/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Languages/
com/planet_ink/coffee_mud/Abilities/Misc/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Common/
com/planet_ink/coffee_mud/Common/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/CompTech/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Items/interfaces/
com/planet_ink/coffee_mud/Libraries/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/core/
com/planet_ink/coffee_mud/core/collections/
com/planet_ink/coffee_mud/core/interfaces/
com/planet_ink/coffee_mud/core/intermud/
com/planet_ink/coffee_mud/core/intermud/i3/
com/planet_ink/coffee_web/server/
com/planet_ink/siplet/applet/
lib/
resources/factions/
resources/fakedb/
resources/progs/autoplayer/
resources/quests/holidays/
web/
web/admin.templates/
web/admin/grinder/
web/admin/images/
web/clan.templates/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
web/pub/textedit/
<!--  
   Copyright 2013-2016 Bo Zimmerman

   Licensed under the Apache License</STRING><STRING>Version 2.0 (the "License");
   you may not use this file except in compliance with the License.
   You may obtain a copy of the License at

	   http://www.apache.org/licenses/LICENSE-2.0

   Unless required by applicable law or agreed to in writing</STRING><STRING>software
   distributed under the License is distributed on an "AS IS" BASIS,
   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND</STRING><STRING>either express or implied.
   See the License for the specific language governing permissions and
   limitations under the License.
--------------------------------------------------------------------------------

See guides/RandomAreas.html for information about documents of this type.

-->
<!--  include file full of desert-specific tags -->
<string id="randomtheme" merge=true select="any-1">
	<string condition="$theme=''">desert</string>
</string>

<STRING load="/resources/randareas/inc_roomruns.xml" />
<STRING load="/resources/randareas/inc_common.xml" />
<STRING load="/resources/randareas/inc_adjectives.xml" />

<AREA id="maze_dungeon" merge=true layout="MAZE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=desert">
	<NAME merge=false>$areaname</NAME><SIZE merge=false>$areasize</SIZE>
	<CLASS merge=false select="any-1"><CLASS condition="$areatype!=''">$areatype</CLASS><CLASS condition="$areatype=''">StdArea</CLASS></CLASS>
	<ROOM merge=false insert="hallway_rooms,interior_rooms,leaf_rooms" />
</AREA>
<AREA id="grid_dungeon" merge=true like="maze_dungeon" layout="GRIDCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=desert" />
<AREA id="square_dungeon" merge=true like="maze_dungeon" layout="BOXCITYSQUARE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=desert" />
<AREA id="box_dungeon" merge=true like="maze_dungeon" layout="BOXCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=desert" />
<AREA id="cross_dungeon" merge=true like="maze_dungeon" layout="CROSS" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=desert" />
<AREA id="tree_dungeon" merge=true like="maze_dungeon" layout="TREE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=desert" />

