#FUSSAREA
#AREADATA
Version 1
Name Limbo~
Author RoD~
WeatherX 0
WeatherY 0
Ranges 0 60 0 60
Economy 0 33928447
ResetMsg A dim pulse of light filters through the swirling mists.~
ResetFreq 60
Flags noteleport~
#ENDAREADATA
#MOBILE
Vnum 1
Keywords Puff~
Short Puff~
Long Puff the Fractal Dragon is here, contemplating a higher reality.
~
Race dragon~
Class mage~
Position standing~
DefPos standing~
Specfun spec_breath_gas~
Gender female~
Actflags npc sentinel~
Affected detect_invis detect_hidden sanctuary infrared protect truesight~
Stats1 1000 50 20 -30 10000 1000
Stats2 5 10 30550
Stats3 4 10 200
Stats4 0 0 0 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common elvish orcish trollese insectoid spiritual magical clan gnome~
Speaking common elvish orcish trollese insectoid spiritual magical clan gnome~
Immune sleep charm nonmagic magic paralysis~
Attacks claws~
Defenses parry dodge~
#MUDPROG
Progtype rand_prog~
Arglist 50~
Comlist mpat 4 mppurge
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 5~
Comlist mpe To escape Limbo, type a command or say "return" ...
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 2
Keywords freddy imp~
Short A demon imp~
Long A demon imp hovers nearby...drooling constantly with a fiendish grin.
~
Desc This demon is clearly something that you don't want to mess with...
It appears to be very agile, and very strong.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc sentinel~
Affected detect_invis detect_hidden~
Stats1 -1000 50 1 -300 10000 155000
Stats2 5 10 31550
Stats3 1 2 2
Stats4 0 0 0 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
#MUDPROG
Progtype act_prog~
Arglist p disappears in a column of divine power.~
Comlist if inroom($i) == 6
mptransfer 0.$n 6
mpforce 0.$n look
else
mptransfer 0.$n 8
endif
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p has entered the game.~
Comlist if inroom($i) == 8
or isimmort($n)
else
if ishelled($n) == 0
mea 0.$n _yel Your time in hell has expired, and you have been released.
if ispkill($n)
mptransfer 0.$n 3001
else
mptransfer 0.$n 21000
endif
mpat 0.$n mpforce 0.$n look
endif
endif
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p is incapacitated, and will die slowly soon if not aided.~
Comlist mprestore $n 1000
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p is mortally wounded, and will die soon, if not aided.~
Comlist mprestore $n 1000
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 1~
Comlist if isimmort($r)
else
if class($r) == vampire
mpforce $r drink blood
mprestore $r 100
endif
endif
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p is suffering from lack of blood!~
Comlist mpforce $n drink blood
mprestore $n 500
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p is DEAD!!~
Comlist if inroom($i) == 6
mptransfer 0.$n 6
else
mptransfer 0.$n 8
endif
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p wields~
Comlist mprestore $n 500
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p wears~
Comlist mprestore $n 500
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p shivers and~
Comlist cast 'cure poison' $n
mprestore $n 500
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p bashes against~
Comlist mprestore $n 500
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p is starved~
Comlist mpoload 20
give mushroom $n
mpforce $n eat mushroom
mprestore $n 500
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 3
Keywords supermob~
Short the supermob~
Long The supermob is here. He looks busy as hell.
~
Desc How clever he looks!
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc polyself secretive mobinvis prototype~
Affected invisible detect_invis detect_hidden hide truesight~
Stats1 -1000 56 1 -300 10000 155000
Stats2 5 10 31550
Stats3 1 2 2
Stats4 0 0 0 0 0
Attribs 13 13 13 13 13 13 25
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Immune blunt pierce slash sleep charm nonmagic paralysis~
Defenses parry dodge~
#MUDPROG
Progtype rand_prog~
Arglist 10~
Comlist mpinvis 51
if ismobinvis($i)
else
mpinvis
endif
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 4
Keywords fharlangan god traveler~
Short Fharlangan~
Long A man desiring nothing more than to be allowed to travel is here.
~
Desc The eternal wanderer is before you. His clothes are threadbare and
his boots weathered, yet his eyes possess the light of youth. He
goes throughout the world now always wandering, never tarrying.
~
Race god~
Class mage~
Position standing~
DefPos standing~
Gender male~
Actflags npc scavenger~
Affected detect_invis detect_hidden sanctuary infrared protect truesight~
Stats1 600 50 0 -200 150000 0
Stats2 100 50 3500
Stats3 4 10 14
Stats4 0 0 0 0 0
Attribs 25 20 20 18 17 13 25
Saves 0 0 0 0 0
Speaks common halfling~
Speaking common halfling~
Resist pierce slash~
Immune fire cold electricity sleep charm paralysis~
Suscept blunt~
Attacks punch kick trip harm fireball~
Defenses dodge~
#MUDPROG
Progtype rand_prog~
Arglist 3~
Comlist mpat 3 c heal
, mumbles and runs his hands over his arms.
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 10~
Comlist wear all
drop all.ball
drop all.mushroom
~
#ENDPROG
#MUDPROG
Progtype fight_prog~
Arglist 15~
Comlist mpasound The nearby sound of a god doing battle can be heard clearly.
mpe $I gathers his godly might into one blow and strikes out!
mpe $I's blast of magic rips through the air!
mpdamage $n 500
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 5~
Comlist c teleport
mpasound You feel the power of an immortal close by...
mpe With a clap of thunder, Fharlangan strides out of a cloud of lightning.
if level($r) == 2
mpadvance $r 3
mea $r You have been chosen by me to carry my word throughout the Realms!
mer $r $I points an aged finger at $r, who suddenly looks different!
c bless $n
c refresh $n
c 'heal' $n
c sanc $n
endif
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 5
Keywords undead animated corpse~
Short an animated corpse~
Long An animated corpse struggles with the horror of its undeath.
~
Desc Denied its rightful death, this animated corpse has been infused with the
powerful energies of its master. It exists on the precipice between life
and unlife, even as its physical body rots and decays under the strain of
its tasks.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc~
Stats1 0 1 0 0 0 0
Stats2 10 0 2
Stats3 0 0 0
Stats4 0 0 0 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs~
Defenses dodge~
#ENDMOBILE
#MOBILE
Vnum 10
Keywords wolf~
Short a deadly wolf~
Long A deadly wolf prowls around you with a vengeance
~
Desc While this large beast circles you, you have a chance to see its large
fangs and its sharp claws. The wolf's eyes are small, black and have
the aura of a deadly intent. Its raggedy coat tells of a recent battle
with something.
~
Race vampire~
Class vampire~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc prototype~
Stats1 0 1 0 0 0 0
Stats2 0 0 0
Stats3 0 0 0
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Attacks bite claws~
#ENDMOBILE
#MOBILE
Vnum 11
Keywords mist~
Short mist~
Long A thick mist plays with your senses.
~
Desc Is it the fog you see? Or are your eyes playing deadly tricks on you. The
mist swirls around you and then quickly disappears before you can blink. You
suddenly find yourself overcome with an unknown power.
~
Race magical~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc prototype~
Affected sneak floating~
Stats1 0 1 0 0 0 0
Stats2 0 0 0
Stats3 0 0 0
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Attacks blindness curse~
#ENDMOBILE
#MOBILE
Vnum 12
Keywords bat~
Short bat~
Long A bat hovers nearby with bloody fangs.
~
Desc As this bloodsucking creature flies past you, you notice the tiny black
eyes that stare at your jugular vein. This little black bat has the
intentions of drinking your blood until there is none left in your body.
~
Race bat~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc prototype~
Affected flying~
Stats1 0 1 0 0 0 0
Stats2 0 0 0
Stats3 0 0 0
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Attacks bite claws~
#ENDMOBILE
#MOBILE
Vnum 13
Keywords hawk~
Short hawk~
Long A hawk watches you with predatory eyes from its perch.
~
Desc This proud creature stands upon its perch watching you with unblinking
eyes. Any movement made by you could make it flare its wings in disapproval
and open its beak to scream its intent. Its long beak open and before you
know what has happened, it comes flying towards you.
~
Race avis~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc prototype~
Affected flying~
Stats1 0 1 0 0 0 0
Stats2 0 0 0
Stats3 0 0 0
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Attacks claws~
#ENDMOBILE
#MOBILE
Vnum 14
Keywords black cat~
Short black cat~
Long A black cat has crossed your path with deadly intent.
~
Desc With a furry black coat, and big yellow eyes, this cat gracefully walks
across your path, bringing you several years of bad luck. Its tail moves
slowly to tell you that it is laughing at your misfortune.
~
Race cat~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc prototype~
Affected detect_invis~
Stats1 0 1 0 0 0 0
Stats2 0 0 0
Stats3 0 0 0
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Attacks bite claws~
#ENDMOBILE
#MOBILE
Vnum 15
Keywords dove~
Short dove~
Long A beautiful dove sings a melancholy melody from its nest.
~
Desc With feathers the colour of soft grey and soft loving black eyes, this small
delicate creature sings you a tune full of romance. The tune it sings comes
from the small breast that rises and falls with every chorus it sings. You
are at peace as you listen to this lovable creature.
~
Race avis~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc prototype~
Affected flying~
Stats1 0 1 0 0 0 0
Stats2 0 0 0
Stats3 0 0 0
Stats4 0 0 1 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Attacks claws~
#ENDMOBILE
#MOBILE
Vnum 16
Keywords fish~
Short fish~
Long A fish blows large bubbles as it quickly swims past you.
~
Desc With fins, teeth and gills, this slippery little thing is hard to catch.
It swims with a speed no beast, human or animal can compete with. It's
tiny eyes, move with every breath. It blows several large bubbles as it
quickly swims past you.
~
Race fish~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc prototype~
Affected aqua_breath~
Stats1 0 1 0 0 0 0
Stats2 0 0 0
Stats3 0 0 0
Stats4 0 0 1 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
#ENDMOBILE
#MOBILE
Vnum 17
Keywords avatar~
Short the avatar of %s~
Long The daunting and powerful avatar of %s occupies the ground here.
~
Desc The avatar of %s appears calm and cool, ready for whatever might come.
~
Race humanoid~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc sentinel noassist~
Stats1 0 1 0 0 0 0
Stats2 5 5 25
Stats3 5 5 26
Stats4 0 0 0 20 0
Attribs 25 25 25 25 25 25 25
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep~
#MUDPROG
Progtype speech_prog~
Arglist depart~
Comlist bow
, disappears in a puff of smoke.
mpgoto 4
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 5~
Comlist mpecho With its task complete, the avatar departs in a puff of smoke.
mpgoto 4
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho The spirit of the avatar rises skyward to be joined with its master,
mpecho while its corporeal form falls lifelessly to the ground.
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 70
Keywords chateau jules host~
Short Jules~
Long The executive of the Chateau stands here, looking very pompous.
