Area { Name "A Prototype Area"; Plane "unfinished"; Builders "Symposium"; Age 10; LVnum 99900; UVnum 99999; Recall 99900; Temp 3; Flags (hidden); Economy 1981; Desc "This area contains examples of what the file format is, so that you can\n write area files without needing a running server. Most sections have an\n example of all possible subsections.\n"; }; Help { Level 999; Name "PROTOTYPE"; Text "This is a help for the prototype area.\n"; }; GProg { Vnum 99900; Type (act_prog); Allowed (mob mobile); Args "bows before you."; Comlist "say You are so well-mannered $n.\n"; }; Mobile { Vnum 99900; Name "prototype mobile"; Short "a Prototype Mobile"; Long "A Prototype Mobile stands here.\n"; Desc "This mobile is created as an example of what is possible for a mobile.\n Not everything possible has been added, but a fair proportion of the\n possibilities have been covered.\n"; Level 999; Align 999; Repop 999; Class (Warrior); Act (npc sentinel); Affected (protect); Sex (male); Race (Munchkin); Parts (torso head eyes nose left-ear right-ear left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot lungs); Specfun "spec_safe"; Shop { Trade [(treasure), (gem), (), (), ()]; Markup 200; Markdown 50; Open 18; Close 6; }; MudProg { Type (global_prog); Args "99900"; Comlist "This program calls a global program, so I can put anything I like here.\n"; }; MudProg { Type (speech_prog); Args "Hello"; Comlist "# Introduce self when someone says hello.\n say Hello $n, I am a prototype mobile!\n"; }; }; Object { Vnum 99900; Name "prototype object"; Short "a Prototype Object"; Long "A Prototype Object lies here on the ground."; Action "Something happens to this object!&n\n"; Level 999; Cost 999; Weight 999; Repop 999; Type (gem); Wear (take); Extra (no-id); Material (wax); Condition 800; Required (identify); Values [(<magic> fire), 999, 999, 0]; Affect { Name (shield); Location (ac); Modifier -5; Bits (sanctuary); }; Affect { Name (permanent spell); Location (<skill> armour); }; ExDesc { Keyword "prototype"; Text "This is a prototype of a description that can be bound to an object.\n"; }; MudProg { Type (get_prog); Args "100"; Comlist "force $#n drop $#o\n"; }; }; Room { Vnum 99900; Name "A Prototype Room"; Desc "This is a prototype room, it contains fairly typical constructs.\n"; Flags (private); Sector (swamp); Exit [ @(<dir> north) { Desc "This is a prototype description on an exit.\n"; Keyword "prototype door"; ToRoom 0; Flags (door closed); } ]; ExDesc { Keyword "prototype"; Text "This is a prototype of a description that can be bound to a room.\n"; }; Resets { # a Prototype Mobile to room. M 99900 1; # a Prototype Object to room. O 99900; }; }; Room { Vnum 99901; Name "A Room"; Desc "A second protype room, so that exits can be added.\n"; Flags (no_mob); Exit [ @(<dir> south) { ToRoom 0; Flags (door closed); } ]; }; eof