<ROOM id="hallway_rooms" merge=true select="pick-1" condition="$roomtag_nodetype='street' or $roomtag_nodetype='surround'">
	<ROOM class="Desert" id="desert_street_room" condition="$theme='desert' or $theme='random'">
		<TITLE>(a(n)) $_desert_path_name</TITLE>
		<DESCRIPTION>$desert_street_desc</DESCRIPTION>
		<STRING id="desert_street_desc" select="all">
			<STRING action="PREPEND" condition="$ROOMTAG_NODEGATEEXIT != ''">You are at the entrance to $areaname. ${c:STAT:AREAGATE:AREA:NAME} is to the ${l:ROOMTAG_NODEGATEEXIT}. </STRING>
			<STRING select="any-1" action="PREPEND">
				<STRING condition="$_desert_path_roomtype=1">You are working your way along (a(n)) ${l:_desert_path_name}. </STRING>
				<STRING condition="$_desert_path_roomtype=1">You are on (a(n)) ${l:_desert_path_name}. </STRING>
				<STRING condition="$_desert_path_roomtype=1">The ${l:_desert_path_name} goes through the $desert_nouns. </STRING>
				<STRING condition="$_desert_path_roomtype=1">(A(n)) ${l:_desert_path_name} runs through the $desert_nouns. </STRING>
				<STRING condition="$_desert_path_roomtype=1">You are inching your way through (a(n)) ${l:_desert_path_name}. </STRING>
				<STRING condition="$_desert_path_roomtype=0">You are lost in (a(n)) ${l:_desert_path_name}. </STRING>
				<STRING condition="$_desert_path_roomtype=0">You are deep in (a(n)) ${l:_desert_path_name}. </STRING>
				<STRING condition="$_desert_path_roomtype=0">The ${l:_desert_path_name} surrounds you. </STRING>
				<STRING condition="$_desert_path_roomtype=0">The ${l:_desert_path_name} is all around you. </STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING condition="$_desert_path_roomtype=1">The $_desert_path_type is crossed by $adj_sparse cacti and plants. ${c:adj_desolate} sands otherwise surrounds you. </STRING>
				<STRING condition="$_desert_path_roomtype=1">Tracks in the $adj_soft_sands sands make the $_desert_path_type easier to follow here. </STRING>
				<STRING condition="$_desert_path_roomtype=1">${c:adj_phys_size_tall} dunes curve around the $_desert_path_type like a wall. </STRING>
				<STRING condition="$_desert_path_roomtype=1">The plant life here is $adj_sparse enough here to make the $_desert_path_type $adj_desolate and dead. </STRING>
				<STRING condition="$_desert_path_roomtype=0">The sands of $areaname are $adj_phys_size_large and gold, dunes rise in $adj_impassable walls. </STRING>
				<STRING condition="$_desert_path_roomtype=0">You $verb_desert_tread your way through the $noun_desert_brush of the $adj_sparse desert. </STRING>
				<STRING condition="$_desert_path_roomtype=0">The desert surrounds you, $adj_sparse cacti making some directions prickly and $adj_impassable. </STRING>
				<STRING condition="$_desert_path_roomtype=0">You feel a $noun_desert_wind blow around the $adj_sparse plants of the desert. </STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING condition="$_desert_path_roomtype=1">The $_desert_path_type continues $roomrun_desc_long.</STRING>
				<STRING condition="$_desert_path_roomtype=1">Beneath the narrow shadows of the dunes you can see the $_desert_path_type running $roomrun_desc_long.</STRING>
				<STRING condition="$_desert_path_roomtype=1">The $_desert_path_type runs $roomrun_desc_long.</STRING>
				<STRING condition="$_desert_path_roomtype=1">The faint $_desert_path_type goes $roomrun_desc_long.</STRING>
				<STRING condition="$_desert_path_roomtype=0">It looks like you might pick your way $roomexits_desc_long.</STRING>
				<STRING condition="$_desert_path_roomtype=0">Openings in the $adj_sparse $noun_desert_brush can be seen $roomexits_desc_long.</STRING>
				<STRING condition="$_desert_path_roomtype=0">You can $verb_desert_tread on through $roomexits_desc_long.</STRING>
				<STRING condition="$_desert_path_roomtype=0">You can continue $roomexits_desc_long.</STRING>
			</STRING>
		</STRING>
		<EXIT class="Open" />
		<MOB condition="1?2=1" select="any-1" insert="desert_mobs" />
	</ROOM>
</ROOM>

<ROOM id="interior_rooms" merge=true select="any-1" condition="$roomtag_nodetype='interior' or $roomtag_nodetype='square'">
	<ROOM class="Desert" like="desert_street_room" condition="$theme='desert' or $theme='random'" />
</ROOM>

