { Vnum 44; Name "dimension door gateway light"; Short "a dimensional doorway leading to the %s plane of existance"; Long "A massive gateway of light stands here, leading to the %s plane of existance."; Level 100; Weight 200; Type (portal); Extra (glow); Material (glass); Values [0, 0, 0, 0]; }; Object { Vnum 45; Name "spiritual hammer %s"; Short "%s's &Ys&Wp&Yr&Wi&Yt&Wu&Ya&Wl&Y h&Wa&Ym&Wm&Ye&Wr"; Long "A small hammer lies here, ready to battle evil."; Level 1004; Cost 1; Weight 4; Type (weapon); Wear (take wield); Extra (bless holy owner); Material (crystal); Values [(.), 0, 0, (<weapon> pound)]; }; Object { Vnum 46; Name "angel wings"; Short "angel's wings"; Long "A set of angels wings, lines here."; Level 1; Cost 1; Type (armour); Wear (take shoulders); Extra (owner); Material (eternium); Values [0, -10, 0, 0]; Affect { Location (mana-water); Modifier 1000; }; Affect { Location (mana-spirit); Modifier 1000; }; Affect { Location (mana-fire); Modifier 1000; }; Affect { Location (mana-earth); Modifier 1000; }; Affect { Location (mana-air); Modifier 1000; }; Affect { Name (permanent spell); Location (<skill> ghoul form); }; Affect { Name (permanent spell); Location (<skill> fly); }; Affect { Name (permanent spell); Location (<skill> heighten senses); }; Affect { Name (permanent spell); Location (<skill> breathing); }; Affect { Name (permanent spell); Location (<skill> phase shift); }; }; Object { Vnum 50; Name "severed head limb"; Short "the severed head of %s"; Long "Someone's head has been seperated from their body."; Action "You crack the hard skull and the squishy brains ooze into your mouth.&n\n"; Level 0; Weight 2; Type (limb); Wear (take hold); Material (leather); Values [(<limb> head), 0, 0, 0]; }; Object { Vnum 51; Name "gooey eyeball eyes limb"; Short "%s's gooey eyeball"; Long "A gruesome pair of eyeballs roll around on the ground."; Action "You pop the smooth eyeballs into your mouth and swallow.&n\n"; Level 0; Type (limb); Wear (take hold); Material (organic); Values [(<limb> eyes), 0, 0, 0]; }; Object { Vnum 52; Name "severed arm limb"; Short "the severed arm of %s"; Long "Someone has obviously been estranged from their arm."; Action "The meat in the arm is tender and juicy, blood runs down your chin.&n\n"; Level 0; Weight 2; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 53; Name "severed hand limb"; Short "the severed hand of %s"; Long "What appears to be a dummy hand is pretty realistic."; Action "The hand is blue and cold but you manage to force it down.&n\n"; Level 0; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 54; Name "fingers limb"; Short "%s's chopped-off fingers"; Long "A small pile of fingers lie here."; Action "Each finger crunches between your teeth as you chew it.&n\n"; Level 0; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 55; Name "severed leg limb"; Short "%s's severed leg"; Long "Whoever owns this will be hopping mad (bad pun)."; Action "The meat is hard and tough and you have a hard time chewing.&n\n"; Level 0; Weight 2; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 56; Name "severed foot limb"; Short "%s's missing foot"; Long "A foot lies here, no not a boot, a foot."; Action "The toes curl up as you bite into the foot.&n\n"; Level 0; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 57; Name "severed tail limb"; Short "the tail of %s"; Long "This tail used to be attached to someone."; Action "As you bite into the tail you feel it wriggle, maybe it's still alive.&n\n"; Level 0; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 58; Name "horns limb"; Short "%s's horns"; Long "A pair of horns lie here in a pool of blood."; Action "The hard bone is barely edible but the inside flows with yummy juice.&n\n"; Level 0; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 59; Name "wings limb"; Short "the wings of %s"; Long "A pool a blood surrounds these wings, there were taken forcibly."; Action "Tough and leathery the wings are surprisingly tasty.&n\n"; Level 0; Weight 2; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 60; Name "lungs limb"; Short "%s's old set of lungs"; Long "A pair of lungs has been ripped from some poor soul."; Action "With a consistency like marshmallow, these lungs squelch as you chew.&n\n"; Level 0; Type (limb); Wear (take hold); Material (organic); Values [(<limb> lungs), 0, 0, 0]; }; Object { Vnum 61; Name "gills limb"; Short "%s's old gills"; Long "These gills were obviously removed without the owner's consent."; Action "These small organs have a strange salty taste.&n\n"; Level 0; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 62; Name "ear hacked limb"; Short "%s's hacked off ear"; Long "When Marc Antony said \"Lend me your ears\", someone took him literally."; Action "The tough cartilage in these ears means you don't get much eating.&n\n"; Level 0; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 63; Name "nose chopped limb"; Short "%s's chopped off nose"; Long "This nose is starting to smell."; Action "The nose only has a small amount of tender meat.&n\n"; Level 0; Type (limb); Wear (take hold); Material (organic); Values [(<limb> ), 0, 0, 0]; }; Object { Vnum 70; Name "pure random gem %a"; Short "a %zpure %A %zgem"; Long "A deeply %a&x coloured gem lies on the ground."; Level 1004; Cost 1000000; Type (gem); Wear (take hold); Extra (glow); Material (crystal); Values [(<magic> water), 1000, 1000, 0]; }; Room { Vnum 1; Name "The Void"; Desc "You are floating in nothing.\n"; Flags (no_mob indoors); Sector (city); Resets { # Saint Fred to room. M 2 1; # equip a colt peacemaker '45 rwielded. E 5 ("rwielded"); }; }; Room { Vnum 2; Name "Limbo"; Desc "You are floating in a formless void, detached from all sensation of physical\n matter, surrounded by swirling glowing light, which fades into the relative\n darkness around you without any trace of edges or shadow.\n There is a \"No Tipping\" notice pinned to the darkness.\n"; Flags (no_mob indoors); Sector (city); Resets { # the dancing sword to room. M 1 1; }; }; Room { Vnum 3; Name "The Arena"; Desc "A huge cleared area is made from hard packed dirt covered liberally\n with sand. It is surrounded by high walls above which rise hundreds of\n wooden benches. It is here that you will fight to the death.\n &RFOR GLORY AND HONOUR!!&n\n"; Flags (no_mob indoors arena); MudProg { Type (command_prog); Args "rec reca recal recall /"; Comlist "transfer $n 3001\n at 3001 force $n look\n"; }; MudProg { Type (command_prog); Args "fl fle flee"; Comlist "echoat $n &rYou are in the arena, you have no wish to flee!&n\n"; }; }; Room { Vnum 4; Name "The Preparation Room"; Desc "A small room is comfortably furnished, however you wont be staying here\n for very long, this room is where you prepare for BATTLE!\n"; Flags (no_mob indoors safe); }; Room { Vnum 69; Name "Frag's Hovel"; Desc "You are in a small, miserable, dwelling (for those of you nincompoops who\n don't know what a HOVEL is). It's dark, dank, and cold. At one end of the\n room, you see a sorry excuse of a rusty, squeaky bunkbed. Obviously, neither\n of the beds are made. A dirty, ragtorn teddy bear sleeps heavily on the\n lower bunk. You see, to your dismay, TWO clock radios, both of which are\n ringing, which shows that this room was made for TWO people to sleep in,\n although it's barely 10 X 12 feet. Papers, books, and laundry are thrown\n everywhere, with two computers astrally linked to the world of Envy.\n"; Flags (no_mob indoors safe); Sector (city); }; eof