~
Race neanderthal~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel stayarea immortal noassist pacifist~
Affected detect_evil detect_invis detect_magic detect_hidden sanctuary~
Stats1 0 50 0 -300 0 0
Stats2 1 1 30000
Stats3 50 100 50
Stats4 0 0 5 60 60
Attribs 25 25 25 25 25 25 25
Saves -30 -30 -30 -30 -30
Speaks common elvish dwarven~
Speaking elvish dwarven~
Immune sleep charm paralysis~
Defenses parry dodge~
#MUDPROG
Progtype speech_prog~
Arglist p i wish to dine~
Comlist if sex($n) == 1
say Well then, right this way monsieur.
mpopenpassage 72 73 7
mea 0.$n $I escorts you into the dining room.
mer 0.$n $I escorts $n into the dining room.
mpforce $n nw
mpclosepassage 72 7
mpat 73 say Ah, here is a table for two.
mpat 73 say Enjoy your dinner, sir.
else
if sex($n) == 2
smile
say Right this way madame $n.
mpopenpassage 72 73 7
mea 0.$n $I escorts you into the dining room.
mer 0.$n $I escorts $n into the dining room.
mpforce $n nw
mpclosepassage 72 7
mpat 73 say Ah, here is a table for two.
mpat 73 say Enjoy your dinner madame.
endif
endif
~
#ENDPROG
#MUDPROG
Progtype all_greet_prog~
Arglist 100~
Comlist if sex($n) == 1
say Ah, bonjour monsieur $n, welcome to the Chateau L'amour!
wink
say If you wish to dine, please speak up sir.
endif
if sex($n) == 2
say ooOOooOOooOOoo la la! Welcome madame $n!
hand $n
say If you wish to dine madame, just say so.
endif
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 71
Keywords chateau pierre waiter~
Short Pierre~
Long A Chateau waiter stands here, looking very preoccupied.
~
Race halfling~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel stayarea immortal noassist pacifist~
Affected detect_evil detect_invis detect_magic detect_hidden sanctuary infrared floating~
Stats1 0 50 0 -300 0 0
Stats2 1 1 30000
Stats3 50 100 50
Stats4 0 0 5 60 60
Attribs 25 25 25 25 25 25 25
Saves -30 -30 -30 -30 -30
Speaks common halfling~
Speaking halfling~
Immune sleep charm paralysis~
Defenses parry dodge~
#MUDPROG
Progtype speech_prog~
Arglist p I wish to go to the room~
Comlist if ispc($n)
ooo
say Ah yes, right this way.
mpopenpassage 73 74 4
mpforce $n u
mpclosepassage 73 4
mpat 74 say Enjoy!
endif
~
#ENDPROG
#MUDPROG
Progtype speech_prog~
Arglist p I will have the fillet mignon~
Comlist say Ah excellent!
emote dashes to the kitchen and comes back holding plates.
mpoload 70
give fillet-mignon-steak $n
mpoload 71
give glass-sherry-wine $n
say If you wish to go to your room after you've eaten, just say so.
wink
~
#ENDPROG
#MUDPROG
Progtype speech_prog~
Arglist waiter!~
Comlist if ispc($n)
say Ah bonjour! welcome to the Chateau "Cabaret"
say Our special this evening is fillet mignon...
say If you want this delectable entree, just say so.
smile
endif
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 72
Keywords albatross~
Short An Albatross~
Long An Albatross lurkes in the darkness, here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc sentinel~
Affected detect_invis detect_hidden sanctuary truesight~
Stats1 0 51 0 0 0 0
Stats2 500 0 30000
Stats3 100 0 1000
Stats4 0 0 0 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
#MUDPROG
Progtype speech_prog~
Arglist p get mail~
Comlist mpe _yel The Albatross runs to the post office to fetch the mail.
mpoload 21048
~
#ENDPROG
#MUDPROG
Progtype speech_prog~
Arglist p get paper~
Comlist mpe _yel The Albatross rushes quickly to fetch the paper.
mpoload 31985
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 80
Keywords guardian vampire~
Short a guardian vampire~
Long A vampire is here hiding his face from your light source.
~
Desc Before you stands a guardian vampire, looking quite evil to say the least.
The hair on your arms is raised by its presence alone, and it seems to you
that he appears too formidable to be a minor minion.
~
Race undead~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel aggressive~
Affected detect_invis detect_hidden~
Stats1 -1000 25 0 -4 0 105000
Stats2 1 1 385
Stats3 4 5 15
Stats4 0 0 0 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs hands feet ear eye~
Attacks drain curse~
#MUDPROG
Progtype fight_prog~
Arglist 60~
Comlist if isnpc($n)
, shrieks in rage and vanishes ...
mpgoto 4
endif
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 89
Keywords Owl Hooters~
Short Hooters the Owl~
Long An owl with large wide eyes rests on his perch, hooting madly.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc~
Stats1 0 1 0 0 0 0
Stats2 10 10 30000
Stats3 40 40 1000
Stats4 0 0 4 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
#ENDMOBILE
#MOBILE
Vnum 99
Keywords final mob~
Short a newly created final mob~
Long Some god abandoned a newly created final mob here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc prototype~
Stats1 0 1 0 0 0 0
Stats2 0 0 0
Stats3 0 0 0
Stats4 0 0 0 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
#ENDMOBILE
#OBJECT
Vnum 2
Keywords coin gold~
Type money~
Short a gold coin~
Long One miserable gold coin.~
WFlags take~
Values 1 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 3
Keywords coins gold~
Type money~
Short %d gold coins~
Long A pile of gold coins.~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 7
Keywords board of marks~
Type trash~
Short the Marks Board~
Long A large bullseye sits in the far corner, riddled with arrows.~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 8
Keywords board vnum/area~
Type trash~
Short the Vnum/Area Board~
Long The Vnum/Area Board is hanging on the wall here.~
Flags prototype~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 9
Keywords board vnum~
Type trash~
Short the Vnum Board~
Long A small bulletin board sits atop a desk in the far corner.~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 10
Keywords corpse~
Type corpse~
Short the corpse of %s~
Long The corpse of %s lies here.~
WFlags take~
Values 0 0 0 1 0 0
Stats 100 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 11
Keywords corpse~
Type corpse_pc~
Short the corpse of %s~
Long The corpse of %s is lying here.~
Values 0 0 0 1 0 0
Stats 100 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 12
Keywords head~
Type cook~
Short the decapitated head of %s~
Long The head of %s lies here, a vacant stare of shock on its face.~
Action %s gobble$q down $p with gusto... disgusting!~
WFlags take~
Values 10 0 0 0 0 0
Stats 5 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 13
Keywords heart~
Type cook~
Short the torn-out heart of %s~
Long The torn-out heart of %s lies here, no longer beating with life.~
Action %s savagely devour$q $p!~
WFlags take~
Values 16 0 0 0 0 0
Stats 2 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 14
Keywords arm~
Type cook~
Short the mangled arm of %s~
Long A writhing arm lies torn from the body of %s.~
Action %s chomp$q on $p.~
WFlags take~
Values 30 0 0 0 0 0
Stats 5 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 15
Keywords leg~
Type cook~
Short the dismembered leg of %s~
Long Still twitching as if to kick you, the leg of %s lies here.~
Action %s chomp$q on $p.~
WFlags take~
Values 40 0 0 0 0 0
Stats 5 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 16
Keywords guts~
Type cook~
Short the spilled guts of %s~
Long The disemboweled guts of %s swarm with maggots.~
Values 5 0 0 1 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 17
Keywords blood~
Type blood~
Short the spilled blood~
Long A pool of spilled blood lies here.~
Values 5 0 0 1 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 18
Keywords bloodstain~
Type bloodstain~
Short the bloodstain~
Long Blood stains the ground.~
Values 5 0 0 1 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 19
Keywords scraps remnants~
Type scraps~
Short the remnants of %s~
Long The remnants of %s are strewn about.~
WFlags take~
Values 5 0 0 1 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 20
Keywords a magic mushroom~
Type food~
Short a magic mushroom~
Long A magic mushroom appears to have been left here.~
Action %s enjoy$q $p.~
WFlags take~
Values 5 0 0 0 0 0
Stats 1 10 1 0 0
#ENDOBJECT
#OBJECT
Vnum 21
Keywords ball light~
Type light~
Short a ball of light~
Long A ball of light.~
Flags glow magic~
WFlags take~
Values 0 0 -1 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 22
Keywords mystical spring flowing~
Type fountain~
Short a mystical spring~
Long A mystical spring flows majestically from a glowing circle of blue.~
Flags magic~
Values 0 100 0 0 0 0
Stats 10 0 1 0 0
#MUDPROG
Progtype use_prog~
Arglist 100~
Comlist mpechoat $n You drink deeply from the flow of mystical water.
mpechoar $n $n drinks deeply from the flow of mystical water.
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 23
Keywords skin~
Type treasure~
Short the skin of %s~
Long The skin of %s lies here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 24
Keywords meat fresh slice~
Type cook~
Short a slice of raw meat from %s~
Long A slice of raw meat from %s lies lies on the ground.~
Flags organic~
WFlags take~
Values 15 0 0 0 0 0
Stats 2 0 0 0 0
#MUDPROG
Progtype use_prog~
Arglist 100~
Comlist mpechoat $n Your mouth waters in delight as you enjoy this fresh meat.
mpechoaround $n $n chews contentedly, enjoying the flavor of the fresh meat.
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 25
Keywords shoppe bag shopping~
Type container~
Short a bag~
Long A shoppe bag lies discarded nearby.~
Flags groundrot~
WFlags take~
Values 50 0 0 0 0 0
Stats 2 20 2 0 0
#ENDOBJECT
#OBJECT
Vnum 26
Keywords blood pool spill bloodlet~
Type blood~
Short a quantity of let blood~
Long A pool of let blood glistens here.~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 30
Keywords fire flame cloud~
Type fire~
Short a cloud of vaporous flame~
Long A cloud of vaporous flame blazes here, defying the elements.~
Flags magic~
Values 0 0 0 0 0 0
Stats 10 10 1 0 0
#ENDOBJECT
#OBJECT
Vnum 31
Keywords trap~
Type trap~
Short a trap~
Long You detect a trap.~
Values 0 0 0 0 0 0
Stats 100 10 1 0 0
#ENDOBJECT
#OBJECT
Vnum 32
Keywords portal whirling~
Type portal~
Short a whirling portal~
Long A whirling portal of energy turns slowly, beckoning to the unknown.~
Flags magic~
Values 0 0 0 0 0 0
Stats 100 10 1 0 0
#ENDOBJECT
#OBJECT
Vnum 33
Keywords black poison powder~
Type trash~
Short black poisoning powder~
Long A small amount of black poisoning powder sits in a small container on the ground.~
WFlags take hold~
Values 0 0 0 0 0 0
Stats 1 48000 4800 0 0
#ENDOBJECT
#OBJECT
Vnum 34
Keywords scroll scribing blank~
Type scroll~
Short a blank scroll~
Long A blank scroll lays here gathering dust.~
WFlags take hold~
Values 0 -1 -1 -1 0 0
Stats 2 10000 1000 0 0
Spells 'NONE' 'NONE' 'NONE'
#ENDOBJECT
#OBJECT
Vnum 35
Keywords flask empty~
Type potion~
Short an empty flask~
Long An empty flask lays here gathering dust.~
WFlags take hold~
Values 1 -1 -1 -1 0 0
Stats 1 15000 1500 0 0
Spells 'NONE' 'NONE' 'NONE'
#ENDOBJECT
#OBJECT
Vnum 36
Keywords parchment paper note~
Type paper~
Short a note~
Long A note has been discarded here.~
WFlags take hold~
Values 0 0 0 0 0 0
Stats 1 1500 150 0 0
#ENDOBJECT
#OBJECT
Vnum 37
Keywords quill pen~
Type pen~
Short a quill~
Long A feather dipped in ink lies here.~
WFlags take~
Values 15 15 0 0 0 0
Stats 2 2000 200 0 0
#ENDOBJECT
#OBJECT
Vnum 38
Keywords boots travel traveling~
Type armor~
Short weathered boots~
Long A pair of weathered traveling boots lie here.~
Flags glow hum magic antievil antineutral antivampire~
WFlags take feet~
Values 11 11 0 0 0 0
Stats 2 325400 32540 0 0
Affect -1 -1 5 19 0
Affect -1 -1 1 18 0
Affect -1 -1 100 14 0
Affect -1 -1 1 2 0
#ENDOBJECT
#OBJECT
Vnum 39
Keywords key gate~
Type key~
Short a gate key~
Long A largish key lies here.~
Flags metal~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 41
Keywords orb~
Type lever~
Short the orb~
Long A small orb tops a slender pedestal of glowing crystal.~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#EXDESC
ExDescKey orb~
ExDesc Pulsing atop the crystal column, it seems as though it could be pushed to
turn it ever so slightly.