<ROOM id="leaf_rooms" merge=true select="any-1" condition="$roomtag_nodetype='leaf'">
	<ROOM class="Desert" id="desert_interior_room" condition="$theme='desert' or $theme='random'">
		<TITLE>
			<TITLE>$desert_path_prefix $desert_nouns</TITLE>
		</TITLE>
		<DESCRIPTION>$desert_interior_desc</DESCRIPTION>
		<STRING id="desert_interior_desc" select="all">
			<STRING select="any-1" action="PREPEND">
				<STRING>You find yourself by a $adj_sparse copse of plants in the ${l:room_title}. </STRING>
				<STRING>You are in a corner of the ${l:room_title}. </STRING>
				<STRING>The ${desert_nouns} surrounds you. </STRING>
				<STRING>The ${desert_nouns} is all around you. </STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING>The $adj_large dunes of $areaname are $adj_cramped around you in $adj_impassable walls. </STRING>
				<STRING>You $verb_desert_tread your way through the $noun_desert_brush of the desert. </STRING>
				<STRING>The desert surrounds you, ${adj_phys_size_tall} $adj_cramped dunes making some directions $adj_impassable. </STRING>
				<STRING>You feel a $noun_desert_wind blow over the $adj_phys_size_tall dunes of the $noun_desert_wind_adj desert. </STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING>It looks like you might pick your way $roomexits_desc_long.</STRING>
				<STRING>Openings in the $noun_desert_brush can be seen $roomexits_desc_long.</STRING>
				<STRING>You can $verb_desert_tread on through $roomexits_desc_long.</STRING>
				<STRING>You can continue $roomexits_desc_long.</STRING>
				<STRING condition="$roomtag_nodetype='leaf'">It looks like you might pick your way $roomexits_desc_long to ${l:STAT:ANYROOM:DISPLAY}.</STRING>
				<STRING condition="$roomtag_nodetype='leaf'">You can $verb_desert_tread on through $roomexits_desc_long to ${l:STAT:ANYROOM:DISPLAY}.</STRING>
			</STRING>
		</STRING>
		<EXIT class="Open" />
		<MOB condition="($NOFANTASY != 'true') and ($__defined_desert_dragon&lt;1)" define="__defined_desert_dragon+=1" like="desert_dragon_mob" />
		<MOB condition="1?2=1" select="any-1" insert="desert_mobs" />
		<ITEM condition="1?4=1" select="any-1">
			<ITEM class="GenContainer" name="A $adj_wooden_ragged chest" display="$item_name is here" HASLID="true" HASLOCK="$trueorfalse">
				<CONTENT>
					<ITEM select="any-5" insert="dungeon_treasure_items" />
				</CONTENT>
				<AFFECT class="Prop_Hidden" />
			</ITEM>
		</ITEM>
	</ROOM>
</ROOM>
	
<MOB class="GenMob" level="$level_range" id="desert_dragon_mob" race="Dragon" gender="$anygender" hpmod="15">
	<NAME select="all">
		<NAME condition="$mob_level&lt;10">a hatchling blue dragon</NAME>
		<NAME condition="$mob_level&lt;20 and $mob_level&gt;=10">a very young blue dragon</NAME>
		<NAME condition="$mob_level&lt;30 and $mob_level&gt;=20">a young blue dragon</NAME>
		<NAME condition="$mob_level&lt;40 and $mob_level&gt;=30">a subadult blue dragon</NAME>
		<NAME condition="$mob_level&lt;70 and $mob_level&gt;=40">an adult blue dragon</NAME>
		<NAME condition="$mob_level&lt;80 and $mob_level&gt;=70">an old blue dragon</NAME>
		<NAME condition="$mob_level&lt;85 and $mob_level&gt;=80">a very old blue dragon</NAME>
		<NAME condition="$mob_level&gt;=85">a ancient blue dragon</NAME>
	</NAME>
	<DISPLAY select="pick-1">
		<DISPLAY pickweight="1">$mob_name leaps towards you.</DISPLAY>
		<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
		<DISPLAY pickweight="5">$mob_name is here.</DISPLAY>
	</DISPLAY>
	<DESCRIPTION>$mob_name strikes terror in your very bones.</DESCRIPTION>
	<BEHAVIOR select="all">
		<BEHAVIOR condition="$mob_level&gt;=40" class="MOBEater" parms="" />
		<BEHAVIOR class="CombatAbilities" parms="" />
		<BEHAVIOR class="ObjectGuardian" parms="" />
	</BEHAVIOR>
	<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
	<ABILITY select="all">
		<ABILITY condition="$mob_level&gt;=10" class="Skill_Trip" parms="" />
		<ABILITY condition="$mob_level&gt;=20" class="Dragonbreath" parms="" />
		<ABILITY condition="$mob_level&gt;=30" class="Spell_DetectInvisible" parms="" />
		<ABILITY condition="$mob_level&gt;=40" class="Spell_Fear" parms="" />
		<ABILITY condition="$mob_level&gt;=50" class="Spell_Hold" parms="" />
		<ABILITY condition="$mob_level&gt;=60" class="Spell_Slow" parms="" />
		<ABILITY condition="$mob_level&gt;=70" class="Spell_GravitySlam" parms="" />
		<ABILITY condition="$mob_level&gt;=80" class="Spell_SpellTurning" parms="" />
		<ABILITY condition="$mob_level&gt;=90" class="Spell_ResistSlashing" parms="" />
	</ABILITY>
</MOB>

