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