~
#ENDEXDESC
#MUDPROG
Progtype push_prog~
Arglist 100~
Comlist mpechoat $n The instant your hand touches the orb, your surroundings change.
mpechoat $n The sights and busy sounds of Darkhaven surround you...
if ispkill($n)
mptrans 0.$n 3009
else
mptrans $n 21001
mpat 21001 mer 0.$n $n materializes in the center of the great rune.
endif
mpat 99 pull orb
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 42
Keywords orb~
Type staff~
Short a pulsing orb~
Long A pulsing orb lies here, probably lost.~
WFlags take hold~
Values 25 1 1 -1 0 0
Stats 1 1 0 0 0
Spells 'heal'
#MUDPROG
Progtype use_prog~
Arglist 100~
Comlist mpecho $n blows sweet dragon's breath over you.
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 43
Keywords holy symbol faith~
Type armor~
Short a symbol of faith~
Long A holy symbol lies here, shining.~
Flags nolocate~
WFlags take hold~
Values 5 5 0 0 0 0
Stats 5 0 0 0 0
Affect -1 -1 2 4 0
#ENDOBJECT
#OBJECT
Vnum 44
Keywords chunk chunks brain brains~
Type food~
Short the splattered brains of %s~
Long Grey chunks of the brain of %s lie here attracting flies.~
Action %s savagely devour$q $p!~
WFlags take~
Values 16 0 0 0 0 0
Stats 2 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 45
Keywords hand~
Type cook~
Short the severed hand of %s~
Long The severed hand of %s clenches in a death spasm.~
Action %s savagely devour$q $p!~
WFlags take~
Values 12 0 0 0 0 0
Stats 2 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 46
Keywords foot~
Type cook~
Short the twisted foot of %s~
Long The foot of %s lies in a pool of coagulated blood.~
Action %s savagely devour$q $p!~
WFlags take~
Values 12 0 0 0 0 0
Stats 2 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 47
Keywords finger~
Type cook~
Short the wriggling finger of %s~
Long Ripped from the hand of %s, a finger lies wriggling here.~
Action %s savagely devour$q $p!~
WFlags take~
Values 5 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 48
Keywords ear~
Type cook~
Short the torn ear of %s~
Long The sliced-off ear of %s lies here, never again to hear battle.~
Action %s savagely devour$q $p!~
WFlags take~
Values 5 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 49
Keywords eye~
Type cook~
Short the gouged-out eye of %s~
Long A gouged-out eye forever envisions the gruesome death of %s.~
Action %s savagely devour$q $p!~
WFlags take~
Values 5 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 50
Keywords long-tongue~
Type cook~
Short the long tongue of %s~
Long Twisting as if to taste you, the writhing tongue of %s lies here.~
Action %s savagely devour$q $p!~
WFlags take~
Values 14 0 0 0 0 0
Stats 2 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 51
Keywords eyestalk~
Type cook~
Short the eyestalk of %s~
Long Visions of death fill your mind as you notice the eyestalks of %s.~
Action %s savagely devour$q $p!~
WFlags take~
Values 10 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 52
Keywords tentacle~
Type cook~
Short the slimy tentacle of %s~
Long A tentacle of %s thrashes wildly in a feeble attempt to regain life.~
Action %s savagely devour$q $p!~
WFlags take~
Values 25 0 0 0 0 0
Stats 4 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 53
Keywords fin~
Type trash~
Short the mutilated fin of %s~
Long The mutilated fin of %s lies here, smelling of rot and decay.~
WFlags take~
Values 0 0 0 0 0 0
Stats 2 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 54
Keywords wing~
Type trash~
Short the wing of %s~
Long The mangled wing of %s thrashes in final throes.~
Values 0 0 0 0 0 0
Stats 4 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 55
Keywords tail~
Type trash~
Short the thrashing tail of %s~
Long The tail of %s lies here in a heap of morbid decay.~
WFlags take~
Values 0 0 0 0 0 0
Stats 5 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 56
Keywords scale~
Type trash~
Short a scale from %s~
Long A scale from %s lies here, caked thickly in blood.~
WFlags take~
Values 0 0 0 0 0 0
Stats 3 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 57
Keywords tusk~
Type trash~
Short the broken tusk of %s~
Long The broken tusk of %s has dropped here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 5 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 58
Keywords horn~
Type trash~
Short the cracked horn of %s~
Long The cracked horn of %s lies dislodged here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 6 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 59
Keywords claw~
Type trash~
Short the severed claw of %s~
Long The severed claw of %s lies mangled here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 5 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 60
Keywords blood fountain~
Type blood~
Short a fountain of blood~
Long A fountain of fresh blood flows in the corner.~
Values 99999 99999 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 61
Keywords spring matrimony~
Type fountain~
Short the Spring of Matrimony~
Long A shimmering spring flows quietly through.~
Flags magic~
Values 30000 30000 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 62
Keywords ceremonial lever griffon~
Type lever~
Short A shiny white lever ~
Long A white lever is here for your transportation needs.~
Values 1 0 0 0 0 0
Stats 1000 0 0 0 0
#EXDESC
ExDescKey lever ceremonial~
ExDesc Pull this lever for magical transportation to the wedding.
Pull the lever to call your limousine.
~
#ENDEXDESC
#EXDESC
ExDescKey griffon lever~
ExDesc &w _____, _..-=-=-=-=-====--,
_.'a / .-',___,..=--=--==-'`
( _ \ / //___/-=---=----'
` `\ / //---/--==----=-'
,-. | / \_//-_.'==-==---='
(.-.`\ | |'../-'=-=-=-=--'
(' `\`\| //_|-\.`;--````-, _
\ | \_,_,_\.' \ .'_`\
`\ , , \ || `\\
\ / _.--\ \ '._.'/ / |
/ /`---' \ \ |`'---' \/
/ /' \ ;-. \
__/ / __) \ ) `|
((='--;) (,___/(,_/
A Majestic Griffon awaits to transport you to the wedding of
Mokshonian and Delphya.
~
#ENDEXDESC
#MUDPROG
Progtype use_prog~
Arglist 100~
Comlist if ispc($n)
or isimmort($n)
mea 0.$n A stretch white limousine pulls up and the chauffeur urges you in.
mptrans 0.$n Harakiem
mpat 0.$n mer $n arrives in a stretch white limousine.
mpat 0.$n mer $n $n appears from a cloud of swirling mists.
endif
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 63
Keywords extradimensional portal~
Type container~
Short an extradimensional portal~
Long Some wizard left an extradimensional portal laying here.~
Flags bless antithief antiwarrior anticleric antivampire~
WFlags take~
Values 500 0 0 0 0 0
Stats 4 1000 100 0 0
#ENDOBJECT
#OBJECT
Vnum 64
Keywords sigil~
Type light~
Short the sigil of %s~
Long The sigil of %s lies here, abandoned.~
WFlags take~
Values 200 0 -1 0 0 0
Stats 1 0 0 0 0
Affect -1 -1 20 13 0
Affect -1 -1 20 12 0
Affect -1 -1 20 14 0
Affect -1 -1 -20 17 0
#EXDESC
ExDescKey sigil~
ExDesc A floating, opaque candle spreads the aura of a deity about the room.
~
#ENDEXDESC
#MUDPROG
Progtype wear_prog~
Arglist 100~
Comlist if favor($n) < 300
mpforce 0.$n remove sigil
mea 0.$n Due to your low favor with your deity, you cannot brandish the sigil.
endif
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 65
Keywords solomonic cross crucifix symbol~
Type armor~
Short a solomonic crucifix~
Long An elegant crucifix radiates a glow of warmth and piety.~
Flags glow hum bless antievil antineutral antimage antithief antivampire antidruid~
WFlags take hold~
Values 10 10 0 0 0 0
Stats 4 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 66
Keywords sign~
Type trash~
Short A Sign~
Long A sign providing you with information stands here.~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#EXDESC
ExDescKey sign~
ExDesc If you feel the punishment you have received is unfair you may appeal
to a higher level immortal by following the procedure in the Help Appeals
file. If you do not follow this procedure your appeal may not be dealt
with in a timely fashion. Frivolous appeals may not result in a
reduction of sentence BUT an increase in time.
Please read the following help files: help appeals and help the_panel.
~
#ENDEXDESC
#ENDOBJECT
#OBJECT
Vnum 70
Keywords fillet mignon steak~
Type food~
Short a delicate fillet mignon~
Long A delicate fillet mignon lies here on a plate, still sizzling.~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 50 5 0 0
#MUDPROG
Progtype use_prog~
Arglist 100~
Comlist mea 0.$n The delectable and juicy steak melts in your mouth...
mer 0.$n As $n eats the delectable and juicy steak, it melts in $s mouth...
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 71
Keywords glass sherry wine~
Type drinkcon~
Short a fine glass of sherry~
Long A wine glass full of sherry drips here on the ground.~
WFlags take hold~
Values 6 6 2 0 0 0
Stats 1 250 25 0 0
#ENDOBJECT
#OBJECT
Vnum 72
Keywords honeymoon plaque sign~
Type furniture~
Short a honeymoon plaque~
Long A golden plaque gleams in the sunlight, crying out for your attention.~
Values 0 0 0 0 0 0
Stats 1500 0 0 0 0
#EXDESC
ExDescKey honeymoon plaque sign~
ExDesc These few but illustrious rooms are dedicated to Haus and Moonbeam, on
their wedding day, from Telemachus and the whole Imm gang, may it be a
fruitful and eternal wedlock =)
--Telemachus
12/15/97
~
#ENDEXDESC
#ENDOBJECT
#OBJECT
Vnum 73
Keywords french lingerie lace~
Type armor~
Short French-lace lingerie~
Long Some white french-lace lingerie lies here, hmmmm.~
WFlags take body~
Values 12 12 0 0 0 0
Stats 1 500 50 0 0
#MUDPROG
Progtype use_prog~
Arglist 100~
Comlist mea 0.$n You put on the french-lace lingerie, OOoOoo la la!
mer 0.$n $n puts on some french-lace lingerie, OOoOoo la la!