<MOB id="desert_mob" select="any-1" requires="level_range=int,aggrochance=int">
	<MOB id="desert_mobs" select="all" requires="level_range=int,aggrochance=int">
		<MOB class="genmob" copyof="Lizard" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Lizard" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Vulture" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Rabbit" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Rat" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Toad" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Spider" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB class="genmob" copyof="Scorpion" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB condition="$NOFANTASY != 'true'" class="genmob" copyof="Zombie" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB class="genmob" copyof="Rattlesnake" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB class="genmob" copyof="Scorpion" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB class="genmob" copyof="Rattlesnake" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB class="genmob" copyof="GiantScorpion" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB class="genmob" copyof="Cobra" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
	</MOB>
</MOB>

<STRING id="noun_desert_brush" select="any-1">
    <STRING>sandscape</STRING>
    <STRING>dunes</STRING>
    <STRING>scrub</STRING>
    <STRING>brush</STRING>
    <STRING>cacti</STRING>
    <STRING>desertscape</STRING>
    <STRING>desert</STRING>
</STRING>

<STRING id="noun_desert_wind_adj" select="any-1">
    <STRING>stinging</STRING>
    <STRING>scouring</STRING>
    <STRING>scratchy</STRING>
    <STRING>hot</STRING>
    <STRING>burning</STRING>
    <STRING>dry</STRING>
</STRING>

<STRING id="noun_desert_wind" select="any-1">
    <STRING>$noun_desert_wind_adj wind</STRING>
    <STRING>$noun_desert_wind_adj breeze</STRING>
    <STRING>$noun_desert_wind_adj air</STRING>
</STRING>

<STRING id="verb_desert_tread" select="any-1">
    <STRING>drag</STRING>
    <STRING>work</STRING>
    <STRING>trample</STRING>
    <STRING>tread</STRING>
    <STRING>stomp</STRING>
    <STRING>walk</STRING>
    <STRING>shuffle</STRING>
</STRING>

<STRING id="_desert_path_name" select="any-1" define="_desert_path_name">
	<STRING pickweight=2 define="_desert_path_roomtype=1">$desert_path_prefix $_desert_path_type</STRING>
	<STRING pickweight=2 define="_desert_path_roomtype=0">$desert_path_prefix $desert_nouns</STRING>
	<STRING pickweight=1 define="_desert_path_roomtype=1">$adj_creepywords $desert_path_prefix $_desert_path_type</STRING>
	<STRING pickweight=1 define="_desert_path_roomtype=0">$adj_creepywords $desert_path_prefix $desert_nouns</STRING>
</STRING>

<STRING id="desert_path_prefix" select="any-1">
	<string>sandy</string><string>scorching</string><string>dry</string>
	<string>arid</string><string>hot</string><string>prickly</string><string>forsaken</string>
	<string>desolate</string><string>bare</string><string>parched</string>
</STRING>

<STRING id="desert_nouns" select="any-1">
	<string>desert</string><string>dunes</string><string>sands</string><string>plains</string>
	<string>badlands</string><string>range</string><string>miles</string><string>dust bowl</string>
	<string>plateau</string><string>wastes</string><string>barrens</string>
</STRING>

<STRING id="_desert_path_type" define="_desert_path_type" select="any-1">
	<string>path</string><string>desert</string><string>pathway</string><string>dune</string>
	<string>valley</string><string>stretch</string>
</STRING>