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 74
Keywords french boxers chateau~
Type armor~
Short French silk boxers~
Long Some french silk boxers lie here, from some type of chateau.~
WFlags take about~
Values 12 12 0 0 0 0
Stats 1 100 10 0 0
#MUDPROG
Progtype use_prog~
Arglist 100~
Comlist mea 0.$n You slip into some french silk boxers.
mer 0.$n $n slips into some french silk boxers.
mpforce $n flex
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 75
Keywords french bed heart~
Type furniture~
Short a French heart-shaped bed~
Long A french heart-shaped bed is here, taking up most of the room.~
Values 0 0 0 0 0 0
Stats 5000 5000 500 0 0
#ENDOBJECT
#OBJECT
Vnum 80
Keywords feather~
Type trash~
Short a feather from %s~
Long A feather from %s floats about here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 81
Keywords forelegs~
Type trash~
Short the severed foreleg of %s~
Long The severed foreleg of %s lies here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 82
Keywords paw~
Type trash~
Short %s's severed paw~
Long The severed paw of %s lies here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 83
Keywords hoof~
Type trash~
Short the cloven hoof of %s~
Long The cloven hoof of %s lies here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 2 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 84
Keywords beak~
Type trash~
Short the beak of %s~
Long The beak of %s lies here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 85
Keywords sharpscale~
Type trash~
Short a sharp scale from %s~
Long A sharp scale from %s lies here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 86
Keywords haunch~
Type food~
Short the haunch of %s~
Long The great haunch of %s lies here.~
WFlags take~
Values 25 0 0 0 0 0
Stats 4 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 87
Keywords fang~
Type trash~
Short the fang of %s~
Long The fang of %s lies here.~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 88
Keywords deck~
Type furniture~
Short A large deck chair~
Long A large deck chair lies here awaiting Mystaric.~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 89
Keywords swirling tide pool~
Type fountain~
Short a Mystic tide pool~
Long A Mystic tide pool is here, the water swirling hypnotically.~
Values 0 9999 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 90
Keywords arena sign banner~
Type furniture~
Short a floating banner~
Long A big banner floats here. Read it.~
Flags glow~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#EXDESC
ExDescKey arena sign banner~
ExDesc Use the arena at your own risk.
Equipment loss for _ANY_ reason will _NOT_ be reimbursed.
Deadlies will be able to loot and be looted by other deadlies.
Otherwise no looting is possible.
To return to Darkhaven, say "return" in the center of the arena.
You cannot leave if engaged in combat.
~
#ENDEXDESC
#ENDOBJECT
#OBJECT
Vnum 98
Keywords A slice of wedding cake~
Type food~
Short A slice of wedding cake~
Long A slice of heavenly wedding cake sits on a garden table.~
Action %s look$q around suspiciously, then scarf$q down $p.~
WFlags take~
Values 40 0 0 0 0 0
Stats 2 75 7 0 0
#EXDESC
ExDescKey angel food angelfood cake~
ExDesc This cake appears as if it might just float away...unless you eat it!
~
#ENDEXDESC
#ENDOBJECT
#OBJECT
Vnum 99
Keywords final object~
Type trash~
Short a newly created final object~
Long Some god dropped a newly created final object here.~
Flags prototype~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#ROOM
Vnum 2
Name Limbo~
Sector city~
Flags nomob indoors safe norecall nosummon noastral~
Desc You float in a formless void, detached from all sensation of physical
matter, surrounded by swirling glowing light which fades into the
relative darkness around you without any trace of edge or shadow.
~
#EXIT
Direction north~
ToRoom 21000
#ENDEXIT
Reset M 0 1 1 2
Reset O 0 22 1 2
Reset O 0 60 1 2
#MUDPROG
Progtype speech_prog~
Arglist p return~
Comlist if level($n) > 1
mptrans $n 21001
endif
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p has lost~
Comlist mpmset $n full 50
mpmset $n thirst 100
mprestore $n 2
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist is~
Comlist mpmset $n full 50
mpmset $n thirst 100
mprestore $n 2
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 3
Name Storage~
Sector city~
Flags death nomob private solitary nosummon noastral~
Desc This room is reserved for storage of polymorphed players.
~
#ENDROOM
#ROOM
Vnum 4
Name Deity purge room~
Sector city~
Flags nomob indoors nosummon noastral~
Desc This room handles the purging of unused deities.
~
#ENDROOM
#ROOM
Vnum 6
Name Hell~
Sector city~
Flags nomob indoors chaotic safe norecall logspeech nosummon noastral nosupplicate~
Desc As if picked up by the scruff of your neck by a mighty hand, you find
yourself unceremoniously dumped at a strange gateway. Here is the
place which will determine your fate. Whether you will be sent back
to life as you once knew it, or proceed onto a far yet bleaker pathway.
The time has come for you to plead your case and await judgement for the
crimes that have been placed upon your head. Speak wisely and choose
your words carefully, for your testimony will be written in the ledgers
of the Gods, and will determine the path you will ultimately travel.
~
Reset O 0 22 1 6
Reset O 0 60 1 6
Reset M 0 2 2 6
#ENDROOM
#ROOM
Vnum 8
Name Hell~
Sector city~
Flags nomob indoors chaotic nomagic safe norecall logspeech nosummon noastral nosupplicate~
Desc As if picked up by the scruff of your neck by a mighty hand, you find
yourself unceremoniously dumped at a strange gateway. Here is the
place which will determine your fate. Whether you will be sent back
to life as you once knew it, or proceed onto a far yet bleaker pathway.
The time has come for you to plead your case and await judgement for the
crimes that have been placed upon your head. Speak wisely and choose
your words carefully, for your testimony will be written in the ledgers
of the Gods, and will determine the path you will ultimately travel.
L|J(_)
) | (") (
,(. |`/ \- y (,`)
)' (' | \ /\/ ) (.
(' ),) | _W_ (,)' ).
~
Reset M 0 2 2 8
Reset O 0 22 1 8
Reset O 0 66 1 8
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist if ispc($n)
mptransfer $n 8
mpforce $n drink blood
mpforce $n drink blood
mpforce $n drink blood
mpforce $n drink blood
mpforce $n drink blood
mpforce $n drink water
mpforce $n drink water
mpforce $n drink water
mpforce $n drink water
mpforce $n drink water
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 9
Name Task Room~
Sector city~
Flags nomob nodrop nosummon noastral~
Desc Any mob here is probably performing tasks. Mess with it and I will
kill your dog.
-- Blodkai
~
#EXIT
Direction down~
ToRoom 10300
Desc The Academy of Darkhaven
~
#ENDEXIT
#EXIT
Direction somewhere~
ToRoom 10300
Keywords VNUMS~
Flags hidden auto~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 10
Name Immortal Hall of Rules~
Sector city~
Flags nomob indoors nosummon noastral~
Desc Welcome to the immortal community of Realms of Despair!
Being an immortal is not all the fun and games of being a mortal...
It involves some responsibility, common sense, and some creative role-
playing too.
THE COMMANDMENTS
----------------
1) Absolutely NO helping mortals out to an unfair advantage!
This includes:
- giving, selling or auctioning equipment to mortals
- giving gold to mortals
- assisting mortals in killing mobiles/monsters
- giveaway hints and clues to locations... secret doors... etc.
- corpse retrievals are up to your own descretion... use your
best judgement. You are allowed to cast kindred strength and
give detect invisible to mortals when doing CR's, if required.
- if there is no one else to help a newbie get started, or a newbie
loses their newbie equipment for some strange reason, you ARE
permitted to give them a little assistance (levels 1-5 only).
(Continued in room #11)
~
#ENDROOM
#ROOM
Vnum 11
Name Immortal Hall of Rules~
Sector city~
Flags nomob indoors nosummon noastral~
Desc 2) Switching into a mobile is a power given to you to make the game more
interesting to mortals. Care must be taken to play the role of the
mobile... don't act silly, or say "hey! it's me Joe!" And please
avoid using the chat channels too much while switched.
Be sure NOT to do anything to make the mobile harder or easier to kill
and never reveal statistics of the mobile to any players... ie: hit
points, gold, items carried, hitroll/damroll etc.
3) Set a good example for the mortals... You are there to keep an eye
on things... moderate the chat channels, break up arguments, get rid
of nuisance players... etc. Summon or transfer any "problem" players
to room #6 (HELL). All conversation in that location will be LOGGED
for review purposes... Don't warn the players about it... ;)
4) Keep an eye on other immortals. Report any problems to a higher god,
or to me, Thoric. Send me email: Thoric@realms.game.org if need be.
5) We are all here to have fun. There are certain rules to ensure that
players don't get out of hand, and ruin the game for everyone. There
are also rules for you to make sure that you don't ruin the game for
everyone either. Use your own common sense. If in question, ask a
higher level god. Immortality is a privilage, not a right.
~
#ENDROOM
#ROOM
Vnum 12
Name Immortal Hall of Rules~
Sector city~
Flags nomob nosummon noastral~
Desc Immortal Guidelines and Promotion Criteria
*Under no circumstances is an immortal to switch into a mob and remove its
equipment. Such action will result in immediate recommendation for demotion.
*Immortals are expected to monitor new players applying for authorization
and authorize in a timely manner.
*immortals are expected to enforce the rules of the mud, as well as comply
with them.
~
#ENDROOM
#ROOM
Vnum 13
Name Immortal Hall of Rules~
Sector city~
Flags nomob nosummon noastral~
Desc Creator Guidelines and Promotion Criteria
In addition to all the guidelines and requirements for immortals, the
following areas will be reviewed when considering a creator for promotion
to saint.
*A creator is strongly recommended to build a unique area for incorporation
into the mud. Although there is no set timeline for its completion, steady
progress on the area is expected.
*A creator is expected to demonstrate a willingness to offer constructive
input into the operarion of the mud.
*A creator is expected to demonstrate the ability to deal with problem
situations without the assisttance of higher level immortals.
**Promotions to saint are not taken lightly, creators must understand that
the council will want to observe a potential candidtate for a period of
time prior to making a recommendation.
~
#ENDROOM
#ROOM
Vnum 14
Name Mortal Hall of Rules~
Sector city~
Flags nomob indoors safe noastral teleport teleshowdesc~
Stats 250 15 0
Desc 1) No form of harassment or spamming will be tolerated. Spamming is
repeatedly communicating to one or more players a message in a
short duration of time.
2) The only form of player killing allowed is between two players whose
names appear under the "Deadly Clans" section of the who list. Even
in this case the parties must be withing 10 levels of each other.
3) Profanity and other lewd comments will not be tolerated. Please
remain civil when communicating with others.
4) Do not attack or cast spells on any of the Darkhaven storekeepers. If
it displays its wares when you type list it is a storekeeper.
5) When any rank of Immortal speaks with you answer their questions quickly
and honestly. This will help to ensure things stay fair for all players
and that any issues that arise are taken care of promptly.
(Please be patient, you will be transported to the next room shortly)
~
#ENDROOM
#ROOM
Vnum 15
Name Mortal Hall of Rules~
Sector city~
Flags nomob indoors safe noastral teleport teleshowdesc~
Stats 250 21194 0
Desc 6) Player killing is decided the instant you cast any hostile spell or
make any aggressive action against a player...actually killing the target
means little.
7) Do not summon or lead any aggressive monsters to areas where the level
range is lower then that of the monster's level. (See areas command
for a listing of areas and their level range)
8) Multiplaying is allowed to those not listed in the "Deadly Clans"
section of the who list. If any of your characters appears in this
section of the who list do not bring any of your other charcters online.
9) Finally, if you have any problems with the game or players please feel
free to contact any visible immortal logged on. If none are present
do not take action yourself, rather post a note in the board room
(south and west of the healers) or wait for an immortal to enter the
game.
You will be transported to the Temple of Darkhaven Shortly
~
#ENDROOM
#ROOM
Vnum 16
Name The Hall of Creation --- Overview~
Sector inside~
Flags nomob indoors noastral~
Desc Within these halls are the standard rules and guidelines of area
building. To the aspiring creator, these rules should be followed as
much as possible.
THEME --- Before beginning your area, check to make sure no one is using
your area theme in mind. Try to have a single idea in your area, rather
than many smaller, conflicting ones. Since we are playing in the "Realms
of Despair," the area should have a dark, occult feel to it. No items,
mobs or rooms in the area should be futuristic or even close to modern
day.
MAZES --- The creation of mazes is encouraged, for it gives the player a
mental challenge. However, the area council will not carefully go through
it. It is up to the creator to pass through every room and make sure it
works properly.
AREA APPROVAL --- When your area is completed, go through it a couple times
to make sure everything is as you want it. Upon doing so, post a note to
the area council and they will get around to checking and authorizing it.
~
#EXIT
Direction north~
ToRoom 17
Desc The Hall of Creation stretches northward.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 17
Name The Hall of Creation --- Rooms~
Sector inside~
Flags nomob indoors noastral~
Desc Here are the general rules to be followed when making your rooms.
ROOM NAMES --- Standard names should have all important words capitalized
and should end with no punctuation mark.
Good example: Wandering the Dark Lands of Ered Mithik
Bad example: Wandering The Dark Lands Of Ered Mithik.
DESCRIPTIONS --- Skimpy 2-3 sentence room descriptions should be avoided
as much as possible. The description should invoke a mental image of
the room. Builders should try to avoid describing player actions and
emotions in a description, as well as the presence and actions of a
mobile in the room (use mobprograms for those).
SECTORS --- All room sectors must be filled out. Note that the inside
sector signifies that there is a roof over the player's head, while
the city sector means there is none. All rooms with the inside sector
must be accompanied by the indoors flag.
FLAGS --- Room flags should be carefully thought out so you understand
how the players will get to and fight in certain room, as well as how
difficult it will be for them to retrieve their corpse.
EXDESCS --- Exit descriptions should be filled in, especially ones that
lead in/out of building and other places of import. An exdesc for a DT
is absolutely necessary.
ROOM PROGS --- Feel free to use room programs if needed. These can be used
to confuse players or add mood. Depending on your creativity however,
there are many things possible with room progs. (This is for level 54+)
~
#EXIT
Direction north~
ToRoom 18
Desc The Hall of Creation continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 16
Desc The Hall of Creation stretches southward.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 18
Name The Hall of Creation --- Mobiles (level 53+)~
Sector inside~
Flags nomob indoors noastral~
Desc Here are the general rules to be followed when making your mobs.
MOB NAMES --- The short description of a mob is up to the builder, yet
should never have any kind of ending punctuation. Also, don't capitalize
words like 'of' or 'the'.
NPC RACES, CLASSES AND BODYPARTS --- All new mobs should have these filled
in. Although they do not affect anything at the moment, they will in the
future.
HITDIE --- The hitnumdie+hitsizedie+hitplus should be used to determine
a mob's hp.
Example: 2d5+10 means 12-20 hp. If you want to have a mob's hp always set
to the same thing, put the hitnumdie and hitsizedie to 1 and set the
hitplus to the hp desired.
DAMDIE --- This is the amount of damage the mobile does with each non-
wielding attack. It uses the same system as hitdie.
NUMATTACKS --- This is the number of attacks the mobile can have each round,
be sure to fill it in.
LANGUAGES --- Make sure all your mobiles are speaking and can understand
the proper languages. If you wish to ensure that all players will be able
to understand it, have it speak common.
MOB DESCS: All mobs should have a description upon looking at them.
MOB RIS: Mobiles can have all kinds of resists, suscepts and immunities.
However, if the mobile has an immunity to anything, it MUST have immune
charm also.
~
#EXIT
Direction north~
ToRoom 19
Desc The Hall of Creation stretches northward.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 17
#ENDEXIT
#ENDROOM
#ROOM
Vnum 19
Name The Hall of Creation --- Mobiles and Objects (level 53+)~
Sector inside~
Flags nomob indoors noastral~
Desc Continuation of mobile guidelines and beginning of object rules.
MOBILE DIFFICULTY --- Be sure that your mobiles are not a piece of cake
for their equipment and also for leveling. High level mobs which do
very little or no damage will not be accepted due to the lack of
difficulty for levelling.
MOBPROGS --- Mob programs are starting to become a standard thing on many
mobiles. Feel free to use them in a number of ways. The mppractice and
mpadvance commands should not be used without permission from the area
council. (This is for level 54+)
OBJECT NAMES --- The short description of an object should follow the same
rules as a room name: no ending punctuation and capitalization of
important words only. However, the builder may leave his words without
capital letters at his discretion.
Good examples: 'lifebane' 'the Ring of Wizardry'
Bad example: 'The Devilish Blade Of Lore.'
RIS AND AFFECTS --- RIS (Resistant, immune and susceptible) and spell affects
can be placed on objects. Certain things will not be accepted however.
Immunities and affect_santuary, _shockshield, _fireshield or _iceshield
will not be approved. Susceptibilities are ok. Resists and other affects
are ok also, but should be relatively rare. A list of items with affects
or any RIS should be made and sent to the area council.
~
#EXIT
Direction north~
ToRoom 20
#ENDEXIT
#EXIT
Direction south~
ToRoom 18
Desc The Hall of Creation continues south of here.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 20
Name The Hall of Creation --- Objects (level 53+)~
Sector inside~
Flags nomob indoors noastral~
Desc Continuation of object rules.
OBJECT POWER --- Use your good judgement to decide how powerful your items
should be. Try comparing the difficulty of reaching and killing your
mobile to the difficulty of reaching and killing other mobs with similar
equipment which are currently in the game.
OBJECT PROGS --- Feel free to use object programs to enhance the theme of
your objects. Obj progs that cast spells or aid the the player in any
way should be listed for approval with the RIS and affects. (This is for
level 54+)
There are the general rules to be followed. Thank you for showing an
interest in contributing to the Realms of Despair.
~
#EXIT
Direction south~
ToRoom 19
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21
Name The Hall of Malkavians~
Sector inside~
Flags nomob indoors norecall~
Desc This is the clan for all those who should have been retired to the
asylum. Nuts in every sense of the word, these are the true chaotic
element to the game of clans.
This clan is led by Bassam and worships the goddess Demora.
~
#ENDROOM
#ROOM
Vnum 22
Name Tidal Pool~
Sector inside~
Flags nomob indoors safe norecall nosummon noastral nosupplicate~
Desc Wading into this small body of water, you frolic in the
cool water. The water here isn't quite as cold as that from
the shore as it has collected here and has been warmed by the
sun. The splish-splash of your footsteps sounds like a small
snare drum being struck in the midst of an orchestra of large
kettle drums. The waves crash against a rock nearby and sends
the spray into your face and drenches your body. A large albatross
sitting opposite you opens it's mouth to caw, but decides that it's
pretty obvious what's so funny. Admonishing your wet clothes you
strip them off slowly and leave them on a rock. Without a moment
of hesitation you sit right down into the water....ker-plop.
~
Reset O 0 89 1 22
Reset O 0 88 1 22
Reset M 0 72 1 22
#ENDROOM
#ROOM
Vnum 23
Name The Hall of Doom~
Sector inside~
Flags indoors~
Desc This is the clan of mercenaries. Their services are open to the
highest bidder, and their skill is legend.
This clan is led by Lanfear and worships the goddess Caryn.
~
#EXIT
Direction north~
ToRoom 22
#ENDEXIT
#ENDROOM
#ROOM
Vnum 24
Name The Hall of Maidenstone~
Sector inside~
Flags indoors~
Desc The women of Maidenstone are a dangerous bunch. Their organization is
above average, and most tend to underestimate them due to their female
only stance. A clan of warrior women, these are some of the deadliest
of the deadly.
This clan is led by Min and worships the goddess Circe.
~
#EXIT
Direction east~
ToRoom 25
#ENDEXIT
#ENDROOM
#ROOM
Vnum 25
Name The Hall of Golconda~
Sector inside~
Flags indoors~
Desc The ancient Inconnu strive endlessly to attain Golconda, the personal
perfection of knowledge, ability, and control over the bestial self of
the vampire. The mastery of one aspect serves only to mark a beginning
anew of the trek for perfection down new paths. Largely indifferent to
joy or sorrow, pleasure or pain, and choosing to live in seclusion from
the world they often despise, the Inconnu care little for their lesser
brethren yet harbor no inherent desire to bring harm. Slow to anger,
but formidable when aroused, their elder status and power affords
them an uncommon respect.
The Inconnu are led by Eric, and worship the god Blodkai.
~
#EXIT
Direction west~
ToRoom 24
#ENDEXIT
#ENDROOM
#ROOM
Vnum 26
Name The Hall of Terror~
Sector inside~
Flags indoors~
Desc This is the realm of Terror. As the hands of the gods, these are those
who carry out the policy of the Immortals of the Realms. Their word is
law, their power unimaginable, their job more than most would desire.
Terror is led by Kandrin and worships all Immortals equally.
~
#EXIT
Direction north~
ToRoom 18
#ENDEXIT
#EXIT
Direction south~
ToRoom 19
#ENDEXIT
#ENDROOM
#ROOM
Vnum 27
Name The Darkblade of Evil~
Sector inside~
Flags nomob indoors safe~
Desc From time immemorial the cold shadow of clan Darkblade flowed silent
and merciless over the whole of the Realms, vanquishing the strong,
slaughtering the weak and subjugating the innocent. Fiercely loyal,
highly knowledgeable and shunning of outsiders, Darkblade existed
solely to kill and die for the greater glory of the clan. Yet where
enemies alone failed, time, corruption and sloth succeeded in bringing
the once-proud clan to the brink of destruction. It now attempts to
begin anew with a fresh start and a clean slate, returning to the old
ways and ideals that once made clan Darkblade the bane of the Realms.
Darkblade is led by Monica, and worships the god Scarab.
~
#ENDROOM
#ROOM
Vnum 29
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You find yourself on the Arena floor. The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction north~
ToRoom 30
#ENDEXIT
#EXIT
Direction east~
ToRoom 37
#ENDEXIT
#EXIT
Direction south~
ToRoom 36
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 30
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You find yourself on the Arena floor. The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction east~
ToRoom 31
#ENDEXIT
#EXIT
Direction south~
ToRoom 29
#ENDEXIT
#EXIT
Direction down~
ToRoom 34
Flags climb~
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 37
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 31
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You find yourself on the Arena floor. The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction east~
ToRoom 32
#ENDEXIT
#EXIT
Direction south~
ToRoom 37
#ENDEXIT
#EXIT
Direction west~
ToRoom 30
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 32
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You find yourself on the Arena floor. The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction south~
ToRoom 33
#ENDEXIT
#EXIT
Direction west~
ToRoom 31
#ENDEXIT
#EXIT
Direction down~
ToRoom 36
Flags climb~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 37
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 33
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You find yourself on the Arena floor. The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction north~
ToRoom 32
#ENDEXIT
#EXIT
Direction south~
ToRoom 34
#ENDEXIT
#EXIT
Direction west~
ToRoom 37
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 34
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You find yourself on the Arena floor. The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction north~
ToRoom 33
#ENDEXIT
#EXIT
Direction west~
ToRoom 35
#ENDEXIT
#EXIT
Direction up~
ToRoom 30
Flags climb~
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 37
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 35
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You find yourself on the Arena floor. The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction north~
ToRoom 37
#ENDEXIT
#EXIT
Direction east~
ToRoom 34
#ENDEXIT
#EXIT
Direction west~
ToRoom 36
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 36
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You find yourself on the Arena floor. The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction north~
ToRoom 29
#ENDEXIT
#EXIT
Direction east~
ToRoom 35
#ENDEXIT
#EXIT
Direction up~
ToRoom 32
Flags climb~
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 37
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 37
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You stand in the direct center of the Arena. Blood pools around your
feet, and you almost slip in this morbid mess. The stench of death
surrounds you, momentarily blocking from your mind the realization
that you could be attacked from any conceivable direction. Spinning
slowly about, you realize the poor tactical position you hold.
~
#EXIT
Direction north~
ToRoom 31
#ENDEXIT
#EXIT
Direction east~
ToRoom 33
#ENDEXIT
#EXIT
Direction south~
ToRoom 35
#ENDEXIT
#EXIT
Direction west~
ToRoom 29
#ENDEXIT
#EXIT
Direction up~
ToRoom 39
Flags climb~
#ENDEXIT
#EXIT
Direction down~
ToRoom 38
Flags climb~
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 32
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 30
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 34
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 36
#ENDEXIT
#MUDPROG
Progtype speech_prog~
Arglist p return~
Comlist if isfight($n)
else
mptrans $n 21001
endif
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 38
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You find yourself beneath the floor of the great Arena. The crowd's roar
above is overwhelming, while somewhere ahead ... your opponent awaits.
~
#EXIT
Direction north~
ToRoom 40
#ENDEXIT
#EXIT
Direction up~
ToRoom 37
Flags climb~
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 39
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You find yourself above the floor of the Arena. The roar of the crowd
is overwhelming, while somewhere ahead of you ... your opponent awaits.
~
#EXIT
Direction south~
ToRoom 40
#ENDEXIT
#EXIT
Direction down~
ToRoom 37
Flags climb~
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 40
Name The Arena~
Sector city~
Flags nomob indoors norecall nosummon noastral~
Desc You are somewhere above or below the arena floor. The sound of the crowd
around you is overwhelming, while somewhere ... your opponent awaits.
~
#EXIT
Direction north~
ToRoom 39
#ENDEXIT
#EXIT
Direction south~
ToRoom 38
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 15~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 41
Name The Halls of Combat~
Sector city~
Flags indoors safe norecall nosummon noastral~
Desc You stand in a massive hallway before the great Arena. Cheers and jeers
from the assembled throngs rise and fall through the corridors. Lounging
around the hall with you are several other individuals awaiting their own
chance at glory, honor, and spoils beyond the great doors. The Arena is
dangerous, though, and battles are often to the death. Once you leave
this room, there is no turning back.....
If you have not fought in the Arena before, you should type "look rules".
When ready, wait for the Immortal to assign you an exit.
~
#EXIT
Direction up~
ToRoom 42
#ENDEXIT
#EXIT
Direction down~
ToRoom 43
#ENDEXIT
#EXDESC
ExDescKey rules~
ExDesc Arena Combat Rules
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1) All duels between peaceful characters must be run by an immortal of
Acolyte or higher.
2) All duels between deadly characters must be run by an immortal of
Acolyte or higher.
2) Combat must be agreed upon by both parties.
3) Any looting must be agreed upon before-hand by both parties.
(The overseeing immortal will enforce this)
4) Once you have entered your combatant room, there is no restarting.
5) Any rules on the fight must be stated clearly by both parties prior
to the commencement of battle.
6) The decision of the immortal overseeing the duel is final.
Any complaints should be directed to the Pkill Conclave; you should include
who you dueled, who ran the duel, what occured, and why you have a problem.
Logs are extremely helpful.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
~
#ENDEXDESC
#MUDPROG
Progtype speech_prog~
Arglist p I wish to go~
Comlist mptransfer $n 21000
mpat 21000 mpforce $n look
~
#ENDPROG
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if ispkill($n)
or isnpc($n)
mea $n You are not allowed here today!
mptransfer $n 21000
mpat 21000 mpforce $n look
else
mea $n _red By entering the arena you abide to its terms and conditions.
mea $n _red Disarming will result in helling, do not do it.
mea $n _cya No one will be available to help you with your corpse.
mea $n _cya If you do not accept these terms, just say 'I wish to go'
mea $n _cya else whatever happens from here on in is your responsibility.
mea $n _yel There will be no reimbursements from this event.
endif
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 20~
Comlist mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 42
Name First Combatant's Chamber~
Sector city~
Flags indoors safe norecall nosummon noastral~
Desc You stand in a long hallway leading out into the Arena proper. About
you are stacked all manner of weaponry and armor. Choose your armament
properly, as it will be all that stands between you and death.
~
#EXIT
Direction north~
ToRoom 30
#ENDEXIT
#EXIT
Direction east~
ToRoom 32
#ENDEXIT
#EXIT
Direction south~
ToRoom 34
#ENDEXIT
#EXIT
Direction west~
ToRoom 36
#ENDEXIT
#MUDPROG
Progtype leave_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
else
mpecho A rousing chorus of cheers explodes in your ears!
mpechoat $n You bow deeply to the dangerous crowd.
mpechoaround $n $n bows deeply to the assembled throng.
if class($n) == warrior
mpforce $n yell Your blood will flow upon the cold stone!
endif
if class($n) == thief
mpforce $n yell Soon will my blade find its mark!
endif
if class($n) == mage
mpforce $n yell Now will the spellfire swell within and consume thee!
endif
if class($n) == druid
mpforce $n yell Let the melee begin!
endif
if class($n) == ranger
mpforce $n yell Let the melee begin!
endif
if class($n) == vampire
mpforce $n yell Bring your damnable hunt! We shall see who survives!
endif
if class($n) == cleric
mpforce $n yell Let the melee begin!
endif
endif
~
#ENDPROG
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
else
mpforce $n config -autoloot
mpforce $n channel +yell
mpechoat $n Do not alter your autoloot configuration until duel is complete.
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 43
Name Combatant's Chamber~
Sector city~
Flags indoors safe norecall nosummon noastral~
Desc You stand in a long hallway leading out into the Arena proper. About
you are stacked all manner of weaponry and armor. Choose your armament
properly, as it will be all that stands between you and death.
~
#EXIT
Direction north~
ToRoom 31
#ENDEXIT
#EXIT
Direction east~
ToRoom 33
#ENDEXIT
#EXIT
Direction south~
ToRoom 35
#ENDEXIT
#EXIT
Direction west~
ToRoom 29
#ENDEXIT
#MUDPROG
Progtype leave_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
else
mpecho A rousing chorus of cheers explodes in your ears!
mpechoat $n You bow deeply to the dangerous crowd.
mpechoaround $n $n bows deeply to the assembled throng.
if class($n) == warrior
mpforce $n yell Your blood will flow upon the cold stone!
endif
if class($n) == thief
mpforce $n yell Soon will my blade find its mark!
endif
if class($n) == mage
mpforce $n yell Now will the spellfire swell within and consume thee!
endif
if class($n) == druid
mpforce $n yell Let the melee begin!
endif
if class($n) == ranger
mpforce $n yell Let the melee begin!
endif
if class($n) == vampire
mpforce $n yell Bring your damnable hunt! We shall see who survives!
endif
if class($n) == cleric
mpforce $n yell Let the melee begin!
endif
endif
~
#ENDPROG
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
else
mpforce $n config -autoloot
mpforce $n channel +yell
mpechoat $n Do not alter your autoloot configuration until duel is complete.
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 44
Name The Shores of The Dragon Sea~
Sector water_swim~
Flags norecall noastral~
Desc You have come to these shores in an attempt to aid others, your very
blood may soon cover this beach though.
~
#EXIT
Direction northeast~
ToRoom 45
#ENDEXIT
#ENDROOM
#ROOM
Vnum 45
Name The Path to Caermont~
Sector field~
Flags norecall noastral~
Desc The path you travel now is long and arduous, perhaps soon you will
find a place to rest, or a battle to fight.
~
#EXIT
Direction east~
ToRoom 46
#ENDEXIT
#EXIT
Direction south~
ToRoom 47
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 65
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 44
#ENDEXIT
#ENDROOM
#ROOM
Vnum 46
Name The Gates of Caermont~
Sector field~
Flags norecall noastral~
Desc You stand before the battered walls of Caermont. The walls have
withstood the assualts so far but how long this will last is unknown.
~
#EXIT
Direction north~
ToRoom 48
Key 39
Keywords gates gate~
Flags isdoor closed nopassdoor~
#ENDEXIT
#EXIT
Direction south~
ToRoom 65
#ENDEXIT
#EXIT
Direction west~
ToRoom 45
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 47
#ENDEXIT
Reset D 0 46 0 1
#ENDROOM
#ROOM
Vnum 47
Name The Trail of Blood~
Sector field~
Flags norecall noastral~
Desc Most of the battles have been fought along this trail. The mud which
makes up the trai is a deep red (almost brown) in color, and the stench
of the dead pervades the area.
~
#EXIT
Direction north~
ToRoom 45
#ENDEXIT
#EXIT
Direction east~
ToRoom 65
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 46
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 66
#ENDEXIT
#ENDROOM
#ROOM
Vnum 48
Name The Courtyard of Caermont~
Sector field~
Flags norecall noastral~
Desc Men run around rebuilding walls, filling buckets, moving stores to
and fro. This keep is under siege and it shows. With little doubt
you think these people can not last much longer.
~
#EXIT
Direction north~
ToRoom 50
#ENDEXIT
#EXIT
Direction east~
ToRoom 51
#ENDEXIT
#EXIT
Direction south~
ToRoom 46
Key 39
Keywords gates gate~
Flags isdoor closed nopassdoor~
#ENDEXIT
#EXIT
Direction west~
ToRoom 49
#ENDEXIT
Reset D 0 48 2 1
#ENDROOM
#ROOM
Vnum 49
Name The Stables~
Sector inside~
Flags indoors norecall noastral~
Desc These stables are empty right now. All the mounts which were at one
time stabled here have been either slain or captured.
~
#EXIT
Direction east~
ToRoom 48
#ENDEXIT
#ENDROOM
#ROOM
Vnum 50
Name Gardens of the Gods~
Sector forest~
Desc High in the hills of Darkhaven, you have found a mystical garden overlooking
the busy valley below. The seascape is visible to your east, and a breeze
blows gently over you. Each inch of the grounds has been painstakingly
manicured by the local monks. Unique and colorful flowers adorn each inch
of the garden. This place is used for the holiest of ceremonies as it is
rumoured to have mystical qualities. Pale moonlight enshrouds the area in a
veil of blue light. The Holy Cathedral's entrance looms just to the west...
~
#EXIT
Direction west~
ToRoom 51
#ENDEXIT
#EXIT
Direction down~
ToRoom 52
#ENDEXIT
Reset O 0 61 1 50
Reset O 0 98 1 50
#EXDESC
ExDescKey stone~
ExDesc The stones are polished to perfection and placed neatly to provide a
spectator area.
~
#ENDEXDESC
#EXDESC
ExDescKey flower flowers~
ExDesc The most exotic of flowers adorn each inch of the garden. Thousands of
brilliant deep red roses, poppies, orchids and lilies.
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 51
Name The Holy Cathedral~
Sector inside~
Flags indoors noastral~
Desc The joyous music of the choir fills the room, masking the sounds of your
footsteps as you step across the wooden floors polished to a brilliant
shine within the cathedral. Finding your seat with the oak pews in
this majestic room, your eyes bathe in the beauty of intricate paintings
covering the large domed ceiling. At the front of the cathedral, a large
crucifix is mounted just below the balcony where the choir performs their
songs of praise. The harmonious sounds are accompanied by a large pipe
organ built into the west wall.
~
#EXIT
Direction east~
ToRoom 50
#ENDEXIT
#EXDESC
ExDescKey balcony~
ExDesc Glancing high above the crucifix behind the altar, you see a balcony
filled with several angels singing joyously in praise for the event
that is about to occur.
~
#ENDEXDESC
#EXDESC
ExDescKey organ~
ExDesc A large pipe organ stands along the east wall, filling the room with
beautiful orchestral sounds spilling from the large pipes that extend
completely to the ceiling.
~
#ENDEXDESC
#EXDESC
ExDescKey floor~
ExDesc The old wooden floors, carefully polished to a brilliant shine, show
no wear despite the large numbers of footsteps that have made this same
path. Your steps reverberate loudly throughout the cathedral.
~
#ENDEXDESC
#EXDESC
ExDescKey couple~
ExDesc /:""| .****,
(\/) |:`66|_ @@@@@\ `,
\/ C` _) aa`@@@\ \
\ ._| _ _ (_ ?@@| \
)_/ ( Y ) =' @@@@| |
/`\8\ \ / \ (``/ |
|| |8| ___Y___ /^^\ | /
|| |8| {-@- -@-} /\::/|| | (\/)
|| |8| {_______} \ | ||| \ \/
|| |-| ____)_(____ \| ||| \
(\/) :| |=: {-@- -@- -@-} |:|\\.:.:.::.
\/ _____ ||_|,| {___________} |:| \ ':':':`
{ -@- } ))) |_______)___(______/((( \{ -@- }
{_____} | {-@- -@- -@- -@- -@-} {_____}
~
#ENDEXDESC
#MUDPROG
Progtype speech_prog~
Arglist p prepare wedding~
Comlist if isimmort($n)
mpat 21000 mpoload 62
mpat 3001 mpoload 62
endif
~
#ENDPROG
#MUDPROG
Progtype speech_prog~
Arglist p I do~
Comlist mpe _whi Songs of rejoice fill the air as the choir lifts its voice in praise.
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p is dying of thirst!~
Comlist mpoload 1699
mea 0.$n The waiter pours you a glass of water and returns to the back of
mea 0.$n the cathedral.
give water 0.$n
mpforce 0.$n drink water
~
#ENDPROG
#MUDPROG
Progtype act_prog~
Arglist p is starved~
Comlist mpoload 24854
mea 0.$n The caterer quietly brings you a piece of cake and retires to the
mea 0.$n back of the cathedral.
give cake 0.$n
mpforce 0.$n eat cake
~
#ENDPROG
#MUDPROG
Progtype speech_prog~
Arglist p Please be seated.~
Comlist if isimmort($n)
mpforce all sit
mpat 3001 mppurge lever
mpat 21000 mppurge lever
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 52
Name The Reception Line~
Sector inside~
Desc Well wishers gather here to bid farewell to the newly married couples.
There are rose petals strewn around the path. Just up from here is
the mystical Garden of the Gods.
~
#EXIT
Direction up~
ToRoom 50
#ENDEXIT
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
else
if ispkill($n)
mptrans $n 3001
mpat 0.$n mpforce $n look
else
mptrans $n 21001
mpat 0.$n mpforce $n look
endif
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 53
Name A hallway~
Sector inside~
Flags indoors norecall noastral~
Desc This hallway continues both north and east.
~
#EXIT
Direction west~
ToRoom 56
Flags isdoor closed~
#ENDEXIT
Reset D 0 53 3 1
#ENDROOM
#ROOM
Vnum 54
Name The Throne Room~
Sector inside~
Flags indoors norecall noastral~
Desc This is the throne room of the keep. Once ornate and lovely, it has
fallen into disrepair now with the ongoing war.
~
#EXIT
Direction east~
ToRoom 59
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction west~
ToRoom 57
Flags isdoor closed~
#ENDEXIT
Reset D 0 54 1 1
Reset D 0 54 3 1
#ENDROOM
#ROOM
Vnum 55
Name A hallway~
Sector inside~
Flags indoors norecall noastral~
Desc This hall continues both north and west.
~
#EXIT
Direction north~
ToRoom 59
#ENDEXIT
#EXIT
Direction east~
ToRoom 67
Flags isdoor closed~
#ENDEXIT
Reset D 0 55 1 1
#ENDROOM
#ROOM
Vnum 56
Name A small room~
Sector inside~
Flags indoors norecall noastral~
Desc This is a small bedroom.
~
#EXIT
Direction east~
ToRoom 53
Flags isdoor closed~
#ENDEXIT
Reset D 0 56 1 1
#ENDROOM
#ROOM
Vnum 57
Name A hallway~
Sector inside~
Flags indoors norecall noastral~
Desc This hall continues to the south and northeast.
~
#EXIT
Direction east~
ToRoom 54
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction south~
ToRoom 53
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 58
#ENDEXIT
Reset D 0 57 1 1
#ENDROOM
#ROOM
Vnum 58
Name Behind the Throne~
Sector inside~
Flags indoors norecall noastral~
Desc This small passage runs behind the throne room and allows for the
courtiers to move about without drawing the notice of the court.
~
#EXIT
Direction down~
ToRoom 60
Key 39
Keywords trapdoor~
Flags isdoor closed locked secret~
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 59
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 57
#ENDEXIT
Reset D 0 58 5 2
#ENDROOM
#ROOM
Vnum 59
Name A hallway~
Sector inside~
Flags indoors norecall noastral~
Desc This hall continues to the south and northwest.
~
#EXIT
Direction south~
ToRoom 55
#ENDEXIT
#EXIT
Direction west~
ToRoom 54
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 58
#ENDEXIT
Reset D 0 59 3 1
#ENDROOM
#ROOM
Vnum 60
Name The Secret Passage~
Sector inside~
Flags dark indoors norecall nosummon~
Desc You are in a dank and dark tunnel. It was apparently made recently
as tools still lie about in disarray. Where this might lead is unknown
though.
~
#EXIT
Direction south~
ToRoom 61
#ENDEXIT
#EXIT
Direction up~
ToRoom 58
Key 7
Flags isdoor closed locked pickproof~
#ENDEXIT
Reset D 0 60 4 2
#ENDROOM
#ROOM
Vnum 61
Name The Secret Passage~
Sector inside~
Flags dark indoors norecall nosummon~
Desc This secret passage continues to the north and south.
~
#EXIT
Direction north~
ToRoom 60
#ENDEXIT
#EXIT
Direction south~
ToRoom 62
#ENDEXIT
#ENDROOM
#ROOM
Vnum 62
Name The Secret Passage~
Sector inside~
Flags dark indoors norecall nosummon~
Desc This secret passage continues to the north and south.
~
#EXIT
Direction north~
ToRoom 61
#ENDEXIT
#EXIT
Direction south~
ToRoom 63
#ENDEXIT
#ENDROOM
#ROOM
Vnum 63
Name The Secret Passage~
Sector inside~
Flags dark indoors norecall nosummon~
Desc This secret passage continues to the north and south.
~
#EXIT
Direction north~
ToRoom 62
#ENDEXIT
#EXIT
Direction south~
ToRoom 64
#ENDEXIT
#ENDROOM
#ROOM
Vnum 64
Name The Secret Passage~
Sector inside~
Flags dark indoors norecall nosummon~
Desc This passage continues to the north from here.
~
#EXIT
Direction north~
ToRoom 63
#ENDEXIT
#EXIT
Direction up~
ToRoom 65
Flags isdoor closed~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 65
Name The Hill of Bones~
Sector hills~
Flags norecall nosummon~
Desc You stand atop a hill made of the bodies and corpses of the fallen.
Broken limbs, mangled bodies, shattered weapons, and rusted armor all
lie about here in a meangerie of destruction. This hill has seen
more death in the last five years of war, than any other land has seen
in over a century.
~
#EXIT
Direction north~
ToRoom 46
#ENDEXIT
#EXIT
Direction south~
ToRoom 66
#ENDEXIT
#EXIT
Direction west~
ToRoom 47
#ENDEXIT
#EXIT
Direction down~
ToRoom 64
Keywords bones hole~
Flags isdoor closed secret~
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 45
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 68
#ENDEXIT
#ENDROOM
#ROOM
Vnum 66
Name The Trail of Blood~
Sector field~
Flags norecall nosummon~
#EXIT
Direction north~
ToRoom 65
#ENDEXIT
#EXIT
Direction east~
ToRoom 68
#ENDEXIT
#EXIT
Direction south~
ToRoom 70
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 47
#ENDEXIT
#ENDROOM
#ROOM
Vnum 67
Name A Small Room~
Sector city~
Flags nomob norecall nosummon~
Desc This is a small bedroom.
~
#EXIT
Direction west~
ToRoom 55
Flags isdoor closed~
#ENDEXIT
Reset D 0 67 3 1
#ENDROOM
#ROOM
Vnum 68
Name The Trail of Blood~
Sector field~
Flags norecall nosummon~
#EXIT
Direction west~
ToRoom 66
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 65
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 69
#ENDEXIT
#ENDROOM
#ROOM
Vnum 69
Name The Trail of Blood~
Sector field~
Flags norecall nosummon~
#EXIT
Direction east~
ToRoom 71
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 68
#ENDEXIT
#ENDROOM
#ROOM
Vnum 70
Name An Exquisite Garden~
Sector city~
Flags tunnel safe nosummon noastral~
Stats 0 0 2
Desc Standing in a ravishing broad avenue within this garden, it is found to
be lined with epicurean emerald trees, shrubbery, and groups of charming
sculpture. Alas, this illustrious locale reminds you of the
romanticizing Versailles. Coming here with one who belongs to your heart
is definitely encouraged, as this social milieu relaxes your senses,
setting the impeccable scene for a honeymoon of sorts. Secluded groves
lie unmistakably to the east, many occupied by lovers flaunting and
flirting with ecstasy. Nightfall has almost commenced, and the period
to dine, dance, and check into a local chateau approaches.
~
#EXIT
Direction north~
ToRoom 72
Desc The Chateau L'amour...ooOOooOOooOOoo la la!
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 71
Desc An extravagant grove awaits two lovers...
~
#ENDEXIT
Reset O 0 72 1 70
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist mea 0.$n _lbl The ballad of chirping birds reverberates throughout your ears...
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 70~
Comlist mpe _lbl The ballad of chirping birds reverberates throughout your ears...
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 71
Name An Exalted Grove~
Sector hills~
Flags tunnel safe nosummon noastral~
Stats 0 0 2
Desc You sit in an attractive, but private grove, the renowned garden off in
the distant background. Intricate and flamboyant furnishings of
dazzling white marble encircle the grove, while love's innocent laughter
in the air drifts into your ears, delivering much delight. The
omnipotent god of passion has certainly paid many a visit here, to
consolidate two into infinite rapture.
~
#EXIT
Direction west~
ToRoom 70
Desc Back to the illustrious garden...
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 72
Name Chateau L'amour~
Sector inside~
Flags indoors tunnel safe nosummon noastral~
Stats 0 0 2
Desc You stand in the lobby of the famed and renowned Chateau Lamour, the
prime candidate for a honeymoon escapade. Several effulgent gold-plated
dais layer on top of each other until finally reaching the dark chestnut
counter. A slender and distinguished looking man with a thin moustache
curled flawlessly, and a small monocle awaits your gesture. To the west
a grand hall covered with enormous looking-glasses and kaleidoscopes
brings much attention, while a symphony of fervent classical music fills
your ears, bringing calmness and serenity to your soul.
~
#EXIT
Direction south~
ToRoom 70
Desc Returning to the Garden...
~
#ENDEXIT
Reset M 0 70 1 72
#EXDESC
ExDescKey painting louis XIV~
ExDesc An antiquated oil painting of Louis XIV is mounted here in a frilled
golden border--the word "pretentious" is scrawled into the bottom.
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 73
Name The Chateau "Cabaret" ~
Sector inside~
Flags indoors tunnel safe nosummon noastral~
Stats 0 0 2
Desc This room is dimly lit, with an atmosphere full of passion and
merriment. The musical interlude filling your ears brings enchantment
and rapture, as this is the perfect diner to eat with one you take
affection to. The occasional clinking and clanging of dishes and soft
clamoring from the kitchen assures you they are hard at work, preparing
delectable entrees. Evidently the waiter must be called out to, as the
people here are extremely occupied.
~
#EXIT
Direction southwest~
ToRoom 72
#ENDEXIT
Reset M 0 71 1 73
#MUDPROG
Progtype rand_prog~
Arglist 60~
Comlist mpe _whi The candle at your table burns slowly, flickering slightly...
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 74
Name The L'amour Suite~
Sector inside~
Flags nomob indoors tunnel safe nosummon noastral~
Stats 0 0 2
Desc Ethereal furnishings and luxuriant carpets astound you upon entering
this entourage, giving a very fervent and passionate sensation. The
primary component being the abundant intricately designed heart-shaped
bed, taking more than two thirds of the room up, as you notice some
extremely arousing french-lace lingerie, as well as a pair of silk
boxers laid out on it. The humming and effervescing sound of a sensual
jacuzzi brings ecstasy to your senses, as this whole room is perfect
for.....discussing your financial terms.
~
Reset O 0 75 1 74
#MUDPROG
Progtype speech_prog~
Arglist return~
Comlist if ispc($n)
mptrans $n 21001
endif
~
#ENDPROG
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if sex($n) == 2
mpforce $n rem all
mpoload 73
mpat 74 drop lingerie
mpforce $n get lingerie
mpforce $n wear lingerie
endif
if sex($n) == 1
mpforce $n rem all
mpoload 74
mpat 74 drop boxers
mpforce $n get boxers
mpforce $n wear boxers
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 75
Name The Swamp of Gore~
Sector forest~
Flags nomob norecall noastral~
#EXIT
Direction north~
ToRoom 77
#ENDEXIT
#EXIT
Direction east~
ToRoom 74
#ENDEXIT
#EXIT
Direction south~
ToRoom 76
#ENDEXIT
#EXIT
Direction west~
ToRoom 74
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 78
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 72
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 73
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 73
#ENDEXIT
#ENDROOM
#ROOM
Vnum 76
Name The Swamp of Gore~
Sector forest~
Flags nomob norecall noastral~
#EXIT
Direction north~
ToRoom 75
#ENDEXIT
#EXIT
Direction east~
ToRoom 73
#ENDEXIT
#EXIT
Direction south~
ToRoom 77
#ENDEXIT
#EXIT
Direction west~
ToRoom 73
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 74
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 74
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 72
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 72
#ENDEXIT
#ENDROOM
#ROOM
Vnum 77
Name The Swamp of Gore~
Sector forest~
Flags nomob norecall noastral~
#EXIT
Direction north~
ToRoom 76
#ENDEXIT
#EXIT
Direction east~
ToRoom 72
#ENDEXIT
#EXIT
Direction south~
ToRoom 74
#ENDEXIT
#EXIT
Direction west~
ToRoom 72
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 73
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 73
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 71
#ENDEXIT
#ENDROOM
#ROOM
Vnum 78
Name The Road of Broken Bones~
Sector field~
Flags nomob norecall noastral~
#EXIT
Direction northeast~
ToRoom 92
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 75
#ENDEXIT
#ENDROOM
#ROOM
Vnum 79
Name The Dusty Trail~
Sector field~
Flags nomob norecall noastral~
#EXIT
Direction north~
ToRoom 71
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 80
#ENDEXIT
#ENDROOM
#ROOM
Vnum 80
Name The Dusty Trail~
Sector field~
Flags nomob norecall noastral~
#EXIT
Direction east~
ToRoom 87
#ENDEXIT
#EXIT
Direction south~
ToRoom 81
#ENDEXIT
#EXIT
Direction west~
ToRoom 86
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 79
#ENDEXIT
#ENDROOM
#ROOM
Vnum 81
Name The Promontory~
Sector hills~
Flags nomob norecall noastral~
#EXIT
Direction north~
ToRoom 80
#ENDEXIT
#ENDROOM
#ROOM
Vnum 82
Name The Cliffs on the Sea~
Sector mountain~
Flags nomob norecall noastral~
#EXIT
Direction up~
ToRoom 70
#ENDEXIT
#ENDROOM
#ROOM
Vnum 83
Name Above the Sea~
Sector hills~
Flags nomob norecall nosummon noastral~
#EXIT
Direction northwest~
ToRoom 70
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 84
#ENDEXIT
#ENDROOM
#ROOM
Vnum 84
Name Above the Sea~
Sector hills~
Flags nomob norecall noastral~
#EXIT
Direction northwest~
ToRoom 83
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 85
#ENDEXIT
#ENDROOM
#ROOM
Vnum 85
Name Above the Sea~
Sector hills~
Flags nomob norecall noastral~
#EXIT
Direction east~
ToRoom 86
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 84
#ENDEXIT
#ENDROOM
#ROOM
Vnum 86
Name Above the Sea~
Sector hills~
Flags nomob norecall nosummon noastral~
#EXIT
Direction east~
ToRoom 80
#ENDEXIT
#EXIT
Direction west~
ToRoom 85
#ENDEXIT
#ENDROOM
#ROOM
Vnum 87
Name The Sea Cliff~
Sector hills~
Flags nomob norecall noastral~
#EXIT
Direction east~
ToRoom 88
#ENDEXIT
#EXIT
Direction west~
ToRoom 80
#ENDEXIT
#ENDROOM
#ROOM
Vnum 88
Name The Mountain Foot~
Sector mountain~
Flags nomob norecall noastral~
#EXIT
Direction west~
ToRoom 87
#ENDEXIT
#EXIT
Direction up~
ToRoom 90
#ENDEXIT
#ENDROOM
#ROOM
Vnum 90
Name The Mesa~
Sector mountain~
Flags nomob norecall noastral~
#EXIT
Direction north~
ToRoom 91
#ENDEXIT
#EXIT
Direction down~
ToRoom 88
#ENDEXIT
#ENDROOM
#ROOM
Vnum 91
Name The Mesa~
Sector mountain~
Flags nomob norecall noastral nofloor~
#EXIT
Direction south~
ToRoom 90
#ENDEXIT
#EXIT
Direction down~
ToRoom 78
#ENDEXIT
#ENDROOM
#ROOM
Vnum 92
Name Before the Keep~
Sector city~
Flags nomob norecall noastral~
#EXIT
Direction east~
ToRoom 93
Keywords gates gate portcullis~
Flags isdoor closed locked~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 78
#ENDEXIT
Reset D 0 92 1 2
#ENDROOM
#ROOM
Vnum 93
Name The Inner Keep~
Sector inside~
Flags dark nomob indoors norecall noastral~
#EXIT
Direction north~
ToRoom 94
#ENDEXIT
#EXIT
Direction east~
ToRoom 96
#ENDEXIT
#EXIT
Direction south~
ToRoom 95
#ENDEXIT
#EXIT
Direction west~
ToRoom 92
Keywords gates gate portcullis~
Flags isdoor closed locked~
#ENDEXIT
Reset D 0 93 3 2
#ENDROOM
#ROOM
Vnum 94
Name The Barracks~
Sector inside~
Flags dark nomob indoors norecall noastral~
#EXIT
Direction south~
ToRoom 93
#ENDEXIT
#ENDROOM
#ROOM
Vnum 95
Name The Barracks~
Sector inside~
Flags dark nomob indoors norecall noastral~
#EXIT
Direction north~
ToRoom 93
#ENDEXIT
#ENDROOM
#ROOM
Vnum 96
Name The Entry Hall~
Sector inside~
Flags dark nomob indoors norecall noastral~
#EXIT
Direction west~
ToRoom 93
#ENDEXIT
#EXIT
Direction up~
ToRoom 97
#ENDEXIT
#ENDROOM
#ROOM
Vnum 97
Name Before the Throne~
Sector inside~
Flags dark nomob indoors norecall noastral~
#EXIT
Direction north~
ToRoom 98
#ENDEXIT
#EXIT
Direction down~
ToRoom 96
#ENDEXIT
#ENDROOM
#ROOM
Vnum 98
Name The Throne Room~
Sector inside~
Flags dark nomob indoors norecall noastral~
#EXIT
Direction south~
ToRoom 97
#ENDEXIT
#EXIT
Direction down~
ToRoom 99
#ENDEXIT
#ENDROOM
#ROOM
Vnum 99
Name A Space in Time~
Sector inside~
Flags nomob indoors safe norecall nosummon noastral~
Desc As if awakening from an unsettlingly surreal dream, you find yourself in
unfamiliar surroundings far from whence you came. As the torpor wears
off and your eyes begin to refocus, you realize you have been brought
here by the Gods to receive a message of relative import. Checking
through your inventory, you look for some sign of indication to validate
your purpose and assure you that the deconstruction of your mind has not
yet been put into play.
~
Reset O 0 41 1 99
#MUDPROG
Progtype act_prog~
Arglist p has entered~
Comlist if isimmort($n)
mpe You may have a note in your inventory...
else
mpechoat $n You move closely to examine the orb before you...
mpforce $n examine orb
mpforce $n i
endif
~
#ENDPROG
#ENDROOM
#ENDAREA